Decided to create a new thread as old ones we sooooooooooo out of date.
So was the previous version of the Lore of Nagash:
Some very interesting spells in there, however there are somethings that need to be addressed.
Too many high powered spells - Lvl 1 and even Lv 2 wizards are going to struggle with this lore.
There should be a low powered summoning spell, similar to IoN - otherwise the favoured at Nagash are going to be outsummond at their own game.
My thoughts:
Should be a 'free' spell as seems to be the case nowadays
Keep Visions of Doom - excellent spell, lower the range to 18"
Keep Wrath of the Damned - lower casting range to 12" - change to all troops in BtB make their standard attacks
Drop Land of the Dead - create a new lower casting spell.
Make Gaze of Nagash better - Those taught by Nagash know the full secrets of his magic, i.e their version should be better than that used by VC - I would say allow no armour saves and up the casting roll.
I honestly dislike Curse of Eternities - roll 2D6 dice and if any 6's are rolled it causes a wound? Even if you are lucky and get to roll 12 dice on average you will only get 2 6's, Curse of Years allows you to roll a D6 for every model and causes a wound with no armour saves - plus gets better plus has lower casting value.
The fact that it can move to other units really doesn't matter as the odds of you wiping a unit out with this spell is next to none.
So - drop that idea and possibly think up of a different one.
The last spell is ok though cast on 12+
Oh and lets not forget we now have the Rituals of Nagash - so they need factoring in as well.
So was the previous version of the Lore of Nagash:
The Lore of NagashTo randomly generate a spell from the Lore of Nagash, roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard, roll again. A Wizard may automatically substitute one spell for Visions of doom if he does not generate it randomly.
Visions of Doom - Cast on 6+
D6..Spell..................Casting Value
1 ....Visions of Doom...............................6+
2 ....Wrath of the Dammed.......................7+
3 ....Land of the Dead.............................8+
4 ....Gaze of Nagash...............................8+
5 ....Curse of Eternities..........................10+
6 ....The Great Awakening......................11+
The Lord of the Dead stretched out His hand towards His foes, and gifted them a vision of their demise. All who saw it quaked and fled, and the Lord was pleased.
From the second book of the Cult of Nagash, Chapter 5, verses 17-18
This spell can be cast on any point within 24" that is within the wizard's line of sight. Once cast, all units within D6" of that point must take an immediate (unmodified) ld test or flee away from the spot.
Wrath of the Damned - Cast on 7+
At His command the power of our Lord fills His immortal servants, and they fight with the renewed vigour of life. All who stand in their path are rendered powerless, such is the might of our Lord.
From the second book of the Cult of Nagash, Chapter 12, verses 4-6
Target one of your own undead units within 18" and which is in close combat. When succesfully cast, this spell allows all undead that would normally be able to fight to make one attack against the enemy unit they are engaged with.
Land of the Dead - Cast on 8+
Who dares stand against Him, when the spirits of the land conspire to keep His foe at bay?
From the first book of the Cult of Nagash, Chapter 8, verses 9-10
Target one enemy unit within 24". Once cast, the enemy unit halves any movement it makes (including flying movement or fleeing) until the start of the casting player's next turn.
Gaze of Nagash - Cast on 8+
His gaze fell upon them, and He judged them. Dammed in His sight, their flesh abandoned them, and they became dust.
From the fifth book of the Cult of Nagash, Chapter 9, verses 6-8
This is a magic missile with a range of 24", If succesfully cast, the Gaze of Nagash hits its target and causes 2D6 Strength 4 hits.
Curse of Eternities - Cast on 10+
Remains in play
Pity the fool who comes against our Lord, for their souls are forfeit and their lives His for the taking.
From the third book of the Cult of Nagash, Chapter 3, verses 12-14
The Curse of Eternities may be cast on any one unengaged enemy unit within 24".
If succesfully cast, the life force of the soldiers in the unit begins to be drained. Roll 2D6 dice for the unit. For each of these that rolls a 6+, a wound is suffered without an armour save. If the unit is wiped out, the Curse will continue onto the nearest enemy unit that is within 12" of the destroyed unit and begin to affect them as well (The usual rules for 25% casualties causing a panic test still apply to the unit too).
Once it has been cast, the spell remains in play. It lasts until it is dispelled, or until the caster decides to end it (which he can do at any time), attempts to cast another spell or is slain. If not dispelled, at the beginning of the caster's next magic phase, the affected unit takes an additional 2d6 hits, resolved in the same way as above.
The Great Awakening - Casting Value - 11+
At His command the dead will rise. Those thought broken will be whole, and even those who fought Him in life will be welcomed in death.
From the fifth book of the Cult of Nagash, Chapter 7, verses 7-9
Once this spell is cast, every undead unit you control automatically regains D6 wounds. In the case of core units, this can create additional models above the number the unit started with, whereas in the case of special and rare units it can only bring the unit back to full strength. This can also heal undead characters, though it will not work if they are specifically within a unit unless there are excess 'healed wounds' to be passed on.
Some very interesting spells in there, however there are somethings that need to be addressed.
Too many high powered spells - Lvl 1 and even Lv 2 wizards are going to struggle with this lore.
There should be a low powered summoning spell, similar to IoN - otherwise the favoured at Nagash are going to be outsummond at their own game.
My thoughts:
Should be a 'free' spell as seems to be the case nowadays
Keep Visions of Doom - excellent spell, lower the range to 18"
Keep Wrath of the Damned - lower casting range to 12" - change to all troops in BtB make their standard attacks
Drop Land of the Dead - create a new lower casting spell.
Make Gaze of Nagash better - Those taught by Nagash know the full secrets of his magic, i.e their version should be better than that used by VC - I would say allow no armour saves and up the casting roll.
I honestly dislike Curse of Eternities - roll 2D6 dice and if any 6's are rolled it causes a wound? Even if you are lucky and get to roll 12 dice on average you will only get 2 6's, Curse of Years allows you to roll a D6 for every model and causes a wound with no armour saves - plus gets better plus has lower casting value.
The fact that it can move to other units really doesn't matter as the odds of you wiping a unit out with this spell is next to none.
So - drop that idea and possibly think up of a different one.
The last spell is ok though cast on 12+
Oh and lets not forget we now have the Rituals of Nagash - so they need factoring in as well.