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====Skaven Spells of Ruin==== *Skitterleap (5+): a rather cheap and effective way of getting important characters out of harms way. Any infantry character within 12" can be placed anywhere on the board as long as they are at least 1" away from the enemy. So if your warlord or BSB is about to bite it in the next combat phase you can easily place him into a nearby unit with out losing that precious bonus they provide. Grey Seers can elect to take this as one of their standard spells. *Warp Lightning (6+): Warlocks that are at least level 1 can take this by standard. An amazing magic missile that causes D6 (+2 with the Condenser) at S5. Cheap enough to spam with several different Warlocks, but Gray Seers should focus on something else. *Howling Warpgale (7+): remember the Storm Banner? Well this spell does the same thing only it's -1 to hit and doesn't affect the magic abilities of your opponent. though it stacks with the -2 from the banner. Engage Trollface. *Death Frenzy (9+): gives a unit +2 frenzy attacks instead of +1 and cause D6 automatic wounds to the unit. Not the greatest spell but useful in the occasional flank charge scenario. *Scorch (10+): a very reliable small template S4 hit that's flaming and causes panic on unsaved wounds. Extremely useful and more powerful than Warp Lightning on large blocks of infantry. *Cracks Call (11+): this spell is nasty in all the right ways. Form a 4D6-long line from the caster and any models under the line either passes an Initiative test or dies. If a building is in the lines path it collapses on a 5+ and any unit occupying it has to take the initiative test on top of that. A bit random due to not knowing the exact distance the line will be, but fantastic on any board with a lot of buildings to occupy.
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