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==={{color|#01bbe3|Endless Spells}}=== Note that unlike the some of the [[Age of Sigmar/Tactics/Malign Sorcery|generic]] endless spells, the Sylvaneth spells can't be used by your opponent against you (other than moving them out of harms way). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Gladewyrm_ENG.pdf Gladewyrm]''' (60pts, CV 7, range 6", move 8", fly): Ancient protectors of the <s>[[Dune|spice]]</s> realmroots. **Does D3 mortal wounds to non-{{AOSKeyword|SYLVANETH}} units within 1" and heals D3 wounds to {{AOSKeyword|SYLVANETH}} units wholly within 6" of where it ends up. This only happens on a 3+. **Pretty good for the cost. For best effect, lob it in the middle of any combat not involving your battleline. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Vengeful_Skullroot_ENG.pdf Vengeful Skullroot]''' (60pts, CV 6, range 6", move 8", fly): Spooky tree **Adds D3 to fleeing non-{{AOSKeyword|SYLVANETH}} models that fail battleshock tests within 3". **On a 2+, does D3 mortal wounds to non-{{AOSKeyword|SYLVANETH}} units it passes across, boosted to D6 if said units are within 6" of an {{AOSKeyword|AWAKENED WYLDWOOD}}. **If you can get that D6 off, then this is great. Given the myriad ways of avoiding battleshock, and that enemies avoid woods where possible, you might find better use out of the slightly cheaper Gladewyrm. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spiteswarm_Hive_ENG.pdf Spiteswarm Hive]''' (40pts, CV 7, range 15"): More of Drycha's little gribbles. **Lets ''you'' (and only you) choose one of the following effects in ''every'' hero phase (including your opponents) each turn it's around if you have a wizard or hero within 9". Roll a dice for one {{AOSKeyword|SYLVANETH}} unit wholly within 9", on a 2+ ''either'' add 3" to normal moves and charge moves ''or'' worsen rend against that unit by 1. **Great spell, however be careful when using the move bonus that your models don't get out of range too quickly. **Best case is to place it halfway between you and an enemy, use the move bonus to get into combat, then use the save bonus during your opponents turn (assuming you survive the first round of combat). **The small base size helps to stop it getting in the way of movement, assuming you point the gribbles out of the way.
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