Coruscation of Finreir (Power 1)

A pillar of white fire carries the 
Mage into the air. He can see over 
the entire battlefield and cast spells 
as normal, without reduction for 
range. The Mage may only be shot 
at or attacked in hand-to-hand 
combat by flying models. While on 
the pillar, he has a armour save 
of 2+. He may fly up to 24 inches 
like a flying creature. If the 
coruscation is dispelled, the Mage floats safely to the ground.

Remains in play

 Deadlock (Power 1)

Your Mage my nullify one 
enemy-held magic item with in 12".
He may release the item and 
deadlock another whenever he pleases.

Remains in play

 Banishment (Power 2)
Each Daemon or Undead model
within 12" of the Mage suffers D6 wounds on 4+. Dark Magic, Necromantic Magic and Chaos 
spells in play within 12" are 
dispelled on a 4+. 

"Look out sir" doesn't work.

Glamour of Teclis (Power 1)

Glamour may be cast on a unit 
within 36". Each time the target 
wishes move it must pass a Ld 
test on a 2D6. If it fails, the 
Mage my move the models instead.

Remains in play

Assault of Stone (Power 3)

The Mage my move a single hill 
within 24" up D6". Anything touched
by the hill may be crushed. 
Individual models must roll lower
than there Initiative on a
D6 or suffer D3 wounds. 
Units suffer 2D6 wounds 
automatically.

No armour saves allowed.

Drain Magic (Power 3)

All spells currently in play are 
dispelled, and the magic phase is ended. All players' magic cards are discarded. Each wizard must roll 
a D6. On a score of 4 or more, 
or 6 for High Magic Mages, the 
wizard loses 1 magic level. 
Drain Magic cannot be dispelled.
 
 Apotheosis (Power 1)

A single friendly model slain during
the game may be returned to life,
and reappears with in 6" of the
wizard. The model returns with all
of its magic items, armour,
equipment and steed (if it was mounted - though not monsters).
The resurrected model causes fear.

Remains in play

Fiery Convocation (Power 1)

An enemy unit with in 24" bursts into flames. The unit suffers 2D6 S4 hits immediately. In each subsequent
magic phase the target suffers
2D6 hits with a Strength point
1 higher than the previous turn.

Remains in play

The Tempest (Power 3)

A lurid storm rages across the battlefield, extending 48" from the Mage in all directions. All enemy
units with in the tempest must pass
a Ld test on a 2D6 before they can move. Flying movement is
impossible and flying creatures are forced down to the ground. All
missile fire is at -2 to hit. War
engines and buildings suffer
D6 S7 hits each magic phase the tempest lasts.