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===Lore of Shadows=== The Lore of Shadows we all know and love is back! Note that Doomfire Warlocks are Wizards and can take a spell from here despite not being a Hero unit. EDIT: Doomfires cannot cast spells outside of their warscroll. But they are an impressive melee unit to compensate. #'''Steed of Shadows:''' Casting Value 6. Caster can Fly and has a 16" Move. #'''Pit of Shades:''' Casting Value 7. Pick an Enemy Unit within 18" of the caster, within line of sight, and roll 2d6. That unit takes 1 Mortal Wound for each point the 2d6 exceeds their Movement. Awesome against tough, but slow units. That Death player who keeps tarpitting you with blobs of 40 Skeletons? This spell was designed for you, followed up with a Bloodwrack Stare. #'''Mirror Dance:''' Casting Value 6. Pick two Daughters of Khaine Heroes wholly within 18" of the Caster. Set them up more than 9" away from enemy unit, they cannot move in the following movement phase. #'''The Withering:''' Casting Value 7. Pick an enemy unit within 18" of the caster within Line of Sight. [[Awesome |Until the next Hero Phase add +1 to Wound Rolls for '''all attacks''' that target that unit]]. You should always have this. #'''Mindrazor:''' Casting Value 8. Nerf Bat Edition. Pick a friendly Daughters of Khaine unit wholly within 18" of the caster. All of that units melee weapons gain an additional -1 Rend and gain 1 extra damage if that unit charged. Our Most used spell and a must have for the -1 Rend alone. No longer gives +1 dmg for having higher bravery, better against demons and undead, but in extended combat. But with the Khelt Nar sub faction you can retreat and charge, and you get an additional rend on the charge with Elves in Drachi Ganeth. But it also has a CV of 8 now making it harder to cast #'''Shroud of Despair:''' Casting Value 4. Pick an enemy unit within 18" and within Line of Sight. They take -1 to Bravery until the next Hero Phase. If the Casting roll was 8+, they take -d3 Bravery Instead.
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