Yes, since I did my absolute favorite spells I thought it would only be fair to list the ones I would like to use as toilet paper if given the chance. Again with the disclaimers, I don't mean to offend anybody, just voicing my opinion. If you're favorite spell is in this list, then apologies, but you're spell sucks. Without further ado, my least favorite spells in the standard lores of warhammer fantasy.
#5: Flame Storm
You know, as a general rule, the #6 spells are generally supposed to be the best spells in that lore. Not with the Lore of Fire though! No, instead we get a spell that is not only unimpressive and random, but also a complete waste of paper. But I digress. I actually feel bad for a Lore of Fire, it gets shit on a lot by warhammer players despite not being the worst lore in the game (Lore of the Wilds takes that prize by far). It's basic and very much direct damage based. However, I really like it, except for this spell. To give you reference, this spell is basically a magic vortex (small round template) that you can place anywhere within 30" of the caster and then scatter D6". All models hit by the template suffer a S4 flaming hit and it goes off on a roll of a 13+ to cast. A S4 hit on a #6 spell? Really guys? S4? I mean, I would expect that out of a Signature Spell or a #1 spell, but a #6 spell? It should be at least S5 to make it somewhat viable It can be boosted to have a large round template instead and also scatter 2D6" for an increased casting value of 16+. For reference, Fireball, which is the signature spell and a bound generic item in the form of the Ruby Ring of Ruin, can inflict 3D6 S4 flaming hits a 48" at a specified unit, for a casting value of 18+. Starting to see why this Lore is the butt of all the magic jokes in warhammer? I think what I dislike most about this spell is that a gives a perfectly good lore a bad name. I mean, if I heard that the Signature Spell in the lore was able to do more damage than the #6 spell, I would probably mock it mercilessly too. Bad spell, especially for it's ranking.
#4: Transformation of Kadon
How can something that sounds so badass be so damned laughably easy to beat? If you were a new player and you heard some guys talking about Transformation and you asked what it was, the simplest way to describe it to you would probably be; it's a spell that allows you to turn your wizard into a dragon. Lie and tell me that sounds stupid. Unfortunately, it is. Much like Flame Storm it's not necessarily that the power of this spell is low or just plain ineffective. It's the caveats in it that make this spell very difficult to justify a #6 spot. So for a casting value of 16+, it allows your unmounted wizard to transform into either a Feral Manticore, a Black Hydra, or a Horned Dragon. However, no one really gives a shit about these guys. It's the bigger version everyone cares about. For an increased casting value of 20+, the wizard can turn into a Mountain Chimera or a Great Fire Dragon. Those are the two most viable options, and that's not just my opinion, that's just plain fact. If the wizard is in a unit, he can remain in it, which I think is the one thing that's actually kinda neat about this spell. However, this is the part where we reach the point of no return. If there's no room in the unit, the spell does not work. A total waste of power dice if you're not careful then. After transforming, the wizard can no longer cast magic, channel power dice, and use any mundane or magical items he was previously equipped with. Sucks, but makes perfect sense. This is where it gets worse though. Any wounds acquired between transformations carry over. Didn't catch that? TRANSFORMATIONS. That's right, this transformation can be dispelled in following magic phases. Now some of you may be scratching your heads as to why this is a problem. Let me give you a hint, two or three wounds on a Dragon or a Chimera, not a big deal. Two or three wounds on a wizard, very big deal. So besides making it even easier to kill of your precious wizard, it also maims your magic phase by taking away a model capable of channeling dice in the magic phase. That's the best case scenario on a Level 1, on anything higher, it's a huge waste. God help you if your Level 4 uses this spell. To me, the risk and weaknesses of this spell are simply not worth the rewards. Unless my balls are too the wall, I really don't want my casters anywhere near combat anyway. And it's such a shame too, because this spell sounds like the coolest thing ever! Seriously, if I ever attended the Imperial College of Magic, this would be the first spell I'd want to learn. Fuck Wyssan's, Pann's Pelt, and all that other shit! I just wanna turn myself into a motherfucking dragon!
#3: Steed of Shadows
Spells like Walk Between Worlds and Hand of Gork provide a unique tactical edge in the gameplay of fantasy. The game is won or lost in the movement phase, so a spell that can correct or even exponentially increase your position on the battlefield is definitely a good tool to have in your magical toolbox. Then there's Steed of Shadows. It's not the worst spell in the world, but it's certainly the worst one in the Lore of Shadows. It targets the caster or another friendly character within 12" and allow them to make a move with the Fly special rule as it were the Remaining Moves sub-phase (means no charges are allowed to be made by the targeted model). This goes off on a rather impressive 5+. So my main gripe with this spell is that I see it as an answer looking for a question. It's not as if characters don't have access to mount options. If that were the case then I would understand this spell. However, it's not. I will admit, it may come in handy if you need to re-position a Death caster so he can fire off a Purple Sun or maybe get a vulnerable wizard or character out of the way of a potentially nasty charge. But there are so few times that those kinds of situation will come up in a game.There's a BIG difference between moving horde of Black Orcs into a flanking position and moving a wizard farther away from harm. If this spell gave your character a magical chariot that allowed you to charge and inflict impact hits, I think it would be a lot more interesting and utilitarian. But as it is, it's just not a very useful spell. It has two main purposes, balance out the ridiculousness of the Lore of Shadows and having something you can just chuck one dice out for shits and giggles if you're running Lore of Shadows.
#2: Aspect of thee Dreadknight
If Steed of Shadows is an answer looking for a question, that Aspect of the Dreadknight is a complex equation looking desperately for a simplified solution. So it's an Augment spell with a respectable 24" range, something not common in Death magic, that grants that targeted unit Fear for an incredibly low casting value of 4+. Do I really need to continue? I mean, it's fucking common knowledge that in 8th edition, Fear and Terror are so weak. Oh yeah, should probably mention that! The boosted version of the spell gives the targeted unit Terror instead of Fear for a 9+. Whoop-de-fucking-doo. I'm not going to pretend that I've never been fucked over by Fear and Terror before, it's happened and it sucks. But it's not so much of a problem that I throw 6 dice at this spell because of the power of Fear and Terror. I'm also not going to pretend that it's a common occurrence where I think to myself; "Huh, I wish I really had Fear on my Bretonnian Knights right now! Or Terror on my Grail Reliquary!" It's just a nice little perk that monstrous infantry, monstrous cavalry, and monsters get. I know that you can combo this spell with Hex spells that reduce Leadership for some impressive results, but the amount of dice and luck required for that just isn't enough to make this a decent spell. Or even a half-way decent spell for that matter. I think this spell was the last one they made when the wrote they rules for Death Magic. After writing something like Purple Sun, I'd feel like a piece of shit too. Maybe this was a roundabout way of an apology by the guy who wrote Death Magic? Sorry for making the most ridiculously overpowered spell in the game guys! Here's a shitty one to balance it all out!
#1: Flock of Doom
Oh yes, you knew this one was coming. You're lying to yourself if you thought otherwise. Now let me make one thing very, very clear. I think Magic Missiles and Direct Damage spells are great. It allows armies with little to no shooting like Vampire Counts and Warriors of Chaos compete at a distance instead of being blown to pieces. They're great ways of equalizing the power that artillery can put out for the unfortunate armies that have none. And sure, some of them are only hitting at S4 or S3 at the most. That's fine by me. In a meta where Elves dominate, T3 stuff is really susceptible to these spells, allowing you to wipe annoying chaff and re-directing units without having to have a unit specifically go after it. Plus, most of these spell have added effects like Flaming Attacks and can get rid of the occasional Ethereal pests that always seem to wind up plaguing people because they're magical. However, none of that is present in this spell. For a casting value of 5+, you inflict 2D6 hits at an enemy unit within 24". If I left it at that, you'd probably be thinking; "Well that doesn't sound so bad! Why's he got his panties in bunch over this poor spell?" That's because it's at STRENGTH 2!!! FUCKING STRENGTH 2?! ARE YOU FUCKING KIDDING ME GW??!! I mean, what is the fucking point of this spell?! You can boost it to have a range of 48" for a casting value of 8+. Whatever, who gives a shit. This spell is the worst in all the standard lores of warhammer because it is, in my opinion, the only spell with truly no application. Aspect and Steed can be argued to have potential application, I can't deny you there. The application is just very selective and therefore very rarely useful. This spell is just trash. I mean, total complete and utter rubbish. You can't use it snipe lone mounted characters, you can't use it to clear chaff, even Skinks only have a 50/50 shot at actually being wounded by the hits from this spell and then he get a 5+ armor save. Skaven will laugh at this spell. SKAVEN!!! I mean, not disrespect SkavenAZ, but good God man! When Skaven aren't dying from the damage caused by a spell, you know it's crap. And it's so weird when you think about it! I mean, why would you even have a spell that doesn't hit with the official (but not competitive) average Strength level? What possible use could it have? Has this spell been FAQD yet? Was this just a typo or something? It's that strange. Useless spell, absolutely useless and therefore my absolute east favorite spell in the 8 standard lores of Warhammer Fantasy.
So that was it guys, and I hope you enjoyed another Top 5 list. I know they're short, but keep in mind, this is a blog and not a youtube channel, so it's best to have quality over quantity. Comment below f you have any comments questions or concerns with the blog. Until next time guys.
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