The wizard can return a fallen comrade to
action. Any one warrior of the Wizards warband
within 12" that is currently Stunned
or Knocked down may be stood back up and
are returned to their full count of Wounds.
Difficulty: 8, Range: 12".
The wizard can errect a magical protection
against hostile Spells. Nominate an enemy
Spellcaster within range. If the Spell is
succesfully cast, the target may not cast
any Spells in their next turn. Difficulty:
9, Range: 12"
3. Fiery Convocation
The wizard summons forth magical gouts of
flame to harrass his enemies. He may fire
d6+2 Strength 4 Fire blasts at any targets
within range using his BS but ignoring shooting
modifiers. Difficulty: 8, Range: 24".
4. Hand of Glory
The wizard can bolster the morale of his
fellows. If succesfully cast, all broken
warriors in the Wizards warband automatically
rally immediately. Difficulty: 8, Range:
The wizard can disrupt the magical forces
animating supernatural creatures. All Daemons
and true Undead on the board take an automatic
Wound. Difficulty: 10, Range: Board.
6. Glamour of Teclis
The caster and the target roll a D6 and
add their Ld; if the caster has the greater
score he can control the model until it
passes a Ld test in it's own recovery phase.
The model may not commit suicide, and if
engaged in combat with warriors from the
caster's Warband will immediately move 1"
apart. Difficulty: 9. 12" R, affects
closest enemy model.