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===[[Qhaysh]]: all eight winds woven together, Lore of High Magic=== Previously a High Elf-only lore, it is now available to Wood Elves and Lizardmen also. It is a nice, balanced lore, with enough support, defense and damage spells. Notably, it has separate attributes for each race and it has two signature spells (you can choose either or both). * ''High Elf Lore Attribute:'' '''Shield of Saphery:''' Successful High Magic spell casts grant the wizards and his unit +1 to ward save (caps at 3+). Stacking. Stick a mage into a phoenix guard unit and they will never die. * ''Wood Elf Lore Attribute:'' '''Ancients' Protection:''' Successful High Magic spell casts grant the wizard's units a protection token. When an unsaved wound is taken by the unit (or wizard), discard the token to prevent that wound. It's like proactive Life attribute! * ''Lizardmen Lore Attribute:'' '''Contemplation:''' Successful High Magic spell casts allow the wizard to forget the spell he just cast and roll for a new spell from any allowed lore (including High Magic; yeah, he can just pick a signature instead). Very interesting and versatile option. You can start with High Magic Loremaster and quickly learn all the cool signature spells you want! *'''Drain Magic:''' The first signature spell. An interesting spell. It dispels all active spell effects from the target unit (friend or foe) and can be boosted into a bubble. Pretty nice against high-cost spells, which are hard to dispel conventionally or to clear away the mess that Shadow wizard dumped upon your elite unit. *'''Soul Quench:''' The second signature spell. A most basic magic missile, 2d6 S4 hit, but can be boosted to 4d6 S4 hits, which should cause some concern for your target. *'''Apotheosis:''' Now we're talking. Restores 1 wound to the target (d3 wounds if boosted) and is extremely cheap (even when boosted). Also grants the target Fear, but who cares about that? *'''Hand of Glory:''' Basically, reversed Melkoth's Mistifying Miasma. Boosts WS/BS/M/I or all four by d3. Nice, cheap, etc. *'''Walk Between Worlds:''' The target gains Ethereal and may immediately move 10 (20, boosted) inches. Not the worst spell ever, but overshadowed by almost everything here. *'''Tempest:''' Large round template, S3 hit, S4 against fliers, scatters d6 inches. Also, the target gains -1 to hit with all attacks and template weapons need a 4+ roll. Not bad, though nothing special. *'''Arcane Unforging:''' Wounds like Lore of Metal spells (roll on armor save), hits a single model, causing single wound. What is best, if it hits, one of target's magic items is randomly destroyed on a roll of 2+!!! Ghal'maraz, Banner of the World Dragon (if the initial hit gets through the ward save, that is), Armour of Destiny, any of Archaon's or Teclis's gimmicks - anything! *'''Fiery Convocation:''' If you thinks you've seen horde-killing spells already, think agains. This beauty (or horror, depending on your perspective) causes a S4 flaming hit on ''every. single. fcking. model. in the target unit.'' And it will hit again at the end of ''every. single. fcking. magic phase'', until dispelled- and it has a pretty steep casting value, so your opponent's gonna be using a few dice. Cast it at the unit of Skavenslaves or Goblins and make sure that person will never ever play against you again.
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