| Drain Life
(Power 1)
Cast on model in HtH. Wizard 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 |
Flesh of Stone
(Power 2)
Range 6" Cast on self or single Remains in play. |
| Peace
(Power 1)
Range 24" Cast on unit in range, if fleeing, will rally
immediately. |
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 |
| The Green Eye
(Power 2)
Range 18"; Fires beam 18", any |
The Jade Casket
(Power 1)
Places within 6" a friendly character Remains in play. |
The Mist of Duthandor
(Power 2)
Range 24" Mist covers target unit, Remains in play. |