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===Lore of Light (Wind of Hysh, White Magic)=== Speed of Light and Birona's Timewarp swap Initiative Boost and ASF. [[Derp|Weapon Skill 10 is nowhere to be found]]. Speed of Light's and Shem's Burning Gaze's augmented versions casting values reduced to +12 and +14 respectively. Still, borderline auto take vs Daemons and Undead. More universally useful, especially with the +1I from charging and +2I bonus for lances. Knights re-rolling misses on the charge is always awesome. Overall slightly buffed, but now the only lore with a wholly situational lore attribute. ''Lore Attribute:'' '''Focus of Will:''' when casting a Light spell, They can make an Ld test using only their own Ld value. If pass, +1 to casting, else, -1 to the spells casting. ::''Signature'': '''Shem’s Burning Gaze (CV 5/12)''' Magic Missle 24" D6 Str 4 Flaming hits, but Deals 2d6 against Daemonic, Undead or Vampiric. Overcasting boost range to 48" and Str to 6. A holy fireball which can be amplified to have a very far range and deal more damage. Not bad especially, for a signature spell. Against Undead or Daemons, it's a fast-moving middle finger that'll crush what it hits most likely. Has flaming attacks, so is kinda cool against Tomb Kings. #'''Pha’s Protection (CV 6/12)''' Summons the image of some kind of diving thing to protect the wizard and the people around it. You are less likely to get hit in a fight and even by cannons, and you can spread that in a lovely 12-inch bubble of cannon freedom. This would be really great for [[Warriors of Chaos|Warriors of Chaos Knights]], but that's the drawback to eating babies and raping flowers I guess. #'''The Speed of Light (CV 8/16)''' Grants Always Strikes First to a unit. With the removal of any army-wide ASF this just made this lore legit as hell on High Elves. [[awesome|<del>Rerolling to hit Executioners.]] [[Heresy|To bad Dark Elves can't take this lore now]]. #'''Light of Battle (CV 9/13)''' [[Tau|Ethereal-style]] happy thoughts straight from the Warp and gold-colored. Making one unit next-to-Unbreakable is not always what you want, but most times what you need. Also, it makes the target instantly rally if it's fleeing. Basically a butt-saving spell for dire circumstances. #'''Net of Amyntok (CV 10/12)''' Summon a giant sparkly magic net woven by a god. Makes the enemy unit test for S when moving, shooting, casting, going to the toilet, and everything except close combat. Failing the test, the unit can't do that AND takes some damage (extra if Daemonic, Undead, or Vampiric). Neat. Cast this on a unit with [[High Elves|Teclis]] and see how well he can cast with his S2 (bear in mind that the ''unit'' makes the test, not the ''model'', so it'll probably be at S3- but still good odds). Or cast on a Necromancer and laugh as his casting attempts incinerate him with Exorcism. #'''Banishment (CV 10/12)''' Shem's Burning Gaze, but cranked up to the max. It's a magic missile that deals 2d6 (3d6 against Daemonic, Undead, or Vampiric) S4 hits with an additional +1S for each spellcaster with Lore of Light nearby (yours or your enemy's). In addition, the target must re-roll all successful ward saves, so you are looking at the ultimate daemon killer - which its name of course implies. #'''Birona’s Timewarp (CV 14/17)''' The top spell in Light, makes the laws of time stop applying for a short amount of time (it's magic, that isn't supposed to make sense). Makes one unit move Matrix-style. The units double in speed, get Initiative 10, and one more attack so cast this whenever you feel like it and whenever you can muster the power dice. Cast this on Saurus Warriors and [[RAPE|have a little skirmish with those elves]].
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