Battle Magic Level One
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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