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==Psychic Spells== *'''Psychic Fog (4+):''' Enemy unit within 12" takes -2 to morale checks. Your army focuses on ripping up units quickly, so making the enemy fail morale is a very important part of this. *'''Discord (4+):''' Enemy unit within 12" take two AP 2 hits. Not quite a sniping spell, but still helpful for shooting. *'''Shadow Dance (5+):''' Friendly unit within 12" gains Regeneration when they next get hit. Absolutely vital because of your overall flimsiness. *'''Sorrow (5+):''' Enemy model within 12" takes an AP 3 hit. Great for finishing off heavies and heroes. *'''Veil of Madness (6+):''' Enemy unit within 12" must test morale. If they fail, then they need to charge the nearest unit to them, friend or foe. Really devious, capable of foiling an otherwise excellent enemy plan. *'''Light Shards (6+):''' Two enemy units within 6" take 8 hits each. Pretty easy way to clean up mobs.
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