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===Witchcraft=== Summary: This path is about movement and debuffs, manipulating the movement of units while making it hard for enemies to hit you. ::'''A: Evil Eye:''' if the target is friendly, they get +1 advance +2 march, if an enemy they suffer -1 advance -2 march (minimum 3 and 6). A unit cannot be affected by this spell more than twice per magic phase. #'''Raven's Wing:''' the target may perform an 8" (boosted makes it 12") magical move with fly, they gain sweeping attacks during this move. #'''Deceptive Glamour:''' target suffers -1 (boosted turns to -2) offensive skill, defensive skill, and agility. #'''Twisted Effigy:''' Target cannot use shooting attacks. If boosted, it also suffers -2 to casting rolls. Useful for shutting down Cannons, or making wizards more likely to fail their rolls #'''The Wheel Turns''' close combat attacks made by (boosted also makes this affect attacks against) the target are set to-hit and to wound on 4+. Great to put this on a unit with week offense and strength stats or your chaff faces of thing with too much defense. Overcasting this can allow a mob of goblins to trade with Griffons. #'''Will-o'-the-Wisp''' target gains random movement 2d6 (boosted 3d6). Oh, is this the mother of all crapshoots. You could bone over a very fast unit. You could unintentionally give your enemy a very mobile unit. Not much you can do here aside from measuring your choices for targets and making sure that you know when to not boost this spell. #'''Bewitching Glare''' Melee attacks (boosted includes shooting as well) against the target gain battle focus. {{The-9th-Age}} [[Category: The 9th Age]] [[Category:The 9th Age/Tactics]]
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