The following powers may only be taken by Daemons of Tzeentch.
The Daemon may re-roll a single D6 once per player turn that directly affects it.
The Daemon gains +2 to all casting rolls.
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.
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.
This Daemon adds an extra Power dice to the pool in each of the controlling player's Magic phases.
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.
The Daemon ignores the result of his first Miscast.
The Daemon gains a +1 bonus when channeling Power dice.
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.
The Daemon gains the Flames of Tzeentch special rule.
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.
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.
The Daemon gain a +1 bonus to all Fires of Change rolls (see Lore of Tzeench).