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===Lore of Shadows (Wind of Ulgu, Grey Magic)=== The new lore attribute is much stronger and, combined with the new Steed of Shadows, can propel your mage 24" anywhere he wants at CV 5. Mindrazor no longer affects Armour Saves, to go with the trend of nerfing every lore's 6th spell. Really with this lore, you can play turbo-trolling even harder by getting them out of rough spots the instant they get a whiff of trouble or run straight into combat if they happen to be some plated dude riding a monster(See chaos and vampires). Penumbral buffed to always be 24in, combined with the mobility increase, it is super easy to line up a shot hitting multiple units. ''Lore Attribute:'' '''Smoke and Mirrors:''' No more swapping places crap. Now a free Fly (10) move for the caster, making a perfect escape button. ::''Signature:'' '''Melkoth’s Mystifying Miasma (CV 5/7)''' Signature Spells are bound to be good most of the time, and this one truly is. It reduces one or all (if boosted) of the following: M,WS,BS,I of an 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 Shadow wizard just for the sake of spamming this spell. #'''Steed of Shadows (CV 5)''' No ghost rider horse but a Fly (10") ethereal move for an Infantry character. Excellent for long-range movement when combined with the attribute. If that wasn't enough, the unit is considered ethereal when shot at. So unless you're against Wood/High Elves or Dwarves, you can laugh at your opponent's [[rage|pitiful shooting]]. #'''The Enfeebling Foe (CV 10/13)''' Making your enemy weak. Really, really weak, with a bit of luck. This spell is so nice to reduce the danger to your units by nerfing Strength by d3, and it even remains in play, so your enemy has to waste power dice dispelling this or decide to never make a kill with this unit. #'''The Withering (DC 13/16)''' Other way around, making your enemy not weak but less tough until even a gnoblar can club him down. Like its counterpart, this one stays in play, so your enemy will have to dispel this and maybe won'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 (DC 13/18)''' Swinging a big, albeit almost invisible, pendulum into the enemy lines. The first damaging spell, it hits all models in a line. NO LONGER RANDOM, always 24 inches now-massive buff (the chance of getting greater than 24 on 6 D6 is 20.58%). [[rage|Pro Tip: cast the signature to reduce heavy cavs I, use the lore attribute to get on its flank, cast this down its flank, lore attribute out. You just invented the teleporting cannon.]] Throw in a steed of shadows if you gotta move even further. #'''Pit of Shades: (DC 14/17)''' Second damaging spell. Small (or large when 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 (CV 18/21)''' Your target unit uses Ld for wounding instead of Strength, so you can see even Dragons and Chaos Knights falling like flies before you. This doesn't affect any saves, so do be sure to at least carry some halberds to punch past that heavy plate. If you are in general's bubble, you likely have Ld 9-10 anyway! <del>Tip: cast it on swarms. Their S2 becomes S10!!!</del> Sadly, the Army Books generally drop Swarms to low leadership and swarms are also unaffected by the Inspiring Presence.
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