Some interesting ideas Cyber Mummy, but I don't envision Slann magic to be unpredictable at all. Lizardmen are about as purely Order driven as it gets. The dimensional stuff seems a bit chaotic. Not saying it wouldn't work but I'm coming at it from the angle that the Slann has magic that can shape the world as we know it.
Anyway, here's take 2 on the old one magic. Some names have changed, some spells are better, some removed altogether!
Lore attribute: Inescapable Destiny - Spells in the Lore of the Old Ones cannot be miscast, but only a triple - 6 result will cast with irresistible force.
Signature spell – Siphon Energy (hex) - 11+ Targets a single enemy unit anywhere on the table currently under the effects of one or more augment spells. The target unit immediately loses the effects of any augment spells it has in play (remains in play OR spells lasting for a fixed period of time). For each augment stripped in this way, roll a D6. On a 4+, the lizardmen player adds another dice to his casting pool. 14+ D3 units are affected.
1 - Hammerwind (hex) - 9+ targets a single enemy unit in hand-to-hand combat anywhere on the board. Until the caster's next magic phase, that enemy unit has a penalty of -1 to hit and -2 to combat resolution as the strong winds force that unit backward D6 inches. Move the enemy unit D6 inches directly away from a friendly lizardmen unit in combat, then move any lizardmen units into position fighting that same target. Should enemy models come into contact with dangerous terrain during this backward move, they take dangerous terrain tests as though fleeing (friendly units do not have to test). Should an enemy unit be forced to contact an impassable feature, board edge, or another unit, it stops 1 inch away and both units (the moving one and the one it moved into) take D6 srength 4 hits, distributed as per shooting. If the unit is forced off a cliff or into a lake, then any models forced to contact such features are removed, unless they posess the appropriate strider abilities. Cast at a value of 13+, enemy is moved D6+3 inches.
2 – Sudden Inundation - 10+ Pick any point on the table. If successfully cast the lizardmen player may place a 6 inch marsh feature on the board, as a sudden massive downpour creates a marshland. This can be created anywhere, even under enemy units. If cast on a building, the building is destroyed on a 4+ as a marsh makes a poor foundation. If the spell is cast at a value of 16+, a 6 inch lake is created instead. The lake cannot be created within 1" of an enemy unit. A lake will always sink a building, though it cannot target an occupied building. A marsh or lake created underneath a forest will replace the forest. The casting player must possess an appropriate terrain piece in order to cast the spell.
3 – Languorous Stupor (hex) - 14+ Any enemy unit on the table. Until the start of the next Lizardmen magic phase, the target unit’s initiative, weapon skill, and attacks are reduced by D3 (to a minimum of 1). Additionally the unit may not benefit from the special rules always strikes first, frenzy, or hatred. The unit must test for stupidity during its next turn. 18+ Same as above but reduce stats by D6.
4 - The Great Plan (augment) - 16+ All friendly Lizardmen units. If successfully cast the lizardmen army finds renewed zeal for the righteousness of the old ones and may modify all hit, wound, and armor save rolls by 1. This can even cause poison/killing blow by changing a 5 to a 6. The effect lasts until the start of the next Lizardmen magic phase.
5 - Pillar of Lightning (direct damage) - 18+ Pick a single unengaged enemy unit anywhere on the table. Center the small round template on the unit. All models touched take a hit at strength 8 minus their armor save (strength 1 for no armor). So a unit with an armor save of 3+ would take strength 5 hits. No armor saves allowed against this attack, wounds multiply to D3 wounds. LOS is allowed. 24+ for large template.
6 – The Final Sign - 20+ Place the small template in any location on the table, except on top of friendly units or enemy units in combat. This is where the flaming storm cloud of frogs forms. The controlling player nominates a direction, then rolls an artillery dice. The cloud travels 2 x that number of inches in the chosen direction, and all units touched are affected. In the event of a misfire, the template does not move. Each unit touched takes 2d6 strength 4 flaming hits. Additionally, any unit suffering a casualty must take a panic test at a -1 penalty. Even the thickest of foes realizes that flaming toads falling from the sky is a very bad thing! 26+ 3 x artillery inches, large template.