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Age of Sigmar: Lumineth Realm-lords Endless Spells Preview

3 Minute Read
May 11 2020
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Games Workshop is showing off the new Endless Spells of the Lumineth Realm-lords.

The Lumineth Realm-lords are getting a trio of Endless Spells and each one has a different role. Let’s take a closer look at how these will help your forces win the day.

Sanctum of Amyntok

Manifesting as a ritual circle, the life force of the realm pours forth from the ground to create a crackling shield.

This one is a pretty straight-forward defensive enhancement with a chance to reflect some damage back. Interestingly, it appears to show-up in a circular pattern. I don’t know if you’ll be able to cover a unit with this one but you should be able to cover a character or an objective – or a character standing on an objective. Not that there is a very specific scenario for that…(there is).

Hyshian Twinstones

Two matching prism-like gems, each larger than an aelf, hover in the air in a slow orbit when summoned. They act as reservoirs of arcane power, each collecting aetheric energy and charging the other. A skilled Lumineth Realm-lords Wizard can draw on nearby Twinstones to enhance their own abilities.

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Not to be confused with the Geminids of Uhl-Ghysh, these twin gems have a strange function. We can see the Reservoir of Power Rule – but we don’t know exactly how that will function. They will gain a point every time a spell is successfully cast with 12″ up to a max of 6. What you can do with that dice after is anyone’s guess.

Rune of Petrification

When summoned, stones assemble into a ponderous mystical rune on tendrils of swirling energy. A thing of dread even for the Lumineth, the Rune of Petrification cannot easily be dispelled once released, and its power is oppressive. Nearby enemies will begin turning to stone in a matter of moments, eventually becoming inert statues if they remain in its presence.

This one is the offensive spell of the batch and it’s got a nice debuff to boot. It also doesn’t impact the Lumineth Realm-lords units which is great for every game except the mirror-match. A 4+ to cause D3 wounds and a -1 to run and charge rolls. That could be pretty useful!

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Teclis has been busy! These spell are going to be another weapon in the Realm-lord arsenal and taking full advantage of their potential is going to be up to the players.

 

What do you think of these spell? Which one stands out to you the most?

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Author: Adam Harrison
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