Azure Blades (Power 1)

 Models in base contact take
S4 hit immediately, and at start
of each HtH phase.

Remains in play.

 Crystal Chariot (Power 1)

Range 24"   Bubble traps single
model, immediately moves 2D6", wizard chooses direction.   Bubble moves 2D6" in same direction at
start of target's turn.   Target may
do nothing except try to escape by rolling under S on D6.   If bubble 
leaves the field, target is gone and spell is dispelled

Remains in play.

Fortune (Power 3)

Cast on single unit, target unit may reroll any failed rolls until start of casters next magic phase

Lasts one turn.

Lightning (Power 1)

Range 24"   Strikes first model in path for S6 hit causing 
D3 wounds Chariots, 
war machines, etc. 
take D3 S10 hits.

No armor saves.

Portent (Power 1)

Both players roll D6, the difference
is the amount the caster can alter
one dice roll between now and 
start of caster's next magic phase; Modify after rolling.
Lasts one turn.

The Cerulean Shield (Power 1)

Shield negates hits which cause 1 wound, or negates if D6 is higher
than number of wounds caused.
If it fails to negate a wound, 
shield is dispelled; Shield saves 
on 4+ against spells which cause wounds or kill, but shield is dispelled 

Remains in play.

 The Sapphire Arch (Power 2)

Range 24"   Cast on friendly unit, 
unit disappears; Wizard may recast later and unit appears within 24" of wizard, counts as charging into HtH.

 The Storm of Shemtek (Power 3)

Range 24"   Unleashes 2D6 lightning bolts, each strikes first model in path for S6 hit causing D3 wounds, no armor save.   Caster passes out 
and will regain consciousness 
on 4+ at start of his turn.

Wind Blast (Power 2)

Range 4D6"   Gale extends from
caster in straight line for 4D6".
Units in path must roll equal 
or less than S on 2D6 or be pinned, unable to do anything.   No moves or missle fire across gale, no missile spells.   Caster may not move

Remains in play.