Arnizipal's Black Horror (power 3)

The wizard summons a corrosive 
cloud of darkness-use Arnizipal's Black Horror template to indicate its path. The Horror moves 4D6" immediately, and continues to move 4D6" in the same direction at the start of each subsequent magic phase. All models passed over the template are killed unless they can roll under there S on 
a D6. No armour saves allowed, 
except for magic armour. Any unit that suffers casualties must take a Panic test. 
     Remains in Play

Blade Wind (Power 2)

The Blade Wind travels 24" and hits 
the first unit in its path, causing 
3D6 hits minus the targets WS. 
Each hit causes 1 wound on a 
D6 roll of 4+.
 

Dark Hand of Destruction (Power 1)
The wizard may take a single hand-to-hand attack on one 
opponent in base contact. If the 
attack hits it causes D3 wounds. 
No armour saves allowed, 
except for magic armour.
 
Death Spasm (Power 2)

A bolt of pure Dark magic hits the 
first model in its path, up to 
18" away. Roll a D6. If the 
score exceeds the targets 
Toughness it is slain. 
No armour saves allowed. 
The dying model inflicts a single hit 
at its own strength on any models 
in base to base contact with it.

Line of Sight

Doom Bolt (Power 2)

A bolt of black fire hits the 
first model in its path, up to 
18" away. The target suffers 
D6 S5 hits. 
Chariots, War Machines 
and Buildings suffer D6 S10 hits.

Line of Sight

 Malediction of Nagash (Power 3)

The spell can be cast at a unit 
within 36". The victims cannot 
move or shoot. They may fight 
in close combat, but suffer 
-2WS and -2I. At the start of each subsequent magic phase the 
target suffers D3 wounds. 
No armour saves allowed.

Remains in Play

Power of Chaos (Power 1)

Roll a D6. 1 - caster is drawn into Realm of Chaos and killed. 
2-5 - caster may immediately 
draw 3 extra magic cards. 
6 - Caster may draw 6 extra 
magic cards.
 

 Soul Drain (Power 3)

Place the soul drain template within 24" of the wizard. Each model 
under the template suffers a S4 hit. For every 2 wounds inflicted the wizard gains 1 wound (this may 
take the wizard's wounds above 
his starting level). 
No armour saves allowed , 
except for magic armour.

 The Transformation of Kadon (Power 3)

The wizard may turn himself into a Chimera, a Manticore, a
Hydra or a Wyvern.
While transformed, the wizard
may not cast any spells, but may
use dispels normally. Wounds are carried over between
transformations.

Remains in Play