Hello, and welcome to the crime command podcast.
Today, we're joined again with Joe and Caspar as they review
the spells for the fifth edition Battle, magic supplement.
And this would be part one. So this is going to be quite a
mega episode, another three and a half hours, or little bit more
than that. So hope you enjoy their review
of the spells in this section and just to break up our army
reviews at the moment. But we thought we just released
this one a little bit earlier, just to give you a little bit
more content, of course, and it's a little bit more very than
usual. Oh, and then we'll bring the
second part at some point in the future.
So sit back, relax, grab a grab, a drink and enjoy the spell
review. Okay.
Hello again. Did you enter my pin?
Yeah, let's back up a little worried again.
Next, someone comes out. Like we got notice, anything
else? Then we just get another tape
recorder to. Yeah.
Dark magic rules? Yep.
So we can wait. Yes you're my know if I'm is not
too terribly Finch condos townhouses and to say somebody's
down upon you. Yeah.
And everyone welcome back to the crown of command podcast.
I am joined once again by Casper.
Say hello. Hello.
And we are continuing our line of evaluation for the various
schools of magic. Last time we covered the word
Magic High magic and schematic this time as mentioned.
Last we're going to be covering that and then we're going to be
going on to necromancy spells and Last thing we'll be covering
the battle magic set. So let's let's jump right into
it. And first off is the dark magic
school. And of course as always, we'll
be discussing the special rules for the school of magic before
we go into the Spells themselves.
Would you like to give us an introduction to dark?
Magic has yep. Yep.
The dark magic rules special rules are that they can use it
this? All cards for Power Cards,
making the Spells easily, too easily to, to get through.
And And that's basically it. There are small rules that they
are dealt the magic before any other Wizards and toggles has an
additional rule that they get dark magic before any other.
But that are minor rules that not really worth talking about.
Agreed. So the first spell should be
jump into that. Yes, let's go straight into it
and the first spell in the dark magic school is the nice epals.
Black horror 4/3 power and range of 46.
This is a very strong spell. If you combine it with the,
especially if you combine it with the clock Miss, instead of
we've mentioned that quite a few times, at least a great item for
wizards getting this straight down.
The enemy line is just horrifying to watch.
I really like this. Well, of course, it's quite
expensive but it's amazing with the right angle and with some
total power as well. Yeah.
And it's also also a good spill just just to, even though that
it will only cover the whole, the most of the Maine regiment,
that you cast it on that, it doesn't hit additional regimens.
I think the power is strong enough.
Yep. So basic basically it is it
kills most things that have strength 3 on 4 plus actually
I'm not 3 plus because they have to roll under.
That's right. Yeah, of course.
Yeah. So it's actually even good for
strength for and says that's still a four plus two killed.
Yeah, definitely. Yeah.
And then And I know I'm saved except for magic armor and they
must take Panic. Testers, pretty, pretty good.
Pretty good spell if if cast on a unit that is right in front of
you and it's four models wide then this will cover the whole
whole unit. I think now I can only cover.
Now it can cover mind will cover.
Most of these three quarters of the unit can be covered.
Yeah, if you get it at the right angle.
Yeah. It needs a bit of setup and it
is expensive. Mostly, this is a one cast kind
of spill but it does a lot of damage it does.
So So, and internal and it's a lot better with global business
Shadows. Yeah, yes, yes.
It's very good looking isn't Shadows.
I remember using it. Just a quick.
Sure. I remember using it on a piece
band line where I got total power of with my cloak of mist
and shadows and and this went through his whole beastmen Army
and they killed a lot of things and he conceded, right?
That that was my first turn. I've also had some good turns
for this one. Especially is my first game as
chaos against the armies of the dwarves, getting which flight.
AS with my other one of my old spells was also a great choice.
It was a draft and then sending this download offline.
Of course the iron break is also had their I'm safe because it
doesn't negate magic hammer, but it still did a lot of damage.
Stew and pretty much secured me the win in that one play.
Yeah so definitely a winning spell and will total power.
It's just horrible but without told about it is very expensive
though. Yes, yes.
Yeah, let's move on the next spell.
On the list is the blade wind for to power and range of 24.
It's 3D six but it's against this is the only really good
against I said, it's only good can starts with weapons school
for or less. And you then it will be maybe
three won't you? Cause and there's still a man
saves allowed. I don't really like this one a
lot. I think it's really good.
The weapon skill party. Of course, it ducks a little bit
and it has placed a lot of input, but the important part is
that each hit causes one wound and four plus.
So this will ignore armor safes and this doesn't care about the
toughness or anything you want, ignoramus leaves, it will will
because it causes one wound on four plus Yes, yes.
But you can still use armor save to save canton's.
Oh yeah, yeah, you're right about that.
Yeah I thought about different spell but the good thing about
this is that it doesn't care about toughness and that's a
good part of the spell and you can cast this on this, you can
kill a steam tank with this. You can kill the dragon with
this. You can get you can kill stuff
that aren't killable. Otherwise, I think it's you can
definitely kill artillery. That's one day.
They usually have no weapons. Yeah, you can kill a lot of
things with this one and it has good range.
And no line of sight. So I really like this pill Yeah.
Actually. Now that I think about it if you
use them the correct Target is definitely good.
Yeah yeah. So I'll definitely change my
opinion on that one. Moving on to the next one, this
is the dark hand of Destruction for one power.
Wouldn't wouldn't want to use this value, can be some of those
melee requirements of a spell. And you don't really usually
want to visit in a lie. No, I agree.
If Heaven is a single hit and it allows magic armor.
Yeah. It's not very good at all.
It's a wasted spell. Yeah.
You can't even use it to beat out this bills, or to spell
Scrolls because your wizard is never going to be in combat.
Yeah. It's just a sad day.
We enjoy this one? Yeah.
The next spell on the list is the death.
Spasm, this one we talked about briefly when we were discussing
lock magic as well with the Brain Buster.
It's a power to with the range of 18.
It's basically the same spill, right?
Yes, yes, yeah, it. So it's, it's pretty good.
You invest a lot into a spell. That might not do anything.
But if, if it does kill The enemy General, then you win the
game. So yeah, of course you can do a
Lookout serve this one. No you cannot because it's the
first model in path so there's no look out sir for for that.
Oh that actually might be true. It's the same with it.
Then that Doom bolt first model in path.
There's no, look outside. At least I don't like this.
I'm pretty sure you cannot use. Look at.
So with this. Let's let's ask you again at
some point. Yes, to make sure there's some
choir line of sight. Of course, you cannot shoot
anything behind you. No, but it's still a case that
could spell to power and arrange meetings like this one.
Yeah, I have also used it to infect.
Yes, moving on. The next one is the Doom Bolt,
the to power and 18 range. As we mentioned, it's the first
model in pop. So it's basically the same spell
as death. Spasm only, this is more
effective for killing stuff with a bad arm ourselves and no
warts. And the low wounds so killing
Champions and and wizards with one or two wounds, this is
pretty good at and does a better job than this pathan.
But also decent for killing war machines.
Yeah but it only has 18 range so if you haven't dealt with the
war machines at that point and yeah, maybe and and chariots,
you are not certain, you're going to kill it because it's
you're going to be dividing itself.
No, maybe I don't know. It's it's okay.
It's not great. Yeah, I tend to agree with that
and also Hume with this, you might kill a small character but
with this path and you have a chance to kill a larger
character, but this has better success rate.
So don't know which one is better.
It probably depends on the game, I think so true.
The next one is the malediction of NE.
Gosh, this is 3 power will arrange a 36 Now, it's a single
unit effects and it's very expensive.
And the targets that service D3 wounds, we so it's it's wonder
your opponent wants to get rid of but it's very hard to get
through. You don't really want to use
your total power on this one. If you can use it on and she
bounced black horror. I think this is a little too
expensive to be a great spell. I think it's a decent one.
When you do, of course, have the ability to use this spell cards
to power it, that might be the Saving Grace, but I think it's
quite expensive. Civ for what it does.
The only good part is a that the unit cannot move or shoot the
other parts are pretty much useless.
It has a lot of huge range and of course if this if this make
sure that that you get to charge and the enemy doesn't it can win
you the game. But yeah, but it's very
expensive and in a lot of cases, it's a, if it doesn't get
through, And it's rarely you it's really good that you use
the 3 power on this. Yes, I agree.
Yeah, next on the list, is the power of chaos for one power.
This is the One-in-six chance of just dying instantly.
But of course, getting that extra Winds of magic is great.
But then again, you already have the power to use this spell
Scrolls, and most of the factions that use dark magic
have access to for a ban of sorcery.
So not really sure if I want to be using this one.
I mean, of course, if I draw, it might risk it. especially if I
had something like, Cinch Castor to give me a chance of Revival,
but in most cases, this is not something your opponent.
We want to Would you upon want to dispel this one?
I would be very scared for my enemy to get three additional
cards. Yeah, that's true as true.
So it is something you could you could paid-up dispels with
because it is quite powerful, you three magic cards and if you
will 6 and get six wins magic cough syrup.
Yeah. You're just going to have a
monster of magic phase. Yeah.
It's actually quite powerful. I think it's pretty good to the
drawback. Of course is a Interests but the
but those extra cards might also win you the game.
So I think it's worth the risk. You're not going to cast this
every turn but at that turn where you have set off all your
Spell's perfectly. Then this is very, very good to
make sure that your spills get through.
Yeah. And your plan will happen with
this. Especially if you have 26 cards,
then you just owning the magic face.
But also three cards are very very strong.
I agree. Yeah, next one.
Next one. Is the Soul Train at the power
and range 24. Yeah, in give it that you can
get additional wounds to your wizard.
I like this one it's rather expensive 4/3 power but in most
cases you will get that at least two wounds course, giving you
that extra room at the same time.
Yeah, of course, there are more important spills.
You'd rather be playing, but if you got stuck with this one,
it's not a, it's not a bad choice, it's just not great
either. Yeah, I don't know.
Think I agree. I think this is one of the worst
spills in dark magic, set 3 power that does very little
damage. It can only cover nine models
and they're getting Boone's. Part is not that huge because If
you are, wizard is a court in in hand-to-hand combat, either.
He wins that hand of combat hand-to-hand combat or or he
dies it, no matter how many wounds he has most of the times
So the wounds part isn't that good and doesn't kill a lot and
it costs 3, I don't really like the spell, I think it's way too
expensive and it rarely performs.
Yeah, my Beverly in my statement, definitely agree.
Because I would only use this one if I had no other choice.
Of course, I drew it. But there are definitely a lot
better spells in the dark magic school.
Yeah, and this one, it's just way too expensive for what it
does. Yeah, at to power I would
definitely consider it more competitive.
The next spell is the transformation of cotton with
three power cost. It's very expensive, but it's
great for something. Like a small wizard gets this
one through which only becomes a chimera.
This is usually the choice, you would pick given the Chimera is
just so much obvious. Yeah.
And all the others. And also, I mean, would you
consider a magical since you're not bound by monster rules know
the Chimera still better? I think.
Yeah. And I believe there is a digital
text and on the card for this one and I think one thing I know
that you are able to withdraw this at any time.
So you can always say, you cannot cast spells, why your
transform? But you can always withdraw this
just before the magic face. So you able to cast spells again
and you can do this to start a magic face.
Yes, yeah. And I believe, I believe that
you can use items still. I'm pretty sure that you can.
Yes. So actually, you could do some
some nasty stuff with this, but that's probably just a theory.
Theory here Hammer? Yeah, yeah, yeah, but as you
said on on small Wizards, this is very good.
If you get this on your big wizard, then you, you were
pretty sad because it's rarely that you want to put him In
Harm's Way even though that he is a chimera.
Yeah. Yeah, this is the expensive way
of getting which flight or cloak of business shadows in case you
need to transport your somewhere else.
Yeah. But it's an ice pack of thing.
If, if you got, if you got bad spells on your wizard, oh, and
and you have no other option, then you turn him into a chimera
and he can still do some damage, but it's definitely best than
the small Wizards. Definitely, and it's insane on
those. You can actually do a lot of
damage that way. I completely agree.
It's very strong spell but of course you would you would
rather want it on one of your your level one wizard stand on
one of your level 4. Level threes.
Yeah, the last spell in the dark magic school is the which flight
for one power and this is this is great.
It was rare. You want to use the case where
you're charging, maybe effusion which king you want to charge
his character into combat of course.
Yeah, but you're not really using him.
No no it's more fluff. Pick Pack to yeah.
Use the the witch-king himself but in most situations this
would be the spell you need. If you're not getting local
business shadows and you want to get a decent lineup for your
black horror, or as some of your other really damaging spells,
but the rest of the spills Has a pretty pretty decent range.
And the death Batman and doom bolt.
They require you to be in front of the model that you that you
want to Target which isn't really You put it, put You In
Harm's Way if you are, if you are alone character.
So, which flight is? It's mostly for initiatives
black horror, or for taking out a war machine with your Wizard.
And of course, it's a lot better on a KS Wizards than, and or
Undead Wizards and the dark elf wizard.
They'll have better to fighting like yeah.
Yeah. Yeah, exactly.
And the chaos wizards, they can also get some cases.
Are, must keep them safe. From those pesky till the truth.
Basically, it's for chaos because Undead would never pick
dark magic. No, exactly.
So yeah, we will get to that, but it's a fine.
It's a fine spill. It can make sure to set up
initiatives black or, or kill a war machine.
If you have an additional hand weapon on your Wizard or a
helper or something, Like that. I completely agree.
This is a it's a great spell for the setup.
What do you need some use? It's not always you want to be
using it and it's also good for escape so it has good users and
it is only one power. So should we rate the best
spells? Yes, I guess I would start by
saying, my first pick would be an easy pulse black aura.
My favorite spell from that schoolmates just, it's amazing.
Even those three power and my second choice, this is a little
more difficult. How would probably go too?
I would probably actually thinking about our probably go
to Blade wind as my second choice.
Yeah, follow closely by the power of Chaos.
Yep. Those would be my choices.
Yeah, I totally agree on that part.
Those three in the in the same order I think is a very good
blade. Wind has utility for those
things that you cannot kill a tree man or stuff that that you
have a hard time killing Yep. Yep.
I agree with you. Yeah.
Should we move on to a
necromantic? Yes, let's move on to
necromantic. Now, necromantic is a very
special school of Magic. The first being that you're,
you're allowed to choose the Spells you want from the school
that you're not going to try them random.
So you get to choose exactly the Spells you want for your
Wizards. This is a very strong ability.
Pop quite possibly the strongest yet.
Ability in the schools of magic. It is insane to always get the
Spells you want. Don't yes just so so insane.
Oh, that that's probably also. Why on that and vampire counts
are strong because of this. Yeah.
Yes and the second ability that they have makes it even
stronger. Yeah.
Is this closely followed by the having being able to choose the
Spells themselves. They're also able to recast that
spells, of course, there's a chart that shows what you
require on the six role in order to to recast this.
Al's but generally you will be having at least one Necromancer
load or one Lich with your army making the the recast spell.
We can we control automatic pass is something that we forgotten
in our game we played recently cast.
Well that was that besides the van Hill stands Macabre you're
not allowed cast the same spell on the same unit twice in the
same turn Yes, you can, you can, you can cast all the others
bills on the same unit. The same turn, I talked with,
they'll be exact with your that you are going about this and he
confirmed that you can cast some skills and some your own unit,
all the times that you want. Yes, you can do that.
But spell, which is this build one First cast.
Okay, can be recast. Yeah, it can.
So that. Yeah, the only thing is that you
cannot but only because it was not successful the first time
around. Okay.
Yeah. So Yeah, that makes sense with
the curse of years because it was just built the first time.
So you could come. Yeah.
So you can cast them until they get through.
But but you cannot be use a venn Hills and the staff of damnation
on the same unit as staff donations all the units.
Yeah, yeah. But you cannot you cannot make a
unit move twice. Yeah, yeah.
Same as any. Yeah, so, yeah, yeah.
What should we get to the first one?
Yes, sir. This is the of course, the
strongest School of Magic by far.
Yeah, no one knows school is closed of being there and not
only because you pick your your spills and you can recast them.
And also because all this, there are so many strong spills as
well. So it's just, yeah, it's even
sometimes difficult to choose the ones you want because
they're all great for you, but you can tailor, it directly to
the build you're going with and The Spells themselves are very
potent. This is just an amazing School
of magic is the best magic you can get.
I don't think it's difficult to choose, but yeah.
Okay. I sometimes feel is a little bit
depends on the set up, whether you want to go with one over the
other, but there are certain, you know, certain spells that
are just so strong that you always want them.
Now, if we start from the first one, this is called drain life
with two powers and has a range of to D6.
Yeah. This isn't a very good speller.
I think I don't think I would pick this.
You would need to build your character with the cloak of mist
and shadows or have rely on you casting Dark Mist first.
Yes. So this is requires too much
support for it to be any good. I agree.
And I don't take it in.
It's that powerful with only a strength Three hit even though
it's no almost has allowed. So I don't think this is you
would ever pick this. I agree.
This would probably be something unless you have something very
specific in mind. You would be.
I would never pick this spell either despite the actual being
strong effect. It's not the cylinder like the
senesh was it called choir of something.
But with the choir you already have the ability of, for
example, a demon Prince to fly in and you said, yeah.
And I'm not sure. I think that's a choir is a lot
higher strength, I think it's strength five or something like
that with no armor saves allowed.
So it's it's a lot better and also it's not it's not a bad
spell but you would never pick it because they are way better
spells. Yes.
The next spell in the list is the Gaze of negation is to power
with a range of 18. This is also quite a potent,
spell. Eight way to kill Cavalry, but
again, there are other spells that are even more powerful.
I think this is a on my list to pick of spells.
It's like the offensive part of it and it's really a good with
the with the recasting ability. If you if you meet a lot of
enemies with high armor, it's not very strong against stuff.
There better not armored. Yeah but against things that has
a 4 plus or better armor save, this is very good, I think I
agree. It's a strong spell.
The the next one is the hand of dust and is to power.
This one, I would probably never pick.
No, I agree. It's another one of those very
situational because you need to be in hand-to-hand combat.
Of course you have vampires but I think they're a lot better
choices for your use your small lips low-level casters like
you're vampires or you want level one next Menses and if you
to pick the size, this one, if you're not, if you're a vampire
isn't built good enough. To kill something in
hand-to-hand combat, then he's not built correctly.
And then, yeah, this is not not a good spell at all.
Know, if it was one power, maybe I'll know even then, it would be
that great to be someone. No, I don't even think I would
really get it that way then. No, no, no.
The next one on the list is the Dark Mist at 1 power.
This is basically cloak of mist and Shadows on except they can
be dispelled and when you cast it and it will remain someplace,
we can be dispelled that in your face.
Yep. I think this is a pretty potent
at for for, getting your vampire, closed for sniping
something. Yeah, it's a strong spell and
one power, but I would consider this in some cases.
Yeah, for the pick for the vampire.
I think this is a good take. Yeah, and it's cheap.
So, it can also just be used to bait something.
Yeah I think I agree and the next you just you just set you a
vampire up so he can he can charge your regiment in the side
or something like that and then make when they're the chair, the
turnoff they can make a challenge.
You can always withdraw this. When it knows when it's the
enemies. Turn to cast spells.
Yeah, you can end this spell in their magic face.
Yeah. And then he's ready to fight.
Exactly. Great.
Pick for a vampire. Definitely the next one, is the
raise the dead that to power will arrange 24.
If I had already, picked the spells that I wanted, and I have
my summon skeletons, which is the one I would prefer.
Then I will consider this for like secondary or tertiary.
Hostile. Yeah, yeah.
There's some skeletons is a lot better.
The only part that this can be better is when you are trying to
race and a new unit because you can do that with the race bills,
but you need to have at least five.
So, summon skeletons is useless for that because it will almost
never happen. So, this is is good when
considered, when, when you're facing an enemy, that there
might A outflank, you have a lot of mobility and stuff like that.
And you just gonna raise a small recommend of skeletons in front
of his Cavalry, that outmaneuvered you or something
like that. So, no one next to their
artillery for to charge next turn.
Yeah. Also, also that because it has a
pretty good range but but then again you're not that afraid of
that. Celery.
When you're on the door vampire counts, I think.
Yeah, I think so. But yeah, I would pick this in
the in rare situations where I needed to summon a new unit
because then this does the job. I agree with you on that.
But adding to my regiment says summon skeletons, which is the
next one. Is a lot better because it's
cost one. And it's we We costabile easier.
Now, you can just continue to constant on each of your units.
Yeah. And then there's the big, big
one. I think we have to talk to you
again about this, but I do believe that if you've already
cast summon skeletons, Successfully on the time.
You think you cannot be cast on? Yeah, here I already asked him
that after our game and you can't do that.
You can cast it as many times on the same unit as you wish.
Doesn't seem to go and cold as World citizens book.
It's generally their rules are a bit foggy, the best of times but
let's move on to the next one. The summon Undead horde is three
power with a range of 36 and this one I would probably never
pick until unless I had picked all except the hand of dust in
the school of nickname, see already?
Yeah, there's no reason to pick this over the To summon
skeletons is the best One race that is a good in those
situations where you need to make a new unit.
This is just too expensive. Yes.
And they all three cars are too weak to have to recast.
So yeah, it's not, it's not good.
Yeah, I agree. The next on the list is the
curse of years and three power with the range 24.
This one is amazing. Definitely.
It's quite possibly the best spell and the set.
Yeah, in the game, maybe. Yeah, definitely of there, but I
think it is the best built in the game and your most of the
time especially like you were using in your combo.
Go with the program knowledge. I mean if you're using will post
knowledge you're going to get this fell through.
Yeah. Sure.
Unless they have a drain magic. Yeah definitely.
But basically you you pick ocean of knowledge for your also
Caster as necromantic is a very good item and then then you cast
all your Spell's using all your power cards and once your
opponent thinks the turn is Your face is over.
Then you you drink your potion of knowledge and then you start
casting any spells again? Of course, if playing against an
opponent, that knows this the opponent will keep his drain
magic and until you, you drink your potion of knowledge.
But that requires him to have an have not there.
Use drain magic for all your prior spills, but it's a very
potent and it wins so many games that way.
Yes, it does very strong. Amazing Spellman always always
take as we casting this until it just gets through, maybe your
opponent Candice build it once. Then you cast it again, maybe he
can get this bill again, if you are potion doesn't run out, you
can cast it a third time, and there's no way he's going to
dispel it a third time. I'm yes.
And the unit is going to be dead before they get the chance to
dispel again. Because they take the one in
three chance to die immediately including their generals with
the word saves except yeah. And then next turn is 24.
Plus of the first third of the unit is going to die and then a
fourth half of the unit is going to die and by that time there's
not the unit is it's just it's gone and look repower.
You just killed the the enemy unit.
Yeah. And won the game and I this this
is the reason why I think it's done on that.
You should pick a destroy magic scroll.
So you can destroy this on four plus the first time it's cast
and it cannot be recasted because this bill Scrolls is not
going to cut it against the potion of knowledge play.
No, it's not and even even using your power cards as this bills.
Hi magic doesn't have enough power.
Khan's either even with the banner of sorcery, you're
lacking in the dispel Department to deal with this in saying
magic combo of The Necromancer laws and then they leeches.
Yeah of course it requires setup and you're not you should use
your potion of knowledge until you of think.
It's the perfect time. But basically your opponent will
have to have a let a lot of spells to go through because he
knows that that is coming in order to deal with it.
It's very, very hard to deal with and it takes a lot of
skills from, from a, your opponent to it, to do it.
It can be done. But Yep, I agree.
Next one. The yeah.
The next one is the van helsings Danse Macabre as one power.
Also range has arranged 36 and this is your second pick for
your army. This is the extra movement.
You get from this spell to all units.
It basically negates all the negative sides of having a for
move infantry Army which usually have with Undead and vampire
counts. So this just gets you across the
field in is we've combined with the staff to making you get
across the field in one or two turns.
Yeah. All the sudden, the undead
Mobility is fixed because of this and the staff of the
nation, which you would all also always have to include, I think
so it's a very good spell. There's no doubt about it very,
very strong, insane strong, and it's free castable for only one
power. Of course, this cannot be cast
on the same unit, even though that is just build on that unit
cannot be cast again on that unit in that turn and you cannot
benefit from both this. And Damnation on the same unit,
the same turn. Yes, it's very strong.
It is definitely very strong. The last spell in the
necromantic. School of magic is the wind of
death for three power. I don't like that.
You have to place it on a table edge.
Of course, it does move to d-10. Yeah, but it's very situation
that I think this is wouldn't be.
One of my last pics from the list.
I will pick this above Undead horde and I will put these
pictures above hand of dust, but I think that's about it.
I think it's better than brain life as well, but bloodiest
dream doesn't as well. Of course, it doesn't matter.
Also hand of the last year, you took said that, but it's not
good enough because it's it's from the edge of the table and
really See that's where the important stuff is going on.
Yeah, so I wouldn't pick this either.
So instead of Reading we should just tell say what, what we,
what we would or would pick for a wizard.
So basically, it's a It's a summons skeleton for to four to
six slots that you would pick as its.
That's a lot. Let's just say the top three.
That's easier. Yeah, yeah.
The top three. That will be of course, the
curse of years. Yeah.
Van helsings Danse, Macabre and some skeletons.
Yeah, definitely. I agree.
The only on those 1 and the second picks that if you have a,
you probably going to have a as well or another spell for your,
your necromancy is either raised it or gaze of nagesh, I think.
Dark Mist is in the contest there as well if it's on a
vampire at least. Yeah, yeah definitely.
Yeah. I forgot about that.
Yeah. Absolutely insane spells.
And if you're facing on that, you should bring a whole lot of
this bull Scrolls, and also a destroy spells.
Grohl might even consider some magic immunity.
Yeah, that I just that's also important.
They really have a huge Are ya and negating?
The magic of The Necromancer makes their armies slow and
cumbersome allowing you to give you the time you need to pick
them apart. So so definitely empty as much
anti-magic as you can against the undead.
Vampire count. Yeah.
And if you look down the magic, they are, they get pretty weak,
unless unless you charge in and think that you can overcome a
vampire. Yes, definitely.
Now I think that about sums of the school of necromancy.
Yeah, so let's move on to the the battle magic itself.
Yeah. Now there aren't any particular
special rules about bad magic school school, but there is the
downside that quite a few of the Spells, have two cards in the
deck and that's winter basic. It's in this deck.
Yeah, 20 cards in the deck and some of them are repeated making
it more difficult to get the actual good spells.
And there's the one rule that battle magic users can, all
always use a colored School spills, which we are not going
to be covering today. Maybe we'll put it in.
When once we do, the think we have time to do the case.
Two wolves today as well. So maybe Maybe we'll quickly go
through the different schools of magic.
Just oversight of them after we've done the, the chaos
spells. Yeah.
But basically, I don't think that the the What what are they
called? The other schools of battle
magic. Yeah, the old of schools of
magic down. Not that the inferior to battle
magic. They are not that much better if
they even are better but that be in talk for another day.
Let's into the first one, is the first one is Fireball at one
power with 24 inch range. This requires, of course, line
of sight and you need to expend All comp / Fireball you want.
This one is not very good. That's not true.
You just need to use one power. You do not.
You think. Oh, you know, but you would you
get one Fireball, combating little.
Yes, really don't need to use for Power Cards to cast for
Fireballs, but anyways, it's really bad.
It does so little damage and it's, yeah, I would just, I
would never this build is that would just let it go, unless it
make it a, my chaos nights or something like that.
Yeah. Maybe you want to snipe some you
want if you if you start with this one maybe you want to fire
some case nights. Maybe you want to try and snipe
some level 1 Wizards. Yeah.
Yeah but it does have few users but it's a it's not a very good
bill that all know the next Spellman this however is quite
strong old also sorry because most battle magic uses rarely
tend to include a stretch High level wizard.
Yes, yes, yes. Generally, when you have a high
level wizard, you will be using a better school of magic, you'll
have boosted with book of azure if you're using a medium level
Wizard, or so maybe maybe if you have an Empire Wizard and you're
not using special characters, this total Destruction or not,
so strong just destruction. Yes, destruction is the next
bill. Now, in the book it is a power 2
plus, but if you look, the car is just to power until that's a
typo. I think.
Yeah, it has a range of 18 and this is fairly.
Decent is pretty good for taking out any Cavalry.
Yeah, I like this one as well. It's pretty good and compared to
Fireball, it's just ten times better.
Yes, definitely. Yes.
This is this one. The good ones.
Probably might be the best. Yeah, I agree.
The next one is fear for to power will arrange the 24.
To power to cause the enemy to take a field test.
It seems a little over expensive.
Yeah, it will be pretty good for one power but I think yeah to
power. Its it's not that good, of
course sometimes it can do wonders but nah, it's not a good
bill at all. Yeah, moving on the next one is
blast. There's a to power with a range
of 24 and again, this is not enough hits to be.
It's something you reduce against Enemy nights.
I guess it just would be better than a fireball if you're using
a level one. Yeah, I don't think I'm very
good at all. No it's just it's way too
expensive. Yeah.
The destruction is much better. But yeah.
Now, the next enlist is shield for to power will arrange 18.
Just with were slit. Yes, yeah, it's it's way way too
expensive, and it does so little, the enemy can just
redirect this shit the shot somewhere else?
Yes. Yes.
This is the horrible version of britannian prayer, yeah.
Yeah. This is bad.
Yeah. Next is he'll for one power with
a range of 12 and this is also about absolutely useless.
Yeah. Recovering a wound for one pound
over. You're going to waste their,
dispel Scrolls or their dispel cards to get rid of this one.
So you can even use it to bait out of the magic.
Of course, of course, they will, if it's to save your dying
character, but yeah, it just has no.
No use at all at most times. So, Yeah, I wouldn't say.
It's no, there's no use for this one.
The next one is hold fast with three power with a range of 24.
This is very strong ability. You can force an enemy to be not
move at all but it has a power cost of grief.
Yeah, but the good thing being that, I think, I think, when
unit is a not able to do anything, you hit them
automatically We in combat. Let me just find the actual
spell self. See if it says, I don't think it
does. But yeah, that's the unit can do
nothing at all. They cannot move shoot, fight or
anything at all engaged in. Hand-to-hand combat, the unit
will not strike blows and it's weapon skills.
Counted at zero. Okay, yeah.
So all blows our get struck against it will automatically
hit. Yeah.
It's a very decent spell battle magic.
You cannot say that you that you want a stronger spells because
there aren't any. So this is one of the strongest
bills in the deck. Definitely, it's not insane
compared to other decks, but it's the best that you have one
of the best that you have. Yeah.
And if you throw it into a hand-to-hand combat, this spell,
you will get around where your do automatic hits and the enemy.
Don't do anything. Yeah.
But if they if they're, dispel it, when his cost.
But of course you have the magic face being at an awkward time at
the end of the phase. So the enemy won't charge you.
So they get two chances to this, build this for it to work.
You have to have a, you have to have a unit in combat that's
already fighting. Yeah.
Next on the list is the teleport self for one power.
If you have a wizard you want to move into combat with some
artillery. But most Wizards that use battle
magic might actually lose to the artillery crew.
Yeah, yeah, it's just not good enough and it doesn't set up for
any of your spills. So yeah, I don't think it's good
at all. No, next on, the list is Curse
for to power range, 24. This is sort of a weaker version
of the whole fast. Yeah, a lot week.
Yeah, it's useless to our way too expensive and doesn't do
anything. Pretty much.
Net. Net is the next 14 to power with
a range of 12 and this is the actual smaller version of the
whole fast. Yeah, we're by having its range
reduced by half for one powerless.
So a little bit more utility, if you have the range if you're
within range with the Enemy, this is a little better.
Yeah, it's it but it's decent. It's one of the things that
you're looking for with battle magic.
It's it's all fast and knit yeah.
Net. However does not make you strike
automatically. They can still defend
themselves. Yeah.
Okay. Yeah.
But it's still a decent decent thing when you have this many
bad spells in the deck. Yeah.
They will cause not strike back, but they will still, you know,
you still have to roll to hit and wound.
They will still have an saves but basically it doesn't matter
because you're gonna lose that combat.
But anyways, yeah, yeah. The next one is moved unit for
to power with a range of 18. And this one you need to have
the wizard in the unit. But it's very, very good.
It's sort of like the, the hand of coke.
It's exactly the same percent of go go.
I think except hand. Of course, you can also move a
unit that is you're not inside. I don't think you can adjust
think that the wording is a bit differently on that, but I think
it's, I think it is the same. So look at it real quick.
No. It's the wizard and the friendly
unit. so when we can transferred a unit of ox anyway on the
battlefield, Yes, this this case, the wizard has to be
inside the unit for it to work. Yeah.
Okay. Yeah.
But still good spell. Yeah, you can still get your
charges off. So you have a good unit, you
have your wizard with the unit of nights.
Maybe you moving straight to come back.
Yeah, probably. I would put my wizard in with
the flatulence if it's if I'm playing Empire and so yeah, it's
definitely move unit is one of those bills that you want to get
and the all the good spells in the battle magic move unit.
And holdfast and destructions are one-off.
I believe net might be to of but I'm not sure but all most of the
good spells are one-offs so you really get a good hand with a
battle magic. They're being 20 spells.
Yeah there is indeed a to or yeah.
The next on the list is bless the power cost of to with the
range of 24. Again this offers the same issue
as the other. Yeah spell.
Cells that you use for melee combat.
Yeah. That the magic combat has
already happened yet. Of course, this might deter an
enemy from charging in history given that you have plus want to
hit in the air. Don't think so because if if you
charge, then you are going to kill.
Most of the models are not going to be many model striking back
anyways. So I think this is the worthless
spell as well. Yeah, you're probably right in
this one as well. Yeah, I believe this is also a
to off. Yeah.
Yes, it is.
And of course, the last spell in the battle magic school is the
sparkle. Protect 3.
Power cost will arrange 24. This gives the would save to a
unit. Yeah, this is pretty decent and
this This one is also two of ya and this is a decent bill.
It's not great but it's the best on you that you can do.
Yeah. Yeah.
Yeah, it's quite big expensive but getting a full plus Ward C
for a unit is quite potent but the problem with the battle
magic set is that the good spells cost a lot and you don't
really have any weak spells to bait this bills.
So people will just let the weeks bills go through because
who cares? About healing or one or two
Fireballs, stuff like that. Absolutely, or a blessing, I
would just let the bless and curse.
Go through. I don't care about those either
Shield. I would let that go through.
So I'll just there. Any, what I was just thinking
about, you know, checklist would, of course, go high magic
given that he can pick his spells.
I was just thinking about, would take this ever go battle magic
and pick the good ones. I'm not sure that he can pick
it. Better magic spells, maybe he
can, but I don't think he would ever do that high magic spells
so much better. Yeah, indeed.
Yeah. So should we I think it's great.
Yeah, I think it's pretty obvious that move unit is the
best spell. And I, agreed, and destruction
is the second best and no, no spells closely followed.
I think No, I if protect was a to power, I would definitely put
it in a close. Second place, the given those
three power would, the problem that is, you know, it happens.
It doesn't take really affect until the next turn.
Yeah. So immediate assistance, I will
definitely say again. Yeah, it's it's move.
One unit and destruction. Then probably net or holdfast.
Yeah, those are the only options and again, I cannot phrase that
enough. You're not going to get your
battle magic spell through, because you don't have any
spells that can bait anything. Unless, your opponent draws
notice bills or waste, his, this boson really bad spells.
So, very hard to to make battle magic good.
Definitely agree on that one. Yeah.
That pretty much rounds up. The battle magic school.
Probably besides these colleges School of magic.
This is probably the worst one. Yeah, yeah.
And the college schools aren't that much better.
They are the more specialized and in different areas about
that, but we will get to them at one point.
Yes. Yeah.
And next up is the chaos dwarf magic.
Now there's only one special rule for that and for them and
that's that only cares towards can use it.
Yeah. But that's not entirely true
because in the chaos booked itself, the armor Army roster,
there's a special rule that says you can exchange any, any spill
that you don't want and get a random new one.
So basically you can re pick your home Entire hand.
If you don't like it or just to of the Spells and get new ones.
So it actually a very, very strong ability, almost
disclosed. Also, picking your.
Yes, that's true. It's actually in the book, they
also have that I think they just forgot it in the magic book
because the cast Wolf book is so old.
That could be, it could be true. Although they might have remove
that effect since this is physician, will have I don't
think they, I don't think they did it.
I think it still is an effect. We'll, we'll have a talk with
the European about that. See what he says.
I don't think he ever faced cast wolves, but yeah, it's a very
very rare sight to see kids to worsen.
Yeah and badly. But yeah.
Shall we move on to the Spells himself?
Yeah. Let's do that.
The first one is the ash cloud with two power costs and a range
of 18. Yeah, I mean, if you get it
through, it's fairly decent. I mean, you you hold, so the
enemy Cavalry, which is a great choice for guest roles.
They have this. They sort of had the same issue
as towards with low movement attributes, for they have other
ways of getting around that one, but I don't think this is worth
to power at all. No, no.
If you have one attack, then it's still one attack because
it's rounded. Up.
So yeah, because it's rounded up its it gets a lot weaker and the
movement is a movement is probably the only one with
actually concerned. It's not worth it to power.
So I did this this you would throw back.
I think yeah, probably agree on you that one as well, it's very
situational. It's something you'll be using
on Cavalry and even then there are probably Better options to
use against. Yeah, the next one is Doom Row,
the to power and range of 36. Yeah, I do believe this affects
all enemy units in close combat. Yeah it does.
And if it's a, it has a huge range of course but might be
some fighting going on the on the edges.
That it doesn't catch. But I think this is a pretty
pretty strong. You need to set up.
You know, only going to use this once again.
But if you set it up right, then this might make a weak
leadership units, break, and then not able to support the
main drain this deed. Also it also helps your you
probably have some hobgoblin Wolf Riders on the flanks.
Yeah. And if they're broken for some
reason, could be fear, could be Terror or just to combat this
will immediately rather. Yeah, but that's not a very,
very strong part. No, no.
It's a minor is a minor effect but no, it's just a little
different. So this is a decent spell but
it's only decent if you set up, set it up, right?
So you set it up that all your, all your units across the field
is a attacking at the same time. So, you can get this off
affecting a lot of units. If this just affects one or two
units, then it's not good at all.
Yeah, I might throw this as a way as well, but in the right
situation and could set up, it can be really good and then
against the armies will do leadership as well.
The next spell on the list is Russian for three power with a
range of 24. Let's see models on the template
so hit maybe 9 I mean does instant kill any war machine but
it is quite expensive and of course there's no.
Look out sir, either. Yeah, but it doesn't really
matter because most characters has initiative that's a greater
than 6. Some are very, very few has five
but they all those with six they cannot be killed by this.
Because it doesn't say that that's six.
Always fails. Yeah exactly.
I am. So it it's not very good.
It's due to. Please do it is too expensive.
Yes, the main. The Tempest does kills all war
machines 4/3 power, this will add Max killed one.
Yeah, Yeah, the next spell on the list is the fists of fire
for to power. This is another close combat.
Yeah, spell. And you have little move
mobility. Of course, you can you have to
input your wizard on a A flying mount, a horse or a mule one.
Yeah. But but this is just not true
power worth. It should be one power.
Yeah. Yeah.
And it should have like an additional effect as well at one
pound. Yeah.
It's not good. No this is definitely something.
You throw back in the pile. Yeah.
The next is the Flames of a score at the to power with the
range of 12. Is that a breath template?
Or I'm not sure the template, I think it's a circuit in
platelet. It should be in here when I yeah
it's a circular one, same size as a normal templates.
So it's nine models at best hit on the 4 plus and then you have
to roll to wound afterwards. Yeah.
Two powerful and very short range.
This is not very good. No, I agree.
You need therefore K as lights, you need you, maybe hit three
models and then you may be hit, if you're lucky, you hit two of
them. But I think when you have to
roll the moon and I think the brain I think in most cases I
think your wizard will be on the lamassu.
So the range. Yeah you will get range with
this. A little better.
So I think it's decent. I don't think I will throw this
away on this. Yeah, I don't, I think it would
keep this. It's not, it's not great, but
it's good enough. Yeah, next time list is the
Flaming, hide for one power cord.
A range of 6, this is something I would see the sorcerer casting
on their llama soup. This would also affect the cast
of themselves. They will also affect the
numbers who I presume giving them a water safe. yeah, yeah it
I think it is yeah I don't know about that if it would be fixed
both of them because it does say any model and it is considered
one model. So I think it would if you Yeah,
it's basically black amulet. I think this one is pretty,
pretty strong. Yeah, for one power.
Yeah, make sure that You do not die to something.
Yeah, I think it's fine. It's not offensive, but yep, I
wouldn't throw this away. Definitely, one of the
disadvantages of having a giant Beast.
This amount is that they don't tend to have a ward safe, so the
enemy can kill it in with other means.
And this is one of the ways to get around that dying to, for
example, gunfire or Artillery fire, giving your yourself and
your you get it, you get your wizard gets an additional water.
Safe. He probably already has one so
you get an additional water safe and your mouth gets award save.
It's a fairly is really good spell.
Yeah. Your phone kind of wants to get
rid of this one. The next on the list.
Oh the automatic hit that they suffer is a string 3 it so it's
not quite as it tastes like the wolf Stone are.
Yeah. Okay.
Lava storm is the next spell at to power with a range of 18 to
36 hits 4. Plus the wound can be used on
pretty much any unit pretty good against every this one.
Yeah, it's a really Destruction for bad manager.
It's a, it's a pretty good spill.
Definitely a keep Yeah, I agree. This is a good one and the next
of course is the magma pool for one power and when the wizard is
usually on a llama zoo or a great Towers, this is a great
spell for definitely, just get straight into combat, kill
something ranged, and be ready for the next round.
Yeah. A great choice.
Not much else to say about that one.
The, the next on the list is the shadows of Hazzard as a power of
2 and a range of 18. and this is much, like gays of mooc This
draws a line and affects any units beneath it.
Yeah, anymore. Will ya, ya.
Ya anymore. You have to roll to Luna course,
but but, but the good thing about this, making it, I don't
think those spells where you draw a line is that good?
Because they're not hitting that many units unless really well,
placed, and still at that, point it at best, it probably 10
units. But the good thing about this is
that they need to take a panic test as well.
So there's a little bit of upside there if Just suffer a
little, a little easier to find this one Ops given that you
usually have sorcerer on the llamas.
Yeah, and I would keep this spill but it's not there, it's
not that great. No.
And the next one in line, of course, is the sorcerer's curse
to power with the range of 24. And this is pretty good way of
basically stopping an enemy wizard.
Use this on any wizard a you get this through they won't be able
to cast spells. They won't be able to dispel
your magic. If this is a very strong spell.
Yeah I think it's pretty good yet.
It's basically. Yeah, it's the same as the hand
of walk. Yeah, it's pretty much the same
one except they aren't lifted up.
They're just stuck there. Yeah.
Yeah, pretty pretty decent one. I think they handle more is one
power, isn't it? Yes, it is.
Okay, so a little bit worse. Yeah, so we talked we already
talked about Throwbacks on this but quickly what would you, what
would be the two best spells here?
I think I definitely like given that I'm using a sorcerer allows
to I definitely like the the magma pool.
I think that's one of the biggest wrong choices.
Yeah. The next is probably.
Oh, difficult one. It's It's it's I think it's a
tie between lava storm and and socialist curse.
And Flames of a scar. No, not feeling.
So I've got the Flaming hide. I mean, yeah, I would tend to
agree that I do. I think I would pick the lavas
term of those three Mark, the storm and lava, so And of
course, the Democrat pool and now it's gone.
Yeah, yeah yeah. Love storm has more users
though. I do like the idea with
sorceress curse of just Destroying the enemy magic phase
given if they only have one powerful wizard.
Yeah, but that did that also you raiding how afraid you are their
magic because if you are on a lump lamassu with your own
sorcerer, then it's very difficult to so kill him with a
magic because he basically has a free disk bill, which you can
also use the novel dispose afterwards.
If it fails the way I'm thinking is that it makes sure.
Your make sure maximum pool go off every time.
Yeah, yeah, okay. Yeah.
I think that's the case. Given that has the most power
spot getting than 2011 of all the time.
If you get the sorcerer's curse off, it's just a great way to
end games. But I also think that the lava
storm is pretty what you didn't build in a lot of cases.
But of course, it requires them to have armor.
So Yes, it does. Yeah, well yeah, that I went
basically a branch of the case to yeah.
I would say the cast of Magic deck is a little bit weak.
I tend to agree given that you can throw back your your Spell's
and get get the good ones. I would say it's very weak
because there are so many bad spells but you can throw them
away and get a chance to get a good one.
So, I think it's because of that it's it becomes pretty a pretty
potent, the deck. Yes.
Yes I definitely tend to agree that it and especially given the
situation of the, the chaos Sorcerer of the guests off
source for a load on a Lama. Su there are a lot of utility
spells uniquely suited for his purposes and getting those
spells. Makes it very familial, fo ya.
Could also considering the special Removal of any wings of
magic combo. You can do with items was the
called The Chalice of Darkness, I Believe something.
Yeah. Yes, we talked about that, you
know, item you review. So all in all it is is a very
neat package for the case tools. But of course, you can get
unlucky and get all the the rather useless magic instead.
Yeah. Yeah, so well I guess that
rounds up this round or a walkthrough of the schools of
magic in the Warhammer fantasy battle and we of course will be
returning again with another episode.
This next episode we'll be covering the chaos spells, The
nerville, Siege sluggish and of course will be briefly giving
our Of of use of the various colleges of that battle magic.
We won't be going into every single spell, but we might
mention one or two spells in connection with those that we
consider to be useful. Yeah.
And then give a general opinion of I think we should do a top
three of the schools of magic at the very end.
Yeah, I agree. That could be good.
Yeah. So once again thank you again
for joining me Casper on this. Go walk through of the schools
magic and price to everyone for tuning in.
And we'll see you again in the next episode.
And we give them outward and system.
Yeah, I did try because I can slee a cover gas bills that are,
that's why I do. We see Teddy.
They are under school school is in end day.
II think that type of helium in its 2008 video game chaos.
Also give illegal substances. You power is restored.
So that's a chaos Mellon who have 4D Tagalog, fire for mood
and for the again and the Energy System territory like to at
their can. Okay.
Along fine.
And so so as we posted speed limits Moolah, crimp and also
save you hundreds is has 9 Colours magic as the game
written and go run the time. Elite media into the soil.
What do you not like me? It's a lie.
My lift up the dead for me to become then we got a bill so for
the Millers. Yeah okay yeah lemonade.
That's bobbing in the middle, some jaroslak halak and snacks
to coat it in the fridge condos townhouses start of Albion.
Yeah. Alright, and welcome back to the
crown of command podcast. I am joined, once again, again
by Casper. And this time, we're going
through our list of the various schools of magic.
And we reach to the third part, where we will cover, where we
will be covering the various chaos spells, which I say hello
to everyone. Hello again.
All right. So any special rules about the
various chaos Magic cast spells. No, they're not the special
rules about the Spells themselves.
Of course, there are special rules about the marks, but I
think we will go into into that when we are covering The Army
review instead, yes. And also now a special rules
concerning. You could say that.
It's part of the spells that you get chaos.
Gifts. But we should cover that day in
the Army review. Instead, I think yes, I agree.
Also the various rules depending on which faction you choose from
the word from the chaos Army list.
So we'll just jump straight into the Spells.
First off, we'll be going through Siege spells.
And the first one on that list is the blue flower.
Fire of seach Siege, is that one power with a range of 18 Fairly
decent spell for taking out armed units or nights.
Yeah, for one power D6, strength, four hits, no armor
saved. I like it very, very good.
Yep. Nothing much else to say.
It's not insane, but it's also one power.
So it can it will get through a lot I like, and when it doesn't,
it's something your opponent wants to get rid of ya.
Next on the list is the bolt of changes a to power with the
range of 12 inches. this is sort of, this is basically like this
spasm Except it allows Auto saves.
Yeah. And it's a lot better because
they have to roll Under 12 B 6. So it's a lot stronger.
It's almost Auto kill. Yes, you need to be very unlucky
with your role for this not to Auto kill.
But of course, if they have a 1 plus magic armor, save.
Well we'll have it maybe a 2 plus magic.
I wanna see if they'll pretty much cancel, the sound is, one
of the few Auto kills fails than actually allows you saved
Institute. So a little bit worse but still
very potent because it's rules and toughness.
Yeah. And of course, you're not a bad
girl. Yeah, it's strange.
That is says no arms saves allowed except for magic armor
and still says slain because That indicates that you can
actually use almond something. Slain and that's not.
Usually the case. Yeah.
So it's pretty strange, I think. Yeah, we should talk to you
again about this one. Because can you use warts on
this? You shouldn't be able to use
words when it says slain. Yeah, it says no words, but it
does say know I'm safe, except for magic armor.
So, the question remains whether armor saves are allowed on the
other slain. And yeah, that's so so strange.
Yes, in snow wounds, of course. This is very, very strange, but
I haven't talked to you. Yeah, this one, the next spell
on the list is the Boon of cinch for one power cost.
You gain D3, wins, magic, cars. Usually not something your
other, your opponent will want to.
Dispel this one, all you will just get your power cut back so
I really like to spoon. Yeah, I love it.
It's like one power and your opponent has to waste at this
bill on it because if he doesn't then you are all those spells of
just getting that much stronger or easier to cast.
So it's very good. Yeah, definitely the next on the
list is the touch of Siege or also one power.
And this has the same issues as all the other Wizards in melee
combat mean. Of course, you could use it on
chaos Sorcerers or bit stronger and the what's it called?
The Lord of change. It's also a power made for
powerful melee combat. But again, if you haven't, Open
the unit already by then you might be in trouble.
So this is something I would not like to see on my hand.
Now it's on the weak side and of course KS Wizards are very
strong and even capable of fighting but yeah, it's rare
cases where where this is actually good.
Yeah. Yeah next is the lean magic for
to power but the range of 24 It's not bad to steal any spell.
Nope. I think I think it's a bit
bigger. It's actually quite good because
it's not a Romanian play either. Nope.
So if you steal curse of years or some other important spell
from necromancy, you just going to keep on, he's going to hold
on to it. Okay.
You can count has this. Well again yeah and and then you
just don't cast it yourself. So you make sure that they don't
have it or you cast it on your last turn.
And it's a very, very strong spell this.
Yeah, I agree. It's a, it's very nice to get
freshly against on that. Mmm.
Yeah. Next on the list and the is the
incandescent assassin for to power and range 24.
A little bit expensive for sniping small, Wizards.
Yeah. But Wizards have a lower weapon
skills are usually Li you will cause that those, those three
wounds or less and it, of course, they'll have to save it
with a war save. So this is fairly decent way of
dealing with them. You would think it's better than
fairly the decent. I think it's very good against
Wizards, it's also fine against. Against characters that has a
low weapon skill. I even think it's it's it's a
decent against the weapon, skill, 6 characters.
Because that's just a 50-50 basically.
Of course I didn't kill them but it's a lot better on weak units,
of course. Yeah.
But the but I think it's a very strong spell.
Yeah, it's easy. It's actually a to power.
It's not bad at all. Nope.
Next on the list is the pink
files, each the 1 power Blue Ranger 6 Yeah, the problem with
this being that it has low range but usually with the scene shows
her, you have him on a disk so he can get close with this.
It's good for killing models for characters and stuff like that.
It will kill a lot but it requires you to be right in
front of the regimen so you will be charged next turn.
So you'll be putting yourself In Harm's Way for this to it to
kill anything important. You might angle it so that they
can't. John shoe but he is very
positional orientated. I don't think you can.
Maybe if the model is a on the edge of the unit you might be
able to, but it's very hard to do.
The otherwise you're not going to be able to.
You just need half your base to protrude from the side but of
course you need six inch range, you don't need half.
Just need like corner and you'll still get if you A model is
Central in the unit so I think you can do this without but it
requires perfect positioning. Yeah.
And it's difficult to do that and has a huge huge by Verity of
failure options. Yeah I wouldn't say this is a
very good spill. I wouldn't I would tend to agree
because these do still get their Ward saves against this.
Yeah. And it and it requires two.
Much. Yeah, it does.
Next one, The Shield of fire for one power Again.
This is not that great. It's it meant for hand-to-hand
combat and we just usually already happened by the time you
cast this one. And the magic weapon is only
destroyed on my to hit role of one.
Yeah, but I I like a one power cord cost because the only thing
that you are afraid of being a Biscuit, the scene shows, juror
is a flings things flying down and killing you.
And this of course they do require 16 this this way they
won't. Kill you, kill you.
That you might even know when the combat and chased them away.
Yeah that's true. I didn't see the hit role of six
as well. Yeah.
And I catch actually quite good for one hour.
Yeah. Next on the list is the gift of
chaos for one power card. Very random.
But of course you know your opponent is not really too Keen
about. You get receiving more class
gifts Yeah, it's the, it's not one of the better spells, but
it's nice for one power to get it.
You many of the kids gifts are not that strong, but there are
few that are pretty strong. I wouldn't be happy for getting
this, but I also wouldn't mind as long as I got something else
that were fine. It's the worst of the one power
spills, probably I think, except for the touch.
Yeah, yeah, yeah, yeah. And the ability acquiescence as
well. Now that's the decimation of
mind and the final spell in the seat School of magic is this The
sieges Firestorm 4/3 power with a range of 24 and this is also a
method template attack. So on a it does it does
automatically hit them so you will get nine hits of strength
five. Yeah and you do get the pink
Horrors which will then get magic even if it's only to one
or two of them. Yeah.
Strength 5 is very good Trend. Also they it stops them from
charging. You because they already engage
with these pink corals. Yeah.
Which is quite a pain to remove because to blue horse jump out
one pink or yeah to Blue Horse and PowerPoint you can kill the
blue Horrors with the same characters, feel the pink or
then you you already struck and you cannot you need other units
to kill the blue Horrors. Then.
So it even two of these are pretty.
Pretty hard to remove for for a unit with just one character in.
And it has these and ranges that this is a great spell.
Yeah, definitely definitely worth the power cost.
And what I really like about the Cinch, it seems she take is a
this is the only three power spell.
All the others are very cheap. So you're going to be casting, a
lot of your Spell's often. Yeah, I definitely agree on that
point. It's a, it's a fairly decent
Tech with some great spells in between.
I would definitely consider sieges Firestorm as one of the
Best. Maybe I'll consider Boon of
speech simply because its potential as the best spell if
not I will consider the woods there's so many good spells in
this thing. Yeah.
And it's it depends on what you're facing.
I think I think it really depends on what you're facing is
what you want. Yeah exactly.
He's also the the only thing that can there are some yeah
exactly. Since the Spells a little bit
situational that that's the downside of using seeds, you
might get some spells that doesn't suit the situation
you're fighting at the time. But most of the spills are good
in any situation that just insane in the right situation.
Yeah. But accurate but I think I think
boom bolt of change is on my top pick list.
Yeah. I just think.
When whether or not you can actually use magic armor to save
you, not it's not that often that people have magic armor
because they are not that that good at most times.
But I think, I think this is an era and on the card itself that
it probably doesn't have that that note that no one was saves
allowed in sexual magic armor, but let reading the the I was
just reading the note for Boulder change.
It does say, although the spell cast takes that magical armor
will work. In fact, this is the only the
case. This is the, this is only the
case where the armor protects by offering a dispatch.
Such a spell Shield or spell either Shield?
Oh yeah. It says right there.
Yeah, so that's the only time. It's allows magic gamma, okay?
Yeah, so so this is just a very, very strong this specimen.
Hmm it is I would like to get this.
I think this that's the best spell in the deck.
Yeah I see. Now that this has been cleared
up I definitely agree. Yeah you didn't even need
specific anti-magic. Magic armor in order to deal
with this bullet change. Otherwise it's the most potent
of the specimen like spells and no one includes those Shields.
Yeah. But maybe they do but not at
least not if they're in the right mind.
I think. Yeah.
Sorry guys, but that's my opinion, boy.
If they know they're going to be facing on this.
But even then he is quite expensive way.
That might be even cheaper ways to do it.
Yeah, but yeah, it go to the salon ish.
I was just about to say the same.
So the next is the Spanish School of Magic.
The first Bell on the list is acquiescence for one power.
This is another one of those base contact spells which we
don't like, we don't like to have our wizard in melee combat,
if we can avoid it, unless they're on a Lama, Su or
something. Yeah, I don't think this is a
very good spell. Nope.
Of course. With this love nest, you might
have your character and fast Lanisha T so you might be in
combat bit more often being chaos, but not not that often
and not against a strong opponent.
So yeah, it's not good. I agree.
Yeah, I agree. Even, even if you get into
combat, the better things to spend your money on playing this
one's. So the next spell in the list is
the theme of slow. Mesh for power of 2 and a range
of 24. I mean, decent way to deal with
an enemy wizard. Once the wizard becomes stupid,
they have to roll a full plus to be able to cast spells in their
turn. Really.
Yes. Are you sure about that?
I don't think so. I just think it's a normal rule.
Well, maybe, I don't know. It might be a special rule, but
I definitely saw this described on one of the Spells, one of the
items in the. Yeah, I think it's a rule.
Be I think if you pass your leadership test, the start of
your turn, then you are good to go.
There's no additional tests that you need to take with stupidity,
but yeah, I could be so unique effect from an item in which
case, this one becomes less useful.
Yeah, but it's still has a pretty good success rate.
Yeah, we'll 3 D6. Yeah and the characteristics is
also half. I think this has some uses.
It's not a great spill but I agree.
It does have users. Yeah, next one I would mind
using this on a chariot either. Yeah yeah.
You're right about that. The bondage of sin, the mesh
will power to, and range 12. This is the good version of.
Well, this is met. Yeah, it's basically Jeanette.
Yeah. Except they can't fight.
Yeah, they can fight actually says, Etc.
So they might, it might not be able to strike, but still be
able to defend themselves much like that.
It's probably the same as net, so it's decent, but not, not the
best, but, but spells that, that you can use to immobilize,
immobilize the enemy is a pretty good.
They cast at the Right time? Yeah yeah, the next one is
cacophonic choir for one power and this is the dream pick for
any /. Demon Prince.
Yeah. And you need Mobility for this
to be good, but this landish steeds are good.
And and the salacious a demon princes have been cloak of mist
and shadows. Is he not in a cloak of mist and
Shadow Sonic chaos. Worry, isousa now, absolutely.
Not, because he's pretty do wrong.
He can actually do some fighting so unique, you're probably give
him a /t anyway. Yeah, yeah.
So, but plenty of options to use this one and it's very very
strong. If if used in the right.
On the right unit? Yes.
Yes, definitely. I can really cause some Havoc.
Yeah. And the next spell is called
chaos. Born with a power cost of 3 with
a range of 24. And this is another basically
instant kill spell just with longer range than the other one.
Yeah. But this raises the question
that we also talked about not long ago In our magic item
review. Is it the case that the
character isn't killed? So if it's the general one, do
we need, do your army need to test for that General and do you
get victory points for it? And we still don't know the
answer to this because this is a lot weaker.
If, if you don't get victory points for then, actually, it
can, you can lose the game by casting this, but if you get
victory points, And the general is killed and also causes the
whole Army to react to it, and this is pretty good.
So, yeah, I don't know. It's either really good or it's
either really bad. I would say yes.
If this chaos born, if you could choose the direction of faced,
Once you turn them into it, this would be a lot better because
then, especially if you only got the points for a dying because
you just move it in. To the enemy unit behind that
there was, there was with and I think the enemy gets the points
for the chaos phone on it. So yeah, it might be.
So this would be not very good even though it's an instant kill
spell. If you don't get the victory
points, you don't win the game. Next on the list is maybe maybe
it will be because it has a very high success rate so maybe it
can be good anyways. But you need if you use it on a
character that's worth 300 plus points.
Then you need to be able to make sure that you can secure those
points elsewhere. Yeah, if it's an enemy General
will build, an army is generally low on leadership, it's also
very good because then the enemy they will have to take a test.
Yeah but we need to to research how that works and if you
actually get victory points for turning enemy models into
something else. Yeah.
Next is the cursed Caress for to power.
This is another one of those base contact spells.
It's so this one is a little more interesting than the
others. Yeah.
Why? Because you generally just have
to roll a full plus to kill them.
Yeah, that's an instant killed but that's not.
Yeah. It's a little bit better than
that. Most of those child suffers the
same issue that you need to be in base contact.
Yeah, definitely. And, and the Rivalry until you
can this bill this and then it's only a 50/50 for It worked after
that and you need to put yourself In Harm's Way.
So I wouldn't rate this very end and most of the time in the
Target you want to use it on. It's a 5 plus or 6 Plus I know
it's actually only warm, so it always be a 4.
Plus, most of the time, unless you're fighting baseman, or
vampires or something like that. Yeah, next on the list is the
Lash of somesh one, power range 8.
Pretty good. Yeah.
Almost it allows armor saves. It would be not not otherwise
but but one power and to D6 drink it's pretty it's a pretty
cheap spell and with Mobility you actually get it off pretty
yeah. Especially with the slightest
heed of the nation or the wings of the demon Prince.
Yeah, next on the list is the pavane of senesh for to power
and range 24. This is a little more.
This is the potent version of Of bondage of the mesh with extra
range on it and they cannot fight back in hand-to-hand
combat. Also the other one might
actually not. Maybe it actually actually does
the same. No, it's this.
But it's worse than that bondage.
It has more range, but it might not work.
Yeah. Because it's only 26.
Yeah, Yeah, well bondage always works.
Yes, that's true. So yeah, you're right.
This one is is not that he's actually worse, even though it
has longer range, you don't really need the egg long-range
when you're going. Slow Nation anyway.
No that's yeah that would be my point.
So it's so it's worse but it's still useful to have another one
of those lockdowns bills I think but not but not a great.
Great. Well, indeed, next on the list
is the slicing shafts of /, 2 power range. 24, it's basically
Lasher senesh just with three times, the range and twice, the
course. I guess I'd rather have the Lash
because I usually have them ability but you know getting
both would be bad either. yeah, and also sometimes one is this
build, sometimes you do need the range.
You're not always able to get within a range and yeah, I
actually might actually be worth it might actually consider this
and fuck the Lash, but I think, I think it's also good and
another damaging spill is is nice.
Mmm, I definitely agree. Last on the list, is this sugar
of chaos, one power and range of 12.
And this is another one of those combat bonuses.
That's I guess I wouldn't mind it on my demon Nets.
But usually they have been of Might anyway but then if they
hit so good already. Yeah.
Why they can't get they can't go to 1 plus.
I don't think they have been of Might that often because it's
pretty expensive and they yeah yeah that's true.
Rescue i-it's decent but it's a combat spell so it's it's very
hard to get it through but it only cost one.
So So you can eat. So would you like to start by
reading these? Yeah. let me see, I like the
phonic choir is one of the best. I think I agree there.
And probably the damage expels lash and slicing I would
probably say those are those bills I want?
I think that's pretty much my order as well but but I wouldn't
I wouldn't like them all. I would like to have one of the
lockdown spells as well. Yeah, the beam or the, but the
bondage or the playing and if if the care spawn thinks give you
victory points, then I would like like that as my number one
pick. Yeah, it's a great instant kill
spell. Yeah that depends.
Yeah yeah. Depends whether you get the big
portion off. Now, let's move on to the last
chaos School of magic and this is nerville.
Yeah, before we do the surgery, we do that.
I would just like to say that I think there are this learn ish.
There are half-and-half, good spells and and bad spells.
So, it might be very dependent on what you get on, which
characters for it to be good. But there are definitely some
good Yes, yes. Yes, I agree.
Yeah, I do believe at least so far.
I think my opinion is that the scenes might have lie.
Better school of magic? Yeah.
But again, / if you get the right situations their spells
can just be devastating. Yeah, nergal.
The first spell in their list is the cloud of flies for £1 with a
range of 12. This is sort of like a cheap but
it's both good and bad. I guess if we need a really care
about the missile fire because you're playing as Miracle.
Yeah. So this is actually quite strong
enough of one power lock down, spell, very strong.
Yeah, yeah. They can of course fight in
hand-to-hand combat but you can still lock them down which is
great for nergal. Yeah.
Given that most of their stuff is somewhat slow.
So this is decent spell. Yeah, the next is The Flash warm
for one power. This is a very defensive spells
it's a way to survive against the instant, kill abilities.
Yeah. - full plus 40 against those not bad at all, but it's
not only against that it also against the Canon and stuff like
that. Yes, yes.
It just protects him very, very well for one power, but the
problem with this length, the nogal sorcerers are that they
they're not at exposed because they're not running around
ourselves. They are mostly in a unit
because they don't have the Steed or the disk Yeah, I agree.
So yeah, a little bit worse but still still fine.
Fine spells to save your character, but I don't think
it's, it's one of the best ones at all.
No, no. I agree.
They're next on. The list is the miasma of
pestilence for a power of 2. Yeah.
Also characteristics Roundup. I don't think that is very
strong because again, the It doesn't affect that much.
It has a very low range, so it's not going to affect movement,
and it's not going to affect all models with their with their one
or three attacks. Yeah.
Well what with three attacks? They lose one attack.
But yeah it's not that potent against the important
characteristics. Yeah of course.
It's nice to have half. But now it's not that not that
good. You will of course we have to
cause two rooms two, generals, yeah to kill them but again, the
following after the close combat phase.
Yeah, so yeah. Next on the list is the pillar
of putrefaction for one power and this is a cheap way to get
around the issue of No, he doesn't get the you just get to
24 fly. This is just protection.
You don't get to fly 24 with this one.
Yeah, but it is but he's a, he cannot be killed by.
Yeah, it's just for protection. He cannot be killed by a magic
or and flying an armored suit plus.
Yeah. Yeah.
So, it's just protection, and it's not really what you want.
We were already pretty well protected in a unit with being a
mogul sorcerer. Yeah, so a lot of defensive
spells and their goal that seemed a little Unusable.
Yeah you need to be facing very strong characters for them to be
actually good. Yeah, that's not a great spell.
The the next one is the pit of slime for to power cost and a
range of 12. Yep.
This is not good. Now, it's very short range and
most generals is only a 4 plus. Yeah, and a huge failure rate.
So I don't like this either. No, it's way too short range, to
the others. Have range of 2418.
So you can actually Target those Wizards and get and they are
usually on to G6, this is only a single D6.
This is just bad. Yeah, I agree.
Of course, they are only allowed to escape in the magic face
instead of the start of the turn, which is like the other
spells, but again, it's only 1 D6.
So yeah, not worth it. The next spell is the plague
wind with three power and range 24.
Yeah. It's a very good spell.
I think it's pretty good. It's usually definitely gonna
slow toughness targets. Yeah but what what units has
more than than for toughness? Yeah.
But then you very causing six hits and then wounding on four
pluses but it just doesn't allow any our saves but anyway yeah.
Yeah yeah. Yeah.
Okay. You go six to seven hits.
Yeah. Yeah, on average.
So you you kill Ew. Three.
You kill an average. Yeah, we do for someone one
plague Bearer. Yeah, yeah.
Okay. You don't summon that many but
you kill a lot of nights. You kill a whole region and I
don't and you trap them. You trap them for one round of
combat. Now the unit is within 3 inches,
okay? Yeah.
But you can you can block them. Yeah.
So they have to charge that singular plagued by.
It's not that good at this as it's expensive but it seasoned.
Yeah, it's decent. The expensive side?
Yeah. Fortunately nothing is called
two and a half power course or something.
Next is the rancid visitation for a power of 2 and range of
18. Yeah, it was great spell for
targeting nights. Yeah, it's basically this Sage
Bill. We have seen a lot of times,
it's pretty good as yeah. It's basically destruction.
Yeah. So it's decent.
It's good. Actually, it is good.
Yeah, and next on the list is the shriveling pox with a power
of 1 again. Another base contact.
Of course, this is also one that could potentially kill
instantly. You need to be in place, contact
in distance, right? Survive around of combat before
you can use this. Yeah.
And It's not if your opponent has a ward save, it's not going
to kill most characters. I will you gonna cause 33 wounds
and then they can save it on the floor for plus with a ward safe.
Yeah, but my favorites. So this is not good.
Now, if you're if you are in base contact, is a way to beat
out this spells because they might want not want to take the
chance. But besides that, this is not a
good this bill. Stench of Miracle is the natural
next one, and a power of one another hand to hand combat.
Making the enemies lose one attack is again, after than the
close combat phase, so it won't affect until the next combat
phase. It's, it's very decent for the
Actually it's it is fairly decent because it is all any
old. It's all models. so also your
own, if you have any beastmen, for instance, Yeah, or cares.
Warriors. Okay, as nights.
Yeah. Yeah, so it's for a singular
model. Yeah, all four demons.
Yeah. So maybe maybe a great, aunt.
Li one this could have some using.
Yeah, but he's not, besides, this is, this is not a ghost.
No, I don't think so. Next on the list is the stream
of corruption with a power of 2. Yep. there's also the one where
you could potentially hit up to seven models, if you weren't
based contact, Are you be able to hit three or four nights?
Yeah, I'm not sure about the about that.
That you say you can cover seven models.
We need to check up on that. I don't think you can cover that
many with the that small flame. If it's if it's less than if
it's less than 7 at full contact then it's not a good and it is a
bad breath. If so you and you can cover
three to four nights. It's not bad.
Of course it isn't an issue. Adjective test.
So it'll only work against Yeah, I know one of the three most of
the time. Yeah.
So but if it has different use if if it's against a treatment
for instance, with toughness 7. Yeah.
Or Could also Cherry deal deal in quite easily with the
staggered on. Well, not easily because it's D6
runes. I believe the stick it on.
Has six moons and the stick it on doesn't have a toughness of
70. Yeah.
Okay. So the other one yeah it has
very good uses on against that wolves and lizard-men on with
low initiative. Yeah.
Definitely. But not altering weeks.
Yeah, very situational. Yeah.
And yeah that concludes all the nerve or spells.
Yeah. Now at first impression not
really a very strong deck. A lot of very strong School of
magic. No, that's too many low range
and close combat spills. Yep.
But I would like to see a cloud of flies would probably be a
good pick and they also Rents It visitation. yeah, probably also
Yeah, that was a probably the ones I would also consider me as
your pestilence, I guess it'd be now.
It's hard to combat mean. If you know, you're going to be
have your plague bearers charged in the next turn, maybe this
would be something to deterred. Yep.
Yeah, yeah. It it has some uses but again
there's a lot of the spells it seems that they have to land on
the right units. And right situations to be used.
Yeah, very situational deck. Yeah.
I agree. And and definitely the worst of
the three in my opinion. Yeah.
I agree. So yeah, I guess I think it's
probably also why you why you never tend to see nergal armies,
besides people who really like like Fielding them because they
like the models, the models, and the feel about the Decay and the
Roth. Yeah, because generally the
other gods are just Just better both for four Warriors and four
demons. Yeah, but that will be covering
that in another episode. It will definitely getting to
the various chaos. Army lists will probably do a
podcast for each of them. Yeah, just put it up since it's
such a massive book. Maybe even a second one.
Just for the special characters yet but we'll see once we get
that far. But yeah, we're nearing midnight
here. So we're going to postpone the
walkthrough of the college's of Matic to another time.
But we'll of course Follow up with them and give them a short
podcast where we just cover those spells in general.
And of course, I want to thank Casper yet again for joining me
in this walkthrough of the various spells in the magic
book. Yeah, always a pleasure to join
in. Yes, it's I do enjoy so much
talking about the tactics of this game and have even though
we've done probably done this a few times but it changes after a
period of time when we were playing, we find out new tactics
that work in better so it's always great to keep returning
to these books and go over the items and see how ideas have
changed over time. So we will, of course, like to
thank everyone again for listening in.
It's a In a pleasure and that's Casper.
And myself, Joe, all your hands signing off for the crown of
command podcast. Have a good one.
See you. Yeah.
Yeah Diggie and do a feat. Let me know.
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Yeah. Alright, welcome back to the
crime command podcast. My name is Janis and I'm joined
by Casper. Today we're going to be
discussing the various schools of magic.
Now we're going to put these into different groups that way.
We'll make the episodes a little shorter and I'll be more
accessible to see what kind of magic you want to talk about.
So first up, we're going to be talking about wire magic that
we're going to be discussing High magic and then we're going
to move on to the fun bit in this episode.
The skaven magic. So should we start out by
talking about the special rules about what magic, what do you
say Casper? Yeah, yeah, there's a lot of
special rules concerning work Magic.
First of all, they have different wizard that does have
different benefits. I'm basically the best wizards I
would say is that the night gobbling wizard because it can
get more wins of magic cards by eating the mushrooms and also
the Savage York. Shamans are also very, very good
because they get a an additional card and give an additional
Winds of magic card. As well as boosting.
The unmodified protected, two tubes of these Savage Oaks.
Yeah, including himself. Yeah, definitely a good choice.
The forest Copeland is not really a steady.
Use for it since for Scotland's, not be a used unit.
Yeah. And also, the only benefit they
have is Their head cannot explode due to failing the walk
test, and that's really not a rare occasion, that, that
happens. Unless you build your army, with
a lot of on big green skin units, which it's pretty easy to
do not build it your arm in that way.
So let's quickly go over the effect of the whack test.
So it basically every turn every magic phase, your Shaman has to
do a test and the test consists of rolling, a D6, much like in a
mostly test. And then they have to roll over
the number of units within 12 inches.
These units, must be at least 10 Oak, strong or 20, common strong
for the to have an effect. If there are no within range of
him, that has those ins. He cannot cast magic, and he
cannot retain wings of magic. Yeah, so this gives a pretty big
drawback for for the The walk magic.
But the walk magic said is pretty strong, so it's a
properly balanced a bit and also the Wizards are very strong and
the whole talk armies cheap. But most my org armies that
don't feel more than maybe two regiments that are strong enough
to hold the magic, sometimes three, but then one is the Is
far on the side because really you shouldn't ever feel a lot of
units. Close to your wizard at least
because he's gonna fail the test, then.
Yeah. The the oak shamans though, they
get the atom magic level to the role of the test, so they can be
little more Central focused, but the only night Goblin shamans
will have to be on the edge. So it's all about deployment and
keep in case of your magic are all of the build of the army.
This rarely need to build a lot of big units.
For example. India, origami.
Yeah. But but Only there is the option
that you wish it might forget a spell or even explode and it's a
minor. It's a minor thing that doesn't
happen too often but of course it happens sometimes and it's
usually lose the game. Yeah.
If I did have my my night Goblin Shaman blow up and kill my
channel in the same turn. So there is, of course the old
chance but it's very rare. Yeah, but it happens and you
should think about this a lot when you building you are me.
It's very important. Definitely the magic makes it
that not only is the composition important for Austin companies
but also the actual deployment is extremely important.
Yeah. As well as the size and units.
So should we move on to the Spells themselves?
Yeah, also for that important. You want to have your your units
that they boost magic. You want to make sure that they
are big enough to take Castle sheets and still be strong
enough. So your opponent cannot lock
down your magic very easily. Of course.
Yeah, because that's a good strategy.
To do for the opponent, if able to yeah, should we go to for the
first spell? So we'll just go through the
list, will say, the names and their power cost and the range.
But most of you already know what these bills do.
And maybe you'll hear a bit closer about how the functions
in our discussions so less than to go to the first spell.
And that's the why work. It's a power 3 cost and has a
range of 36. Oh yeah.
It's, it's round like, it's rather expensive for what it
does. I mean, it is Battlefield wide
or almost Battlefield wide, but it seems maybe if you really
want to deal with a lot of level 1 Wizards with this spell
Scrolls, but generally that's not something I would be happy
to draw this one. What about you Castle?
I think it's pretty good because for exactly that reason, the
your enemy will have to use this Bulls girls on this bill every
time because if if it gets through and they lose all their,
this bill Scrolls on the liver one wizard, which mostly the
case for carrying this both roles.
Yeah. Then it's a, it's free rein with
a lot of spells, the rest of the game.
So I see it as a really, really strong spelled in the beginning
of the game, and of course, as the game goes by it gets weaker
when they use. That is both girls.
It doesn't matter that out that much and the one wound to visit
with more more wounds is? Yeah, it doesn't matter that
much. So it's only for killing the
small Wizards. Yeah.
And the second benefit that they get additional weapon skill and
can be rolled all leadership tests.
It's not, it's not worth the power 3.
So into my, I'm a little bit more on the not too happy about
seeing this one, but still, you know, it's useful.
It's very good in the beginning of the game and would say.
And as the game goes by and people use up the disc both
roles. It's it gets worthless, but it's
very good in this in beginning because people have to waste
that if this blows girls in this, Yeah, definitely.
Alright, the next spell. Yeah, this is more power. 24.
I have used this in quite a few occasions now to some great
success. I really like to use this one on
enemy Wizards. This could be a high-level
Wizard or something with a little strength.
Is basically means that it cannot do anything.
While the updates you can negate enemy magic as one power cost.
You can also stop a unit from moving by lifting the command
out unless they want to abandon him.
So I I really like this one. What about you?
Yeah. It's a very, very strong spell,
one power spells that does. This much is very, very strong
being one Powers, Bill makes it so that you can always cast
this. No matter how few wins of magic
cards you get, and this doesn't require line of sight.
So it's just within the 24 and it's as you said, very very Good
to take out the important characters.
Also, too. To make a tactical use of this
to take out the black, Jim bearer of the enemy or something
like that. Of course, you don't want to use
it on people, things that has high strength.
But most things it has huge use. Yeah, definitely.
So I like this one a lot. Yes.
Because it says it's a skate possibility at the beginning of
each turn, it's not really that useful for things like chariots.
So more Wizards or characters or as Casper said, people acting
white will do. Now, let's move on to the next
one. This is the Brain Buster.
It's a power to and a range of 24 has a line of sight
requirement. Now, this one is sort of like
the But one sure but you know it kills them instead.
I suppose it's decent. I mean I wouldn't mind having
two of these. This is something you could
instant kill something with no. I'm a saves and Nobles saved or
not. Yep, it's strong.
It's basically an upgraded version of the dark magic spell
that it called the death best spasm that they Kills a single
model. So this just has the option of
killing more, more models. I suppose this one you might be
able to do Lookout Circle. Yeah.
Oh it, I'm sorry. It's basically the same as that
this person. It's it all only killed one
model. Yeah yeah but it's a it's pretty
nice. It's a it's a very it's very
difficult to get that six on characters with its softness
five, but characters with toughness forward gets a lot
more interesting but still It's you spend to power card on the,
on the spill that might not do anything even though it isn't
this build. So that's the downside of this
bill but the upside is, is very huge.
Of course, Yeah. So I would say it's a decent
spill. Yeah, we're going to be the next
spell on the list, is the hand of coke, is the power to on a
range of 18. This one, I really like, this is
basically a way of getting your big Salvage, your group into
combat or your opal boys into combat and it seems to be
sometimes a bit of an issue, getting your big hard-hitting,
regiments into combat and I've yet to have this spell.
While playing as walks. I really want to try it.
I think it's a great smell. Yep.
It's very strong for to power being able to do an extra charge
18 inches very very strong and especially for the orc Army.
It makes sure that your units on foot on a lot more likely to see
combat because they're pretty, they're pretty slow with the
movement for. So this really makes up for it
and they're very good spill. Even the balls with a movement
of 70s is a little bit slow. So getting them into combat is a
great spell that this one. So definitely a be happy face
when you pick this one. Definitely.
Yeah, let's move on to the next one.
This is more save, save us the power one with a range of 24.
It's Not really sure about this one.
It mean, it's fairly decent for want our.
So, what probably be using this one to bait out enemy dispels?
The effect is fairly strong but then again, it is not the most
powerful spell on the why crust of spells.
What do you say cat? Yeah, even though it's a one
power spill which I tend to like a lot.
This one just Doesn't do what what you want, what you want to?
Because you always say, The important spells you always want
to try to dispel them and of course, if it fails, then this
in your turn, can can save that. But that really isn't that many
remaining Place bills that keeps remaining in play.
So this isn't a very good speller.
I think indeed it has very limited use and very rarely It
can be used but of course, a one power spell can be used to draw
out of this bill. So that's a bit of an upside for
it. Exactly.
Yes, so it basically it's one power.
So it's there to to draw out this spell Scrolls and the same
with the next, but I don't think that's gonna think even that
people would would this bill. This it would just say no.
Okay, fair enough. Yeah, we which is why the next
one is it has a bit it's a bit better at this point and this is
the one called Ed but and it's a power one with a range of 36 is
also a symbol power call car cost for The purpose of walk.
Basically sniping enemy, little one visits, great way to do it.
Make them use those dispell Scrolls, all those disciplines
card, so you can get your hand of go through, or something
similar. So, definitely a great spell,
this one. Yeah.
And it's also similar to the the, the walk spill in It's
probably better than the walks bill because it's rarely that
they are that many year level one Wizards.
So if they're just too liberal one Wizards, then this is
probably better. It's not very useful on on
anything else and some army stuff doesn't even include level
1 Wizards. So it's a, it's a good bill for
one power but it's not it's situational.
It's not always going to be be useful.
Yeah but also a spell that is very good.
In the first two turns and gets weaker as the game goes by and
it's useless later on. Exactly.
So unless you are in a situation where you just need that
additional wound on the wizard General, something like that,
but really Yep, I agree. The next bill is the fists of
coke for to power. It unless you get the hand of
Gore, you got your shaman on a ball, it's rare for your Shaman
to actually see combat mean if he does see combat, this is
spelled, they will want to dispel, because that's a lot of
damage you can do for to power. But besides that It's not really
at the top of my list. How about you Castle?
Yeah, it's not really a lot of damage you can do.
Anyways, you need to roll at 6 in order for it, to become
powerful, and yeah, three and a half strength, six.
It's not good enough for to power and especially with the
requirements that you need to be in combat and putting your your
week Wizards in. In Harm's Way.
So pretty bad spill it would say, yeah, I agree.
The next one is somewhat better. This is the Gaze of Mork for to
power as a range of 24 inches. I mean, when you make a straight
line like that it and you do it, you can do a lot of damage, you
can basically kill the the crew of Columns or any other
artillery. I really like the spell,
especially if you, if you've already gone like a cloak, mr.
Shadows or some extra movement. Yeah.
But the problem being with cloak of mist and shadows is that you
might not be able to cast this because you don't have the Winds
of magic. Of course, if you are a knight
gobbling Charming than you might eat some mushrooms and get a few
cards that way to be able to cast this.
But, but I don't, I don't agree with you.
I don't think it's this. Is, is that, that good?
It's a strength for hit and you get armor safe.
So it's not a very powerful and it's not that many units that
you're going to hit. If you were able to get on the
side with a cloak of mist and shadows, then you might be able
to hit. I would say at Max 10 units that
then get a strength for head with their armor save.
It's not going to kill a lot. It's going to kill a few units.
If you're in front of them, you probably gonna hit the five unit
moves five. Maybe if you're if you're lucky
you can front of them. Yeah, so definitely something if
you have the mobility for it, but I do like it for the
purposes of sniping down the line of a unit.
You really wanted. This is something like Tillery
that's at least how I've been using.
Yeah, but similar spells but when you get close enough it it
needs to be very close because it's a 24 lines.
So it You cannot use it in the beginning of the game and if you
haven't dealt with their war machines, at this time, where
you close, unless you are wizard is mounted or something is
quick, then you probably in a bad spot.
Anyways, if their war machines survive that long, So yeah, I
don't I don't tend to agree with you.
I don't think this is a good spell.
But that's good. We disagree on something.
Exactly. Let's let's move on to the next
one. Here we go.
It's a to power with a range of 36.
Now this one is quite potent. I mean giving him whole unit
strike first is great image, the chart and giving them toughen,
making more survivable. I would have loved this.
Give them plus ones straight instead, or maybe plus one to
hit but besides that, it's a expel, I think.
It's a very, very strong Bill already.
And with with how just you said, you liked it, then it would just
be a not cycling pain. Yeah.
It's decent for a true power is a little bit expensive but one
power would make it a 2 g 2, 2 GB up Yeah, and it's also good.
It doesn't require a line of sight so you can easily get this
on one of your units and probably this will stop at
George on happening on your, on your big main unit.
If you are in that spot. Because yeah, who would want to
charge a unit with this benefit? No one for you.
Yeah, it's very, very strong. The only thing, Is that most
mostly your main units in the origami will contain Savage
Shore. Wallow with with mobile The
Mangler, so he already does this.
So that takes a little bit away from from this bill.
But of course, it can be used on other units.
But there's also the night Goblin units, which you always
include, which always has a bad moon Banner, so they always is
Strike first. Anyways, I was just about to
mention. So yeah.
So you you start to take away power from from From the, from
this bill because of the strong units that you can feel that you
in my opinion, filled all the time.
Yeah. So now that I think about it,
it's probably not that strong of a spill, but you definitely need
to build for because you need a third unit and needs to strike
first. Yeah.
And you have that, sometimes it can be very can be very good,
but yeah, not as good as I thought at first, maybe protect
your are no such as you cross the win against harpies.
Yeah, that's a waste. It seems kind of waste.
Yeah, because he's doing well, I'd already win against the
harpies almost because you have toughness for so yeah, yeah,
yeah, yeah. So maybe maybe they're actually
not decent use of this one but that's because the standard
build include more The Mangler and they can include a bad mood
Banner, the standard build of an origami.
Yeah yeah. So if you deviate from that
build this becomes It's very good.
Yeah, that's true. The next one is that Crunch.
And is the power 3 for range of 24.
This is a very expensive Way 3 power card to kill cavalry.
Because I don't see Killing anything else.
The template is fairly small and you need to cover at least half
of the model to even make them suffer hit.
Maybe if you were Throwing it on even if you inferring unscathed.
And I mean you would kill maybe nine that I will show landscape.
And a with three power, does it even cover that many?
Maybe not even know. I don't know where they exactly
how this Society. So how many they can cover I
think but I think remembering how big it is.
It's less than that. Yeah, I think maybe it might
cover three or four nights. It placed directly and it has to
hit with a scanner die. So this extremely difficult
actually hit. Yeah, basically, I have no idea.
Why this cost so much much power to cast it.
When you also have to roll this gathered eyes, if you took the
scattered ice thing away, well, then the power for it would
would probably be fine, but but this way, it should be way
cheaper Yeah, I don't like this one.
I don't like this one either. It's way too expensive when it
has a chance to not do anything. Okay, so I think we after we do
each deck we should We should evaluate the how the one or the
two best spells in the deck. So and what would be your pick
for this? OMG, I will believe my choices
would be for the best spell. Probably the hand of coke.
Yeah, I agree on that one. And then my second choice will
probably be more Chacha. Yeah.
Exactly. The same thoughts.
I had. That was bells are very, very
strong. There are plenty in the second
row that I would consider. I would also really, like more
save us just to get a that upper hand of the killing it.
This bull scroll in the beginning.
And then I probably I probably go after most serious, I'll
probably go to a Brain Buster. Yeah.
Also a good good spill because it's you can win the game
basically. With that.
So, yeah. And then I go to Ed, but Maybe
I'll go ahead but before morgue save us, I think I'll go ahead
and put the rule that. Yeah.
Okay, yeah. So should we continue with the
next? Yes.
Now we're moving on to High magic and of course we'll be
talking about the special abilities of high magic users
first. Now the first main thing to do
hi magic is that you can use your power cards.
You get from the winter magic deck as This will cause making
it an incredibly strong winds College of Magic School of magic
for the, the purposes of preventing the opponent's magic
to pass go through. And they also have the ability
of the high magic superiority, which means that You're high
magic, wielders always count as being a superior wizard.
When the opponent is trying to dispel, meaning they will start
of a basic 5 plus to begin with. The slang made priests also use
high magic, of course, and they have an additional ability that
other high Majors do not that is that they are able to swap
spells around with between themselves in the magic phase.
Now, this ability is rarely used, I mean yeah, I'd say one
percenter of games. Where are all your?
If you're playing large armies, where you have multiple slams?
But usually, you only have one slant.
So this one seems kind of redundant.
Yeah, I would say that that those abilities with high magic
out, very, very strong and probably, though it's the best
abilities. I think there that you can get,
besides being able to choose your own spells with Nick
romantic. But yeah, it's so strong having
always having this bills and it makes it so that you, you can
consider building higher selves or Lizard Man armies without
having this bill's grows because you always Owing to have this
bull cards. So that's just a very, very
strong, you always able to this bill.
And the other part is that a lot of people don't see High magic
as being very strong, but because of that that they
already all the US spells are reinforced with with one power
already because the enemy this Builds on five plus to start
with is very, very good and Hi, magic.
Tends to get a lot more spells through than other schools does.
Yep, I agree. I'd say when we get to
documenting their like, a very close third, but their ability,
which is also quite strong, but we'll get to that in the next
episode. Now, I believe that's all the
special abilities about the Hyatt major before we go to the
first one. I was just like to say and a lot
of the high magic spells are very situational but agree.
There's also another Special Rule that You're wasted, guess
to pick an additional spill on top of the normal number that he
could pick from his level. And then he has, he can choose
to discard one of them. So that makes up for a lot of
the spills being very situational.
It helps for it. At least.
Yes, it definitely does. Of course, the slam Mage ability
would also become useful worried field.
An army of maybe 3,000 or more points where you actually filled
two or more slang so you can swap the Spells between them.
Now, the first spell from The High magic is the course
creation of fin Rhea. And this is a power one car
basically allows you All your maids to move around as though
he's flying and difficult to hit as whirring plate.
It's not a great spill. In my opinion, I do like to have
the extra on my my Mage but there are definitely other
spells I would prefer to see mean it's not bad spell but
definitely not the one I would prefer to see compared to
others. Yeah, but it's a is the one
power spell and your wizard gets lifted up.
Probably most people wouldn't this build this?
And all the sudden you deadlock has a limited range and all the
Spells has unlimited range. So it's a very dangerous also
banishment against the undead with, if you cast this first, so
it can, it can really make your all those bills, insane.
Yeah, because that's the, that's All the other stuff that this
bill does is not very important but the unlimited spell range
and Spills is the important part.
I think. Yeah.
Cause it is a remains in play in is cast in the magic phase.
You won't be able to use it probably until the next phase
and that phase unless you cast this with a rebound.
What why wouldn't you you cast this as the first spill?
Yes, but you've already had your movement phase.
Yeah, but it doesn't matter. He is, he's on a pillow and he
can see the entire Battlefield and cast spells as normals
without production of range, of course, again controverted, but
spells like deadlock or banishment table, choir him to
get closer. So you will have to haven't
survived and Magic face. I thought it was an unlimited
range, then delete the move within.
Why does it say without reduction for rain?
Ange. It doesn't reduce the range of
the spells that he has. But you'll never get reduction
on range and Spills because he's lifted up in the air.
So I have to that's what it can do.
I miss misread and he doesn't have to reach diagonally.
Okay. Then it's a bad spill of course
it's a it's a one power spell and yeah it doesn't do enough.
Exactly. That's my point as well.
But I do like it for when you when you when you draw it and
you don't you want to place a different one.
This one, this one is fairly decent to pay down some spells
or to possibly use in the next phase.
Yeah, yeah. Let's move on to the next one
and the next one is nice. If if people waste that this
bill on this and if they don't, then you can get close with your
day, your banishment or Deadlock.
Yep, exactly. So the let's move on to the next
film. And this is the deadlock, we've
discussed already as power cost of 1 and the range of 12.
And this is a great spell. When you know, when your
opponent is, if you know the items or perhaps you can guess
them and I'll show you can actually get them unless, you
know, that they already have been revealed.
But I'm not sure about that either.
Because I remember reading that ring of Corrin, you can cannot
just take a guess. Randomly names.
You need to to know that they have it.
It needs to have been revealed. I read that somewhere.
And if that is the case, then of course this is a lot weaker.
Yes. But it's a one power spell and
you can cast this and it remains in play, you don't have to be
within twenty, twelve inches it when you cast this because,
yeah, they're gonna have to waste that this bill On it when
they want to get their income but with you you with it.
Yeah, and it's pretty potent because you can change the item
at all times. So right after your opponent
says, well I'm going to strike with a my flail of skulls a
hydrous or something like that and just say well nope.
Exactly. Because at any time you can you
can release a dead log another. So you can Deadlock.
The sword when the strike and when you about to strike back
you back you this the enemy. He says well I have black amulet
and you said, well I'm gonna switch to the to a deadline in
that instead. Yeah, it's pretty good.
Yes. So the switching around with
this makes it very powerful, but the downside is that people will
never charge you, if this is, is in place, or they will this this
build it there. The turn before it will go all
into to get rid of it. Definitely see this being as one
of the good spells for the slam Mage though since they're also a
powerful fighter and if they're not already using items that
will completely negate, the enemies items.
This one is fairly dispelled to have as well but it was it's
only decent I think because Because you can play around it
and it may, it's good because the opponent has to play around
it. But but unless in that few cases
where it's a close to the last turn, or It will protect your
slan or your Mage from Lucas. Yeah.
It will protect you against everything.
It's a, I would never charge a unit having deadlock in play.
I would just say, well, I'm gonna try to find my points
elsewhere if I cannot get rid of it.
Yeah, but I agree but it's a must it's a huge priority to get
rid of it. Once you are you setting up your
charges against against it. All right.
Definitely agree. So it's a decent person
especially at one power cost. Yeah, so let's move on to the
next one and the next one is banishment.
It's to power 12 inch range. This is a very strong counter
item, but a counter spell, but if there is exactly is purely
counterspell or counter ability given that you only affect
Undead or demons. But if you do and perhaps, if
you combine, it will occur station and thin area or Perhaps
a cloak of mist and shadows. You're in the money basically,
when fighting chaos or on that. Yeah, and if you are not
fighting them you just throw this away.
As a spill that you couldn't use exact another benefit of the
high of castles ability. Yeah, and the second part of
this build that it it is Bill. The remain in place bills Within
12 14 plus is not a not a very good option.
It's that all models suffer D6, wounds on four.
Plus, if they are Undead and Demon, that's the good part.
Yeah, exactly. And And you cannot use a lookout
so for it. So yeah, this just wins you the
game against the undead or demons it requires them to to
either have a whole train magic for the turn that they want to
charge or be be sure. They have this bill Scrolls or
oil, a huge use all their powers to boost this building this and
then you might get all the Spells Through instead.
Yeah, because they cannot let if this go through, then you win
the game. Exactly.
And this would total power is insane.
Yes, yes, this is completely messed with.
So let's move on to the next spell.
This is the glamour of checklist.
This is how one with the range of 36.
This is pretty good against load leadership enemies, and there
are lots of those And in any case, your opponent doesn't
really want to take a leadership test every time they want to
move. So, most of the time they may
just consider not moving at all. So it definitely like this one
and one power. It's one of the good spells you
can get from High magic especially since you can also
use it to bait out those this bills or dispel Scrolls.
Anything Casper. Yeah, I agree a lot with what
you said. It has huge range and only one
power. And it's it's probably the most
effective spells for higher for higher magic to do a bait out
this bills. And if they don't then you have
You have a slight effect. It's not, it's not huge for most
things, maybe against the escaping aux or beastmen.
You might find a low leadership, a lot of the places but low
leaderships is is hard to find because there's a lot of
characters boosting the leadership of units and the
generals leadership of course. But in the rare case that you,
you do fail that leadership 10 test.
It's also, Game-breaking for one power and it remains in place.
So at one time, they are not gonna check for that leadership,
the whole game, even though they have leadership 10, they're not
going to let it. Let it be the whole game.
So it's a very good speller, I think.
Yeah, I definitely agree. Yeah, let's let's go on to the
next one. This is the assault of stone 4/3
power with a range of 24. And oh, this one is Is quite
popular in the community. But it is also somewhat
situation because if your map does not have a hill, I mean,
there's a fairly good chance of rolling a little on terrain, but
if it does not end, the hail is not in the opposing side, this
items not see this value starts to lose its purpose.
I don't think there are very many people use the terrain
generate. I think they built their own
Maps. In any case you will need your
opponent to have a hill or least have a hill that's near the
enemy's unusually enemies facing his tiles.
If they see a hill no map that you know, fairly Central field,
they might just avoid it. But I don't know, I'd probably
keep this one. If there was a it was a useful
feel like a central Hill or a hill in the opposing side, but
besides that, I swapped this one eye out.
Out. It's quite expensive, but though
it's also very strong. Yeah, but it being a 3 power and
it having such a limited requirement.
I don't like it at all. I think this is overrated and I
think people have had a lot of use for this because they played
against an opponent who didn't know the spill and played around
it, if I play against Hi magic. Then I will just try to steer
clear of it of a hill unless I really needed to or until I know
that they that wasn't the spell that they had, they held.
So you can easily play around it and you should play around it.
Because if you, if you get punished by this, it's insanely
strong, but it's just but very, very rarely that this bill sees
any kind of action and does Is any dairy situation?
Yeah, I definitely agree. I think it's the most
situational one because even though you are on a map with a
lot of Hills, yes, it's still still very situational and It's
not, you're not moving the hill, very far, it's only D6.
So most of the most times, it's only a three and a half inch.
You are going to move the hill. So it doesn't hit a lot of
things unless they're on top of the hill.
In which case all models Get hit but or the whole unit gets it.
I think the the fourth edition one of this was that all models
got hit beneath the, the size of the Hill, which sounds a lot
better than. Yeah.
Just a 2d six wounds. So yeah, I don't like this bill
at all. I think it's way way overrated.
And then it only works against people who don't know the high
Magic, Yep. Yep.
I tend to agree is very expensive for what it can do,
but I wouldn't say it's most situation along though, but
again, it is three power, which is just it's very hard to get
three power costs through, unless you have a lot of support
from one Power Cards. Shall we move on to the next
one? Yeah, the next one is green
magic in. This is basically like the is a
three power costs and of course it's the same as in The Winds of
magic card deck. Let's see on the other.
The other thing it does however is drain magic.
Only affects the from the winter magic card deck, it only affects
the castle itself. Well they lose a magic level.
But this drain magic affects all wizards and high of which has
higher high magic wages. They only need to, they only
suffer a loss on a 6. Yeah.
And it cannot be dispelled. And that's always that's the
Saving Grace for this, I think. Yeah whenever you paying 3 power
this bill is not worth 3 power at all but when you cannot
dispel it then it's a it's a it's a fairly decent.
Spell because say yeah you can you get a 50/50 shot for each
wizard that they might lose an important spell like against on
that the necromantic Spells you can get a really important bill
out of the way easily and they can do nothing about it.
So I think that this spell is a situational during but against
the Nick romantic or something, where there are really dangerous
spells. Then this is very, very good.
Yeah, even more potent if you get it off with a rebound magic
dispelled card, but the downside is is three power.
So you have to You have to agree to agree with yourself that.
Okay, this magic phase, this is the only thing that I'm doing
pretty much you might get a one power through also, but it's
rarely that you have more than a for Power Cards.
You then you were very lucky or have been of sorcery or
something like that. So but it's a, it's a nice, it's
a nice bill because it cannot be, it is build but it's a, it
doesn't have Use it all the time.
Yep I agree I definitely agree in this one.
Now let's move on to the next one.
This is apotheosis for one power with a range of 6.
This is another remains in play and this is the spell that your
opponent wants to dispelled some of the time.
It depends what you're bringing back to life.
I mean if you are bringing a mage back to life or maybe
you're bringing one of your new, Hers back.
I mean you would have to have a nuclear Hero on a steed instead
of a Pegasus though. But But I do like the idea of
bringing back one of your characters will all its items
and equipment and having it. They have to use this bill to
get rid of it again. Unless otherwise, you're just
going to be our new king them again, or you're going to be
using a wizard again or it's definitely a strong spell for
one power. So my question is, if, if they
this build this, does the model die or is the only What?
What happens? Then the model disappears?
Yeah. Okay, that's what I thought as
well. And then make it.
This bill is not very, very useful.
I think it's one power, of course, but this bill can can
maybe be used on your last turn? If you have the last turn.
This is pretty strong too. Get back a expensive character.
So you actually win the game by this but other than that I don't
see this bill being useful. It cannot be used in the in the
first maybe two to three turns at all and definitely game.
Yeah. And I do, I only see see this
has any any good use if you have if you are the one having the
last turn and winning the game like that by resurrecting, your
200 points hero or something like that.
You could also return something like a stegodon or a proxy goal.
Yeah, yeah, yeah. Of course.
Yeah. You can also return that.
Yeah. But But this bill is pretty bad
because it has such a limited use.
If you're not, if you don't have the last turn, then your
opponent is just going to say, well I can dispel this on my
last turn and then get the points for that.
Yeah. So I don't I don't see this as
being that, that important. Now it's not an important spell,
but it's definitely a useful one, but it's one of yours bills
that you cannot use on until the very end of the game.
So you just playing as a low-level wizard with a few
spills, the whole game until the last turn where you have this
bill. So yeah, I don't like it.
I don't think it's very good at all.
I don't believe it's a it's not a great speller but I do find
it. It's usually but though it is
not usual in the beginning of game as you say, so it will be
something you use in turn to or 23 when you start using it to
fade out this bills or to gain some extra effect.
And then, of course, trying to steal back so many points in the
last turn of the game. If that's possible.
But yes, not not a great choice, but I do like this, only one
power Let's, let's move on to the next one.
This is the fiery convocation and it's a to power core card at
a range of 24 inches. This is one of the Spells I
really like from the high magitek, am always happy.
Whenever I see this one in my hand to D6, strength for kids is
great, and continuing to suffer, additional D6 to D6, hits, with
additional strength, and it started its in the beginning of
each turn, so your opponent. If he doesn't, dispel this in
your turn when you cast it. You will suffer two times, 2D
six hits and will increase in strength and he will have to
dispel his turn. Otherwise the third turn, when
the back to your turn. The unit is gone.
So I definitely like this one and its part to power causes is
very strong. Yeah, I would go as far as
saying this is one of the strongest offensive spells in
the game. The few that consist is but it's
definitely up there and for you people that I really think a
sort of stone is strong. This is 10 times stronger at
least and also it doesn't require line of sight.
So if an enemy flies behind your lines you can easily kill him.
Like this. Yeah, it's just very very
strong. Of course, it doesn't negate a
farmer saves so armies with high armor saves, they don't care a
lot about this, but they need to do is build it at some point
because 46, it's so much. Yeah.
And they will have to do it in their own term meaning that they
will be doing something less with their turn to do spend
dispelled. Cock instead of, for example, if
it's dark magic, they won't be using this, this bill for power
cards instead, they will be using it to get rid of this one
and if they don't, it's only on the 4 plus they just continued
burning and the unit will be gone once it's your turn again.
So, excellent. Spell this one.
Yeah. And you would always keep this.
It's good at everything. Yeah, that's not a single time.
This one is not good against yet.
Definitely probably the best spell in the high magitek.
Let's see about that. There's one is also very strong,
actually, two more that are quite strong.
The, the next one we're going to be talking about is the Tempest
is a power 3 and a range of 48 inches in every direction.
Basically. Yeah.
You you put a glamour of checklist on every single enemy
unit, you stop. With flyers from getting to your
generals and your Wizards and your ranged.
Of course you get the - hit and he's but it's also war machines.
They use their destroyed. If you get this one through this
one is in. If you have the right build for
this one, this one is amazing but total power.
Yeah, I agree. This is so much better for licit
mint and it's pretty bad for. High Elves because Hiles tend
to, they always should bring both rowers and chariots and
they usually bring some missile fires well exactly.
And Of course, as a lizard man, you asking, so not hitting very
well. But they, they have very short
range that they might not be be able to hit the Turn.
You cast this. Anyways, they might be still on
on the face where they're setting up there.
That's Yachts. So for this admit, this is
insane. As you said, it was a total
power, it just wins games, it does.
I mean, basically every piece of artillery and on The battlefield
has just destroyed. Once you get this little power
and, and, and then they have nothing to threaten your slam
made freezing more. This is amazing for this one.
I love the spell, but but it only works against armies that
has war machines. That's the good part.
The other things are I'm not that good.
I don't mind the glamour of checklist on every single enemy
unit. Yeah.
It so it's okay. But you're paying three power
for it. So yeah.
Yeah I agree that's also a fine part but the best part is
definitely the War Machine Killing part.
Yes definitely. I'm also very happy if you draw
this one against widows. Yeah, yeah, definitely.
Yeah. It has a lot of uses yet it
does. It's the of course it is
situational in some things future but it's less situational
than for example, Spanish mint and anise older Stone.
So this one is definitely a. You brother pick this one over.
You pick a solid Stone. Depending, what faction you're
playing? Of course who playing.
Hi else. You probably Swap this one out.
Yeah. Now the last spell in the high
magic, spell roster is the hand of Glory.
This is to power with the range of 12.
This is also amazing. Your enemy has to get rid of
this one. If they leave it up your your
your all your units are going to pass Their Fear tests Panic
test. They're going to pass that brake
tests, and anything you already have fleeing will just rally
immediately. It's a great spell for to power
as a short range though but it's remains in play.
Yeah. And making your units
unbreakable because they passed leadership test.
All automatically is very strong and 12 inches within the wizard
will cover arches on your side's, have your main
regiments, and yeah, it's a, it's a pretty potent spill and
it can come in handy. A lot of places and makes it all
so, very good when you are Your main units is failing.
leadership which, of course, you shouldn't be in that situation
but Of course it happens, it does happen.
So this is a very decent spell. I think also, with skinks the
since they're usually Skirmish, they want to be able to use your
spam Mages leadership but here, they'll just pass them
automatically. So, it's great for skinks
especially also from playing high heels and you're playing a
more. Fire and flight build you know
you can use with the illyrian Rivas on over a few of talk
about it especially in the High Elves, Army lists go through
also great spell for them. So this is just a great spell to
happen in any case. Yeah for a Hile of a high magic
users. Yep.
So should we give these rating as well?
Yeah maybe I should start this time.
Yeah, yeah you go ahead. I think the best spells if their
situational need is met is of course Tempest and banishment
will these are the very best spells in the deck if if in the
right can situation, But if you if you're not playing against
the war machines or Undead or demons, then it would be have to
be fiery convocation and clamor of Texas would be my pick.
Okay. Well I'm practice.
Yeah. And three qualification.
Yeah, I agree. Definitely Tempest and
banishment are definitely very strong and always Top Choice
when the conditions are met. And again, I agree very
convocation, very strong spell, I always loved it.
Has with this one, definitely my number one choice, if the
conditions for tempest and banishment or not met.
And I also agree on the glamour of Texas because of one It's
just a very strong spell. It's full closely followed by
the hand of Glory. Yeah, my I also like the hand of
Glory but I think that's it's a situational spill.
So I think kind of Lori is a It's not as good as clam of
Texas. No no I agree on that point as
well but this time he loses better but it also cost twice as
much and plenty of of checklist is a very good spell for doing
minor things and fading out that this bills.
I think. Yep.
Yeah I completely agree completely with this that
assessment so that wraps up the high magic and of course before
we move on to the skaven magic spells The last section of this
podcast, we will be going to look at the skaven magic.
Special rules first. Yep.
Now, would you like to relay the information concerning the
skaven magic? Yep, this is, you have to
correct me because this is a probably my weak spot on the
magic school this skaven. So This gave in Sorcerers.
They can, they can eat warp Stones.
I don't know if they're eating it, but they're using warp
Stones. I like the think they're eating
it. Yeah.
Okay. And the higher level, the more
Stones they get. And what is it that the wolf
Stones, they do? They count as one power car.
Yeah. So, so basically, you are going
to have a lot of extra Power Cards that you can use.
And there's of course, a downside to it that you might be
turned into a care spawn, when using them.
Yep. but I don't, I don't think that Yeah, and you cannot use
the power to reinforce bills or buscando magic and only use it
to pay for the Spells and it's you need a, usually, you need a
warlock master or above in order to get any use out of your warp
Stones. Because the engineer gets D, 3.
Minus 2 and the champion gets T. Three minus one.
So you might end up with 0. Whoops, domes anyway.
Yeah, it's a little bit extra to give you that extra one power
card. You need if you really want to
get us, Fell through, but most of the time, I wouldn't use
these every turn. I would try to avoid taking the
test, especially, with my Grecia. yeah, but I think It's
worth risking risking that test at sometimes either if you were
behind in a game. Or, or if you have a really,
really strong spill that you That could win you the game when
it's worth risking. That is a small chance that you
turn into a SKS form. In which case, that if you
already behind, then you you just going to get more behind.
That is true and it helps to overcome the, the problem that
skaven has is that it's very difficult for them to get
enough. Magical banners for you to be
able to fit the ban of sorcery into your army insane.
In essence, you're only allowed to banners and maps in total.
In the Stephen brushed off one, for your one unit play function,
one for your storm women. If you want to bring them yet
and and basically you should for each or stone, you use, you're
only going to have to roll over the amount that you use.
But of course it's a it's a high chance.
Even if you use one that it one in six that That you are.
You get turned into a spawn? That's how it works, right?
Yes, let's see here. I think it is.
Yeah, yeah, it's you have to roll over the number of whoop,
Stone pieces pieces. You can shoot.
You can use multiple at the same time.
Yeah. But I definitely go for.
If you have the power cards for it, use 141 spell and then use
one for the next bill. So, you minimize the risk.
Yeah. And it is, yeah, it's definitely
not. Not worth risking this.
If you are ahead or even or just slightly behind, I think it's
the night gobbling version of this with the mushrooms is so
much better a worth risking every turn I think.
Of course, you can use a warp Stone charm to try and alter the
result. But again, that's a item, you'll
be using instead. So maybe if you are, if you have
a nice slot available and you have to, we just have 10 points
remaining could be a way to bolster your chances of
succeeding. Yeah, it works don't tests.
Yeah, but let's move on to the actual spells themselves, not a
very very strong part. I think the wolf Stones no, no
decent but I'm not very strong. At all.
Yeah. But they are kind of necessary
given me. Exactly.
The you can't get the banner of sorcery as an extra way to
bolster your wings of magic cars.
You have to look elsewhere. But yes, it's decent but not
great is that because you cannot get a lot of banners on the
unit's right? Exactly.
Don't get to banners in total? Yeah no matter how big you are
me, is it okay? Yeah.
So let's move on to the spells in the first one is the walk
lightning. So to power cost and a range of
24d six hits. I mean it is drink five and
there are no steps allow. It seems quite expensive for a
small buff to a to a banner of Wrath.
And a to power course. I mean if this was strength for
with one power, I would definitely like to see this one
but it also has the requirement of line of sight.
So in general I'm not really pleased to see this bill but you
know it's not useless, it's very good against nights or high
armored things. Most nights have toughness 3.
So this will kill three nights and that's a pretty A lot of
points that you actually get but that's true enough.
Just just do the same as a paragraph.
And again, It's a little bit better and better as it at all.
Yeah. Yeah, it's I agree.
It's a bit on the expensive side but one power it would have been
insane. So yeah, I think it unless I
think if the reason spill yeah yeah I would actually love you
Daddy. Even if strength 3 and power 1
so long as they had the other options of no arms sales alone.
Yeah. But these until the next one is,
the cracks call. And this is also to power, but
the range of 18, it's Works kind of like the being of the Gaze of
mooc draw, a straight line, and then, but instead, they have to
use initial test. So this is kind of situational.
I love this against war machines.
I mean yeah but two and three but then again chance that the
range is very small and And skaven have a Mobility, these
issues, so that was gettin on time.
Put the same way. That the old Shaman softer, they
can use the plug mr. Shadows to compensate for this
low range. Yeah.
And that's probably the, the only reason why this could be
any good. Is it with that combination and
Because it's very, I think it's very hard to get set up the
right right path for this and also it's going to be maybe
turned three before you can hit the the war machines and if you
haven't dealt with them at that point and they are already done
a lot of damage and your opponent won't mind losing them.
So yeah, I don't think this is a very good bill.
It's a little bit better. Of course, with clog, mist and
shadows. And characters can use Lookout
so for it. So I don't think it's very good
at all. Of course, if if you hit I'm not
sure you can use it says so. The only way.
Oh yes yes usually the rule about look out.
So if the whole unit is effective with a spell like
curse of years then you cannot use look out.
So but if it's a template thing or beam, then you can dilute use
look at so of course, but In some situations like with versus
lizard-men you could, you could sniper three cock proxy goes
with this quite easily. So it has some uses against the
very limited range of models. So in that in those cases, it's,
it becomes very good. But yeah, definitely situation.
The next spell in the skin roster, here is The Scorch at
one power with a range of 20. For this could be.
No. This one seems very poor given
that you have to roll a six to actually cause a wound and
they're still allowed ourselves, very situational that it
actually causes something to go Ablaze.
But of course, if you're finding Boodles and they're hiding
Weight, Watchers in the forest, you just set the forest on fire
and then the Weight Watchers will burn to death.
The next turn. Yeah, but it's a one power card
and it affects the whole unit. So even though it's just six, is
if it's a big unit then it's pretty good.
Of course, it allows armor saves, but like on goblins or on
skeletons or something like that, this is pretty good.
Yeah, you definitely need at least at least 20 models in the
unit. Before you start seeing some
kind of result on the bias. I would say more.
That more than that. Yeah.
More openly 40 would be, my, my choice.
So, yeah, so it's, it has limited uses because the only
units that are mostly that big are skeletons and goblins.
Yeah, of course your opponent might actually just did this
fellow up if they if they prioritize something else
differently, Because it's results are so low, so maybe be
allowed to stay in play. Actually, no, it's not.
Stay in play, it's just one time thing, but maybe they'll like
it, let it go through. No, but the fire continues and
you know, this bill it the fire unless it goes out.
Yeah, and yeah. But that is, of course, if
there's the rain to where enemies are inside.
So, so I think it's a Situational spill, it's not very
useful in a lot of situations. I think it's too situational for
it to be good. The next spell, agree on that
one. The next bill is the poison wind
is 3. Power will arrange the 24 and
the Poise win. Ten blade is not ill.
Hit maybe nine. I guess it'll hit nine if you
are. If you place it correctly, we
get the rest on the over 50% so that they are considered as
under the template. Yeah, it can be maximum.
Is nine models covered? Yeah, yeah.
So that will be maybe three bottles that 76 rules.
You could probably cover some monstrous infantry's.
Well, this one. And could also be used for
Cavalry. But again, the war blinding is
probably better for Cavalry. And this one is very expensive
at 3 power. And yeah, but it does kill nine
models every time. No no, no.
It kills three models. Oh oh yeah.
Okay it's a five or six years that they actually shovel once.
Yeah, so killed three models. Yeah yeah yeah.
It's like a used look out sir for it so yeah.
It's not very good at all. It's a way too expensive.
Yeah, I agree. The next one.
Yes, the next one is Skittle e to the power of 1 and the range
of 3 inches. A spell can be cast on himself.
Oh yeah. Any model will have three and
you can basically works like the hand of Coke, but this one only
works for single model. Yeah.
But that includes a bringing the Doom wheel and stuff like that
into combat as well. Of course, you could draw this
value, probably deploy, your doom will near yourself.
So if you draw this one, you'll probably have the tomb will
nearby. Yeah, so a good smell.
But of course it's you can only use it on the actual other do
wheel. There's no other unit, you would
want to move into combat, maybe you move a skaven hero into
combat with some some artillery piece. yeah, I think, I think
you would move the maybe right over you now the plague you The
french fries play Cupid. Yeah, with the flail of skulls,
you would move him into combat that review.
Pretty nice. Yeah.
They'll be also quite strong. Yeah.
It has a lot of good uses. I think it's a fine.
It's actually quite good one because there's always something
in this giving roster, you would like to move into comment with
some ranged units or to, to block a charge.
Perhaps from some nights, you can even just throw a singular
plan wrap into into combat or just in front of them, KS likes
and forcing them to make AA. Could charge, I really like this
one either this unit here. Yeah, I just spelled here.
This is, this is a great spell. Actually, I have actually
changed my mind about this coach.
Well, I actually think it's pretty good week, for one power
for snipe a chance to sniper one wound characters.
And for one power, it does a little bit of damage not a lot
but I think for one power, it's pretty it's decent.
I think it's better than I rated it.
Firstly could be, could be. Yep, I wouldn't say it's great.
But yeah, it's not it's not it's not bad.
Yeah, the next one is plagued with power cost of 3 and 18 inch
range. This is, this is extremely
powerful spell on an enemy unit. it's also extremely expensive
and has a Below mid-range rate actually has a below range so I
don't know if you get this off with total power, it's just
going to decimate a Unity unit especially if its toughness 3.
It doesn't really matter. If it has toughen, three yard
has toughness 45. It's going to die anyway, in
most cases. Yeah, of course, if it has
toughness 5, then maybe maybe it will end and not killing a lot
of units, but it might also kill half the regiment still.
If you've if your enemy doesn't as a made a like a very tight
formation you could potentially kill their entire Army, I really
like the that I expect this one. Yeah, four inches is a lot in in
some cases. Yeah, I agree.
This bill is very powerful and it will always have to be this
built and it will take out most units, wipe them totally out.
I agree. It's absolutely insane.
This is so powerful. This pain laughter.
Yeah, it needs the low range. Otherwise, it's way too strong.
Yeah, I agree but a teenage is also good.
Yeah. For this bill, it's good enough.
So yeah, very good both. Let's move on to the next one.
This is the pestilence breath for one power, and this is
basically using the template for the Piston breath.
Your Mage has to be very close to the enemy.
Yeah. And they have and you will maybe
hit five, six, maybe seven models.
If you're lucky and then it's only half of them.
I don't think the template is a big enough for that.
It's a small breath template, right?
Yes, it is. Yeah.
I don't think it can cover more than four models, or something
like that. Yeah, given that you're most of
the time. You will not be in close combat,
believe. If you are in close combat it
will cover up 7 if they're small base.
I don't think it is. It is it is wide enough.
It is wide enough to 50 percent, cover to the front of you at the
base, really? Yeah.
Okay. Yeah.
I will have to look at the template again.
Next time I see it. So if they have enough ranks,
you might even get them to 10 again it's only on a 4 plus.
Yeah, this is probably something.
If you're using cloak of mist and shadows should go, Sit next
to some chaos. Now, you wouldn't go KS nights
but any other regular nights that I've match agama you just
flying next to them. And then breathe them, you would
kill probably half of them. Yeah.
But yeah, it's not very good. I think.
It require you to set set up perfectly and get your wizard
with In Harm's Way. Maybe it's has very limited use,
even though it's a one power car died, I don't think it's, it's
that good. No II agree.
It's not a great speller. Even though it's one pound
there, but there are other better.
One power spills in the scheme Ruster, I do believe this might
be the worst one power spell in these given School of magic.
Next one. Yes, the next one is the Vermin
tie. This is a to power cost with a
range of 3 D 6. Again.
This is one that needs immediate could send it off early to make
the enemy diverted from that path.
But with a strength 3, it's not amazing.
It, if you get the proper angle, this is going to something cloak
of mist and shadows is great. At seems to be great with a lot
of the scale of magic. To make those spells that house
just on the verge of being bad to be actually being decent.
Yeah but logo mist and Shadow is just has it's a risky idea to
pick. It is cus if there's a if
there's a flyers that has a weapon or a Mobility Units that
has magical attacks or or a spell that can you need to be
very careful with the globe? Missing shadows and you need to
know the spells that your opponent can can have.
Yeah, yeah. But I don't know, I don't I
don't see this spell is very strong.
I know it's one of the favorite ones for a lot of skaven
players. Yeah, it can.
If it runs over a unit of skeletons, for example, it will
kill. Probably a third of the unit.
Yeah. It will kill a lot of units, for
sure. But it has very low range.
Yes. And of course it keeps running.
So yeah, it's It's on average 13 and a half.
So and you wouldn't want to fill an item slot with.
See a stone, just do it. It's a 10 and a half with three
to six. That'll help ya.
So that's right. Yeah, so very situational.
I'd say, yeah. But fun spell to use.
I definitely enjoy using it whenever I get it off.
Yeah, the next spell is wither and it's one power.
This is something that made users in base content is similar
to the fists of Coke from the wild magic.
I don't like sending my Mages into combat, maybe if it was it.
Clos I'd like to see him come back as a mage but besides that
I would prefer my Majors not be in combat so don't really like
this one. No.
The combat spells have very limited use and cannot be used
in the first many turns. So I agree not very strong.
I'm not sure if it actually says enemy models in base contact.
Yeah, he can inflict upon animal models in Bass Concert, okay?
Okay. Now it is a close-combat spell.
Yeah, yeah, yeah. I was just thinking, maybe if
you had a plague furnace or what's it called?
Yeah, the Bell, the screaming Bell if you it did Afflicted D6,
strength, six hits on every enemy model in base contact but
it's divided I guess. Let's just have a look at the
actual spell card itself just to make sure. no, it's it's it's
the cast of that inflicts The damage and the enemies that he's
in combat with. And And he will cover maximum of
three models for. Yeah.
Yeah.
It's D6. Drink tickets, which can be
spread amongst any models of this contact?
This is usually spell. Yeah, let's, let's move on to
the next one. Yeah, this is Putra cry.
Don't you cry? Yeah, I can't collapse that
weird right now. Power one with the range of 24.
A pretty kind of like this. Yep, it's okay.
It's pretty decent. I mean, you give an enemy - 12
hit in close combat. Of course, you will have to be
in combat with them already, so they will have Fork about combat
with. You have to, you have to stain
the voice, give the - want to hit.
Unless, of course, you've used, skidded leap to throw do wheel
into a new unit. Yeah.
But the problem with all the, the combat boosting spills is
that your magic face is already always after your own combat
phase. So it's anticipating that they
will charge you and Yeah, so that's why I come bats pills
aren't that? That's wrong because you're not
gonna you're gonna leave it up to your opponent to decide
whether ever list has takes effect or he just going to wait
a turn. Yeah, I don't think it's very
strong but it's power. What?
So it's decent because of that. I agree.
It's decent but not amazing in any way and you nod is also
pretty good in the pan is pretty good.
Yeah basically making your rats potentially win combat for once.
The next one is. Yeah.
Well next one. The next one is called madness
is to power and range of 24. I like the idea of this pill
because you can use it in basically any enemy model.
So you can you can just move their artillery or you can have
that Chariot running different direction and there's a decent
chance. I mean it's I guess it's a 50/50
whether you control it. Yeah, of course.
It's only Gracie as bills only. We will need a loan for course.
So I mean but but but really this spell is like it only
works, if it's not this build and it only works on a 50/50
after that hint, of course remains in play.
Yeah, so you will, you will get two chances to control it before
they can dispel it. Yeah so on the cards, does it
say that you can That you can use the powers of the the model
or can you just move it around? Let's do you.
Take control of everything or The only difference is that you
cannot cast spells with their Majors, but you can do
everything else, you can charge it into friendly units as well,
okay? Oh yeah.
It says so yeah, yeah. It's I don't know, I don't
really like this. This bill a lot.
I don't think it's good enough. I don't think it's I like it
that it's only 2 power. Of course it will be too strong.
It was only 1 pound but yeah it's very situation and given
that it's it's a 50/50 chance. See.
And of course, know what I said, you get a secondary chance to
control. You don't we get the second
chance because it happens in the magic face that'll start with
Sharon. So the enemy will move the
character. Once you failed the first role,
they will move it and then the magic face whether you might get
to control it but they can still disparate it before you get to
move the character. Yeah.
That's it. You can't cast spells with it.
This is bad. Yeah, I agree.
If you don't win the first role you have to wait.
You have to win the three, subsequent roles.
Yeah, yeah, this is terrible. Next.
Never mind. Yeah next one, that's the depth
frenzy. So power of three will arrange
for six inches double movement rate and double attacks is
amazing. Of course, this is expensive,
very expensive, Empower Casper as it must be.
And of course itself has D6 wounds but this is not really
that important for those scaling units since they have a lot of
little brats to die off for them.
Instead, it is fortunate that it is.
Is. 3 power cost and you have probably have to use it in the
Yukon the unity of with. And you usually have your Gracie
up with some Playgrounds. If he's on his screen Bell at
least and then it doesn't really matter that they can be friends.
Of course, you still get the dog movement, which is decent, which
is actually amazing. Yeah, it's a pretty good spell
but again it's a compass bill so it's being that you your magic
face again is later than the combat phase.
It will just this bill. Pretty much just says I won't be
charged next turn. Yeah, that's what it does.
Because, of course, you're not going to charge into this.
Yeah, maybe you will because if you kill the unit's they're not
going to be very dangerous anyways.
So basically, you never going to get the movement thing out of
this because the enemy has two chances to dispel.
This only only if you cast of rebound.
Yeah, but that's getting very lucky.
So I don't think this is actually that's wrong.
At all. Exactly.
I feel like I mean the potion is gave.
Andrew is amazing, especially when you roll a six but that is
usually the only time you will get advantage of the double
movement rate because yeah, the only time you'll get a chance,
your opponent will get a 4. Plus this will get a chance to
dispel it in the 20 casted, and then we'll get a chance to this
palette in your turn and then you get the movement.
Yeah. So basically you never get the
movement. Yeah, pretty much.
Yeah. So I do now.
It's way too expensive. I don't like it.
Yeah, I agree. The next one is the curse of the
horn breath, believe. This is also the last one.
Yes, it is. And it's a 3 power with a range
of 12. This is sort of like plague just
a lot worse. Yeah, but but it has a lower
failure rate and plagued us but it also has a lower range as a
little bit. Doesn't have a has a higher
failure rate. No blinkers actually said yeah
but but it it immediately affects the whole unit where
plake might fail on the second unit that the it might only kill
one unit or not that is true of course of this effective
immediately. Yeah.
But of course it's your poem you wrote to D6.
So you need the opponent to have a toughness of three for this
one, to be more than 50% effective, but even killing one,
third of a unit is pretty good as well.
And you of course, you get a third of them turn into skaven.
Yeah. So actually, it will also stop
them from charging because they engage in combat with some
scallions. Yes, yes.
That is true. So I did a lot better than all,
right. I think this, this might be
pretty good. Of course, it has low range in
cost, three power. So, it's a human not going to
cast this more than once per game, but if you stop the enemy
from charging you and you, you get to charge yourself because
they're engaged with this, This gave ins, I think that's pretty
good. And of course there's no look
out sir, and it's instant kill. There's no water saves Island.
Yeah, yeah, yeah, it is. The long range is a makes it
that you only cast this once per game or to cast this one per
game, but with solar power this into thinking, yeah, it pretty
much does because you can get to charge yourself the next turn
and clear up with it. Whatever is left.
Yeah, I agree. So pretty good one, but
expensive. Yeah.
Now should I start with the
reading? Yeah, I believe I'm going to
place skiddly at the top number one choice.
Okay. My second choice is probably
going to be on little bit torn down, we're going to go with
with plague because the extra range, the ones I'm torn between
is plague actually and then walked lightning actually and
then, Cushion the horn bread. Yeah that's not right.
Yeah. I totally agree with the skidder
leap though. I think that having the choice
between plague and the Hornet one, I would rather have the
honoured one. So I would go with a skitter
leap and the curse of the hold one is the two best bills, okay?
Yeah, yeah. And then follow closely behind
little. Of The Scorch and oh blimey.
I don't really like the wall blinding.
I like the squash a lot more I think and of course plague is
also very good. Yeah.
Yes of course this is after plague and curse of the home but
of course and probably Vermin side is is okay as well.
Yeah, yeah. I mean, I don't mind it either.
Yeah. Decent set of magic.
And of course some of the more mainly focused spells are kind
of useless. But there's still some decent
set of spells in the skating School magic.
Yeah. And with that that concludes the
episode this time, I will try to keep the absolute shoulder so
you don't have to listen for hours to get to your school.
Imagine you just choose between the ones you like.
Next time we'll be discussing dark magic and necromantic magic
and battle magic. Of course thanks to
Unfortunately, in and thanks to you castle for joining me today
to talk through the Spells. Yeah.
It was. Likewise.
All right, everyone. Take care and see you in the
next episode of ground command podcast by now, Yes, yes
Collision would put solid. So I think honestly at we could
sign. Team was power source.
We will start screaming for Nicki.
Yeah, must keep our firm notice a week while from also is their
depressive Ximena. Yeah.
I think I think you know what a chaos to of chaos and actually
times we acknowledge each other's Helen seen Adam
Hollywood. So got week a week is speed till
it up as are people who like a snack Like a thing for spilled
my because he's dead. Yeah, that's probably a certain
length. Yeah.
Also social. And yeah, it's nice.
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