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== Lore of Nehekara == '''Lore Attribute''' allows you to regenerate d3+1 wounds to a unit that successfully receives one of your augments. Any construct will only get one wound back per magic phase. Bummer. 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''' This spell is Tomb Kings version of marching. It allows friendly undead units within 12" (24" if boosted) to take a free extra move. You can't charge but it is still useful especially if you have lots of slow foot soldiers. '''Spell 1''' Short range augment that grants killing blow to a unit OR if the unit already has KB then it works on 5's and 6's. This spell is usually only ok but if you're playing against lots of knights or other sick armor save units its particularly useful. Fun Fact: if you cast this on chariots their impact hits get KB and that can get STUPID. This is the only augment that cannot be made to hit multiple friendly units. '''Spell 2''' 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 reallllly draw out a combat. '''Spell 3''' Gives a unit 1 extra attack per model and also the multiple shots (2) special rule for the ranged units. This works on mounts, each rider of a sphinx, etc. and can really dish out some pain. People claim that a unit of Bowshabti with this can become very powerful but I have never seen it. <S>Also it works for your catapults</s>. Also it has the largest bubble range at 24". Yes that means every friendly units within 24" of your priest get bonus attacks and models back. <s>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 really put the hurt on enemy monsters).</s> The FAQ says that the Bow of the Desert doesn't get multiple shots (2) from this spell, unfortunately. The spell calls out 'bow' or 'great bow', of which the Bow of the Desert is neither. That's it for augments so the last three don't benefit from the lore attribute. '''Spell 4''' subtracts D3 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 khalida archer spam, that 200 block of zombies- M1 '''Spell 5''' subtracts 1 from an enemy unit's strength and toughness. This spell can really mess up your opponent hard. Watch the Ogre players face when he finds out your halberd tomb guard are hitting on 3's (with prince/king) and wounding on 2's against their ironguts. This can be boosted to subtract d3 from S and T but -1 is usually enough to do the trick since you will be seriously risking a miscast if you boost this one. '''Spell 6''' Generic vortex. Not really worth it.
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