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HomeHome / Total War: WARHAMMER III / Cult of Sigmar / Units / Celestial Wizard
Celestial Wizard Cult of SigmarCult of Sigmar Heroes

Celestial Wizard

Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder.

The Comet of Power is the symbol of the Celestial Order, which is made up of Wizards who study the Lore of the Heavens that comes from the Wind of Azyr. Celestial Wizards, also known as astromancers, spend most of their time gazing into the night skies, plotting the movements of astral bodies. They are experts in divining the future and the most powerful of the order can even scry portents by peering into crystal balls. Celestial Wizards are equally feared and respected for the awesome powers that lie at their disposal; their spells are able to call lightning from the skies and summon meteorites to smite their enemies. The sixteen towers of the Celestial College are the tallest buildings in Altdorf. A shimmering dome of enchanted glass encloses the peak of each spire. The information gathered from these towers is fed into a vast, magical astrolabe at the heart of the college that spins on the head of a mystical silver needle. From this, the masters of the Celestial college read the myriad signs and portents in their bid to understand the Empire's potential futures.

Celestial Wizard

Unit Name

Celestial Wizard

Main Unit Key

wh_main_emp_cha_wizard_heavens_0

Land Unit Key

wh_main_emp_cha_wizard_heavens_0

Land Unit Group Parents

Heroes

Land Unit Group

Wizard

Caste

Hero

Category

Missile Infantry

Class

Command

Custom Battle Cost

250

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

1

Hit Points

3420

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_empire_staff_and_sword

├ Man Entity

wh_main_infantry_standard_wizard_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3412

Mass

300

└ Man Mass

300.0000

Armour

20

├ Armour

wh2_main_leather_20

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

35

└ Man Speed

35

Melee Attack

25

Melee Defence

30

Weapon Strength

300

├ Melee Weapon

wh_main_emp_sword_caster

Base Weapon Damage

210

Armour-Piercing Weapon Damage

90

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

15

Abilities

  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%

Attributes

  • Encourage
    This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.