Magic: Lore of Slaanesh
Contributors: Frozencore
The Lore of Slaanesh is often considered the most powerful magic lore in the entire game, and for a good reason. Every spell in the list has something that sets it apart from spells other lores have access too. Every spell in the lore has extremely potent effects, that when used properly can win you the game. The problem is that one must completely dedicate their self to the magic phase to get the most out of the lore of slaanesh because all of its spells are extremely expensive. This then leaves you with a very low leadership general in most games. Properly using the lore of slaanesh is often not possible until you have a 4th level caster, so it won't be available to you unless you are playing a 2000 point game or higher.
1. Blissful Throes.A short range very high strength magic missile that has a low number of hits. Its damage can make anyone wary to come close, and our speedy beast herds can use it to its fullest as the short range is less of a problem. It can cut through pretty much anything in its range, hit something that has a high points value. Needs 2 dice to cast.
2. Luxurious Torment.Luxurious torment is a very weird spell that has two very different uses. It stems directly from what the spell actually does. It can be cast on any unit, friendly or foe in 24 inches (no line of sight needed), even if they are in close combat. It gives the unit frenzy but they also take d6 strength 3 hits at the start of both player's turns. The spell remains in play until the unit looses frenzy, but is not a remains in play spell. This means you can cast it on one of your own units to give them the edge in combat and only lose an ungor or two every turn for 3 attacks. Or you can use it on enemy units so they take damage and are forced to charge. Cast it on a warmachine crew or archer unit and make them charge your ogres or bait and flee with one of your cheap units. Slowly they will take damage and become less useful as the game goes on as well, so you can even leave them alone. 2 dice will be successful on average.
3. Titillating Delusions.This spell is hilarious, and extremely powerful. Pick an unengaged enemy unit in 24 inches and force them to move to a spot on the board of your choice. They are not allowed to do anything else until they reach the spot. It remains in play, so you can be sure your opponent will try to use all their power dice to get rid of it, but at the worst it screws them over for one turn, at best it can effectively remove any unit of your choice from the game. This is one of the best spells not only in this lore but in the entire game. I would use 3 dice to cast it as it is very important.
4. Delectable Torture.A nasty spell that can help destroy a character's unit. When cast on a character in an unit that isn't in close combat he/she must make a round of close combat attacks on his unit. All the normal special rules like flails, magic items, etc. all still apply. Can be devastating if the hero is a tooled out close combat monster. If the hero is not in a unit he will make a ranged attack at the unit of your choice. Don't forget that the character can cause panic on his unit and therefor screw your opponent over even more. Uses 3 dice.
5. Enrapturing Spasms.A dangerously effective spell that can be cast on a number of different units because of its wide variety of effects. Essentially it makes a unit not be able to perform any action, they cannot move, shoot, attack, or cast spells. It has a decent range of 18 inches. and can even be cast into a combat. Lasts until your next magic phase. 3 dice will work more often than not, but 4 will make sure.
6. Delicious Excruciation.The oddball spell in the lore, but it is still good. It can be cast on any unit in 24 inches, friend or foe. It makes the target unit unbreakable, which overrides daemonic instability and can instantly rally a fleeing unit. On your own troops it can be very helpful to rally (as beasts flee a bunch) and make something a speedbump. On enemies it can get rid of that pesky bait and flee unit, because unbreakable units cannot flee. On average 3 dice can cut it, but 4 will be better.