The greatest of Tzeentch’s daemons, the Lords of Change shimmer with raw magic. With a flick of their claw, they can hurl foes into the nightmarish Realm of Chaos, blast enemies with wyrdfire or steal opponents’ spells for their own use.
Unit Size: 1 Points: 380
Battlefield Role: Leader, Behemoth
A Lord of Change is a single model armed with one of the following weapon options: Staff of Tzeentch and Baleful Sword; Staff of Tzeentch and Rod of Sorcery; or Staff of Tzeentch and Curved Beak and Wicked Talons.
Mastery of Magic: To master the arcane is to embody the grand design of the Changer of the Ways.
When this model makes a casting
roll, you can change the lowest D6 to match the highest D6.
Spell-eater: Tzeentch’s daemons revel in the Arcanum Optimar, summoning and dispelling even the most predatory spells at will.
Once per turn, in your hero phase
, you can pick 1 endless spell
within 18" of this model. That endless spell is dispelled
Spell-thief: Should a rival sorcerer conjure a spell that intrigues the Lord of Change, the greater daemon will acquire the incantation for its own use.
If this model successfully unbinds an enemy spell with an unbinding roll
of 9+, this model can attempt to cast that spell, if it is possible for it to do so, for the rest of the battle.
This model is a WIZARD
. It can attempt to cast
2 spells in your hero phase
and attempt to unbind
2 spells in the enemy hero phase. It knows the Arcane Bolt
, Mystic Shield
and Infernal Gateway
Infernal Gateway: The Lord of Change opens a portal to the Realm of Chaos, pulling enemies to their doom.
Infernal Gateway has a casting value
of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 9 dice. That unit suffers 1 mortal wound
for each roll that is equal to or greater than the Infernal Gateway value shown on the caster’s damage table.
Beacon of Sorcery: Spreading its arms wide, the Lord of Change saturates the area with raw magic.
You can use this command ability
at the start of your hero phase
. If you do so, pick 1 friendly model with this command ability. Until your next hero phase, you can add 1 to casting and unbinding rolls
for friendly TZEENTCH DAEMON WIZARDS
while they are wholly within 18" of that model. The same unit cannot benefit from this command ability more than once per turn.