Every time a Wizard successfully casts a spell from the Lore of Tempest, all enemy units within 12" of the Wizard suffer a -1 penalty to their Movement (to a minimum of 1) until the start of the caster's next Magic phase.
Shardstorm is a magic missile spell with a range of 24". The target unit suffers 2D6 Strength 3 Hits. The Wizard may choose to increase the power of this spell to cause 3D6 Hits instead. If they do so, the casting value is increased to 9+.
Gust of True Flight is an augment spell with a range of 24". Until the start of the caster's next Magic phase, the target unit gains +1 To Hit and +12" range with missile weapons. The Wizard can choose to extend the range of this spell to affect all friendly units within 12". If they do so, the casting value is increased to 14+.
Swiftwing is an augment spell with a range of 12". The target unit immediately makes a normal move forward as if it were the Remaining Moves sub-phase using the Strider special rule. The Wizard may choose to increase the range of this spell to 24". If they do so, the casting value is increased to 12+.
Biting Wind is a direct damage spell. Extend a straight line, 18" in length, within the caster's front arc and directly away from their base. All models in each unit in the way suffers a Strength 2 hit. The Wizard can choose to extend the range of the spell to 36". If they do so, the casting value is increased to 13+.
Hawks of Miska is a hex spell with a range of 18". The target unit must take a Panic test with a -3 Leadership penalty. The Wizard can choose to extend the range of the spell to 36". If they do so, the casting value is increased to 13+.
Hailstorm is a direct damage spell. Place the small round template anywhere within 24" – it then scatters D6". All models underneath the template suffer a Strength 4 Hit. The Wizard can choose to increase the power of the spell to use the large template rather than the small template. If they do so, the casting value is increased to 13+, the template scatters 2D6" rather than D6", and the spell causes Multiple Wounds (D6).
Remains in play. Blizzard is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Blizzard will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template suffer a Strength 3 Hit with the Ice Attacks special rule. In addition, all the unit's Movement is halved and all non-magical missile attacks suffer -1 To Hit until the start of the caster's next turn.
If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol).
In either event, in subsequent turns, the Blizzard travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Blizzard is removed. The Wizard can choose to increase the power of the spell to using the large template rather than the small template. If they do so, the casting value is 25+.