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Thread: Magic Ideas

  1. #1
    Chapter Master Col. Tartleton's Avatar
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    Magic Ideas

    As part of what will be a new rule set, basically I redefine the 4 Wizard Levels and assign them 4 levels of spells.
    (I'm still working on writing everything out as actual rules so this is just a description)

    Level 0 Wizards are the lowest level of wizard. The reason they're level 0 is because they aren't "real" wizards. The ability to do magic doesn't automatically equate to a life dedicated to the study of magic. This is usually the amount of magic a Champion or lesser hero can wield. The unit champion of Pink Horrors for example (Iridescent Horror) is a "Level 0 Lore of Change" wizard. While not a real wizard he can always incinerate people with "Flickering Fire of Tzeentch". It's innate in his Tzeentchian ways. Similarly the Prophet of Doom in a mob of Flagellants would be a "Level 0 Lore of Order" wizard and while untrained his faith allows him to cast "The Blessing of the Righteous." They know the 1 Level 0 spell in the Lore which would be the Signature Spell of the current system. Level 0 wizards generate 2 dice per turn.

    Level 1 Wizards are the standard among heroes. This is what a dedicated wizard looks like. Not necessarily powerful, but pretty well learned. As such they know all the Level 0 and Level 1 spells in their lore. This means they know all 7 Lore spells. In the same family, a Herald of Tzeentch is a "Level 1 Lore of Change" wizard and knows all 7 Tzeentch spells. A Sigmarite Warrior Priest would be the equivalent force among "Level 1 Lore of Order" wizards and know all 7 Order spells (this would be the cultural human lore used by Imperial and Bretonnian types, etc.) Level 1 wizards generate 4 dice per turn.

    Level 2 Wizards are the standard among Lords. This is what a particularly powerful trained wizard looks like. They are able to cast the increased power versions of the 7 Lore spells. This is what a Lord of Change or an Arch Lector can bring to the table. They're pretty tough customers and they can generate 6 dice per turn. A powerful wizard is usually able to perform one powerful spell or several weaker spells each turn. However the more dice one tosses around the more risky it is naturally.

    Level 3 Wizards are the extremely powerful Lords. This is usually the realm of special characters or Lords supercharged with arcane artifacts. They're generally mad, bad, and dangerous to stand near. This is where Cataclysms come into play. Cataclysms are expanded beyond the ones offered in Storm of Magic. This is dangerous magic that can unmake armies and not to be taken lightly. The more magic a wizard channels through their body the more dangerous the outcome. While a spell cast on a single dice simply dissipates upon failure and a spell on two or three dice that fails will risk grievous injury or death, casting on eight dice and not succeeding is likely to wound everything within a two foot radius. There would be a chart. However in their favor these powerful wizards tend to have artifacts intended to prevent that kind of backlash. In terms of game play, an Exalted Lord of Change can use the "Level 3 Lore of Change" and as such can do a lot of damage. Volkmar, otherwise a Level 2 Wizard with the Imperial War Altar is catapulted into Level 3 and can turn the tide for the Empire. Fulcrims would still be a factor but they'd be terrain types that do so, they'd still have the advantages of the Seven Sigils and Cantrips, etc. Also the new big centerpiece things would generally have these effects. Be they Celestial Hurricanums or Luminarcs or Screaming Bells or Anvils of Doom.

    Furthermore some characters are Loremasters. Loremasters are particularly ancient wizards who have learned to command a number of Lores. The Slann are all Loremasters of great power. Even the lowliest Slann is far older than the the High Loremaster of Hoeth Teclis. High Elf mages are mono-disciplinary, while Archmages, can unleash spells from the 8 winds, and the silver wind of High Magic. Slann can take this a step further through their Lore of Geomancy. The elder Slann like Mazdamundi and Lord Kroak can call upon unique Cataclysm spells like the Ruination of Cities and the Deliverance of Itza in addition to the normal Cataclysms available to their order. The Skaven are unusual in that have two Lores available, and three types of Cataclysms. So their Plague Priests are Level 1 and know a single lore and can be raised to Level 2 with their Plague Furnace. Grey Seers and Vermin Lords are Loremasters of both, and their Screaming Bell confers the Cataclysms of the Horned Rat (Dreaded 13th, etc.) Exalted Vermin Lords are full blown Level 3 wizards and know the cataclysms of all three sub lores.

    So for example the Wind of Hysh:



    Thoughts? In practice there wouldn't be a ton of change except more low powered magic. The Level 3 stuff wouldn't really fit in standard games by and large. Plus Dispelling and Magic resistance will get changed a bit. It will be Wind Oriented (all spells fall under the 10 winds, with the bad ones being Dark Magic based and good ones being High (Divine) Magic based.) So what works against actual Dark Magic will work against any of the "Evil Lores" like Chaos or Skaven or Undead and what works against High Magic will work against Order or Geomancy or Athel Loren. The Waaghs are crude Dark Magic wielded by greenskins. Dwarf Runes vary.
    Last edited by Col. Tartleton; 31-03-2012 at 20:47.

  2. #2
    Chapter Master Gaargod's Avatar
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    Re: Magic Ideas

    I think the obvious comment will be this goes back to the 7th ed magic generation. Which was one of the main problems with the damn edition - at least, in terms of armybooks. The actual rules were ok, although extremely frustrating - you either took a lot of wizards, and thus overwhelmed the enemy's defence, or you took a bare minimum of defence and just survived.

    That is problematical by itself. But if anything, would be exacerbated by the super-duper spells of 8th ed. For example, +1 S and +1T from Wyssan's Wildform is excellent as it is. If you told me that if I was willing to drop a few points on it, I could basically guarantee being able to cast it at least once, if not more times, per turn... Well, that'd be tempting. As it is with the (admittedly fricking stupid) 8th ed magic generation, at least taking extra wizards doesn't really allow you much more actual dice, just more opportunities.

    The ideas on magic levels are fine, although frankly I wouldn't want any Cataclysm spells anywhere near my basic games, thank you very much. Storm of Magic may be crazy as a bag full of cats, but at least it sort of attempts to balance itself (i.e. fulcrums), and you know what you're getting into before you start it. I'm assuming you'd conflate the existing magic levels?
    Also, why have a level 0? These guys are very clearly not magically null - even if they can't control it etc. They should very obviously be level 1, and then you have a scale up to level 4. Apart from anything else, you can reduce the magic level of opponents - so to no longer be a wizard, they'd have to go to level -1. Which is just unnecessarily stupid.
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  3. #3
    Chapter Master Col. Tartleton's Avatar
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    Re: Magic Ideas

    Yeah, it would make more sense to have Level 1-4. The increased prices and danger to wizards would counterbalance the increased power. Wizards would be expensive enough they don't overwhelm the enemy and blatantly spamming spells through your wizards would quickly kill them all.

    As an Aside:

    Psychology:

    Steadfast – Steadfast models are Stubborn. Steadfast models lose Stubborn if they are attacked from the Flank or Rear or are in a Skirmish Formation.
    Stubborn – Stubborn models ignore negative modifiers to their Morale.
    Unbreakable – Unbreakable models automatically pass all Morale Tests.
    Immune to Psychology – Models who are Immune to Psychology ignore the effects of Psychology.
    Fear – Units in combat with models that cause Fear must take a Morale Test for each enemy Fear causing unit in the combat. If they fail they automatically break from combat. Cavalry take the Morale Test on their Mounts’ Morale. Fear causing units are immune to Fear and treat Terror as Fear.
    Terror – Units in combat with models that cause Terror must take a Morale Test for each enemy Terror causing unit in the combat on a -2 negative modifier. If they fail they automatically break from combat. Cavalry take the Morale Test on their Mounts’ Morale. Terror causing units are immune to Terror and Fear.
    Hatred – Models with Hatred re-roll failed attacks to hit on the turn they Charge.
    Infinite Hatred – Models with Infinite Hatred re-roll failed attacks to hit.
    Frenzy – Models with Frenzy have +1 to their Strength, Initiative, and Attacks. Each model takes a hit at their boosted strength at the end of each turn.
    Death Frenzy – Models with Death Frenzy have +2 to their Strength, Initiative, and Attacks. Each model takes a hit at their boosted strength at the end of each turn.
    Impetuous – Models that are Impetuous must pass a Leadership Test or they will charge the nearest enemy unit.
    Stupidity – Models that are Stupid must pass a Leadership Test before they move, or they will wander D6 in a random direction determined by a scatter die. On a Hit the unit stays in place.
    Animosity – Units of models with Animosity roll a D6 at the start of their turn. On a 1, for the turn they have Frenzy and are Impetuous. On a 2-5, they act normally. On a 6 they have Stupidity.

    Special Rules:

    Always Strikes First – Models with Always Strikes First always roll to hit and wound for their attacks before the enemy does. If both sides of a combat have Always Strikes First they strike simultaneously and both sides roll for all their attacks. If a unit has Always Strikes First and Always Strikes Last they use their Initiative as normal.
    Always Strikes Last – Models with Always Strikes Last always roll to hit and wound for their attacks after the enemy does. If both sides of a combat have Always Strikes Last they strike simultaneously and both sides roll for all their attacks. If a unit has Always Strikes First and Always Strikes Last they use their Initiative as normal.
    Magical Attacks – Models with Magical Attacks ignore the Ethereal magic rule.
    Ethereal – Models that are Ethereal cannot be hit by non-Magical Attacks.
    Poisoned Attacks – Models with Poisoned Attacks always wound on a 4+ or better.
    Flammable – Models that are Flammable receive double wounds from Flaming Attacks.
    Flaming Attacks – Models with Flaming Attacks inflict double the wounds against Flammable models. In addition models with Regenerate can’t use their Regenerate Save against Flaming Attacks.
    Regenerate – After being wounded, models with Regenerate ignore the wound on a 4+.
    Eternal Warrior – After being killed, models with Eternal Warrior roll a D6. On a 4+ they still have one wound remaining.
    Killing Blow – If you roll a 6 to hit, the enemy must make their Ward Save or will be reduced to no wounds. No Regeneration Saves may be taken. Eternal Warrior is still in effect.
    Heroic Killing Blow – If you roll a 5+ to hit, the enemy must make their Ward Save or will be reduced to no wounds and removed from the game. No Regeneration Saves may be taken. No Eternal Warrior roll may be taken.
    Scaly Skin – Models with Scaly Skin have a bonus of +2 to their Armor Save. If they don’t have an existing Armor Save they gain a 5+ Armor Save. Armor Saves may never be better than 0+.
    Stony Skin – Models with Stony Skin have a bonus of +4 to their Armor Save. If they don’t have an existing Armor Save they gain a 3+ Armor Save. Armor Saves may never be better than 0+.
    Magic Resistance 1 – Models with Magic Resistance 1 have a special 6+ Ward Save against Spells and Magical Attacks. Enemy Magical Weapons are treated as their mundane equivalent on a 6.
    Magic Resistance 2 - Models with Magic Resistance 2 have a special 5+ Ward Save against Spells and Magical Attacks. Enemy Magical Weapons are treated as their mundane equivalent on a 5+.
    Magic Resistance 3 - Models with Magic Resistance 3 have a special 4+ Ward Save against Spells and Magical Attacks. Enemy Magical Weapons are treated as their mundane equivalent on a 4+.
    Magic Resistance 4 - Models with Magic Resistance 4 have a special 3+ Ward Save against Spells and Magical Attacks. Enemy Magical Weapons are treated as their mundane equivalent on a 3+.
    Magic Resistance 5 - Models with Magic Resistance 5 have a special 2+ Ward Save against Spells and Magical Attacks. Enemy Magical Weapons are treated as their mundane equivalent on a 2+.
    Magic Resistance 6 - Models with Magic Resistance 6 have a special 1+ Ward Save against Spells and Magical Attacks. Enemy Magical Weapons are treated as their mundane equivalent on a 1+.
    Last edited by Col. Tartleton; 04-04-2012 at 12:30.

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