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===<span style="color:purple;">Lore of the Vampires</span>=== #'''Blade of Shyish:''' roll for each enemy unit within 12" suffer a mortal wound on a 5+. Terrible, even if you're up against an army that spams small units they usually have enough wounds in those units that this has no real effect. Pick something else. #'''Spirit Gale:''' roll three dice and inflict a mortal wound on each 5+. if you rolled doubles, subtract 1 from their hit rolls. If you roll trebles then also subtract 1 from their wound rolls until your next hero phase. Not great, but it's better than Blade of Shyish. #'''Vile Transference:''' an enemy unit 12" away takes d3 mortal wounds and then a friendly unit within 6" heals that many wounds. Pretty good both for keeping your Dragon topped up, as well as your Blood Knights (un)healthy. #'''Amethystine Pinions:''' Gives 5" and fly to the caster. This is an odd one since anyone who can take this can already choose to have wings by default. You also shouldn't really need the extra movement anyway, especially since that takes away extra protection you can give your dudes, or the extra hurt you can put on the enemy (you can only cast one spell with the user, why waste it on this one?). #'''Soulpike:''' Target a unit within 18", until your next Hero phase, if the unit charges, roll an amount of dice equal to the charge roll. For each roll of 5+ the unit suffers a Mortal Wound. Excellent, your hardest hitters need to get the charge and this helps enemy units think twice before going for a long-range charge to take away your charge advantage. #'''Amaranthine Orb:''' has a casting value of 7, draw a 1mm line that extends 12" away from the caster. Roll a dice for each unit (friend or foe, apart from the caster) that has any models beneath this line. On a 4+ that unit suffers D6 mortal wounds. Also great, pair it on a Vampire Lord that can fly (preferably not one on a dragon as that can be hard to position right) and have the line extend right down a combat cluster to rake up the enemy units hit. If you are scared of using it against yourself, then just remember that there's little to no issue using it through Bat Swarms, since they can heal all the wounds you deal to them unless you accidentally roll a 6.
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