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===Lore of Light=== Summary of Strengths: two good AOE buff spells, a good vortex, and a amazing movement lockdown spells, it best for factions that want to trap units and let their archers or artillery slaughter the enemy, or those who need to boost their frontlines melee potential. or both. :'''Passive - ''Exorcism''''': Whenever you cast a Lore of Light spell, all your units gain 4 leadership and become immune to psychology (fear/terror) for 11 seconds. Useful, if you are facing armies with lots of scary monsters, but largely useless outside of that. *'''Shen's Burning Gaze''': Inexpensive Projectile, costs the same as fireball (5 winds), but fires 5 projectiles in a grouping. Has the advantage of higher base damage than said Fireball, and the disadvantage that all projectiles need to land for the spell to deal full damage. Given that most entities except the largest ones aren't even big enough for all projectiles to land, it's kinda mediocre. For what it's worth, it has much better AP damage than fire ball for similar cost. If cast at close range, it can be used like a shotgun to get all of the projectiles to hit. It's best vs a monster sized unit obviously, but it's also good vs flying to due decent air tracking. It fires 5 projectiles base goes up to 10 if overcast. Basically just like gaze of nagash from lore of vampires. Also it has bonus vs large. *'''Net of Amyontok''': This is why you pick the Lore of Light. A medium-prized (10 winds) AoE debuff that locks an enemy in place, right where they stand. The incredible utility of this spell cannot be understated. A must pick against factions with a lot of mobility, although it only affects units on the ground. Despite that limitation, it ''will'' trap any flying cavalry/monsters/characters who are on the ground (from a charge, for example), so if you can catch them with this before they can retreat into the skies, you can severely punish them. Obviously favored by those with good archers and artillery, Sisters of Avelorn and Salamander Hunting Packs being notable beneficiaries. *'''Pha's Protection''': A cheap defense buff. Grants 30 armour and 24 Melee Defense at the prize of 5 winds of magic for 22 seconds. overcast adds AOE for 10 winds. unexceptional but nice, short duration is unfortunate, but good AOE buffs are rare. maybe worth it if you can hit enough of your units. great buff for lizardmen suarus and dinosaurs who have high weapon strength but lower MA/MD. *'''Light of Battle''': AoE buff for 7 Winds of Magic that makes all units unbreakable for 22 seconds. Not to be underestimated, but needs a creative mind to use right. very situational, probably not worth it often. *'''Bironas Timewarp''': Pretty nifty AOE buff spell that costs 11 Winds of Magic and gives units a whopping 24% increase to their movement speed and 24 melee attack. Perfect for Cavalry and other fast units. Great buff for lizardmen Suarus and dinosaurs who have high weapon strength but lower MA/MD. *'''Banishment''': A 17/24 overcast winds vortex with good ap damage (7ap same as pit of shades). you get a small zone of bright death. The game advertises this spell as dealing "medium damage", which is bewildering, to say the least. Banishment definitely doesn't need to hide behind its bigger brethren from other Lores. Itβs actually incredibly similar to purple sun now, in fact purple sun is probably better now. Still good though. Overcasting increases the base damage by 7, though the AP values are untouched. Generally not worth overcasting in most scenarios. Slann get this as a free bound spell, as always this is awesome.
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