What's the official stance on reinforcements/summons having acces or not to spell lores (and similarly prayers and whatnot) for their respective faction? Especially stuff like our starpriest, who'se special spell is fairly niche, and also can easily be summoned multiple off thus running into issues with the rule of one, would suffer heavily if they can't bring a spell from a spell lore. Whereas if they can bring the spell they'd make for some fairly amazing summon fodder due to the vast strategic flexibility this gives. I vaguely remember there being a rule stating you wouldn't get acces to the spelllore for summoned stuff but I can't for the live of me remember if that's correct or where I picked this up. But 1) that is lame and 2) for quite a lot of wizards it's relativly problematic to not have them especially if you have a summon heavy army like ours.
O that's a pleasant surprise, thought it was the opposite. That make the spell lore a hell of a lot nicer for us.
The main downside is that summoned unit will be able to cast something only the next turn. Starpriest costs 12 CCP, while Slann can just shift it own spell, if needed. But there can be situations, when it comes handy.
The Slann can't cast the other spell in the same round either, changing the spell happens at the end of the hero phase.
Yes, but by casting the spell slann sacrifices only 3 CCP, while starpriest will cost 12. I don't mean that this is useless, but more often I would prefere other units, like 3 rippers or 20 skinks.
in my opinion, the spell lore it's a good option to starpriest, but with slann i prefer summon, you can in turn 1(full combo) invoke a starpriest and in 2nd turn cast magic but I do not know.
I keep forgetting that summoning is at the end of the movement phase completly ruining the value of summoning supportive focussed units like wizards...
Yeah I think they specifically did that to prevent magic and movement. It would make summoning too strong maybe.
Question: can I choose 2 Starpriests to have the horde-killer spell and let both of them use it the same turn?
Negative. The rule of one about spells is still in effect as far as we know, and so is the rule about choosing one spell from the spell lore per army.
Imho summoning in the hero phase really shouldn't be overpowered (assuming movement is blocked). Especially not if what you summon is something like a starpriest who can't do anything besides magic. Now you just end up making the summoning of these kinda units very weak in comparison to just summoning a powerfull combatant. Stupid rules Also, how is the one spell from the spell lore going to interact with summoned units? Does your seventh summon just not get a spell anymore? That's just weird...
Actually that could happen even earlier. If you start your game with a few wizards you will run out of spells earlier. Granted, when do you have more than three or four wizards on the table? But still.. meh.
You can still give it a spell. You just can't cast the same spell multiple times. There's nothing preventing multiple wizards from having the same lore spell.
Every wizard in your army can roll or choose a spell from the list. The rules only limit casting of spells to 1 wizard per turn. Tzeentch armies with 7+ wizards regularly take the same spell multiple times in case one wizard dies.
Ok I might have mixed it up with artefacts.... I'll check my book in a moment... Edit: yep, @Asamu is right. I looked up the LoN book (which has spell lore) and there is no such rule. Sorry for the confusion, my bad!