With a new lizardmen imminent in the next year (probably) I think I'd like to see either a lore of lustria or a lore of the old ones and I've thought of a few spells and I thought I'd see what casting values you think they should have (feel free to suggest new names or even suggest new spells as well) Lore attribute: supreme will of the old ones( slann generate an xtra d3 dice a turn) Signature: call of the jungle- summons a jungle swarm( higher value d3) 1: ultimate wielder of magic( don't like name)- slann counts as lvl 6( remains in play) 2: courage of Sotek- makes a skink unit and their mounts unbreakable for a turn (augment) 3) swiftness of the old ones- + 3 initiative(augment) for a turn 4) aura of Quetzl- the slanns unit gains +2 +2 strength and toughness for a turn 5) entangleing vines- stops an enemy from moving or shooting until dispelled 6). Wrath of the old ones- strength test or die followed by str test or die(lol I can imagine their face after they take strength test and hear "now take a toughness test or die") 23+ Now I feel the slann should mabye 50 more points to take this Any thoughts?
I'd ditch the lore attribute, I'd be generating 4d3 extra dice a turn. In a good winds of magic, you'd cap out a twenty four. I'd make it generate a dispel dice or something.
I made one a while a back, never came up with a lore attribute. There’s a lot of talk that the LM should get their own lore. I don’t think it should be jungle based. I think since a Lizardmen Lore would likely be available to skink priests and Slann mage priests. The common word here is “priest,” so any LM lore should have a tie to the Old Ones. I arranged these I want this is weakest to strongest but I’m not sure what the casting difficulties should be. It’s only fitting that the signature spell be of Tepok the magic god. Will of the Old Ones 0-Blessing of Tepok: Augment, Unit within 24” gains 5+ Ward save until start of next magic phase. More powerful version bestows Ward save to all friendly units within 12” 1-Curse of Chotek: Chotek is the sun god, and can put a glare in the face of the Lizardmen’s enemies. Hex, remains in play, enemy unit gets -1 to shooting. 2-Blessing of Tzunki: Tzunki grants power over water and keen eyesight. Augment, Remains in play, a unit within 24” gains Aquatic, if it already has Aquatic +1 to shooting rolls. A stronger version can bestow this to all units within 12.” 3-Bless of Uxmac: The messenger of the Old Ones. Augment, Until the start of the caster’s next magic phase, the effective range of the general’s inspiring presence and battle standard’s effects are doubled. 4-Blessing of Xokha: A spirit of stone who is the giver of strength and Arbiter of Duty. Augment, remains in play, a unit within 24” gains +1 Toughness and Stubborn. A more powerful version of this can apply to all friendly units within 12” 5-Blessing of Sotek: Sotek is the deliverer and grants his faithful with the ability to slaughter their enemies. Augment, a unit within 24” gains Frenzy or Killing Blow until start of next magic phase. A more powerful version can apply this to all friendly units within 12” 6-Blessing of Caxuatin: The stalking predator. Like steed of shadows only it applies to a whole unit.
I would honestly be fine with just getting access to High Magic like we had in 6th (or 5th?) edition. However, I do like the Idea of a lore of the Old Ones. I would love to see it with lots of augments which counter-act the Lizardmen's weaknesses, such as Low Initiative, Low WS, and lack of Hammers (Strength boost)
It would be awesome if the Signature spell gave a unit Poisoned Attacks, and a boosted form gave all units in 12" Poisoned Attacks.
Lol if we got your number 6 steed of shadow spell I would drop to my knees and thank the old ones! You now have an ancient steg in your backfield, your move. Lol