Each time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as described in Resurrecting Fallen Warriors. Chariots, Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts can only recover D3 Wounds, and Monsters can only recover a single lost Wound in this way per spell.
Harnessing the power of Khsar, god of the desert winds, the Liche Priest summons forth a sandstorm that engulfs the undying warriors of Nehekhara and carries them across the battlefield.
Khsar's Incantation of the Desert Wind is an augment spell with a range of 24" that targets a friendly Undead unit. If unengaged, the target can immediately make a normal move (but not march or reform) as if it were the Remaining Moves sub-phase. The Wizard can choose to have this spell target all friendly Undead units within 12". If they do so, the casting value is increased to 10+. No unit can be moved by Khsar's Incantation of the Desert Wind more than once per turn (though they still benefit from the Restless Dead Lore Attribute).
As the Liche Priest utters this ancient mantra, he imbues the weapons of the Nehekharan warriors with the essence of Djaf; the jackal-headed god of the dead, who hungers for the souls of the living above all things.
Djaf's Incantation of Cursed Blades is an augment spell with a range of 18". The target unit's close combat Attacks gain the Killing Blow special rule until the start of your next Magic phase. If the target unit's Attacks already have the Killing Blow or Heroic Killing Blow special rules, these will take effect on any To Wound rolls of a 5 or 6 whilst this spell is in play. The Wizard can instead choose to extend the range of this spell to 36". If they do so, the casting value is increased to 10+.
As the Liche Priest intones this blessing, his foes find their sword strokes mysteriously turned aside as Neru, wife of Ptra and goddess of protection, reaches out to shield Nehekhara's warriors from the evils of the night.
Neru's Incantation of Protection is an augment spell with a range of 18". The target unit gains a Ward Save (5+) until the start of the caster's next Magic phase. The Wizard can instead choose to extend the range of this spell to 36". If they do so, the casting value is increased to 12+.
As the verses of this incantation are spoken, a fierce light emanates from the empty eye sockets of the Nehekharan Undead as the power of Ptra infuses these warriors with the speed and fury to smite their foes.
Ptra's Incantation of Righteous Smiting is an augment spell with a range of 18". All models in the target unit gain +1 Attack (including mounts) and the Multiple Shots (2) special rule (excluding war machines) until the start of the caster's next Magic phase. If they already have the Multiple Shots special rule, they may instead fire an additional shot. The Wizard can instead choose to extend the range of this spell to 36". If they do so, the casting value is increased to 12+.
Skeletal hands burst from beneath the surface to drag those above into a grave as the Liche Priest invokes the names of Usirian.
Usirian's Incantation of Vengeance is a hex spell with a range of 18". The target unit suffers -D3 to its Movement (to a minimum of 1) and treats all terrain (even open ground) as Dangerous Terrain, testing every time it moves (including when charging, fleeing, pursuing, moving compulsorily, etc.) until the start of the caster's next Magic phase. The Wizard can instead choose to extend the range of this spell to 36". If they do so, the casting value is increased to 13+.
As the Liche Priest intones the curse of desiccation, every syllable strips the moisture from his victims' bodies, sapping their vitality.
Usekhp's Incantation of Desiccation is a hex spell with a range of 24". The target unit has -1 Strength and -1 Toughness (to a minimum of 1) until the start of the caster's next Magic phase. The Wizard can choose to reduce the target's Strength and Toughness by D3 (to a minimum of 1) until the start of his next Magic phase. If they do so, the casting value is increased to 22+.
A whirlwind of skulls tears across the battlefield, devouring everything in its path in the name of the goddess Sakhmet.
Remains in play. Sakhmet's Incantation of the Skullstorm is a magical vortex that uses the small round template. Once the template is placed, the player nominates the direction in which the Skullstorm will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by the caster's Wizard level. If the result on the artillery dice is a misfire, centre the template on the caster instead; the template moves a number of inches equal to the caster's Wizard level, in a random direction (if you roll a hit, the template remains where it is). Any model under, or passed over by, the template suffers a single Strength 5 hit. In subsequent turns, the Skullstorm travels in a random direction and moves a number of inches equal to the roll of an artillery dice (if a misfire is rolled, the Skullstorm dissipates and is removed). A Wizard can infuse the Skullstorm with more power, so that it uses the large round template instead. If they do so, the casting value is increased to 25+.