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===<span style="color:#01bbe3;">Spells</span>=== Your wizards May take one spell either the Lore of Invigoration or Storm <tabs> <tab name="Lore of Invigoration"> #'''Terrifying Aspect:''' Cast 5, a visible '''Stormcast''' unit wholly within 18" gain a 3" aura of -1 Bravery to enemies until the next Hero Phase. #'''Celestial Blades:''' Cast 5, a visible '''Stormcast''' unit wholly within 18" adds 1 to Melee wounds rolls until the next Hero Phase. #'''Speed of Lighting:''' Cast 5, visible '''Stormcast''' units wholly within 9" can Re-roll Charges until the next Hero Phase </tab> <tab name="Lore of the Storm"> #'''Lightning Blast:''' Cast 5, a closest Visible unit is dealt d3 Mortal wounds. Like 40k Smite but with an infinite range. #'''Starfall:''' Cast 5, pick a visible point within 12". On a roll of 4+ for each enemy within 3" of that Point they take a Mortal Wound #'''Thundershock:''' Cast 6, roll a dice for each enemy within 6". on a 4+ the unit takes a Mortal Wound. In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase. #'''Azyrite halo:''' Cast 5, Pick a visible '''Stormcast''' unit wholly within 12", until the next hero phase whenever the unit makes an unmodified save roll of 6, the attacker takes a Mortal Wound. Remember that you still make a save roll even if out-Rended. #'''Chain Lightning:''' Cast 7, a visible enemy unit within 24" suffers D3 Mortal Wounds, then each other enemy unit within 3" of the first take a mortal wound on a 4+. #'''Stormcaller:''' Cast 7, For each enemy unit on the battlefield, on a roll of 6+ inflict D3 Mortal wounds on the unit. </tab> <tab name="Endless Spells"> These can only be cast by '''STORMCAST ETERNAL WIZARDS'''. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf Everblaze Comet]:''' (110pts) Comet of Cassandora, Stormcasts edition. When it comes down, it hits everything within 10" for a bunch of Mortal Wounds determined by a D3 roll - on a 1, the unit takes a single Mortal Wound. On a 2, the Unit takes a further D3 Mortal Wounds, and on a 3, the Unit takes 3 Mortal Wounds! On top of this, the Comet remains in play and spits out Mortal Wounds at the start of each battle round at any Units within 5", though this time on a 1-3 it only does one Mortal Wound, while on a 4+ it does D3 Mortal Wounds. Also, all Wizards must subtract 1 from their casting rolls while they are 5 inches or closer to the comet. This spell has the potential to dish out an obscene amount of Mortal Wounds, but a word of caution: even though the spell continues to damage units and bother Wizards after it has been cast, the Comet cannot be moved once it has been placed in the table (but you can dispel it in a later turn and then cast it again) This, combined with the fact that it costs 100 points, forces you to be '''extremely''' cautious about where and when to put it. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Celestian_Vortex.pdf Celestian Vortex]''' (30pts) '''(AKA the HAMMERNADO):''' It's a Hurricane of Hammers that dispenses Mortal Wounds (12 dice on 6+) and gives any Unit within 6" of it -1 to hit with Missile Weapons. Additionally, it wounds on a 5+ against '''Chaos''' units instead. Thanks to its 8 inch movement and the fact that it can move after being set up, the Hammernado proves to be a cheap (Only 40 points!!!) and effective way to damage Chaos forces and screw ranged units (If you manage to cast it against a Tzeentch or Skaven army, they are in for a bad time). * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Dais_Arcanum.pdf Dais Arcanum]:''' (30pts) This is what is known as a STORMCAST ETERNAL WIZARD that has ascended past a STORMCAST ETERNAL WIZARD. A big disk for your Wizard to ride on: it grants them Fly, 12" movement, +1 to their Save and an additional Unbind. For just 30 points, you can hop in a Knight-Incantor or a Lord Exorcist, and make them go even further beyond. Your opponents are going to love it, trust me... </tab> </tabs>
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