The Coils of the Serpent - as The Writhing Worm, but fluff is changed. When the spell is completed a large serpent suddenly appears next to the target and begins to entrap him. The target must roll 2d6, a score of less than the targets strength indicated that it has freed itself and the spell has no effect. If the roll is equal to or higher than the targets strength, it is entangled and can do nothing until the next magic phase when it is allowed to repeat the roll to free itself. The target can also be freed with a successful dispel. Remains in Play
Fear of the Hunted - Power 3, Range 24" (replaces Curse of
Anraheir)
The target is instilled with the mind set of the prey. The
target unit sees itself as a herd of sheep surrounded by wolves, and begins
to act accordingly. All enemy units cause Fear in the target unit. Such
units which normally cause Fear are treated as causing terror. Units immune
to physcology are not effected by this spell. When cast on creatures which
cause fear or terror, this power is reduced by one step- therefore, a troll
under the effects of the spell, would be treated as if he did not cause
fear, and a dragon would be treated as if it caused fear. Remains in Play.
Form of the Hunter - Power 1 (replaces Savage Beast of Horros)
The wizard transforms himself into the perfect hunter. He
causes Fear and gains the following profile.
MV-8 WS-6, BS-0, Str-6, Tou-5, Wou- (as wizard), In- 5, At- 2,
Ld- 10 (for the wizard only, if in a unit, they do not benefit from this
Ld).
In this form, the wizard cannot cast spells nor retain winds of
magic cards, but he can use dispels normally. Remains in play.
Quills of the Porcupine - Power 1 (replaces The Vengeful
Hood)
Upon completion of the spell, the wizard sprouts long sharp
quills over his entire body. Anyone who attempts to strike the caster in
HtH first, on a roll of 3+, takes a hit with strength equal to his own
(ex. a Chaos Lord with Str 5 would take a Str 5 hit). If this hit wounds,
the enemy is unable to strike the wizard that turn. If this hit does not
wound, the enemy is able to strike normally. The quills, however, offer
some protection to the wizard and he is granted a 5+ special save. Remains
in play.
The Hidden Path- Power 2, Range 24E#060;/b> (replaces The Hunting
Spear which didnt seem to fit in the nature/wild fluff, it was too human)
This spell has two possible effects. If cast on a friendly
unit, it endows them with great awareness of the natural world, allowing
them to ignore all movement penalties for difficult and very difficult
terrain. If cast on an enemy unit, it causes them to give off an aura which
creates great hostility from the natural world. Grasses will wind them
themselves around the targetsEfeet, branches will bend to block their
path, etc. The unit therefore treats each type of terrain as more difficult
than it is- normal terrain is treated as difficult terrain, difficult as
very difficult and very difficult as impassable. (As an additional House
Rule, any WE unit subject to such a spell must take a panic test. if successful,
the WE unit will Hate the casting mage for the remainder of the battle).
Remains in play.
The Nymphs Kiss- Power 1, Range 18E#060;/b> (replaces the Amber
Trance, which just didnt fit.).
This spell can only be used on one model at a time and requires
LOS. When cast, the wizards summons a nymph to attackEthe target. The
spell is bound by normal targeting restrictions, thus characters in a unit
are allowed a Look Out SirEroll. The target must roll less than or equal
to his Ld on 2d6 (lizards may test on 3d6 as normal, mindless creatures
[skeletons, zombies, Chaos Spawn, etc.] are immune, but free-willed undead
can be effected. Immunity to phsycology is no defense). The models own
Ld must be used for this test. If the test is failed, rank and file models
(any model from the regiment section of the army with 2 or less wounds)
are killed. Characters, monsters, etc. are removed from play. Each magic
phase, they can attempt to break the Nymphs hold by rolling equal to under
their Ld on 2d6 (3d6 for lizards), but each attempt has a cumulative -1
penalty. If the penalty = Target Ld-1, the target is considered dead and
the spell may be re-cast.
Remains in play