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Warhammer Army Project: Lores of Magic
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==Basics== ===Picking Spells=== Your wizards can only pick from one or two of the lores available to them, but it's generally good practice to stick to one lore, especially for low-level wizards. However, unlike 8E, you no longer have to roll to randomly generate your spell allotment (determined by your Wizard Level). Instead, your choices are dictated by your wizard level, though a wizard with the Loremaster rule knows every spell in a particular lore. *''Level 1:'' Seplls 1-3 *''Level 2:'' Spells 1-4 *''Level 3:'' Spells 1-5 *''Level 4:'' Spells 1-6 It should be added that so long as you know one spell from a lore, your wizard also knows the Signature Spell as well. These spells tend to be easier to cast, but are vital to a wizard's repertoire. Multiple Wizards can't take duplicates of the same spell if it's possible for them to pick other spells of the same lore, but if you've taken all spells in a lore, you can start with duplicates. ===About Spells=== Spells for the most part are identical, though for a refresher, here are some key terms for them: *'''Type''': Pretty self-descriptive. Spells take all sorts of shapes, so you'll need to figure out what they do. **''Direct Damage'' spells tend to use templates to hit, avoiding the need for any BS. **''Magic Missile'' spells are like Direct Damage in that they automatically hit without needing to roll BS, but these require LoS as well as the enemy being within the Wizard's front arc. They also can't be cast while in combat. **''Augment'' spells are all the boosts, heals, and buffs. They only help allies. **''Hex'' spells are always targeted at enemies. These are all your debuffs and other penalties, and they need not be cast in the wizard's front arc. **''Magical Vortex'' spells set up a giant storm of whatever onto the field that then move around wherever they want based on random movement. *'''Casting Value''': This is the target you want to hit with your dice roll. You use die from your power pool (5+ channels for each Wizard Level in your army + 2d6 per 2000 points in your army) and add half the caster's Wizard level to the roll to beat the value. **''Boosted'' spells generally have a higher Casting Value for an improved version of the spell. Not all spells include these, so make sure it's in the spell description. **''Ultimate Power'': If you roll a nat 6 on your casting roll, you win another d6 to add to your casting. **''Miscast'': If you roll a double 1 on your casting roll, bad things happen. *'''Dispelling''': Of course, you need some way to stop spells, and this is how. You grab a number of dispel die from your dispel pool (6+ channels for each Wizard Level in your army+ 2d6 per 2000 points in your army on the enemy's magic phase) and then roll, adding half the dispeller's Wizard level to the roll. If you beat the result rolled for casting the spell in question, you have dispelled. Note that Ultimate Power is still used here. *'''Bound Spells''': These tend to be spells attached to a special item or character. Items with Bound Spells add a d6 to the casting rolls, but you can only roll up to 3 die when casting them. While this lets even non-magical characters cast, be wary that any miscasts will break the item if this spell is bound to an item, while those bound to a character just blocks the character from casting again.
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