Shimmering Cloak, Crevasse, Light of Battle, all stay the same.
Ring of Light- Power 2, Range
18” (replaces Abulla’s Snare)
The ring of light can be cast
at any single model, and requires a direct line of sight. At the mages
command a ring of white light surrounds the target. The light blinds and
disorientates the victim. The victim can do nothing while the spell is
in play. Additionally, the victim moves d6” in a random direction
(facing does not change) in his movement phase. Remains in Play
Implosion- Power 2, Range
12” (replaces Deadly Shards)
The essence of Light magic
is very effuse and permeates everything. When this spell is completed the
mage causes the energy within the targets to be released causing the targets’
armor and even their very bodies to crumple inward. If cast on a unit,
the unit suffers 1d6+2 Str 4 hits with no armour save. If cast on a single
model, be it a chariot, an individual character (plus any mount), etc.
, the power is much more concentrated and the target suffers 1d3+1 Str
10 hits (randomized as shooting). Note that the choice of target’s is restricted
as per missile fire, thus a character in a unit cannot be targetted unless
larger than the unit.
Twinkle in the Mind’s Eye-
Power 1 (replaces Mace of Years which didn’t seem to fit with Light Magic)
This spell affects any opponents
in BtB contact with the caster. To any victims, the caster appears as nothing
more than a mote of light. This mote greatly annoys its victims who consequently
direct all of their attacks at it., however, the mote is impossible to
hit. Therefore, the victims are treated as having no attacks in HtH or
shooting as long as the spell is in effect. Remains in Play.
Serpent of Light- Power 1,
Range 6” (replaces Claw of Apek)
When this spell is completed,
the mage hurls his staff to ground whereupon it is transformed into a serpent
composed of blazing white light. This serpent stretches out and wraps itself
around one model chosen by the wizard. The target takes one hit at a strength
equal to 7-the distance between the wizard and the target. Armour saves
apply, however if the target is wounded, it suffers D3 wounds.
Hero’s Glow- Power 3, Range
18” (replaces The Dwellers Below)
The target unit is surrounded
by a brilliant golden glow. Their minds are filled with visions of heroes
past and themselves among their ranks. The unit is greatly inspired gaining
immunity to psychology and break tests. Additionally the unit gains +1
to hit in the first round of combat after the spell is successfully cast.
Remains in Play.
The Eyes May Deceive- Power
2, Range 24” (replaces Hands of Karkora)
Just as the caster can control
the elusive threads of Light Magic, so some can even alter the nature of
light itself, bending it to their own purposes. Once this spell has been
successfully cast, light swirls when it approaches the target unit, blurring
together all the sights and landmarks on the battlefield, and making it
impossible to tell north from south, east from west. Each time the target
tries to move, roll a scatter dice. A hit indicates that the unit may move
normally. Otherwise, the unit moves, as far as possible, in the direction
indicated by the arrow. Note that regardless of the direction of movement,
the unit’s facing does not change. If such a move would take the unit into
impassable terrain or another unit, the target unit is stopped one inch
away, as they would see something looming before them though they could
not tell what they were seeing.
Tremor(?)- Power 2, Range 24”, (replaces Net of Amyntok, which didn’t seem to have anything to do with Light Magic)
When this spell is completed,
the mage excites some of the light magic energy which permenates the ground
beneath the target unit. This results in a minor localized tremor. To determine
the effects of this tremor on the target unit, roll a d6, and consult the
following table.
1- The ground shakes slightly,
throwing the unit off balance. If the unit wants to march or charge in
its next turn, it must first pass an I (a 6 always fails) check.
Any shooting by the unit suffers a -1 to hit.
2-3- The ground shakes, ruining
the target’s balance. The unit must make an Int (a 6 always fails). If
the check is failed, the unit is thrown to the ground and cannot move in
its next movement phase (it uses all its movement to stand up). Any shooting
suffers a -2 penalty (-1 for the groung shaking, -1 for movement [standing
up]), while missile weapons such as crossbows cannot fire at all. If the
check is successful, the unit can move, but does so at half speed. Any
missile fire is at a -1 penalty.
4-5- The grounds shakes violently.
The unit is thrown to the ground and must spend its next turn standing
up. No Int check is required. The unit cannot move in its following movement
phase. Any shooting is at a -2 penalty. If engaged in HtH, the unit will
suffer -1 to hit.
6- The extremely violent shaking
of the earth hurls the unit to the ground as above (4-5). Additionally,
the unit suffers d6 str 4 hits.
If cast a unit engaged in
HtH combat, the same results apply to each unit in the combat.