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=== Lore of Nehekara === ''Lore Attribute: The Restless Dead:'' Allows you to regenerate D6+1 wounds worth of models to a unit that successfully receives one of your augments. Any Ch, MI, MC, MB only recover D3 Wounds, and Monsters will only get one wound back per magic phase. That being said, it's basically the only way to survive in a game. Keep spamming augments on your Tomb Guard or whatever else, and you can win any war of attrition. *'''Signature Spell: Khsar's Incantation of the Desert Wind: (5/10)''' This Spell is Tomb King's version of marching. It allows one friendly Undead units within 24" (all within 12" if boosted) to take a free extra move. You can't charge, but it is still useful, especially if you have many slow-foot soldiers. #'''Djaf's Incantation of Cursed Blades: (7/10) Augment.''' 18/36" that grants killing blow to a unit OR if the unit already has KB then it works on 5's and 6's. Fun Fact: if you cast this on chariots, their impact hits get KB, and that can get STUPID (this doesn't actually work since the rules for impact hits specify that impact hits don't get special rules unless otherwise noted). This Spell is usually only ok, but it's handy if you're playing against many knights or other heavy armor units. #'''Neru's Incantation of Protection: (9/12) Augment.''' 18/36" Gives a unit a 5+ ward save. This is the best way to protect those poor bastard sphinxes with only a 5+ armor save and really everything else in your army. Combined with the lore attribute, this can draw out combat. #'''Ptra's Incantation of Righteous Smiting: (9/12) Augment.''' 18/36" Gives a unit 1 extra attack per model (including mounts) and also multiple shots (+1) for the non-Warmachine ranged units. The Spell works on mounts, each rider of a sphinx, etc., and can dish out some pain. People claim that a unit of Bowshabti with this can become very powerful, but I have never seen it. This boosted Spell has the largest bubble range at 12". Yes, that means every friendly unit within 12" of your priest gets bonus attacks and models back. It works with the Necrolith Colossus' Giant Bow, making it potentially useful (it hits on 5's, but being able to shoot twice can help mitigate that, and if you hit both times, that can put the hurt on enemy monsters). #'''Usirian's Incantation of Vengeance: (10/13) Hex.''' 18/36" Subtracts D3" of movement from an enemy unit and forces them to take dangerous terrain tests even on open ground. Occasionally very useful, but usually not so great. In theory, this is good on footslogging hordes because if you use it with archer spam, that 200 blocks of zombies - now M1. However, this is more of an inconvenience on a mounted army, and a gunline/archer army won't give any fucks. #'''Usekhp's Incantation of Desiccation: (11/22)''' 24" Subtracts 1 from an enemy unit's strength and toughness. This Spell can mess up your opponent hard. Watch the Ogre player's face when he finds out your halberd tomb guard is hitting on 3's (with prince/king) and wounding on 2's against their ironguts. This Spell can be boosted to subtract d3 from S and T, but -1 is usually enough to do the trick since you will seriously risk a miscast if you boost this one. #'''Sakhmet's Incantation of the Skullstorm: (15/25)''' Generic Str 5 magical vortex . Not worth it. Buffs are better.
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