High Elf Sea Patrol only. The Mages of the Sea Patrol specialise in powerful magics, calling upon the primal magical aspect of the deep oceans. Instead of knowing Drain Magic in addition to their other spells, Mist Mages and Storm Weavers must choose one of the spells below as a replacement to Drain Magic. Any additional spells are selected normally.
A salt-scented mist rolls in across the battlefield, shrouding the Asur with its ethereal caress.
Remains in play. This spell has a range of 24" and can be cast on any friendly unit visible to the caster, even those engaged in hand-to-hand combat.
Any enemy shooting or hand-to-hand attacks targeted at the unit will suffer a -1 to hit penalty. The Mist does not affect the attacks of the unit it protects.
Once it is cast, the Writhing Mist remains where it is until dispelled, the unit moves (although it may reform and change ranks) or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain.
Even amidst the clamour of pitched battle, the enemies of the Elves are distracted by the mind-twistingly haunting tones of the Oceanid's song, and beguiled by a vision of ominous beauty unique to each beholder.
Remains in play. Place an appropriate (man-sized) model to represent the Oceanid within 6" of the Wizard. This model may not move or perform any actions at all; it is to all intents and purposes an item of scenery rather than a model, and counts as open ground for the purposes of movement.
Whenever an enemy unit wishes to fire upon or declare a charge against a unit in the Lothern army, it must first measure the distance to the Oceanid. If the Oceanid is closer than the target unit, it must make a Leadership test. If the test is failed, the enemy unit is distracted by the Oceanid's haunting song, and the attack/charge is not performed. If the test is passed, no Oceanid will have any effect against that unit for the rest of the game. This spell has no effect against units that are Immune to Psychology.
Once it is summoned, the Oceanid remains where it is until dispelled or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain.