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Petty Magic SpellsEdit

Petty Magic covers a wide range of non-offensive spells used by all spellcasting characters. Generally speaking, these spells cost few magic points to cast and require few, inexpensive ingredients.

Battle Magic SpellsEdit

These spells are the ones used by non-specialist Wizards and are also available for use by Alchemists and some Clerics. They cover a wide range of defensive and offensive capabilities, providing the spellcaster with a multitude of options for a variety of situations.

Level 1

Level 2

Level 3

Level 4

Colour MagicEdit

Amber MagicEdit

Level 4

Level 5

Amethyst MagicEdit

Level 4

Level 5

Bright MagicEdit

Level 4

Level 5

Celestial MagicEdit

Level 4

Level 5

Gold MagicEdit

Level 4

Level 5

Grey MagicEdit

Level 4

Level 5

Light MagicEdit

Level 1

Level 4

Level 5

Jade MagicEdit

Level 4

Level 5

Dark Magic SpellsEdit

Level 1

Level 2

Level 3

Level 4

Ice MagicEdit

Level 1

Level 2

Level 3

Level 4

Daemonologist SpellsEdit

Daemonologists' spells fall into a number of categories, but the majority are concerned with the summoning, binding, and dispelling of Daemon.

Level 1

Level 2

Level 3

Level 4

Elemental SpellsEdit

Elementalists are able to manipulate the four elements (or life forces) of air, earth, fire, and water. Elemental magic allows them to summon short-lived personifications of these forces - creatures known as Elementals.

Level 1

Level 2

Level 3

Level 4

Earth MagicEdit

Level 4

Level 5

Air MagicEdit

Level 4

Level 5

Water MagicEdit

Level 4

Level 5

Illusionist SpellsEdit

Illusionists create and control illusions. Only one illusion may be maintained at any one time, but this can be of multiple form, such as a group of characters or monsters, a series of clone images, or even a village.

An illusion can act in any way its creator chooses and can feign any psychological effect. Thus, an illusion of a Spectre may cause terror as if it were real. Illusions can also be made to react to hits from missile weapons - looking as though really wounded - but in fact they cannot be harmed in any way. Illusions disperse if they are attacked in hand-to-hand combat, if the Illusionist casts another illusion (Petty Magic does not count for this purpose), and they may be dispelled by a Banish Illusion spell.

An illusion cannot speak real words, but can be made to mumble, groan, bellow, or roar, as appropriate.

Dispelling IllusionsEdit

In some cases, the victims of an illusion may be allowed to make an Int test to see if they notice anything strange. The victim's Int is modified according to the Illusionist's level as follows:

Illusionist Level Modifier To Int
1st +10
2nd 0
3rd -10
4th -20

Characters who make a successful Int test will see through the illusion and be immune to its effects. Other characters in the same party who fail their tests may then make another test next round with a bonus of +10 to Int - assuming that their competition alterts them to the fact that they are confronted with an illusion. Characters who fail the test by 5 or less will notice something slightly odd about the image - perhaps it has a hazy halo around it or perhaps it shimmers slightly. The character is still affected by the illusion, but may make another test next round. However, any character who fails the test by 30% or more will remain affected by the illusion until it is dispelled, completely taken in by the spell and unable to believe that it isn't real.

Level 1

Level 2

Level 3

Level 4

Necromantic SpellsEdit

Summoning UndeadEdit

Necromantic magic is concerned with the control and manipulation of dead or Undead creatures. Necromancers can summon and control Undead, provided that they have suitable raw materials to hand - either fresh corpses (such as characters killed in combat) or those from a graveyard or similar site of burial (even the place where a great battle or catastrophe occurred will be sufficient). The Necromancer does not have to dig the corpses up; the casting of a Summoning spell (Summon Skeleton Champion, Summon Skeletons, Summon Skeleton Minor Hero, Summon Skeleton Horde, or Summon Skeleton Major Hero) will cause the dead bodies to burst through the ground, ready to serve the Necromancer.

As an alternative to using any corpses in the immediate vicinity, Necromancers may summon Undead directly from the plane of death. In order to do this, the character needs to spend some time enchanting a part of a corpse or skeleton (or several parts, if the spell summons more than one Undead). The relevant body parts are given under the Ingredients heading of each Summoning spell description.

The Necromancer must spend 2 hours per level of the Summoning spell (irrespective of the number of body parts used) attuning the item(s) so that it opens a gate to the plane of death. This costs 3 magic points per spell level, expended at the end of the 2-hour period. At the end of the process, the Necromancer must make a successful test against WP or lose 1 point of S permanently. This test is made for each Summoning spell, rather than for each body part.

To use the enchanted item, the Necromancer casts the relevant Summoning spell as normal and then throws the item to the ground. The summoned Undead appear within 6 yards of the caster and the item is destroyed in the process.

S points are lost permanently, but their loss can be offset by the use of certain preparations.

Controlling UndeadEdit

Skeletons and Zombies lack motivation and need to be directed by a friendly controller. Necromancers can act as controllers over any friendly Undead (summoned by themselves or an ally) within 24 yards of their persons. This is not a spell, but an innate ability of Necromancers, though they may use spells to increase the range of their control or even do away with the need to have a controller. However, controlled Undead must always be within the controller's line-of-sight, irrespective of any Magic in operation.

SpellsEdit

Level 1

Level 2

Level 3

Level 4

Druidic Priest SpellsEdit

Druidic Priest spells are nature orientated and allow Druidic Priests to make friends with animals, assume animal form and animate trees. Druidic Priests should use these spells carefully, ensuring that their actions do not disrupt the balance of nature or exploit animals. Druidic Priests who abuse spells are likely to be penalised by the powers of nature.

Level 1

Level 2

Level 3

Level 4

Alchemist SpellsEdit

Level 1

Level 3

High Elf MagicEdit

Wood Elf MagicEdit

Level 1 Tree Songs

Level 2 Tree Songs

Level 3 Tree Songs

Level 4 Tree Songs

Clerical MagicEdit

GazulEdit

GrungniEdit

MórrEdit

Level 1

Level 2

Level 3

Level 4

RanaldEdit

Level 1

Level 2

ShallyaEdit

Level 1

Level 2

Level 3

SigmarEdit

Chaos MagicEdit

MalalEdit

NurgleEdit

SlaaneshEdit

TzeentchEdit

ZuvassinEdit

Skaven SpellsEdit

Skaven sorcerers require no ingredients to cast their spells. Instead they use the power of the warpstone coursing within bodies as a source and focus for the spell.

Level 1

Level 2

Level 3

Level 4

The Waaagh!Edit

The magical power of the Orcs is unlike any other form, in that it draws on the energy of the Orcs themselves. Their spells need no particular magical ingredients, but the shaman must be surrounded by greenskins and have a good supply of whatever they require to enter their trance-state (mushrooms, spider venom, Snotlings or so on).

Level 1

Level 2

Level 3

Level 4

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