Phantasmagoria is really strong, probably the best spell in the lore. The opponent does get a second chance to dispel it at the start of their turn, but it's going to force so many panic tests if it sticks
Phantasmagoria, if left out, is an fun way to force a player with Undead everywhere to put them out of place. They all end up with impetuous, which would be an amusing problem for them to work through.
Fan-tas-ma-gore-re-a Think that this’ll become a little bit of a sleeper hit. It’s got such a big range something will have to take the risk and then it all goes wrong. Just imagine it against a gunline style force, wizard moves up, casts it behind the enemy and they run towards you!
I think that when looking at magic lores, it's pretty pointless with saying how good a spell is in a specific situation. Most spells are fairly even. Assailments are generally weak and puts your caster in harm's way, but you can cast it on your opponent's turn. Other spells that are more powerful than others tend to have a higher casting cost, or only last this turn instead of till your next turn, etc.. It is probably more useful when analysing a magic lore, to see what faction, army list or playstyle it is more suited to, in terms of how it plays to their strengths, mitigates their weaknesses, or simply having less duds or useless spells for said list. For eg, the hot favourite lore of daemonology, appears to be very good at face value, but are more suited for aggressive lists that wants to be doing a lot of charging, ideally with a big hammer unit, as both their powerful enchantment spells only last till end of the turn. It would be way less useful in a shooty, avoidance or MSU style armies.
Phantasmagoria is really strong, probably the best spell in the lore. The opponent does get a second chance to dispel it at the start of their turn, but it's going to force so many panic tests if it sticks
Phantasmagoria, if left out, is an fun way to force a player with Undead everywhere to put them out of place. They all end up with impetuous, which would be an amusing problem for them to work through.
Fan-tas-ma-gore-re-a
Think that this’ll become a little bit of a sleeper hit. It’s got such a big range something will have to take the risk and then it all goes wrong. Just imagine it against a gunline style force, wizard moves up, casts it behind the enemy and they run towards you!
I think that when looking at magic lores, it's pretty pointless with saying how good a spell is in a specific situation. Most spells are fairly even. Assailments are generally weak and puts your caster in harm's way, but you can cast it on your opponent's turn. Other spells that are more powerful than others tend to have a higher casting cost, or only last this turn instead of till your next turn, etc..
It is probably more useful when analysing a magic lore, to see what faction, army list or playstyle it is more suited to, in terms of how it plays to their strengths, mitigates their weaknesses, or simply having less duds or useless spells for said list. For eg, the hot favourite lore of daemonology, appears to be very good at face value, but are more suited for aggressive lists that wants to be doing a lot of charging, ideally with a big hammer unit, as both their powerful enchantment spells only last till end of the turn. It would be way less useful in a shooty, avoidance or MSU style armies.
How do you guys feel about rolling for your spell as opposed to simply choosing the one you want at list creation?
Tom's going to take the lore familiar I think to get those spells he really needs. I'm rolling. So the jury is out!