Finally! We’ve got an in-depth look at the Forbidden Power endless spells that everyone will be able to use. Check out how they’ll function!
Take a look at everything Warhammer Community has given us and let us know what spells you’ll be taking. It seems like the most appealing thing about the Forbidden Power endless spells is that they are all usable by any faction.
Lauchon the Soulseeker
There are a few points to make about this spell. It’s good because it essentially gives you a solid 12″ movement out of phase. However, it’s a predatory spell which means that your opponent will be able to move it around as well, essentially giving you one (possibly two) turns of use. The major drawbacks to this spell are the fact that the entire unit has to be wholly within 3″ of this model before it moves.
That means that it’ll just be simply impossible for a unit of Stabbas, Clanrats, etc. to use this thing. It’ll be useful for more elite units, however, one will be slain after it moves which could be almost 100 pts down the drain depending on the unit. Finally, you still have to end your movement 9″ away from enemy models. It’s a cool spell but once you really start looking at it…it’s extremely limited.
Soulscream Bridge
This spell is nice because your enemy can’t move it once it’s been set up. Plus, in a normal game outside the realm of death, you’ve got about an 18-24″ reach with your units that travel using this spell. The only thing that’s important to remember is that they can’t make a move after they use this spell and must be 9″ away from enemy units. The bright side is that you have a 6″ bubble to use the bridge and none of your models will be slain like the boatman. All in all, we can see this being useful for quick turn one objective snatching.
The Horrorghast
The Horrorghast is just a spooky ghost that flies around the table causing negative to leadership. In a normal game, this thing moves pretty fast. With the Wizard setting it up within 12″ and then it is able to move up to 9″. You’ll be able to touch just about any unit that you want to have run. Pretty good!
Shards of Valagharr
The shards are a weird spell. While they aren’t a hard denial spell, they definitely give any units that get too close some serious drawbacks. If they cross a point in between the two shards, their movement is halved and are negative to hit. That’s a big deal in a game where most things hit on a 4+ and 5+.
What really makes this spell different from the others is that these shards are technically just rotating around the map randomly. You have to roll off with your opponent and the winner gets to move one of the shards and place it within 12″ of the other one at a different angle. They’re locked in a perpetual spin that you should try your best to stay away from.
All in all, we think these spells have their uses. The best two are probably going to be the shards and Horrorghast. Lauchon just has way too many restrictions and the bridge is cool but you lock yourself out of movement later in the turn.
What do you think about these spells? What spell works best with your list? Let us know in the comments of our Facebook Hobby group.