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Dwarven Magic

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#1 Kevril Stonescream

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Posted 08 May 2014 - 12:30 PM

Dwarf and magic. For me I feel that we bearded ones should have acsses to our own lore of magic that we can use in games. I know there are people who say this is wrong and un-dwarven, and I don’t want to offend anyone with this. Yes we have strong infantry (so do WoC), good artillery (so do Empire) and access to quite a bit of BS shooting (so do WE). Yet all of them still have magic to help them out in game.

So for me this is a homebrew rule to be played with others who agree to it. Hoping for some feedback to make a balanced system that gives us something to do in the magic phase...

Runic Lore of Dwarves

Runesmiths: Can become Level 1 Caster for free but losses MR1 and forgefire. Can upgrade to Level 2 for 50pt.
(yes this is expensive as most armies are only 35pt but I can imagine it is harder for us)

Runelord: Can become a Level 3 Caster for free but looses MR1 and forgefire. Can upgrade to a level 4 for 50pt.

All spells are BOUND spells. They can be chosen (one for each level) and an IF destroys the rune.

Lore attribute:
Each time a rune is successfully cast the caster and any unit they are in gain +MR1.

For every spell that was successfully cast, the Dwarf player gains a Grounding Token until the start of his next magic phase.  A Grounding Token may be expended to add +1 to any Dispel Roll made by the Dwarf player.  Any number of Grounding Tokens may be used to aid in dispelling a spell, but must be declared prior to rolling the Dispel Dice.

Signature:
Resoloution: Augment
5+: The caster and any unit they are in gains +1AS and +1 parry. This can give a 6+ parry to a unit that doesn’t usually have it. It can be boosted to encompass all units within 12”, if done increase the casting value to 13+

Mountain Quagmire: Hex
8+: Target an enemy unengaged unit. The units movement is halved until the casters next magic phase. Aditionally the unit must make a dangerous terrain test failing on a 1, or a 1 or 2 if the unit moves.

Heat of the furnace: Augment
10+: Target a friendly unit within 12”. The unit is surrounded by waves of heat that cause a S3 AP hit to any model in B2B contact with any model in the unit.
remains in play.

Electrical discharge: Magic Missile
13+: Magic missile with 36” range that does D6+caster level S5 hits. This can be boosted to 2D6 S5 hits, if done increase the casting value to 18+.

Relentless: Augment
15+: Target a friendly unit within 12”. If unengaged the unit may make a free reform and march move, They can not declare a charge.  If they are engaged the unit gains +1 A.

Heart of the mountain: Augment
18+: Target a friendly unit within 12”. The unit gains +1T, +1S, +1A and +2 I.

Any thoughts on them? Lots of augments I know but to me that is what dwarves would be doing.


Edited by Kevril Stonescream, 10 May 2014 - 05:34 PM.


#2 SubTwo

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Posted 08 May 2014 - 02:06 PM

Very nice.  This actually reminds me about right after the Storm of Magic book was released.  I really liked the Ancestor Runes that they presented in that book, so I came up with a "Dwarf Lore" using those rules (because I thought for certain our next book would use those rules for the anvil).  Oddly enough, one of the spells I came up with made its way into the anvil (the +1 armor save).



#3 Itsacon

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Posted 08 May 2014 - 02:32 PM

I suggest you go look for a Chaos Dwarf army. Traitor.

#4 Grumpy Runelord

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Posted 08 May 2014 - 02:39 PM

Yes. This feels wrong...

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#5 Swordthain

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Posted 08 May 2014 - 02:59 PM

I really think that's partly why Chaos Dwarfs were developed in the first place. Providing an outlet for Dwarf players to still use Dwarfs, with all the benefits of playing a Dwarf army (tough troops, good armor, great Leadership, good shooting and war machines), but with the added ability to also use magic! I think the inability to use magic should continue to play out in-game the way Dwarf fluff depicts the nature of the Dwarf race. Of course, if you and your friends agree, you can do whatever you want!

 

Thanks for posting this, by the way. Even if I wouldn't use it, it might inspire some others to do so. You never know. Imagination is, by definition, only limited by your own disbelief.


Edited by Swordthain, 08 May 2014 - 03:01 PM.


#6 Notts

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Posted 08 May 2014 - 03:02 PM

with the relentless augment, do you mean you can use the move to charge? If so, you should alter it so you can't do that, as GW have removed all "charging" spells from the book. If you removed the ability to charge, you could give a boosted version which lets every infantry unit with 6 of the caster march perhaps. I think important not to let this effect gyrocopters.

 

heat of the furnace is rubbish, 5 or 6 str 3 hits- not worth the dice! Electrical discharge might be too good, being str5. but would have to compared to fireballs casting costs.

 



#7 SubTwo

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Posted 08 May 2014 - 04:11 PM

I was thinking that it's actually better to cast Electrical Discharge at the lower level from a runelord.  The lower value gives you D6+caster level, whereas the higher version is just 2D6.  So the lower version is going to do between 4-9 hits while the larger version will do 2-12, but on average both come out to about 6-7 hits.



#8 Skorni_Thunderfist

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Posted 08 May 2014 - 05:19 PM

What about removing the + to Armor save and make the lore attribute ''Rune Empowerment'' each time a cast is successful it empowers nearby runes. So 1+ armor the unit the runesmiths/Runelord is in ?

 



#9 Granitbeard

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Posted 08 May 2014 - 07:44 PM

If we could caste, I would say what you came up with is an OK list of stuff for us.

 

For the the lore attribute, perhaps:

Grounded Magic: For every successfully cast spell the Dwarf player gains a +1 to all channel attempts for dispel dice to a maximum of 3+. Something to the lines that any type of magic dwarfs would use would be geared towards thwarting enemy magic as well.



#10 SubTwo

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Posted 08 May 2014 - 07:48 PM

Or perhaps:

For every spell that was successfully cast, the Dwarf player gains a Grounding Token until the start of his next magic phase.  A Grounding Token may be expended to add +1 to any Dispel Roll made by the Dwarf player.  Any number of Grounding Tokens may be used to aid in dispelling a spell, but must be declared prior to rolling the Dispel Dice.



#11 Granitbeard

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Posted 08 May 2014 - 10:10 PM

That could work too



#12 Ehstevey

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Posted 09 May 2014 - 01:13 AM

I've always wanted to see Rune Magic in the form of all Rune granting a passive bonus (like they currently do, but with even more variety such as talismans with spell-like bound spells), but at any point in the game that they could be 'sundered' or 'released' in order to grant a one-time bonus after which the Rune was destroyed.

 

Say a Rune of Stone could be broken during the magic/shooting/CC phase so that the model's armour saves could not be modified in any way (so S10 would still give the model it's armour save unless it had the No Armour Saves quality). After that the Rune is lost so they're down by 1 on their armour save for the rest of the game.

 

Rune of Forging: Once per game, you may ignore one Misfire Result (even after use of the Forging rerolls). For Organ guns, this will only generate 2 shots on the Artillery Dice this rune is used on.

Rune of Accuracy: Once per game, all attacks Automatically hit on a 2+ regardless of modifiers, must be declared before rolling to Hit or rolling artillery dice for Organ Gun. If used for a Scatter dice, may Halve distance scattered after rolling.

Rune of Fury: Model doubles Attack profile.

Rune of Might: Model gains Multiple Wounds (2) on all attacks.

Rune of Smiting: All Multiple Wound Rolls will count as 3 unless this would deal less wounds than the amount rolled.

Rune of Alaric the Mad: Models that make an unsaved wound from a model with this rune on the turn it is sundered automatically fail all Armour Saves for the remainder of the game (could be turn, depending on balance).

Rune of Furnace: Models gains immunity to all wounds with the Flaming Attacks Special Rule.

Rune of Valaya: Magic phase automatically ends. All remains in play spells and other spell effects are automatically dispelled (a big dawi reset button).

 

During the phase in which it is used the model will still benefit from the rune's abilities until the end of the phase in which it is used (so when a Rune of Stone is used, on top of being unmodified, you still have the +1 to AS).



#13 Kevril Stonescream

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Posted 10 May 2014 - 05:33 PM

Or perhaps:

For every spell that was successfully cast, the Dwarf player gains a Grounding Token until the start of his next magic phase.  A Grounding Token may be expended to add +1 to any Dispel Roll made by the Dwarf player.  Any number of Grounding Tokens may be used to aid in dispelling a spell, but must be declared prior to rolling the Dispel Dice.

 

This I like much better than mine. Gives us something that is dwarfy!

 

To Notts: Yes I do need to edit that to say that this can not end in a charge, only a reform and march.

 

To SubTwo: That is an error on my part, should have both versions adding caster level. My bad.
 







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