Tzeentch – Magister on Disc of Tzeentch
16"
6
5+
7
WARSCROLL

Magister on Disc of Tzeentch

Magisters are powerful sorcerers in service to Tzeentch. Filled with eldritch energies as they ride their Disc of Tzeentch, they can wield fantastical fires to scorch the foe or transform an enemy into the squelching, misshapen form of a Chaos Spawn.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Runestaff
Tzeentchian Runestaff18"13+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpsteel Sword
Warpsteel Sword1"14+4+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Magister on Disc of Tzeentch is a single model armed with a Tzeentchian Runestaff and Warpsteel Sword.

MOUNT: This model’s Disc of Tzeentch attacks with its Teeth and Horns.

FLY: This model can fly.

ABILITIES

Magic-touched: Magisters are attuned to magical energy and can harness the raw essence of Chaos. There are those, however, that delve too deep into this source of power.
If the casting roll for this model is a double and the casting attempt is successful and not unbound, this model can attempt to cast 1 extra spell this turn. If it does so and the extra casting roll is a double, the spell automatically fails and this model is slain. If a friendly MAGISTER is slain by this effect, roll a dice before removing the model. On a 2+, 1 TZEENTCH CHAOS SPAWN is added to your army. Set up the TZEENTCH CHAOS SPAWN anywhere on the battlefield within 1" of the slain MAGISTER and more than 3" from any enemy units.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Bolt of Change spells.

Bolt of Change: The Magister hurls a coruscating bolt of energy at the foe, causing their flesh to run like wax and remould into a form more pleasing to Tzeentch.
Bolt of Change has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. 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.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, HERO, WIZARD, MAGISTER
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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.

The MAGISTER keyword is used in following Tzeentch warscrolls:

Leader

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

None
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
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 MORTAL keyword is used in following Tzeentch warscrolls:

None
Battleline
Leader
© Vyacheslav Maltsev 2013-2020