Titles says most - how much are you willing to give (point wise) for +1 to cast? I'm just asking because I'm curious.
Depends on the Lore. I like Dark magic on my Dark Elves because my Level 4 has +5 to cast on what are largely very low casting values. But something like Beasts or Metal which is quite high? Not so much.
Well, Book of Ashur does the same and is quite pricey (although is more likely not seen because of its arcane slot). Still, level 1s go up to level 2 and level 3s up to level 4 gain an additional spell for 35 points. So somewhere in the region of 20 points I think is about right.
Wand of Sorcery is +1 Dispel for 35 (FAQ item). GW deliberately didn't add +1 cast outside of ashur, but I would pay 50 for it. 15 pt discount for buying it together... A level 5 is much better than a level 4. Failing to cast or dispel with a L4 is a much bigger deal than an L2. More than 35pts/lvl suggests.
I think that you're on to something here. Gaining level 5 means that you'll be of a higher level than 90% of the casters being used. You'll have the advantage even against lvl4 casters and have a higher chance of casting a spell. I'm heaivng a hard time that would only be 20pts.
I dont use it anymore, I think that the contemplations are a better investment of points. However, considering the casting value of the spells you want to use, this may come in handy. Referring to a math-hammer sheet which shows probabilities of spell casting based on casting difficulty, and has suggestions of how many dice to throw for a 90%+ success rate, you are behooved to take the +1 for spells with a casting value of: 9+(2dice), 12+(3dice), 15+(4dice), 18+(5dice), 21+ and so on. Otherwise you will be throwing the same number of PD to get into your 90%+ comfort range as a lvl 4. If many of your spells fall on those numbers, then hey, sounds like a winner. (none of this factors in IF) The +1 to dispel does not seem nearly as good as the ability to reroll your first botched dispel. Remember, failing to dispel is like failing to cast, you are out of that magic phase. A price reduction on the book would change my mind
I know its a little on the side, but try to follow me. I always see the wizards level as "the extra dice". That dice is solid, you always know what it adds to the casting and it is about the only thing you know will be as it is during the magic phase. how many points would one spend on tipping a dice from 4 to 5? if you are counting eyes on the dice people tend to go all the way rather than getting cheap. Who takes armour of fortune over armour of destiny to save those pts? Who hasn't found out that affecting a dice by one with Soul of Stone can be a game changer? I dont remember who it is on here who uses the "in for a penny, in for a pound" expression, but it is very suitable for this situation. I think that pressing your "1 solid magic dice" from 4 to 5 is something everyone should / would do if it didn't take up that arcane slot. Sure you might not get a Spell for that, and if you are going for the book you are paying twice for a normal level upgrade, but that extra +1 puts the odds in your favor, and those odds are in the games (IMO) most important phase for lizardmen. I think it is very reasonable as it is, but one could argue that its 20 or 15 pts over because of the lack of extra spells, but for us in particular with Focus of Mystery and Wandering Deliberations, does it really matter that much?
I have been thinking about taking +1 lvl but always end up with channeling staff. For wandering deliberations I think its not worth it. Most spells have a very low casting value already and I would never go below 2 power dice anyway. risk of getting 1 or 2 is to big on one dice. That is if you have not planned to go for the boosted versions. +2 channel attempts and the staff is better imho with all sigs. /Crillaz
So how about the ancient steg with engine? I realize the monster will easily be 300pts and can be shot by a cannon, but it basically adds a level. A wandering deliberation slann could utilize this and still have the channel staff combo for more dice?
You guys are only thinking in reaching the casting value? Its not only about saving dice, its also decreasing the odds of your opponents dispelling. The engine dosnt add a level or casting power, it gives -1 to casting cost. This has no effect on your opponents dispelling. A wyssan cast at a cost of 9+ instead of 10+ is equally easy to dispell.
A good point, but I think it is born of the same idea, if your spell is easier to cast, you will commit fewer PD. Extra PD means more spells to cast. Everyone expects some of their spells to be dispelled every round, many magic phases are such that as a defender, you can surely dispel one spell, or take bad odds on dispelling two spells (or something similar), so most people seem to just throw it all at once (remember, if they fail the first one, they cannot use that caster again to dispel that round, so they take a -2,-3,or -4 to dispel attempts). The most important aspect of the +1 is to not lose concentration. I will admit though that there are times that there is a discrepancy of 1 between caster and dispel roles, they seem to be uncommon. The extra power dice from a staff/HC combo will likely cause your opponent to act irrationally, realizing they are outgunned in PD, and blow their dispelling potential early leaving you an open field to cast as you please. I just dont like the book taking up so many magic item points that I am left to choose other mediocre gear.