The Daemon is party to Tzeentch's knowledge of the intricate strands of fate.
The Daemon may re-roll a single D6 once per turn. The re-roll entitle the player to take a single D6 (including one of the dice rolled as part of a 2D6, 3D6, etc) and roll it again. Any D6 can be re-rolled and can potentially cause Irresistible Force or avoid a Miscast. Remember that you cannot re-roll a dice more than once.
The Daemon can wrench magical power from its foes using its own Chaos essence to attack the minds of enemy Wizards.
Once per battle, the Daemon may automatically dispel one enemy spell, except one which has just been cast with Irresistible Force. In addition, roll a D6. On a roll of 4+, the enemy Wizard loses knowledge of that spell and may not cast it for the rest of the battle.
The Daemon has great magical knowledge and knows one more spell from the Lore of Tzeentch than it is normally allowed.
The Daemon uses the magic binding it physical essence to the world to power it spells.
At any point during the Chaos Magic phase, the Daemon may give up Wounds to generate Power dice (with no saves of any kind allowed, no Ward saves, no Regeneration, etc). For each Wound sacrificed, the Daemon generate an extra D3 Power dice that turn which only it may use.