Source: Warhammer Fantasy: 5th Edition

Printable Cards: Tzeentch (Chaos Spells)
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Tzeentch's Firestorm

Power: 3, Range: 24"

Scarlet flame flies from the Sorcerer and strikes the first target in its path. Place the round magic 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).

Line of Sight

This spell requires line of sight to its target. Because the spell uses a template the Look Out Sir!' rule can be used by any characters who are part of the unit.

Tzeentch

Gift of Chaos

Power: 1

The Chaos player may take another Chaos Gift.

Tzeentch

Shield of Fire

Power: 1

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

Tzeentch

Pink Fire of Tzeentch

Power: 1, Range: 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. No armour saves allowed, except for magic armour.

Line of Sight

Tzeentch

Incandescent Assassin

Power: 2, Range: 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.

Tzeentch

Glean Magic

Power: 2, Range: 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.

Tzeentch

Touch of Tzeentch

Power: 1

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

Tzeentch

Boon of Tzeentch

Power: 1

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

Tzeentch

Bolt of Change

Power: 2, Range: 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. No armour saves allowed, except for magic armour.

Line of Sight

The Bolt of Change requires line of sight. As no wounds are inflicted by the Bolt of Change it is in fact impossible for armour saves or wards to work - as these all offer saves against wounds. Assuming the spell takes effect the victim is automatically slain. Although the spell card states that magical armour will work, in fact this is only the case where the armour protects by offering a dispel, such as the Spellshield or Spelleater Shield.

Tzeentch

Blue Fire of Tzeentch

Power: 1, Range: 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.

Line of Sight

Note that the spell cards in the Warhammer Armies Chaos supplement do not have 'Lasts one Turn', or 'Line of Sight' included as summary headlines. The descriptions on the cards should be clear enough, but we have included appropriate remarks in the following summaries. The Blue Fire of Tzeentch requires line of sight.

Tzeentch