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===Magic=== Magic works the same way as in the basic rulebook, with a few additions. The first is the Wheel of Magic, built into the back of the book. It is a wheel divided into eight parts, once for each of the winds of magic. At the beginning of your magic phase you spin the needle: the part that it ends on is Ascendant; giving a notable bonus (+5 for battle magic, +3 for Dark/High magic, and +4 for the rest). If you control at least one Arcane Fulcrum, you can roll a [[D3]] and turn the needle that many spaces (exactly, not less), to gain an edge on your opponent. Storm of Magic always starts with four Arcane Fulcrums on the battlefield: special buildings usable only by wizards to boost their power. Taking control of these gives your wizard access to nifty defenses, bonuses for your army, and most importantly, allow you to fuck up your opponent's army. There are three stages of power: Presences, Equilibrium, and Dominance, reached by controlling a Fulcrum, controlling at least as many fulcrums as your opponent, and controlling more fulcrums than your opponent. Some lores of magic gain a spell for each of these stages, and some only one. Most of these spells are powerful game-changers, like the addition of no less than eleven new iterations for the Purple Sun of [[Anal_circumference|Prepare Your Anus]], an insanely powerful augment spell for the [[Tomb Kings]], the ability for [[Bretonnia|Damsels]] to turn EVERY (including yours) character on the battlefield into a toad, gimping their stats (use this on a [[Bloodthirster]] and kill it with archers for epic [[lulz]]), [[Khorne]] throwing a brass skull at the caster of any of the other gods if they miscast, and a truly epic spell usable only by [[Slann|Slann Mage-Priests]] that forces your opponent to remove a number of characters and units if their number surpasses yours. Also, the probably most powerful spell reduces every stat with the exception of S,T,W,A to 1 (yes LD 1 for your whole army) for every enemy unit on the field oh and every enemy mage can't cast, when they are subjected to this spell and it stays in game, so the enemy has to ban it by a nice 25+. This turns every enemy unit which doesn't have S=T=10 into absolute crap. I encourage [[/tg/]] to try and [[Munchkin|break the hell out of this]]. There are a few other spells that all wizards get, like teleportation between Fulcrums, a [[Eldar|Mind War]]-esque effect, and a spell that allows you to summon up to 300 points worth of units out of nowhere to fight at your side. These give no victory points to your enemies, [[Troll|so make good use of this spell]], like having three cannons [[Creed|appear the fuck out of nowhere]], or have a [[Daemon Prince]] elbow-drop onto your enemy's wizards. Units summoned this way are very vulnerable to the Lore of Light, so be careful if you use them.
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