Yep, I seem to be on a roll with this whole magic list, but can you blame me? I'm a Lizardmen player for Christ's sakes! It's what I do! Anways, I'm here no to list the Top 5 most underrated spells, the spells that never really seem to get too much recognition but always seem to really help out or just have some really nice abilities. Again, if you disagree with me and you use or know people who use these spells all the time and made it renown then I'm sorry. Keep in mind I play in the Reno-Tahoe area, so what you may experience in your meta maybe much different than mine. So without further ado, let's get started.
#5: Earth Blood
Despite being in the same lore as some of the most powerful spells like Dweller's Below, Flesh to Stone, and Regrowth, it always seems that this poor little guy can never stand out very much in the Lore of Life. For an 8+ casting value, the wizard and the unit he's in get 5+ Regeneration. Now, for that small clause alone is at the technical bottom of the list. The lack of a range really kinda hurts this spell, but not when you think in depth about it. Keep in mind, the primary purpose of Life caster is to keep Throne of Vines up, and Augment/Regrowth as many units as he can. The most practical place for a wizard like that is in a unit of troops, primarily infantry. However, you can't give a unit further away Regeneration, so it's not without it's weaknesses and inefficiencies. But it does provide an additional form of save, something very few spells in all of Warhammer are capable of. Most just increase the probability of a save, like Glittering Robe and Pann's Impenetrable Pelt. But Earth Blood goes one step beyond. For that reason and the fact that a Slann on Life Magic is AWESOME do I put it on this list.
#4: Transmutation of Lead
Lore of Metal is almost entirely a lore comprised of underrated spells, isn't it? Transmutation of Lead is no exception in this regard. Much how Wyssan's Wildform is really a help in horde-on-horde grinding situations, Transmutation is very much the same. Instead of buffing however, it debuffs. And oh boy, does it do that! For a fairly high 12+ casting value, this spells has targets a single unit within 24". that unit suffers -1 to it's Weapon Skill, Ballistic Skill, and Armor Saves. Can be boosted to have a range of 48" for a casting value of 15+. Unlike other popular Augments and Hexes, this spell targets a lot of different stats at once, instead of specifying what stat for an amount more than just one or a list of possible stats to drop/increase and giving the caster the option to pick which one given the situation. It makes the enemy do slightly less damage and allows you to do slightly more in return. In a pinch the spell can also be used to drop ranged units down a little bit, but primarily it is more useful in close combat situations. I've found this is actually very useful against Elves, dropping them down to no save or at most a 6+ (factoring in the Strength of my troops) and making it much harder for them to hit with their puny S3 attacks. Not much more I can say about this other than it's a good spell to have in your hand if you're rolling with the Lore of Metal.
#3: The Curse of Anraheir
This is kinda the inverse of Transmutation of Lead. Just like that spell, it's a Hex, but instead of reducing the weapon skill and ballistic skill of the target, it just suffers a -1 to-hit penalty in both close combat and ranged attacks, which can actually be better than just dropping a stat or stats. In addition, it makes that unit treat all terrain as Dangerous Terrain. It has a range of 36" and a casting value of 10+. It can be boosted to have range of 72" for an increased casting value of 13+. Where do I begin with the hilarity that this spell causes? If your army has chariots and/or cavalry in it, they're just dead. If you need a horde whittled down to size before engaging it in combat, this is a great spell. If there's a river on the board and you are feeling especially sadistic, this is a great spell. One of the scariest things to face is an Empire Gun Line with a Beasts Wizard casting this spell left and right. The very first magic phase you have, cast this spell. It will put your opponent so out of whack or have him lose more troops that he was expecting that it will reap only benefits for your army. This spell will outright destroy a Bretonnian army. How do I know this you ask? A long and very very touchy story that I'm not going into right now thank you very much. As much attention as Wyssan's gets, I'm actually a little surprised more people haven't embraced this spell as well. Even if there's no terrain on the board, the enemy is still looking at -1 penalty to do anything in the realm of attacking. Really no downside to this spell other than it doesn't just kill whatever it touches if it's victim fails an Initiative test.
#2: Wind Blast
To be sure, it's no Comet of Casandora, but it's still a very nice spell to have in your hand because the situation it's best in will almost always come around. If you're not familiar with this little gem, allow me to fill you in. For a 7+ casting value, you may "push" a targeted unit within 24" directly away from the caster D3+1". If the unit comes in contact with impassible terrain when blown back it suffers D6 S3 hits. If it hits another unit when blown back, they both suffer D6 S3 hits and you place the blown back unit 1" away from the unit it was blown into. If for some reason the targeted unit cannot move, they just suffer D6 S3 hits. For an increased casting value of 14+, the unit is pushed back 2D6+2" directly away from the caster. Most people see S3 and then leave this spell at home. However, those are the people who do not see the true power of this spell. The power of this spell does not come from the damage it deals directly. It comes from the damage it does to your opponent's strategy. Sun Tzu once said that to defeat your opponent you must attack his strategy, and this is a lesson that definitely applies to Warhammer Fantasy. Players will most often play conservatively, keeping their units/ models just far away enough to make it a difficult charge for you, but a relatively possible charge for them. Those Bretonnian Knights 12" away? Move them 9" (the average amount for the boosted version) and totally wreck their chances. This spell basically allows you to play keep-away with your opponent. If you're the cautious kind of person, then this spell should be your bread and butter. The important thing to note is that the units are flung in the direction directly away from the caster, not flung directly back from the targeted unit. Keep this in mind when using this spell. When you think about, this is the only spell that kinda negate spells Walk Between Worlds and Hand of Gork. That should count for something I think. Great spell, always overlooked and I never really know why. That's why it's on this list.
#1: The Penumbral Pendulum
Remember the disclaimer above? Keep that in mind. The reason I put this spell on the list was not because it's overlooked intentionally like Wind Blast, but because the two spells above it are so infamous and so well known that I feel this one occasionally gets forgotten about. It's a Direct Damage spell with a casting value of 13+. It acts like a cannonball bouncing in a straight line extended from the caster 6D6" (which should be an average of about 21"). Each model in the way must pass an Initiative (God I hate that phrase!) test or suffer a S10 hit with the D3 Multiple Wounds special rule. The range of the spell can be increased to 12D6" (averages out to be about 42") for an increased casting value of 18+. I am honestly confused how people don't seem to prefer this spell over Pit of Shades and Purple Sun. There I said! Hunt me down and crucify me if you will Shadow and Death fans, but this spell is WAY better. I mean, let's face it. Purple Sun and Pit of Shades are kinda random, and in order to do the massive casualties that those spells need to do in order to make up for their insane casting value they need the boosted versions, which means a bigger template, which means more scattering, which means more randomness, which means it's all the more a gamble because at this point, you're hunting for a Miscast and you know it. This spell is not only safer, but it also has the potential to inflict more damage because it's a lot more focused that it's older brothers. Sure, it's not an instant kill and does have a 1/6 chance of not wounding. But come on people, what won't S10 instant kill when given the chance? This spell is best used on a more mobile caster, able to get in a flanking position where a nice straight line will pierce through the ranks of your enemy and therefore inflict lots more damage. Hordes can be annihilated with this spell. Lines of artillery on a hill are just wiped off the face of the earth when this spell hits them. Pendulum > Pit of Shades and Purple Sun. It's math people, deal with it!
So that's the most underrated spells in the standard lores and I have to say I am pretty proud of myself with this post. Please comment below if you have questions, concerns, or suggestions. Until next time people, I'll keep posting if you get commenting!
Wednesday, September 10, 2014
Top 5 Least Favorite Spells from the BRB
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.
#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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