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====Spells of Ruin==== Used exclusively by the Skaven to inflict disease, topple buildings and crumble empires. Most of the spells are extremely cheap, and with the Warlock Engineers being so cheap too you can really pump out spells. * ''Lore Attribute:'' No Lore Attribute. This is an older lore which wasn't updated for 8th edition. So no lore attribute and no boosted casting values. * '''Skitterleap:''' One of the signature spells for the Grey Seers. Targets a friendly infantry character within 12β, target is immediately teleported anywhere on the table, although not into combat. Can be used to get characters out of combat and to safety, or to move a character into a position to attack. A very cheap spell with potential. * '''Warp Lightning:''' The signature spell for Warlock Engineers. A D6 S5 magic missile. On the role of a 1, the caster takes the hit instead. Super useful spell, especially when you can guarantee to get it. * '''Howling Warpgale:''' Affecting the entire battlefield, it forces Flyers to use their ground movement, and adds a -1 penalty to enemy shooting that rolls to hit. Mostly going to use it for the shooting debuff than the grounding Flyers, its usefulness depends on what army you're up against and if you have high-value shooting targets. * '''Death Frenzy:''' Affects a friendly unit within 18β. The unit gains Frenzy, except that the models get +2 Attacks instead of the normal +1. The unit takes D6 wounds with no armour saves at the end of each friendly turn. The spell remains in play until the unit loses combat the same as Frenzy. Balance between choosing high-strength units that don't want to lose D6 wounds or lower strength but more numerous units. * '''Scorch:''' Place a small blast marker within 24β, and everything touched by it taking a Strength 4 hit. If the unit takes an unsaved wound, it must take a panic test. A good damage spell, for taking out units that aren't good targets for Warp Lightning. * '''Crack's Call:''' Draw a line out 4D6β from the caster, models touched by the template must take an Initiative test or be removed. War Machines and Chariots must roll a 5+ or be removed. If a building is touched by the line, on a 5+ it collapses and all models contained within must take an Initiative test to avoid being crushed.
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