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===City Allegiance: <span style="color:DarkGoldenRod;">Hallowheart</span> (Aqshy)=== The city of magic. If you want to always cast a spell and have your opponent watch as they can't unbind them, here's your place. <div class="mw-collapsible-content"> <big>'''<span style="color:DarkGoldenRod;">Battle Traits</span>'''</big> *'''Eldritch Attunement''': If a unit is affected by a spell or endless spell, you can choose to roll a die. On a 5+, ignore the spell's effects. *'''Mage of the Whitefire Council''': Your wizards can cast an extra spell. They select TWO spells from the spell list instead of 1. *'''Command Ability: Arcane Channeling''': Start of the hero phase. Pick 1 friendly hero wizard and roll a die. 1) that unit suffers that many mortal wounds. 2) for each mortal wound dealt and not negated by any means, your wizards within 12" get that roll's result as a bonus to cast until the start of your next hero phase. Remember, in order to be able to measure to the model, ''it must not be dead''! Works better on units with lots of wounds, such as celestial hurricanums and luminarks of hysh. Consider casting sear wounds (with + a lot to cast) to heal it right back off! <big>'''<span style="color:DarkGoldenRod;">Command Traits</span>'''</big> #'''Veteran of the Blazing Crusade''': Do not take battleshock tests for friendly units wholly within 18" of the general. #'''Warden of the Flame''': Start of your hero phase, on a 4+ you get an extra CP. If you were going to use your CPs for battleshock immunity, why not use the previous command trait instead? #'''Famed Spell Hunter''': If your general is a wizard, add 3 to attempts to dispell endless spells. Otherwise, they can dispell endless spells. <big>'''<span style="color:DarkGoldenRod;">Artefacts Of Power</span>'''</big> #'''Agloraxi Prism''': Subtract 1 from missile attacks that target the bearer. #'''Pauldrons of Living Flame''': End of the combat phase, roll a die for each enemy unit within 3" of the bearer, on a 4+ they take d3 mortal wounds. #'''Whitefire Tome''': If bearer is a wizard, they know all the spells from the Lore instead of 2. Otherwise, they know one spell and can cast it. <big>'''<span style="color:DarkGoldenRod;">Spell Lore</span>'''</big> The masters of magic get 6 spells instead of the usual 3! Not just that - each of your wizards gets 2 of them on top of their normal spells, leading to unparalleled choice when it comes to casting. #'''Roaming Wildfire''': Cast on a 6, pick enemy unit within 18" and visible, it suffers d3 mortal wounds. Roll a d6 for each enemy unit within 6", on a 4+ those units also take d3 mortal wounds. #'''Sear Wounds''': Cast on a 6, pick a friendly unit within 18" of the caster that is visible. Heal d6 wounds allocated to that unit. #'''Elemental Cyclone''': Cast on a 6, pick one enemy unit within 12" that is visible and roll a die per model unit that is within 12" of the caster, on a 4+ they take a mortal wound. #'''Warding Brand''': Cast on a 6, target a friendly unit wholly within 18" and visible. Until start of next hero phase, roll a dice each time a wound was dealt by a melee weapon and was not negated. On a 4+ the attacking unit suffers a mortal wound. #'''Crystal Aegis''': Cast on a 5, until the start of your next hero phase, add 1 to the rolls for '''Eldritch Attunement''' trait for friendly units wholly within 12" of the caster. You can now ignore spells and endless spells on a 4+! #'''Ignite Weapons''': Cast on a 6, pick a friendly unit wholly within 18" of the caster that is visible to them. Add 1 to wound rolls made by that unit until the start of your next hero phase. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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