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Warhammer Army Project: Lores of Magic
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===Lore of Beasts (Wind of Ghur, Amber Magic)=== Flock increased to 3d6 hits for only one more casting value. Transformation of Kadon's casting value lowered by 3 but can only turn into a nondescript monster with Fly and a S4 Breath Weapon (BS 0, I3, A5, LD8, everything else 6). Wounds don't carry over anymore, either. Other spells are unchanged. Still, the undisputed king of making your characters win challenges with that 3 extra A,S & T. But, with buffed lore of Metal, may have a challenge when it comes to making units more killy/tougher. ''Lore Attribute:'' '''Wildheart:''' Basically, your spells are a smidge easier to cast at cavalry, warbeasts, or Beastmen. Can be nice if you are playing Beastmen (duh), Bretonnia, or run a cavalry High or Wood Elf list. But still pretty sub-par otherwise. ::''Signature'': '''Wyssan's Wildform (CV 10/14)''' The signature spell and WHAT a spell this is! It will make your measly humans go and win against other units, and it will make your Bestigors or Minotaurs go rapetrain against nearly everything for one round. Another spell it is worth taking level 1 wizards for. *'''The Flock of Doom (CV 6/8)''' Yeah ''doom'' sounds nice, but it's only doom if your enemy is afraid of birds. It is like a new episode of Hitchcock's "the Birds" with a few crows pecking on the enemy unit; good enough to make those stupid harpies go away, but there are way better options for killing. It's one of the cheaper spells in the game, and has a decent range (and range is boostable) if you don't mind just mildly inconveniencing them. *'''Pann's Impenetrable Pelt (CV 8/12)''' Make one or more heroes harder to wound. It won't save your unit, but if your hero is currently challenging a monster this spell will make his chance to survive go over the 0%. *'''The Amber Spear (CV 9/15)''' Magic, auto-hitting bolt thrower with pretty good damage, making it the choice spell for Beasts Wizards who wanna kill. Can be boosted to start with S10 doing D6 wounds. Awesome? Yes. Use in any situation you would normally use a bolt thrower (monsters, elite units, etc.). *'''The Curse of Anraheir (CV 9/11)''' Making your enemy stumble over roots and die is one funny thing to do, especially against those dumbass goatmen. Also it makes your people harder to hit, what more do you want? Awesome spell. *'''The Savage Beast of Horrors (CV 10/14)''' Yeah now we're talking. Giving one hero way more strength and attacks and he will rip entire units in two. *'''Transformation of Kadon (CV 13)''' What was that about more strength and attacks? Forget it, this will turn your mage into a fucking MONSTER. Just one statline, but this statline also includes Fly and an S4 flaming breath weapon. You can't use any channeling, casting, or items, but wounds DO NOT carry over once you've had your fun. Also, now it can't be Dispelled.
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