I
feel slightly bad that I've seen numerous searches hitting this blog
looking for the Lore of Dark Magic, and of course they're all finding
the old Lore from the previous book. Now that there is a new book, I
should really be updating the review. If you actually were looking
for the Lore from the previous book, you can find it here.
Lores
of Magic: The Lore of Dark Magic
Dark
Elves are the only race with access to Dark Magic, although nowadays
they have the full range of the Lores of Battle Magic in the rulebook
to choose from as well. So, with 9 Lores to choose from, let's hope
Dark Magic stacks up.
Dark
Elf Sorceresses have a special rule called Hekarti's Blessing which
allows them to add +1 to casting attempts at spells from the Lore of
Dark Magic. So this is one advantage that they will lose if they opt
to use a Battle Magic Lore instead.
What
does it do?
The
Lore Attribute for Dark Magic is Spiteful Conjuration. Because
when you're a Dark Elf, if it's not worth doing spitefully, it's
really not worth doing at all. It means that whenever you get a hex,
direct damage or magic missile spell from the Lore through, the
target unit may suffer additional hits. If the casting roll included
any double, the target suffers 2D6 Strength 1, Armour Piercing hits.
This becomes 3D6 hits if you managed to roll a triple. It doesn't say
anything about rolling 4, 5 or 6 of the same thing, so don't get too
excited. At most, you will be getting a bonus 3D6 hits. The extra
hits are resolved after the spell itself.
A
lot of the time, Spiteful Conjuration
will be a cute bonus. You might land a couple of extra wounds on the
target unit, and every little bit helps, right? On the other hand, if
the spell was cast at something that doesn't actually have a lot of
wounds (like a single model) and isn't well-armoured, the hits could
prove significant. The lack of Strength means that you'll almost
always need 6s to wound the target, but if you're going after
something like a war machine, that's generally the case anyway. There
are plenty of large monsters which rely more on Toughness than armour
to survive (Warsphinx, anyone?), and anything like that tends to care
as much about Strength 1 hits as it does Strength 3 or 4. The
Armour Piercing doesn't really change the effectiveness of the hits,
but it does mean you won't be foiled by the light armour that some
war machine crew wear...
Like
High Magic, the Lore of Dark Magic has 2 Signature Spells. This gives
the Sorceress slightly more control over her spell choice, and it
also means that including a whole battery of wizards will not result
in them all ending up with a single spell to choose from. It's handy
– the more spells the better, right?
The
first Signature Spell is Power of Darkness. It's an augment
spell, cast on an 8+. It generates an extra D3 power dice, however if
you roll a 3, the caster suffers a wound with no armour saves. In
addition, the caster's unit gains +1 Strength for one full turn.
There is no boosted version of the spell.
There
are 2 ways of looking at Power of Darkness. The first way is
to consider it a way to potentially generate extra dice (which is all
the spell could do in its previous incarnation), with a nice bonus
side-effect in the +1 Strength. If you look at it this way, you can't
really afford to use more than 2 dice to cast the spell, and you
might sucker some opponents into trying to dispel it. An optimistic
level 4 Supreme Sorceress might save a single dice at the end of the
phase to have a crack at the spell (once you count the bonus from
Hekarti's Blessing she is a 66% chance of pulling it off), and
thereby artificially extend the magic phase (probably well after the
opponent's dispel dice are gone). However, unless the Sorceress has a
decent ward save, she probably won't last all that long with the 33%
chance that she'll roll a 3 and take a wound. She'll take herself out
through attrition – a lot of opponents would let a Sorceress with
no save take the risk of wounding herself just for the chance at an
extra dice.
Probably
more frequently, this spell will become relevant for the +1 Strength
bonus on the caster's unit. Dark Elves have a lot of Strength 3 units
(the Core section is packed with them), and they're pretty good at
landing hits – all they need is a little boost to their Strength.
Black Guard would also appreciate the bonus, as would the Cold Ones
in a Knight unit. If you then consider the extra dice as the bonus
element of the spell, you stand to regain some of the dice you
invested in the spell – potentially you might even get more. The
downside to all this is that the Sorceress needs to be in combat (or
in danger of being in combat), but if she is equipped properly for
that, or she is casting the spell to dissuade an enemy unit from
charging for a turn, it could prove well worth it.
The
second Signature Spell in the Lore is Doombolt. It is a nasty
magic missile with an 18” range. Cast on a 12+, it inflicts 2D6
Strength 5 hits. If you boost it to 24+, this becomes 4D6 hits.
Obviously
this is not the cheapest magic missile in the game, but it's one of
the most brutal. The range of 18” is modest, but far enough that
you don't have to get charged the following turn in order to reach
your target. The Strength 5 hits are nasty, given they will wound
many targets on 2+. The boosted version of the spell is a thing of
terror, although it is costed accordingly. 4D6 Strength 5 hits will
remove many targets outright – some of them quite substantial. Then
there is the Lore Attribute, which could well see additional Strength
1 hits peppering whatever is left of the target after Doombolt
is finished with it. The fact that all of this fire-power comes from
a Signature Spell is slightly frightening. It means every Sorceress
with Dark Magic is guaranteed to have this spell at her
disposal (assuming she wants it).
It's
also worth nothing that Doombolt might arrive on the
battlefield via means other than a Sorceress, if the Dark Elf player
is fielding Doomfire Warlocks. The thought of a relatively disposable
unit which will take negligible damage from miscasts hurling 6 dice
at boosted Doombolt is enough to send shivers down many
players' spines, I'm sure.
Doomfire Warlocks. What, can't your fast cavalry inflict 4D6 Strength 5 hits on command? I thought they all did that... |
The
first spell in the Lore that you actually have to roll
(how uncivilised) is Chillwind. It's a magic missile with a
24” range, which is cast on a 5+ (there is no boosted version). The
target takes 2D6 Strength 2 hits, and if it takes any unsaved wounds,
it suffers -1 to its Ballistic Skill for one full turn.
After
the unabashed ferocity of Doombolt, the damage potential of
Chillwind seems rather tame. Against a poorly armoured
Toughness 3 target, it will probably do a wound, and thus inflict the
Ballistic Skill penalty. So it's a pretty good bet when thrown at
units of enemy archers, crossbowmen, etc. (remember that being a
penalty to the profile rather than -1 to hit, it will even affect
Tomb King archers). Its damage is also probably going to be enough to
kill one or two light cavalry, which may be enough to force a panic
test. So you might scare the odd unit of Goblin Wolf Riders away,
provided you both roll about averagely. If you felt optimistic you
might throw the spell at a war machine, especially if you're rolling
enough dice to pull off the odd double or triple (and thus supplement
the damage with more low Strength hits due to Spiteful
Conjuration). Having said that, with no boosted version, the
spell has only moderate range – so the enemy war machines may well
be out of range. All in all, it's a potentially useful if somewhat
uninspiring spell.
Next
we have Word of Pain. This is a hex spell with a 24” range,
cast on a 9+. The target unit suffers -D3 to its WS and BS for one
full turn. If you boost the spell to an only slightly more expensive
12+, the penalty also affects the target's Initiative and Strength.
Word
of Pain is a great spell. Penalties to enemy WS can have both
offensive and defensive
benefits, and being able to cripple enemy
Initiative and Strength as well (for a very affordable price) is
extremely useful. The combined effects could completely turn a combat
on its head. Lowering Initiative might seem less significant now that
Dark Elves have the Always Strikes First rule, however models like
Executioners are still striking in Initiative order, and it might
mean your units gain re-rolls to hit where otherwise they would have
missed out.
The
Ballistic Skill penalty is effectively a second effect of the spell,
since it's unlikely to come into play in the same turn as combat
penalties. However unlike Chillwind, you are guaranteed to
inflict a penalty, and it could well be more significant than just
-1.
Only
requiring an extra 3 on the casting cost to boost the spell means
that you will probably rarely see the normal version of the spell
except when it's used against missile troops.
The
next spell is Bladewind. Cast on a 9+, it's a direct damage
spell with a range of 24”. All models in the target unit take a
Weapon Skill test, and if they fail, they suffer a Strength 4, Armour
Piercing hit. There is no boosted version of the spell.
A
Weapon Skill test? Really? That is even a thing? Suffice to say that
this is an unusual spell. True elite troops with WS 5 or more won't
really care about this spell. On the other hand, rubbish troops like
Goblins and Skavenslaves (or worse, Zombies) will cop a bit of a
hiding. So this is really a spell to try to dent large units of poor
troops. Cull their numbers and try to remove Steadfast before you
engage. You could try to use it in combination with Word of Pain
to lay some hurt on a unit with a higher Weapon Skill, but any time
you need to combine spells, you're looking at a pretty optimistic
phase.
Next
we have Shroud of Despair. It's a hex spell that affects all enemy
units within 12”, and is cast on a 10+. For one full turn, the
units can't use the General's Leadership or BSB's re-rolls. Worse,
every time any of those units fails a Leadership test, the
whole lot of them suffer a -1 penalty for the duration of the
spell (subsequent failures force additional -1 penalties).
So
basically this spell sucks Leadership from everything within 12”.
Like, cripplingly so. An army with questionable Leadership like Orcs
and Goblins or Skaven could absolutely fall apart with this spell in
play. The real key to the spell is the domino effect caused by failed
tests. Once you've cast the spell, you find any and every means of
forcing Leadership tests on enemy units. Panic, Fear, Break Tests,
Reforms, Restraints... Failure at any of these things with start a
collapse for everything in the area. It could be as cruel as failed
Primal Fury tests for Beastmen. There will be something of an art
form to getting the caster into a good location, and then preying
upon targets with vulnerable Leadership in order to drag down their
more disciplined comrades.
Given
the small range and area effect nature of Shroud of Despair,
it will most likely be seen on a Sorceress on a flying mount, or
perhaps in a Cold One Knight or Dark Rider unit – something with
speed which can plunge straight into the centre of enemy formations
and break them apart. It would not be unlikely to see the whole
centre of the enemy line fold under the pressure of combined charges
with this spell in play. Steadfast doesn't mean anything if you have
no Leadership and no re-rolls...
The
second-last spell in the Lore is Soul Stealer. It's a direct
damage spell with an 18” range (when cast on an 11+), which can be
doubled to 36” (for an increased cost of 14+). It places a small
round template which scatters D6”. Models hit by the template
suffer a Strength 2 hit with no armour saves. For each wound
inflicted, the wizard rolls a D6 and gains an extra wound on the roll
of a 4+.
This
spell isn't really about inflicting catastrophic damage. Even if the
spell doesn't scatter, you might be looking at maybe 6 wounds if you
can land the template right in the middle of a large, Toughness 3
unit. Unless you're working in tandem with a caster using the Lore ofShadow (in order to lower the target's Toughness with The
Withering), you're never going to blow a great gaping hole in a
unit. If you do manage to score a decent number of wounds however,
you're a good chance to double the wounds on the casting Sorceress.
It caps out at 10, however it's unlikely you would ever get that far
without freak rolling (or the aforementioned Withering
combination). Nevertheless, a Sorceress with a good Ward Save on a
Dark Pegasus could prove extremely hard to remove if she had 6 or 7
wounds to her name. Thank goodness they took the Pendant of Khaleth
away...
And
finally we come to Arnzipal's Black Horror. It's a magical
vortex that moves a number of inches equal to an artillery dice
multiplied by the caster's level. The basic casting level of 15+
gives you a small template, whilst boosting it to a 25+ will upgrade
this to the large template. As with all such spells, rolling a
misfire would be a mistake; don't do that.
Models
touched by the template must take a Strength test to avoid being
slain outright. Comparisons with Purple Sun of Xereus (from
the Lore of Death) are inevitable, and we'll get to that, however
this spell has a significant difference (one that may be a prelude to
how such “super spells” will be done heading into 9th
edition) – models get to take a ward save to avoid perishing. So
ward saves and Magic Resistance will actually go some way to reducing
the effectiveness of the spell.
So,
comparing Black Horror to Purple Sun. Obviously they're
very similar spells, although one uses Initiative and the other uses
Strength. In the case of your average human, the result is the same –
a 50% chance of instant death. However, the two stats vary wildly as
you look across the range of potential targets. One of the lethal
aspects of Purple Sun is that most large, dangerous single
models possess a rather miserable Initiative. However, these same
models almost always have a high Strength value (it's part of what
makes them count as “dangerous”. Sorry Bastiladon, you really
don't count). This is not to say that they can't die to Black
Horror – just that they're far more likely to shrug off its
effects.
Apart
from this however, what you will generally find is that Black
Horror is a more consistent spell. Certainly when you're talking
about units of troops, Strength values tend to vary very little. Very
few units have Strength 2, and not a lot have Strength 5 (remember
that weapon bonuses don't count here). So really, most things are
either 3 or 4. This means that most targets are going to fail a half
to a third of their tests. Some might get a save thanks to the
provision for ward saves, but let's face it – we're not all Daemon
players.
On
the flip side, Purple Sun is far more variable because
Initiative values are all over the shop. There are plenty of targets
out there with Initiative 5 or even 6. There are also a lot with 2,
or even 1 (alas, poor Saurus). This means the spell has targets it's
not really going to hurt, and targets to which it's going to do
terrible, terrible things. So the spell can be largely irrelevant, or
the whole game can revolve around the potential of it being cast.
Whether this wild variation is a good or bad thing, I guess it's a
matter for personal taste. A spell that is almost certain to win some
games is probably more valued than one that will always be dangerous,
but is not going to wipe out whole units.
One
thing the two spells to have in common however, is their effect on
war machines. Since these automatically fail both Strength and
Initiative tests, the result will be the same from either spell. If
you can get a model into a position to unleash either of these spells
down an artillery line, it's game over.
One
way in which Purple Sun of Xereus is more consistent than
Arnzipal's Black Horror is range. Purple Sun travels
the same distance (artillery dice multiplied by 3) regardless of who
is casting it. On the other hand, Black Horror's range is
dependent upon the casting level of the Sorceress (artillery dice
multiplied by the level). So a level 1 Sorceress is pretty useless
with the spell unless she's planning to be in close combat before
casting it. A level 2 might do a bit better. A level 3 gives the
spell the same range as Purple Sun. A level 4 can potentially
toss the spell a full 40”, which would most likely see it flung
straight across (and off) the board. For a spell that automatically
kills war machines, this is a handy possibility. Of course, it means
a level 4 caster will get better value from the lower rolls on the
dice too, and even a 4 or 6 might be enough to get the job done.
The
long and short of all this range business (ha ha ha... Yeah, I know)
is that players will most likely not be taking Arnzipal's Black
Horror on a low-level caster and then just giggling and tossing 6
dice at it, careless of any resulting miscast. It's only really going
to be effective on a lord-level caster, in which case a miscast will
probably have more major ramifications for the game. So between this
and the ability to take ward saves against the effects of the spell,
Black Horror is relatively tame (if still extremely scary for
plenty of targets).
How
will it be used?
So,
how often are we likely to see the Lore of Dark Magic in action? I
suspect the answer is that we will see plenty of Dark Elf players
using it, despite having 8 other Lores to choose from. The Lore has a
lot going for it.
Of
the 8 spells here, half of them are extremely good. Doombolt,
Word of Pain,
Shroud of Despair
and Arnzipal's Black
Horror are all top-notch
at what they do, and what they do covers a variety of purposes.
Direct killing power, the ability to cripple a unit in combat, and a
spell that cuts the heart out of the leadership of the enemy army.
The remaining spells all have a use, although Soul
Stealer is somewhat
lacklustre unless your Supreme Sorceress has been killing herself
casting Power of Darkness
and really needs some more wounds...
Apart
from having a good spread of spells, Dark Magic has a couple of other
advantages that should see it get regular use. The choice of 2
Signature Spells ensures that no Sorceress is ever going to be
stranded with no useful spells. The +1 casting bonus from Hekarti's
Blessing is also something that people might not want to throw away.
It's true that there will still be Sorceresses using other Lores for
specific purposes (for access to particular spells such as Searing
Doom
in the Lore of Metal), but the Lore of Dark Magic covers most bases
pretty well.
Great write up and a lovely read!
ReplyDeleteDark Magic is really good and Word of Pain is an absolute must. It wrecks my High Elf archers!
spiteful conjuration with the bubble nature of shroud shoun't be forgotten. often you will be rolling lots of dice to ge the spell off so affecting multiple enemy units with bonus hits is great, especially if that triggers a panic test or two.
ReplyDeleteword of pain / blade wind is a great combo. and blade wind is good for horde thinning could be good for getting rid of hordes of skaven slaves or those hundred night goblin units. It also has the killing power of a final transmutation on things like empire halbardiers.
I find a bolt to the face wrecks high elf archers