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==Generic Lores== ===Lore of Beasts=== Summary of strengths- good at buffing single entities and monsters especially, ok anti horde damage spell, and for many armies their only access to summoning. :'''Passive - ''Wild Heart''''': Your power recharge rate and power reserves increase for 29 seconds upon casting a spell from this lore, a nice tool that helps maintain the overall combat effectiveness of your Beasts caster over the course of the battle, you'll notice its effect more easily in multiplayer than in the campaign. *'''Flock of Doom''': Recreate The Birds by siccing flocks of crows on all enemy units within the casting reticle. Has a low winds cost and a rather quick cooldown, but is virtually useless against single entities or smaller units. Save this for the enemy hordes that might try to tie down your forces, armored or not. This affects all units that have so much as a single model within its cast radius, making it highly efficient against infantry-based armies. *'''Pann's Impenetrable Pelt''': Buff the physical resistance of a target unit by 20% and their melee defense by 24 for 31 seconds. Compared to how it worked before, this makes a unit substantially more durable in melee combat and, especially if combined with other spells like Shield of Thorns, can turn a key frontline unit into an absolute tank. Overcasting turns it into an AoE spell, which might very well be worth it in the opening stages of a frontline engagement to mitigate damage. *'''The Amber Spear''': The only other damage dealing spell you have, this time as a single projectile geared towards character/monster sniping. It deals pretty hefty damage and is a great option against more heavily armored beasts that would otherwise shrug off other artillery or missile fire from more conventional units. Can pierce smaller infantry models which means you can potentially have a horse mounted caster shoot it down an enemy line and hit multiple units like a railgun. It has a powerful but short range explosion effect as well, so it can technically nuke an elite unit but getting the positioning to hit anything other than single targets is often more trouble than its worth. *'''The Curse of Anraheir''': A hex that debilitates enemies with -24 Melee Attack and Defense while also crippling them with a 25% speed debuff. Use this to effectively defang enemy units or combine/alternate with Pann's Impenetrable Pelt to keep your key units alive. Alternatively, when used offensively, this will make it easier to pin down and knock around enemy units that you really need cleaned off the board. *'''Transformation of Kadon''': This is pretty much ''the'' reason most players bother taking the Lore of Beasts in multiplayer at all. After a brief windup period, the Beast Caster summons either a Feral Manticore (standard), Great Eagle (High/Wood Elves) or Varghulf (Von Carstein). As they can be summoned anywhere within 60m of the caster, this allows you to throw a relatively potent combat monster into an opponent's more vulnerable backline while they can do little more than scramble to address the sudden incursion. With a limit of two casts per battle and a moderately short timer on the monsters before they despawn, each cast should be considered wisely. *'''Wyssan's Wildform''': A surprisingly vicious combat supplement, this spell grants a target unit +25% Base and AP damage as well as +30 Armor for 19 seconds. Due to the offensive portion of this spell's buffs being percentage-based, Wyssan's Wildform gets ''far'' more bang for your buck when cast on elite units or single entity monstrous units that have naturally high weapon/ap damage. The armor supplement helps, though shouldn't really be a major consideration when you could get better defensive utility out of Pann's Impenetrable Pelt (though pairing the two is hardly ill-advised). Much like Pann's Impenetrable Pelt, overcasting Wyssan's Wildform turns it into an AoE spell and can make single-entity doomstacks disgustingly potent. ===Lore of Death=== Summary of strengths: great perfect accuracy direct damage spells for single entities and elite units as as well as a powerful vortex, lacking in both buff and debuff power however. Good at reducing leadership. :'''Passive - ''Life Leeching''''': Whenever a spell is cast from this discipline, your power recharge rate improves for 25 seconds. Quite frankly, a very nice passive that acts like a built in Arcane Conduit. *'''Spirit Leech''': The first spell in this Lore and it's one of the best, if we're being honest. A rather cheap, direct damage spell at 8 Winds of Magic. Preferably used against Characters and Monsters and probably the most cost-efficient Character sniping spell in the game (does 834 damage without any resistances on average, ignores armor). It also can serve as a nice counter against Ethereal units. It actually works very well vs small monstrous cavalry and infantry units, think the 6-24 model range, also ok on smallish elite units also but anything over 20ish models really hurts its efficiency, Bjuna is far better for that. One cast can nearly kill most artillery because it (usually) hits the machines, not the crew. Very versatile and mana efficient, the standard to which all direct damage spells are compared. *'''Doom and Darkness''': Basically the opposite of the Lore of Light's Light of Battle Spell. Sits in the 10 Winds niche of rather specific debuffs. It reduces the leadership of an enemy unit by a whopping 16, enough to send most standard troops into a rout once they have taken some losses and to mitigate any effects the presence of a Character in their vicinity might have. Notably less useful against Undead, who cannot rout, but can still cause them to begin crumbling more quickly if such a tactic is necessary. Of course, this spell is completely useless against Unbreakable units. Pretty useless in very hard or legendary campaign battle difficulty because of the crazy leadership buffs the AI gets, but nice on normal and hard difficulties as well as multiplayer. *'''Soulblight''': An ok AoE debuff, for its relatively low cost of 8 Winds of Magic/ 14 overcast. Lowers the armor (-30) and weapon damage (-30%) of all units in an AoE for 25 seconds, 50 if overcast. The pairing of armor and weapon damage debuffs don't synergize that well with each other and the lowish base duration can be rough, maybe worth overcasting for double duration if you cast at all. still its a more efficient armor removing spell than plague of rust because of its AoE so that's something. It may only debuff two less important stats but it isn't bad since its an affordable AoE debuff. Doomfire Warlocks get this free so never pay winds for it as the Dark Elves if you can help it. Overcast is double duration for slightly cheaper than double so worth it in theory. *'''Aspect of the Dreadknight''': Same deal as with Soulblight. It's extremely cheap at 4 Winds of Magic, but its effect of +8 Leadership and causes Terror for friendly units isn't terribly useful considering that many factions that can use the Lore of Death (especially the Undead factions) have no shortage of units that cause Fear and Terror or are completely exempt from Leadership issues. Giving magic attacks is the more useful effect, especially for factions who would otherwise have limited or no access to magic attacks. *'''The Purple Sun of Xereus''': The good ol' "cast it successfully and the game is over" Vortex from the Tabletop doesn't disappoint here either. At 18 (24 when overcast) Winds of Magic, a fairly expensive Vortex that will completely demolish everything it touches, its only downside being that it is hard to predict where it will eventually go, but even the initial cast on a large moshpit of infantry is worth it. Particularly devastating on Bridge Battles, where Wizards with this spell will rack up a ludicrous amount of kills from one single cast alone. *'''The Fate of Bjuna''': This is an odd one. An expensive single target direct damage spell That serves mainly as a middle finger to cavalry, elite infantry any thing with a medium model count. Deals large amounts of damage, but needs careful evaluation on when to use it. It's considered op in multiplayer where elite units are expensive and rare. In campaign, where stacks of endgame units are common, it's too expensive where a bombardment, missile or even vortex does more for cheaper. Its price is very inflated because of its power in multiplayer. You can just drop Purple Sun of Xereus on a single unit for cheaper vs the AI most of the time. Not very efficient vs anything with less than 45 models. ===Lore of Fire=== Important to note: All spells from the Lore deal Magical and Fire type damage. It counts as both and is resisted by both. Tree Spirits, Tomb Kings, and Nurgle demons have notable weaknesses to fire damage in particular. Summary of strengths: one of the best versus lightly armored infantry or anything with weakness to fire. Poor versus single entities and monsters usually. Not as good versus armored targets. Has one pretty good AoE buff, that got better with changes to magic resistance. The burning head is AMAZING. :'''Passive - ''Kindleflame''''': Whenever you cast a Lore of Fire spell, it imbues a map wide fire weakness to all enemy units as you cast. The benefits combined with this lore are obvious, and allows for great synergy when used with other units who deal fire damage. Combines nicely with Flaming Sword of Rhuin. *'''Fireball''': Inexpensive projectile that is found all over the goddamn place. High Elven Mages and Skink Priests can get 4 uses of them for free. It's... alright-ish. Like all projectiles, Fireballs strongly depend on the casters positioning and its damage is kinda meh. Can still be reliably used to snipe big monsters and Lords out of the sky, and its considerable range makes it a very attractive and cheap source of fire damage to be used against Ethereal units or Wood Elven Tree Spirits. The minor boost in damage provided by overcasting generally isn't worth the increased Wind cost, so in almost every circumstance you're better off just casting normally. Its AP is kind of low so it isn't very impressive versus armored targets, best used on lightly armored monsters or Lords/Heroes. *'''Flaming Sword of Rhuin''': Cheap (8/12) base/overcast buff for your troops that makes all of their attacks deal fire and magic damage, as well as increasing their damage output by 30% for 22/44 seconds. Don't forget that this can also be cast on ranged units, so have fun experimenting with that. With the upcoming changes to magic resistance set to only affect damage inflicted by spells, this is set to become a solid tool for enabling some of your heavier hitters to shoulder through units with high physical resistances. Just beware, flame resistance will still be able to shrug off the damage. *'''Cascading Fire Cloak''': Extremely cheap (only 5 winds of magic!) AoE buff that increases AP Damage of your melee troops by 24% and also gives them 25 Melee Defense for 19 seconds. Gives your frontline a bit more staying power and makes Greatswords, not to mention Har Garneth Executioners or Swordmasters of Hoeth downright terrifying. Important to keep in mind is that it won't do jack shit for units that bring no AP damage on their own, like Imperial Swordsmen. A 100% increase of 1 would still be 2. its single target only unfortunately and percentage based so maybe use on a monster or lord/hero for best results. *'''The Burning Head''': Oh sweet baby, yes! A medium prized (10 Winds of Magic) Wind Spell that deals an intimidating amount of damage and also terrifies people. ''This'' is the prime spell of the Lore of Fire. Tons of Fire Damage, but can also deviate a bit, although not as much as Vortex Spells would. It's cheap size relative to its effectiveness make it a very attractive spell to use, and is available in the campaign very early on. Keep in mind it does zero AP damage even when overcast, so it sucks vs armor. On the positive side, your armored forces can tank a stray blast if you cast it alongside/on top of them when they're in battle with chaff or unarmored infantry, making a great tool for front-line engagements. Maybe even better in WH 3 with the demon factions mostly having bad armor. *'''Piercing Bolts of Flame''': An expensive and semi-unreliable spell, this is your most effective anti-Armor option outside of Flamestorm spam. It deals a high amount of projectile damage as well, so it can deal respectable damage to monstrous infantry or even regular infantry if they clump up. In general though, you'll probably be better off prioritizing other, more potent/cost efficient spells and leave the dedicated anti-armor to other units in your army. *'''Flamestorm''': When you need to delete infantry whole-sale, this is your go-to spell. Compared to Burning Head, Flamestorm is less efficient and substantially less consistent, but Flamestorm has substantially higher utility against armored enemies and has the ''potential'' to do much more damage overall. Costs a moderate 13 winds but will utterly annihilate any models caught in its wake, armored or not. Overcasting bumps the WoM cost to 20, doubles the duration from 27 seconds to 54, increases base damage but does nothing for the AP values. Only overcast if you're confident the enemy is locked down and you don't mind it potentially rolling into your forces. Even then, just saving the extra winds for a follow up cast may be a more efficient choice. ===Lore of Heavens=== Summary of Strengths: A damage focused lore that is kind of like fire but with less chaff killing and more AP and anti single-entity, lore attribute is pretty situational though. :'''Passive - ''Roiling Skies''''': A mapwide debuff that slows down flying units and debuffs their melee defense for 25 seconds upon casting a spell. Frankly a mediocre and situational perk, but it can be handy if your opponent's playing a faction with a lot of flying cavalry. *'''Wind Blast''': A cost effective breath spell that does wonders against unarmored chaff infantry like skavenslaves or peasant mobs. A side effect of this particular breath spell worth noting is that it disrupts enemy formations, making it valuable if only to help buy time for your own forces to get into position/get the charge into them while they recover. Overcasting the spell gives it a touch more bite against armored units (4 AP damage), but the difference is so marginal that it's not really worth it. Never overcast. *'''Urannon's Thunderbolt''': A bolt of lightning that strikes a small area for extremely large AP damage. Has impressive range, so it has moderate use against the near-stationary artillery pieces your opponent may have. It's pure AP damage and overcasting does more than 1300 damage (much more than doombolts 1000ish AP or amber spears 700 AP), if you hit a lord or monster they will FEEEEEL it. Best cost to damage ratio of any single target blast. Cheaper and better than any other of its type. It has a minimal area of effect and does not track targets, so you'll need to aim carefully to actually land true with it. *'''Harmonic Convergence''': A supporting spell that improves the melee defense/attack of a friendly unit by a rather respectable margin for 24 seconds, including their armor value if overcast. A very potent spell that can help turn the tide of an engagement on the front lines at a rather minor cost of 6 winds. It falls a bit behind similar buffing spells from other lores due to the fact it is limited to a single target, but is still a decent option for a key beat-stick unit of yours none-the-less. *'''Curse of the Midnight Wind''': An AoE Hex that debuffs all enemies within its casting radius with lowered melee attack and armor values for 25 seconds, 50 if overcast. Combined with Harmonic Convergence, this is best served when you need to turn a frontline engagement around. In general though, at 11 WoM per cast, you may rather opt to simply put that power towards one of the damage dealing spells instead. *'''Chain Lightning''': Now we're getting to the good stuff. One of the strongest vortex spells in the game, Chain Lightning randomly crawls across the battle field for 21 seconds dealing heavy damage to everything caught up in it, armored or not. It deals pure AP damage, highest of any other vortex spell. High elf archmages get this as a bound spell, and can get Urannon's Thunderbolt from a lord trait, making this lore perhaps a waste to use on them, since they could get so much of it free. *'''Comet of Cassandora''': When you want to call down the celestial thunder, there's no better choice than the Comet of Cassandora. With a relatively large area of effect and massive damage output, the CoC can wipe out entire units with a well-placed blast, even more so if overcast... if anything is still willfully under the targeting cursor while the comet takes its sweet time to actually arrive. Between the rather lengthy delay before the comet itself actually descends onto the battlefield and the rather intense winds of magic cost (especially if overcast), finding a situation to use the CoC in lieu of either Chain Lightning or even Wind Blast will be quite difficult. All in all, it's terribly inefficient. Thunderbolt does much more damage to a single target and chain lighting is usually cheaper and more efficient for hordes/blobs. In Campaigns against AI, the Comet of Cassandora is a considerably more attractive option when engaging in Siege battles or against clumps of elite, relatively immobile units. Since the AI tends to be blissfully oblivious to the impact indicator and is prone to scrunching multiple units together regularly, they'll rarely make any effort to avoid taking the full brunt of a well positioned Comet. ===Lore of Life=== Summary of Strengths: very effective on an army with many monstrous units to keep them alive and make them more durable, in campaign the ability to heal up after fights is invaluable for preventing attrition over multiple fights. Has some decent damage spells also, thought you may prefer to save all winds for healing. Does not revive models, hence it being better on smaller monstrous units with more health per model. :'''Passive - ''Life Bloom''''': Whenever a life spell is cast, all your units heal up to 40 hitpoints over the course of 5 seconds. It's not much, but it's free healing that applies to your entire army whenever you cast a spell. Every little bit helps. *'''Earth Blood''': This is the bread and butter for most life wizards. A nice AoE heal for up to four allied units within its radius that lasts for 7 seconds, with double the length and healing if overcast. The main value of this spell is the relatively inconsequential winds of magic cost (6/11), allowing life wizards to support a rather sizeable chunk of your army for a rather extended period of time. *'''Awakening of the Wood''': A large damage dealing explosion that dramatically slows down everyone caught up in the blast, but deals squat for damage against anything with an armor value. *'''Shield of Thorns''': A nice offensive/defensive buff that grants percentage based physical resist and weapon damage bonuses to several of your units within the spell's radius. A great supporting power for key units that goes quite nicely with Earth Blood to keep them in peak physical form. Use on units who already resist physical for best results, overcasting can be good if you need extra weapon damage. Can be cast combined with pelt if you have a beast caster to give 50% physical resist on top of any the unit already has. *'''Flesh to Stone''': A massive boost to an allied unit's armor value for 44 seconds (88 if overcast), this can turn even a squishy unit like Wood Elf Wardancers into surprisingly tanky beat-sticks, especially if stacked with Shield of Thorns. When compared to SoT, however, it tends to be better against non-AP by far but falls off in the later game when more units tend to have AP values. Single target really limits its effectiveness. *'''Regrowth''': An expensive single target heal that replenishes a substantial amount of HP and vigour to the target unit, especially if overcast. Frankly best reserved for emergencies and/or single entity units as no amount of healing will bring back slain models in a unit. Minor exceptions extend to the very few factions who ''can'' revive slain models, like the Lizardmen when utilizing a Revivification Crystal Bastilodon. In general though, Earth Blood provides better sustain for your army over the course of the battle. *'''The Dwellers Below''': A shockingly powerful AoE damaging spell for a lore so dedicated to supporting your own units, The Dwellers Below snares all units who travel within the spell's zone with a speed debuff while chipping away at them in the process. While it's good in certain situations, you've likely taken your life wizard for dedicated healing support and will likely have alternative options for offensive spellcasters more suited to the task. Wood elf spellweaver lords get this as a bound spell, which is awesome. Despite its awesome animations, if you look carefully at the spells tooltip, you'll notice that it's a direct damage spell and not a vortex. This is important because it means that instead of centering it on blobs, you want it covering as many enemy units as possible and you don't have to worry about hitting your own units with it. ===Lore of Light=== Summary of Strengths: two good AOE buff spells, a good vortex, and a amazing movement lockdown spells, it best for factions that want to trap units and let their archers or artillery slaughter the enemy, or those who need to boost their frontlines melee potential. or both. :'''Passive - ''Exorcism''''': Whenever you cast a Lore of Light spell, all your units gain 4 leadership and become immune to psychology (fear/terror) for 11 seconds. Useful, if you are facing armies with lots of scary monsters, but largely useless outside of that. *'''Shen's Burning Gaze''': Inexpensive Projectile, costs the same as fireball (5 winds), but fires 5 projectiles in a grouping. Has the advantage of higher base damage than said Fireball, and the disadvantage that all projectiles need to land for the spell to deal full damage. Given that most entities except the largest ones aren't even big enough for all projectiles to land, it's kinda mediocre. For what it's worth, it has much better AP damage than fire ball for similar cost. If cast at close range, it can be used like a shotgun to get all of the projectiles to hit. It's best vs a monster sized unit obviously, but it's also good vs flying to due decent air tracking. It fires 5 projectiles base goes up to 10 if overcast. Basically just like gaze of nagash from lore of vampires. Also it has bonus vs large. *'''Net of Amyontok''': This is why you pick the Lore of Light. A medium-prized (10 winds) AoE debuff that locks an enemy in place, right where they stand. The incredible utility of this spell cannot be understated. A must pick against factions with a lot of mobility, although it only affects units on the ground. Despite that limitation, it ''will'' trap any flying cavalry/monsters/characters who are on the ground (from a charge, for example), so if you can catch them with this before they can retreat into the skies, you can severely punish them. Obviously favored by those with good archers and artillery, Sisters of Avelorn and Salamander Hunting Packs being notable beneficiaries. *'''Pha's Protection''': A cheap defense buff. Grants 30 armour and 24 Melee Defense at the prize of 5 winds of magic for 22 seconds. overcast adds AOE for 10 winds. unexceptional but nice, short duration is unfortunate, but good AOE buffs are rare. maybe worth it if you can hit enough of your units. great buff for lizardmen suarus and dinosaurs who have high weapon strength but lower MA/MD. *'''Light of Battle''': AoE buff for 7 Winds of Magic that makes all units unbreakable for 22 seconds. Not to be underestimated, but needs a creative mind to use right. very situational, probably not worth it often. *'''Bironas Timewarp''': Pretty nifty AOE buff spell that costs 11 Winds of Magic and gives units a whopping 24% increase to their movement speed and 24 melee attack. Perfect for Cavalry and other fast units. Great buff for lizardmen Suarus and dinosaurs who have high weapon strength but lower MA/MD. *'''Banishment''': A 17/24 overcast winds vortex with good ap damage (7ap same as pit of shades). you get a small zone of bright death. The game advertises this spell as dealing "medium damage", which is bewildering, to say the least. Banishment definitely doesn't need to hide behind its bigger brethren from other Lores. It’s actually incredibly similar to purple sun now, in fact purple sun is probably better now. Still good though. Overcasting increases the base damage by 7, though the AP values are untouched. Generally not worth overcasting in most scenarios. Slann get this as a free bound spell, as always this is awesome. ===Lore of Metal=== Summary of strengths: good to buff or debuff armor, and has possibly the most powerful AOE direct damage spell versus small units and single entities, searing doom is a decent bombardment spell vs lightly armored units and glittering robe is very strong if your facing an army with poor ap. Be aware that this is usually considered one of the weaker lores in the game unless your playing as Gelt. :'''Passive - ''Metalshifting''''': Your lore attribute that gives your units +10% AP and Weapon Strength for 13 second. Used best on elite units who already have high AP and damage as something like an Empire Swordsman probably won't be noticing the effects too much. *'''Searing Doom''': A fairly cost effective bombardment ability against low armor. At only 6 winds of magic it can help destroy early game blobs of crappy infantry. It's biggest disadvantage is the wind up time so any opponent who's paying attention should be able to get out of the way. Fortunately the AI doesn't bother with dodging these most of the time. Low projectile damage means wont do shit to higher health models, kroxigors, dragon ogres etc. *'''Plague of Rust''': One of the most cost effective armor debuffs in the game, especially if you don't have a lot of affordable AP. Being able to get rid of 30 armor for 4 winds (Or 60 for 6 if you overcast) is situationally good. Plus it lasts 44 seconds so you have plenty of time to deal with them before their defensive stats return to normal. It's certainly better against some factions (this can be a god send against Dwarfs and Bretonnia) than others (Beastmen and Wood Elves will laugh if you bring this). In the campaign almost every unit worth using should have AP anyway, really only good situationally/early game. single target is the biggest problem, at least its cheap with good duration. kind of mediocre. I would rather use soul blight with shorter duration, at least's its AOE. a single armored unit is only ever going to matter enough in multiplayer. *'''Glittering Robes''': it got buffed. now 60 armor for 44 seconds (no leadership effect anymore), overcast for AOE, actually pretty good if fighting non AP. 6 base/12 overcast. AOE is the big deal, much better than the life equivalent. *'''Gehenna's Golden Hounds''': You can spend an extra 3 winds of magic for a mediocre vortex that only hurts low armor units and might even kill some of your own troops. Doesn't that sound fun? Use Searing Doom, you'll get better bang for your buck. It actually has the same AP damage per tick as Purple Sun, its mostly just small and hard to aim. Cheap though. Not great *'''Transmutation of Lead''': A fairly solid -24 melee attack and -30% weapon damage for 38 seconds can really put enemy momentum to a halt (if you overcast, -60% weapon damage). costs 11 base, 16 overcast. unfortunately debuffing melee attack and weapon strength while good is somewhat counter synergistic, because if they don't hit the strength doesn't matter, but its just doubling down rather than redundant. Probably don't overcast unless you really think you need it. *'''Final Transmutation''': Ok so take Spirit Leech, make it a massive AOE and you have a pretty good idea of how Final Transmutation works. This can win you games if you get a big blob in it but at 18 (28 overcast) Winds of Magic it'll probably be all you're casting in multiplayer. In campaign, build up those reserves and you can win battles with this alone. Even if you only hit 2 targets, it has higher damager per winds ratio than Spirit Leech. The overcast version does 2300 damage on average vs Spirit Leech's 834 average. If you can weaken a lord to the 2000 health range this will quickly destroy them. Assuming they have no significant magic resist/healing/wards of course, but still incredibly potent none-the-less. (all direct damage spells bypass armor FYI, so Bejuna, Flock of Doom, Miasma etc., they all do). ===Lore of Shadows=== Summary of Stregnths: a versatile lore with two exceptional damage spells, and only one bad spell. Pit of Shades and Pendulum alone allow you to devastate units. Has all around useful spells and is very versatile and all its damage spells work great on both elite units and chaff. :'''Passive - ''Smoke & Mirrors''''': A mapwide movement speed buff for 24 seconds whenever you cast a shadows spell is a nice perk that can give you a slight edge in maneuverability over your opponent, though this is very largely dependent on the factions at play. Remember the mediocre speed boosts of pelt or timewarp? This is better, map wide, and free. Still not that great. *'''Melkoth's Mystifying Miasma''': A Single target direct damage spell that deals damage to one unit while also slowing them down in the process. At 5 winds of magic for a quick cast, it's a great precursor to an engagement or to help prevent your opponent from fleeing. Averages around 1764 direct damage, quite good but only on a large unit, ideally with about 100 or more models. Ok to speed debuff a lord or monster if you really need to as well, otherwise doesn't overcast. Best spammed to wear down large units, compare to flock of doom for example. *'''The Enfeebling Foe''': A 22 second melee defense/attack debuff that cripples a single enemy unit of your choice. Ideally used against characters or monsters who might be trying to wreak havoc in your lines or to give your own lord a step up in a duel against them. Probably worth overcasting for the double duration. One of the best debuffs in the game for a single target. Hit a lord with it then buff your duelist monster, hero, or lord with Mindrazor and you get a nasty killing combo. *'''The Withering''': Yet another hex that targets a single unit and reduces their armor and leadership for 40 seconds. It only has a prominent niche if you stack lots of leadership debuffs to force opposing units to route, but Doom and Darkness from death does that twice as well (if that discipline is available). all races that can leadership bomb (beastmen, dark elves, norsca, warriors of chaos, and vampires) have access to death, except lizardmen which cant use shadow or death. Generally a very mediocre spell. *'''The Penumbral Pendulum''': A potent wind spell that is perfect for slicing through frontline units while they're tied up in combat. It's not quite as powerful as the Burning Head or the Winds of Death against unarmored foes, but anything wearing a tin can will get cracked open. This does 36 AP damage base or a whopping 72 if overcast. It actually does more AP damage than wind of death, but usually gets fewer kills due to shorter duration, travel distance, and AOE. Wrecks elite infantry and cavalry. *'''Pit of Shades''': One of the very select few stationary vortex spells in the game. With a 13 second duration, the Pit of Shades is a fantastic tool in maps that have natural choke points or if you manage to box in a particularly large clump of units. It deals 7 points of pure AP, same as Purple Sun's or Banishment's AP damage, though it has no base damage paired with it. Overcasting doubles the ap to 14, but this is generally unnecessary in most circumstances. It traps enemies inside of it, so not only does it immobilize clumps of enemies for follow-up attacks, it tends to deal tons of damage as long as you get a direct hit. Very reliable. *'''Okkam's Mindrazor''': A very nasty buff that grants magical attacks to an allied unit as well as a ''very'' substantial 40% buff to weapon and armor piercing damage. Overcast for an expensive but powerful AOE buff. Use on monsters, heroes and lords for best results because it's percentage based; you're gonna get a lot more mileage out of it that way. Good for a goon squad to kill monsters/lords, not worth it for killing infantry usually. Remember weapon strength doesn’t matter if you can’t hit, try to combine it with an a melee attack boost or melee defense debuff for best results. Enfeebling foe for example. ===Scrolls=== In the Campaign, you can occasionally find magic scrolls that give your caster a free spell with limited uses, and some of them aren't available in any lore. Given that they're free, there is no reason to not cast them in any battle. Some of these spells can also be unlocked through faction mechanics or just levelling your caster character up. *'''Arnzipal's Black Horror''': Stupidly effective Breath Spell that eats chaff alive and even inflicts enough damage to give Elite Units a run for their money. As of the Rakarth Update, Dark Elven Supreme Sorceresses get this spell as a bound spell for levelling up to Level 10 on the Campaign, everyone else has to rely on the enemy to drop the Scroll of Horror. *'''Assault of Stone''': Probably the strongest Bombardment in the entire game. Covers a huge area, and inflicts a ton AP magic damage. The Dwarfs (of all factions) get the easiest access to it by forging the Sceptre of Stone with Oathgold. *'''Amber Scroll''': A free leadership debuff on any one unit. *'''Blast''': Fireball but faster and more immediate.
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