This set of rules are my own and not made by Raging Heroes, only inspired by their amazingly awesome model:
Syl-Iriah, Spirit of the Woods - Heroic Version.
She is intended to be about 400 points and balanced against some of the newer books in power level, not necessarily balanced within the Wood Elf book. For instance, a Grey Seer on Screaming Bell is 440 points, Teclis is 475, but both do more than Wood Elf characters of the same value. Some of these rules will be very similar to the rules I made for the
Legendary version, but toned down for standard-sized games.
Syl-Iriah, Spirit of the Woods - Heroic Version
Flight, Ethereal,
Giver & Taker of Life, Spirit of the Wood
As a spiritual avatar of nature, Syl-Iriah is ethereal (immune to non-magical attacks) and benefits from a 3+ ward save.
Syl-Iriah is a level 2 Wood Elf wizard.
Weapons available on the mini (Must choose one for each hand):
Sword (Right) - +D3 attacks. Extra attacks may be conferred to another weapon.
Harp (Right) - Sylvan Song
Bow (Right) - Long bow. Fires
d6+1 Hagbane Arrows.
Sword (Left) - The Spirit Sword - As written in Wood Elf Army Book
Spear(Left) - Can be used as 24" Thrown Weapon. Strength = Toughness of Target +1, deals D3 wounds for each unsaved wound.
Staff (Left) - Syl-Iriah counts as a Lv.4 Wizard while wielding the Staff and knows all spells from one of the following Lores: Lore of Beasts, Lore of Life or Lore of Athel Loren. She also benefits from +1 to both casting and dispel values.
Giver & Taker of Life:
Syl-Iriah is an embodiment of nature empowered with the cycle of life and death. Through her vision she sees not the material world but the spirit of every living creature and the tenuous threads holding them to their shell. Her disembodied voice calls to the spirits, releasing them from their mortal shackles. Syl-Iriah has a breath weapon template attack that can be used in addition to any other ranged attacks and may target a separate unit than her other ranged attacks. It always wounds on 5+ and denies armor and regeneration saves as she removes the soul from her victims with a call to passing. For each unsaved wound caused by this attack she may give a wound to any friendly model to a maximum of twice its wounds, breathing unnatural life into them.
Spirit of the Wood: Syl-Iriah may move between forests at will as if using the Moonstone of Hidden Ways. This ability is not conferred to any unit she may be attached to.
Sylvan Song: Syl-Iriah's Harp plays a haunting melody throughout her woods, as powerful and fickle as nature itself. It soothes and empowers those defending her home while disheartening and terrifying those who seek her demise. Syl-Iriah's harp has an 18" area of effect. Once per turn during the controlling player's magic phase roll a
d6, activating the corresponding power.
1: Calming Melody: A soothing lullaby quiets the minds of her allies, allowing them to focus in even the most harrowing of situations. All friendly units within the harp's area of effect may reroll any leadership test until Syl-Iriah's next magic phase.
2: Frenzied Requiem: A requiem not for her own companions, but for her enemies as the wild rhythm of her harp drives allies into a bloodlust. A single friendly unit is subject to Frenzy. Further, the unit gains one additional attack each round of combat it wins until it loses a round of combat.
3: Mournful Threnody: Her harp sings out with the ancient pain of the woodland, overcoming the hearts of her foes with grief and despair from defacing the forest and its denizens. All enemy units within the harp's area of effect must take a leadership test on
3d6. Should a unit fail, the unit may not make any attacks in combat, cast any spells, use any items and may not fire any ranged weaponry as the warriors lose the will to bring their blades against the forest. Units that are immune to psychology are unaffected.
4: Cacophony of Torment: Harsh dissonance and manic note strikes pierce the minds of invading forces, disrupting their commander's orders. All enemy units within the harp's area of effect are subject to a -3 leadership modifier until Syl-Iriah's next magic phase.
5: Nature's Aria: A light, single-voiced tune ripples through the leaves, awakening the trees to greet their attackers. D3+1 Treekin are summoned to each forest terrain within the harp's area of effect.
6: Symphony of Storms: Ethereal voices join the harp strings in discord, growing in intensity as clouds gather and lightening cracks, thunderclaps offering percussive strikes to the violent melody. Lightening casts forth from the skies causing
d6+2 S4 hits that ignore armor against all enemy units within range. Roll number of hits individually for each unit struck.