Earth Blood - is revised to say that if the wizard chooses to reappear in his own magic phase, he can cast Earth Blood in that phase.
The Gaze of Balor - replaces The Green Eye, Power 2, Range
18”
The caster’s face seems to flow like water and his eyes join
together to form a single red eye which gazes balefully from his forehead.
The first model in the path of this gaze must roll equal to or under its
Int on 2d6, characters are not allowed a ‘Look Out Sir’ roll. If successful,
it suffers a single str 3 hit. If it fails, the victim is turned to stone,
suffering a str 6 hit in the process and being unable to take any action,
until freed by a dispel (note that the Gaze does not remain in play and
can be re-cast). Units are allowed to leave behind members who have been
turned to stone. If such models are freed, they must move to rejoin their
unit as quickly as possible and can take no other action. If the unit is
destroyed before the model is freed, remove the model, unless it is a character
other than the unit champion. Chariots and other war machines simply take
d3+1 str 10 hits distributed as shooting, but cannot be turned to stone.
Strength of Oaks - replaces The Spiral Stair which wasn’t
very fluffy and has very little use in Jade magic, Power 2, Range 18”
This spell can be cast on any unit within 18” of the caster.
They are infused with the unchanging solidarity of the Oak groves sacred
to Jade wizards. Until the caster’s next magic phase, all members of the
unit, including attached characters, gain +1 Tou. (for those who think
this is too strong, check out ‘Ere We Go in the Waaagh magic deck). Note
that some Jade wizards refer to this spell as the Wisdom of the Willows,
claiming that despite the willow’s apparent lack of strength, they are
more likely to survive the worst storms than even the biggest of the Oaks.
Summon Mists - replaces The Mist of Dunthandor, Power 2.
When this spell is completed, a thick fog rises from the
ground. The fog covers the entire battlefield and blocks all vision beyond
12”. Thus units cannot fire at, charge, or target with spells requiring
LOS, a unit more than 12” away. Remains in play. (Quite powerful, but effects
both armies equally).