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Warhammer Army Project: Lores of Magic
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==Tips== ===Wizard Levels=== * With the changes to Wizard Levels you should only upgrade to level 4 if you really want the spell in the 6th slot. Level 3/4 both get a +2 to cast. On that same token, with all wizards getting signature spells for free, it is often better to take two level 1s than one level 3. For example, in an Empire Army, you could take a two level 1s with a Destroy Magic Scroll and Dispell Scroll for exactly the same price as a naked level 3. Both options give you four spells total. The level 3 will channel an extra die, but your whole magic phase goes to tits on a bad miscast. * On the subject of miscast, with the modified miscast table, rolling less dice is advantageous, level 1's (assuming no ultimate power) can only suffer a calamitous detonation. While a level 4 can potentially get sucked into the warp if they 6 dice a spell. * Higher level Wizards are riskier than in 8e for less reward. Thankfully, they are no longer auto-includes. * Life, Death and to a lesser extent Shadow do best with a level 3/4 because both of their 5/6 slot spells are super powerful. ===Lore Pairings=== * '''Fire and Metal''' Two level ones, each can potentially have a 24" augment and 24" magic missile. Allowing them to handle hordes with Fireball and armoured elites with Searing Doom. On the same token, they can cast Flaming Sword and Enchanted Blade on the same unit for a +1 to hit, +1 to wound, Armour Piercing (1), Flaming and Magical Attacks. Or swap glittering robe for some Armour. * '''Beast and Shadow''' A level two of Shadow and Level 1 of Beast, with Penumbral Pendulum/Steed of Shadows and The Amber Spear, can form a mobile hit squad launching a bolt thrower and cannonball into flanks of high point targets. ===Play and Placement=== *Champions can no longer take challenges, so your wizard is going to be called to battle often. On that same token, Characters and Command Groups CANNOT UNDER ANY CIRCUMSTANCE be placed anywhere but the front rank (unless you're in a Bretonnian Lance/Slann in Temple Guard). So there is no way to hid your character behind a meat shield. This makes wizards even more vulnerable in close combat. Thankfully with Magic Resistance and automatic "Look Out Sir" they are safer than ever from shooting and spells. {{Warhammer Army Project}} [[Category:Warhammer/Tactics]] [[Category:Warhammer Fantasy]] [[Category:Warhammer Homebrew]] [[Category:Warhammer Army Project]]
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