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===Ironjawz Spell Lore=== If your army has Ironjawz allegiance, each '''WIZARD''' gets to choose one of these. Bear in mind that as per the core rules FAQ, allied Wizards don't get one - so it's only the Weirdnob Shaman. #'''Brain-busta''': Casting value 5. Pick a visible enemy unit within 15", roll 2d6. If you beat their Bravery, they suffer d3 mortal wounds. If you didn't, they suffer 1. #'''Mighty Eadbutt''': Casting value 5. Pick a visible enemy '''HERO''' within 16" - it suffers 1 mortal wound or d3 instead if it's a '''WIZARD''' #'''Da Blazin Eyes''': Casting value 6. Pick a visible point within 4d6" of the caster. Draw a straight line 1mm wide between the caster and that point. Roll a dice for each <i>enemy model</i> touched by the line; for each roll a 5+, their unit takes a mortal wound. #'''Da Great Big Green Hand of Gork''': Casting value 7. Choose a friendly '''IRONJAWZ''' unit that is wholly within 24" of the caster and is not within 3" of any enemy models. Take them off the table and set them up again anywhere more than 9" from enemy units. They can't move in your following movement phase, but can attempt to charge in the charge phase. #'''Bash em Ladz''': Casting value 8. Until your next hero phase, all friendly '''IRONJAWZ''' units get to reroll wound rolls so long as they are wholly within 12" of the caster when attacking. #'''Power of da Waaagh''': Casting value of 8. Count up the number of friendly '''IRONJAWZ''' units wholly within 18" of the caster that contain at least two models. Roll that many dice. Each roll of a 3+ allows you to pick an enemy unit within 24" of the caster and hit them for d3 mortal wounds. Each roll of a 6 hits them for d6 mortal wounds instead. Unless you have a better idea, Da Great Big Green Hand of Gork is the one to pick. The ability to basically teleport a unit is a real game-changer for Ironjawz, and you have various bonuses to make a subsequent charge roll easier (+1 from the allegiance abilities, +1 if you're running Bloodtoofs, +2 for 'Ardboyz musicians. You can even technically do your Ironfist move after teleporting, although that might get errata'd out eventually, who knows)
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