Fireball - same as in Battle Magic
Firebolt- Power 3, Range 24” (replaces Sanguine Swords)
When this spell is cast, a succession of fiery spears, 1-6
in number, appear in the caster’s hand. The caster can hurl these spears
at any target he can see within range (as he throws one spear, another
appears). In subsequent magic phases, the caster hurls these firbolts
before any other activity takes place. The caster uses his own BS and gains
a +1 bonus to hit. No other modifiers apply. The Spears strike with str
5. Any model in BtB contact with a hit model, will suffer a str 3 hit as
the spear explodes, for both the models hit directly or indirectly, armour
saves apply. If a spear misses its target, it fades harmlessley in nothingness.
Remains in play.
The Scarlet Scimitar - Power 1
In the magic phase, all enemy models in BtB contact with
the wizard suffer one Str 5 hit.
Remains in play
Firestorm - Power 3, Range 24”
Strange red clouds gather over the battlefield. The clouds
unleash a violent storm of lightning and drops of pure flame. Position
the centre of the large stone thrower template anywhere within 24” of the
wizard. Any model at least half covered by the template suffers a str 4
hit with no armour save. Any unit wounded by the flamestorm must take a
panic test.
Shafts of the Sun - Power 2, Range 30” (replaces Piercing
Bolts of Burning)
Upon completion of this spell a brilliant and fiery longbow
appears in the caster’s hands. When the caster pulls back on the bowstring,
a glowing yellow arrow will appear. The caster can fire these Sun Shafts
at any unit within 30”. They will unerringly strike their target causing
1d3+1 str 4 hits, no armor saves, even for magic armour, allowed. The caster
can fire such a volley at the end of any subsequent magic phase. (Example-
A Empire Bright Wizard manages to cast Shafts of the Sun in the first turn
of a game vs. some Orcs. The Bright Wizard can immediately fire a volley
of the shafts. Then, in the Orcs magic phase, the Orc shaman fails to dispel
the Shafts, so at the end of the phase, the Bright Wizard can fire another
volley. If the spell still has not been dispelled at the end of the next
Empire phase, the Bright Wizard can fire a third volley, and so on). Remains
in play.
Flame Wave - Power 3, Range 2d6” (replaces Conflagration
of Doom)
A huge burst of flame explodes outwards from the wizard.
This wave of flame races across the ground (to a distance determined by
rolling 2d6). Any model, friend or foe, within this area suffer a str 3
hit. For chariots, ridden monsters, etc., all parts of the model, which
fall within the range of the wave, will suffer a str 3 hit.
Blaze - as destruction for Battle Magic (replaces Blast)
Wings of Fire stays the same.
The Desert Wind- Power 2, Range 18” (replaces Flaming Head,
which I thought was too powerful for the price)
With this spell, the wizard creates a blast of wind, filled
with blistering heat and stinging sand. Use the flame template to represent
the wind (place it within 18” of the wizard with the wide end facing away
from the casting wizard). Any model at least half under the template will
take a str 3 hit (with a -1 to its armour save due to the heat and size
of the sand grains) and will be forced back to the edge on the template
(away from the casting wizard), if the model is part of a unit, the whole
unit will be moved back, so that no models lay under the template.