Wednesday 28 March 2012

Lores of Magic: High Magic

This is the first in a series of articles on the lores of magic in 8th edition. Getting a selection of 9 lores plus the true magic has always been a strength of the High Elves. Since I am new to 8th edition I am starting with High Magic...


High Magic gives you cheap spells that augment your forces, the ability to shut out enemy big spells and access to Vaul's Unmaking and Flames of the Phoenix. Lets look at the list one by one.

Drain Magic - 3/5

Spells are bigger this edition and magic phases are more streamlined. This spell has always been good and I don't think that has changed. Power dice are at more of a premium and the 'top tier' forces all make good use of magic. Being shifty elves we want to be able to give pause to those kinds of plays. It is however situational and difficult to use well, do you throw before or after your big spell for instance?

Shield of Saphery - 4/5

It reduces the effectiveness of your enemies best units by a third. It is great but when you need it the most you can bank on a concerted dispel effort.

Curse of Arrow Attraction - 2/5

A very situational spell that can't help you actually kill things you wouldn't otherwise kill. Good on that one turn where you really must nail the warmachine, chameleon skinks or fast cavalry but otherwise its just not a great spell even in lists made of archers.

Courage of Aenairon - 2/5

You shouldn't be depending on magic to do things as basic as keep your guys in combat simple as that.

Fury of Khaine - 1/5

You have access to all the lores so if you want this sort of thing take something more suitable. If your rolling high you should always be disappointed with Fury.

Flames of the Phoenix - 5/5

As an elite army one of your biggest threats is huge units taring you up, or worse just plan beating you up. Flames is one of the top things, let alone spells, in the game for beating up on that unit of 40 mooks coming for you. Every time you get this make sure your opponent knows what it does because he will squirm every time you pick up the dice for it.

Vaul's Unmaking - 3/5

Another situational spell but this one is a proper game changer when it is useful. Remove magic standards, ward saves from characters and always strikes first items along with whatever else you fancy. The range is short but if you can get it off its both destructive and demoralising for the nice chap on the other side of the table.

So that is it for High Magic. Overall I rate this lore 6/10 because its situational and there are some spells you just don't want to see. I would take it if I wanted both Drain and Shield with the hopes of rolling up Flames. Your five spell archmage with silver wand doesn't want this lore because there aren't five spells worth having here anymore.

James

Colophon: After googling for high magic with safe search off I expected a stoner or some such to amuse me most but this did so here it is. If the owner of the image wants it removing he will need to notify me otherwise there it stays.

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