The wizard's eyes blaze with power and with a bestial roar he takes on the aspect of a mighty bear-like creature with rippling muscles and clashing fangs. In hand-to-hand combat the wizard now has 3 Attacks, WS6 and S6. In addition, the terrifying aspect of the beast's form causes fear in its foes. The spell remains in play once cast. Once in beast form the wizard may cast no further spells, though he can dispel and otherwise function as a wizard in the usual way.
Remains in play
The Amber Trance mesmerises a single enemy model within 18". The victim rolls 1D6 and adds the result to its Leadership value. The wizard rolls 3D6. If the wizard equals or beats the target's score the victim falls into a rigid trance and his body turns slowly into transparent amber. A model cannot be harmed or moved whilst entranced, and can do nothing at all. The spell remains in play once cast.
Remains in play
The caster is swallowed by a whirlwind of glowing amber energy and transported to anywhere on the tabletop. The caster may transport himself into close combat if he wants, counting as charging during the first combat phase.
A cowl of amber light forms round the caster. Once cast the spell remains in play and protects the wizard from harm. The Vengeful Hood will negate any wound suffered by the wizard on the D6 roll of a 4 or more. In hand-to-hand fighting any wound saved by the Hood is automatically rebounded onto the model that struck it, causing a wound for each wound saved.
Remains in play
The caster summons a worm of amber energy which drops to the ground and wriggles 24" towards a single enemy model. The worm crawls all over its victim exuding a sticky silken thread as it does so. Unless the victim can roll equal to or under its Strength on 2D6 the model is cocooned by the worm's thread and remains helpless and unable to do anything whilst the spell remains in play.
Remains in play
The wizard plucks a glowing amber spear out of the air and casts it at a single unit within 24". The Spear streaks towards its target, bending and twisting around obstacles in its path. If the target is a single model it hits automatically and inflicts a S6 hit inflicting not 1 but D3 wounds. If the target is a unit of troops the spear attacks like a bolt thrower - if it kills the first model it strikes a model behind at S5, if it kills this second model it strikes a model behind at S4, and so on. No armour saving throw is permitted for normal armour but armour saves from magic amour are allowed.
With an unearthly screeching call the caster directs dancing strings of amber energy over an enemy unit within 24". The energy distills into thousands of birds which swoop upon the target, covering them with a ferocious mass of feather, beak and claw. The target suffers 3D6 S3 hits. Normal armour saving throws apply. Once it has attacked, the flock fades away, leaving only a few feathers behind.
The caster arouses the amber energies of living things, waking the trees themselves into consciousness. Powerful winds blow through any one wood on the battlefield, hurling a storm of branches and leaves at the nearest enemy unit within 18' of the wood's edge. The storm causes 2D6 S4 hits. Normal armour saving throws apply. The storm subsides immediately and the trees fall into their slumber.
A mass of dense growth erupts from the ground and overwhelms those trapped within it. The spell can be cast at a unit within 24". It remains in play once cast and the target can do nothing whilst the spell lasts. The target cannot be fought in hand-to-hand combat, but can be shot at as normal counting soft cover (-1 to hit) from the thorns.
Remains in play
The wizard pronounces a curse upon his enemies. Wispy, ethereal spirits rise from the ground and start to harass them, scrabbling at their feet and legs with insubstantial claws. The curse affects a single unit within 24". The target can only hit its enemies on the D6 roll of a 6 and must re-roll any successful armour saving throws it makes. The incessant harassment of the malevolent spirits also halves the target's movement and will force mounted targets to take a Panic test at the start of each turn as their mounts shy away from the spirits. Once cast the Curse of Anraheir remains in play and continues to affect the unit from turn to turn.
Remains in play