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If and when we get a new book what kind of spells/attribute would u like to see?
id say make the attribute either once a spell is cast your can give a unit within 12''-24'' a +6 ward or just regrow units like the tombkings.or even grant magic resistance2-3 to a nearby unit that might be pretty fair.
Affliction, you're really excited for us to get a new book aren't you. You know it won't be for another 2 years at least right? Do you really think that we need one that badly, like... before Wood Elves, VC, OK, and Bretonnia?
Anyways, if we're going to try to figure out new spells:
Lore Attribute: Drain Magic
- for every High Magic spell successfully cast, add 1 to the casting values of your opponent's spells in the next magic phase.
0. Blessing of Isha 6+
Calling upon Isha, the mother-goddess of all Elves, the Mage feels a subtle shift in the winds of magic, bending them away from his enemies, and towards himself.
The Caster gains +1 to all casting attempts and +2 to all dispel attempts, or +2 to all casting attempts and +1 to all dispel attempts, until the start of the next friendly magic phase
1. Shield of Saphery 8+
Augment, 18" range. If successfully cast, the target unit gains a 5+ Wardsave. The caster may choose to have this spell target all units within 18", increasing the casting value to 21.
2. Fury of Khaine
Magic Missile, cast at 3 levels
8+ 2D6, S4 hits.
10+ 2D6, S5 hits
16+ 3D6, S5 hits
3. Courage of Aenarion 10+
Augment, all friendly units within 12" have the Stubborn special rule
4. Flames of the Phoenix 12+
Remains in Play, 24"
Each model in the target unit takes a S3, Flaming hit immediately, with no ward saves allowed. The strength of the attack is increased by 1 on each subsequent turn that the spell remains in play.
Alternatively, a friendly unit within 18" may be given +1S and Flaming Attacks
5. Vauls Unmaking 12+
Target enemy unit within 24" must show all of their magic items. The caster chooses one of the items to be destroyed for the remainder of the game. Magical weapons, armor, shields etc become Mundane versions of the same weapon. Alternatively, an enemy wizard within 12" automatically forgets 1 spell, determined randomly.
6. The Will of Aenarion 18+
The Mage raises his hands towards the heavens and calls upon the spirit of Aenarion to break the resolve of his foes, and inspire his people to acts of valor
Choose a combat within 18" inches. In the Close Combat phase, this combat will not be fought, instead, the friendly unit automatically wins by 2, and counts as having double its normal number of ranks when calculating Steadfast. If the enemy breaks, the High Elves must pursue exactly as if they were subject to Frenzy. This spell has no effect against enemies who are Unbreakable or Immune to Psychology.
Of course, casting values are probably a bit off, I added 2 to the existing spells that I thought needed it. I also kept the spells which have been with the Elves for a long time, such as Flames of the Phoenix, Drain Magic, Fury of Khaine and Vaul's Unmaking.
I wanted to give the lore a very versatile feel, so that with just 7 spells to choose from, the Elves can make use of nearly 12 actual effects. The scaling also allows the elves to flex their magical abilities, with more powerful casters being able to throw more devastating versions of a common spell.
I also wanted to keep Flames of the Phoenix and Fury of Khaine as scary as they once were. In previous editions, taking 2D6 S4 hits on a meager 8+ was something to be horrified by, and having an entire unit hit by S3 hits was pretty ferocious. In the current edition however, these spells aren't quite as scary as things like Fireball or Dwellers. So I ramped Fury up just like a scary version of Fireball, and got rid of Wardsaves from Fury of Khaine. Which works well, because that means it really threatens Daemons, but also, because it's flaming, it gets rid of Regen, leaving foes with only an armor save. Let it go too long, and your armor will be gone as well...
The 6th spell might be a bit controversial, but I think it would be fair. Elves do well in combat anyways, but they rarely manage to be steadfast. This spell is in place of big unit-killers like Dwellers and Gateway, but keeps the Elfy feel to. Nobody dies, and to be destroyed, you actually have to fail your break check (Ld-2 in this case, since the Elves will likely break your Steadfast with the double-ranks) and then be caught. In fact, it can actually hurt the Elves by pulling them into a dangerous situation or postponing combat to the enemies turn. I don't think you'd see smart players spamming this spell in every phase, because of those 2 things plus the fact that no opponent in their right mind would let it go off in a dire situation. This spell is meant to give Elves a fighting chance against big scary stuff like a unit of Chaos Knights, Horde of Bloodletters, or that pair of Hydras crammed down their throats. Plus, it's a funny spell to cast on Goblins
I think that the High Elf army whether or not it includes a mage, should have a +1 to dispel attempts. That means that when dispelling on the army alone, Elf players will get the +1 they are accustomed to, but a L4 mage will not get +5. If it needs to be explained in a fluff sense, point out that all Elves are naturally gifted at magic, so it stands to reason that they can provide at least meager defense against an enemy caster.
For our Lore Attribute, I'd like to see -1 on opponents casting rolls next magic phase, per spell cast in the HE magic phase. Personally, I think this is easier than increasing casting values.
Spells I'd like to see:
A summoning spell, might be a bit "unhighelfy", but I think a spell that either summons or turns the caster into a Phoenix would be awesome, and it fits the theme as well.
I like Captain Sarathai's signature spell, but I think it would be cool to make it either remains in play or not make it work before the next magic phase.
A "mini vortex" that drains all magic power from a unit or a spot on the battlefield. This could work as a Magical Vortex, for example:
The Mage summons a fraction of the great vortex to drain magical power away from the battlefield.
Magical Vortex. Remains in play. (Not sure, but I think Magical Vortexes might be RIP anyway...)
This spell uses the small template. Once the template has been placed, the controlling player nominates a direction and rolls 5d6 for the template to move. At the end of each magic phase, the template moves 3d6 in a random direction decided by the scatter die.
Any unit the template passes over is granted Magic Resistance 3 the subsequent magic phase, and any Remains in play spells currently affecting the unit is automatically dispelled. Furthermore, any unit within 6'' of the template is immune to all spells.
The Mage may attempt to cast a boosted version of this spell, in which case the Mage may place the template anywhere within 24'' of himself. In this case, the template does not count as having moved over any units.
A tad powerful? I like the idea myself
5000p. High Elves
yea i dont think we need a new book its just that im a new player and have been tryn to get into warhammer for a few years just havent had the money and this is my second army so i can have a friend of mine and my wife play with me when im at home and i was going to get wood elves/bret but when 8th came out they get nerfed so bad i just couldnt spend money on such a weak army as woodelves anyways. brets can still do ok i quess.but when the new brets come out ill prolly get them as my true second army.anyways theres just some silly things in the high elves book that need to be revamped.i just dont see why gw wouldnt just drop all new rule books when they change editions,i mean if anything they would make money because you would have to have the new books even if the changes were only slight.i think high elves book needs alot of work in some places like reavers being core.possibly dragon princes in rare and beef um up to str4 and maybe 5+ward or something,or even a monster for a rare maybe a dragon with stats kinda like a hydra or something one trained so well he doesnt need a rider with a regen or ward save.archers need to be less than our spearmen this would let them see the table more from what i here nobody wants them and i can understand why, 11 points for just 1 str 3 arrow.I can see spending 6-8 points for those stats though.sorry very off topic I know. I like the spells u got, some will probably look just like that but they may keep fury str4 at all values if they do it by str then all well still be 2 d6. love the bubble ward save idea that would be sick prolly cost 20 to cast.also maybe by your logic that high elves have magical abilitys naturaly perhaps all units could have magic resistance 1 as well as always strikes first.this would give them a very balanced save vers magic.not over powered by anymeans.and then a spell could increases this to magice resistance3 to one unit within 12 inchs and then a bubble ver of it for a higher casting cost.
Last edited by affliction69; June 2nd, 2011 at 12:08.
But seriously, VC are still clearly a top tier army when you look at tournament results for big 2 day events in England (and that's even with most tournaments having comp that says you can use 12 dice maximum per magic phase rather than the rulebook's no more than 12 dice in your power pool at any time).
I could well imagine that Drain Magic would become the Lore Attribute rather than a spell in its own right. While that may appear a bit strong at first glance, when you compare it to the Little Waaagh lore attribute that steals your dispel dice I don't think it would be out of place.
But that's off topic.
I agree that we'll likely see Drain Magic as a Lore Attribute. I think that it's perfectly fair- we currently have to cast 1 spell (and an easy one at that) to add +3 to all the casting values of enemy spells. By the Lore Att. version, you're throwing 2-3 spells to get the same effect.
Reality Cheque- my Sig spell could be a RiP. I was also thinking of having it being able to be targeted at another friendly caster, but that's almost too powerful since you'd only need 1 caster with the spell to boost every available caster. Honestly, I didn't make it a RiP because I wanted to keep the casting value down, I wanted it to reflect the Dark Elf 'dice-getter' spell, and I didn't want to it to feel like a copy of Throne of Vines (most bogus/OP RiP spell I've ever seen).