Well It's nice to see some other ideas on how to keep the game going, here are a few thoughts on what I like, what I don't and any suggestions I might have.Magic
I don't think that a cap on how many nice is needed so much, It might be better if Wizards simply did not add magic levels to casting/dispelling total. Instead if the wizard is a higher level they add +1 or +2 if the opponent doesn't have a wizard. Double 6 is a irresistible force, double one is a miscast. I think many of the issues between the spell lores have been created by lore attributes not being equal, I would personally just remove them. The attribute for death is silly when you have a cap on power dice and light is to extremely good vs certain armies/units. Something like what the lore of fire does is meh.Lore of Fire
The fire cloak would be a lot more useful if it was activated at the start of the combat phase, this makes it a useful counter to Regen while also buffing the unit in combat.
I think burning head would be a lot more useful if it was strength 5/6, this makes it a bit more on bar with amber spear,
I'm not a fan of your version of Conflagration of Doom, A part of me would like to see some kind of fire elemental summon spell...Death
Not a fan of the signature spell, it seems like an anti-daemon and Tzeentch spell which of course means everyone will take it because the rest of the lore is good and it makes killing characters in units through death snipes much easierMagic Items
Spellthieving sword - I actually like the item, I just wouldn't make it a sword, I'd probably make it something am enchanted item.
The problem with weapons that add to attacks or WS is they are only useful on a certain models, more often that not what a character wants is additional strength so he can actually get through a models armour save. Weapons that add to attacks can make things like blender lords a nightmare as they literally wipe out units of infantry. The Bloodshed lore of a Blender lord is going to give him 8 attacks, rerolling to hit and allow him generate additional attacks. He has the potential to kill 16 models a turn... And he still has his 1+4++ save, lovely.. Honestly, I probably wouldn't bother with swords like that. Swords that provide interesting special rules like KB, HKB, defensive bonuses seem like interesting ideas.
I actually don't see the issue with the Sword of Anti-heroes, the only thing I would suggest is that it always adds something like +1 strength and then has the additional rule. This solves the only issue with it, it's a good anti deathstar weapon.
With 4+ wardsaves, assuming you want to keep MoT the same, it seems to me that perhaps making that for models on foot only solves the issue with unkillabke lords while actually giving an infantry model a slight advantage. Mounted models have better armour, infantry models can have a better wardsave, this does also mean that a blender lord, in a unit of black knights isn't an auto choice. This also helps to make characters easier to kill and thus put attention on units.
With the seed of rebirth I'd just make it 40pts and make it a 4+ regen save.
With the magic resistance Items I think how the rule works in general needs to be looked at, I dislike how it only works against direct damage, previously it worked against all magic. something like D6 plus the level and then changing the price accordingly. That or go more old school and have it dispel spells on a set amount which is done before rolling your dispel dice. This leads the way to older items like the spelleater shield, I use to love that item
Remove the standard of Discipline, this item just just devalues the higher leadership of combat characters.
Why not change the healing potion so it full heals the model, the problem with the radius is healing monstrous characters (like verminlords).
Remove the folding fortress, items like that just aren't needed. General ideas
General ideas that could be added is a scaling supporting attack rule, right now it's either 1 or 3 and requires 2 separate rules, it would be easier if it was simply half the models attacks wounded up, this means models that pay for multiple attacks aren't wasting as many points by having ranks. Ranks should scale infantry 5, cavalry 4, MI 3.
The horde rule should be something that is in a units entry, generally given to help cheaper, weaker units in combat (or perhaps as part of a unit type). Perhaps cavalry units should get the horde rule on the charge (which is basically make attack in an extra rank which isn't dependent on width). You could expand the horde rule to increase the leadership of the unit by the ratio it out numbers it opponent.
Ethereal rule could be changed so it just a rule that ignores movement. I would then have a unnatural aura (x) rule. The X would be the save and have it so it's only modified by magical attacks, this could also replace daemonic aura. So things like Wraiths would be Unnatural aura(2) and daemons would Unnatural aura(4). This also means that weak spells don't just destroy units with the rule as they would still have some kind of protection from those spells. The more powerful and harder to cast one would.
LoS should go back to older edition with models and terrain being able to block LoS rather than the argument that I can see his finger through the legs of Burt.
Cover and warmachines should be looked at, either cover provides a cover save (like 40K) or warmachines roll to hit in some way and take into account terrain.
Some bonus for charging other than +1 would be very useful, be that striking first, ASF (and watch the elf players rage
), Bonus I value.
Why not make the Parry rule reroll 6's to hit?
Frenzy really is something that needs to be looked at, I think my answer would be they can restrain forced overruns but when testing, they add Bloodlust tokens to the roll. These tokens are gained by winning rounds of combat.
Just my thoughts on that, now the chaos books
Mounts could a be changed so they use the higher T value but provide a bonus amount of wound, MC +1, Chariot +2, etc.Chaos Book
The chaos marks need work of some kind, The problem's are pretty simple, they aren't even, Slaanesh and Khorne are the weakest, Nurgle and Tzeentch are the strongest. With nurgle is obvious that the main issue is it's just under priced, a Nurgle prince is paying 10pts for minus -1 to hit when the glittering scales are 25pts (which also limits you save by being magical light armour). It's the same with Tzeentch when comparing to a talisman of protection, it's better and cheaper. You also have slight overlap in roles between Tzeentch and Nurgle, both essential give you marks that make it harder to kill the model, making them anvil (chaos style units). Khorne is the hammer and Slaanesh is underwhelming on anything other than chaff.
Tzeentch probably needs to change in someway that actually makes it perform a different function to nurgle, I think the most interesting was when it was more magic focused. That doesn't mean that units should be like they use to be in 6th (extra power dice). perhaps the answer is to have scaling marks (with characters having better versions?) The other option is to go more old school, core units don't have marks, most units are bulk standard with characters and elite units being designed to represent specific gods (with perhaps some magical banners that emulate marks for units)?
With what you've written however I see some issues. The problem with chosen right now is they a hammer special unit that does exactly what a unit of warrior does but doesn't come out of core allowance. You have two options, chosen go back to be a unit upgrade (and basically allow you make more 5ed style lists) or they need something that makes them slightly different. Ensorcelled weapons seem like the best idea. Ignoring the fact most of the other elite warrior unit have them. Giving them access to ensorcelled weapons means can have strength 5 with a better save, making them a solid anvil unit with some punch unlike warriors which generally have to choose between anvil or hammer.
Dragon ogres should be T5, since they dropped to T4 in 6th no one (outside of beastmen) used them, they are too easy to kill, this also keeps them in line with the shaggoth which is a renamed Dragon Ogre Lord (as the stats and model should tell you).
Forsaken could be changed to fill the role of furies, either through a fly mutation or a scout mutation, atm, they are still just a very weak (in comparison) hammer unit.
The suggestions for knights seem good, 35pts with lances which can be upgraded.
MoK on spawn should go back to +1 strength, I they could also use something like Regen/wardsave so they could get across the table, moving them to special would also help.
Marauders would be a lot more useful if they had S4, this opens up the option for using the new Chaos warrior marauders for AoS, being able to take advantage of new models can help but keep the game alive.
Warshrines need reworking, some kind of bubble effect based on marks would be more useful.
Ogres with chaos armour (I hadn't noticed they have heavy armour, that's how great they are!)
I don't even think the Chimera should even be in the book, but that's another topic
Chariots should be special, gore beast chariots should be rare