I've been playing a lot of Khaine magic and I find that, while it solves a lot of issues with 8th ed magic, it makes magic too dominant, and there are a lot of holes in its rules.
Here is a new hybrid magic phase that I have really been enjoying:
Hybrid Magic Phase
1. SPELL GENERATION
A wizard is allowed to pick a single spell lore as detailed in their Armybook. The wizard knows all spells from this lore.
Some wizards automatically know certain spells. These wizards may keep the spells they know, or choose to know all the spells from a single lore of which they know at least one spell.
A loremaster may re-roll any casting attempt from the lore in which they are Loremaster. If Loremaster in multiple lores, they are permitted to know more than one lore.
In some cases a wizard is permitted to pick freely between multiple lores. In this case they must pick only 7 spells.
2. ROLL FOR WINDS OF MAGIC
2D6 + channel
A maximum of 3 dice can be generated from any additional source per Magic Phase. This includes dice generated later in the phase, such as the result of a lore attribute.
For example, if a lore attribute allows you to add one dice each time a spell is cast, only the first three castings would add a dice, and then the lore attribute will no longer take effect.
The dispelling player gets a number of dispel dice equal to the highest dice when generating the Winds of magic + channeling.
3. CAST
Each wizard has a number of casting attempts equal to their wizard level; a level 1 wizard may attempt one spell per phase, a level 4 can attempt four spells. A failed spell is an attempt, but does not prevent using additional attempts (to cast different spells).
A. Choosing a Target
Different spell types have different limitations as detailed in the rulebook.
Spell Limitations
Any spell can only be attempted once per wizard. Any spell with a casting cost of 15+ or higher or any Remains in Play spell may only be attempted once per phase, even if multiple wizards know the spell.
B. Choose the Number of Power Dice
pick 1-6 dice to use. Roll the dice. If equal or over the casting value, the spell is cast.
Boosted Spells
Only level 3 or 4 wizards may attempt to cast a boosted version of the spell. The only exception is that of Signature Spells, as they are so basic that even the lowliest of wizards can attempt to cast them at multiple strengths.
Not Enough Power!
A natural roll of 1 or 2 is always a failure.
Bound Spells
Bound spells can be cast by any model with them. The casting value is based on the power of the spell and wizard levels are never added to the casting attempt – even if being cast by a wizard. Anyone with a bound spell may attempt it once per phase. The attempt to cast the bound spell does not count toward a wizards spell attempts.
In the event of a miscast, no more spells can be attempted by the owner for the remainder of the phase. If granted by an item, the item is permanently destroyed, but the owner can continue casting normally, if able.
4. Irresistible Force
If two natural 6s are rolled during a casting attempt, the spell is cast with Irresistible Force- it is cast and cannot be dispelled for any reason. Fully resolve the spell and lore attribute.
What happens next is a Miscast, with a power based on the number of dice used to attempt the spell:
1-2 dice: Detonation!
The energy explodes without warning!
Every model in base contact (but not the wizard) suffers a strength 5 hit. Afterward, remove D3 dice from the power pool.
3-4 dice: Dimensional Redirection
While the wizard wrenches hold of the magical vortex around him, he loses his control, but attempts to redirect the Chaos energies from swallowing him whole.
Center a small round template over the wizard – every model under the template suffers a strength 6 hit. Afterward, D3 dice are lost from the Power Pool.
5-6 dice: Dimensional Cascade
The summoned magics wrench free of the Wizard's control, laying waste to anyone unfortunate enough to be nearby, and then attempt to pull the wizard into the Realm of Chaos.
Center a large round template over the wizard – everyone underneath suffers a strength 7 hit. Afterward, roll a D6. On a 1-3, the wizard is sucked into oblivion – remove him as a casualty without any saves allowed. On a 4-6, lose that many power dice instead.
Hold on for dear life!
A wizard who is in a unit of at least 5 models will be saved from the grip of Chaos if a 3 is rolled for a Dimensional Cascade. This represents the wizards comrades holding him down as chaos seeks to pull him in. In the resulting confusion, 6 dice are lost from the Power Pool
The Power of Chaos
A Miscast is pure chaos energy in physical form and as such - Magic Resistance of any kind has no effect on any wounds caused by a Miscast
5. Dispel
Nominate a wizard and roll any number of dice + wizard level to meet the power value in order to prevent the spell from being cast.
If a wizard rolls two or more natural 6s then he can no longer dispel this phase. Nominate another wizard, or use your army to dispel at +0.
Here is a new hybrid magic phase that I have really been enjoying:
Hybrid Magic Phase
1. SPELL GENERATION
A wizard is allowed to pick a single spell lore as detailed in their Armybook. The wizard knows all spells from this lore.
Some wizards automatically know certain spells. These wizards may keep the spells they know, or choose to know all the spells from a single lore of which they know at least one spell.
A loremaster may re-roll any casting attempt from the lore in which they are Loremaster. If Loremaster in multiple lores, they are permitted to know more than one lore.
In some cases a wizard is permitted to pick freely between multiple lores. In this case they must pick only 7 spells.
2. ROLL FOR WINDS OF MAGIC
2D6 + channel
A maximum of 3 dice can be generated from any additional source per Magic Phase. This includes dice generated later in the phase, such as the result of a lore attribute.
For example, if a lore attribute allows you to add one dice each time a spell is cast, only the first three castings would add a dice, and then the lore attribute will no longer take effect.
The dispelling player gets a number of dispel dice equal to the highest dice when generating the Winds of magic + channeling.
3. CAST
Each wizard has a number of casting attempts equal to their wizard level; a level 1 wizard may attempt one spell per phase, a level 4 can attempt four spells. A failed spell is an attempt, but does not prevent using additional attempts (to cast different spells).
A. Choosing a Target
Different spell types have different limitations as detailed in the rulebook.
Spell Limitations
Any spell can only be attempted once per wizard. Any spell with a casting cost of 15+ or higher or any Remains in Play spell may only be attempted once per phase, even if multiple wizards know the spell.
B. Choose the Number of Power Dice
pick 1-6 dice to use. Roll the dice. If equal or over the casting value, the spell is cast.
Boosted Spells
Only level 3 or 4 wizards may attempt to cast a boosted version of the spell. The only exception is that of Signature Spells, as they are so basic that even the lowliest of wizards can attempt to cast them at multiple strengths.
Not Enough Power!
A natural roll of 1 or 2 is always a failure.
Bound Spells
Bound spells can be cast by any model with them. The casting value is based on the power of the spell and wizard levels are never added to the casting attempt – even if being cast by a wizard. Anyone with a bound spell may attempt it once per phase. The attempt to cast the bound spell does not count toward a wizards spell attempts.
In the event of a miscast, no more spells can be attempted by the owner for the remainder of the phase. If granted by an item, the item is permanently destroyed, but the owner can continue casting normally, if able.
4. Irresistible Force
If two natural 6s are rolled during a casting attempt, the spell is cast with Irresistible Force- it is cast and cannot be dispelled for any reason. Fully resolve the spell and lore attribute.
What happens next is a Miscast, with a power based on the number of dice used to attempt the spell:
1-2 dice: Detonation!
The energy explodes without warning!
Every model in base contact (but not the wizard) suffers a strength 5 hit. Afterward, remove D3 dice from the power pool.
3-4 dice: Dimensional Redirection
While the wizard wrenches hold of the magical vortex around him, he loses his control, but attempts to redirect the Chaos energies from swallowing him whole.
Center a small round template over the wizard – every model under the template suffers a strength 6 hit. Afterward, D3 dice are lost from the Power Pool.
5-6 dice: Dimensional Cascade
The summoned magics wrench free of the Wizard's control, laying waste to anyone unfortunate enough to be nearby, and then attempt to pull the wizard into the Realm of Chaos.
Center a large round template over the wizard – everyone underneath suffers a strength 7 hit. Afterward, roll a D6. On a 1-3, the wizard is sucked into oblivion – remove him as a casualty without any saves allowed. On a 4-6, lose that many power dice instead.
Hold on for dear life!
A wizard who is in a unit of at least 5 models will be saved from the grip of Chaos if a 3 is rolled for a Dimensional Cascade. This represents the wizards comrades holding him down as chaos seeks to pull him in. In the resulting confusion, 6 dice are lost from the Power Pool
The Power of Chaos
A Miscast is pure chaos energy in physical form and as such - Magic Resistance of any kind has no effect on any wounds caused by a Miscast
5. Dispel
Nominate a wizard and roll any number of dice + wizard level to meet the power value in order to prevent the spell from being cast.
If a wizard rolls two or more natural 6s then he can no longer dispel this phase. Nominate another wizard, or use your army to dispel at +0.