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==Magic== Considering the fractious nature of Chaos, you get one discipline for each of the gods (sans Khorne because he hates wizards, but Be'lakor has his own lore) <tabs> <tab name="Lore of Tzeentch"> ''Attribute: Fires of Change:'' Whenever you successfully cast a damaging spell, pick a unit of Screamers or Horrors within 12". Roll a d6 for every wound this spell inflicted, on a 5+ a Horror is restored and on a 6+ a Screamer is restored. :*'''Signature: Blue Fire of Tzeentch: (6/9)''' d6 flaming Sd6+1 hits. Yeah, see that randomized strength? That's why this sucks. Sure, you'll never have to deal with useless S1 fire and may roll a 4, 5, or 6, but that doesn't mean that your fire's actually going to hurt those monsters. #'''Pandemonium: (7/14)''' Treason of Tzeentch under a new name. Forces the enemy to take their lowest leadership value, ignoring all Inspiring Presence and Hold Your Ground. If you're looking to begin a domino reaction by forcing a unit to break with their shit Ld of 6, then you've got a way. But Shadows and Death have similar spells and don't demand you to buy a mark. Or be Archaon, Galrauch, or Vilitch. #'''Pink Fire of Tzeentch: (8)''' Shoots out a flamer template and hits anyone under it with a Sd6+1 flaming hit, making it just as bad, if not worse, than Blue Fire. #'''Bolt of Change: (8)''' A powerful, single-shot magic missile that acts as a bolt thrower shot, penetrating ranks and causing multiple wounds. Has a respectable if random strength, and can chew up a unit of monstrous things. With Warpflame being no more, you can actually make use of this one without worrying about it backfiring. #'''Glean Magic: (8)''' Another awful spell because there is so much that can go wrong with it. If cast, you duel an enemy wizard by rolling a D6 and adding your respective wizard levels. If you win, he loses a wizard level, eats an S4 flaming hit, and you steal one of his spells. It can screw up your opponent if you steal the right spell, but the spell you nick is (say it with me) random. Also, the caster has to have a high wizard level if he wants a chance at winning the duel. Note that this spell can be hilarious against VC. Lick up tears as you pluck away Invocations from his supporting necromancers. Emphasis on 'can be.' You've gotta get the spell off, hope it isn't dispelled, win the wizard duel, and be lucky enough to get Invocation as the random spell you steal. #'''Treason of Tzeentch: (14)''' Now a somewhat different spell! Now you can make an entire unit hit itself, though it's not factoring anything that falls into effect during the first round of combat and fails against steeds, characters, and those immune to psychology. Sure, it can wipe out a unit of greatswords or dual-wielders, but it's meaningless against spears, lances, and bows. #'''Infernal Gateway: (16)''' A bigger version of the signature spell of the lore. If you roll 11 or 12 for the strength, it’s Strength 10 and does 3D6 hits. Far too unreliable and not quite as threatening as its previous version, where it could nuke a unit on a lucky roll. </tab> <tab name="Lore of Nurgle"> ''Attribute: Children of Nurgle:'' Whenever you successfully cast a damaging spell, pick a unit of Nurglings or Plaguebearers within 12". Roll a d6 for every wound this spell inflicted, on a 5+ a Plaguebearer is restored and on a 6+ a Nurgling swarm is restored. :*'''Signature: Stream of Corruption: (7)''' a breath weapon that forces Toughness tests or takes save-ignoring wounds. It will melt down mobs of light or mid infantry all the same. #'''Miasma of Pestilence: (5/10)''' A simple augment spell that nerfs any and all enemy units in base contact with the target. Considering the loss to Initiative Nurgle-marked models have, this will knock enemies down to your level. You can boost the spell to cause a debuff of D3, but it’s often not worth going that far unless you really need to land your combat hits. #'''Blades of Putrefaction: (8)''' Makes the unit's attacks poisoned or makes the poison attacks auto wound on hit rolls of 6. Considering how melee-centric you are, you'll be bound to push some wounds in there. #'''Curse of the Leper: (10/13)''' Either add +d3 to a friendly unit's Toughness or robs an enemy unit of d3 Toughness. Either way is helpful, but since Stream of Corruption, Rancid Visitations, and Plague Wind rely on your targets failing their Toughness tests, this is a good spell to open a magic phase with if you’re heavy on the Nurgle theme. #'''Rancid Visitations: (10)''' This is a potentially powerful magic missile. After causing its hits, it can potentially carry on going if the target fails its Toughness test. Of course, this combos with Curse of the Leper to cause the most amount of damage possible. Makes Elves cry if you get it past their Wizards. Cast it on a block of spearelves and enjoy drinking your opponent's tears. #'''Fleshy Abundance: (11/14)''' Nurgle’s final augment spell suffers an increase in difficulty and a reduction in effect from the last WoC book, granting 5+ regeneration to a unit for a turn. Regen is back to being a ward save but it allows you to stack up to a 3+ ward on your Nurgle daemons. #'''Plague Wind: (15/25)''' Nurgle’s final spell is one of those wacky vortexes. It can go Night Goblin Fanatic through your own army if you’re unlucky, but WoC can at least withstand this one if it goes wrong. Plague Wind forces toughness tests on its victims and inflicts armour-ignoring wounds on those that fail. Get in close and fire it off into a horde for maximum carnage, but Plague Wind is overshadowed by the utility of the rest of the lore. </tab> <tab name="Lore of Slaanesh"> ''Attribute: Born of Damnation'' Whenever you successfully cast a damaging spell, pick a unit of Daemonettes or Fiends within 12". Roll a d6 for every wound this spell inflicted, on a 5+ a Daemonette is restored and on a 6+ a Fiend is restored. :*'''Signature: Lash of Slaanesh: (6)''' Draws a line from the caster, and anybody under that line takes a S4 hit with armour piercing 1. Awkward to use and unlikely to affect many models, this is a rather flimsy signature spell compensated by the addition that makes a unit who suffers casualties incapable of movement. Thus does an awkward magic missile turn into a means of locking up a unit from fleeing or charging. #'''Acquiescence: (7/10)''' Useful in and out of combat, this hex spell gives the target Always Strikes Last and Random Movement (d6"). Easily stalls an impending charge, and can severely nerf enemy units in combat, as well as being easy to cast. #'''Pavane of Slaanesh: (8)''' This spell targets a single enemy model and forces them into a LD test on a 3D6. If they fail, they take a wound with no armour saves. Good for attacking enemy characters and sniping unit champions, but you might wonder why WoC have this spell when they're so geared towards challenges. Well, this spell allows you to kill a unit champion outside of combat, thus stopping the Eye of the Gods rule forcing your Chaos Lord into a challenge with some single wound sergeant when you’d rather he go rampaging through the unit, or having that chump accept a challenge instead of the character you want to kill, so it’s more useful than it looks. #'''Hysterical Frenzy: (8)''' Like Curse of the Leper, Hysterical Frenzy can be cast on your unit or an enemy unit, granting Frenzy and a small number of hits at the end of each magic phase. The hits the spell causes really shouldn’t bother a WoC unit, so you can Frenzy up non-Khorne units. Hysterical Frenzy stacks with existing Frenzy too. So why would you want to give Frenzy to an enemy unit? Firstly, it can force a unit into charging you, great for pulling in units of shooting guys that would rather stay out of combat. Cast it on a war machine crew for Maximum Fun. Secondly, D6 S3 hits might not sound like much, but they will cause trouble for small flimsy units like the average fast cavalry or skirmisher unit. Note that because the hits are not melee attacks, they will roll to wound against a War Machine's Toughness, not the Toughness of its crew. Unfortunately, since these hits are caused after the spell is cast, this spell does not count towards the Lore Attribute. #'''Slicing Shards: (10)''' Slicing Shards functions in the same way as Rancid Visitations. The target takes a few S4 Piercing 1 hits, then has to pass a LD test or take some more. Not quite so effective as Visitations as the target will likely have their General and/or Battle Standard nearby, but this spell combo with Phantasmagoria below or Tzeentch's Pandemonium. Catch a unit of zombies or other undead away from their general and laugh as he loses that meat block until he manages a roll of double ones. #'''Phantasmagoria: (10/20)''' Essentially inflicts a unit with the opposite of the Cold-Blooded rule. They roll an extra D6 when taking LD tests, discarding the lowest dice. Very helpful at breaking enemy units, this spell can be boosted so it hits all enemy units within a certain distance of the caster. As the Lore of Slaanesh is Leadership focused, consider using this spell first to get the most out of your spells. Actual Cold-Blooded units (aka Lizardmen) will be rolling 4D6 for their LD tests and discarding both the highest dice and the lowest dice if they're affected by this spell. #'''Cacaphonic Choir: (15/18)''' Holy shit this is powerful. A hex spell, the Choir can cause quite a lot of damage even when the caster is in combat. It causes a bunch of hits that wound on a 4+, regardless of toughness, and ignore armour saves. On top of that, the target is slapped with Acquiescence’s effects too! Bliss in Torment gets the most use out of this spell, and if you’re feeling really mean you can boost the Choir to hit all enemy units in range as well. It can often finish a game by itself and will totally cripple units hit by it. Get it on a Prince, fly him in there, and start yelling. </tab> </tabs>
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