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===Amethyst: Wind of [[Shyish]], Lore of Death=== Focuses mainly on single character or monster slaying, although it has some nice support spells. Available to: Empire, Beastmen, Ogres, Chaos Warriors (unmarked and Nurgle) and Daemons (Nurgle only), Vampires, Tomb Kings, Lizardmen (Slann only), all Elves, Bretonnia (Fay Enchantress only), Legion of Azgorh. * ''Lore Attribute:'' '''Life Leeching:''' Basically, you get power from killing. For every wound caused by your spells, you have 33% chance to gain a power dice. Meaning you have to roll a 5+ for each unsaved wound caused by a single spell in order to get said power die. *'''Spirit Leech:''' Both caster and target roll a D6 and add their unmodified leadership values. For every point the caster wins by the target loses a wound, with no armor saves allowed. Generally not the most reliable character-sniping spell, but great against monsters and warmachines. Bye bye Stegadon. *'''Aspect of the Dreadknight:''' Grants the target Fear, or Terror (when boosted). Incredibly cheap and can be used to make a unit ignore enemy's Fear/Terror. *'''The Caress of Laniph:''' Summoning a ghost gurl that wants to know the enemy target a bit better (winkwink), and while she's at it she steals his life force ... So pretty much just like any other woman. Target suffers a number of hits equal to 2D6 minus his own strength. Hits from this spell cause a wound on a 4+ with no armor saves. *'''Soulblight:''' Your mage slaps the shit out of the soul of the enemy making him less strong and tough. When boosted, it works in a freaking 24 inch bubble so it can hit the whole enemy army, making even Chaos Knights into mere humans (at least on S and T). Very good, but often loses to more specialized Shadow hexes. Still, not a bad substitute to Withering when dealing with high-toughness foes. This effect lasts until the caster's next magic phase. *'''Doom and Darkness:''' Cast this on the enemy general to take the LD bubble away. Specifically to give said enemy a -3 on their Leadership. Make sure to cast on enemy with Okkam's Mindrazor and have them flip a table. Combine with Spirit Leech by rolling dice with one hand and holding out the FAQ with the other as a shield for incoming fury. *'''The Fate of Bjuna:''' The last sniping spell and it's the strongest as the target suffers hits equal to 2D6 minus it's Toughness. The bastard is gonna laugh until he explodes (and if it miscasts the casting player may laugh until ''he'' explodes...) If target survives they get teh stupid for the rest of the game. <s>Cegorach's</s> Loec's favourite spell, I bet. *'''The Purple Sun of Xereus:''' Also known as the Purple Sun of [[Anal Circumference|Prepare your Anus]], the Purple Sun of Xereus is a big purple ball of [[RAGE|FUCK YOU]] that floats around on the battlefield semi-randomly, and anything that touches it takes an Initiative Test or DIES. Period. Just like that. Very difficult to cast, but when you pull it off correctly it can murder entire armies of [[Lizardmen]], [[Dwarfs]] or [[Orcs]]; this spell will make Ogre players (what few there are) consider quitting the game. Cast with your last dice and laugh maniacally as it refills your dice pool with lore attribute! If you're a girly elf player, take 2 units of warlocks, take Khaine magic rules, take vanguard, take as many power dice as you can muster, take double purple sun down the enemy's line from both ends in turn one, take shrugging off pesky miscasts, take your opponents tears and DRINK DEEP (then take the extra power dice you generate and try it again for lolz).
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