The mage encourages the spirits of Athel Loren to make the forests shift and begin moving. The spell may be cast on any wood within 18" of the caster, provided there are no enemy models within it. The spell makes the chosen wood move D3 + 1" inches in a direction nominated by the caster before rolling. The wood can contain friendly units, but the units must be entirely within the woods - if one or more models in the unit is outside the wood, then the spell cannot be targeted on that wood. Friendly troops within the woods are moved with it, but must end their turn at least 1" away from enemy troops and count as having moved. The wood stops moving as soon as it comes in contact with any other unit or piece of terrain. A wood can be moved more than once in the same Magic phase.
Alternatively, the spell can be used to inflict D6 Strength 5 hits on a single enemy unit that is even partially within a wood or similar terrain feature.
Twisted branches and thorns burst into spontaneous growth, attacking the enemies of Athel Loren. This spell may be cast upon a single unengaged enemy unit within 18". If successfully cast, the spell causes D6 Strength 4 hits. If the target is within 6" of a wood, then this is increased to D6 Strength 5 hits.
Using this spell, the caster moves a single friendly unit out of the corporeal world and beyond the reach of mortals. This spell may be cast upon a single unengaged friendly unit within 18". If the spell is successful, the unit treats all terrain as open ground and cannot be harmed by non-magical missile weapons until the start of the caster's next Magic phase. Should the unit become engaged in, close combat, the spell ends instantly.
The mage weaves a powerful illusion, and ghostly grey shapes appear at the side of the Wood Elves. The Twilight Host may be cast upon any friendly unit within 18" of the caster. This unit may be engaged in close combat. Until the caster's next Magic phase, the unit causes fear. If the unit would already cause fear, it instead causes terror until the caster's next Magic phase. A unit cannot cannot be affected by this spell twice in the same Magic phase.
The caster calls upon the healing powers of Ariel, undoing even the most grievous injuries, and restoring life to those who have fallen. This spell may be cast upon a single friendly unit within 18", and may be targeted on a unit engaged in close combat (this could be the mage herself). This unit gains the Regeneration special rule until the start of the player's next Magic phase. This spell may be cast into combat.
The spirit of Kurnous fills the target of the spell, infusing them with a part of his savagery, anger and power. This spell may be cast upon a single friendly unit within 18", and may be targeted on a unit engaged in close combat. If already engaged in combat, each model in the unit gains +1 Attack (does not affect steeds or ridden monsters). If the unit is not engaged in combat, it immediately makes a 2D6" move towards the nearest enemy unit that it can see - if it can see no enemy unit, then it will move straight forwards (for skirmishers nominate a direction before rolling). A unit that moves in such a way cannot shoot that turn. If this move brings the unit into contact with an enemy, it counts as charging in the subsequent Close Combat phase. An enemy charged in such a way may only choose hold as a charge reaction and must take any Psychology tests incurred as normal.