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==Magic== ===The Lore of Spirits=== ''Attribute:'' '''Spirit Wisdom:''' Any time you cast with doubles, the caster learns another spell from this lore for the rest of the Magic Phase. more useful at low levels as your more likely to get the higher level spells without paying for a wizard Lord. *'''Signature: Spirit Staff: (8/16)''' One unit gets +1S, KB, and Magical Attacks, which is a pretty mean combo. Augmenting shares this to all units within 12". #'''Message of Doom: (6/9)''' One enemy unit now counts all your units as causing fear (Fear test are no longer a thing?) and take -1 Ld. Augmenting expands the range, and for the low casting value, you don't have much reason not to. #'''Spirit's Voice: (7/10)''' One unit re-rolls all hit rolls and Ld tests. Augmenting spreads it to all units within 12". A good thing on your tarpit and also on your hammers. #'''Fire of Vengeance: (8/11)''' Deals 2d6 flaming S4 hits, with augmenting extending the range. #'''Power of the Wind: (9/16)''' Magical vortex that moves 3d6" every turn, thankfully with no scatter. Anyone under it must test S or take an armour-ignoring S4 hit. Augmenting makes the vortex bigger. #'''Spirit Shield: (11/22)''' Gives an ally a 5++ ward and re-rolls on all armour saves. Augmenting shares this with allies within 12". Hobgoblin is a flank hammer and anvil faction, so keeping the anvil is important. #'''Blades of Begstethulu: (15/22)''' Enemies within 12" of the caster take d6 WS4 S4 attacks per full rank in the unit. Augmenting expands the range.
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