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===Lore of Ruin=== ''Attribute: Musk of Fear:'' when ruin spell is cast, -1 Ld to all enemies within 6" until next magic phase. :*'''Signature: Warp Lightning (8/16):''' Warlocks will want this. An amazing Lighting magic missile that causes D6 at S5. Cheap enough to spam with several different Warlocks (the Warp-Blades give them a +1 to cast it) though the misfire chance is still very real. #'''Howling Warpgale (7/10):''' Remember the Storm Banner? Well, this spell does the same thing only it's -1 to hit and doesn't affect the magic abilities of your opponent. though it stacks with the -2 from the banner. Engage Trollface. #'''Death Frenzy (8+):''' gives a unit Frenzy or +2 for frenzy attacks instead of +1, but causes D6 automatic wounds to the unit. Useful in the flank charges or that clanrats with spears stack. #'''Warpstorm (10+):''' Zaps everyone with d6 S5 attacks on a 4+ roll, which is a lot weaker but it covers everyone within 12", allies included (though it's harder to hit them on a 6+). #'''Flensing Ruin (10/13):''' Snipes a character with a 12" D3 Strength 6 Lighting attack hits. #'''Scorch (13/16):''' a very reliable small template S4 hit that's flaming and causes panic on unsaved wounds. Extremely useful and more powerful than Warp Lightning on large blocks of infantry. #'''Crack's Call (14/17):''' this spell is nasty in all the right ways. Form a 4D6-long line from the caster and any models under the line either pass an Initiative test (and a MR) or dies. If a building is in the path of the line it collapses on a 5+ and any unit occupying it has to take the initiative test on top of that. A bit random due to not knowing the exact distance the line will be, but fantastic on any board with a lot of buildings to occupy.
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