From the Warhammer Chronicles 2004, the Revised Lores of Magic are listed as "Trial Rules" but are considered "Unofficial, but Highly Recommended" by the Design Team.
The Lore of Life is the magical lore of the growing earth and as such is bound to the changing seasons. Few creatures of any race understand the nature of growing things as do these Wizards. It is a form of magic that exists in all water and vegetation and which is strongest when it is close to places where rivers run and where woods and forests grow most abundantly.
This spell cast be cast upon an enemy unit that is within 12" of a river, stream, bog, or any other water feature on the tabletop which has been identified as such before the game. If there are no such features on the table, it can be cast on it enemy unit within 12" of the caster. It cannot be used against a unit that engaged in close combat. If successfully cast, the ground beneath the unit is turned to swamp and the unit moves at half speed until the end if its own following turn. If fleeing, for whatever reason, the unit flees at half speed (normally 2D6 halved). This spell has no effect on flyers or ethereal creatures.
The Father of the Thorn can be cast on an unengaged enemy unit within 24" of the caster. If successfully cast, thorns and briars shoot from the earth entangling limbs and tearing at flesh.
The spell causes 2D6 Strength 3 hits.
Remains in play. This spell can be cast upon the Wizard himself. If successfully cast, no shooting with Strength 4 or less can be targeted at units within 12" of the Wizard - even if some models in the unit are more than 12" away. This doesn't prevent units from firing through or out of the affected area at targets beyond. In addition, all enemy units within 12" of the Wizard move at half speed due to the effect of the howling wind. Note that this move penalty only applies when actually within the affected area - enemy treat the entire zone as if it were difficult ground. Once cast, the spell lasts until dispelled, the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain.
This spell can be cast upon an enemy unit that is within 12" of a wood, copse or any other wooded feature on the tabletop which has been identified as such before the game. If there are no such features in range, it can be cast on any enemy unit within 12" of the caster. It cannot be used against a unit that is engaged in close combat. If successfully cast, the unit is battered by the branches of trees if within a wood, or lashed at by roots which erupt from the ground if there is no wood nearby.
This causes D6 Strength 5 hits on the unit, plus a further D6 Strength 5 hits if it is partially or wholly within the wood. This spell does not affect Dryads or Treemen.
This spell can be cast upon an enemy unit that is within 12" of a hill, rocky outcrop. ruins or any area which has been identified as high ground, rocky or ruinous before the game. If there are no such features in range, it can be cast on any enemy unit within 12" of the caster. It cannot be used against a unit that is engaged in close combat. If successfully cast, shards of stone fly against the unit.
The spell causes 2D6 Strength 4 hits on the unit, plus a further D6 Strength 4 hits if the unit is partially or wholly within the feature.
This spell can be cast on an unengaged enemy unit within 30". If successfully cast, the target unit is enveloped in rain and gets a soaking.
A soaked unit suffers a further -1 modifier on its shooting rolls to hit. If the unit does not fire using BS (a cannon, for example), then it may only fire if the player can first roll a 4+ on a D6 each turn.
This is not a remains in play spell as such, but units that have been soaked suffer the effects for the rest of the battle. There is no additional effect for being soaked more than once.