
Originally Posted by
Karl Stahlfeld
High Magic
Lore Attribute: Drain Magic
- If at least one High Magic spell is cast during the magic phase, the High Elf player will dispel any spell cast during the opponent’s magic phase on any dispel attempt that contains a double.
Switch "player" to "mage". Only the mage who casts the spell can get the extra dispel power. Even still, this is a very powerful lore attribute, which is partially why I feel that the casting costs should go up a great deal more than what I'm advising below. Also, to keep in line with the earlier versions of the spell, I would say that enemy casting costs increase by +1 for each High Magic spell in play (so any spell which lasts "until the start of the next HE magic phase" or RiP)
0. Shield of Saphery 7+
Augment, 18" range. If successfully cast, the target unit gains a 5+ Ward save. The caster may choose to have this spell target all units within 18", increasing the casting value to 14.
1. Fury of Khaine
Magic Missile, cast at 3 levels
8+ 2D6, S4 hits. 24”
12+ 2D6, S5 hits 36”
16+ 3D6, S5 hits 48”
Compare to Fireball. I would make it start at S4 and stay there - 3D6 S5 hits is brutal for just a +4 above the others. Otherwise, drop the range - 18" D6 S5 hits, 24" 2D6 S5, 30" 3D6 S5. Finally, casting costs for this should start at 10, and increase by 2-3 each time. Probably 10, 12, 15.
2. Blessing of Aenarion 9+
Augment, 18” choose one friendly unit. During combat, they reroll all failed wounds and get +1S
There's not a spell in the core game that has the "reroll failed to wounds" as an effect. The closest is Harmonic Convergence, which only works on 1's and is still a 6+ to cast. This spell needs to be in the 12-14+ range. To keep things relatively calm, I'd ditch the +1S effect and just keep it at failed "to wound" rolls. Then I could solidly place this spell at a 12+ to cast, and go as low as 10+.
3. Curse of Arrow Attraction 11+
Hex, Nominate an enemy formation within 36” All ranged attacks against that formation reroll all failed hits and get +1 to wound. Also, the target must reroll all successful saves against ranged attacks.
Add "armor" after "all". You don't want them rerolling Wardsaves, that's a useless addition that just adds casting value to the spell. Give missiles a +1 to hit against the target, and a +1 to wound, and make them reroll armor saves. Otherwise, rather than have this affect a target enemy unit, have it affect a single friendly unit. Also, drop the range on this or add a boosted version - 24" should be fine, 36" is actually farther than any of our weapons can reach with the exception of the RBT.
4. Vaul’s Unmaking 12+
Hex, 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.
Have the players roll a D6. If the caster rolls higher, the item is destroyed. That, or only destroy it on a 4+. Outright item-killing on a 12+ spell is brutal. Especially considering how few magic items there are in the game now. Otherwise, the casting value on this needs to go way up.
5. Sapherian Training 13+
Remains in Play, self. The caster may reroll all rolls of 1 when casting or dispelling. These dice may not create irresistible force or a miscast. Also, this boosts the other spells in High Magic as well:
Shield of Saphery now gives a 4++
Fury of Khaine gets +1S
Blessing of Aenarion also grants +1T
Curse of Arrow Attraction also grants +1 to hit.
Vaul’s Unmaking destroys D3-1 items instead of 1.
Flames of the Phoenix starts at S4
This is a pretty serious Throne, and an unimaginative copy of it. I'd say that it lasts until the start of their next magic phase, doesn't work on Dispel attempts, and change it so that it can cause Miscast/IF situations. Fury of Khaine getting +1S up to S6 is nasty. Only keep the +1 if you drop all of the boosted levels of FoK down to S4. Vaul's Unmaking destroying D3+1 is likewise brutal, I'd just say that it now destroys 1 item automatically rather than rolling for it. Curse is fine, although it might be good to change Curse to be an augment to friendlies, and then have Sapherian Training boost the spell to affect all friendly units within 12" inches. Flames starting at S4 is fair.
6. Flames of the Phoenix 14+
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. If they are Ethereal, it instead wounds on a 2+.
I like this spell, but the casting value needs to go up to 16. Hitting every model in a unit with a S3 hit is brutal, your first casting will kill off 50% of most Horde units, and the fact that you can boost it to S4 is just sick. I would drop the part about the models being Ethereal, as well as the part about not allowing Wardsaves. Change it so that models with the Undead, Daemon, Forest Spirit, or Ethereal special rules may not take Wardsaves against Flames of the Phoenix - this has the effect of making it an awesome Daemon killer.