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==The Lore of High Magic== ''Lore Attribute: Contemplations:'' When you cast a spell from this lore, you can choose to forget it and replace it with a spell from any of the lores that wizard has access to. This is the sorta thing that makes the Slann so legendary as wizards. * '''Signature Spell: Drain Magic (7/12):''' A 24" augment/hex which dispels all Remains in Play spells on a target. Overcast: becomes an 18" bubble * '''Signature Spell: Soul Quench (8/12):''' 18" magic missile which causes 2d6 S4 hits. Overcast: 4d6 S4 hits. #'''Apotheosis (5/10):''' Augment which allows a single model in 18" to regain a wound and gain Fear for the turn. Overcast: 10+, d3 wounds #'''Hand of Glory (5/10):''' 18" augment which increases a unit's WS, BS, I, or M by d3 for the turn. Overcast: 10+, all four stats increased (roll 1d3 for all) #'''Walk Between Worlds (8/16):''' 24" augment, allows an unengaged unit to gain Ethereal for the turn and immediately move 10". Overcast: 16+, 20" #'''Tempest (12):''' Place a large blast within 30" and scatter it d6". Anyone inside suffers a S3 hit (flying models S4), and if a unit suffers unsaved wounds, it gets a -1 modifier on all to-hit rolls. #'''Arcane Unforging (13):''' 24" direct damage spell made for Hero-sniping. They suffer a wound with no armour saves allowed on a roll equal to their unmodified armour save. Then they have to reveal all magical items they carry and you can destroy one of them on a 2+. Be sure to bring your best smug face, because this is why you don't HeroHammer. #'''Fiery Convocation (19):''' Basically death. 24" remains in play direct damage. Every model in the unit takes a S4 flaming hit. For '''every''' magic phase after this, that unit will suffer another S4 flaming hit per model.
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