Editing
Warhammer Magic
(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!
==Historical Lores== These lores were squatted, either alone or with their respective army books. ===Lore of [[Athel Loren]]=== The magic of the Wood Elves, using the power of the forest of Athel Loren itself. The spells were about creating advantages for the wood elves, often in forest conditions (make sure to have some tree scenery then wood elf players!). Got replaced with High and Dark magic, and the signature Tree Singing was turned into a most useless magic item ever. Alternate take: Wood elves gain a lot of benefits from being in forests, so being able to move a forest to where you need can help you hold a position to defend your archers. Especially one of those poison thickets. Also, wood elves lack ranged high strength hits. However, while this may be situationally useful and only costs 20 points, generating one less spell in order to have the tree singing spell is usually not worth the cost. It might be better if it gave the wizard the option to take tree singing as another signature spell instead, after you roll for your lore of magic, but sadly it does not do that. *'''Tree Singing:''' Allows you to target any patch of woods within 18" and move them D3+1" in any direction, although it stops when it touches an enemy modal. If an enemy unit is in said forest, instead of moving it deals D6 Strength 5 hits. This cannot be cast on an enemy unit in combat though. *'''Fury of the Forest:''' Direct damage spell that targets an enemy unit within 18". Deals D6 Strength 4 hits, or Strength 5 hits if they are within 6" of a wooded area. With all the trees you should be getting, this can be at full strength a fair amount of the time. *'''The Hidden Path:''' Allows a unit to ignore terrain and non-magical missile attacks for a turn. This augment breaks if you enter close combat, but by then it shouldn't matter. Good for getting your shooters away and into safe territory, with the added bonus of ignoring many shooting and magic attacks. *'''The Twilight Host:''' An augment that gives a unit Fear, or a Fear-causing unit Terror. Not terribly exciting. *'''Ariel's Blessing:''' An augment that gives a unit Regeneration. Depending on what you are facing, this is either a decent augment or largely useless. If your opponent has a bunch of flaming attacks this is a waste, but if not giving an entire unit Regeneration can greatly increase your saving throws in combat. *'''Call of the Hunt:''' Another augment that does one of two things. If your targeted unit is in combat, it gives each model an additional attack. If they are not in combat, they move 2D6" towards the nearest enemy, which can only react by taking a hold action. If the unit comes into contact with the enemy, it counts as a charge. Very useful, essentially giving you an extra 2D6" in charge distance for a unit. Very good for close combat as well, giving each unit an extra attack. ===Lore of Ice=== Used exclusively by the people of Kislev, it is described as the magic of their land. Had some interesting spells, but got cut along with Kislev army book. A shame, really. The most annoying thing about this lore, however, is that Kislev didn't have generic ice mages, so the only unit in the game who could take it was Tsarina Katarin. *'''Shardstorm:''' Standard direct damage spell causing 2D6 Strength 3 hits. The flavor of this one is a rain of ice shards set upon your opponents. *'''Freezing Blast:''' This one is a break from the norm. It can be used to freeze any body of water, treating it as normal terrain, or can be used on an enemy unit to make it treat all movements as difficult terrain. If an enemy unit happens to be in a body of water you target, each model in the water takes a Strength 2 hit with no save allowed. To top it all off, this one doesn't require line of sight. *'''Form of the Frostfiend:''' An augment spell that transforms the caster into a mythical Kislev ice beast. You lose all effects from your magical items, but gain Fly and becomes Strength 5 with 4 attacks. This would've been nice if you had a level 1 wizard, but has a very limited use since you only have one wizard in the army. *'''Invocation of the Ice Storm:''' Summons an ice storm anywhere on the table. You nominate a spot on the table and roll the artillery dice, doubling the result. Everything within that many inches of the spot must pass a leadership test at -2 to shoot until next turn. If you roll a misfire, then it affects the entire table. It also cannot be dispelled. *'''Midwinter's Kiss:''' Strength 5 breath attack, although it cannot be cast in combat. It does cancel out all armor saves though, so it can be quite useful. If you have this and Form of the Frostfiend you can breath attack a unit getting too close and then transform for fun and excitement. *'''Glacial Barrier:''' Allows you to place a 1" x 5" ice wall within 24" of the caster. This does require line of sight. Once placed, the ice wall is considered impassable terrain and blocks line of sight. Units can charge it like a building and it is automatically hit and destroyed by a Strength 5 attack or any Flaming Attack. Units that do so, however, cannot overrun, making it a great way to stop a unit within charge or shooting range from getting any closer. ===Lore of the [[Sotek|Serpent]]=== Magical lore used by the Amazons of Lustria. Appeared on a single unit from White Dwarf 307, the Amazon Serpent Priestess, back in Sixth Edition. *'''Singing Wind:''' Strength 3 breath attack. Fairly weak considering most breath attacks are Strength 4. *'''Serpent's Strength:''' Augment spell that grants a unit +1 Strength until the start of your next turn. Decent and somewhat useful, if not terribly exciting. *'''Wendala's Maelstrom:''' An augment that can be cast on the priestess. It prevents any missile attack from being made on any Monster on the same side of the board as the priestess and reduces the movement of all such monsters by 1. *'''Shield of Thorns:''' An augment that can be cast on the priestess only. It gives her a form of Blazing Body, causing a Strength 4 automatic hit to any modal that comes into base contact with her. Good to use when on the defensive and expecting a charge. *'''The Living Jungle:''' Direct damage spell that deals 4D6 Strength 2 hits. Likely will produce more hits then most any spell, although at Strength 2 you're not wounding much. Can be useful against weaker, horde forces, but otherwise not very useful. *'''Siren's Dream:''' Hex spell that reduces the Strength and attacks of an enemy unit by 1, to a minimum of 0, until your next turn. Probably her best spell.
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
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information