Source: Warhammer Armies Project: Unofficial 9th Edition

Tzeentch Magic Items
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This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Daemons of Tzeentch. These may be used in addition to the magic weapons found in the Warhammer rulebook.

Magic Weapons

Staff of Change (Daemons of Chaos)(Magic Weapon)50 points

Any character or monster that suffers one or more unsaved Wounds from the Staff of Change must immediately pass a Toughness test or suffer an additional D6 Wounds with the Ignores Armour Saves special rule. If such a model loses its last Wound to the Staff of Change, it explodes! All models within D6" immediately suffer a single Strength 5 hit.

Blade of Fate(Magic Weapon)10 points

For every 6 rolled when rolling To Hit, the wielder may re-roll a failed To Hit, To Wound or Ward save roll of their choosing this close combat phase.

Pyrofyre Stave(Magic Weapon)10 points

If a Wizard suffers one or more unsaved Wounds against this weapon, they cannot channel Power or Dispel dice for the rest of the game.

Warpfire Blade(Magic Weapon)10 points

Talismans

Daemonic Robes(Talisman)20 points

The Daemon can never be wounded on better than a 3+.

Arcane Items

Nine-eyed Tome(Arcane Item)30 points

The bearer can re-roll one casting or dispel attempt each Magic phase.

Wand of Whimsy(Arcane Item)30 points

Whenever the bearer successfully casts or dispels a spell, roll a D6 – the Wand of Whimsy gains a charge token on a roll of 5+. The Wand of Whimsy grants the bearer a bonus to both Strength and Attacks equal to the number of charge tokens for the remainder of the game.

The Chromatic Tome(Arcane Item)25 points

You can choose to re-roll the Winds of Magic dice in your turn. However, if you do so, your opponent can also re-roll the Winds of Magic dice in their next turn if they wish. In either case, all of the Winds of Magic dice must be re-rolled.

Enchanted Items

Beacon of Mutability(Enchanted Item)40 points

The Daemon any friendly unit that they join gain +1 To Wound in close combat.

The Eternal Shroud(Enchanted Item)15 points

The wearer can add or subtract 1 from any dice roll that directly affects it once per turn.

Magic Standards

Banner of Change(Magic Standard)25 points

Bound Spell, Power Level 4. The Banner of Change contains a direct damage spell that targets all enemy units in base contact. The target units suffer 2D6 Strength 3 Hits.

Icon of Sorcery(Magic Standard)25 points

The unit carrying the Icon of Sorcery gains a +1 bonus to the result of their spell casting attempts.

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