Light Magic

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.