Good morning gamers,
Today we start our fifth post in our "masterclass" series on Magic in MESBG. We've looked at
Sorcerous Blast,
Immobilize (et al),
auric spells, and
restoration spells. Today we look at some of the most fun spells in the game: area-of-effect offensive spells! As fun as rooting a model in place can be, as great as regaining heroic resources is, and as awesome as augmenting models around you is, we REALLY want to do massive damage. While you can do that with Sorcerous Blast under certain conditions, it's easier with some other spells - or is it? The spells we'll be covering today are:
Collapse Rocks, Wrath of Bruinen, Nature's Wrath, Panic Steed, and Tremor.
What Do These Spells Do?
These spells can be grouped together in different ways, but here's the basics of each spell:
- Panic Steed removes the mount of the target (becomes an area-of-effect when channelled);
- Nature's Wrath knocks enemy models Prone near the caster (and deals S2 hits when channelled);
- Wrath of Bruinen also knocks enemy models Prone near the caster, but also inflicts a S2 hit (channel for higher Strength on the hits);
- Collapse Rocks deals a S5 hit to a target model that is near a rocky piece of terrain (becomes an area-of-effect when channelled); and
- Tremor deals a S6 hit and knocks models Prone who are on a D6" line away from the target model.
All of these spells have the ability to affect an area of the board - but some require you to channel them in order to get the area of effect to occur. Wrath of Bruinen, Nature's Wrath, and Tremor all affect a given area of the board (3" around the caster for Wrath of Bruinen and Nature's Wrath, D6" line away from the target for Tremor). Collapse Rocks and Panic Steed become area of effect spells when channelled (2" around the target for Collapse Rocks, 3" around the target for Panic Steed).
Most of these spells also knock their targets Prone: any hostile figure within the affected area of Wrath of Bruinen, Nature's Wrath, or Tremor are Knocked Prone (with cavalry suffering from Knocked Flying instead of rolling on the Thrown Rider chart). Collapse Rocks and Panic Steed don't innately Knock Prone, but Panic Steed does require a roll on the Thrown Rider chart.
Most of these spells do damage: Wrath of Bruinen does Strength 2 hits (Strength 3 if channelled, Strength 8/9 if the target is in a water feature) to all affected models, Collapse Rocks does a Strength 5 hit to all affected models (so long as the targets are near a rocky piece of terrain), and Tremor does a Strength 6 hit to all affected models. Panic Steed removes the mounts of the affected models, but otherwise doesn't do any damage. Nature's Wrath does no damage innately, but does a Strength 2 hit to all affected models if channelled (basically becomes Wrath of Bruinen without the water feature rule).
Finally, most of these spells affect only enemy models. Wrath of Bruinen, Nature's Wrath, and Panic Steed only harm enemy models (which makes them great spells to cast when your opponent charges one of your battle lines). Collapse Rocks and Tremor have to be used more carefully, since their damage (Strength 5 and Strength 6 hits!) are suffered by both friendly and enemy models.
For those of you who like charts, here's the visual summary of what is described above:
| Collapse Rocks | Nature's Wrath | Panic Steed | Tremor | Wrath of Bruinen |
Area of Effect? | * | X | * | X | X |
Knock Targets Prone? | | X | ** | X | X |
Damage Spell? | X | * | ** | X | X |
Affect Only Enemy Models? | | X | X | | X |
* Channelled version meets the requirement** Models that get a 1 on the Thrown Rider chart will be Prone and take a S3 hit