Obviously Teclis is far more potent than a normal mage and the following rules apply to him: 1. Teclis begins the battle as a Level 4 Wizard and as long as the last potion he drank was Sariour, this will remain the case. However, while he is under the influence of Charoi he will only count as a Level 1 Wizard. If he imbibes his draught of Sariour he will return to being a Level 4 Wizard. Teclis may use either High Magic or any of the lores from the Warhammer rulebook. Whatever lore he chooses, Teclis will know all six spells, regardless of his current level. 2. Teclis may re-roll all dice for spell effects. For example, if he casts Fury of Khaine he may re-roll the dice to see how many hits are caused and then re-roll any which fail to wound. 3. Instead of the normal definition of the circumstances that end a remains in play spell, when Teclis casts such a spell it will remain in play until it is dispelled, or until he chooses to end it (which he can do at any time), attempts to cast the same spell again or is slain. This means that Teclis can maintain more than one 'remains in play' spell at a time.
You will note that Teclis has two profiles instead of the normal one. Which profile you use depends on which of the potions Teclis drank last. He only takes one draught of each potion with him to battle, so you can only use each type once. At the start of the battle, Teclis will be under the effects of the potion of Sariour. At any time he may choose to drink the potion of Charoi. Note, however, that the number of Wounds on the profiles refers to starting Wounds. For example, if Teclis suffers a wound before he drinks Charoi then he will not go back to 3 Wounds when he does so.
As soon as Teclis is reduced to 1 Wound he gets a 2+ Ward save for the rest of the battle. Note that if an attack will inflict multiple wounds, for example a cannon ball, then Teclis will only get this special Ward save if he has already been reduced to 1 Wound before he is hit.
When fighting against a Dark Elf army, High Elves are immune to Panic
High Elf Mages get +1 to each attempt to dispel. Note that this bonus is not cumulative for having more than one High Elf Mage, so an army with two High Elf Mages will still only get +1 to dispel from this source. However, this bonus may still be combined with magic items as normal.
5
6
4
3
10
7
(2*+)
1
2