Source: Warhammer Fantasy: 7th Edition

The Lore of Tzeentch
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The caster twists his hands in the air and the bodies of his enemies are suddenly consumed with coruscating flames that leave them wracked with sickening and uncontrollable mutation.

This is a magic missile with a range of 18", causing D6+1 hits at a Strength of D6+1. Hits from the Flickering Fire of Tzeentch are flaming attacks.

The affected unit's shouts of surprise turn to barks, snorts and brays as this ancient curse takes hold, transforming the weak into lowly beasts over the space of a few terrifying seconds and rendering even the most powerful opponents into wretched half-men.

Pick an enemy unit. If it is within 24" of the caster, that unit must take a Leadership test. If it fails the test, it suffers a number of wounds equal to the amount by which it failed the test, with no armour saves allowed.

3. PandaemoniumCasting Value: 8+

The caster inflicts the enemy army with a terrible confusion, and when they speak it is in the unintelligible tongue of Daemons.

Remains in play. Whilst this spell is in play, enemy units may not benefit from the Leadership of their army's characters. This can affect units in combat. Furthermore, all enemy spellcasters will Miscast on any roll of a double, instead of the roll of a double 1.

4. Treason of TzeentchCasting Value: 9+

A subtle whisper in the minds of the enemy temporarily persuades warriors to change their allegiance and attack their comrades.

Target one unengaged enemy unit that is not Immune to Psychology. If that unit is within 24", all the models in the unit immediately make one attack against the unit itself. Roll to hit, to wound and take saves as normal, counted as an ongoing combat. The caster may choose which of the unit's weapons is used for these attacks, though the hand weapon and shield saving throw bonus does not apply. Note that characters and mounts cannot be affected by this spell. After this treasonous attack has been resolved, the unit may have to take a Panic test due to casualties inflicted - if it flees it will be towards the nearest table edge.

5. Call to GloryCasting Value: 12+

The caster voices a potent invocation, gesturing with a rod of gilded iron toward a simple warrior and imploring Tzeentch to imbue him with greatness.

Remains in play. Choose a friendly rank and file infantry model on foot, even if that model is in close combat. If that model is within 18", immediately remove him from the game and replace him with an Exalted Hero model. Whilst this spell is in play that model is an Exalted Hero, armed with Chaos armour, a sword and a shield, who is worth 100 Victory Points if he is killed.

6. Infernal GatewayCasting Value: 15+

The caster opens a portal into the dread Realm of Chaos in the enemy lines, a whirlpool of destruction that plunges those nearby into the netherworld.

Pick an enemy unit. If that unit is within 24" of the caster, it takes 2D6 hits at a Strength of 2D6. If an 11 or 12 is rolled for determining the spell's Strength value, remove the target unit (and accompanying characters) from play as it is whisked into the Realm of Chaos.

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