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Summon shifting Argent Shards into battle and shower foes with spectacular spellcasting

Each Chaos God has a domain of expertise that their followers practice, like the martial mastery undertaken by the followers of Khorne and the penchant for pestilence exercised by Nurgle’s acolytes. For the Disciples of Tzeentch, magic is the primary pursuit. His sorcerous followers change fate, mutate flesh, and rain down pyroclastic flames on their opponents, bringing glorious disorder to the battlefield. While the core Disciples of Tzeentch battle traits focus on twisting fate and hoodwinking foes with illusions, the Change Lord’s followers can also summon Argent Shards to aid them in their spellcasting supremacy.

Each Argent Shard is a fragment of one of the legendary Silver Towers of Tzeentch, ominous floating monoliths that manifest in pairs. As with most faction terrain, you’ll pop one down in the relevant step of the deployment phase, and its Silver Simulacrum will manifest itself after both armies have been set up. 

Being a sliver of a Silver Tower, these hovering edifices do not obey the laws of physics, and when destroyed they can replace themselves through Sorcerous Duplication. This ability also lets them phase out from reality and reappear closer to enemies without warning, which is handy for wizards who want to use them as a Magical Focus for their spells. 

Once per turn, a Disciples of Tzeentch wizard can choose an Argent Shard to be the origin point of their spell. In doing so, you measure range and visibility from the Argent Shard instead of the wizard, increasing the potential casting range – though enemy wizards can also use the Shard as the target for their unbind.

As Masters of the Silver Towers it should come as no surprise that Gaunt Summoners are well attuned to the Argent Shards, and when they’re nearby they can prevent enemy units from ending charge moves within ½” of the Shards, ensuring they remain intact. Gaunt Summoners on foot can also further mess with their foes, giving them Leaden Limbs and reducing enemies’ movement and ability to fly.

The Disciples of Tzeentch have plenty of other spells they’ll want a little extra range on too. The Lore of Change feels the same in spirit, but Fold Reality and Transformed to Spawn now make use of units put into reserve by the Eldritch Illusions battle trait. The Lore of Fate retains Infernal Gateway and Shield of Fate, the latter of which lets you choose a Ward (5+) or subtract 1 from hit rolls that target the unit. New spell Wyrdflame Haze gives you even more ways to mess with your foes, creating a bubble around units set up that turn, which obscures nearby units from view. If you can’t pick between the two, just conjure the Tome of Eyes, a Compendium of Dark Knowledge that lets a Disciples of Tzeentch wizard cast a free spell from either lore on top of the number of Spell or Banish abilities they can already use.

There are lots of other spells to explore in Battletome: Disciples of Tzeentch, and mastering this arcane knowledge will be your key to victory. You’ll be able to read all about them soon, as the battletome, Argent Shards, and Fatemaster are all available to pre-order on Saturday. Make sure you show Teclis and his pointy-eared kin who the Mortal Realms’ real masters of magic are.