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==Endless Spells== This section should analyze each new endless spell and their viability in the Hosts. '''Purple Sun of Shyish:''' An angry purple ball that blows up whatever it touches. *As Slaanesh has access to lots of negative Bravery modifiers, the -1 to Bravery within 6" is great against your enemies to maximise their fleeing possibilities. '''Ravenak's Gnashing Jaws:''' A spell from Ghur that chews through foes. '''Prismatic Palisade:''' A wall of crystal that shields anyone behind it from shooting. '''Aethervoid Pendulum:''' A massive, swinging blade that carves its way across the battlefield. '''Suffocating Gravetide:''' A roiling wave of souls that crushes all who fall beneath it. '''Umbral Spellportal:''' A summonable two way portal that lets you greatly extend the range of your spells. *Difficult to effectively use as Slaanesh is all about moving. You could probably be in range needed for whatever the spell you're using just by moving either of your Wizards, which move 14" at full wounds. There's better spells for your army. '''Malevolent Maelstrom:''' An orb of energy that unbinds spells, devours them, and then explodes dramatically. '''Quicksilver Swords:''' A mass of semi-sentient blades you can fling at your opponents. '''The Burning Head:''' A massive, flaming head that makes everyone around it fight harder (if it doesn't incinerate them first). *The re-roll hits of 1 is redundant if you're a Pretender Host, & if you're looking for the Mortal Wounds it inflicts, you have better Endless Spells for it. '''Geminids of Uhl-Gysh:''' A two-part endless spell that confounds anyone it crashes into with a deluge of magical effects. '''Chronomatic Cogs:''' A set of mysterious devices that allow wizards to manipulate the flow of time itself. *A very interesting little spell. On the one hand it can be very handy as it can give your wizards to use an additional spell, which if you choose to go wizard heavy their is no downside. However, considering this is a Slaanesh army its other ability is very handy and army-wide impacting. This army is already very fast, with already many movement boosting abilities but add in the extra movement the Cogs can give you and have the ability to realistically be pulling of mass first-turn charges. Sure it gives it to your opponent as well, but that is why you make it your goal to tie them up in combat first now isn't it. '''Soulsnare Shackles:''' Mystical chains that latch onto the legs of any who try to pass through them. *Great way to slow an enemy retreating from your gals. Can be used to cripple your fastest units so be careful. *unfortunately it doesn't stacks with the Masque's half movement ability. '''Emerald Lifeswarm:''' A mass of insects made of pure life magic that heals units and even resurrects the dead. *Potentially a great way to heal your Heroes & increase the Depravity points they gain from losing Wounds. Tag along with your Keeper or Daemon Prince to get the most out of it & dart at multi wound units. Even if your opponent gets the chance to use it to heal their units, you can just farm more Depravity points from them.
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