Burnished Gauntlet (Power 1)

Range 6"; Inflicts 1 wound on
enemy model in range on 3+

no armor saves.

Fear of Aramar (Power 3)

Range 24"   Target unit flees automatically, and is at -3 Ld until
they rally   No effect on creatures unaffected by psychology or 
that cannot be broken in HtH. 

Fools Gold (Power 2)

Range 24"   Target unit subject to stupidity due to absolute greed, 
no Ld test

Lasts one turn.

Gleaming Arrow Power 3

Range 72"   Strikes single model 
for D6 S5 hits.

Searing Doom Power 2

Range 18"; Molten Gold strikes first model in path for 2D6 hits, each hit wounds on 4+, 

No armor save.

The Crucible Power 1

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

 The Glittering Robe (Power 1)

Robe protects wizard from any
wound on 3+; Also protects 
from auto kill on 4+, but is dispelled 

Remains in play.

 The Golden Touch (Power 1)

If wizard hits model, target turns 
to gold, no armor save, and Golden Touch is dispelled   Target can be turned back by Dispel 
against spell in play

Remains in play until used.

 The Guilded Cage (Power 1)

Range 24"   Use 18" line and 
loop around enemy units, no movement across line   If 
trapped models roll under 
highest S on a D6 at the end 
of their move phase, they 
escape Place outside 
line immediately

Remains in play.