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==The Lore of Athel Loren== Wood Elves have their own unique lore which is mandatory to spellsingers. Spellweavers can choose also lores of Life and Beasts from the BRB. Lore of Athel Loren lacks of direct damage spells. If the scenery contains at least two woods, this lore should be effective. # '''Tree Singing:''' 4+ to cast, range 18". Can be used either to move wooden terrain piece D3+1" or to inflict D6 S5 hits to an enemy which is at least partially inside a wood (this effect has unlimited range!). Also treemen cast this spell as a bound spell with power level 3. This spell can win games. Your opponent's tears will flow after a wood moves directly in front of his Grail Knights or Chosen Khorne Knights. This spell can crumble your opponen'ts battleline completely with ease. Alternatively if your opponent has sent some suckers in the wood to prevent moving it, you can obliterate them with this very same spell! # '''Fury of the Forest:''' 6+ to cast, range 18". Inflicts D6 S4 hits to an enemy and if the target is within 6" of a wood, then the strength is increased to 5. Nice spell. # '''The Hidden Path:''' 7+ to cast, range 18". Makes friendly unit ethereal until caster's next magic phase, so can move through any terrain with full speed. Since Wood Elves move through woods without penalties all the time, this is mostly useless spell. The ethereal effect can be nice. # '''The Twilight Host:''' 8+ to cast, range 18". Makes the target cause fear. Already fear causing target causes now terror. Dryads can enjoy this. # '''Ariel's Blessing:''' 9+ to cast, range 18". The target unit gains regeneration until caster's next magic phase. Solid. Basically it is second 4+ ward in most cases. This is very good for all your combat units, propably only treemen would not need it. If your treeman is targeted by loads of cannons or bolt throwers, this helps in that case too. Screaming Skull Catapult and dwarven war machines with the Rune of Fire negates both regeneration and ward save so beware of these. # '''The Call of the Hunt:''' 11+ to cast, range 18". If cast into combat, the target gains +1A. If not in combat, the target moves 2D6" towards the nearest enemy and may charge with this special move. First you move your treeman in the wood, then you move that very same wood towards enemy and then you'll charge with this spell! At least in theory. But even the threat of the Wood Elf player doing this can very easily eat some dispel scrolls. As with all the movement spells, this can be a game-winner.
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