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===Lore of [[Tzeentch]]=== The lore of the God of Hope. Followers of Tzeentch - both daemon and mortal - are able to harness spells from this lore, although each with different attributes. Despite Tzeentch's apparent inclination towards subtlety and planning, all but one spell from this lore is dedicated to devastating enemies with multicolor lightning bolts and brightly-hued firestorms. There are a few things to note about spells from this lore. All the damaging spells (i.e. magic missile and direct damage) have the Warpflame special rule. This rule causes a toughness test to be made on the unit a spell has wounded - if the unit fails, they take d3 wounds with no armor save; if they pass, they get a Regeneration save of 6+ or +1 to their existing Regeneration save. Keep in mind however, that you take a characteristic on the highest value within the unit, so be mindful of where you are aiming your Tzeentchian fires. Also, you take the Warpflame test ''at the end of the phase'' and not for each spell cast. Warpflame is also not flaming, so it won't negate the regeneration you're giving your target. This means that Tzeentchian damaging spells are generally best against smaller units that can be cleared out quickly or simply devastated past the point of usefulness rather than big blocks that can take some casualties and happily gain regeneration for everyone else on top of that. * ''Warriors of Chaos Lore Attribute:'' '''Boon of Magic:''' When a spell is successfully cast, for each 6 rolled on the power dice, the wizard gets to add a power dice to his pool. Kinda useless considering if you roll multiple 6s, you are miscasting (and will probably lose more dice than you gain, not to mention the other effects...). * ''Daemons of Chaos Lore Attribute:'' '''Fires of Change:''' Each wound caused by a spell from this lore has a chance to add models to a nearby unit of Pink Horrors (on a roll of 4+) or Screamers (on a roll of 6) near the caster, even going beyond their starting number. These extra models do not grant extra victory points. *'''Blue Fire of Tzeentch:''' The Tzeentch signature spell. A 24" magic missile that deals d6 strength d6 hits. Can be upgraded to 48". Very random, so it could either be destructive or ineffective. It has a very low casting cost (even the upgraded version), so your Pink Horror units can feasibly get this off on one or two die. Good against low toughness chaff (e.g. Goblin Wolf Riders, Ellyrian Reavers, etc.). *'''Treason of Tzeentch:''' This is a very potent hex that targets the enemy's leadership. This forces the hexed unit to use the lowest Leadership value and prevents the unit from using the General's Inspiring Presence or the BSB's Hold Your Ground! special rule. Could be used to great effect with Terror charges with all the monsters Chaos has access to. Still effective against Undead and Daemon armies, because of crumbling and Daemonic Instability respectively. *'''Pink Fire of Tzeentch:''' A teardrop template that has d6 strength and goes a distance equal to a roll on the artillery dice. Arguably better on a highly mobile caster, such as a Lord of Change or a Sorcerer on a Disc, than a footslogger, because you really need a flank to maximize the damage on this spell. *'''Bolt of Change:''' A direct damage spell that acts much like a bolt thrower, but imagine it shooting energy that causes spontaneous mutations on the enemy. Like a bolt thrower, it penetrates ranks, ignores armor, and does d3 multiple wounds. It however has a strength value of d6+4, so it is strictly more reliable than the other spells from this lore. This is a valued spell as it answers the question of highly armored units. *'''Glean Magic:''' You and an enemy wizard roll off, adding your wizard levels to the result. If you lose, aside from being disappointed, nothing really happens. If you win (or draw) you get to punch the wizard with a strength 3 Warpflame hit, he loses a wizard level (along with a random spell that wizard knows), and your caster gets to steal that spell. Tactically speaking, target your opponent's lower level wizards to ensure you win the roll-off- especially if it's a token Fire mage, so you can steal a fire spell and negate the regeneration caused by Warpflame. *'''Tzeentch Firestorm:''' Rain fabulous fire on your enemies. Uses the blast template and scatters d6". Could be upgraded to the larger template, in which case it scatters 2d6". Be very wary of casting this on large high toughness units. You really don't want to cast this more than once on the same unit, as you run the risk of giving them resilience in the form of 5+ or lower Regeneration saves. *'''Infernal Gateway:''' The wizard opens a portal to the Realm of Chaos, exposing the target to the very face of magic itself. It is a direct damage spell that deals 2d6 strength 2d6 hits. If you roll an 11 or 12 on the strength, the hits become 3d6. This is a very powerful spell that ruins large units and utterly destroys small ones. It is also a very potent monster killer. Do not be discouraged by its variable nature as rolling average means that you're still doing 7 strength 7 hits. Keep in mind that it is a direct damage spell, so you only need your target to be not in combat. Aim at warmachines hiding behind units and watch those stone throwers and cannons melt.
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