The crisp, clear note of a horn rang out over the wooded valley, audible over the clamour of the battlefield – the hoarse shouts of desperate men and the clang of sword on shield. Torben Badenov and the rest of his unit gladly fell back to the tattered and mud-spattered standard flapping in the wind at the crest of the rise. The battle against the slave-raiders was going badly. The Dark Elves had the most fell powers at their disposal. Their sorcerers had conjured foul tentacled horrors that had beset the harried mercenaries, and had drawn down a storm of whirling, razor-sharp blades from the tortured heavens to slice and hack at them as they fell back. The burly Kislevite soldier scanned the Dark Elf lines as the Black Ark’s knights, mounted on their horrific reptilian steeds wheeled into formation, their lances lowered. Torben frowned: Old General Scarfo’s army could not survive another assault like the last. What they needed now was a miracle. With a banshee scream a ball of fire shot low over the heads of Torben’s rallying unit. The Kislevite ducked, feeling the heat-wash scorch the back of his neck. Transfixed, Torben watched as the fireball hurtled towards the enemy ranks. It appeared to be a huge burning skull, trailing a blazing comet-tail behind it, and it sounded like it was laughing! The phantasmal head hit the Dark Elves and their Cold One mounts, exploding in a great conflagration of infernal fire that threw the raiding knights to the ground and set fire to their battle-gear. “What in Ulric’s name–?” the weaselly Oran Scarfen screeched in shock. “I would say that the battle-wizard Scarfo hired just earned his wages,” Torben hazarded. “Yes but what happened? Did he explode or something?” The two mercenaries looked back up the valley where the sorcerer stood, his ornate red and orange robes swirling about him, blown by the esoteric winds of magic. Even from this distance the wizard appeared terrible and magnificent, a halo of scintillating flame playing about his body. “He looks all right to me,” Torben said, grinning. Oran scowled. “I hate it when they do that,” he muttered. SPELLS If the power of magic is the raw energy that drives sorcery, then spells are the devices that shape it to its desired effect. Since the first hedge-wizard created magic fire and accidentally blew up his hut, thousands of spells have been devised and recorded. Some are widely known, others are only known to secret cabals or small groups of wizards. Some exist in various forms, with minor changes to the casting ritual and effects. Many have been forgotten, the only copy on a parchment tucked in the pages of a forgotten volume in some little-used library. Take the spells in the Warhammer arhammer FRP rulebook to be the ones that are most known across the Old World: every college will have copies of them all and most wizards will have heard of them, even if they cannot cast them. The spells in this book are less well known and less widely taught; it is the gamesmaster’s choice whether they should be available to characters. This chapter lists new spells for every discipline of magic described in this book. A combined listing of all the spells from Realms of Sorcery and the Warhammer arhammer FRP rulebook can be found at the back of this book. PETTY MAGIC BLOT SPELL LEVEL: Petty MAGIC POINTS: 2 RANGE: Touch DURATION: Instantaneous INGREDIENTS: A small piece of blotting paper This spell will dry up a half-pint of spilled liquid. No stain is left by coloured liquids, but any actual damage such as blotches of oil or acid burns will remain. BUTTERFINGERS SPELL LEVEL: Petty MAGIC POINTS: 3 RANGE: 12 yards DURATION: Instantaneous INGREDIENTS: A dab of butter The target will drop whatever he is holding in the hand chosen by the caster, unless the target makes a successful Dex test to resist the spell. It will not affect an item held in two hands. CUNNING HAND SPELL LEVEL: Petty MAGIC POINTS: 3 RANGE: Personal DURATION: 10 minutes INGREDIENTS: A set of juggling balls The caster’s Dex is increased by 20 points for a duration of ten minutes. CURE BOILS SPELL LEVEL: Petty MAGIC POINTS: 1 RANGE: Touch DURATION: 1D10 days INGREDIENTS: A small bar of soap This spell will remove any unsightly skin blemishes from the target, including boils, spots, acne, plague marks etc. Note that this does not cure the cause of the blemish; if the cause of the blemish is not treated, then the marks will return when the spell ends. Also, the spell will only affect current blemishes; it will not remove old scarring or disfigurement caused by previous boils or pox. For example, although the spell cures plague marks, it does not cure plague, only the external skin-marks – a target treated this way still shows all the other symptoms, counts as a carrier and may still die of the disease. DANGER SENSE SPELL LEVEL: Petty MAGIC POINTS: 3 RANGE: Personal/Touch DURATION: 1D6 rounds INGREDIENTS: The shoulder-blades of a hedgehog This spell gives the wizard the equivalent of the sixth sense skill (WFRP WFRP, p56). If cast on another character, it does not give the target sixth sense, but it gives the caster a feeling of danger if the target of the spell is in trouble. DARK SIGHT SPELL LEVEL: Petty MAGIC POINTS: 3 RANGE: Personal DURATION: 2D6 minutes INGREDIENTS: The eyes of an owl This spell gives the caster the night vision skill to a range of 30 yards. If the caster already has this skill, the range of vision is increased by a further 30 yards. FIND SPELL LEVEL: Petty MAGIC POINTS: 2 RANGE: 10 yards DURATION: 1 turn INGREDIENTS: A lamb’s tail This spell will locate any lost object, as long as it is within 10 yards of the caster. The object will ring with the sound of a small bell until it is found. If the object does not belong to the caster, it must have been touched by the person wanting to find it, and the caster must touch that person while casting the spell. The person the wizard is touching must be alive, and willing for the object to be found. FLIGHT OF AMAR SPELL LEVEL: Petty MAGIC POINTS: 3 RANGE: Variable DURATION: 1D10 seconds INGREDIENTS: A piece of thistledown The caster can float above the ground for 1D10 seconds. The flight is at a random height, and the caster is at the mercy of any winds. Roll 1D6 for the height in yards above the ground, and if there is wind then 1D8 for direction: 1 north 2 northeast 3 east 4 southeast 5 south 6 southwest 7 west 8 northwest The caster has no control over the flight, and will drift for the full duration of the spell. He cannot choose to land, and if he uses Dispel Magic to end the flight he will fall rather than gradually descend. The height above the ground is relative to the starting point; a person staring at the top of a hill will gain relative altitude as the ground drops away beneath them. This spell is taught to apprentices to instruct them in the basic principles of travel magic. KNOCK DOWN SPELL LEVEL: Petty MAGIC POINTS: 3 RANGE: 8 yards DURATION: Instantaneous INGREDIENTS: Small ebony stick ending in a carved fist This spell may be cast on any human-sized (or smaller) bipedal creature that is within range and line of sight. It causes the target to feel a sharp buffet, which causes no damage but forces the target to make an I test or fall over. A PC who fails must make a successful Dex test or drop any hand-held items. Anyone who falls over counts as prone. Modifiers to the test are as follows: -20 Target running -10 Target is moving at normal rate 0 Target is moving at cautious rate +10 Target is standing still -05 Per extra MP spent by the caster MEND SPELL LEVEL: Petty MAGIC POINTS: 2 RANGE: Touch DURATION: 1D3 days INGREDIENTS: A dab of glue This spell will temporarily repair one broken inanimate item, until it can be properly mended by a skilled craftsman. It will not mend an item that could not be mended normally, and will not mend anything more massive than 50 lbs in weight. This spell can only be cast on an item once and the pieces must be touching for it to work. An attempt to cast the spell on the same break a second time will cause the item to be utterly ruined. This spell only affects the physical properties of an item; a broken magic item will be physically mended, but will not regain its magical abilities. Complex items (machines, for example) involving numerous separate pieces will require a spell cast on each piece, and the pieces will have to be reassembled manually. PETTY ANIMAL HEALING SPELL LEVEL: Petty MAGIC POINTS: 1 RANGE: Touch DURATION: Permanent INGREDIENTS: A handful of the animal’s normal food This spell will cure any lightly wounded normal animal of 1D3 Wounds. This will never take its Wound score above its original level. The spell doesn’t work on giant animals. PETTY BEASTFRIEND SPELL LEVEL: Petty MAGIC POINTS: 1 RANGE: Touch Duration 1D6 minutes INGREDIENTS: A handful of the animal’s normal food This spell makes one small creature (up to the size of a dog) friendly toward the caster. The creature will not attack the caster or raise an alarm, but will be friendly while the spell lasts. A trained animal used to obeying orders will obey the caster’s orders; other animals will just follow the caster around or ignore him, at the GM’s discretion. For instance, a house cat might follow the caster, if it felt so inclined, but a snake would go back to what it was doing before being disturbed. PETTY HEALING SPELL LEVEL: Petty MAGIC POINTS: 2 RANGE: Touch DURATION: Instantaneous INGREDIENTS: A piece of lint This spell will immediately restore 1D2 Wounds to a lightly wounded character. If cast on a character with fewer than two remaining Wounds, it will have no effect. The spell cannot be cast repeatedly on the same target; once healed in this way, no further healing spells will be able to benefit the target (unless more damage is inflicted). Also, the spell only heals damage caused by normal external physical effects (blows from weapons, damage caused by falling, fire, etc.), not damage caused by poison, illness, magic, etc. RAT POISON SPELL LEVEL: Petty MAGIC POINTS: 3 RANGE: Touch DURATION: Permanent INGREDIENTS: The tail of a rat This spell can be cast on any item of food, making it instantly fatal to any rat or mouse that eats it. It does not affect other creatures. The spell does not make the food any more attractive to the vermin than normal. This spell will not immediately kill Skaven, but a Skaven eating food with this spell cast upon it will feel ill, and lose 1D3 W. READ OUT SPELL LEVEL: Petty MAGIC POINTS: 3 RANGE: Touch DURATION: Until finished INGREDIENTS: The text to be read This spell will read out the text of a document, scroll, book, sign or similar writing, in a slow and clear voice. As with other spell ingredients, the text being read will be consumed once the spell is completed. Once the spell has begun, the whole text will be read aloud, and cannot be stopped without cancelling the spell completely. A listener is allowed an Int test to memorise the information being read, with a cumulative penalty of -1 for every 10 minutes spent listening. If the book is a spell book or scroll, the spells will not be cast by being read aloud by this spell; nor can it be used to perform summonings, prayers, maintain chants or anything like that. If the writing is in a foreign language, it will be read aloud in that language; the spell does not do translations. REPEL SMALL CREATURE SPELL LEVEL: Petty MAGIC POINTS: 1 RANGE: 12 yards DURATION: Instantaneous INGREDIENTS: A bone of the type of creature being repulsed This spell will cause any one small creature (up to the size of a dog) to fear the caster. The spell only affects one specific creature; it does not cause all creatures of that type to fear the caster. SHARP EYES SPELL LEVEL: Petty MAGIC POINTS: 3 RANGE: Personal DURATION: 1D6 minutes INGREDIENTS: The eyes of a hawk Increases the caster’s I by +10 for the purpose of all observe tests for the duration of the spell. STEALTH SPELL LEVEL: Petty MAGIC POINTS: 2 RANGE: Personal DURATION: 1D6 minutes INGREDIENTS: A dry leaf Casting this spell makes the caster harder to see and hear. Anyone trying to hear or see a character who has cast this spell is at –20 to all listen and observe tests relating to that character. WEAKEN POISON SPELL LEVEL: Petty MAGIC POINTS: 1 RANGE: Touch DURATION: Permanent INGREDIENTS: A pint of water This spell halves the damage caused by one dose of poison that the target has received. It must be cast within the time the poison takes to reach its full effect; if the venom acts instantly then the spell will not work. ZONE OF FRIENDLINESS SPELL LEVEL: Petty MAGIC POINTS: 2 RANGE: Personal DURATION: 1 hour; concentration must be kept INGREDIENTS: A glass of spirits This spell creates a zone 12 yards in diameter centred on the caster in which all Fel el tests are made at +10. Anyone within range who is arguing when the spell is cast must make a Fel el test. If successful, they will calm down and be friendly to the other person. It will not stop a fight that is already in progress, but may prevent one from breaking out. While maintaining a zone, a character may not cast any other spells or use the meditation skill to recover MPs. If two or more zones touch or overlap, then both zones are instantaneously destroyed. ZONE OF TASTINESS SPELL LEVEL: Petty MAGIC POINTS: 2 RANGE: Personal DURATION: 1 hour INGREDIENTS: A toffee apple Creates a 12-yard diameter zone centred on the caster. All food eaten within the zone tastes much nicer than it would normally. A normal meal tastes like a feast at the Emperor’s court, and even ship’s biscuits are palatable. The spell does not affect the quality of the food – rotten food will still cause illness, and poisoned food will still be poisoned. Whilst maintaining a zone, a character may not cast any other spells or use the meditation skill to recover magic points. If two or more zones touch or overlap, then both zones are instantaneously destroyed. ZONE OF WINDLESSNESS SPELL LEVEL: Petty MAGIC POINTS: 2 RANGE: Personal DURATION: 1 hour INGREDIENTS: A dandelion with seeds attached This spell creates a zone 12 yards in diameter, centred on the caster. Within the zone the wind is lessened: is speed is decreased by 10 miles per hour, meaning that light winds drop to nothing, and heavier gales have a lessened effect. The zone is not powerful enough to counter the effect of a Wind Blast spell. While maintaining a zone, a character may not cast any other spells or use the meditation skill to recover MPs. If two or more zones touch or overlap, then both zones are instantaneously destroyed. BATTLE MAGIC -- Level 1 -- DETECT MAGIC SPELL LEVEL: 1 MAGIC POINTS: 1 RANGE: 48 yards DURATION: 1 turn INGREDIENTS: None By casting this spell, the caster is able to identify all magical items and objects within his field of vision up to the maximum range of the spell. In this way it is similar to magical sense, but with a greatly extended range. This spell will not reveal the identity of spell casters – the magical awareness skill is necessary for this – nor will it reveal the function or purpose of any enchantments or magic items. DISPIRIT SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: 48 yards DURATION: D6 hours INGREDIENTS: A carved miniature wooden heart, which is snapped in two as the spell is cast This spell may be cast on any one creature or group; the targets are each permitted a magic test to resist the effects. The spell puts feelings of despair and gloom into the mind of any affected creature, who will then suffer at -10 penalty to all Ld and Cl tests for D6 hours. The spell has no effect on normal animals, creatures with an Int of 10 or lower, or those immune to psychological effects (e.g. Undead). Further castings of the spell on the same target or targets do not increase these effects. This spell will negate the effects of the Enthuse spell (see below). ENTHUSE SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: 48 yards DURATION: D6 hours INGREDIENTS: A miniature cast-iron heart This spell may be cast on any one creature or group; the targets must each take a magic test, with success indicating that they have resisted the spell’s effects. It fills any affected targets with hope and enthusiasm, giving a +10 bonus to all Ld and Cl tests for D6 hours. The spell has no effect on normal animals, creatures with an Int of 10 or lower, or those immune to psychological effects (e.g. Undead). Further castings of the spell on the same targets do not increase the bonuses. This spell will negate the effects of the Dispirit spell (see above). FLEETFOOT SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: Touch DURATION: 1 turn INGREDIENTS: Two seeds of Vigwort and the sinews of a horse’s leg This spell may be cast on any one character, including the caster himself. The affected character may add 50% to their Movement (rounding up) for one turn. Obstacles and difficult ground affect the character as normal, although modifications are applied to the increased move rate – thus, if a character under the effects of the spell crosses difficult ground, the spell doubles his movement and the terrain halves it, so he will move at his normal rate. It will negate the effects of Slowfoot (see below). IGNITE MISSILES SPELL LEVEL: 1 MAGIC POINTS: 1 per missile RANGE: 24 yards DURATION: See below INGREDIENTS: A drop of oil and a pinch of sulphur This spell may be cast on arrows, crossbow bolts or other missiles or thrown weapons. When the missile is fired or thrown, it bursts into flames in mid-flight, causing 1 additional point of damage when it hits, and igniting any flammable object it strikes. The missiles do not count as magical weapons. The caster can only enchant one missile per level in any one round. The spell will not work on ammunition for gunpowder weapons, bombs or incendiaries. A wizard may cast this enchantment on missiles prior to combat, but the spell only lasts one hour if they are not fired immediately. Missiles can be affected in mid-flight using this spell, provided the wizard has time to cast the spell and can clearly see the projectile at all times. SLIPPERY GROUND SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: 6 yards DURATION: D6 turns INGREDIENTS: A drop of oil This spell may be cast on a patch of ground up to 5 yards square, affecting it as if it had been doused in oil, and turning it into difficult ground. Those who fail an I test while crossing it will slip and fall. A falling character must make a successful Dex test or drop any hand-held items; he may do nothing in the next round except regain his feet, and counts as prone while doing so. SLOWFOOT SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: Touch DURATION: 1 turn INGREDIENTS: An infusion of sleeping-herbs and a fragment of tortoise shell This spell can be cast on any one character, who will move at half their normal speed for one turn. Obstacles and difficult ground affect the character as normal, in addition to the reduced movement rate – thus, if a character under the effects of the spell crosses difficult ground, the spell halves his movement and the terrain halves it again, so he moves at one quarter of his normal rate. It will negate the effects of Fleetfoot (see above). STUNNING CONCLUSION SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: One target within 12 feet DURATION: 1D6 turns INGREDIENTS: The last page from a story or play concerning adventure or romance This spell uses the power of story as a means of focusing a blast of magical energy at a target’s mind. The caster must read aloud the concluding lines of a story – this is done as part of the normal spell casting process, and does not take any longer than normal to cast. When the last word is read out, the target must make a test against Willpower in order to avoid being stunned (WFRP WFRP, p125) for 1D6 turns. The spell will not affect creatures who are deaf or who do not understand the language of the story, or anyone who is normally unaffected by psychological effects. It can only be cast on humanoids under 10’ tall. WILT WEAPON SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: Line of sight DURATION: Instantaneous INGREDIENTS: A small clay model of the weapon and a vial of pure, clear water This spell may be cast against any one weapon within the caster’s line of sight. When the spell is cast the weapon becomes limp like damp string, and is useless. The weapon stays floppy for D6 turns, then hardens again – but in whatever bent shape it was last in: a character with the specialist weapon skill for that weapon can ensure it returns to the right shape, and someone with the smith skill can do the same for a metal weapon, but otherwise the owner must make a Dex check or be left with a deformed weapon. The spell has no effect on whips or magical items. ZONE OF FIRELESSNESS SPELL LEVEL: 1 MAGIC POINTS: 3 RANGE: 6 yards DURATION: 1 hour per level INGREDIENTS: A damp squib or tinderbox The spell creates a zone 6 yards in diameter around the caster. Any fire within or brought into the zone – normal or magical fire, including fireballs fired into or out of the zone – will immediately go out. Lava and molten metal will solidify, although they will still be very hot. Whilst maintaining a zone, a character may not cast any other spells or use the meditation skill to recover Magic Points. If two or more zones touch or overlap, then both zones are instantaneously destroyed. -- Level 2 -- BREAK WEAPON SPELL LEVEL: 2 MAGIC POINTS: 4 RANGE: Line of sight DURATION: Instantaneous INGREDIENTS: A small wooden model of the weapon, broken when the spell is cast This spell may be cast against any one weapon within the caster’s line of sight, breaking it and rendering it useless. The caster must be able to see the whole weapon: a sword in its scabbard is immune until it is drawn. The spell can affect even magical weapons, although they are allowed a test to resist this – equal to 50% with an additional +10% for every ability the weapon possesses. Thus, a magical sword with a +20 WS and the sleep ability would have a 70% chance of resisting the spell. FLAME CURSE SPELL LEVEL: 2 MAGIC POINTS: 4 RANGE: 24 yards DURATION: D6 turns INGREDIENTS: Any part of a dragon This spell can be cast on any one creature or person within line of sight, as well as objects and areas of wall or ground no larger than 10 feet in any dimension. The target becomes flammable for the length of the spell (WFRP WFRP, p80). LEG BREAKING SPELL LEVEL: 2 MAGIC POINTS: 5 RANGE: 12 yards DURATION: Instantaneous INGREDIENTS: The leg bone of any humanoid species, to be broken as the spell is cast This spell may be cast on any single creature with a Toughness of 4 or less. If the target fails a magic test, one leg SPELLS (caster’s choice) breaks with a sickening crunch. The leg’s owner is knocked down (anyone with more than two legs can make an I test to avoid this). The victim must also make a WP test or faint for D6 turns. Movement and Initiative are both halved until medical attention is received. If a humanoid creature has both legs broken, movement is reduced to zero and the victim is treated as being prone. Quadrupeds lose half movement for the first leg broken, a quarter for the second, and a quarter for the third, leaving them incapacitated. Any creature with a Toughness of greater than 4 will not be affected by this spell. LUCK SPELL LEVEL: 2 MAGIC POINTS: 5 RANGE: Personal DURATION: 1 hour INGREDIENTS: A rabbit’s foot After casting, the caster can affect his luck once in the next hour of game time by adding one or subtract one from one D6 dice roll or modify one D100 roll by 10 points. Once this has been done, the spell has no further effect. Recasting the spell will have no effect until the full hour has elapsed, whether or not a roll has been modified. MAGICAL MIGHT SPELL LEVEL: 2 MAGIC POINTS: 2, +3 per point of S to be increased RANGE: 1D6 rounds DURATION: Instantaneous INGREDIENTS: Any non-magical combat weapon When this spell is cast, it allows the wizard to enhance his prowess in combat, by increasing his Strength for the purposes of the next successful combat hit only. The increase must be specified at the time of casting the spell, and costs 3 MPs per point of S increased (up to a maximum of S 10), in addition to the basic cost of 2 MPs to cast the spell. The blow must be struck with the weapon used as the ingredient for the spell, which will promptly be consumed by the magical forces that it channels. MENTAL DUEL SPELL LEVEL: 2 MAGIC POINTS: 3 (but see below) RANGE: 96 yards DURATION: See below INGREDIENTS: Two miniature swords, one of gold and one of jet This spell brings the caster into an immediate mental contest, a direct battle of mental powers, against another spell caster. If the spell is successfully cast, the target must enter the duel. If the Mental Duel is mistakenly initiated with a non-spell caster, the caster’s MPs are expended but the spell has no effect. On the first round of the mental duel, each spell caster rolls D6 and adds his magic level. If the caster’s total score is higher than that of his enemy, the enemy loses 3 MPs; if lower or equal, the caster loses 3 MPs. On subsequent rounds, each spell caster can attempt to break off the duel by making a successful magic test, should they so wish. If neither side does so, or the roll is failed, the round continues as described above. This spell is dangerous, for once a Mental Duel is begun, neither combatant may stop until one or other is reduced to zero MPs (or below), or until one caster wishing to evade the duel makes a successful magic test. No other spells may be cast during a Mental Duel and no combat actions or movement are possible. The duellists are totally absorbed in their duel and oblivious to other happenings. However, a duellist struck by a mêlée opponent is allowed a magic test to escape the Mental Duel – this may permit them two such tests in one round if the caster is already trying to evade the duel. A caster reduced to less than zero MPs by this spell will fall unconscious for 2D10 hours, gain 1 Insanity Point, and must make a magic test or have his Power Level permanently reduced by 3 points. RALLY SPELL LEVEL: 2 MAGIC POINTS: 4 RANGE: 24 yards DURATION: Instantaneous INGREDIENTS: Blood from the heart of a lion This spell may be cast on any creature or group which has just failed a fear or terror test. The effects of the fear/terror are immediately cancelled, and the creatures can move and act normally. However, any Insanity Points from failed terror tests remain. The spell cannot affect natural animals, creatures with Int 10 or below, or those immune to psychological effects (e.g. Undead). RAZE SPELL LEVEL: 2 MAGIC POINTS: 5 RANGE: Touch DURATION: Instantaneous INGREDIENTS: A miniature iron ball on a chain The spell delivers the equivalent of 1D3 hits at S10 on any door, section of wall or other inanimate surface or object (see WFRP WFRP, p77) that the spell caster is touching at the time. It does not work on any creatures, whether living or dead, or trees. REPROOF OF COWARDICE SPELL LEVEL: 2 MAGIC POINTS: 4 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: A small wooden shield, to be snapped in two when the spell is cast This spell may be targeted at an individual or group within the caster’s line of sight and no more than 48 yards away. When cast, any and all shields held by the target(s) are instantly and completely destroyed. This spell can even affect magical shields, although they are allowed a test to resist it – equal to 50% with an additional +10% for every ability the shield possesses. STAMPEDE SPELL LEVEL: 2 MAGIC POINTS: 4 RANGE: 48 yards DURATION: See below INGREDIENTS: The jaws of a snake This spell may be cast against any group of herd animals (WFRP WFRP, p238) or mounted creatures within 48 yards of the caster. The targets must first make a normal WP test against magic or stampede uncontrollably away from the caster at running rate. Each round thereafter, any riders are permitted to make a Ld test to bring their mounts under control. This spell has no effect on mounts that are immune to psychological effects, such as Undead mounts and Daemonic servants in steed form. STEAL MAGICAL POWER SPELL LEVEL: 2 MAGIC POINTS: 5 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: A small amber jar This spell may be cast against any one spell-casting creature (if a non-spell caster is mistakenly targeted the MPs are expended but the spell has no effect). If the target fails a magic test he loses 2D6 MPs, which are transferred to the caster. ‘Stolen’ MPs can temporarily increase a caster’s MP total above his normal maximum, but the additional MPs must be used within the hour or are lost. If a caster’s MPs are reduced to zero or below due to this spell he falls unconscious for 2D10 hours and gains 1 Insanity Point. WARD OF FORBIDDENCE SPELL LEVEL: 2 MAGIC POINTS: 6 or 12 RANGE: 0 DURATION: Permanent, until dispelled INGREDIENTS: A 6" long bronze rod of 1/2" diameter This ritual allows the wizard to inscribe a magical barrier upon a portal or in a passageway, to prevent access to what lies beyond. The wizard uses the bronze rod to trace the pattern of the ward in the space of the portal he wishes to protect. Anything attempting to pass through a Ward of Forbiddence (e.g. opening a door when a ward has been cast in the doorway and then walking through) must make a WP test or they will be opposed by a wall of force and physically unable to bypass the ward either voluntarily or involuntarily. A creature who has been unable to bypass a Ward of Forbiddence may try again after an interval of one day (count to the next dawn-to-dusk period), but with a - 10 modifier to the WP test. A third attempt (with a total - 20 modifier) can be made one day later if the creature still cannot pass, but after three failed attempts that creature will never be able to break the ward. The basic ward costs 6 MPs, but if the wizard is of third level or higher and spends an extra 6 MPs in creating the ward, it is possible to add a second spell to the enchantment, within one turn of creating it. At third level, he can cast Cause Panic, Dispirit, Steal Magical Power, or Steal Mind into the ward. At 4th level, he can alternatively cast any one of Cause Cowardly Flight, Corrode, Dispel Aura, Drain Magic, or Stand Still. The MP cost of the second spell is added to the base 12 MP cost of the ward. This secondary spell effect will only affect the first being that tries to pass through the ward; after that it is dispelled, although the ward stays. The ward is not visible, save to the wizard who created it, who sees it as a thin pattern of blue magical lines standing in mid-air. However, a wizard using the Detect Magic spell can see it clearly and, if he expends 1 MP, can make it visible to others by tracing its lines with his fingertips. The ward will remain visible for 1D10 hours. A wizard can always bypass his own Ward of Forbiddence, and can lead others past it if he has direct physical contact with them (for example, by holding hands). A wizard can only maintain one ward per level of experience; any attempt to create a new ward beyond that number will automatically dispel the last ward created. -- Level 3 -- ARROW STORM SPELL LEVEL: 3 MAGIC POINTS: 6 RANGE: Touch DURATION: See below INGREDIENTS: A quiver of up to 12 arrows By touching a quiver of arrows, the caster can enchant them so that an arrow springs magically to hand as soon as the previous one is loosed, thus enabling the archer to fire at twice the normal rate (i.e. 2 shots per round). The enchantment leaves each arrow as soon as it is loosed, or at sunrise the next day if it is unused. CLOAK OF DARKNESS SPELL LEVEL: 3 MAGIC POINTS: 6 RANGE: Personal DURATION: D3+1 turns INGREDIENTS: A pinch of soot and the wings of a bat When this spell is cast, the caster and any group accompanying him are cloaked in a zone of magical darkness as wide as the group is. Any member of the group who moves more than 4 yards away from any other group member will no longer be within the area of effect. Creatures outside the area of effect cannot see anything inside the dark- ness, but those within can see out. Missile fire into the zone is subject to a -20 penalty, and it is impossible for a spell caster outside to direct an individually targeted spell at anyone within it. (One can, however, target spells at the whole group in the normal way.) Anyone wishing to enter the Cloak of Darkness must pass a fear test to do so. Despite its appearance, this is not a Zone spell. CONJURE SERVITOR (RITUAL) SPELL LEVEL: 3 MAGIC POINTS: 10 RANGE: See below DURATION: See below INGREDIENTS: See below This ritual is used by wizards to create a familiar. Such a creation is usually made from pieces of metal and wood, and often looks like a toy mannikin or soldier. Some wizards claim that the best familiars (particularly warrior familiars) are made from armour taken from the dead on the field of battle at midnight; less mystical wizards claim that this is rank superstition. This ritual cannot be learned, but must be performed whilst referring to the correct scroll or book. However, experience points must be paid the first time the spell is used, just as if a spell had been learned. Subsequent castings (as long as the book or scroll is present) do not require more points to be expended. To make a familiar, the wizard must collect together the necessary pieces of metal, wood, leather or other materials, then carve, shape or fix them together into a figurine of no more than 1 foot high or 1 foot long. Creating complex joints for the familiar’s limbs is not necessary; this flexibility will be added by the spell. Construction takes three days, during which time the wizard must not eat, and may only drink water. Each day a construct test must be made. On a failure, another day must be spent making the familiar. On a failure of 30 or more, the materials are spoilt due to clumsy workmanship, and the whole project must begin anew. If the wizard stops during the construction process for any reason, then the process must be started again – however, the materials can be reused. Once the figurine is successfully made, the wizard must spend a whole waking day (16 hours) performing the spell to bring the familiar to life. He may do nothing else at all, although he may rest for five minutes every hour. When casting the spell, he must chant the necessary words, make gestures and perform certain ceremonial steps around the familiar (a large room is essential for this purpose). Any interruption by anyone else during this period will mean the whole process is ruined, the materials must be discarded, and the wizard must begin again from scratch. At the end of the ritual, if it has been successful, the familiar will come to life. It will sit up, look round, and see its potential master. At this point the gamesmaster should make a Fel el test for the wizard, but not tell the player the result of the roll. On a successful test, the familiar will walk forward, touch the wizard’s hand, and become his friend for life. However, on a failed test, the familiar will be nervous. It must make a Cl test; on a success it will reluctantly come toward the wizard, who may make another attempt at a Fel el el. If this Cl roll is also failed, the familiar will flee the wizard, and on getting more than 10 yards away, will fall to pieces – the whole ritual must be performed again. On a roll of 99 or 00, the wizard has had a disaster, though he doesn’t yet know it. The familiar will have been animated by a minor Chaos Daemon, which will appear to be friendly, but will have its own agenda. It will act mischievously, and generally do everything in its power to make things go wrong for the wizard whilst still appearing to be helpful. For more information on the different kinds of familiar, see chapter 21. CORRODE SPELL LEVEL: 3 MAGIC POINTS: 5 RANGE: 24 yards DURATION: Instantaneous INGREDIENTS: A piece of iron and a drop of water This spell may be cast at a creature or group. Every nonmagical item of iron, steel or bronze possessed by the target creature(s) instantly corrodes and is destroyed. Metal armour becomes useless, weapons crumble to dust (weapons with wooden shafts and metal heads/tips count as improvised weapons), and so on. Magical weapons and armour are unaffected by this spell. DISPEL MAGIC SPELL LEVEL: 3 MAGIC POINTS: 6 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: A small magnet, and either a pinch of dust from the remains of a wizard or the bones of a wizard’s skeleton This powerful spell may be cast at any creature or group. The caster may automatically dispel any spells he has cast himself by use of this spell. In addition it has several powerful effects, as follows: 1. If the creatures affected are subject to instability, they must make a test against it immediately. 2. The magical effects of magic weapons, armour, wands, and all other magical items cease to function for that round, unless their owner makes a successful magic test. Spell-like effects created by items are, however, only interrupted for one round, and no magic item is permanently disenchanted by this spell. 3. Any one spell effect within the maximum range of the spell may be destroyed (e.g. a Magic Bridge, an area of Mystic Mist, a Summoned Swarm, etc.). If the spellcaster who created the effect is within 12 yards of it when Dispel Magic is cast, he may make a magic test to prevent it being dispelled. 4. Any spellcaster struck by the spell must make a successful magic test or any spells currently maintained (e.g. Illusion, Zone and Aura spells) are dispelled. In addition, if the magic test is failed, the spell caster may not cast any further spells during the round in which Dispel Magic is cast. ENFEEBLE SPELL LEVEL: 3 MAGIC POINTS: 5 RANGE: 48 yards DURATION: Until sunrise INGREDIENTS: A drop of mouse blood This spell may be cast at any creature or group. All target creature(s), which fail a normal magic test lose 1 point each of Strength and Toughness. They also suffer the following effects: ¨ Their encumbrance allowance is halved ¨ All movement penalties for obstacles, difficult ground, and over-encumbrance are doubled for the duration of the spell. PIT OF DESPAIR SPELL LEVEL: 3 MAGIC POINTS: 6 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: A trowel This spell can be cast on a single individual, who will suddenly find themselves buried three feet deep in the ground. No damage is done, but the target must be dug out before he can move. The spell can only be cast on a person who is standing on ground soft enough to dig in. If cast on a person standing on solid rock or on the wooden or stone floors in buildings, it will have no effect. SENSE OF THE NATURAL SPELL LEVEL: 3 MAGIC POINTS: 8 RANGE: Personal DURATION: 1 hour per level of the caster INGREDIENTS: A compass Casting this spell puts the wizard in touch with the natural world, albeit on a subconscious level. He gains an unerring sense of direction and the charm animal and follow trail skills for the duration of the spell. In addition, he should be treated as having etiquette. (No one is entirely sure why this is the case; it simply seems to be that this heightened awareness of the natural world gives rise to certain pleasing mannerisms in the caster.) SHARPEN WEAPON SPELL LEVEL: 3 MAGIC POINTS: 8 RANGE: Touch DURATION: Until sunrise INGREDIENTS: Any edged or pointed weapon This spell allows the caster to render a single edged or pointed non-magical weapon magically sharp by touching it. The affected item does not count as magical, and cannot wound things that are immune to non-magical weapons. However, it gains and keeps an exceptionally keen edge or point, so sharp that for the duration of the spell it will cause one extra point of damage every time it makes a successful hit, and negates protection afforded by leather armour. The ingredient – the weapon – is not consumed at the moment the spell is cast, but will disappear at the moment the spell’s effects wear off. If it is cast on a magical weapon, the spell has no effect and the weapon remains, although the MPs used in casting are lost. The spell can be used on any hand-to-hand or missile weapon. SUBVERT WEAPON SPELL LEVEL: 3 MAGIC POINTS: 6 RANGE: Line of sight DURATION: 1 round INGREDIENTS: A small silver weapon This spell is cast against one character or creature in the caster’s line of sight. It animates one hand-to-hand weapon being held by the target and turns it against its wielder for one round. The subverted weapon attacks its wielder once, with a WS equal to the caster’s WP and a S equal to onetenth the caster’s WP WP, rounded down. The wielder may attempt a Dex test to restrain the weapon; if successful its hit roll is made at -20. The caster may invest additional MPs to reduce the target’s Dex test, in the same way as extra MPs are sometimes expended to reduce a target’s WP against a spell. After one round, the weapon ceases to be animated. This spell can affect magical weapons, although they are allowed a 50% chance to resist it, with an additional +10% for every ability the weapon possesses. Thus, a magical sword with +10 WS and the sleep ability would have a 70% chance of resisting the spell. The spell has no effect on creatures using natural weaponry – it cannot, for example, be used to make an animal bite or claw itself. -- Level 4 -- ACCELERATE TIME SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: Creature touched DURATION: 3D10 rounds INGREDIENTS: A minute-glass filled with diamond dust This spell affects one creature, allowing it to move and perform actions twice as quickly as normal. The affected creature’s Movement, Initiative and Attacks are doubled whilst the spell is in effect, subject to the normal maximums (WFRP WFRP, p13). All actions such as drawing a weapon or retrieving an item will take half the normal time to perform while the spell is in effect. Targets of this spells may not cast spells themselves, although they may use magical items and/or potions. DRAIN MAGIC SPELL LEVEL: 4 MAGIC POINTS: 12 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: Any magical wand, wrapped around with copper wire This spell allows the caster to drain all the magical energy from one target creature. The target is allowed a standard magic test to negate the effects of the spell. If the test is failed the effects are as follows: ¨ Spell casters are reduced to zero MPs. Wizards (including specialists) are struck unconscious for 2D10 turns, although clerics and druids remain conscious. ¨ Undead and Ethereal creatures are destroyed. ¨ Daemons and elementals are banished. This spell is hazardous, for if the spell is successfully cast the caster must make a magic test. If he fails, he cannot control the vast magical energies drawn off by the spell and loses a number of Wound points equal to a quarter of the total MPs of the creature affected by the spell, rounding up. The caster’s Wounds cannot be reduced below one by this side-effect. ENTANGLEMENT SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: 100 yards DURATION: D6+1 turns INGREDIENTS: A pinch of dung and a sprig of bloodsedge This spell may be cast on any point within 100 yards of the caster. There, vegetation erupts from the ground, rapidly covering an area 24 yards across and turning it into difficult ground. Any creatures in the area as the vegetation sprouts are entangled: they may not move, and suffer a -10 penalty to hit for both missile fire and hand-tohand combat. To escape, they can make an S test at the end of each round; on a success they escape. Anything entering the spell’s area has no risk of becoming caught. The vegetation counts as flammable (WFRP WFRP, p80). FOETID CLOUD SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: 48 yards DURATION: Until dispelled INGREDIENTS: Entrails of a skunk and a cabbage leaf This spell is an enhanced version of the level two Battle Magic spell Mystic Mist, creating a cloud 2D6 yards in diameter within the maximum range of the spell (WFRP WFRP, p157), but which is also poisonous and corrosive. Living creatures within the area of effect must make a successful poison test each round they remain within the Foetid Cloud or suffer an automatic S5 hit, regardless of armour. Trolls and other regenerating creatures may not regain damage suffered from a Foetid Cloud even when they leave the area of effect; it must be healed by rest or magic. The spell does not affect ethereal creatures or air or fire elementals. Other elementals, Undead, and Daemons suffer only a S5 hit within the Foetid Cloud once per turn (on the first round of the turn). The cloud persists until the caster is hit, moves, casts another spell, or otherwise breaks concentration. A fire or air elemental can destroy the Foetid Cloud within 4+1D4 rounds. The spell Dispel Magic will destroy it immediately. At the GM’s discretion, high winds will also disperse the Foetid Cloud in 1D4 rounds. REVERSE SPELL SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: Special DURATION: Special INGREDIENTS: A silvered mirror If a wizard is aware he is being targeted by a rival spell caster, he may use this spell in an attempt to turn the incoming spell back at its originator, using a silvered mirror to reflect the spell and its effects. A Reverse Spell requires both of the following conditions to function properly: ¨ The target of the enemy spell must be the caster, a group he is in, or someone within 4 yards of him. ¨ Both casters must make an I test. If the Reverse Spell is cast from a spell jewel or Rod of Power, the caster gains a +20 bonus to the test. Refer to the following table to see whether Reverse Spell is cast in time to reflect the incoming spell: Opponent’s T Test est Caster Caster’s ’s T Test est Passed assed Failed ailed Passed assed Maybe Yes Failed ailed No Maybe On a Maybe result, the Reverse Spell takes effect in time only if the caster’s I score is higher than his opponent’s. If the Reverse Spell has been cast in time, the full effects of the spell are reflected back on the enemy spell caster, who takes any resulting damage in full. If not, the spell takes effect as normal, but the defending wizard still loses the MPs that were used to cast Reverse Spell. A Reverse Spell cast on another Reverse Spell will automatically cancel it out, without need for an I test. WALL OF FIRE SPELL LEVEL: 4 MAGIC POINTS: 8 per turn RANGE: 12 yards DURATION: 1 turn if not renewed INGREDIENTS: A pinch of sulphur, a tooth of a dragon This spell allows the caster to create a wall of fire in any shape, up to 2 yards wide and up to 12 yards long, with flames rising 10 feet into the air. The whole of the wall must be within 12 yards of the caster. He may move and perform other actions (except casting spells) while maintaining the wall, but any part of the wall which is more that 12 yards from the caster at the start of a turn will be extinguished. At the start of each turn the caster can decide whether to spend another 8 MPs to maintain the wall; if he chooses not to then it is immediately extinguished. The Wall of Fire blocks line of sight, and any object or creature crossing it takes one automatic hit at S 8, which ignores all armour (even magical armour). Flammable targets also suffer normal fire damage. ZONE OF MAGICAL IMMUNITY SPELL LEVEL: 4 MAGIC POINTS: 12 RANGE: 12 yards diameter DURATION: Until dispelled INGREDIENTS: A sphere of glass enclosing 3 drops of Daemon blood This spell creates a 12-yard diameter zone, centred on the caster, which is in many ways similar to the Zone of Sanctuary. However, in addition to the protections afforded by a Zone of Sanctuary, the Zone of Magical Immunity is impervious to magic spells and effects of all kinds, except Dispel Magic spells. This includes any spell-like effects created by magic items. Undead creatures, Elementals, Daemons, and Ethereal creatures cannot enter the zone. Any such creatures which are within the 12-yard diameter when the spell is cast must test for instability immediately. If they make this test, they must immediately flee outside the zone at their top speed. The Zone of Magical Immunity will persist until the spell caster performs any other action (such as moving, casting another spell, falling asleep, etc.) or until a Dispel Magic spell is successfully cast upon it. This zone is not destroyed by contact with other zones, but the other is automatically dispelled. If two Zones of Magical Immunity come into contact, they will cancel each other out. ZONE OF MISSILE PROTECTION SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: 12 yards DURATION: 1 hour per level INGREDIENTS: A small model shield The spell creates a zone of 12 yards in diameter around the caster. Any arrows, spears or other physical missile weapons fired at anyone within the zone will bounce harmlessly off an invisible barrier. Missile spells are not affected. The zone lasts for an hour per level of the caster. Whilst maintaining the zone, a character may not move, perform any other action, cast any other spells or use the meditation skill to recover Magic Points. If two or more zones touch or overlap, then both are instantaneously destroyed. Y COLOUR MAGIC SPELLS Y None of the spells of the Colour Colleges require ingredients for their casting. Spell ingredients normally act as a focus for magic; since a Colour wizard draws directly on the focused energy of the winds of magic to perform his magic, any ingredients are unnecessary; although many wizards do carry staffs or totems which they claim help to concentrate their energies. However, any Colour wizard must still use any appropriate ingredients if they are casting spells from any of the other disciplines or colleges of magic that they may know, including Battle Magic. AMETHYST MAGIC Amethyst spells have been designed so that they do not suffer the penalties that would normally be associated with wizards who choose not to use invocations (see pXXX). However, these penalties will still apply if an Amethyst wizards attempts to cast a spell that comes from another school of magic. -- Level 4 -- TELEPATHY SPELL LEVEL: 4 MAGIC POINTS: 1 RANGE: 100 yards DURATION: 1 turn This form of silent mental communication and limited mind-reading was designed for Amethyst wizards to exchange thoughts, questions and ideas amongst each other without speaking. They can only use it to transmit the most rudimentary of messages to anybody else, and it is a laborious and strenuous process – for each attempt to communicate with anyone other than another Amethyst wizard, the caster must make a Fel el test to be comprehended. A critical failure means that they have been significantly misunderstood. To communicate, an Amethyst wizard need only think what he wants to say, and any Amethyst wizard within 100 yards will hear it. Alternatively a thought can be targeted at an specific wizard, in which case no other Amethyst wizards will have any chance of “hearing” it. Actually reading another person’s mind is more difficult. It only works on other Amethyst wizards; no version of this spell has been created that lets wizards pry into the minds of other magicians, let alone ordinary people, and anyone found researching such a spell would be turned over to the witchhunters without further ado. The wizard wishing to read another’s mind must make a successful WP test in order to begin prying. If the test is successful, then the person whose mind is to be read can make an Int test to see if they notice. If they succeed, they can make a WP test to attempt to block the mind-reading before any information is uncovered. If the mind-reading attempt is successful, the caster may listen to the thoughts of the target for one minute. If that person attempts to communicate with anyone during this time, it will be possible to tell whether they are lying. IYRTU’S EMBRACE SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: Personal DURATION: 1 round INGREDIENTS: None This spell allows the wizard to attempt to crush a single hand-to-hand combat opponent. Power surges through the caster’s arms, sheathing his limbs with pulsating purple energy and giving him the strength of many. This attack hits automatically, and is made in place of any other actions by the wizard that round. For the duration of the attack, the caster’s S is increased by 1D6 (up to a maximum of 10), and any non-magical armour the target is wearing is ignored. Magic armour on the torso, magical shields, and other body-protecting items may offer protection at the gamesmaster’s discretion. The extra strength gained from this spell could also be used for other purposes, subject to the gamesmaster’s approval – such as throwing an object a long way, moving a heavy object, and so on. THE LESSER CARESS OF LANIPH SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 24 yards DURATION: Instantaneous INGREDIENTS: None Amethyst energy grabs the target’s heart and squeezes it, causing 1D6 S6 hits. This looks to an observer (or to someone doing an autopsy) as if the victim has suffered a massive heart-attack, and there is no way of detecting that magic was involved if no one sees the spell being cast. Armour, even magical armour, gives no protection, although Toughness reduces the damage taken on each hit. The teaching and use of this spell is strictly monitored and controlled by the Amethyst College. It is said that the senior masters of the college can tell from a corpse if this spell was used to kill the victim. THE MANACLE OF CALOE SPELL LEVEL: 4 MAGIC POINTS: 6 RANGE: 48 yards DURATION: 3D6 rounds +1 MP per added round INGREDIENTS: None A heavy manacle of energy forms round the waist of a single enemy or group within 48 yards. The manacle can only hold creatures up to a total Strength of 3D6 – the dice should be rolled by the player when the spell is cast. If it is cast on a group, then characters are randomly selected until the spell’s Strength value is exceeded. The spell’s targets cannot move until the manacle is dispelled. They are not affected in any other way: they can still fight if engaged in combat, they may fire missile weapons, and wizards may use magic. While the spell lasts, the caster cannot create a second Manacle of Caloe. The spell may be dispelled by the caster at any time, or its duration can be extended by spending an additional 1MP per round. SPEED OF LYKOS SPELL LEVEL: 4 MAGIC POINTS: 6 per 100 yards RANGE: 12 yards DURATION: Instantaneous INGREDIENTS: None This spell affects any single target within 12 yards. As the target moves, his actions are invigorated by leaping corkscrew bands of energy, endowing him with extraordinary speed. He may move 100 yards per round for every 6 MPs put into the spell. The target may only move over ground that could normally be walked over (i.e. he cannot walk on water, through walls), but movement is not affected by the type of terrain. The target may move directly into handto- hand combat, in which case he counts as charging. This takes effect at the beginning of the next round of combat. THE WILD KIN OF ZANDOX SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: Personal DURATION: 3D6 rounds INGREDIENTS: None Purple shadows form about the caster and lurk at his heels like two great guardian hounds. If looked at directly the shadows disappear, but from the corner of the eye they resemble a pair of slavering dogs with needle-sharp fangs and long slobbering tongues. If the caster is within 4 yards of an enemy, each shadow may make 1D3 attacks on that person. The shadows have a WS of 50, and their hits are resolved with S 5. They cannot be directly attacked, and they are not counted as targets for spells affecting groups. -- Level 5 -- AMARANTH SPELL LEVEL: 5 MAGIC POINTS: 12 RANGE: 12 yards DURATION: 2D6 minutes INGREDIENTS: None The target’s Toughness is doubled, to a maximum of 10, for 2D6 minutes or until removed by the caster. The caster can use this spell on himself or any one other character within 12 yards. THE CARESS OF LANIPH SPELL LEVEL: 5 MAGIC POINTS: 18 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None The Caress of Laniph engulfs a single character within 48 yards in purple lights, which trap the victim and then solidify, constrict, and crush the life out of him. The target suffers 2D6 hits at S6. Armour gives no protection. THE CHOKING FOE SPELL LEVEL: 5 MAGIC POINTS: 20 RANGE: 24 yards DURATION: 3D6 rounds INGREDIENTS: None Purple energy oozes from the caster’s eyes, ears, nose and mouth, and forms a misshapen mass around a single individual within 36 yards, engulfing and suffocating him. The victim must make a successful WP roll to keep his mouth shut, or the purple energy oozes in, killing him slowly. Each round, the target must make a T test or else lose 1D3 Wounds, with any critical hits rolled on the Sudden Death critical table (WFRP WFRP, p125). While dying, the target can do nothing. If the spell runs out before the victim is dead, or is dispelled through the use of magic or the death of the caster, the victim is nonetheless completely breathless and counts as prone for 1D6 rounds. Armour (even magical armour) does not protect against the Choking Foe. THE FATE OF BJUNA SPELL LEVEL: 5 MAGIC POINTS: 15 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None The Fate of Bjuna may be cast upon a character or group within 36 yards. If the target fails a Willpower test, they will smile, then begin to laugh, and gradually succumb to hysterical laughter. As the target’s convulsions become increasingly violent, organs rupture and blood vessels burst. The target sustains 2D6 hits with a Strength equal to the victim’s own, due to the exertions of convulsive hysteria. Armour (even magical armour) does not protect against the Fate of Bjuna. The archives of the Amethyst College do not record who Bjuna was, or why he died this way. THE PURPLE SCYTHE SPELL LEVEL: 5 MAGIC POINTS: 8 RANGE: Personal DURATION: 1D10 rounds INGREDIENTS: None The wizard conjures a huge glowing scythe of purple energy which he can use against any opponents in hand-tohand combat with him, sweeping it down to lop off heads and limbs as if they were ripe corn. The Purple Scythe replaces the wizard’s normal attack in close combat, and inflicts one S 5 hit on every foe within 6 yards. The player should use the caster’s WS to determine whether or not each attack hits. Armour protects as normal. After 1D10 rounds of combat, the scythe fades away. PURPLE SUN OF XEREUS SPELL LEVEL: 4 MAGIC POINTS: 28 RANGE: See below DURATION: 1D6 turns INGREDIENTS: None The caster creates an orb of purple-edged darkness. The orb can be sent in any direction, and will move steadily forward in a straight line, destroying everything in its path. The orb moves 1D6 yards immediately, and continues to move 4D6 yards every subsequent round. Anyone within 10 yards of the Purple Sun must make a fear test. If the orb touches a character, they must make a successful magic test or be killed instantly, turning into a small amethyst that is worth about 50GC. If the orb meets a wall, mountain, or other obstacle, it will burn through it at its normal movement rate, leaving a hole one foot in diameter. The Purple Sun lasts 1D6 minutes or until it is cancelled by the caster, whichever comes first. There is one recorded incident of this spell being cast in a town. In any histories of magic, the incident is described in graphic detail and is immediately followed by a short section on the swiftest trial and subsequent burning of an Imperial wizard. GOLD SPELLS -- Level 4 -- BURNISHED GAUNTLET SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 12 yards DURATION: Instantaneous INGREDIENTS: None A burnished gold gauntlet materializes out of thin air and flies off to strike an enemy. It can attack any one target within 12 yards for one S6 attack. No armour (even magical) offers protection. It vanishes after making its attack. THE CRUCIBLE SPELL LEVEL: 4 MAGIC POINTS: 6 per 100 yards RANGE: Personal DURATION: Instantaneous INGREDIENTS: None The caster takes on a golden glow which gets fiercer and fiercer until he is impossible to look upon, at which point he seems to melt away to nothing. The caster can then reappear instantaneously somewhere else, appearing at first as a glow of molten gold that then solidifies and cools. He can travel 100 yards for every 6 MPs put into the spell. This spell may be used to carry the caster into close combat, in which the PC counts as charging for the first round, but fights as normal thereafter. The caster can only move to places within line-of-sight – it is not possible to reappear inside a building unless he can enter it through a door or window. The spell cannot be cast on anyone else. FOOL’S GOLD SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: 24 yards DURATION: Until resisted INGREDIENTS: None Fool’s Gold fills the minds of its victims with visions of unbelievable wealth and unreasoning greed. It can be cast at an individual or group within 48 yards of the caster. For the first 3D6 rounds, the target becomes subject to stupidity while thinking about all the gold he hasn’t got. Afterwards, the target suffers from a particular form of kleptomania (WFRP WFRP, p85), where he tries to steal anything gold, no matter the risks involved. Each hour, the he gets a WP roll to snap out of it and return to normal. THE GILDED CAGE SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 48 yards DURATION: Until dawn of the following day INGREDIENTS: None This spell must be cast on a particular point or individual. Golden bars erupt from the ground, forming a circular cage around the target that terminates in a point above their head. The cage is 6 yards in diameter and 8 yards high; the bars are half an inch thick and 6 inches apart. Anyone caught inside is trapped, unless they can make a successful S test (with a -20 modifier) to bend the bars and escape, or devise some way of melting or cutting through them. The situation is not as bad as it might seem: while the cage exists, nothing can enter it, although of course weapons, missiles, small objects and spells will all pass through the bars. If the Gilded Cage is cast indoors, its top will burst through any ceiling lower than 8 yards high. The cage disappears at dawn of the following day. GLEAMING ARROW SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 144 yards DURATION: Instantaneous INGREDIENTS: None An arrow of pure golden power bursts from the caster’s forehead, soaring high into the air. The arrow seeks out a single target within 144 yards, dropping down and striking the victim as if from nowhere. The target is hit automatically for 1D6 S4 hits. The target must be in line of sight, and armour protects as normal. The arrow disappears once it has struck. SEARING DOOM SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: 36 yards DURATION: Instantaneous INGREDIENTS: None With a sweep of the caster’s arm, the air fills with bolts of molten gold. The bolts fly in a straight line up to a maximum distance of 36 yards, hitting the first thing in their path. Any target impacted by the bolts will suffer 2D6 hits at S4. Normal armour is ignored, but characters are permitted an I test to dodge the full force of the attacks, taking only half the rolled damage. Once the bolts have hit, they disappear. SHORT CHANGE SPELL LEVEL: 4 MAGIC POINTS: 5, +1 per 1D6 Crowns RANGE: Touch DURATION: 1D8 hours INGREDIENTS: None With this spell, a Gold wizard can conjure up gold coins out of thin air. 1D6 gold crowns (or local equivalent) are produced for each MP put in, up to a maximum of twelve. It is impossible to tell the magically created coins from the genuine article by mundane means. The coins produced will match the caster’s wishes, as long as the caster has previously seen the coins in question – it is not possible to create a foreign currency that the caster has never seen. The coins will last for 1D8 hours after their creation, and then disappear. It is not unknown for Gold wizards caught using this spell to be heavily fined by their own college. There are also stories of wizards being hung or disappearing mysteriously after crossing the wrong people with this spell. -- Level 5 -- FEAR OF ARAMAR SPELL LEVEL: 5 MAGIC POINTS: 16 RANGE: 48 yards DURATION: Until resisted INGREDIENTS: None The Fear of Aramar fills the minds of living creatures with vision of their own worst terrors. It can be cast on any individual within 48 yards of the caster, causing that person to flee immediately, with no test allowed. The target becomes subject to fear against all living beings within 48 yards, and will continue to flee until alone. Each morning at dawn, the target is allowed another fear test. On a successful roll the victim will recover from his unreasoning fear; on a failure he gains an Insanity Point, and continues to be terrified of all living things. GLITTERING ROBE SPELL LEVEL: 5 MAGIC POINTS: 15 RANGE: Personal DURATION: 1 hour per level of the caster INGREDIENTS: None A golden robe of glittering energy forms round the wizard. The glittering robe will absorb up to 2D6+12 points of physical damage (roll when the spell is cast). Each time the cloak is hit by a weapon or damaging spell, the damage is taken off the Wounds total of the robe in place of the wizard – although damage is still calculated using the wizard’s Toughness. When the robe’s Wounds are used up then it immediately disappears, and the wizard will begin taking damage as normal. The Glittering Robe will absorb the damage from one magical attack, and will then disappear, no matter how much or how little physical damage it has taken. THE GOLDEN TOUCH SPELL LEVEL: 5 MAGIC POINTS: 12 RANGE: Personal DURATION: 6D6 turns INGREDIENTS: None When a Gold wizard casts this spell, the next person he touches with his bare hand must make a magic test or will be turned to gold and rendered helpless. While a golden statue, the person can hear, see and feel nothing. After 6D6 turns, the person will turn back to flesh and blood, with no ill-effects – unless someone has pushed them into a deep lake in the meantime, for example. If anyone attempts to carve up, melt down or otherwise damage the statue, the spell will immediately be dispelled. However, any damage taken by the statue (calculated using the character’s normal Toughness) is immediately taken as Wounds. REPLICA REPLICATION TION OF LEV LEVORG ORG SPELL LEVEL: 5 MAGIC POINTS: 20 +2 per extra cubic yard RANGE: Personal DURATION: 1D8 hours INGREDIENTS: None With this spell, a Gold wizard can conjure literally anything inanimate out of thin air. A basic item can be any size up to 8 cubic yards in size; each further 2 points allows another cubic yard. Living things cannot be created, and complex items require a successful construct test for the wizard to imagine them correctly, or they will look reasonable, but not function correctly when used. The item created will last roughly 1D8 hours before disappearing abruptly with no warning – the wizard has no idea when the item will vanish. All items conjured by this spell are magical facsimiles. It is impossible to create a magic item using it, or even an item to be used as a component in another enchantment. They will also not fool an expert: a character with the gem-cutting skill will be able to tell the difference between a real diamond and one created with this spell; a merchant can tell real silks from their facsimiles. AMBER SPELLS -- Level 4 -- THE AMBER TRANCE SPELL LEVEL: 4 MAGIC POINTS: 8 + 2 per minute RANGE: 36 yards DURATION: See below INGREDIENTS: None The Amber Trance mesmerises a single individual. They are allowed to resist by rolling against WP -20, but if they fail then they will fall into a rigid trance, and their body slowly turns to transparent amber. A character cannot be moved or harmed in any way while entranced. When the spell wears off, the victim returns to normal, remembering none of the “lost” period. The caster says how many minutes the spell should last when casting, and puts in the required number of MPs. As with similar transformation spells used by other Colour colleges, any attack on a character who is in this transformed state will end the spell. AWAKENING OF THE WOOD SPELL LEVEL: 4 MAGIC POINTS: 12 RANGE: 48 yards DURATION: 1 round INGREDIENTS: None On the casting of this spell, a circular area of woodland 48 yards across comes to life with the power of Amber magic. Powerful winds blow through the trees, hurling a storm of branches and leaves at anyone caught within the wood, or who is within 24 yards of the affected area. The effects of the storm causes 2D6 S 4 hits to all caught in it; armour protects as normal. After one round the storm subsides, and the trees fall into their usual slumber. THE FLOCK OF DOOM SPELL LEVEL: 4 MAGIC POINTS: 12 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None With an unearthly screeching call the spellcaster directs dancing strings of Amber energy over a group or single character within 48 yards. The energy becomes thousands of birds which swoop upon the targets, covering them with a ferocious mass of feathers, beaks and claws. Each target suffers 3D6 S3 hits; armour protects as normal. Once it has attacked, the Flock of Doom disappears, leaving only a few amber feathers, which quickly fade out of existence. THE FLYING BOWER SPELL LEVEL: 4 MAGIC POINTS: 6 per 100 yards RANGE: Personal DURATION: Instantaneous INGREDIENTS: None The caster is swallowed up by a whirlwind of glowing amber energy and transported in any direction. He can travel 100 yards for every 6 points put into the spell. This spell may be used to carry the wizard into close combat, in which the character counts as charging in the first round and fights as normal from the next combat round onwards. The wizard can only move to a place within his line of sight – it is not possible to reappear inside buildings, even if he can see into them through a window or door. The spell cannot be cast on anyone else. TANGLING THORN SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 100 yards DURATION: Until sunrise INGREDIENTS: None This spell may be cast on any point within 100 yards of the caster. At that point, vegetation erupts from the ground, rapidly covering an area 24 yards across and turning it into difficult ground. Creatures in the area as the vegetation sprouts are entangled until they have made a successful S test – a test may be attempted at the end of each round. Entangled creatures may not move, and suffer a penalty of -10 to hit for both missile fire and hand-to-hand combat, as well as any other rolls based on Strength, Initiative or Dexterity. The growth will last until the following sunrise, unless burned off or killed with a suitable spell. Alternatively, the wizard can cast a more powerful version of this spell, where the growth endures for 100 years. However, casting such a potent spell requires 50 magic Points rather than the usual 10. THE VENGEFUL HOOD SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: Personal DURATION: 2D6+3 rounds INGREDIENTS: None A cowl of amber-coloured light forms around the caster, which will absorb the force of any non-magical attack against the caster if a successful Will Power test is made. Any blows that are absorbed by the hood are treated as being at S 0; and if the caster is in hand-to-hand combat, any absorbed blows will be repulsed and turned against the originator, who will also suffer a S 0 attack. THE WRITHING WORM SPELL LEVEL: 4 MAGIC POINTS: 12 RANGE: 48 yards DURATION: 2D6+3 rounds INGREDIENTS: None The caster summons a slithering worm of Amber energy which drops to the ground and wriggles up to 48 yards toward a single enemy at an unearthly speed. The following round the Worm crawls over its victim, and unless they can make a Strength test at -20, they are swiftly cocooned by it and rendered helpless. The Worm cannot be affected by normal or magical attacks, except for the Dispel Magic spell, although it can be dispelled at any time by the caster. Each Amber wizard can only have one Worm active at a time. If the spell is cast again, a new Worm is not summoned; instead, the existing worm releases its first victim and slithers to the new one. -- Level 5 -- THE CURSE OF ANRAHEIR SPELL LEVEL: 5 MAGIC POINTS: 18 RANGE: 48 yards DURATION: 2D6+3 rounds INGREDIENTS: None The caster causes his enemies to be plagued by insubstantial spirits, which rise from the ground to harass them, scrabbling at their feet and legs with insubstantial claws. The Curse affects a single character or group within 48 yards, halving their M, WS WS, BS and Dex (rounding up) for the duration of the spell. The incessant harassment by the spirits will cause any mount which a target is riding to make a panic test or flee wildly until the rider gets it under control by making a Ld test, or Ld -20 if they do not have the appropriate ride skill. If a group splits up in an attempt to escape the spirits, the spirits will split up too. It is impossible to avoid the spirits entirely, but this tactic will decrease their power, so that the targets’ affected statistics are reduced by only a quarter of their normal value. The spirits themselves are undetectable to anyone other than the victims. Anyone seeing the victims of this spell is likely to assume they are mad or drunk, since they stagger about, lifting their feet high away from the plucks and pinches of the spirits, and probably cursing. HUNTING SPEAR SPELL LEVEL: 5 MAGIC POINTS: 15 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None The wizard plucks a glowing Amber spear out of the air and casts it at a single character or group within their line of sight and less than 48 yards away. The spear streaks towards its target, bending and twisting round obstacles in its path. If the target is a single character the spear will automatically hit, causing 1D3 S6 hits. If the target is a group, the spear hits the first target, then plunges through to hit the character behind with 1D3 S5 hits, and so on, losing one point of Strength each time until there are no further characters in the line, it fails to wound, its Strength reaches zero, or it reaches its maximum range. Normal armour does not protect against the Hunting Spear. THE SAVAGE BEAST OF HORROS SPELL LEVEL: 5 MAGIC POINTS: 15 RANGE: Personal DURATION: 2D6 rounds INGREDIENTS: None The wizard’s eyes blaze with power and with a bestial roar he takes on the aspect of a mighty, bear-like creature with rippling muscles and clashing fangs. In hand-to-hand combat the wizard now has 3 attacks at WS 60 and S 6, and is subject to frenzy. In addition, the terrifying aspect of the beast form causes fear in all foes. Once cast, the spell remains effective for 2D6 rounds, or until cancelled by the caster, or until the caster is slain. While in beast form the wizard cannot cast any further spells. LIGHT SPELLS The following spells all have a high MP cost, due to the fact that Light magic is particularly diffuse and difficult to concentrate. In order to cast these spells successfully, a master Light wizard will have a group of acolytes, from whom he will draw MPs when casting spells. This is done using the Channel Energy spell, below. -- Level 1 -- CHANNEL ENERGY SPELL LEVEL: 1 MAGIC POINTS: 1 per Light wizard per turn (see below) RANGE: 1 group DURATION: See below This spell may be cast by a group of three or more Light wizards, who each spend one magic point for each turn that the spell is to remain in effect. When cast, the total current magic points of all participating Light wizards are “pooled”, and may be drawn upon by the master in charge of the spell casting who acts as focus for the spell’s power. The master must remain within four yards of his acolytes, but is otherwise free to move, fight, cast spells and so on. The acolytes may do nothing while the spell lasts. When the spell is ended or broken, the total number of magic points used is added up and each member of the group loses the same number. If this would push any member below zero points, the master absorbs the excess. -- Level 4 -- ABULLA’S SNARE SPELL LEVEL: 4 MAGIC POINTS: 20 RANGE: 6D6 yards DURATION: 2D6+3 rounds INGREDIENTS: None A snare of magical energy leaps from the caster’s extended hand and wraps itself around a single character within 6D6 yards. The snare plucks the victim from the ground and brings him back to the wizard. The victim is held in the air above the caster and remains a prisoner for 2D6+3 rounds, until released by the caster, or until the caster is slain. An ensnared character may do nothing at all. If the wizard moves about, the ensnared character drifts along with him. When the spell ceases, the victim falls to the ground (taking falling damage as normal, from a height of up to ten yards – the exact height at the caster’s discretion) and is stunned (WFRP WFRP, p125) for 1D6 rounds. THE CLAW OF APEK SPELL LEVEL: 4 MAGIC POINTS: 15 RANGE: 12 yards DURATION: Instantaneous INGREDIENTS: None A huge silvery talon appears in the air and instantly attacks a single character within 12 yards of the caster. The claw will strike 1D6 times in a single round; roll to hit using the caster’s WS WS. If the attack is successful, the claw should be treated as S 5. If they pass a fear test, the target may attempt to parry or dodge each attack, but the magical nature of the claw ignores any normal armour. THE HANDS OF KARKORA SPELL LEVEL: 4 MAGIC POINTS: 30 RANGE: 48 yards DURATION: 2D6+3 rounds INGREDIENTS: None The Hands of Karkora may be cast against any individual or group within 48 yards. It can only be cast outdoors, or on the ground floor if indoors (assuming there is no cellar, basement, abandoned mine-workings, Skaven tunnels or similar below). The ground underneath the target begins to seethe as hundreds of hands claw their way to the surface and seize the legs of the target, holding them fast for the duration of the spell. The victim can try to escape before being seized by making a successful I test. While held, victims cannot move and will be at -20 to WS WS. If the caster so wishes, he can make the Hands of Karkora try to drag the victim below the earth. The victim can resist this by making a Strength test at -20; if they fail then they are pulled under. Each round they can make the same test in an attempt to claw their way back to the surface. A character can survive underground for a number of rounds equal to his T; after that, they will suffer one automatic wound per round as they slowly suffocate. If the spell is still in effect, the hands will continue to try to pull the victim back under the ground. LIGHT OF BATTLE SPELL LEVEL: 4 MAGIC POINTS: 40 RANGE: 6 yards DURATION: See below INGREDIENTS: None A Light wizard can cast the Light of Battle on himself, or on any other character within 6 yards, whether friend or foe. The target is infused with pure energy and immediately moves 2D6 yards in a straight line in a direction nominated by the caster. Any character or object in its path takes a S 10 hit. Each round, once the character has moved, roll 1D6. On a 1, the energy of the spell dissipates, but causes a single S 10 hit on the target first. On a 2-5, the target remains energized, and will continue to move 2D6 yards in a random direction each combat round (use the table on pXXX to determine the direction). On a 6 the spell is ended safely, and the target returns to normal. While the target is affected, he can do nothing except move in the specified direction. They can still be attacked as normal, although anyone in close combat with the target must take a risk test or suffer a S10 hit. The spell ends if the caster dies or a Dispel Magic spell is used. NET OF AMYNTOK SPELL LEVEL: 4 MAGIC POINTS: 20 RANGE: 24 yards DURATION: 2D6+3 rounds INGREDIENTS: None Strands of incandescent energy stream from the caster’s outstretched fingertips and weave themselves into a glowing net around a character or group within 24 yards. The target is completely entangled by the glowing threads and may do nothing. They can still converse with others, but may move at all or cast spells. The Net of Amyntok lasts until removed by the caster, or until the caster dies. Its whirling energies cannot be controlled or moved by any outside force. While a person or group is imprisoned in this way, the caster cannot cast this spell on anyone else. -- Level 5 -- CREVASSE SPELL LEVEL: 5 MAGIC POINTS: 10 per yard of crevasse RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None The wizard strikes his staff on the ground and a low rumbling starts, rising to a crescendo as a huge crevasse opens in a place of his choice, within 48 yards. The crevasse is 3 yards wide, 10 feet deep, and is 1 yard long for every 10 MPs the wizards puts into the casting of the spell. Anyone on the area of the crevasse when it opens will fall in automatically. Anyone on the edge of the crevasse must make an I test to leap aside. Vehicles, such as coaches and horses, will fall in automatically, though people inside them may make an I roll to get out before the vehicle plunges into the crevasse. Anything in the crevasse at the end of the round in which it forms will suffers 1D3 S10 hits as the earth snaps shut and they are buried alive. If the crevasse opens underneath a building, a T test should be made to see whether it (or a portion of it) collapses. This may be modified at the GM’s discretion. DEATHLY SHARDS SPELL LEVEL: 5 MAGIC POINTS: 40 RANGE: 36 yards DURATION: Instantaneous then D6 days INGREDIENTS: None Shards of crystal energy, like pieces of broken glass, fly up to 36 yards from the caster and embed themselves in the first character or group in their path, causing 2D6 S4 hits. Armour protects as normal, and the character is permitted an I test to dodge the full impact of the shards, and halve the rolled damage. In addition to the initial damage, each shard that causes a W ound will have embedded itself into the target’s body, and will slowly work its way to the heart over D6 days. As this happens, the victim will be in increasing pain (a cumulative -10/-1 to all characteristics per day). At the end of this period the shards will embed themselves into the heart, which will tear itself to shreds as it beats. These shards can sometimes be removed by someone with the surgery skill, though if they fail their Int roll they will cause a further 1D6 W ounds automatically. Dispel Magic can be used to stop the shards, as can Remove Curse if cast by a fifth-level wizard, and Shallyan spells such as Heal Injury or Cure Serious Wounds. THE DWELLERS BELOW SPELL LEVEL: 5 MAGIC POINTS: 45 RANGE: 48 yards DURATION: Instantaneous, then D6 hours INGREDIENTS: None This spell can only be cast outdoors, or on the lowest level of the building if indoors. Small hummocks form in the ground surrounding the group, and in each mound a doorway opens. From each doorway pours a horde of tiny, shrivelled, brown-skinned creatures. They attempt to grab the characters and pull them down into their mounds below the earth. Every individual in the group must make a successful Strength test or be dragged below ground; mounted characters can reroll the test if they fail. This spell can be cast upon any individual or group of characters. Captured characters are not killed but are imprisoned and tortured by the brown creatures for 1D6 hours. Eventually they are released at the point where they were taken from, covered in soil, with worms crawling in their hair, and with D3 Insanity Points. No one knows where these creatures take the captives; simply digging to find them never, ever works. If the wizards know then they are not saying, and many suspect that they themselves have no idea of what these creatures are. MACE OF YEARS SPELL LEVEL: 5 MAGIC POINTS: 50 RANGE: 6 yards DURATION: Until sunrise INGREDIENTS: None The wizard’s right hand becomes a glowing mace which automatically strikes all enemy characters within 6 yards in a single round, unless they make a successful I roll (+10 with the dodge blow skill). The spell will not affect characters wearing any sort of magical armour or defence, such as an enchanted breastplate or an Aura spell. Anyone affected by the spell will fall to the ground, where they age into an ancient husk and crumble to dust. The dust regathers into a newborn infant which grows to adulthood, ages, dies and continues to be reborn in this way. A victim undergoing this horrific process can do nothing else, and the process cannot be interrupted in one case: a Remove Curse spell will return a character to normal. Otherwise the process will continue until dawn the following day. At that point, roll D100. This is the new age of the character. If the character is now less than 14, take -10/-1 off all characteristics for every 2 years below 14, to a minimum of 10/1. If the character is over 60, take -10/-1 off all characteristics for every 10 years over 60. All characters so affected gain 1D6 Insanity Points from the awful process. Characters may still regain their original age and characteristics if a Dispel Magic spell is cast on them later, or if Remove Curse is cast on them by a fifth level wizard, but they will never recover from the insanity caused. SHIMMERING CLOAK SPELL LEVEL: 5 MAGIC POINTS: 50 RANGE: Personal DURATION: 2D6 rounds INGREDIENTS: None The Shimmering Cloak hangs in the air around the caster like frost crystals or sparkling stars. The caster is protected from most forms of damage. Fire, missile damage, explosions and so on are deflected harmlessly, while a hand-tohand weapon attack will only succeed if the attacker rolls less than half of their WS WS. The spell offers no protection against magic. A wizard can only maintain one Shimmering Cloak at a time. CELESTIAL SPELLS -- Level 4 -- AZURE BLADES SPELL LEVEL: 4 MAGIC POINTS: 16 RANGE: Personal DURATION: 3D6 rounds. INGREDIENTS: None Thin, razor-like shards fill the air around the wizard, whirling in orbit around him like miniature stars. Any opponents in hand-to-hand combat with the mage will take 1D3 S 4 Wounds each round (armour protects as normal). They must take the damage before they can attempt to strike a blow, as the blades slice at them as they approach. THE CERULEAN SHIELD SPELL LEVEL: 4 MAGIC POINTS: 18 RANGE: Personal DURATION: 1D6+3 rounds INGREDIENTS: None A crackling shield of energy forms upon the wizard’s left arm. The shield automatically negates any damage from normal weapons. Magical attacks do damage as normal, and any blow that causes additional damage (see WFRP WFRP, p122) will also get through, but even under these circumstances, the target is treated as having an additional 4 points of armour. If any blow (physical or magical) causes actual damage to the wizard, the Cerulean Shield is instantly dispelled. CRYSTAL CHARIOTEER SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 24 yards DURATION: Permanent until dispelled or cancelled. INGREDIENTS: None A gigantic crystal ball envelops and imprisons a single individual within 24 yards. The ball immediately carries the victim 2D6 yards in a direction nominated by the caster. So long as the spell lasts the victim continues to be carried 2D6 yards in the same direction each round. The victim may do nothing while trapped except try to break free by making a successful S test each time the ball moves. The spell lasts until the victim breaks free, or the caster is slain or decides to end the spell. When broken, the ball shatters with a ringing sound, breaking into millions of tiny fragments that melt away to nothing in a few seconds. FORTUNE SPELL LEVEL: 4 MAGIC POINTS: 15 RANGE: 48 yards DURATION: 1 round INGREDIENTS: None This spell enables the wizard to cunningly manipulate the weave of fate to bring good fortune to an individual or group for the coming round. From the moment the spell is cast to the beginning of the next round, the affected characters can reroll any failed dice throws – this includes to hit rolls, skill rolls, risk tests, Cool tests and so on. Any reroll cannot be rerolled in turn. PORTENT SPELL LEVEL: 4 MAGIC POINTS: 5 points minimum – see below DURATION: Instantaneous. INGREDIENTS: None The wizard casts his auguries and a single star shoots across the heavens. The wizard can then affect the very fabric of chance and alter the likelihood of any one event happening. Every 5 magic points that the caster spends can alter one test by 10 points, up or down. This applies to any rolls made by a character – the wizard, another a player character or any other animate being, including undead and constructed and summoned creatures. It can be applied to anything from standard tests to Weapon Skill rolls. However, the roll must be specified when the spell is cast in a way that makes it completely unambiguous – for example, “the next risk test the character takes”, “the first to hit roll against the Captain of the Watch”, or “the Captain’s first to hit roll against my character”. If the test does not come to pass for any reason, the wizard has simply misread the Portent; the magic points are not regained, and the modifier cannot be applied to anything else. SWIFTWING SPELL LEVEL: 4 MAGIC POINTS: 6 per 100 yards RANGE: Personal. DURATION: Instantaneous INGREDIENTS: None The wizard turns into a blur of cyan energy which darts into the air, flickering away at incredible speed. The wizard can instantaneously move 100 yards for every 5 magic Points put into the spell. As the character reaches the destination, the flash of energy coalesces back into their natural form. This spell may be used to carry the wizard into close combat, in which case the character counts as Charging in the first round and fights as normal from the next combat round onwards. The wizard can only move to places within line of sight–- it is not possible to fly through walls, or through gaps too small to fit through as a person. The spell cannot be cast on anyone else. -- Level 5 -- THE SAPPHIRE ARCH SPELL LEVEL: 5 MAGIC POINTS: 16 RANGE: 24 yards DURATION: 1 round INGREDIENTS: None As the wizard raises his arms and chants, a sweeping arch of pure sapphire swirls into existence for one round. The arch is 4 yards across and 3 yards high. Any object, person or creature passing through the arch during the round disappears to another dimension, where they are held in limbo, unable to act, not requiring sustenance and not aging. The arch remains in place until the end of the next round. The next time the wizard casts this spell, in any location, those who entered the Arch will come out again, as if no time has passed for them. If the caster dies while people are within an Arch he created, they will be expelled at the point where they entered, amidst a shattering of sapphire-like ice, and will spend the next 3D6 rounds prone as they recover from the shock. STORM OF SHEMTEK SPELL LEVEL: 5 MAGIC POINTS: 25 RANGE: 24 yards DURATION: 1 round INGREDIENTS: None The Storm of Shemtek racks the wizard’s body with a storm of light and energy. A gale of brightness pours from his eyes and mouth, and his limbs splay out in a rigid cruciform shape. The outer shell of his body cracks, and 2D6 bolts of lightning streaks from each crack. Each bolt has a range of 24 yards and strikes the first person in its path (friend or foe), causing 1D6 hits at S6. Not even magical armour will provide protection, but characters can halve the damage they take if they make a I test to dodge the full force of the bolts. Once the final strike has been made, the energystorm ends and the caster collapses, counting as stunned (WFRP WFRP, p125). The GM may wish to make characters who have never seen this spell before take a fear test. JADE SPELLS -- Level 4 -- THE CLOAK OF DAIN SPELL LEVEL: 4 MAGIC POINTS: 15 RANGE: Personal DURATION: until dispelled INGREDIENTS: None A cloak of shimmering green energy forms round the wizard. The robe will absorb 2D6+12 points of damage (roll for the total when the spell is cast) and will then disappear. Each time the cloak is hit by a weapon, the damage is taken off the Wounds total of the robe. When the robe’s Wounds are gone, the wizard will begin taking damage as normal, even if this means the damage from a single blow is shared between robe and wizard. If the Cloak provides protection from any magical attack, it is will vanish the moment that the damage has been absorbed. DRAIN LIFE SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: Touch DURATION: Until caster is wounded INGREDIENTS: None This spell allows the wizard to drain the life fluids from a person, sucking out all the moisture and leaving a desiccated corpse. The caster attempts to touch the target with his bare hand by rolling to hit as normal, ignoring any unarmed combat modifiers. Any hit automatically causes 1D6 Wounds (irrespective of Toughness and armour), in addition to any normal damage. The target’s Fel el score is permanently reduced by the amount of damage caused by this spell, and they must make an immediate fear test as they realize what is happening to them. The spell continues until the caster is wounded, when it is instantly dispelled, but each successive touch made by the caster costs a further 3 magic points. Victims do not get a magic test to avoid its effects. THE EMERALD POOL SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: 48 yards within line of sight DURATION: Instantaneous. INGREDIENTS: None. The wizard melts away into a pool of water which is absorbed into the ground. He may immediately reappear anywhere within 48 yards of the spot where he vanished. Alternatively, he can appear anywhere within 48 yards of any river, pool or other natural water source which he can see while casting the spell. This means the caster could move to within 48 yards of a lake he could see a mile away, or to an island her can see in a river, but not to the duckpond on the other side of nearby wall. The wizard can only cast this spell on himself. FLESH OF STONE SPELL LEVEL: 4 MAGIC POINTS: 21 RANGE: 12 yards DURATION: 1D10 turns INGREDIENTS: None The wizard may cast this spell on himself or on any other character within 12 yards. The affected character turns to animated stone. The affected character can still move and fight, but will not be able to speak. The character’s Toughness and Strength are doubled, up to a maximum of 10, but Move is halved. The target also gains 4 Armour Points to all locations, regardless of previous armour. Characters affected by Flesh to Stone do not need to breathe, and therefore can function underwater or in poison gas for as long as the spell lasts. Anyone who does not wish to succumb to the spell’s effects are permitted a WP test to resist it. THE GREEN EYE SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: 36 yards DURATION: Instantaneous INGREDIENTS: None The caster’s eyes appear to merge momentarily into a single glowing green orb, which projects a beam of deadly energy. The beam is 36 yards long and absolutely straight. Any character within the path of the beam automatically suffers D3 S4 hits; there is no need to roll to hit. War machines, building and other comparable constructions suffer D3 S10 hits. Armour offers no protection, although magical armour or protection spells that affects all hit locations will reduce the damage as normal. PEACE SPELL LEVEL: 4 MAGIC POINTS: 9 RANGE: 48 yards DURATION: 1D6 rounds INGREDIENTS: None Peace may be cast on an individual or group. The target is overcome by a sense of serenity and wellbeing. Those suffering from fear or terror will recover instantly; any others affected by the spell will become soporific and languid – unable to do anything at all, unless they can make a WP test each round to overcome the effects of the enchantment. -- Level 5 -- EARTH BLOOD SPELL LEVEL: 5 MAGIC POINTS: 12 RANGE: 1 mile DURATION: 24 hours INGREDIENTS: None The wizard sinks into the ground, becoming part of the currents of Jade magic that flow through the earth. He may drift with these currents with a Move of 4, and reappear anywhere within one mile of his starting point. The spell’s duration is a minimum of 10 seconds and a maximum of 24 hours. The caster must state the destination and duration of time beneath the earth before sinking into the ground, and cannot change them later. While in the earth, any Wounds the wizard may have lost are healed at a rate of one per hour. This spell can only be cast on natural ground, which has not been built on or otherwise covered over by people. It will work in cultivated fields and farmland, but not in cities, buildings and any other area where the power of the earth does not flow freely. This applies to both ends of the journey. THE JADE CASKET SPELL LEVEL: 5 MAGIC POINTS: 10 RANGE: 48 yards DURATION: 1D6 hours INGREDIENTS: None Glowing green power surrounds the corpse of a single character or creature, returns it to life, and transports it to the wizard’s side. The animated corpse appears within 12 yards of the caster and is immediately restored to a full complement of Wounds, but does not regain any equipment that has been lost or removed. The revived corpse will follow simple instructions given it by the wizard, and will instinctively fight to protect its summoner, but is not truly alive. Although it has access to all non-magical skills it knew during its life, it cannot speak or otherwise communicate, and retains no memory of its previous life. It is merely the corpse of the deceased, animated by Jade magic. Any corpse which has died in the last hour may be revived. Revived wizards cannot use magic. Needless to say, the cult of Mórr has lobbied the Emperor’s representatives to have this spell classified as necromancy. Any wizard seen casting it may find themselves under careful scrutiny from the cult’s witch-hunters. THE SPIRAL STAIR SPELL LEVEL: 5 MAGIC POINTS: 12 RANGE: Personal DURATION: 1D4 minutes INGREDIENTS: None A misty spiral staircase carries the wizard high into the sky. When the wizard casts the spell, the height of the staircase must be decided, ranging from 48 yards to 200 yards. From his vantage point in the air, the wizard can see for miles. However, targeting penalties due to long range still apply – so, for example, a wizard shooting an arrow from a 200-yard-high stair might be able to target someone 10 yards away from the base of the stair (ranges are not reduced when firing downwards), but their BS will be at -20 because they are considered to be firing at extreme range. While on the staircase, the caster gains 2 Armour Points to all locations. Attacks against him suffer a penalty to their range equal to the height of the tower. This is reduced if it is possible to shoot at the wizard (or engage him in handto- hand combat) from another vantage point, or from the air. If the Stair is magically dispelled, or when the spell runs out, the wizard floats unharmed to the ground. Another Jade wizard who also knows the Spiral Stair spell could climb the staircase from the ground on a successful magic test, but the staircase is insubstantial to anyone else. GREY SPELLS -- Level 4 -- THE BRIDGE OF SHADOWS SPELL LEVEL: 4 MAGIC POINTS: 6 RANGE: 36 yards DURATION: Instantaneous INGREDIENTS: None This spell enables the wizard to transport an individual or group up to 36 yards. Affected characters are swathed in magic and carried into the air. Characters may be flown over obstacles (other people, buildings, trees and so on), but they cannot pass through solid objects or through gaps too small for them to pass through normally. The Bridge of Shadows may be used to move characters directly into hand-to-hand combat, in which case they fight from the beginning of the next round, and count as charging in the first round. THE CROWN OF TAIDRON SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 6 yards DURATION: Instantaneous INGREDIENTS: None A crown of sparkling steel forms about the caster’s brow and crackling bolts of energy play across its shining surface. These bolts leap out to strike the caster’s foes, causing D6 S 6 hits, which can be divided as the caster wishes against any enemies within 6 yards. Armour offers no protection and the victims cannot dodge or evade the spell. Magical armour or protective spells affecting hit locations reduces the damage taken as normal. THE DARK STEED SPELL LEVEL: 4 MAGIC POINTS: 6 per 100 yards RANGE: Personal DURATION: Instantaneous INGREDIENTS: None The air becomes dark and there is a sudden sound of monstrous hoofbeats. The caster is borne high into the air by an unseen force, carried away and set down elsewhere. He may travel 100 yards for every 6 MPs that he puts into the spell. The Dark Steed can carry the caster into close combat; he counts as charging in the first round and fights as normal thereafter. THE GREY WINGS SPELL LEVEL: 4 MAGIC POINTS: 6 per 100 yards RANGE: 36 yards DURATION: Instantaneous INGREDIENTS: None A single target within 36 yards of the caster is surrounded by a great flock of grey-winged birds, which hide him from sight. The target disappears, reappearing at any point desired by the caster. The target may be moved 100 yards from his starting point for every 6 MPs put into the spell. If the casters wishes, the target may be moved into combat, and will count as charging in the first round. Any target who does not wish to be moved is permitted an I test to dive out of the way of the flock. THE HORN OF ANDAR SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 72 yards DURATION: Ten turns INGREDIENTS: None A piercing hornblast echoes out, affecting everyone within 72 yards of the caster. Any friendly characters hearing the note are filled with courage, gaining +20 to WP WP, Cl and Ld for the next hour. All enemies who hear the blast are overcome by a feeling of dread and doom, and are at -20 to WP WP, Cl and Ld for the same amount of time. All enemies engaged in hand-to-hand combat with characters on the side of the caster must make a fear test immediately to avoid fleeing the scene of the fighting. If the spell is cast again, the bonuses and negatives to characters’ abilities are not cumulative. RADIANCE OF PTOLOS SPELL LEVEL: 4 MAGIC POINTS: 5 RANGE: 72 yards DURATION: See below INGREDIENTS: None An individual or group within 72 yards of the caster begins to glow with a powerful light, becoming so bright that they are impossible to look at. This intense brightness prevents anyone from targeting the group with accurate missile fire: all BS rolls against those within the group are quartered, and all hand-to-hand combat rolls against them are made at -20. The radiance lasts until the glowing target is struck in hand-to-hand combat, or the wizard cancels the spell or is slain. Characters within the effect of this spell are not affected by the blinding radiance, but can see out of the glow normally. STORMCALL SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: 6 yards DURATION: Instantaneous INGREDIENTS: None This spell may only be cast out of doors. A small, localized storm descends on a character or group, buffeting them with strong winds and flaring lightning. Every character within 6 yards takes 1 S4 hit, whether they could normally be targeted or not, and in addition is struck to the ground as if they had been hit by the Wind Blast spell. Armour protects normally. -- Level 5 -- THE DANCE OF DESPAIR SPELL LEVEL: 5 MAGIC POINTS: 16 RANGE: 48 yards DURATION: 1D6 hours (see below) INGREDIENTS: None The Dance of Despair may be cast against any individual within 48 yards. The target begins to twitch and stumble. Soon they lose all control over their movement, and the are caught in a puppet-like dance. The victim will move directly forward 2D6 yards each round, ignoring all terrain, for as long as the spell lasts. If the character hits an object such as a wall, tree, or similar solid object, he bounces off in a random direction (use the table on pXXX to determine a direction) and continues dancing. The victim of the spell may take a magic test to try resisting its effects, and if this is failed, can take an additional magic test after each hour that they are affected. At the end of each hour of dancing, the victim loses 1 point from their Toughness. If their T reaches 1 before the spell runs out, the victim falls unconscious and the spell stops working. Victims will remain unconscious until dawn of the following day, when one point of T returns, and another point returns each day until their T is back to its original level. THE PIT OF TARNUS SPELL LEVEL: 5 MAGIC POINTS: 16 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None A dark pit 6 yards in diameter and 6 yards deep opens within 48 yards of the caster. Anyone standing within the area of the pit falls in, taking falling damage as normal. These characters will be buried alive unless they can climb their way out before the pit closes (WFRP WFRP, p76). Characters who are buried alive suffer an immediate S 10 hit (armour protects as normal) and, if they survive, must try to dig their way to the surface through the loose soil. This requires an S test for each of the six yards depth. They will start to suffocate after a number of rounds equal to their Toughness; once suffocating, they immediately take one Wound per round, with any criticals rolled on the Sudden Death critical table (WFRP WFRP, p125). THE TRAITOR OF TARN SPELL LEVEL: 5 MAGIC POINTS: 32 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None The spell must be cast against a single target within 48 yards. The target is permitted a magic test to avoid the effects of the spell, but if he fails, he will be controlled by the wizard as per the Change Allegiance spell (WFRP WFRP, p160). However, the spell does not stop there. If the first target succumbs, the caster can target another individual within 4 yards of the first, and can immediately cast the spell again at half the normal magic-point cost. This process can continue until the caster is unable or unwilling to keep using the spell. BRIGHT SPELLS -- Level 4 -- BURNING HEAD SPELL LEVEL: 4 MAGIC POINTS: 8 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None A phantasmal flaming head forms in front of the caster. The fiery head shoots forwards, laughing insanely as it burns a trail of destruction in its path. It flies in a straight line, causing 1D3 hits at S 4 of burning damage to anything it strikes, although flammable targets suffer an additional 1D8 wounds. An I test is permitted to dodge out of the way; success halves the damage caused by the Head. Any person or creature suffering 1 or more Wounds from this spell must make a fear test or flee. The Head dissipates harmlessly once it has gone more than 48 yards. CRIMSON BANDS SPELL LEVEL: 4 MAGIC POINTS: 18 RANGE: 48 yards DURATION: Until dispelled INGREDIENTS: None Snaking crimson magic entwines any one target within range of the spell caster. The victim cannot move, shoot weapons, or fight in close combat. An entwined wizard cannot cast spells, but each round they may make a magic test at -20 to try to dispel the effect of the spell. The spell may be ended by the caster at any time, or is negated if they are hit in hand-to-hand combat, or killed. PIERCING BOLTS OF BURNING SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 36 yards DURATION: Instantaneous INGREDIENTS: None With a sweep of the caster’s arm, the air fills with arrows of orange flame. The bolts fly in a straight line, in a swathe 6 yards wide, until they hit an individual or group. Each target struck by the bolts suffers 2D6 hits at S 3. Armour offers no protection, and targets may not attempt to dodge. SCARLET SCIMITAR SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: Personal DURATION: Until dispelled Strands of scarlet power assume the shape of a brightly glowing scimitar in the grasp of the wizard. He may strike 1D3 times against any hand-to-hand combat opponent each round with the Scimitar, automatically hitting with blows at S 5 – armour protects as normal. The Scimitar remains until dispelled, or until the wizard is knocked unconscious or killed. While he is wielding the Scarlet Scimitar, the wizard cannot cast any other spell. WINGS OF FIRE SPELL LEVEL: 4 MAGIC POINTS: 6 per 100 yards RANGE: Personal DURATION: Instantaneous INGREDIENTS: None The wizard is enveloped by fiery wings which carry him into the air and away at incredible speed. He can instantaneously move 100 yards for every 6 magic points put into the spell, the flaming wings guttering and dying as the character reaches the destination. This spell may be used to carry the wizard into close combat, in which case the character fights as normal from the next round onwards and counts as charging in the first round. The wizard can only move to places within his line of sight at the time of casting the spell – it is not possible to fly through walls, or through gaps too small to fit through normally. The spell cannot be cast on anyone else. -- Level 5 -- CONFLAGRATION OF DOOM SPELL LEVEL: 5 MAGIC POINTS: 20 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None A burning fireball appears high in the air and plummets toward the ground, taking 1D6 rounds to fall and striking a spot chosen by the caster. When the fireball hits the ground, roll 2D6 to establish the size of the impact. Anything within this many yards of the point of impact takes 1D6 hits at S 8; anything outside the central impact zone but within twice this many yards takes 1D3 hits at S 8; anything within four times this many yards but outside the first two impact zones takes 1D3 hits at S 6. Anything flammable within the impact area takes an additional 1D8 points of fire damage for each normal hit that they suffer. FLAMESTORM SPELL LEVEL: 5 MAGIC POINTS: 14 RANGE: 48 yards DURATION: Until dispelled, or the next sunrise, whichever is first INGREDIENTS: None A mighty pillar of flame erupts from the ground and engulfs everything within a diameter of 6 yards in a searing, swirling torrent of fire. Anyone caught in the flamestorm suffers 1D6 S 6 hits, and is flung backwards out of the circle of flame. Anything flammable within the area of impact takes an additional 3D8 points of fire damage. The flamestorm towers 10 yards in the air and cannot be entered, except by fire elementals. SANGUINE SWORDS SPELL LEVEL: 5 MAGIC POINTS: 24 + 2 per sword per round RANGE: 48 yards DURATION: Until dispelled INGREDIENTS: None The air around the wizard takes on a fiery glow as six red swords materialize and float before him. Once each round, the caster may choose a single target for the swords. At a gesture, the swords fly toward the victim and attack, dodging any other people and creatures in between. Each sword attacks with I 75, WS 60 and S 4 before returning to circle round the caster. The swords may be parried or dodged, as with any normal attack, but cannot be destroyed. Once cast, the Swords remain in effect until they are dispelled or the wizard is knocked unconscious or slain. ILLUSIONIST SPELLS -- Level 1 -- CAMOUFLAGE AREA SPELL LEVEL: 1 MAGIC POINTS: 4 RANGE: Touch DURATION: Until dispelled INGREDIENTS: 1 pint of chameleoleech blood This spell can affect an area up to 10 feet in each direction. It has the effect of concealing anything within that area – doors, treasure chests and the like – and making the area look just like the rest of the space in which it is situated. The main purpose of this spell is to discourage people from searching an area: anyone who is not dissuaded will see through the illusion on a successful Int test (-10 per level of the caster). Illusionists trying to see through the spell get a bonus of +10 per level. GLAMOUR SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: Touch DURATION: 1D6x10 turns INGREDIENTS: A small mirror This enchantment will temporarily increase the attractiveness and influence of the target. The target’s Fel el is boosted by 10 points for the duration of the spell, up to a maximum of 95. ILLUSORY FEATURE SPELL LEVEL: 1 MAGIC POINTS: 4 RANGE: Touch DURATION: 5D6 minutes INGREDIENTS: A carved wooden nose The caster can create a single feature or appendage upon himself or another individual which looks and feels real. This could be a longer nose, a beard, an arm where there is an arm missing, smooth skin where there is a scar, etc. The illusion will fool all the senses of an onlooker (the nose could be tweaked, the beard pulled, the hand shaken, the skin felt, and so on). However, it has no senses or strength – a blow with an illusory arm would do no damage, a one-legged man could not stand on an illusory second leg, and a new eye will have no sight. The spell lasts for 5D6 minutes but may be renewed at any time by spending one additional magic point per extra five minutes. SIMPLE DECEPTION SPELL LEVEL: 1 MAGIC POINTS: 5 RANGE: 12 yards DURATION: 3D6 minutes INGREDIENTS: A knotted silk handkerchief The caster can create an illusion of a single small object (up to 2 cubic yards in size) anywhere within 12 yards. The illusion appears solid, though it does not make any noise and can be passed through. The caster can only create an illusion of something he has seen in the past, and must make a successful Int test (with penalties at the GM’s discretion) to remember the item in detail if it is required to be identical – otherwise the illusion will bear only a superficial resemblance to the item being reproduced. If the caster continues to concentrate on the illusion (counting as prone in combat), the illusion can be made to move around; otherwise it remains stationary. -- Level 2 -- LESSER EIDOLON SPELL LEVEL: 2 MAGIC POINTS: 6 RANGE: Touch DURATION: Until dispelled INGREDIENTS: Model of desired terrain This spell creates illusionary terrain within a cube ten feet on each side. The terrain can be anything desired by the caster, but may not include anything living or moving. No other illusion may be cast in the same area – otherwise both illusions are dispelled. Characters viewing the illusion from a distance of 24 yards or less must make an Int test to see through it. This test is modified by the caster’s level as normal. THROW VOICE SPELL LEVEL: 2 MAGIC POINTS: 6 RANGE: 48 yards DURATION: 1 minute INGREDIENTS: Two ears made from wax The caster can throw his voice, making it appear to come from somewhere else within 48 yards. If the caster has already cast an illusion of a person or creature, the two spells can be linked together at no additional cost, so that the illusion moves its mouth in synchronization with the caster’s voice. -- Level 4 -- COMPLETE ILLUSION SPELL LEVEL: 4 MAGIC POINTS: 25 RANGE: 48 yards DURATION: 1D6 minutes INGREDIENTS: The eyes of a doppelganger This spell creates a convincing illusion around an individual or group. The target’s entire environment appears changed, to all the senses. For instance, a person in a forest could be made to believe he had been transported to the middle of a city – he would see the crowds, feel them jostle him, smell the fruit on the market stalls, hear the cries of the stall-holders, and so on. The illusion will be completely convincing – he could buy fruit in the market, talk to passers-by and so on, and the illusion would react accordingly. To anyone watching, the targets would appear to be stumbling around, talking to nonexistent people, and generally acting as if they have lost their senses. If the target were attacked by an illusory foe in the illusion, he would feel all the pain of an attack and see the blood – an illusory death-blow would cause the victim to fall unconscious; he would wake up only when the spell wore off, but would be undamaged – physically, at least. The illusion can continue on its own, in which case individual images in it will come from the victim’s subconscious mind; or, by concentrating, the caster can see what the victim is experiencing and add new elements to the illusion as it unfolds. ELEMENTAL SPELLS Elemental magic is one of the few branches of magic outside the Imperial Colleges with a fifth level of mastery. This reflects its millenniums-old heritage of study and research, which at one time included Imperial funding. -- Level 1 -- CREATE SPRING SPELL LEVEL: 1 MAGIC POINTS: 4 RANGE: Touch DURATION: 1D6 hours INGREDIENTS: A freshwater pearl (worth 200 GCs) This spell temporarily creates a spring of fresh water where none existed before. The caster must touch the point where he wishes the spring to appear. Immediately, fresh, clean water will bubble up out of the ground, no matter what the terrain. The water will flow naturally downhill if it can, or will pool if it is in a dip or hollow. The water flows at a rate of 10 pints/round and will continue flowing for 1D6 hours, then dry up again. Any water created by the spring will remain after the spring disappears. FIND MINERAL SPELL LEVEL: 1 MAGIC POINTS: 2 per level RANGE: Variable – see below DURATION: Variable – see below INGREDIENTS: A small miner’s pick This spell shows the caster the direction and rough distance of the nearest specified mineral. The mineral can be any naturally occurring rock type, e.g. granite, iron ore or gold. The range of the spell depends on the level of the elementalist and the number of MPs they expend: Level MPs Range ange 1 2 50 yards 2 4 100 yards 3 6 150 yards 4 9 200 yards 5 12 250 yards Once cast, the elementalist will be able to travel towards the spot, but will need to make an estimate test (-10 per 100 yards) to judge when they have reached it. Further castings of the spell will, of course, help to pinpoint the area. Should the caster travel far out of their way before reaching the indicated spot, an Int test should be made to find the route again. WARD OF ARROWS SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: 12 yards DURATION: See below INGREDIENTS: A turtle or tortoise shell When this spell is cast, any missile fire directed against the caster or any friendly creature within 12 yards of him suffers a -10 to hit penalty and a -1 damage penalty. The spell protects each creature on which it is cast until they enter hand-to-hand combat, but does not give protection against enchanted arrows, other magical missile weapons, or spells such as Fire Ball. WILT VEGETATION SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: 48 yards DURATION: See below INGREDIENTS: A slug This spell makes a patch of vegetation 12 yards by 12 yards square wither and wilt in 2D6 minutes, as if exposed to a long drought. The vegetation does not die, and will recover if provided with enough water and a good dose of manure, or the Heal Vegetation spell. -- Level 2 -- CONTROL LIGHTNING SPELL LEVEL: 2 MAGIC POINTS: 2 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: A small lightning rod This spell can only be cast during a thunderstorm, and allows the caster to call down a bolt of lightning from the clouds to strike any individual or object that is outdoors. The bolt automatically hits its target and the target takes 1D10 Wounds at S 7, ignoring all non-magical armour. Victims may attempt to reduce the effect by making an Initiative test. If successful, they take half damage. HEAL VEGETATION SPELL LEVEL: 2 MAGIC POINTS: 3 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: A small bag of horse dung This spell will make a patch of vegetation 12 yards by 12 yards recover from drought, poisoning, blight, the Wilt Vegetation spell and so on, in 3D6 minutes. However, if whatever is causing the plants to suffer is not removed, then they will begin to wilt again the following day. Using this spell will also drive off any plant parasites and cure crop diseases. It will work outside the plants’ usual growing season or environment, but cannot be used to create new growth in plants that are already dead. ICY GROUND SPELL LEVEL: 2 MAGIC POINTS: 2 RANGE: 24 yards DURATION: D6 turns INGREDIENTS: A drop of water This spell can be cast on a patch of ground up to 12 yards square, covering it with a thin layer of ice, and turning it into difficult ground. Those who fail an I test while crossing will slip and fall. A falling character must make a successful Dex test or drop any hand-held item; they may do nothing in the next round except regain their feet, and count as prone while doing so. Any vegetation within the affected area will be withered as if by a heavy frost. PLAGUE OF LICE SPELL LEVEL: 2 MAGIC POINTS: See below RANGE: 24 yards DURATION: 1D3 turns INGREDIENTS: A vial of blood with dry skin stirred in This spell may be cast on an individual or group within the caster’s line of sight and not more than 24 yards away. It is a low-power variant on the level 4 elemental spell Summon Swarm, and causes the target(s) to become afflicted with lice. They begin to itch terribly, and must make a WP test. Those who fail will instantly strip off their armour and scratch frantically, counting as prone for the length of the spell. Those who succeed suffer a penalty equal to (100-WP WP)/2 to all tests while the spell lasts. The lice vanish at the end of the spell’s duration. When this spell is cast on an individual, it costs 2 magic points. Cast on a group, it costs 4 magic points but it will automatically affect everyone in the group, whether they are friend or foe. SUNBURN SPELL LEVEL: 2 MAGIC POINTS: 4 RANGE: 24 yards DURATION: Instantaneous INGREDIENTS: A handful of sunflower seeds This spell can only be cast during the day, when the sun is not covered by clouds. The heat of the sun is concentrated onto an individual or group, causing instant severe sunburn to all exposed skin, and heating up metal armour to an unbearable level. A victim will be blinded for one round by the sudden glare, will take 1D2 Wounds from the intense sunburn, and must spend the next two rounds removing any hot armour or suffer another 1D4 Wounds from heatstroke. While removing armour, the character counts as prone. 202 SPELLS -- Level 3 -- BIND ELEMENTAL SLAVE (RITUAL) SPELL LEVEL: 3 MAGIC POINTS: 10 RANGE: See below DURATION: See below INGREDIENTS: See below This spell is used by elementalists to create a familiar. What the familiar is made from will depend on what type of elemental the elementalist wishes to bind into his familiar. This ritual cannot be learned, but must be performed while referring to the correct scroll or book. However, experience points must be paid the first time the spell is used, just as if it were a learned spell. Subsequent castings (as long as the book or scroll is present) do not require further EPs to be used. To make a familiar, the caster must first collect the required material, which should be laid out on the ground, out of doors, in the rough shape that the familiar is required to take, but no more than 1 foot long or broad. The familiar’s final form will be set when the conjured spirit animates these items. The following list gives ideas for the sort of materials that would be most suitable: Earth Earth: Living rock, chiselled from an outcrop or stratum deep underground by the person who will cast the spell. Air Air: Stones gathered from the summit of a mountain at least 3000 feet tall by the person who will cast the spell. Fire Fire: Cooled lava from an active volcano, or coal collected from the depths of a mine by the person who will cast the spell. Water ater ater: Stones gathered from the bed of a river at least 20 feet deep by the person who will cast the spell. The construction should be done near to the element required – underground for earth; in a windy place for air; by a bonfire for fire; by a stream or river for water. The elementalist must stay in this outdoor spot for three days, communing with the elements and meditating on the familiar to be created. During that time he may not eat, and may drink only water. The player must make a WP test each day to see if the elementalist successfully concentrates on his meditation. If one of the rolls is failed, the elementalist must spend an extra day meditating; if the roll is failed by 30 points or more, the entire process is a failure and must begin again with a new set of materials. If the elementalist stops during the construction process for any reason, then the process must be started again with a new set of materials. Once the meditation is complete, the elementalist must spend a whole waking day (16 hours) performing the spell to bring the familiar to life. He may do nothing else at all, though he may rest for five minutes every hour. When performing the spell, he must chant the necessary words, make gestures, and perform certain ceremonial dances. Any interruption by anyone else during this period will mean the whole process is ruined, the materials must be discarded, and the wizard must begin again from scratch. At the end of 16 hours, an elemental will be drawn into the body the elementalist has made. An elementalist can summon any variety of elemental to animate the familiar, but a specialist elementalist will invariably choose their favoured element. The familiar will sit up, look round, and see its potential master. At this point the GM should make a Fel el test for the spell caster, but not tell the spell caster the result. The result of the roll is as follows: Success: On a successful test, the familiar will walk forward, touch the elementalist’s hand, and become his companion for life. Failure: On a failed test, the familiar is nervous. It must make a Cl test; on a success it will reluctantly come toward the elementalist, who may make another attempt at a Fel el test. On a failed Cl roll, or on a second failed Fel el test, the familiar will flee the elementalist, and on getting more than 10 yards away, will return to its native element (earth, air, fire or water) and scatter or dissipate. If this happens, the ritual must be performed again, starting with the collection of new materials. 99-00: On a roll of 99 or 00, the elementalist has had a disaster, although he doesn’t yet know it. The familiar has been animated by a minor Chaos spirit, which will appear to be friendly but will have its own agenda. It will do everything in its power to make things go wrong for the elementalist while appearing to be helpful. DRAW DOWN LIGHTNING SPELL LEVEL: 3 MAGIC POINTS: 10 RANGE: Personal DURATION: Instantaneous INGREDIENTS: A lightning rod This very dangerous spell can only be cast during a thunderstorm. The caster must stand outside, holding a lightning rod above their head while casting the spell. A magic test is then made; this cannot be enhanced by expending additional magic points. If the test is successful, the caster’s MPs are restored up to their Power Level, and then doubled temporarily. These additional points will stay with the caster until they are used and cannot be recovered by sleeping, using meditation or any other way except casting this spell again; the spell does not increase the caster’s Power Level. If the caster fails the magic test, the 10 MPs used in casting are lost and the caster suffers the effects of a Control Lightning spell (pXXX). DROP SPELL LEVEL: 3 MAGIC POINTS: 10 RANGE: 48 yards DURATION: 3 rounds INGREDIENTS: A projectile firework This spell can be cast on any individual within 48 yards, as long as they are outside. Immediately the spell is cast, the victim will shoot 20 yards straight up into the air. The victim will then hang there for a few seconds before plummeting back to earth in the third round. A character falling to earth will take 20-1D6 Wounds of damage, irrespective of any armour. (A character with the Acrobatics skill should increase the D6 roll by two points; see WFRP WFRP, p75). If the victim has any sort of flight spell, he may cast this during the second round, while hanging in the air, provided he makes a successful fear check. The GM may decide that the victim lands on one of his companions if he was standing beside them when he took off, unless they make a successful I test to avoid such a fate. If a character attempts to catch someone who is falling, the falling damage is calculated once and split equally between the two characters. If characters don’t try to catch their falling comrade, do not attempt to get out of the way and are hit by them anyway, then the damage is calculated once and both characters suffer the full amount. ZONE OF TEMPERATE WEATHER SPELL LEVEL: 3 MAGIC POINTS: 5 RANGE: Six yards, centred on the caster DURATION: 1 hour per level INGREDIENTS: Small glass dome This spell creates a zone with a diameter of 6 yards, centred on the caster, in which the effects of adverse weather will have no effect. No matter how cold or hot, wet or windy the conditions outside, the air in the zone will remain at a comfortable light and temperature, the air dry and still. The zone will also protect against sunburn, no matter how hot the sun outside. This spell will also protect against unnatural weather effects such as the Sunburn or Windblast spells, but it will not provide protection from indirect effects, such as torrents of water, falling branches, lightning bolts or anything similar. If this spell overlaps with another Zone spell, both are instantly cancelled. -- Level 4 -- CHANGE WEATHER (RITUAL) SPELL LEVEL: 4 MAGIC POINTS: 16 RANGE: 1 mile DURATION: 24 hours INGREDIENTS: A small gold weathervane This ritual can change the weather of an area with a diameter of ten miles, centred on the caster. It cannot change the weather completely, but can move it one space up or down the weather list below, or from clouds to light rain, and vice versa. It can also be used to shift the quarter from which the wind is blowing. It can be cast several times to create a drastic change in the weather. Each casting will slowly take effect over the course of an hour, and once each ritual’s effects halt, the weather will slowly slip back towards ‘normal’ weather for the region at the rate of one step per hour. 1 Sunshine 2 Sun and cloud 3 Clouds 4 Showers 5 Light Rain 6 Rain 7 Heavy Rain 8 Thunderstorm (a 40% chance of snow in winter or spring) The gamesmaster may determine the wind direction based on ideas about the prevailing winds in the part of the Old World where the campaign is set, or by rolling 1D8 and using the following list: 1 north 5 south 2 north-east 6 south-west 3 east 7 west 4 south-east 8 north-west CREATE VEGETATION SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 48 yards DURATION: Indefinite/1D6 hours (see below) INGREDIENTS: A small bag of Pegasus dung This spell causes a mass of tangled vegetation to grow over an area 12 yards in diameter. If there are seeds in the ground, these will sprout and grow to full maturity in 1D6 rounds, tangling anyone in the area and possibly lifting them up on a bed of sprouting verdure. The plants that appear will be whatever is natural for the area. A bare field will grow crops if seeds have been planted or weeds if they have not; a wild area will likely grow grasses or bushes. Once the plants reach maturity they will behave naturally. Flowers will soon die if it is winter, deciduous trees will begin to lose their leaves in a few days if it is autumn or winter, and so on. A crop will probably last long enough to be harvested, if the weather is not too bad. This spell is not powerful enough to grow a tree to full maturity; instead, trees will grow to become stout saplings which can then continue to grow normally. If the ground is completely barren and contains no seeds (e.g. if a Wither Vegetation spell has been cast on it) the caster may create the spell using any one seed as an additional ingredient. This type of plant will then start to grow, but the spell’s effects will be temporary. Because the plants have not grown naturally, they will wither away and disappear after 1D6 hours. Anyone who has eaten fruit, nuts, leaves or bark from plants grown in this way will immediately feel extremely hungry. EARTH SPELLS -- Level 4 -- CREATE CHASM SPELL LEVEL: 4 MAGIC POINTS: 20 RANGE: 24 yards DURATION: 1 round INGREDIENTS: The footbones of a giant, slain by a Dwarf king This spell allows the caster to create a chasm 5 yards wide, 10 yards long and 20 yards deep in any outdoor location. The chasm opens suddenly, and anyone standing on the ground where it appears will fall in unless they make a successful I test at -10. Anyone who fails the test will tumble into the depths, taking half normal falling damage (see WFRP WFRP, p75) as they bounce off the edges of the chasm. Anyone who fails the I test by 30 points or more takes full falling damage. The chasm is permanent, and will start to flood slowly if it reaches down as far as the water table. ERUPT (RITUAL) SPELL LEVEL: 4 MAGIC POINTS: 25 RANGE: 100 yards (measured as the crow flies from the crater’s edge to the caster) DURATION: Immediate INGREDIENTS: 1 pound of dried sunworm flesh This little-used ritual causes a dormant volcano to erupt catastrophically, burying large areas under lava and hot ash and filling the sky with smoke. The exact effects will depend on the size of the volcano and are subject to the gamesmaster’s judgement. This spell should be used with great care: volcanos may explode with sufficient violence to instantly incinerate the caster. Needless to say, anyone thinking of casting the spell will have to think of a very effective way of avoiding its effects. Thankfully, volcanoes are few and far between in the Old World. WALK EARTHQUAKE SPELL LEVEL: 4 MAGIC POINTS: 12 RANGE: Touch DURATION: 6 hours INGREDIENTS: A miniature silver balance scale This spell makes the target immune to the psychological and physical effects of an earthquake or any violent similar ground movement. Anyone under its effect automatically passes related fear tests and can move normally, ignoring the movement of the ground. However, they not immune to falling buildings or other side-effects of the tremor (see WFRP WFRP, p77). NAVIGATE UNDERGROUND SPELL LEVEL: 4 MAGIC POINTS: 7 RANGE: 1 mile DURATION: 24 hours INGREDIENTS: A lump of iron ore, mined by a Dwarf hero of old This spell will let the caster determine the quickest route out of any underground system of passages, whether natural or constructed. The spell does not show which direction the exit is in, but allows the caster to judge accurately which passage to take when reaching a junction. As long as the exit is within one mile of the original casting point of the spell, it will always be big enough for the caster to get through. -- Level 5 -- AGEING SPELL LEVEL: 5 MAGIC POINTS: 30 RANGE: Touch DURATION: Permanent INGREDIENTS: Hair from the corpse of a seventh son of a seventh son of a wizard This spell causes the target to age ten years in ten seconds. If the victim is a child, he will gain in physical stature, but will retain the mental age and capabilities of his original age. If the victim is already mature (see WFRP WFRP, p17), this may lead to some reduction in characteristics. The victim must make a roll against each characteristic in turn. If the roll is failed, the characteristic is reduced by 1 or 10 as appropriate. The victim must make a terror test on seeing what has happened, and is also at -40 to Dex and at half normal Move rate, due to suddenly having 10 years growth of hair and extremely long finger and toe nails. In addition, the victim’s allies (and anyone else specified by the GM) must make a fear test when they witness the effects of the spell. EARTHQUAKE (RITUAL) SPELL LEVEL: 5 MAGIC POINTS: 45 RANGE: 5 miles DURATION: 1 minute INGREDIENTS: See below This very powerful spell is difficult to perform. Its principal ingredients are a pint of dragon’s blood, mixed with earth from the spot at which the spell will be cast. The blood and earth must be shaped into a figure resembling a dragon while the ritual is performed, which takes an hour. A successful construct test must be made, or the ritual will not work. If the preparations are performed correctly, the spell creates a severe earthquake with a diameter of 5 miles centred on the caster. All man-made structures in the area stand a 10-60% chance of falling down completely, although gamesmasters may modify this based on the sturdiness of a particular building. Caverns and underground tunnels have a 10-30% chance of collapsing. Everyone in the earthquake zone including the caster and all animals must make a fear test. They may also take damage from falling buildings around them (WFRP WFRP, p77). All terrain counts as difficult for the duration of the earthquake, due to the shaking of the earth. FIELD OF LAVA SPELL LEVEL: 5 MAGIC POINTS: 20 RANGE: 48 yards DURATION: 1 hour INGREDIENTS: A piece of rock from a volcano that has erupted within the last decade The spell causes a piece of ground 6 yards square to turn into hot molten lava. Anyone caught in the spell must make a I test or fall over, taking fire damage to the body. Characters who have fallen must try to make a WP test each round to overcome the searing pain and get up again. Anyone standing in the area takes immediate fire damage to the feet (see WFRP WFRP, p77). Leather boots will burn away after 1 round, negating armour points for that hit location. Any other armour used as a defence against the lava will only protect for one round – leather burns away, metal armour becomes too hot to provide protection. The lava counts as difficult ground for movement purposes. WALLS OF ROCK (RITUAL) SPELL LEVEL: 5 MAGIC POINTS: 25 RANGE: 24 yards DURATION: permanent INGREDIENTS: A clay model of the structure to be created This ritual causes earth and bedrock to shatter, bond and rise, creating structures that lift themselves free of the ground. The earth then draws itself together beneath the emerging structure to form a solid foundation. Loose earth will fall from the structure as it rises, and will be drawn back into the ground. The caster can raise any volume of material within a radius of 24 yards, to a maximum height of 8 yards. They can create walls, bridges, arches, and even a ceiling – the only restriction is that they cannot create spaces within which the loose earth would be trapped. That includes windows, rooms with both a floor and a ceiling, and so on. The resulting structure is a stone building, as described in WFRP WFRP, p77. Characters caught on land as it starts to rise may need to make an I test or fall off, at the gamesmaster’s discretion. The ritual cannot be cast indoors, or in an area where tunnels, caves or other underground constructions run within 24 yards of the surface; if it is, then the maximum height that the structure can reach will be limited by the depth of solid earth available. w AIR SPELLS -- Level 4 -- EXTENDED FLIGHT Magic Level: 4 MAGIC POINTS: 20 RANGE: Personal DURATION: 1D6 turns per level of the caster INGREDIENTS: The heart of a golden eagle This spell allows the caster to fly for long distances at normal running rate, and at any height – although problems with lack of oxygen may occur at high altitude. The elementalist must keep moving at a minimum of their cautious move rate or they will fall to the ground. The caster knows when the spell will expire but if he is still in the air when the spell stops working, normal falling rules apply. A flying wizard may attack others in the air or on the ground, and counts as charging if doing so. However, if they do attack they must make a successful I test or lose their “balance” in the air and fall 1D6 yards before recovering. While the caster is flying, they may not cast any additional spells. TORNADO Magic Level: 4 MAGIC POINTS: 18 RANGE: 48 yards DURATION: 1 round INGREDIENTS: A handful of gold dust This spell causes a tornado to appear from a clear sky, pick up an individual or group, whirl them D10+10 yards into the air, carry them D100 yards in a random direction (use the chart on pXXX to determine) and drop them. Victims take normal falling damage (see WFRP WFRP, p75). -- Level 5 -- SCOURGING WIND Magic Level: 5 MAGIC POINTS: 25 RANGE: 48 yards DURATION: 1 round INGREDIENTS: A whip with three Griffon feathers tied to the end A fierce wind picks up, wreaking havoc all around the caster (who is left standing but dishevelled in the midst of it all). Loose objects up to the approximate size and weight of children are thrown several yards (2D6, if specific ob- jects need to be followed), crashing into each other, the floor, and anything else in their way. Each takes D3 hits at S 5. Larger objects are tossed over and roll along in the torrent, travelling D6 yards and taking a single S 8 hit from the battering. Buildings or fixed objects (including trees and plants) suffer D6 hits at S 5 as debris pounds into them. Furthermore, anyone caught within the blast is so battered and buffeted that they must successfully make a Dex test or they will drop whatever they are holding and be left prone when the winds die down. This spell can only be cast outside. BREATH OF LIFE Magic Level: 5 MAGIC POINTS: 20 RANGE: Touch DURATION: 1 round INGREDIENTS: Enchanted bellows (see pXXX) This spell can be cast on any character on the brink of death in order to give them a second chance at life. The caster draws into himself the vital and quickening powers of air, and by pressing his mouth over that of the target, can pass these rejuvenating powers into the injured body. The target must fail a magic test (which the caster can modify at a cost of one MP per 5-point modifier) in order to be affected by the spell. If the target is unconscious, they will come round immediately. Internal bleeding will stop, and all normal blood loss (e.g. from critical injuries) will be reduced to its minimum value. Characters who are required to roll on the Sudden Death Critical Chart (WFRP WFRP, p125) will stabilise, so that any further damage is rolled using the normal tables. In addition, their current Wounds score is raised by 1D3. Anyone who has suffered respiratory damage through drowning, suffocation, poison gas or fumes, or similar effects will instantly regain half of the Wounds that were lost in this way. This spell is unusual in that it can be cast on targets who would normally be considered dead, but it only has a chance of working if it is cast in the combat round immediately after the ‘fatal’ damage has been inflicted. Anyone who has been decapitated, cut in half, pulverized or whose body is otherwise incapable of sustaining life will revive only for a few moments of excruciating agony and mental torment before they slip away for good. During this time, they will be in no fit state to talk, pass on vital information or help in any way. Targets who are not severely wounded (or worse) will be unable to cope with the power of this spell, and will instantly take D6 wounds, irrespective of any armour or magical protection, as the energies course out of control through their body. w WATER SPELLS -- Level 4 -- CREATE GEYSER SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 100 yards DURATION: 10 minutes INGREDIENTS: Alchemical equipment engraved with flames by a wizard of the Fire College With a rumble and a sudden unearthly scream, a jet of boiling water and steam jets up out of the ground, 50 feet into the air. Anyone directly over the geyser takes a S 6 hit and is knocked D20 yards in a random direction (use the table on pXXX to determine); anyone within five yards takes 1D4 wounds from spray and intense heat. After ten minutes the geyser dies away and the ground returns to normal. SWELL RIVER SPELL LEVEL: 4 MAGIC POINTS: 10 per foot rise RANGE: 1 mile DURATION: 1 hour INGREDIENTS: A drop of rainwater caught in a glass held by a Water Elemental The caster can cause the level of a river to rise or fall temporarily over a one-mile stretch. For every 10 MPs put into the spell, the water level will rise or fall by 1 foot. The result of this will depend on the surrounding terrain – if the river a is a fast-moving torrent in a steep chasm then there will likely be a raging deluge, which will wash away anyone foolish enough to be standing on the bank, tearing down bridges and damaging water-mills. If the river is slow-moving and in a broad flood-plain, the water will be less forceful, but is likely to spread over a wide area, flooding fields and houses. The river will return to its previous level an hour after it reaches its highest level. -- Level 5 -- FOUNTAIN OF LIFE SPELL LEVEL: 5 MAGIC POINTS: 32 RANGE: Touch DURATION: Until the following sunrise INGREDIENTS: A vial of dew collected at sunrise on a mountain top and blessed by a druid As the elementalist casts this spell, he must touch the ground. As he does, water wells up from the depths of the earth and bubbles up at that place in a small, unimpressive fountain. However, anyone tasting the water immediately feels invigorated and refreshed. They regain 1D6 wounds (this can take them above their normal maximum, although the benefits will disappear along with the fountain the following dawn), and will be relieved of all current psychological effects for the duration of the spell. However, this does not prevent characters from receiving further psychological effects. While it lasts, the area around the fountain acts as a Zone of Sanctuary. Once a character has drunk from the fountain, subsequent draughts have no effect. The caster cannot dispel the fountain, nor create more than one at a time. WAVE OF DESTRUCTION SPELL LEVEL: 5 MAGIC POINTS: 48 RANGE: 24 yards DURATION: Immediate INGREDIENTS: The beak of a Dragon Turtle This spell can be cast on any large body of water within 24 yards of the elementalist. The size of the body of water is important, since the larger it is the more powerful the effects of the spell will be. When the spell takes effect, the body of water will begin to draw itself up over 2D6 combat rounds to form a huge, churning wave , which then crashes down in a direction chosen by the caster. The direction must be specified when the spell is cast, and will be apparent to observers from the shape of the forming wave if they make a successful Int test. When the wave breaks on the shore it travels inland, its force slowly ebbing the further it goes. Everything at the point where the wave breaks automatically takes a hit at S 10; everything slightly beyond that is hit at S 9, then things a little further away take S 8, and so on until the wave dissipates after causing S 0 hits. The size of each band of damage is determined by the size of the body of water used to create the spell, as indicated below: Oceans, seas, etc: 150 yards Major rivers, estuaries: 100 yards Large lakes, substantial rivers: 50 yards Small lakes, average rivers: 25 yards The length of the wave created by this spell is twice its band of damage; so a wave created from an ocean will be 300 yards long. Smaller bodies of water are not suitable as targets for this spell. The gamesmaster should determine the category into which any particular body of water falls. It is also worth noting that a side effect of this spell is to draw the water out of its normal channel, which may be left almost empty. FIRE SPELLS Wizards of the Fire College share the same spells as the Bright College (see pXXX for details). However, they will require the following spell components, all of which must be set alight during the casting of the spell: Burning Head: A ball at least 1” in diameter, made of the caster’s own hair. Crimson Bands: A plaited red ribbon that has been used to strangle an intelligent creature. Piercing Bolts of Burning: Six needles forged from iron that was melted and forged in the heat of a volcano. Scarlet Scimitar: The sword of an intelligent being killed by fire. Wings of Fire: Eight gold rings, one to be worn on each finger. Conflagration of Doom: A piece of brick or stone from a city that has been completely razed to the ground. Flamestorm: A bone from the body of a Fire wizard or elementalist. The wizard does not have to be dead, but cannot be the caster. Sanguine Swords: An edged weapon that has been dipped in the freshly spilled blood of a dragon. ALCHEMIST SPELLS Alchemy is not a separate discipline of magic, but a subbranch of battle-magic. Any Battle wizard is able to learn these spells, although most of them are generally considered to be of little use outside their specialized field and are normally only taught by alchemists. -- Level 1 -- CHANNELLED SHOCK SPELL LEVEL: 1 MAGIC POINTS: 4 RANGE: 12 yards DURATION: 1 hour INGREDIENTS: Wood from a thunderstruck tree This spell creates a small electric current which lasts for an hour. It is not enough to cause any harm, but can be used in a laboratory to perform simple electroplating. Unscrupulous alchemists will sometimes use it to electroplate cheap jewellery with gold or silver and pass it off as the real thing, to fool gullible patrons into making them think they’ve discovered the secret of True Transmutation. COOL SPELL LEVEL: 1 MAGIC POINTS: 2 or more RANGE: 12 yards DURATION: 2 hours INGREDIENTS: A wet cloth This spell is a specialized version of Zone of Cold. For every 2 MPs put in, 6 cubic inches of material may be cooled by approximately 10 degrees Centigrade. It is often used in alchemical experiments. In warm weather, this spell can also be used to manufacture lumps of ice (see Freeze). CREATE VACUUM SPELL LEVEL: 1 MAGIC POINTS: 2 or more RANGE: 12 yards DURATION: Instantaneous Ingredients: A hollow animal-horn For every 2 MPs used in its casting, this spell removes 6 cubic inches of air from any given space. This is useful for removing the air from glass vessels for experimental purposes. If the spell is used outside a closed vessel it creates a loud bang which, if cast close behind someone, requires them to make a Dex test or drop whatever they are holding from the sudden shock. ESSENCE OF AIR SPELL LEVEL: 1 MAGIC POINTS: 4 RANGE: 12 yards DURATION: 1 round INGREDIENTS: An animal bladder This spell is a reduced version of the better-known Wind Blast, and creates a small blast of the alchemically active portion of air. This puff can be used for various alchemical processes, but is most often used to cause small fires to flare up and burn hotter for a few seconds. FREEZE SPELL LEVEL: 1 MAGIC POINTS: 3 or more RANGE: 12 yards DURATION: Instantaneous INGREDIENTS: A piece of ice For every 3 MPs the caster puts into this spell, it will instantly chill 6 cubic inches of material to a temperature below the freezing point of water. It is mostly used in alchemical processes but has other uses as well, particularly with the more savvy traders in perishable products. HEAT SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: 12 yards DURATION: 2 hours INGREDIENTS: A candle This spell creates a small, intense flame about 3 inches long, which burns for two hours from the wick of a normal candle. It is usually used in alchemy for heating retorts (much like a gas-burner). The height and heat of the spell can be increased and decreased by concentrating on the flame for a round. IMPERVIOUS HAND SPELL LEVEL: 1 MAGIC POINTS: 4 RANGE: Personal DURATION: 1 minute INGREDIENTS: A pair of leather gloves This spell makes the caster’s hands impervious to heat, cold, corrosive chemicals and contact-poisons for one minute. It is useful for picking up hot flasks, handling noxious substances, etc. It does not make the caster immune to sharp objects or crushing damage, and cannot be cast on any other part of the body. MAINTAIN TEMPERATURE SPELL LEVEL: 1 MAGIC POINTS: 4 RANGE: 12 yards DURATION: 1 hour INGREDIENTS: A small woolly scarf This spell maintains the temperature of any one inanimate item up to 3 cubic feet in size, no matter how hot or cold the outside temperature. The wizard must specify the desired temperature at the time of the spell’s casting. PRESSURE SPELL LEVEL: 1 MAGIC POINTS: 3 RANGE: 12 yards DURATION: Instantaneous INGREDIENTS: A handful of powdered granite If cast on a vessel of no more than 6 cubic inches in volume, this spell increases the atmospheric pressure within it by four times normal. This is enough to make a sealed thin glass vessel explode, and can force thicker ones to pop out their corks or stoppers. -- Level 3 -- DISTIL HOMUNCULUS (RITUAL) SPELL LEVEL: 3 MAGIC POINTS: 10 RANGE: See below DURATION: See below INGREDIENTS: See below This spell is used by alchemists to create a familiar. The familiar can be of any form, humanoid, animal or fantastical, but it is typically made from clay, often into the form of a mannikin, and fired in an oven. This spell cannot be learned; it can only be performed while referring to a scroll or book that contains it. However, the first time the spell is cast the alchemist must pay experience points to use it, just as if they had learned the spell in the normal way. Subsequent castings (as long as the book or scroll is present) do not require any more EPs to be expended. To make a familiar, the alchemist must first collect four large handfuls of clay from a suitable river bank (the spell will not work if the clay is not collected by the person trying to cast the spell). This should then be shaped into a figure of whatever form the alchemist desires, but not more than 1 foot high or long. Any facial features should be drawn or moulded into the head. Care should be taken that there are no cracks or flaws in the material, otherwise the creature may break in the oven or later, becoming deformed. When the figure has been sculpted (which will take about a day), it must be put in an oven and fired for two more days on a low and steady heat. The alchemist must tend the oven’s fire for all that time – if anyone else takes over this duty, the proper bond between master and familiar spirit will never be formed, and the spell will fail. During the time when the familiar is being made, the alchemist must eat nothing, and may drink only water. To make the figure, a successful construct test must be made. On the following two days, a successful chemistry tests must be made each day, rolled against Int Int. If any of these three rolls are failed, the figurine is ruined, and the alchemist must gather more clay and begin again. Should the process be interrupted for any reason then it must be started again from scratch, although the same materials can be reused. Once the figurine is successfully made, the alchemist must spend a whole waking day (16 hours) performing the ritual to bring the familiar to life. He may do nothing else at all, though he may rest for five minutes every hour. When performing the spell, he must chant the necessary words, make gestures, and pour a mixture of certain rare and obscure chemicals, costing 10D10 gold crowns, over the clay figurine Any interruption by anyone else during this period will mean the whole process is ruined, all the materials must be discarded, and the alchemist must begin again from scratch. At the end of 16 hours, if the ritual has been successful, the familiar will come to life. It will sit up, look round, and see its potential master. At this point the GM should make a Fel el test for the alchemist, but should not reveal the result to the player. The result of the roll is the same as that for the creation of elemental familiars in the Bind Elemental Slave spell (pXXX). ICE MAGIC In snowy or icy conditions ice shamans do not require magical ingredients to cast their spells. In their cold homeland where their magic is most potent, it is enough to hold a small piece of ice in one hand while casting the spell. In warmer climes, where ice is less readily available, the caster must use the components listed for each spell. -- Level 1 -- CHILL VOICE SPELL LEVEL: 1 MAGIC POINTS: 4 RANGE: Touch DURATION: 1D6 turns INGREDIENTS: A small flute fashioned from a stag’s antlers. When this spell is cast the cold, hard voice of winter is summoned to speak through the caster. Their demeanour alters, reducing their Fel el score by 10 but increasing their Ld by the same amount for the duration of the spell. FROST BLADE SPELL LEVEL: 1 MAGIC POINTS: 3 RANGE: Touch DURATION: 1D6 rounds INGREDIENTS: A pinch of moss or lichen This spell causes any one bladed weapon touched by the caster to gain a coating of vicious frost on its cutting edge, causing it to do an extra +1 damage. SWORD OF ICE SPELL LEVEL: 1 MAGIC POINTS: 6 +1 per round RANGE: Personal DURATION: 4 rounds +1 per additional MP INGREDIENTS: A small silver dagger This spell causes a sword of ice to appear in the caster’s hand. This can be used in combat as a normal sword, but does +2 damage and has a –10 penalty to hit, due to its icy nature. The sword can be maintained after the first four rounds by the addition of 1 MP per round. -- Level 2 -- ICY GROUND This is identical to the 2nd level Elemental spell of the same name (see pXXX). FROZEN SKIN SPELL LEVEL: 2 MAGIC POINTS: 4 RANGE: Personal DURATION: D6 rounds INGREDIENTS: Crushed quartz The caster draws the chill from the depths of her heart and lets it fill every inch of her body. She becomes cold to the touch and even more pallid than before, and her skin becomes hard and resilient. This has the effect of reducing her I and Dex by 10, and increasing her T score by 2. This increase is doubled against attacks that rely on cold, including natural effects like blizzards or freezing temperatures, but is halved against those that use heat or fire. SNOW SPELL LEVEL: 2 MAGIC POINTS: 5 RANGE: 12 yards DURATION: D6 rounds INGREDIENTS: A fistful of rock salt This spell causes a small blizzard to fill a diameter of 12 yards, anywhere within 12 yards of the caster. Those within the area have their visibility reduced to 5 yards, and for the purposes of tests all their physical characteristics are halved (rounded down) for the length of the blizzard. Although it is not often done, the spell can be cast indoors. -- Level 3 -- HAIL SPELL LEVEL: 3 MAGIC POINTS: 8 RANGE: 12 yards DURATION: D6 rounds INGREDIENTS: A handful of pine needles This spell causes a blizzard of large hailstones to fill a circle with a diameter of 12 yards, anywhere within 12 yards of the caster. The effects are the same as for the secondlevel spell Snow, above. In addition, each person within the storm takes D3 S2 hits per round from the icy hail. FROSTBITE SPELL LEVEL: 3 MAGIC POINTS: 5 RANGE: Touch DURATION: Instantaneous INGREDIENTS: A flask of Kislevite vodka As the victim is touched by the caster, he is suddenly encased in a thin layer of ice. This does 1D3 S 4 attacks. Armour does not provide any protection, and metal armour does extra damage equal to its AP, since it actively transmits the cold. The ice is not magical, just very cold, and can be cracked off or melted as normal. -- Level 4 -- SHATTERING DOOM SPELL LEVEL: 4 MAGIC POINTS: 25 RANGE: Touch DURATION: D6 rounds INGREDIENTS: Dried liver of a Griffon, Manticore or Hippogriff The victim of this spell must make a magic test, and if they fail they are turned instantly into a statue of ice for D6 rounds. While transformed, they cannot make any action. The statue has T 3 and D 6; if the ice suffers enough damage to destroy it then it will shatter, effectively killing the victim. Otherwise, any damage taken by the statue is immediately taken as Wounds when the victim reverts to their normal state. If shattering the statue would otherwise kill a character, they may use a fate point to revert immediately back to normal form. WIND OF ICE SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: 48 yards DURATION: 1 round INGREDIENTS: Skull of a Kislevite mountain bear With a single breath, the caster blows a freezing gale at anyone in front of her within 48 yards. The gale causes all those caught in it to become covered in frost, causing 1D6 attacks at S 5; armour offers no protection, although magical armour or spells that affect all hit locations will reduce the damage. In addition, each victim must make a Toughness test or be overcome with shivering fits for 1D3 rounds after the wind has gone. During this fit of shivering, all physical characteristics are reduced by half, rounding up. WOOD ELF MAGIC All these spells – called Tree Songs – are cast by singing, and the caster must have the sing skill to perform them. Because of the singing involved, Tree Songs take six rounds to cast, rather than the usual single round. Apart from this, all Tree Songs are treated as rituals (se pXXX) for the purposes of spell casting. Tree Songs take effect during the caster’s turn in the sixth round after the singing began. For most Tree Songs, a Wood Elf mage will continue to sing for the duration of the spell’s effect, though this is mostly for the joy of singing, and does not seem to have any effect on the spell itself. However, Dwarfs and other Elf-hating races find it particularly annoying. -- Level 1 Tree Songs -- ANGER OF THE WOODS SONG LEVEL: 1 MAGIC POINTS: 3 RANGE: 24 yards DURATION: Up to one hour per level of the caster INGREDIENTS: A handful of nuts This song can be used to enchant any group of trees or large bushes within range of caster. Once enchanted, the trees will bunch and tense in readiness, and at a command from the singer will lash out with their branches and hurl a volley of twigs and nuts upon any individual or group of enemies, as long as they are within 12 yards of at least one of the trees or bushes. These attacks automatically hit their targets, causing D6 Wounds at S 3. If cast at a group, it will hit 2D6 individuals. Victims may not make a magic test, but armour protects as normal. The attacks have a 50% chance of hitting either the head or chest. Once the assault has been made, the spell is ended. While the spell is still effective, further castings of the spell against the same group of trees or bushes will have no effect; only one such attack can be readied in this way at any time. FIND PLANT SONG LEVEL: 1 MAGIC POINTS: 1 RANGE: A radius of half a mile DURATION: Until plant is found INGREDIENTS: A freshly plucked hazel dowsing rod The caster can find the location of any one species of plant or tree within half a mile of the point at which the song was begun. The caster must specify the species to be found (“a primrose” will work, “a flower” will not). The hazel rod will point at the nearest specimen, and continue pointing in that direction until the caster reaches the plant, at which point the dowsing rod dries to a twisted twig; to find another specimen, the caster must sing the song again. If no plant of the required description is within half a mile, the rod will dry up and fall to the ground immediately. SPLINTER WEAPON SONG LEVEL: 1 MAGIC POINTS: 2 RANGE: Personal DURATION: 3D6 rounds INGREDIENTS: A woodworm If a hand-to-hand weapon contains any wooden parts, this song causes that wood to splinter as the caster is hit with it. The caster takes half damage for the weapon (rounded down), and the attacker takes 1D3 S 1 hits to the arms from sharp slivers of wood. The weapon may be rendered useless, though any metal parts can be reused on a new weapon. The song has no effect on magical weapons. WHISPERING LEAVES SONG LEVEL: 1 MAGIC POINTS: 2 RANGE: 48 yards DURATION: 3D6 rounds INGREDIENTS: An autumn leaf, to be crumbled in the hand This song can only be cast on a group of trees or bushes. It affects a maximum area of 48 yards by 48 yards, but only in a forest where the trees are in close contact. When the song is cast, the leaves of the trees begin to rustle, and the branches sway slightly in an alarming fashion. Any intelligent creature within the affected area must make a fear test each round or begin fleeing from the area immediately. If passed, a victim realizes that there is nothing to be afraid of and can act normally. The song does not affect animals, and cannot be cast on leafless trees. -- Level 2 Tree Songs -- BRIDGE OF VINES SONG LEVEL: 2 MAGIC POINTS: 4 RANGE: Touch DURATION: Until the next sunrise INGREDIENTS: A tendril from a vine or creeper This song is used to create a vine bridge over any terrainbased obstacle such as a river, bog or gorge. The song can also be used to create a vine ladder between the ground and the top of a wall or pit if desired. The vine bridge begins at the caster’s feet and extends a maximum of 12 yards per level of the caster. It is narrow and swaying, and will not take the weight of more than three people or one person and a horse at any one time. The bridge has T 7 D 6 for anyone wanting to cut through it, for example to make it collapse. It is also flammable. At the gamesmaster’s discretion, anyone with agoraphobia must make a Cl check to step onto the bridge. Once created, a bridge of vines can be dispelled by its creator by singing a ‘closing’ song for another 6 rounds. Otherwise it lasts until the following morning, when the vines shrivel and become too weak to bear weight. SPLINTER MISSILE SONG LEVEL: 2 MAGIC POINTS: 8 RANGE: Personal DURATION: Active for 1 hour or until shot at, whichever is sooner; then 1D6 rounds INGREDIENTS: An arrow, to be broken in half when the song is sung This song protects the caster from spears, wooden arrows, crossbow bolts, blowpipe darts, and other wooden missiles. In the first round in which the caster is attacked, the wooden part of any missiles fired at him will disintegrate into harmless splinters in mid-flight; any metal components fall harmlessly to the ground. This effect continues for a total of 1D6 rounds before dissipating The song will also work on any other missiles that have a wooden component, such as throwing axes or throwing knives with wooden handles. In this case, the balance of the weapon is lost, and though it reaches its target, the caster takes only half normal damage (rounded down). The song has no effect on magical arrows or weapons. VERDANT TRACKING SONG LEVEL: 2 MAGIC POINTS: 4 RANGE: Personal DURATION: 1 hour INGREDIENTS: A small wooden hunting horn The caster can spot the small signs that creatures and people always leave as they pass through wild areas: footprints, bent grass, broken twigs and suchlike. This gives the caster the equivalent of the follow trail skill, but only within fertile wild areas; it will not work in towns or deserts. If the caster already has follow trail, a +20 bonus is added to his Int test. -- Level 3 Tree Songs -- CARPET OF MOULD SONG LEVEL: 3 MAGIC POINTS: 5 RANGE: 48 yards DURATION: See below INGREDIENTS: A rotten fruit The singer can create a patch of mould with a diameter of six yards, anywhere within 48 yards of him. The mould appears on the ground, and can be any of the types described in the section ‘Fungus and Mould’ (WFRP WFRP, p237). Anyone within the area where the mould grows will suffer its effects as described. This mould is perfectly natural, and will affect the caster just as much as anyone else. Unless the mould happens to be in its natural habitat, the magic that sustains it will fade by the next sunrise and the mould will begin to rot. VITAL SURGE SONG LEVEL: 3 MAGIC POINTS: 4 per turn RANGE: Touch DURATION: Until plant reaches full growth INGREDIENTS: A handful of soil from an Elf settlement. This song increases the growth of any one plant or tree. Once cast, the plant will grow at a rate of 1 foot per turn until it reaches its full height and girth. No plant or tree can be made to grow larger than its natural size, but growth can be stopped by the caster before the plant reaches full maturity. The plant will only grow if there is sufficient soil to take its roots. The song cannot be cast on a seed – the plant must already have taken root and begun growing before the song is cast on it. This song is often used with Shape the Growing Plant to create Elf settlements in a relatively short period of time. TREEFORM SONG LEVEL: 3 MAGIC POINTS: 8 RANGE: Personal DURATION: 1 hour per level INGREDIENTS: The sprouting seed of the tree to be turned into The singer can turn into a tree of any type for the duration of the song. While in this form, the caster can only be distinguished from a tree through the use of magical sense or magical awareness. The tree must weigh the same as the caster, so tiny seedlings or mighty oak trees are not achievable. While in tree form, the caster’s characteristics should be treated as being zero, although their wounds score will remain unchanged, and their T score will be 4. It will also be impossible for them to cast any further magic, use any items or end the song early. However, they ado remain aware of the world around them. The caster can use this song to turn into a Bloodsedge (in which case use the profile found in WFRP WFRP, p233, though with Int as normal for the caster, and T 4), but will gain 1 Insanity Point if it kills while in this form. -- Level 4 Tree Songs -- FALSE DRYAD SONG LEVEL: 4 MAGIC POINTS: 8 RANGE: Personal DURATION: 1 hour INGREDIENTS: A twig from a tree inhabited by a Dryad The singer takes on the form of an animated wooden figure, with hair of leaves and twig-like fingers. Their clothing and equipment is changed to wood for the duration of the song. While in this form, the caster’s Strength and Toughness are increased by 2, but they are treated as flammable. The caster can dispel the song at any time. If the caster catches fire, they must make a WP test each round to dispel the song, due to the pain of burning; once they return to their normal form, the fire is extinguished. HEART OF THE TREE SONG LEVEL: 4 MAGIC POINTS: 8 RANGE: Touch DURATION: 8 hours, plus 1 MP per additional hour INGREDIENTS: A small carved statue of the caster With this song, a singer can “hibernate” inside the heart of a tree, undetectable to any senses, including magic. The tree’s trunk must be thicker than the caster’s body. The caster must touch the tree for the duration of the singing, and then melts through the bark into the heart of the trunk, effectively becoming part of the wood. While inside the tree, the caster is in a form of suspended animation and unaware of what is happening in the outside world. The time spent within the tree must be stipulated when the song is cast; it costs a minimum of 8 MPs to cast, an can be extended by an extra hour for each extra MP expended. The caster regains MPs as normal while in hibernation, but Wounds heal at double the normal rate. The caster cannot come out of hibernation before the stipulated time is up unless the tree is damaged in any way, in which case the caster immediately rematerializes beside the tree, and any MPs spent on the song are lost. The song will not work if the tree in question is already inhabited by a Dryad. At the GM’s discretion, there may be a nominal 1% chance of this, increasing to 2% in the deep forests of the Old World. If a Dryad already inhabits the tree, the song fails to take effect and the mage must succeed in a Fel el test to appease the tree spirit or else they will be attacked, and any MPs they spent are lost. HAUNTED FOREST SONG LEVEL: 4 MAGIC POINTS: 7 RANGE: 48 yards DURATION: 3D6 rounds INGREDIENTS: The root of a 100-year-old tree uprooted in a gale This song can only be cast on a group of trees or bushes. It affects a maximum area of 48 yards by 48 yards, but only in a forest where the trees are close. When the song is sung, a darkness begins to grow in the shadows beneath the trees. Branches begin to sway and creak together, and leaves rustle. Strange scurrying movements are heard in undergrowth and in the tree canopy. Shadows seem to flit from tree to tree, seen from the corner of the eye but not when looked at directly. Anyone within the area of the song must make a terror test or gain an Insanity Point. Anyone who passes the test may stay within the area, but remains at -10 to all percentile characteristics, due to the distractions of the eerie sights and sounds. Allies of the caster are not affected at all, and see a normal forest. SHAPE THE GROWING PLANT SONG LEVEL: 4 MAGIC POINTS: 12 RANGE: Touch DURATION: Permanent INGREDIENTS: A seed or nut of the plant to be affected This is a slow-acting song, but can be very powerful in the long term. The mage casts the song on a seed, which will grow naturally over time into the shape required by the caster. For instance, a tree could be made to grow into a tree house, with doors, windows, and stairs to get up into it. However, such a tree could take eighty to a hundred years to mature. In the shorter term, bushes can be made to grow into specified forms, flowers and fruit given unusual shapes, and so on. To make something aesthetically pleasing as well as unusual, the caster must have the art skill. The speed of a creation of this type can be increased by casting Vital Surge on the seedling once it has sprouted. HIGH MAGIC SPELLS High magic spells do not require ingredients, since the High Elves’ understanding of magic is so fine and their spell-casters are so in tune with the winds of magic. APOTHEOSIS SPELL LEVEL: High MAGIC POINTS: 32, then 8 per hour RANGE: 6 yards DURATION: 1 hour, plus additional hours INGREDIENTS: None With this spell, a High Elf mage can temporarily call back a dead comrade as a corporeal spirit. The spirit summoned must be someone that the caster knew well; it cannot be someone that they saw, or met in passing, and certainly cannot be a historical figure from another time. The spirit appears within 6 yards of the caster, no matter where the character’s body lies. Only one person will appear, with facsimiles of any equipment and possessions that was left to rest with the body. This spirit will behave exactly as its real counterparts, except that it will disappear when the spell fades. Due to the spirit’s ghostly aura, it causes fear in all living creatures. The spirit is not under the control of the caster, and will not do anything that the character would not have done in life. Whether it is aware it is dead is left to the gamesmaster’s discretion. BANISHMENT SPELL LEVEL: High MAGIC POINTS: 48 RANGE: 48 yards DURATION: 1 round INGREDIENTS: None The mage weaves together the colours of magic into a bright wind to blow away the Dark Magic of Chaos and weaken creatures that need its baleful influence. Any Undead or Daemonic creature within 48 yards of the caster automatically suffers D6 S 4 attacks. Armour does not protect against this spell. In addition, any daemonologist, necromantic, Dark or Chaotic spells in effect or being cast that round may be dispelled: for each such spell, the chance of it remaining active is 10% per level of its caster. This can be modified by 5% per additional magic point expended, in the same way as a magic test. In addition, any permanently enchanted items of a cursed, evil or Chaotic nature cease to have any magical effect for the round in which the spell is cast. DRAIN MAGIC SPELL LEVEL: High RANGE: 96 yards MAGIC POINTS: 50 DURATION: Instantaneous INGREDIENTS: None The mage casts a mighty spell that sucks all the magical energy in the vicinity into himself, and sends it harmlessly into the ground. Any spells in operation are dispelled. Any magical items lose their power, and any magic-using characters (including the caster) lose all their magic points. In addition, each wizard (apart from the caster) within range must make a WP test; on a failed roll, the wizard loses one level of magical power, and can no longer cast the spells associated with that level, although they may remember them. Wizards affected in this way lose 4D6 points from their Power Level. These points can only be regained by “re-entering” the career by spending experience points. Although there are descriptions of it in several highly regarded books on magic, no living mage in the Empire has ever seen this spell used. DEADLOCK SPELL LEVEL: High RANGE: 12 yards MAGIC POINTS: 15 to cast +1 per turn to maintain. DURATION: 1+ turns INGREDIENTS: None The mage weaves the winds of magic into a fabric that can prevent the working of magical items nearby. As soon as the spell begins, the mage can detect any magic items within 12 yards of him, and may nominate any one to be “deadlocked”; that item will cease to function while the spell continues. Only one item may be deadlocked at any time, but the mage may move the effect to a different item at the beginning of each round. It cannot be used to affect spells or enchantments GLAMOUR OF TECLIS SPELL LEVEL: High RANGE: 36 yards MAGIC POINTS: 15 DURATION: 1D4 hours INGREDIENTS: None This spell can be cast on any one individual or group within 36 yards. Those affected believe themselves to be lost in a realm of mist and shadows, and are unable quite to remember where they are or what they are supposed to be doing. To outside observers they appear to wander in a daze, unable to see or hear anything around them; if struck or shaken they will show fear but will not attempt to defend themselves. To those targeted by the spell, it seems as if a dense mist has risen. Through this, strange and sometimes threatening shadows move, just on the edge of sight. They feel as if they have always been in this mist, stalked by creatures that never attack. Memories of the real world and their lives before the mist are vague or nonexistent. Each victim of the spell is allowed one magic test per round to shake off the spell’s effects. Each time the test succeeds, the victim will temporarily be able to resist the effects of the spell, and can act normally for that round. However, another magic test is needed on the following round to continue to hold off the spell. If the target fails three tests in a row, the spell takes complete hold and the victim remains ensorcelled until it wears off after 1D4 hours. For each character that fails three tests, the caster of the spell may also make a WP test. On a success, the caster may give a command to the target to move in a particular direction for the duration of the spell. At the end of that time (if the target hasn’t walked over a cliff of fallen into a fire) the victim will come back to reality with no memory of how he reached their present location. HAND OF GLORY SPELL LEVEL: High MAGIC POINTS: 18 RANGE: 12 yards DURATION: D6+3 turns INGREDIENTS: None The mage begins to glow with magical energies, which uplift and encourage all allies within twelve yards. Those affected by the spell feel their tiredness wash away, and become more determined. All surviving allies within the spell’s area immediately regain 1D6 wounds, irrespective of how badly wounded they were; this may take characters above their normal maximum, although once lost, these additional points cannot be regained. Those affected will automatically pass all Ld Ld, WP WP, and Cl tests (but magic tests must still be taken as normal). Anyone fleeing will automatically pass their next Cl test to recover their composure, and may return to the fight if they wish. THUNGNI’S RUNES These are the runes found by Thungni beneath the earth at the beginning of the world. They are treated with great veneration by Dwarfs in general, and by runesmiths in particular. Inscribing such a rune is considered an act of worship to the Dwarf ancestor gods, and will never be undertaken for frivolous reasons. The runes are grouped in levels in the same way as spells, and each can only be learned by a runesmith of the correct level. -- Level 1 Runes -- RUNE OF ACCURACY LEVEL: 1 MAGIC POINTS: 2 This rune may be inscribed on any missile weapon, or on the missile to be fired or thrown. If inscribed on a weapon, it will add +10 to the user’s BS when using that weapon. If inscribed on a missile, it will add +20 to the user’s BS when using that specific missile. The rune confers no extra resilience on a missile, so if an inscribed missile is destroyed when it hits its target (which will happen 50% of the time), the rune’s power will be lost. This rune is often inscribed on large stone-throwers to lessen the deviation of their shot from the intended target. RUNE OF BATTLE LEVEL: 1 MAGIC POINTS: 3 This protective rune may be inscribed on any amulet, item of clothing, weapon, etc. Any critical hit received by the owner of the item will be reduced by 1 on the Critical Hit chart (WFRP WFRP, p122): a +5 critical will be reduced to a +4, a +2 to a +1, and so on. If this reduces the critical value to 0, no critical Hit is scored. These runes are cumulative, giving a modifier of up to 3 points. Even if a character is wearing two amulets, each with 3 Runes of Battle on them, the critical hit will be reduced by no more than 3 points. Once the rune has been effective once, it ceases to be active until dawn of the following day. A temporary rune will save against one critical hit, and then disappear. If a character is carrying more than one temporary rune, even in a backpack, they will all be activated and destroyed by the first critical hit – a temporary Rune of Battle cannot be “saved up” for the next critical hit. RUNE OF BURNING LEVEL: 1 MAGIC POINTS: 2 This rune may be inscribed on any missile, but not on gun ammunition. Suitable weapons include arrows, crossbow bolts, spears, etc. A weapon with this rune inscribed on it will burst into flame on hitting its target, doing 1D8 fire damage (to flammable targets only) on top of the normal damage. The rune is often inscribed on a metal arrowhead, which will survive the immolation while the rest of the arrow is burned up. Temporary runes of this sort are often inscribed on flasks of oil, making them potent, self-igniting firebombs. Once the rune has been used, it ceases to be active until dawn of the following day. Should the rune be inscribed on a war machine, however, then once activated its power will endure for 1D3 hours before fading. In that case, any ammunition shot by the machine will burst into flames once it hits its target. RUNE OF CUTTING LEVEL: 1 MAGIC POINTS: 3 This rune may be inscribed on any bladed hand weapon, causing the blade to penetrate armour more easily. The weapon will automatically seek out weak spots in the opponent’s armour, or in an item (such as a door) that is being attacked. An enemy’s armour points are reduced by 1 (to a minimum of 0) when hit with a weapon inscribed with this rune. This rune stays in effect at all times, unless it is a temporary rune. RUNE OF ENEMY DETECTION LEVEL: 1 MAGIC POINTS: 3 This rune may be inscribed on a door, gate, or any other closed entryway. It can also be inscribed on an amulet. In conjunction with the runic representation of a specific enemy, these runes give off a reddish glow as a warning whenever that enemy is within a 30 yard radius. A temporary rune will fade after detecting one enemy. The description tied to the rune must allow the magic to distinguish the intended target from other people; if it simply describes “the man with the red beard”, then any man with a red beard will cause the rune to activate. In the same way, the rune cannot work out things that are not obvious. Runes that are set to detect “Slaaneshi cultists” will only work if the target is openly wearing clothes or markings that distinguish them as such. RUNE OF FIRE LEVEL: 1 MAGIC POINTS: 2 This rune may be inscribed on any hand weapon, but not on missile weapons. A weapon with this rune will bust into flame when taken from its sheath, and if it hits will do an additional 1D8 fire damage to flammable targets. The temporary version of this rune is sometimes inscribed on torches, for those who want a light source in a hurry. Once the rune has been effective (until the torch is burnt up or the weapon returned to its sheath) it ceases to be active until dawn of the following day. The rune’s fire will not affect the wielder in normal use, but if using the optional ‘Critical Fumble’ rules ( Apocrypha Now, pp36-7), there is a chance of a character setting fire to himself or his surroundings. RUNE OF FORGING LEVEL: 1 MAGIC POINTS: 2 This is a specialist rune, especially helpful to runesmiths. Usually inscribed on a hammer or other metalworking tool, it adds +10 to all construct tests involving the smithing skill when that tool is used. This bonus is not cumulative: having several tools inscribed with this rune or one with it inscribed several times will not make the bonus any greater. Many runesmiths insist that their apprentices learn this rune and make a Hammer of Forging as their first piece of work as a runesmith. This rune is also found inscribed on cannons. When used in this way, it allows the war machine to re-roll any misfire dice roll. However, should another double roll be made, then the cannon has misfired and the appropriate roll must be made to determine the extent of the damage (see WFRP WFRP, page 129). This rune does not fade when used, unless it is a temporary rune. RUNE OF LUCK LEVEL: 1 MAGIC POINTS: 2 This rune may be inscribed on almost any object or clothing. Its bearer may add or subtract one point from any one D6 dice roll, or modify any one D100 roll by 10 points. Once the rune has been used, it ceases to be active until dawn of the following day. If a character carries more than one Rune of Luck, they cancel out each other’s effects and are useless. RUNE OF PARRYING LEVEL: 1 MAGIC POINTS: 2 This rune may be inscribed on any hand-weapon. The weapon inscribed with this rune will twist and turn in the wielder’s hand to automatically defend them. The rune cancels out any one enemy attack in hand to hand combat – the weapon parries the attack automatically, absorbing 1D6 points of damage from the blow, without the character using up an attack. The character bearing the rune may decide which attack is parried: they can decide after they know whether the WS roll was successful but before the damage roll is made. Once the rune has been effective, it ceases to be active until dawn of the following day. RUNE OF PENETRATING LEVEL: 1 MAGIC POINTS: 3 This rune adds +1 to the Effective Strength of any missile. It may be inscribed on any missile from a missile weapon, including shot from guns, but not on a bow, crossbow or gun. It can also be inscribed on spears and even on daggers, but will only be effective if the weapon is thrown. Once the rune has been used, it ceases to be active until dawn of the following day. As with some other runes, the Rune of Penetrating can be inscribed on a war machine. When used in this way, it increases the Effective Strength of the machine by +1 (but not above a Strength of 10) for 1D3 hours. RUNE OF RESTORATION LEVEL: 1 MAGIC POINTS: 3 This rune cane be used in two different ways. As a temporary rune, it can be painted on the skin of an injured Dwarf, restoring 1D6 Wounds. As a permanent rune, it can be inscribed on an amulet which, when placed on the forehead of an injured Dwarf, will restore 1D6 Wounds; the rune will then fade until the following day. The Rune of Restoration will work on humanoids other than Dwarfs – even Elves and Orcs – but only restores 1D3 Wounds. It will not work on animals at all. RUNE OF SHIELDING LEVEL: 1 MAGIC POINTS: 3 This rune may be inscribed on a shield, armour, or amulet. It provides the character +1AP all over against missile attacks and +10 I when dodging magic missile attacks such as fireball and lightning bolt. Although it is not a temporary rune as such, the use of the rune of shielding is limited to two hours per day. The timing of its activation is not controlled by the character: the rune activates when the character is first attacked. RUNE OF SPEED LEVEL: 1 MAGIC POINTS: 3 Any hand weapon may be inscribed with this rune. It grants the wielder a +10 modifier to their I characteristic and does not fade when used, unless it is a temporary rune. RUNE OF STONE LEVEL: 1 MAGIC POINTS: 2 This rune may be inscribed on any piece of armour: It adds 1 Armour Point to the areas covered by that piece. The material of the armour is toughened by the magic of the rune without becoming any heavier. No more than one Rune of Stone may be inscribed on any given piece of armour, but there is no limit to the number of pieces that can be worn with the rune on them. If inscribed as a temporary rune, it loses its power after a blow is struck that affects that piece of armour; otherwise it remains effective no matter how many times the armour is hit. To activate this rune a blow must be struck in anger or must come from an inanimate object (such as a falling rock) that would cause actual damage – a friendly slap will not count. This is one of the first runes learned by runesmiths, so it is relatively common. RUNE OF STRIKING LEVEL: 1 MAGIC POINTS: 3 This rune may be inscribed on any hand-weapon. The bearer may add +10 to WS when using the weapon, which will twist and turn in the wielder’s hand, seeking the best opportunity to strike a blow on an opponent. This rune does not fade when used, unless it is a temporary rune, in which case it will disappear after one blow has been struck that would otherwise have missed. RUNE OF WARDING LEVEL: 1 MAGIC POINTS: 3 The rune dispels any spell targeted at the bearer on a roll of 4+ on D6. If the spell is cast at a group containing the bearer, the spell still has its normal effect on others in the group. The bearer need not be aware of the spell being cast to be protected, although the rune on the amulet will glow brightly as the spell is cast. The rune will also cancel useful spells such as healing – to benefit from such a spell, the amulet must be removed. It does not protect against missile spells such as Fire Ball, since the spell is cast on the caster’s hand (not directly on the target). Once the rune has been used, it ceases to be active until dawn of the following day. It may be inscribed on any amulet. RUNE OF WARNING LEVEL: 1 MAGIC POINTS: 2 This rune may be inscribed on almost any item. A person carrying it will never be surprised in combat. They may be ambushed, but will react immediately, and their enemies will not gain a ‘free round’ (WFRP WFRP, p116). The wearer of the rune will get an odd feeling akin to sixth sense when an attack is imminent. This rune does not fade after use, unless it is a temporary rune in which case it will vanish after it has alerted its bearer of one impending attack. -- Level 2 Runes -- RUNE OF ALARM LEVEL: 2 MAGIC POINTS: 5 This item can be inscribed on any one spot or object. Should any living creature pass within a yard of the rune, it will sound an alarm very loudly. The runesmith who inscribes the rune may decide the type and loudness of the noise to be emitted, including short spoken messages up to 10 seconds long. The runesmith may also specify what person or category of people the rune guards against. For instance, many doors to Dwarf fortresses have runes on them that allow any Dwarf to pass, but sound a loud gong if anyone else enters. Also, many Dwarf tombs have a Rune of Alarm on the entrance that will boom out in a loud, frightening voice, “Who dares disturb the eternal rest of...”, followed by the name of those interred within. If inscribed alongside one, the Rune of Alarm can set off a Rune of Fear when it is activated, causing all who hear the alarm to be subject to fear. RUNE OF BLASTING LEVEL: 2 MAGIC POINTS: 4 This rune is used by Dwarfs in their mining operations, and is only used in the form of a temporary rune. Inscribed on a rock surface or natural surface (worked stone, wood etc.) it will cause an S 8 explosion 1D6 minutes after it is drawn. The rune cannot be drawn on living things. The relatively long delay before the explosion is to allow the runesmith to carry his anvil out of danger. RUNE OF BREAKING LEVEL: 2 MAGIC POINTS: 5 This rune may be inscribed on any hand weapon. If a successful parry is made against a person carrying a weapon inscribed with this rune, both sides roll 1D6. If the bearer of the Rune of Breaking gets a higher roll, the enemy’s weapon is broken, even if it was a magical weapon. If another Rune of Breaking weapon is used in the parry, both sides roll 1D6 and if one roll is lower than the other then the loser’s weapon breaks. This rune has no effect against “natural” weapons, such as claws or teeth. Once used, the rune ceases to be active until dawn of the following day. RUNE OF CLEAVING LEVEL: 2 MAGIC POINTS: 4 This rune may be inscribed on any hand weapon. Its wielder gains +1 to S when using that weapon. The rune does not fade when used, unless it is a temporary rune in which case its effects last for 1D6 rounds once activated. RUNE OF COMMUNICATION LEVEL: 2 MAGIC POINTS: 5 This rune may be inscribed on any two objects. Each object must be created separately, one directly after the other. One object is the seeker, the other the target. Anyone holding the seeker will immediately know the direction and general distance of the target, as long as it is within 1 mile. The rune could, for instance, be inscribed on a sword and its sheath, so that a warrior would know where a lost weapon was. Alternatively, it could be inscribed on two small coins, and one given to someone who the owner of the other coin wanted to follow. If inscribed temporarily, the runes last until dawn of the following day. RUNE OF DISCLOSURE LEVEL: 2 MAGIC POINTS: 6 This rune can be inscribed on any container. If something is then placed inside, the rune will glow brightly if the object is a forgery or false in some way. Metal that has been debased will cause the rune to glow, as will counterfeit coins and forged papers. If large enough, the container will be able to detect such things as bags with hidden compartments. It can also detect items made using a container inscribed with the Rune of Plenty. If temporary, the rune will fade after one testing, regardless of the outcome. In ambiguous or unclear cases, for example when player characters aren’t sure what an object is supposed to be, or suspect it was made expressly to be a fake (i.e. a deliberate red herring), the GM’s word is final and needs no explanation. RUNE OF FORTITUDE LEVEL: 2 MAGIC POINTS: 4 This rune may be inscribed on an amulet, clothing, armour, etc. It gives the wearer +1 to W. If the item is removed, the wearer loses the bonus instantly, unless they are already at 0 wounds, in which case removing the item has no effect. This rune does not fade when used, unless it is a temporary rune. If so, the rune fades when the bearer next loses a wound, or at sunset, whichever comes first. RUNE OF FORTUNE LEVEL: 2 MAGIC POINTS: 3 This rune may be inscribed on any hand or missile weapon. Any misfire of a gunpowder weapon or critical failure of any other weapon (see Apocrypha Now, pp36-37) becomes a normal failure if this rune is inscribed on the weapon. Once the rune has been effective, it ceases to be active until dawn of the following day. If inscribed on a war machine, the rune remains active for 1D6 hours and allows the war machine to re-roll any disastrous misfire dice rolls. RUNE OF THE FURNACE LEVEL: 2 MAGIC POINTS: 6 This rune may be inscribed on an amulet, clothing or armour. Its bearer is immune to fire, heat and flame. He can walk through a blazing house or stick his hand in a furnace without suffering any harm. He cannot be affected by fire attacks, although he will take half of the normal damage caused by any magical fire (rounding down). The effect lasts 1 hour, whether it is a permanent or temporary rune. Once the rune has been affective, it ceases to be active until dawn of the following day; if temporary it simply disappears. The rune is triggered by any fire that would damage the bearer, and will last an hour from that time. RUNE OF FURY LEVEL: 2 MAGIC POINTS: 4 This rune may be inscribed on any hand-weapon. Its bearer receives +1 to A while using the weapon. This rune does not fade when used, unless it is a temporary rune. RUNE OF ILLUSION LEVEL: 2 MAGIC POINTS: 5 This rune may be inscribed on any hand-weapon. It gives the wielder an appearance of great ferocity and fearsome aspect, causing any enemy less than 10 feet tall to become subject to fear. The exact appearance is up to the inscriber of the rune but may include great size, monstrous features, blazing eyes, ferocious beard, orange hair, or whatever the runesmith wishes. The effect disappears if the weapon is sheathed or dropped. If the rune is temporary, then its effects last for 1D6 turns, but end prematurely if the bearer lets go of the weapon, even in a sheath. RUNE OF LOCKING LEVEL: 2 MAGIC POINTS: 4 When inscribed on a door or any other closeable item such as a chest or jewellery box, this rune locks the item in question so securely that it cannot be opened except with the Rune of Opening. No other magical unlocking method, including the petty magic spell Open, will work. However, there is nothing to stop the door in question being broken down. This spell is often used by the Dwarfs to guard the tombs of their ancestors. If inscribed as a temporary rune, the lock will last until the next full moon of Mannslieb. RUNE OF OPENING LEVEL: 2 MAGIC POINTS: 4 When inscribed upon a locked door or item, this rune will unlock the lock. It will work on any physical lock and on items locked with the Rune of Locking, but not on any other magically locked items, such as those locked with the petty magic spell Magic Lock. This rune is generally used by the Dwarfs for opening a Rune of Locking in order to lay to rest another Dwarf in his ancestors’ tomb; using it for breaking and entering is highly dishonourable, and possibly even blasphemous to Grungni. This rune can only be used as a temporary rune. RUNE OF RESISTANCE LEVEL: 2 MAGIC POINTS: 5 This rune may be inscribed on any amulet or clothing. It adds 1 Armour Point to the character on all locations, effectively adding a layer of invisible and weightless armour to all body parts. Any attacks that ignore armour will go through this as normal. The armour comes into existence at the instant that a blow hits, disappearing immediately afterwards, and is normally undetectable. It does not make spell-casting more difficult, and so can be used by spell casters of all types. This rune does not fade when used, unless it is a temporary rune. RUNE OF SANCTUARY LEVEL: 2 MAGIC POINTS: 6 This rune may be inscribed on an amulet, article of clothing, ring, or any similar item. It grants some small amount of protection against hostile magic directed at the wearer, represented by the character gaining a +10 modifier on any magic test for spells that allow one. If inscribed on a banner, the effects of this rune spread to any associate who stands within 10 feet of the banner bearer. This rune does not fade when used, unless a temporary rune. RUNE OF SLOWNESS LEVEL: 2 MAGIC POINTS: 6 This rune may be inscribed on an amulet, armour, clothing and so on. Anyone attacking its bearer will find their I halved, often allowing the bearer to attack first. It does not affect the person’s I when fighting anyone else in a multi-target mêlée; only attacks against the bearer of the rune are slowed. This rune does not fade when used; if temporary it lasts for 2D6 rounds. RUNE OF SPELLBREAKING LEVEL: 2 MAGIC POINTS: 5 This rune may be inscribed on any amulet, and will automatically cancel one spell cast at the bearer. This includes spells such as fireballs, which will fizzle harmlessly in the caster’s hand. Since the rune makes the spell fail “at source” (i.e. in the spell caster’s hand), a spell cast at a group containing the bearer of the rune will fail to work on the rest of the group. The bearer need not be aware of the spell being cast to be protected. As with the Rune of Warding, the rune will also cancel useful spells such as healing. Once the rune has been effective, it ceases to be active until dawn of the following day. The rune will not prevent ‘indirect’ spells from taking effect; summoning a Daemon to attack the bearer would work, since the spell is not cast on the Daemon’s victim. RUNE OF STALWART LEVEL: 2 MAGIC POINTS: 5 This rune may be inscribed on an amulet, article of clothing, belt, helm, ring or shield. It grants the wearer a +10 modifier to any morale test made against their Ld characteristic. The rune also grants a +10 modifier to Cl against fear and terror tests. This rune is commonly inscribed on war machines to strengthen the crew’s resolution on the battlefield. The modifiers above cover the entire crew assigned to that runic war machine. This rune does not fade when used, unless it is a temporary rune. RUNE OF TRANSFORMATION LEVEL: 2 MAGIC POINTS: 4 This rune can be cast on any hand-weapon, and allows it to transform into a different weapon (specified at the time of inscription), so long as it is smaller than the original weapon, and does equal or less damage. For instance, a normal sword could transform into a dagger, but not into a two-handed sword or a halberd. The person inscribing the rune decides what other weapon the inscribed weapon can turn into. Up to three Runes of Transformation can be inscribed on a weapon, allowing the weapon to change into three other types. To activate the rune, the user must trace the rune with a finger; the weapon will then immediately change into the other weapon. The rune must be traced again to change it back. Tracing takes on round. If the rune is temporary, it will cease to function after the weapon has resumed its normal size, after one transformation. RUNE OF VALIANT LEVEL: 2 MAGIC POINTS: 5 Similar in effect to the Rune of Stalwart above, this rune provides its wearer with a +20 modifier to Ld (for morale tests) and Cl (for fear and terror tests) for a short duration. Although it is not a temporary rune as such, the duration of its effects is limited to two hours per day. The timing of its activation is not controlled by the character’s will, but occurs when the character is first attacked. -- Level 3 Runes -- RUNE OF COURAGE LEVEL: 3 MAGIC POINTS: 8 This rune may be inscribed on an amulet, armour, clothing etc. The wearer gains a +20 to all Cl tests. This rune does not fade when used, unless it is a temporary rune, in which case it fades after affecting one Cl test. CURSE RUNE LEVEL: 3 MAGIC POINTS: 7 This rune may be inscribed on an amulet, clothing, weapon or other item. Anyone apart from the bearer touched by the rune item has one of his characteristics (chosen at the time of inscription) reduced by -10/-1 until sunrise. This rune is often used on weapons to curse the combat abilities of an enemy, but could just as easily be used on a coin to make bribing a guard easier by lowering his WP WP. Once the rune has been effective, it ceases to be active until dawn of the following day. RUNE OF DISGUISE LEVEL: 3 MAGIC POINTS: 7 This rune may be inscribed on an amulet, clothing or armour. It is activated by tracing its outline quickly with a finger. Once active, the wearer of the rune cannot be seen as long as he keeps still. He may move his hands and head or shuffle his feet, but must not move from the spot where he is standing or sitting. Casting spells, picking locks, readying a weapon or actually fighting will negate the effect. Once the bearer of the rune moves, touches or is touched by another person, he becomes visible. The rune does not make the wearer silent – a sneeze at the wrong time can be disastrous. Once the rune has been effective, it ceases to be active until dawn of the following day. This rune can be also used by a runesmith to hide other runes on an item. For instance, if a weapon is made with the Rune of Cutting on it, the runesmith may add the Rune of Disguise at the same time, and neither the Rune of Disguise nor the Rune of Cutting will be visible. They can be detected by someone with magical sense, and read by someone with rune lore, but are otherwise invisible. If the Rune of Disguise is used this way, it does not have the effect of making the bearer invisible as well. The Rune of Disguise has one other function. It may be used on war machines to distort the space around the machine, rendering it partially invisible. In such situations, at the gamesmaster’s discretion, the war machine can neither be seen nor fired upon until it moves or shoots. It cannot be inscribed on buildings or natural features. RUNE OF FATE LEVEL: 3 MAGIC POINTS: 10 This rune must be inscribed on a finely cut jewel worth at least 100GC, by someone with the gem cutting skill, and must be made for a specific person. Moreover, that person must be wearing it for the rune to have effect. The rune allows the wearer to trap a portion of their soul inside the gem, so that even if they are ‘killed’ this small, fragile remainder of them may be enough to keep them from joining their ancestors. The wearer of this rune is treated as if they have 1 extra Fate Point. This is always the first Fate Point a character uses – once it is used, the gem splinters into tiny, useless shards. Having more than one item with a Rune of Fate will not give any more Fate Points, and if a person has two jewels, both will shatter when the Fate Point is spent. Dwarfs believe that a person’s fate is in the hands of the gods, and will only make an item inscribed with a Rune of Fate for someone they consider particularly worthy. This rune must be inscribed as a permanent rune, even though the item is destroyed when the rune is used. RUNE OF FEAR LEVEL: 3 MAGIC POINTS: 7 This rune may be inscribed in an amulet, clothing or armour. It is activated by tracing the rune quickly with a finger. Once activated, the wearer takes on a frightening appearance for the next 3D6 turns – anyone seeing the person must make an immediate fear test. The person wearing the rune does not change their appearance in any way, they just become much more menacing. Once the rune has taken effect, it ceases to be active until dawn of the following day. However, those affected by fear must continue to roll against Cl until they recover, as described in WFRP WFRP, p68. The rune can also be inscribed on a door or building, causing fear in anyone who approaches it. When used in this way, the rune will become active in the first round that someone looks at it. GRUDGE RUNE LEVEL: 3 MAGIC POINTS: 8 This rune may be inscribed on any hand weapon. It grants the wielder a +20 modifier to their WS against a particular foe named by the character as an individual to whom they hold a strong grudge for some past wrong. Only one such person can be targeted by the rune at any time. Once the score with that Dwarf enemy has been settled, the character can name another individual as a target. This rune does not fade when used. If carved as a temporary rune, it will last for D6 rounds of combat against the foe named during its inscription. RUNE OF HEALING LEVEL: 3 MAGIC POINTS: 7 This rune may be inscribed on any armour, clothing, amulet, etc. Every time a blow causes actual damage to its bearer, 1 Wound will be automatically healed at the beginning of the following round until that blow has been entirely healed. This means that if a character is struck and takes 3 points of damage, they will regain one Wound for each of the next three rounds. If they are struck again for a further 4 points of damage one round later, they will regain one Wound in round one, two in rounds two and three, and one in rounds four and five – the first Wound will have healed entirely by the start of round four. If inscribed as a temporary rune, the effect lasts for 1D6 turns. RUNE OF IMMOLATION LEVEL: 3 MAGIC POINTS: 8 An item inscribed with this item will explode if touched by anyone not specifically named by the runesmith at the time of inscription. Anyone within 6 yards will suffer an automatic hit at S 6. It is often used to prevent important secret papers or items from falling into enemy hands. The runesmith must specify exactly what the rune is protecting against. For instance, the runesmith could specify “anyone except myself”, “anyone except a Dwarf ”, “all Goblins” or “anyone with red hair”. The item can only tell something about the person touching it if the person who inscribed the rune could have perceived it. It is not possible to make a rune which protects against “anyone who doesn’t like me”, or “all cultists of Slaanesh”. It is possible to tie the explosion to a certain time or date; “this manuscript will self-destruct in 30 minutes” or “this jewel will self-destruct on 5th Vorgheim”. The item with the rune on, and the rune itself, are completely destroyed in the explosion, (magical items may be permitted a test to survive, at the GM’s discretion: use a base chance of 10%, +10% per ability of the item, as a guideline.) Anyone with rune lore can tell what the rune is protecting against. On war machines, this rune has a less discriminating purpose. It is used to prevent static machines like cannons, stone throwers and bolt throwers from falling into enemy hands. Any artillerist, gunner, or soldier on the weapon’s team knows the word which will activate the rune. The resulting explosion destroys the machine and causes 1D3 hits at S 8 on anyone within 20 feet of the machine. The Rune of Immolcation is always inscribed as a permanent rune, even though its effects are one-use-only. RUNE OF IRON LEVEL: 3 MAGIC POINTS: 4 This rune may be inscribed in an amulet, clothing, armour, etc. It gives the wearer +1 to Toughness. A bearer of this rune will also feel fitter and healthier when wearing it. This rune does not fade when used, unless it is a temporary rune, in which case it will be activated by the first test that involves Toughness (e.g. taking damage) and will last for a further 1D6 rounds. RUNE OF KADRIN LEVEL: 3 MAGIC POINTS: 6 Usually found on banners, this rune may also be inscribed on amulets, articles of clothing, belts, arm braces (leather or metal) and rings. It allows the bearer who miss their WS or BS rolls by 20 or less to re-roll once. It cannot be used to re-roll a secondary WS or BS roll when determining additional damage. When inscribed on a banner, the effects of this rune spread to any associate who stands within 10 feet of the banner’s bearer. The rune does not fade when used, unless it is temporary. RUNE OF MIGHT LEVEL: 3 MAGIC POINTS: 8 This rune may be inscribed on an amulet, clothing or armour, or on a hand weapon. It doubles the bearer’s Strength when attacking creatures with Toughness greater than that of the bearer. It has no effect when attacking those with equal or lower T. If on clothing, armour or an amulet, the rune is active all the time; if on a weapon, it is only active for attacks using that weapon. If the rune is inscribed twice the bearer’s original S is trebled; if inscribed thrice the bearer’s S is quadrupled. No matter how many items inscribed with this rune are worn, only three will have an effect, and the runes can never take the wearer’s S above 10. This rune does not fade when used; temporary runes last for 1D6 rounds. RUNE OF PASSAGE LEVEL: 3 MAGIC POINTS: 10 This rune may be inscribed on any amulet, clothing or armour, or on a weapon. Its bearer may pass through any solid substance at cautious Movement Rate for 10 seconds. The substance will close up behind him as he passes. This means that a character bearing this rune could walk through a wall or door, as long as it is not too thick. (A character with M 4 could pass through a 8-foot stone wall.) If the object being traversed turns out to be thicker than the distance the rune-wearer can cross in ten seconds, they will become embedded in it – this is fatal if the character is not rescued within a number of rounds equal to their T score. The rune does not work on living objects: a character cannot pass through people, animals or trees. If the rune is inscribed on a missile, it could, for instance, be used to shoot someone through a closed window, or on the other side of a wall. However, the effect of passing through the solid object halves the missile’s strength (rounding down) and reduces BS by 10 points. The bearer of the rune may also choose to use the rune to enable quick movement through difficult terrain. The character may move one level faster than normal in the terrain (though not faster than his normal running rate) for one round. Once the rune has been effective, it ceases to be active until dawn of the following day. RUNE OF PLENTY LEVEL: 3 MAGIC POINTS: 10 This spell can be inscribed on any container containing any one item or substance (arrows, porridge, fresh water or a ball of sulphur, for example). Once the rune is inscribed, the container will produce 1D6 of that item per day (although there is a 25% chance that the casting of the rune will fail). The original item is consumed as the rune is inscribed, in the same way as a magical ingredient. With substances such as water or sand, the container will produce the volume of that substance used during the making of the item, 1D6 times each day. In the case of discrete items (such as arrows or coins) it will only produce 1D6 items. Inscribing the rune while there are two gold coins in the container will not produce 2D6 coins per day. Items will appear one at a time; as one item is removed, another takes its place. The power of the rune can only be used once per day. A container inscribed with this rune will not reproduce anything magical, or any living item. If the rune is inscribed as a temporary rune, the container will produce 1D6 items before the rune fades. Anything produced with this rune is magical in nature, and can be detected as a “forgery” by someone with magical sense. The container will not reproduce any item that has itself been created by this rune. RUNE OF SEEKING LEVEL: 3 MAGIC POINTS: 8 This rune may be inscribed on any missile weapon, including guns. It is activated by tracing with a finger, and the next shot fired from the weapon will automatically hit any target within range, with no BS roll needed. The weapon must be pointed in the right direction, and will twist and turn in the user’s hand until its aim is perfect. Once the rune has been used, it ceases to be active until dawn of the following day. If this rune is inscribed on a war machine, it enables weapons such as a bolt thrower (but not weapons such as stone throwers which hurl their ammunition in an arc) to be used against high-flying creatures by magically directing the bolts to their target. Such targets are assumed to be at the weapon’s maximum range. In these cases, the rune remains active for 1D6 hours. RUNE OF SMITING LEVEL: 3 MAGIC POINTS: 10 Any attack made with a weapon inscribed with this rune does an additional 1D6 damage on top of normal damage. This rune does not fade when used; as a temporary rune, it will last for 1D6 rounds. RUNE OF SPELL EATING LEVEL: 3 MAGIC POINTS: 8 An amulet inscribed with this rune will automatically absorb and store one spell cast at the bearer of the rune on a successful magic test. If the test is passed, the glow of the rune will change from amber to blue, showing that a spell is stored in the amulet. The bearer need not be aware of the spell being cast for it to be absorbed. If a spell is already stored and another spell is cast at the bearer, the second spell will have its normal effect. Any stored spell can be cast once by the bearer of the rune, with no magic point cost and no need to use a magic ingredient. Once the spell in a rune has been cast, the rune fades until dawn of the following day. If the stored spell has not been used by dawn it drains away harmlessly and the rune will be empty again. If the magic test is failed, the spell will affect the bearer normally. A normal failure on the test will cause no damage; however, on a roll of 99-00 the amulet absorbs too much magical energy and shatter, causing 1D6 damage to the wearer. The amulet must be worn for the spell be successfully absorbed; it cannot be hung on a nail while a wizard casts spells at it in an attempt to store one for use later. The spell can only be recast by the person who was its original target. -- Master Rune List -- MASTER RUNE OF ADAMANT MAGIC POINTS: 20 INGREDIENTS: A fist-sized piece of adamant from the mines of Karak Kadrin, and the blood of a basilisk. This rune adds 3 Armour Points to the areas covered by any piece of armour on which it is inscribed. This rune can be combined with the Rune of Stone to add 4 Armour Points to the area. ALARIC THE MAD’S MASTER RUNE MAGIC POINTS: 20 INGREDIENTS: An ingot of Gromril from the lost hold of Karak Varn and the claw of a dragon A hand-weapon inscribed with this rune will carve through armour as if it was butter. All Armour Points (including those created through the effects of magic spells or items) are ignored when using a weapon inscribed with this rune. Alaric was the famed runesmith who forged the famous and rightly feared Runefangs of the Electors of the Empire (see pXXX). Once he completed that task, nobody is sure what became of him. MASTER RUNE OF BANISHMENT MAGIC POINTS: 25 INGREDIENTS: A flagon of water from Black Water, gathered at noon on Sonnstill This rune is very powerful against the Undead. If a weapon inscribed with this rune inflicts any Wound on an Undead creature, the creature is slain outright. This applies to corporeal and ethereal Undead. MASTER RUNE OF DAEMON SLAYING MAGIC POINTS: 30 INGREDIENTS: 3 drops of Daemon blood and 7 hairs from the head of a High Elf, willingly given This rune is very powerful against Daemons. If a weapon inscribed with this rune inflicts any Wound on a Daemon, the Daemon is slain outright. MASTER RUNE OF BALANCE MAGIC POINTS: 25 INGREDIENTS: Embers of a spell book captured from an enemy wizard, and the scalp of an Orc shaman This rune can only be inscribed on amulets, belts, helms, rings or other ornamental pieces and used by runesmiths. The effects of this rune forces any wizard casting a first or second level spells within 20 yards of the runesmith to expend twice the magic point cost to succeed. In addition, this rune allows the runesmith a +10 modifier to any magic test. MASTER RUNE OF DEFENCE MAGIC POINTS: 20 INGREDIENTS: An Elf arrow from Athel-Loren, and the hide of a troll This rune is usually inscribed on war machines, as well as defensive works such as curtain walls, gateways, and towers. It adversely affects the flight of missile weapons such as arrows, crossbow bolts or shot from gunpowder weapons and draws them away from any defender within 15 feet of the rune. The attacker receives an additional –10 modifier to their BS when firing at a defender protected by this rune, so a target behind soft cover would be at –20 to hit and –30 if behind hard cover. MASTER RUNE OF DISMAY MAGIC POINTS: 30 INGREDIENTS: The skin of a Goblin (for a drum) or a horn of a Chaos Beastman (for a horn) This rune may only be inscribed on a warhorn or large war-drum. When the instrument is sounded, its unearthly voice sounds out, and causes all foes to tremble with fear. Any Evil or Chaotic character within quarter of a mile must make a Cool check or be overcome with terror. Once the horn has been sounded or the drum beaten, the rune fades until sunrise of the following day. MASTER RUNE OF DRAGON SLAYING MAGIC POINTS: 30 INGREDIENTS: Iron ore from the lost hold of Karak Azgal, and the blood of a dragon This rune is very powerful against dragons. If a weapon inscribed with this rune inflicts a single Wound on a dragon, then the beast will be slain outright. MASTER RUNE OF FLIGHT MAGIC POINTS: 20 INGREDIENTS: Three feathers from a Griffon, and iron from Karaz Eight Peaks This rune may only be inscribed on a hammer. The wielder may throw the hammer at any enemy up to 24 yards away. The target is automatically hit as if struck in hand-to-hand combat by the wielder, after which the hammer flies back to the thrower’s hand. MASTER RUNE OF GROMRIL MAGIC POINTS: 30 INGREDIENTS: Iron ore from Karak Azul, and an ounce of Dragon Turtle shell A character wearing armour, a shield, clothing or an amulet inscribed with this rune is treated as having a Toughness of 10. The Master Rune of Gromril is so powerful that it cannot be combined with any other physical protection rune or spell (i.e. runes or magic that increase Armour, Wounds or Toughness). MASTER RUNE OF GROTH ONE-EYE MAGIC POINTS: 15 INGREDIENTS: An ounce of quicksilver from Karaz-a- Karak and the blood of a lion This rune is often carved on a battle standard, but can be inscribed on any reasonably large surface that will be visible during combat, such as a shield or breastplate. All friendly characters in the same group as the bearer are immune to all psychological effects, and so do not suffer from fear, terror, and so on. Groth One-Eye first struck this rune in the time of Kurgan Ironbeard when the Orcs and Goblins were driven from the west. MASTER RUNE OF KINGSHIP MAGIC POINTS: 30 INGREDIENTS: The blood of an eagle, and an ounce of gold from Karaz-a-Karak The ultimate symbol of Dwarf rulership, this rune is only inscribed on a crown to be worn by a rightful Dwarf king of ancient lineage. Any group or army led by a ruler wearing a crown inscribed with this rune is completely immune to fear and terror. For the rune to work, the crown must be worn. It will not function if the wearer is not a true Dwarf king. MASTER RUNE OF MISFORTUNE MAGIC POINTS: 20 INGREDIENTS: A fragment of rock from Black Fire Pass, and three feathers from a homing pigeon Master runesmith Duronk the Crafty developed this rune to protect – after a fashion – the runic weapons, armour or other items he crafted for specific individuals or clans. The Rune of Misfortune becomes active whenever a runic item becomes the possession of anyone other that the person or clan specified by the runesmith who made it. The misfortune manifests itself 1D3 times per day, and is usually reflected by an automatic failure on a characteristic or skill test: the exact nature is left to the gamesmaster, but it is always the failure of something that should have succeeded. The rune is widely recognized among Dwarf smiths, who should also be able to tell who the item’s rightful owner is. It cannot be removed. SKALF BLACKHAMMER’S MASTER RUNE MAGIC POINTS: 20 INGREDIENTS: An ounce of silver from Karaz-a-Karak, and the blood of a Troll A legendary runesmith who worked in Karaz-a-Karak in the earliest days, Skalf forged many great hammers. Many of his creations have been held by Dwarf Lords as heirlooms of their kingship, and some say even Sigmar’s hammer was his work. Any weapon bearing this rune will automatically do an extra 6 Wounds of damage on a successful strike. MASTER RUNE OF SKEWERING MAGIC POINTS: 30 INGREDIENTS: A horn of a minotaur, and a dried eye of a Fimir This rune may be inscribed on a bolt thrower or crossbow and allows a +20 modifier to the shooter’s BS BS, as well as a +3 modifier to the weapon’s S score. This rune can only be invoked four times a day. SNORRI SPANGELHEIM’S MASTER RUNE MAGIC POINTS: 20 INGREDIENTS: An ounce of silver from Karak Kadrin and the sting from a giant scorpion Runesmith to the High King in Karaz-a-Karak during the time of Kallon, Snorri wrought the exquisite war panoply of the High Kings for several generations. He fought in many battles and was renowned for his magnificent armour as well as this unique weapon rune. Any blow struck by a weapon inscribed with this rune will always hit: no WS roll is necessary. MASTER RUNE OF SPELLBINDING MAGIC POINTS: 30 INGREDIENTS: The hair of a Fimir meargh and the blood of a harpy This rune can only be inscribed on amulets, belts, helms, rings or other objects used by a runesmith. Any first- or second-level spells with an area of effect within 10 yards of the runesmith carrying the rune will automatically dissipate with no ill effects. Magic missile attacks of the same levels entering the 10-yard circle around the runesmith will evaporate with no effect. MASTER RUNE OF SPITE MAGIC POINTS: 25 INGREDIENTS: A piece of pumice stone from Mad Dog Pass, and blood from a Doppelganger This rune was devised by the runesmith Vikram, a badtempered Dwarf noted for his ability to hold a grudge. The rune, inscribed on armour, clothing or an amulet, turns an attacker’s blow against himself. Every time the bearer suffers damage in hand-to-hand combat, roll a D6. On a result of 6 the damage is taken by the enemy who inflicted it instead. MASTER RUNE OF STEEL MAGIC POINTS: 15 INGREDIENTS: A fist-sized piece of steel from the forges of Karak Azul and blood of aManticore This rune may be inscribed on any piece of armour, and adds 2 Armour Points to the areas covered by that piece. This rune can be combined with the Rune of Stone to add 3 Armour Points to an area. There is no limit to the amount of armour which can be worn bearing this rune. MASTER RUNE OF STROMNI REDBEARD MAGIC POINTS: 10 INGREDIENTS: An ounce of gold from Karak Azul, and seven heads from a Hydra Stromni Redbeard made this rune in the days of Bael, Lord of Karak Azul. It was first inscribed onto the battle standard of Durgin, son of Grindol, son of Grimnir. This rune is still carved on battle standards, but can be inscribed on any reasonably large visible surface, such as a shield, breastplate or crest. It adds +1 to the damage roll of the bearer and anyone else in the same group of allies. If any member of a group stops fighting against the bearer’s enemies (for example, if they decide to attack the bearer instead), they no longer benefit from the rune’s power. MASTER RUNE OF SWIFTNESS MAGIC POINTS: 30 INGREDIENTS: An ounce of silver from the ruins of a High Elf city, and the blood of an eagle killed in flight This rune was first struck by Thurgrom the Hermit Smith. Thurgrom was the last runesmith to work in the Elf cities of the Old World, all now reduced to ruins. A weapon inscribed with this rune always strikes first, no matter what the I scores of the two combatants. In a situation where both sides are entitled to strike first for magical reasons, the character with the highest I will go first. In a combat involving several opponents, the character bearing the rune strikes before his fastest opponent. MASTER RUNE OF TAUNTING MAGIC POINTS: 30 INGREDIENTS: A fistful of pyrite (Fool’s Gold) and the brains of four Goblins This rune may be inscribed on amulets, belts, helms and rings. It enhances the ability of the wearer to goad his enemies into taking one or two courses of action. If the enemy fail their Cl test by less than 30, then they will recklessly charge the wearer and attack with a -10 modifier to their WS for the duration of the fight. If the failure is 30 or more, then the enemy flees as if struck by fear. If the rune is inscribed on a banner, then the bearer and associates (within 10 yards of the banner) benefit from its effects. MASTER RUNE OF VALAYA MAGIC POINTS: 30 INGREDIENTS: An ounce of gromril, kept on an altar of Valaya for a year and a day, and sea-water from the Black Gulf, collected at Barak-Varr This is a particularly ancient rune, one which is said was invented in the dawn of time by Valaya the Ancestor God. This rune can be inscribed on any armour, clothing or amulet. Any spell cast at a group of characters containing the bearer of this rune will automatically fail to work, though the spell caster’s magic points and spell ingredients will be used as usual. KLAUSER’S RUNES These are the runes that were stolen from the Dwarfs by Dortmund Klauser. They are described briefly in WFRP WFRP, p190 but the new text below clarifies and expands on that information. Treat the descriptions in the WFRP rulebook as what is known by characters with the rune lore skill; the new material blow is only for those with rune mastery. SPELL RUNE MAGIC POINTS: 5 + (2 x points required by the spell to be incorporated) A Spell Rune allows the holder of the runic item to cast a spell encoded into the rune once per day, with no magic point cost, and no chance of miscasting. To inscribe it, the rune master must have learned the spell to be included. Only one spell can be placed in each rune, though multiple spell runes may be inscribed on a single item. Once the spell is cast, the rune dims for the rest of the day. PROTECTION RUNE MAGIC POINTS: 6 The Protection Rune gives a +10 modifier to all magic tests taken by the bearer. The effects of two or more runes is not cumulative. This rune will protect against all magic, including beneficial magic such as healing spells. ARMOUR RUNE MAGIC POINTS: 5 When inscribed on a piece of armour, the Armour Rune adds +1 to its armour points. CUTTING AND SMASHING RUNE MAGIC POINTS: 6 This rune may only be inscribed on weapons. It adds 1 point of Strength to any blow dealt by the weapon. If this rune causes a Wound that would not otherwise have been scored, it will dim and cease to function for the remainder of the day. RUNE OF SWIFTNESS MAGIC POINTS: 3 A Rune of Swiftness will add +10 to its bearer’s Initiative. RUNE OF RENEWAL MAGIC POINTS: 6 This rune carries enough magical energy within it to repower any dimmed rune inscribed onto the same object. This will drain the Rune of Renewal, which will dim for the remainder of the day. The energy within this rune cannot be used for any other purpose. If multiple runes have dimmed at the same time, randomize which is reactivated. FLIGHT RUNE MAGIC POINTS: 7 This rune can be inscribed on an axe, hammer or other throwing weapon, and will ensure that it will always hit its target (determine hit location randomly). After one use, the rune dims for the remainder of the day. RUNE OF RETURN MAGIC POINTS: 3 This rune can be inscribed on an axe, hammer or other throwing weapon, ensuring that it will return to its owner’s hand. After one use, the rune dims for the remainder of the day. GREAT DEATH RUNE MAGIC POINTS: n/a Legend has it this rune may only be inscribed by a god. Any creature hit by the weapon is automatically slain. This rune does not dim when used. Inscribing this rune is dangerous; several rune masters have attempted it and been found dead, their bodies unmarked, hours later. LESSER DEATH RUNE MAGIC POINTS: 20 This rune is not as rare as the Great Death Rune, although its effects are similar. Lesser Death Runes may only be inscribed onto weapons, and cause any creature of a specific type to be slain if hit in combat. Each rune works for only one group of creatures (such as Elves, Goblinoids, or Chaos creatures) and does not dim through use. The inscriber must have killed one of the creatures in question sometime during his life. MINOR DEATH RUNE MAGIC POINTS: 10 A Minor Death Rune is relatively common. It slays any creature of one specific species (such as Goblins, Orcs or Beastman); in all other ways, it is identical to the Lesser Death Rune. The inscriber must have seen the creature in question at some time in his life in order for the rune to work. NECROMANTIC SPELLS -- Level 1 -- SUMMON SHADE SPELL LEVEL: 1 MAGIC POINTS: 5 RANGE: Touch DURATION: 2D10+10 seconds INGREDIENTS: A cup of wine made from fruit grown in a graveyard. This spell allows the caster to summon back and question the spirit of a body that has died in the last 24 hours. The wine must be poured into the corpse’s mouth while the spell is cast; then the caster must hold the corpse’s hand while the questions are being asked. The corpse will answer in a deathly whisper, but only in a language it knew when it was alive. If the caster asks a question that the spirit does not wish to answer, it may make a WP test (using the score the victim had when alive) to avoid replying. The spell may only be cast once on any given corpse. -- Level 2 -- VANHEL’S DANSE MACABRE SPELL LEVEL: 2 MAGIC POINTS: 10 RANGE: 48 yards DURATION: 2D3 rounds INGREDIENTS: The toe-bones of a dancer The animated dead are normally ungainly and cumbersome; this spell, however, gives them grace and speed – and makes them all the more deadly as a result. The spell may be cast on any group of Skeletons or Zombies within 24 yards. Whilst the effects last, the affected Undead have their Move and Attacks doubled, and their Initiative increased by 10. -- Level 3 -- SHAPE SERVANT OF BONE (RITUAL) SPELL LEVEL: 3 MAGIC POINTS: 10 RANGE: See below DURATION: See below INGREDIENTS: See below This spell is used by necromancers to create a familiar. Although some necromancers disguise their familiars to make them look like normal animals, the familiar is created from the bones of dead creatures, be they animal, human or monstrous. Some necromancers claim that the best sort of familiar is made with bones of creatures that they have killed personally; others insist that the wisdom, physical strength or magical skill of the bones’ original owner will affect the abilities of the familiar. The spell cannot be learned, but must be performed while the caster refers to a scroll or book that contains it. However, the first time the spell is used the caster must still pay an EP cost for it, as if the spell had been learned the usual way. Subsequent castings (as long as the book or scroll is present) don’t require further EPs to be spent. The bones for the summoning must be collected by the spell-caster. They may be from any creature, but the assembly cannot be more than one foot in any dimension when fixed together. A necromancer may choose any shape for their creation, and many tend towards the horrific – a child’s skeleton with the skull of a dog, or a human hand with the legs of a cat. Only the form is important at this stage: flexible joints and other features are created by the spell. Construction of the bone figurine will take three days, during which time the necromancer must not eat, and may only drink water. Each day, a construct test must be made. If the test is failed, another day must be spent making the familiar. On a failure of 30 or more, the bones are spoilt due to clumsy workmanship, and the project must begin anew. If the necromancer stops during the construction process for any reason, then the process must be started again, although the same materials can be used. Once the figurine is successfully made, the necromancer must spend an entire night (8 hours) performing the spell to bring the familiar to life. The spell must be performed in a graveyard or a place where mass death has occurred. When performing the spell, he must chant the necessary words, make gestures and dance certain ceremonial steps around the familiar. He may do nothing else at all. Any interruption during this period will mean the whole process is ruined, the materials must be discarded, and he must begin again from scratch. At the end of 8 hours, the familiar will become animated. From this point onwards should be treated as an Undead creature, although it is not subject to instability (it can be forced to test for instability if appropriate magic is used against it). When first animated, it will sit up, look round with a green glow in its eye sockets, if any, and see its potential master. At this point the GM should make a Ld test for the necromancer, but not tell the player the result of the roll. The result of the roll is as follows: Success: The familiar will walk forward, bite the caster’s hand, and become his servant until one or other is destroyed. Failure: ailure: The familiar is nervous. It must make a Cl test; on a success it will reluctantly come toward the caster, who may make another test against Ld Ld. On a failed Cl roll, the familiar will flee, and once it gets more than 10 yards away, will fall to pieces. 99-00: The familiar has been animated by a minor Chaos spirit, which will appear to be friendly, but will have its own agenda, will act mischievously or subversively, and generally do everything in its power to make things go wrong for the Necromancer, while still appearing to be helpful. SUMMON GUARDIAN SPIRIT SPELL LEVEL: 3 MAGIC POINTS: 12 RANGE: Not applicable DURATION: Until dispelled or destroyed INGREDIENTS: The gravestone or skull of a humanoid This spell summons and binds the spirit of the dead humanoid creature to whom the gravestone or skull once belonged. The casting of the spell summons the spirit, magically bound and unable to resist. The caster specifies the zone to become its bounded area (a maximum radius of 10 feet per level of the magician casting the spell) or the object it is to protect, and the spirit is then bound to it as a new Guardian Spirit. Since this spell compels the Guardian Spirit (see left) to a period of service which is potentially unlimited, the spirit is allowed a WP test to resist the initial summoning and binding. If the summoned spirit is that of a known individual (e.g. a dead player character), use the individual’s WP score; otherwise, use the standard WP score for the race, taken from the basic profile. If the WP test is successful, the spirit resists the binding and departs immediately. It may not be summoned again by the same Necromancer, since the skull or tombstone (or both, if both are present) will have been consumed in the casting. LOYAL WIGHT SPELL LEVEL: 3 MAGIC POINTS: 15 per wight RANGE: Touch DURATION: Permanent INGREDIENTS: The shrouds of five corpses With this spell, a Necromancer can change the allegiance of a Wight or Wights so that they no longer seek to guard their treasure but will protect him instead (See ‘Wights’, WFRP WFRP, p253). The caster must first gain control of the Wights’ treasure, which will involve getting past the Wights in some way. Once this is done, the spell may be cast. For every Wight to be controlled, the caster must spend 15 MPs to cast the spell. If the treasure is guarded by more Wights than the caster can control, the others will be transfixed (counting as prone) during the spellcasting, but as soon as it takes effect any unaffected Wights will attack the Necromancer. Wights successfully controlled will become loyal to the Necromancer, and will do their best to protect him as they did their treasure. They will become subject to instability if they go more than 48 yards away from him. If the Wights are damaged to such an extent that they become Ghosts, they will immediately turn on the Necromancer and attack. -- Level 4 -- DRAIN LIFE This spell is identical to the Jade magic spell of the same name (see pXXX). Jade wizards refuse to answer questions about their knowledge of origins. GUARDIAN SPIRIT Guardian Spirits are a rare kind of ethereal Undead, bound to an area or item by Necromantic magic or an obsession that they held in life, and compelled to protect the area it against intruders and violators. 4 0 0 0 3 17 40 * 0 40 18 18 48 0 PHYSIQUE: Guardian Spirits are not naturally visible. Creatures that can perceive invisible objects will see them as a faint, smoky-grey humanoid outline. PSY SY SYCHOLOGICAL CHOLOGICAL TR TRAITS AITS Guardian Spirits are not subject to instability while inside the area they are bounded to, and cannot be forced to leave it except by magic. They have +20 to WP tests against Necromantic control spells. They are immune to all psychological tests and cannot be forced to leave combat. They cause fear in living creatures that they attack but fail to possess. SPECIAL RULES Guardian Spirits have no physical presence, and cannot affect material objects. They pass through solid objects like walls with no penalty, and are immune to non-magical weapons. They attack by spirit combat. SPIRIT COMBAT Spirit Combat is a limited form of possession, by which a non-material creature like a Guardian Spirit may attack a living creature. It may only be attempted against beings with an Int of 6 or more, but has no effect on those immune to psychological effects. When a creature attacks in spirit combat, its victim must make a WP test. Magical protection does not modify this test, unless it is specifically related to mindinfluencing magic or psychological effects. If the WP test is successful, then the spirit attack has failed. If it succeeds, the victim loses 1D10 WP points. A character that is reduced to zero WP falls under the control of the Spirit that last attacked him. The Spirit may use the body as if it was its own. Lost WP is recovered at the rate of 10 points per turn, and once per turn the possessed character may attempt a further WP test to throw off the possessing Spirit. Spirits who fail to possess a target must spend 1D6 rounds recovering, after which they may try again – normally they will attack a different person to the one who bested them, if at all possible. Two creatures engaged in spirit combat may perform no other actions in that round, and count as prone targets. When Guardian Spirits possess living creatures, usually they will compel them to leave the spirit’s bounded area, although sometimes they use the possessed body to drive out other intruders. A possessed body can use its skills tested on S, T, I and Dex Dex, but no others. TRANSFORMATION OF THE LICHE SPELL LEVEL: 4 MAGIC POINTS: 30 RANGE: Personal DURATION: Permanent INGREDIENTS: The brains of five Necromancers If a Necromancer casts this spell and dies before the next sunrise, then instead of dying he will turn into a Liche (see WFRP WFRP, p249). As this transformation is something many Necromancers desire, many are known to have cast this spell then deliberately killed themselves. Once the body is cold, the process of transformation takes 1D10 days. The body of the Necromancer must be in one piece. To an outside observer, the corpse appears dead and begins to decay as normal. During this time, the Necromancer knows and feels nothing. At the end of the period the body returns to animation as a Liche. Its Wounds are doubled, and Ld Ld, Int Int, Cl and WP are each increased by 10 points (to a maximum of 100). A Necromancer who has undergone this transformation causes fear and terror in living creatures, is immune to psychology, and can only be harmed through magic. In addition, he gains the ability to transfix victims, as described in WFRP WFRP, p249. However, the character will be affected by any magic or effects that normally apply to Undead creatures. Any character who learns this spell automatically gains a Disability (WFRP WFRP, p138) even if they do not use it, and gains 1D6 insanity points each time that it is cast. If the character ever does become a Liche, they automatically gain a further 1D6+3 Insanity Points. DAEMONOLOGIST SPELLS -- Level 1 -- SUMMON DAEMONIC CREATURE SPELL LEVEL: 1 MAGIC POINTS: 4 RANGE: 6 yards DURATION: 2 hours per level of caster INGREDIENTS: The heart of a dove, ritually sacrificed This spell summons a single Daemonic creature (pXXX) which will appear within 6 yards of the caster. A normal Daemonic control test must be made to master it (see WFRP WFRP, p161). Controlled Daemons will do as their master bids them; uncontrolled ones behave randomly (see WFRP WFRP, p161; roll for uncontrolled Daemons each turn), or as the GM wishes. If the summoner is allied to a particular Chaos god, the Daemon that appears will be of that deity’s favoured type. Otherwise, the GM determines the species and nature of the creatures called by the summoning. -- Level 3 -- HELLRIDE SPELL LEVEL: 3 MAGIC POINTS: 10 RANGE: Personal DURATION: 1D8 minutes INGREDIENTS: A saddle covered with man-skin This spell can be cast on any Daemonic Steed (see WFRP WFRP, p257), once it has been successfully summoned and controlled. Once enchanted, the Steed will bear its rider and no more than one passenger beyond the mortal world and into the borders of the realms of Daemons, covering vast distances in a short time. Although the riders perceive the realms they are traversing only dimly, the effects of seeing such horrors are still harrowing. The ride will last for 1D8 minutes, during which the riders must make Cl rolls each minute (each failure results in the rider gaining 1 Insanity Point). Fortunately, with the speed and knowledge of a controlled Steed, the riders will be able to avoid coming into contact with other denizens of the realm. At the end of the ride, the Steed will return its passengers to the material realm at a point specified by the caster within 100 miles of their starting point. There is alleged to be a more potent version of this spell that lets the rider and Steed cover far vaster distances, by travelling closer to the heart of the Daemonic realms. The authorities at the Church of Sigmar believe it does not exist, since anyone using it would surely be driven mad. SUMMON DAEMONIC PACK SPELL LEVEL: 3 MAGIC POINTS: 8 RANGE: 6 yards DURATION: 2 hours per level of caster INGREDIENTS: The heart of any humanoid creature, torn from its living body The caster may summon a group of 1D6 Daemonic creatures (pXXX). The pack appears within 6 yards of the summoner, and a normal Daemonic control test must be made for the pack as a whole (see WFRP WFRP, p160). Controlled creatures will do as their master bids them; uncontrolled creatures behave randomly (each turn, roll for uncontrolled Daemons: see WFRP WFRP, p161), or as the GM wishes. The creatures in the pack will depend on the allegiance of the caster, as for the spell Summon Daemonic Creature. 232 SPELLS -- Level 4 -- DAEMONIC AMULET (RITUAL) SPELL LEVEL: 4 MAGIC POINTS: 20 RANGE: Personal DURATION: See below INGREDIENTS: A piece of bone (at least 6" long) from a Cleric of Good alignment With this spell, a caster can create an amulet, ring, wand or other talisman, in which a single Daemon can be bound as a servant. The Daemonologist must first prepare the amulet as described below, and must then summon, control and bind the Daemon (using the Bind Daemon spell, pXXX) that he wishes to entrap. To create the necessary amulet, the caster must spend 1D6 days carving a piece of bone from a good-aligned Cleric into the required shape. This needs a successful construct test each day. If one of these tests is failed, the piece of bone is ruined, and the process must be begun again with a new piece of bone. On the final day of the crafting, the caster must carve the name of the Daemon he wishes to bind onto the amulet. No one else can undertake this task, or the amulet will fail to entrap the Daemon. This should be done within a Zone of Daemonic Nullification, or there is a 10% chance that the Daemon who is to be victim of the spell will notice its name being carved and will appear without warning to wreak revenge on the caster. Needless to say, the caster cannot both maintain the zone and carve the name himself. Once the carving is complete, the caster must summon and control the Daemon in the usual way, and then bind them fast using the Bind Daemon spell. If any of these steps fail, the Daemon will immediately attack the summoner. If all goes well, however, the caster can use the Daemonic Amulet to entrap the Daemon. The Daemon is permitted one last WP test in order to break free from the material realm and escape, but if this is failed, they will be entrapped in the amulet. The creator of the amulet can summon the Daemon forth from the amulet by speaking its name, at which point the Daemon will appear and will carry out the caster’s commands. Once in the material world, it will serve its master until released or drawn back to their own plane of existence through instability. However, for each task after the first, another WP test must be made to continue to control the Daemon; telling it to return to the amulet counts as a task. When within the amulet the Daemon is powerless, but is also immune to instability. Anyone with magical sense will feel an aura of power about the wearer of a Daemonic amulet, but will be unable to trace it specifically to the amulet. The Detect Magic spell, however, will show the bound Daemon writhing within its bone prison. If an amulet is found by anyone other than the person who made it, the Daemon will appear if its name is spoken. It will then act as an uncontrolled Daemon, treating the person who spoke its name as its summoner (see WFRP WFRP, p161). DARK MAGIC SPELLS -- Level 1 -- DARK HAND OF DESTRUCTION SPELL LEVEL: 1 MAGIC POINTS: 3 RANGE: Personal DURATION: Until a successful hit is made INGREDIENTS: The hand of any dead humanoid Talons of dark energy sprout from the fingertips of one of the caster’s hands, and can be used as a weapon in handto- hand combat. When the caster hits an opponent with the Dark Hand, it ignores non-magical armour. Once damage has been caused once, the spell is dispelled. WITCH FLIGHT SPELL LEVEL: 1 MAGIC POINTS: 3 RANGE: Personal DURATION: 1 round INGREDIENTS: A freshly throttled raven A howling wind picks up the caster and carries them into the sky. They are carried rapidly across the land, coming back to earth at a spot they select within 100 yards of where they started. They cannot change their chosen destination once the spell is cast. This spell cannot be used indoors. -- Level 2 -- DOOMBOLT SPELL LEVEL: 2 MAGIC POINTS: 5 RANGE: 36 yards DURATION: Instantaneous INGREDIENTS: A piece of warpstone at least as big as the last joint of the caster’s index-finger The spellcaster hurls a boiling bolt of black fire towards one target, hurling him to the ground as the magic attempts to rip him apart, causing excruciating agonies the likes of which the target has never previously imagined. He takes 1D6 hits at S 5; armour – even magical armour – offers no protection. Targeting restrictions apply as per normal missile fire. Victims of a Doombolt can dodge the blast to take half damage by making an Initiative test. POWER OF CHAOS SPELL LEVEL: 2 MAGIC POINTS: 5 RANGE: Personal DURATION: Instantaneous INGREDIENTS: The heart of a good Cleric, ritually slain The caster calls upon the dark forces of Chaos to renew his power. However, this spell carries with it terrible risks, On casting, the wizard must test their WP (no modifiers for MPs, items or spells). If successful, the caster at once gains 6+1D6 magic points; if he succeeds by more than 30 points then he gains 6+2D6 MPs. If he fails, tapping into the Realm has unexpected consequences; a Lesser Daemon (WFRP WFRP, p257) escapes into reality and immediately attacks the wizard, returning to the void only if it kills him. If the caster fails by over 30, then 1D3 Lesser Daemons escape in this way, all of which set upon him. -- Level 3 -- BLADE WIND SPELL LEVEL: 3 MAGIC POINTS: 8 RANGE: 48 yards DURATION: 1 round INGREDIENTS: A knife or sword used by an assassin to kill a Cleric of good alignment With a flashing of light on metal, a whirling storm of razor- sharp metal flies towards any group within 48 yards. Each character in the group is struck by 1D3 blades, which automatically hit at S 5. For each blade that hits, roll for a hit location; armour protects as normal. Targeting restrictions apply as per normal missile fire. Since the spell affects an area rather than individual targets, victims of a Blade Wind may not attempt to dodge the blast. However, they may use attacks to attempt to parry the blows. MALEDICTION OF NAGASH SPELL LEVEL: 3 MAGIC POINTS: 8 + 2 per round RANGE: 48 yards DURATION: 1D6+3 INGREDIENTS: Any knife which has been used to murder someone in their sleep This spell can be cast on any group within 48 yards of the caster. The targets’ bodies open in innumerable small cuts and gashes, and blood pours from them, leaving them dangerously weakened. Victims lose 1D3 Wounds per round as long as the spell is maintained, irrespective of Toughness or armour. The group is unable to move or shoot due to the pain, but can fight defensively if attacked in hand-to-hand combat, with a penalty of -20 to WS and I. Victims must also make a Cl check or gain 1 Insanity Point. The spell can be extended at a cost of 2 MPs per round. SOUL DRAIN SPELL LEVEL: 3 MAGIC POINTS: 10 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: A pint of blood from a humanoid who bled to death The caster calls down a black thunderstorm from a clear sky to engulf one group within 48 yards of the caster. Each person within the storm suffers from a single S 4 hit. For every two points of damage inflicted on the group, the gain more than his normal W score in this way until the extra Wounds are reduced by damage, at which point he can only be healed back to his usual maximum. Normal armour offers no protection against this spell. -- Level 4 -- ARNIZIPAL’S BLACK HORROR SPELL LEVEL: 4 MAGIC POINTS: 15 RANGE: See below DURATION: 2D6+3 rounds INGREDIENTS: The dying breath of a Chaos sorcerer A roiling cloud of dark corrosive vapour with a radius of 12 yards wells up from the ground at the feet of the caster, and billows forward, enveloping everything in its path. It moves at a rate of 2D6 yards each round in any direction the caster wishes. Anything caught in the cloud suffers an immediate hit at S 6 (armour is no protection) and must take a fear test. Everyone within the cloud must test against Toughness to avoid inhaling the terrible fumes or suffer a further hit at S 8. Any non-magical equipment exposed to the cloud has a chance of being corroded beyond repair. Organic materials have a 15% chance; inorganic materials a 5% chance. All things touched by the cloud are tarnished. DEATH SPASM SPELL LEVEL: 4 MAGIC POINTS: 18 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: The heart of a person who died of fright A bolt of darkness flies from the caster’s fingertips to hit one individual. The target must roll against their Toughness or suffer an immediate critical hit (WFRP WFRP, p122). The critical value of the hit is determined by rolling 1D6. Armour does not protect against the Death Spasm. The target’s spasms are so violent than anyone within hand-tohand range takes 1 hit at half the target’s normal Strength. THE TRANSFORMATION OF KADON SPELL LEVEL: 4 MAGIC POINTS: 10 RANGE: Personal DURATION: Until dispelled INGREDIENTS: The heart of a mighty beast, bathed in human blood The caster can transform into a mighty beast: a Chimera, Manticore, Wyvern or Hydra, depending on the type of heart used. While in beast form the caster gains the physical characteristics of the creature and any special rules that apply to it, and cannot cast spells. Any Wounds inflicted on the caster before the transformation are carried over to the beast-form, and any Wounds the beast suffers remain when the caster turns back to his usual shape. If the beastly caster loses more Wounds than he has in his normal form, he must remain a beast until sufficient Wounds have healed, or take a critical hit when he changes back. CHAOTIC MAGIC Chaos spells are very diverse. Different local cults have different selections, some unknown outside their membership. The spells below are taken from one book, ‘The Offences of Chaos’, which describes spells that can be used in combat. Its origins are unknown, but the witch-hunter Albrecht of Kemperbad sent copies to his fellows all over the Empire. Many subsequently fell into the hands of other Chaos cults, making these spells widely known. Chaos spells do not require ingredients, but Chaos Sorcerers must use a symbol of their god when casting. -- Spells of Nurgle -- STENCH OF NURGLE SPELL LEVEL: 1 MAGIC POINTS: 1D3+1 RANGE: Touch DURATION: 3D6 rounds INGREDIENTS: None Any living being hit by this spell begins to exude a noxious smell of decay so foul that the victim and everyone within 12 yards (including the caster, if he has taken no precautions) is nauseated, and must make a T test or be incapacitated with spasms of retching while the spell lasts. Those affected have all percentage characteristics reduced by 30 points and if attacked are only able to parry. Champions and Beastmen of Nurgle and creatures that do not need to breathe (e.g. Undead) are unaffected by the spell. MIASMA OF PESTILENCE SPELL LEVEL: 2 MAGIC POINTS: 1D3+3 RANGE: Personal DURATION: 1D6 hours INGREDIENTS: None The Miasma of Pestilence causes all characters within 12 yards of the caster to feel terribly ill. All their characteristics are immediately reduced by half (round down). Only the caster, Champions and Beastmen of Nurgle and creatures that do not need to breathe (such as Undead) are unaffected. The Miasma of Pestilence is dispelled if the caster is wounded, the stench dissipating in 1D3 rounds. STREAM OF CORRUPTION SPELL LEVEL: 3 MAGIC POINTS: 1D6+6 RANGE: 16 yards DURATION: Instantaneous INGREDIENTS: None The Stream of Corruption is a stinking jet of putrid blood, pus, maggots, slime and other foulness. It forms a cone of nauseating matter 16 yards long and 8 yards wide at its end. Anyone caught in this spray is swamped by the corrosive liquids, battered by the solid bits, and overwhelmed by the noxious fumes. Characters caught in the Stream take one automatic hit at S 3 from the impact; this ignores armour. They must also take a T test. If they fail, they are overcome by the fumes, and collapse unconscious into the residual pools of filth where they will choke to death unless someone rescues them (see ‘Drowning’, WFRP p74). Finally, characters take another automatic hit at S 4 from the corrosive fluids for each round they remain within the affected area. Characters will be affected by this on the first round when the spell is cast unless they can make an I test to flee the area swiftly. Unconscious characters are automatically affected. Certain creatures, as listed for Miasma of Pestilence, are not affected by these fumes. If cast in an open space, the stream will drain away in 2D6 rounds. If in an enclosed area, it will keep its vile qualities for 2D6 hours and the stench will persist for 3D6 days. PLAGUE WIND SPELL LEVEL: 4 MAGIC POINTS: 2D6+10 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None The Plague Wind may be cast on any individual or group within 48 yards. It is a vile-smelling gust of cold that penetrates all clothing and armour, and is accompanied by wind-carried moaning, insane laughter, and other sounds of death and delirium. Each character in the group must test for Nurgle’s Rot by making a Toughness test. Those who fail have contracted the disease (WFRP WFRP, p318). -- Spells of Tzeentch -- GIFT OF TZEENTCH SPELL LEVEL: 1 MAGIC POINTS: 1D3+3, plus an additional 1D3 per level of spell being requested RANGE: Personal DURATION: 1D3 days INGREDIENTS: None This spell enables the caster to make an appeal to Tzeentch for more power. The caster chooses a spell level up to his own magic level and is given a random spell of that level: it can be Battle Magic, Daemonologist, Necromantic or Tzeentchian. The caster temporarily adds the spell to his existing spell list, but forgets it after 1D3 days. The new spell can be cast in the round immediately after the Gift of Tzeentch was cast. No magic points are expended the first time this new spell is cast, nor are any ingredients needed, but thereafter the appropriate number of magic points and components are expended as usual. PINK FIRE OF TZEENTCH SPELL LEVEL: 2 MAGIC POINTS: 1D6+6 RANGE: 12 yards DURATION: Instantaneous INGREDIENTS: None Guttering flames of pink magic spout from the caster’s fingertips and strike the first character in their path. Any creature struck by the flickering pink fire of Tzeentch will suffer 1D6 hits at a Strength of 1D6+2. Only one roll needs to be made each time the spell is cast; the strength will be the same for each hit. No armour, not even magical armour, protects against the Pink Fire of Tzeentch. TRANSFORMATION OF TZEENTCH SPELL LEVEL: 3 MAGIC POINTS: 6+2D6 RANGE: 24 yards DURATION: Instantaneous INGREDIENTS: None This spell can be cast up to a distance of 24 yards and strikes the first character in its path. The victim is allowed a WP test; if they fail their undergo a horrendous transformation: they will fall to the ground, where their body lies helplessly twitching and jumping with magical discharge. Their frame then erupts with spontaneous mutations which grow and change with such speed that it is scarcely possible to recognize one before another bursts forth and obliterates it. These vile changes cause 3D3 hits at S 4 on the target. If the victim survives, they will have developed that number of permanent mutations. If they die, their body is destroyed, leaving only a ruin of flesh, feather, slime and indescribable organic refuse. TZEENTCH’S FIRE STORM SPELL LEVEL: 4 MAGIC POINTS: 2D6+10 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None Tzeentch’s Fire Storm will automatically strike the first individual or group in its path, up to 48 yards away. The target is engulfed in pink flame and suffers 1D6 hits at a Strength of 4 +1D6. Only one roll needs to be made each time the spell is cast; the Strength is the same for each hit on every character. Anyone who dies is immediately destroyed, leaving only pink ash. At the start of the next round, a Lesser Daemon of Tzeentch (WFRP WFRP, p257) grows from the ash and attacks the caster’s nearest remaining enemies until it is killed or it moves more than 48 yards from the caster, when it becomes subject to instability. -- Spells of Slaanesh -- ACQUIESCENCE SPELL LEVEL: 1 MAGIC POINTS: 1D3+3 RANGE: Touch DURATION: 2D6 minutes INGREDIENTS: None The caster touches the target’s forehead (and must make a successful WS test if the target is trying to avoid contact). If the casting is successful, the victim immediately enters a blissful, euphoric state for the next 2D6 minutes. All the target’s characteristics are halved. On each turn, roll a 1D6 on a result of 1, 2 or 3 the target is unable to do anything other than stand and smile mindlessly. On a result of 4, 5 or 6 the target is subject to stupidity (WFRP WFRP, p71). The target may also make a magic test to resist the effects of the spell. PAANE OF SLAANESH SPELL LEVEL: 2 MAGIC POINTS: 1D6+6 RANGE: 48 yards DURATION: Until dispelled INGREDIENTS: None Victims of this spell can do nothing except stand and dance lewdly to the sound of some unearthly music that only they can hear. They may not move, attack, or use missile weapons until the spell’s effects are ended. This occurs when the affected group is attacked in any way; by handto- hand combat, by missile fire or by magic. The Pavane of Slaanesh may be cast at any group of four or more creatures which are not involved in hand-to-hand combat and who are within 4 yards of each other. The victims must have at least animal intelligence for the spell to work (i.e. an Int of 12 or more). Additionally, non-Daemonic targets may make a magic test to avoid the effects of the spell. BEAM OF SLAANESH SPELL LEVEL: 3 MAGIC POINTS: 2D6+6 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None This is a version of the Slaaneshi spell Acquiescence (see above) that allows sorcerers to strike down targets some distance away. A dazzling rainbow of light shoots from the caster’s fingertips, striking one creature within range and the caster’s line of sight, and sending them into the same state of euphoria as Acquiescence does. The effects last 3D6 minutes. Non-Daemonic targets may make a magic test to avoid the spell’s effects. FLESHY CURSE SPELL LEVEL: 4 MAGIC POINTS: 2D6+10 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None This spell produces some of the most hideous effects in the magical repertoire. Non-Daemonic victims may make a magic test to avoid the spell’s effects. Victims of the spell immediately spurt horrific and uncontrollable growths, covered in misshapen mouths, hands eyes, legs and other appendages. At the start of each round after the spell has been cast, roll 1D10 and consult the following table for the effects of the spell: 1D10 Effects This T Turn urn 1-3 Growths of fat, sinew and muscle spurt from the victim, covering an area of 1D4 x 1D4 yards. This growth happens in a random direction from the victim’s starting position: D4 Direction 1 Front 2 Left 3 Back 4 Right 5-6 A tentacle-like extrusion shoots out 2D8 yards from the victim. Use the table on page XXX to determine its direction. 7-8 Nothing happens this round. 9-10 The victim and all his foul excrescences move 2D6 yards in a random direction. Use the table on page XXX to determine where it goes. Each creature in contact with a growth is attacked once per round with a WS of 49. A successful hit causes no damage, but the target is immersed in flesh and unable to move or carry out any other actions, and is being suffocated by the vile thing – use the rules for drowning (WFRP, p74). They may make an S test each round to break free. The victim of a Fleshy Curse is helpless to prevent this growth, and cannot influence it. Each transformation warps the victim in such unpredictable ways that each transformation causes an automatic hit at S 6, but then adds 3D6 to the current Wounds score as their body develops. The ongoing horror also wreaks havoc on their mental state; the target will automatically gain 1D3 insanity points for each change they undergo. After six rounds, the victim is allowed a WP test to try and regain control over what is left of their body. If this is failed, they may test again after another 1D6 rounds, and so on until they die or regain control. Even if they do survive, the changes do not fade; they are permanent, and cannot be dispelled or cured. Anyone who sees this hideous transformation happen to a companion must make an immediate terror test, and if it fails, gain 1 Insanity Point. SKAVEN SPELLS Skaven sorcerers require no ingredients to cast their spells. Instead they use the power of the warpstone coursing within their bodies as a source and focus for the spell. -- Level 1 -- SCREECH SPELL LEVEL: 1 MAGIC POINTS: 1 RANGE: See below DURATION: Instant INGREDIENTS: None This spell lets a Grey Seer call to other Skaven over long distances. To cast, the rat-man throws back his head and stretches his vocal cords to emit a high-pitched scream that carries half a mile per level of the Seer, especially to the sensitive ears of the Skaven. The Screech is just a call and carries no information, though the tone can convey an emotion such as desperation, anger or eagerness. Any Skaven hearing the call can make a WP test to ignore it. SHADOW’S COMPANION SPELL LEVEL: 1 MAGIC POINTS: 2 RANGE: Personal DURATION: 1 hour per level INGREDIENTS: None With this spell, a Skaven sorcerer can melt into the darkness simply by stepping into a shadow. The spell effectively gives the spell caster concealment urban/rural skill, conferring a +20 modifier to hide tests at all times, even if moving. For listen tests, the Skaven’s movements are soft. VERMINTIDE SPELL LEVEL: 1 MAGIC POINTS: 4 RANGE: Not applicable DURATION: 1 hour per level INGREDIENTS: None A Skaven sorcerer can summon a rat swarm (WFRP WFRP, p246) to do their bidding. The swarm is semi-intelligent, staying close to the summoner. If he is attacked it will defend him. The spell ceases once it has run out or the sorcerer is slain. WARP LIGHTNING SPELL LEVEL: 1 MAGIC POINTS: 2 per bolt of lightning RANGE: 48 yards. DURATION: Instantaneous INGREDIENTS: None Skaven wizards casting this spell release a tongue of warp lightning at a target. This has the potential to blow away armour, split asunder rock and burst open the earth. Targeting restrictions apply as normal. Bolts of Warp Lightning automatically hit their target. If fired into a group it will hit 1D3 creatures per level of the caster. Each hit has a Strength of 3 and causes 1D10 wounds on a target, irrespective of armour. Targets are permitted to test against I to halve the damage caused by this spell. As it is not a true flame, flammable targets suffer no additional damage. However, if it hits a piece of warpstone, the spell’s usual Strength and Wounds are doubled. This side effect can be used effectively to blow open castle walls, by wedging warpstone under a foundation block and targeting it with the spell. -- Level 2 -- BRITTLE BONE SPELL LEVEL: 2 MAGIC POINTS: 5 RANGE: Touch DURATION: Spellcaster’s level x D6 rounds INGREDIENTS: None One of the oldest Skaven spells, this allows a Skaven wizard to weaken the bones of an individual target. Once the spell is cast, it remains active until the Skaven’s hand touches a victim (making a successful To Hit roll) or until six rounds have passed. The standard modifiers for unarmed combat apply as normal. Once touched, the victim will suffer the following effects, depending on the affected location: Head: The victim feels nauseous and suffers terrible headaches (-10 BS BS; -10 I). Body: The victim finds it hard to breathe. Their chest is racked with pain (-10 I; -1 T). Arm: The joints in the victim’s arm ache painfully when moved. (-10 to the WS of that hand; -10 I) I). Leg: The victim’s leg is painful to walk upon, sending shooting pains up their spine. (-1 to M; -10 I). In addition, any further hits to that location, after armour has been deducted, do twice the normal damage. Toughness is deducted after the damage has been doubled. The effects of this spell are permanent, unless the victim can be treated with a Remove Curse spell cast by a 4thlevel wizard, with the spell Dispel Magic, by a divine blessing, or by appropriate Shallyan curative magic. INFECTING GAZE SPELL LEVEL: 2 MAGIC POINTS: 3 RANGE: 5 yards DURATION: Permanent until overcome or cured INGREDIENTS: None The spell infects one individual with plague. The victim must make a disease test ( immunity to disease modifiers apply) or be stricken with the Black Plague (WFRP WFRP, p82). Infecting Gaze is perhaps one of the most underhanded Skaven spells. Victims rarely realize that they have had the spell cast upon them, and even once the plague takes hold, the victim may not realize that the cause is magical. Being magical, the disease will not spread beyond its intended victim, although it may well cause panic in urban areas. SHRIVEL TONGUE SPELL LEVEL: 2 MAGIC POINTS: 6 + 2 per round extended RANGE: 12 yards. DURATION: 1 + rounds. INGREDIENTS: None This spell is intended as a countermeasure against other wizards. It shrivels the victim’s tongue so that speech is made impossible, making it impossible to utter any incantations. The victim makes the standard WP test to resist the effect of the spell when it is cast; they may also make another test each round to attempt to shake off the effects of the spell. SCORCH SPELL LEVEL: 2 MAGIC POINTS: 5 RANGE: 24 yards (with a 6-yard area of effect) DURATION: Instantaneous INGREDIENTS: None Without warning, the ground erupts in a violent column of flame, searing everyone within 6 yards. Everything within the area receives an automatic 1D3 hits at S 4, and each hit causes 1D10 points of damage. All armour – including magical armour – is ignored, and flammable targets may receive additional damage as normal. However, characters who pass an Initiative test will be able to hurl themselves out of the way in time, taking half damage. Normal rules for targeting apply, although the spell’s area of effect means that characters who would normally be obscured from view may still be affected. -- Level 3 -- PLAGUE’S SOURCE SPELL LEVEL: 3 MAGIC POINTS: 10 RANGE: Touch DURATION: Permanent, unless cleansed by magic INGREDIENTS: None Plague’s Source enchants a water source with the Black Plague (see WFRP WFRP, p82). Any individual who comes into contact with the water must make a Disease test or be stricken with the Black Plague. A -10 modifier to this test should apply to any individuals who have consumed the infected water. Springs, wells and ale kegs are all common targets that Skaven sorcerers choose for this spell. GNAW SPELL LEVEL: 3 MAGIC POINTS: 6 RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None A Gnaw spell is like unleashing a horde of invisible rats to attack a victim or structure. Its area of effect is only one square yard, but its ferocity is such that it continues to ‘gnaw’ until the target structure is no more. The Gnaw spell has many applications, but is often used for ‘hole punching’ in gates, earthworks or palisades during sieges. The spell will gnaw at 9 cubic feet per turn, in a direction specified by the Skaven. It causes 2D6 damage per round, ignoring non-magical armour. Magical armour reduces the damage rolled by its normal value. The spell will have no effect if cast against targets that rats would be unable to gnaw through, such as solid stone, and living targets may make an I test to avoid being caught by it. The spell ends when the caster dispels it, is killed or moves beyond 48 yards of the object it was cast on. -- Level 4 -- AVATAR OF THE HORNED RAT SPELL LEVEL: 4 MAGIC POINTS: 15 RANGE: Personal DURATION: Instantaneous INGREDIENTS: None There are stories of Grey Seers with huge horns who leap into the midst of battles and skewer their enemies. This spell may be the source of those stories. On casting, huge horns sprout from the Seer’s head and his body grows in size by about 50%. The spirit of the Horned Rat flows into him. The Seer is lost in a mad frenzy and tears at all about him, friend or foe alike – such distinctions no longer have any meaning for him. He gains +3 Strength, +3 Toughness, +3 Attacks and 3D6 extra Wounds, and is subject to frenzy. He is also immune to any psychological effects and will not stop until slain. The transformation places a strain on the Skaven’s body that it is unable to sustain, and consequently there is a cumulative 5% chance each turn that the Skaven’s heart will burst. When this happens, the supernatural frenzy will keep the Seer alive and fighting for another D6 rounds, after which he collapses in a dead heap on the ground. THE CHITTERING SPELL LEVEL: 4 MAGIC POINTS: 18 RANGE: 20 yards DURATION: 1D6 hours INGREDIENTS: None Most Skaven magic corrupts the body; this spell corrupts the mind. When cast, the Seer spreads a web of insanity around him, warping the minds of all within 100 yards. Every humanoid within this range must take a WP test or succumb to the influence of the spell. Victims degenerate to a mindless horde, instinctively aiding the Skaven, and the Seer in particular. They will gather around the caster to protect them, follow simple instructions, and attack anyone not affected by the magic, using their hands and teeth. In this state, the victims lose their power of speech, communicating only through gestures and the strange, rat-like chittering noises that give this spell its name. When the spell runs out, is dispelled or the Seer is killed, they return to their normal state over 1D10 turns. CURSE OF THE HORNED ONE SPELL LEVEL: 4 MAGIC POINTS: 16 RANGE: Touch DURATION: Instantaneous INGREDIENTS: None This spell allows a Grey Seer to mutate a victim into the form of a Skaven for 48 hours. During this time, the victim is totally under the influence of the Grey Seer and will do whatever they are told (except for directly killing themselves). The victim must take a magic test at -20 to resist the transformation. If that is failed, a Toughness test must be made in order to survive the transformation unharmed. If this is failed, then the pain of the process causes 1D6 wounds (with no modifiers for armour or Toughness), with criticals resolved on the Sudden Death table (WFRP WFRP, p125). THE WAAAGH! The magical power of the Orcs is unlike any other form, in that it draws on the energy of the Orcs themselves. Their spells need to particular magical ingredients, but the shaman must be surrounded by greenskins and have a good supply of whatever they require to enter their trance-state (mushrooms, spider venom, snotlings or so on). -- Level 1 -- ‘EADBUTT SPELL LEVEL: 1 MAGIC POINTS: n/a RANGE: 72 yards DURATION: Instantaneous INGREDIENTS: None The shaman smashes an enemy’s face with an ’Eadbutt of pure energy. Both roll a D6 and add their magic level (zero if the victim is not a wizard or cleric) to the result. If the enemy’s total is lower than the shaman’s, he loses 1D6 Wounds, irrespective of Toughness or armour. If the shaman loses, or the result is a draw, there is no effect. MORK WANTS YA! SPELL LEVEL: 1 MAGIC POINTS: n/a RANGE: 48 yards DURATION: 1D6 rounds INGREDIENTS: None A gigantic green claw descends from a pulsing hole in the sky just above the target’s head, grabbing the victim and lifting them high into the air. The victim may try to escape once each round by testing against Strength. If the victim escapes, he or she plunges to the ground, suffering a single S 4 hit (armour, including magical armour, offers no protection) from the fall. The arm then vanishes back into the hole, which closes. If the victim fails to escape before the spell ends, then the hand drops them as it disappears and the character takes a single hit, as above, but at S 8. -- Level 2 -- ‘ERE WE GO! SPELL LEVEL: 2 MAGIC POINTS: N/A RANGE: 72 yards DURATION: 1 round INGREDIENTS: None The shaman calls upon the Orc gods Gork and Mork to make a group of Orcs or Goblins within 72 yards of him extra tough for one round. The affected group gains +1 T and will be able to use all their attacks before opponents have any chance to strike. The Orcs and Goblins return to normal at the start of the next round. The spell is often used when charging an enemy camp or battle-formation. GAZE OF MORK SPELL LEVEL: 2 MAGIC POINTS: n/a RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None The shaman’s bloodshot eyes shoot out a destructive blast of seething magical energy 48 yards long. Anything in its path suffers a S 6 hit. The beam is only stopped by solid objects with a T greater than 6. It will pass straight through anything less sturdy; the object will take an S 6 hit and the strength of the beam is reduced by that item’s T. Typical Toughnesses for physical objects are given on WFRP WFRP, p77. -- Level 3 -- ’ARD AS NAILS SPELL LEVEL: 3 MAGIC POINTS: n/a RANGE: 48 yards DURATION: 1D6 turns INGREDIENTS: None The power of the Waaagh! flows out from the shaman and into any one Orc of his choosing. For the next round only, any damage inflicted on them is ignored. After that, their T score is increased by 2 and their Wounds by 1D6 (which can take them above their normal maximum). For the duration of the spell, they also gain +10 to WS and +1 to S, suffer hatred against all combat opponents and can ignore any critical effects caused by pain, winding and so on. However, having limbs lopped off or organs destroyed will have the usual effect. FISTS OF GORK SPELL LEVEL: 3 MAGIC POINTS: n/a RANGE: Touch DURATION: 1 round INGREDIENTS: None The shaman glows bright green as the power of the Orc god Gork surges through his body, enabling him to rip apart any enemies within hand-to-hand combat range. The shaman gets 1D6 attacks next round, all of which automatically hit at S 6. If he rolls a 6 for the number of hits, he can roll an extra D6 hits and add these to the total. If he rolls a further 6 he can roll again and add the score to the total, and so on until a number less than 6 is rolled. -- Level 4 -- DA KRUNCH SPELL LEVEL: 4 MAGIC POINTS: n/a RANGE: 48 yards DURATION: Instantaneous INGREDIENTS: None A pulsating green hole opens in the air, and the almighty foot of the Orc god Gork stomps down to squish the enemy. The foot is effectively 6 yards long and 4 yards wide. Anyone underneath it as it descends is allowed a roll against half their Initiative to avoid being trodden on. Anyone caught under the foot suffers a single S10 hit. WAAAAAAGH! SPELL LEVEL: 4 MAGIC POINTS: n/a RANGE: 72 yards DURATION: 1D6 rounds INGREDIENTS: None The power of the Waaagh! surges from the shaman in an unstoppable flood of magical energy. All Orcs and Goblins within 72 yards of the shaman add +10 to their WS and can reroll any Ld tests for the next 1D6 rounds. Also all wizards and other spell-casters within 72 yards of the shaman when the spell is cast, including those supposedly on the same side as him, must roll equal or less than their magic level on a D6 or suffer 1D6 Wounds, irrespective of Toughness or armour.