Pelt of Midnight

(Rule)
Description:

Cast on 7+ Remains in play. This spell can be cast on a friendly unit that is within 24" of the caster. If successfully cast, all subsequent shooting directed at the unit requires a 6 to hit. All weapons which use a Scatter dice to hit will scatter automatically when targeted at the unit.

Once it is cast, the Pelt of Midnight continues to work until it is dispelled, or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain.

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