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Agreed with nosferatu, here. 100%.
There's a list of restrictions. Then another sentence that says unique spells list any restrictions that apply. It doesn't say "any other restrictions, beyond the ones listed above". It says any. At all.
So, according to the RAW, you can cast the Dreaded 13th Spell--as well as Warp Lightning, Scorch, Cloud of Corruption, and Plague--into combat.
However.
All of the spells listed above are pretty clearly in the vein of Magic Missiles or Direct Damage. So...yeah, the rules technically allow you to throw them into combat. But compare Warp Lightning and Scorch to the Signature and #6 Spells from the Lore of Fire, for example.
I don't think the Skaven book is broken, and it bugs me when people whine about it. Especially when Dark and High Elves are about. But. I'm not going to take advantage of what is obviously a case of outdated rules. The argument "well, if GW wanted to have FAQ'd it, they would have" holds no water. Because there are tons of things that they could have FAQ'd, and didn't. Because they lack the manpower, or because they just don't care. Their main rulebook basically says "hey, this game is supposed to be fun. So don't be a jerk".
The fact that I can take out a 300pt Dwarf Lord, a 200pt Thane, and a 100pt Runesmith, along with 11 Hammerers and their 75pt Runic Standard with a single spell is intensely frustrating as it is.
I don't even want to do it! It's not thematic or tactical or fun. But, when it's Turn 5, and I have the option, I'm not going to pull my punches and insult my opponent like that.
I just pray that the next book gives us s'more options with magic. I'd love a Dreaded 13th that worked more like Final Transmutation. Give us a way to deal with non-infantry and maybe some board-control, while avoiding those incredibly lopsided situations like the one described above.
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