Bless (Power 2)

This spell can be cast upon a 
friendly unit within 24". 
The blessed unit receives 
+1 shooting/to hit.

Remains in Play

Bless (Power 2)

This spell can be cast upon a 
friendly unit within 24". 
The blessed unit receives 
+1 shooting/to hit.

Remains in Play 

 Net (Power 2)

An enemy unit within 12" is 
entangled in a magic net, and can 
do nothing while the spell lasts.

Remains in Play

 Net (Power 2)

An enemy unit within 12" is 
entangled in a magic net, and can 
do nothing while the spell lasts.

Remains in Play

Protect (Power 3)

This spell can be cast upon a
friendly unit within 24". The unit receives a special save of 4+ 
against each wound suffered.

Remains in Play

Protect (Power 3)

This spell can be cast upon a
friendly unit within 24". The unit receives a special save of 4+ 
against each wound suffered.

Remains in Play

Curse (Power 2)

Can be cast at enemy unit 
within 24". The affected unit 
suffers -1 shooting/to hit.

Remains in Play 

 Teleport Self (Power 1)

The wizard may transport himself anywhere on the battlefield. 
If he moves straight into close 
combat, he counts as charging.

 Blast (Power 2)

The sorcerous blasts hits the first enemy model in its path within
24" inflicting either
D6 S5 or D3 S10 hits,

No armour saves allowed.