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===Gold: Wind of [[Chamon]], Michael Jackson's favorite lore, Lore of Metal (and Alchemy)=== Yep, alchemy; turning whatnot into gold and stuff, a shame it can't buy you additional points with said gold but never mind. Mainly deals with high-armour target and is pretty much a lore to murder enemy elite units. Take it against Warriors of Chaos, Empire, Lizardmen and Dwarfs. Available to: Empire, Chaos Warriors (unmarked or Tzeentch) and Daemons (Tzeentch only), Vampires with Forbidden Lore, Lizardmen (Slann only), all Elves, Bretonnia (Fay Enchantress only), Grand Cathay (Alchemist units only), Legion of Azgorh. * ''Lore Attribute:'' '''Metalshifting:''' All (read: both. There's only two) of your damaging spells are flaming attacks and have no strength - instead they wound the enemy on his armour save roll, with no armour saves allowed. Virtually useless against armourless enemies. And yes, Scaly Skin counts as armor for all purposes. Logic? Bleh. *'''Searing Doom:''' Shoot little white-hot slivers of metal out of your hands. Standard 24 inch range magic missile causing d6 hits, but does 2d6 if you bump up the casting level. This is the reason why solo Lords carry around a Dragonbane Gem. This spell alone will decimate heavily armored units. *'''Plague of Rust:''' Better than fielding a [[Rust Monster]], disintegrates the enemy's armor reducing a specific model's armor save FOR THE REST OF THE GAME by one point. You can CONTINUE CASTING THIS ON THE SAME MODEL to further reduce their armor. Even when said model is in combat! Because there's nothing funnier than a naked [[Archaon]] running from a unit of [[Skaven|Skaven Clanrats]] for dear life (Skaven can't take the Lore, so how would this happen? Warlord with wizard hat (he's fun, try it!)). Keep in mind, it makes target more resistant to your own spellcasting (it does not, as Metalshifting explicitly uses the target's unmodified armor save). *'''Enchanted Blades of Aiban:''' Wizard magically sharpens the weapons of everyone around him. Target unit gets +1 bonus to hitting with shooting or melee attacks for a turn. Makes them magical AND Armor Piercing. Pretty nice spell when you're running big units, or your favorite unit is meeting its equal on the battlefield. *'''Glittering Robe:''' Caster makes everyone who's his friend some really gaudy magic cloaks of pure metal. Gives a unit, or all friendlies in a 12 inch bubble if boosted, a serious hard scale armor (Scaly Skin (5+)). Largely useless if you play [[Lizardmen]] of course since that's like putting alligator skin clothing on an alligator (it's only an improvement for units with a regular Scaly Skin 6+), but +2 to your armor save is fantastic for literally anything else. *'''Gehenna’s Golden Hounds:''' Caster whips a gold whistle out of nowhere and two giant robot dogs appear and kill the fuck out of whatever the caster points at. Spell deals d6 hits to the chosen model, but it gets a Look Out Sir! roll. Basically, it is inferior to Searing Doom, unless the target receives no LOS (e.g. a mounted Chaos Lord in a unit of Chaos Warriors or a Hydra). Against regular characters in units, signature is better. *'''Transmutation of Lead:''' Makes the enemy's weapons and armor much heavier for a short time. 24 inch range hex, target model has a -1 to WS, BS, and armor save for a turn. Powered up version has a 48 inch range. Lets you cripple an enemy by a bit. Unlike Plague of Rust it's a one-turn effect, but also unlike Plague of Rust this spell makes them hit weaker too. Good for a dangerous model already in close combat or firing at your troops. Good deal to make elite things mediocre and normal things weak. *'''Final Transmutation:''' Here you have it, transforming things into gold and living things on top of that. Choose a unit within 18 inches. Roll a d6 for each model in it, for things with 1 wound on a 5+ it instantly dies. More than one wound only a 6 will kill it. Turning 1/3 of an enemy unit into gold without any kind of save is not bad, and you can even kill enemy heroes with luck. Oh, and the next round every enemy unit within 12 inches of the one that was hit has to test for stupidity on the next turn to avoid running for that unit to carry some of their dead friends away to pawn. It is the most unconditional of all the kill spells, not relying on a characteristic test or anything and disallowing any saves at all. Granted not the BEST of the final spells in the lore choices, but there's just something really fun about using it. If you're really an asshole you can buy some models that you know the opponent has, dip them straight into the gold paint well, and bring them along to put on the field as casualties (unless it's a [[Dwarf]] player at which point they'll probably already have said models).
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