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Mystic Powers

How to use these rules


This tome contains all the necesary rules to cast spells of the various paths, it also contains
information on fielding mythic mercenary units.
The first section of the book contains spells of each path, when a Mystic Unit in any Roll of Honour
grants a unit the ability to cast spells, consult this section, you do not need your opponents
permission to use the first pat of this book.

Mercenary units
Units in this section are mercenaries, they can be taken as individually allied units, or this tome can
be used as a Roll of Honour to form an allied army to any other army except Demons.
You must have your opponents permission to use these units in your army, some of them are
expanded versions of units found in other roles of honour.

Stardock academy
Stardock Academy is perhaps the most varied of Magical Schools among the known worlds, for other
worlds or academies focus only on a single art but this school allows the learning of them all.
Stardock was once self-important, buts its freedom from the Kingdom and followed by the conflicts
that came after changed it, bringing about its original vision as a free and diverse center of learning.
In the current conflict Stardock serves any major power and none, it is a safe and stable bastion
against the chaos of the worlds.
Neutral among the factions that war with each other, the academies purpose is to limit the
destruction of its neighbouring nations and to bring about an end to this present chaos.

The Sorcerors Isle


The isle of Sorcerers became Pugs main residence and a new non-human school of magic in the dark
days of Stardocks initial decline. It was a bastion of light against the darkness the years between the
Riftwars and the new Convergence of Rifts.
Now it is alligned again openly with Stardock, for it too is a bulwark of stability in the chaos, no
man knows why rifts give the island and much of the Bitter Sea a wide berth with few if any ever
manifesting in the region.

The Assembly
The Assembly is perhaps the single oldest school and governing body of magic in the known
universe. It was once a brutal slave to tradition and the baser evils of tsuranni culture. In the years
since Lady Maras reforms and the Rebellion of Milamber it has repented its old ways and grown
much the more for it.
The assembly was almost destroyed by the Dasati, but has risen from the dust and now it is
threatened once again by the Convergence of Rifts. Despite not being a stable area like Stardock it is
never the less just as defended due to the presence of thousands of powerful Greater Path mystics.
Many of them an individual match for lesser demons.
Lesser path spells Stardock garments
Garments are much like Magic Armour, the model may wear any number so long as they are worn
Lesser Path spells are the primary spell path used by Midkemians; Goblins, Moredhel and Humans on a different body part. (Hats, hoods, cowls, crowns etc are all on the head; vestments, robes, cloaks,
utilitise this path and its variations. capes are all body; boots and shoes for the feet.... etc)
The “Lesser” path is an art, like poetry or painting, it is a mystery and every single Mystic utilises his/ Robe OF magnus (false) 45C
her talents in a slightly differeny way. This art has one constant in that it is not an “attacking” art, Grants a model Mystic Protection 6.
spells that cause pain or damage cannot be cast without an object as they will rebound back on the Stardock MASTER CLOAK 30C
user.
Grants a model Mystic Protection 4.
Lesser Path Spells are divided from Levels 1-3, though a Mystic may be of a higher level, this is the
limit of its power range. GLITTERING ROBE 30C
Grants +1 Counter Spell.
Level 1 ELEMENTAL WINGS 15C
1. IRON SKIN Grants a model FLY.
Choose a character within 6”, this unit gains +3 <TF>, +1 Armour Protection. elven Hood 15C
2. Leomund’S STEED Grants a model Mystic Protection 2.
Grant a unit within 18” <M> 10, ignore penalties to movement. Wizard Boots 10C
3. DAWN MYST Grants a model Mystic Protection +1.
Enemy units that target units within 6” of the caster suffer -1 to hit with ranged attacks. Wind SLippers 5C
4. Bigby’s WEAK MIND Grants Infantry model +3 <M>.
All enemy units within 12” must check CRG or they cannot move or shoot in thier next shooting
phase. Stardock artefacts
5. FORTIFY Artefacts are unique Items that grant the user special rules, normally a Mystic may only take 1
One friendly unit within 6” gains +1 of any stat. Artefact.
6. BURNING IRON MIRROR OF SARIG 55C
Grant a unit within 12” +1 to wound. Once per game, any spell cast targetting a unit within 6” , targets the caster instead.
7. GIDEONS BEASTIAL TRANSFORMATION dasati feathery RING 45C
Choose a character within 6”, this unit gains +3 <STR>, +3 <A>. This unit can only be attacked by “Commander” units.
8. MYSTIC NET RIFT DEVICE 40C
One enemy unit within 12” must check <STR>, if it fails, it cannot move in its next movement phase. This does not move as normal, instead at the end of the movement phase, move it anywhere on the
board within LOS, or, within 6” of Friendly General or Great Standard Bearer.
9. NELSON’s quicken time
This unit cannot be placed closer than 1” of enemy models, it cannot move into Melee with this item.
Grant a unit within 12” +1 <A>, First Strike, and double its <M>.
althafains seeing orb 30C
10. Adrianna’s mystic horse
Grants one unit the Ambusher, Scout or Vanguard rule.
Choose a character within 6” +2 <M> and Fly.
BADGE OF WAR 20C
11. LIFEDRAIN
This unit may cast a spell that has already been cast if it is able to cast it.
One enemy unit within 12” suffers -1 <STR>, -1 <TF>.
12. MYSTIC DUEL
Choose one enemy unit with a Mystic Level within 6”, treat the caster and that model as being in a Kingdom Mystic Talismans
Duel. Niether may move until its next Mythic Phase. Roll a d10 for each characters Mystic Level, on a
5 or less the enemy model suffers 1 damage. The enemy character can refuse to partake, but if it does, Talismans follow the same rules as in the Specials Rules section fo the Main Rulebook.
then it cannot cast any spells in its next Mythic Phase or counter any enemy spells this phase. DIAMOND OF COUNTERING 40C
13. RAISE THE DEAD Once per Game automatically counter a Level 4 spell or lower.
Take models that have been killed in previous turns and form them into a unit that may cost no more SAPHIRE OF COUNTERING 30C
than 70 pts in total. This unit sufferes -1 <M> and -1 <FS> for the rest of the game. Each time this is Once per Game automatically counter a Level 3 spell or lower.
cast, the unit already placed may be increased in size, even if it is in melee.
RUBY OF COUNTERING 20C
Once per Game automatically counter a Level 2 spell or lower.
Level 2
AMESYST OF COUNTERING 10C
1. Chun’s CIRCLE OF FIRE
Once per Game automatically counter a Level 1 spell or lower.
Place a 3” Template wholely within 12” of the cast. Any unit that touches this template must take d10
<STR> 3 hits, Mystic Attacks. Cannot be placed on another unit.
2. Nymphadora’s BEASTIAL TRANSFORMATION
Choose a character within 6”, this unit gains +2 <STR>, +2 <A>.
MYSTIC ITEMS
3. RUSTING PLAGUE
One enemy unit within 24” permanently suffers -1 Armour Protection.
4. CHEST OF ANCIENT ARMOUR
Stardocks Mystic items are somewhat unique, instead of being divided into Weapons, Armour and
Grant a unit within 6” a permanent +1 Armour Protection, this can only be cast on a unit once.
Talismans, like all of the Mystic Armies they have access to other categories: Staves/Wands/Tomes,
Artefacts, Garments and Talismans. 5. ABDALBAR’s FORTIFY THE MIND
Once per game this unit may re-roll a Leadership Check of any kind.
Stardock staves/wands/tomes. 6. WEAKENING BREATH
Staves/Wands/Tomes work by allowing the user to cast a Magic spell either as a Shooting Attack in One enemy unit within 12” suffers -2 <TF>.
the Shooting Phase, or allow them access to spells they would normally not be able to cast. 7. Dorrie’s BAD BReath
wand of greater Path Lv4 50C One enemy unit within 12” suffers -2 <STR>.
Choose one Greater Path Spell of Level 2. This spell may be used as if the Mystic was Level 4, in the 8. Astrid’s HORROR
shooting phase. May not be used with another wand of Greater Path in the same turn. All units within 6” of this unit count as having Horrific 2.
Stave of greater Power 45C
This unit may cast an additional spell but may only be of level 3, but only spell this mystic knows. Level 3
TOME OF HIGH LORE 35C 1. Morwen‘s HORRIFIC VISAGE
Grant this unit +1 spell known at the beginning of the game, this spell must already be usable by the One enemy unit within 18” must check <CRG> if it fails it must flee.
unit and can NOT be used by other mystics. The Spell must be Lv 3 or Lv 4. 2. Mirai’s SWIFTNESS OF LIGHT
Wand of greater Path Lv3 35C Grant a unit within 18” <M> 10, <I> +1.
Choose one Greater Path Spell of Level 2. This spell may be used as if the Mystic was Level 3, in the 3. Morrigan’s bale wind
shooting phase. May not be used with another wand of Greater Path in the same turn. All enemy models on the battlefield suffer -1 <M>.
ANGUS’s mad book of protection 30C 4. Chun’s greater CIRCLE OF FIRE
Grant this unit +1 spell known at the beginning of the game, this spell must already be usable by the Place a 5” Template wholely within 18” of the cast. Any unit that touches this template must take d10
unit and can NOT be used by other mystics. The Spell must be Lv 1 or Lv 2. <STR> 4 hits, Mystic Attacks. Cannot be placed on another unit.
In addition, this spell can be used in the shooting phase, or as a charge reaction, instead of the Mythic 5. MERLIN’s BEASTIAL TRANSFORMATION
Phase, but can only be used once per turn.
Choose a character within 6”, this unit gains +3 <STR>, +3 <A>.
Stave of Power 30C
6. MUSTRUM’S MYTHICAL TRANSFORMATION
This unit may cast an additional spell but may only be of level 2, but only spell this mystic knows.
This unit is removed from play, replace it with a Monster of no more points than the cost of the caster.
TOME OF ELVEN LORE 25C This new unit is at full health and gains Mystic Attacks.
Grants the unit access to Elven Path Spells (including Glamredhel Spells) but only 1 spell may be If the Unit is in Melee, place the new model as close to the original position as possible.
chosen, this spell is in additional to all other spells the unit normally gets, and can NOT be used by
other mystics.
Wand of greater Path Lv2 25C
Choose one Greater Path Spell of Level 2. This spell may be used as if the Mystic was Level 2, in the
shooting phase. May not be used with another wand of Greater Path in the same turn.
Stave of lesser Power 20C
This unit may cast an additional spell but may only be of level 1, but only spell this mystic knows.
VOLCANO WAND 20C
Twice per game in the shooting phase - may attack using Fireball Lvl 2.
TOME OF WEAK KNOWLEDGE 15C
Grant this unit +1 spell known at the beginning of the game, this spell must already be usable by the
unit and can NOT be used by other mystics. The Spell must be Lv 1 or Lv 2.
Wand of greater Path Lv1 15C
Choose one Greater Path Spell of Level 2. This spell may be used as if the Mystic was Level 1, in the
shooting phase. May not be used with another wand of Greater Path in the same turn.
WAND OF FIRE 10C
Twice per game in the shooting phase - may attack using Fireball Lvl 1.
HOLY SPELLS Equipment
The holy path is the domain of Priests, before the current cataclysm each temple had its own basic
spells and even the high priests who had similar rites would have a special focus distinct to thier
own temple. Weapon List
All this fled once the rifts opened, the Tear of the Gods is cracked, its perfect glow marred by a mirad
of confused colours and priests are no longer able to call on thier own gods reliably. This horrible The people of Stardock do not normally bare weapons, unless it was native to thier homeland, and
situation has caused the priests to rely on the entire pantheon of the heavens to provide them with even then most weapon arts are frowned upon, unless they be magical.
power when the need arrises. Stardock units do not have access to any Armour or Weapons granted by this roll of honour, if you
Below you will find spells with the names of different Gods, regardless of race or army, a user of the take a Stardock Unit in another army then may gain access to any Magic Items from that armies lists.
Holy Path has access to theses spells, though they would use the names familiar to them!

Level 1 Armour List


1. SUNGS HEALING
Magicians do not wear armour as a rule, it tends to limit thier magical ability, especially the Lesser
Choose a unit within 12” that unit regains 1 <W> per Mystic Level (units can get models back this Path, and even then most Mystic Units are not warriors, or even very fit to wear armour..
way).
Stardock units do not have access to any Armour or Weapons granted by this roll of honour, if you
2. BANATHS DICE take a Stardock Unit in another army then may gain access to any Magic Items from that armies lists.
One enemy unit within 18” cannot re-roll dice.
3. GUIS-WA’s searching step
Grant a unit within 12” +1 <M>.
4. KILLIAN’S Silence
One enemy unit within 12” cannot use spells.
5. PRANDUR’S FLARE
One Undead enemy unit within 12” takes d10 <STR> 5 hits.
6. SILBAN’S SPRING FIELD
One mounted enemy unit within 18” suffers -3 <M>.
7. THE DICE OF RUTHIA
Grant one unit within 12” re-rolls to all dice, any model that rolls a 10 on the second dice is killed.
8. DALA’S SHIELD
Grant one unit within 12” +1 Armour Protection per Mystic Level.

Level 2
1. TITH ONAKA
Place a 3” Template wholely within 12” of the cast. Any unit that touches this template must take d10
<STR> 3 hits, Mystic Attacks. Cannot be placed on another unit.
2. WHITE ARMOUR OF DALA
Grant a unit within 12” Magic Protection 4.
3. SUNG’S KISS
Choose a unit within 12”, that unit is immune to attacks with toxic.
4. KA-HOOLI
CHoose a unit within 12”, everytime a model is killed, the enemy unit attacking it is hit with a <STR> 5
hit, Penetrator.
5. ASTALON
All friendly units within 3” count as being in Hard Cover and gain +2 Armour Protection.

Level 3
1. FINGURE OF Lims-KRAGMA
Target one enemy model within 12” that has Magic Protection 3 or less (including none) both the
caster and target roll a d10 + <CRG>, if the target looses, it is suffers 5 damage.
2. PRANDUR’S BURNING EFFIGY
This spell can only be used if the casters only spell this turn.
Warlock Anvil Enemy unit within 12” attacks itself, if it is a unit with more than one model, each model is treated as
having <A> 1.
Dwarves are almost never a Mystic, however from across time and space, through the rifts a few 3. ISHAP ULTIMATE BLESSING
extremely rare “Dwarves” have come to the Sorcerers Isle. They brought with them special anvils of
magic warfare which they use to brutal affect on the battlefield. Choose a character within 6”, if it dies before the next Mythic Phase, roll a d10, on a 5 or less place it
back on the table, as close to its original position as possible, with 2 <W> remaining.
MODEL M FS SS STR TF W I A CRG ARM C
Witches Altar - - - - 10 - - - - - -
Anviler 3 5 5 4 4 1 2 1 9 8 150
Unit Type
Seige Machina

Equipment
* Anviler “Dwarves” Crew x2 - Dwarven Plate & Hand Weapons

Options

Special rules
* This unit and 1 Commander within 6” gain Mystic Protection 4
* This unit Counts as Mystic Level 2 for Counter Spelling and as having a single spell.
* In the Mythic Phase this unit may cause on of the following effects.
1) One unit within 18” gains Stubborn (Maximum <W> of unit must be less than 40)
2) One unit within 18” gains +1 Armour Protection (Maximum <W> of unit must be less than 30)
3) Mystic Attack: <R> 24 <P> 4 <A> d10+3
4) Mystic Attack: <R> 18 <P> 8 <A> 2

Necromancer coach
Necromancy is frowned upon in the Kingdom and also a little in Stardock, however it has its boons.
Necromancers utilise the power of spirits, they tread a deadly balance and if ever were found by
the priesthood would be killed on site. The coach is a machine of war designed to slay opponents
outright with its dark and cold magic
MODEL M FS SS STR TF W I A CRG Mys C
Coach 8 - - 5 5 6 - - 5 5 225
Spirit Crew - 3 1 5 - - 1 3 - - -
Spirit Horse - 3 1 4 - - 2 1 - - -
Unit Type
Chariot

Equipment
* 1 Crew with Great Weapon

Options

Special rules
* Chariot
* Mystic Attacks
* Killing Blow
* Ethereal
* Hover
* Roll a d10 every time a friendly mystic casts a spell, on a 1 place a token on this unit.
for each token on this unit it gains the following
+1 Impressive Impace hits, +1 <P> all profiles,
SAVAGE path spells STARDOCK Rarities
Vile and unholy individuals will practice this lesser known section of the Lesser Path. The “Savage” If a units datasheet has armour or shields or weapons in its equipment already, then the bonuses they
Path calls upon the power of demons and other dark forces to aid or hinder as needed. grant will already be assigned to its stats.

Level 1 Witches Altar


1. IRON FANG A witches Altar can be taken in any Army with a Witch or Moredhel commander. It is a scrifical altar
Unit 12” with ranged weapons gain Penetrator for one round. of blood which calls out to the dark forces of the planes.
2. WILD FORM MODEL M FS SS STR TF W I A CRG ARM C
This Caster Gains the following: Witches Altar 5 - - 5 6 5 - - 8 3 125
* +2 <FS>, <P>, <TF>, <ARM> Crew - 4 4 3 - - 6 3 - - -
* +4 <M> Unit Type
* Ethereal, Mystic Attacks Seige Machina
* This spell is permanent until cancelled, which can be done at the start of any turn.
* The caster cannot cast any other spells this turn. Equipment
3. WILD STEP * Crew with two hand weapons x3
Grant a unit within 6” the ability to ignore penalties to movement from terrain for the rest of the
game. Options
4. DARK BOOST
Grant a unit +1 <FS> or <SS> or <P> or <TF>. Special rules
* Large Target
Level 2 * The Dark Path
1. BREATH OF POISON * Mystic Protection 4
Grant a unit within 12” Toxic. * All Friendly units within 6” re-roll to wound rolls
3. Summon the Daemons * One Freindly unit within 12” gains Beserk.
Place a Demon Armies unit on the board equalling no more than 70 points. * One Friendly unit within 12” gains Toxic
This may only be cast once per turn, and only 1 such unit of wraiths may be on the board at any one * Horrific 2
time.
4. BLESSING OF THE VOID Nighthawk Altar
Grant a unit +1 <A>.
A Nighthawk Altar can be taken in any Army with a Witch or Nighthak commander. It is a scrifical
altar of blood which calls out to the dark gods of the Nighthawks.
Level 3 MODEL M FS SS STR TF W I A CRG ARM C
1. DAEMONIC VISAGE Witches Altar 5 - - 5 6 - - * 8 6 200
Grant a unit within 12” Horrific 2. Half-Serpent 7 3 5 5 4 3 3 3 8 6 -
2. SAVAGE SACRIFICE Unit Type
Kill this Mystic and, one other Lieutenant or Character within 6”. Seige Machina
Place a Daemonic Character or Single Model Unit onto the Battlefield within 3” of the Mystic.
This new Unit cannot be worth more points than the units that were killed. Equipment
3. UNHOLY * Half-serpent Crew x3 (see rules in Kesh Empire Rolls of Honour)
Target Mystic with access to Holy Spells, and equal to or less Mystic Levels, cannot cast any Holy
Spells in the next Mystic Phase. Options
The caster may not cast any other spells this turn.
3. Dark Path Special rules
Target Mystic with access to Elven Spells, and equal to or less Mystic Levels, cannot cast any Elven * Large Target
Spells in the next Mystic Phase.
* The Dark Path
The caster may not cast any other spells this turn.
* Horrific 2
* Units within 6” gain +1 courage if they are friendly, and -1 courage if they are not.
* Enemy models within 6” suffer a single hit in the at the beginning of the melee phase.
<P> 4 Killing Blow
* This unit can fire any weapon regardless of wether it moved or not.
Altar of the gods GREATER PATH SPELLS
These wartime altars of the priesthoods are constructed by the Professors of Stardock to fight agains
the Armies of Darkness and the Demon Armies. On occasion the Stardock forces will use them as The “Greater” path is the path of Scholars, its calculations are specific, exact and reliable, the same
well when the need it dire. spell works the same way for every user with the talent and power to command it.
MODEL M FS SS STR TF W I A CRG ARM C This path is known as an attacking path, despit its ability to form other effects, it is most well known
God Altar 8 - - 5 5 6 - - 8 3 170 for the terrible destruction it can bring upon the enemy.
Horse - 3 1 3 - - 3 1 - - - Greater path spells start at Level 2, though some magic items will allow a mystic to use them at a
lower level, they take a powerful caster to manifest themby themselves.
Unit Type
Chariot
Level 2
Equipment 1. FIRE BALL
<R> 18 <A> 2d10+2 <STR> 0 +1 <STR> per Mystic Level, Penetrator
* Horses x2
2. ICE BLAST
Options <R> 24 <A> 3” Blast <STR> 6
3. GRASS CUTTER
Special rules <R> 18 <A> 4” Blast <STR> 5
* This unit has a crew member who’s job is to steer the horses, they do not attack. 4. PRISMATIC STRIKE
* Any Priest may take this as a Mount. <R> 18 <A> 5” Blast <STR> 4
* Mystic Protection 5 5. DEATHS BREATH
* Stubborn <R> 6 <A> Flame Template <STR> 3 +1 <STR> per Mystic Level
* All Friendly units within 6” gain Hatred 6. BOLT OF LIGHTING
* If a priest is mounted in this unit, then his powers gain +6” range. <R>18 <A> 1 <STR> 8 Crack Shot, +1 dmg per Mystic Level after 2, Penetrator
* Horrific 2 7. SONG OF A THOUSAND KNIVES
* Friendly units in Melee with Demon Armies or Moredhel Armies within 12” gain a +2 modifer to see <R>- <A> 3” Wave <STR> 6 Damage 2
who wins the combat (+2 maximum from this bonus, no matter how many units in a single Melee).
Level 3
1. TELEPORT
This unit and one other unit within 3” may be placed anywhere on the table.
2. ANTI-MAGNET
This unit or another character cannot be hit by metal weapons (weapons are metal unless specified).
3. BARRIER
Place down a Cannonball template within 12”, this is now impassable terrain for the rest of the game.
Barriers cannot be placed within 12” of each other. A cannonball template is 1x8 inches.
4. ECHOED Silence
One enemy model within 24” cannot counter spell.
5. SLEEP
One enemy unit within 12” cannot move or shoot, and can only “Brace” as a charge reaction.
6. STRIP
One enemy unit within 12” looses its Mystic Protection.

Level 4
1. SOUL SLICING DISCS
<R> 24 <A> 1d10 <STR> 10 Cannot Target Characters
2. ERASURE
This spell requires 3 Black one, they cannot cast any other spells this turn.
Kill one target monster, Kill the highest Mystic Level Black One.
3. TOXIC JUDGEMENT
<R> 24 <A> 7” Blast <STR> - TOXIC, Ignore Armour
4. TELEPORT OTHER
Move one enemy unit anywhere on the board, atleast 6” away from any of your own units and atleast
12” away from a board edge. May not be used on characters with Mystic Protection. May not cast any
other spell this turn. STARDOCK Specialists
5. metaphyiscal disruption
If a units datasheet has armour or shields or weapons in its equipment already, then the bonuses they
<R>- <A> 5” Wave <STR> 7 Damage 3 grant will already be assigned to its stats.

Stardock SEIGE MACHINA


These horse drawn machines are of the most arcane design, constructed by the Proffessors of
Stardock for when they must go into battle on mass they are capable of leaving great destruction in
thier wake.
MODEL M FS SS STR TF W I A CRG ARM C
Battle Altar 8 - - 5 5 6 - - 7 3 210
StarCrew - 3 3 3 - - 3 1 - - -
Horse - 3 1 3 - - 3 1 - - -
Unit Type
Chariot

Equipment
* Hand Weapons

Options

Special rules
* Large Target
* Mystic Protection 3
* All friendly units within 6” may re-roll to-hit rolls of 10
Magic Siege Machina
This unit may use both the following attacks in the Mythic Phase, they count as Lv4 spells.
Heavens Bolt
<R> 36 <P> 8 Seige Bow, Damage 2, Ignore Armour Protection
Celestrial Rage
<R> 24 <P> - Seige-Launcher, 4” template, Penetrator
All models under the template are hit with a <P> Attack
STARDOCK Regulars ELVEN SPELLS
If a units datasheet has armour or shields or weapons in its equipment already, then the bonuses they Elven Magic is rarely the direct sort, but it is bound up in nature, they manipulate it, guide it. Even in
grant will already be assigned to its stats. war they rarely have any attacking spells, prefering to manipulate nature against the foe.
Glamredhel Spellweavers are violent by nature, they had a hard time when they started to be born
Stardock Guard in for the first time in the blessed forest. They do not gave access to elven magic, instead they have
access to the following spells. Glamredhel spells are marked by a “G” and have their own numbering
Stardock has little need for defences, but it does maintain a regiment of guards to help break up system.
squabbles and provide a phyical barrier against any foolish attackers of the Star Island.
Elven Magic is perhaps the oldest among the worlds that has its own distinct path and few not of that
MODEL M FS SS STR TF W I A CRG ARM C race can learn it, it has levels from 1 through to 4 though very few attacking spells.
StarGuard 4 3 5 3 3 1 3 1 5 4 5
Lieutenant 4 3 5 3 3 1 3 1 7 4 +10 Level 1
Unit Type 1. Wild Woods
Infantry Choose 1 forest within 18” of the spellweaver, this forest gains Dangerous Terrain 4 against non-elves.
2. BLESSING OF THE OPEN GLADE
Equipment Unit within 12” gains Mystic Protection 3.
* Stardock Blade (Mystic Attacks) 3. BREATHE OF THE FORESTS ROOTS
* Shield Unit within 18”, if this unit has mounts, the mounts gain +2 <STR> and +1 <A>.
* Kingdom Padding 4. REJUVENATING LIGHT
Unit within 12” gains +1 <A>.
Options 5. Strength of the Shadow woods
+2C - Stardock Spear (Spear, Mystic Attacks)
Unit within 18” and inside a forest gains +1 <STR>.
+6C - Stardock Bows (Crossbows, Mystic Attack)
G1. MAD WOODS ESSENSE
+10C - Musician/Banner Bearer
Unit within 18” gains Horror +1.
G2. Sparrow strike
Special rules
Unit within 12” with a range weapons ignored the penalry to hit from terrrain.
* Mystic Attacks
G3. WRATH OF THE MAD WOOD
* This unit can only be taken if a Stardock Commander is taken too.
Spell Attack <R> 18 <STR> 4 <A> 3 | if target is inside a forest <R> 36 <STR> 4 <A> 7.

Cursed Tree Level 2


This is an abominable blight on the land, created by Druids and Witches, a horrifically cursed and 1. ASPECTS OF THE DRYAD GLADES
dangerous plant that seeks after blood.
Unit within 18” gains Ethereal.
MODEL M FS SS STR TF W I A CRG ARM C
2. BLESSING OF THE GOLDEN PETAL
StarGuard 5 3 1 5 6 6 2 d10 10 7 215
Unit within 12” gains Regeneration 2.
Unit Type
3. SPARROW FLIGHT
Monster
Spell Attack, <R> 24 <STR> 2 <A> 9
4. Strength of the Bright Woods
Equipment
Unit within 18” and inside a forest gains +2 <TF>.
* Branches and Vines (Count as Hand Weapons)
5. Blinding Light of Dawn
Options Units within 18” suffers -2 <SS>
G4. BEE STINGS
Special rules Unit within 12” with ranged weapons gain toxic for one round.
* Mystic Attacks G5. STARBURST PETALS
* This unit takes +1 damage from Mystic Attacks and Spells Unit within 12” with ranged weapons causes Panic in any unit that they manage to kill an enemy.
* This unit automatically passes all Courage Checks. G6. SWARM
* Enemy units within 6” suffer -1 <CRG> Unit within 12”, treat their ranged weapons as if they had an <A> 2.
* Roll a d10 each time a model is killed by this unit, on a 1-2 the Cursed Tree regains a <W> G7. Thorn TIP
* This unit ignore penalties to <M> from terrain. Unit within 12” with ranged weapons gain Penetrator for one round, if it already has this rule increase
the negative Armour penalty to -2 instead of -1.
* Only one unit may be taken per Witch or Druid in the army.
Level 3 Witch
1. HEALLING WIND Witches are rarely tolerated in the kingdom, male or female, they are hunted down for practicing
Requires 2 Spell weavers, these units may not cast any other spells. the dark arts as they do. Sometimes by hiding the darker aspect of thier art, they are allowed into
All Elven units on the table top regain 1 <W> or a slain model is returned to the unit if no model in the Stardock, but mostly they are the province of the wilderness.
unit has taken any damage. Only one need be the correct level MODEL M FS SS STR TF W I A CRG ARM C
2. MIST OF THE EARTH Witch 4 3 5 3 4 4 3 2 9 0 90
Requires 2 Spell weavers, these units may not cast any other spells. Unit Type
Enemy units with a Mystic Level lower than the lowest level spellweaver may not cast Lesser Path Infantry, Character
Spells, Savage Spells, Elven Spells, Holy Spells. Units with equal Mystic Level may cast one less spell
until this unit is dead or its next Mythic Phase. Equipment
3. Blazing Light of noon Pine Staff (Counts as Hand Weapon)
This unit may not cast any other LV3 spell this turn.
All Elven units gains Mystic Protection 3 against Artillery unless they have a Mystic Protection that Options
is Greater +35C - Mystic Level +1 to a maximum of Mystic Level 4.
4. concealing gloom of dusk +10C - Lesser Path Spells
All enemy units suffers -2 <SS>. * Graduates may take a single Mystic Item worth no more than 30C, from the Stardock Mystic Items.
This may only be used once per game, and this unit may not cast any other Lv3 spells this turn. * Professors may take Mystic Items from the Stardock Mystic Items.

Special rules
Level 4 * Mystic Level 1
1. SUMMON DRYAD * Savage Path Spells (But not lesser path spells)
This unit may not cast any other spells this turn.
Place a unit of 10 dryads onto the tabletop within 6” of the spellweaver.
2. Move the Woods
Move any one woods terrain up to 12”, this woods cannot be moved past any other terrain except hills.
Nakors disciples Druidic spells
Nakor was a breath of fresh air, but in his own way was as destructive to Stardock, as Milamber had
been to the Empire. In their dark hour of insulation he set them on their heads and paved the way for Druids are the most unique mystics in the game, the following spells are drawn from the other paths,
them to come out back into the glorious light. None the less Nakors influence is still a chaotic one though ONLY druids get access to this unique selections.
and his students are often the cause of all kinds of trouble. Druidic Path is very similar to the Savage Path, except instead of gaining spells from dark powers,
MODEL M FS SS STR TF W I A CRG ARM C they gain thier power from nature itself, and most HATE Savage Path mystics.
Graduate 4 3 5 3 3 3 3 1 7 0 110
Professor 4 3 5 3 3 4 3 1 10 0 145 Level 1
Unit Type 1. Leomund’S STEED
Infantry, Character Grant a unit within 18” <M> 10, ignore penalties to movement.
2. GIDEONS BEASTIAL TRANSFORMATION
Equipment Choose a character within 6”, this unit gains +3 <STR>, +3 <A>.
Beech Staff (Counts as Hand Weapon) 3. Adrianna’s mystic horse
Choose a character within 6” +2 <M> and Fly.
Options 4. SILBAN’S SPRING FIELD
+40C - Mystic Level +1 to a maximum of Mystic Level 4. One mounted enemy unit within 18” suffers -3 <M>.
* Graduates may take a single Mystic Item worth no more than 30C, from the Stardock Mystic Items. 5. WILD STEP
* Professors may take Mystic Items from the Stardock Mystic Items. Grant a unit within 6” the ability to ignore penalties to movement from terrain for the rest of the
game.
Special rules 6. REJUVENATING LIGHT
* Mystic Level 2 Unit within 12” gains +1 <A>.
* Lesser & Greater Path Spells 7. Strength of the Shadow woods
* Friendly units may not use this units Courage for any reason. Unit within 18” and inside a forest gains +1 <STR>.
8. MAD WOODS ESSENSE
Unit within 18” gains Horror +1.
9. WRATH OF THE MAD WOOD
Druid Spell Attack <R> 18 <STR> 4 <A> 3 | if target is inside a forest <R> 36 <STR> 4 <A> 7.
Druids are unique Mystics, and very few of them every travel to or stay long at Stardock. They
practice a nature magic unique to themselve, not unlike a priests, except that is true magic. They
Level 2
borrow spells from all paths giving them a unique advantage against those ill prepared. 1. Nymphadora’s BEASTIAL TRANSFORMATION
MODEL M FS SS STR TF W I A CRG ARM C Choose a character within 6”, this unit gains +2 <STR>, +2 <A>.
Graduate 4 4 5 3 4 3 3 1 7 0 70 2. KA-HOOLI THORNS
Professor 4 4 5 3 4 4 3 2 9 0 105 CHoose a unit within 12”, everytime a model is killed, the enemy unit attacking it is hit with a <STR> 5
Unit Type hit, Penetrator.
Infantry, Character 3. WILD FORM
This Caster Gains the following:
Equipment * +2 <FS>, <P>, <TF>, <ARM>
Fir Staff (Counts as Hand Weapon) * +4 <M>
* Ethereal, Mystic Attacks
Options * This spell is permanent until cancelled, which can be done at the start of any turn. The caster
+40C - Mystic Level +1 to a maximum of Mystic Level 4. cannot cast any other spells this turn.
* Graduates may take a single Mystic Item worth no more than 30C, from the Stardock Mystic Items. 4. BREATH OF POISON
* Professors may take Mystic Items from the Stardock Mystic Items. Grant a unit within 12” Toxic.
5. ASPECTS OF THE DRYAD GLADES
Special rules Unit within 18” gains Ethereal.
* Mystic Level 1 6. BLESSING OF THE GOLDEN PETAL
* Unique Spells (Listed in Spells Section) Unit within 12” gains Regeneration 1.
7. SPARROW FLIGHT
Spell Attack, <R> 24 <STR> 2 <A> 9
8. BEE STINGS
Unit within 12” with ranged weapons gain toxic.
9. Thorn TIP STARDOCK Commanders
Unit within 12” with ranged weapons gain Penetrator for one round, if it already has this rule increase You must have your opponents permission to use units from this list. In the stories there are many
the negative Armour penalty to -2 instead of -1. named characters of various importance, however they are not listed here, the rules are varied
enough to represent any of them great or small.
Level 3
1. MERLIN’s BEASTIAL TRANSFORMATION Stardock lesser path alumni
Choose a character within 6”, this unit gains +3 <STR>, +3 <A>.
Stardock was once a very long time ago, a study hall only for the Lesser Path, for apart from Pug, there
2. MUSTRUM’S MYTHICAL TRANSFORMATION were no other Masters, rapidly this changed, however the lesser path is still dominant on Midkemia
This unit is removed from play, replace it with a Monster of no more points than the cost of the caster. and it is more well known than ever before.
This new unit is at full health and gains Mystic Attacks. MODEL M FS SS STR TF W I A CRG ARM C
If the Unit is in Melee, place the new model as close to the original position as possible. Graduate 4 2 5 3 3 3 2 1 7 0 50
3. Druids Oath Professor 4 2 5 3 3 4 2 1 9 0 75
Target Mystic with access to Elven or Savage or Holy Spells, and equal to or less Mystic Levels, cannot Unit Type
cast any of those Spells in the next Mystic Phase.
Infantry, Character
The caster may not cast any other spells this turn.
4. ANTI-MAGNET Equipment
This unit or another character cannot be hit by metal weapons (weapons are metal unless specified). Oak Staff (Counts as Hand Weapon)

Level 4 Options
1. TOXIC JUDGEMENT +30C - Mystic Level +1 to a maximum of Mystic Level 4.
<R> 24 <A> 7” Blast <STR> - TOXIC, Ignore Armour * Graduates may take a single Mystic Item worth no more than 30C, from the Stardock Mystic Items.
2. SUMMON DRYAD * Professors may take Mystic Items from the Stardock Mystic Items.
This unit may not cast any other spells this turn.
Place a unit of 10 dryads onto the tabletop within 6” of the spellweaver. Special rules
3. Move the Woods * Mystic Level 1
Move any one woods terrain up to 12”, this woods cannot be moved past any other terrain except hills. * Lesser Path Spells

Stardock greater path alumni


The Greater Path is not treated the same on Midkemia as it is on Kelewan, but its instruction is
more broad. Greater Path students are slightly more likely to take servce in Kesh, but only as a racial
prefference not for any loyalty.
MODEL M FS SS STR TF W I A CRG ARM C
Graduate 4 2 5 3 3 3 2 1 7 0 60
Professor 4 2 5 3 3 4 2 1 9 0 85
Unit Type
Infantry, Character

Equipment
Ash Staff (Counts as Hand Weapon)

Options
+35C - Mystic Level +1 to a maximum of Mystic Level 4.
* Graduates may take a single Mystic Item worth no more than 30C, from the Stardock Mystic Items.
* Professors may take Mystic Items from the Stardock Mystic Items.

Special rules
* Mystic Level 1
* Greater Path Spells (At Lv 1 only has access to Deaths Breath or Fire Ball)

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