Hold Fast (Power 3)

Affects an enemy unit within 24" of 
the wizard. The unit can do nothing while the spell is in play.

Remains in Play

 Shield (Power 2)

Can be cast on a friendly unit 
within 18". All enemy shots must 
roll to penetrate the magical shield before rolling to hit. Roll a D6 for 
each shot: on a 4+ the shots 
bounces off and is discounted.

Remains in Play

Battle

 

Magic 

Battle

 

Magic

Battle

 

Magic

Battle

 

Magic

Battle

 

Magic 

Battle

 

Magic

Battle

 

Magic