Post by saniles on Jan 6, 2019 2:03:22 GMT
Ok so we have exactly the same High Magic as High Elves except we can swap out our spells for other spells in the Main Rulebook (Hurrah!). Let's just go over them really quick
Drain Magic: 7+ Allows you to cancel out spell effects. Has an AOE option for 18" that can be cast at 14+
Soul Quench: 8+ Stupidly good magic missile that comes in two sizes. 2D6 and 4D6 for 16+ casting costs.
Apotheosis: 5+ Gives a wound to a character. Had a bigger version for 10+. Also will give the model fear for some reason
Hand of Glory: 5+ Increase either your WS, BS, I, or Mov. Can do it all for 10+
Walk Between Worlds: 8+ Makes a unit ethereal and it can move 10". There's a bigger version that's for 20" but it costs 16+. This is also our most valuable spell. If you trade this spell away for one in another lore, you had better have a very good reason.
Tempest: 12+ Gives you a large template that scatters D6. It's basically a good mortar shot, except the target also losses -1 to hit for close combat and shooting as well.
Arcane Unforging: 13+ Our second most valuable spell. It basically allows you to destroy a characters magic item (determined randomly) and cause a wound if you roll above it's Armor Save (just like lore of metal) Great to get rid of nasty magic surprises like the Ogre Kingdom Hellheart.
Fiery Convocation: 19+ A remain in play spell that causes a Str4 hit against every model in the unit every magic phase till it's dispelled. Basically if you see a large unit of goblins or skaven that are fifty or even a hundred strong, this is the spell to remove them.
Cool now there are some important things to note with these wonderful spells.
The first is that we already have a bunch of magic missiles and direct damage spells in this mix. Soul Quench, Tempest, Arcane Unforging, and Fiery Convocation are all classified as magic missiles and direct damage. This means we can use telepathy to throw them through a Skink Priest This means with proper planning, all of these spells can be in range of enemy units on turn 1. So if you are using a Skink Priest with the Cloak of Feathers, keep this in mind.
Also keep in mind that for switching out High Magic spells, these are the ones you cannot cast when you are in close combat. If you know the next round most of your units will get into close combat, just swap them out for something else. Switching these for buffs and hexes will make all the difference when close combat begins.
Second is that most of our spells can be cast very cheaply. Drain Magic, Soul Quench, Apotheosis, Hand of Glory, and Walk Between Worlds can all be cast on just two dice with relative ease. Apotheosis and Hand of Glory in particular can be cast on 1D6 with a 2/3 chance of success. Basically, if you feel the need to go to another lore asap, these are the spells you should try spamming. Even if you end up with only say 5 dice in your magic phase, you can try casting two of these spells on two dice each and the last one on a single D6.
Third, our most powerful spells are Walk Between Worlds and Arcane Unforging.
Walk Between Worlds allows you to blitz things into great positions across the board, relatively easily. Since many of our units are slow, this is our best way to sent up a flank or rear attack against the enemy army. Also, this is a great way to bail a solo Slann out of fix ASAP. Seriously, get this off and your Slann can scurry right across the board. In a magic phase, always keep this spell in mind. Don't trade it away for another spell unless you have a really really good reason.
Arcane Unforging is our second most valuable spell, largely because it allows us to kill nasty magic items that can ruin our day. I think I said this a few times already, but I'll emphasis this again - if you are playing against Ogres, keep using this spell until that blasted Hellheart is destroyed. Seriously, that item can win the Ogres the day and this spell is our only way to stop it. Otherwise, try and get this off to eliminate enemy magic items. If you can guess the right target, you can knock out game changing items like Crown of Command with a nice roll. However this spell is tradable, unlike Walk Between Worlds.
Finally, take note of which spells you only want to cast once per game and trade.
Like Fiery Convocation, really if you have the casting dice to cast it, you really can only expect to get off once in a game and hope it stays there. You might as well then trade it out for something more useful. The same can apply to Arcane Unforging, after knocking down a magic item or two, there's really no reason to keep it especially when close combat starts.
Drain Magic: 7+ Allows you to cancel out spell effects. Has an AOE option for 18" that can be cast at 14+
Soul Quench: 8+ Stupidly good magic missile that comes in two sizes. 2D6 and 4D6 for 16+ casting costs.
Apotheosis: 5+ Gives a wound to a character. Had a bigger version for 10+. Also will give the model fear for some reason
Hand of Glory: 5+ Increase either your WS, BS, I, or Mov. Can do it all for 10+
Walk Between Worlds: 8+ Makes a unit ethereal and it can move 10". There's a bigger version that's for 20" but it costs 16+. This is also our most valuable spell. If you trade this spell away for one in another lore, you had better have a very good reason.
Tempest: 12+ Gives you a large template that scatters D6. It's basically a good mortar shot, except the target also losses -1 to hit for close combat and shooting as well.
Arcane Unforging: 13+ Our second most valuable spell. It basically allows you to destroy a characters magic item (determined randomly) and cause a wound if you roll above it's Armor Save (just like lore of metal) Great to get rid of nasty magic surprises like the Ogre Kingdom Hellheart.
Fiery Convocation: 19+ A remain in play spell that causes a Str4 hit against every model in the unit every magic phase till it's dispelled. Basically if you see a large unit of goblins or skaven that are fifty or even a hundred strong, this is the spell to remove them.
Cool now there are some important things to note with these wonderful spells.
The first is that we already have a bunch of magic missiles and direct damage spells in this mix. Soul Quench, Tempest, Arcane Unforging, and Fiery Convocation are all classified as magic missiles and direct damage. This means we can use telepathy to throw them through a Skink Priest This means with proper planning, all of these spells can be in range of enemy units on turn 1. So if you are using a Skink Priest with the Cloak of Feathers, keep this in mind.
Also keep in mind that for switching out High Magic spells, these are the ones you cannot cast when you are in close combat. If you know the next round most of your units will get into close combat, just swap them out for something else. Switching these for buffs and hexes will make all the difference when close combat begins.
Second is that most of our spells can be cast very cheaply. Drain Magic, Soul Quench, Apotheosis, Hand of Glory, and Walk Between Worlds can all be cast on just two dice with relative ease. Apotheosis and Hand of Glory in particular can be cast on 1D6 with a 2/3 chance of success. Basically, if you feel the need to go to another lore asap, these are the spells you should try spamming. Even if you end up with only say 5 dice in your magic phase, you can try casting two of these spells on two dice each and the last one on a single D6.
Third, our most powerful spells are Walk Between Worlds and Arcane Unforging.
Walk Between Worlds allows you to blitz things into great positions across the board, relatively easily. Since many of our units are slow, this is our best way to sent up a flank or rear attack against the enemy army. Also, this is a great way to bail a solo Slann out of fix ASAP. Seriously, get this off and your Slann can scurry right across the board. In a magic phase, always keep this spell in mind. Don't trade it away for another spell unless you have a really really good reason.
Arcane Unforging is our second most valuable spell, largely because it allows us to kill nasty magic items that can ruin our day. I think I said this a few times already, but I'll emphasis this again - if you are playing against Ogres, keep using this spell until that blasted Hellheart is destroyed. Seriously, that item can win the Ogres the day and this spell is our only way to stop it. Otherwise, try and get this off to eliminate enemy magic items. If you can guess the right target, you can knock out game changing items like Crown of Command with a nice roll. However this spell is tradable, unlike Walk Between Worlds.
Finally, take note of which spells you only want to cast once per game and trade.
Like Fiery Convocation, really if you have the casting dice to cast it, you really can only expect to get off once in a game and hope it stays there. You might as well then trade it out for something more useful. The same can apply to Arcane Unforging, after knocking down a magic item or two, there's really no reason to keep it especially when close combat starts.