Source: Warhammer Fantasy: 6th Edition

The Lore of Tzeentch
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0. Red FireCasting Value: 5+

This is a magic missile, range 30", causing D6 hits with a Strength of D6.

1. Orange FireCasting Value: 6+

Remains in play. The flames that spring up around the Sorcerer contain scenes from the future, warning him of what is to come. The Sorcerer can re-roll all failed rolls to hit, to wound and all saves (Armour, Ward, etc). Note that the rolls of the caster's mount are not affected by the spell. Once it is cast, Orange Fire remains in play until the Sorcerer chooses to end it (which he can do at any time), it is dispelled, he attempts to cast another spell, or he is slain.

2. Yellow FireCasting Value: 6+

Remains in play. The Sorcerer is surrounded by a shield of fire that blocks enemy attacks. The Sorcerer, his mount and all models in any unit he joins have a 5+ Ward save. This replaces their Daemonic aura. Once it is cast, Yellow Fire remains in play until the Sorcerer chooses to end it (which he can do at any time), it is dispelled, he attempts to cast another spell, or he is slain.

3. Green FireCasting Value: 9+

Target one unengaged enemy unit within 24". A subtle whisper in their minds suddenly persuades many warriors to change their allegiance and attack their comrades. All the models in the unit immediately make one attack against the unit itself. Roll to hit, to wound and take saves as normal (counted as an ongoing combat, so no charging bonuses, weapon rules only applicable in the first round of combat, etc). Characters who have joined the unit are not affected or attacked because of their strong will. All mounts are unaffected. After this moment of folly, the troopers revert to normal and the spell has no further effects, but if the unit suffers enough casualties, it must take a Panic test. Units Immune to Psychology or fleeing are not affected by this spell.

4. Blue FireCasting Value: 9+

This is a magic missile with range 12", causing 2D6 hits with a Strength of D6+1.

5. Indigo FireCasting Value: 11+

The foe is enveloped by mutating flames. Target one unengaged enemy unit within 18". All models in the enemy unit suffer a Strength 2 hit. All models killed by the spell turn into a Horror. New Horror models are placed in close combat to the front of the enemy, in exactly the same formation as their former comrades, and the two units are lined up centre to centre. The newly created unit of Horrors counts as charging in the ensuing Close Combat phase. This newly created unit does not award Victory points. If you have insufficient Horror models, then excess casualties are not transformed and are simply removed.

6. Violet FireCasting Value: 12+

Target one enemy character anywhere within 6" of the caster, even inside a unit or if mounted on a monstrous steed. The victim must pass a Leadership test or disappear into the Realm of Chaos to be instructed by his new master. The model counts as killed for all intents and purposes.