Disciples of Tzeentch – Burning Sigil of Tzeentch
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Endless Spell WARSCROLL

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.

Unit Size: -      Points: 50
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:

1Dismembered 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.
2Crippling 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.
3-4Mutative 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.
5Spawning 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.
6Shifting 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.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

© Vyacheslav Maltsev 2013-2022