Source: Warhammer Armies Project: Unofficial 9th Edition

Gifts of Tzeentch
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The following powers may only be taken by Daemons of Tzeentch.

Tzeentch's Will(Ability)60 points

The Daemon may re-roll a single D6 once per player turn that directly affects it.

Twin Heads(Ability)55 points

The Daemon gains +2 to all casting rolls.

Lord of Flux(Ability)35 points

At the beginning of each round of close combat, all enemy models in base contact with the Daemon must roll a D6, on a 4+ they suffer 1 Wound which Ignores Armour Saves.

Master of Sorcery(Ability)30 points

The Daemon gains the Loremaster special rule. In addition, it can use any of the lores of Magic from the Warhammer rulebook instead of its normal Lore.

Power Vortex(Ability)30 points

This Daemon adds an extra Power dice to the pool in each of the controlling player's Magic phases.

Aspect of Tzeentch(Ability)25 points

Every time this Daemon uses a Power or Dispel dice, roll a D6. On a 6, they may use this dice again this phase. These additional dice cannot not generate new dice.

Dark Magister(Ability)25 points

The Daemon ignores the result of his first Miscast.

Wellspring of Arcane Might(Ability)25 points

The Daemon gains a +1 bonus when channeling Power dice.

Cursed Ichor(Ability)20 points

Roll a D6 every time the Daemon suffers an unsaved Wound; on a 5+, the model that struck the blow suffers a Wound which Ignores Armour Saves themselves.

Flames of Tzeentch (Gift)(Ability)20 points
Iridescent Corona(Ability)20 points

Enemy models in base contact with the Daemon at the start of any close combat phase suffer a Strength 3 Hit with the Flaming Attacks special rule. Any wounds caused count towards combat resolution.

All-seeing Eye(Ability)15 points

At the start of each of your Magic Phases, you may pick one enemy unit within 24" of the Daemon. That unit must reveal all Magic Items and Hidden units in it.

Mark of the Conjurer(Ability)10 points

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