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TzeentchBurning Sigil of Tzeentch
Endless Spell

Burning Sigil of Tzeentch

Drizzling ectoplasm and daemonic fire, the conjured sigil of Tzeentch is so redolent with mutative energies that it can transform those around it into a thousand fleshy forms. To stand close by is to risk horrific transmogrification – though in the final reckoning of battle, some of these mutations are as much a blessing as they are a curse.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

A Burning Sigil of Tzeentch is a single model.

MAGIC

Summon Burning Sigil of Tzeentch: Brief incantations in the Dark Tongue see these burning symbols of worship spark into reality.
Summon Burning Sigil of Tzeentch has a casting value of 5. Only TZEENTCH WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Burning Sigil of Tzeentch model wholly within 18" of the caster.

ABILITIES

Radiant Transmogrification: The sigil channels the energies of the Impossible Fortress; with each pulse comes a handful of blessings and curses as fickle as the bastion’s master.
At the end of your movement phase, if the Burning Sigil of Tzeentch is on the battlefield, you must roll a dice on the following table:

D6Effect
1Dismembered by Change: Pick 1 unit within 12" of this model and visible to it. That unit suffers D3 mortal wounds. If any models were slain by this spell, before removing the first slain model, you can add 1 TZEENTCH CHAOS SPAWN to your army and set it up within 3" of the slain model’s unit.
2Crippling Appendages: Pick 1 unit within 12" of this model and visible to it. Halve the Move characteristic of that unit until the start of your next hero phase.
3-4Mutative Flux: Pick 1 unit within 12" of this model and visible to it. That unit can move D6" even if it ran in the same turn.
5Spawning Limbs: Pick 1 unit within 12" of this model and visible to it. Add 1 to the Attacks characteristic of that unit’s melee weapons until the start of your next hero phase.
6Shifting Aura: Pick 1 unit within 12" of this model and visible to it. Subtract 1 from hit rolls for attacks that target that unit until the start of your next hero phase.

KEYWORDS
ENDLESS SPELL, BURNING SIGIL OF TZEENTCH
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The TZEENTCH and CHAOS SPAWN keywords are used in following Tzeentch warscrolls:

None
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The ENDLESS SPELL keyword is used in following Tzeentch warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2020