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===Lore of [[Slaanesh]]=== The lore of the God of Obsession and Excess. Daemons and Mortals who follow Slannesh are able to harness spells from this lore, although each with different attributes. The spells of Slannesh focus heavily on Hex spells and befitting a god of temptation a lot of the spells use the enemies leadership value when determining if it works or not. * ''Warriors of Chaos Lore Attribute:'' '''Bliss in Torment:''' For every unsaved wound caused by a spell roll a D6, on a 6 the wizards WS, I and A are increased by 1 till your next magic phase. Not great as you won't be able to get him into close combat before your next magic phase unless you expect his unit to be attacked by an enemy unit next turn first. Where this really shines is on a Daemon Prince, especially if he can charge a unit and fire off the boosted Cacophonic Choir to hit multiple targets... * ''Daemons of Chaos Lore Attribute:'' '''Born of Damnation:''' Each wound caused by a spell from this lore has a chance to add models to a nearby unit of Daemonettes (on a roll of 5+) or Fiends (on a roll of 6) near the caster, even going beyond their starting number. These extra models do not grant extra victory points. *'''Lash of Slaanesh:''' The signature spell of Slaanesh. A 24" inch direct damage spell were a line from the wizard to a point 24" away is drawn and any model in between takes a strength 3 hit with armor piercing. Not the best as it is limited by the number of models it can hit and its low strength. Would be better if it could be upgraded to 48". *'''Acquiescence:''' Hex with a range of 24". Can be upgraded to 48" Gives the unit the Always Strikes Last rule and Random Movement (D6) for a turn. Useful against high speed units like elves as it takes away their Always strikes first and units that are looking to set up a charge; also bear in mind that Random Movement will force a Move or Fire unit (such as a cannon, or a unit dwarf thunderers) to move, meaning they can't fire. Less useful against slow enemies with large weapons. Overall pretty good. *'''Pavane of Slaanesh:''' Direct Damage with a range of 24". Can be upgraded to 48". Targets a single model that has to take a leadership test with 3D6 and if failed takes a would with no armor save. Decent sniping spell but since most characters have high leadership it will still be difficult to wound them. Good to target command models with. *'''Hysterical Frenzy:''' A unique spell that is really two spells in one. You can use it as a Augment or a Hex spell depending on who you target. Both have a range of 24". As an Augment spell the unit gains the frenzy special rule that can't be lost if the unit is defeated (if the unit already has Frenzy, then the Frenzy gives +2A instead of +1). Cheap for a spell that grants an extra attack and Immune to Psychology but does come at a cost as the unit takes D6 strength 3 hits at the end of the casters magic phase. Not bad though but less useful for Daemons as they only get the extra attack. As a Hex spell it also grants the unit the Frenzy rule (including the +2A if they are already Frenzied) and does D6 strength 3 hits at the end of each magic phase. It would be a bad idea to give frenzy to those Black Orcs over there but as a hex spell it is more useful to target units that specialize in long range attacks like archers so they won't be able to shoot at you (assuming they fail their Ld test to restrain- and in the current edition, it's usually pretty easy to pass). *'''Slicing Shards:''' A Magic Missile with a range of 24". Does D6 strength 4 hits with armor piercing. Right after however the unit must then take a leadership test and if failed the unit takes another D6 hits with the same rules and must continue this until a leadership test is passed or the unit is wiped-out. Not good against high leadership units like elves and dwarves but can destroy the lower leadership hordes of goblins and undead out there. *'''Phantasmogoria:''' A hex with a range of 24". Can be upgraded to hit all enemies in 24". the target unit must use an additional D6 with ever leadership test and discard the lowest for a turn. Kind of like a reverse cold blooded and very useful if used in conjunction with one of the other spells that use leadership or if you got a big monster with terror. *'''Cacophonic Choir:''' The caster seems to channel the noise marines as the caster unleashes a sonic scream for this one. A hex with a range of 12". Can be upgraded to hit all enemies in 12". Acts as an upgrade to Acquiescence as the target unit takes 2D6 hits that wound on a 4+ with no armor saves allowed and if just one wound is made the entire unit has the Always Strikes Last rule and Random Movement (D6) for a turn. Works better as a direct damage spell with the 50% chance to wound and no armor save (but remember as a hex it can be targeted at enemies in close combat) and if you want to slow the enemy Acquiescence works better. Works really good if you can get the caster in the middle of a bunch of enemies and have magic dice to burn.
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