Disciples of Tzeentch – Vortemis the All-seeing
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6"
5
5+
7
WARSCROLL

Vortemis the All-seeing

Vortemis has been instrumental in twisting the strands of fate to serve the will of Tzeentch. His Arcanite Cult had spies in the city of Shadespire for centuries, and he has plotted to undermine Nagash for just as long.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Runestaff
Tzeentchian Runestaff18"13+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Runestaff
Tzeentchian Runestaff1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Vortemis the All-seeing and The Eyes of the Nine must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Vortemis the All-seeing is a named character that is a single model. He is armed with a Tzeentchian Runestaff.

ABILITIES

Magic-touched: Magisters are attuned to magical energy like no other, but there are those that delve too deep into this source of power.
If the casting roll for this model is a double and the casting attempt is successful and not unbound, this model can attempt to cast 1 extra spell this turn. If it does so and the extra casting roll is a double, the spell automatically fails and this model is slain. If a friendly MAGISTER is slain by this effect, roll a dice before removing the model. On a 2+, 1 TZEENTCH CHAOS SPAWN is added to your army. Set up the TZEENTCH CHAOS SPAWN anywhere on the battlefield within 1" of the slain MAGISTER and more than 3" from any enemy units.

MAGIC

Vortemis the All-seeing is a WIZARD. He can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Sorcerous Insight spells.

Sorcerous Insight: Memory becomes echo, echo becomes resonance, resonance becomes reality wrought anew.
Sorcerous Insight has a casting value of 5. If successfully cast, you receive 1 extra command point. This extra command point can only be spent by picking this model to use the At the Double, Forward to Victory or Inspiring Presence command ability.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, CULT OF THE TRANSIENT FORM, HERO, WIZARD, MAGISTER, VORTEMIS THE ALL-SEEING
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 MAGISTER keyword is used in the following Disciples of Tzeentch warscrolls:

Leader

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

None
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.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.

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

None
Battleline
Leader
Behemoth
© Vyacheslav Maltsev 2013-2021