Lava Elves (Morehl)

Death laughed at the sight of his Trogs, created from his corruption of Eldurim's bones. “What else might I beget?” thought he, and his wicked eye fell upon his sister Firiel.

He ravished her, but the spirit of fire fought back. Firiel charred the flesh of Death, and he fell away, writhing in pain at her cleansing power. Frantically he scraped his limbs, seeking only to escape his pain.

The brittle bits of flesh fell to the ground, then slowly grew as the life spirit within them took hold. They sprang from the soil beneath Death's feet, fully formed as the Morehl. They looked up at their father, who looked down at them and laughed, well pleased, his burns forgotten.

As Death had done with his Trogs, so did he with the Morehl. A favored few he imbued with more of his bitter spirit, corrupting nearly all that remained of Firiel in these children. And so the dreaded Beholder was born, as were the evil Drider, the snarling Hell Hound, and the ferocious Rakshasa.

A fifth Morehl showed an exceptional aptitude for malevolence, and Death fostered it with special care. Now the Lurker in the Deep guards the inner sanctum of the Morehl homeland, and none save Lava Elves have ever seen it.

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ID Icons

Small
1 Health
Medium
2 Health
Large
3 Health
Monster
4 Health
Heavy Melee
Bladesman

Duelist

Conqueror

Beholder
Light Melee
Scout

Spy

Infiltrator

Drider
Cavalry
Spider Rider

Scorpion Rider

Wyvern Rider

Hell Hound
Missile
Fusilier

Dead-Shot

Assassin

Lurker in the Deep
Magic
Adept

Warlock

Necromancer

Rakshasa

Normal Action Icons

Magic Maneuver Melee Missile Save

Species Abilities

Volcanic Adaptation
When at a terrain that contains red (fire), Lava Elves may count maneuver results as if they were save results.
Cursed Bullets
When targeting an army at the same terrain with a missile attack, Lava Elves missile results inflict damage that may only be reduced by save results generated by spells. The number of missile results that may be effected in this way is equal to the number of Lava Elves units in the Lava Elves player's Dead Unit Area (DUA) up to a maximum of three .

Spells

Black (Death) Spells
Palsy
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Subtract one result from the target’s non-maneuver rolls until the beginning of your next turn.
Finger of Death
Race Any Cost 4
Reserves No Cantrip No
Target any opposing unit. Inflict one point of damage on the target with no save possible.
Necromantic Wave
Race Lava Elves Cost 5
Reserves Yes Cantrip No
Target any army. All units in the target army may count magic results as if they were melee or missile results until the beginning of your next turn.
Soiled Ground
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Until the beginning of your next turn, any unit killed at that terrain that goes into the Dead Unit Area (DUA) must make a save roll. Those that do not generate a save result are buried.
Red (Fire) Spells
Ash Storm
Race Any Cost 2
Reserves No Cantrip Yes
Target any terrain. Subtract one result from all army rolls at that terrain until the beginning of your next turn.
Fearful Flames
Race Lava Elves Cost 3
Reserves No Cantrip No
Target any opposing unit. Inflict one point of damage on the target. If the target is killed by Fearful Flames it makes a save roll. If no save result is generated, that unit is buried.
Fiery Weapon
Race Any Cost 4
Reserves Yes Cantrip No
Target any army. Add two melee or missile results to any roll the target makes until the beginning of your next turn.
Dancing Lights
Race Any Cost 6
Reserves No Cantrip No
Target any opposing army. Subtract six melee results from the target's rolls until the beginning of your next turn.
Elemental Spells
Resurrect Dead
Race Any Cost 3
Reserves Yes Cantrip No
Target one health-worth of units in your Dead Unit Area (DUA) that contains the color of magic used to cast this spell. Return the target(s) to the casting army. Magic of any one color (or Ivory) may be used to resurrect Amazons.
Summon Dragonkin
Race Any Cost 3
Reserves No Cantrip No
Target one health-worth of Dragonkin units in your Summoning Pool that match the color of magic used to cast this spell. The target(s) join the casting army.
Summon Dragon
Race Any Cost 7
Reserves No Cantrip No
Target any terrain. Summon one dragon from any Summoning Pool or terrain that contains the color used to cast this spell to the target terrain. Magic of any one color may be used to summon an Ivory or Ivory Hybrid Dragon.
Summon White Dragon
Race Any Cost 14
Reserves No Cantrip No
Target any terrain. Summon one White Dragon from any Summoning Pool or terrain to the target terrain. Any combination of magic colors may be used to cast this spell.

Special Action Icons (SAIs)

Species Icons
Bullseye Cantrip Charm Cloak Confuse
Counter Flame Fly Illusion Smite
Stone Volley Web
SAI Effects
Bullseye
Dragon Attack, Missile During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.

During a dragon attack, Bullseye generates X missile results.
Cantrip
Magic, Non-Maneuver During a magic action or Magic Negation (Frostwings) roll, Cantrip generates X magic results.

During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as 'Cantrip' from the spell list.
Charm
Melee During a melee attack, target up to X health-worth of units in the defending army; those units don't roll to save during this march. Instead, the owner rolls these units and adds their results to the attacking army's results. Those units may take damage from the melee attack as normal.
Cloak
Dragon Attack, Individual, Magic, Save During a save roll or dragon attack, add X non-magical save results to the army containing this unit until the beginning of your next turn.

During a magic action, Cloak generates X magic results.

During a roll for an individual-targeting effect, Cloak generates X magic, maneuver, melee, missile, or save results.
Confuse
Melee, Missile During a melee or missile attack, target up to X health-worth of units in the defending army after they have rolled for saves. Re-roll the targeted units, ignoring all previous results.

Note: Confuse works outside of the normal sequence of die roll resolution, applying its effect immediately after the defending army makes its save roll but before they resolve any re-roll effects or SAIs.
Counter
Dragon Attack, Melee, Save* During a save roll against a melee attack, Counter generates X save results and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage.

During any other save roll, Counter generates X save results.

During a melee attack, Counter generates X melee results.

During a dragon attack, Counter generates X save and X melee results.
Flame
Melee During a melee attack, target up to two health-worth of units in the defending army. The targets are killed and buried.
Fly
Any During any roll, Fly generates X maneuver or X save results.
Illusion
Magic, Melee, Missile During a magic, melee or missile attack, target any of your armies. Until the beginning of your next turn, the target army cannot be targeted by any missile attacks or spells cast by opposing players.
Smite
Dragon Attack, Melee During a melee attack, Smite inflicts X points of damage to the defending army with no save possible.

During a dragon attack, Smite generates X melee results.
Stone
Dragon Attack, Melee, Missile During a melee or missile attack, Stone does X damage to the defending army with no save possible.

During a dragon attack, Stone generates X missile results.
Volley
Dragon Attack, Missile, Save* During a save roll against a missile attack, Volley generates X save and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage.

During any other save roll, Volley generates X save results.

During a missile attack, Volley generates X missile results.

During a dragon attack, Volley generates X save and X missile results.
Web
Melee, Missile During a melee or missile attack, target up to X health-worth of units in the defending army. The targets make a melee roll. Those that do not generate a melee result are webbed and cannot be rolled or leave the terrain they currently occupy until the beginning of your next turn. Web does nothing during a missile action targeting an opponent's Reserve Army from a Tower on its eighth-face.