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===Spell Lore=== When giving out additional spells, Deathmages can pick spells from the Lore of the Deathmage, Vampires get Lore of Vampires, and Deathlords have access to both. There is also the Locus of Shyish. Cast any spell from any lore on an unmodified casting roll of 9+, and you get to resolve the effect twice. Which provides a great boost to many of these spells if you are lucky (~27% chance of casting twice is pretty fucking sweet). Legion of Grief doesn't get access to any of this. Which sucks massively '''{{color|midnightblue|Lore of the Deathmage}}''' *'''Overwhelming Dread:''' At a casting value of 5, a unit within 18" loses 1 from hit rolls and 1 Bravery until your next hero phase. *'''Fading Vigour:''' At a casting value of 6, a unit within 18" loses a melee attack and rolls only one dice on charges until your next hero phase. *'''Spectral Grasp:''' At a casting value of 6, pick a terrain feature within 18", until the next hero phase, halve the movement of enemy units within 3" of the terrain at the start of their movement phase. *'''Prison of Grief:''' At a casting value of 7, a unit within 12", until your next hero phase, when they try to move, on a roll of 5+, they can't. *'''Decrepify:''' At a casting value of 6, a Hero within 18", subtract 1 from its wound rolls and melee weapon damage (to a minimum of 1) until your next Hero phase. *'''Soul Harvest:''' At a casting value of 7, enemy units within 3" of the caster suffer D3 mortal wounds. Then on a roll of 5+ for each allocated mortal wound that was not negated, heal the caster by 1. '''{{color|purple|Lore of the Vampires}}''' *'''Blade of Shyish:''' roll for each enemy unit within 12" suffer a mortal wound on a 5+. Terrible, even if you're up against an army that spams small units they usually have enough wounds in those units that this has no real effect. Pick something else. *'''Spirit Gale:''' roll three dice and inflict a mortal wound on each 5+. if you rolled doubles, subtract 1 from their hit rolls. If you roll trebles then also subtract 1 from their wound rolls until your next hero phase. Not great, but it's better than Blade of Shyish. *'''Vile Transference:''' an enemy unit 12" away takes d3 mortal wounds and then a friendly unit within 6" heals that many wounds. Pretty good both for keeping your Dragon topped up, as well as your Blood Knights (un)healthy. Remember kids, the caster counts as a friendly unit, so he can use this to heal himself. *'''Amethystine Pinions:''' Increases the casters movement by 5" and grants Fly. This is an odd one since anyone who can take this can already choose to have wings by default. You also shouldn't really need the extra movement anyway, especially since that takes away extra protection you can give your dudes, or the extra hurt you can put on the enemy (you can only cast one spell with the user, why waste it on this one?). *'''Soulpike:''' Target a unit within 18", until your next Hero phase, if the unit charges, roll an amount of dice equal to the charge roll. For each roll of 5+ the unit suffers a Mortal Wound. Excellent, your hardest hitters need to get the charge and this helps enemy units think twice before going for a long-range charge to take away your charge advantage. *'''Amaranthine Orb:''' has a casting value of 7, draw a 1mm line that extends 12" away from the caster. Roll a dice for each unit (friend or foe, apart from the caster) that has any models beneath this line. On a 4+ that unit suffers D6 mortal wounds. Also great, pair it on a Vampire Lord that can fly (preferably not one on a dragon as that can be hard to position right) and have the line extend right down a combat cluster to rake up the enemy units hit. If you are scared of using it against yourself, then just remember that there's little to no issue using it through Bat Swarms, since they can heal all the wounds you deal to them unless you accidentally roll a 6.
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