Hello Everyone!
Long time lurker here, I donít often post but I do read the forums nearly every day since the Dwarf update came last march and I was constantly scouring for rumors.

To start with, I embarked on this idea with the intentions of balancing power dice generation for a varying amount of wizards. It seemed odd to me that aside from the slim chance for each wizard to generate one extra power dice, you roughly had the same power pool whether you had one or 5 wizards. I wanted to give incentive to take more magic, and letting it scale in larger games. I had to be careful though because I donít want the power creep to be so much that if one side takes a LOT of wizards, the dispeller has no hope of canceling anything. I donít want this to turn into 40kís 7th Edition psychic phase.

With that in mind, what Iíve come up with I think is a compromise between standard magic rules, and the End of Timeís magic which seems very exploitable to me. You get the standard 2d6 winds of magic, plus greatly increased amounts of channeled dice based on your wizard levels. This also gives a feel of 7th Edition magic. Iím also tempted to add in that dice generated by wizards must be used by the wizard, and that wizards can only use (Wizard Level + 2) dice per casting. So only lvl 4 wizards could 6 dice spells.

What branched from this was brainstorming ideas for things related to Magic Resistance, and Dwarfs being one of my main armies, I wanted to make a Dwarf RuneLore for magic casting. The Anvil of Doom is severely underwhelming and overcosted in my eyes. I donít see why Dwarfs canít have some sort of ĎRunepriestí or ĎRunemageí that acts as a standard wizard. Sure it goes against the fluff, but lotís of people make up their own fluff, why canít part of mine be a rare group of magic users?

For all these House Rules, balance and points cost is very much a work in progress, and Iíd love feedback regarding that. Any comments or criticism is welcome.

All standard magic phase rules apply unless specifically contradicted by these amendments.

Dice Generation:

Power Dice are generated by rolling 2D6 for Winds of Magic, and rolling D6 for every Wizard Level on your armyís Lords and Heroes. On a 3+, you generate an extra power dice.

Dispel Dice are generated by the highest roll of the 2D6 Winds of Magic, and rolling a D6 for every Wizard Level on your armyís Lords and Heroes. On a 5+, you generate an extra dispel dice.

Iím not sure whether to still include a dice pool cap at 12 dice. I want to prevent exploiting for too many extra power dice, but I think thatís prevented by limiting the dice channeling to Lords/Heroes. Even if there was a cap at 12, having extra wizard levels would increase you average and make it more reliable.
As an idea for the Dwarfen Runepriests, Iíd make them channel both power and dispel dice on 4+ to represent their natural resistance to magic.

Spell Generation:

Spells are generated like normal, although you cannot exchange a spell for the loreís signature spell. Instead, all wizards automatically know the signature spell from any Lore they generate spells from.

Loremasters know the entire lore, and may reroll 1 dice per magic phase [Possibly per cast, but I feel thatís too strong]

Dwarfen Runepriests: Wizards from what Iíve seen usually pay +35pts for a wizard level, which gets them +1 to cast/dispel and an extra spell. To represent the reliability of using runes for spell casting, I thought maybe letting the player choose the Ďspellsí generated but at a slightly higher cost of 40pts per level. Also to start with the Runepriests will be costed similarly, or a little less, than Chaos Sorcerers because of their T4 and Gromril Armor.

Dwarf RuneLore: Iím still working on the spell list but it would be mostly augments taken from various Battle Magic, such as +toughness, +strength, maybe the bolt thrower spell from Beasts, and probably 5+ scaly skin from Metal as the signature spell. For a Lore Attribute I was thinking something similar to Tzeentchís (for every 6 rolled during casting, generate an extra power dice) but more synergized with dispelling. For every 6 rolled while dispelling, you get an extra power dice in the following magic phase.

Magic Resistance: I like the idea of a target that has magic resistance getting 1-3 free dispel dice to use against spells directly targeting them. Has anyone else used that and has that run into any balance problems? Perhaps getting 1-3 D3 bonus to dispel versus that unit. Helpful but not as overpowered.

I also think that Wizards should innately have some MR. Either MR1 on Lords, or MR2 Lords and MR1 Heroes . This would also make it so they and their unit also get some protection against Miscasts. A more powerful wizard should be able to more safely dissipate that disaster.

Anyways, let me know your thoughts and experiences with house ruled magic, or any part of this that would get out of hand with specific army rules. I will update later once Iíve come up with a list for my Dwarf Runelore.