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===Grey: Wind of [[Ulgu]], Lore of Shadows=== Shadow Magic is a great support lore, rivaling even Life. Where life is defensive and reactive, Shadow is versatile and proactive, afflicting an enemy with a variety of hexes and debuffs, softening an enemy up and making him weaker all round. Damage spells are just a little bonus and aren't why you are taking this lore, but they are powerful in their own right. They are basically templates with Initiative tests, making them extremely powerful against slow units (wiping out hordes of ghouls or entire units of temple guard) and they scale really well with signature spell. Available to: Empire, Beastmen, Chaos Warriors (unmarked or Slaanesh) and Daemons (Slaanesh only), Vampires, Lizardmen (Slann only), all Elves, Bretonnia (Fay Enchantress only). * ''Lore Attribute:'' '''Smoke and Mirrors:''' When a Shadow spell is successfully cast, the wizard may swap places with another friendly character (of same unit type) in range. Useless most of the time, but can be useful to escape close combat, while bringing a melee powerhouse into the fray. Especially fun when your level 2 Chaos Sorcerer teleports away so a beatstick Chaos Lord can take over... *'''Melkoth’s Mystifying Miasma:''' Signature Spells are bound to be good most of the times and this one truly is. It reduces one or all (if boosted) of the following: M,WS,BS,I of a enemy unit for d3. Incredibly useful and versatile. Even better when used in conjunction with the damage spells in this Lore. It is often worth it to take a level 1-2 Shadow wizard just for the sake of spamming this spell. *'''Steed of Shadows:''' Casting your own shadow Horse, you'll probably feel like the Ghostrider or something. Sadly its not as useful as it was in previous editions. *'''The Enfeebling Foe:''' Making your enemy weak. Really, really weak, with a bit of luck. This spell is so nice to reduce the danger to your units and it even stays in the game, so your enemy has to waste power dice dispelling this or decide to never make a kill with this unit. *'''The Withering:''' Other way around, making your enemy not weak but less tough until even a gnoblar can club him down. Like his counterpart staying in the game so your enemy will have to dispel this and don't have the dice to do the same to you in his magic phase. A must-have spell for S3 units, ESPECIALLY archers with S3 bows, ESPECIALLY Wood Elf archery lists. *'''The Penumbral Pendulum:''' Swinging a big, albeit almost invisible, pendulum into the enemy lines. First damaging spell, it hits all models in a line. Line is of random length, so consider exploiting lore attribute to quickly get in range, fire it off and blink away. BTW, it is a use for the Steed of Shadows! *'''Pit of Shades:''' Second damaging spells. Small (or large, boosted) template of DOOM!. It scatters and stuff, but against hordes of Saurus or Undead it is just brilliant. Ogres and other low I, high cost units will cry. *'''Okkam’s Mindrazor:''' The greatest buff (if not the greatest spell) in the game. Basically, target unit uses LD for wounding instead of Strength. See even Dragons and Chaos Knights falling like flies before you. Does not stack with S bonus so no great weapons, but hey, if you are in general's bubble, you likely have Ld 9-10 anyway! Tip: cast it on swarms. Their S2 becomes S10!!!
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