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Warhammer Army Project: Lores of Magic
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===Lore of the Heavens (Wind of Azyr, Celestial Magic)=== Much stronger than 8e, with a lore attribute that works for every spell and lightning/ice attacks added. This lore is the bane of armies with anything above light armour, ignoring Armour Saves when you strike. This is the lore you want to kill that Kuh-niggit with a 1+ Armour and DragonHelm. ''Lore Attribute:'' '''Fate Manipulation:''' Much stronger attribute and not nearly as situational. When a spell from the Lore of Heavens is successfully cast, roll a D6; on a 4+, the Wizard can re-roll one dice to either change the casting result or the number of Hits inflicted by a spell when casting further spells for the remainder of this Magic phase. ::''Signature'': '''Iceshard Blizzard (CV 7/9)''' Blinding your enemies with snowflakes, making him fail more often (includes a 50/50 chance of indirect fire weapons not firing), because he can't see. Oh and he can't see his pals so his LD is taking a little dump. Stacked on with it being an Ice Attack and thus tanking Initiative as well, and you have yourself a very nifty debuff. #'''Harmonic Convergence (CV 6/12)''' You know how you have these super-awesome-heavy-cavalry-rapetrain-unit? The one that only needed 2s to hit or wound and you just ended up rolling 1s? That is no problem. This spell lets you re-roll every 1 your unit rolls for a turn, so give it to your elite units and don't fear the ones. #'''Wind Blast (CV 7/14)''' A magic missile which pushes enemy units around and knock them into setpieces and their own mates. Ultimate when you have a Mage on flying mount to mess up the enemy movement phase, but worth it every time. Not terribly competitive though, being harmless otherwise. Use against Goblin Fanatics, commence trollface. #'''Curse of the Midnight Wind (CV 10/20)''' You read the Harmonic convergence? This is the other way around. The enemy unit has to re-roll all 6s it rolls, so no killing blow, or even wounding your monster with T6 while having S4. Everything is fine with this and it comes with a bubble version, though this is obscenely risky to cast. #'''Urannon’s Thunderbolt (CV 11/13)''' Calls down a bolt of lightning dealing d6 S6 Lightning hits, making them hilariously effective against heavy armor. Use it on enemy monsters, lone characters or very small, very elite units (e.g., Blood Knights). #'''Comet of Cassandora (CV 12/24)''' Perhaps the most damaging spell out there, it calls a comet at the target spot, dealing somewhat random damage in a somewhat random radius after a somewhat random number of turns. Very unreliable and easy to dodge, but with the right planning, it can be utterly devastating. Useful for area denial- you see your opponent's battle line marching toward you? Drop this in their path and force your opponent to make a tough decision. Also, one of the few means to deal S10 damage in the game. Can be boosted to obscene levels. #'''Chain Lightning (CV 16)''' THIS is how you play Palpatine or Thor or any other kind of crazy thunderbolt thrower, potentially shooting a thunderbolt at every freaking enemy unit on the field. Perhaps you should scream [[Meme|"UNLIMITED POWEEEEERRRRR!"]]. Basically, it is Thunderbolt which makes you roll a d6 after it hits - on 3+ it hits another unit, rinse-repeat until you roll less than 3 or run out of units to hit (can only hit a unit once per casting). Due to a low number of hits and high cost, it is not as powerful as it may seem, but still awesome. [[that_guy|This is how you destroy those High Elf, Empire and Bretonnian players who took nothing but 5-10 man units of Knights in core and special.]]
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