Wood Magic -
Arboreal Assault (Power 3)
The mage gestures towards a single model or unit within 30". Suddenly a dense corpse of trees and undergrowth erupts from the ground to surround its target. Trapped models cannot shoot or fight in hand-to-hand combat. Trapped spellcasters cannot cast spells or attempt dispels. The wood counts as impassable terrain and block line of sight even for Wood Elves. The spell remains in play until dispelled or the caster is slain.
Blessing of Isha (Power 3)
This spell bestows the favour of the Elven goddess Isha onto a single friendly unit within 36". The unit becomes immune to all magic (including friendly magic) and any magic currently affecting the unit is immediately dispelled. In addition t0 the units normal armour save, it receives an extra saving throw of 5+ which is unmodified by the strength of the attack. The unit is always considered to have a higher Initiative than its enemy in hand-to-hand combat. The spell last until dispelled or the caster is slain.
Cape of Thorns (Power 1)
The Mage creates a cloak of wickedly barbed thorns around himself or another friendly within 8". The cape will make it difficult for hand-to-hand combat opponents to strike the wearer without injuring themselves. Consequently any foe attempting to strike the wearer of the cloak requires a 6 to hit. If the attacker rolls a 1 when attempting to hit the wearer, he hits the thorns instead and gets a strength 3 hit. The spell last until dispelled or the caster is slain.
Divination (Power 1)
The Mage studies the flow of magic through the earth in a attempt to thwart his enemies plans. Until the next magic phase the Wood Elf player can re-roll a single dice roll and may add or subtract 1 from the result.
Feral Savagery (Power 2)
The Mage temporarily imbues a friendly unit with the psyche of wild forest animals. The unit becomes immune to fear, terror and panic and takes all break tests on an unmodified leadership of 10. This spell remains in play until it is dispelled or the caster is slain.
Glade Wind (Power 2)
The Mage summons a wind of magical energy which wraps itself around a friendly unit within 24" The wind distorts the air around the unit and makes them blend in to their surroundings. From a distance, the unit becomes invisible and so ranged weapons or war machines cannot target the unit at all. Any enemy wishing to charge the unit must first roll a 4+ on a D6 to see through the illusion. Similarly enemy spellcasters must roll a 4+ to target the unit with magic. This spell remains in play until it is dispelled, the caster is slain or the unit enters hand-to-hand combat.
Hawkwing (Power 1)
The caster or another single model within 8" is borne aloft by a pair of mystical wings. The model can land anywhere on the battlefield. If moving directly into hand-to-hand combat, the model counts as charging.
Raven Feast (Power 1)
The Mage calls forth the ravens of the forest to aid the Wood Elf forces in the midst of battle. This spell can only be cast upon a single model or unit that is fleeing. The presence of the ravens about the heads of the broken unit completely unnerves them. The unit must immediately take an additional flee move at the start of each subsequent magic phase. In addition, while the spell is in play the unit cannot be rallied. This spell remains in play until it is dispelled, the caster is slain or the unit flees of the table.
Sylvan Enchantment (Power 2)
By controlling the wind of magic, the Mage can alter the fabric of time itself. A single friendly unit within 24" may be affected. With time slowed down, the unit is able to cross vast distances in the blink of an eye. The unit can immediately make an extra move, march or charge. Only movement is effected, other actions such as shooting and hand-to-hand combat are resolved as normal. This spell may NOT be played on an unit which has a movement of 6" or more.
Wrath of Kurnous (Power 3)
Infusing his mind with the wild call of nature, the Mage draws a multitude of small forest animals to do his bidding. The Vermintide template is placed adjacent to any wood and immediately moves 3D6" in a straight line. It continues in this direction a further 3D6" each subsequent magic phase. Any model touched by the template suffers a S5 hit with a -2 save. The horde is immune to all attacks. This spell remains in play until dispelled, the caster is slain or the horde leaves the table.