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===Spell Types=== *'''Buffs/Debuffs''': Pretty self explanatory. You cast them on a unit or group of units, and it improves or weakens a unit's stats. Overcast buffs usually have an area of effect that affects multiple units; you can cast these spells either on one unit or just out in the wild. To be affected by any buff or debuff, a unit must have at least half its models within the area of effect. *'''Projectiles''': Similar to a ranged attack, it fires one or multiple projectiles in a straight arc at a target of your choosing. They tend to be cheap and very accurate, but need a line of fire to work. Best used by Casters who have access to a flying mount and to snipe monsters or single characters. *'''Breaths/Winds''': Basically a directional AoE attack. Winds hit the whole area their indicator... indicates, while Breath spells expand in a cone shape. The indicator can sometimes be deceiving; some Breath spells and all Wind spells have a much larger range than the indicator suggests (most notably overcast Wind of Death from the Lore of Vampies AKA the best spell in the game) and it comes down to experience how each spell works best but, fret not, there is not much to it. Like all AoE attacks, they can cause friendly fire. What the game doesn't tell you immediately is that you can change the direction of your Wind or Breath Spell by holding the left mouse button before casting. Also, the Wind spells can deviate from the straight line the indicator shows, which can be quite annoying, but they'll never go as off-course as Vortexes. If a Breath/Wind hits a wall it'll be reflected, potentially letting you hit units that aren't lined up. *'''Vortexes''': Big pie plates and usually the most potent damage spells in any given Lore. Almost all move randomly over the map while they are active but all cause massive damage to units that have a lot of models in them. They never start moving where they can do the most damage so it's best to use them on an enemy unit surrounded by other enemy units. They're not useful against single entities but this also means you won't lose much if you cast it on one on your units surrounded by enemies. A few Lores (Shadows, Plague, Deep) have stationary vortexes, perfect for siege battles. *'''Bombardments''': Think of them like off-map artillery from other RTS games. You pick an area, and a certain amount of projectiles come down from the sky, inflicting damage. Use it for large units already fighting, otherwise they tend to see it and get clear in time. *'''Direct Damage''': Direct Damage spells work differently from the other damage spells; they directly inflict magic damage to a units HP stat rather than its models, like a damage-over-time effect and don't inflict friendly fire. However, unlike the others, individual models can resist them. Usually your more reliable character sniping spells (with Spirit Leech from the Lore of Death being the most effective for its cost), although there are some that work better against whole regiments (Like Final Transmutation from the Lore of Metal or Flensing Ruin from the Skaven Spells of Ruin). Ethereal units really hate those. *'''Summons''': Summons a unit to help you in the fight. Summoned units die after 90 seconds so treat them as expendable and throw them where they can do the most damage or at least bog down the enemy. You still want to know more? Well just head over to [[Total War: Warhammer/Tactics/Magic]] and you will find knowledge a plenty.
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