View Full Version: WLB Magic Supplement

Herdstone > Rules Development > WLB Magic Supplement


Title: WLB Magic Supplement


decker_cky - March 28, 2008 05:53 AM (GMT)
The end of the WLB rules have a suggestion that people send in suggestions for additional rules/scenarios/whatever in WLB. I think it'd be really cool to come up with a magic supplement for it.

Things that'd be cool for it would be rules for using mages together to cast spells and rules for super spells on each lore. There's probably more than that to work on, but these are the ones that jumped out at me.

For using casters together, I thought that maybe something like characters within 12" being able to join together to cast a spell, but any miscasts affect both of them (and immunity to miscasts occurs after this, so a minor caster can blow up while the protected mage is ok).

For super spells, it should be pretty easy to come up with some by looking at old edition super-spells and updating them. Someone with the old magic cards could probably give us a good start on these.

Oh, level 5 casters would be neat too.

Sherlocko - March 28, 2008 09:19 AM (GMT)
Sounds cool...but what are WLB? :unsure:

cazgar - March 28, 2008 09:46 AM (GMT)
having a super spell for each lore that mages can combine to cast sounds awesome, but only if they've got the same lore? so you'd roll for spells as normal, and get the 7th "super" spell additionally for the lore they'd chosen from. though, if the spells have really high casting values then dispell scrolls shouldn't work against them, or have to be combined or something. so 1 dispell scroll can stop a spell with original casting value up to 13, 2 is 26 etcetera.

stuff like, for slaanesh: "Resplendent aspect" cast on 30. the mage who contributes the highest value becomes the target of the spell. all enemy units with LoS to this model suffer from the luxurious torment and titillating delusions spells. units must always move as quickly as they can towards the mage who has this cast upon himself. if he moves out of their LoS they must turn to face him before moving on again. they are affected by luxurious torment until they lose frenzy normally, and lose titillating delusions upon getting in combat with the mage they are seeking. this spell is not remains in play and does affect units immune to psychology.

so all your mages stand together on a hill in front of the enemy, and then run like hell when most everything he has comes running at you. IMO that'd be awesome lol, and fits in with what a super spell should be doing.

WLB = warhammer legendary battles. like apocalypse in 40k

Succotash - March 28, 2008 01:31 PM (GMT)
I was thinking something a little different about spells. Though i like your idea too.

My idea was multiple wizard casting spells have a fairly high cost, but not too high. Its the effect of the spell that varies based on the number of casters. Things like the length of a stationary wall of fire is based on the number of casters, or the number of comets the fall are based on the number of wizards involved. The down fall is if they miscast then all of them suffer the miscast. Though to keep them all from being sucked into the warp I would make them all individually roll on the miscast chart.

The other idea is like your example. My only change is each wizard rolls separately and then adds his dice to the pool number. So with a casting cost of 30 you could have three mages each rolling 3 dice and adding their totals together to cast the spell. The down fall of this is if any one mage miscasts then the spell fails, but only the one mage suffers a miscast.

I am not sure which version would be better. Both have possibilities. i think it would have to depend on the spells you decided to use and exactly how powerful they were.

decker_cky - March 28, 2008 05:43 PM (GMT)
WLB = Warhammer Legendary Battles

Yea...I was thinking spells cast on 20-25 max, but I do like the individual mage miscast ideas. The big question is whether a single miscast or IF is enough to make it IF or have the spell fail.

The same lore comment, I agree. Didn't think of that specifically, but I guess I'd implied it on myself. :P

Succotash - March 28, 2008 08:01 PM (GMT)
Another idea is to make those really powerful spells remains in play. That way those mages that cast it are stuck supporting it and can't cast later spells and hold that one up. might balance out some really nasty spells.

I am wondering though just what spells would be at the right level of power for this. They would have to be really powerful, but not remove said unit from the game. No one like to just lose a unit even in a 15000 point battle. So maybe things like portent of cassandra where all friendly units may reroll ones, or a 5+ ward save for the whole army as long as it is in play. I like the wall of fire with its length being proportional to the number of casters. A beast one might be all Monsters/mounts have +1 attack and +1 strength stays in play. Something powerful yet not in the game winning fashion.

Another idea might be actually making it a scenario. Say creating a barrier spell with a 100+ casting cost. every turn the wizards may roll their magic dice to add to the pool for casting the spell. So if they roll 3d6 and get a 9 then you subtract that from the casting cost. taking it to 91 and every wizard may do this. Once they succeed then the game is over and you look at how many things the raiders have burned or destroyed and figure out who won. basically the wizards get a choice of trying to end the scenario or casting offensive spells. Or you could do the reverse in where offensive wizards are trying to close a chaos rift. Thus either killing daemons or putting points into closing the rift.




Hosted for free by InvisionFree