Battle Magic Level One

Accelerate Flesh

Spell level: Battle 1

Magic Points:             4

Range:                       touch

Duration:                   1d6+3 turns

Ingredients:                The wing of a fly

Subject's Move is increased by +1, and Initiative is increased by +10.

 

Accelerate Healing

Spell level: Battle 1

Magic Points:             4

Range:                       Touch subject with focus

Duration:                   1d6 rounds

Ingredients:                Earth and water herbal condensers

For each round of duration the ritual heals 1 wound point. If interrupted during the healing, the ritual is spoiled and magical healing ends immediately. Effective for most humanoids and warm-blooded creatures at the GM’s discretion, it may be less effective or even ineffective with exotic humanoids or monstrous beings. Magical beings with fleshy bodies (e.g., demons and elementals) are affected; ethereal beings are not.

                Automatically stops terminal bleeding. Wounded beings already treated with herbal healing receive no benefits from this spell, and wounded beings treated with this spell will receive no benefits from herbal healing.

 

Arrow Speed

Spell level: Battle 1

Magic Points:             4 per 5 arrows

Range:                       Touch

Duration:                   1 hour

Ingredients:                None

This spell increases the speed of normal missiles and grants a bonus of ES +1. All ranges are increased 25%.

 

Aura of Resistance

Spell level: Battle 1

Magic Points:             2

Range:                       Personal

Duration:                   1 hour per level

Ingredients:                a pair of magnets

Aura spells provide protection against wounds by increasing the casters number of armour points on each location by one point.

Auras may be dispelled by magic (Dispel Aura) and are automatically dispelled by hits from magical weapons so are not a guarantee of invulnerability. Only one aura can be worn at any one time.

 

Banquet

Spell level: Battle 1

Magic Points:             3

Range:                       Personal

Duration:                   Instantaneous

Ingredients:                silver knife and fork

This spell produces a nutritious meal. The ingredients are drawn from the surrounding area, so the composition and quality of the meal depends greatly on the location. Near a farm the Banquet would be quite sumptuous - in the desert the caster may have to put up with cactus salad and meat that tastes a little ... snaky. The Banquet will always be of a kind that will be edible even if not highly palatable.

Note that the material components of this spell are not consumed in its casting. And note also that since this spell draws food from the surrounding area, the first things taken would be the supplies in the caster’s or caster’s companions’ packs.

 

Cause animosity

Spell level: Battle 1

Magic Points:             4

Range:                       48 yards

Duration:                   1D6 Rounds

Ingredients:                any piece of a dead goblin

This spell can be cast against a group of characters or creatures that are normally subject to animosity. The targets test against WP to resist the effects. If unsuccessful they attach each other until the appearance of any other creature that they would normally consider an enemy at which point the spell is broken. Other wise the spell lasts for D6 combat rounds.

 

Cure Light injury

Spell level: Battle 1

Magic Points:             3

Range:                       personal

Duration:                   permanent

Ingredients:                a piece of lint

This spell is used to heal a character. It restores D6 wounds. The spell will not heal a character suffering from heavy wounds (less than two wounds). If cast on such a character it has no effect.

A spell caster who fails to cast this spell causes D6 Wounds.

 

Decrease

Spell level: Battle 1

Magic Points:             6

Range:                       48 yards

Duration:                   Until next sunrise

Ingredients:                The skull of a snotling

Victims who fail a normal magic test immediately lose 2d10 points of one of the following: WS, BS, I, or Dex at the caster’s choice. Any attempt to cast a second spell on the same character results in the older spell being dispelled. Lost points are restored the next sunrise.

 

Detect Magic

Spell level: Battle 1

Magic Points:             1

Range:                       48 yards

Duration:                   1 turn

Ingredients:                None

By casting this spell, the spellcaster is able to perceive 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. Note that this spell will not reveal the identity of spellcasters, the Magical Awareness skill is necessary for this.

 

Dispirit

Spell level: Battle 1

Magic Points:             2

Range:                       48 yards

Duration:                   See below

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, and a successful Magic test will negate its effects. The spell puts feelings of despair and gloom into the mind of any affected creature, which will then suffer a -10 penalty to all Ld and Cl tests until the following sunrise. The spell cannot affect natural animals, creatures with Int 10 or below or creatures immune to psychological effects (e.g. Undead). Further castings of the spell on the same target(s) do not add to the penalties given.

 

Earthball

Spell level: Battle 1

Magic Points:             2 per Earthball

Range:                       48 yards

Duration:                   Instantaneous

Ingredients:                Earth

One earth ball per level may be cast at a single target within range. An earth ball causes 1d10 wounds at Strength 3 immediately on a randomly determined body location. Damage is reduced by Toughness, but not by armour.

                Earth balls are magic missiles. Targets of earth balls may attempt to dodge them by testing against Initiative. If successful, the character takes only half damage.

 

Enthuse

Spell level: Battle 1

Magic Points:             2

Range:                       48 yards

Duration:                   See below

Ingredients:                A miniature cast iron heart

This spell may be cast on any one creature or group, and a successful Magic test will negate its effects. It fills any affected creature with hope and enthusiasm, giving a +10 bonus to all Ld and Cl tests until the next sunrise. The spell cannot affect natural animals, creatures with Int 10 or below or creatures immune to psychological effects (e.g. Undead). Further castings of the spell on the same target(s) do not add to the bonuses given.

 

FarSleep

Spell level: Battle 1

Magic Points:             4

Range:                       48 yards

Duration:                  1d6+3 turns

Ingredients:                A piece of down.

Same effects as the Petty Magic spell Sleep, but cast at a distance.

 

Fire ball

Spell level: Battle 1

Magic Points:             1 per fireball

Range:                       48 yards

Duration:                  Instantaneous

Ingredients:                a ball of sulphur

One ball per level can be cast; each must be targeted at the same character or group. Normal restrictions apply. They automatically hit, and hits 1D3 characters per level, each hit have a S3 and caused 1D10 Wounds (irrespective of armour) flammable targets suffer an additional 1D8 wounds.

Fireballs are magic missiles. Targets of fireballs may attempt to dodge them by testing against Initiative. If successful, the character takes only half damage.

 

Fleetfoot

Spell level: Battle 1

Magic Points:             2

Range:                       Touch

Duration:                   1 turn

Ingredients:                2 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 move at double normal speed for one turn. Obstacles and difficult ground affect the character as normal, although modifications are applied to the increased move rate - thus, a character under the effects of the spell crosses difficult ground; the spell doubles his movement and the terrain halves it, so he moves at his normal rate.

 

Flight

Spell level: Battle 1

Magic Points:             3

Range:                       personal

Duration:                  1 round

Ingredients:                a wing feather from a bird of prey

Upon casting the caster is endowed with magical flight. They can fly up to 48 yards in any direction. They can continue to fly by spending more magic points, but can not cast other spells while doing so.

They can carry up to half their normal encumbrance while flying. If any more is carried the spell will not work.

 

HammerHand

Spell level: Battle 1

Magic Points:             2

Range:                       Personal

Duration:                  D6*10 turns or until wounded

Ingredients:                a small silver hammer

This spell endows the caster with increased fighting potential. The character may fight in combat with twice as many attacks and with +2S. The spell lasts for D6 * turns or until the character suffers the loss of any wounds.

 

Iceball 

Spell level: Battle 1

Magic Points:             4

Range:                       48 yards

Duration:                  1d6+3 turns

Ingredients:                water

Just before striking the target, the water freezes and shatters into thousands of tiny needle-sharp ice shards. One iceball per level may be cast at a single target within range. An iceball causes 1d3 wounds at Strength 0 (i.e., 1d3 wounds), disregarding Toughness or armour. The shards are localised enough that a hit location should be rolled for in event of a critical hit.

                Iceballs are magic missiles. Targets of iceballs may attempt to dodge them by testing against Initiative. If successful, the character takes only half damage.

 

Ignite Missiles

Spell level: Battle 1

Magic Points:             1 per missile

Range:                       24 yards

Duration:                   1 hour

Ingredients:                1 drop of oil and a pinch of sulphur

This spell may be cast upon arrows, crossbow bolts, or other missiles or thrown weapons. It may not be cast on ammunition for gunpowder weapons, bombs or incendiaries. One Magic Point is expended for each missile affected, and no more than four separate missiles may be enchanted in any one round. When the missile is fired or propelled at a target, it bursts into flames in mid-flight, causing 1 additional point of damage when it hits, and igniting any flammable object struck.

Note that a wizard may cast this enchantment on missiles prior to combat, but the spell only lasts for 1 hour if they are not fired immediately. Missiles can be affected in mid-flight using this spell.

 

Immunity from Disease

Spell level: Battle 1

Magic Points:             2

Range:                      Touch

Duration:                   d6 x 10 turns per level of the caster

Ingredients:                A rat's skin

This spell may be cast either on the caster or on any other single character within 6 yards. It gives the bearer complete immunity to disease and infected wounds for between 10 minutes and 1 hour per level of the caster. Note that the spell recipient is still vulnerable to Tomb Rot, Nurgle’s Rot or any other magically induced disease, although a +1 bonus to Toughness applies for the purposes of any necessary saving throw.

Note that this spell does not cure any diseases that the recipient may already possess; though it may alleviate the symptoms for the duration of the spell.

 

Immunity from Disease

Spell level: Battle 1

Magic Points:             2

Range:                      Touch

Duration:                   d6 x 10 turns per level of the caster

Ingredients:                A tail of a scorpion

This spell may be cast on the caster or anyone within 6 yards. It gives the bearer completely immune from poison and venom from between 10 minutes and 1 hour per level of the caster.

 

Knock

Spell level: Battle 1

Magic Points:             4

Range:                       1 yard

Duration:                   Instant

Ingredients:                A small gold key

This spell can be cast against any lock, bolt or latch within 1 yard, and causes it

Automatically to unlock, unbolt or lift. The lock will remain open for the next minute

And cannot be shut again during this time. Any normal sized portal or lid will also be opened by the spell, but can be closed normally. Unlike the Petty Magic spell Open, Knock will work on a magically locked bolt, lock or latch.

 

Levitate

Spell level: Battle 1

Magic Points:             1 (+1 MP per extension)

Range:                       Touch

Duration:                   1 round (extendible)

Ingredients:                Durable Air*

The subject or object may be thrown or shoved about as far as soap bubble; that is, not very far. However, it may be towed or pushed easily.

                The subject or object must be no greater in dimensions or weight than a normal human with clothing and light trappings. No armour or shields may be borne; no more than two hand weapons or one large weapon may be borne. The air nodes will simply refuse to lift any subject or object heavier or larger than the spellcaster.

                One or two characters affected by this spell may link hands with a spellcaster affected by the Flight Minor or Flight Major spells and may be towed and guided through the air as in flight. If the spellcaster crashes so do the towed characters, who suffer damage from falling as does the crashing spellcaster. (See the flight minor spell). One or two man-sized cargoes may also be towed and guided by the spellcaster.

                Characters or cargoes separated from the guiding spellcaster float aimlessly for the duration of the levitate spell, then crash to the ground and take falling damage. The spellcaster cannot aim them like bombs; they crash to the ground at the GM's convenience.

Move is reduced to 0, and WS, BS, and I are reduced to 5 for characters affected by a Levitate spell.

                Flying spellcasters who successfully grapple (see WFRP, page 119) a Levitated opponent may drag him into the air, intending to abandon the victim there to plunge to his doom when the Levitate effect ends. However, if the opponent permitted to attempt to cling to the flying spellcaster so that both crash to the ground together when the Levitate spell effect ends (i.e., may in turn grapple the flying spellcaster).

 

MuscleMight

Spell level: Battle 1

Magic Points:             2

Range:                       touch

Duration:                   1d6+3 rounds

Ingredients:                a raw egg

The subject's Strength is increased +1 for the duration of the spell effect. Not stackable.

 

Pain

Spell level: Battle 1

Magic Points:             4

Range:                       48 yards

Duration:                   d3+1 rounds

Ingredients:                a pin

Caster projects an impression of agonising pain in the conscious mind of the victim. The victim's mind may recognise the pain as unreal, and ignore the effect; otherwise, the victim is briefly overcome by the painful sensations. Subject tests WP to resist. If resistance fails, subject involuntarily retreats (as if pushed back after losing a round of combat), is stunned for the remainder of this round and for 1d3 further rounds, and may do nothing but parry for the duration of the effect. This spell has no effect on creatures with Toughness 6 or greater, or the Undead.

 

Pentagram

Spell level: Battle 1

Magic Points:             4

Range:                       2 yards

Duration:                   1 hour

Ingredients:                See below

The pentagram drawn using this ritual will protect the caster and any other creatures standing within it from elementals and demons. The pentagram takes 3 minutes to inscribe and requires chalk for a stone or wooden surface and a sharpened iron rod if it is to be drawn in dirt. The protection afforded by this spell lasts for 1 hour or until the pentagram is disturbed. Note that while those inside the pentagram are safe from melee attacks, they are still subject to any indirect methods of assault including missiles, spell effects, and psychological reactions that may be caused by lesser demons or elementals.

 

Shocking Grasp

Spell level: Battle 1

Magic Points:             3

Range:                       Touch

Duration:                   d6 rounds

Ingredients:                An ebony ball and a ball of wool

After casting this spell, the caster’s hand becomes charged with a powerful electrical force that will discharge on anyone struck before the spell expires. Note that multiple discharges are not possible without recasting the spell. The caster may attack bare-handed or allow the charge to travel through a conductive material - note that either way the blow itself will do no damage, only the electric shock - for d10 wounds at Strength 4 irrespective of armour. Flammable targets take an additional d8 wounds and creatures that are subject to fear of fire or magic will have to make a Fear test.

The discharge of the spell causes a crackle and flash, leaving observers in no doubt as to what has transpired.

 

Sixth Sense

Spell level: Battle 1

Magic Points:             4

Range:                       Personal

Duration:                   1 hour per level

Ingredients:                A mirror

Treat as if the caster had the skill with the same name, but test against WP instead of Int.

 

Slippery Ground

Spell level: Battle 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 to difficult ground. Those who fail risk test while crossing it 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: Battle 1

Magic Points:             2

Range:                       Touch

Duration:                   1 turn

Ingredients:                an infusion of Schlafenkraut and a fragment of tortoise shell

This spell may be cast on any one character, which will move at half normal speed for one turn. Obstacles and difficult ground affect him as normal, in addition to the reduced movement rate - thus, 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 his normal rate.

 

Spider Climb

Spell level: Battle 1

Magic Points:             3

Range:                       Personal

Duration:                   1 turn

Ingredients:                A drop of tar and a live spider, both of which are eaten.

This spell allows the caster to climb up and down walls and across ceilings at a cautious movement rate until the spell expires. A character may continue to Spider Climb by expending an additional 3 Magic Points per turn, but may not cast any other spells while doing so.

Note that while the spell is in effect, small objects will have a tendency to stick to the caster’s hands and feet in he is not careful - thus combat is generally impossible while climbing.

 

Stabilise

Spell level: Battle 1

Magic Points:             4

Range:                       Touch

Duration:                   1 hour per level

Ingredients:                A small stone

This spell will stabilise anyone suffering from a critical hit, temporarily stopping any bleeding. When the effect is over, the spell may be cast again. Note that this spell does not restore any wounds, and the character is still considered severely wounded.

 

Steal Mind

Spell level: Battle 1

Magic Points:             4

Range:                       24 yards

Duration:                   D6 rounds

Ingredients:                a phial of pure alcohol

This spell may be against any single character within 24 yards of the caster. The victim receives a test against WP to avoid the spell’s effect. Failure will result in the target becoming utterly mindless unable to do anything. The victim counts as prone and can not move of his own violation but can be dragged at half movement rate.

This effect is only temporary, wearing off after D6 rounds.

 

Strength of Combat

Spell level: Battle 1

Magic Points:             1

Range:                       personal

Duration:                   until next sunrise

Ingredients:                scalp of a giant

This spell allows a temporary increase in one of the casters fighting characteristics. WS, BS or I by +10, or M, S, T by +1, or W by 1D6+1

The effect lasts from the moment the spell is cast until the following morning. Only one spell can be in operation at a time

 

Wilt Weapon

Spell level: Battle 1

Magic Points:             2

Range:                       Line of sight

Duration:                   Instantaneous

Ingredients:                A small clay model of the weapon and a vial of pure, clean water

This spell may be cast on any ONE weapon within the caster's line of sight. When the spell is cast the weapon becomes utterly limp, like damp string. It is useless and must be discarded. The spell has no effect on whips or magical weapons.

 

Wind Blast

Spell level: Battle 1

Magic Points:             2

Range:                       Line of sight

Duration:                   Instantaneous

Ingredients:                an animal bladder

This spell causes a blast of wind, aimed specifically at a single character or group within 48 yards Victims hit are knocked off balance for one round during which the may do nothing except recover balance. In subsequent rounds they may not move r use missile fire.

Note two groups in hand-to-hand combat will count as one group and both sides will be effected. They may continue to fight but any wounds caused will de halved.

The Effect of the spell lasts until the caster casts another spell, moves, is engaged in combat, or wishes to stop. Targets in buildings or behind walls, hedges or any cover will not be effected.

Characters affected may move forward at half their normal rate if they make a S test against S*5 

Valet

Spell level: Battle 1

Magic Points:             3

Range:                       24 yards

Duration:                   1 hour

Ingredients:                A scrap of silk

This spell is a more powerful version of the Unseen Servant (STR 2) and follows the same rules and limitations except as given below. It can follow slightly more complex orders, up to 10 words, but it will still not understand abstract concepts.

 

 

 

 

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