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===The Lore of Ice=== '''Attribute: Numbing Cold:''' All spells cast on an enemy robs them -1WS/BS, which can be some decent protection. *'''Signature: Shardstorm: (7/13)''' Deals 2d6 S3 hits to one unit 24" away. Augmenting this not only boosts the range but also ups the strength to S4. #'''Form of the Frostfiend: (6)''' Turns the witch into a flying monstrous beast with +2S +2T +3A and Terror. While this all sounds mighty impressive, do beware that all your magical items will be inactive during this form, so it's saved for a solo suicide witch or leading lance charge witch. #'''Ice Armour: (6/12)''' Gives a unit +2 to armour...that gets hosed by flaming attacks. Augmenting gives this to everyone within 12". Kislev lacks armour in general so this is a good way to turn the 6+ save from shields into something helpful against the right foe #'''Freezing Blast: (7)''' One enemy unit is now under constant dangerous terrain. This is extra useful when the unit's in water, as they're now utterly immobilized until someone melts the ice with flaming attacks. The enemy always takes the test even if they don't move so it won't slow them down. Combos with one of the Hag spells though. #'''Midwinter's Kiss: (10)''' Gives the witch an S5 armour-ignoring breath weapon. KICKASS. #'''Gift of the Winter Wind: (13/16)''' One enemy unit within 18" must test Ld on 3d6 discarding the highest, with failure followed by testing S or dying outright, ideal for wiping out screens before making the charge. Augmenting doubles the range. #'''Invocation of the Ice Storm: (15)''' You have the magical equivalent of a bombardment, with misfires covering the entire screen. Anyone inside the variable-sized "pieplate" takes -2 to BS or shoot on a 4+ as well as take 2d6 S2 hits. The injury's none too hot, but at least a misfire's an actual upside for you.
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