Power surges through the caster's arms sheathing his limbs with pulsating purple energy. The wizard may attempt to crush a single model in base contact. The wizard rolls D6 and adds his Strength. For every point by which he beats the victim's Toughness the wizard inflicts 1 wound. No armour saving throw is permitted for wounds caused.
This spell can be cast upon the wizard or any single friendly model within 6". The model may be immediately moved to anywhere on the tabletop, and can be moved directly into hand-to-hand combat if you wish. Combat is worked out in the following hand-to-hand combat phase and the model counts as charging in the first turn.
A heavy manacle of energy forms around an enemy unit within 24". The manacle can hold a number of models up to a combined Strength value of 3D6. Roll the dice. If the total unit Strength is higher than the score rolled then the spell has no effect. If the total is sufficient to hold the unit the target is unable to move. The Manacle of Caloe remains in play once cast.
Remains in play
The wizard conjures a huge glowing scythe of purple energy which he sweeps through his enemies lopping off heads and limbs like ripe corn. The spell remains in play once cast and gives its bearer special powers in hand-to-hand fighting. The wizard loses all of his normal hand-to-hand combat attacks and instead causes D3 S5 hits on every enemy model in base contact. These hits are inflicted in normal fighting order (first if the wizard charges and otherwise by Initiative). Armour saving throws are allowed as normal.
Remains in play
Purple shadows form around the caster and lurk about his heels like two great guardian hounds. Once the Wild Kin of Zandox have been summoned they may be employed in any subsequent hand-to-hand combat phase so long as the spell remains in play. During hand-to-hand fighting the Wild Kin can be used to make 3 attacks upon any one enemy model within 2" of the wizard. Attacks are made when the wizard attacks. These are worked out with WS5 and hits are resolved at S5. Armour saving throws apply as normal.
Remains in play
Amaranth can be cast on the wizard or upon any one model within 6". The model's Toughness is doubled up to a maximum value of 10. Once cast, the spell remains in play.
Remains in play
Purple energy oozes from the caster's eyes, ears, nose and mouth and forms a misshapen mass around a single model within 18" engulfing and suffocating it. Roll a Ld test for the victim to determine whether he can hold his breath. If the test is failed the victim is slain regardless of how many wounds it might have. Creatures subject to stupidity must roll Id on 3D6. No amour saving throw is permitted.
The Caress of Laniph engulfs a single model within 24" of the caster. Purple lights trap the victim, solidify, constrict, and crush the life out of him. The target suffers 2D6 minus his own Strength hits. Resolve hits at Strength 6. Armour saves apply as normal.
The Fate of Bjuna may be cast upon a unit within 18'. The target smiles, begins to laugh, and gradually succumbs to hysterical laughter. As the target's convulsions become increasingly violent, organs rupture apart and blood vessels burst. The target suffers 2D6 Strength hits at its own Strength value. No armour saving throw is permitted.
The caster creates an orb of purple edged darkness - this can be represented by any of the standard sized round magic templates. The Orb is placed beside the caster and the player nominates the direction it will move. The player then rolls 4D6 and moves the template the indicated distance. Any models that find themselves beneath the template as it moves are killed on the D6 roll of a 3 or more. No armour saves are allowed. Any unit taking casualties from the Purple Sun must take a Panic test immediately.
The Purple Sun remains in play, moving 4D6" in the same direction at the start of each following magic phase, including the magic phase of the opposing side. It is automatically dispelled as soon as it leaves the table edge.
Remains in play