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===Lore of [[Athel Loren]]=== The magic of the Wood Elves, using the power of the forest of Athel Loren itself. The spells were about creating advantages for the wood elves, often in forest conditions (make sure to have some tree scenery then wood elf players!). Got replaced with High and Dark magic, and the signature Tree Singing was turned into a most useless magic item ever. Alternate take: Wood elves gain a lot of benefits from being in forests, so being able to move a forest to where you need can help you hold a position to defend your archers. Especially one of those poison thickets. Also, wood elves lack ranged high strength hits. However, while this may be situationally useful and only costs 20 points, generating one less spell in order to have the tree singing spell is usually not worth the cost. It might be better if it gave the wizard the option to take tree singing as another signature spell instead, after you roll for your lore of magic, but sadly it does not do that. *'''Tree Singing:''' Allows you to target any patch of woods within 18" and move them D3+1" in any direction, although it stops when it touches an enemy modal. If an enemy unit is in said forest, instead of moving it deals D6 Strength 5 hits. This cannot be cast on an enemy unit in combat though. *'''Fury of the Forest:''' Direct damage spell that targets an enemy unit within 18". Deals D6 Strength 4 hits, or Strength 5 hits if they are within 6" of a wooded area. With all the trees you should be getting, this can be at full strength a fair amount of the time. *'''The Hidden Path:''' Allows a unit to ignore terrain and non-magical missile attacks for a turn. This augment breaks if you enter close combat, but by then it shouldn't matter. Good for getting your shooters away and into safe territory, with the added bonus of ignoring many shooting and magic attacks. *'''The Twilight Host:''' An augment that gives a unit Fear, or a Fear-causing unit Terror. Not terribly exciting. *'''Ariel's Blessing:''' An augment that gives a unit Regeneration. Depending on what you are facing, this is either a decent augment or largely useless. If your opponent has a bunch of flaming attacks this is a waste, but if not giving an entire unit Regeneration can greatly increase your saving throws in combat. *'''Call of the Hunt:''' Another augment that does one of two things. If your targeted unit is in combat, it gives each model an additional attack. If they are not in combat, they move 2D6" towards the nearest enemy, which can only react by taking a hold action. If the unit comes into contact with the enemy, it counts as a charge. Very useful, essentially giving you an extra 2D6" in charge distance for a unit. Very good for close combat as well, giving each unit an extra attack.
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