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- Special Characters:
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| RESOURCES
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| ARMIES
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by Ken Kennedy
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Through their many incarnations over the years, the High
Elves have always been represented as being one of the most
magically-endowed races that a player can field in a game
of Warhammer. The latest version of this ancient race is no
exception to this. In fact, on examining the rules for their
Mages, spells, magic items, and special characters, I would
argue that they are more arcane then they have ever been.
To start off, the Asur that are trained at the White Tower
can use either High Magic or any of the eight lores of magic
found in the Warhammer rulebook. They are currently the only
race to have such a large selection of spells. (I wouldn't
be surprised if the Slann in the upcoming Lizardmen Armies
book also get access to High Magic). In addition to this,
being in touch with the flow of magical energies allows High
Elf Wizards a bonus of +1 to their attempts to dispel. To
top this off, those that study High Magic, or True Magic as
it is known, get the powerful Drain Magic spell in addition
to their normal number of spells. This means that Level 1
High Elf Mages get twice as many spells as Level 1 Wizards
of other races!
Although the enigmatic Slann of the Lizardman army could
be considered better Wizards, with their +1 to cast and dispel
and their ability to use multiple lores per Mage (get the
Lizardmen Army list here
), as a whole, the High Elves have advantages that far outweigh
these bonuses.
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Still not impressed? Well, before examining the True Magic spells
that High Elf Mages have access to, let's look at another set of
benefits that High Elves Mages can take advantage of -- Honours.
Although Mages are not barred from taking any of the six High Elf
Honours, there are a few Honours that are specifically designed
to augment the magical potential of your army:
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Loremaster makes any character a Level 1 Wizard. Although these
endowed characters can still not cast spells while wearing armour,
a few extra Wizards (and thus a few extra Power dice) on the
battlefield can never be a bad thing.
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Seer is a very powerful ability that allows a Mage to choose
spells instead of rolling for them. With this ability, strategies
involving very specific spells or spell combinations can be
attempted. (You still need to avoid those miscasts and dispels
though!)
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Channeller allows the spellcaster to cast with a maximum of
one more Power dice than normal. Not as powerful as the other
two Honours, but useful and inexpensive at only 10 points.
Three of the High Magic spells are based around the concept of
depriving the enemy of their magic. Drain Magic and Fortune is Fickle
both affect your opponent's spell casting ability, while the powerful
Vaul's Unmaking actually nullifies one magic item of the caster's
choice in a target unit within 24". These three spells alone
can disable your opponent's Mages long enough to get rid of them,
and then the fun begins. Casting Vaul's Unmaking with impunity will
cripple some magic dependent armies, and that's just the beginning!
High Magic isn't all defensive, you know! Fury of Khaine is a 2D6
S 4 magic missile, while Flames of the Phoenix is a spell that burns
a whole unit with an intensity that increases every turn that it
remains in play. Worried about getting injured? Become ethereal
with Walk Between Worlds. Everyone's favourite, Curse of Arrow Attraction,
completes the list.
And now we get to the High Elves magically-endowed special character;
Teclis. The High Loremaster of the White Tower, Teclis is the most
powerful Mage in this age of the world. He has the Channeller Honour,
knows all the spells of the lore he chooses, and gets to re-roll
all dice for spell effects. He is also laden down with unique magic
items. The Potions of Inner Strength, the Moon Staff of Lileath,
the Sword of Teclis, and the War Crown of Saphery are all incredibly
powerful items. However, the feature that makes Teclis (and his
brother Tyrion by the way) so tough is the Curse of Aenarion. As
soon as Teclis reaches 1 Wound, a 2+ Ward save kicks in for the
rest of the battle. The Curse is obviously better on Tyrion when
combined with his 1+ armour save, the Heart of Avelorn (buy the
High Elves Armies book!) and his nasty temperament, but a great
ability for Teclis none the less. Some curse -- sign me up!
Find
Part 2 Here!
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