Source: Warhammer Fantasy: 8th Edition

Printable Cards: The Lore of Tzeentch (Warriors of Chaos)
URL Copied!

Blue Fire of Tzeentch (Signature)

Casting Value: 5+

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

The Lore of Tzeentch: When a spell from the Lore of Tzeentch is successfully cast, make a note of how many power dice results were a 6. After resolving the spell’s effect(s), you immediately add a single power dice to your army’s pool for each result of a 6 that was rolled to cast the spell. Only the Wizard that added these power dice to the pool can use them.

1. Treason of Tzeentch

Casting Value: 7+

Treason of Tzeentch 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 (instead of the highest as would normally be the case) and cannot benefit from the Inspiring Presence or Hold Your Ground! Special rules. The Wizard can choose to extend the range of this spell to 48". If he does so, the casting value is increased to 10+.

The Lore of Tzeentch: When a spell from the Lore of Tzeentch is successfully cast, make a note of how many power dice results were a 6. After resolving the spell’s effect(s), you immediately add a single power dice to your army’s pool for each result of a 6 that was rolled to cast the spell. Only the Wizard that added these power dice to the pool can use them.

2. Pink Fire of Tzeentch

Casting 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 the artillery dice and move the template directly forwards the number of inches indicated. All models underneath the template suffer a Strength D6 hit with the Warpflame special rule (roll once for the Strength and use that value for all hits). If a misfire is rolled, the template does not move forwards and remains where it is.

The Lore of Tzeentch: When a spell from the Lore of Tzeentch is successfully cast, make a note of how many power dice results were a 6. After resolving the spell’s effect(s), you immediately add a single power dice to your army’s pool for each result of a 6 that was rolled to cast the spell. Only the Wizard that added these power dice to the pool can use them.

3. Bolt of Change

Casting Value: 8+

Bolt of Change is a magic missile spell with a range of 24". It inflicts a single Strength D6 + 4 hit with the Multiple Wounds (D3) and Warpflame special rules, and then penetrates ranks in the same manner as a shot from a Bolt Thrower. Armor saves are not permitted against Wounds caused by Bolt of Change.

The Lore of Tzeentch: When a spell from the Lore of Tzeentch is successfully cast, make a note of how many power dice results were a 6. After resolving the spell’s effect(s), you immediately add a single power dice to your army’s pool for each result of a 6 that was rolled to cast the spell. Only the Wizard that added these power dice to the pool can use them.

4. Glean Magic

Casting Value: 8+

Glean Magic is a direct damage spell that targets a single 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 3 hit with the Warpflame special rule, loses one Wizard level (to a minimum of 0) and forgets one randomly determined spell (this cannot be a bound spell). If the caster does not already know this spell, he immediately gains 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 lore attribute.

The Lore of Tzeentch: When a spell from the Lore of Tzeentch is successfully cast, make a note of how many power dice results were a 6. After resolving the spell’s effect(s), you immediately add a single power dice to your army’s pool for each result of a 6 that was rolled to cast the spell. Only the Wizard that added these power dice to the pool can use them.

5. Tzeentch's Firestorm

Casting Value: 13+

Tzeentch's Firestorm is a direct damage spell. Place the small round template anywhere within 30" – it then scatters D6". All models hit by the template suffer a Strength D6 hit with the Warpflame special rule (roll once for the Strength and use that value for all hits). The Wizard can choose to create a larger firestorm, using the large round template rather than the small one. If he does so, the casting value is increased to 16+ and the template scatters 2D6" rather than D6".

The Lore of Tzeentch: When a spell from the Lore of Tzeentch is successfully cast, make a note of how many power dice results were a 6. After resolving the spell’s effect(s), you immediately add a single power dice to your army’s pool for each result of a 6 that was rolled to cast the spell. Only the Wizard that added these power dice to the pool can use them.

6. Infernal Gateway

Casting Value: 16+

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

The Lore of Tzeentch: When a spell from the Lore of Tzeentch is successfully cast, make a note of how many power dice results were a 6. After resolving the spell’s effect(s), you immediately add a single power dice to your army’s pool for each result of a 6 that was rolled to cast the spell. Only the Wizard that added these power dice to the pool can use them.