Amber Spells
Awaking of the Wood, Tangling Thorn, Flying Bower, Flock of Doom- all are unchanged

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

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