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====Psychic Spells==== *'''Twisted Ecstasy (4+):''' Enemy unit within 12" suffers -1 to shoot on their next turn. Important since you're only protected by a mere 2+ save for the most part. *'''Seizure (4+):''' Enemy unit (range indeterminate) takes an AP 2 Deadly 3 hit. Another psychic sniping spell. *'''Pleasure (5+):''' Friendly unit within 12" gets Regeneration whenever they suffer wounds next. Awesome. *'''Pain (5+):''' Enemy unit within 12" takes 3 AP 2 hits. Not much, but it can soften up a bigger unit. *'''Frenzy (6+):''' Friendly unit within 12" immediately charges 6" and gets +1 to hit them that turn. Most spells just settle for moving you into combat, but this makes sure the charge actually takes. *'''Overload (6+):''' Enemy unit within 6" take a single wound for each model, making it way deadlier for hordes.
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