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==Before You Start Your Magic Adventure...== There are many differences from 8th ed. Some things to note before we begin. ===Spell Selection=== Gone are the days of random spell selection and hoping you get the spell you want. Spell selection and how many spells each wizard knows is based on the level of the Wizard. Unless you have a special rule, each wizard can only select from one path. '''Wizard Apprentice''' knows 1 spell and can select from spell 1 and the hereditary spell. '''Wizard Adept''' knows 2 spells and can select from spells 1, 2, 3, 4, and the hereditary spell. Has Channel (1). '''Wizard Master''' knows 4 spells and can select from spells 1, 2, 3, 4, 5, 6, and the hereditary spell. Has Channel (1) and a +1 modifier to its casting rolls. ===Spell Classifications=== '''Learned Spells''' Spells numbered 1-6 in each path. Determines which spells your Wizard is capable of knowing. Any spell can only be attempted once in a magic phase, even if multiple wizards know the spell (unless the spell is replicable, see below). Don't be a chump and choose the highest numbered spell available to your wizard. The power of Wizard Masters and Adepts is wider variety. Spell 6 is not necessarily better than spell 1. Choose the spells based on your list and what will work best for your army. '''The Hereditary Spell''' Your army's hereditary spell will be listed in your army book. They are usually pretty good, so you'll probably be taking it. '''Attribute Spells''' Some paths have an associated Attribute Spell. This spell cannot be cast individually but is instead cast every time your wizard successfully casts a spell from that path (unless stated otherwise). Attribute spells cannot be dispelled. '''Replicable Spells''' If a spell is replicable (labeled ''rep'') you may attempt to cast it multiple times in a single magic phase, but each wizard that knows the replicable spell may only attempt to cast it once. '''Bound Spells''' Some models and items have access to bound spells, they can be a copy of a spell from the Paths of Magic or a unique spell. Bound Spells are not cast like normal spells. Instead, you decide to use 2 or 3 dice from your magic pool and discard them, automatically casting the spell without rolling for it. Bound spells have a power level (usually 4/8), those numbers refer to the total roll needed to dispell the bound spell when it is cast with 2 or 3 dice. If the bound spell is a spell from one of the paths of magic, it casts the corresponding attribute spell as well, but bound spells cannot be boosted or augmented. ===Spell Types=== Specify valid targets for the spell. '''Augment''' may only target friendly units. '''Aura''' effects all valid targets within range. '''Caster''' effects only the caster. '''Caster's Unit''' effects the caster and all models in the same unit as the caster. '''Damage''' may only target units/models not engaged in combat. '''Direct''' may only target units/models in the caster's front arc. '''Focused''' may only target single models (including a character in a unit). Only effects one model part of multi-part models (e.g. mounted characters). '''Ground''' targets a point on the battlefield. '''Hex''' may only target enemy units/models. '''Missile''' target(s) must be in the caster's line of sight and cannot be engaged in combat. '''Universal''' may target friendly and/or enemy models. ===Spell Duration=== '''Instant''' the spell effects are applied and the spell is over. '''Lasts One Turn''' the spell is in effect until the beginning of the caster's next magic phase. '''Permanent''' the spell lasts until the end of the game or until a predetermined condition is met (specified in the spell description).
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