That basic magic phase you mentioned applies to pretty much every army? Take a level 4 wizard & a level 2 from the Empire and you get 8PD? It certainly is in no way more OP that any other army that has access to wizards.
I would also point out that yes they do have some extra things, but firstly they will pay for them. A DoN with the Book of Undermining plus other items is very expensive, and unlike VC he is not built for combat in anyway.
It isnt just the power dice, it is the 3 extra 100% guaranteed casts of what is essentially a better version of Incantation of Urgency. I dont know if it is intended this way but as the wording stands at the moment you can actually charge around terrain and units. I suggest we change the wording there to either you can make a march move or declare a charge as per normal rules. Otherwise it is too strong of a spell to follow a magic phase which will be potent to say the least.
It is just 8PD but close to 11 "PD". Also 355 points for a Level 4 with 2 bound spells and can re-roll d3 power dice for your opponent isnt that costly, or in the cast of using the Book of Power you can cast 3 spells with 3 dice. This would mean you can cast 3 spells + 2 bound spells on a single character. So this would mean you can 9 "pd" from one character + 2 bound spells. This is just from the DoN. Add in a naked(fnar fnar fnar) MPriest and you got a magic phase of 11pd + 3 bound spells. This is a big magic phase by anyone's standard and rather than the sheer amount of Power Dice present in a
VC magic army this also has a high destructive power combined with the flexible nature of Tomb King incantations. Having 3 reliable casts of movement spells is a huge advantage. As a
TK player I really cannot stress enough the usefulness of this type of spell and compared to the hammer units in the Nagash army list the Tomb King units are dwarfed in comparisment.
As such I cant see Empire wizard being a fair comparisment. A Slann would be a better subject.
Fair enough on playtesting but even so... At a glance it looks abit heavy.
Cheers, dmn.
EDIT: Rather than making yet a new post I just edit some bits in;
and currently I don't seem them matching an all out VC casting army etc
This is a good thing. We definitely shouldnt have the
VC magic phase as a 'standard' when measuring its power. People already think the regular
VC magic is broken, which is why I am voicing my concern here. We're getting too close to it and at the same time gaining the reliability of the
TK magic phase. This is the main issue with both having a Level 4 wizard and the casting power of a Tomb King(which more incantations!). The spells and abilities themselves might not be that powerful but it is the way they can be used together so effortlessly. Too much power rolled into one and running the danger of being grouped up with big three, or rather, The Big Quartet. Note, that I am not saying that is 100% sureshot is at the moment. Gah, rambling now. I've made my point already
Also, 2 more things;
Droning effect might be abit too much rolled into one. It would be enough if it affected shooting and rather than forcing war machines to re-roll the misfire dice make it so they can shoot on a 3+ instead(as 4+ would be too high of a roll considering the number of units potentially affected). Being able to chain-fire armies which rely of war machines is simply way to powerful for ability used by a swarm which have a flying move. I am also concerned about this unit being deployed in a congoline behind the lines and effectly ruining an entire gunline(even worse, those who do not use gunlines will suffer even more due to less shooting etc). Using 4-5 of these you will be able to do alot of damage to some armies(which is adds into the rock-paper-scissor). Armies who use alot of shooting are also armies who depend alot on it to win and they generally struggle against undead armies who do not panic. Too much of this might just add insult to injury.
Whispering Spirits has alot of benfits for a spell cast on 5+. Not quite sure what to change though. I like the spell and it gives me a great image of spirits stealing away the attention of the affected unit and fill them with horror and so on. Very nice. Probably incearse to 7+. Still not particularly hard to cast even with 2 dice but not the 'sure' cast of 5+.
dont hate me
