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==={{color|#cc9900|Spell Lore}}=== When you pick an Enhancement Spell lore for your army '''Each wizard''' in your army can pick '''one''' spell from '''ANY lore''' he knows in addition to spells he already knows (i.e. arcane bolt, mystic shield and a warscroll spell). Ironjawz wizards can pick a spell from ''Lore of the Weird'' or ''Universal Spell Lore''. If you are picking additional Enhancement Spell lore (battalion or battlepack may allow you to do this), you can pick one additional spell for each of your your wizards again (and so on). <tabs> <tab name="Lore of the Weird"> Only Ironjawz wizard can cast this. Expensive and impactful spells that only a wizard with Touched by the Waaagh! Command Trait can reliably cast (usual weirdnob doesn't have any + cast bonuses) #'''Foot of Gork:''' On a 10+, pick 1 Enemy unit within 18" that unit suffers D6 MWs, then roll a dice on a 4+ they suffer another D6 MWs. Keep rolling until you roll a 1-3. Crazy potential but gimmicky and very hard to cast on a 10+. Doable with Touched by the Waaagh! Command Trait with Weirdnob as your General. #'''Mighty 'Eadbutt:''' On a 5+, pick 1 enemy hero within 18" and visible, it suffers 1 MW, if it's a Wizard then it suffers D3 MW's instead. A cheap spell to trigger Green Puke for additional mortal wounds. You'll probably never pick this spell. #'''Da Great Big Green Hand of Gork:''' On a 7+, pick a friendly {{AOSKeyword|Orruk}} '''wholly within 12"'''(nerfed from 24' from previous edition) and more than 3" from enemy units, pick it up and set it up more then 9" away from enemy models, it can't move in the movement phase. (But it can charge in charge phase later) (Ironjawz units can move or charge in Hero phase thanks to Mighty Destroyers) Since this spell no longer has IRONJAWZ keyword it can teleport literally ANY friendly {{AOSKeyword|Orruk}} unit. #'''Bash 'Em Lads:''' On a 8+, add 1 to wound rolls for friendly {{AOSKeyword|Ironjawz}} units wholly '''within 16'''" of the caster. Expensive spell with a huge radius that turns your army 3+ to wound into 2+. Great if you can cast it in Waaagh turn. </tab> <tab name="Universal Spell Lore"> Spell lore that can be used by any army. #'''Flaming Weapon:''' Casts on 4+. Pick '''one''' melee weapon of the ''caster'' adds +1 to damage until your next hero phase, which matters more for a wizard meant to be up-close and personal. Works on a mount melee weapon too (FAQ 2021). **Alternate Take: Combine this with the Arcane Tome which makes any hero unit a Wizard, give it to a hero with a lot of attacks. Stacks with Violent Fury +1 damage buff from warchanter. #'''Levitate:''' Casts on 8+. One friendly unit within 18" can fly until your next hero phase. #'''Ghost Mist:''' Casts on 5+. Pick a terrain feature within 6" of the caster. Until your next hero phase, visibility between 2 models is blocked if a straight line 1mm wide drawn between the closest points of the 2 models passes across more than 3" of that terrain feature. This effect does not block visibility to or from models with a Wounds characteristic of 10 or more. </tab> </tabs>
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