Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Tzeentch (Daemons of Chaos)
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The Lore of Change

When a Daemon casts a spell from the Lore of Tzeentch that causes one or more unsaved Wounds, choose a friendly Daemon of Tzeentch unit within 12" of the caster, and roll a D6 for each Wound caused. For each result of 5+, add 1 Wound's worth of models to the unit. Models are added, one at a time, to the back rank. If the back rank is full at any point, or the unit has a single rank of at least five models, the next model starts a new back rank. Models that cannot be placed (because there isn't enough room, or you do not have sufficient models) are lost. Models created in this way have no upgrades and do not award additional victory points.

Blue Fire of Tzeentch is a magic missile with a range of 24" that causes D6 Strength D6+1 hits with the Flaming Attacks special rule. The Wizard can choose to extend the range of the spell to 48". If they do so, the casting value is increased to 8+.

1. PandemoniumCasting Value: 7+

Pandemonium is a hex spell with a range of 24". Until the start of the caster's next Magic phase, the target unit must use the lowest Leadership value in the unit (including that of mounts) and cannot benefit from the Inspiring Presence or Hold Your Ground! abilities. The Wizard can choose to have this spell target all enemy units within 12". If they do so, the casting value is increased to 14+.

2. Pink Fire of TzeentchCasting Value: 8+

Pink Fire of Tzeentch is a direct damage spell. Place the teardrop-shaped template with its narrow end touching the front of the Wizard's base and the large end aimed at the target. Roll 2D6 and move the template directly forwards the number of inches indicated. All models underneath the template suffer a Strength D6+1 hit with the Flaming Attacks special rule (roll once for the Strength and use that value for all hits).

3. Bolt of ChangeCasting Value: 8+

Bolt of Change is a magic missile with a range of 24". It inflicts a single Strength D6+4 hit with the Multiple Wounds (D3), Ignores Armour Saves and Flaming Attacks special rules, and then penetrates ranks in the same manner as a shot from a bolt thrower.

4. Glean MagicCasting Value: 8+

Glean Magic is a hex spell that targets a single enemy Wizard within 18". The caster and the target both roll a D6 and add their Wizard level to the score. If the target's total is higher than the caster's, nothing happens. Otherwise, the target suffers a Strength 4 hit with the Flaming Attacks special rule, loses one Wizard level (to a minimum of 0) including forgetting one randomly determined spell (this cannot be a bound spell). If the caster does not already know this spell, they immediately gain it and can cast it just like any of his other spells. When casting a stolen spell, always substitute its lore attribute with the Lore of Tzeentch's lore attribute.

5. Treason of TzeentchCasting Value: 14+

Treason of Tzeentch is a hex spell with a range of 24". All models in the unit immediately make one close combat attack against the unit itself. Roll To Hit, To Wound and take saves as normal. The caster may choose which of the unit's weapons is used for these attacks, though any Parry or Dodge save does not apply, and neither does any special rules that only applies in the first round of close combat. This spell has no effect on single model units.

6. Infernal GatewayCasting Value: 16+

Infernal Gateway is a direct damage spell with a range of 24". The target suffers 2D6 Strength 2D6 hits with the Flaming Attacks special rule. Roll for the Strength first. If an 11 or 12 is rolled when determining the spell's Strength value, the hits are resolved at Strength 10, and the unit suffers 3D6 hits rather than 2D6.

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