The problem with it not including dispels is it leads to broken combos with dark magic and dark elf sorcerers plus removes all ability of your opponent to disrupt you spamming a spell. With stacking spell effects and lore attributes (like fire) this could get way out of hand if an opponent doesn't have a method to curb it. It does most likely include dispels, because aside from stating failed casting in the rules themselves, in the overview it states that all previous attempts to cast the spell must be successful in order to cast a spell again.
Isn't that why they say to ignore Broken Concentration, which is the reason Wizards have to end their casting? Though, then that could be the reason they put a rule in for spells not being able to recast.Except by current rules if your wizard fails to cast a spell he cannot cast anything for the rest of the magic phase. If that included dispels then your opponent only needs to stop the first spell your level 4 throws to basically end your magic phase. And I'm pretty sure no one thinks it works that way.
That's the way I read it too, and from the pages of Khaine I've seen it doesn't errata that. So as long as you can get above casting value its real easy to spam spells. Loremaster is just rediculous hand in hand with that.Hi Everyone. New blood here on the forum, long time reader, first time poster... but I really wanted to join this discussion, because I hate this new magic system.
I have the BRB in front of me, and from my reading dispelling a spell does not make it a failed attempt to cast. It sais if the dispel is successful, the spell does not take effect. So it is still cast, but you just stopped it's effect. And you only break concentration if you fail to equal a spell casting value, or your natural dice scores is 1 or 2. Dispelling a spell doesn't count.
Now, I don't have the Khaine book. Does that change anything? I hope it does, because as it is now I really dislike the magic of the end times. Granted I only played 1 game with it, but I was banished of the table, because he could spam it, and I couldn't stop all of them
Oh, and sorry for any grammar issues, English is not my first language![]()
Yeah.I didn't even think of combos like that. That is ridiculous
Yep. Assuming you roll average on the Winds and have a decently leveled Wizard or two, you have a reliable magic phase spam of spells with less than a 15+ cast value, and can reliably 2-3 dice them. Then there's all the 7+ or lower spells that a baby wizard can 1-2 dice. At 14 dice and not rolling a 1 for PD you're getting a lot of spells. Mega spells are obviously harder, but a spam of "regular" spells easily has the same level of devastation, if in a different way. Worst case you are probably getting 2-3 spells a turn, which is still at least twice as good as worst case for the old magic rules.And most of the time you have no means to stop this. Your only hope is that he rolls a 1 on his limit of PD and fails to cast a spell. But then he just switches to something else. Crazy. Or am I missing something? Is there a way to stop this, apart from trying to snipe all his wizards?
I'm making myself sick, but at the same time this is awesome
Awesome until you see someone with a simple fireball eliminate three beefy units of his opponent's army in one phase and then watch THAT guy rage quit and pack his models. As you stand there watching what is likely the end of the hobby you might rethink your definition of 'awesome'.
Sad that maybe less than 1% of the players own this new book. But if the rules are as poorly written as the copied pages I have seen on various forums indicate that they are, then this debate will rage on. It has to work as many have stated, that a dispelled spell is unable to be recast.Even taking that position, if you have 3 wizards you have access to 21 spells to cast (not including EoT super spells). :slapface:
I don't think its quite the end of the hobby. One guy gets a lucky magic phase, whoopdy doo. Call me Druchii, I feel no sympathy for a rage quitter. He agreed to play with Khaine magic, and I know that to be true because 1) he agreed to the game in the first place and 2) Khaine's rules explicitly state its up to the players.Awesome until you see someone with a simple fireball eliminate three beefy units of his opponent's army in one phase and then watch THAT guy rage quit and pack his models. As you stand there watching what is likely the end of the hobby you might rethink your definition of 'awesome'.
Sad that maybe less than 1% of the players own this new book. But if the rules are as poorly written as the copied pages I have seen on various forums indicate that they are, then this debate will rage on. It has to work as many have stated, that a dispelled spell is unable to be recast.Even taking that position, if you have 3 wizards you have access to 21 spells to cast (not including EoT super spells). :slapface:
I don't think its quite the end of the hobby. One guy gets a lucky magic phase, whoopdy doo. Call me Druchii, I feel no sympathy for a rage quitter. He agreed to play with Khaine magic, and I know that to be true because 1) he agreed to the game in the first place and 2) Khaine's rules explicitly state its up to the players.
And lets be real, I don't care if I'm shooting the fire, getting shot at, or a bystander, an entire army engulfed in flames is kinda still freakin awesome to imagine. And for him to have killed three "beefy" units with just fireball he would have had to have a level 4 fire Mage and been using heavily weighted dice, or had sacrificed many an Empire Virgin to the dice gods pre-game.
And then my 50 zombies all roll 6 's and kill your deathstar. /sarcasm
Rolling a D6 to determine max power dice will kill this more often then make magic decimate an army. And even with enough dice for a spell, low rolling exists as much as high rolling does.
I agree, however the only spell that can really give you more dice than you spent on it is Purple Sun, and I just remembered (somewhat contrary to my earlier post) that you can't cast the same 15+ spell twice, regardless of success or failure. Add to that the D6 dice limit like @LordTobiothan said, and you may not even get that off. And like @Infernal Skull said, take defensive magic items and suddenly you aren't losing half your army to a lucky magic phase. Emphasis on lucky. Plus you should have the same magic phase as your opponent, so really you can't complainForgive me for using an over simplified example. My point is that if a dispelled spell does not count as 'failure' then it possible to spam off a huge portion of your opponent's army in one phase. NOBODY will wish to play if that becomes the norm. Imagine Death Magic with refilling dice pools. One magic turn could last an hour possibly.![]()
Forgive me for using an over simplified example. My point is that if a dispelled spell does not count as 'failure' then it possible to spam off a huge portion of your opponent's army in one phase. NOBODY will wish to play if that becomes the norm. Imagine Death Magic with refilling dice pools. One magic turn could last an hour possibly.![]()
Yes, I was a part of those debates. Basically this is related to that as to the definition of successfully cast/failed spell.I would like to point out the similarities in wording regarding the "successfully cast a spell" aspect of this discussion.
I recall not too long ago a good amount of debate as to the same wording in the lore attribute for vamps. the arguement at that time was do you get to use the lore attribute to heal a wound if your opponent dispels the spell and of I'm not mistaken the consensus among the various forums was "no". the discussion was mostly focused on the wording of "immediately after you successfully cast a spell blah blah blah" in the lore Attribute.
am I off base off base with this?
I don't think that should be a rule. All it does is cripple armies that want to use that play style, and it defeats the entire purpose of their being those "shenanigans" and "special sources" in the first place. I'm spending my army points to make my magic phase good, and then someone comes along saying "nope that's less than half as good as it was before for the same points." At this point you may as well take away the 50% lords because Warriors of Chaos can take two Daemon Princes or unkillable Disc Lords, or put a cap on every unit in the game because Ogre Gutstars are nearly unstoppable without initiative or die spells. Each army has their strengths and different builds, and taking away the Beastmen Herdstone or the Dark Elf Sacrificial Dagger just because you can't beat it or don't want to deal with it isn't fair. All of this is just my opinion of course, probably because I play Beasts and Dark Elves, but to me it makes no sense.I think they should say something like "aside from channeling, a maximum of 3 extra dice can be generated from any special source each magic phase" and then the shenanigans will stop and we can enjoy this interesting tweak to the magic phase.