29 Nov 2014
Okay, here's the deal about the new End Times magic rules.
First, it's a little less clear than the other books about what is a scenario rule and what isn't. It can easily be interpreted that the rules are always supposed to be used, and just as easily interpreted that they're not. but anyways, the rules!
Winds of magic: 4d6, with two highest used for dispel dice.
Wizards know all spells from their chosen lore of magic. If they know spells from multiple lores, they know ALL the spells from those lores (this just make loremasters of hoeth ridiculous).
The loremaster rule now allows you to reroll all dice when casting. Also allows you to reroll to avoid a miscast.
Broken Concentration is out, but Not Enough Power (must role a min of 3) is still in.
Spells may be cast multiple times by the same wizard as long as it:
Max power dice: this is the big game-changer. After choosing a spell to cast,and choosing a target, you role a d6. The number roled is the maximum number of dice you may use to cast the spell. However, a minimum of 1 must always be used. This means if you're trying to cast your big-bad End Times spell, and roll a one for the max number of dice, its an auto-fail, and at least one dice is lost from the power pool. To make matters even more wonky, you have to role a dice to determine the maximum dice you may use to dispel a spell.
Oh, and our End Times spell sucks. It basically just purple sun. Beast sucks (but it's easy to cast), it's just a crappy vortex (S3 hit). Fire is cool (affects charges, flees, and pursuits, and adds flammable. Hits all enemies). Heaven's is funny and easy to cast, but situational: it lets you push up to 4 vortices and/or units away. Death is a spirit leech vortex at -3 leadership. Undeath rocks, in that it halves all enemy unit's strength until next caster phase
Conclusion: big spells are even riskier and harder to cast, small spells are now absurdly easy to spam the heck out of. Get ready for the magic machine guns to come out.
First, it's a little less clear than the other books about what is a scenario rule and what isn't. It can easily be interpreted that the rules are always supposed to be used, and just as easily interpreted that they're not. but anyways, the rules!
Winds of magic: 4d6, with two highest used for dispel dice.
Wizards know all spells from their chosen lore of magic. If they know spells from multiple lores, they know ALL the spells from those lores (this just make loremasters of hoeth ridiculous).
The loremaster rule now allows you to reroll all dice when casting. Also allows you to reroll to avoid a miscast.
Broken Concentration is out, but Not Enough Power (must role a min of 3) is still in.
Spells may be cast multiple times by the same wizard as long as it:
- Isn't an End Times spell
- Isn't a spell that has a casting value of 15 or higher
- Isn't a spell that has already had a failed attempt to cast
Max power dice: this is the big game-changer. After choosing a spell to cast,and choosing a target, you role a d6. The number roled is the maximum number of dice you may use to cast the spell. However, a minimum of 1 must always be used. This means if you're trying to cast your big-bad End Times spell, and roll a one for the max number of dice, its an auto-fail, and at least one dice is lost from the power pool. To make matters even more wonky, you have to role a dice to determine the maximum dice you may use to dispel a spell.
Oh, and our End Times spell sucks. It basically just purple sun. Beast sucks (but it's easy to cast), it's just a crappy vortex (S3 hit). Fire is cool (affects charges, flees, and pursuits, and adds flammable. Hits all enemies). Heaven's is funny and easy to cast, but situational: it lets you push up to 4 vortices and/or units away. Death is a spirit leech vortex at -3 leadership. Undeath rocks, in that it halves all enemy unit's strength until next caster phase
Conclusion: big spells are even riskier and harder to cast, small spells are now absurdly easy to spam the heck out of. Get ready for the magic machine guns to come out.
