Summary
Lords of Change are the Greater Daemons of Tzeentch. As manifestations of the Grand Schemer, the Changer of the ways, Greater Daemons of Tzeentch are hideously unpredictable and manipulative. They are the most readily summoned but also most likely to give false or misleading advice and prophecies to further their own eternal schemes. Many Champions make pacts with these Daemons and benefit greatly only for their plans and ambitions to disastrously come to nothing and leave them as twisted spawn rife with mutation. But should a Champion be cunning enough to outwit such a creature, the rewards are almost limitless. Mutation, division, strife, and discord are its goals, and many are the mortal, shortsighted fools who would follow the capricious Lord of Change, to be broken upon their own convoluted scheming.[1]
Powers and Stats
Tier: High 6-C, possibly High 6-B with magic | 5-C | Varies from Low 1-A up to 1-A
Key: Lords of Change | Exalted Lords of Change | Within the Realm of Chaos
Name: Lords of Change
Origin: Warhammer Fantasy
Gender: Has no true gender
Age: Unknown
Classification: Daemon of Chaos, Greater Daemon of Tzeentch, Aethyric Being
Powers and Abilities:
- Superhuman Physical Characteristics (Daemons are natural greatly superior to normal humans)
- Large Size (Type 1; Should be comparable to Bloodthirsters of Khorne in size)
- Incorporeality
- Aethyr Manipulation (Lores of Dhar, True Dhar, Tzeentch, & Petty Magic In the Realm of Chaos, Daemons can manipulate the Aethyr that makes up their realm)
- Natural Weaponry (Daemons are usually equipped with teeth, horns, and claws to fight with. Lords of Change have sharp beaks, armored wings)
- Telepathy (Daemons can read and influence the minds of some mortals)
- Telekinesis
- Analytical Prediction & Enhanced Senses (Daemons make use of Witchsight similar to other Aethyric beings and magic users)
- Dream Manipulation (Daemons can influence and interact with susceptible beings in their dreams)
- Abstract Existence (Type 1, Daemons are formed from the thoughts and emotions of mortals or created by as extensions of their gods)
- Invulnerability & limited Nonexistent Physiology (Type 2 nature and all aspects; Daemons are Aethyric entities'. While the physical form of a Daemon can be harmed, the essence itself will remain intact while connected to the body. The essence of a Daemon within their physical form is made out of Aethyr which is non-existent in nature[2])
- Mind Manipulation (Capable of manipulating the minds of Mortal beings)
- Fear Manipulation (The unnatural nature of daemons causes supernatural fear)
- Madness Manipulation (Type 3, Daemons can potentially drive those who witness them mad. Greater Daemons of Tzeentch can set minds on fire with madness from merely perceiving them)
- Soul Manipulation (Daemons are able to devour the souls of mortals and can strike bargains with mortals for their souls)
- Immortality (Types 1, 2, 3, 4, 5, 6, 8 and 9)
- Shapeshifting (Daemons can take on a number of forms to trick and entice mortals)
- Regeneration (Low-Godly, when Daemons physical forms are slain, they are banished to the Realm of Chaos to reform)
- Intangibility (Daemons can phase and shift between reality, walking through walls and other solid objects)
- Damage Reduction (Daemons are greatly resistant to non-magical attacks, largely ignoring any damage)
- Possession (Daemons are capable of possessing mortals and taking control of their bodies)
- Corruption (Daemons are physical embodiments of Chaos manifest, corrupting the landscape, mutating mortals, and causing madness)
- Preparation & Fate Manipulation (Lords of Change frequently see the past, present, and future, and can manipulate the thread of fates years before the event they actually want to intervene in)
- Precognition & Clairvoyance (A Lord of Change sees all possibilities, all future and past events, they can manipulate the course of history to best suit their interests)
- Weather Manipulation (The mere presence of a Lord of Change can create sudden and powerful storms)
- Paralysis Inducement
- Madness Manipulation (Type 2; Simply looking at an enemy can test their willpower, freezing them in place and entrancing them)
- Power Nullification (Lords of Change can strip mages of their ability to interact with Aethyr. They can also dispel magical attacks thrown against them)
- Corruption & Transmutation (Causes random mutations that riddle the flesh of the innocent)
- Empathic Manipulation (Causes men to become fickle and contrary with their emotions)
- Biological Manipulation (People's appearances radically change when in the presence of a Lord of Change)
- Reality Warping (A Lord of Change can cause items to vibrate and move with life of their own, signposts jumble, familiar landmarks vanish, paths rearrange. Everything in its presence become contradictory and in a constant state of change)
- Power Modification & Reality Warping & Causality Manipulation & Power Nullification (The presence of a Lord of Change actively interferes with magic, and causes spells to badly backfire, bringing about a variety of changes that can range from simple mutations to even getting thrown into the Realm of Chaos.)
All previous plus:
- Acausality (Type 4, possibly 5; Aethyric Beings exist within the Warp, a realm in which cause need not follow effect[3]. The Warp is entirely unbound from the laws of space and time[4]. It's completely unrestricted by typical causality[4] and the very concept of time is meaningless to the denizens of the Warp[5]. For one to effect the Warp, it must be dealt with in terms of absolute actions[6])
- Beyond-Dimensional Existence (Type 2; The Warp has no true Geography and is fundamentally structureless. Daemons are formed out of the substance of the Warp[7])
- Nonexistent Physiology (Type 2 Nature, All Aspects; Daemons, like their gods, are 'Aethyric entities', the Aethyr at its core[8][8], Aethyr is the substance of the Void which transcends existence 'The Is' and non existence 'The Un')
- Dimensional Manipulation (Daemons can manipulate the higher dimensions of the Warp, imposing whatever dimensionality he wished upon it[9])
- Conceptual Manipulation & Corruption (Type 1; Greater Daemons and above can excert a degree of Psychic control over their environment and corrupt the structure warp and remaking it in the image of their related Chaos God)
- Fear Manipulation (Daemons are immune to the effects of Fear and Terror)
- Soul Manipulation (Daemons do not have a conventional soul like mortals races)
- Aethyr Manipulation (Lords of Change actively nullify and cause magic to backfire, dispelling any magical assault on them. Can traverse the Chaos Wastes with no effect, where Aethyr flows wildly and induces Corruption, Mutation, Madness, and Soul Manipulation, and are largely unaffected by the Realm of Chaos itself as Daemons are born in the realm)
Attack Potency: Large Island level (Bloodthirsters can generate storms with just their wing beats), possibly Large Country level with magic (Should be somewhat comparable to Nagash) | Moon level (Comparable to Incarnates, All the incarnates contain the energy inside of them required to perform feats like this) | Varies from Low Outeverse level up to Outeverse level (Daemons can ascend or descend the layers of The Warp at will)
Speed: Massively Hypersonic (Should be comparable to characters who can dodge lightning) | Same as before | Immeasurable in the Realm of Chaos (The Realm of Chaos is a place where cause and effect do not matter, and those who are experienced at traversing it can move back and forth through occurrences in a non-linear fashion)
Lifting Strength Class M (Should scale to Saurus Leaders and Warriors, who are able to crush rocks and steel), possibly Class T (Greater Daemons possibly scale to rituals, and thus possibly scale in strength to mage lifting towers, has possibly fought Exalted Greater Daemons, who are superior to this.) | Same as before | Immeasurable
Striking Strength: Large Island level, possibly Large Country level | Moon level | Varies from Low Outeverse level up to Outeverse level
Durability: Large Island level (Can survive blows from other Greater Daemons), possibly Large Country level against Magic | Moon level (Able to trade blows with Incarnates) | Varies from Low Outeverse level up to Outeverse level (Capable of defeating other entities within The Warp)
Stamina: Infinite (Daemons are incapable of physical exhaustion and are immune to vigour loss)
Range: Extended Melee Range with beak; Tens of Meters with Chaos Weapon; Kilometers to Tens of Kilometers with their passive Aura
Standard Equipment: Chaos Weapon
Intelligence: Genius (Should scale to other Greater Daemons. Sees all past, present, and future, and can manipulate events with great cunning. They are master deceivers and often are scheming for their own plans that are incomprehensible to mortal thinkers), possibly Nigh-Omniscient (Unlike other Greater Daemons, Lords of Change have unnatural sight to everything. They see all possibilities, past, present, and future, and can often see through the secrets of many mortals, their desires, thoughts, woes, and ambitions laid bare to them)
Weaknesses: None notable
Others
Notable Victories:
Notable Losses:
Inconclusive Matches:
References
- ↑ Warhammer Fantasy Roleplay: Tome of Corruption; pg. 247-249
- ↑ Daemonslayer
- ↑ Demons of Chaos Armybook: 8th Edition
- ↑ 4.0 4.1 Codex: Chaos Daemons (8th Edition); pg 6
- ↑ Codex Chaos Daemons 8th edition page 7
- ↑ Path of the Renegade; Chapter Ten
- ↑ Codex Chaos Daemons 8th edition page 6
- ↑ 8.0 8.1 Realm of Sorcery Warhammer Fantasy Roleplay: 2nd Edition. has no definite existing physical reality of its own
- ↑ A Thousand Sons Chapter 10: Page 85
Discussions
Discussion threads involving Lords of Change |