[Archive] Chaos Dwarfs and Magic

Bazil:

This is something I have been curious about for some time. Dwarfs have never been keen on Magic, now when the Chaos Dwarfs swore their dark coven with Hashut did this change everything all of a sudden?

Looking both in game and for fluff does the current rules for Chaos Dwarf Sorcerers make sense?

Do rules in other rules like the Indy GT rulebook for Daemonsmiths make more sense merging basic magic with a bound spell

Or does some new type of magic make sense? Ogres have Gut Magic, Khemri have their own

wallacer:

I think, from memory, that in the Indy GT fluff Molochoroar the scion of Hashut taught CD how to use magic.

I guess the idea was that CD were so miffed with their western cousins that they embraced magic as a part of the rejection of their western cousin’s values and beliefs.

Thommy H:

now when the Chaos Dwarfs swore their dark coven with Hashut did this change everything all of a sudden?
Yes.

Borador:

The chaos dwarfs used to have their own lore

http://chaos-dwarfs.com/wiki/index.php?title=Chaos_Dwarf_Magic

Bazil:

Do you think the magical essence of the Daemons enslaved within the Earthshakers, Hellcannons etc. might aid their magical abilities in some way.

That these Daemon Engines should be able to add maybe a dispel dice to the armies pool or something. Since Chaos Dwarfs are very reliant on their artillery it would make sense to me to have something like that.

Borador:

Hmm don’t really have an opinion on that point right now but I’ll sleep over it and tell you what I think tomorrow :smiley:

Scion:

I would have thought that at first the need for survival would have pushed them down many Dark Alleyways. Then unable to climb back up from the depths of despair they kept on with the dark ways until their was no return.

Ancient History:

Grudgelore suggests that the precursors of the Chaos Dwarfs were already experimenting with runecraft in the direction of sorcery.

Borador:

Do you think the magical essence of the Daemons enslaved within the Earthshakers, Hellcannons etc. might aid their magical abilities in some way.

That these Daemon Engines should be able to add maybe a dispel dice to the armies pool or something. Since Chaos Dwarfs are very reliant on their artillery it would make sense to me to have something like that.

Bazil
Well it would make sense but it would be a little to overpowered, since we already are really high-tech for fantasy, and then also to give those brute machines a dispel dice? Would be sweet but maybe a bit to much of the good stuff. ^.^

Baggronor:

I think the fact they turned to sorcery instead of exclusively using Runes like western dwarfs means they should cast spells as normal. Bound spells would imo seem a bit too much like still using runes.

Concerning war machines, I don’t see why some sort of arcane focus upgrade would be unbalanced, as long as it came at the cost of other qualities for the machine (reduced shooting/melee effectiveness, dodgy miscasts/misfires maybe?). In a similar way to Lizardmen Engine of the Gods, we could have a magic-focused Daemonic Engine with a petrified sorcerer enshrined in it :slight_smile:

In game terms, I would suggest something that affected nearby casters (+1 to cast within 6", or a bound spell, or use the Engine’s LoS particularly if its a large target?) or disrupted enemy casting (re-roll any 6s to cast within 12", or maybe re-roll successful dispel attempts?). Stacking bonus dice quickly leads to power magic lists; I think rather than increasing the amount CDs can cast, its better to augment how they cast or impede their opponent’s magic.

Bazil:

Concerning war machines, I don't see why some sort of arcane focus upgrade would be unbalanced, as long as it came at the cost of other qualities for the machine (reduced shooting/melee effectiveness, dodgy miscasts/misfires maybe?). In a similar way to Lizardmen Engine of the Gods, we could have a magic-focused  Daemonic Engine with a petrified sorcerer enshrined in it :)

Baggronor
Well put Baggronor

Would Chaos Dwarf Sorcerers use Imps and Familiars to aid in their sorcerery? For some reason I can just see a flaming familiar with the power of Hashut

Scion:

How about:

+ 1 Dispel dice

If an enemy wizard suffers a miscast, they can direct the effects onto the Demon engine.