How does 8th magic work? - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member AJ200's Avatar
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    How does 8th magic work?

    Can anyone enlighten me on how 8th magic works?

    from what I can tell.. we can have 25% Lords 25% Heros?

    So.. in a 3k match we could have:

    15 x n.goblin shaman
    4 x lv4 n.goblin shaman

    Is that true? and if so, is it actually usable? or is there a limit on casting?

    - Wood Elves + Orcs & Goblins since 2009 -

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    Master of secret stuff HappyJim's Avatar
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    Magic does not scale, you roll 2D6, thats your power dice, the higest of the D6 is the dispel dice, you may "channel" with each wizard, on a 6 you get a extra power/dispel dice, your power dice are capped at 12. You could take all those wizards however at most your going to have 12 dice, mind you the out of control table is horrible. Basically instead of miscates if you roll a double 6 you roll on the out of control, expect a template and some real hurt.

    So magic Spam is taken care of with the new system rather well

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    Senior Member AJ200's Avatar
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    so.. even if we took like 15 shamen.. we coudlnt cast any more than if we took about 4 shamen?

    Also - what is channeling and when does it occur? -

    - cheers
    - Wood Elves + Orcs & Goblins since 2009 -

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    Master of secret stuff HappyJim's Avatar
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    Thats pretty much it, all the spells are morepowerful to make up for it so it balances out really, i believe you do chanelling at the start of the turn.

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    Senior Member AJ200's Avatar
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    Da,m - so new magic Lore spells - but Waaagh and little Waaagh will not change.. so we probably have weak spells ?
    - Wood Elves + Orcs & Goblins since 2009 -

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    Master of secret stuff HappyJim's Avatar
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    They are going to release a errata to all the books, i dont know what they will include, still The horde rule is massive boost to greenskins along with the percentages

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    Got to remember some of the greenskin spells are still pretty good, 2d6 str 4 on a 9+ for example.
    Also our miscast table is not as bad as the one other people will be using, so the ones who really get the hurt in terms of magic are VC not us.
    Now you add the casters magic level to cast the spell.
    If you fail to cast a spell that wizard can no longer cast this turn.
    Chanelling: Roll a dice per wizard per turn, if you roll a 6 you generate an additional power dice, so more wizards will grant more dice, but nowhere near as effectively before.

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    Senior Member AJ200's Avatar
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    so on average.. People will have ~ 7 Cast dice vs ~3-4 Dispel dice <before any additions>.

    But out items +3 dice banner and staff of stealing would make the average casting become 6 cast dice vs 7-8 Dispel dice. nice!

    +caster level to cast though is a very high bonus! does it mean some spells can be automatically cast? lv5 spels etc from lv4 mages etc
    - Wood Elves + Orcs & Goblins since 2009 -

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    No because a 1-2 on 1d6 is an automatic fail

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    b"h
    Tons of wizards could still chanel a fair amount of dice each turn. Becouse our lores remained on a low to-cast roll, a 4th level wizard will be able to cast every spell with only 1 or 2 dice.

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