I think this is the biggest reason behind fhese endless spells: balancing the double turn. The double turn for the most part to me seemed like an automatic choice. Now if you put one of these endless spells in the mix, it may make the double turn at least a choice one has to think on if there is a chance your opponent will wreck a key unit with an endless spell.
Watched it, but I might have missed something. They don't try to dispel it, do they? What were you referring to?
Waaaaiiit, he didn't dispel it did he? He unbound it. Different stuff. Yes, the Endless Spells can be attempted to cast more than once (but not in matched play as far as I understood). And of course they can be unbound, like every other spell. But they cannot be dispelled by someone who cannot cast spells because you must use a spell slot to dispel them.
That's not what I meant. Obviously khorne and what not need tools to deal with endless spells. However, simply saying "everyone that can unbind can now dispell the endless spell instead of unbinding" would make it far too easy to dispell and thus would be a terrible idea. Putting it on certain models alongside trade-offs like those banshees have is fine.
he dispelled his own spell then recast it, which frankly is a rather odd mechanic.. requiring 2 spellcasts to recast your own spell is a bit weird.
Looking at the video I can only see a Guardian of souls which can only attempt one unbind and one cast, are the rules for the endless spells different because he dispels in his own hero phase.
that's weird… from what I saw of the rules dispelling costs a spellcast so then he shouldn't be able to recast it if all he has is 1 cast.
Yeah that's why I stuck it up, he is either wrong or we are missing something about the endless spells.
I would love to get everyone's thoughts on a Skink Starpriest Purple Sun Bomb. With our unique ability to teleport units, imagine dropping in a Starpriest with a Prism of Amnyok and summoning a Purple Sun. Potential of 3d6 mortal wounds on a model. It may seem gimmicky, and it is, but it has the potential to be extremelly disruptive. I think Seraphon are set up to be great at using these spells because we can rearrange our casters and units so well. The Purple Sun seems like a blast to use and to have on the table. 2d6 mortal wounds on bigger models is nothing to sneeze at. Also it seems very very powerful when combined with a double turn. Going second with Endless spells seems great. What other combos do you guys see with the Endless Spells?
Ok I actually missed that the first time. It was already on the table. Yes he dispelled it using one of his spell slots, then used another spell slot to cast it again. That's allowed. I can't really tell who the wizard was though. To me it seems as if he doesn't have two spell slots. ...except if there is some special rule we don't know yet...
Tad unreliable in between the fact that the teleport and cast can fail and that they can make it impossible to do the teleport with good placement. But yeah, potentially gamechanging when pulled off at the right moment and at least we do still have the largest potential threatening range with spellcasts.
One theme with the new changes to spells and LoST is high reward with increased risk. It makes the Starseer seem even better.
So summonend units are get placed at the end of the movement face, so you cant move and no teleport. But this units can shoot and charge right? The EotG units can do anything ( be buffed and super fun stuff). So if you summon units, maybe the shooting and charging aspect is a huge thing in your decission. summon a razordorn, go shoot, in oppenents turn he can shoot again on a 4+ sounds not so bad