Magic Users

darebear

Serf
I am curious as to what people find is the most effective use of magic users. Most games I have found only last between 6-8 turns, depending on time available. Since magic users can only cast 1 spell per turn you really need to have a plan in place to make the best use of them. What spells should say level 4 wizards focus on? He may have access to 12 spells but the spells which will actually be cast are probably half of that total. So, the question is what level of wizards do most people find that they employ (say in a 3000pt game)? Do most people pick their spells or randomize the spell selection? Some spells are very powerful (Vorpal Hurricane of Chaos, Change Allegiance, ect) so allowing free selection may lead to abuse in some players since some spells are better than others.
 
Aye Magic is far too powerful in 3rd (Just look at the Leg Breaker spell or Frenzy spell against Undead) but as the spells are randomly rolled there is a chance you won't have to face all the nasty stuff in one go. You have to keep in mind though that 3rd isn't about winning the game but rather playing out a narrative/theme and having fun, so you may wish to let people pick there spells in your playing group which fit in with theme.
 
darebear":3uq4mdgi said:
may lead to abuse in some players since some spells are better than others.

...in which case it wouldn't be Oldhammer ;) I would suggest just working it out with your opponents or getting an "Oldhammer focussed" GM involved.
 
In Dublin back in the day we used to run 3rd ed leagues. We never used anything higher than Level 2 magic. I think a Lv 15. Magic user is about right for 3000pt games. You rolled all spells and if you got a duplicate then you got to choose the spell (in hindsight I think that re-rolling is better - bad idea letting people pick spells in most cases). Vortex of chaos is about as rampant a spell as you could hope for at that level - good in theory until it reverses and sucks your spellcaster into the void, great fun in the narrative though. I think we stuck to battle magic also for the sake of simplicity. For smaller games the Lv. 10 magic user is best. If magic is going to be a heavy element in your games it is wise to have some anti-magic equipment such as spellshields and the like. These might be "hidden" so that the spellcaster is often taking a risk going for a votex on your best unit - a spellshield might rebound the spell back at the caster for comic effect. This sort of approach yields fairly balanced and fun magic in games.
 
AHA :lol: This is the magic of the oldhammer school, any true oldhammerer will pick the most funny spell or the one fitting the closest to the army/story background rather than the most powerful (even getting away from the powerful ones).
I've always found generating spells randomly to be a bit weird. Wizards and magicians spend their lifetimelearning magic so at least they should chosse their spells, on another hand, I always tend to choose the spells which fit best with my sorceror model (I even choose the best fitting familiar to go with).
Anyway, as Steve said, nothing here a good GM can't solve !
 
Asslessman":1uprto44 said:
AHA :lol: This is the magic of the oldhammer school, any true oldhammerer will pick the most funny spell or the one fitting the closest to the army/story background rather than the most powerful (even getting away from the powerful ones).
I've always found generating spells randomly to be a bit weird. Wizards and magicians spend their lifetimelearning magic so at least they should chosse their spells, on another hand, I always tend to choose the spells which fit best with my sorceror model (I even choose the best fitting familiar to go with).
Anyway, as Steve said, nothing here a good GM can't solve !

I agree that random generation is indeed weird and leads to some odd stuff sometimes. It would be nice to let people choose the spells (for surely a Fimir Meargh would know Mystic Mist inside out and so on) but that's a bit like expecting communism to work after human nature is added to the mix. You might decide to simply assign points cost to the spells and allow players to choose them based on this or you could make up your own spells, or you could limit a spell to one instance of it per side (e.g. only 1 vortex of chaos per side). The magic system is far from perfect but it is modular by design and so affords you to do what you want with it without affecting the rest of the system.

Magic in Warhammer is like spices in cooking, add to taste and don't be afraid to change the mix up until you find out what suits that particular dish (game size/scenario). Remember that spicy food is not to everyone's tastes!
 
theottovonbismark":2jz465bb said:
It would be nice to let people choose the spells (for surely a Fimir Meargh would know Mystic Mist inside out and so on) but that's a bit like expecting communism to work after human nature is added to the mix.

you're right, not everyone is capable of behaving when set loose on such matters, hence teh GM with a big "STOP IT" sign :grin:
100% with the spice analogy
 
theottovonbismark":11rmlwke said:
Magic in Warhammer is like spices in cooking, add to taste and don't be afraid to change the mix up until you find out what suits that particular dish (game size/scenario). Remember that spicy food is not to everyone's tastes!

I hate you now, ya bastard made me want a Goat Curry grrr..

h7B6A8524
 
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