Ward-hammer Supplemental 2

Magic
Version 0.66

Second in a series of expanded treatises on the variant rules used in the Ward-hammer variant form of WFRP.  Being an expanded discussion of the Magic system.  Recommended to be read in conjunction with other Ward-hammer Supplementals.

By Ian Ward
Last edited 12th July 2003

Version History:
0.46 : 12th December 2001 : Base version for history listing
0.50 : 13th May 2003 : Updates
0.60 : 14th May 2003 : Removed divine magic, started Supplemental 4 to cover that.
0.65 : 26th May 2003 : Listed spells, their MPs, durations, ranges, ingredients.
0.66 : 12th July 2003 : Alchemy section revisited.

This document is valid alongside the following Ward-hammer document versions:
Ward-hammer : version 6.01+
Skills, Careers and Task Resolution : version 0.87+
Magic : version 0.66
Traits : version 0.60+
Divine Magic : version 0.10+

Introduction

This document is the second in a series of expanded treatises on the variant rules used in the Ward-hammer variant form of WFRP, ie. my WFRP house rules.  It discussses in detail the changes and new rules in the Magic system.

There are 4 types of magic use in the Warhammer World:  sorcerors (aka wizards, warlocks, witches, etc.), priests (clerics, druidic priests), alchemists (chemists whose field of expertise is in merging science and magic) and the Dwarven art of runesmithing (casting runes of power into physical artefacts to make them magical).  Each is a highly different and specialised form of magic.  Characters may be skilled in more than one of these types of magic.  This document covers sorcery, alchemy and runesmithing.  I have split divine magic off into Supplemental 4 - Divine Magic.

Contents

Introduction	1
Contents	1
Sorcery	2
The Nature of Sorcerous Magic	2
Rote Sorcerous Magic	4
Improvised Sorcerous Magic	5
Sorcerous Power	5
Interrupted Casting	6
Warping	6
Alchemy	6
The Nature of Alchemy	6
Learning and Applying Alchemy	7
Manufacturing Alchemical Reagents	7
Rune Magic	7
Runes	7
Klausers Runes	9
Using Runes	10
Grimoire	13
Magicopae Trivialis : Petty Magick	13
Magicopae Unitas : Battle Magick	15
Colour Magick	18
Magicopae Daemonicus : Demonology	18
Magicopae Elementis : Elemental Magick	19
Magicopae Frecias : Ice Magick	22
Magicopae Mentalis : Illusionist Magick	23
Magicopae Necromantis : Necromancy	24
High Magic	25
Tree Songs	25
Dark Magic	26
Skaven Magic	27

Sorcery

The Nature of Sorcerous Magic

The first type of magic we will discuss is sorcery.  This is one of the most common types of magic in the Old World, arguably the most common (though clerics might disagree with that statement).  It is the magic of wizards, witches and warlocks, and is furthermore a form of magic that is highly tainted by Chaos.  Indeed, sorcerous magic is no more and no less than the channelling of the Chaotic energies that swirl across the Warhammer World out of the polar Warp Gates (the "winds of magic" in sorcerous parlance) into magical effects.  Chaos is inherently anarchic, capricious and unpredictable, and thus the effects created are not always the effects the caster wanted.  It shares with divine magic the earned reputation as one of the most powerful forms of magic available to its practitioners.  That power, however, often comes at a price.

The practitioners of sorcery, unless extremely careful with its use, are slowly and gradually warped by the Chaotic energies that are their stock-in-trade.  The Chaos energies slowly but surely warp their mind, and in some rare cases, their bodies.  Wizards have a reputation as being eccentric, quick to anger, and savage in their wrath.  This has a grain of truth to it.  These are exactly the symptoms you would expect of a mind warped by Chaos, and many experienced sorcerors take these symptoms to extreme levels.

As an example, for centuries there have been folk tales of the ancient sorceror known as Constants Drachenfels, believed by many to be simply that - tales, told to children by their parents to scare them into going to bed ("Go to bed child, or Constants Drachenfels will come to get you....").  They are not tales.  They are true.  Drachenfels is ancient, yet still walks the Warhammer World, having perfected the art of immortality that sorcery and Chaos can grant.  His immense age and pact with Chaos make him an extremely powerful and dangerous sorceror.  His sanity has, however, become rotten to the core by Chaos and he is also highly insane.  Fortunately, he rarely ventures outside his castle, whose location is known only to a few.

For some reason, Dwarves and Halflings appear to have less of an aptitude with sorcerous magic than many other races (including Elves and Humans).  The reasons for this are hotly debated in the magical societies of the Old Worlds' human states, but no hard evidence is known that supports any theory they have yet come up with - it is a mystery.  It is a mystery that the Dwarves and Halflings harbour also.  The Elves, however, know more on the matter.  Ancient legends of the Elves remember when the Old Slann walked the Warhammer World, and created the Halfling race as being more resistant to Chaos.  Sorcerous magic being explicitly linked with Chaos, the Halfling race thus has less of an affinity with it.  Even the Elves, however, do not know why Dwarves should suffer a lack of affinity with the practise.

Traditional sorcerous magic as practised by humans for thousands of years in much of the Old World (except Kislev - see below for that) has traditionally been classified by its practitioners along classical lines as follows:

	Magicopae Daemonicus - Demonology, the summoning and controlling of demonic creatures from the Warp (presribed).
	Magicopae Elementalis	 - Elemental magic, pertaining to the raw natural elements of earth, air, fire and water.
	Magicopae Frecias - Ice magic, as traditionally practiced by Kislevite ice shamans.
	Magicopae Mentalis - Mentalist magic, that which produces sensory effects (such as sounds and illusions) and affects the mind.
	Magicopae Unitas - So-called "Battle magic", common magic, usually centred on spells useful on a battlefield, as taught in many of the Empires magical colleges.
	Magicopae Naturae - "Nature" magic, influencing and controlling plants, animals and the weather.
	Magicopae Necromantis - Necromancy, pertaining to death and the dead (presribed).
	Magicopae Trivialis - Simple cantrips, as represented by Petty magic.

In practise, the disciplines have inter-related over the centuries such that elements of Elementalism would not look out of place in Battle magic (and vice versa).  Most Battle magic and many of the most common spells in Elementalism and Illusionism are written in Arcane Language - Magick, and many academics are able to access the libraries and grimoires available in this language.  Demonology and Necromancy tend to be segregated and specialised arts due to the secretive (and understandably paranoid) nature of their practitioners, and are thus less commonly practiced.  Characters wishing to cast spells of each these specialised types must possess the Arcane Language and Spell Lore skills specialised to that purpose (eg. Necromancers must possess Arcane Language - Necromancy and Spell Lore - Necromantic Magick).

In Kislev, a highly specialised shamanistic form of magic is used, harnessing the power of the Kislevite lands in all their cold and wintery beauty.  The details of this are left to Realms of Sorcery to explain.  Characters wishing to cast this distinctly Kislevite magick must have the skill Spell Lore - Ice Magick.

A relative newcomer to the magical scene in the Empire, in comparison with the classical and ancient teachings of human magic above, is "colour magic" (as taught in the Imperial Colleges of magic in Altdorf).  This document will not discuss colour magic extensively.  The official Hogshead release of Realms of Sorcery (and not the unofficial Realms of Sorcery widely available on the internet) discusses it in depth and the reader is referred to that book.  Suffice to say here that when Teclis taught humans the powerful magicks necessary to hold back the first surges of Chaos into the world, that Teclis judged humans unable in some sense to utilise magic as the High Elves do.  Therefore Teclis taught humans to specialise in one aspect of Battle magic, just one of the the so-called "colours" of magic.  Manipulators of magic according to the teachings of Teclis must possess Arcane Language - Magick (humans retained their own ancient magical writings and the language used to record them) and Spell Lore - Colour Magick (where this is specialised for the "colour" of magic desired).  For more detail on the teachings of Teclis and the Colour Colleges of Altdorf, see Realms of Sorcery.

Elven magic has been little studied by human scholars, but it is known that the High Elves use a form of magic called High Magic, believed to be a product of merging all the magical "winds" in balance with each other, and said by the Elves to be the most powerful form of magic known.  Many human mages disagree or doubt the claim.  The Wood Elves are said, by those who have returned to tell the tale of their sylvian realm, to practise a form of 'tree singing'.  Human opinion is divided on the relationship of this strange form of magic (that Wood Elves rarely discuss with other races) to Druidic  and Elemental magic.  Dark Elf magic, though little seen, has been compared to dark wizardry and the forbidden arts.  The Sea Elves generally practise a limited form of High Magic, the local magic (often a smattering of Battle Magic), or both.

Dwarves, as far as is known, do not commonly practise magic as Humans or Elves know it, and generally excel instead in runesmithing.  That said, Dwarf wizards are not unknown, and generally come from the populace of the expatriate population extent in the Empire.  These Dwarves are often considered not 'true dwarves' by the Imperial Dwarves of the Dwarven Empire.

In the other races, Gnomes often find themselves drawn towards Illusionism, often with a smattering of Battle Magic thrown in.  Halflings are thought to have little talent in magic as a race, but some Halfling wizards are known, tending towards the lower levels of Battle Magic and some Elemental magic.  Many other races known or rumoured for their dark or sinister tendencies, including Skaven and Beastmen, graviate towards Dark Magic and the forbidden arts.  The Skaven also possess a magic refined over centuries to suit their race perfectly.

Finally, Greenskin shamans have their own peculiar, specialised, magic, to which you are recommended to visit the authors site all about the Goblinoids at
	http://www.goblin-online.net/gobbos/gobcult.html
where you can find all manner of details on Greenskin magic, culture, society and war.

Rote Sorcerous Magic

There are two main forms of sorcerous magic - rote magic and improvised magic.

Rote magic is the classic chant, chant, boom method of spellcasting.  You study and memorise the mystical incantations, bodily movements and ingredients that over the years, decades or centuries have proved an effective way to produce a predictable, reliable magical effect.  This is not to say that things don't go wrong with rote magic (one than one rote wizard has been sucked into the Warp, or unwittingly harnessed the energies to summon a demon into the world, for example), just that as the techniques have been perfected over the years or centuries it is more reliable than the alternative.

Three main skills are necessary to learn and cast rote sorcerous magic: Arcane Language, Cast Spell, and Spell Lore.

First, the character must learn the spell.  This involves learning it by rote from a teacher, or studying it in a grimoire.  In the latter case, grimoires are always written in a magical Arcane Language, and the character must know the particular Arcane Language it is written in to read, understand and learn the spell.  The character, to learn the spell properly, must also have studied in the basic tenets of the magic s/he is learning - be it the ubiquitous Battle Magic or specialised demonic, illusionistic, necromantic or elemental magic.  As such, the character must possess the Spell Lore skill in the magic specialty involved.  If all these conditions are true, the character can spend time and Experience Points learning the spell - see the Cast Spell skill for spell costs.

Casting the spell then requires the Cast Spell skill specialised in the particular spell type, and the Spell Lore skill specialised in the magic specialty involved.  Details of the test are in the description of the Cast Spell skill, but suffice it to say here that casting is not always successful, and sometimes produces unexpected effects due to the Chaotic energies involved in the sorcerous process.

Spells take 1 round to cast and take effect at the start of the following round on successful casting.  More complex incantations called Rituals take longer (hours or days) to cast, and can have much more powerful effects.

Improvised Sorcerous Magic

Other wizards go in for a more dynamic form of magic.  They use, develop and master their will to control the magical eddies of the world.  They use the Cast Will skill.  These 'Willworkers', as they often style themselves, are capable of far more dynamic and improvised effects than the rote magic of other wizards and clerics.  They use their will with magical foci to mould the swirling eddies of energy to their purpose.  The foci concerned can be of many types, from "Words of power" and gestures, to material objects that help to focus the energy and their will, as well as other forms.

Although 'Willworking' is more dynamic and flexible, it is also incredibly dangerous and difficult.  Masters of the art study long and hard at the craft.  The process is extremely dangerous, even more so than the riskiest 'spell'.  The GM has sole discretion over penalties to the Cast Will roll...  See that skill for details.  A failed attempt creates a backlash effect, Chaotic forces allowed to run riot.  The effect is similar to that of Paradox in Mage, and can include anything, from something harmless or minor, to summoning a demon, to being sucked into the Warp, to being transported to a nether-realm trapped forever in your own private hell - have fun... }:o>  The Mage books have some wonderful ideas on what Paradox can do, with equal lattitude.

Note that wizards are not just limited to being rote wizards or 'willworkers' - they can use and know both forms of the magical craft.  Rote spells are simply formulas for wielding the magical energy is a more focused, reliable way.  However combining a rote spell effect and a will effect together in the same act of spell casting can be dangerous as the carefully balanced magical energies of the rote spell are unbalanced.

This freeform magic is a kind of cross between David Eddings' system of miracles in the Belgariad series of novels, the magic of the White Wolf game Mage (with its Paradox spirits, which in WFRP equate to the Chaotic backlash effect), and the psykers of WH40K.

Sorcerous Power

The "power source" of sorcerous magic is Magic Points (MPs), which represents the inherent ability to channel sorcerous magic.  A characters Magic Points level is an indication of the degree to which s/he can further channel the Chaotic energies that swirl across the Warhammer World out of the polar Warp Gates ("winds of magic").  Sorcerous magic literally channels this raw Chaos energy, and some of that energy flows through the caster (producing the warping effect sorcery has on its practitioners).  A sorceror can only channel a limited amount of energy in this way without getting burned out (ie. running out of Magic Points).  Sorcerors regain Magic Points through sleep or by the Meditation skill, both of which methods allow the body to relax and dissipate any magical energies still in the sorcerors system.

The number of Magic Points a sorceror can channel without temporarily burning him/herself out is initially very small but which grows as the character becomes more experienced in sorcery and de-sensitised to the magical energy flowing through him/her.  This is known in game terms as the sorcerors Power Level.  A sorcerors Power Level is equal to the maximum number of Magic Points s/he has held, or the level of the Meditation skill, whichever is higher.  Wizards Apprentices initially gain a Power Level of 2D4 (1D4 for Dwarves and Halflings) as part of their studies with their master.

Interrupted Casting

If a sorcerer is whacked or otherwise distracted while casting a spell (which takes a whole round of concentration and chanting), s/he must roll against Willpower to keep concentration.  A failed roll means the spell casting roll is automatically failed and the SPs invested are lost.  The GM decides the extent of the automatic spell casting roll failure, whether it simply means the spell is cancelled with no effect, or if some Chaos spawned side effect (see examples cited in the Cast Spell) skill occurs.  Note that a spellcaster taking a blow causing one or more Wounds will fail the roll automatically.

Warping

As already mentioned, the practitioners of sorcery, unless extremely careful with its use, are slowly and gradually warped by the Chaotic energies that are their stock-in-trade.  The Chaos energies slowly but surely warp their mind, and in some rare cases, their bodies.  Wizards have a reputation as being eccentric, quick to anger, and savage in their wrath.  This has a grain of truth to it.  These are exactly the symptoms you would expect of a mind warped by Chaos, and many experienced sorcerors take these symptoms to extreme levels.

Whenever the Cast Spell roll is tested, roll a D100 against the number of magic points used for the spell.  In the case of any spell whose purpose is to pull something (a dead body, a spirit, a demonic creature) from another plane (from the Warp, or from Khaines domain of the dead), it also serves to open a way for additional energy not-of-this-world into the world.  This can only end in tears, and so use the number of magic points used for the spell tripled.  If the roll is less than or equal to this number, some of the Chaotic energies swirling in the characters vicinity, shaped by his hands, affect him.

If so affected, the character must pass a Cool roll or gain an insanity point.  If this takes the character to 6 Insanity Points or above, the character must roll on Cool as normal (again in this case) or gain a new insanity (or have an existing insanity become worse if applicable).

As well as this, in the case of Necromancy and Demonology, there is a 5% chance of an affected character gaining a magical disability or of an existing magical disability advancing D3 stages (see the WFRP rulebook for details of magical disabilities).  Note that the first magical disability a Necromancer will gain will always be that of Cadaverous Appearance.

Alchemy

The Nature of Alchemy

Alchemy is the art and science of merging chemistry with magic.  It is the ability of Alchemists to utilise their knowledge of science and chemistry, and inbue into the results an additional element of magic.  This is used in the context of creating a range of products that will sell well to the wealthy - such as soap, inks, potions and elixirs - or in the pursuit of research mostly of a theoretical nature.

There are three goals considered respectable by fellow alchemists - True Transmution, the Alcahest, and the Elixir - and anything else is considered vulgar.  True Transmution is This is most easily understood among the common masses as the famous pursuit of turning lead into gold, although the truth is a little more complex than that, and is more generally the purification and production of rare metals, especially gold, from base ores and minerals, or the  'low' metals.

Other alchemists seek the Alcahest, or Universal Solvent, and especially research acids and alkalis as they try to find the substance that will dissolve anything.  It is considered impolite to ask such an alchemist what container would be used to hold the substance if it were to be discovered.

The Elixir, the third major theoretical alchemical goal, would be more fully termed the Elixir of life and medicine.  The substance would be the secret of good health and eternal life (and, some say, returned youth).  These alchemists tend to specialise in potions and distilling alcohols, and sometimes become doctors or associate with healers.

Most alchemists however, outside the great Universities or without grants funded by the nobility, must work at more modest pursuits.  This often means making luxury goods for the noble and wealthy, such as soap (a rare commodity in the Old World), dyes, inks and a wide array of potions.  Some others work to make explosives, work and refine metals and alloys, or in the production of pesticides to kill fleas, rodents, lice, and other vermin.  Some of these pursuits are known to make a good deal of money for a well skilled alchemist.

For all its promise, however, alchemy is incapable of producing any magical effect more powerful than a level 3 magic spell.  This may be why Alchemists have not yet achieved their dream of base metal transmutation, the elixir, or the universal solvent.  It may also be why they may never achieve it.  Ultimately, the GM must decide whether any or all of these feats are possible.

Learning and Applying Alchemy

Alchemists perform their magical endeavours with the Alchemy skill.  This skill is where the mystical element of alchemy comes from, the ability to mix largely mundane ingredients according to the correct classical procedures to create magic.  Although alchemists approach the subject from a broadly scientific perspective, rather than the mystical bent of most wizards and clerics, this is in no less way spell casting.  Indeed, many Alchemists are able to cast a degree of Battle magic outright.  Some alchemists work with specially manufactured magical reagents, which they use in their experiments to bring in the requisite magical energy they need into the alchemical mix in a more controlled manner, but these reagents are expensive to buy, and time consuming to manufacture.  These magical reagents are usually created by highly skilled urban alchemists and wizards serving the market for magical reagents that other alchemists create.  Overall, the Alchemy skill can produce results as powerful as something approaching a Level 3 spell.

Alchemists are capable of a number of specialist low level effects used in the laboratory, for such things as heating substances, rapidly cooling (or even freezing) them, creating small (but harmless) electrical currents, and other similar physical effects.

Laboratories

In order to do anything, an alchemist needs a laboratory.  This should offer at least a furnace, an array of chemical and alchemical substances in jars or bottles, an array of glassware and pottery receptacles (some of which are ordered specially from quality potters or glassmakers), a good area for working, and preferably facilities or ventilation to remove the fumes that will inevitably occur.  Rarely does an alchemist have the luxury of designing and building his own laboratory - except where the lab is destroyed and the alchemist rebuilds it from the foundations up - and most must be content with University labs that are centuries old or labs constructed by their alchemical forebears in dwellings or premises that have been passed down from generations of alchemists down the years.  The quality of an alchemists laboratory has a distinct bearing on his professional fortunes.

Some alchemists, especially PC alchemists, may operate out of mobile labs, caravan like constructs on the back of a wagon often resembling gypsy caravans as much as anything else thanks to the fume chimneys that most possess.  These generally store their jars and bottles of dangerous substances securely bound to the edges of the workbenchs or walls, with the glassware and crockery stowed safely in cupboards and cabinets.  They take something in the region of an hour to unpack ready for use, and the same time to re-pack, lest bottles and equipment be thrown and damaged in travel.

Some towns have regulations against the practice of alchemy within their walls.  In cities where the magical community has a strong influence on the local council or ruler - as is the case with the Wizards and Alchemists Guild in Middenheim - alchemy is allowed in the city.  In others towns and cities, the eminently sensible (if alchemists would be admit it) prohibition of alchemy within crowded urban centres of population is enforced.  In such towns they must practice their work in the slums, in secret, or outside the city where the noxious smells and fires they tend to produce can do less harm.

Rune Magic

Runes

Runes are magical symbols, inscribed onto physical artefacts such as weapons and armour to confer magical powers.  The lore of Dwarven Runesmithing is a closely guarded secret, although humans have learnt a little of the Dwarven lore (see next section).  Dwarves have developed over centuries the ability to cast runes on objects with either a temporary or permanent effect.  Temporary effects are just that - and the rune disappears once the effect has passed.  Permanent effects are much much harder to create and require the Dwarf to work long and hard to engrave the rune on the object.

The process of inscribing a rune on an object in such a way as to confer the image of the rune magical power is known as Runesmithing.  Dwarves, with their legendary lack of aptitude in sorcery, positively excel in this art, and for centuries have been the acknowledged experts in the craft in the Old World.  This is a reputation that the Elves (with their own skill in Rune Casting on the isle of Ulthuan near to the New World) would hate to admit, but in the Old World even the Wood Elves of the Loren Forest are forced to concede to superior Dwarven rune crafting.

The process of casting a rune such that it gains magical power involves inscribing the rune such that it captures some of the energy of the "winds of magic" that blow across the Warhammer World - the Chaotic energies that swirl across the Warhammer World out of the polar Warp Gates.  Inscribing a rune is not an easy thing.  The runesmith must successfully carve the exact image of the rune into or onto the object, in precisely the right ritual form.  Any deviation renders the rune inscription worthless.  Possession of the Art skill in a specialisation for inscribing runes is emminently helpful for such characters.  If a test on both the Art skill and the Rune Lore skill is passed, the rune image is successfully inscribed.

Now the runesmith must perform the ritual that confers the rune with magical power.  This is an ancient archaic ritual taught from runesmith to apprentice, never, ever taught to outsiders.  This is the ability confered on a character by the Rune Casting skill.  Most common runes use Rune Casting, although rare runes called master runes require dedication and the Craft Master Rune skill to create.  The Cast Rune skill must also be possessed by the character, specialised for the rune concerned.  This is because the ritual that activates a rune and infuses it with magic varies slightly but significantly between runes.  The runesmith must test on the Cast Rune skill to successfully activate the rune.  See the description of the Inscribe Rune skill for details of the test.

The Cast Rune skill uses as part of the test the level of the rune being activated.  The level of a rune is an indication of its difficulty in imbuing with power.

Dwarven temporary runes may be inscribed onto any object the Dwarf can hold.
Dwarven permanent runes may only be inscribed onto an object the Dwarf personally made.

The Rune Casting skill must be learned with a specialisation to the family of runes involved.  Thus a human will likely specialise to Rune Casting - Klausers Runes, a Dwarf to Rune Casting - Dwarf Runes, or an High Elf to Rune Casting - High Elf Runes.

The Dwarven Runes available and their Levels are:
	Rune	Rune Level	Effect
	Rune of Accuracy	1	+10/20 to missile shooting.
	Rune of Battle	1	Reduces critical hits by 1 critical level.
	Rune of Burning	1	Missiles burst into flame on hitting target.
	Rune of Cutting	1	Reduces armour of target by 1 AP.
	Rune of Enemy Detection	1	Detects people of specific description.
	Rune of Fire	1	Weapon bursts into flame when unsheathed.
	Rune of Forging	1	+10 to construction tests.
	Rune of Luck	1	+/-10 to any test.
	Rune of Parrying	1	One automatic parry.
	Rune of Penetrating	1	+1 to ES of a missile.
	Rune of Restoration	1	Heals D3 or D6 Wounds.
	Rune of Shielding	1	+1 AP, +10 to dodge tests.
	Rune of Speed	1	+10 Initiative, +10 Agility.
	Rune of Stone	1	+1 AP.
	Rune of Striking	1	+10 to weapon hits in combat.
	Rune of Warding	1	50% chance of cancelling a spell.
	Rune of Warning	1	Warns user of surprise attacks.
	Rune of Alarm	2	Audible alarm.
	Rune of Blasting	2	Explosion.
	Rune of Breaking	2	Can break a weapon on successful parry.
	Rune of Cleaving	2	+1/10 Stength.
	Rune of Communication	2	Attunes an object to another object.
	Rune of Disclosure	2	Detects fake or false objects.
	Rune of Fortitude	2	+1 Wound.
	Rune of Fortune	2	Cancels out weapon misfires.
	Rune of the Furnace	2	Bearer is immune to fire and heat.
	Rune of Fury	2	One extra attack.
	Rune of Illusion	2	Illusory appearance.
	Rune of Locking	2	Renders a container unopenable.
	Rune of Opening	2	Opens a locked container.
	Rune of Resistance	2	+1 AP.
	Rune of Sanctuary	2	+10 to magic restistance tests.
	Rune of Spellbreaking	2	Cancels one spell.
	Rune of Stalwart	2	+10 to terror, fear or morale tests.
	Rune of Transformation	2	Transforms one weapon into another.
	Rune of Valiant	2	+10 to terror, fear or morale tests.
	Rune of Courage	3	+20 to Cool tests.
	Curse Rune	3	Reduces characteristics by 1/10.
	Rune of Disguise	3	Invisibility, or hiding other runes.
	Rune of Fate	3	+1 Fate Point.
	Rune of Fear	3	Causes fear.
	Grudge Rune	3	+20 to hit in combat if a grudge to opponent.
	Rune of Healing	3	Healing.
	Rune of Immolation	3	Destroys item if touched.
	Rune of Iron	3	+1/10 Toughness.
	Rune of Kadrin	3	Allows re-roll of missed attacks.
	Rune of Might	3	Doubles S if T of target exceeds that of bearer.
	Rune of Passage	3	Pass through solid substance.
	Rune of Plenty	3	Increased volume of containers.
	Rune of Seeking	3	Automatic missile hit.
	Rune of Smiting	3	+1D6 damage.
	Rune of Spell Eating	3	Cancels one spell, which can be recast later.

Different families of runes have different properties.  See Realms of Sorcery for further details of Dwarven runes that I can't be bothered to reproduce here.

Klausers Runes

Long ago, humans learnt some of the ancient Dwarven lore of Runesmithing.  A man called Klauser is credited with this, though accounts differ over how he obtained this information.  Some say he saved the life of a Dwarf who taught him over a course of years.  The Dwarfs say he kidnapped a Dwarf and tortured the fellow until he gave up his knowledge.  Either way, taking this knowledge and experimenting, humanity eventually came up with its own lore of runes.

Characters with the Rune Lore skill will on a successful test on the skill recognise one of Klausers' rune for what it is (or recognise something that is supposed to be one such rune but isn't as a fake).  Possession of Rune Lore alone does not grant the ability to cast such a rune.  For this, the Rune Casting skill is required.  When Klauser and his disciples developed the human art of rune smithing, they pretentiously called it Rune Mastery.  In fact it is in many respects less poweful than the Dwarven runesmithing it copied.  In the same way, they labeled themselves Runemasters.

Klausers' Runes are only effective when they are active - an active rune glows dimly with a golden light.  Inactive runes become dim but are still visible.  Some runes are constantly active, others are known to dim after use for a defined period of time (usually the remainder of the day, becoming active again at the next sunrise).

Klausers' runes are summarised below.
	Rune	Rune Level	Effect	Dims after use?
	Spell Rune	spell level plus one.	Casts spell, no MP cost.	Yes.
	Protection Rune	2	Magic Resistant + 10.	No.
	Armour Rune	1	AP + 1.	No.
	Rune of Cutting and Smashing	2	Damage + 1	Varies.
	Rune of Swiftness	1	Wits + 10, Running + 10	No.
	Rune of Renewal	4	Re-activates another rune.	Yes.
	Flight Rune	3	Automatically hits target.	Yes.
	Rune of Return	3	Returns to owners hand.	Yes.
	Greater Death Rune	10	Kills any creature hit.	No.
	Lesser Death Rune	4	Kills specific creature.	No.
	Minor Death Rune	3	Kills specific species.	No.

The process of inscribing one of Klausers' runes on an object in such a way as to confer the image of the rune magical power is known as Rune Casting or Runesmithing.  Dwarves, with their legendary lack of aptitude in sorcery, positively excel in this art, and for centuries have been the acknowledged experts in the craft in the Old World.  This is a reputation that the Elves (with their own skill in Rune Casting on the isle of Ulthuan near to the New World) would hate to admit, but in the Old World even the Wood Elves of the Loren Forest are forced to concede to superior Dwarven rune crafting.

When humans stole this knowledge, it hurt Dwarven pride.  Imperial Dwarves (of the old holds of the Worlds Edge Mountains) still hunt down human Runemasters, with the purpose of taking them back to a Dwarven hold for justice (though what form this justice takes is not known to any non-Dwarf) or if that is not possible, killing them.  Dwarf hunters of Runemasters say killing the target is a last resort, however.  These hunters also take any articles crafted by Runemasters to the nearest Dwarfhold to be destroyed, as well as questioning the holder as to who created the item.  Wizards caught by such a Dwarf in possession of a magical weapon bearing Klausers' runes will be quickly assumed to be a Runemaster themselves, with all that entails.

The process of casting one of Klausers' runes such that it gains magical power is similar to that for Dwarven Runes.  Unlike Dwarven runes, however, the power stored in one of Klausers' runes will gradually fade as the rune is used.  This fading may occur after one use of the rune per day, or the rune may last for centuries if not millenia before the rune finally fades and loses its magical charge.  Only the Rune of Renewal on the object or the attention of a master Runesmith can recharge a rune with power after one days use - such use of the Rune of Renewal causes the Rune of Renewal to fade for the day.  Where a rune loses all magical charge after millenia gradually fading, it is gone, and not even the Rune of Renewal can re-activate it - the rune has lost all power.

Another difference between Klausers' runes and Dwarven runes is that Dwarves have the ability to create temporary effects from their runes, by casually inscribing a rune onto a box, for example, to lock it.  Runemasters cannot do this.

Human Runemasters use a form of the Rune Casting skill specialised to Klausers' runes.

Different families of runes have different properties.  See Realms of Sorcery for further details of Klausers' runes that I can't be bothered to reproduce here.

Using Runes

The method of using the magic stored in a rune varies with the rune involved, and how it was inscribed and activated.  Dwarven temporary runes will disappear once their magic is activated and used.  Dwarven permanent runes are almost completely permanent - or hundreds of years or longer.  Klauserss' runes are sometimes always active, sometimes dimming through use.  Details on which of Klausers' runes ones dim through use are in the list above.

Runes that do not dim through use are generally "always on" in terms of their effects.  You just pick up the object and use it.  Runes that do dim through use, or are Dwarven temporary runes are generally activated by a specific command phrase that the user must speak.  With most items of Elven or Dwarven origin that require this, the phrase is in the Elvish or Dwarvish tongue.  Speaking the phrase activates the rune, its effects occur (such as the throwing axe returning to the thowers hand with a Rune of Return) and the rune dims.

Grimoire

Note: Unless specifically cast on an object, spells no longer require ingredients to cast.  However, the GM may rule that certain objects being present at the casting (such as one or more of the ingredients listed against the spells) aids the chances of successful casting, and give the casting character a bonus to the casting roll as appropriate.  This is left to the GMs discretion to decide.  They may count as anything from a +10 to +40 bonus on the casting roll at the GMs judgement (possibly based on how common the ingredient is, and thus how symbolically important it is, actually finding the heart of a Doppelganger for a Change Allegiance spell should count as something like a +30, while a piece of down for Sleep is probably only worth a +10 at best).

Spells with (#)'s indicated are changed in the area marked from the form they are published.

Spells with (*)'s indicated are changed in their effects, in the way described later for the particular spell.

All spells whose effects or durations vary based on the magic level of the caster no longer do so (as characters no longer have magic levels themselves).  Instead, these spells cost the indicated cost per hour (or turn, or round, etc.) as indicated in the respective table below, renewable by the caster.

Magicopae Trivialis : Petty Magick
Simple spells.

	Spell	Level	MPs	Range	Duration	Ingredients	Reference
	Curse	Petty	2 (#)	12 yds	Until dispelled	Hair/fingernail/etc. of victim	WFRP 153
	Gift of Tongues	Petty	1/turn (#)	Hearing	1+ turns	Tongue	WFRP 153
	(*) Glowing Light	Petty	2/hour	Touch	1+ hours	Any object	WFRP 153
	Magic Alarm	Petty	2	Touch	Until trigrd	Small bell	WFRP 153
	Magic Flame	Petty	1	Psnl	Until extingd	Phosphorus (#)	WFRP 153
	Magic Lock	Petty	3/week	1 yd	1+ weeks	Dab of glue	WFRP 153
	Marsh Lights	Petty	1	n/a	1 hour	2 fireflies	WFRP 153
	Open	Petty	3	1 yd	Instant	Small silver key	WFRP 154
	Produce Small Creature	Petty	5 (#)	Psnl	n/a	Hair of desired animal	WFRP 154
	(*) Protection from Rain	Petty	4 (#)	Psnl	1 hour	Miniature umbrella	WFRP 154
	(*) Reinforce Door	Petty	3/week	1 yd	1+ weeks	Small lock	WFRP 154
	Remove Curse	Petty	1	Touch	Instant	Hair/fingernail/etc. of victim (#)	WFRP 154
	Sleep	Petty	1	Touch	Instant	Piece of down	WFRP 154
	(*) Sounds	Petty	1	Hearing	1 round	Small speaking trumpet	WFRP 155
	Zone of Cold	Petty	1	Psnl	1 hour	Lit torch	WFRP 155
	Zone of Silence	Petty	1	Psnl	1 hour	Ball of wax	WFRP 155
	Zone of Warmth	Petty	1	Psnl	1 hour	Piece of animal fur	WFRP 155

The spell Glowing Light is changed now such that the glowing object no longer disappears on spell expiry.

The spell Magic Light is changed now such that one magic point must be spent per turn it is upheld.  The character may grasp an object with the hand the light is emanating from and spend 1 SP, whereby the light is transfered to the object grasped (which glows as per a Glowing Light spell for the normal period of that spell).

The Protection from Rain spell actually now does more than provide protection from rain.  It protects from all water and liquid sources.  No water may come within a foot of the caster, his/her presently worn clothing or immediately held belongings while the spell is in force.  If the character put his arm in a container of water, the water would "part" for the characters arm and the arm would come out perfectly dry.  The character could walk through a flood unaffected.  Water elementals may not enter the area of the spells effects, and are forced back if the caster moves such that the elemental in area.
The spell may also be cast on an object (or other character) by touch, protecting that person/object instead of the caster.  Objects affected this way may be not be any larger than two metres in any dimension.  Persons this spell is cast on may make a Magic Test to resist if they are unwilling participants.
Side effects of this spell include:
 (a) Persons affected by this spell cannot drink anything while the spell is in operation, by definition.
 (b) Persons and objects affected have an increased degree of flammability while the spell is in effect - they take an additional D3 wounds from fire based damage, with fires 10% more likely to "take" than otherwise if tested on a percentage basis.
 (c) Persons affected who go underwater only have enough air in their immediate "bubble" to last a number of minutes equal to their percentile T divided by 10.  After that period they will begin to suffocate.  If the character has the gumption to cast a Breathe Underwater spell in or before this period (assuming they know it) they may avoid this fate.

The spell Reinforce Door only works on inanimate objects.  It will not function on living things, demons, elementals or the animated dead.  Its effects immediately end if cast on a dead body and the body is subsequently animated within the spells duration.  Magical theorists are not sure why this should be so, but some RPG theorists believe it to be for reasons of game balance and to stop unruly necromantic PCs from using it to summon armies of super tough undead.

The spell Sounds can no longer be ear splitting so as to cause damage or echo a long way.  About the level of a loud conversation is the limit.  This volume limit is removed if the spell is cast at a higher cost of 6 SPs.

Magicopae Unitas : Battle Magick
Common battle magic.

	Spell	Level	MPs	Range	Duration	Ingredients	Reference
	(*) Aura of Resistance	1	1 per hour + 1 per hour per full AP (#)
				Psnl	1+ hours	Pair of magnets	WFRP 155,156
	Cause Animosity	1	4	48 yds	1D6 rounds	Part of a dead goblinoid	WFRP 155
	Channelled Shock	1	4	12 yds	1 hour	Wood from thunderstruck tree	RoS 208
	Cool	1	2+	12 yds	2 hours	Wet cloth	RoS 208
	Create Vacuum	1	2+	12 yds	Instant	Hollow animal horn	RoS 209
	Cure Light Injury	1	3	Psnl	Until wnded	Piece of lint	WFRP 155
	Detect Magic	1	1	48 yds	1 turn	A marble (#)	RoS 175
	Dispirit	1	2	48 yds	D6 hours	Carved wooden heart, snapped	RoS 175
	Enthuse	1	2	48 yds	D6 hours	Miniature cast-iron heart	RoS 175
	Essence of Air	1	4	12 yds	1 round	Animal bladder	RoS 209
	(*) Fireball	1	1+/FB	48 yds	Instant	Sulphur	WFRP 155
	Fleetfoot	1	2	Touch	1 turn	2 seeds of Vigwort + horse sinews	RoS 175
	Flight	1	3	Psnl	1 round	Wing feather from bird of prey	WFRP 156
	Freeze	1	3+	12 yds	Instant	Piece of ice	RoS 209
	(*) Hammerhand	1	2	Psnl	D6x10 tns	Small silver hammer	WFRP 156
	Heat	1	2	12 yds	2 hours	Candle	RoS 209
	Ignite Missiles	1	1/missile	24 yds	1 hour	Drop of oil and pinch of sulphur	RoS 175
	Immunity from Poison	1	2/hour (#)	6 yds	1+ hours	Tail of a scorpion	WFRP 156
	Impervious Hand	1	4	Psnl	1 minute	Pair of leather gloves	RoS 209
	Maintain Temperature	1	4	12 yds	1 hour	Small woolly scarf	RoS 209
	Pressure	1	3	12 yds	Instant	Handful of powdered granite	RoS 209
	Slippery Ground	1	2	6 yds	D6 turns	Drop of oil	RoS 175
	Slowfoot	1	2	Touch	1 turn	Sleeping herbs + piece of tortoise shell
							RoS 176
	Steal Mind	1	4	24 yds	1D6 rounds	Phial of pure alcohol	WFRP 156
	Stunning Conclusion	1	2	12 ft	D6 turns	Last page from story or play	RoS 176
	Wilt Weapon	1	2	LoS	Instant	Small clay model of weapon	RoS 176
	Windblast	1 (#)	2+1/tn (#)	48 yds	Concentrates	An animal bladder	WFRP 156
	Zone of Firelessness	1	3/hour	6 yds	1+ hours	Damp squib or tinderbox	RoS 176

	Break Weapon	2	4	LoS	Instant	Small wooden model of weapon	RoS 176
	Cause Frenzy	2	4	48 yds	3D6 rounds	Hair from a Chaos Beastman	WFRP 157
	Cause Hatred	2	4	48 yds	3D6 rounds	Blood from a Giant Spider	WFRP 157
	Cause Panic	2	3	48 yds	2D6 rounds	Tooth of a Dragon	WFRP 157
	Flame Curse	2	4	24 yds	D6 turns	Part of a Dragon	RoS 176
	Hold Flight	2	4	48 yds	One combat	Jawbone of a mule	WFRP 157
	Leg Breaking	2	5	12 yds	Instant	Leg bone of humanoid, snapped	RoS 176
	(*) Lightning Bolt	2	2/LB	48 yds	Instant	Tuning fork	WFRP 157
	Luck	2	5	Psnl	1 hour	Rabbits foot	RoS 177
	Magical Might	2	2+3/S	D6 rnds	Instant	Non-magical weapon	RoS 177
	Mental Duel	2	3+	96 yds	1+ rnd	2 minature swords, of gold and jet	RoS 177
	Mystic Mist	2	4	Sight	2D6 rounds	Ball of cotton wool	WFRP 157
	Rally	2	4	24 yds	Instant	Blood of a Lion	RoS 177
	Raze	2	5	Touch	Instant	Miniature iron ball on chain	RoS 177
	Reproof of Cowardice	2	4	48 yds	Instant	Small wooden shield, snapped	RoS 177
	Smash	2	3	Touch	Instant	Lock of hair from a Giant	WFRP 157
	Stampede	2	4	48 yds	1+ rnds	Jaws of a snake	RoS 178
	Stand Still	2 (#)	5 (#)	48 yds	D6 turns	Eyes of a Basilisk	WFRP 160
	Steal Magical Power	2	5	48 yds	Instant	Small amber jar	RoS 178
	Ward of Forbidding	2	6 or 12	n/a	Until dispelled	6" bronze rod, 1/2" diameter	RoS 178
	Zone of Sanctuary	2	3/hour	Psnl	1+ hours	Small silver pentagram	WFRP 158
	Zone of Steadfastness	2	3/hour	Psnl	1+ hours	A pint of Dragon blood	WFRP 158

	Animate Sword	3	6+2/rnd	Sight	1+ rounds	A sword	WFRP 158
	Arrow Invulnerability	3	8	24 yds	2D6 rounds	A turtle or tortoise shell	WFRP 158
	Arrow Storm	3	6	Touch	Until sunrise	Quiver of 12 arrows	RoS 178
	Cause Cowardly Flight	3	6	48 yds	3D6 rounds	Blood of a demon	WFRP 158
	Cause Fear	3	5	48 yds	3D6 rounds	Skull of any creature over 10ft	WFRP 158
	Cause Instability	3	6	Sight	Instant	Hand of a necromcr/demonlgst	WFRP 158
	Cause Stupidity	3	5	48 yds	3D6 rounds	Brain of a Giant	WFRP 159
	Cloak of Darkness	3	6	Psnl	D3+1 turns	Pinch of soot and wings of bat	RoS 178
	Conjure Servitor (Ritual)	3	10	Special	Special	Special	RoS 179
	Corrode	3	5	24 yds	Instant	Piece of iron and drop of water	Ros 179
	Curse of Arrow Attraction	3	6	48 yds	1 hour	Magical arrow	WFRP 159
	Dispel Aura	3	4	48 yds	Instant	Glass sphere	WFRP 159
	Dispel Magic	3	6	48 yds	Instant	Small magnet	RoS 179
	Distil Homunculus (Ritual)	3	10	Special	Special	Special	RoS 209
	Enfeeble	3	5	48 yds	Until sunrise	Drop of mouse blood	RoS 180
	Magic Bridge	3	8	Psnl	Until sunrise	Twig from an Oak tree	WFRP 159
	Pit of Despair	3	6	48 yds	Instant	Trowel	RoS 180
	Sense of the Green	3	8/hour	Psnl	1+ hours	Compass	RoS 180
	Sharpen Weapon	3	8	Touch	Until sunrise	Edged or pointed weapon	RoS 180
	Speech (+)	3	10	Hearing	1 round	Tongue	New
	Subvert Weapon	3	6	LoS	1 rnd	Small silver weapon	RoS 180
	Transfer Aura	3	5	4 yds	1 xfer	As for Aura being transfered	WFRP 159

	Accelerate Time	4	8	Touch	3D10 rnds	Minute-glass filled with diamond	RoS 180
	Aura of Invulnerability	4	8/hour	Psnl	1+ hours	Piece of Dragon hide (6"x6")	WFRP 159
	Blast	4	10	48 yds	Instant	Gunpowder (10 shots)	WFRP 159
	Change Allegiance	4	8	48 yds	1 hour	Heart of a Doppelganger	WFRP 160
	Cure Severe Wound	4	10/D10 W	Touch	Until wnded	Pituitary gland of a Troll	WFRP 160
	Drain Magic	4	12	48 yds	Instant	Magical wand, wrapped with copper	RoS 182
	Enchant Weapon	4	8	Touch	Until sunrise	Any weapon	WFRP 160
	Entanglement	4	8	100 yds	D6+1 turns	Pinch of dung, sprig of bloodsedge	RoS 182
	Foetid Cloud	4	8	48 yds	Until dispelled	Entrails of skunk, cabbage leaf	RoS 182
	Reverse Spell	4	8	Special	Special	Silvered mirror	RoS 182
	Wall of Fire	4	8/tn	12 yds	1+ turns	Pinch of sulphur, tooth of Dragon	RoS 182
	Zone of Magical Immunity	4	12	12 yds	Until dispelled	Sphere of glass encl. demon blood	RoS 183
	Zone of Missile Protection	4	8/hour	12 yds	1+ hours	Small model shield	RoS 183

The Level 1 spell Aura of Resistance is changed so as to subsume the Level 2 Aura of Protection spell.  At minimum cost of 1 SP per hour, it confers only protection of 0/1 APs on all body locations (that is, 1 armour point on damage of 4 or less, 0 otherwise).  At an additional cost of 1 SP per hour per full AP, it confers the designated amount of protection in APs on all body locations (so cast with 3 SPs per hour, the character gains 2 APs on all locations, equivalent to the subsumed Aura of Protection spell).  A maximum of 4 APs may be conferred this way.

The Level 1 spell Fireball now hits only 1D3 creatures (regardless of "level") if cast into a group.  The Fireball may not be dodged.  While base cost is 1 SP for S3 fireballs, effective strength of fireball may be increased by one per additional damage point per fireball.

The Level 1 spell Hammerhand is changed in its effects such that it now increases the effective combat Strength by 2, grants the character +20 on all Hand Weapon skills (granting those the character does not possess at a level of 20), and grants the character a +20 bonus to the Fast Attack skill (or grants it at a level of 20 if the character does not already possess it).  This replaces the effects in the spell description in the WFRP rulebook.  It is no longer dispelled when the character is wounded.

The Level 1 spell Strength of Combat is no longer available.  Related spell Hammerhand is available in a modified form, providing similar effects for a shorter time.

The Level 2 spell Lightning Bolt now hits only 1D3 creatures (regardless of "level") if cast into a group.  The Lightning Bolt may not be dodged.  While base cost is 1 SP for S4 bolts, effective strength of bolts may be increased by one per additional damage point per bolt.

Speech
Level : 3
SPs : 10
Range : Hearing
Duration : 1 round
Ingredients: The tongue of an intelligent creature
Description : As the Sounds spell, but with no volume limit and permitting speech to be produced.  The speech must be in a language the caster him/herself can speak.

The Level 4 spell Strength of Mind is no longer available.

Colour Magick

See Realms of Sorcery for details of specialised spells taught by the Imperial Colleges of magick for their respective "colours" of magic.

Magicopae Daemonicus : Demonology
The summoning and controlling of demonic creatures from the Warp (prescribed).

	Spell	Level	MPs	Range	Duration	Ingredients	Reference
	Bind Demon	1	3	48 yds	6 rounds	Skull of a Chaos Warrior	WFRP 162
	Dispel Lesser Demon	1	2 (#)	24 yds	Instant	Blessed good/lawful symbol	WFRP 162
	Summon Daemonic Creature	1	3/hr (#)	6 yds	1+ hours (#)	Ritually sacrificed dove heart	RoS 231
	Summon Guardian	1	3/hr	n/a	1+ hours	Ritually sacrificed human heart	WFRP 162
	Summon Steed	1	3/hr (#)	n/a	1+ hours	Thigh bone of Chaos Beastman	WFRP 162
	Zone of Demonic Protectn	1	2/hr	Psnl	1+ hours	Solid gold miniature pentagram	WFRP 162

	Stop Demonic Instability	2	3/hr	48 yds	1+ hours	Blood of a new-born child	WFRP 162
	Summon Lesser Demons	2	5/hour	n/a	1+ hours	6 human hearts, ritually sacrifcd	WFRP 163
	Summon Magical Aid	2	8	Varies	Until sunrise	Magical scroll or heart of a demon	WFRP 163
	Zone of Demonic Nullcn	2	5/hour	n/a	1+ hours	Blood of a demon	WFRP 163

	Dispel Demon Horde	3	10	48 yds	Instant	1 pint of ichor from Gtr Demon	WFRP 165
	Hellride	3	10	Personal	1d8 minutes	Saddle covered with man-skin	RoS 231
	Spread Insanity	3	8	24 yds	10D6 rnds	Brain of a lunatic	WFRP 165
	Summon Demon Horde	3	8/hour	n/a	1+ hours	36 human hearts, ritually sacrifcd	WFRP 165
	Summon Daemonic Pack	3	8	6 yds	2 hrs/level	Humanoid heart, torn from body	RoS 231
	Summon Energy	3 (#)	7	n/a	Variable	Magical potion or demonlgst heart	WFRP 162

	Daemonic Amulet (Ritual)	4	20	Personal	Special	Piece of bone from Good cleric	RoS 232
	Demonic Portal	4	20	48 yds	10D6 turns	Magical ring	WFRP 165
	Dispel Greater Demon	4	25	24 yds	Instant	Part of body of Good cleric	WFRP 165
	Summon Greater Demon	4	25	n/a	Variable	Heart of Good cleric, ritually sac.	WFRP 166
	Summon Total Power	4	40	n/a	Until sunrise	Heart of a Greater Demon	WFRP 166

Magicopae Elementis : Elemental Magick
Control of the elements of nature and Elementals.

	Spell	Level	MPs	Range	Duration	Ingredients	Reference
	Animal Mastery	1	1/turn	12 yds	1+ turns	Tooth of an animal	WFRP 180
	Assault of Stones	1	3	48 yds	Instant	Handful of pebbles	WFRP 166
	Blinding Flash	1	2	12 yds	1 round	Magnesium strip	WFRP 166
	Breathe Underwater	1	3 (#)	Touch	Until sunrise	Fish eggs	WFRP 167
	Cloud of Smoke	1	2	Psnl	D6 rnds	Oil-soaked rag	WFRP 167
	Create Spring	1	4	Touch	D6 hours	Freshwater pearl	RoS 199
	Cure Poison	1	2 (#)	Touch	Instant	Powdered malachite	WFRP 180
	Find Mineral	1	2/50yds	50yds/2MPs
					Instant	Small miners pick	RoS 199
	Hand of Fire	1	2/hour (#)	Psnl	1+ hours	Piece of phosphurus	WFRP 167
	(*) Magic Light	1	1/turn (#)	Psnl	1+ turns	Firefly	WFRP 167
	Walk on Water	1	2 (#)	Psnl	Variable	Water beetle	WFRP 167
	Ward of Arrows	1	2	12 yds	Variable	A turtle or tortoise shell	RoS 200
	Wilt Vegetation	1	2	48 yds	2D6 minutes	Slug	RoS 200
	Zone of Hiding	1	3/hour	Psnl	1+ hours	Sheet of cloth	WFRP 167

	Cause Fire	2	4	48 yds	Instant	Dragon scale	WFRP 167
	Cause Rain	2	4	100 yds	1 rnd	Drop of water	WFRP 168
	Clap of Thunder	2	5	n/a	Instant	Two blocks of wood	WFRP 168
	Control Lightning	2	2	48 yds	Instant	Small lightning rod	RoS 200
	Extinguish Fire	2	3	200 yds	Instant	Drop of water	WFRP 168
	Hail Storm	2	4/round	48 yds	1+ rounds	Handful of white quartz	WFRP 180
	Heal Vegetation	2	3	48 yds	Instant	Small bag of horse dung	RoS 200
	Icy Ground	2	2	24 yds	D6 turns	Drop of water	RoS 200
	Move Object	2	3	24 yds	Instant	Feather	WFRP 168
	Part Water	2	4	48 yds	Until displd	Small wooden paddle	WFRP 168
	Plague of Lice	2	2-4	24 yds	D3 turns	Vial of blood and dry skin	RoS 200
	Resist Fire	2	3/hour	Psnl	1+ hours	Fire Opal gem	WFRP 168
	Sunburn	2	4	24 yds	Instant	Handful of sunflower seeds	RoS 200
	Tanglethorn	2	2/turn	24 yds	1+ turns	Briar or bramble	WFRP 180
	Wither Vegetation	2	4	Psnl	Instant	Piece of Ogre dung	WFRP 168

	Banish Elemental	3	10	24 yds	Instant	Varies	WFRP 168
	Become Ethereal	3	7	Psnl	Until displd	Piece of gossamer	WFRP 169
	Bind Elemental Slave (Ritual)	3	10	Special	Special	Special	RoS 202
	Create Quicksand	3	6/hour (#)	48 yds	1+ hours	Eye from Bog Octopus	WFRP 169
	Crumble Stone	3	6/hour (#)	48 yds	1+ hours	Jawbone of a Troll	WFRP 169
	Decompose	3	6	48 yds	Instant	Dried leaf	WFRP 181
	Draw Down Lightning	3	10	Psnl	Instant	Lightning Rod	RoS 202
	Drop	3	8	48 yds	3 rnds	Projectile firework	RoS 203
	Dust Storm	3	5	48 yds	1 hours	Rattle from a Giant Rattler	WFRP 169
	Flame Sheet	3	8/rnd	Psnl	1+ rnds	Burning ribbon	WFRP 169
	Foul Air	3	8	48 yds	2D6 rnds	Rotten egg	WFRP 170
	Giant Animal Mastery	3 (#)	6/turn (#)	12 yds	1+ turns	Tooth of a giant animal	WFRP 180
	Shapechange	3 (#)	12+2/turn	Psnl	1+ turns	Skin of animal to turn into	WFRP 180
	Summon Elemental	3 (#)	10/hour	48 yds	1+ hours	Varies	WFRP 170
	Zone of Temperate Weather	3	5/hour	6 yds	1+ hours	Small glass dome	RoS 203

	Animate Water	4	16	48 yds	1 hour	Body of water 12yds diameter	WFRP 170
	Burning Head	4	8	48 yds	Instant	Ball of casters hair, 1 ft diameter	RoS 197,208
	Change Weather (Ritual)	4	16	10 miles	24 hours	Small gold weathervane	RoS 203
	Create Bog	4	6	48 yds	3 turns	Ball of mud	WFRP 181
	Create Chasm	4	20	24 yds	1 round	Footbones of a Giant	RoS 204
	Create Geyser	4	10	100 yds	10 minutes	Alchemical eqmt engraved with flames
							RoS 206
	Create Vegetation	4	10	48 yds	Permanent/D6 hours
						Small bag of Pegasus dung	RoS 203
	Crimson Bands	4	18	48 yds	Until dispelled	Plaited red ribbon used to strangle	RoS 197,208
	Dispel Elementals	4	24	48 yds	Instant	Varies	WFRP 170
	Erupt (Ritual)	4	25	100 yds	Instant	1 pound of dried Sunworm flesh	RoS 204
	Extended Flight	4	15+5/D6 tns	Psnl	D6+ hours	Heart of a Golden Eagle	RoS 205
	Hedge of Thorns	4	14	48 yds	6 hours	Tail of a Manticore	WFRP 170
	Navigate Underground	4	7	1 mile	24 hours	Lump of iron ore	RoS 204
	Piercing Bolts of Burning	4	10	36 yds	Instant	Six needles forged in a volcano	RoS 197,208
	Scarlet Scimitar	4	10	Psnl	Until dispelled	Sword of intelligent being killed by fire
							RoS 197,208
	Summon Elemental Horde	4	30/hour	48 yds	1+ hours	Varies	WFRP 171
	Summon Swarm	4	12/hour	Psnl	1+ hours	Two of creatures to summon	WFRP 171
	Swell River	4	10/ft rise	1 mile	1 hour	Drop of rainwater caught by Water elemental
							RoS 206
	Tornado	4	18	48 yds	1 round	Handful of gold dust	RoS 205
	Tunnel Through Stone	4	18/turn	n/a	1+ turns	Trolls stomach	WFRP 171
	Wall Shaker	4	16	24 yds	Instant	Thyroid gland of a Giant	WFRP 171
	Walk Earthquake	4	12	Touch	6 hours	Miniature silver balance scale	RoS 204
	Wings of Fire	4	6/100 yds	Psnl	Instant	Eight gold rings, to be worn	RoS 197,208

	Aging	5	30	Touch	Permanent	Hair from corpse of 7th son of 7th son of a wizard
							RoS 204
	Breath of Life	5	20	Touch	1 round	Full-sized bellows made of gold	RoS 206
	Conflagration of Doom	5	20	48 yds	Instant	Brick or stone from razed city	RoS 197,208
	Earthquake (Ritual)	5	45	5 miles	1 minute	Pint of Dragons blood	RoS 204
	Field of Lava	5	20	48 yds	1 hour	Rock from erupted volcano	RoS 205
	Flamestorm	5	14	48 yds	Until sunrise/displld	Bone from fire wizard or elementalist (not the caster)
							RoS 198,208
	Fountain of Life	5	32	Touch	Until sunrise	Vial of dew collected from mountain top
							RoS 206
	Sanguine Swords	5	24+2/sword/rnd			RoS 198,208
				48 yds	Until dispelled	Edged weapon dipped in Dragon blood
	Scourging Wind	5	25	Psnl	1 round	Whip with three Griffon feathers	RoS 205
	Walls of Rock (Ritual)	5	25	24 yds	Permanent	Clay model of structure to create	RoS 205
	Wave of Destruction	5	48	24 yds	Immediate	Beak of a Dragon Turtle	RoS 208

Magicopae Frecias : Ice Magick
The traditional magic of the ice shamans of Kislev.  Some maintain this is little more than a specialisation of Elementalism, Kislevite shamans often disagree.
If cast in the shamans wintry home of Kislev an otherwise icy wilderness, these spells need no ingredients beyond perhaps a piece of ice held in the hand while casting.  In warmer climes, the listed ingredients help the chances of the spells success.

	Spell	Level	MPs	Range	Duration	Ingredients	Reference
	Chill Voice	1	2	Psnl	D6 turns	Small flute from Stags antlers	RoS 210
	Frost Blade	1	3	Touch	D8 rounds	Pinch of moss or lichen	RoS 210
	Sword of Ice	1	6+1/rnd	Psnl	6+ rounds	Small silver dagger	RoS 210

	Frozen Skin	2	4	Psnl	D6 hours	Crushed quartz	RoS 210
	Icy Ground	2	2	24 yds	Until sunrise	Drop of water	RoS 210
	Snow	2	5	12 yds	D6 rounds	Fistful of rock salt	RoS 211

	Frostbite	3	5	Touch	Instant	Flask of Kislevite vodka	RoS 211
	Hail	3	8	12 yds	D6 rounds	Handful of pine needles	RoS 211

	Shattering Doom	4	20	Touch	D6 rounds	Dried liver of Griffon, Manticore or Hippogriff
							RoS 211
	Wind of Ice	4	10	48 yds	1 round	Skull of a Kislevite mountain bear	RoS 211

Magicopae Mentalis : Illusionist Magick
Magic to deceive the eye and mind.

	Spell	Level	MPs	Range	Duration	Ingredients	Reference
	Bewilder Foe	1	4	24 yds	1 round	Small firework	WFRP 172
	Camouflage Illusion	1	2/hour	Psnl	1+ hours	Silvered mirror	WFRP 172
	Clone Image	1	2/image/hour	Psnl	1+ hours	Small manikins of caster	WFRP 172

	Assume Illusory Appearance	2 (#)	4/minute (#)	Psnl	1+ minutes	Mask of person or creature	WFRP 172
	Banish Illusion	2	3	48 yds	Instant	Magnifying glass	WFRP 172
	Cloak Activity	2 (#)	4/minute	Psnl	1+ minutes	Piece of woollen fleece	WFRP 172
	Confound Foe	2	8	Psnl	Instant	Hourglass with crushed diamonds	WFRP 173
	Ghostly Appearance	2	6/minute	Psnl	1+ minutes	Shroud from an undead	WFRP 173
	Hallucinate	2	4	48 yds	Instant	Piece of clay in shape of creature	WFRP 173
	Illusionary Buildings	2	6/section	1200 yds	Until moves	Small models of buildings	WFRP 173
	Illusionary Woods	2	5/section	1200 yds	Until moves	Small model trees	WFRP 173
	Illusionary of Mighty Appearance	2 (#)	6/hour	Psnl	1+ hours	Mask	WFRP 174

	Illusionary Enemy	3	8/hour	48 yds	1+ hours	Teeth of Chameleoleech	WFRP 173
	Universal Confusion	3	8	Sight	1 round	Eyes of Chimera	WFRP 174
	Vanish	3	6	Psnl	D6 rounds	Golden hoop 6" diameter	WFRP 174

	Destroy Illusions	4	8	1200 yds	Instant	Crystal prism	WFRP 174
	Illusionary Army	4	15/hour (#)	Sight	1+ hours	Small model troops	WFRP 174
	Illusion of Darkness	4	15	96 yds	2 hours	Ball of pitch	WFRP 174
	Teleport	4	20	Psnl	2D6 hours	Potion of flying or hand of demon	WFRP 175

See also Realms of Sorcery for additional illusionistic spells.

Magicopae Necromantis : Necromancy
Pertaining to death and the dead (prescribed).

	Spell	Level	MPs	Range	Duration	Ingredients	Reference
	Banish Undead (+)	1	3	24 yds	Instant	Water blessed by a cleric	New
	Hand of Death	1	3/touch	Touch	Until wnded	Part of a corpses shroud	WFRP 176
	Locate Corpse	1	2 (#)	15 yds	10 minutes	%%%	ApocTwo 26
	Summon Shade	1	5	Touch	2D10+10 secs	Wine made from graveyard fruit	RoS 228
	Summon Skeleton Champion	1	4	6 yds	Until sunrise	Skeleton/corpse/enchanted skull	WFRP 176
	Summon Skeletons	1	4	6 yds	Until sunrise	Skeletons/corpses/skulls	WFRP 176
	Zone of Life	1	4/hour	n/a	1+ hours	Holy relic	WFRP 176

	Control Undead	2	3	48 yds	Instant	Religious symbol or coffin wood	WFRP 176
	Destroy Undead	2 (#)	4 (#)	24 yds	Instant	Dust from grave or blessed water	WFRP 176
	Extend Control	2	3/hour	n/a	1+ hours	Brain of a magician	WFRP 177
	Hand of Dust	2	3/touch	Touch	Until wnded	Right hand of hanged murderer	WFRP 177
	Stop Instability	2	2	48 yds	Varies	Pint of blood	WFRP 177
	Summon Skleton Minor Hero	2	8	6 yds	Until sunrise	Skeleton/corpse/enchanted skull	WFRP 177
	Vanhels Danse Macabre	2	10	48 yds	2D3 rounds	Toe bones of dancer	RoS 228

	Life In Death	3	10/hour	Psnl	1+ hours	Fresh human heart	WFRP 177
	Raise Dead	3	12	120 yds	Until sunrise	Graveyard or burial site	WFRP 178
	Summon Skeleton Horde	3	12	6 yds	Until sunrise	Burial site or enchanted fingers	WFRP 178

	Annihilate Undead	4 (#)	16 (#)	24 yds	Instant	Flayed skin of fresh corpse	WFRP 177
	Curse of Undeath	4	16	48 yds	Permanent	Withered hand of Liche	WFRP 178
	Summon Skeleton Major Hero	4	15	6 yds	Until sunrise	Enchanted skull	WFRP 178
	Total Control	4	16	2400 yds	Until sunrise	Essence of vampire	WFRP 178
	Wind of Death	4	35	2800 yds	Instant	Enchanted dust from 5 Mummies	WFRP 178

Banish Undead
Level : 1
SPs : 3
Range : 24 yds
Duration : Instant
Ingredients: Water blessed by a cleric
Description : Banishes a single undead creature within the spells range, which must pass a test on Willpower to avoid either crumbling to dust or (in the case of ethereal undead) simply vanishing.  Undead which pass the test are unaffected by the spell.

High Magic
The lore of the High Elves.

	Spell	Level	MPs	Range	Duration	Ingredients	Reference
	Apotheosis	High	32+8/hr	6 yds	1+ hours	None	RoS 214
	Banishment	High	48	48 yds	1 round	None	RoS 214
	Drain Magic	High	50	96 yds	Instant	None	RoS 214
	Deadlock	High	15+1/tn	12 yds	1+ turns	None	RoS 215
	Glamour of Teclis	High	15	36 yds	1D4 hours	None	RoS 215
	Hand of Glory	High	18	12 yds	D6+3 turns	None	RoS 215

Tree Songs
The Tree Singing of the Wood Elves.

	Song	Level	MPs	Range	Duration	Ingredients	Reference
	Anger of the Woods	1	2/hr (#)	24 yds	1+ hours	Handful of nuts	RoS 211
	Find Plant	1	1	Half a mile
					Until plant is found	Fresh hazel dowsing rod	RoS 212
	Splinter Weapon	1	2	Psnl	3D6 rounds	A woodworm	RoS 212
	Whispering Leaves	1	2	48 yds	3D6 rounds	Autumn leaf	RoS 212

	Bridge of Vines	2	4	Touch	Until sunrise	Vine or creeper tendril	RoS 212
	Splinter Missile	2	8	Psnl	To 1 hr+3D6 rnds	Arrow	RoS 212
	Verdant Tracking	2	3	Psnl	1 hour	Small wooden hunting horn	RoS 212

	Carpet of Mould	3	5	48 yds	Special	Rotten fruit	RoS 213
	Vital Surge	3	4/tn	Touch	Until plant fully grown
						Handful of Elven soil	RoS 213
	Treeform	3	4/hr (#)	Psnl	1+ hours	Sprouting tree seed	RoS 213

	False Dryad	4	8	Psnl	1 hour	Twig from Dryad tree	RoS 213
	Heart of the Tree	4	8+1/hr	Touch	8+ hours	Small carved statue of caster	RoS 213
	Haunted Forest	4	7	48 yds	3D6 rounds	Root of a 100 yr old tree	RoS 214
	Shape the Growing Plant	4	12	Touch	Permanent	Seed or nut of the plant	RoS 214

Dark Magic
The raw magic of Chaotic corruption...  See also Demonic and Skaven magic in this document, and Supplemental 4 - Divine Magic which contains specialist cult spells of Tzeentch, Slaanesh and Nurgle.

	Spell	Level	MPs	Range	Duration	Ingredients	Reference
	Dark Hand of Destruction	1	3	Psnl	One combat hit	Dead hand of humanoid	RoS 232
	Witch Flight	1	3	Psnl	1 round	Freshly throttled raven	RoS 232

	Doombolt	2	5	36 yds	Instant	A piece of Warpstone	RoS 232
	Power of Chaos	2	5	Psnl	Instant	Heart of good Cleric	RoS 232

	Blade Wind	3	8	48 yds	1 round	Knife or sword/killed good Cleric	RoS 233
	Malediction of Nagash	3	8+2/rnd	48 yds	1D6+3 rounds	Knife/murdered in sleep	RoS 233
	Soul Drain	3	10	48 yds	Instant	Pint of blood from humanoid	RoS 233

	Arnzipals Black Horror	4	15	Special	2D6+3 rounds	Dying breath of Chaos sorcerer	RoS 233
	Death Spasm	4	18	48 yds	Instant	Heart of one who died of fright	RoS 233
	The Transformation of Doom	4	10	Psnl	Until dispelled	Heart of a mighty beast	RoS 233

Skaven Magic
Squeek! Eeek!  These spells require no ingredients when cast by a Skaven Seer, but draw power from the Warpstone that courses through a Skaven Seers body and bloodstream.  To this end they consume refined Warpstone - can't be healthy...  For more information on the Skaven and their magic, try and find a copy of Garret Leppers' "Book of the Rat" on the internet.  It's excellent.

	Spell	Level	MPs	Range	Duration	Ingredients	Reference
	Screech	1	1/half mi (#)	0.5+ miles	Instant	Warpstone	RoS 236
	Shadows Companion	1	1/hour (#)	Psnl	1+ hours	Warpstone	RoS 236
	Vermintide	1	2/hour (#)	n/a	1+ hours	Warpstone	RoS 236
	Warp Lightning	1	2/bolt	48 yds	Instant	Warpstone	RoS 236

	Brittle Bone	2	5	Touch	Permanent	Warpstone	RoS 237
	Infecting Gaze	2	3	5 yds	Until cured	Warpstone	RoS 237
	Shrivel Tongue	2	6	12 yds	1+ rounds	Warpstone	RoS 237
	Scorch	2	5	24 yds	Instant	Warpstone	RoS 237

	Plagues Source	3	10	Touch	Permanent	Warpstone	RoS 237
	Gnaw	3	6	48 yds	Instant	Warpstone	RoS 238

	Avatar of the Horned Rat	4	15	Psnl	Instant	Warpstone	RoS 238
	The Chittering	4	18	20 yds	1D6 hours	Warpstone	RoS 238
	Curse of the Horned One	4	16	Touch	Instant	Warpstone	RoS 238