The 9th Age/Tactics/Paths Of Magic: Difference between revisions
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The magic system used in [[The 9th Age]], a fan-made continuation of [[Warhammer Fantasy]]. | |||
Don't go for shadow, it's really bad. Too costly or too situationnal. | |||
Fire is pretty solid, heaven has a nice attribute, life is "meh" at best. Wildness has some good spells but attribute isn't really good. Alchemy is good if you play vs Equitaine or dark gods, ok vs something else. Death is ok too, with some spells better than others. ultimate is ok vs dwarfs, saurus and monsters. Light is pretty useless , except spells 0 and 1. | |||
Ultimate killing spells cannot kill characters, and they're hard to launch so they're probably not worth the 5D miscast. death's ultim is probably an exception cause it can damages monsters. So don't bother with Dwellers in the earth, ultimate transmutation or black terror. | |||
[[Category: The 9th Age]] [[Category: The 9th Age/Tactics]] | [[Category: The 9th Age]] [[Category: The 9th Age/Tactics]] |
Revision as of 09:36, 30 June 2016
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The magic system used in The 9th Age, a fan-made continuation of Warhammer Fantasy.
Don't go for shadow, it's really bad. Too costly or too situationnal. Fire is pretty solid, heaven has a nice attribute, life is "meh" at best. Wildness has some good spells but attribute isn't really good. Alchemy is good if you play vs Equitaine or dark gods, ok vs something else. Death is ok too, with some spells better than others. ultimate is ok vs dwarfs, saurus and monsters. Light is pretty useless , except spells 0 and 1. Ultimate killing spells cannot kill characters, and they're hard to launch so they're probably not worth the 5D miscast. death's ultim is probably an exception cause it can damages monsters. So don't bother with Dwellers in the earth, ultimate transmutation or black terror.