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===Endless Spells=== '''Magic Support:''' *'''Umbral Spell Portal:''' can be cast anywhere on the board. Short-range but powerful spells like Anvilgard’s spell that removes saves or Hallowheart’s spell that deals mortal wounds to half the models in a unit can be cast from well outside unbind range (unless you're fighting a Slann). *'''Chronomantic Cogs:''' you know what they do. +1 spell or +2" movement. *'''Emerald Lifeswarm:''' always heals D6 - useful for bringing back elite units like Phoenix Guard, or for healing damage back to your Celestial Hurricanum with Battlemage after you took damage to empower your Hallowheart wizards. *'''Prismatic Palisade:''' Deployable Line of sight blocking '''Transports:''' *'''The Soulscream Bridge:''' allows you to move models 24” (or really up to 30-36” if you go from the back to the front of the bridge) without them counting as having moved - excellent for getting your Irondrakes or Handgunners into range while still getting those extra shots. *'''Lauchon the Soulseeker:''' Magic Transport. Pile in some Duardin, move them 18", then use a Lifeswarm to bring back that guy still on the boat. '''Slowdown:''' *'''Soulsnare Shackles:''' cover a larger area - instead of threatening up to 24” away, you can threaten up to 27” away, allowing for a turn 1 shackles onto an enemy’s front rank regardless of mission. '''Damage:''' *'''Geminids''' are always a good option and are made better when you can reroll the D3 mortal wounds in case you roll a 1.
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