Ash cloud (Power 2)
Enemy unit's M, WS, BS, I and A halved (rounding up). Range 18".
Remains in Play
Doomroar (Power 2)
Enemy units in hand-to-hand combat must take a Panic test immediately. Fleeing friendly units immediately rally. Range 36".
Eruption (Power 3)
Place the Eruption template anywhere within 24" to indicate area of effect. Models beneath the template must roll equal to or less than I or be killed. War machines, chariots etc are destroyed (though their crew may attempt to escape). Buildings collapse on 4+.
"Look out Sir" doesn't work
Fist of Fire (Power 2)
Wizard automatically causes D3 wounds on any close combat opponent he hits.
Remains in Play
Flames of Azgorh (Power 2)
Place the Flames of Azgorh template within 12". Any models under template are hit on 4+ for 1 S4 hit. No armour saving throws allowed.
Flaming Hide (Power 1)
May be cast on the Sorcerer himself or any model within 6". Affected model has special save of 4+ against each wound suffered. In hand-to-hand combat, any model that hits the Hide suffers 1 automatic S3 hit for each hit scored.
Remains in Play
Lava Storm (Power 2)
Hits first unit in its path, up to 18" away. Causes 2D6 hits, each hit inflicting a wound on 4+. No armour saving throws allowed.
Line of Sight
Magna Pool (Power 1)
The Sorcerer may move himself anywhere on the battlefield. If he moves into hand-to-hand combat, he counts as charging.
Shadow of Hashut (Power 2)
A mighty shadow bull rushes away from the caster in a straight line up to 18" long. Any model the bull touches suffers 1 S4 hit causing 1 wound. Any unit that sustains casualties must take a Panic test.
"Look out Sir" works
Sorcerer's Curse (Power 2)
Can be cast upon enemy model within 24". Affected model must roll under its Strength on 2D6 at the start of each of his turns or be unable to do anything.
Remains in Play