Source: Warhammer Fantasy: 7th Edition

Printable Cards: The Daemon Lore of Tzeentch
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1. Flickering Fire of Tzeentch

Casting Value: 4+

This is a magic missile with a range of 18", causing D6+1 Strength D6+1 hits. Flaming Attack.

The Daemon Lore of Tzeentch

2. Boon of Tzeentch

Casting Value: 3+

The caster may immediately gain D3+1 Power dice other Wizards may not use these dice.

The Daemon Lore of Tzeentch

3. Glean Magic

Casting Value: 7+

This spell may be cast on a single enemy Wizard visible to the caster. The caster may immediately cast one of the target's spells as if it were his own - the spell is automatically cast at its basic casting value. Note that spells that summon new units cannot be cast in this way.

The Daemon Lore of Tzeentch

4. Gift of Chaos

Casting Value: 9+

If successfully cast, each enemy unit (even those in close combat) within 12" of the caster suffers D6 Strength D6 hits, distributed as for shooting. Roll seperately for the Strength and number of hits for each unit hit.

The Daemon Lore of Tzeentch

5. Bolt of Change

Casting Value: 12+

This is a magic missile with a range of 18", inflicting 2D6 Strength D6 +4 hits.

The Daemon Lore of Tzeentch

6. Tzeentch's Firestorm

Casting Value: 13+

This is a magic missile with a range of 24", causing 2D6 Strength 5 hits. After any Panic tests are taken, a Pink Horror is created for every 3 unsaved wounds caused, forming a new unit within 3" of the target unit - or the unit's position if it is now dead or has fled. This new unit may not be placed in impassable terrain or within 1" of an enemy unit. Any new models that cannot be placed are lost. If you have insufficient Pink Horror models, then excess casualties are not transformed. This new unit is worth 50 victory points. Flaming Attack.

The Daemon Lore of Tzeentch