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===School of Illusion=== Night Eye: Casts on 4+. 1-handed, your shooting phase. Caster ignores Night Fighting cover saves this phase. Earwig: The casting Wizard unleashes a painful, nerve-breaking sound upon the enemy, confusing them. Cast on 5+, shooting attack. Fire and Charge 3, Range 18". Models hit must must re-roll all Power Dice whenever they successfully casts a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once). Alad's Caliginy: A blinding darkness obscures the vision of the enemy. Cast on 5+, close combat phase, 1-handed. A model in base contact with caster is Blinded this round. Light: Casts on 6+. Your shooting phase. Cast on any enemy unit that caster's unit shot at this turn. Neither that unit nor caster's unit gain cover saves from Night Fighting until the beginning of your next turn. Brevusa's Averted Eyes: Cast on 8+, at the beginning of any phase. This phase, caster is Invisible. Medusa's Gaze: Cast on 11+, 1-handed, close combat phase, beginning of Fight sub-phase. Choose a model in base contact with caster. That model is Paralyzed this phase. Silence: Cast on 11+, 1-handed. This is a shooting weapon with Move and Fire 1, Range 12". If it hits, choose a single enemy model in the unit hit. That model takes a Mg test(using its base value) on 3d6. If it fails, it is Silenced until the beginning of your next turn. Shadow Weave: Cast on 11+, any time. Caster gets Chameleon(+2) this turn. Multiple instances do not stack. Concealment: Cast on 20+, cast at the beginning of any phase. Until the end of your next turn caster is Invisible. Mass Paralysis: Cast on 26+, shooting attack. Move or Fire 1, Range 18". A unit hit by Mass Paralysis is Paralyzed. As long as they are Paralyzed in this way, they cannot move, march or charge until the end of next turn. Almalexia's Calming Touch: A peaceful sensation, the power of the Merciful One, overwhelms the enemy. Cast on 5+, close combat phase, start of the Fight sub-phase(Temple Only). Choose a model in base contact with caster, other than a Physical God, Monstrous Creature, or Undead model. That model takes a Leadership test on its own value. If it fails, it cannot attack this round, and loses a Frenzied state if it has one. May only be cast on any one model once per turn. Devotion Undying: Cast on 7+ (Temple Only). Cast in response to a unit within 12" of caster failing a morale check. That unit may re-roll the failed morale check. Father's Hand: Cast on 7+, may be cast at any time (Temple Only). Caster gets +1 to his Ward Save (or gets a 6+ Ward Save if he doesn't already have one) until end of turn. Multiple instances do not stack.
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