Straight from the White Dwarf:
New Wind of Magic: 4d6
All Wizard are Loremaster (yes, even that pesky little lvl 1)
End Time spells are no-brainer. Oh, and Lvl 3 or 4 Wizard can Summon Arcane Fulcrum...
- Metal: 15+, Augment, 24", one unit get a 2+ Ward Save until your next magic phase.
- Fire: 20+, Hex, All enemies on the table, "Charge, Pursuit and Flee" are on 3d6 discard the biggest, get Flammable, all Flaming attack reroll to Wound against target units.
- Light: 20+, Augment for Order, Hex for Destruction, all unit inside 12" of caster are affected, Order get Unbreakable, Destruction must do a Ld test on 4d6, 1 wound for every point off.
- Beast: 15+, Vortex, Large Blast, Artillery x3 for the distance. Every model pass by suffer a Str3 hit.
- Life: 15+, Vortex, Large Blast, Artillery x3 for the distance. Every unit pass by regain 2d6+1 Wound.