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I am trying to figure out how to do winds of magic when you are playing a team game. I couldn't find anything in the rule book.
we ran into the same prob . so we made a " house rule " as we couldnt find anything exact .. and lets say team 1 has player A and B .. and team 2 has player A and B .. well players A rolled ..and players B rolled.. the dice generated from b can only case b spells and dispell b stuff .. and so forth for A .. we found rolling one set as suggested really made magic unfun .. let say you get 6-7 dice which is average .. now you split that 3 dice between players to cast stuff.. not great
It is the same problem you run into if you play a large game 1 v 1. Lots of wizards and only one power pool. In a team game it is no different, you may have several wizards but you still share the same pool. If the alliance is a desperate alliance (i.e destruction and order on the same team) then dice are split evenly with any odd dice split randomly.
This is also why you don't brink a skink priest (scroll caddy the exception) when you have a Slann. That Slann wants to use all of the power dice. And the Slann gets what the Slann wants.
It is handy having a 2nd wizard though in case your first fluffs his casting - then you've got someone to use all the spare dice. Plus I love Lore of Life and Lore of Shadows in combination - oh your S is down by D3, now role under your new S or die