Fireball (Power 1)

The wizard can cast 1 fireball per 
magic level. Each fireball strikes 
the first model in its path up to 24" away.
 A model hit by a fireball suffers 
1 S4 hit. No armour saves allowed.

Line of Sight

Fireball (Power 1)

The wizard can cast 1 fireball per 
magic level. Each fireball strikes 
the first model in its path up to 24" away. 
 A model hit by a fireball suffers 
1 S4 hit. No armour saves allowed.

Line of Sight 

Destruction (Power 2+)

Can be cast against an enemy unit 
up to 18" from the caster. The unit suffers 2D6 S4 hits
No armour saves allowed.
 

Destruction (Power 2+)

Can be cast against an enemy unit 
up to 18" from the caster. The unit suffers 2D6 S4 hits
No armour saves allowed.
 

Fear (Power 2)

This spell can be directed at an 
enemy unit within 24". The target 
unit must take a Fear test 
immediately. 
If it fails, the unit flees.

Fear (Power 2)

This spell can be directed at an 
enemy unit within 24". The target 
unit must take a Fear test 
immediately. 
If it fails, the unit flees.

 

Heal (Power 1)

This spell can be cast upon the 
wizard himself, or upon a friendly 
model within 12" that has suffered 
1 or more wounds. The model immediately recovers 1 wound.
 

 
Heal (Power 1)

This spell can be cast upon the 
wizard himself, or upon a friendly 
model within 12" that has suffered 
1 or more wounds. The model immediately recovers 1 wound.
 

 
Move Unit (Power 2)

The wizard can transport himself 
and a friendly unit up to 18" across 
the battlefield. The spell can be 
used to move into hand-to-hand combat, in which case the unit 
counts as charging in the 
first round of combat.