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===<span style="color:#01bbe3;">Magic Lores</span>=== <tabs> <tab name="Lore of Fate"> Every {{AOSKeyword|Arcanite}} and {{AOSKeyword|Mortal Wizard}} can choose from the following Spells: #'''Bolt of Tzeentch''': Casting value of 7 now, and D6 Mortal Wounds at 18" are nothing to sneeze at. Just make sure your caster has some way of making the casting easier on himself, though. Arcane Sacrifice, Souldraught, the Tzaangor Shaman's energy drink, anything. #'''Arcane Suggestion''': A wonderful debuff for casting value of 8. Once cast, you get to decide which effect a target unit within 18" will suffer : cannot issue or recieve command abilities until your next hero phase, or -1 to hit AND wound rolls, or -1 to save rolls. Pretty sweet stuff if you manage to cast it reliably, and the second debuff stacks with locus of change so can be good to offset all out attack a bit. #'''Glimpse the Future''': casting value 7. If you have fewer than 9 destiny dice, roll a dice and add it to your pool. Since anyone playing this army knows how essential your destiny pool is to most play styles this is one you should probably always have on hand with enough wizards. #'''Shield of Fate''': Odd. This cheap one (casting value 6) with a range of 18" is a pretty interesting spell. Basically you pick a friendly '''Tzeentch''' unit in range and apply an effect based on the number of destiny dice you have in your pool at the time of casting until your next hero phase. 1-3 destiny dice the unit gains a 6+ ward. 4-6 destiny dice they gain a 5+ ward, and on a 7-9 they gain a 5+ ward plus on a roll of 4+ they can ignore the effects of a spell or endless spell. #'''Infusion Arcanum''': The Curseling and the Ogroid love this baby. Pathetically low casting value of 5? Check. Increases both Hit and Wound rolls of the caster by one? Check. Take a powerful melee Hero and turn him into a terrifying melee Hero. #'''Treacherous Bond''': Exactly what the Gaunt Summoner wants. The casting value is 5. Different now. Cast on a unit wholly within 9" of the '''Wizard''' and whenever the '''Wizard''' would take a wound or mortal wound, pass it off to the unit on a 3+ as long as they remain within 9". </tab> <tab name="Lore of Change> Every {{AOSKeyword|Tzeentch Daemon Wizard}} can choose from the following Spells: #'''Bolt of Tzeentch''': Casting value of 7, D6 Mortal Wounds on a unit within 18". Best on a Lord of Change with his amazing casting roll modification rule. #'''Treason of Tzeentch''': Casting on 7+, pick a unit within 18". Roll a die for each model in that unit and deal a mortal wound for every 6+. In addition, the affected unit suffers -1 to Hit until your next hero phase. #'''Unchecked Mutation''': Casting value of 6, an enemy unit within 18" suffers D3 mortal wounds, then if any models are slain, roll a D6; on a 3+, they take another D3 mortal wounds, and the spell ends. #'''Fold Reality''': This is a mixed bag: The spell casts on a 7+. Roll a D6, on a 2+, you add that many slain models to a friendly '''TZEENTCH DAEMON''' unit. On a 1, however, the whole unit goes poof. The logical choice is to only ever use this on units that are near death already, like a lone Pink Horror trying to get some new buddies. The question is, do you want to leave a whole unit's fate to a single dice roll? And no, don't think you can cheese this via Destiny Dice. ''Masters of Destiny'' Tells you which rolls you are allowed to change and ''rolls made by specific spells that you really really wish you could set'' isn't among them. #* In fact, you only have 1/6 chance of messing up with this spell, while the other five times you resurrect an average 3 guys, so it's pretty good. Just use it on units with low numbers, and that you can comfortably lose, and you're set. <s>Or just take Kairos and a unit of 6 Tzaangor Skyfires, to have a unit that will probably never die; changing that 1 on a 6 one time per battle should ensure you never lose the unit.</s> (This no longer works. Kairos doesn't let you replace any die you want, and Tzaangors aren't '''Daemons''') If you're in a really big battle, instead take a unit of 3 Burning Chariots, but keep in mind your opponent will refuse to play with you ever again after this. And I can't blame him. Neither would I. #'''Tzeentch Firestorm''': Casting on 8+, pick an enemy unit within 12" and visible to the caster. Roll 9 dice and for each 6 that unit suffers d3 mortal wounds. An interesting choice, you need to get a little close to cast it but a lucky spike roll and you could wipe entire units out. *A question: What if a Hero is both Daemon and Mortal/Arcanite? Can he know spells from both Lores? <s>the heroes that fit on that category are the Tzaangor Shamans, Gaunt Summoners and Archaon himself, the rules for both lores is "each wizard in a Tzeentch army knows and additional spell chosen from the Lores", so until FAQ'd, technically he can know one (or two if he is an Arch-Sorcerer) of both</s>. It's been FAQ'd, only one Lore can be taken, not one from each Lore table. </tab> <tab name="Endless Spells"> {{AOSKeyword|Disciples of Tzeentch Wizards}} only *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Burning-Sigil-of-Tzeentch-en.pdf Burning Sigil of Tzeentch] (CV 5+, 40pts):''' Summons a floating 9" bubble of RANDOM, with a mix of results helpful and harmful to a single unit. (d3 MWs that risks a Chaos Spawn if someone dies, halved movement, d6" movement after running, +1 attacks, or -1 to hit) The issue is that this sigil cannot move on its own, meaning that you really need to find a good place to set it up and then pray some more that Tzeentch blesses your rolls for the right results. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tome-of-Eyes-en.pdf Tome of Eyes] (CV 5+, 40pts):''' Summons a magical book that becomes part of the caster's unit, meaning that you can't cast this inside a Witchfate Tor. Alongside letting the caster reroll any casting tests, it grants a special spell that deals mortal wounds and robs the target of 1 point of Bravery for each casualty you deal. What better way to stick it to those filthy rats than to smite them with your evil spellbook and then see them fail battleshock for once? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Daemonic-Simulacrum-en.pdf Daemonic Simulacrum] (CV 7+, 50pts):''' This predatory spell has a...thematic move speed of 9", and each turn it has 9 chances to deal MWs to the closest unit within 6" on a 5+ (4+ if they're wizards). While the range is nice for a spell that would otherwise be considered underwhelming, it also leaves you very open to the chance of it all being for naught on a bad roll. Potential to backfire horribly if your opponent gets to move it so be wary of positioning or have a Lord of Change eat it. Beasts of Chaos - available to Tzaangor Shaman and Great Bray Shaman. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:''' Subtract 1 from hit rolls for attacks made by units within 3" of this model. '''BEASTS OF CHAOS''' models are not affected. Grows by 3" at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell. ** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:''' A big horde cleaning Endless Spell. It moves 12" a turn and has the Fly keyword. Anything it moves over or ends within 1" of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:'''Spawns three tokens of evil Chaos murderbirds. Anything that is not a '''BEASTS OF CHAOS''' unit within 6" of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1" of the tokens, they have to set the Tokens up again somewhere within 3D6" of the place they were previously. Slave to Darkness - Available for all flavors of Gaunt Summoner or imported StD casters. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Eightfold_Doom-Sigil_eng.pdf Eightfold Doom-Sigil]:''' (40pts) CV 5. This spell will only have use when things die around it, so you'd best make sure you make at least one model go down so you can power them up. Now a bonus attack won't sound too scary for your Chaos Lord, but throw it on a band of marauders and they won't be laughing anymore. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkfire_Daemonrift_eng.pdf Darkfire Daemonrift]:''' (50pts) CV 6. This is a purely predatory spell, dealing d3 MWs to anything it goes through. It's damage potential also powered up by other Wizards and Endless spells 12" of it. Guess what you have? Yep, you'll be enjoying this. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Reamscourge_Rapture_eng.pdf Realmscourge Rapture]:''' (60pts) CV 7. This Predatory spell is like the Pendulum in that it can only move in straight lines. Anything that this goes through suffers not only d3 MWs, but their movement will also be halved, which can positively cripple a unit just in time for your Vikings to flatten them. </tab> </tabs>
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