Divination

Divination

The Conclave:​ Spells from Divination gain +3" Range for each other Wizard with non-Bound Spells from Divination, within 12" of the Caster. Whenever a Wizard attempting to cast a spell from Divination suffers from Lost Focus, all other friendly Wizards with non-Bound Spells from Divination and within 12" of the Caster also suffer from Lost Focus, until the end of the Magic Phase.

(A) Guiding Light

18"

Augment

Last one Turn

When the target takes a Leadership Test, roll an additional D6 and remove the highest D6 rolled. A unit cannot be affected by this spell more than once per Magic Phase.

(0) Scrying

7+ [10+]

18" [6"Aura]

Augment

Last one Turn

The target gains Distracting and Hard Target.

(1) Fate's Judgement

7+ [10+]

18"

Hex, Missile, Damage

Instant

The target suffers D3[D6]​ hits that wound automatically, with no Ward or Regeneration Saves allowed.

(2) Know Thy Enemy

8+ [12+]

18" [6"Aura]

Augment

Last one Turn

The target gains +2 Weapon Skill and +2 Initiative.

(3) The Stars Align

9+ [12+]

18" [6"Aura]

Augment

Last one Turn

The target gains Divine Attacks, and must reroll failed to-hit rolls 9+ with Close Combat and Shooting Attacks.

(4) Look to the West

9+

18"

Augment

Last one Turn

The target gains Stubborn and Immune to Psychology.

(5) Unerring Strike

9+ [13+]

18"

Hex, Missile, Damage

Instant

The target suffers |​2D6|​[3D6]​ hits that wound on 4+, have Armour Piercing (2) and Divine Attacks.

(6) Portent of Doom

10+

18"

Hex

Last one Turn

At the start of the following phases, roll a D6, plus one extra D6 for each Character in the unit. If one or more dice result in a '6', the target cannot perform the corresponding action this Phase. Declare Charges sub-phase​: Declare Charges. Remaining Moves sub-phase​: March Move. Magic Phase​: Cast Spells. Shooting Phase​: Shoot.