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![[Post New]](/s/i/i.gif) 2011/05/01 12:33:45
Subject: Necromancer - Choosing spells question.
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Malicious Mutant Scum
Prince Edward Island
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Hello all,
Just starting a VC army, but I'm unsure about necromancer spell selection. It says the necro may chose spells from the necro spells in the book. Do i get to pick the ones i want, or do I roll like a vampire would?
Thanks
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![[Post New]](/s/i/i.gif) 2011/05/01 13:18:37
Subject: Necromancer - Choosing spells question.
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Decrepit Dakkanaut
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You pick the ones you want, and pay points for each spell you want.
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![[Post New]](/s/i/i.gif) 2011/05/01 14:08:42
Subject: Re:Necromancer - Choosing spells question.
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Cold-Blooded Saurus Warrior
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The Necromancer gets to pick one Necromancy spell of his choice. Then, for a certain amount of points, you can buy a choice of another necromancy spell. No rolling.
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I suggest you don't believe anything posted by thedarkavenger unless confirmed by other regular posters here at Dakka. He has shown he is incapable of basic English comprehension.
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![[Post New]](/s/i/i.gif) 2011/05/01 20:41:39
Subject: Necromancer - Choosing spells question.
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Malicious Mutant Scum
Prince Edward Island
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thanks guys
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![[Post New]](/s/i/i.gif) 2011/05/01 22:14:07
Subject: Necromancer - Choosing spells question.
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Fixture of Dakka
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Does that mean the necromancers can have the same spells? I think it does, since as I recall you only can't have duplicates if you roll for your spells, but just want to check.
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![[Post New]](/s/i/i.gif) 2011/05/01 23:29:54
Subject: Necromancer - Choosing spells question.
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Auspicious Aspiring Champion of Chaos
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Yessir, you can bag multiples of spells via Necromancers.
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This message was edited 1 time. Last update was at 2011/05/02 00:01:16
“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.
On a delicate chain at her throat, she keeps it with her to this day.”
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![[Post New]](/s/i/i.gif) 2011/05/01 23:53:07
Subject: Necromancer - Choosing spells question.
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Fixture of Dakka
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Thanks Zeke!
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![[Post New]](/s/i/i.gif) 2011/05/02 08:28:34
Subject: Re:Necromancer - Choosing spells question.
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Fresh-Faced New User
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Just remember that there are only three "Necromancy spells" from which they can choose (Invocation of Nehek, Vanhel's Danse Macabre, and Raise Dead), and that other spells from Lore of the Vampires are entirely off-limits to Necromancers.
So don't let anyone try to pull multiple Necros with Curse of Years or something on you  .
The other main quirks of VC magic are that Necromancy spells (but no other Lore of the Vampires spells) can be cast multiple times by the same wizard in the same magic phase, and that all Vamps know Invocation in addition to the spells that they roll, rather than having to swap for it as a signature spell--in fact, they will know it even if they take Forbidden Lore (Rulebook Lore X) and thus don't use Lore of Vampires.
Basically, Necromancy spells and Lore of Vampires are two different things, except that two Necromancy spells can be rolled as a part of Lore of Vampires, and another is just automatically known by Vampires. It is, at times, confusing. I eagerly await the day when Vamps just have a normal lore and their casters roll for spells in the standard fashion, like the new Tomb Kings. I also want their cheaper Skeletons  .
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![[Post New]](/s/i/i.gif) 2011/05/02 13:18:43
Subject: Necromancer - Choosing spells question.
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Fixture of Dakka
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Ahh cool! Thanks for the info. It is kind of neat in a way that Vamps have their own magic sub-system, though I suppose with the way they are doing Lore Attributes now you can do away with things that need to be cast over and over and just make them attributes.
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![[Post New]](/s/i/i.gif) 2011/05/02 14:37:44
Subject: Necromancer - Choosing spells question.
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Fresh-Faced New User
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Wehrkind wrote:Ahh cool! Thanks for the info. It is kind of neat in a way that Vamps have their own magic sub-system, though I suppose with the way they are doing Lore Attributes now you can do away with things that need to be cast over and over and just make them attributes.
No prob; I figure it's good to tell people about this stuff in case they come up against a VC player with a "creative" interpretation of their system  . And to be honest I wouldn't blame anyone, at least if they were relatively new to the army, for getting it wrong, because it's really weird. It took me a little while to realize that you could still spam Invocations with a single wizard in 8th, for example.
The reason I don't like VC magic as it stands is that it would basically work better with Invocation as a signature spell, 6 spells to roll for as per BRB lores, and Necromancers being "normal" wizards with level 1-2. Alternatively they good get Vanhel's as a signature spell, one new spell, and have a lore attribute that raised back models much like new TK magic, though that would make the two armies more similar, which is probably not desirable, all else being equal.
I also have to admit that part of my reason for wanting this change is that it would open up the possibility for a Necromancer Lord, and the ability to build an army without a Vampire, because I'm not all that into Vampires--yes, I realize the name of the army!--and I think it's a little lame that a bunch of army types that could be built with the old Undead books were just pretty much wiped out with the VC/ TK split. Even the previous VC army book had an option for a Necromancer army, and they removed that in the latest one, because apparently Vampires are just SHO AWESHOME and we should all want one. Anyway, mini-rant over  .
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![[Post New]](/s/i/i.gif) 2011/05/04 03:29:29
Subject: Necromancer - Choosing spells question.
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Fixture of Dakka
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Hehe I hear yea. I hate it when they remove options for no apparent reason. I don't mind as much the "Take X to get Y as troops/core" sorts of restrictions, but just saying "Necromancers NEVER lead armies or even small expeditions or patrols. NEVER!!!!" is annoying.
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