CORUSCATION OF FINREIR A pillar of white fire carries your mage into
the heavens above , while on the pillar the mage can only be
attacked by flying creatures. Your mage also has a 2+ armour save
while on the pillar and he may fly up to 24 inches like a flying
creature. When dispelled , the mage floats to the ground
unharmed. POWER 1
DEADLOCK Your mage my nullify one ememy-held magic item with in 12 inches. He may release the spell when ever he pleases. POWER 1
GLAMOUR OF TECLIS Glamour may be cast on a unit with in 36 inches . Each time the unit wishes to move it must pass a leadership test on a 2D6. If they fail, the mage my move the models instead. POWER 1
APOTHEOSIS A single friendly model slain during the battle may be returned to lif, and reappears with in 6 inches of the mage. The model returns to life with all of its Items and Weapons( but not monsters that he was riding). The resurrected model causes fear. POWER 1
BANISHMENT Every Daemon or Undead creature with in 12 inches of the mage suffers D6 wounds on a 4+. Also Dark,Necromantic and Chaos spells in play with in 12 inchesd are dispelled on a 4+. POWER 2
FIERY CONVOCATION An enemy unit with in 24 inches bursts into flames. The unit suffers 2D6 strength four hits. In each subsequent magic phase the target suffers 2D6 hits with a strength point higher than the previous turn. POWER 2
HAND OF GLORY All friendly units with in 12 inches of the caster automatically pass any leadership tests. Fleeing units within 12 inches will rally automatically. POWER 2
ASSAULT OF STONE The mage my move a single hill with in 24 inches up D6 inches. Anything touched by the hill may be crushed . Individual models must roll lower than there initiative on a D6 or suffer D3 wounds. Units suffer 2D6 wounds automatically.No armour saves. POWER 3
DRAIN MAGIC All the spells currently in play are dispelled, and the magic phase is ended.All players'magic cards are discarded.Each wizard must roll a D6. On a score of 4 or more, or 6 for high magic mages, the wizard loses 1 magic level.Drain magic cannot be dispelled. POWER 3
THE TEMPEST A lurid storm rages across the battlefield,extending 48 inches from the mage in all dirtections. All ememy units with in the tempest must pass a leadership test on a 2D6 before they can move .Flying movement is impossible and flying creatures are forced to the ground. All missle fire is at -2 to hit.War machines and buildings suffer D6 strength 7 hits each magic phase the tempest lasts. POWER 3
FIRE BALL The wizard
can cast 1 fireball per magic level. Each fireball strikes the
first model in its path up to 24 inches away. A model hit by a
firebal suffers 1 S4 hit. No armour saves allowed. POWER
1
HEAL This spell can be cast upon the wizard himself, or apon a friendly model within 12inches that has suffered 1 or more wounds. The model immediately recovers 1 wound. POWER 1
TELEPORT SELF The wizard may transport himself anywhere on the battlefield. If he moves straight into close combat , he counts as charging. POWER 1
DESTRUCTION Can be cast against an enemy unit upto 18inches away from the caster. The unit suffers 2D6 S4hits, no armour saves allowed. POWER 2
FEAR This spell can be directed at an enemy unit within 24inches. The target unit must take a test for fear immediatley , If it fails, the unit flees. POWER 2
BLAST The sorcerous blasts hits the first ememy model in its path within 24 inches inflicting eigher D6 S5 or D3 S10 hits, no armour saves allowed. POWER 2
SHEILD Can be cast on a friendly unit within a range of 18 inches. All enemy shots must roll to penetrate the magical shield before rolling to hit. Roll a D6 for each shot: on a 4+ the shots bounces off and is discounted. This spell remains in play. POWER 2
CURSE Can be cast at enemy unit within 24 inches . The affected unit suffers -1 shooting or to hit. This spell remains in play. POWER 2
NET An enemy unit within 12inches is entangled in a magic net , and can do nothing while the spell lasts.This spell remains in play. POWER 2
MOVE UNIT The wizard can transport himself and a friendly unit up to 18 inches across the battlefield. The spell can be used to move into hand-to-hand combat, in which case the unit counts as charging in the first round of combat. POWER 2
BLESS This spell can be cast upon a friendly unit within 24 inches. The unit recives +1 to shoot and hit. POWER 2
HOLD FAST Affects an enemy unit within 24 inches of the wizard. The unit can do nothing while the spell is in play. This spell remains in play. POWER 3
PROTECT This spell can be cast upon a friendly unit within 24 inches. The unit recives a special save of 4+ against each wound suffered. This spell remains in play. POWER 3