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===Lore of Fire (Wind of Aqshy, Bright Magic)=== Level 3 fireball casting value reduced to 15 from 18. Otherwise, your spells are identical to 8th. With the buff to Lore of Metal and Heavens, as well as the removal of rolling for spells, this Lore lost its lofty place as the best Lore for direct damage. Additionally, with the change to bound spells the Ruby Ring of Ruin is almost always going to cast with only one dice from the pool (and the free die from bound spells). Lastly, with the nerfing of regen and fire no longer disabling it for the phase. This lore was oddly hit the hardest overall with 9th edition. ''Lore Attribute:'' '''Kindleflame:''' All of the Lore's spells are considered "flaming" (no shit, right?). Each time a damaging Lore of Fire spell is cast on the same unit in the same phase, the spell inflicts an additional D6 hits (even if by a different wizard). Not great, but if you plan on destroying a big fat horde per turn - can be nice. This is particularly nice if you plan on getting several low-level Wizards to capitalize. ::''Signature'': '''Fireball (CV 5/13/17)''' Your one-for-all damage spell goes from "easy to cast and not so hard to hit" to "hard as hell to cast and roasting a mammut ... herd". '''NEVER''' forget this spell because you can use it against nearly everything. From flaming a little flanking unit to turning entire Swordmaster units to ash or softening up this big big horde of core units. When you pick Fire magic, you do so because of this spell. Ideally, keep a level 1 Fire wizard. If your Wizard Lord somehow dies, pump all your useless dice into super-fireball each turn. *'''Cascading Fire-Cloak (CV 5/9)''' Remains in play. A spell that now works on a unit from range, bubbuffeting enemies in base contact at the end of the magic phase. Now an easy-to-cast spell to deal more damage. Not really worth it to put on the caster's own unit since you don't want your mage in combat, except perhaps for Firebellies, Chaos Sorcerers, or Dragon Mages. *'''Flaming Sword of Rhuin (CV 8/10)''' The second best spell in this Lore because it helps your little, weak elves/humans/anything to wound better and also ignores the regeneration of the enemy. It's especially good for all elves, but generally not a bad spell. One of the few spells to help archers overcome their S3 bow weakness. *'''The Burning Head (CV 10/13)''' Your Mage throws a burning and screaming head on the enemy. Mediocre damage in line and causes Panic... which is kinda weak in the current edition. *'''Piercing Bolts of Burning (CV 10/12)''' Fancy fireball, with a number of hits scaling off the number of the targets ranks. Basically, a spell to annihilate Goblins, Skeletons, and any other manner of Expendable or horde-like goons. *'''Fulminating Flame Cage (CV 11/13)''' So now you imprison your enemy in flames, and if he moves, he is toast. Again, against really big units, it's great; against heavy cavalry, it's lame. But it's always funny to see a light flanking unit destroy itself in the charge because of this spell or not flanking so that you can win against the enemy in front. Note this is a hex, so it doesn't contribute to the casting bonus of the lore attribute. If you're a mega-douche, cast it on a unit in combat and then issue a challenge. Oh, you accept, do you sir? Good show! Now come closer, move into base contact with me...that's right... BAM, the whole unit counts as moving! (yeah, I know it's weird). Take those hits baby! Take 'em. Oh, I see... wise to it now, are we? Refuse the challenge, then... go on... move to the back. BAM! *'''Flame Storm (CV 13/26)''' Yeah, big plates to throw, but only S4 and not really with sniper precision, so no thanks. Still, the name is cool.
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