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===Lore of Tzeentch=== Tzeentch spells are all about doing damage, or preventing damage - oddly enough, the real moustache-twirling nyahahahahajustasplanned stuff is more Slaanesh's remit. Notably, this lore has seven spells: any wizard can trade out a spell they don't want for Red Fire of Alteration, which you can't roll up at random because you can't roll a 0 on 1d6. (Note that because of the way 1d4chan's code handles numbered lists, it's at 7 on our summary, which of course breaks the rainbow theme GW were going for.) # '''Orange Fire of Protection''' - cast on a 6+, remains in play, reroll any of the Sorcerer's to hit, to wound or to save rolls that you don't like. (Just the Sorcerer: not anything they're riding.) Actually pretty good: an easy cast, and Tzeentch Lords or Heroes can throw down in combat with the best of them. # '''Yellow Fire of Transmutation''' - another 6+ cast that remains in play, this one granting a 5+ Ward save to the Sorcerer, their mount, and any unit they joined. Notably, this one replaces the Daemonic Ward, allowing Tzeentch Daemon characters to stop worrying about magic weapons. # '''Green Fire of Mutation''' - a 9+ cast on an enemy unit that's not immune to psychology, which makes it play "stop hitting itself" for a turn: the unit fights a round of close combat against itself and takes a Panic test if enough casualties are inflicted. Some armies hate this - Lizardmen spring to mind, as their best fighters have multiple attacks but rely on Cold Blooded rather than full on immunity to psychology. Others, like Vampire Counts and Tomb Kings, don't give two tugs. # '''Blue Fire of Metamorphosis''' - another 9+ cast for a dubiously reliable magic missile. 2d6 hits is good, Strength d6+1 is untrustworthy. Conventional Lores often give you an 8+ for a Strength you can rely on. Warp Lightning this ain't. # '''Indigo Fire of Change''' - on an 11+, every model in the target enemy unit takes a S2 hit, and any that die turn into Horrors, placed in contact with the front of the target unit and counting as having charged! This one's psychologically damaging to say the least: while Horrors aren't up to much in a scrap, they can take on anything that dies from a S2 hit. Big units of lightweight troops will tremble at the dubious prospect. # '''Violet Fire of Tzeentch''' - 12+ cast, 6" range, single target model takes a Leadership test or DIES. No saves, no regenerating, no nothing. Given how easy it is for Tzeentch casters to fly, the short range isn't the drawback it usually is. This one's a gamble, but considering that it can snipe characters regardless of line of sight, being a unit, monstrous mountage, ANYTHING, it's worth a cast. If you're going terror-bombing with a Lord of Change or a Sorcerer on a Dragon, lead in with this horrible thing - cast it on your enemy's General and potentially watch their army crumble next turn. # '''Red Fire of Alteration''' - I am fate, come round at last; I am also a mediocre magic missile, only a 5+ cast and with d6 hits at d6 Strength. All the usual problems of a d6 hits magic missile and you can't even count on the Strength. Swap it out for something a level 2 wizard simply can't cast, but don't expect it to do anything. Fire and Death have better equivalents and Shadow's Creeping Death knocks it into a cocked hat because NO ARMOUR SAVES.
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