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===[[Dhar]], the raw Wind of Magic, Lore of Dark Magic=== Technically, it is the same magic Vampires use in their lore, but different spells. Skaven also use it to combine to create some of their lores of magic as well, such as the Lore of Stealth. Despite the fact it has two hexes and even an augment, this lore has just one purpose - to blast the almighty freaking crap out of anything and everything. Once it was only available to Dark Elves, but now Wood Elves learned it too. Like High Magic, it too has separate lore attributes and two signature spells. * ''Dark Elf Lore Attribute:'' '''Spiteful Conjuration:''' Successful Dark Magic spellcasts cause 2d6 or 3d6 bonus S1 hits to the enemy target if the casting roll contained any doubles or triples. Not bad. More damage is always nice. * ''Wood Elf Lore Attribute:'' '''Wrath of the Wood:''' Successful Dark Magic spellcasts put a vengeance token on the target. Damaging Dark Magic spells cast at the target consume these tokens to increase number of hits inflicted by d3. Not only does it simply boost damage, it also acts a sort of deterrent - the enemy may think twice before moving his precious elite unit with vengeance counter into your wizard's range. *'''Power of Darkness:''' The first signature spell. Awesome name, awesome effect. First of all, it grants the mage and his unit +1S, which is just a fluffy bonus - what the hell is your mage doing in melee? (although it may be nice with Sisters of the Thorn and their javelins). Secondly, it generates d3 dice. If 3 dice are generated, the wizard takes a wound with no armor save. Now, on levels 1-3 it ain't easy to cast it with 1 dice (casting value 8), but on level 4 it is always worth a try. It is always nice to get more dice <s>and get your sorceress killed</s>. Always take it on level 4 wizard. *'''Doombolt:''' The second signature spell. Every magic missile's big brother. It deal 2d6 or 4d6 S5 (!) hits and is capable of wiping entire units outs. Pure DOOM! Though it ain't cheap for a signature. *'''Chillwind:''' A weak (S2), cheap magic missile. Nice part is - it gives the target -1 to BS. Cast it with your last dice at those Waywatchers or Maiden Guard and laugh. *'''Word of Pain:''' By Sigmar's balls, oh the horror! First of all, this cheap monstrosity gives the target -d3 to ''both'' BS and WS for 1 turn. Secondly, it can be boosted (for a minimal increase) to give -3 to S and I! It basically turns absolutely any killing machine into a hamster for 1 turn. And now imagine dropping elite unit's WS to 1 and then slapping them with Bladewind... *'''Bladewind:''' Every model in the target unit must make a WS test or take S4 AP hit. Don't bother casting it at elves - use it on gobbos, slaves or undead and watch them get ripped to bloody shreds by a storm of flying swords. *'''Shroud of Despair:''' Target of this hex cannot benefit from general's or BSB's bubble, and any leadership check it fails causes a -1 penalty Ld for 1 turn. Not brilliant, but cast it on greenskins or beastmen and watch the fun! (And no, Skaven don't care for their general so much, they get their LD from their ranks. They love BSB though...) *'''Soulstealer:''' A small plate of S2 hits with no armor saves. Seems useless? Wait for the nice part. For every unsaved wound inflicted, this spell grants the wizard a wound on a roll of 4+, up to a maximum of 10. Now you can spam Power of Darkness all you want. In melee, if you want. Against enemies with multiple wound weapons, if you want. Vampires wish they were so immortal. *'''Arnzipal's Black Horror:''' To quote another member here "''Oh baby. This thing is crazy. Like warpstone-laced cocaine.''" It is basically the Purple Sun from Lore of Death, with all the gimmicks - remains in play, moves randomly, etc. Starts with small template, can be boosted to large. There is one major difference with the Purple Sun. PSoX tests I, which has most variable values among different units. ABH tests Str, which has low variance (though few units have S lower than 3). Generally, ABH is more reliable.
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