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Age of Sigmar: Teclis Flexes His Magic Muscles With These New Rules

4 Minute Read
Feb 4 2026
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The Lumeineth Realm-lords are about to get some upgrades. Teclis is bringing the light with him and these new magical abilities!

When it comes to magical prowess in the Mortal Realms Teclis should rank pretty high on any list. He’s getting a bit of a rework in the upcoming LRL Battletome and today Games Workshop is showcasing what this Archmage can do!

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via Warhammer Community

Archmage Teclis may be somewhat weakened after his climactic battle with Nagash years ago, but just like the Supreme Lord of the Undead, he is not resting on his laurels. With the Skaven menace threatening the realms, Teclis has altered his approach to battle.

Teclis Unleashed in Age of Sigmar

First up, Teclis still has his Magical Supremacy ability although it’s changed slightly. He can still cast a spell with an unmodified 12 roll now once per turn. Alternatively, he can now mess with Wizard or Priests within 18″ by reducing their power level by 1. This drain only lasts until the start of your next turn though.

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Teclis also has the Aura of Celennar as well. This adds 1 to the casting rolls and banishment rolls for friendly LRL Wizards who are wholly within 12″ of him. On top of that nice casting boost, this passive also lets him use spells from two different lores as well as from the Warscrolls from all friendly LRL wizards on the field! Basically he’s going to have a spell list that’s bound to have something useful to cast in every situation.

Now if you caught the new Rune rules from earlier this week then you know the LRL are getting a new magic/buff system to work with. And Telic wouldn’t be much of a master of magic if he didn’t do something with that system, would he?

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By invoking the power of the Discs of the Aelementiri worn around his waist, Teclis can also choose to depict an additional rune of the Hysh-Mhensa on your swish new battle scripture. You can scribe a rune this way once per game at the start of a battle round, from the second battle round onwards. Runes depicted this way don’t trigger the Depict Rune part of the ability, so you won’t choose any units to buff, but any other runes depicted will have their secondary effects enabled.

This is another way to really empower the rest of your army. Again, it doesn’t trigger the Depict Rune but having it there to combo other runes is really nice. I think the LRL players are going to have a field day dreaming up what runes they want to use in games.

More Lumineth Realm-lord Rules

The Lore of Hysh and the Lore of the Awakened Realms have both gotten some updates, too. Here’s two spells you’ll get to sling around the battlefield:

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We also got some more news about the lores as well. Overwhelming Heat from the Lore of Hysh is sticking around so you’ll still have that in your bag of tricks. The Lore of the Awakened Realms is new and we got a bit more about those spells:

The new Lore of the Awakened Realms is all about drawing power from the spirits of the realms themselves, like Focused Erosion, which unifies the power of wind, water, and earth to subtract 1 from the Rend of enemy weapons. Realmshield is the new version of Protection of Hysh, which now only needs a casting roll of 7 to succeed…

It’s not just the magic side of things that is getting a shake-up either. The warriors of the LRL are also getting some updates to play with as well.

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The Vanari Lord Regent also allows for all Vanari units within 12″ to roll three extra dice on a Rally thanks to their Shining Example ability. Any extra chance to bring back models is a win in my book!

All of these changes and more are coming to the Lumenith Realm-lords with there upcoming battletome. It’s going to be a bright day for Teclis fans out there!

 

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So bright and shiny!


 

Author: Adam Harrison
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