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==Inquisitorial Powers== These are the Inquisitor's special gear. Some are bound spells, some are just assistance and work more as warlord traits. These count as part of the Inquisitor's magic item allowance. Inquisitors can take up to 50 points while High Inquisitors and De Hojeda can take up to 100. *'''Her Will Be Done:''' 50pts. Doubles the wounds dealt in close combat for the sake of combat resolution. For 50 points, you'll find better things. *'''Holocaust:''' 35pts. Bound PL5 spell that slaps a small pie plate anywhere near the Inquisitor and hit anyone under it with an S4 hit (S5 against the undead, daemons, and wizards) **[[Meme|If you're playing a game in Germany, deny this spell at your peril.]] *'''Sanctuary:''' 35pts. Bound PL3 spell that gives a constant zone that forbids daemons and undead from being within 3" of the unit. A can't be charged bubble is also useful to prevent other units from being charged by making the unit he is in a large wall Blood knights have to go around. *'''Scourging:''' 25pts. Bound PL3 spell which deals d6 S5 hits to anyone within 12". *'''Divine Pronouncement:''' 25pts. Bound PL3 spell. One unit that's not stuck-in within 18" immediately tests panic, subtracting the difference between the unit's leadership and the Inquisitor's. *'''Might of the Goddess:''' 20pts. Bound PL4 spell that doubles the Inquisitor's strength but forbids magical weapons. With a Flail during the first combat round, it will nets you S10 attacks. *'''Sword of the Witches:''' 20pts. Bound PL4 spell. Enemy wizards within 12" must test Ld or eat d6 S4 hits. *'''Purge:''' 15pts. Bound PL3 spell. One unit and the Inquisitor roll d6 and add their Ld - if the Inquisitor wins, the enemy takes -3Ld, making the next combat crippling. *'''Word of Myrmidia:''' 10pts. Enemies must test Ld to charge the Inquisitor or be barred.
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