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==Lore of the Great Maw== ''Lore Attribute: Bloodgruel:'' After casting a spell, roll a d6 for the caster. On a 1, they take an S6 hit. Otherwise, they regain a wound and add +1 to their next dispel or casting roll. With how combat-oriented your butchers are (as well as actual rules for the butchers), you'll be needing at least one Great Maw Wizard around the frontlines. *'''Signature: Spinemarrow: (6/9)''' Since it's much easier for a monstrous infantry to be steadfast than in 8e, this spell is slightly less mandatory to spam and has been slightly nerfed. You now need an 8+ (from 6+ in 8e) to cast this while the augment (which doubles the range) is not a big deal to cast on a 9+. #'''Bullgorger: (7/14)''' +1 Strength for one unit or all units within 12" if you augment. While S5 Bulls are indeed scary, there's also... #'''Bonecrusher: (8/11)''' 2d6 S2 hits that ignore armour as a magic missile. Use this for all your horde management, especially when facing Gobbos or Elves. #'''Toothcracker: (8/16)''' +1 Toughness, which lets you laugh at all but the worst your enemy offers. Halberds? Guns? Get that pussy shit outta here! #'''Braingobbler: (9/12)''' One enemy unit must test for panic. The usefulness of this varies upon how the Leadership scores run across the enemy forces and how they deal with Psychology. #'''Trollguts: (12/20)''' Back to augments, gives one friendly unit within 12" Regeneration 4+ on a 12+. Can be boosted to all friendly within 12" on a 20+. Unlike the others, this one will be hard for a level 2 to cast with less than 3 dice (and even 3 dice can be risky), so if you roll it on them, you might as well drop it. Level 4's will get good mileage out of it though, and it's a good spell (since Ward Saves are very rare in Ogre Kingdoms armies). #'''THE MAW: (15/21)''' A big direct damage spell (NOT a vortex) that's quite fun. Drop the small blast somewhere within 18" and Scatter it. If a misfire is rolled, it gets placed on the caster. Once it lands, everyone under it takes an Initiative test. Pass, and you only take a S3 hit. Fail, and you take an S7 hit with the Multiple Wounds (D6) rule. This casts on a 15+ and can be pushed up to a large blast on a 21+, which is quite risky since you need 4 dice for a Level 4 to reliably get off (and 6 for it to get the big version off reliably) and a misfire can cost you dearly with your Ogres' poor Initiative. This spell's not usually worth it; to start with, it relies on hoping you get it but don't get a miscast that fucks you, hoping that your enemy didn't bring a scroll for this moment (or dispel it in another way), hoping that you don't misfire or scatter off the unit you wanted to hit and hoping at the end that the enemy fails the test (and gets hurt enough to make a difference). On top of all the changes that it might fail (or do nothing), it's probably not going to justify its massive cost even if it succeeds. This one spell will likely drain most to nearly all of your magic dice and waste most of your phase when there are so many buffs you could've been using instead.
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