The Lumineth Realm-lords are paragons of martial skill, spellcasting, philosophy, spiritual communication, and a very, very long and exhaustive list of other things that we don’t have time to mention here.* This is expressed in part by a flexible and nuanced new battle trait that has you depicting runes to enhance and empower your units.
They have plenty more tricks up their extremely billowy sleeves, so shield your eyes against the searing light emanating from the pages of their new battletome, as we give you a glimpse of their brilliance.

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. The Archmage can choose to exercise either Magical Supremacy and cast a spell with an unmodified roll of 12, or Drain Power from a nearby wizard or priest and subtract 1 from their power level.

Once Per Turn, Your Hero Phase
ARCHMAGE
Teclis’s knowledge of magic is such that weaving spells and denying the efforts of enemy mystics comes to him as easily as breathing.
Effect: Pick 1 of the following:
Magical Supremacy: Instead of making a casting roll for the next Spell ability used by this unit this turn, you can use a value of 12 for the roll that cannot be modified.
Drain Power: Pick a visible enemy WIZARD or PRIEST within 18" of this unit to be the target. Subtract 1 from the target’s power level, to a minimum of 0, until the start of your next turn.

Passive
AURA OF CELENNAR
Those who bathe in the lambent glow of Celennar find themselves lifted to new heights of erudition, and Teclis is no exception.
Effect: Add 1 to casting rolls and banishment rolls for friendly LUMINETH REALM-LORDS WIZARDS while they are wholly within 12" of this unit.
In addition, this unit can use SPELL abilities from the Lore of Hysh, the Lore of the Awakened Realms and the warscrolls of all friendly LUMINETH REALM-LORDS WIZARDS on the battlefield.
The Aura of Celennar continues to boost the casting and banishment rolls of all nearby wizards, but the lunasphinx’s immeasurable power now lets Teclis tap into both the Lore of Hysh and the new Lore of the Awakened Realms, as well as the warscroll spells known by all wizards currently on the battlefield. This makes Teclis even more of a showoff than usual, but is helpful given he can cast four spells.
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. Powerful stuff for those willing to expand their minds and learn the intricacies of how all five runes harmonise with each other.***

Once Per Battle (Army), Start of Battle Round
DISCS OF THE AELEMENTIRI
These sacred artefacts are a vital component of the Mage God’s deep connection with the elements of the Hysh-Mhensa. Their innate magic allows Lumineth to draw more readily upon the power of their own runic scriptures.
Declare: You cannot use this ability in the first battle round.
Effect: Depict a rune of your choice on your battle scripture.
The Lumineth have also been doing their homework like the swots they are, and have refreshed their spell books, updating the Lore of Hysh and unearthing the Lore of the Awakened Realms. Overwhelming Heat remains a stalwart of the Lore of Hysh, but new unlimited spell Beacon of Hysh lets you protect your units with a blinding light that causes unmodified hit rolls of 1-3 to fail.
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, while Elemental Push calls on wind spirits to move a unit 5” with very few restrictions, so you can whisk a unit out of combat if you so wish.
LORE OF HYSH
Your Hero Phase
BEACON OF HYSH (6)
The caster imbues allies with an aura of brilliance that blinds their opponents.
Declare: Pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, pick a visible friendly non-MONSTER LUMINETH REALM-LORDS unit wholly with 12" of them to be the target, then make a casting roll of 2D6.
Effect: Until the start of your next turn, if the unmodified hit roll for an attack that targets that friendly unit is 1-3, the attack fails and the attack sequence ends.
KEYWORDS: SPELL, UNLIMITED

LORE OF THE AWAKENED REALMS
Your Hero Phase
ELEMENTAL PUSH (6)
Carried upon a shifting patch of earth or sped by a benevolent zephyr, a group of Lumineth are carried to a more advantageous position by the spirits of the land.
Declare: Pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, pick a visible friendly LUMINETH REALM-LORDS unit wholly within 12" of them that was not set up this turn to be the target, then make a casting roll of 2D6. Subtract 1 from the roll if the target is in combat.
Effect: The target can move up to 5". It can pass through the combat ranges of enemy units but cannot end that move in combat.
KEYWORDS: SPELL
To master the battle tactics of the Lumineth Realm-lords is to master both the philosophies of the Vanari and the Scinari however, and while casting spells is impressive, sometimes you just need to stick a sharp blade into the guts of a vile warrior of Chaos and be done with it.
The Vanari Lord Regent is more than up to the task of felling foes, but more importantly they are a Shining Example to all Lumineth warriors, allowing Vanari units within 12” of them to roll three extra dice when they use the Rally command. They are often best paired with Vanari Auralan Wardens, the spear-wielding backbone of the Lumineth legions. These commanders can call upon a nearby unit of Wardens in combat to create a Wall of Blades, rolling a number of dice based on the size of the enemy unit, and inflicting mortal damage on a 5+ or more.

Once Per Turn (Army), Any Combat Phase
VANARI LORD REGENT:
WALL OF BLADES
The Vanari Lord Regent is a master of anticipating where the enemy will strike and preparing their warriors accordingly.
Declare: Pick a friendly VANARI AURALAN WARDENS unit wholly within 12" of this unit to be the wall of blades. Then, pick an enemy unit in combat with the wall of blades to be the target.
Effect: Roll a dice for each model in the wall of blades that is within 3" of the target. For each 5+, inflict 1 mortal damage on the target.

Passive
VANARI AURALAN WARDENS:
ANTICIPATED STRIKE
When Auralan Wardens stand shoulder to shoulder, they present a bristling wall of pikes to the foe.
Effect: If this unit has not charged this turn, ignore the effect of the Charge (+1 Damage) ability for combat attacks made by enemy units that target this unit.
Vanari Auralan Wardens also use their pikes to great effect when charged by their foes, their ability to make an Anticipated Strike putting charging enemies off balance, nullifying the Charge (+1 Damage) weapon ability if they have it. Perfect harmony is hiding your best wizards behind a line of Wardens, and goading your opponent into making a charge.
Plenty of other units are changing too, often drawing power from the specific runes inscribed in the battle scripture, which we’ve already shown you a morsel of with the new Alarith unit rules. You’ll need to wait until the release of Battletome: Lumineth Realm-lords to see how everything works, but you won’t be waiting long, because the battletome and the Vanari Lord Regent are available to pre-order on Saturday. Just remember to let any Disciples of Tzeentch players know Teclis is the one true god of magic.
* Amongst the many talents they like to brag about is horticulture. Seriously, check out all those tiny trees they grow. They’re neat.
** Say what you will about Nagash, he’s got an unbeatable work ethic.
*** It’s your choice which order to perform Start of Battle Round abilities, so make sure you use the Discs of the Aelementiri before depicting a rune, to get those extra bonuses.



















