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Scrollhammer: Kingdoms of High Rock
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===School of Mysticism=== Soul Trap: Cast on 4+, 1-handed. Cast at the start of the Fight sub-phase during the close combat phase. Caster's attacks gain the Soul Trap special rule until end of turn. Soul Leech: Cast on 4+, 1-handed. Cast during the close combat phase. This spell counts as spell hand weapon(but can only be dual wielded with a non-spell weapon). It has Absorb Magicka(4+) on striking, and Absorb Health(6+). Soul Thirst: Cast on 7+ in response to a friendly model within 6" of caster attempting to cast a spell. Remove any number of Soul Gem counters from caster and/or from the target of this spell. Add that number to the casting roll. Dispel: Cast on 8+ at any time. Remove all ongoing magical effects from caster's unit. Dispulsion: Cast on 9+ at any time. Range 18", requires LOS. Remove all ongoing magical effects from another target unit. Word of Motion: Caster performs a telekinetic incantation, causing objects to create a path for him. Cast on 10+, your movement phase. Caster's unit gains Move Through Cover until end of turn. Detect Life: Casts on 12+. 1-handed, cast during your shooting phase. Models in target unit within 6" of caster that are not artillery pieces, Automatons or Undead lose all Cover Saves until end of turn. Detect Dead: Casts on 12+. 1-handed, cast during your shooting phase. Undead models in target unit within 6" of caster loses all Cover Saves until end of turn. Greater Disupulsion: Cast on 16+ at any time. Range 18", requires LOS, large blast. Units covered or partly covered by the blast have all ongoing magical effects removed. Displacement: Cast on 20+, cast during your shooting phase. Move any unit within 12" of caster 2d6" as you please, except within 1" of an enemy, out of coherency, off the table, or onto impassable terrain. Break the Bonds: Cast on 22+ at any time. Range 24", requires LOS, large blast. Units covered or partly covered by the blast have all ongoing magic effects removed. Any beneficial spells removed in this fashion may not be recast until the end of the opponent's upcoming turn.
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