How about some jungle-themed versions? of some of the existing endless spells.
Instead of a wall of crystals....a wall of bamboo spikes.
Instead of a wave of disgusting ghost/skullz....a wave of snakes and venomous things.
Etc.
Meh, if they're merely themed variants it's too much of a rip-off to feel very satisfying. They need to have quite different effects.
I'd like if they'd play around our whole "slann remember things into existing"-thing.
A neat one could be
- Summon memories of battle: summon a unit the slann remembered. Basicly acts like a normal unit, so it can move and fight and whatnot. Also unlike other endless spells you will never lose control over it. It can't take objectives though. But aside from being dispelled like normal endless spells it can also be "killed" by shooting and/or stabbing it. Has a healing ability similar to nurglings, so if you wanne kill it it has to be done in a single combat phase. Also, unlike other spells it isn't subjected to the rule of 1, feels like it should not be limited by that given what it represents. Though there should be a hard limit on how many of em you can field at a time. Say 1 per seraphon caster in your army and 1 extra for each slann in your army. Seems like a neat lil hybrid between endless spell and unit and it fits with our fluff. We could have several variations of it with each filling a different niche (e.g. infantry, a big monster, cavalry, or a unit with some nasty special rule).
Besides that some other options would be
- Temporary summons of our units. E.g. dump a bastiladon in front of his army in a nice lil choke-point for 1 turn to eat the entire charge, after that turn it just dissapates regardless of it being killed or not. This should not have the usual restrcitions on summoning, as temporary summons wouldn't be able to deal with the distances, but should come with other drawbacks. For example, worse stats than the normal permanent variations.
- Reinforcing of existing units. This spell would
not heal. Thus distinguishing itself from the usual ressing and healing stuff. It'd help us deal with the mortal wound spam & it'd lead to some interesting tactis, like turning a minimum size warriors unit from a bloodclaw starhost into a surprise horde.
Though neither of those are really endless spells anymore I guess.
As for more jungle/seraphon themed stuff:
- Summon nests of snakes and other venomous stuff: summon 3 nests, all non-seraphon suffer minor damage when they move through a small zone around it or start their move inside of it. The size of the zone doubles each turn as the snakes go out of their lil nest and start seeking out those who would oppose the great plan.
- Meteor rain: summons meteors on a certain spot. Everything with a large radius gets bombarded every turn. Roll a dice for each unit affected on a 4+ it gets hit and suffers significant damage.
- Summon the wilds: summon a stampede of various big jungle creatures. They go on a rampage and trample stuff dealing damage. Units affected get swapped up in the stampede and are pushed aside a certain distance, move em up to X". This may not be in the direction the stampede originated from, but may be to the side.
- Do something with our spaceships. We cannonically have spaceships. In what is essentially a high-fantasy setting (AoS does not feel anywhere near as grimdark as other warhammer stuff). Why aren't we using em for anything?
- Create spawningpool: heals/reinforces seraphon. Can be corrupted by an enemy to instead damage us if they get a hero near it and pass a diceroll.
Frankly the memories of battle thing is the best one I can think of. It's unique, it fits with our fluff, it's interesting & it allows for a number of variations thus opening up a bunch of options. The rest is just variations of what already exists and not all that interesting...