The air is driven into a howling gale which extends in a straight line 4D6" from the caster. Any units which lie in the path of the Wind Blast must roll equal to or less than their Strength on 2D6 or they are knocked off their feet and can do nothing whilst they remain in the path of the spell. While the spell remains in play no models may move or shoot missiles across its path, or cast magical missiles such as fireballs. Also, while the spell is in play the wizard who has cast it cannot move - he remains fixed in place and marks the beginning of the Wind Blast. Its end may be indicated with a suitable marker.
Remains in play