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==Magic== Lore of the Wild is available only to unmarked wizards, who can take it in addition to several other lores. If your wizard takes a mark, they MUST take that respective god's lore. <tabs> <tab name="Lore of the Wild"> ''Attribute: Primal Onslaught:'' Casting allows any units within 6" to add a bonus die to Primal Fury rolls. This can make the waves of horns quite dangerous. :*'''Signature: Bestial Surge (7/14):''' Allows ALL friendly units within a whopping 6" to get an additional 2-7" in movement directly towards an enemy unit. Useful if you are under threat of missile fire or you just need that little extra bump to get into charge range. Remember that Beastmen survive by being aggressive, so this can't hurt. However, compared to other lore's signature spells, this spell leaves a Beastman underwhelmed unless you are using more than one Bray Shaman to cast it per turn, in which case it is decently useful. IF you augment it, you double the spell's range, but at 14+, you won't see this a lot. #'''Viletide (5/8):''' An easy to casy 24" magic missile that hits an enemy for 5D6 S1 hits. Great for hunting warmachines, as a S1 hit is still a hit on a 6+, horrible for everything above T2 (Read: practically everything else). For anything else, you want ''Flock of Doom'' from Beasts instead (5+ 2D6 S2 and boostable to 48" range). #'''Devolve (8/16):''' You know the Jabberslythe's ''Aura of Madness''? This is the spell version of that. All enemies within 12" take a Ld test, if they fail, the unit takes wounds equal to the number failed by. Combos nicely with Doom and Darkness from Lore of Death. Don't plan on using this around any generals or BSB since they'll have the IP to bust your groove. #'''Bray-Scream (8/13):''' The third spell gives the caster an S4 breath weapon (S5 if Agmented). Use on Malagor after flying into a flank to turn those large hordes into mincemeat, or use it on a character in close combat. #'''Traitor-Kin (10+):''' All enemy mounted units and Mixed beast units within 12" get attacked by their own mount/beasts at its strength and attacks ('''KILL THE STAR DRAGON RIDER!''') while ignoring anything offered by the beast. Engage trollface when playing Bretonnia or up against a monster-happy army (monsters with handlers on it like Hydras, Sphinxs, and Araknaroks attack themselves)... otherwise, sit down and wonder why you didn't take Lore of Beasts. #'''Mantle Of Ghorok (10+):''' One friendly character within 6" gains +D6 S and A.... but takes a wound for rolling any 6s for those characteristics. It's useful for making that Doombull into the unholy rape train he was always meant to be without paying for magical weapons, but if you're packing a quite a few strength/attack boosting weapons (aka what every weapon in the beastmen armory does) then you can safely skip it. You could use it on your caster if you get stuck in combat- takes him from S4 and A2 to possibly S10 and A8 (although at that point he's deader than dead) #'''Savage Dominion (15+):''' This spell has awesome potential, it lets you summon one Giant, Ghorgon, or Jabberslythe (your choice). Sounds good so far... but any wound suffered by your beastie means that the caster has to make a T test for ''each wound took'', and a failed test means taking a non-savable wound; that's not too terrible. Especially considering the only characters that can take this are T5. Removing that asinine restriction that forces the caster not to attack or cast, this spell becomes preferable if you grab it. </tab> <tab name="Lore of Tzeentch"> ''Attribute: Boon of Magic:'' For every 6 you roll when successfully casting a spell, you get another power die in the pool. Unlike 8E, this is finally available to other wizards, making this attribute not shit. :*'''Signature: Blue Flame of Tzeentch: (6/9)''' d6 flaming Sd6+1 hits. Yeah, see that randomized strength? That's why this sucks. Sure, you'll never have to deal with useless S1 fire, but that doesn't mean that your fire's actually going to hurt those monsters. #'''Pandemonium: (7/14)''' Treason of Tzeentch under a new name. Forces the enemy to take their lowest leadership value, ignoring all Inspiring Presence and Hold Your Ground. If you're looking to begin a domino reaction by forcing a unit to break with their shit Ld of 6, then you've got a way. Shadows and Death have similar spells and don't demand you to buy a mark but have multiple wizards to stack them for the win. #'''Pink Fire of Tzeentch: (8+)''' Shoots out a flamer template and hits anyone under it with a Sd6+1 flaming hit, making it just as bad, if not worse, than Blue Fire. #'''Bolt of Change: (8+)''' A powerful, single-shot magic missile that acts as a bolt thrower shot, penetrating ranks and causing multiple wounds. It has a respectable if random, strength and can chew up a unit of monstrous things. With Warpflame being no more, you can actually make use of this one without worrying about it backfiring. #'''Glean Magic: (8+)''' Another awful spell because there is so much that can go wrong with it. If cast, you duel an enemy wizard by rolling a D6 and adding your respective wizard levels. If you win, he loses a wizard level, eats an S4 flaming hit, and steals one of his spells. It can screw up your opponent if you steal the right spell, but the spell you nick is (say it with me) random. Also, the caster has to have a high wizard level if he wants a chance at winning the duel. Note that this spell can be hilarious against VC. Lick up tears as you pluck away Invocations from his supporting necromancers. Emphasis on 'can be.' You've gotta get the spell off, hope it isn't dispelled, win the wizard duel, and be lucky enough to get Invocation as the random spell you steal. #'''Treason of Tzeentch: (14+)''' Now a somewhat different spell! Now you can make an entire unit hit itself, though it's not factoring anything that falls into effect during the first round of combat and fails against steeds, characters, and those immune to psychology. Sure, it can wipe out a unit of greatswords or dual-wielders, but it's meaningless against spears, lances, and bows. #'''Infernal Gateway: (16+)''' A bigger version of the signature spell of the lorelore you roll 11 or 12 for the strength, it's Strength 10 and does 3D6 hits. Far too unreliable and not quite as threatening as its previous version, where it could nuke a unit on a lucky roll. </tab> <tab name="Lore of Nurgle"> ''Attribute: Bloated with Disease:'' After casting a spell, roll a d6. On a 6, gain another wound. It makes a shaman more durable. *'''Signature: Stream of Corruption: (7+)''' a Breath Weapon Attack that forces Toughness tests or takes save-ignoring wounds. It will melt down mobs of light or mid infantry all the same. #'''Miasma of Pestilence: (5/10)''' A simple augment that nerfs all enemy units in base contact with the target. Considering the loss to Initiative Nurgle-marked models have, this will knock enemies down to your level. You can boost the spell to cause a debuff of D3, but it's often not worth going that far unless you really need to land your combat hits. #'''Blades of Putrefaction: (8+)''' Makes the unit's attacks poisoned or makes the poison auto wound on a 6+ to hit. Considering how melee-centric you are, you'll be bound to push some wounds in there. #'''Curse of the Leper: (10/13)''' Either add +d3 to a friendly unit's toughness or robs a unit of d3 toughness. Either way is helpful, but since Stream of Corruption, Rancid Visitations, and Plague Wind rely on your targets failing their Toughness tests, this is a good spell to open a magic phase with if you're heavy on the Nurgle theme. #'''Rancid Visitations: (10+)''' This is a potentially powerful magic missile. After causing its hits, it can potentially carry on going if the target fails its Toughness test. Of course, this combos with the Curse of the Leper to cause the most damage possible. It makes Elves cry if you get it past their Wizards. Cast it on a block of spearelves and enjoy drinking your opponent's tears. #'''Fleshy Abundance: (11/14)''' Nurgle's final augment spell suffers an increase in difficulty and a reduction in effect from the last WoC book, granting 5+ regeneration to a unit for a turn. However, this time it stacks with any existing regeneration the target has (shame Trolls has a max regen save). #'''Plague Wind: (15/25)''' Nurgle's final spell is one of those wacky vortexes. If you're unlucky, it can go Night Goblin Fanatic through your own army, but WoC can at least withstand this one if it goes wrong. Plague Wind forces toughness tests on its victims and inflicts armor-ignoring wounds on those that fail. Get in close and fire it off into a horde for maximum carnage, but Plague Wind is overshadowed by the utility of the rest of the loreloretab> <tab name="Lore of Slaanesh"> ''Attribute: Bliss in Torment:'' After casting a spell, roll a d6 plus an additional one for every unsaved wound you caused. On a 6, add +1 to your caster's WS/I/A. Considering how many of these spells can't be cast in combat, you have 2 Direct damage spells to work with. *'''Signature: Lash of Slaanesh: (6)''' Draws a line from the caster, and anybody under that line takes a S4 hit with armour piercing 1. Awkward to use and unlikely to affect many models, this is a rather flimsy signature spell compensated by the addition that makes a unit that suffers casualties incapable of movement. Thus, an awkward magic missile turns into a means of locking up a unit from fleeing or charging. #'''Acquiescence: (7/10)''' Useful in and out of combat, this hex spell gives the target Always Strikes Last and Random Movement (d6"). It easily stalls an impending charge and can severely nerf enemy units in combat, as well as being easy to cast. #'''Pavane of Slaanesh: (8+)''' This spell targets a single enemy model and forces them into a LD test on a 3D6. If they fail, they take a wound with no armour saves. Good for attacking enemy characters and sniping unit champions. Since the Beastmen lack Eye of the Gods, this won't see as much use but it can help avoid a challenge where one's not wanted. #'''Hysterical Frenzy: (8+)''' Like Curse of the Leper, Hysterical Frenzy can be cast on your unit or an enemy unit, granting Frenzy and a small number of hits at the end of each magic phase. Hysterical Frenzy stacks with existing Frenzy too, meaning that this can be useful to bolster a mob of Gors. So why would you want to give Frenzy to an enemy unit? Firstly, it can force a unit into charging you, great for pulling in units of shooting guys that would rather stay out of combat. Cast it on a war machine crew for Maximum Fun. Secondly, D6 S3 hits might not sound like much, but they will cause trouble for small flimsy units like the average fast cavalry or skirmisher unit. Note that because the hits are not melee attacks, they will roll to wound against a War Machine's Toughness, not the toughness of its crew. Unfortunately, since these hits are caused after the spell is cast, this spell does not count towards the Lore Attribute. #* is one of the rare Slaanesh ''augments'' spells to work on Khorn units, cast this hex on the Minobus. #'''Slicing Shards: (10)''' Slicing Shards functions the same way as Rancid Visitations. The target takes a few S4 Piercing 1 hits, then has to pass a LD test or take some more. Not quite so effective as Visitations as the target will likely have their General and/or Battle Standard nearby, but these spell combos with Phantasmagoria below or Tzeentch's Pandemonium. Catch a unit of zombies or other undead away from their general and laugh as he loses that meat block until he manages a roll of double ones. #'''Phantasmagoria: (10/20)''' Essentially inflicts a unit with the opposite of the Cold-Blooded rule. They roll an extra D6 when taking LD tests, discarding the lowest dice. It is very helpful at breaking enemy units, this spell can be boosted to hit all enemy units within a certain distance of the caster. As the Lore of Slaanesh is Leadership focused, consider using this spell first to get the most out of your spells. Actual Cold-Blooded units (aka Lizardmen) will be rolling 4D6 for their LD tests and discarding both the highest dice and the lowest dice if they're affected by this spell. #'''Cacophonic Choir: (15/18)''' Holy shit this is powerful. A hex spell, the Choir can cause quite a lot of damage even when the caster is in combat. It causes a bunch of hits that wound on a 4+, regardless of toughness, and ignore armour saves. On top of that, the target is slapped with Acquiescence's effects too! Bliss in Torment gets the most use out of this spell. It can often finish a game by itself and will totally cripple units hit by it. </tab> </tabs>
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