Fenbeasts are elemental creatures which thrive on the magic which suffuses the isle of Albion. This can be boosted by magical energy from the Truthsayer or Dark Emissary.
As well as their normal spells, Truthsayers and Dark Emissaries also have the Elemental Power spell, which is only of use on Fenbeasts. Pick a single Fenbeast within 18" of the caster. The Fenbeast immediately gains D3 Wounds, up to its starting value of 4.
The caster conjures the powers of the Dark Master and unleashes a deadly ray of pure dark energy.
The Bolt is a magic missile with a range of up to 18". If successfully cast, it hits its target and causes D6 Strength 5 hits.
Under the effect of this curse, enemy warriors who are mortally wounded are transformed into ghastly animated bodies and turn to attack their comrades.
This spell can be cast on an enemy unit that is engaged in close combat and within 18" of the caster. If successfully cast, models who fall casualty will attack their own side in a final spasm of unholy energy. The spell lasts until the start of the caster's next turn. Fight the combat as normal. Any model in the affected unit which is killed during the combat immediately makes one further attack against a member of his own unit before it is removed - this is regardless of whether the model has already fought or not. Models killed by their own comrades will not be affected, only those killed by the enemy. The warrior will drop any weapon he's carrying and attack with his bare hands in a zombie-like fashion, thus the attack is always resolved at the model's basic Strength. In the case of mounted models, models riding chariots or monsters and so forth, only riders strike. If the dying model has a choice of different friendly models to attack, the Dark Emissary may choose which. Casualties caused by this spell will affect that round's combat resolution.
The perverse arts of the caster creates the illusion of the enemy's worst fears in front of their very eyes.
This spell can be cast on an enemy unit visible to and within 24" of the caster, and which is not engaged in close combat. If successfully cast, the unit immediately takes a Panic test. Units immune to panic are immune to the effect of this spell.
The heart of the enemy is grasped by icy tentacles of fear and doubt, that sap their strength and their will to fight.
Remains in play. This can be cast on an enemy unit anywhere on the battlefield, even if engaged in close combat. If successfully cast, all models in the unit suffer a penalty of -1 to all their rolls to hit (both shooting and close combat attacks). Once cast, it remains in play until dispelled, or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain.
A mysterious fog rises from the ground, shrouding the entire battlefield. All fighting stops for a short time, while friend and foe alike are lost in the haze and sinister screams fill the air.
Each enemy unit on the table suffers D6 Strength 3 hits, randomise hits as per missile hits. The Wizard has only a limited control over the nightmarish creatures he has summoned, so the casting player must roll a dice for each of his own units (excluding the Wizard himself or the unit he is with). On a 4-6 nothing happens, on a 1-3 the unit is affected by the spell exactly like an enemy unit.
A writhing form snakes its way from the outstretched hands of the caster and wraps its coils around a single enemy warrior, crushing the life out of his body.
This can be cast on a single unengaged enemy model within 12" of the caster (you can even pick a character inside a unit, a war machine crew, or choose to hit the character or monster/chariot he is riding, etc). The victim must immediately take a Toughness test. If failed, the model is crushed to death (remember a roll of 6 is always a failure and models without a Toughness value fail only on a 6). No Armour saves or Ward saves are allowed.