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.

(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.

(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.