Ash cloud (Power 2)

Enemy unit's M, WS, BS, I and A 
halved (rounding up). Range 18".

Remains in Play

 Doomroar (Power 2)

Enemy units in hand-to-hand 
combat must take a Panic test immediately. Fleeing friendly units immediately rally. Range 36".

 Eruption (Power 3)

Place the Eruption template 
anywhere within 24" to indicate 
area of effect. Models beneath the template must roll equal to or 
less than I or be killed. 
War machines, chariots etc are destroyed (though their crew may attempt to escape). 
Buildings collapse on 4+.

"Look out Sir" doesn't work

Flames of Azgorh (Power 2)

Place the Flames of Azgorh template within 12". Any models under 
template are hit on 4+ for 1 S4 hit. 
No armour saving throws allowed.

Flaming Hide (Power 1)

May be cast on the Sorcerer 
himself or any model within 6". 
Affected model has special save 
of 4+ against each wound suffered. 
In hand-to-hand combat, any 
model that hits the Hide suffers 1 automatic S3 hit for each hit scored.

Remains in Play

Lava Storm (Power 2)

Hits first unit in its path, up to 18" 
away. Causes 2D6 hits, each hit inflicting a wound on 4+. 
No armour saving throws allowed.

Line of Sight 

 Sorcerer's Curse (Power 2)

Can be cast upon enemy model 
within 24". Affected model must roll under its Strength on 2D6 at the 
start of each of his turns or be 
unable to do anything.

Remains in Play

 Shadow of Hashut (Power 2)

A mighty shadow bull rushes away
from the caster in a straight line up 
to 18" long. Any model the bull 
touches suffers 1 S4 hit causing 1 wound. Any unit that sustains 
casualties must take a Panic test.

"Look out Sir" works

 Magna Pool (Power 1)

The Sorcerer may move himself anywhere on the battlefield. If he
moves into hand-to-hand combat,
he counts as charging.