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8th Ed. Let's have a bit of fun: Build your ULTIMATE Magic Lore!

Discussion in 'Other Armies Discussion' started by NIGHTBRINGER, Apr 4, 2022.

  1. Lizards of Renown
    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+
     
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  2. Lizards of Renown
    Slann

    Lizards of Renown Herald of Creation

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    LEVEL 1 SPELLS:

    This was an interesting one to choose from. There a LOT of naff spells at this level. Originally it was going to be Skitterleap or Harmonic Convergence. Both great spells and strategic.

    However, it was only after seeing the honourable Nightbringer‘s review and re-reading the rulebook (honestly, how many times do I need to read this thing before i get everything?!?), did I decide upon the Lore of Slaneesh spell Acquiescence. I had honestly not duplicated that the Random Movement rule means that they ALWAYS move during the movement phase but it does say so in the rulebook. This makes the spell super-tactical as you neutralize a fast moving troop or make a war machine move and so unable to fire (as pointed out in Nightbringer’s write-up). Giving a unit ASL is pretty heavy in combat since in a lot of cases units rely on their first hits to win the combat before their offensive capabilities get whittled down (cough, cough, WITCH ELVES, cough). It also neutralises one of the most broken rules in WFB where ASF troops ALSO reroll failed to hit rolls against lower initiative troops.

    Awesome. No question include for my tactical Lore.

    Honorable mentions to Harmonic Convergence and Skitterleap (which could also be super-strategic as you can transport your beefed up infantry Lord (can only do infantry character) next to any combat on the table, or a war machine killer to the enemies artillery battery or next to the opposing wizard, etc. etc.)

    REFERENCE: ALL LEVEL 1 SPELLS

    Acquiescence - Cast on 6+, hex 24” Always Strikes Last and Random Movement (D6). Buffed 48” for 9+

    Skitterleap - Cast on 5+, augment wizard or any friendly infantry character in 12” teleports to anywhere on battlefield, not within 1” of another unit.
    Harmonic Convergence - Cast on 6+, augment 24”, reroll all to hit, wound and armour save rolls of 1. Buffed affects all units in 12” for 12+

    Vanhel’s Danse Macabre - Cast on 6+, augment 12”, unit reroll to hit in CC and if not in CC moves 8”. Buffed is all units in 12” for 16+
    Aspect of the Dreadknight - Cast on 4+, augment 24”, causes Fear. Buffed causes Terror for 9+
    Steed of Shadows - Cast on 5+, friendly character or wizard in 12”, can make 10” fly move
    Awakening of the Wood - Cast on 6+, 18” D6 S4 hits, if in wood 2D6.
    Pha’s Protection x Cast on 6+, augment 24”, -1 to hit on CC/Shooting and 4+ for non-BS shooting. Buffed for all units in 12” on 12+
    Plague of Rust – Cast on 7+, hex 24” permanent -1 to their armour save
    The Flock of Doom – Cast on 5+, 24” magic missile, 2D6 S2 hits. Buffed is 48” at 8+
    Cascading Fire Cloak – Cast on 5+, remains in play, at end of magic phase enemies in contact take 2D6 S4 hits
    Viletide – Cast on 7+, magic missile 5D6 S1 hits
    Burning Wrath – 6+ magic missile 8”, D6 S6 hits, buffed 2D6 at 12+
    Treason of Tzeentch - Cast on 7+, hex 24” use lowest leadership, no hold your ground or inspiring presence. Buffed 48” for 10+
    Miasma of Pestilence - Cast on 5+, augment 18” any unit in base contact -1 WS and I. Buffed is -D3 WS and I for 10+
    Chillwind - Cast on 5+, magic missile 2D6 S2 hits. If any wounds, -1 to BS.
    Apotheosis - Cast on 5+, augment single model 18”, regains 1 lost wound and gains Fear. Buffed is D3 wounds regained for 10+
    Bonecrusher - Cast on 8+, direct damage 18” 2D6 S2 hits, no armour saves. Buffed is 36” for 11+
    Brain Bursta - Cast on 6+, direct damage 18” S5 hit on single model (follow sniper rules). Buffed is 36” for 9+
    Vindictive Glare - Cast on 5+, magic missile 24” 2D6 S3 hits. Buffed is 3D6 S3 hits for 10+
    Pestilent Breath - Cast on 5+, flame template from caster’s base all models under take S2 hit no armour saves, if in combat then D6 S2 hits no armour save.
    Djaf’s Incantation of Cursed Blades - Cast on 7+, augment 12” unit gains Killing Blow, if already has this or Heroic Killing Blow then it activates on 5+. Buffed range 24” for 10+
     
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  3. Lizards of Renown
    Slann

    Lizards of Renown Herald of Creation

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    LEVEL 2 SPELLS:

    Onwards to the Level 2 spells.

    There are some good ones here, but only one wins out for overall strategic value: Enchanted Blades of Aiban. This gives +1 to hit in close combat OR shooting (making it quite versatile), plus making the attacks magical and an additional-1 to armour save. Due to the revised WS rules of 8th edition, you can never have better than 3+ to hit in close combat. Getting +1 to hit is better than +1 WS since even if your enemy has a better WS, you are still 4+ to hit until they are over double your WS so with this buff you’re suddenly on equal footing at 3+ to hit. If you are already higher WS suddenly you’re hitting on a 2+… ouch. In an equal match-up this gives you a considerable advantage.

    Honourable mention to Speed of Light, which is fantastic but only useful in CC whereas BoA can also be used on missile troops making this the more strategically versatile option.

    REFERENCE: LEVEL 2 SPELLS

    Enchanted Blades of Aiban – Cast on 9+, augment 24” +1 to hit with shooting and CC. Magical and Armour Piercing

    The Speed of Light - Cast on 8+, augment 24” WS10 I10. Buffed affects all units in 12” for 16+.

    Flaming Sword of Rhuin – Cast on 8+, +1 bonus to wound on CC& shooting, magic attacks
    Panns Impenetrable Pelt – Cast on 8+, cast on wizard of friendly character within 12”, +3T. Buffed is all characters in 12” for 16+
    Flesh to Stone - Cast on 8+, augment 24”, +2T
    Wind Blast - Cast on 7+, magic missile 24”, pushes unit away from caster D3+1 inches, if hits something D6 S3 hits for both. Buffed D6+1” pushed for 14+
    The Enfeebling Foe - Cast on 10+, hex 18”, strength reduced by D3, Buffed is 36” for 13+
    The Caress of Laniph - Cast on 6+, direct damage 12”, single model 2D6 hits minus their strength, wounds on 4+ no armour save. Buffed 24” for 12+
    Devolve – Cast on 9+, All enemy units in 12” take Ld test, auto-wounds no save for every point failed by, no armour saves
    Dark Subjugation – Cast on 8+, leadership test at -3, if failed -1 Leadership for game
    Pink Fire of Tzeentch - Cast on 8+, direct damage flame template, artillery dice forward the. Anyone under SD6 hit. Misfire stays still. Warpflame.
    Blades of Putrefaction - Cast on 8+, augment 12”, Poisoned Attacks, if already has this then auto-wound on 5+
    Pavane of Slaneesh - Cast on 7+, direct damage 24”, individual model pass leadership test on 3D6 or suffer a wound. Buffed 48” for 10+
    Word of Pain - Cast on 9+, hex 24”, -D3 to WS and BS. Buffed is also to S and I for 12+
    Hand of Glory - Cast on 5+, augment, WS, BS, I or M raised by D3. Buffed is all raised by D3 for 10+
    Bullgorger - Cast on 7+, augment 12” +1 strength. Buffed is all units in 12” +1 strength for 14+
    Fists of Gork - Cast on 8+, wizard gets +3 attacks and +3 strength
    Gift of the Spider God - Cast on 8+, augment, unit gets poisoned attacks. If already has, then works on 5+
    Warp Lightning - Cast on 6+, magic missile 24” D6 S5 hits. If roll a 1, caster takes S5 hit
    Bless with Filth - Cast on 7+, unit in 12” gets poisoned attacks. If already has poisoned attacks, then auto-wounds on 5+.
    Neru’s Incantation of Protection - Cast on 9+, augment 12” unit gains 5+ ward save. Buffed is all units get ward save in 12” for 18+.
    Hellish Vigour - Cast on 8+, augment 12”, reroll failed to wound in CC. Buffed to all units in 12” for 16+
     
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  4. Lizards of Renown
    Slann

    Lizards of Renown Herald of Creation

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    LEVEL 3 SPELLS:

    This one was super simple: Hand of Gork. Possibly one of the greatest spells in the game in my opinion.

    Why?

    You get to move and reposition a unit in the magic phase, with a free rotation to have them facing any direction. No penalties for terrain and can move past, over or onto impassable terrain (as they literally get picked up and placed). As has been often said, battles are won in the movement phase. As I have often said, I love strategic actions. I love coming up with surprises and trying to apply The Art of War to Warhammer. This one takes the biscuit.

    Deploy your troops one way, then at the last minute move a key unit into a flanking charge position. March away from an advancing enemy unit, then use the spell to end up facing their rear in a charge position. Plonk your Monster in the perfect flank charge position or move that unit which finds itself too far away just close enough to make a difference. Move your war machine where it can suddenly blast down the entire flank of the enemies army. It does have its drawbacks with 3D6” as the average move will be 10” to 11” (plus you can always roll shittily) but it trumps Walk Between Worlds as you can have the unit facing any direction (not having to use some of it’s movement to pivot). The buffed version is only 14+ and you get an average move of 16” to 17”. This could change an entire battle.

    Awesome and definitely takes this spot.

    Honourable mentions to Skaven spell Wither (permanent reduction of Toughness by 1 for a unit… Wow… Jesus…) and the Amber Spear as a great shooting spell with an awesome buff.

    REFERENCE: ALL LEVEL 3 SPELLS

    Hand of Gork - Cast on 9+, augment 24” moves unit 3D6”, face any direction. Buffed for 5D6” for 14+

    Wither - Cast on 8+, unit in 12” permanent -1 toughness. If gets to Toughness 0, dies automatically.
    The Amber Spear – Cast on 9+, magic missile 24”, S6 D3 wounds, no armour saves (like Bolt Thrower). Buffed S10 D6 wounds for 15+.

    Bolt of Change - Cast on 8+, magic missile 24” range, S4+D6 bolt thrower, D3 wounds, Warpflame.
    Soulblight - Cast on 9+, hex 24”, -1S and -1T. Buffed is all units in 24” for 18+
    The Withering - Cast on 13+, hex 18”, toughness reduced by D3. Buffed is 36” for 16+
    Curse of the Midnight Wind - Cast on 10+, hex 24”, target rerolls all to hit, wound and armour saves of 6. Buffed to affect all units in 12” for 20+
    Throne of Vines - Cast on 8+, augment cast on wizard, increases effect of Light spells and 2+ no miscast
    Light of Battle - Cast on a 9+, augment 12” unit rallies and auto-pass any Leadership test. Buffed affects all units in 12” for 18+
    Glittering Robe - Cast on 9+, 12” augment Scaly Skin 5+. Buffed all units in 12” for 16+
    The Burning Head – Cast on 10+, DD spell, 18 inch line all models on line S4 hit, any casualties unit must take panic, buffed is 13+ and 36 inches
    Bray Scream – Cast on 10+, Character within 12” makes S3 breath attack, no armour saves
    Curse of Hashut – Cast on 10+, range 18”, 2D6 minus toughness hits, 4+ wounds for each hit no armour saves
    Curse of the Leper - Cast on 10+, augment/hex 18”m either +D3T or -D3T. Buffed is 36” for 13+
    Hysterical Frenzy - Cast on 8+, hex/augment 24” grants Frenzy (remains in play and Frenzy not lost if lose a CC), if already Frenzy then gives +2 attacks. Takes D6 S3 hits at end of turn.
    Bladewind - cast on 9+, direct damage 24”, every model must pass WS test or S4 armour piercing hit
    Walk Between Worlds - Cast on 8+, augment 24”, target gains Ethereal and moves 10”. Buffed is moved 20” for 16+
    Toothcracker - Cast on 8+, augment 12” +1 toughness. Buffed is all units in 12” +1 toughness for 16+
    Itchy Nuisance - Cast on 8+, hex 24” target M and I reduced by D6. Random movement unit reduces dice by D3
    Howling Warpgale - Cast on 7+, all units suffer -1 to hit and fliers cannot fly (friendlies not affected)
    Ptra’s Incantation of Righteous Smiting - Cast on 9+, augment 12”, unit gets plus 1 attack or multiple shots (2). Buffed for all units in 24” for 18+
    Gaze of Nagash - Cast on 9+, magic missile 24” 2D6 S4 hits. Buffed to 48” for 12+
     
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  5. Lizards of Renown
    Slann

    Lizards of Renown Herald of Creation

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    LEVEL 4 SPELLS:

    This one was also fairly simple: Ash Storm.

    This spell gives you a collection of advantages, first enemy unit gets -1 to hit in combat and anything which does this super helpful considering what I’ve already said about the WS scale. Then it gives -2 to hit on Shooting. Obviously a CC specialist unit doesn’t often have shooting attacks, but it just means that the spell is great on this or purely shooting units so it’s more versatile than other hex spells.

    Then the unit counts all terrain as dangerous terrain. This is perfect for holding an elite unit in place. It’s quite daunting to have to roll a die for EVERY model and any 1’s cause a wound. In addition, the spell stops flying, marching or charging. Have a unit that you don’t know how to beat? Stop it from entering the game! Not only does your move get you basically nowhere, but with the dangerous terrain it’s also suicidal to one degree or another.

    The added bonus is flammable, making those monstrous infantry and above susceptible to 2 wounds at a time.

    Plus wizards can't cast spells!!!!

    Awesome.

    Ironically, there are two other spells that do similar but lesser versions at this level (The Curse of Anraheir and the Vengeance spell from the Tomb Kings) which would be great choices if you take their Lores.

    REFERENCES: ALL LEVEL 4 SPELLS

    Ash Storm – Cast on 12+ range 24”, -1 to hit CC, -2 shooting, all terrain dangerous, can’t march, fly or charge, flammable.

    Doom and Darkness - Cast on 10+, hex 24”, -3 to leadership. Buffed 48” for 13+
    The Penumbral Pendulum - Cast on 13+, direct damage 6D6”, all models on line take initiative test or S10 hit with D3 wounds. Buffed is double range for 18+
    Urannon’s Thunderbolt - Cast on 10+, magic missile 24”, D6 S6 hits. Buffed 48” for 13+
    Shield of Thorns - Cast on 9+, augment, 24”, any unit in contact takes 2D6 S3 hits
    Net of Amyntok - Cast on 10+, hex 24” strength test to move, shoot or cast spell. If failed, cannot take action and D6 S4 hits. Buffed is 48” for 13+.
    Gehenna’s Golden Hounds - Cast 9+, direct damage 12” D6 hits. Buffed 24” extend range 12+.
    The Curse of Anraheir – Cast on 10+, hex 36”, -1 to hit shooting and CC, unit treats all terrain as dangerous terrain, plus fail on 1 or 2. Buffed 72” for 13+
    Piercing Bolts of Burning – Cast on 10+, 24” D3 S4 hits for each rank of 5 or more. Buffed is 48” at 13+
    Traitor Kin - Cast on 10+, all enemies riding mounts in 12” suffer hits equal to mounts attacks and at mounts strength, no armour bonus for being mounted
    Glean Magic - Cast on 8+, direct damage on wizard only, 18” roll D6 add wizard level. If you win, S3 Warpflame hit, lose magic level and forgets a spell. You get this spell, use original Lore attribute.
    Rancid Visitations - Cast on 10+, magic missile 18”, D6 S5 hits, then toughness test failed another D6 S5 hits until unit passes test
    Slicing Shards - Cast on 10+, magic missile 24” D6 S4 armour piercing hits. Then leadership test, if failed another set of hits until test passed or unit dead.
    Shroud of Despair - Cast on 10+, hex all units in 12”, cannot benefit from hold you ground or inspiring presence. If any unit fails leadership test, all units get -1 leadership.
    Tempest- Cast on 12+, direct damage, small template anywhere in 30” then scatters D6”. All models under suffer S3 hit (fliers get S4). Any wounds gives -1 to hit and shooting with no BS required needs to roll 4+ to fire
    Braingobbler - Cast on 9+, hex 18” induces Panic test. Buffed is 36” for 12+
    ‘Eadbutt - Cast on 9+, direct damage 4D6”, One wizard S4 hit, D3 wounds. Buffed for 8D6” for 12+
    Gork’ll Fix It - Cast on 8+, hex 24” target reroll any to hit to wound or their armour save rolls of 6
    Death Frenzy - Cast on 9+, augment 18” gives Frenzy with +2 attacks instead of +1. Unit takes D6 wounds at end of each friendly turn no armour saves randomly assigned. Ends if combat lost.
    Vermintide - Cast on 8+, large template moves 4D6” in direction, any units touched 3D6 S2 hits. Can be cast in combat, but only other unit affected. Distributed as per shooting.
    Usirian’s Incantation of Vengeance - Cast on 10+, hex 18”, unit gets -D3 to M and treats all terrain as dangerous terrain. Buffed to 36” for 13+
    Raise Dead - Cast on 9+, range 18”, creates zombie unit of 2D6 + 3. Buffed is skeleton warriors for 14+
     
    Last edited: Apr 14, 2022
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  6. Lizards of Renown
    Slann

    Lizards of Renown Herald of Creation

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    LEVEL 5 SPELLS:

    This one was more difficult, but in the end the unique spell won: Arcane Unforging.

    Why?

    There are only a handful of items or abilities that can destroy magic items: Greedy Fist for the OK’s, Lord Mazdamundi’s weapon and a couple others that I can’t think of off the top of my head. However, in each case following the rules for the items shows it to be very chancy to be able to actually pull it off (Greedy Fist requires you to save against the magic weapon and IF you do this (6+ ward save) then the magic weapon is nuked and Mazdamundi needs to hit the person (with WS 2) and then on a roll of 6 you nuke all items). This spell does a wound following the same set-up for a lore of Metal so wounding based on whatever their armour save is and then no armour save (most characters will be sporting a very high armour save so should do it) and regardless of what happens their you destroy a random magic item on 2+. If it’s the weapon, most likely you really hurt that characters damage output. If it’s the armour or talisman, you’ve just opened up his defences. In the case of something like the WoC Hortense Lord, you’ll need this if you want a fighting chance of putting him down.

    What about casting on a BSB with magic banner? Or any character that only has one item? It’s going to be nuked.

    The other thing I like is that the opponent has to reveal all his magic items to you, so you also suddenly know exactly what he is packing and can plan accordingly.

    Honourable mentions to Regrowth (non-Undead unit resurrection, which is excellent, but only D3+1 wounds worth) and Trollguts (grants Regen to one unit or, buffed, to all units in 12” which is great unless there are flaming attacks around).

    REFERENCES: ALL LEVEL 5 SPELLS

    Arcane Unforging - Cast on 13+, direct damage 24”, roll to wound against their armour save. If failed, suffers one wound. Whatever happens, randomly select magic item and on 2+ it is destroyed.

    Regrowth - Cast on 12+, augment 24”, resurrects D3+1 wounds of models. Buffed 48” for 15+
    Trollguts - Cast on 12+, augment 12” gives Regeneration. Buffed gives all units in 12” Regeneration for 20+

    Pit of Shades - Cast on 14+, direct damage 24” scatters D6”, small template, initiative test or dead with no saves of any kind. Buffed is large template, scatters 2D6” for 17+.
    Fleshy Abundance - Cast on 10+, augment 18” Regen (5+) if already has Regen then +1 to save. Buffed is all units in 18” for 22+
    The Fate of Bjuna - Cast on 13+, direct damage 13”, 2D6 minus toughness hits that wound on 2+, no armour saves. If alive, suffers stupidity for rest of game.
    Comet of Casandora - Cast on 12+, select spot on table, one marker, roll 4+ to arrive every magic phase or place another marker. 2D6” range and S4 plus number of markers
    Banishment - Cast on 10+, magic missile 24” 2D6 hits, S4 plus 1 for every light wizard in 12”. Successful ward saves rerolled. Buffed 48” for 13+
    Transmutation of Lead - Cast on 12+, hex 24” -1 WS, BS and armour save. Buffed is 48” for 15+
    The Savage Beast of Horros – Cast on 10+, augment 12” friendly character, +3S and 3A. Buffed affects all friendly characters in 12” for 20+
    Fulminating Flame Cage – Cast on 11+, hex 24” target suffers D6 S4 hits, if moves another D6 S4 hits. Buffed is 48” at 14+
    Mantle of Ghorok – Cast on 13+, character in 6”, gets +D6 attacks and +D6 strength. If 6 rolled on either, suffers wound no saves possible.
    Hell Hammer – Cast on 13+, 3D6 length models underneath do Initiative test or S6 hit D3 wounds. Buffed is double 3D6 for 18+
    Tzeentch Firestorm – Cast on 13+, small template anywhere in 30”, scatters D6”. SD6 hit for all under. Buffed is larger template and 2D6” scatter for 16+
    Phantasmagoria - Cast on 10+, hex 24” roll additional D6 during leadership and discard lowest dice. Buffed is all units in 24” for 20+
    Soulstealer - Cast on 11+, direct damage, small template anywhere in 18” then scatters D6”. All models under suffer S2 hit no armour save. Each wound roll D6, on 4+ caster gains wound to max 10. Buffed is 36” for 14+
    ‘Ere We Go! - Cast on 11+, augment all units in 2D6”, reroll missed to hit.
    Night Shroud - Cast on 9+, augment on shaman and unit they are with, treated in soft cover, units charging take dangerous terrain test. Buffed is all units in 12” for 12+
    Scorch - Cast on 10+, anywhere in 24”, small template. Any model touched takes S4 flaming attack. Any wounds must test panic
    Cloud of Corruption- Cast on 11+, all units (including friendlies) in 12” take test. Enemies affected 2+, friendlies on 4+. Clan pestilens affected on 5+. If affected, D6 S5 hits with no armour saves.
    Usekhp’s Incantation of Desiccation - Cast on 11+, hex 24” unit gets -1 S and T. Buffed is -D3 S and T for 22+
    Curse of Years - Cast on 12+, hex 18”, remains in play, first turn 6+ one wound no armour saves. Second turn 5+, etc, down to 2+
     
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  7. Lizards of Renown
    Slann

    Lizards of Renown Herald of Creation

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    LEVEL 6 SPELLS:

    I thought this would be the hardest of the lot, but in fact it was the simplest: The Dreaded Thirteenth Spell.

    This for me is the ultimate nuke spell. Yes, it has a high casting cost (25+) but it is worth it. My only reservation is that you have to cast it on infantry, which limits it’s effectiveness. But it is ridiculous.

    If cast, you remove 4D6 models. Not WOUNDS but models. No limitations. If your multi-wound character is in the unit of 12 models and you roll 13 or more on your FOUR D6 - whoops there goes your hero and it’s just rats now! The fact that if you completely destroy the unit means you get some crappy clan rats is a bit meh, but the spell allows no armour OR ward saves. So cast, then 4D6 are dead.

    Theoretically, it is not a 6th level spell however if I’m being totally accurate and one that can only be chosen by Vermin Lords or Grey Seers. But I believe it counts as one for the purposes of this exercise.

    Two others came very close: Final transmutation and Curse of the Bad Moon.

    Final transmutation also allows no saves of any kind, but you need to roll a 5+ and multi-wound models need to roll a 6. You can roll badly and only kill a couple, but get the benefit of now causing everyone in 12” stupidity which can hamper a generals plans when he needs some guys to move forwards. However, inspiring presence and hold the line can majorly mitigate this so not totally dangerous.

    Curse of the Bad Moon is an interesting spell. The non-buffed is a classic O&G spell that’s a bit random, vortex which kills with no armour saves but on a randomly generated characteristic (strength, toughness or initiative) which changes each turn. What really made me blink on this one is the buffed version has the bug template AND you can choose which characteristic to use. This makes it a multi-functional tool and, given that he vortex moves randomly after turn 1 of casting, you can choose the characteristic that gives your guys best chance of survival. Either way, best use is choose whatever your current enemy has as his worst score and watch the fun unfold.

    REFERENCES: ALL LEVEL 6 SPELLS

    Dreaded Thirteenth Spell - Cast on 25+ on infantry unit, 4D6 models removed, no saves of any kind. If that means whole unit dead, place a unit of Clan Rats there equal to your 4D6 roll.

    Final Transmutation - Cast on 15+, direct damage 18”, every model in unit dies on 5+. Multiple wound models die on 6+. Any units in 12” must test stupidity. Buffed is 36” for 18+.
    Curse of the Bad Moon - Cast on 15+, magical vortex moves 4D6 in direction (next turn 3D6 in random direction). Any model it goes over does test: 1-2 Strength, 3-4 Toughness, 5-6 Initiative. Buffed is large template for 25+ and can choose which characteristic to test

    The Purple Sun of Xereus - Cast on 15+, magical vortex, small template, initiative test or dead no saves at all, moves artillery dice forwards if misfire center on caster. Buffed is large template for 15+
    Okkams Mindrazor - Cast on 18+, augment 18”, use leadership instead of strength. Buffed is 36” for 21+
    Chain Lightning - Cast on 15+, direct damage D6 S6 hits, roll and on 3+ jumps to next unit within 6”.
    The Dwellers Below - Cast on 18+, direct damage 12”, strength test for each model, if failed dead with no saves of any kind. Buffed 24” for 21+
    Birona’s Timewarp - Cast on 12+, augment 12”, double movement, +1 attacks and ASF. Buffed affects all units in 12” for 24+.
    Transformation of Kadon – Cast on 16+, turns wizard into Feral Manticore, Black Hydra, Horned Dragon. Buffed is Mountain Chimera or Great Fire Dragon for 20+.
    Flame Storm – Cast on 13+, DD place small template anywhere within 30” scatters D6”, all models under suffer S4 hit. Buffed is large template, scatters 2D6”, 16+
    Savage Dominion – Cast on 16+, summons Jabberslythe, Giant or Ghorgon. Wizard cannot cast any more spells. If monster suffers wound, wizard takes toughness test and if failed suffers wound. If wizard killed, monster removed.
    Flames of Azgorh – Cast on 18+, small template anywhere in line of sight, Scatters D6. All under S6 hit D3 wounds. Model under center Toughness test or slain with no saves allowed. Buffed large template for 25+.
    Infernal Gateway - Cast on 16+, direct damage 24” target takes 2D6 Strength 2D6 hits. If roll 11 or 12, then S10 and 3D6 hits.
    Plague Wind - Cast on 15+, magical vortex, small template, artillery dice in direction any models touched Toughness test or wound with no armour saves. Misfire centers spell on caster. Buffed with large template for 25+.
    Cacophonic Choir - Cast on 12+, hex 12” 2D6 hits that wound on 4+. If wounded gains Always Strikes Last and Random Movement (D6). Buffed is all units in 12” for 24+
    Arnzipals Black Horror - Cast on 15+, magical vortex, artillery dice movement times wizard level in direction, all models pass Strength test or die with no armour saves. If misfire, center on caster, then D6” in scatter dice direction. Buffed is large template for 25+
    Fiery Convocation - Cast on 19+, direct damage spell, remains in play, all models take S4 flaming attack hit. After every magic phase, another S4 flaming attack hit.
    The Maw - Cast on 15+, direct damage 18” small template, scatters by artillery dice. All models under take initiative test, if passed S3 hit, failed S7 hit with D6 wounds. Buffed with large template for 21+
    Food of Gork - Cast on 15+, direct damage 36” scatters D6”, foot template S6 hit for any under D3 wounds. Buffed is 18+ For chance to continue on 4+, but on roll of 1 opponent can place.
    Cracks Call - Cast on 11+, 4D6” line initiative test of dead. Warmachines and buildings affected on 5+
    Plague - Cast on 13+, single unit in 18”, all models take Toughness test. If failed, one wound no armour saves. If unit in CC, both sides test. After result, 5+ Choose to end or spread to another unit of your choice in 12” on a roll of 1 opponent can choose. 2-4 ends.
    Sakhmet’s Incantation of the Skullstorm - Cast on 15+, magical vortex, small template, moves direction by artillery dice times wizard level. If roll misfire, center on caster and moves in random direction by artillery dice. After moves artillery in random direction. Buffed with large template for 25+
    Wind of Death - Cast on 15+, magical vortex moves artillery dice times 3 in direction. 2D6 S3 hits with no armour saves. If misfire, center on caster, moves D6” in random direction. Buffed is large template for 25+
     
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  8. Lizards of Renown
    Slann

    Lizards of Renown Herald of Creation

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    Now, inspired by @Lord Agragax of Lunaxoatl, here is my Lore. I’ve given it to Lizardmen as they really didn’t get a proper representation in their magic as being those that TAUGHT the first elves and men he very subject of magic. And thought of a better name ;)

    LORE OF THE OLD ONES

    Thousand of years of poring over the inscriptions left by the Old Ones have revealed a new, higher level of magic. Hypothesised that this was meant to be discovered at a time of greatest threat to the world and their plans, this is now a closely guarded secret of their children. This discovery and it’s ramifications have produced a renewed activity from their Children as they spill out from the southern continent to once again bring the world back on track for the Old Ones plans.

    Lore Attribute: Lifebloom - The magics of the Old Ones are the very height of life itself in its battle against chaos and it’s very energies reinvigorate and revive the followers of the Old Ones. Whenever a spell from the Lore of he Old One’s is cast, the wizard or another model in 12” regains one wound lost during the battle.

    Signature Spell - Doombolt: The mastery of the forces of creation also gives one the key to unmake the very flesh of mortals and disintegrate their armours. Cast on 12+, magic missile 18”, 2D6 S5 hits. Buffed is 4D6 S5 hits for 24+

    1 - Possession (Acquiescence): The wizard reaches out through the forces of life and takes command of an enemy unit, causing them to ignore instructions and act under the will of the Slann. Cast on 6+, hex 24” Always Strikes Last and Random Movement (D6). Buffed 48” for 9+

    2 - Honor and Purity (Enchanted Blades of Aiban): The Slann invigorates their troops filling their arms with vigor, while the energies of creation strengthen their weapons making them glow with a soft light to banish the darkness. Cast on 9+, augment 24” +1 to hit with shooting and CC. Magical and Armour Piercing

    3 - The Fabric of Reality (Hand of Gork): The Slann gestures and, calling upon the very fabric of the living world to assist them in their fight, produces a glowing gateway leading their troops exactly where they need to go. Cast on 9+, augment 24” moves unit 3D6”, face any direction. Buffed for 5D6” for 14+

    4 - The Light of Creation (Ashstorm): The Slann gestures and the air shimmers around the enemy, golden hues sparkling as the very air twists into virulent patterns, just short of igniting into glorious flame. The smouldering air makes the enemy squint by its brightness and the slightest increase in heat could cause a very explosive reaction. Cast on 12+ range 24”, -1 to hit CC, -2 shooting, all terrain dangerous, can’t march, fly or charge, flammable.

    5 - Unmaking (Arcane Unforging): Sensing the presence of magic trapped inside a material shell, the Slann concentrates and releases it from captivity, the resultant explosion being unappreciated by it’s holder. Cast on 13+, direct damage 24”, roll to wound against their armour save. If failed, suffers one wound. Whatever happens, randomly select magic item and on 2+ it is destroyed.

    6 - Evolution (The Dreaded Thirteenth Spell): Reaching into the very substance of life itself, the Slann alters their patterns, watching as the enemies very bodies writhe and ripple into… Rats? Cast on 25+ on infantry unit, 4D6 models removed, no saves of any kind. If that means whole unit dead, place a unit of Clan Rats there equal to your 4D6 roll.

    And there we are! Hopefully enjoyable and amusing at the same time. :D

    LoR
     
  9. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Mostly true. Definitely not as useful outside of CC as Aiban, but not entirely useless. Ask any Lizardman/Ogre player facing down an initiative test from Pit of Shades or Purple Sun.
     
  10. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Interesting spell list. Like usual, our opinions are very similar. Below I created a table comparing each of our choices. Blue highlights represent an exact match in the spell we chose and green highlights represent matches in terms of honourable mentions (with the other's spell choice or honourable mention) we listed.

    upload_2022-4-13_21-42-1.png

    The only spell we have no official match on is #3, and to be perfectly fair, I did heavily consider The Amber Spear but didn't list it because I was extremely happy with my Curse of the Leper choice.

    You forgot to mention that it also has the effect of severely crippling an affected wizard's ability to cast most types of spells.
     
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  11. Lizards of Renown
    Slann

    Lizards of Renown Herald of Creation

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    Added! Good catch!

    Now I'll have a chew on your Lore :D
     
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  12. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    @Killer Angel @Scalenex ... care to take a stab at it? You don't have to go super in-depth on it if you don't feel like to, but I'd love to see what you guys would come up with.
     
  13. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    ah, interesting. Thanks for calling me, i was missing this one.
    I'll try to give it a shot. ;)
     
  14. Lizards of Renown
    Slann

    Lizards of Renown Herald of Creation

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    Here we are agreed (and another time when you and @Lord Agragax of Lunaxoatl agree!). Absolutely the best Lore attribute due to it's constant usefulness.

    Imagine it in a OK army with a tooled up Level 4 combat wizard... :D :D :D

    You were thinking along the same lines as me here, as I also knew that pretty much all of my level 1-5 spells were going to not be direct damage or magic missiles. To be fair, I heavily considered this one due to it's casting cost but being able to do a S5 spell won out for me.

    Solid choice to be able to take a damage spell no matter what happens. You could also do the same thing I was hypothesizing where you can pad out your "gunline" with a couple of cheapo Level 1s that have taken this Lore.

    As I said in my rundown, I had never spotted what a gem of a spell this is. You'd obviously have to keep recasting to keep neutering a war machine or keep an elite unit out of combat, but still awesome. Great for combat as well which is why I included in mine as it is a multi-trick pony.

    Speed of Light is a good one. No question.

    This spells was also under consideration for my Lore, but it was always going to be seconded to Hand of Gork.

    :D Nothing to say here. Possibly one of the greatest and most versatile spells in the game. Shame it's not a signature spell as that would have made the Lore of Hashut one of best.

    This spell is great as you can do the buffed version. The only downside for a lot of armies is that you need to have a wizard that can be totally protected in combat or is able to hold their own without protection. This is why it is the best spell for the OK's where your wizard is often your bad-boy Lord killer. It was definitely on my list.

    This is one of several good Nuke spells. So fair enough. Did you not think about the Skaven list? Or do you consider the casting cost of the Dreaded Thirteenth Spell is too much? Or too limited for infantry?

    Nothing surprised me. They were all spells where I had taken a look at them before.

    I would definitely sub out Soul Quench for Doombolt as otherwise you don't really have a heavy hitting damage spell that is not your nuke. Against too many armies, Soul Quench is 50/50 on being able to do any damage whatsoever due to it's S4 and -1 to armour saves.

    I'd field it.

    I think barring possibly VCs it would do well for any army. There is a mixture of attributes on the spells that would definitely help any army. The funny thing to me is that you have done the "ultimate strategic Lore" cycle yourself, even if you didn't say so, as this is a all-comers list Magic Lore developed to be highly useful in several circumstances.
     
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  15. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Interesting. I think different armies would want different things, and different players would want different things.

    For instance WS 10 is a lot more sexy for Lizardmen WS 2 and 3 than for WS5 elves or Chaos.
     
  16. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Good breakdown @Lizards of Renown !

    I think the Dreaded Thirteenth is a good spell, but much more limited as compared to something like Dwellers. The huge casting cost is a major downside, but not nearly as bad as it only being good against a single unit type. Dwellers can kill anything. There will be many instances on the battlefield where there are no worthwhile infantry units to cast it on (out of range, locked in combat, no line of sight, facing an Ogre army, etc.). Additionally, it can't snipe characters that are bunkered in large units (or characters that are mounted), Dwellers can. In fact, the larger and more scary the unit, the better Dwellers is. The spell is also extremely random, something that I really don't want to see in a spell that essentially eats up 6 power dice to cast (alongside of 26% chance to miscast). As such it isn't a spell I'd want in a list designed for a generalist build.


    That's what I meant by "generalist build"...


    We've had two approaches thus far. Those that created a general "best" lore, that is good for armies across the board, or one specifically tailored for a single army. Either design criteria is fun.
     
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  17. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    OK, this is just a try.

    FIRST: i want to limit myself, picking only within the 8 basic lores

    SECOND: instead of going for something generalist (already done), let's try to do something thematic

    THIRD: fun

    Damage spells are usually not a strong way to play your magic phase. However, some builds are good (the light council, for example), so why not give it a try?



    The Lore of DAMAGE
    LORE ATTRIBUTE: Life Leeching (death)
    for each inflicted wound, you get an additional power dice on a 5+.
    Right, in Death this attribute kicks in not so often, due to the very short range you usually cast. But on a damaging lore? this could be much more interesting. let's try to build a power dices factory!

    LORE Signature SPELL: Fireball (fire)

    you know this was going to be in. Boosted at 10+, you are going to inflict 2d6 hits at 36", str 4.

    1. Plague of Rust (metal)
    well, why not? a permanent reduction to armor is fine if you want to hit them (especially with your signature spell).

    2. The Caress of Laniph (death)
    alas, it goes against strenght, but you have the chance to inflict wounds on a 4+, and it threatens single characters / models up to 24 for a reasonable boosted 12+

    3. Amber spear (beasts)
    multiple damage (d3 up to d6), to multiple targets, with no armor save allowed. Normally used against large monsters, in this lore you can employ it against multiple ranks and collect some power dices to further bombard your opponent

    4. Penumbral pendulum (shadow)
    weird spell, too much situational. But all our spells are based on damage, and in the right moment or against the right target this is solid.

    5. Banishment (light)
    2d6 damage at Str 4 (potentially more), with saves that must be re-rolled? in this specific lore, paired with plague of rust, it seems a nice option.

    6. Final transmutation (metal)
    it's unclear... it doesn't inflict wounds, it only kills models... but so it does Purple Sun, and it adds power dices, so why not? plus, Final Transmutation is not a test vs Str or Initiative, has a reasonable casting value and nice 18"/36" range.
    Not so good against multi-wounds deathstars (ogre), but that's why you have Penumbral pendulum.​
     
  18. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Very cool! You beat me to the punch @Killer Angel ! I was working through some ideas on developing a lore around the Lore Attribute Life Leeching. Under the right circumstances, it can be even more influential on a game than my beloved Lifebloom attribute. I had a different spell list (except for Amber Spear which I included as well), but generally the same concept. I still hadn't settled on a #2 spell, but your Caress of Laniph could potentially fit in nicely.
     
  19. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    I guess I put my dream lores in the wrong thread.

    [​IMG]

    My Dream Team Cherrypicked Lore for Lizardmen.

    I was really tempted to take Enchanted Blade of Aiban for #2 and mildly tempted to take Hand of Glory.

    Almost all the #5s are great. It was a tough choice for me.

    It was a wrench not taking Final Transformation or Dwellers Below for #6, but I think the choices below suit my personal play style better.

    It was a tough choice between Okkam's Mindrazor and Biorona's Timewarp. I ultimately chose Mindrazor because I thought I was over utilizing Light.

    Note the one time I played two Slann in a 6000 point game, I went with Shadow and Light. I am a slave to thematic pairings. But they are also my favorite BRB lores. My friend and I have a vague plan to do another 5000+ game this summer. If it wasn't for how much I crave variety I would probably do Shadow and Light again.

    LM Lore
    0. Spirit Leech (Death)
    1. Pha's Protection (Light)
    2. Speed of Light (Light)
    3. Walk Between Worlds(High)
    4. Doom and Darkness (Death)
    5. Comet of Casandra (Heavens)
    6. Okkam's Mindrazor (Shadow)

    Hypothetically if I double dip and have Slann and Skink lores it would look like this.

    Slann
    0. Spirit Leech (Death)
    1. Pha's Protection (Light)
    2. Enchanted Blades of Aiban (Metal)
    3. Throne of Vines (Life)
    4. Doom and Darkness (Death)
    5. Fulminating Force Cage (Fire)
    6. Okkam's Mindrazor (Shadow)

    Skink
    0. Iceshard Blizzard (Heavens).
    1. Pha's Protection (Light)
    2. Speed of Light (Light)
    3. Walk Between Worlds(High)
    4. Uranon's Thunderbolt (Heavens)
    5. Comet of Casandora (Heavens)
    6. Transformation of Kadon (Beasts)


    Lizardmen Necromancers Dream Team

    0. Ryze the Grave Call (Undeath)
    1. Phas Protection (Light)
    2. Speed of Light (Light)
    3. Throne of Vines (Life)
    4. Rhazkar the Swarm (Undeath)
    5. Kandorak the Harbinger (Undeath)
    6. Akar’aran, the Dark Riders (Undeath)

    Is it thematically fitting that I filled all the non-summoning Undeath spots with Light and Life, Mahrlect no! Would it be cheesy effective, Marhlect yes.

    With my Throne of Vines giving me miscast protection I can afford to six dice cast any summoning spell with minimal risk muhahahaha. And I'm going to make my living units nigh unkillable with Speed of Light and Pha's Protection.

    I really really like Pha's Protection


    While I see some appeal in having a lore that kills things at range, When I play Lizardmen I really want my magic to help swing critical battles in my favor.

    If I want to kill things at range, I will play my Empire army and hit things with cannons.
     
  20. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Well, you know the drill. Great minds... ;)

    Oh, when it's completed i would like to see it!
    :)
     

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