| 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. Unit Size: - Points: 85 Battlefield Role: Endless Spell Base size: 50mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 18". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only DISCIPLES OF TZEENTCH WIZARDS can attempt to summon this endless spell.
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 their movement phase, if this endless spell is on the battlefield, the commanding player must roll a dice on the following table: D6 | Effect | 1 | Dismembered by Change: Pick 1 unit within 9" of this endless spell and visible to it, and roll a dice. On a 4+, that unit suffers D3 mortal wounds. If any models are slain by those mortal wounds, 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. | 2 | Crippling Appendages: Pick 1 unit within 9" of this endless spell and visible to it. Halve the Move characteristic of that unit until the start of your next hero phase. | 3-4 | Mutative Flux: Pick 1 unit within 9" of this endless spell and visible to it. That unit can move D6" even if it ran in the same turn. | 5 | Spawning Limbs: Pick 1 unit within 9" of this endless spell and visible to it. Add 1 to the Attacks characteristic of that unit’s melee weapons until the start of your next hero phase. | 6 | Shifting Aura: Pick 1 unit within 12" of this endless spell and visible to it. Subtract 1 from hit rolls for attacks that target that unit until the start of your next hero phase. |
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