Disciples of Tzeentch – Curseling, Eye of Tzeentch
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Curseling, Eye of Tzeentch

Blessed with a Tretchlet – a daemon homunculus that can detect lies – a Curseling is an important leader of rituals in an Arcanite Cult. They are also powerful fighters and can steal enemy spells, reworking them in order to hurl them back at the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blazing Sword
Blazing Sword1"33+4+-11
Threshing Flail
Threshing Flail1"34+3+-1
Staff of Tzeentch
Staff of Tzeentch2"15+4+-D3

Unit Size: 1      Points: 185
Battlefield Role: Leader
Base size: 32mm
Notes: Single


A Curseling, Eye of Tzeentch, is a single model armed with a Blazing Sword, Threshing Flail and Staff of Tzeentch.


Disrupter of the Arcane: A Curseling can reach into a spell and undo the magical forces that keep it whole.
You can re-roll unbinding and dispelling rolls for this model.

Vessel of Chaos: The flow of eldritch energy is visible to the Curseling, who can pluck magic from the aether and hurl it back at its caster.
If this model successfully unbinds a spell that is possible for it to cast, it can immediately attempt to cast that spell even though it is the enemy hero phase. If that spell is successfully cast, it cannot be unbound.


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 Glean Magic spells.

Glean Magic: In a magical duel, the Curseling reaches into his adversary’s mind and steals arcane knowledge to use for his own ends.
Glean Magic has a casting value of 3. If successfully cast, pick 1 enemy WIZARD within 24" of the caster and visible to them. Pick 1 spell from that WIZARD’s warscroll that is possible for this model to cast and roll a dice. On a 3+, the caster knows that spell for the rest of the battle.

19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

The MORTAL keyword is used in the following Disciples of Tzeentch warscrolls:

© Vyacheslav Maltsev 2013-2021