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===Lore of Ice=== Used exclusively by the people of Kislev, it is described as the magic of their land. Had some interesting spells, but got cut along with Kislev army book. A shame, really. The most annoying thing about this lore, however, is that Kislev didn't have generic ice mages, so the only unit in the game who could take it was Tsarina Katarin. *'''Shardstorm:''' Standard direct damage spell causing 2D6 Strength 3 hits. The flavor of this one is a rain of ice shards set upon your opponents. *'''Freezing Blast:''' This one is a break from the norm. It can be used to freeze any body of water, treating it as normal terrain, or can be used on an enemy unit to make it treat all movements as difficult terrain. If an enemy unit happens to be in a body of water you target, each model in the water takes a Strength 2 hit with no save allowed. To top it all off, this one doesn't require line of sight. *'''Form of the Frostfiend:''' An augment spell that transforms the caster into a mythical Kislev ice beast. You lose all effects from your magical items, but gain Fly and becomes Strength 5 with 4 attacks. This would've been nice if you had a level 1 wizard, but has a very limited use since you only have one wizard in the army. *'''Invocation of the Ice Storm:''' Summons an ice storm anywhere on the table. You nominate a spot on the table and roll the artillery dice, doubling the result. Everything within that many inches of the spot must pass a leadership test at -2 to shoot until next turn. If you roll a misfire, then it affects the entire table. It also cannot be dispelled. *'''Midwinter's Kiss:''' Strength 5 breath attack, although it cannot be cast in combat. It does cancel out all armor saves though, so it can be quite useful. If you have this and Form of the Frostfiend you can breath attack a unit getting too close and then transform for fun and excitement. *'''Glacial Barrier:''' Allows you to place a 1" x 5" ice wall within 24" of the caster. This does require line of sight. Once placed, the ice wall is considered impassable terrain and blocks line of sight. Units can charge it like a building and it is automatically hit and destroyed by a Strength 5 attack or any Flaming Attack. Units that do so, however, cannot overrun, making it a great way to stop a unit within charge or shooting range from getting any closer.
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