It's
been quite a while since I reviewed a Lore of Magic, but there are
plenty that we have not yet looked at. Today we will start looking at
those found in the Daemons of Chaos book, starting with the Tzeentch.
What
does it do?
Being
an older Lore from a 7th edition army book, the Lore of Tzeentch does
not possess a Lore Attribute. Therefore we can move straight onto the
spells themselves. Again because the spells are pre-8th edition, none
of them have boosted casting values. Keeps things simple, right?
Flickering
Fire of Tzeentch is
what serves as the Signature Spell in this Lore. It's a magic
missile with an 18" range - not a great range, but adequate. As
with many old spells, the casting value is very cheap - it requires a
4+. The damage from Flickering
Fire is
highly variable, however. It generates D6+1 hits, with a strength of
D6+1 (the hits are flaming, as per the FAQ for the Daemon book). This
means it has the potential to deliver a pitiful 2 strength 2 hits, or
7 hits at a frightening strength of 7.
In
other words, it could do nothing, or bring down a large target with a
single blast. This sort of unpredictability tends to make the spell a
nightmare for opponents when it comes to dispelling. Do you rely upon
the player rolling poorly on at least one of the dice, or do you stop
it on the off chance that the spell is going to hit with brutal
force? The decision gets harder when the target is something
relatively vulnerable, like a chariot - where you only need a decent
roll on each dice to threaten it. A light chariot, Eagle or fast
cavalry unit won't appreciate an average roll of 4-5 hits at strength
4-5.
The
low casting value, coupled with the ability to get multiple copies
(thanks to its being the Signature Spell and the first spell each
unit of Horrors receives) means it's quite possible to throw several
attempts of Flickering
Fire each
turn - further compounding the misery of your opponent as he tries to
decide what to dispel.
In
short, Flickering Fire is a decent spell which is well worth the
casting cost. It's not a reliable way to do damage, but it has great
potential if the dice are on your side.
The
casting value of 3+ is also a bit misleading. A spell that cheap can
easily be cast with a single dice, however there is a very real risk
that you will roll a 1 or 2, and the spell will fail automatically
(regardless of the low casting cost). That wasn't the end of the
world in 7th edition - you could just write the dice off and move on.
However, in 8th edition the wizard will lose the opportunity to cast
his remaining spells due to the failed casting. So you can't just
casually toss a dice at a chance to get between one and three bonus
dice - not without taking a risk. Throw more than one or two dice at
the spell, and your opponent will just let it through - so it's
really all about the single dice attempt. With a decent spell backing
it up, there is a high risk vs high reward equation. So, do you feel
lucky, punk?
The
next spell is Glean
Magic.
The caster targets an enemy wizard he can see, and then steals one of
the target's spells and casts it as his own. Glean Magic can be
dispelled, but the stolen spell cannot - it automatically goes off at
its base casting level. Obviously, the usefulness of this spell
depends upon what the caster can see. If he has an enemy wizard with
powerful spells in his sights, your opponent will be very worried by
the damage you can do. On the other hand, a Dwarf player will
probably laugh at you when you roll up the spell (if he is unkind).
The
casting level of Glean
Magic might
be seen to be largely irrelevant at 7+. It will commonly come into
play when a lethal spell like The
Dwellers Below
is being targeted, and hence both players will be throwing everything
at their disposal. The low casting value is most likely to matter
when the caster goes through his phase casting other spells,
deliberately holding a single dice back at the end. Does your
opponent dare spend most of his dispel dice on the earlier spells,
knowing that with a single dice you could pilfer his copy of Purple
Sun of Xereus and
butcher half his army? In situations like that, you don't even have
to cast Glean
Magic
successfully - just having the ability to cast it will give your
opponent issues, and see dispel dice being hoarded just in case.
A Lord of Change - greatest practitioner of the Lore of Tzeentch |
In
many ways, Glean Magic can offer a lot of flexibility to your army.
There are limits to what the spells from a single Lore can offer, but
when you have your opponent's spells on offer as well, you
potentially double your options.
Gift
of Chaos is
an area affect spell. It hits all enemy units within 12" and
inflicts D6 strength D6 hits - even in combat. The strengths and
weaknesses of this spell are similar to Flickering
Fire -
the spell has the potential to be harmful, but it is by no means
guaranteed. Unlike Flickering
Fire however,
Gift
of Chaos doesn't
boost each roll by 1. So the worst case, best case and average
scenarios are all less impressive.
With
a limited range and pretty moderate threat level to targets, Gift
of Chaos will
often feel like an underwhelming option. If you're only going to hit
a few units, your opponent will most likely accept that each unit
will cop a few hits at moderate strength and move on. As with most
things however, there will be times when the spell comes into its
own. If your forces are tangled up with a dozen small targets, with
diverters and harassing units abounding, Gift
of Chaos has
the potential to clear the lines a bit. Even though on average the
spell is only doing 3-4 strength 3-4 hits, if you get enough chances
to roll then you're going to hurt something and your opponent will
know it.
It
will never be worth throwing a lot of dice at the spell, but a
casting level of 9+ can be achieved with a minimum of fuss. Then your
opponent has to decide whether to give you the chance to roll well
and cream his more vulnerable targets (and potentially mess up
combats that had previously been under control), or if it's best to
stop it and let other stuff through.
The
second last spell in the Lore of Tzeentch is Bolt
of Change.
In 7th edition, before spells like The
Dwellers Below and
Okkam's
Mindrazor began
to hog the limelight, Bolt
of Change was
one of the most feared spells in the game. If you're a character on a
Dragon (or some other "vulnerable" target), it's still
one
of the most terrifying spells around. It's an 18" magic missile,
which once again does a random number of random strength hits.
However, this time we're talking 2D6 hits and strength D6+4. That's
an average of 7 hits at strength 7 or 8. That is dangerous, to say
the least. No single model or small unit wants to cop that sort of
punishment. Anyone whose general has borne the brunt of 11 strength
10 hits (yes, I've seen it happen - that poor Dragon) will tell you
that Bolt
of Change is
a terrifying spell.
The
great strength of Bolt
of Change is
that for many targets, it effectively eliminates one of the random
rolls. Where Flickering
Fire can
hit at strength 2, Bolt
will
hammer in at strength 5 at least. You can still roll a miserable 2
hits (disappointing as that would be), but the odds are stacked
toward something more favourable.
There
will always be a target that can't afford to be hit by Bolt
of Change.
So long as you have this spell, it will be top of your opponent's
list of "things that must not happen". The casting value is
a 12+, but expect the dice on both sides to be totalling more than 20
most of the time where this spell is involved - it's far too exciting
or terrifying (depending on who you are) to expect to see anything
less.
The
final spell in the Lore is Tzeentch's
Firestorm.
After the apocalyptic potential of the previous spell, this one feels
like a bit of a let-down. It's a 24" magic missile which
inflicts 2D6 flaming hits at strength 5. Additionally, each 3 unsaved
wounds inflicted results in a Horror being created in a new unit near
the target (so it will be a unit of between 1 and 4 Horrors, assuming
you do at least 3 wounds).
So
then, this spell has 2 main uses. The first is to cull or wipe out
enemy units, which it is reasonably adept at. The spell will most
likely claim light targets with a single shot. It also does enough
damage to cause a panic test on a moderate-sized unit, should you
find a suitable target outside of the enemy's bubble of reliability
(within range of the BSB and general).
The
second purpose of the spell is to create at least one Horror, with
which to mess with your opponent's charges or movement. The Horror
will most likely lead a short and eventful life, and will yield 50
victory points at the end of it. However, the ability to intercept an
impending charge and delay it for a turn can potentially be
game-changing. This is where Tzeentch's
Firestorm has
an advantage over Bolt
of Change -
it won't do as much damage, but it will
do
some damage. And many opponents are more likely to let this spell
through in order to save dice for the other one. In the right
situation, it could prove their undoing.
How
will it be used?
Heralds
of Tzeentch are the only ones in the army that can be upgraded to
level 2 wizards - in fact they come with the upgrade. They are the
designated spell-casters in the army, and only an upgraded Greater
Daemon offers more firepower in the magic phase. However, you rarely
see the Lore of Tzeentch used. This is due to the obvious advantages
offered by the Daemonic Gift, Master of Sorcery. It doesn't really
matter whether the spells in the Lore are handy when you can spend 25
points and not only gain access to one of eight new Lores, but also
know all the spells in it thanks to Loremaster. This is an incredibly
powerful ability, and one that will doubtless be changed when the
book gets a revision.
You
most frequently see the Lore of Tzeentch being used by units of
Horrors - the one place where the player has no choice in the matter.
Often you're talking about minimum units of 10 models, resulting in
multiple copies of Flickering
Fire being
bandied about and little else. Players would happily cast Bolt of
Change from the units, however to qualify for that spell there need
to be at least 26 Horrors in the unit, and things start getting
pretty expensive - especially when you want more than that, in order
to prevent the enemy just shooting a couple and ruining your game
plan.
Given
the potential versatility offered by Glean
Magic and
the sheer threat potential of Bolt
of Change,
it is a little disappointing that we don't see the Lore being used
more often. Unfortunately with a moderate Signature Spell and a
couple of spells that could be better, it's best suited to characters
who can pick and choose their spells - or who come with Loremaster.
That means that apart from Horrors, the most likely character to
choose the Lore of Tzeentch is a Lord of Change. A player taking the
Greater Daemon and choosing not
to
get Master of Sorcery will not really be choosing a sub-par option -
just a less popular one.
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