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About Me

Found 9 results

  1. Hey guys! Me and my friends (I play Slaves to darkness, one plays Stormcast/Nightnaunt, one plays Skaven, one plays Nurgle and the last one plays Sylvaneth) are thinking of buying and splitting the malign sorcery box. How do you think we should split it?
  2. Since his accident Kaptain Mogrum was changed. Where before he had been a brutal, but cunning, Warboss who led his crew from the front, he was always first over the gunwales into an enemy ship, and a vicious, merciless fighter. But he was now a cunning, but brutal, Weirdnob Shaman! Since his awakening the pirate orruks who followed him fully embraced his change (not least because he killed a lot less of them in fits of anger. Even if he did kill a lot more of them in accidental explosions of Waaagh! energy... on balance it seemed better to them) and from then on they all consider themselves experts in the fields of thaumatology, evocation and sorcery. The nodded sagely to one another as they described the magic around them in great technical detail (often using the wrong terms but they really didn't care). They pronounced judgements on the quality of the wizardry they witnessed and debated the relative merits of various spells. When they journeyed to the very edge of the realms in search of the wild magic of Endless Spells, their Kaptain issued each of them an ensorcelled black-powder pistol as a focus for binding the Endless Spells. Each orruk then took it upon themselves to add charms and trinkets to their pistol, in order to enhance its power. A selection of teeth, bones, coins, pebbles with holes, crow feathers, gold and silver rings, and polished fragments of glass - all tied on with string or jewellery chains - adorned their foci. ~ 🕱 ~ My group is about to start a new campaign! The last one is here. Spellbreakers at Realm's Edge is an AoS Skirmish campaign of bounty hunter wizards chasing down and capturing Endless Spells at the wilder edges of the Mortal Realms. It will span several Mortal Realms over the course of about six weeks. The Endless Spells I have made for the part set in the Harrowmark are here. Each player will follow the exploits of one wizard, who can be accompanied by local guides or persistant retainers, or a mix of both. We will each have 250 points to spend on our warbands, but we do not have to field the same models in every game - we are free to swap any or all of them between games. We will not be adding any points to the total but warbands might gain some extra abilities and equipment as the campaign progresses. We are likely to play Spell Hunters several times over the course of the campaign, as capturing Endless Spells should be the reason our warbands are at Realm's Edge. We will be injecting more variety to the Battleplan by adding one Open War twist card to each game. Some of them are fairly lethal in Skirmish, but we like the idea that Realm's Edge is not a safe place! ~ 🕱 ~ The campaign will have a fairly loose structure, as each player is free to choose their own warband's storyline, and we will attempt to weave them (or, more likely, mash them) together as we go along. Chance Encounters At Realm's Edge, stumbling across other spellbreakers can only mean a fight. Whether simply for survival or to control faylines, it matters not. Choose from: Clash at Dawn (from White Dwarf, January 2019), Hold the Centre (White Dwarf), Sweeping Assault (White Dwarf) The Power of the Realms When magic coalesces into wyrdstorms or faypools, many are the brave and foolish that flock to channel their power. Play Vortex of Power (from the AoS Skirmish booklet) or The Well of Souls (from Malign Portents) The Monster If a great beast is normally a worthy prize, those that roam the Realms' Edges will bring even more glory. Play Trophy Kill from the Warhammer Community blog. Spellbreakers Capturing an endless spell will require cunning and brawn in equal measure. And at times, fighting through a throng of rivals. Play Spellhunters (from Malign Sorcery) or Dangerous Hunt (White Dwarf). Or play Dangerous Hunt first, then the winner can be challenged by another warband to play Spellhunters. The Great Quest After a long search, the resting place of an artefact needed for a terrible ritual has been found. Who will secure it and tap into its power? - Play Treasure Hunt (White Dwarf) or Seize the Relic (Skirmish). - The winner will then be the defender in Fragile Cargo (Skirmish), against either the same opponent or a new challenger. - The winner will then be the ritualist in The Ritual (White Dwarf), against either the same opponent or a new challenger Battle Grudges Many times, rival spellbreakers have solved their disputes in honourable duels. But assassination is an equally effective, and far more expedient, way to set a record straight. Play A Time for Heroes (White Dwarf) or Assassinate (Skirmish), but only between warbands that have already clashed a few times
  3. Hi there, I've been in the scene for a little short of a year now and did play here and there mostly against Stormcast Eternals. Let's just say I haven't been the most successful ^^' I never really got into the Malign Sorcery spells but after some digging they did seem pretty interesting to me. Since tzeentch is kind of the "magic faction" I was wondering if the malign sorcery box is a 'must have' or if they aren't really that necessary? I still have to play around my list a bit but I do enjoy casting spells and am counting up to between 4-6 spells per hero phase, so I was wondering if they might give my army a little power push since I often end up with a little room in terms of points anyway.
  4. Back in May we read this snippet in the Endless Spells Rules Preview on the Warhammer Community blog, and it caught our imagination immediately: So later this year we are headed to the wild hinterlands of Realm's Edge. With each of our warbands led by a bounty-hunting wizard, accompanied by their retinues plus a few local guides, we are going to hunt down and bind Endless Spells for coin and renown. It will be a Malign Sorcery AoS Skirmish campaign called Spellbreakers at Realm's Edge. But more on that later... (we have our Tor Megiddo campaign to play first!). In the meantime I have to build and paint my Endless Spells! ~ ⦽ ~ Inspired the Umbral Spell Portals made by theempyrean_ I realised I needed to make my Endless Spells specifically for The Harrowmark. Death-forest themed magicks of black voids and ghostly blue-white fires, with lots of roots and branches and mud - so basically the same colour palette as my scenery. So, here is the beginning of my first predatory spells. The Burning Head Malevolent Maelstrom I've started painting them already and I will post an update as soon as one is done!
  5. Lore-wise my fictional band of warriors hails from the realm of shadow and lucky for me there are a number of interesting choices in the artifact list from Ulgu. One in particular has me a little confused: Talisman of the Watcher. Two main considerations 1. The flavor text reads "Shadowy figures intercept blows aimed at the wearer." Now I know flavor text is in no way rule text but I do think it is written usually to be descriptive of whatever is being written about thematic reasoning beyond the mechanic. So it's not law but it might give us a clue. 2. The rule text reads "If the bearer of this artifact is not within 3" of an enemy unit at the start of the combat phase, select a friendly unit within 9" and re-roll save rolls of 1 for that unit. At first reading I took this to mean that I can project a mystic shield on a single friendly unit, the bearer being a valid target as well based on the flavor text as well as the rule text . Curiously though when carefully looking at the wording it seems like I can project a mystic shield only on another unit as long as I am not in combat myself and only during the combat phase. This seems inconsistent with the flavor text and some elements are vague. For example I am not restricted explicitly from using the ability in any phase, just that it can be invalidated in the combat phase depending on the bearers position. I feel like some words/ clarification is missing here. How should I interpret the rules for this item?
  6. Hi all. Have seen plenty of analysis both on TGA and elsewhere of ranking hte power of Endless Spells, but not much about the Realm Spells included in the book. Had my first game using the realms on Tuesday night, and the Realm Spells all of a sudden made magic worthwhile. I think wizards are significantly overcosted points wise unless they have access to realm spells (with mystic sheild and arcane bolt and most of their specific spells not being worth the points by themselves, and many of the endless spells are only ok but also add further to the points-efficiency cost equation). I think that goes to the Designers Commentary - points values (of everything, including wizards) balance reflect the assumption Realms and Malign Sorcery are in use. So, first, there is loads of discussion online that "Banishment" (Hysh) is 'broken' and a potential game winner (noting short-ish range (exposed wizard), high casting value and needing to overcome the likely unbind also...), and it could be a game winner in the right circumstance and seems likely to be the most powerful overall Realm Spell if it gets pulled off. But after that? To start the debate: High Power: Banishment (Hysh) (strategic movement) Bridge of Shadows (ulgu) (strategic movement) Inferno Blades (Ashqy) (buff an entire unit with +1 damage could be huge! I used on Swordmasters and a Highwarden and it turned them into absolute melee monsters) Curse of Rust (Chamon) (debuff) Transmutation (Chamon) (debuff) Parch (Ashqy) (anything that affects movement in AOS is strategically powerful...) Unnatural Darkness (Shyish) (buff) Rule of Burning Iron (Chamon) (damage, situation, vs Hordes only) Aetheric Tendrils (Ulgu) (strategically powerful movement) Aetheric Net (Hysh) (again movement) Stoke Rage (Ashqy) (buff) Low power/ most useless (or extremely rare situational) Glare of Vulcatrix (Ashwy) - casting value way too high, range way too short, damage way too little. This is worse than generic arcane bolt! Sicklewind (Ghyran) / Amber Spear (Ghur)/ Molten Gaze (Chamon) (essentially the same spell) Briarstorm (Ghyran) (too easy to avoid) Crown of Ashyxiation (Ulgu) (what are (most) wizards doing in the middle of multiple melee units? ) Most of the damage dealing spells. Most of the wizard defence spells (for majority wizards, who shouldn't be that close to the combat in the first place, and if they are there, then these probably aren't enough to help survive and the wizard would be better off casting damage, buff or other spell to go out in a blaze of glory instead) So to me, the common theme is movement and buffs are good, damage dealing not so good. This being and internet forum, let the dispute begin!
  7. Version 4.01.00


    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. this set contains 12 artefacts for each of the 7 Realms card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  8. Hi all! With the upcoming Malign Sorcery supplement and the Endless Spell models, my mind is boiling with ideas for conversions in order to make them unique and aligned with the theme of my army - in this case Beastclaw Raiders... The idea was not to avoid buying the supplement - although it may help for some that may not want all the spells - but more to share ideas for thematic conversion of them, creating unique ones... In fact even the info we have so far points out that there are many "wild and undiscovered" ones... So will start with some Ideas... For the Ravenak's Gnashing Maw (the Ghur one), I will try to make it using a Stonehorn skull, floating with an aetheric tail sculpted with greenstuff, painted in a ghostly icy blue tone, which I think will fit more with a BCR theme... For the Prismatic Palisade I'm planning a wall of Ice stalagmites, sculpted with greenstuff too... something similar to my plan for the Quicksilver swords, flying ice stalactites... But I would like to use too the Purple Sun and the Chronomatic Cogs, but I am struggling with ideas for those... on a more icy, savage and ramshacke concept... Any ideas? And you? Are you planning something like this for your army? I would Love to hear, and try to help too... Like the Shardwrack spines (40k terrain) that would make a fantastic "thorn wall" for a Gyran theme Prismatic Palisade... Cheers AJ
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