I tried to come up with a new Lore of Athel Loren that has more of a focus on affecting the battlefield and the movement phase to WE advantage. I also threw in a smattering of direct damage and defensive spells that hopefully rival others that are present in the game so as to make this lore flexible but useful. I definitely agree with Shandrador's The Fey Magic of Athel Loren in that the notion behind the Moonstone of the Hidden Ways makes for a great spell

with this intent in mind and so have included it below with some minor alterations.
Lore of Athel Loren
Lore Attribute: Tree Singing - Upon each successful casting of a spell from the Lore of Athel Loren the mage may nominate a forest on the battlefield to move 1d3+1" in a specified direction. WE units wholly within the forest move with it. The forest may not move within 1" of an enemy unit, other pieces of terrain, or the edge of the battlefield. Alternatively, the mage may elect to cause 1d6 strength 5 hits distributed like shooting to an enemy unit at least partially within a forest; this may target enemy units in combat.
Nature’s Embrace (Signature Spell), Cast on a 10+
Nature's Embrace is a hex spell with a range of 18". The target unit halves their movement characteristic and the results of any dice rolled for the purposes of random movement (including charging and fleeing) until the beginning of the caster’s next magic phase. The wizard may extend the range of this spell to 36". If she does so, the casting value is increased to 13+.
1. The Forest's Spirit, Cast on a 5+
The Forest's Spirit is an augment spell with a range of 18". A single friendly Wood Elf unit receives a 5+ ward save until the beginning of the caster's next magic phase. When cast upon a unit possessing the Forest Spirit special rule, the unit instead increases their ward saves to a 4+.
2. Hounds of the Hunt, Cast on a 6+
Hounds of the Hunt is a direct damage spell that targets a single enemy model (even a character in a unit) within 18". The model suffers 4 Strength 3 Weapon Skill 4 attacks. The mage may elect to increase these attacks to a Strength 4. If she does so, the casting value is increased to 8+.
3. Swarm of Spites, Cast on a 8+
Swarm of Spites is a direct damage spell that targets a single enemy unit within 18". The unit suffers 3d6 Strength 2 Weapon Skill 4 Poisonous attacks. One of these attacks may be allocated against each character and champion within the unit. The mage may make these attacks benefit from the Killing Blow special rule. If she does so, the casting value is increased to 13+.
4. The Hidden Way, Cast on a 10+
The Hidden Way is an augment Spell. A single friendly Wood Elf unit wholly within a forest may be removed and placed wholly within any forest on the battlefield remaining 1" away from all other units.
5. Loren's Call, Cast on a 10+
Determine a single point within 18" and line of sight of the mage and scatter it 1d6" in a random direction. Place a 6" diameter mysterious forest centered at the final location of the single point. All enemy units at least partially within the newly arisen mysterious forest must take 1d6 strength 5 hits randomized like shooting. If the forest would fall within 1" of another piece of terrain or the edge of the battlefield instead place it so that it is 1" away by the shortest path possible. If no suitable piece of terrain can be placed this spell has no effect.
6. Glamourweave, Cast on a 12+
Glamourweave is an augment spell with a range of 18". Enemy units attempting to target the affected unit with shooting or close combat attacks must re-roll successful rolls to-hit until the beginning of the caster’s next magic phase.