Lumineth Realm-Lords have already flexed their casting ability, check out the new spell lore rules they get access to now!
Coming from Imgur, we’ve got two new tables of Lumineth Realm-Lord spell lores. Depending on if the unit is Alarith or Vanari, you’ll have two branching elements of casting. If you’re Teclis, however, you can pull from any of the lores, because, reasons.
There are a lot of spells to cover so we won’t be talking about every single one. But pulling out some of the cooler ones, we can see the potential power of the faction shine.
Lumineth Realm-Lords Spell Lore Tables Emerge
Starting with the lore of Hysh, there are six spells to choose from covering a decent spread of mechanics.
- Solar Flare and Total Eclipse is something you definitely want to throw on Teclis since it’s got such a high casting value. We’ve seen that he can auto-cast spells being counted as a value of 10.
- Lambet Light is tailor-made for lists that want to run fatty blobs of Auralan Sentinels, which are the only shooting unit out of the army. They can target a unit without LOS and now reroll all hits for their missile attacks.
- Speed of Hysh is a great support spell for the Dawnriders which have a base 14″ Movement. By rolling a 5 on 2D6, you can bring their movement up to a whopping 28″.
Moving into the Lore of the High Peaks, this is all centered more around aggressive, earthy elements.
- Entomb is one of those fun spells that might be able to snipe out a small character like a Loonboss or Skaven Priest. However, there are definitely some better options. However, this is still useful because you have a chance of dishing out D6 mortal wounds.
- Unyielding Calm is going to save you some CP by not having to make things fearless via Stratagem in-game. However, it DOES take up a casting slot.
- Crippling Vertigo is a spell that’ll be a hard disable that keeps on triggering throughout your opponent’s turn. This single spell gives you three attempts at shutting down an enemy unit’s movement. If you get a double turn off, this can be really brutal.
- Living Fissure has a similar effect to the Aethervoid Pendulum. It’s only got a 9″ range, but each unit that’s touched by the line takes D3 mortal wounds on a 2+.
Overall, with the faction having twelve spells to choose from, they’ve got a nice spread of utility and damage dealers. Along with Teclis’ insane magic-focused warscroll, these guys are going to give Tzeentch a run for his money!
What do you think about the new spells the faction is getting? Will you be maxing out your spellcasting when you start your Lumineth army?
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