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