Slann
Lizards of Renown
Herald of Creation
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SIGNATURE SPELLS:
Next up, signature spells!
This was a hard one. I had my old favourite from the Lore of Heavens in the mix (Iceshard Blizzard) and Searing Doom as the go-to spell for armoured bad boys. In the end, I decided to go with a shooty spell.
Why?
Some of the spells I knew I would already pick are hexes and augments, so I knew that I wanted to have something that was a guaranteed damage if I needed it. If I had a good damage spell as the signature, I had the option of rolling all 4 spells on the table and getting at least 2 of the key ones that I had chosen (possibly all of the ones that I needed for that battle) and exchanging any of them hat I didn’t need for the always useful shoots spell. If I was going up against an all-comers list, then I for sure needed access to something shooty as against the majority of armies you want to have something there to kill off a unit that’s in the wrong place at the wrong time for you.
I went with the Lore of Dark Magic spell Doombolt. It’s pretty sweet for 12+ giving you a 2D6 S5 hit missile, with a buff option of 24+ for 4D6 S5 hits. Even if 12 is fairly expensive, it’s a mean little monster to have as a guaranteed spell As S5 is going to reduce most armour saves to 6+ or nothing. Taking into account you could add a Level 2 wizard who also has this, it starts getting a bit daunting when you can cast it several times, especially on a Level 1 wizard who does a bit of a kamikaze with the buffed spell. No-one (or very few) is going to walk away from 4D6 S5 hits unscathed.
Honorable mentions to Iceshard Blizzard and Searing Doom.
REFERENCE: ALL SIGNATURE SPELLS
Doom bolt - Cast on 12+, magic missile 18”, 2D6 S5 hits. Buffed is 4D6 S5 hits for 24+
Iceshard Blizzard – Cast on 7+, Gives -1 to hit in CC and Shooting, shots that don’t use BS have to roll a 4+ to be able to fire.
Searing Doom – Cast on 10+, D6 hits, no armour save and wounds on their armour save score
Fireball – Cast on 5+, magic missile 24”, D6 S4 hits, can be boosted up to 2D6 or 3D6 for 10+ or 18+
Power of Darkness - Cast on 8+, targets casters unit augment, +1 Strength and add D3 power dice. If 3 dice are added, caster takes a wound, no armour saves.
Wyssans Wildform – Cast on 10+, 12” range +1S and +1T. Buffed is 24” at 13+
Shem’s Burning Gaze – Cast on 5+, direct damage 24", D6 S4 hits. buffed to S6 hits for 15+.
Earth Blood – Cast on 8+, 5+ Regeneration for Wizard and his unit
Melkoths Mystifying Miasma - Cast on 5+, hex 48” WS, BS, I or M is reduced by D3. Buffed is 10+ for all to be reduced by D3
Spirit Leech – Cast on 7+, direct damage 12”, Both Wizards roll D6 and add leadership, every point you beat wizard by suffers wound no armour saves. Buffed is 24” for 10+
Bestial Surge – Cast on 7+, all units in 6” Move D6+1” towards enemy units, or if none visible then just forwards
Breath of Hatred – Cast on 6+, Hatred for unit in 12”, buffed is all units in 12” for 12+
Blue Fire of Tzeentch - Cast on 5+, magic missile 24”, D6 SD6 hits, Warpflame. Buffed is 48” for 8”
Stream of Corruption - Cast on 7+, direct damage flame template, Toughness test or wound with no armour saves
Lash of Slaneesh - Cast on 6+, direct damage 24” line models touched initiative test or S3 armour piercing hit
Drain Magic - Cast on 7+, augment/hex 18” ends all spells. Buffed is all spells ended within 18” for 14+
Soul Quench - Cast on 8+, magic missile 18” 2D6 S4 hits. Buffed is 4D6 S4 hits for 16+
Spinemarrow - Cast on 6+, augment, 12” range unit gains Stubborn. Buffed is 24” for 9+
Gaze of Mork (or Gork) - Cast on 7+, direct damage 4D6” line all under S4 hit. Buffed for 8D6” for 10+
Sneaky Stabbin’ - Cast on 6+, augment 12” gives armour piercing. If unit attacking from flank or rear, then can reroll to wound and to hit throws.
Khsar’s Incantation of the Desert Wind - Cast on 7+, augment all Nehekharan undead units in 12” make extra move. Buffed all units in 24” make move for 14+. Units can only move once, but can resurrect models each time.
Invocation of Nehek - Cast on 6+, augment 12”, all undead units regain wounds: infantry D6 plus wizard level, others 1 plus wizard level, monsters or ethereal 1. Buffed to 12” for 12+ or 18” for 18+
Next up, signature spells!
This was a hard one. I had my old favourite from the Lore of Heavens in the mix (Iceshard Blizzard) and Searing Doom as the go-to spell for armoured bad boys. In the end, I decided to go with a shooty spell.
Why?
Some of the spells I knew I would already pick are hexes and augments, so I knew that I wanted to have something that was a guaranteed damage if I needed it. If I had a good damage spell as the signature, I had the option of rolling all 4 spells on the table and getting at least 2 of the key ones that I had chosen (possibly all of the ones that I needed for that battle) and exchanging any of them hat I didn’t need for the always useful shoots spell. If I was going up against an all-comers list, then I for sure needed access to something shooty as against the majority of armies you want to have something there to kill off a unit that’s in the wrong place at the wrong time for you.
I went with the Lore of Dark Magic spell Doombolt. It’s pretty sweet for 12+ giving you a 2D6 S5 hit missile, with a buff option of 24+ for 4D6 S5 hits. Even if 12 is fairly expensive, it’s a mean little monster to have as a guaranteed spell As S5 is going to reduce most armour saves to 6+ or nothing. Taking into account you could add a Level 2 wizard who also has this, it starts getting a bit daunting when you can cast it several times, especially on a Level 1 wizard who does a bit of a kamikaze with the buffed spell. No-one (or very few) is going to walk away from 4D6 S5 hits unscathed.
Honorable mentions to Iceshard Blizzard and Searing Doom.
REFERENCE: ALL SIGNATURE SPELLS
Doom bolt - Cast on 12+, magic missile 18”, 2D6 S5 hits. Buffed is 4D6 S5 hits for 24+
Iceshard Blizzard – Cast on 7+, Gives -1 to hit in CC and Shooting, shots that don’t use BS have to roll a 4+ to be able to fire.
Searing Doom – Cast on 10+, D6 hits, no armour save and wounds on their armour save score
Fireball – Cast on 5+, magic missile 24”, D6 S4 hits, can be boosted up to 2D6 or 3D6 for 10+ or 18+
Power of Darkness - Cast on 8+, targets casters unit augment, +1 Strength and add D3 power dice. If 3 dice are added, caster takes a wound, no armour saves.
Wyssans Wildform – Cast on 10+, 12” range +1S and +1T. Buffed is 24” at 13+
Shem’s Burning Gaze – Cast on 5+, direct damage 24", D6 S4 hits. buffed to S6 hits for 15+.
Earth Blood – Cast on 8+, 5+ Regeneration for Wizard and his unit
Melkoths Mystifying Miasma - Cast on 5+, hex 48” WS, BS, I or M is reduced by D3. Buffed is 10+ for all to be reduced by D3
Spirit Leech – Cast on 7+, direct damage 12”, Both Wizards roll D6 and add leadership, every point you beat wizard by suffers wound no armour saves. Buffed is 24” for 10+
Bestial Surge – Cast on 7+, all units in 6” Move D6+1” towards enemy units, or if none visible then just forwards
Breath of Hatred – Cast on 6+, Hatred for unit in 12”, buffed is all units in 12” for 12+
Blue Fire of Tzeentch - Cast on 5+, magic missile 24”, D6 SD6 hits, Warpflame. Buffed is 48” for 8”
Stream of Corruption - Cast on 7+, direct damage flame template, Toughness test or wound with no armour saves
Lash of Slaneesh - Cast on 6+, direct damage 24” line models touched initiative test or S3 armour piercing hit
Drain Magic - Cast on 7+, augment/hex 18” ends all spells. Buffed is all spells ended within 18” for 14+
Soul Quench - Cast on 8+, magic missile 18” 2D6 S4 hits. Buffed is 4D6 S4 hits for 16+
Spinemarrow - Cast on 6+, augment, 12” range unit gains Stubborn. Buffed is 24” for 9+
Gaze of Mork (or Gork) - Cast on 7+, direct damage 4D6” line all under S4 hit. Buffed for 8D6” for 10+
Sneaky Stabbin’ - Cast on 6+, augment 12” gives armour piercing. If unit attacking from flank or rear, then can reroll to wound and to hit throws.
Khsar’s Incantation of the Desert Wind - Cast on 7+, augment all Nehekharan undead units in 12” make extra move. Buffed all units in 24” make move for 14+. Units can only move once, but can resurrect models each time.
Invocation of Nehek - Cast on 6+, augment 12”, all undead units regain wounds: infantry D6 plus wizard level, others 1 plus wizard level, monsters or ethereal 1. Buffed to 12” for 12+ or 18” for 18+
