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
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.
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.
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.
If the wielder of this weapon rolls a 6's To Hit, that Attack automatically Wounds with the Multiple Wounds (2) and Flaming Attacks special rules.
Talismans
The Daemon can never be wounded on better than a 3+.
Arcane Items
The bearer can re-roll one casting or dispel attempt each Magic phase.
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.
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
The Daemon any friendly unit that they join gain +1 To Wound in close combat.
The wearer can add or subtract 1 from any dice roll that directly affects it once per turn.
Magic Standards
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.
The unit carrying the Icon of Sorcery gains a +1 bonus to the result of their spell casting attempts.