When a spell from the Lore of Vampires is successfully cast, the Wizard (or another friendly model within 12") instantly recovers a single Wound lost earlier in the battle.
Invocation of Nehek is an augment spell that targets all friendly Undead units within 6". The target units immediately regain a number of Wounds as follows: Infantry gain D6 plus the caster's Wizard level in Wounds (roll for each unit), other troop types targeted gain 1 plus the caster's Wizard level in Wounds. However, models with the Vampiric, Ethereal or Large Target special rules can never regain more than 1 Wound per successful casting. Wounds gained are distributed as described in Resurrecting Fallen Warriors. The Wizard can choose to target all friendly Undead units within 12". If he does so, the casting value is increased to 12+. Alternatively, he can choose to target all friendly Undead units within 18". If he does so, the casting value is increased to 18+.
Vanhel's Dance Macabre is an augment spell that targets friendly Undead units within 12". The target unit re-rolls failed To Hit rolls in close combat until the start of the caster's next Magic phase. In addition, if the target unit is unengaged, it can immediately make a move of up to 8" in the same way as a normal move made in the Remaining Moves sub-phase. The Wizard can choose to have this spell target all friendly Undead units within 12". If he does so, the casting value is increased to 12+.
Hellish Vigour is an augment spell that targets a friendly Undead unit within 12". The unit re-rolls failed To Wound rolls in Close Combat until the start of the caster's next Magic phase. The Wizard can choose to have this spell target all friendly Undead units within 12". If he does so, the casting value is increased to 16+.
Gaze of Nagash is a magic magic missile with a range of 24" that causes 2D6 Strength 4 hits. The Wizard can choose to extend the range to 48". If he does so, the casting value is increased to 12+.
Raise Dead is a special type of spell with a range of 18" that brings a brand new unit of Zombies into play. Choose a point on that battlefield - that point need not lie in the caster's line of sight or forward arc. Next roll 2D6+3. This is how many models comprise the new unit. The caster can choose to summon 2D6+3 Skeleton Warriors instead. If he does so, the casting value is increased to 14+.
When placing this unit, it must be wholly within the spell's range and at least 1" away from all units, buildings and impassable terrain. It can be placed facing any direction, and in any legal formation, so long as the unit's front rank contains at least five models. This unit does not have any upgrades or command models. Units summoned by this spell cannot be dispelled, and do not award victory points under any circumstances. Finally, if a summoned unit cannot be placed because there is not enough room, the unit does not enter play at all, though the spell's lore attribute may still apply.
Remains in play. Curse of Years is a hex spell with a range of 18". When cast, roll a D6 for every model in the target unit - on a score of 6 the model suffers a Wound. At the end of each Magic phase, roll again for each model in the unit, they will suffer a Wound on 5+, and so on, to a maximum of 2+. No armour saves are allowed against Wounds caused by Curse of Years.
Remains in play. Wind of Death is a magical vortex spell that uses the small round template. Once the template is placed, the player then nominates the direction in which the Wind of Death will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any unit beneath or passed over by the template takes D6 Strength 3 hits for each rank of models in the unit with no armour saves allowed. 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 a number of inches equal to the roll of the D6, in the direction indicated by the scatter dice. If a Hit! Is rolled, use the small arrow on the Hit! Symbol. In either event, in subsequent turns, the Wind of Death will move a number of inches determined by rolling an artillery dice, in a random direction determined by rolling a scatter dice. If a misfire is rolled in subsequent turns, the Wind of Death dissipates and is removed. The caster may choose to infuse the Wind of Death with more power so that it uses the large round template and its Strength is increased to 4 instead. If he does so, the casting value is 25+.