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TOW Cold One Stupidity Mitigation - Wizarding Hat + Troll Magic

Temple Guard

Gothmog Lord of Balrogs

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For now this works, but would not be surprised if in the future we see the Wizarding Hat FAQ'd to exclude faction specific lores.

However, the newest lore of magic for the Trolls has the following spell
Big Smartz (signature spell)
Type: Enchantment
Casting Value: 8+
Range: Self
Effect: Remains in Play. Whilst this spell is in play, friendly units within the command range of this model may reroll any failed stupidity tests. Additionally, if a friendly unit within the command range of this model when this spell is cast failed its stupidity test during the Start-of-Turn sub-phase of the same turn, it may immediately make this test again.

Now if we takes a Scar Vet or Old Blood on a Cold One and put it in the unit, for 45 points they can take a Wizarding Hat (pg 342 BSB)

This makes them stupid, which they already are, so no negative effect. BUT it also makes them a level 1 wizard with a randomly generated spell from the lore of your choosing. Since Big Smartz is signature, you'd always be able to swap for it.

If you REALLY wanted to make them work, you do it with an old blood to bump up your magic allowance, as the wizarding hat makes them a wizard, opening up arcane items, allowing you to take a power scroll or more importantly, an Itxi Grub, seeing as as old blood can reliably pass a toughness test.

You could also then take the hide of the cold ones on him as well, as you have enough points and you'd get to a 2+ save. And the stacking of stupidity doesn't matter.

Is this good/worth it? Almost absolutely not. But if you really really want to lean into cold ones, or run a sufficiently large block, maybe an option to mess around with.
 
I wouldn’t take an oldworld on it but it’s a good idea for a scarvet on cold ones. The only problem is …. Can you cast spells bearing armour? Probably not? (Even if the demon lord can do it)
 
The other question is (sorry for double post but wanted to differentiate it) it would be worth to have it on an another caster and take signature spells like Tzeentch or something?

The third question are you sure that with “lore of magic” are not intended just those from the army book?
 
However, the newest lore of magic for the Trolls has the following spell
Big Smartz (signature spell)
Type: Enchantment
Casting Value: 8+
Range: Self
Effect: Remains in Play. Whilst this spell is in play, friendly units within the command range of this model may reroll any failed stupidity tests. Additionally, if a friendly unit within the command range of this model when this spell is cast failed its stupidity test during the Start-of-Turn sub-phase of the same turn, it may immediately make this test again.
Where can I find this? It's an army rulebook?
 
I wouldn’t take an oldworld on it but it’s a good idea for a scarvet on cold ones. The only problem is …. Can you cast spells bearing armour? Probably not? (Even if the demon lord can do it)

The wizarding hat is in the official FAQ, saying it works with characters wearing armor and they can still cast spells.
 
I wouldn’t take an oldworld on it but it’s a good idea for a scarvet on cold ones. The only problem is …. Can you cast spells bearing armour? Probably not? (Even if the demon lord can do it)

They addressed this in the FAQ. You can. Armour does not affect the spells of Wizarding hat.
 
Does have any of you the link to these FAQ? Is not in mines....
 
As cool as this would be, I think it doesn't work. The faction specific lores require a special rule. Here's ours:

"A Wizard with the ‘Lore of Lustria’ special rule may discard one of their randomly generated spells as normal. When they do so,
they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below."

You can't just pick a spell from faction specific lores, you need to swap a randomly generated spell from another lore.
 
As cool as this would be, I think it doesn't work. The faction specific lores require a special rule. Here's ours:

"A Wizard with the ‘Lore of Lustria’ special rule may discard one of their randomly generated spells as normal. When they do so,
they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below."

You can't just pick a spell from faction specific lores, you need to swap a randomly generated spell from another lore.



Except the Lore of Troll magic is a full lore with 6 spells and a signature. It's a whole new lore to generate from and not one taken in lieu of like lustria.

In the Arcane Journal it states
"In addition to the Lores of Magic detailed in the Warhammer the old world rulebook, some wizards, especially those with an affinity for trolls, may know spells from the Lore of Troll Magic. As usual if it is stated that a Wizard knows spells from one of a number of Lores of Magic, you must choose one of these lores when writing your muster list."

So this is just a whole new lore similar to Waaagh magic in the BTB. Normally only orcs & gobbos can access that in the BTB, however a Wizarding hat would be able to too.

This is just in a different book where it most often will be used, but it does not specify in the Lore that it must be a Troll or orc or gobbo. Just that wizards may know spells from it

But new take away, no one could use the hat in reverse to take a lustrian spell due to its restrictions
 
Ooooh, that changes things. In that case I can't see why this wouldn't work.
 
The other question is (sorry for double post but wanted to differentiate it) it would be worth to have it on an another caster and take signature spells like Tzeentch or something?

The third question are you sure that with “lore of magic” are not intended just those from the army book?

So you wouldn't want to take the Wizarding hat on a wizard. The first part of it is "the character is a level 1 wizard", so right out your level 2, 3 and 4 guys are nerfed by it.

Next, it makes you stupid.

Next- it's 45 points. Chances are it eats up to much wargear your rather have on someone who's already a wizard.

Lastly, it's more expensive than an arcane familiar that can at least let you dabble in multi-lores.
 
Except the Lore of Troll magic is a full lore with 6 spells and a signature. It's a whole new lore to generate from and not one taken in lieu of like lustria.

In the Arcane Journal it states
"In addition to the Lores of Magic detailed in the Warhammer the old world rulebook, some wizards, especially those with an affinity for trolls, may know spells from the Lore of Troll Magic. As usual if it is stated that a Wizard knows spells from one of a number of Lores of Magic, you must choose one of these lores when writing your muster list."

So this is just a whole new lore similar to Waaagh magic in the BTB. Normally only orcs & gobbos can access that in the BTB, however a Wizarding hat would be able to too.

This is just in a different book where it most often will be used, but it does not specify in the Lore that it must be a Troll or orc or gobbo. Just that wizards may know spells from it

But new take away, no one could use the hat in reverse to take a lustrian spell due to its restrictions

That's right I'd missed that. Yeah you have to know a randomly spell generated from a lore (that can be generated randomly), so if this is a full lore you can do that! Interesting for a scarvet on cold one should i say. (on a flank so away from dispel range before you charge)
 
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