Disciples of Tzeentch – Magister

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DISCIPLES OF TZEENTCH WARSCROLL
Magister
5"
6
4+
2
As a central figure of the cabal that leads an Arcanite cult, a Magister will use all their fell powers to inflict change and ruin upon the Mortal Realms in the name of the Great Conspirator. Those who enter battle on foot are master enchanters who can imbue their allies’ blades with arcane flames.
DISCIPLES OF TZEENTCH WARSCROLL
Magister
RANGED WEAPONS
RngAtkHitWndRndDmg
Tzeentchian Runestaff
Tzeentchian Runestaff18"13+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Warpsteel Sword
Warpsteel Sword33+4+-2
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Once Per Turn (Army), Reaction: You declared a SPELL ability for a WIZARD within 30" of this unit
SPELLMASTER: 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.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll for the spell, the spell is unbound and its effect is not resolved.

If the spell is unbound, add 1 to casting rolls for this unit for the rest of the phase.
KEYWORDSUNBIND

Once Per Turn (Army), Any Combat Phase
1
IMBUED WITH ARCANE FIRE: The Magister sets their allies’ blades ablaze with deadly wyrdflame that can melt through steel.

Declare: Pick a visible friendly ARCANITE unit wholly within 12" of this unit to be the target.

Effect: The target’s melee weapons have Crit (Mortal) until the start of your next turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE
Army List
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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Those HEROES can join an eligible regiment as a Arcanite Cabalist.

Infantry Hero
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
© Vyacheslav Maltsev 2013-2026