9th Age The re-done Magic lores makers of 9th

Discussion in 'Lizardmen Discussion' started by skink chief, Aug 30, 2015.

  1. skink chief
    Kroxigor

    skink chief Active Member

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    I'm just going to go over them one more time. To see what questions I have.
    So the attributes of a lore... they stack right?
    because:

    Beasts: Target has +1 Strength or +1 Attack.
    With beast of horros gone,...

    Death:
    Target suffers 1 wound with no armour save allowed. If a wound is dealt, the caster recovers 1 wound.
    You can actually blow up a character with 3wounds by getting 3 spells of from death? Seems Very strong to me, granted range is only 12''

    Heavens:
    Active player is allowed to reroll a single dice this magic phase, either a Power dice, a dice for number of
    hits or a to wound roll.
    So this one says reroll a single dice THIS MP! So this one does not stack?

    Metal: Target has +1 armour save.
    This one is not focused so this one can go on an entire unit and be stacked... (temporarely, but still).

    Shadow: Target may perform a 10” Flying Magical Move.
    Behind enemy lines after 2-3 spells go off xD.

    Surely I must have mist some rules that say attributes only go off once, no?
    If I did not miss that rule and it can be stacked ( exept for heavens apparently), the attributes are stronger then the spells imo :D.

    Again really like the spells, but the attributes... someone explain pls :D
    I can deal with most of them, but death and shadow ... wauwza
     
  2. Pinktaco
    Skar-Veteran

    Pinktaco Vessel of the Old Ones Staff Member

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    Some of them are downright mean.

    Lore of metal can very very quickly go out of hand. A sword and board warriors of chaos unit gain a 2+ save with one spell. Right. But the same thing also apply to us and while I love the idea and I can easily see it go out of hand.

    Tetto'Eko got an indirect buff. Reroll a dice on top of his rerolls in the magic phase? We can very easily force a spell through like that. Just be careful of thsoe 6s. Combine Tetto with a metal slann and we're bound to have high armour save units. To top it off there's already a spell that grants +1 AS. How about those 2+(1+) templeguards? Or 2+ saurus warrior, or 2+ kroxigors.. Or 2+ ripperdactyls or.. You get my point xD

    Shadow is a bit dumb. We don't want a Deamon Prince in our back yard turn 1. I'm guessing it's focused so only work on the character?

    Beast is.. alright. It's much better than previously and as you said savage beast of horrors is gone. Now the complication might be if they change the 6th spell to be more useful. A combination of the two can be devastating. Just imagine an oldblood with 8 attacks at S8. That's just one spell.

    Death is dumb as well and doesn't do much to change the sniping aspect of the lore. We didn't want more of it and now the attribute does just that. Okay fair enough I don't belive it's focused, but singe units will still dread this.

    Life is the same as previously.

    Light is meh.

    Fire is okay, better than before.
     
  3. skink chief
    Kroxigor

    skink chief Active Member

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    That was indeed my point. Some Crazy ones in there that will probably need fixing fairly soon.
    Shadow is indeed char only with a 12''. but it is not caster only if that is what you mean with that
     
  4. Pinktaco
    Skar-Veteran

    Pinktaco Vessel of the Old Ones Staff Member

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    Beta will be out soon and I'm going to go ahead and assume some of these will have changed by then.
     
  5. Yrtomin
    Saurus

    Yrtomin Member

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    The attributes are like bonus spells that you can cast after the main spell is done.
    Also keep in mind the death attribute isn't focused (no sniping).
     
  6. skink chief
    Kroxigor

    skink chief Active Member

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    Then ive misread this content.
     

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