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Warhammer Army Project: Lores of Magic
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===Lore of Metal (Wind of Chamon, Gold Magic, Alchemy)=== With the new lore attribute, changes to Immunity (Flaming Attacks) and the buffing of Heavens, this lore is now the lore to use if YOUR army has a high Armour save. If you just wana kill knights. Go Lore of Heaven and take Urannon's Thunderbolt. Glittering Robe and Enchanted Blade cast on a 7 on units in Heavy Armour. You can make Phoenix Guard +2 Armour, +1 to hit and Armour Piercing (1) for two cast with two/three dice each. With that being said, the signature is better than ever. And Gohenna's Hounds no longer entitles the target to a Look-Out Sir! But armour saves can be taken. Lastly, like all “pass test or die” spells, magic resistance can be taken against final transmutation. ''Lore Attribute:'' '''Metalshifting:''' -1 to the casting value of your spell if the target of your spell has a 4+ to 6+ combat armor save. -2 to value if the target has a 1+ to 3+ combat armor save (Natural Armour is ignored). So much more useful than the 8e attribute. ::''Signature'': '''Searing Doom (CV 10/20)''' Shoot little white-hot slivers of metal out of your hands. Standard 24" range magic missile causing d6 flaming hits, but does 2d6 if you augment. Turning armor against the target, the to wound roll is thier unmodified close combat armour save (excluding Natural Armour) (and ignore armour). This is the reason why solo Lords carry around a Dragonbane Gem. This spell alone will decimate heavily armored units. Unless against nacked factions, especially Daemons of Chaos. #'''Plague of Rust (CV 7/9)''' Better than fielding a [[Rust Monster]], this disintegrates the enemy's armor, reducing that unit's armor save FOR THE REST OF THE GAME by one point. You can CONTINUE CASTING THIS ON THE SAME MODEL to further reduce their armor on later turns. Even when the said model is in combat! Because there's nothing funnier than a naked [[Archaon]] running from a unit of [[Skaven|Skaven Clanrats]] for dear life (Skaven can't take the Lore, so how would this happen? Warlord with wizard hat (he's fun, try it!)). Keep in mind, it makes the target more resistant to your own spellcasting. #'''Enchanted Blades of Aiban (CV 9/11)''' Wizard magically sharpens the weapons of everyone around him. The target unit gets +1 bonus to hit with shooting or melee attacks for a turn, and they now count as magical AND Armor Piercing(1). Pretty nice spell when you're running big units or your favorite unit is meeting its equal on the battlefield. #'''Glittering Robe (CV 9/13)''' Caster makes everyone who's his friend some really gaudy magic cloaks of pure metal. Gives a unit ( nerfed to no longer be a bubble when boosted) a serious +2 to armor saves. Now stacks with natural armour, so no longer useless for [[Lizardmen]]. #'''Gehenna’s Golden Hounds (CV 9/13)''' Drastically changed into a Direct Damage spell, dealing d6 S5 hits on one model in a unit. That's right, one ''MODEL''. This allows you to snipe out named lords/heroes as this circumvents Look Out Sir!, though they still have a save. #'''Transmutation of Lead (CV 12/14)''' Makes the enemy's weapons and armor much heavier for a short time. It's a hex with a good range (24", doubled on augment), and target model suffers a -1 to hit, initiative, and armor save for a turn. With this, you can cripple an enemy a bit, but unlike Plague of Rust, it's a one-turn effect. As a trade-off, this spell also makes them hit weaker too. Good for a dangerous model already in close combat or firing at your troops. Good deal to make elite things mediocre and normal things weak. #'''Final Transmutation (CV 15/18)''' Here you have it, transforming living things into gold. No longer instant death if they have other wards, but better at killing multi-wound units. Choose a unit within 18". Each model suffers a Wound using the Multiple Wounds (D3) and Ignores Armour and Regeneration saves. Turning 1/3 of an enemy unit into gold without any kind of save is not bad, and you can even kill enemy heroes with luck. Oh, and the next round, every enemy unit within 12 inches of the one that was hit has to test for stupidity on the next turn to avoid running for that unit to carry some of their dead friends away to pawn. It is the most unconditional of all the kill spells, not relying on a characteristic test. Granted not the BEST of the final spells in the lore choices, but there's just something really fun about using it. If you're really an asshole you can buy some models that you know the opponent has, dip them straight into the gold paint well, and bring them along to put on the field as casualties (unless it's a [[Dwarf]] player at which point they'll probably already have said, models).
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