Disciples of Tzeentch – Magister on Disc of Tzeentch

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16"
6
4+
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: 150
Battlefield Role: Leader
Base size: 50mm
Notes: Single

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

FLY: This unit can fly.

MOUNT: This unit’s Disc of Tzeentch is armed with Teeth and Horns.

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 first casting attempt made by this unit in your hero phase is successful and the spell is not unbound, this unit can attempt to cast 1 extra spell in that phase. If it does so and the casting roll for that extra spell is a double, the casting attempt automatically fails and this unit is slain. If this happens, you can choose for this unit to be transformed into a Spawn instead of being slain.

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 is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. You can say that the first enemy model slain by this spell each time it is cast is transformed into a Spawn instead of being slain.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, MORTAL, TZEENTCH, ARCANITE, HERO, WIZARD, MAGISTER ON DISC OF TZEENTCH
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.
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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.
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.

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

Leader, Behemoth
Leader
Battleline
Behemoth
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024