Source: Warhammer Fantasy: 4th Edition

Tzeentch (Spells)
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Blue Fire of TzeentchPower: 1Range: 18"

A blue flame flies from the caster to strike the first unit in its path. The target suffers D6 S4 hits. Normal armour saves apply.

Bolt of ChangePower: 2Range: 12"

The Bolt of Change strikes the first model in its path, with a maximum range of 12". The target must roll equal to or less than its Toughness on 2D6 or be slain by waves of uncontrolled mutation. Only magic armour may save.

The Chaos player may take D3 magic cards, and cast a further spell immediately if he wants.

The Chaos player may take another Chaos Gift.

Glean MagicPower: 2Range: 24"

The Sorcerer steals a spell from an an enemy wizard within 24" (determine which spell at random). The Sorcerer may cast the spell as if it were his own. If the stolen spell is dispelled it is returned to its original owner. If he has been slain, it is discarded. The Sorcerer may only hold 1 spell stolen in this fashion at a time.

Incandescent AssassinPower: 2Range: 24"

The caster causes a creature of magical flame to appear over a model within 24". The target rolls D6 + WS. The Sorcerer rolls D6+6. If the Sorcerer scores higher he inflicts a number of wounds equal to the difference in scores. Armour saves as normal but with a -3 modifier.

Pink Fire of TzeentchPower: 1Range: 6"

A pink flame flies from the caster to strike the first model in its path. The target suffers D6 hits at Strength D6+4. Only magic armour may save.

The Sorcerer summons a fiery shield to protect him. Enemy attacking in hand-to-hand combat must roll 6 to hit. If any enemy attacks the Sorcerer with a magic weapon, on a roll of 1 to hit the weapon is destroyed.

Remains in play.

May be cast against any model in base contact with Sorcerer. Victim sustains D6 S4 hits - only magic armour may save.

Tzeentch's FirestormPower: 3Range: 24"

Scarlet flame flies from the Sorcerer and strikes the first target in its path. Place the Firestorm template over the target. Every model under the template suffers a S5 hit. Only magic armour may save. For every 3 full wounds inflicted a Pink Horror is created (draw spells for the new unit immediately).