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===<span style="color:purple;">Endless Spells</span>=== New to Second Edition, you're the other first to gain Faction Exclusive Endless Spells! These can only be cast by '''NIGHTHAUNT WIZARDS''' or '''NAGASH, SUPREME LORD OF THE UNDEAD'''. However, these are honestly pretty crap if used with Nighthaunt. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Shyish_Reaper.pdf Shyish Reaper]:''' The Shyish Reaper has a move of 8", and damages units by flying over models. The issue is that with its base being nearly 3", it can effectively only move 5", although this can be slightly extended due to it pivoting before it moves. It is more likely to deal damage to stuff with better save characteristics. Think for a moment - what armies around like to field lots of models with a 4+ save or better? Unfortunately, the top of the list is Nighthaunt. This spell is more likely to damage your own units than the enemy, most of the time. Pass. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Vault_of_Souls.pdf Vault of Souls]:''' It's a floating bomb that deals Mortal Wounds, and it explodes into D6 Mortal Wounds when it dispenses 20 of them. With how hard Predatory Endless Spells are to predict, this thing is too likely to turn and explode next to you at a critical moment. It may be worth considering, however, due to how cheap this bastard is, and how good our mobility is. Dropping it off as a parting gift from a deep striking Wizard can be delightfully good as they get snagged by Spectral Summons. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mortalis_Terminexus.pdf Mortalis Terminexus]:''' It's a big floating Hourglass that either deal D3 Mortal Wounds to everything within 6" or heal D3 Wounds to everything within 6". It does not return dead models. In an army that already has great regeneration, mediocre regeneration that can't restore dead models is not worth taking. Avoid it. The model is cool, though, so use it as a proxy for the Chronomantic Cogs. Some of the generic Endless Spells are also worth considering. * '''Suffocating Gravetide:''' Now, let's not kid ourselves. The Suffocating Gravetide isn't strictly GOOD, but what it is is cheap. At 20 points, it's worth tossing in if you have a few points to spare once you've built your list, since they won't do anything for you otherwise. The Gravetide deals D3 mortal wounds to each unit it even slightly passes over, and inflicts a -1 leadership penalty on them, which can synergize with the -1 from Nighthaunt. The Gravetide is also on a pretty big base - it can be useful to plop it right in the way of an enemy unit and block them from getting that critical objective. The fact that the Gravetide provides cover is almost irrelevant to you - units with Ethereal can't benefit from cover, and you'll rarely care anyway. ** It also looks good next to your Nighthaunt, with the same design aesthetic. * '''Chronomantic Cogs:''' Oh here we go. For a quick refresher, you need to have a WIZARD within 9" of the Cogs to activate them, and when you do you choose one ability to last until your next hero phase. If you slow down time, the controlling wizard can cast one additional spell in your hero phase and re-roll save rolls. If you speed up time, you add 2 to the move characteristic of and charge rolls for ''every unit on the board''. While this doesn't sync with your allegiance ability(the rule specifies unmodified 10+), you still really want to get your charges off, and a +2 is huge, especially if you're going for risky charges from out of reserves. * '''Aethervoid Pendulum:''' Good for a 50 point spend when you don't feel like the Gravetide but don't have the 50 spare for a command point. The Aethervoid Pendulum avoids the main problem of predatory endless spells by always moving in one direction, which means it's telegraphed, but also means it will never turn against you just because you get a double turn. It deals D6 mortal wounds to anything it flies over or lands 1" from - send it towards the enemy, ideally at an allegiance terrain piece or objective they can't afford to step away from. Even if it doesn't do damage, it crimps your opponent's options, and that's always good.
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