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8th Ed. Slann and the new magic, having your cake and eating it too.

Re: Slann and the new magic, having your cake and eating it

laribold said:
I'm surprised the Sig spell discipline is getting such a bad write up.

I've played against a Loremaster of Hoeth a couple of times and the choice of spells they have means there is always a threat. The thing that lets them down is just being a Level 2. Now a lvl4 Slann with that kind of spell access amd range fom the start of t1 seems pretty nasty to me.

Lots of people seem keen on the Loremaster High mainly to swap out spells. More often than not you'll end up going for the sig spells unless you get that 1 in 6 roll for the spell you actually want. But with this strategy you need to waste PD and turns before you get the spells you want. Surely the Sig spell discipline is better should this be what you're after?

Don't get me wrong, Loremaster High seems like it could be quite decent, with some nice spells, and the lore attribute gives some decent versatility but I wouldn't be constructing my casting strategy around it.

You're not alone in this. When I found out about Wandering Deliberations, my first thought was (from a magic only perspective) "a lvl 4 Loremaster of Hoeth!? Sign me up!" That is not to say the Loremaster of High Magic is bad, but a Slann with the versatility of every signature spell is something I wouldn't want to face.
 
Re: Slann and the new magic, having your cake and eating it

rychek said:
laribold said:
I'm surprised the Sig spell discipline is getting such a bad write up.

I've played against a Loremaster of Hoeth a couple of times and the choice of spells they have means there is always a threat. The thing that lets them down is just being a Level 2. Now a lvl4 Slann with that kind of spell access amd range fom the start of t1 seems pretty nasty to me.

Lots of people seem keen on the Loremaster High mainly to swap out spells. More often than not you'll end up going for the sig spells unless you get that 1 in 6 roll for the spell you actually want. But with this strategy you need to waste PD and turns before you get the spells you want. Surely the Sig spell discipline is better should this be what you're after?

Don't get me wrong, Loremaster High seems like it could be quite decent, with some nice spells, and the lore attribute gives some decent versatility but I wouldn't be constructing my casting strategy around it.

You're not alone in this. When I found out about Wandering Deliberations, my first thought was (from a magic only perspective) "a lvl 4 Loremaster of Hoeth!? Sign me up!" That is not to say the Loremaster of High Magic is bad, but a Slann with the versatility of every signature spell is something I wouldn't want to face.


exactly! that was my first thought too. I took another look through the magic lores and went holy shit. this bugger can do anything and the best part is sig spells are all so cheap to cast. which means maybe a spell or two off more per turn, which could make a difference, especially in smaller games.

enemy char pissing you off? spirit leech him. high elves about to charge your saurus block? melkoth's mistifying misma. plus there are quite a few magic missles that can be cast off to damage just about anyone. dwarfs? (granted almost no one plays them now) searing doom. undead? shems burning gaze.

by the look of it wandering deliberations looks like my standard build now. especially since we no longer are able to add one power dice to every spell roll, the lower cast cost will be good too
 
Re: Slann and the new magic, having your cake and eating it

Sounds good to me. I also like the relatively low risk of Miscast when you can 2-dice all your spells. And I'm sure my poor Temple Guard will agree.
 
Re: Slann and the new magic, having your cake and eating it

walach said:
I'm thinking:

Early doors, throw all the damage spells out, causing some decent hits (possibly) and then swapping them out for light/life buffs.

I mean, you can argue it's pretty unlikely (because it is), but imagine turn 3-4 your slann has access to say, hand of glory, speed of light, flesh to stone AND wildform - how on earth would enemies cope with that!

To me, loremaster of high magic seems pretty auto-include. Can't really see the all signatures one getting a look in.

I'm actually considering it. The sig spells are cheap as hell, and I'm thinking of running skrox units with skink priests so I have multiple Wyssans and Iceshard Blizzards. Maybe even a super skrox unit since enemies have to target the Krox, and with 4 priests theres going to be a lot of channeling, so I can hopefully cast everything I need to every turn, and have variety for those unexpected situations
 
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