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Warhammer Army Project/High Elves
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==Lore of High Magic== :'''Attribute: Shield of Saphery:''' Grants a 6++ ward (Add +1 to current ones) save that improves the more you cast. Considering how aggressive elves are with magic, expect this to come into play a lot. *'''Signature: Drain Magic: (7/14)''' You can dispel all remains in play spells on one unit as well as end any other spells in effect on them. It's your welcome utility weapon. *'''Signature: Soul Quench: (8/12)''' Basic magic missile. 18", 2D6 Strength 4Hits. Augmenting isn't as strong as it used to be but will still deal 1d6 more hits. #'''Apotheosis: (5/10)''' Heals a single model, which helps a character, but not so much his unit. Either way, the model now has Fear. #'''Hand of Glory: (5/10)''' Improve M/WS/BS/I by +d3, with augmenting improving all of them at once. #'''Walk Between Worlds: (8/16)''' Gives one unengaged unit Ethereal and then moves them forward, which is pretty sweet if you need to move a unit someplace and don't give a damn how. #'''Tempest: (12+)''' Magical artillery that can really cripple flyers. If they're wounded, they now take -1 to hit with anything, so they have a chance to fail any attack. #'''Arcane Unforging: (13+)''' See that army of super-armoured character? Cast this and see them all take a wound as their good saves betray them and one random magical item possibly shatter. Easily the way to ruin a game. #'''Fiery Invocation: (19+)''' Constant S4 flaming attacks on one unit. How is this not the way to obliterate regens and undead?
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