Heal
Power 1, 12"
Useful mostly for your general or higher level mages when the start taking damage. A single
healed wound on your general could save you from your entire army fleeing.
Teleport Self
Power 1
Together with a nasty magic item or spell, this spell could put you into position to do some
massive damage. Imagine having a zappo magic item and teleporting behind enemy troops, or
perhaps the Black Gem of Gnar. With the right combinations, this spell can be a game winner.
Fear
Power 2, 24"
Against low leadership armies such as Skaven, Orc & Goblin, and to some extent Human armies,
this spell has a 50% (or possibly greater) chance of routing a unit. Do you have Rat Ogres or
Harpies threatening your flanks? Make them run away and suddenly it's their flank that
is open.
Curse
Power 2, 24"
Just when he thinks he's got you, a curse can turn the tides in your favor. Cast this spell
when enemy cavalry are about to charge you. The additional strength of their lances will be
to no avail if they can't hit in the first place. Perhaps a unit of Elven archers or battery
of Repeating Bolt Throwers is worring you. This will reduce the damage you are taking
signifigantly.
Shield
Power 2, 18"
Another anti missile spell. This spell will reduce missile damage to a unit by 1/2 on average.
This can mean the difference between losing a rank bonus and not, or needing to make a panic
check.
Net
Power 2, 12"
This spell can save you from just about any troop type. Use it on enemy units that are about
to charge, and you'll get the charge. Use it to stop a unit of archer that are giving you
problems. Use it on flankers to and ignore them for a turn. Cast it on a unit already in hand
to hand, and you're almost insured to winning the combat! This is a very useful spell.
Bless
Power 2, 24"
Use this just before combat, or on a unit of archers. Your damage potential can as much as
double in certain situations. Uses of multiple blesses are possible on the same unit which
can lead to situations where automatic hits are possible!
Move Unit
Power 2, 18"
This is another potential game winner. Charging your best unit into his general can be one
of the most devistating moves in the game. However, take care in that it will be his turn
next. If this unit has your general in it, it may cost you the game. Don't move into
situations where you are likely to get charged in the flank or rear.
Destruction
Power 2, 18"
2D6 S4 wound with no armor save allowed can quickly destroy a unit of Cavalry. It is also
likely to cause panic checks, so consider throwing it against low leadership units.
Blast
Power 2, 24"
This spell is a little more risky. You're just as likely to do fewer wounds against massed
troops, as you are to do more. Defintely less predicitible. Against tougher targets however
this is the one to have. Cast this against his high point figures and watch his eyes get big.
Hold Fast
Power 3, 24"
Cast this on the enemies wizard and suddenly you control the magic phase. Did you mis-judge
that last charge? Throw this spell and you'll make it next turn. In addition to stopping the
unit, it makes all your blows hit automatically. Generally this means you will do twice
the damage you normally would. No need to worry about messy challenges, or black gems!
Protect
Power 3, 24"
A 4+ special save for the entire unit! No magic item in the game can offer such protection.
If one existed, it would be a must have for every army. Cast this early in the game (along
with other remains in play spells) and he'll be doing catch-up the entire game trying to
get rid of your spells. It's obvious to throw this spell on your main unit that contains
your general, but consider throwing it on a unit that is holding your flank. That unit of
horse archers can suddenly become a formitable opponent with a 4+ special save!
"There you go! Battle Magic!" Tethan said
"Now, you can go
back to my house.