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====Lore of Heavens==== Who's better at astrology and astronomy than a race who spends all their waking hours at night? What's a better profession for a long-lived master of the undead in a world where you can actually read the future (or at least possible futures and big events) with star charts, and with a [[Morrslieb|moon that causes necromantic magic to grow stronger or weaker?]] As for the crunch, this isn't an ideal choice considering your other options. To begin with, it has one of the least useful attributes of any lore- it does some free hits to a spell's target if that target happens to be flying. Woot. *Iceshard blizzard: gives an enemy unit a penalty to hit and to their Ld; has a 50/50 chance of causing artillery to not shoot. Can be boosted for double range. Not a bad spell, especially if it does manage to protect you from enemy artillery. *Harmonic Convergence: a buff that gives one of your units (or boost for a bubble) rerolls on to-hit, to-wound, and armor save rolls of 1. Not terrible, but you have better reroll spells (which also heal you) from your own lore, and most of your stuff doesn't have much for armor anyway. *Wind Blast: pushes enemy units around a little bit (can be boosted to push them slightly further), and can cause some minor damage if they bump into stuff when you do it. Might be useful for mucking with enemy charge ranges and such, but meh. *Curse of the Midnight Wind: the opposite of Convergence, forces an enemy unit to reroll 6s on those same rolls. Not bad, but considering you generally have lower WS than most enemies, not super useful except possibly to prevent poison and killing blow. Can be boosted to affect a bubble of enemy units around the caster. *Urannon's Thunderbolt: a high S magic missile. Fairly high casting cost (gonna need about 3 dice to reliably cast unless your level 4 wizard is feeling saucy) and doesn't do a ton of hits; can be boosted for increased range. The one time you do 6 hits and thrash a unit of Chaos knights it'll be awesome but otherwise meh. *Comet of Casandora: the big daddy. It has the potential to do a TON of damage- at a bare minimum, 2d6+1 S5 hits to all units (friend or foe) within 2d6 inches of the impact spot. Ouch. This also means that it's useful for area denial- don't want your enemy to march straight at you? Drop this right in their path so now they have to make a tough choice. This is a great albeit slightly unreliable spell. *Chain Lightning: basically an unboostable, harder to cast version of the Thunderbolt but has a chance of jumping around hitting additional enemy units. Possibly useful if your enemy has their army really bunched together but the high casting cost and 1:3 chance of it not really doing any more than a Thunderbolt makes it less attractive. </div></div>
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