A Wizard casting a spell from the Lore of Metal gains +1 to cast if the majority of the models in the target unit have a close combat armour save of 4+ or better (excluding Natural Armour). Roll a D6 in case of a tie.
Glittering Robe is an augment spell with a range of 18". The target unit gains a 6+ armour save until the start of the caster's next Magic phase.
Searing Doom is a magic missile with a range of 24" that causes D3 hits with the Ignores Armour Saves and Flaming Attacks special rules. The To Wound score is equal to the unmodified close combat armour save of the target (excluding Natural Armour). Models without an armour save cannot be wounded.
Law of Gold is a hex with a range of 24". The opposing player must reveal all Magic Items in the unit (if any). The casting player may then nominate one of these. Roll a D6; on 1-4 that Magic Item cannot be used until the start of the caster's next Magic phase. On a 5+ that Magic Item cannot be used for the remainder of the game and will counts as a mundane item of its type.
Plague of Rust is a hex with a range of 24". The target's armour save (excluding Natural Armour) is lowered by one point for the rest of the game. Plague of Rust can be repeatedly cast on the same target, reducing its armour save by a further -1 each time.
Commandment of Brass is a hex with a range of 24". If the target is a War Machine or a Chariot, they cannot move (unless it fails a break test) until the start of the caster's next Magic phase. If the target has an Artillery weapon and/or is a War Machine it cannot shoot until the start of the caster's next Magic phase.
Silver Arrows of Arha is a magic missile with a range of 24" and causes 2D6 Strength 3 hits with the Armour Piercing (1) special rule.
Enchanted Blades of Aiban is an augment spell with a range of 18". The target unit (except mounts) gains +1 To Hit, Armour Piercing (1) and the Magical Attacks special rules with all shooting and close combat attacks until the start of the caster's next Magic phase.
Gehenna's Golden Hounds is a direct damage spell with a range of 12" that targets a single enemy model (even a character in a unit). The target suffers D6 Strength 4 hits ("Look Out, Sir!" cannot be used).
Transmutation of Lead is a hex with a range of 24". The target suffers -1 To Hit in close combat and with missile weapons, -1 Movement and -1 Initiative until the start of the caster's next Magic phase.
The Gilded Cage is a hex with a range of 24" that can be cast on an unengaged unit. Until the start of the caster's next Magic phase, the target gains the Unbreakable special rule, cannot move and is treated as impassable terrain for the purpose of movement.
Quicksilver Swords is an augment spell with a range of 18". The target unit gains the Ignores Armour Saves and Magical Attacks special rules until the start of the caster's next Magic phase.
Meteoric Ironclad is an augment spell with a range of 18". The target unit gains a 4+ Ward save until the start of the caster's next Magic phase.
Final Transmutation is a direct damage spell with a range of 18". All models in the unit must roll a D6 per Wound on their profile – for each roll of a 5+ they suffer a Wound which Ignores Armour Saves and Regeneration.