

The Curse of Anraheir: A hex that slows a target unit and impairs their accuracy and melee attack for 39 seconds.It does have a powerful but short range explosion effect as well, so it can technically nuke an elite unit but aiming may be more trouble than its worth to get a good hit. It deals pretty hefty damage and is a great option against more heavily armored beasts that would otherwise shrug off other artillery or missile fire from more conventional units. The Amber Spear: The only other damage dealing spell you have, this time as a single projectile geared towards character/monster sniping.If you have access to both Beasts and Life casters, you can combine both to make some units (especially wood elf tree spirits with campaign buffs) hit the 90% cap on physical resistance. On units with already good physical resistance it's particularly great (most wood elf units especially, doomfire warlocks, sisters of slaughter etc), though shield of thorns is usually better. The physical resistance is great, especially on tough single entities or monstrous units. Pann's Impenetrable Pelt: Buff the physical resistance and movement speed of a fellow unit (overcast for an AOE) for a rather long 44 seconds.Save this for the enemy hordes that might try to tie down your forces, armored or not.

Has a low winds cost and a rather quick cooldown, but is virtually useless against single entities or smaller units.

2.3 Lore of Dark Magic (Dark Elves, Wood Elves).2.2 Lore of High Magic (High Elves, Lizardmen, Wood Elves).
