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Scrollhammer: Great Houses of Morrowind
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===School of Alteration=== Tinur's Hoptoad: Caster makes an incredible, magically charged leap. Casts on 3+, 1-handed, your shooting phase. If caster is on foot, caster may march an extra 1" this turn. Flame/Frost/Shock Barrier: Casts on 6+, 1-handed, and may be cast any time. Caster gets +2 to his Ward Save (or a 5+ Ward Save if no such save already exists for him) against chosen element. Multiple instances per element do not stack. Burden: Casts on 7+. Cast at the beginning of your opponent's movement phase. Range 24", requires LOS. Target unit moves, marches and charges 1" slower than normal, and gets -1 to Sweeping advance rolls, this turn. Multiple instances do not stack. First Barrier: Casts on 8+, 1-handed, may be cast any time. If caster has no armor save, his armor save becomes 6+ this turn. Caster's armor save cannot be reduced to worse than 6+ this turn. Unstable Blink: Casts on 9+, your shooting phase, as long as caster is not in close combat. Roll the scatter die. Move caster 2d6" in the direction shown. If a Hit is rolled, move caster 2d6" in the direction you wish. Ignore units and terrain for this move. If caster would leave the battlefield, he is placed into reserve. If caster lands on dangerous or impassable terrain, he must take a dangerous terrain test(and move him off the impassable terrain, so he is as near as possible to his starting point while touching the impassable terrain). If caster would land within 1" of an enemy unit, place him over 1" away from that unit, as near as possible to his starting point. Flame/Frost/Shock Shield: Casts on 12+, 1-handed, at any time. Caster gets +1 to his armour save this turn, and gets a 4+ ward save against chosen element(flame/frost/shock). Multiple instances of the armour bonus or of any one element do not stack. Levitate: Casts on 14+, your movement phase. If caster is on foot, he counts as a Flyer this turn. Third Barrier: Casts on 16+, 1-handed, may be cast any time. If caster has an armor save of less than 4+, his armor save becomes 4+ this turn. Caster's armor save cannot be reduced to worse than 4+ this turn. Sixth Barrier: Casts on 26+, 1-handed, may be cast any time. If caster has an armor save of less than 2+, his armor save becomes 2+ this turn. Caster's armor save cannot be reduced to worse than 2+ this turn. Ascendant Shield: Casts on 28+, your movement phase. Until the beginning of your next turn, caster has a 4+ Ward Save (or +3 to his Ward Save if he already has a Ward Save) against spells, is a Flyer, and for each time his Ward Save succeeds against spell damage, he gains +1 Power Dice in addition to his normal replenishment at the beginning of your next turn. Multiple instances do not stack. Vivec's Kiss: Cast on 8+, any time (Temple Only). Caster's unit treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. Swimmer's Blessing: Casts on 9+, your movement phase (Temple Only). Caster's unit treats water features as Open Terrain this turn, and may march through water an additional d6". Multiple instances do not stack. Crushing Burden of Sin: Casts on 20+, opponents movement phase, Range 12", requires LOS (Temple Only). Target unit may not march or make Sweeping Advance rolls this turn. All its movement distances are halved, including charge range. Multiple instances do not stack.
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