Bright Spells
Circle of Fire - Power 3, Range 24” (replaces Crimson Bands)
 The target unit (note that a unit can be a single character) is surrounded by a searing wall of flame twenty feet in height. The unit cannot cross the wall and the wall is solid enough to block line of sight. Additionally, in each magic phase, every model within the unit will suffer a str 3 hit with no armor save due to the heat. Flammable creatures such as treemen and mummies suffer a str 6 hit. Those immune to fire (ex. dwarf with a Forge Rune) take no damage, but are still unable to cross the wall. Note that the spell will trap even flying creatures as the walls are so close to the unit that it would be impossible for the flyers to get enough height to clear the walls.
Remains in Play

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.