Blast (Power 2)

Range 24"   Blast flies in straight 
line and hits first model in path 
for D6 S5 hits.

 Conflagration of Doom (Power 3)

 Fireball appears in sky; Caster 
places small marker on table; At 
start of each future magic phase, roll D6; On 1-4, fireball grows, add 
another marker on top of first.
On 5+, fireball hits target with 
radius = number of markers; Until it hits, anyone in current radius must make Panic test at start of their turn. Dispel only removes one marker, 
totally dispelled if zero markers; 

Remains in play until hits.

Crimson Bands (Power 3)

Range 24"; Cast on unit in range Target unit cannot move, shoot, 
or fight; Entangled wizard may 
not cast spells, but may dispel; 

Remains in play.

Fireball (Power 1+)

 Range 24"  Each point used to cast 
or reinforce produces one ball
Balls fly in straight line and strike 
first model in path for a S4 hit.
No armor saves.

Flamestorm (Power 3)

Range 24"   Use 3" template, pillar bursts from ground; Any models
under template take S4 hit
Unit is moved by owner 4" away 
from pillar Remains in play 
and cannot be entered.

Piercing Bolts of Burning (Power 2)

 Range 18"; Flies in straight line, hits first model in path; Bolts cause 2D6 hits, each hit inflicts 1 wound on 4+; No armor saves.

Sanguine Sword (Power 3)

Range 24"   Six red swords float around caster.   Swords may be 
used in each HtH combat phase.
Strike single enemy model for 
6 blows, WS6, S4, then return
Strike before all other fighting

Remains in play.

 Scarlet Scimitar (Power 1)

Wizard may strike immediately and 
in each of his magic phases
Scimitar does D3 S5 hits

Remains in play.

 The Burning Head (Power 2)

Range 18"   Flaming head flies 18" 
in straight line; Any units in path 
take 1 S4 hit; Units taking a 
casualty must take Panic test immediately.