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==The Lore of Desert == ''Attribute: Shifting Sands:'' The ground subtly hinders the enemy's movement. Casting a spell on an enemy unit forces them to re-roll any 6s on charge, pursuit, and fleeing. *'''Signature: Sand Blast: (8/13)''' Magic Missile that deals d6 S2 hits and halves the target's movement, which drives home any advantage you have on running circles around them. #'''Curse of the Genie: (6/9)''' Hex, the target must re-roll successful wound rolls. Mitigate your human toughness, and make Araby more of a tarpit. #'''Dancing Scimitar: (8/11)''' Magic Missile that deals d6 S4 hits before rolling to see if it moves on to hit more units. #'''Sunstrike: (9/12)''' A direct damage spell, shoot a solar beam that decimates any infantry model under a 18" line (augmented makes a 36" line). Ideally, you would have a Sorceror on a Carpet, flying on the sides of enemies' formations. #'''Mirage: (10/13)''' Hex, place a marker within the target's line of sight, and they are forced to use thier movement to go towards the marker. Stall cavalry all game, or make infantry show their backs and out of buffing auras. #'''Quicksand: (11/14)''' Having trouble against that unit of Empire knights? One unit that can't float must test Initiative. On failure, they must roll an armour save that ''kills on a success''. Which is fucking nuts because this can kill any knights or mechanical monstrosities easily. #'''Sandstorm: (12/18)''' Nobody within 12" of the caster can shoot, and nobody inside can be shot. Flyers are stuck with ground movement, and enemies inside it cannot march. A utility spell for flying Sorceror lords to sabotage the enemy or protect your lightly armoured forces from shooting armies like wood elves.
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