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===Bright: Wind of [[Aqshy]], Lore of Fire=== You know these D&D mages always throwing fireballs at everything? You wanna be one of them? This is your chance. A pure damage lore inflicting tons of firey hits on pretty much anything. Available to: Empire, Chaos Warriors (unmarked only), Vampires with Forbidden Lore, Lizardmen (Slann only), all Elves, Ogres, Bretonnia (Fay Enchantress only), Legion of Azgorh. * ''Lore Attribute:'' '''Kindleflame:''' All of the Lore's spells are considering "flaming" (no shit, right?). Each subsequent damaging Fire spell cast <s>sets your Amazon Kindle on fire</s> at the same unit in the same phase is easier to cast. Not great, but if you plan on destroying a big fat horde per turn - can be nice. *'''Fireball:''' Your one-for-all damage spell goes from "easy to cast and not so hard to hit" to "hard as hell to cast and roasting a mammut ... herd". You '''always''' want this spell, because you can use it against nearly everything. From flaming a little flanking unit or flaming away this regeneration from this Hydra to turning entire Swordmaster units to ash or softening up this big big horde of core units. When you want Fire magic you want it because of this spell. Also, keep a level 1 Fire wizard. If your Wizard Lord somehow dies, pump all your useless dice into super-fireball each turn. *'''Cascading Fire-Cloak:''' A defensive spell only working on the mage and his unit. Not really worth it, since you don't want your mage in combat, except perhaps for Firebelly or Dragon Mage. *'''Flaming Sword of Rhuin:''' The second best spell in this Lore, because it helps your little, weak elves/humans/anything to wound better and by the way ignore the regeneration of the enemy, especially good for all elves, but generally not a bad spell. One of the few spell to help archers overcome their S3 bow weakness. *'''The Burning Head:''' Your Mage throws a burning and screaming head on the enemy. Mediocre damage in line and causes Panic... which is kinda weak in the current edition. *'''Piercing Bolts of Burning:''' Fancy fireball, with number of hits scaling off target unit's ranks. Basically a spell to annihilate Goblins, Skeletons, Skavenslaves and Zombies. *'''Fulminating Flame Cage:''' So now you imprison your enemy in flames and if he moves, he is toast. Again against really big units it's great, against heavy cavalry its lame. But it's always funny to see a light flanking unit destroy itself in the charge because of this spell, or at least to stop them from flanking, so that you can win against the enemy in front. Note, this is a hex, so doesn't work with lore attribute. If you're a mega-douche, cast it on a unit in combat and then issue a challenge. Oh, you accept do you sir, good show! Now come closer, move into base contact with me.. that's right.... BAM, whole unit counts as moving! (yeah it's weird but check the FAQ). Take those hits baby! Take 'em. Oh... wise to it now are we? Refuse the challenge then... go on... move to the back. BAM! *'''Flame Storm:''' Yeah big plates to throw, but only S4 and not really with sniper precision, so no thanks. Still, the name is cool.
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