High Elf List
High Elf List
High Elf List
SPECIAL RULES:
Asrai Archery, Blessings of the Ancients, Elven Grace, Fly, Forest Spirit, Loremaster (Lore of Athel Loren).
Screech:
Ariel's Attack automatically Hit all enemy models in base contact. It has the Ignores Armour special rule.
Earthbind:
Any units declaring a charge on Ariel count as moving through Dangerous Terrain for the duration of the turn. In addition, if Ariel
flees from combat, any enemies attempting to pursue her roll an extra D6 when determining their pursuit distance and discard the
highest result.
MAGIC ITEMS:
The Dart of Doom (Magic Weapon)
One use only. The Dart of Doom has a range of 12". If the dart hits a model it causes 1 automatic Wound which Ignores Armour
saves. If the wound is not saved the dart sucks energy out of the victim, draining their Strength characteristic by D3 to a minimum of
1.
ELVEN GRACE
Models with this special rule gets the Parry (6+) special rule against enemies with a lower Initiative value. This Parry
save also apply to models that are mounted.
BLESSINGS OF THE ANCIENTS
Any model that has this special rule, and is within a forest, adds +1 to all attempts to cast spells.
FOREST SPIRIT
A model with this special rule has the Fear, Forest Strider, Magical Attacks, Immunity (Psychology) and Ward save (6+)
special rules. In addition, units of Forest Spirits may only be joined by characters that are also Forest Spirits.
159
powerful version, affecting all friendly units within 12".
MAGIC ITEMS:
Sword of Teclis (Magic Weapon)
All hits from the Sword of Teclis wound on a 2+, and Wounds caused by it Ignores Armour saves.
ELVEN GRACE
Models with this special rule gets the Parry (6+) special rule against enemies with a lower Initiative value. This Parry
save also apply to models that are mounted.
MARTIAL PROWESS
Models with this special rule (but not any mounts) may re-roll all To Hit rolls of 1 when making close combat attacks.
VALOUR OF AGES
If your opponent's army roster contains one or more models from Warhammer: Dark Elves, models with this special
rule re-roll all failed Panic tests and have Immunity (Fear).
LILEATH'S BLESSING
Models with this special rule add +1 to all dispel attempts.
Curse of Aenarion:
As soon as a Lord of Aenarion is reduced to 1 Wound he gets a Ward save (3+) for the rest of the battle. This has no
effect on attacks that would outright kill him before he is reduced to 1 Wound, like a spell or attack with the Multiple
Wounds special rule. If he were to suffer multiple Wounds in a single phase, roll one save at a time (if he has any) for
each Wound suffered until his Ward save takes effect.
3.WALK BETWEEN WORLDS Cast on 8+
THE LORE OF As the mage intones this ancient incantation he begins to fade
from view, becoming as insubstantial as a ghost. For a moment,
the wizard's allies tread immortal pathways.
HIGH MAGIC
Walk Between Worlds is an augment spell that targets a single
unengaged unit within 24". The target gains the Ethereal special
rule until the end of the phase and can immediately move up to 10"
as if it were the Remaining Moves sub-phase. The Wizard can
True Magic, Qhaysh choose to cast a more powerful version of this spell, in which case
SHIELD OF SAPHERY (Lore Attribute) the target instead gains the Ethereal special rule until the end of the
As the Mage bends the Winds of Magic to his will, a shroud of phase and can immediately move up to 20" as if it were the
glittering magical energy descends upon his allies, protecting Remaining Moves sub-phase. If they choose to do so, the casting
them from all harm. Arrows and bolts wash harmlessly past value is increased to 16+.
___________________________________________________________________________________________
the Elves, while sword blows and spear thrum become __
enfeebled, robbed of all strength at the Mage's command. 4.TEMPEST Cast on 12+
Each time a spell from this lore is successfully cast, the caster Without warning an eight-winded storm breaks about the foe.
and their unit immediately gain a Ward save (6+) (which can Tempest is a direct damage spell. Place the large round template
then be increased by further castings thanks to this lore anywhere within 30" of the Wizard – it then scatters D6". All
attribute) until the beginning of the caster's next Magic phase. models hit by the template suffer a Strength 3 hit (models with the
Fly special rule suffer a Strength 4 hit instead). If a unit suffers any
DRAIN MAGIC Cast on 7+ unsaved Wounds from this spell, it suffers a -1 modifier to all To
(Signature Spell) Hit rolls (both shooting and close combat) until the start of the
Manipulating the swirling tides in the Winds of Magic with a skill caster's next Magic phase (shooting attacks that do not use
won through years of practice, the Mage conjures a vortex of anti- Ballistic Skill must roll 4+ on a D6 before firing, or the shot(s) are
magic to calm the raging winds, making even the simplest magical lost).
task an arduous labour. ___________________________________________________________________________________________
__
Drain Magic can be cast on any unit (friend or foe) and has a
range of 18". If the target is a friendly unit, Drain Magic is an 5.ARCANE UNFORGING Cast on 13+
augment spell. If the target is an enemy unit, Drain Magic is a hex The magic of unmaking flies true from outstretched hands.
spell. In either case, all Remains in Play spells affecting the target Glowing swords grow dim, blood-warm chalices cool and
unit are immediately dispelled, and the effects of all other spells on enchanted scrolls crumble into dust, their magical energies
the target unit immediately come to an end. The Wizard can drained as the Mage turns the fury of Vaul's forge upon the
choose to have this spell target all units (friend and foe) within magical trappings of the enemy.
18". If they do so, the casting value is increased to 14+ Arcane Unforging is a direct damage spell with a range of 24"
_____________________________________________________ that targets a single enemy character (even if in a unit). The target
__ suffers a single Wound which Ignores Armour saves on a dice roll
SOUL QUENCH Cast on 8+ greater than or equal to the model's unmodified armour save
(Signature Spell) (models without an armour save cannot be wounded). The owning
White light bursts forth, banishing the spirits of those it touches. player must then reveal to the caster all the magic items possessed
Soul Quench is a magic missile with a range of 18" that causes by the target (if any). If the target has one or more magic items,
2D6 Strength 4 hits. The caster can choose for this spell to instead randomly select one of them – that item is immediately destroyed
inflict 3D6 Strength 4 hits. If they do so, the casting value is on the roll of 2+ and cannot be used for the rest of the game. Note
increased to 12+. that this spell has no effect on magic items that are mounts, magic
_____________________________________________________ items that contain bound spells that have miscast during the game,
__ and any magic items labelled as 'one use only' that have already
been used during the game – do not include these when randomly
1.APOTHEOSIS Cast on 5+ selecting a magic item.
Waves of pure magic infuse the wizard's ally. ___________________________________________________________________________________________
__
Apotheosis is an augment spell that targets a single model within
18". The target immediately regains a single lost Wound. Note that 6.FIERY CONVOCATION Cast on 19+
this may not take the model above its starting value of Wounds. With a single secret word, pure white flames emerge from the air
The Wizard can choose to cast a more powerful version of itself and envelop the target immolating the unworthy foe. With
Apotheosis. If they do so, the target instead immediately regains every passing second the flames grow hotter, swiftly intensifying
D3 lost Wounds, in which case the casting value is increased to until they can sear flesh or even melt steel.
10+. Regardless of how many lost Wounds (if any) are recovered, Remains in play. Fiery Convocation is a direct damage spell with
the target also gains the Fear special rule until the start of the a range of 24". Every model in the target unit takes a Strength 4 hit
caster's next Magic phase. with the Flaming Attacks special rule. At the end of every
_____________________________________________________ subsequent Magic phase, every model in the target unit suffers a
__ Strength 4 hit with the Flaming Attacks special rule.
2.HAND OF GLORY Cast on 5+
The High Elf Mage draws on the Winds of Magic and channels its
power to embolden the Asur around him. With a simple sign, the
wizard grants his allies the might of old. All around the caster,
High Elves recall the glory of Aenarion and fight on with courage
Hand of Glory is an augment spell with a range of 18". The target
unit's Movement, Weapon Skill, Ballistic Skill or Initiative (you
choose which) is increased by D3 until the start of the caster's next
Magic phase. The Wizard can choose to cast a more powerful
version of this spell that instead increases all four characteristics
(don't roll a separate D3 for each – make one roll and apply it to all
four characteristics). If they do so, the casting value is increased to
10+.
SPECIAL RULES: ELVEN GRACE, MARTIAL PROWESS, VALOUR OF AGES
MEDIUM ARMOR, LANCE