A Slann Mage-Priest can purchase up to four Disciplines of the Old Ones. Each Discipline of the Old ones can only be taken once in each army.
The Slann Mage-Priest has the Ethereal and Unstable special rules, but cannot join units.
The Slann Mage-Priest has the Loremaster (Lore of High Magic) special rule. This discipline cannot be combined with the Wandering Deliberations discipline.
The Slann Mage-Priest rolls two additional dice whenever he attempts to channel power or dispel dice.
The Slann Mage-Priest has the Terror special rule.
If this model is alive at the end of any friendly Magic phase, roll a number of D6 equal to the difference between the Slann Mage-Priest's starting number of Wounds and its current number of Wounds. For each roll of a 6, the Slann Mage-Priest immediately recovers a single Wound lost earlier in the battle.
Roll a D3 at the start of each enemy Magic phase; the Slann Mage-Priest has the Magic Resistance (x) special rule until the end of that phase, where x is the result of the D3.
Instead of generating spells normally, the Slann Mage-Priest knows the signature spell for each of the eight lores of Battle Magic from the Warhammer rulebook. This discipline cannot be combined with the Focus of Mystery discipline.
The Slann Mage-Priest re-rolls its first failed dispel attempt in each Magic phase.
When rolling on the Miscast Table, the Slann Mage-Priest can choose to subtract one from the result (to a minimum of 2), or add one to the result (to a maximum of 12), instead of accepting the original result.
At the end of the opponent's Magic phase, the Slann Mage-Priest can store a single unused dispel dice remaining in your pool. At the beginning of your next Magic phase, roll a D6; on a 2+ you can add that dice to your power pool (this cannot take your power pool beyond the normal limit). On a roll of a 1, that bonus dice is lost. If the Slann is slain before his next Magic phase, the bonus dice is lost.