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===School of Illusion=== Screams from Beneath: Cast on 4+, shooting attack. Fire and Charge 1, Range 36". Models hit must must re-roll all Power Dice whenever they successfully cast a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once). Vision of Eyelessness: Cast on 5+, close combat phase, 1-handed. A model in base contact with caster is Blinded this round. Lure Prey: Cast on 7+ at the beginning of your opponent's close combat phase. Targets an enemy unit that could charge caster's unit this phase. That unit must take a Leadership test on its lowest value. If it fails, it must attempt to charge caster's unit. Deathly Trance: Cast on 8+. Cast at the beginning of either player's shooting phase. Chose a Mortal model other than a Monstrous Creature within 6" of caster. That model takes a Leadership test on its own value. If it succeeds, that model resists this spell, and cannot be Commanded until the beginning of your next turn. If it fails, you Command that model until the end of this turn. Shadow Walk: Cast on 8+, at the beginning of any phase. This phase, caster is Invisible. Shadow Weave: Cast on 11+, any time. Caster gets Chameleon(+2) this turn. Multiple instances do not stack. Enslave: Cast on 14+. Cast at the beginning of either player's shooting phase. Chose a Mortal model other than a Monstrous Creature within 6" of caster. That model takes a Leadership test on its own value. If it succeeds, that model resists this spell, and cannot be Commanded until the beginning of your next turn. If it fails, you Command that model until the end of next turn. Cripple Prey: Cast on 14+. Shooting attack. Move and Fire 1, range 18β. Models hit are Paralyzed until the end of next turn. Feast of Suffering: Cast on 14+. Shooting attack. Move and Fire 2d6, range 12β. Models hit are Blinded until end of turn. For each enemy model hit, caster immediately takes a S2AP0 hit. Wail of the Wretched: Cast on 18+, shooting attack. Fire and Charge 1, Range 36β. The unit hit, if it has not already taken a Morale check this turn, must immediately pass a Morale check or flee. All models in the unit must must re-roll all Power Dice whenever they successfully cast a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once). Impenetrable Gloom: Cast on 19+ at the beginning of any phase. Caster's unit gain Chameleon(+2) until end of turn. This does not stack with other Chameleon effects, or with multiple instances of itself, but it does stack with all other types of cover saves as normal.
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