Archmage Teclis

(Unit)
Type: unit
Category: Leader
Categories: AELF, HERO, LUMINETH REALM-LORDS, MONSTER, ORDER, TECLIS, WIZARD, Leader, Behemoth, Unique
EntryId: 7bbb-5d1d-b91b-7dab
Hidden: false
Costs: 720 pts

Constraints:

max(roster): 1
max: 1
Options (10)
Battalions:

Profiles:

Unit Abilities
Archmage

At the start of your hero phase, you must say if this model will cast. The number of spells it can cast are shown on the wound tracker table. If you say 1 spell, when it attempts to cast that spell, it is automatically cast (do not roll 2D6) and it cannot be unbound. If you say 2 spells, when it attempts to cast those spells, each is automatically cast with a casting roll of 12 that cannot be modified (do not roll 2D6). These spells can be unbound. If you say up to 4 spells, when it attempts to cast those spells, each is automatically cast with a casting roll of 10 that cannot be modified (do not roll 2D6). These spells can be unbound.

Aura of Celennar

Add 1 to casting, dispelling and unbinding rolls for friendly LUMINETH REALM-LORDS units within range of this model's Aura of Celennar ability. The range of the Aura of Celennar ability for this model is shown on the wound tracker table.

Discs of the Aelementiri

At the start of your hero phase, in addition to casting spells, this unit can automatically dispel 1 endless spell (do not roll 2D6). In the enemy hero phase, this model can automatically unbind 1 enemy spell (do not roll 2D6).

Fly

This unit can fly.

Mount

Celennar, Spirit of Hysh, is armed with Moonbright Talons.

Seeing Stone of Celennar

Each time a friendly unit within range of this unit’s Aura of Celennar ability is affected by the abilities of an endless spell summoned by an enemy WIZARD or a spell cast by an enemy WIZARD, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit. Then, if the dice roll was successful, pick 1 enemy unit within 18" of that unit. That enemy unit suffers D3 mortal wounds.

Unit MoveWoundsBraverySave
Archmage Teclis

10"

16

10

4+

Magic Cast/Unbind
Wizard

See Archmage ability/Any

Arcane Bolt, Mystic Shield, Protection of Teclis, Storm of Searing White Light

Spell Casting ValueRange
Arcane Bolt

5

12"

If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.

Mystic Shield

5

12"

If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

Protection of Teclis

10

18"

If successfully cast, until your next hero phase, friendly units wholly within range of the caster have a ward of 5+ while they are wholly within range of the caster. This spell cannot be cast in the same phase as the Protection of Hysh.

Storm of Searing White Light

10

18"

If successfully cast, roll a dice for each enemy unit within range and visible to the caster. On a 1, nothing happens. On a 2-4, that unit suffers D3 mortal wounds. On a 5+ that unit suffers D6 mortal wounds.

Modifiers:

add category Coalition: LRL
1 selections of 43c3-c915-f204-94d6 in roster (recursive)
Used By (2)
Order - Lumineth(Catalogue)