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====Lore of Death==== Short-ranged sniper magic is a good way to describe most of this lore. Spell lore is Life Leeching, each Wound a Lore of Death spell causes, roll a D6 (and Purple Sun things killed get one roll for each Wound the model had). For each 5 or 6, add a die to your Power Dice for next turn. *Spirit Leech: Signature Spell and one of the best anti-monster spells around as you will normally have at least 2 more LD than your target and very few monsters have Ward Saves. *Aspect of the Dreadknight: Since everything you have causes Fear, the only use of this is Terror which lets you cause Fear to other models with Fear. As such, great for slowing down Ogres and the like, otherwise meh. *The Caress of Laniph: Easily cast spell that's great for taking out Wizards and other low Strength models, will cause 2 Wounds on average to a S3 target and ignores Armor. Pretty good. *Soulblight: Good for helping you win a single combat or making your opponent panic come his turn as the tides turn against him. *Doom And Darkness: This will make those Fear test lot more likely to be failed, combine with Aura, Fear Incarnate, Screaming Banner, and Supernatural Horror to all but ensure your opponent goes running. *The Fate Of Bjuna: Much like caress but instead targets toughness, and wounds on a 2+ instead of a 4+, another Wizard-hunting spell. Averages 3 wounds to a T3 model. Better than Caress because of the Stupidity effect. *Purple Sun of Xereus: Init test or die, this spell is quite capable of ending games (and friendships) in a single cast and due to Lore Attribute giving you a lot more power dice to keep the magic rolling. Be warned, your own troops have lower Initiative as well, and once the unit's wiped out they're not coming back except for Zombies.
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