Carnasaur
Caneghem
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Anything you cast on your troops to improve their performance, short of movement spells. I will reserve movement spells for the last section. As always, assumptions are Slann in TG and at least one skink assistant. In order from worst to best.
Flaming Sword of Rhuin - 5+ - Self Cast only, remains in play - A +1, always hit on 2+, str +3
The Self Cast thing is what makes this worthless to Lizardmen, as otherwise you could throw this on a str4 skink chief with the Cloak of Feathers and turn him into a str 7 monster who has flying charges. Even if this were possible though, the whole remains in play aspect would cut back the effectiveness. Basically if your Slann is in close combat, things are going extremely badly and this spell won't save you. But it might be fun to cast, for that story about the time your Slann killed some chaos knights.
Synergies - Warrior mages, of which LM have none.
Pha's Illumination - 5+ - US1 character within 12", remains in play - A=3 Str=5, magic weapons count as normal weapons when used against target
The attack boost isn't anything to write home about, and it in fact weakens the profile of a Scar-Vet. The one thing it might help against is very powerful magic weapons wielded by enemy characters, but even then it will probably only be worth casting once a game. Extremely situational, but at least it's cheap to cast.
Synergies - Enemy army has a weapon of doom.
Guardian Light - 8+ - All friendly units within 12", remains in play - Immediately rallies and makes those in range immune to psych
Another spell that might be useful to some other army, but Lizardmen really don't struggle with psychology problems like other armies. You might have some cause to cast this at some point when your Slann takes the lore of Light, but it is not all that essential. Even skink support units can have a kroxigor in them to prevent auto-break and failed charges due to fear.
Synergies - Bretonnians, Empire, other armies that have Ld issues. Armies with units that are stubborn, but not immune to psychology.
The Bear's Anger - 4+ - US1 character, self or within 12", remains in play - A +3, Str +2, T +1, can't use weapon
Well now, here's something that would be highly amusing to cast on a flying skink chief.. He goes to a decent level of strength and a great number of attacks to become a nasty killing machine. Speaking of which, saurus scar vets become juggernauts of doom at 7 attacks str 7 T 6. Impressive. Downside is of course the remains in play aspect, meaning you will be saving this for the end of your magic phase. This means you will need to cast this spell into combat to really give it a chance to be used.. Or you can cast it on the Jag Charm Scar-Vet before his flying charge goes off. Overall though, Scar Vets are already deadly enough and skink heroes (except maybe the chief) are still not combat ready after the spell.
Synergies - Portent of Far, as you'll be seeing mostly 2+'s to wound.
Celestial Shield - 7+ - Friendly Unit 24", LOS, remains in play - 4+ ward to all missiles
You may find this one useful if you find yourself having to expose a key unit to fire for one turn. Say you had to land your terradons in a key location that is exposed to fire for a turn to get LOS on a warmachine, this spell will halve all damage against them. Also nice to throw onto a unit that your enemy is hell-bent on destroying to force them to shift targets. Your Stegadon might be in sight of 2 cannons waiting to engage next turn, and you might feel that a 4+ ward is the way to go. For the most part, you will have decent skink screening and such, so this may be the spell you drop for Portent of Far.
Synergies - Units vulnerable to shooting, needing to be in an exposed position.
Second Sign of Amul - 5+ - no target - Adds D3 rerolls to hit, wound, armor save, or ward saves that turn.
Not bad at all, it may not be as great as portent of far, but it is a bit more flexible. It is good for times when you have a "key roll" to make. Say your Oldblood with the Blade of Realities misses with a 2 or 3, or your giant bow fails to wound a juicy target. It's not totally essential, but it's still really good. And not remains in play.
Synergies - "Big rolls", like BoR, Giant Bow, etc.
Shades of Death, Walking Death - 9+ - Friendly unit within 12", remains in play - Unit gains fear, fear causers promoted to terror causers
One is in the Shadow book, one in Death. These are pretty interesting spells, and can have potentially game winning effects... or be totally useless. A lot depends on your army composition and the enemy's. If you are making a big killer block of troops (TG for example), this spell gives them that nifty ability to auto-break enemy units. Don't forget, cast this on that little support unit of skinks with kroxigor, and suddenly that unit can cause some terror checks. Cast it on your cavalry who just charged some fear causing enemy cav, and you can suddenly auto-break them if you win by even a little. This one rewards creativity, and that gives it a solid standing in my mind. Of course it won't get top honors, since some armies totally scoff at psychology altogether.
Synergies - Skrox units, hunting packs, and other units who can gain a "surprise terror check" out of the spell. Big combat res blocks of LM fighting stubborn enemy troops who aren't immune to psych.
The Howler Wind - 7+ - Self, remains in play - No unit within 12" of caster may be targeted with shooting str4 and below.
The anti-gunline spell, within the anti-gunline Lore. You'd be surprised how many units can huddle into within 12" of your Slann. You just have to be sure you get this spell to go off. Not much in the way of standard shooting is above strength 4. Even skaven ratling guns don't get to pound your advancing troops. It also allows for more landing places for your terradons to land, and makes a forward unit of skink skirmishers less necessary, so that your unscreened line can quickly get to range on the shooting lines.
Synergies - Any sort of gunline with lots of lines of shooting troops.
Portent of Far - 5+ - Friendly unit within 12" - Reroll 1's to hit and to wound until end of turn
Well you may have guessed I love this spell, since I've referenced it in nearly every other spell entry in the book. One reason is, as a LM player you are always able to grab this spell on at least one of your priests. Simply put, this spell has an insane level of usefulness throughout the army. On a Slann, his spells are more likely to hit home. Oh and it effects his whole unit, so his Temple Guard and any characters joined will do a good chunk of extra damage with all of those rerolls. On a unit of spearmen with 24 attacks, you are looking at great damage potential. Heck, cast it on a salamander about to get off a great shot with his template and watch the damage rack up. Or a unit of 3 razordons. Endless usefulness, I recommend taking this on every skink priest. It's also not a remains in play spell, which means your casters won't be inconvenienced.
Synergies - Everything.
Ten more done, putting us at 34/48. Next will be debuffs!
Flaming Sword of Rhuin - 5+ - Self Cast only, remains in play - A +1, always hit on 2+, str +3
The Self Cast thing is what makes this worthless to Lizardmen, as otherwise you could throw this on a str4 skink chief with the Cloak of Feathers and turn him into a str 7 monster who has flying charges. Even if this were possible though, the whole remains in play aspect would cut back the effectiveness. Basically if your Slann is in close combat, things are going extremely badly and this spell won't save you. But it might be fun to cast, for that story about the time your Slann killed some chaos knights.
Synergies - Warrior mages, of which LM have none.
Pha's Illumination - 5+ - US1 character within 12", remains in play - A=3 Str=5, magic weapons count as normal weapons when used against target
The attack boost isn't anything to write home about, and it in fact weakens the profile of a Scar-Vet. The one thing it might help against is very powerful magic weapons wielded by enemy characters, but even then it will probably only be worth casting once a game. Extremely situational, but at least it's cheap to cast.
Synergies - Enemy army has a weapon of doom.
Guardian Light - 8+ - All friendly units within 12", remains in play - Immediately rallies and makes those in range immune to psych
Another spell that might be useful to some other army, but Lizardmen really don't struggle with psychology problems like other armies. You might have some cause to cast this at some point when your Slann takes the lore of Light, but it is not all that essential. Even skink support units can have a kroxigor in them to prevent auto-break and failed charges due to fear.
Synergies - Bretonnians, Empire, other armies that have Ld issues. Armies with units that are stubborn, but not immune to psychology.
The Bear's Anger - 4+ - US1 character, self or within 12", remains in play - A +3, Str +2, T +1, can't use weapon
Well now, here's something that would be highly amusing to cast on a flying skink chief.. He goes to a decent level of strength and a great number of attacks to become a nasty killing machine. Speaking of which, saurus scar vets become juggernauts of doom at 7 attacks str 7 T 6. Impressive. Downside is of course the remains in play aspect, meaning you will be saving this for the end of your magic phase. This means you will need to cast this spell into combat to really give it a chance to be used.. Or you can cast it on the Jag Charm Scar-Vet before his flying charge goes off. Overall though, Scar Vets are already deadly enough and skink heroes (except maybe the chief) are still not combat ready after the spell.
Synergies - Portent of Far, as you'll be seeing mostly 2+'s to wound.
Celestial Shield - 7+ - Friendly Unit 24", LOS, remains in play - 4+ ward to all missiles
You may find this one useful if you find yourself having to expose a key unit to fire for one turn. Say you had to land your terradons in a key location that is exposed to fire for a turn to get LOS on a warmachine, this spell will halve all damage against them. Also nice to throw onto a unit that your enemy is hell-bent on destroying to force them to shift targets. Your Stegadon might be in sight of 2 cannons waiting to engage next turn, and you might feel that a 4+ ward is the way to go. For the most part, you will have decent skink screening and such, so this may be the spell you drop for Portent of Far.
Synergies - Units vulnerable to shooting, needing to be in an exposed position.
Second Sign of Amul - 5+ - no target - Adds D3 rerolls to hit, wound, armor save, or ward saves that turn.
Not bad at all, it may not be as great as portent of far, but it is a bit more flexible. It is good for times when you have a "key roll" to make. Say your Oldblood with the Blade of Realities misses with a 2 or 3, or your giant bow fails to wound a juicy target. It's not totally essential, but it's still really good. And not remains in play.
Synergies - "Big rolls", like BoR, Giant Bow, etc.
Shades of Death, Walking Death - 9+ - Friendly unit within 12", remains in play - Unit gains fear, fear causers promoted to terror causers
One is in the Shadow book, one in Death. These are pretty interesting spells, and can have potentially game winning effects... or be totally useless. A lot depends on your army composition and the enemy's. If you are making a big killer block of troops (TG for example), this spell gives them that nifty ability to auto-break enemy units. Don't forget, cast this on that little support unit of skinks with kroxigor, and suddenly that unit can cause some terror checks. Cast it on your cavalry who just charged some fear causing enemy cav, and you can suddenly auto-break them if you win by even a little. This one rewards creativity, and that gives it a solid standing in my mind. Of course it won't get top honors, since some armies totally scoff at psychology altogether.
Synergies - Skrox units, hunting packs, and other units who can gain a "surprise terror check" out of the spell. Big combat res blocks of LM fighting stubborn enemy troops who aren't immune to psych.
The Howler Wind - 7+ - Self, remains in play - No unit within 12" of caster may be targeted with shooting str4 and below.
The anti-gunline spell, within the anti-gunline Lore. You'd be surprised how many units can huddle into within 12" of your Slann. You just have to be sure you get this spell to go off. Not much in the way of standard shooting is above strength 4. Even skaven ratling guns don't get to pound your advancing troops. It also allows for more landing places for your terradons to land, and makes a forward unit of skink skirmishers less necessary, so that your unscreened line can quickly get to range on the shooting lines.
Synergies - Any sort of gunline with lots of lines of shooting troops.
Portent of Far - 5+ - Friendly unit within 12" - Reroll 1's to hit and to wound until end of turn
Well you may have guessed I love this spell, since I've referenced it in nearly every other spell entry in the book. One reason is, as a LM player you are always able to grab this spell on at least one of your priests. Simply put, this spell has an insane level of usefulness throughout the army. On a Slann, his spells are more likely to hit home. Oh and it effects his whole unit, so his Temple Guard and any characters joined will do a good chunk of extra damage with all of those rerolls. On a unit of spearmen with 24 attacks, you are looking at great damage potential. Heck, cast it on a salamander about to get off a great shot with his template and watch the damage rack up. Or a unit of 3 razordons. Endless usefulness, I recommend taking this on every skink priest. It's also not a remains in play spell, which means your casters won't be inconvenienced.
Synergies - Everything.
Ten more done, putting us at 34/48. Next will be debuffs!