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8th Ed. What were some iconic Lizardmen spells in Warhammer Fantasy

Terradon

Nielspeterdejong

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Hello everyone,

So I was interested in trying out 8th edition Lizardmen, and I was wondering if they had any spell or spell lore that were unique to them? Or which they often used?

If so, could you describe how it worked? I'm curious about what kind of magic they had.
 
You have lots of options in terms of magic:

Slann: any of the 8 main lores from the main rulebook, lore of high magic or all 8 battle magic signature spells.
Skinks: Lore of Heavens or Beasts


In terms of the Slann, the most popular of the BRB lores are: death, life, light, shadow. Additionally, taking the 8 signature spells (via Wandering deliberations) or loremaster High magic (via focus of mystery) are very very popular.

If you want to take magic that is unique to Lizardmen, then your only option is to take High magic. Lizardmen are among only three armies that can access it (High and Wood elves being the others) and we have a unique and very useful lore attribute.

My personal favorite for the Slann is taking the Lore of High magic with Focus of Mystery (loremaster). Having all 8 spells and the ability to swap out spells via the lore attribute is extremely versatile. It does require a bit more planning/strategy, but can be used to devastating effect. It contains some really useful spells and can address just about any phase of the game. You can watch a great tactica video on using High Magic here:


You can find some great information about the different spells of the various lores we have access to here:
http://www.lustria-online.com/threads/the-8e-lizardmen-handbook-updated-november-2nd-2014.13130/


Hope that helps :)
 
You have lots of options in terms of magic:

Slann: any of the 8 main lores from the main rulebook, lore of high magic or all 8 battle magic signature spells.
Skinks: Lore of Heavens or Beasts


In terms of the Slann, the most popular of the BRB lores are: death, life, light, shadow. Additionally, taking the 8 signature spells (via Wandering deliberations) or loremaster High magic (via focus of mystery) are very very popular.

If you want to take magic that is unique to Lizardmen, then your only option is to take High magic. Lizardmen are among only three armies that can access it (High and Wood elves being the others) and we have a unique and very useful lore attribute.

My personal favorite for the Slann is taking the Lore of High magic with Focus of Mystery (loremaster). Having all 8 spells and the ability to swap out spells via the lore attribute is extremely versatile. It does require a bit more planning/strategy, but can be used to devastating effect. It contains some really useful spells and can address just about any phase of the game. You can watch a great tactica video on using High Magic here:


You can find some great information about the different spells of the various lores we have access to here:
http://www.lustria-online.com/threads/the-8e-lizardmen-handbook-updated-november-2nd-2014.13130/


Hope that helps :)

Thank you, that sounds really interesting, and I will definately check the video out :)

Also, with regards to "focus of Mystery", what exactly does that do? You can select a total of 8 spells, and with that lroe you can swap out other spells?)
 
Thank you, that sounds really interesting, and I will definately check the video out :)

Also, with regards to "focus of Mystery", what exactly does that do? You can select a total of 8 spells, and with that lroe you can swap out other spells?)
Focus of Mystery gives you loremaster (high magic) which lets you take all the high magic spells but costs 35 points.
 
Focus of Mystery gives you loremaster (high magic) which lets you take all the high magic spells but costs 35 points.
Correct... and in my opinion it is well worth every one of those 35 points! :cool: I would never run a Slann with High Magic without the Focus of Mystery.
 
I duno I've heard good stuff about wandering deliberation as well (default spells from all 8 lores).
He tends to work better in an army with a lot of core units, and acts as general support.
since all the spells are cheep your opponent won't be able to counter them all and a lot tend to succeeded.
 
I duno I've heard good stuff about wandering deliberation as well (default spells from all 8 lores).
He tends to work better in an army with a lot of core units, and acts as general support.
since all the spells are cheep your opponent won't be able to counter them all and a lot tend to succeeded.
It is quite a potent choice as well. I know it is very popular, perhaps even more so than Focus of Mystery + High Magic. The reason I like Focus of Mystery better is that the lore attribute gives you the flexibility to swap for any signature spell you want... as a result you can grab the ones you need. However, High Magic gives you some very unique spells that Wandering Deliberations simply lacks; specifically Walk Between Worlds, Arcane Unforging and Fiery Convocation. Any of those spells can be game changers on their own. That said, you really can't go wrong with either choice; I have my personal preference but I can definitely see the merits of Wandering Deliberations as well. I think most people go with one of these two choices as opposed to randomly generating spells from a BRB lore.
 
Before 8th, my favorite was launching the Comet of Cassandora using a single skink priest.

It was glorious when it worked, my brother's armies learned to fear that spell even though it rarely was really that devastating. It was more the psychological torture of an impending comet that theoretically could wipe out half a unit in one go. Pending the dice gods approval of course.
 
Before 8th, my favorite was launching the Comet of Cassandora using a single skink priest.

It was glorious when it worked, my brother's armies learned to fear that spell even though it rarely was really that devastating. It was more the psychological torture of an impending comet that theoretically could wipe out half a unit in one go. Pending the dice gods approval of course.
My enemies felt the same way :joyful:. I once managed to roll double 6 for the range and another one for the impacts :joyful:. I decimated my opponent´s army in one turn :joyful::joyful:
 
It's been awhile since I dusted off the old rule books, but I am pretty sure Lord Mazdamundi had a handful of unique Lizardmen spells. Maybe I'm thinking of 7th edition though? Someone correct me if I'm wrong. Basically there were terraforming spells since the LM created the continents and all that. I'm sure they're all on this website somewhere. I could be thinking all the way back to 5th edition even, I'm not sure! Lizards got the nerf bat pretty hard every time they updated the rules.

One was called "Ruination of Cities" which could destroy structures on the battlefield. Hurts the people inside too.

One was something like "Move the Mountains" which could literally move a piece of terrain. I think it was limited to hills. I believe this could hurt troops as well.

Another spell was "Line of Earth" (maybe Earthline? Powerline?) which was when Mazda would tap into the power of the planet hurt things in a straight line from him. Basically he would activate a line of power.

And the last one was kind of lame, but kind of cool. I think it was called "Part the Waters" but he could create a land bridge across aquatic features. I remember something about the bridge being "4 Saurus wide."
 
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That must have been in 7th edition or earlier because I don´t remember having read that anywhere. Cool stuff anyways!!
 
It's been awhile since I dusted off the old rule books, but I am pretty sure Lord Mazdamundi had a handful of unique Lizardmen spells. Maybe I'm thinking of 7th edition though? Someone correct me if I'm wrong. Basically there were terraforming spells since the LM created the continents and all that. I'm sure they're all on this website somewhere. I could be thinking all the way back to 5th edition even, I'm not sure! Lizards got the nerf bat pretty hard every time they updated the rules.

One was called "Ruination of Cities" which could destroy structures on the battlefield. Hurts the people inside too.

One was something like "Move the Mountains" which could literally move a piece of terrain. I think it was limited to hills. I believe this could hurt troops as well.

Another spell was "Line of Earth" (maybe Earthline? Powerline?) which was when Mazda would tap into the power of the planet hurt things in a straight line from him. Basically he would activate a line of power.

And the last one was kind of lame, but kind of cool. I think it was called "Part the Waters" but he could create a land bridge across aquatic features. I remember something about the bridge being "4 Saurus wide."

Mazdamundi had that spell in the 7th edition book and Lord Kroak had it in the 6th edition book.

Also loved the ruination of cities spell, I forgot about that one.

One time we caused an entire wall section to collapse during a siege scenario. It was glorious. :smug:
 
Is Ruination of Cities similar to the Skaven Crack Call spell... at least it sounds like it. Haven't had a chance to get to the 7th edition Lizardmen book.
 
I was a huge area of effect spell, that also destroyed buildings. (if there was one nearby.)
(the exact effect differed between versions)
 
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