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.

(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.

(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.