Well, since we have a list of the lore of High Magic (from the sample on the iPad), I thought that it might be interesting to discuss it a little bit. I also added stats, based off of my calculations. Maybe I should hold off until tomorrow, since the book will be out, but I thought I would just go with it anyway.
Something to keep in mind when discussing this Lore is:
Lileath’s Blessing: +1 to Cast for High Magic spells
This is a nice little bonus, since it effectively makes all of your spells slightly harder to dispel by the opponent (better than the -1 to cast that the Beasts Lore has, imho) since it equates to your wizard being a level higher when using this lore.
Shield of Saphery – Lore Attribute
Each time a spell is successfully cast, the caster and his unit immediately gain +1 to their ward save to a max of 3+. If you don’t have a ward save, you get a 6+ ward save. This can be increased with further castings.
This is a nice attribute to have, since High Elves tend to die easily. Also, the lore attribute will be applied before a miscast goes off, so that will increase your Wizard and his unit’s ward save by 1 before they possibly take a hit. The big drawback to this, however, if that if you are wanting this on a combat unit, it means that your Wizard has to be in that unit, possibly exposing him/her to combat attacks. The 3+ limitation is interesting since that means if the Phoenix Guard retain their 4+ ward save, they won’t benefit much from having the Wizard in with them (unless you only plan on getting off more than 1 spell per turn)
Soul Quench – Signature
8+, Magical Missile, 18″ 2d6 s4 hits
16+, 4d6 s4 hits
The first of the signature spells. It will be interesting to see how the multiple signature spells works. Will the Wizard automatically know Drain Magic like in the previous book, or will you have to swap spell rolls for each signature spell? This is very similar to the old Fury of Khaine spell. The range has been reduced, but now you can boost it for am impressive 4d6 hits. Ouch! Keep in mind that a Level 4 Wizard only needs to roll a 3 to cast the basic version of this spell, so possibly a 1 die casting.
Since this is the first table, I thought it would be best to explain it, since it might only make sense to me. The +X in the far left column relates to the bonus to cast. For example, a Level 2 wizard would use the +3 row due to Lileath’s Blessing (+1 to cast High magic). The top row for each +X is the base version, and the bottom row (in grey) is the boosted version. The percentages represent the chance that you will successfully cast the spell (i.e. meet the minimum value or cause Irresistible Force) with the number of dice shown.
Drain Magic – Signature
7+, Hex/Augment, One unit within 18″
18+, Hex/Augment, All units within 18″
All Remains in Play spells affecting the unit are immediately dispelled, and effects of all other spells on the target unit immediately come to an end.
So, there is finally a way to remove Mindrazor, Wildform, etc. without having to just wait them out. Some advantages on using this to dispel RIP spells, is: 1. It might have a lower casting value that what you are getting rid of; 2. You get +1 to your ward save (lore attribute) when you do.
5+, Augment, One model within 18″ regains 1 wound
10+, Augment, One model within 18″ regains d3 wounds
Regardless of how many wounds gained, the target also gain Fear.
A nice way to bring some wounds back onto models, and fairly easy to cast. The Fear might be a nice bonus if you are fighting a Fear causing or low Leadership unit. My question is, how does the healing work when this is cast on ridden monsters? I assume that you could split the wounds regained between the two.
13+, Direct Damage, 24″
Single enemy model suffers a wound on a dice greater than or equal to unmodified armor save. No AS allowed. Target reveals to the caster all magic items, if he has more than one, randomly select one and it’s destroyed on 2+.
So, this is the replacement for Vaul’s Unmaking. The changes to this are interesting. Vaul’s would reveal all magic items in the unit, but this only does so for the model. At least you know which models could be carrying the magic items. Also, the 2+ to destroy a random item means it is not guaranteed to remove the item that you want to get rid of. The potential to wound with this is a nice bonus also, and you don’t have to be as close as you do for the Death magic ‘sniping’ spells. A multi-purpose spell is always nice to have.
Cast on 19+, Direct damage, 24″, RIP
Every model in the unit takes a S4 flaming hit. At the end of every subsequent magic phase, every model suffers another S4 flaming hit.
A powered up Flames of the Phoenix! Sure, it takes 19+ to cast, but for a level 4, that is only a 14+, which is very doable. FotP only hit enemies during your Magic phase (once per turn), but this one hits every Magic phase. If you get this off, your opponent is very likely to be throwing his power dice to dispel this before he takes another round of hits. Great for dealing with those massive, horde units.
2. Hand of Glory
5+, Augment, Unit within 18″ increases WS, BS, I or M by d3
10+, Augment, Unit within 18″ increases all 4 (WS, BS, I, or M) by d3
It’s like a reverse Miasma. All of these could be quite useful, for reasons that are probably readily apparent. The Movement one creates all kinds of help, increasing charge & march distances. Elves already have a Movement of 5, so an extra 3″ could put them moving as fast as cavalry…
12+, Direct Damage, 30″
Place the Large round template within 30″ of wizard, scatter it d6″. All models hit suffer s3 hits (models flying suffer a s4 hit instead). Any unit that suffers suffers any unsaved wounds, suffers -1 to hit both shooting and close combat. Those that do not use BS need a 4+ to fire.
This spell could be nice, particularly against enemy ranged units. Archers tend to be more lightly armoured and the penalty to them shooting you is great. With only Strength 3, the chance of wounding enemy war machines is low, so can’t really be relied upon to keep them from firing. At least it can still be useful on enemy combat blocks, too. It can thin out their ranks before reaching combat, or can be used before an imminent charge in the opponent’s turn (or your troops overrunning into them after a round of combat).
Walk Between Worlds
8+, Augment, Unengaged unit within 24″, Unit is Ethereal until the end of the phase and can move 10″ as if in the Remaining Moves sub-phase
16+, Augment, Unengaged unit within 24″, Unit is Ethereal until the end of the phase and can move 20″ as if in the Remaining Moves sub-phase
Quite an interesting spell. So, no charges are allowed with this, but I don’t see anything keeping you from flying your Flamespyre Phoenix over another unit to hit them with the Wake of Fire again. A 20″ move is quite a big deal, and with Ethereal, you can really get to where you want to go. It’s unfortunate that the Ethereal only lasts until the end of the phase, because it would be really nice to make a unit Ethereal for a full turn. It seems to be one of the most situational spells of the lore, but it could really make a difference at the right time.
Overall, I think that High Magic is a really good Lore. It seems a bit like a toolbox lore: a snipe spell (Arcane Unforging), multiple ways to hit large units (Tempest & Fiery Convocation), Augments, Hexes, and Healing, all while helping to increase the survivability of one of your units at the same time through the lore attribute. Also, the base casting costs for many of the spells is extremely low, allowing Wizards of varying levels to attempt casting with only 1 die. It also seems that most of the spells have multiple uses, which helps to increase its versatility. I will definitely be taking this Lore and trying it out.
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