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===Magic=== Perhaps the thing that separates ''Warhammer Fantasy'' from ''40k'' the most, aside from the obvious, is the use of magic. Each army (with the exception of the dwarfs) has at least one unit that can use magic, often in the form of an independent wizard. When magic units are present on the battlefield, they're given their own turn separate from the shooting, moving and melee phases to cast their spells. There are several kinds of magic but most human magicians are able to use only a single form. The Eight Winds are the basic lores while the others are either derived from them, using them together, or racially restricted or divinely restricted to priests or other worshippers only. * Dark Magic, used by Dark Elves and Wood Elves, a dangerous way to use the eight winds together. * High Magic, used by the [[Slann]], Wood Elves and the [[High Elves (Warhammer)|High Elves]], the perfected fusion of the eight winds. * Nehekharan Incantations, Used exclusively by [[Tomb Kings]] Liche Priests and High Liche Priests (and Settra, who presumably did so by making magic bend the knee to his awesomeness). * Light: Wind of Hysh, Lore of Light. Basically healing and shit, plus doing extra damage to daemons and undead. * Gold: Wind of Chamon, Lore of Metal and Alchemy. Basically armour buffs and debuffs, with their offensive spells doing more damage the higher your armour save is. [[Troll|Problem, Knights?]] * Jade: Wind of Ghyran, Lore of Life. Basically lots and lots of buffs, making your own units harder to kill. They look like hippies, but don't tell them that, [[RAGE|they'll fucking murder you]]. * Celestial: Wind of Azyr, Lore of the Heavens. Lets people tell the future and stuff, plus they can summon lightning and meteorites that really hurt flying units. * Grey: Wind of Ulgu, Lore of Shadows. Basically misdirection and illusions, relying on Leadership tests. They can also teleport every time they use a spell. * Amethyst: Wind of Shysh, Lore of Death. Basically the Lore of Fire, except more killy and shorter-ranged. * Bright: Wind of Aqshy. Lore of Fire. Basically the ammunition of the Fire obsessed psychopaths known as the Bright Wizards. * Amber: Wind of Ghur, Lore of Beasts. Basically a Radagast rip off. WHO IS RADAGAST?!?!? [[The Lord of the Rings|RTFM!!!]] * Daemon Magic: Used by... well, daemons. Broken into three categories - one for each of the gods that give a shit about lasers - [[Slaanesh|Slaaneshi]] [Indulgent, relies on enemy Ld], [[Nurgle|Nurglite]] [decay, revolves around enemy S/T scores], and [[Tzeentch|Tzeentchian]] [OMG FIRES]. [[Khorne]] is too awesome for magic; he'd much rather crush skulls with his bare <s>thighs</s> HANDS and anything less makes you dangerously unmanly and at the absolute least bicurious. * Necromancy: Used exclusively by [[Vampire_Counts|Vampires]] and Necromancers, as the name "Lore of the Vampires" would suggest. * Spells of Plague and Ruin: used exclusively by the [[Skaven]]. * Gut Magic: Also known as the Lore of the Great Maw. Used exclusively by the Ogre Butchers. * Waaagh Magic: Used exclusively by [[Orcs]] and Goblins. Comes in Big and Little flavors. Has a very high chance of making the user's head asplode. * Wild Magic: used exclusively by [[beastmen]]. Similar to the lore of beasts. * Athel Loren Magic: Used exclusively by Wood Elves. Moves forests, or move folks through forests. * Ice/Winter Magic: Used exclusively by the Tzar of Russi- er, Kislev. It gets bonuses or penalties [[What|based on whether your models have snow on the bases and what the weather outside is like.]] Has since been discontinued for being as stupidly designed as it sounds. * Lizard Magic: Used by [[lizardmen]], it has only one spell, called "Fuck you, I'm an Aztec dinosaur, therefore awesome." * [[Chaos Gods#The Other Ones|Hashut]] Magic: Used exclusively by the [[Warhammer/Tactics/8th Edition/Legion of Azgorh|Chaos Dwarfs]], the Lore of Hashut consists primarily of buffing spells that work well with the ungodly amount of flaming weaponry that the Chaos Dwarfs have access to. [[Warhammer Magic]] is powerful, very powerful. A lone unit can wipe out half the opposing army with the right spell at the right time. Magic can also misfire, badly. This adds an element of unpredictability to its use, making it much more dangerous to the user and therefore, much less broken. GW also recently released an expansion to WFB with a bigger focus on magic, called [[Storm of Magic]]. Which turns magic from regular broken into <s>DOUBLE</s> TRIPLE BROKEN, but misfiring will fuck your mage up in 12 different ways, [[lulz|and then Khorne will throw giant brass skull at him/her/it]].
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