Drain Life (Power 1)

Cast on model in HtH.   Wizard 
rolls 2D6 - target's toughness, 
result is number of wounds caused

No armor saves except magic armor.

Earth Blood (Power 1)

Wizard vanishes. May appear anywhere on field at start of a magic phase, all wounds healed.   On return, wizard gets D6 WoM cards, then remaining 
are dealt.   May not reappear 
and cast Earth Blood in 
same magic phase.

Flesh of Stone (Power 2)

Range 6"   Cast on self or single 
model in range; Target's T and S are doubled up to max of 10, Movement
is halved; Target loses armor saves, 
but gets special save of 4+

Remains in play.

Peace (Power 1)

Range 24"   Cast on unit in range, if fleeing, will rally immediately.
If not, will not move or shoot 
missiles next turn unless it 
passes Ld test with 2D6.

The Cloak of Dain (Power 1)

Roll D6 each turn to see how many wounds cloak negates.   If attacked by spell or item which auto kills, cloak saves on 4+.   Cloak is dispelled if it saves wounds from spell

Remains in play.

The Emerald Pool (Power 1)

Range 24"   Wizard melts, then reappears within 24" of either 
original position or water source
Counts as charging into HtH.

The Green Eye (Power 2)

Range 18"; Fires beam 18", any 
models in path take D3 S4 hits
Chariots, war machines, etc. 
take D3 S10 hits.

The Jade Casket (Power 1)

Places within 6" a friendly character 
or creature that has been killed
No magic items, spells, mounts, etc. Dispel returns model to death

Remains in play.

The Mist of Duthandor (Power 2)

Range 24"   Mist covers target unit, 
no sight into, out of, or through mist
No missles at or from target unit
Unit moves at half rate in random direction.   If target is in HtH, mist covers both units and hits are 
halved for both sides.   Broken 
units in mist are destroyed

Remains in play.