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![[Post New]](/s/i/i.gif) 2013/08/18 09:05:49
Subject: Slan and high magic.
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Charging Bull
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So here is the situation, the Slan gets off three spells from High Magic in the phase, One of the Signatures, the #1, and #2, now he has to roll all spells he used, but I want to swap one of these for say a Life spell, I chose the signature. I then roll for the other 2 spells i used, I role a 1 and a 2, As I am selecting spells again, can i then swap one of said rolled dice for the signature that i just forgot for a life spell, and by doing so does that mean i can not roll for that spell ever again?
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2011 Throne of Skulls Champion (Lord of the Rings)
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![[Post New]](/s/i/i.gif) 2013/08/18 17:41:01
Subject: Slan and high magic.
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Decrepit Dakkanaut
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Not sure what youre asking here
If you are asking; can i regain the High Magic signature you just lost, then the answer is no, as you didnt generate from that lore.
You roll for 3 life spells, and as per normal generation you choose one of the ones you rolled to be the signature, if thats what you want.
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![[Post New]](/s/i/i.gif) 2013/08/18 19:49:40
Subject: Re:Slan and high magic.
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Charging Bull
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No i am talking about the attribute, If I start with High magic, having casted 3 spells, I want to swap one of them for a life spell, the other two stay in high magic, as the one i forgot to get the life spell is the sig my two dice rolls for the other two would would either be one of the ones i used, or a duplicate. so then could i chose to swap one of the regenerated spells for the forgotten signature spell?
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2011 Throne of Skulls Champion (Lord of the Rings)
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![[Post New]](/s/i/i.gif) 2013/08/18 21:55:05
Subject: Slan and high magic.
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Never Forget Isstvan!
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If you forgot the signature spell with your first roll on Life, you could relearn it with the second forgotten spell yes.
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![[Post New]](/s/i/i.gif) 2013/08/18 23:46:57
Subject: Slan and high magic.
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Bloodthirsty Chaos Knight
Edinburgh, Scotland
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The lore attribute, as I understand it, comes in to effect when you cast the spell, not at the end of the phase. So you can always generate spells that you do not currently have.
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Nite |
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![[Post New]](/s/i/i.gif) 2013/08/19 03:51:38
Subject: Slan and high magic.
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Killer Klaivex
Oceanside, CA
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Niteware wrote:The lore attribute, as I understand it, comes in to effect when you cast the spell, not at the end of the phase. So you can always generate spells that you do not currently have.
You choose if you want to cycle it out after you cast it. You actually cycle it and generate new spells at the end of the magic phase.
-Matt
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![[Post New]](/s/i/i.gif) 2013/08/19 08:21:34
Subject: Slan and high magic.
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Bloodthirsty Chaos Knight
Edinburgh, Scotland
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Ah, ok
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Nite |
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![[Post New]](/s/i/i.gif) 2013/08/19 09:05:32
Subject: Re:Slan and high magic.
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Decrepit Dakkanaut
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cawizkid wrote:No i am talking about the attribute, If I start with High magic, having casted 3 spells, I want to swap one of them for a life spell, the other two stay in high magic, as the one i forgot to get the life spell is the sig my two dice rolls for the other two would would either be one of the ones i used, or a duplicate. so then could i chose to swap one of the regenerated spells for the forgotten signature spell?
1) You are not required to swap spells out; this is optional
2) If you are generating spells from a lore, you ALWAYS have the option to drop to the signature, if you do not already know that spell
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![[Post New]](/s/i/i.gif) 2013/08/29 18:41:11
Subject: Slan and high magic.
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Ancient Chaos Terminator
Surfing the Tervigon Wave...on a baby.
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Some key things here - I think I made sense of it.
When you choose to swap for a spell from another lore that spell will keep its own lore attribute. So remember, once you swap that spell it cannot be swapped out later on - unless of course it's another High magic spell.
It is possible to relearn the exact same spell you just chose to forget.
The spell swap takes place at the end of the magic phase. The attribute specifies this - I suppose so you cannot immediately go cast the new spell off the dot and swap it again. (No chaining High magic son).
The generation of the 'new' spell is treated as generation of a new spell. This means you can swap for the signature and should you already have the spell in question you can swap it for another of your choice.
Finally, as mentioned, the Lizard lore attribute is optional. You do not have to swap a spell out ever. But it does give the Lizards a very unique position magicwise as it means they can tailor against whatever they're facing (with a one turn delay).
For that reason alone I will highly recommend Focus of Mystery. Getting Loremaster (High) is 8 spells off the dot which can be swapped out depending on what you are facing. Conveniently enough a lot of these spells have counterparts in the other lores already to boot.
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Now only a CSM player. |
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![[Post New]](/s/i/i.gif) 2013/08/29 20:10:34
Subject: Slan and high magic.
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Killer Klaivex
Oceanside, CA
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After a few games, I'll not be spending 35 points for lore master. If I want to cycle spells, having 2 signature spells gives me options for very easy to cast and cycle spells.
Thinking that you're going to cycle more than 2 spells is generally a bad idea. You don't want to spend more than 1 or 2 magic phases getting the spells you want. You're better off casting the spells you want.
I generally find myself swapping for a lore attribute. If I happen to roll something better than the attribute, great, but it's best to just plan on the attribute.
In the end, Wandering Deliberations (know all 8 signatures) may pan out to be better than cycling.
-Matt
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![[Post New]](/s/i/i.gif) 2013/08/29 23:30:50
Subject: Re:Slan and high magic.
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Charging Bull
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I have played 5 games with the new slan, and I love having LM(HIgh), I really do not swap out that many spells, the Lore is nicely balanced, I think the most I have swapped out is one maybe two spell in a game, once to Shadow, to get The sig, and once to Life, hoping for throne or regrowth, but mostly just for access to the attribute, to get wounds back. Otherwise I think High might be my new favorite lore, Sure it does not have a True WMD spell, but it has a bunch of cheap spells that can do good amounts of damage, and nice augments/hex. The lore really plays well with the Lizards. My next game I might swap to death, to try and character snipe knowing who I will probably be going up against. Knowing all the Sigs, seams cool. but I think High is still better over all.
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2011 Throne of Skulls Champion (Lord of the Rings)
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![[Post New]](/s/i/i.gif) 2013/08/30 06:15:21
Subject: Slan and high magic.
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Cosmic Joe
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Yea the high(hehe) loremaster is awesome, and if you loose an important high spell he can very reliably get it back later.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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