No matter how far away, none can escape the Kiss of the Deep, nor breathe again with lungs full of seawater.
Whenever a spell from the Lore of the Deep is cast on an enemy unit, that unit also suffers D6 Strength 1 Hits which Ignores Armour Saves in addition to the effects of the spell.
The tidal currents shall slow the foe's advance.
Tidecall is a direct damage spell. The caster makes a Strength 2 Breath Weapon Attack. This may be cast in close combat, following the normal rules for Breath Weapons. Until the start of the caster's next Magic Phase, any unit Hit will suffer -D6" to any Move they make as well as being Disrupted.
All manner of creatures infests the deep, many who have never - and should never - be seen above the waves. The Wizard summons spectral version of these creatures to bite and tear at the foe.
Denizens of the Deep is a magic missile with a range of 24" that causes 2D6 Strength 3 Hits. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 9+.
The Wizard summons a mighty wind otherwise only seen during the strongest of sea storms around themselves, sheltering them against any would-be attackers.
Eye of the Storm is an augment spell that is cast on the Wizard and any unit they are with. Until the start of the caster's next Magic Phase, any missile fire directed from or against the Wizard or their unit suffer -1 To Hit. Any missile attacks that do not roll to Hit must first roll a 4+ on a D6 to be able to target the unit. Any unit in base contact with the Wizard or their unit suffer D6 Strength 5 Hits at the start of each Magic Phase.
The ground beneath the enemy turns into water, going deeper and deeper as they move, until they eventually find themselves unable to reach the bottom anymore.
Watery Grave is a hex spell with a range of 18". The target unit counts as moving through dangerous terrain until the start of the caster's next Magic phase. For every 4" the unit moves while the spell is in effect, the chance of them failing the test increases by +1. The Wizard can choose to extend the range of this spell to 36". If he does so, the casting value is increased to 12+.
As surely as night follows day, when the mist descends, death is not far behind.
Remains in play. Fog of the Damned is a hex spell with a range of 24". All models in the target unit suffer -1 to their Weapon Skill and Leadership. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 12+.
A huge spectral maw - the very embodiment of Stromfels - erupts from the ground, swallowing any unfortunates whole in its massive jaws.
Stromfels' Jaws is a direct damage spell. Place the small template anywhere within 18"; it will scatter D6". Any model touched by the template takes a Strength 5 hit with the Multiple Wounds (D3) special rule. The Wizard can choose to increase the power of this spell to use the large template instead. If they do so, the template scatters 2D6" and the casting value is increased to 17+.
Once the mighty Kraken's tentacles take hold, only the strongest can fight their way free.
Remains in play. Kraken's Pull is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Kraken's Pull will move. To determine how many inches the template moves, roll 3D6. Any model touched by the template must pass a Strength test suffers 1 Wound with no Armour Saves allowed. Any surviving models will have their Movement value lowered by half until the start of the caster's next Magic Phase.
In subsequent turns, Kraken's Pull travels in a random direction and moves a number of inches equal to 2D6. If a double is rolled in subsequent turns, Kraken's Pull is removed. The Wizard can choose to increase the power of this spell to use the large round template instead. If they do so, the casting value is 25+.