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Scrollhammer: Daedra Cults 2.0
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===School of Illusion=== Strike Blind: Cast on 6+, 1-handed, during the close combat phase. This spell Blinds a target model within 6" of caster until end of turn. Command Mortal: 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 targeted by it again until the beginning of your next turn. If it fails, you Command that model until end of turn. Glimpse of Terror: Cast on 8+ at the beginning of any phase. Target unit within 6" of caster gets -1 Ld until end of turn. Multiple instances do not stack. Mindless Frenzy: Cast on 8+ during the close combat phase, at the beginning of the Fight sub-phase. Target unit within 6" of caster takes an Ld test on its own value. If it fails, and it is currently locked in close combat, failed rolls to hit from that unit (outside of challenges) score hits on themselves, rather than missing, until end of turn. Silence: Cast on 11+, 1-handed. This is a shooting weapon with Move and Fire 1, Range 12". If it hits, choose a single enemy model in the unit hit. That model takes a Mg test(using its base value) on 3d6. If it fails, it is Silenced until the beginning of your next turn. Sound of Screams: Cast on 12+, your shooting phase. Range 18", requires LOS. Targets an enemy unit. Each model in that unit must must re-roll all Power Dice whenever it successfully casts 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). Nightmare(Vaermina Cultists only): Cast on 12+ during your shooting phase. Range 12", requires LOS. Target enemy unit not in melee combat must immediately pass a Morale check or fall back. If they pass the test, they cannot be targeted by this spell again until the beginning of your next turn. Invisibility: Cast on a 12+ at the beginning of any phase. Until the beginning of your next turn, caster is Invisible. Horrifying Blindness: Cast on a 15+ during the close combat phase, at the beginning of the Fight sub-phase. Target unit within 6" of caster is Blinded this round. Namira's Touch(Namira Cultists only): Cast on a 16+ at the beginning of any phase. Select an enemy unit within 6" of caster. Until the beginning of your next turn, that unit's WS and BS are reduced to 1. Torments of Oblivion: Cast on a 23+ at the beginning of any phase. Select a unit within 6" of caster. Until the beginning of your next turn, that unit's toughness is reduced to an unmodifiable 1(instant death is still calculated using its original toughness, however), and its armor save is reduced to an unmodifiable "-". Bal's Temptation(Molag Bal cultists only): Cast on a 26+ during your movement phase. Select an enemy unit within 6" of caster. Every model in that unit other than a Dragon or Physical God must take a Leadership test on its own value. Models that fail are removed from the game, and placed into Ongoing Reserves, first dropping any items picked up via any special rule during the duration of the game. They form a new unit in Ongoing Reserves that retains the same Formation and special rules as before. They are considered to be your units, under your control, for the remainder of the game. Every aspect of them treats them as being under your control. Models taken control of in this manner count as being removed as casualties for effects that trigger on them being removed as casualties; any models that they could summon, can be summoned again under your control. If all models in a unit is taken under your control in this manner, it counts as destroying that unit in terms of victory conditions. Destroying them or performing certain actions in combat against them will therefore grant victory points to your opponent, and you can hold objectives with them if those units were allowed to before they entered your control. Models that pass the Leadership test cannot be affected by this spell again until the beginning of your next turn.
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