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===Divination=== Summery: a buffing path, helpful for tarpit units, throws out divine attacks, and other good fighting spells. A lot of your buffs become auras when boosted, which can be very handy if you can exploit the property in the right way. ::'''The Conclave:''' Divination spells gain +3" range (max 9") for each friendly wizard within 12" of the caster. Fortunately, these other wizards don't need to use Divination as well. ::'''A: Guiding Light:''' Discipline tests take a minimized roll. Cannot affect the same unit more than once per magic phase. #'''Know thy Enemy:''' +2 Offensive Skill, Defensive Skill, and Agility. #'''Fate's Judgment:''' Target suffers d3 (d6 when boosted) penetration 0 hits that auto wound, no special saves allowed (though armor saves are allowed). #'''Scrying:''' Target gains distracting and hard target (1). If you boost this spell, your caster gives this as an aura to models within 6" for a wall of hard-to-hit. #'''The Stars Align:''' the target gains Divine Attacks and must re-roll failed to hit rolls. For some reason, ranged attacks only benefit from this when the spell is not boosted, meaning that boosting's only advisable if the caster intends to join the melee. #'''Unerring Strike:''' Target suffers 2d6 (maximized roll when boosted) hits that wound on 4+, penetration 1, divine attacks, and magic attacks. #'''Portent of Doom:''' The enemy unit permanently suffers a penalty to its combat score equal to the number of characters in the unit. Characters leaving the unit are no longer affected unless they are the sole target.
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