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I had great fun coming up with this lore. I have tried to keep it balanced but at the same time make it suitably powerful for the Slann! What do you think?
Lore of the Old Ones
In times of dire need the Slann forego the usual eight lores of magic and instead turn to this ancient and revered lore, taught to them by the old ones at the beginning of the world.
Before rolling for any spells you may declare that your Slann is going to be using the Lore of the Old Ones. In which case the following rules apply.
Due to it’s sheer power, only a 2nd Gen Slann can use spells from the Lore of the Old Ones. In addition to this the Lore is so sacred and unique that if a Slann picks a spell from the Lore of the Old Ones he cannot choose spells from any other lore like he would usually be able to. Also the Slann will only ever know exactly four spells from this lore. He cannot choose any magic items that would increase this (like the plaque of Tepok) nor will he ever forget a spell as the result enemy magic or magical items, which would otherwise force him to do so.
Roll for spells as normal. The Slann may swap any spell for Force of the Old Ones if he so desires.
D6 Spell Difficulty
1 Force of the Old Ones 8+
2 Way of the Old Ones 9+
3 Creatures of the Old One 9+
4 Might of the Old Ones 11+
5 Determination of the Old Ones 11+
6 Will of the Old Ones 24+
FORCE OF THE OLD ONES Difficulty 8+
The spirit of the Old Ones invigorates the Slann and he moulds the winds of magic into a blast of pure energy more powerful than any other mage alive could produce. The Force of the Old Ones is a magic missile with a range of 24”. If cast, the affected unit takes D6 Strength 10 hits. Such is the power of this spell that, when rolling to determine number of hits, on the roll of a 4+ the Slann becomes momentarily drained and cannot cast this spell in his following magic phase.
WAY OF THE OLD ONES Difficulty 9+
The Slann continues to mould the very landscape at will, as he adheres to the Old Ones’ great plan. This spell works exactly like the Tree singing spell from the Lore of Athel Loren but with the following exceptions. The spell has an unlimited range and can be cast on any forest, hill, fence, ruins or structure on the tabletop.
CREATURES OF THE OLD ONES Difficulty 9+
Every creature in Lustria was spawned for a purpose and the Old Ones will not see this quashed by enemies. If cast, choose any lizardmen unit within 24” of the Slann. If the unit is a skink unit then add D6 + 1 skinks to the unit. If the unit is a saurus warrior unit add D6 saurus to the unit. If the unit is a saurus cavalry unit then add D3 models to the unit. If the unit is a kroxigor or terradon unit then add one of the appropriate model to the unit. If the unit is a Jungle Swarm unit then add one base to the unit.
This spell can also be cast on friendly lizardmen characters in which case it restores D3 wounds.
The spell has no effect on Salamanders or Stegadons.
This spell can cause a unit to exceed it’s starting unit size but cannot cause a unit to exceed it’s maximum unit size.
MIGHT OF THE OLD ONES Difficulty 11+
Remains in play
The might of the Old Ones flows from the Slann and stimulates the units around him. This spell can be cast on the Slann himself and when in play, all friendly lizardmen units with 12” of the Slann get +1 strength.
This spell lasts until the Slann chooses to end it (which he can do so at any time), attempts to cast another spell or is slain.
DETERMINATION OF THE OLD ONES Difficulty 15+
Nothing can stop the great plan of the Old Ones and when cast, this spell creates a fleeting glimpse of the world as the Old Ones envisage it and this alone is enough to spur them into fighting on, despite overwhelming odds.
If successfully cast, all lizardmen units on the battlefield (friend and foe) become unbreakable until the start of the caster’s next magic phase.
WILL OF THE OLD ONES Difficulty 24+
Remains in play
The Slann pulls in every inch of magical energy around him and briefly creates a link between this world and the world in which the Old Ones now reside (where ever that may be!). Whilst this link lasts no more than a fraction of a second, it is enough for the Old Ones to influence the battle significantly as they simply will not allow the lizardmen to see defeat.
The Slann cannot attempt to cast the Will of the Old Ones if he has attempted to cast any other spell this magic phase. If the spell is in play at the end of the battle, the total Victory Points accumulated by the opposing player at the end of the battle are halved, rounding up.
Anyway, I think you should add a rule like
Any magic item (or irrisistable dispelling force) used that would stop one of these spells instead removes d3+1 of the lowest power dice used to cast the spell, athough they can still cause a miss cast.
This will mean dispel scrolls still stop the spells most of the time but if the slann concentrates most of his magical energy to one spell he can overcome it (although it will then be easier to dispel).
Also, I think most of them are far to easy to cast (except Will of the Old Ones). I would also like Will of the Old Ones to be something like
Allows you to force rerolls on every roll of 1 or 6 (even your opponents rolls)
and have it have something to do with the size of the game in it's casting value (to make casting it in a 10000 pts battle different then 2000 points as there are so many more 1s and 6s).
Thanks for the comments
I like it!!
I always seem to find myself wishing the slaan were even better than they already are....sigh, we can't win them all i suppose.
However, on that note, i have a challenge for you Stonehambey!!
You will notice in the special characters section it makes mention of a certain Lord Mazdamundi, the greatest 2nd generation slaan still alive.
It says that he raised a mountain range behind him to stop a marauding band of dark elves, but i can't find rules for him anywhere!!
Obviously it would be totally unofficial and he would probably be ridiculously powerful (moreso than kroak) but if you feel up to it, you should make up some rules, magic items etc for him.
You seem more suited to the task than me, i found myself giving him stupid things like water cooled, tri-barreled whiz banger of pungent destruction and so on, :w00t:
Before you judge a man, walk a mile in his shoes. After that, who cares, your a mile away and you have his shoes!!
Chuck Norris invented water
If you can really take this lore, than the slan should be double his points cost, being able to add troops to the field is a big thing, and only the skellies can do. he he he, which is why they are so week.
Float like a butterfly, Sting like a bee!