
Warhammer Community showed off a few synergies to consider with Teclis if you are already planning to pick him up once his model releases. Even by himself, he’s going to be a BOSS but he’s also got a lot to offer the rest of the army too.


Now that we’ve got the basic statline out of the way, here are some of his rules highlights.
- Archmage: This is going to be Teclis’s bread and butter rule that lets him bully other Wizards off the table. He can autocast up to four spells with each value counted as a 10. He can also choose to instead, just cast two spells which each spell is counted as rolling a 12. Finally, he can choose to cast one spell and there’s no way for your opponent to unbind it. If you REALLY need something to go off, you can sacrifice three other potential spells to guarantee the one to go off.
- Discs of the Aelementirl: This is the cherry on top to all your magical prowess. On top of auto-casting up to four spells, you’ll be able to auto-deny an Endless Spell and a regular spell. Being able to point at an Aethervoid Pendulum and say “NO” or smacking the spellbook out of a Grot trying to cast the Hand of Gork is powerful enough to secure a game alone.
*Deep Breath*
- Aura of Celennar: Teclis’ mount is coming with his own aura and let your other Wizards (which by the way, is every other model in your army) add +1 to casting and unbinding rolls.
- Seeing Stone of Celennar: His trusty mount, Celennar (his friends call him Celery), is getting a second rule tacked onto his aura. If an enemy spell hits a friendly unit within the aura, on a 4+ it’s negated and you can fling D3 mortal wounds back at a unit within 18″.

Protection of Teclis: This spell goes off on a 10 and puts out an 18″ umbrella effect of ignoring mortal wounds or regular wounds on a 5+.
Storm of Searing White Light: This is another aura spell with an 18″ threat range where you’ll roll a D6 for each unit that gets touched. Ona 1, you don’t do anything. However, depending on how well you roll, you can do D6 mortal wounds on each unit.
With most of the highlights out of the way, here are some cool things to consider when playing Teclis with the rest of your army.
GW Flexes Teclis’s Synergies Within The Lumineth Faction


Lumineth Realm-lords can be dedicated to Great Nations that offer them new abilities, and Teclis is no exception. This peerless Wizard is particularly effective in a Zaitrec force, thanks to an artefact that offers a friendly Stonemage or Cathallar a massive 4+ ability to ignore wounds and even more bonuses to cast.
Teclis Can Charge Up The Hyshian Twinstones For Another Wizard


Whew! We know that was a lot to take in but Teclis literally has a warscroll the size of a full page. Plus, we’re seeing some pretty spicy synergies and incentives to run this guy in your games!
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