Bridge of Shadows is remained Ride the Wind
and troops are transported by a magic wind (obviously) but the spell is
otherwise unchanged. Note that warmachines cannot be moved, nor can enemy
troops.
Stormcall and The Dark Steed remain the same.
Grey Wings - Power 1, Range 12”/36”
The wizards summons the clouds and mists which meld together
to form a pair of wings for the target model, who must be within 12” on
the caster. The model may immediately move up 36” in any direction. If
moved into HtH combat, the model counts as charging in the next round.
Note that the model so moved must be a single figure, so a character on
a steed could be moved, a warmachine, character in a chariot, on a monster
mount, could not.
Voice of Thunder - Power 2, Range 24” (replaces Horn of Andar)
The caster voices a cry which booms like thunder across the
battle field. All enemy units within range (obviously including characters
who are counted as seperate units for the test) must roll equal to or under
their Tou on a d6, a 6 always fails, or be stunned by the sound and unable
to act in their next turn.
Shield of the Wind - Power 1, Range 36” (replaces Radiance
of Ptolos)
The target unit is surrounded by buffeting winds. Any missile
fire (including that from warmachines) from or at the unit is deflected
by the winds and rendered harmless. Further, any fliers attempting to combat
the unit will require 6s to hit on the first round. After one round of
HtH, the Shield of Wind is dispelled. Remains in play.
Speed of the Storm - Power 3, Range 12” (replaces Traitor
of Tarn but only because they are both Power 3)
Strong winds swirl about the unit bearing them quickly across
the field. The unit is granted a Mv of 12 by the spell. The unit therefore
marches and charges 24” and rolls 3d6 for pursuit or fleeing. (This spell
may seem overpowered, but before everyone blasts me as a power gaming munchkin,
remember that it is expensive, and the enemy will get two chances to dispel
before the spell will have any effect except perhaps from breaking or fleeing).
Remains in Play
Call the Winds - Power 2, Range 24” (replaces Dance of Despair)
The wizards summons the powerful winds of a storm and directs
them at one unit. The unit is immediately pushed d6+3” directly away from
the wizard. A unit pushed off a table edge, will return in its next movement
phase, but cannot move further that turn. Whenever the unit attempts to
move, roll a d6. If the result is less than the unit’s strength (for mounted
units, use the mounts strength, otherwise use the strength score of the
greatest number of models, usually rank and file troops), its movement
is unaffected. If the result is equal to or greater than the unit’s strength,
its movement is reduced by d6” (like a reverse Jaguar standard). Flying
creatures are unable to fly high regardless of the results of the strength
test. Remains in Play.
The Balance - Power 2, Range 12” (replaces Crown
of Taidron)
Known for their wisdom, Grey mages often act as judges within
the Empire. Often this means overseeing trials by combat. They know that
while Sigmar favours the brave, he is often too busy to intervene and so
might conquers right. The Grey mages use this spell to ensure that does
not occur. Choose any two models in BtB contact. The mage may then nominate
up to three characteristics. These characters are then averaged (rounding
up) between the two models. For example, an Empire hero and a Vampire Lord
(who is armed with the blade of leaping bronze) are in BtB contact. A Grey
Mage friendly to the hero successfully casts The Balance and chooses Str,
Int, and Attacks, the Hero has str 4, int 5, at 3, the Vampire has str
7, int 8?, at 6 (4+2), so the averages are str 6 (5.5), int 7 (6.5),
and at 5 (4.5) and each model is assumed to have these characteristics
until the spell is dispelled. Note that magic items that enchance characteristics
are counted in the averages and have no other effect when the magic is
in play. Remains in play.
Hail Storm - Power 3, Range 30” (replaces Pit of Tarnus)
Dark and chill clouds gather over the target unit. At the
wizard’s command, they unlease a fercious downpour of hail-stones. The
unit takes 3d6 str 4 hits with normal armour saves. The hail obscures vision
and makes the ground treacherous, so the unit can move at only half speed
for the next turn.