The BRB uses the word "successful" exactly once in the Magic section (this affects the Lizardman High Magic Lore Attribute so I've looked into it in the past)

Page 36: "If the enemy has failed his dispel attempt (or not even attempted one!), the spell is cast successfully and its effect is now resolved."

Earlier on page 32 is says "If the casting result equals or exceeds the spell's casting value, the spell is cast (though it may be subsequently dispelled and neutralized by the opposing player...)"

So, when you roll high enough with Power Dice a spell is "cast"
And when the spell is not dispelled is it "successfully cast"
(and once it is Successfully cast, it is then "resolved")

If a spell is thought to be "successfully cast" even if it has been dispelled, then Lizardmen can swap out dispelled spells, and Lore Of Heavens can damage flyers with dispelled spells, and Lore of Life can heal with dispelled spells...

I'm pretty confident that a "successfully cast" spell is well defined.

Which end times spell has the effect "You win"? Some of them are pretty nasty, but only a little moreso than the current #6 spells. I've won games when I got Purple Sunned. I've lost games where I cast Dwellers multiple times.

Maybe a different meta will mitigate the end times spells.

Also, to cast an end times spell you need to roll at least a 4+ for power dice (50% chance) then you have to roll A 16+ or a 21+ for the real nasty ones. Including IF, a Level 4 has a 32% chance of casting a 20+ End Times spell.

> Also last I checked you only ever needed one power spell to go off to win the game right?

You had a 90% chance of 6-dicing a spell successfully. Now you only have a 32% chance of casting one of the big spells. Even considering that you have both the #6 and the End Times spell to attempt, that's only a 64% chance to cast one of them. 26% less "win the game" power spells will go off now. Seems like that is an improvement.

The new magic rules will see less #6 Spells and End Times spells hit the table than the number of Purple Suns that used to be successfully cast.

Other things that can stop spells from being cast:

6) The High Magic End Times Spell
7) Killing the wizard(s)

The scariest spells seem to be Nurgle, Slaanesh, and Skaven. MSU mitigates the Chaos spells. The Skaven spells look rough, but Plague will wipe out the Bell's bunker pretty quick and Ruin isn't any worse than Purple Sun, probably a little weaker as it only does anything 1/3 of the time.

I think these new rules will make the Magic Phase more dynamic and strategic. No more 6-dice-I-win and more drama when you need that come-from-behind-big-spell.