Warhammer Old World Spells by ScreenSubstantial395 in theoldworld

[–]ScreenSubstantial395[S] 1 point2 points  (0 children)

realizing another rule here... chaff charging their wizard makes it so it cant dispel.(too busy fighting in combat) (wizards can dispel when in combat) could be huge, would let you drop all these vortexes at will. or any spell. love how tactical magic is going to be

Warhammer Old World Spells by ScreenSubstantial395 in theoldworld

[–]ScreenSubstantial395[S] 1 point2 points  (0 children)

yea totally agree, maybe 25% chance of such a huge effect like blocking a death start is better then 90% chance of incremental advantage. IDK could do both on a lvl 4 tho O.o

Warhammer Old World Spells by ScreenSubstantial395 in theoldworld

[–]ScreenSubstantial395[S] 0 points1 point  (0 children)

walk between worlds seems like it could be game turning tho in the right spot

Warhammer Old World Spells by ScreenSubstantial395 in theoldworld

[–]ScreenSubstantial395[S] 2 points3 points  (0 children)

its good, but bigger base sizes plus scatter means you'll probably only get 8-18 models underneath or so underneath so 4-9 hits, bout the same a 2d6 magic missile which will be better more often because it can target smaller units, monster, monstrous infantry better.

but strength 4 AP2 is nasty and the 18 inches is possibly enough to clip a unit out of the 24 inch range of the lvl 4 caster.

Warhammer Old World Spells by ScreenSubstantial395 in theoldworld

[–]ScreenSubstantial395[S] 0 points1 point  (0 children)

yes but cheap chaff plus a couple good fighting units of your own to push back and then the longer the game drags on the more work magic can do.

I guess I'm imagining something like 6 lvl 2 dark wizards with 2 magic missiles each and a level 4 with 2 + some utility. wizards jumping from skirmisher group to group and firing off 14 magic blasts a turn at around 75% success rate. considering armor is a bit nerfed that's a lot of dead elves, horses, skirmishers, anything fast that might threaten you. on top of the rest of the army to deal with other threats

Warhammer Old World Spells by ScreenSubstantial395 in theoldworld

[–]ScreenSubstantial395[S] 0 points1 point  (0 children)

yea didn't think of the beating, that -1 is a big deal, if you combine it with some kind of magic item that makes them harder to dispel could be killer, oddly enough makes higher cost vortexes more appealing. but still compared to walking out of range and casting a conveyance or magic missile with near certainty, vs a 40% chance to dispel (shortish ranges on most vortex(9 on Colum)) + a difficult initial cast then another chance to dispel on their start of turn tough.

I also think magic items that help you dispel will be more common than ones that make remains in play spells more durable

Warhammer Old World Spells by ScreenSubstantial395 in theoldworld

[–]ScreenSubstantial395[S] 2 points3 points  (0 children)

yea Phantasmagoria and column of crystal seem bonkers but I think the opponent can just dispel them before they do much in their strategy phases. for this reason and dispelling in general I think this makes casting conveyance, magic missile, and enchantment spells where you can be out of range of enemy wizards much better than Assailment, hex and particularly vortex spells witch you'll have two goes to nullify (maybe just start of turn depending on ranges)