Of course, because you can destroy his magic items with it... I feel a sudden need to buy a Slann and some more Temple Guard. Walk Between Worlds: A wonderful spell that can make speed of your Saurus units into combat and make it capable of beating a unit of Chaos Warriors on turn 1. Ethereal + a free fly move (or flying march if you cast the boosted version) is perfect. Fiery Convocation: Watch an enemy unit burn, and then force your opponent to throw away some dispel dice to stop it burning that unit further. The only thing stopping it beating Walk Between Worlds is that some units (K’daai and any character with the Dragonhelm or Dragonbane Gem) have near-as-damn-it immunity to it, and that it’s a lot less effective against low model-count units. Arcane Unforging: Destroy one of your opponent’s magic items on a 2+! No use against any unit without any magic items though. Apotheosis: Great for healing characters and monsters so you don’t need to waste points on healing potions and whatnot. Tempest: A 30” large blast weapon with only D6” scatter plus a -1 to all to Hit rolls debuff is always nice to have, though with its low Strength of 3 against most units it’s only really effective against chaff troops. Soul Quench: By far the better of the two(!) signature spells available (another bonus I forgot to mention), 2D6 Strength 4 hits, with the option to increase it to 4D6, is great fun, though the 18” range is limiting. Hand of Glory: Can be useful if it helps your Saurus to fight first or gets your Saurus Cavalry to move faster, but otherwise hit-and-miss. Drain Magic: Pretty much pointless given you need to roll dice to stop remains in play spells anyway, but has a use if your opponent is packing a lot of them into his army. To be honest all the High Magic attributes are decent but situational, but I think the best one has to be the Lizardman one, which maximises your chances of getting the best spells in the lore, and makes your Slann an unpredictable threat that your opponent will have to keep adapting his tactics to deal with. It isn’t so good if you were lucky enough to get the best spells first time when rolling to generate them at the start of the battle, but you can then instead use it to generate spells from another lore, resulting in mix-and-match fun. The High Elf one is a great one if your Wizard’s unit has an established Ward (such as Phoenix Guard) or if you can get a lot of spells off, but not very effective if you didn’t have a Ward Save to start with or a very low one. The Wood Elf one can be fun, but doesn’t stop much of the damage if your Wood Elf unit is hit by a blast template or a load of high-Strength attacks. I think this one is the worst one.