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====Lore of Shadows==== This can be a useful lore on a Vampire as it comes with several Hexes and damage spells that increase the effectiveness of your own Units by reducing the stats of enemy units, firing off cannonball lines of pain, or dropping nasty templates. This lore will only really be seen in games over 1500 points as Lore of Vampires takes priority on at least 2 Wizards, preferably the higher level ones. The spell lore, Smoke and Mirrors, allows the spellcaster to switch places with a friendly character of the same model type within 18 inches which can be useful for getting them back and forth in your mage bunkers, but that's situational at best. *Melkoth's Mystifying Miasma: Can be useful for taking away enemy movement, otherwise not very effective as your own stats will be far above or far below theirs. *Steed of Shadows: Generally not great, Danse is far better despite having a higher casting value but it works on the whole Unit. *The Enfeebling Foe: Hell yes this spell is great! It can cripple a Dragon, it can make those nasty little White Lions as weak as a Goblin, and so forth. Best used to reduce the pain of charges, or keep your tarpits un-alive. *The Withering: Fuck yes a spell that lowers Toughness! Fuck Ogres, fuck Daemons, and once again those Elves are gonna be equivalent to Gubbinz. *The Penumbral Pendulum: Forget using this on Elves, throw this against those desert-dwelling Tomb King fogeys and those crazy Mexican scalies and wipe out chunks of their army easy. *Pit of Shades: Init Test or die, not as nasty as Purple Sun or Dwellers Below, but at a discount casting level. If you combo with Melkoth's Mystifying Miasma it can even work on Elves in a reduced capacity. *Okkam's Mindrazor: situational as few of your models have a decent Leadership score. You can still bump up by a few points in some cases though, like making Grave Guard and Black Knights S6 or Ghouls S5. But packing a Vampire Master General into a Unit of Zombies can get them S10!
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