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===School of Illusion=== Night Eye: Casts on 4+. 1-handed, your shooting phase. Caster ignores Night Fighting cover saves this phase. Light: Casts on 6+. Your shooting phase. Cast on any enemy unit that caster's unit shot at this turn. Neither that unit nor caster's unit gain cover saves from Night Fighting until the beginning of your next turn. Cacophony: Casts on 6+, your shooting phase. Range 18", requires LOS. Targets an enemy unit. Each model in that unit that rolls power dice must re-roll results of 6, until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once). Chameleon: Casts on 6+. 1-handed, any time. Caster gains Chameleon(+1) until end of turn. Multiple instances do not stack. Mindless Frenzy: Cast on 8+ during the close combat phase, at the beginning of the Fight sub-phase. Target unit within 6" of caster takes an Ld test on its own value. If it fails, and it is currently locked in close combat, failed rolls to hit from that unit (outside of challenges) score hits on themselves, rather than missing, until end of turn. Silence: Cast on 11+, 1-handed. This is a shooting weapon with Move and Fire 1, Range 12". If it hits, choose a single enemy model in the unit hit. That model takes a Mg test(using its base value) on 3d6. If it fails, it is Silenced until the beginning of your next turn. Paralyze: Casts on 11+. 1-handed, close combat phase, beginning of Fight sub-phase. Choose a model in base contact with caster. That model is Paralyzed this phase. Invisibility: Casts on 12+. Cast at the beginning of any phase. Until the beginning of your next turn, caster is Invisible. Muffletongue: Casts on 14+. Your shooting phase, 1-handed. Range 12", requires LOS. Targets an enemy unit. Each model in that unit takes an Mg test(using its base value) on d6. Each model that fails are Silenced until the end of next turn. Horrifying Blindness: Cast on a 15+ during the close combat phase, at the beginning of the Fight sub-phase. Target unit within 6" of caster is Blinded this round. Daylight: Casts on 16+. Cast at the beginning of your turn. Weather. Night Fighting is no longer in effect until the end of your next turn. Gaze Upon Dibella: Casts on 18+. Close combat phase. Target a unit within 6" of caster. That unit is Paralyzed this phase. Spectral Form: Casts on 20+. Cast at the beginning of any phase. Caster becomes Invisible(this effect lasts indefinitely). Magelock: Casts on 22+, 2-handed. This is a shooting attack with Move and Fire 1, Range 18". If it hits, choose a single enemy model in the unit hit. That model takes a Mg test(using its base value) on 4d6. If it fails, the unit has -2 to all Power Die until otherwise dispelled or removed. May not stack. Torments of Oblivion (Witches/Warlocks only): Cast on a 23+ at the beginning of any phase. Select a unit within 6" of caster. Until the beginning of your next turn, that unit's toughness is reduced to an unmodifiable 1(instant death is still calculated using its original toughness, however), and its armor save is reduced to an unmodifiable "-". Blood Frenzy (Witches/Warlocks only): Cast on 25+. Your shooting phase, 2-handed. Range 24", requires LOS. Targets an enemy unit. Target unit must make a morale test. If failed the unit strikes itself 1d6 times for every 5 models within it. Mind Shackles (Witches/Warlocks only): Cast on 25+, shooting phase, requires LOS. Target unit within 18" must roll 2d6+3 under Ld. For each point of failure the unit is paralyzed for a game turn. At the start of the enemy player's turn they may roll again to attempt to dispel the effect early.
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