Editing
Total War: WARHAMMER
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=The Lores of Magic= <div class="mw-collapsible-content"> For those who are familiar with the table top version, magic is divided into several different lores of magic each containing several spells in the forms of magic missiles, hexes, augments, direct damage spells, summons, magical vortexes, and breath/wind spells. They can be overcast to increase their effectiveness, but suffer 50% miscast chance that might damage your caster. Still, there are items and abilities that can negate the miscast effects. Some Augments affect any units that come within the casting zone and some apply to only a single unit. Hexes work similarly. Summons are a specialty belonging to all vampire lords due to the Lore of Vampires they use. The lore has a magic ability called the "Raise Dead" with which a vampire lord can summon a unit of zombies (or skeleton warriors) at will. Strigoi Ghoul kings have a version that can summon crypt ghouls [[awesome|and is able to summon a crypt horror when overcast]]. Helman Ghorst can summon grave guard [[awesome|but is able to summon a wight king when overcasting.]] Yeah you heard that right, Helman can summon A FRIGGING HERO UNIT, that's a little bit op for a character barely mentioned in the lore. Interestingly, one of the spells in the Lore of Beasts, Transformation of Kadon, is in this game: a summon spell that can summon a manticore, contradicting the tabletop version that turns your caster into a monster. With the Skaven's release, Plague priest's Lore of Pestilence as well as the grey seer's "Dreaded Thirteen spell" can summon units like Π‘lan Rats, Plague Monks or Stormvermin on the battlefield. Direct damage spells are like a middle finger to heroes and elite units alike. They deal a lot of damage to a unit while being unable to miss. For instance, Spirit leech from the Lore of Death is good for targeting single model units like heroes while Fate of Bjuna is good against a unit with many models. They can also have an area of effect. In the Lore of Metal, Final Transmutation is a direct damage spell that damages anything within its zone. Ironically, it does not transform models into gold nor does it get instant kills like the tabletop version. Magic Missiles are magical projectiles. They don't hit automatically like the tabletop version since this is a total war game, and Total War games have terrain that can block your projectiles which can be annoyingly frustrating to aim, only for the spell to not hit anything and waste your magic wind. It is still a viable spell against large, towered tall enemies and giants. Fireball from the Lore of Fire is a recommended fire based magic projectile spell against those tree fucker hippie elves, especially the tower tall Treemen and Durthu the tree daddy. Magical Vortexes are just slow moving danger zones that hurt foes and friends alike. Might be useful when many units are bunched up together, otherwise their random movement tends to send the vortex away from the battle. Some spells like The Purple Sun of Xereus from the Lore of Death can suck up units and toss them around the battlefield, disrupting their unit formation, which can be useful preventing missile units from shooting your army. The Lore of Shadow's Pit of Shades is an exception being a stationary vortex. As of the second game, vortex's have been given a ''massive'' buff and now are truly the destructive force they once were on the tabletop. Breath and Wind Spells are rather similar in that they are spells that cause damage in a specified direction, (think a vortex, only aimed). The former have limited range and aren't very effective against armored targets, but their quick casting speed and cheap cost means they can be used more commonly in multiplayer. The latter are much more destructive, but a prolonged "winded-up" time means they can be dodged with greater ease (which is all the more painful with their typically high cost). These tend to be among the best campaign spells since the AI can be more easily tricked into the perfect position for maximum destructive effect. Oh and lore attributes act like a passive buff for the caster or the army it is assigned. Attributes like Metalshifting from the Lore of Metal passively gives everyone some nice armor piercing damage. Some give debuff or buff whenever magic is cast. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information