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Lord_Itzi-Bitzi
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Hello guys!
First of all sorry if my english isn't the best...I don't have english rulebooks because I'm from Germany so I had to translate a few words from german into english... At the moment I also have holidays and school only starts in one and a half week so that's another modification on my language skills
But now the real reason for my writing: I always wanted an own magic lore for the Lizardmen because the Slann are always called to be the most powerful mages in Warhammer. So I was very happy when the new Lizardmen rulebook came out with a new lore of magic... but only a few months later my friend's Woodelves got an upgrade and they got the same lore like the Lizardmen plus another own lore... So I don't think this is fair and I had a lot of ideas for spells which I personally miss in Warhammer...for example: Water spells, spells with visions of the future,a spirit of the jungle spell and ice spells...
But my problem is that I don't had enough ideas for 6 spells and a basespell... I also don't want this spells to be too powerful so that my friends accept them and that they don't become unfair...
So I need some inspiration
Here my first ideas: The Lore of the Old Ones (only Slanns can use this lore)
Loreattribute: When a Slann casts a spell from The Lore of the Old Ones he gets visions of the great plan of the Old Ones...
After a spell is successfully casted a friendly unit within 12 inches of the Slann can make a normal movement or reform action. The Slann can also decide to save one of his spelldices for a later magicphase as spell- or dispelldice.
Basespell: The Will of the Old Ones
The Slann awakes the power of long past times in his troops...
(Supportspell energylevel 7) A friendly unit within 12 inches gets +1 to hit until the next magicphase of the Slann (closecombat and shooting). If the unit has the rule "predatory fighter ", than this rule is put in to effect on a 5+.
Spell 1:Sotek's wrath
The Slann asks for Sotek's help and a flew of snakes answer him...
(Supportspell energylevel 10) A friendly unit within 12 inches gets the rule "poison attacks" for the rest of the game (closecombat and shooting). If the unit already has "poison attacks" this rule is put in to effect on a 5+.
On the end of every Closecombatphase every unit of the enemy which is in basecontact with the unit suffers 2D6 hits with strength 2 which also counts for combatresolution.
At the moment I am working on a frost and a waterspell, but I don't only need ideas...I need suggestions for what the spells could do! So if you have some ideas for spells or for what they could do please write it down here and help me. At the end I will post the whole Lore here.
Thank you very much for your help and inspiration
-Lord_Itzi-Bitzi
First of all sorry if my english isn't the best...I don't have english rulebooks because I'm from Germany so I had to translate a few words from german into english... At the moment I also have holidays and school only starts in one and a half week so that's another modification on my language skills
But now the real reason for my writing: I always wanted an own magic lore for the Lizardmen because the Slann are always called to be the most powerful mages in Warhammer. So I was very happy when the new Lizardmen rulebook came out with a new lore of magic... but only a few months later my friend's Woodelves got an upgrade and they got the same lore like the Lizardmen plus another own lore... So I don't think this is fair and I had a lot of ideas for spells which I personally miss in Warhammer...for example: Water spells, spells with visions of the future,a spirit of the jungle spell and ice spells...
But my problem is that I don't had enough ideas for 6 spells and a basespell... I also don't want this spells to be too powerful so that my friends accept them and that they don't become unfair...
So I need some inspiration
Here my first ideas: The Lore of the Old Ones (only Slanns can use this lore)
Loreattribute: When a Slann casts a spell from The Lore of the Old Ones he gets visions of the great plan of the Old Ones...
After a spell is successfully casted a friendly unit within 12 inches of the Slann can make a normal movement or reform action. The Slann can also decide to save one of his spelldices for a later magicphase as spell- or dispelldice.
Basespell: The Will of the Old Ones
The Slann awakes the power of long past times in his troops...
(Supportspell energylevel 7) A friendly unit within 12 inches gets +1 to hit until the next magicphase of the Slann (closecombat and shooting). If the unit has the rule "predatory fighter ", than this rule is put in to effect on a 5+.
Spell 1:Sotek's wrath
The Slann asks for Sotek's help and a flew of snakes answer him...
(Supportspell energylevel 10) A friendly unit within 12 inches gets the rule "poison attacks" for the rest of the game (closecombat and shooting). If the unit already has "poison attacks" this rule is put in to effect on a 5+.
On the end of every Closecombatphase every unit of the enemy which is in basecontact with the unit suffers 2D6 hits with strength 2 which also counts for combatresolution.
At the moment I am working on a frost and a waterspell, but I don't only need ideas...I need suggestions for what the spells could do! So if you have some ideas for spells or for what they could do please write it down here and help me. At the end I will post the whole Lore here.
Thank you very much for your help and inspiration
-Lord_Itzi-Bitzi

