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====Lore of Dark Magic==== Pity you can't take it on a level 1. On a level 4 it isn't bad but is beaten by almost all the other lores. *'''Power of Darkness''': **'''''Augment'''''. While it does give your unit a much needed strength bonus and extra power dice it will eventually wear you down ( you take a wound with no armor saves if you roll a 3 for power dice) unless you protect yourself with a decent ward save. Often, you'd be best served not getting bogged down in combat. For a stupid elf trick, use when your caster is with Sisters of Thorn and watch those javelins get nasty. *'''Doombolt''': **'''''Magic Missile'''''. Always take it. It gives you a much needed high strength shooting attack. *'''Chillwind''': **'''''Magic Missile'''''. Is an easy spell to cast, is good against low toughness units and will help you against other shooting armies. *'''Word of Pain''': **'''''Hex'''''. Good against shooting/high WS armies that seek to match you prowess. The boosted version will save a lot of your elves in combat, ''especially'' since you don't have much, if any, armor. *'''Bladewind''': **'''''Direct Damage'''''. Is a good choice for big blocks of infantry, like the always pleasant Slavebus or Zombietrain or even some tougher units. *'''Shroud of Despair''': **'''''Hex'''''. Simply fantastic when you get into combat. No Inspiring Presence and no Hold Your Ground! for you enemies. This will make breaking enemies easier, which is good, because you don't wanna hang around for Round 2. *'''Soul Stealer''': **'''''Direct Damage'''''. Once again, great against big horde units/busses/trains. If you get this off, place the 3" template anywhere of the wizard within 18". You can go nuts with '''Power of Darkness''' and never worry about it, if it lands right. *'''Arnzipal's Black Horror''': **'''''Magical Vortex'''''. Oh baby. This thing is crazy. Like warpstone-laced cocaine. No wonder Ariel got hooked on this Dark Magic stuff... Anyway, should you get this off, pop it down and sing ''"Snitches's gonna die/This bitch is gonna fly/My wizard's rollin' high/Or she's gonna fry"''. It will then travel anywhere between 6"-40" in the form of a 3" template in a straight line (of your choice) depending on your wizards magic lvl and how much you roll on the arty dice. Everything hit must pass a strength check or die (ward save allowed). As with arty rolls, should you misfire, place it on top of your wizard and scatter it D6. It ''Remains in Play''. Every turn, it jollies around randomly, spreading more laughter and happy thoughts with another arty roll. Misfire and it will stop working. Boost it and you get to use the large 5 incher, then pray to Isha that you don't screw up. Not as powerful as the '''Lore of Death''' version, but still good fun. It's lore attribute is best likend to that of the '''Lore of Fire'''. Everytime you cast it on an enemy unit, it creates a vengeance counter (on the unit) which activates when damage is next applied through a spell to that unit. It causes d3 extra hits when it does so, for each counter on the unit. If you can take 2 lv 3/4 mages then this is a good secondary lore but beyond the Storm of Magic I doubt it will see much use. Try it out and see how useful it is to you.
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