Awakening of the Wood (Power 2)

 Nearest enemy unit within 18" of one woods terrain takes 2D6 S4 hits from flying branches.

 Hunting Spear (Power 2)

 Range 24"   Wizards casts spear at target, if target is single model, hits automatically for D3 S6 wounds.   If target is unit, use bolt thrower rules. No armor saves except
magic armor.

 Tangling Thorn (Power 3)

Range 24"   Target unit can do 
nothing while trapped by thorns. Target cannot be fought HtH, but 
can be shot at -1 soft cover.

The Amber Trance (Power 1)

Range 18"; Mesmerizes single 
model. Target rolls D6+Ld, 
wizard rolls 3D6; If wizard is 
equal or greater, target cannot take any action, be moved or be harmed; 

Remains in play.

The Curse of Anraheir (Power 3)

Range 24"   Target unit harassed 
by spirits.   Can only hit on 6, must 
reroll successful armor saves, movement is halved.   If mounted, 
must take Panic test at start of 
each turn

Remains in play.

The Flock of Doom (Power 2)

Range 24" 
 Enemy unit takes 3D6 S3 hits.

The Flying Bower (Power 1)

Transports wizard anywhere on 
field, counts as charging into HtH. 

The Savage Beast of Horros (Power 1)

 Wizard takes beast form, gets A3, WS6, S6 and causes fear.   Wizard 
may not cast spells, but may dispel, etc.

Remains in play. 

The Vengeful Hood (Power 1)

Negates wounds on 4+, in HtH saved wounds are rebounded on attacker Causes 1 wound for each saved

 Remains in play.