SilverFaith said:
And getting rid of dispel scroll and the like, I'd agree to only if you also removed IF. If I am not allowed to remove a spell, no questions asked, you should never be able to cast a spell, no questions asked, either, especially not with magic capable of wiping out entire armies in one go.
=> First off, there is no part of magic that is "capable of wiping out entire armies in one go." Magic is deadly, but so are cannons, K'Dai Destroyers, blocks of White Lions, scouting Maneaters, charging Witch Elves with a Cauldron, etc...
Nothing in the game can wipe out an army in one go.
Now, then, on to the idea of tying Dispel Scrolls to Total Power.
Why?
You say that if I should be able to do a thing without you being able to tell me not to, then you should be able to tell me not to do the thing without me being allowed to try to do it. At least that's your general idea.
Look at the rest of Warhammer. Where else can your opponent spend 25 points to tell you that you simply are not permitted to do something, even after you've made the needed rolls to allow it?
Turning that around, where else in Warhammer do you have to roll first to even
attempt the action and then
still have your opponent be able to tell you you can't do it?
It would stink to move a unit of archers into range and declare your shots only to be told "Nope. Your round of shooting is wasted." You might reply "But I took a risk to move into range. Now I am exposed." Too bad, I guess.
Or how about if you declared a charge, rolled the distance successfully and then got told you were not allowed to even move the unit, let alone complete the charge?
Think about it. All over Warhammer you, as the player, are allowed to decide how and when to take your actions. Some of those actions require that you pass some sort of roll to do it, but most are just things that always happen - they get "Total Power" all the time - and without the risk of blowing up the thing taking the action!
Total Power does not guarantee that the spell will have its desired effect. You can still misfire that Purple Sun even after TP. You can roll the variable distance of the Pendulum and fall short even after TP. You can roll 2D6 hits from a magic missile and get a 2 and then fail to wound. Total Power just lets your spells do nearly everything else in Warhammer does, and that's take an action without your opponent being able to yawn from behind a 25 point piece of paper and say "no."
Plus getting Total Power (yeah, yeah, I know, Irresistible Force or whatever) means that the caster not only might kill himself and his friends, but he also might prevent every single other spell in your army from being able to even
try to be used. Nothing else in Warhammer is like that. One cannon's misfire does not carry any risk, at all, of preventing all your other ranged attacks from being allowed to fire that phase. A failed March check does not prevent your whole army from trying to move.
Magic is already pricey, random, and risky enough without your opponent being able to screw you over with a stupid scroll. Heck, I don't even think there should be dispel dice in the game. Spells should have two types: Standard and Apocalyptic.
Standard spells are cast as many times as the wizard wants, once per phase, as long has he has enough dice to do it. Apocalyptic spells are cast once per game and still require dice to happen. Get rid of dispels and also Total Power, and let wizards act like everything else in the game that you pay points for.