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===Spell Lores=== *'''Power of Hysh:''' Casts on 6. This can be cast by the battleline units with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+. Very, VERY good, especially on Bladelords now that they FINALLY have Sunmetal on their, y'know, {{AOSKeyword|LITERAL SUNMETAL SWORDS}}. **'''Greater Power of Hysh:''' Casts on 7. The version given to Lord Regents and Lyrior Uthralle essentially lets you spread this to D3 other units wielding Sunmetal weapons within 18" of them. Pretty much there so you're not fretting about which unit you want to use Power of Hysh on. <tabs> <tab name="Lore of Hysh"> {{AOSKeyword|Teclis}}, {{AOSKeyword|Vanari}} and {{AOSKeyword|Scinari Wizards}} only. #'''Speed of Hysh:''' Casts on 5. Double the movement of a friendly unit within 18" of the caster. Amazing for sprinting onto objectives, stealing away an important enemy charge, or slinging some cavalry almost 30" across the board. #'''Solar Flare:''' Casts on 8. Pick a point on the battlefield within 10" of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll a dice for each enemy model within the flare's point , Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels. Very useful in mirror matches. #'''Overwhelming Heat:''' What used to be Zaitrec-exclusive is now up for grabs for all your non-temple wizards! Casts on 7. Pick an enemy unit within 24"; halve theor movement characteristic until your next hero phase, then roll a D6, inflicting D3 MW on them if you equal or beat their save characteristic. Downright VICIOUS against tanky armies like Nurgle or Bonereapers. Best used on Sentinels, as it gives them a decent tool to slow down potential flanking threats before you turn them into glowing pincushions. #'''Ethereal Blessing:''' Casts on 6. Give Ethereal to a friendly unit within 18". Remember that this also includes positive buffs like cover or drugs. Think before you cast. #'''Total Eclipse:''' Casts on 9. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities. Easily our most trolly spell, use it to absolutely cripple some of the stronger combinations in the game by stopping almost all Command ability shenanigans. You should almost always have this, just in case. Ossiarch Bonereaper players collectively shit themselves when you whip this bad boy out. #'''Protection of Hysh:''' Casts on 8. Give friendly units wholly within 9" of the caster 5+ FNP. Doesn't stack with Teclis' sadly. </tab> <tab name="Lore of the High Peaks"> {{AOSKeyword|Teclis}} and {{AOSKeyword|Alarith Wizards}} only. #'''Crippling Vertigo:''' Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit's bravery, it cannot make that move. The most obnoxious spell in this tree, use it to even further stall that big monster who got hit by your stonemage's signature spell. #'''Living Fissure:''' Casts on 7. Draw a line to a point 18" from the caster, on a 2+ deal D3 MWs to each unit that lines passes over. #'''Unbreakable Stoicism:''' Casts on 7. Choose a friendly {{AOSKeyword|Alarith Stoneguard}} unit wholly within 12". They now trigger mortal wounds on a 5+. Power of Hysh but for your rockaelves. Who needs magically-attuned sun-cured metal when you can just tell some dudes to swing their hammers harder?</tab> <tab name="Lore of the Winds"> {{AOSKeyword|Teclis}} and {{AOSKeyword|Hurakan Wizards}} only. #'''Freezing Squall:''' Casts on 5. An enemy unit within 12" is unable to run until your next Hero Phase. Annoying, though it may not matter much to certain armies. #'''Howling Gale:''' Casts on 7. An enemy unit within 12" will be unable to use or benefit from command abilities. Oh, this can prove to be a right pain, especially in armies that really rely on their leaders. #'''Guiding Flurries:''' Casts on 7. One friendly Lumineth unit wholly within 12" of the wizard can pick between either adding 6" to the range of their missile weapons or adding +1 to hit with their missile weapons. This is a pretty handy support option, though it can be hamstrung depending on circumstances. #'''Calming Zephyr:''' Casts on 6. A friendly Lumineth unit wholly within 16" of the wizard heals d3 wounds and ignores battleshock for the turn. Pretty solid for support. #'''Burning Simoom:''' Casts on 6. Pick an enemy unit within 12" of the wizard and roll a number of die equal to the number of models in this unit; Each model suffers a mortal wound on a 6, though this can be improved to a 5+ if you scored a 10 or better on the casting check. An absolute doozie with Teclis. See that block of 60 Grotz? Now you don't--...I smell something burning... #'''Transporting Vortex:''' Casts on 8. One friendly Lumineth unit wholly within 12" can now immediately redeploy anywhere on the field so long as it's over 9" away from any enemy unit. You'll definitely be needing this for your more mundane forces, as your Hurakan units can easily skip around where needed. #* Worth mentioning that you can redeploy a Vanari unit that exited out of shining company, back into shining company, as per the last FAQ. So dropping a hurt unit of wardens on a point will make them quite immovable. </tab> <tab name="Endless Spells"> #'''Sanctum of Amyntok:''' 30 points, creates a triangle around the caster and now counts as part of their model. Gives the enemy -1 to hit against the caster, gives the caster +1 to their save and a 50/50 shot to deal some MWs to anyone standing too close. Cheap and a good way to protect your squishy wizard, plus since the spell counts as part of their model, it makes their bubbles slightly bigger, which is good for those rules which require the unit to be "Wholly within" range. #'''Hyshian Twinstones:''' 30 points, starts at 1 and gets a charge every time a spell is cast within 12 inches of it (maxes out at 6). While within 12" of it, your wizards can choose to add the value of the charges to their casting roll. Easily your best endless spell. As per the FAQ on its order of operations, after one spell is cast, it can give the rest of your wizards within range a permanent +2 to cast every single time. This means you're looking at a +4 to cast on nearly every spell you sling if you bring Teclis and Zaitrec. Since our stuff is expensive, if you have <100 points left over, bring it. Always. #'''Rune of Petrification:''' 70 points, subtracts 1 from the run and charge rolls of non-Lumineth within 6, and does d3 Mortal Wounds to non-Lumineth within 6 on a 4+ at '''both''' the start and end of '''both players''' movement phases. That's 3d3 minimum if your opponent moves out of range on their first turn. If you get a double turn that's 5d3 ''if'' they can move out of range at the first opportunity. It's a good way of controlling enemy movement, but it's expensive. Probably the hardest to use of the three, plus being more expensive than both of the other spells combined means this is less than ideal most of the time, but still holds potential. </tab> </tabs>
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