WARHAMMER MAGIC - HIGH MAGIC

Coruscation of Finreir (Power 1)
A pillar of white fire carries the Mage into the air. He can see over the entire battlefield and cast spells as normal, without reduction for range. The Mage may only be shot at or attacked in hand-to-hand combat by flying models. While on the pillar, he has a armour save of 2+. He may fly up to 24 inches like a flying creature. If the coruscation is dispelled, the Mage floats safely to the ground.
Remains in play

Deadlock (Power 1)
Your Mage my nullify one enemy-held magic item with in 12". He may release the item and deadlock another whenever he pleases.
Remains in play

Banishment (Power 2)
Each Daemon or Undead model within 12" of the Mage suffers D6 wounds on 4+. Dark Magic, Necromantic Magic and Chaos spells in play within 12" are dispelled on a 4+. "Look out sir" doesn't work.

Glamour of Teclis (Power 1)
Glamour may be cast on a unit within 36". Each time the target wishes to move it must pass a Ld test on a 2D6. If it fails, the Mage my move the models instead.
Remains in play

Assault of Stone (Power 3)
The Mage my move a single hill within 24" up D6". Anything touched by the hill may be crushed. Individual models must roll lower than there I on a D6 or suffer D3 wounds. Units suffer 2D6 wounds automatically. No armour saves allowed.

Drain Magic (Power 3)
All spells currently in play are dispelled, and the magic phase is ended. All players' magic cards are discarded. Each wizard must roll a D6. On a score of 4 or more, or 6 for High Magic Mages, the wizard loses 1 magic level. Drain Magic cannot be dispelled.

Apotheosis (Power 1)
A single friendly model slain during the game may be returned to life, and reappears with in 6" of the wizard. The model returns with all of its magic items, armour, equipment and steed (if it was mounted - though not monsters). The resurrected model causes fear.
Remains in play

Fiery Convocation (Power 1)
An enemy unit with in 24" bursts into flames. The unit suffers 2D6 S4 hits immediately. In each subsequent magic phase the target suffers 2D6 hits with a Strength point 1 higher than the previous turn.
Remains in play

The Tempest (Power 3)
A lurid storm rages across the battlefield, extending 48" from the Mage in all directions. All enemy units with in the tempest must pass a Ld test on a 2D6 before they can move. Flying movement is impossible and flying creatures are forced down to the ground. All missile fire is at -2 to hit. War engines and buildings suffer D6 S7 hits each magic phase the tempest lasts.

Hand of Glory (Power 2)
All friendly units within 12" of the caster automatically pass any Ld tests. Fleeing units within 12" will rally immediately.
Remains in play