0% found this document useful (0 votes)
521 views2 pages

Tzeentch Chaos Magic Spell List

This document provides spell descriptions for a Chaos Sorcerer in the HeroQuest/Warhammer Quest universe. It includes 18 spells with various effects like summoning fireballs, negating other spells, summoning allies, and warping reality. The spells have different components required and some require an Intelligence test to successfully cast. Failure of tests can sometimes backfire and damage the caster.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
521 views2 pages

Tzeentch Chaos Magic Spell List

This document provides spell descriptions for a Chaos Sorcerer in the HeroQuest/Warhammer Quest universe. It includes 18 spells with various effects like summoning fireballs, negating other spells, summoning allies, and warping reality. The spells have different components required and some require an Intelligence test to successfully cast. Failure of tests can sometimes backfire and damage the caster.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

FIREBALL DISPEL

Component: Chaos-Warped Wood Component: Stone Tablet


A guttering plume of pink flame rushes out from the The effects of a single spell may be negated. The
Chaos Sorcerer's fingertips, crashing into the ground Sorcerer rolls 1d12 and adds this to his Intelligence.
and exploding outward with violent force! Place a The caster of the target spell must do the same, if
fireball template anywhere in the caster's line of present (otherwise, just roll 1d12). If the Sorcerer's
sight within 12 spaces. All models under the total is higher, the spell's effect is negated. This will
template are struck with 5 damage dice of injury. not restore wounds inflicted by damage-causing
spells or negate healing.

TERROR FAVOR OF TZEENTCH


Component: Bird Skull Component: Flame Pendant
The caster's body undergoes horrific The Chaos Sorcerer reaches out to grasp the unseen
transformations, skin turning to unnatural colors, Winds of Magic, to pluck an eddie of power and
eyes burning with unholy light, limbs elongating and unleash it for his purposes. Select a Random Spell.
twisting in unnatural ways, and more bizarre The Sorcerer may immediately cast that spell once
changes still. The caster is treated as a Fearsome without using any additional components, if he so
Monster until the end of the next exploration turn. chooses.

For all spells of Tzeentch that require an Intelligence test, if the Chaos Sorcerer fails the test, he immediately suffers 1
Wound for testing Tzeentch's patience. Daemons invoking these spells do not suffer this penalty.

PINK FIRE OF TZEENTCH BOON OF FLIGHT


Component: Chaos-Warped Wood Component: Bird Skull
Guttering flames of pink magic spurt from the With a cracking of bone and rending of flesh, a pair
Chaos Sorcerer's outstretched fingers, striking the of wings sprout out from the Chaos Sorcerer's back.
first model in their path, in a direction of the The Chaos Sorcerer immediately suffers one
Sorcerer's choice, up to 6 spaces away. The model Wound, but is treated as a Flying Creature for the
suffers 6 damage dice of injury, which ignore all remainder of the expedition.
armor, even magical armor.

BOLT OF CHANGE REBOUND


Component: Bird Skull, Daemon Blood Component: Stone Tablet, Daemon Blood
If the Chaos Sorcerer successfully passes an This spell may be cast out of turn, to intercept a
Intelligence test, he hurls a bolt of raw magical spell cast by an opposing Wizard. The Chaos
power in a direction of his choice to strike the first Sorcerer must pass an Intelligence test, then engage
model in its path up to 12 spaces away. The victim in a contest with the opposing Wizard. Both
must roll under its Toughness (without armor spellcasters must roll 1d12 and add this to their
bonuses) to resist the power of change. Failure Intelligence. If the Chaos Sorcerer scores higher, the
means that the magic rips through him, twisting and intercepted spell is deflected, and the Chaos
warping his body in a blur of growth of change. Sorcerer may target its power as he desires, as if he
Unless the caster is slain or the spell dispelled by had successfully cast it himself, or let its power
the end of the next turn, the victim is reduced to dissipate harmlessly.
slime.

TZEENTCH'S FIRESTORM BOON OF TZEENTCH


Component: Chaos-Warped Wood, Daemon Component: Flame Pendant
Blood The Chaos Sorcerer chants, appealing to Tzeentch
If the Chaos Sorcerer successfully passes an for more spells. If the Chaos Sorcerer passes an
Intelligence test, place the fireball template Intelligence test, he may select a Random Spell. If
anywhere within line of sight and 12 spaces of the he already possesses that spell, too bad. Until the
caster. All models at least partially under the end of the next exploration turn, any components
template suffer 7 damage dice of injury. If the test is may be spent in lieu of those required, to cast this
failed, they suffer only 5 damage dice of injury. If at "borrowed" spell.
least one model is slain, one Pink Horror is created,
replacing one victim.

NIGHTMARE REALITY HERALD OF CHANGE


Component: Daemon Blood, Stone Idol Component: Daemon Blood, Stone Idol
Upon a successful Intelligence test, the power of the The Chaos Sorcerer summons an ally to smite his
Warp floods out from the Sorcerer to change his foes. Next turn, rumbling is heard in the earth. The
surroundings. Trees twist and contort, their bark third turn, the Chaos Sorcerer places a Lord of
forming into leering or grimacing faces; grasping Change up to 12 spaces away in an empty space.
hands seem to form in stonework; inanimate Upon a successful Intelligence test, it will fight the
objects seem full of malevolent intent. All enemies Sorcerer's foes. If failed, it will attack the caster and
of the caster within the same dungeon section are any who get in its way. If the caster is slain or turns
treated as if in the Death Zone of a Fearsome revert to exploration, the Lord of Change vanishes.
Monster until reality reverts to normal at the end of This may only be attempted once per expedition.
the next exploration turn. If the test is failed, treat
the caster as a Fearsome Monster.

HeroQuest, Advanced HeroQuest, Warhammer Quest, Warhammer Fantasy Battle, The Old World, Tzeentch, Slaanesh, Nurgle, Khorne, Daemonette,
and Skaven are trademarks of Games Workshop UK, and their use here does not constitute a challenge to trademark status. This is not an official
site, and the contents of this site should not be considered indicative of the quality of Games Workshop products. All miniatures shown are
products of Citadel Miniatures, unless stated otherwise. With the exception of the "Advanced HeroQuest" logo, and except where otherwise
noted, all artwork on this page is (c) by T. Jordan "Greywolf" Peacock, and may not be reproduced without permission, except for personal use.

Common questions

Powered by AI

Both 'Terror' and 'Nightmare Reality' utilize fear as a psychological tool to influence opponents. 'Terror' transforms the caster into a Fearsome Monster, potentially causing enemies to react accordingly. 'Nightmare Reality' creates an environment filled with fear-inducing illusions, treating enemies as if they are in the Death Zone of a Fearsome Monster. This use of fear can cause disruption among enemies, leading to potentially advantageous scenarios for the caster by weakening foes or causing them to flee .

'Chaos-Warped Wood', being a recurring component in spells associated with Tzeentch, reinforces the theme of chaos and unpredictability inherent to Chaos Sorcery. The use of such a component symbolizes the physical manifestation of chaotic energy, reflecting the transformative and destructive powers Tzeentch represents, which aligns with the capricious nature of the spells it is used in, like 'Fireball' and 'Tzeentch's Firestorm' .

Both 'Bolt of Change' and 'Herald of Change' require the caster to pass an Intelligence test. 'Bolt of Change' transforms the target into slime if it cannot resist, based on its Toughness, whereas 'Herald of Change' summons a powerful ally, the Lord of Change, to fight foes. However, failing the test for 'Herald of Change' can result in the summoned creature attacking the Sorcerer, posing a serious risk. These differences mean that 'Bolt of Change' is more direct and potentially less risky for the sorcerer, while 'Herald of Change' can vastly change the combat's tide if successful, but at higher risk .

'Boon of Tzeentch' allows any components to be used in place of specific requirements for casting a borrowed spell. This flexibility in component usage allows a Chaos Sorcerer to better manage scarce resources by providing alternative avenues to cast spells without needing exact components. While this increases versatility, it also means strategic planning is necessary to manage component reserves effectively, as this might lead to depleting components quickly if not managed well .

The spell 'Rebound' requires the components 'Stone Tablet' and 'Daemon Blood'. The caster, a Chaos Sorcerer, uses these to intercept a spell cast by an opposing Wizard. The Chaos Sorcerer must pass an Intelligence test and then engage the opposing Wizard in a contest involving rolling 1d12 and adding the result to their Intelligence scores. If the Chaos Sorcerer scores higher, the intercepted spell can be deflected, redirected to a target of his choice, or dissipated harmlessly .

'Favor of Tzeentch' allows a Chaos Sorcerer to cast a Random Spell once without additional components. This can be advantageous in scenarios where components are scarce, adding to strategic flexibility. However, if the Intelligence test associated with this spell fails, there is a risk of suffering wounds, penalizing the Sorcerer for presumptuously invoking Tzeentch. The random aspect of the spell can either be an asset or lead to unpredictability, embodying chaos itself .

'Boon of Flight' allows a Chaos Sorcerer to become a Flying Creature for the duration of an expedition. This strategic advantage enhances mobility and can help the Sorcerer avoid ground-based hazards or obstacles. Additionally, being a Flying Creature might allow the sorcerer to reach otherwise inaccessible areas, contributing significantly to exploration and positioning in combat .

For 'Tzeentch's Firestorm', failure in the Intelligence test reduces the spell's damage from 7 damage dice to 5 dice, which might limit its effectiveness in high-stakes combat. In the case of 'Nightmare Reality', failure causes the caster to be treated as a Fearsome Monster, potentially putting the sorcerer at risk and altering enemy target priorities. Such failures affect gameplay by potentially weakening the offensive power or inadvertently endangering the caster .

The spell 'Dispel' allows the Chaos Sorcerer to negate the effects of a single spell through a contested Intelligence test, providing a critical defensive tool to counter delaying or damaging spells from opponents. This potential to negate a powerful enemy spell adds significant strategic depth to the Sorcerer's capabilities, allowing for greater adaptability and protection in engagements .

'Pink Fire of Tzeentch' ignores all armor, both regular and magical. This enables the spell to deal consistent damage irrespective of the opponent’s armor level, thus providing a tactical advantage against heavily armored foes or those who rely extensively on magical defenses to mitigate damage. This capability makes 'Pink Fire of Tzeentch' a potent offensive tool in a Chaos Sorcerer's arsenal .

You might also like