Divination

Divination

The Conclave: Spells from Divination gain +3″ range up to a maximum of +9″ for each additional friendly Wizard within 12″ of the Caster.
This bonus can never increase the combined modifier beyond +9″, however other sources may.

(1) Know Thy Enemy

<7+> {12+}
<18"> {6"Aura}
Augment
Last one Turn
The target gains +2 Offensive Skill, +2 Defensive Skill, and +2 Agility.

(2) Fate's Judgement

<5+> {9+}
18"
Hex, Missile, Damage
Instant
The target suffers <1D3> {1D6} hits that wound automatically with Armour Penetration 0 and Magical Attacks, with no Special Saves allowed (note that Armour Saves are allowed).

(3) Scrying

<7+> {12+}
<18"> {6"Aura}
Augment
Last one Turn
The target gains Distracting and Hard Target.

(4) The Stars Align

<8+> {12+}
<18"> {6"Aura}
Augment
Last one Turn
The target gains Divine Attacks. In addition, it must reroll failed to-hit rolls with Close Combat <and Shooting> Attacks.

(5) Unerring Strike

<7+> {10+}
18"
Hex, Missile, Damage
Instant
The target suffers <2D6>{3D6}​ hits that wound on 4+ with Armour Penetration 1, Divine Attacks and Magical Attacks.

(6) Portent of Doom

8+
24"
Hex
Permanent
When calculating Combat Score, a side with units containing at least one model affected by the spell suffers −X to its Combat Score (for each affected unit and instance of the spell), where X is equal to the number of Characters in the unit, increased by 1 if the unit contains any R&F models.
A Character leaving a unit that was the target of the spell no longer is affected by the spell, unless the Character was a single model unit that was the initial target of the spell.

(A) Guiding Light

12"
Augment
Last one Turn
Discipline Tests of units with all models affected by the spell are subject to Minimised Roll.
A unit cannot be affected by this spell more than once per Magic Phase.