Disciples of Tzeentch – The Blue Scribes
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The Blue Scribes

Tzeentch created two daemons, P’tarix and Xirat’p, for the sole purpose of learning every spell in existence. The Blue Scribes, as they are known, ride their Disc of Tzeentch through the realms seeking every fragment of arcana.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sharpened Quills
Sharpened Quills1"25+5+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique


This warscroll can be used in the following warscroll battalions:
 • Aether-eater Host


The Blue Scribes is a named character that is a single model. It is armed with Sharpened Quills.

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

FLY: This model can fly.


Frantic Scribbling: The Blue Scribes seek any unknown incantations that might be used against them.
Each time a WIZARD wholly within 18" of this model successfully casts a spell that is not unbound and that is possible for this model to cast, you can roll a dice. On a 4+, this model knows that spell for the rest of the battle.

Scrolls of Sorcery: The unlimited arcane knowledge held on these scrolls can conjure sorceries of perfect structure.
Once in each of your hero phases, when this model attempts to cast a spell, instead of making a casting roll, you can say that it will read from its scrolls of sorcery. If you do so, roll a dice. On a 2+, that spell is automatically cast and cannot be unbound.


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 Boon of Tzeentch spells.

Boon of Tzeentch: The Blue Scribes reach forth, tapping into an unseen hoard of arcane power.
Boon of Tzeentch has a casting value of 4. If successfully cast, you can re-roll casting rolls for friendly TZEENTCH WIZARDS wholly within 18" of the caster for the rest of that phase.

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.
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.
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.
© Vyacheslav Maltsev 2013-2021