Warp Lightning (Power 2)

Bolt of warp lighting strikes first 
unit in its path up to 24" away 
inflicting D6 S5 hits.
No armour saves allowed.

Line of Sight

Cracks Call (Power 2)

A crack in the ground, starting at 
the caster, runs for 18" in a straight line. Any models in its path must roll equal or less than their Initiative to 
leap out of the way (6 always fail). If they fail they fall into the crevasse 
never to be seen again. War engines, chariots, etc. must roll 5 or 6 or be destroyed. Buildings affected suffer D6 damage points.
"Look out Sir" does apply  

Scorch (Power 1)

Gout of flame strikes enemy unit 
within 24". Roll a D6 for each 
model in the unit: on a 6 it suffers 1 wound (saves apply normally). If the target is a flammable piece of terrain
it will catch fire on a 3+. Units can't enter burning terrain, and any models
in the burning terrain suffer 1 S3 hit
at the start of their movement phase. Roll for every fire at the start of the Skaven turn: 1-2 fire goes out;3-4 fire continues; 5-6 fire will spread to another piece of flammable terrain within 6".

Poison Wind (Power 3)

May be cast at an enemy unit. Place the Poison Wind template to
represent the area covered by the poison cloud. Roll a D6 for every model under the template. 
On a 5 or 6 they suffer D6 wounds.

No armour saves allowed.

Skitterleap (Power 1)

The spell may be used on the caster himself, or a single model within 3".
The target disappears and may reappear anywhere on the battlefield. The model may move directly into hand-to-hand combat if desired,
and will count as charging.

Plague (Power 3)

May be cast on a single model within 18", the target suffers 2D6 minus its Toughness number of wounds. No armour saves allowed. If the victim dies, the plague can move on to the nearest model within 4". This process continues until a victim survives, or there are no more potential victims within 4". 

Pestilaent Breath (Power 1)
The Skaven wizard exhales a foul, black vapour. Use the Pestilent Breath template to represent the area affected. Any models under the template suffer 1 wound on a roll of 4+. No armour saves allowed, except for magic armour.
Vermintide (Power 2)

The Skaven Sorcerer summons a heaving mass of rodents and vermin. Use the Vermintide template to represent them. It starts in contact 
with the Sorcerer, and moves off 
3D6" in a straight line immediately.
Any model passed over by the 
template suffers S3 hit with -1 
armour save modifier. In each subsequent magic phase the template moves another 3D6" in the same direction. Vermintide is unaffected by weapons or magic.

Remains in Play

Putrefy (Power 1)

May be cast against an enemy unit engaged in hand-to-hand combat 
within 24". The unit must pass an immediate Panic test or break and
flee. If they pass the test they
suffer -1 to hit in hand-to-hand
combat while the spell lasts.

Lasts 1 Turn