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Made in us
Automated Rubric Marine of Tzeentch






Does the #1 spell for armybook lores count as a duplicate spell when you roll for them?

For example, a level 2 tzeentch sorcerer rolls spells 2 and 3 and changes 3 to 1(so he knows 1 and 2). Then a level 4 tzeentch sorcerer rolls spells 1, 4, 3, and 6.

Can the level 4 pick a different spell to exchange 1 since the level 2 knows it?
   
Made in bg
Cosmic Joe





Bulgaria

If the army book describes this as the signature spell then like all signature spells it can be duplicated freely and thus you don't get to pick another, even if unlike the BRB lore signatures you can actually roll this one. If however the rules simply say you can switch any spell for this one and duplicate it etc., without actually classifiyng it as a signature spell, then you would get to pick another. So it basically all depends on the wording of that army book's special lore.


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Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Wraith





Raleigh, North Carolina

Yeah, what Hoverboy said.

This message was edited 1 time. Last update was at 2010/11/06 21:37:46


 
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

According to the FAQ, the #1 spell is counted as the signature spell (except, I believe, for spells like Power of Darkness and Drain Magic).

For Warriors of Tzeentch, Flickering Fire is duplicatable.

She/Her

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Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Manfred von Drakken wrote:According to the FAQ, the #1 spell is counted as the signature spell (except, I believe, for spells like Power of Darkness and Drain Magic).

For Warriors of Tzeentch, Flickering Fire is duplicatable.


Wonder how this affects Grey Seers and Vermin Lords, for example, who can swap for spells other than the #1 spell(highly unlikely they wouldn't be the first models rolled for, but hypothetically).

Also, where in the FAQ is this? I can't find it.

This message was edited 1 time. Last update was at 2010/11/07 20:49:06


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Made in gb
Tunneling Trygon





Nottinghamshire- England

Wait...
So you can only have ONE of each spell in each army???

Like, i can only have one Skitterleap at each time or Warp Lightning???

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Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Bloodhorror wrote:Wait...
So you can only have ONE of each spell in each army???

Like, i can only have one Skitterleap at each time or Warp Lightning???


Welcome to 8th Edition?

Short answer, you're only allowed 1 copy of each spell other than those marked as Signature Spells for each Lore.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in gb
Decrepit Dakkanaut




OR those spells you can ALWAYS swap to.

So if you have Warlock engineers you can have more than 1 copy of Warp Lightning.

If you have magic users who *choose* spells, you can have more than one copy of each spell.

If you can pick an entire lore you can have duplicate spells.

This is all clearly explained on choosing spells, page 300 something from memory...
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

nosferatu1001 wrote:OR those spells you can ALWAYS swap to.


Always forget that part. Not going to be a problem soon(I'll finally have a copy of the new book).

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Killer Klaivex




Oceanside, CA

It's important to note that you cannot choose to replace duplicate spells on different casters that are a spell you can swap for. Let me show you an example.
Let's say I really want to get Waaaagh spell for orcs.
I take a level 4 shaman, and a level 2.
I choose to generate with the level 2 first (cause I can choose the order, per page 490).

The level 2 shaman rolls a 1 and a 3, giving him Gaze of Mork and Bash'em Ladz.
Now the level 4 rolls his spells and gets a 1, 2, 4, and 5.
This gives the great shaman, gaze of mork, along with the rest of the lore, except for Waaaagh.

I cannot choose to swap the #1 spell, because of how the swapping is explained on page 490.
Normally wizards cannot have 2 of the sample spell in the same army, except when:
1) You have no choice over which spell(s) it knows, because it is fixed (ogre kingdoms) or the model bought a specific spell (Necromancers).
2) If the army book or spell lore clearly states that a model can exchange another spell for the spell in question.

"Otherwise, if you roll a spell twice, you choose another"... Since point #2 applies to all of the older lores, you can duplicate them and do not have the option to swap. Swapping is only allowed when the above to conditions are not met.

This doesn't come up very often, but it can be a game changing mistake. An Orc army geared up for Waaaagh that doesn't get it, is significantly weaker than one that does.

The moral of the story is take 2 level 2's, and a level 4 for old lores; and have everyone take the #1 spell. This is the only way to ensure you'll always get the full lore.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
 
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