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===Magic=== *'''Tzeentch''' Tzeentchian spells are quite funny. They have some nice damage dealing potential, and many are underestimated. Moreover, the Mark of Tzeentch gives your sorcerer a +1 bonus to your ward save and casting rolls. The main advantage of the lore is that like the lord of change itself it cannot be predicted: your infernal gateway is as likely to deal 2 S2 wounds as to destroy a unit with no saves allowed. Amazing for those who like to play mind games with their opponents. **Flickering Fire of Tzeentch (5+): For its casting value it used to be a damn amazing spell, but now that if you use only one die you have a one in three chance of failing the spell in spite of whatever bonuses you might have it lost ground to the simple fireball. Still, an average of 4,5 hits and S4,5 is nothing to scoff at, so they can be pretty useful on 2+ sorcerers to either make your enemy waste dispel dice or make his glass cannons suffer (it is amazing against high and dark elves). When you finally roll S7 against his cavalry or monsters, he will definitely think twice about letting other mind bullets pass. **Treason of Tzeentch: An enemy unit resolves a single close combat attack against itself. Troll any hordes or any High S/Low T unit you like. I recommend High Elf White Lions, who, if in a unit of 20 will stab around 8 of themselves to death. **Pandaemonium: This spell will be dispelled at the beginning of your opponent's turn, guaranteed (he won't in your turn unless you roll badly). So, what's its use? Against magic-heavy items, it is invaluable to make them waste two casting dice each turn (which is usually the bonus power dice they receive, so they'll have to rely on good rolls for winds of magic). But what about the others? Well, in that case you, being the Tactical Genius you are, will realize that those hellcannons and their -1ld panic tests just became that much more deadly, as well as the fear tests for your units on the flanks. **Call to Glory: Removes a 15 point chaos warrior and replaces him with an exalted hero. +1 str, +2 A and other bonuses. But if your opponent dispels it you don't get the warrior back. So use it when your opponent's mage is not a threat. No, being the smart fellow that you are, you will use it on a 5 points marauder. Your opponent dispels it? Fine, you lost an expendable marauder that still got double the normal attacks at a greater WS (important against elite units) for one turn, and again, he wasted his power dice. He doesn't? Well then, have fun dealing with a free chaos hero rampaging through your frontlines! (In addition, the powergamer in me notices the spell can be dispelled at any time, in order to offset the 100 vp penalty, end the spell just before you roll the final armor save that might kill him.) **Infernal Gateway (15+): You know it, you love it. Easily the best spell in the game, it inflicts 2d6 hits at 2d6 strength. The real kicker is that if you roll a 11 or 12 as a strength you remove the unit from the game. The Whole Unit. No Saves. Even ICs. The Whole Unit. Again, the chances of this happening are 1/12, but every fantasy player has heard the terrifying tales of deathstars suddenly disappearing to this baby, and only an opponent with brass balls will allow you to cast it freely. *'''Nurgle''' *'''Slaanesh'''
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