Supposedly this is some of the changes to magic:


Loremaster:
The loremaster special rule is changed to the following:

A wizard with the loremaster special rule can re-roll all of the dice used to attempt to cast a spell from his chosen lore, including rolls that result in the spell being miscast and/or cast with irresistible force. Thhe lore in question is normally given in brackets as part of the Loremaster special rule. For example, a model with the Loremaster (fire) special rule could re-roll attempts to cast spells from the Lore of Fire.

General:

Spells can be used any number of times in each Magic phase, as long as all previous attempts to cast the spell have been successful. The only exception to this are End Times spells, and any other spell with a casting value of 15+ or more, which can only be selected once each Magic Phase, wither the previous attempt to cast them was successful or not.

Withards never break concentration, and can keep on casting spells as long as dice are left in the power pool. However, a spell still fails if the total of the dice scores is less than 3.

After picking a wizard and declaring which spell you want them to cast, you must roll a D6. THe result of the roll is the maximum number of dice you can use to cast that spell (the minimum number of dice you must use is always one). You must also roll a D6 to see how many dice a Wizard can use to dispel a spell.

The Magic of the End Times rules must be used instead of the rules from the Warhammer rulebook if any of the following conditions apply:

-Magic of the End Times is listed as a special rule for a scenario.
-If either player is fielding an army chosen using an Elven Hosts army list from this book.
-If either player is using a unit from the New Armies and Units section of this book.
-If either player wants to use the Magic of the End Times rules instead of the rules for magic in the Warhammer rulebook.