i really loving the new magic lore Lore attribute- need a sig spell from anther lore or trying generate that chance epic spell u need but it like most magic it gamble unless u really need a sig from anther lore sig spellzzzz drain magic cheap dispel that i love to makes an opponents think twice before stacking all the buffs on one unit but if they spread it out we just make it aoe if you gonna make this aoe cast it early so we don't lose our buffs but cast it on your self to get rid of nasty debuffs this spell is the best Soul quench basic magic missile it great for sniping and snipes if they are heavily armor guys you can swap to lore of metal normal apotheoses really cheap heal that can keep your monsters and characters going don't really recommend boosting this guy since you really have only 2/3 of chance to make it better but hey still cheep also healz cause fear (which weird when you think about it) hands of glory really cheep buffs can be boosted for every attribute great for saurus bs skills for skinks it our swiss army knife cast it every turn the only downside can't be castes on the whole army walk between worlds extra moves that go through everything failed charge with stega move it back or maybe put a group of spear saurus in front get your skinks to beside war machine with a hands of glory boost are just getting people back into the fray what can i say if u google this spell you get a picture that say it feels good tempest my least used spell large blast that scatters d6 not bad range massive range but it only s 3 you can use it to get rid of some pesky range unit or a some easy targets but anyone with higher T and AS your not gonna cause that many wound but sir this would be a great against gobbos or skaven or ect why this spell seems to fall short well because of the last spell Arcane unforging this is one bad boy being while being lackluster at first only can cause 1 wound but being able to destroy magic items can be godsend can be used to finish off hero which generally have high armor saves down side wizards are not know for wearing heavy armor so we can't finish of that last wound with this spell only downside it is randomness but generally it will make your opponent cry Fiery Convocation cutting large skaven unit in half every and every subsequent magic phase it reapplies if you get this on large unit please show your opponent to the nearest burn center because it gonna hurt epically if he fails to dispel it twice downside not that great on real elite troops but if the unit is big it bound to cause more few major downside of this lore is that is doesn't have ways to deal heavily armor or very elite units but that why we got are able to swap making this probably one of my favorite lore what do u guys think? (sorry for my broken English) Edit (fix screwed up rules like always)
I agree, high magic is awesome Swapping spells can help us "tailor" our army to the opposing army and to the live situation on the battlefield From my experience with high and new book, people think twice before allowing the not so important spell to be cast What may seem as wasting dice can actually be getting your regeneration or armor buster spell at a cost of 1-2 PD Without it we would be less competitive
High magic is great, it has some nice versatility and the ability to swap is great, you fire off soul quench turn one then go for either searing doom or spirit leech or shems depending on what army you are facing, really useful But you say you can get rid of some war machine crew with tempest, war machine crew are just wound counters and can't be targeted separately by anything, if the template touches the war machine base, you still resolve the s3 hit against the high toughness of the war machine not the crew. (BRB page 108) if the template hits a war machine crew and not the war machine, then that is actually a miss. (Similar to the rules governing the salamanders handlers)
The high magic lore attribute is gettig so much love from me, it's simply amazingly versatile. Hellcannon? Pit of shades! Phoenix guard? Banishment! Chaos knights? Searing doom! You get the picture.
It is a shame ... I don't like the idea of switching in order to try to get a "big" spell from another Lore. It's not worth the 1/6 chance. I see switching for 2 reasons: 1) To get signature spells that are useful. Light if you need a strong, flaming attacks (kill the Hydra of Abonb). Metal versus heavy armor. Beasts for HTH boost. Shadow because Miasma rocks. 2) To migrate entirely (or almost entirely) to a Lore that is better than High Magic. The only Lore that I really think might qualify is Life since it offers great Miscast protection as well as a multiple ways to heal big monsters (Lore Attribute and Regrowth).
It is indeed awesome. I like Loremaster High magic over the 'all signatures' version. Because you can swap out spells for signature spells anyway. Migrating entirely sounds like risky business to me. Sure, you can swap out more spells and go for only 1 lore to swap to, which is actually very smart, but it still leaves you vulnerable. You might acquire all the spells you want, but at a crucial moment, you might be stuck without the spell you want or don't have a spell anymore that you would like. But going for 2-3 spells of the same lore sounds very valid. The Hunted
Personally, I don't think I'll be swapping for direct damage/ magic missile spells unless facing a gunline or a very specific threat. I ideally want to be in combat in turn 3, meaning I'd only get 1 turns worth of casting my newly acquired spell. Also when swapping, I don't think it's worth rolling on a lore with the hope of 1 particular spell (eg. Soulblight from Death). If not just grabbing a signature spell (Wildform FTW) I'm looking at Light, life and shadow as my go-to swap lores. As all of which have multiple useful spells. Shadow: Mindrazor, Enfeebling Foe, The Withering and Miasma can all have a huge impact on a combat, and with Miasma being the signature I should always get something I like. Also, steed of shadows could give good redundancy alongside Walk Between Worlds if your running a scarnosaur or the like. Life: Much more defensively orientated, the lore attribute is particularly handy in a monsterish list. Earthblood is an easy to throw buff for your TG/Bunker, Throne of Vines can give miscast protection, the lore attribute heal and power up anything else you roll up, regrowth and flesh to stone, especially alongside wildform or apotheosis can make your army that much harder to crack. Light: Unfortunately the sig is a magic missile, but getting even one of the "holy trinity" (Phas protection, Speed of Light, Birona's Timewarp) can considerably increase your combat potential, especially alongside Hand of Glory. Net of Amyntok and Light of Battle can be good situationally as well. Plan essentially is to throw offensive spells (Soul Quench, Tempest, Convocation) in turns 1-2 and swap into 1 of the above lores, possibly also swapping out Walk between worlds and Arcane Unforging once their main goals have been obtained. Once I've taken a roll or 2 on the relevant table I can then pick up wildform to guarantee a good buff to either accompany the buffs/hexes I rolled up or try and make up for what I didn't.
I Think Tempest is a great spell to cast early in the game and then forget it to generate a new spell.
I've found that it is important to switch out those magic missile spells early for buffs. I was always a huge fan of Life and last game I switched 4 spells to it. It worked REALLY nicely. If you switch to a single Lore e.g. metal, make sure you're happy with the signature spell before you swap and if you roll something cool, then it's a bonus. For instance if you get Golden Hounds or Enchanted Blades then it may still accomplish your goals but otherwise Searing Doom is great for the impending charge by those knights. Remember, for things like the Light signature, you still have Skink Priests which you can cast through even if your Slann is in combat. Your Skink Priests should never be in combat so you just pick other targets that aren't in combat and use them to mop up once you've got your main units buffed - or if there is a nice unit that isn't in combat yet that is trying to flank. Could also be useful if another unit flees.