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Magic Lores - Elemental Magic


someone2040

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Hi all,

Something I felt was really lacking in the Generals Handbook allegiances is a lack of spell lores or prayer lores. I think this is a really important part of making spellcasters interesting in the current state of Age of Sigmar. Some casters just don't have interesting spells on their profiles, or ones that are so niche that they basically only count as having Mystic Shield and Arcane Bolt. I think that's an issue, because for some factions (Such as the Darkling Covens), casting is a core part of their identity. Yet in the entire Darkling Covens range, they only have 2 spells because they only have 2 unique casters. To make matters worse, those are your only Heroes in the Darkling Covens itself and even amongst their allies.

I guess what I'm trying to illustrate is, the Darkling Covens allegiance would be much more interesting if they had a spell lore as well, making it more enjoyable to create your own coven of Sorceress' when building an army of that allegiance.

 

Darkling Covens are certainly on their way, but today I delve into their Highborn cousins, the Eldritch Council. The Eldritch Council did not get any allegiance abilities under the Generals Handbook 2017, but I decided not to restrict my scope of work to just those with allegiances. They are an interesting faction, because just like the Covens, all their heroes are spellcasters and it's a core part of the factions identity in the Age of Sigmar. 

DarkVsHighMagic.jpg.4852fc82552e25aa19bb4d77a2ae927a.jpg

When designing this spell lore, I went back to the root of High Elf magic - the Lore of High Magic. In this lore historically, because the High Elves are the more noble and defensive of the Elves it has been a more defensive and utility based lore. Sure there have been iconic spells like Flames of the Phoenix, now part of the Dragon Mage warscroll, but iconic spells like Walk Between Worlds and Drain Magic were defense and utlity orientated.

So that's what I mainly stuck to when building this spell lore, there are a lot of defensive and utility orientated spells in the lore, and not much on the aggressive side. In fact, the only aggressive spell in the list I took from an old Warmaster spell, Storm of Stone.

 

Anyway, I hope you all enjoy the Lore of Elemental magic, and if you use it in your games, let me know how it feels! 

Download Link: LoreOfElementalMagicV1.pdf

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This is a nice addition.

I haven't tried these in a game though have written a Lore of High Magic that shared some similarities.

Tempest - probably too nasty as a casting value of 5, this was one of the things that made Teclis into a monster. 

Iceshard Blizzard - Nasty debuff, I like it. 

Walk Between Worlds - I'd honestly remove the to hit modifier from it and give it a range. As it stands you'd basically use it on a dragon mage as a defensive buff but with that change you can use it to protect an armoured target 

Storm of Stone - good for trashing war machine crews or hero clusters. I'd increase the range though or make it more reliable as currently it's a bit hard to justify this over an arcane bolt. 

Arcane Unforging - This is one we played around with but found it had too many unforeseen consequences. The ability to remove a priests prayers or an Morathi's 3 wound damage restriction was a bit mad. 

Light of Battle - The name is already used by the Lore of Light Battlemage but the effect is pretty badass. Could finally make those Swordmasters actually worth their points!

Nice work, dude, and very nice presentation! Can't want to read the next. 

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