Quote Originally Posted by druid91 View Post
They have low CN's, and also get +10 to cast for every ablaze condition around them. Note you can stack multiple ablaze conditions on people.

Ghyran does have an advantage in so far as +10 to cast in 'natural' areas.

Mind you, Ghyran and Hysh are doable. But channeling is dangerous, and it's weird to me to think about a Ghyran mage spending most of their time hurling blasts of life energy to attack people in order to build up to cast a healing spell.
It's also a terrible idea, since Ghyran spells remove Bleed and Fatigue from anyone they target (note: this does not apply to Father of Thorns as it doesn't actually target anyone).


All the Lores are viable; but not all of the spells are good for in combat use right out the door; even Lore of Fire's lower CNs. For a good while they're something you cast at the outset of combat (having done your Channeling before hand) if you've time to prepare, and then stick with smaller spells for the rest of the fight. It's quite late game before they become reliable enough to use mid-fight (without sticking a "kill me first" sign on yourself by Channeling). The generic Arcane spells are your friend early on, and do get a bonus and a twist depending on your chosen Lore (like Fire spells set people Ablaze, Death spells give them Fatigue, etc.).

Also, if you can get +10 to something you absolutely should. WFRP has always been about stacking the odds in your favour.