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== Magic == The Lore of Ice and Lore of Hags are your only two lores (unless you want to take the Wizarding hat)so be sure to get used to them. ===The Lore of Ice=== '''Attribute: Numbing Cold:''' All spells cast on an enemy robs them -1WS/BS, which can be some decent protection. *'''Signature: Shardstorm: (7/13)''' Deals 2d6 S3 hits to one unit 24" away. Augmenting this not only boosts the range but also ups the strength to S4. #'''Form of the Frostfiend: (6)''' Turns the witch into a flying monstrous beast with +2S +2T +3A and Terror. While this all sounds mighty impressive, do beware that all your magical items will be inactive during this form, so it's saved for a solo suicide witch or leading lance charge witch. #'''Ice Armour: (6/12)''' Gives a unit +2 to armour...that gets hosed by flaming attacks. Augmenting gives this to everyone within 12". Kislev lacks armour in general so this is a good way to turn the 6+ save from shields into something helpful against the right foe #'''Freezing Blast: (7)''' One enemy unit is now under constant dangerous terrain. This is extra useful when the unit's in water, as they're now utterly immobilized until someone melts the ice with flaming attacks. The enemy always takes the test even if they don't move so it won't slow them down. Combos with one of the Hag spells though. #'''Midwinter's Kiss: (10)''' Gives the witch an S5 armour-ignoring breath weapon. KICKASS. #'''Gift of the Winter Wind: (13/16)''' One enemy unit within 18" must test Ld on 3d6 discarding the highest, with failure followed by testing S or dying outright, ideal for wiping out screens before making the charge. Augmenting doubles the range. #'''Invocation of the Ice Storm: (15)''' You have the magical equivalent of a bombardment, with misfires covering the entire screen. Anyone inside the variable-sized "pieplate" takes -2 to BS or shoot on a 4+ as well as take 2d6 S2 hits. The injury's none too hot, but at least a misfire's an actual upside for you. ===The Lore of Hags=== '''Attribute: Curse:''' All spells cast on an enemy unit forces them to re-roll 6's to wound. *'''Signature: Curse of Misfortune: (9/12)''' One unit fails dangerous terrain on a 1 or 2, take -1 to hit anything, and can't benefit from Character Ld. None of it's very dangerous, but it's all inconvenient enough to help break a low-Ld army even with their HQ. Augmenting doubles this range. Combos well with the Freezing Blast from the Lore of Ice to put holes in even elite units and make them considerably weaker #'''Fortune Told: (5)''' The hag and any unit she's with re-rolls to hit and gets a 6++ ward. Great for a front and gun line. #'''Form of the Ancient Widow: (6)''' Turns your hag into a monstrous beast with +3S +2T +3A, piercing 1 and terror. Your magic items won't work here either, though you'll be well off for combat, especially if it's cast by Baba Yaga as the spell doesn't have mount restrictions. #'''Summon Spirits: (7/13)''' 3d6 S2 piercing 1 hits on a unit within 24". Augmenting boosts range and makes them S3. Basic magic missile, always worth considering #'''Cursed Pledge: (9/12)''' Force an enemy unit to either move or shoot an allied unit. If they refuse to do so, every model in the unit takes an S4 hit. Get the enemy Hellcannons to blast their own lines, always a plus. #'''Curse of Sickness: (11/14)''' A magical bombardment with d6" scatter, anyone under the small pieplate tests T or takes an unsaveable wound. Augmenting this only doubles the scatter, which is kinda...not what you want? #'''Hag's Curse:(12/15)''' This is a multi-turn spell that eventually robs the target of everything so it becomes useless - even after dispelling '''as the debuffs don't go away after the spell is removed'''. If you get this, be sure to chuck it at the big guys you want removing, very scary as the debuffs are permanent, expect your opponent to always try to dispel this, so it's a great way to bait out dispel/destroy magic scrolls if nothing else.
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