|Not my model, image from:|
As their name implies these are our high and low level wizards and specialize in casting magic and are not really suited to front line combat like some of our other characters. Due to the lores of magic we have available they are mainly used as unit support rather than magic damage dealers, but lets take a deeper look shall we?
*Please note that i have done 2 magic tactics in regards to our lores, please read them for a more in depth look*
Spellsinger's are our low level wizards coming in at level 1 with the option to upgrade to level 2 in addition they can only take 50 points of magic items and/or spites and can only use spells from the Lore of Athel Loren. This limits their usefulness in battle as they dont have the magical prowess to tackle most armies alone, nor do they have the defensive measures to protect you from enemy wizards. This makes them poor primary wizards but makes them great for a secondary wizard to support your higher tier wizards.
Lore of Athel Loren
This lore is often considered the biggest downfall of the Spellsinger and when compared to the other lores of magic our stronger wizards can take, its hard not to disagree. However there are a few spells that deserve special mention that are great to have in just about any army. Spellsinging is our signature spell and gives you D3+1" movement of forests and causes damage to any unit that is within a forest. A nice spell and certainly worth taking (check out my forest tactics). The Hidden Path grants immunity to mundane shooting attacks which is very effective when you want a fragile unit and/or an expensive unit to get to the enemy without being shot to pieces. Ariels Blessing grants regeneration similar to the Lore of Lifes only better as it can be cast on any unit as opposed to just the unit your caster is in. And call of hunt which increases mobility and attack potential. If you take a level 2 wizard you will nearly always want treesinging (if you plan to use forest tactics) and 1 of the mentioned spells above. This gives you some good strong magic that you can cast in conjunction with your level 4.
Items of worth
There are not many items worth taking for a Spellsinger as you dont want them to become to expensive however 1 or 2 items are certainly viable:
- Wraitstone: An expensive item, but useful none the less. This reduces all enemy units within 6" leadership by 1. This is great for getting that extra edge in combat and making your enemy pass those break, terror, fear and panic checks.
- Moonstone of Hidden Ways: Teleport between 2 forests once per game...great item letting you set up ambushes or escape a dire situation unharmed.
- Calingor's Stave: Lets you move forests further per cast which is certainly a good thing. This is one of those items that you would never put on a spellweaver but has a nice home on a low level singer.
- The Deepwood Sphere: A nasty piece of equipment that lets you reroll the distance forests move, the damage caused by treesinging and to add insult to injury every enemy model in the same forest as the bearer suffers a S5 hit...this is just a nasty item that can really damage an unsuspecting enemy. This is my No.1 items for Spellsinger's.
- A Lamentation of Despairs: A cheap one use only bound spell that can instantly kill an unsuspecting general, wizard etc. It isn't very reliable but cheap enough to combo with other items.
- The Rhymers Harp: Grants ward saves and allows the unit to move through difficult terrain unhindered...expensive but very useful
- Wand of the Wych Elm: Allows you to reroll all dispel attempts...anyone can see the benefits of this item
- Talisman of Preservation: Gives the bearer a 4++ ward save making you harder to kill when those assassins come after you!
- Divination Orb: Extra dispel dice when the enemy uses a certain number of power dice to cast a spell...cheap and effective.
- Book of Ashur: +1 to casting and dispel attempts...its worth considering. It is rather expensive however.