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===SHYISH=== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Suffocating_gravetide.pdf Suffocating Gravetide] (50 pts, CV 6+):''' Amusingly, this predatory spell is more prone to clearing units than the legendary purple sun. This one allows you to roll a number of dice equal to the number of models it flew over. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Soulsnare_Shackles.pdf Soulsnare Shackles] (65 pts, CV 7+):''' By summoning this triad of towers, you get to make a rather big zone of unsafe terrain to discourage any direct charges. Anyone within 6" of one of these can't charge or run and each turn, they also potentially deal d3 mortal wounds, making this a big slow zone more dangerous than the ordinary terrain. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Purple_sun_of_shyish.pdf Purple Sun of Shyish] (70 pts, CV 8+):''' '''BEHOLD, FOR THE PURPLE SUN OF XEREUS RETURNS TO RUIN SHIT!''' This giant purple ball of fun isn't quite as powerful as before, as it no longer kills any models and instead just deals mortal wounds (d3 on a 2-5, d6 on a 6) to anyone it flies over. **Unique among endless spells, this particular one requires a roll each turn to wrestle control of it, with a 5+ meaning that it's broken free and has now run berserk. Because of this, it makes the purple sun very much of a desperation nuke that you throw if you really just want the world to burn. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Malevolent_Maelstrom.pdf Malevolent Maelstrom] (65 pts, CV 5+):''' Here is a giant whirlpool of death and destruction, useful only if you point it away from your side. It'll suck up any spells cast around it and steal the souls of any destroyed units and increase its own counter. After every round of fighting, you then roll a d6, add your points to the result and if you get a 10+, the spell blows up and deals d3 mortal wounds to everyone within 12". *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Horrorghast_ENG.pdf Horrorghast] (65 pts, CV 6):''' A predatory spell that's made to break massed troops. Anyone within 12" can't accept commands and if they fail a battleshock test, they will suffer +d3 more casualties. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Soulscream_Bridge_ENG.pdf Soulscream Bridge] (70 pts, CV 6+):''' A spell with a great range of 18", allowing you to cover great distances. A unit wholly within 6" of one half can use it to teleport to the other for their movement. Useful for bypassing impassable terrain or to give a unit about a lengthy move, but it means that they won't be able to move any further this turn. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Shards_Of_Valagharr_ENG.pdf Shards Of Valagharr] (70 pts, CV 5+):''' Creates a tripwire between the two Shards that halves the movement of those that move between them and blocks flight. This unfortunately won't hurt anyone, but it's capable of being a serious inconvenience, especially for those massive setpiece heroes who rely on their flight to get places. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Lauchon_The_Soulseeker_ENG.pdf Lauchon The Soulseeker] (55 pts, CV 6+):''' A Predatory Transport. Before it moves, the controlling player can have a wizard board it and then disembark after it moves, taking a mortal wound as fare.
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