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Let's design endless spells for factions that don't have them


Dreadmund

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I love to wildly speculate about things that will never come to be. You all must too! What's a faction that doesn't currently have it's own endless spells, and what kind of spell would you love to see for them?

I'll start. For Nurgle, I'd love to see:

  • A Gnarlmaw-like wall of feculent plants summoned from the Garden of Nurgle that can block movement and slow enemies by entangling them with seeking tentacle vines.
  • A geyser of slime that deals Mortal wounds or heals NURGLE units within in a small radius.
  • Nurgle's cauldron. Every hero phase the cauldron tips over unleashing a torrent of diseased filth on units within a medium radius. Roll on a table, and apply a random effect to all units within range. All of them are negative, even to NURGLE units, so correct placement is critical.
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For Kharadron Overlords, I'll instead called ingenious inventions (prayer like abilities):

- Macken Corp's Supremacy Nuke - it does what it says, Nuke people with aetherblast

- Aethermatic Protector Gholem - whilst within range, it protects all with pulsating aethershields (Like Tau drones)

- Malefic sky mines - litter the battlefield with small magic and heat seeking mines.

Edited by Qaz
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Idoneth Deepkin:

- Kraken that lets you roll 8 dice against any enemy unit within 9". MW on a 5+. You can freely distribute the dice, so for example 3 dice for an enemy hero with only one wound left and 5 dice for the bodyguards screening him.

-Ethersea tidal waves that, at the end of the hero phase, move every friendly unit on the board 4" in any direction as long as they end their movement more than 3" away from an enemy unit. Moved units do not count as retreated and can therefore charge and shoot.

- Lurelight, a model of a giant Anglerfish whose light absorbs souls to invigorate Namarti. Roll a dice for every enemy model that dies within 12". On a 6, return 1 slain Namarti model from a unit within 18"

 

Edited by The_Dudemeister
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Whilst I don't have specific rules in mind it would be neat if the Daughters of Khaine versions could be cast as either prayers or spells, with the spell effects being basically empowered versions of the prayers (that can be dispelled/unbound as normal) to fit the army theme of a religious cult controlled through shadowy magic.

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Most of these are obvious variations on existing themes but then I'm not getting paid to do this...

Daughters of Khaine

The Burning Heart of Khaine - A large molten metal heart that drives those near it into a blood letting frenzy.
The Bloody Naga - A writhing arcane serpent that bursts from the ground, blood pouring from its fangs as it attacks all near.
The Melusai's Stare - A giant gorgon head that can freeze units in place.

Idoneth Deepkin

The Etherwave - A luminous wave that rips across the board carrying units from one side to the other.
The Mists of Nepenthe - A narcotic eldritch mist that confuses, knocks out and renders enemies insensible, or at least out of action for a turn.
The Soul Lure - Kind of like @The_Dudemeister's Angler fish basically.

Kharadron Overlords (Wonders of Aethermatics - these work differently in that they are support 'weapons' called in from nearby skyports, each turn you have to roll equal to or under the round number on a D6 to see if they've arrived yet, certain characters give you +1s etc)

Aether Vortex Torpedo - Massive ballistic missile fired from a nearby sky port, smashes into the ground discharging voltaic shocks to nearby units.
Flock of Drone Owls - Can repair nearby airships and/or provide am movement bonus.
Cloud Cover - Seeding the atmosphere with aether particles the KO can make thick cloud banks descend on the battlefield, covering line of sight and something else interesting I haven't thought of.

Maggotkin of Nurgle

Plague of BloatFlies - The disgusting opposite to a Emerald Lifeswarm basically, damaging non Nurgle units, healing their own.
Mire of Despair - A foetid swamp that slows down all non-Nurgle units nearby stopping running or charging.
The Bells of Decay - Giant corroded bells that toll mercilessly, absorbing magical energy and providing casting bonuses to friendly Nurgle sorcerers.

Seraphon

The Feathered Serpent - A magical flying snake that swoops over the land on iridescentwings, transmuting those below, something boring like D3 MW or D6 to Daemonic units.
The Obsidian Mirror - A large wall of polished jet black obsidian that smashes up through the ground reflecting enemy spells and blocking line of sight.
Sotek's Teeth - A giant dinosaur head that chomps down on all the bad boys. 

Orruk Warclans

The Fist/Foot of Gork - A massive green fist/foot that descends from the heavens and squashes enemy units like bugs.
The Spirit of the WAAAAGH!! - A big bellowing Orruk head that drives nearby units into (even more of) a charging, rampaging, brutish rage of destruction. Effects non Orruks too but in a slightly different way, say whereas it's a straight bonus for Orruks, for others they get +1 to wound but -1 to attack or something.
The Green Door - Orruks want to get to where the fighting's thickest fast. This gets them there.

Cities of Sigmar (will have to be a bit generic)

The Auric Palisade - Your standard magical wall type thing made of shining golden metal.
The Faithful Saint - Relics of a long dead hero that reanimates as a glowing giant and wrecks Chaotic ****** whilst making friendly units pass battleshock tests.

Ogor Mawtribes

The Great Maw - A great teeth lined pit opens up in the ground swelling any nearby foolish enough to get caught by it's giant slavering tongue.
The Ham of Doom - A giant juicy magical ham that hangs in the air, driving hungry Ogors to even more violent acts and providing eating Ogors with extra beneficial effects.
The Everwinter's Bite - A baleful cold wind made of magical spite that drives Ogor units on at increased speed or something, sorry losing enthusiasm for this now.

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The idoneth need one which never actually gets cast, but for every turn that it doesn't the enemy get more and more distracted while they speculate on what it will be when it finally does appear. Kind of fits with the weird  memory magic they've got going on...

And of course it should look like a wave full if flotsam and jetsam, with every piece of flotsam being a debunked rumour engine piece!

Edited by EccentricCircle
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10 hours ago, JPjr said:


The Ham of Doom - A giant juicy magical ham that hangs in the air, driving hungry Ogors to even more violent acts and providing eating Ogors with extra beneficial effects.
 

This one I definitely want to see!

 

Low hanging fruit for Dispossessed endless prayers (they do seem to have the best praying priests and/or God who listens the most reliably!): 

Book of Grudges: A flying giant book which inspires even greater stubbornness for nearby units (probably bravery buff or battleshock immunity or something boring but preferably a combat buff like +1 to wound)

Vengeful Ancestors: Men of Dunharrhow style wall of dead angry dawi flying over units for d3 mortal wounds, bravery debuff for enemies and bravery buff for duardin nearby.

Gifts of  Vhulkhaya: Giant tankard/barrel of ale which gives nearby duardin the centigor rule of +1 to hit and +1 to be hit (which is apparently how drunkenness is implemented in AoS rules-wise!)

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Ironjawz:

Foot of Gorkamorka:

A balewind vortex like spell that allows the weirdnob shaman to move quickly across the battlefield and deal mortal wounds to enemies it goes near.

Ironstorm:

The wizard animates a magical storm that rips metal shards from the earth and other places that fly around the battlefield, Ironjawz units wholly within get a bonus to their survivablity (+1 save or something like that), and Ironjawz units fighting enemy units wholly within get an additional rend on their melee weapons.

The Beating Beatstikk: 

the wizard conjured a magical beatstikk that dances and beats across the battlefield, Every hero phase roll a d3. depending on the result the beatstikk can casts one of the three warchanter beats on a unit that's eligible and within range. 

 

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IronJawz

(To bring back an old spell)

Gork's Warpath: Just a pair of big stompy feet. Can't be dispelled (or maybe its boud like the OBR spells), but if it ever doesn't stomp on something, it gets bored and wanders off, ending immediately.

Throwin' Handz: Orruk units in range can be removed, and set up anywhere, even in combat. However, each model takes a Mortal Wound on a 3+, if set up within 3" of an enemy unit, roll a doice for each model you set up, enemy unit takes a Mortal Wound on 3+.

Mork's Deathglare: All units within 18" add 3" to move, but must end further away than they started, Orruk units can charge after running  within 18"

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Hmm for Nurgle

The bountiful nexus

In the hero phase, When a unit is with in 12(?) inches it takes d3 MW. In addition each additional unit within 8 inches of this unit takes d3MW as the blessings spread. Nurgle units heal d3MW instead. (May need to think of it can stack, but the idea is a spreading contagion as the first unit infects those nearby)

The ophiocordycepian joy

in the hero phase, a unit within 6 inches is compelled to spread the joy. Roll a dice, on a 1 or 6 it stays still, 2 or 3 it moves towards the nearest friendly unit, on a 4 or 5 it moves towards the nearest enemy unit. The unit must move its full move if possible and remain in coherency. Once it has moved it takes d3MW and each unit within 4 inches takes 1 MW.

(Ophiocordyceps is a real fungus that infects ants, takes over their brain and makes them move so it can infect  other ants, look it up and fear)

The slippery ooze that moves

In your movement phase any Nurgle unit starting the phase wholly within 8 inches gains +1 to move and +1 to run, all other units reduce move and run by 1. In the charge phase, any Nurgle unit starting its charge wholly within 8 inches gets +1 to charge, all other units reduce their charge by 1. Each round the ooze remains on the board increases the range of effect by 4 inches.

Edited by Praecautus
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Idoneth

- A huge Kraken that once Summoned stays on the board.

- a Nightmare lure : all IDK Units within w 15“ are immune to battleshock. Enemies moving towards the lure half their movement

- beasts of the deep: a huge swarm of Angler Fish and other terrifying creatures, acting like a wall (against enemies), reducing bravery by 2 and on a failed bravery check the IdK player can move the unit up to 6“ into a direction he likes. If a move of a non idk unit ends within 3“ of it it caused a MW on a. 4+ for each enemy model Within 5“

Edited by JackStreicher
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Daughters:

2 Spells and 2 Prayers

 

Prayers:

Sword of Khaine - Pure Damage, Slaughter Queen prays this with +1

Massive sword of murder falls down (or Raises from ground). Deals minor AoE damage and then removes some heads.

18-26" Range, d3 MW in 6" and makes attack against unit in 3" - 2x 3+/3+/-2/d6, stays on board on 5+, moves only 6"

Does not deal damage to models with FF (eg, can damage allies tho)

- Here for Cool factor.

 

Blood of Khaine - Utility Prayer, Hag Queen prays this with +1

Hagbrew on steroids. Chalice or Heart with bloody spray going out. Buffs units.

Placed within 8" of Priest, ALLIED Units up to 3" away can drink in Hero Phase. After 3 units drink it vanishes, stays on board on 3+, gets +1 use if it stayed up, can't move.

Gives Battleshock Immunity, Re-roll to wound and FF untill next HERO phase (gives 6+ FNP to allies for a turn, Blessing of Khaine also now works on allies, protects allies from other DoK spells/prayers)

- Allies is not something DoK generally use. Even tho they are all around, Shadowhammer Compact could benefit here. Stormboys with brew, HA!

 

Spells:

Gaze of Medusai - Utility Spell, Medusa cast's this spell with +2

12" Cast Range,  6" Move,  Ignores units with FF.

Attacks all Models within 10", Roll for each model,  MW on 5+

Units/Models that suffered damage also get their bravery and movement reudced by 2.

 

Deep Shadow of Ulgu - Protection Spell, Units see out - nothing sees IN. Morathi cast's this spell with +2.

6" Cast range, No Move (could be multi-part-model like circle for woods*)

Gives Allied units wholly within 9" total cover (no line of sight, even for flying) unless enemy is 1" away from unit. In that case entire unit is visible. 

Enemies within 9" of the cloud are supprised/disoriented and act last in combat (even if something would cause to go first).

Allied models wholly within 9" have -1 rend on melee attacks.

Allied models wholly within 9" have +1 damage on ranged attacks.

Allied models wholly within 9" can retreat without penalties.

(gives typically super aggressive DoK a defensive option / option to use Shooty snakes).

 

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Halflings (I know they're not a faction)

A big sandwich that snaps open and closed like an angry mouth. It would be called The Ironic Sandwich

Spirit of Baconbreath: a life-sized ethereal outline representing the spiritual essence of the departed Halfling Blood Bowl player Puggy Baconbreath haltingly scampers through an enemy unit within 3" of the caster. Roll a dice. On a roll of 6 or more, that unit suffers a Mortal wound if a subsequent  second dice roll is also a 6. Then roll a dice. On a roll of 4 or more, that Mortal wound is ignored.

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Kharadron Overlords Endless SCIENCE

A twist on endless spells, these work like artifact in that each spell is given to a hero like an artifact (that doesn't replace any artifact they already have/could have) in the form of a flare gun they use to signal the fleet for deployment of whichever science they have. 

Aethmatic Grav-inverter 

Turns off gravity in a 12" bubble. Models moving through it halve their movement as they begin to float about, and upon leaving the bubble they take a mortal wound on a 6 from falling. 

Teslingri's Marvellous Motive Coils

Set of 3 fancy tesla coils that give speed buffs to friendly flying units and chuck mortal wounds at enemy flyers. 

Habersons Most Vile and Volatile Weaponised Fertiliser by-Products

Mustard gas, deals mortal wounds to every model within 8" on a 5+ KHARADRON on a 6+ due to their use of gasmasks. 

Any kharadron unit can use an aether gold share to set it alight and deal d6MWs on a 4+ to all nearby units,then the spell ends. 

 

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