Accelerate Time
Spell
level:
Battle 4
Magic
Points:
8
Range:
touch
Duration:
3d10 rounds
Ingredients:
a minute glass filled with diamond dust
This
spell affects one creature, allowing it to move and perform actions twice as
quickly as normal. The affected creature’s movement, Initiative, and number of
attacks are doubled while the spell is in effect (subject to normal maximums,
i.e. initiative cannot exceed 100, Attacks cannot exceed 10). All actions take
half the normal time to perform while the spell is in effect (e.g. drawing a
weapon, retrieving an item from a pack, and so on). Creatures affected by this
powerful spell may not themselves cast spells, although they may use magical
items and/or drink potions.
Aura
of invulnerability
Spell
level:
Battle 4
Magic
Points:
16
Range:
Personal
Duration:
1 hour per level
Ingredients:
A piece of Dragon hide (at least 6"x6")
The
type of protection afforded by this Aura spell nullifies the next 4D6 Wounds
inflicted on the caster by non-magical weapons.
Auras
may be dispelled by magical means, and are automatically dispelled by magical
weapons, so do not provide complete invulnerability Characters may only bear one
Aura at any one time, and can dispel their own Aura whenever they wish.
Blast
Spell
level:
Battle 4
Magic
Points:
10
Range:
48 yards
Duration:
Instantaneous
Ingredients:
Gunpowder (10 shots)
This
spell is the most powerful of the magic missile spells. Only one blast can be
thrown during a round, and it may be targeted at any individual or single group.
Target restrictions apply in the same way as for normal missile fire.
Blasts
have a range of 48 metres and automatically hit their target. If fired into a
group, the blast will hit ID6 creatures or characters. Each hit inflicts 1D1O
Wounds at Strength 8 and 4D6 additional wounds on flammable targets.
Creatures
that are subject to fear of fire and/or magic will have to make the appropriate
psychological test. A victim of a blast may attempt to dodge its full effects
making an Initiative test. A successful test results in the victim only taking
half damage from the blast.
Change
allegiance
Spell
level:
Battle 4
Magic
Points:
8
Range:
48 yards
Duration:
1 hour
Ingredients:
The heart of a Doppelganger
This
spell can be cast at any individual or group of hostile creatures within 48
yards. The target receives a test against Will Power to avoid the spell's
effects. Affected individuals become enchanted by the caster and effectively
'change sides', treating the caster like a friend or ally. The victims'
Intelligence is not affected, and they cannot be made to do anything detrimental
to their own well being. For example, they will not commit suicide, or take on a
Dragon single-handed, but could be made to attack their own comrades. However,
in such cases they are allowed a test against Will Power and if successful break
the influence of the spell.
Cure
sever wounds
Spell
level:
Battle 4
Magic
Points:
10 per DIO Wounds
Range:
Touch
Duration:
Permanent until further wounding occurs
Ingredients:
The pituitary gland of a troll
This
spell is used to heal either the caster or any other single character by touch.
The spell takes effect immediately and restores DIO Wounds for every ten magic
points used.
This
spell will work on any single creature, even creatures such as Dragons or other
monsters. It does not work on slain creatures and cannot restore Wounds above
their maximum level. A Cure Severe Wound spell cannot heal the effects of in-
juries or amputation (see Combat - Critical Hits).
Drain
Magic
Spell
level:
Battle 4
Magic
Points:
12
Range:
24 yards
Duration:
Instantaneous
Ingredients:
any magic wand, wrapped around with copper wire
This
spell allows the caster to drain all the magical energy from one target
creature. The target is allowed a standard magic test to negate the effects of
the spell. If the test is failed, the effects are:
Spellcasters
are reduced to zero Magic Points. Wizards (including specialists) are struck
unconscious for 2d10 turns, although Clerics and Druids remain conscious.
Undead
and ethereal creatures are destroyed. Demons and elementals are banished.
This
spell is hazardous, for if the spell is successfully cast, the spellcaster also
must make a Magic test. If he does not succeed, he fails to control the vast
magical energies drawn off by the spell and loses a number of Wound points equal
to the Wound points of the creature affected by the spell. The spellcasters
Wound characteristic cannot be reduced below zero by this side effect of casting
Drain Magic.
DreadWave
Spell
level:
Battle 4
Magic
Points:
10
Range:
48-yards.
Duration:
3d6 rounds
Ingredients:
the skull of a demon
All
beings within range test vs. WP to resist. If test is failed, each being becomes
subject to fear of the caster and must immediately make a Cool test or flee.
Undead
and magical beings (i.e., demons, and elementals) are not affected. Normal
creatures and man-sized intelligent beings are affected. Monstrous creatures and
giant-sized humanoids are affected, but receive a +40 bonus to their WP test to
resist.
Note:
All subjects within range, INCLUDING companions and allies of the caster, are
affected. The caster may not choose to avoid affecting any creature within
range.
Enchant
weapon
Spell
level:
Battle 4
Magic
Points:
8
Range:
Touch
Duration:
Until the next sunrise
Ingredients:
Any weapon
This
spell allows the caster to enchant one ordinary weapon by touching it. An
enchanted weapon has no special powers, but counts as a magical weapon for the
purposes of hitting creatures only affected by magic weapons. The spell lasts
for the rest of that day, returning to normal the following daybreak.
Foetid
Cloud
Spell
level:
Battle 4
Magic
Points:
8
Range:
48 yards
Duration:
Until dispelled
Ingredients:
The entrails of a skunk, and a cabbage leaf
This
spell is essentially a greatly enhanced version of the Level Two Battle Magic
spell Mystic Mist; creating a cloud 2d6 yards in diameter within the maximum
range of the spell. The cloud acts in the same way as a Mystic Mist (see the
WFRP rulebook), but it is also poisonous and corrosive. Living creatures within
the area of effect must make a Poison test each round they remain within the
cloud, or suffer Strength 5 hit, ignoring armour. Trolls or other creatures that
regenerate may not regenerate damage suffered from a Foetid Cloud even when they
leave the area of effect; it must be healed by rest or magic.
The
spell does not affect ethereal creatures of Fire Elementals. Other Elementals,
Undead, and Demons only suffer a S 5 hit within the Feotid Cloud once per turn
(first round of the turn).
the
cloud persists until the caster is hit movers, casts another spell, or otherwise
ceases to concentrate upon it. The only exceptions are that a Fire Elemental can
destroy the Feotid Cloud within 4 + 1d4 rounds, and a Dispel Magic will dispel
it. At your discretion, high winds will disperse the Feotid Cloud in 1d4 (or
more, depending on wind strength) rounds.
Fortify
Flesh
Spell
level:
Battle 4
Magic
Points:
15
Range:
touch
Duration:
1 hour
Ingredients:
ogre balls (you can interpret this as you like)
The
subject's flesh is temporarily altered to imitate ogre flesh. The greater the
quantity of magical energy used to reinforce the altered ogre-like flesh, the
more durable it becomes. The spell adds 3d6 extra wound points to the subject
for the duration of the spell.
Leathersteel
Spell
level:
Battle 4
Magic
Points:
8
Range:
Touch
Duration:
2d6 hours
Ingredients:
A small bar of steel alloyed with warpstone.
Will
alter the structural nature of any substance to be as strong, resilient and
Unbreakable
as steel, while still maintaining all of its other properties. One practical
application of this would be for the caster to enchant his clothes with this
spell, thus allowing him 2 points of armour on each covered location. The
altered material would not alter in appearance or gain in weight, still allowing
the same flexibility and freedom of movement and also would not incur penalties
for spell point Magic Points normally associated with the wearing of armour.
Permanency
Spell
level:
Battle 4
Magic
Points:
40 (30)
Range:
1 spell
Duration:
Permanent or until condition met
Ingredients:
The ichor of a demon of Law
This
spell will make any other spell that does not have an instantaneous duration
Permanent,
with no need to be maintained by the caster. The spell in question may still be
dispelled by normal methods, as long as the Permanency spell is dispelled first.
For example, a Maze spell that was cast in conjunction with a Permanency spell
and a Delay spell could be cast on a small area of forest to confuse any orcs
that ever passed through. Such combinations can (and should) be used by the GM
to confound player characters. Any object or area that has been subjected to a
Permanency spell will radiate powerful magic.
This
spell may not be dispelled by anyone - not even the caster, without the use of a
Dispel Magic spell. Even then, only the Permanency will be dispelled - another
casting is required to bring the magical effect that it is prolonging to an end.
Should the caster wish to save on Magic Points, he may allow a condition for the
Permanency to be dispelled without these means. The condition must be
practically possible to fulfil, even if unlikely to be stumbled upon by anyone
else (e.g.: "When you leave town", "When you change your
Will", "When you release my companions from the dungeon",
"When you are kissed by a Handsome (Fel 40+) Prince, etc.). This will
reduce the Magic Points of casting to 30 MP. Conditions that are virtually
impossible to fulfil ("When the moon is made of cheese") will not
allow this saving. Note that the caster may not include himself in the dispel
condition (e.g.: "When I want this to stop", "When I get out of
town", etc.). As this spell must be cast immediately after the spell it is
to make permanent, this could mean that in many cases a truly permanent effect
would be impossible due to Magic Point Magic Points.
It
is up to the GM to set limitations on the use of this powerful spell by PCs to
avoid abuse. Possibilities include making a Permanently Delayed Fireball only
able to detonate once per day, and so on.
Reverse
Spell
Spell
level:
Battle 4
Magic
Points:
8
Range:
Special
Duration:
Special
Ingredients:
A mithril mirror
The
spell may be cast on an opposing spellcaster, with the effect of turning his own
spell on him - the mirror reflects the spell and throws it back at its caster. A
Reverse Spell requires the following conditions to function properly:
-
The target of the enemy spell must be the caster himself, a group he is in or
someone within 4 yards of him; and...
- Both spellcasters must make an I test - if the
Reverse Spell is cast from a spell jewel, the caster gains a +20 bonus to the
test. Refer to the following table to see whether the Reverse Spell is cast in
time to reflect the incoming spell:
Caster's
Test
Opponent's Test
Result
Passed
Passed
Maybe
Passed
Failed
In Time
Failed
Passed
Not In Time
Failed
Failed
Maybe
On
a Maybe result, the Reverse Spell takes effect in time only if the
caster's
I score is higher than that of the opposing spellcaster.
If
the Reverse Spell takes effect successfully, the full effects of the enemy spell
fall upon the enemy spellcaster. If not, the enemy spell takes effect as normal,
but the caster of the Reverse Spell still loses Magic Points as if his spell had
been cast successfully.
SpiritWalk
Spell
level:
Battle 4
Magic
Points:
8 (6 per extension)
Range:
Caster
Duration:
1d6+6 minutes (extendible)
Ingredients:
burial robes worn by caster
The
caster places his body functions on automatic, separates his Spirit from his
body, and cruises around like an ethereal being. The ritual maintains the body
in a deep trance, sustains the integrity of the Spirit so that it remains
self-aware, provides the Spirit with mobility, and permits the Spirit to rejoin
with the body on its return. The body remains at the site of the ritual within
the ceremonial boundaries. Bereft of its Spirit, the body is extremely
vulnerable. It is attacked physically as prone, and it may not test to resist
any magical, psychological, physical, or other ability tests. The independent
Spirit is not magically linked to the body, and has no special way of knowing if
the body is attacked or interfered with. The Spirit of the caster is manifested
as an insubstantial, invisible form otherwise identical to the naked body of the
caster. This form may move about normally as if it had a body. (For example, it
has the same characteristics as the original character.) Only magical or
enchanted objects may accompany the caster's spirit. If fact, only the aethyrial
natures of these magical or enchanted objects accompany the caster; the real
objects remain with the caster's body. No other equipment or substances may
accompany the caster. For example, an independent Spirit may be accompanied by
his magician’s staff and a spell jewel, but may not be accompanied by the
ingredients or paraphernalia necessary for spell and ritual castings. (Note that
this severely limits the caster's ability to cast spells, and prohibits the
casting of rituals, while manifested as an independent spirit.) While an
independent Spirit, the caster may not interact with the Material Realm except
through magical means. The caster may, however, interact normally with aethyrial
and magical beings. (For example, the caster might grapple with a ghost.)
Stand
still
Spell
level:
Battle 4
Magic
Points:
12
Range:
48 yards
Duration:
D6 turns
Ingredients:
The eyes of a Basillsk
This
spell can be cast at any individual or group of creatures within 48 yards.
Targets may make a test against Will Power, with failure resulting in them being
unable to move, fire missiles, or do anything at all for the following D6 turns.
Steal
Spell
Spell
level:
Battle 4
Magic
Point:
15
Range:
24 yards
Duration:
Instantaneous
Ingredients:
A magnet
By
means of this spell, the caster may steal the next spell to be cast by another
spellcaster, only one spellcaster can be targeted as a victim of this spell at a
time. If the intended victim does not cast another spell within 6 rounds, Steal
Spell is negated, but Magic Points are still spent. An intended victim of this
spell will not know that his next spell is going to be stolen. He must make a
successful WP test or his next spell will simply sputter out and become the
possession of the caster of Steal Spell.
If
the test succeeds, no spell is stolen, but the caster of Steal Spell must still
expend the designated number of Magic Points.
If
the test fails, the caster of Steal Spell takes his victim’s next spell. That
victim must still expend the normal number of Magic Points for his own spell,
even though it was stolen. The recipient may cast the stolen spell himself, at
the level of his victim, without expending any more Magic Points. If the stolen
spell is not cast within one round, it is lost. Should the caster of Steal Spell
exceed the 24 yard range before the intended victim casts his spell, the second
spell just fizzles out and is lost to both parties.
Note
that all types of spells can be stolen and cast. Stolen spells do not become a
part of the thief’s permanent spell repertoire. Furthermore, spellcasters of
Good alignment might abstain from casting stolen Necromantic or Demonologist
spells for moral reasons. Some spells have duration, which the original caster
may control. For example, such spells might be listed as "Duration: 1+
hours". A stolen spell with a duration like this can be recast by a
"spell thief", but cannot be maintained any longer than the shortest
specified time (one hour in the above example).
Strength
of mind
Spell
level:
Battle 4
Magic
Points.
6
Range:
Personal
Duration-
Until the next sunrise
Ingredients:
Ld - head of a Lion;
Int
- brain of a giant owl;
Cl
- head of a wolf;
WP
- the eyes of a giant spider;
Fel
- the tongue of a giant snake
This
spell allows the caster to increase a single personal characteristic (Ld, Int,
Cl, WP or Fel - but not Dex) by + 2D8, This lasts for the remainder of that day,
and is dispelled at daybreak the following day. This spell can raise abilities
to 100 or above. Any attempt to cast the spell more than once will simply remove
the older spell.
Transmogrify
Spell
level:
Battle 4
Magic
Points:
16
Range:
Personal/Touch
Duration:
Until the next sunrise or see below.
Ingredients:
Warpstone and a feather from the hide of a Lord Of Change, crushed
and
dissolved in the blood of a Werewolf.
This
spell will allow the transformation of one living creature into another, and can
be used in one of two ways. If the caster uses the spell upon himself he may
change form as many times as he desires during the spell's duration. Should the
spell be cast on another individual, they are entitled to a magic save and will
be unable to change their form from the one given to them by the spell caster.
The recipient of the spell will gain all of the physical characteristics and
abilities of the new form but will retain their personal statistics. Any
trappings carried will be transformed as well, being incorporated into the new
shape. A creature cannot be transmogrified to look like a specific individual.
Any
injuries, wounds or critical effects sustained by one form will be reflected in
any other shapes that are taken, so a record must be kept of the percentage of
Wounds lost. Thus if a wizard Transmogrifies into the form of a giant with 30
Wounds and takes 15 Wounds of damage, he will be on half wounds in his next form
as well.
Each
transformation only takes a round but is hazardous in the extreme. An
Intelligence
test must be made each time a new form is taken or the Transmogrified
creature
will "revert" and become like the form in all respects including
mental
Statistics.
This will mean that a wizard who turns himself into a horse will not only look
like a horse but will think like a horse and be unable to change himself back
again, remaining a horse permanently.
Example
#1: Karl Teufel (Int 75) is in a party that is currently being attacked by an
army of orcs. Taking shelter he spends a round preparing the spell and then
another round Transmogrifying into a dragon. He rolls a 43 for his Intelligence
test and so is safe from reversion for this transformation. He then charges into
the orcish army, breathing fire and scattering them all. Deciding that he wishes
to pursue the general, he spends a round to change himself into a hawk, which he
does safely (roll of 67) and follow in the air. Finding him he spends another
round changing back into his original form (no roll needed), as he would not be
able to cast spells in his hawk form. After the ensuing confrontation he can
then continue to change forms and making Intelligence tests to his heart's
desire until the next sunrise.
Example
#2: Infatuated with the concept of having a dragon in the party, Karl
Persuades
one of his companions - Eirik the Giant Slayer - to become one in order to toast
an approaching Chaos warband. Eirik fails his WP test but also fails his
Intelligence
test much to the player's disgust. The GM decides that the Eirik takes a nibble
out of Karl before flying off into the mountains to begin his new life as a
dragon.
Example
#3: Undaunted by this, Karl turns his faithful dog, Heinrich into a dragon as
well. Luckily the dog makes his Intelligence test and doesn't eat him, however,
being still a playful puppy at heart, Heinrich decides to "play" with
the members of the party like he usually does. This results in several injured
characters and an accidentally toasted packhorse.
The
effects of this spell will last until the next sunrise, except in the case of
"reverted" creatures who will remain in their new form permanently. A
popular implementation of this spell is to use it to turn upstart commoners into
frogs - a typical peasant is more than likely to revert to his amphibian form.
Note that it cannot be used on Undead, elementals, demons or ethereal creatures
or used to adopt any of these forms. It may be dispelled at will by the caster
or through the use of a successful Dispel Magic or Drain Magic spell. The
subject radiates powerful magic and may not enter a Zone of Magical Immunity or
similar protection.
Zone
of Magical Immunity
Spell
level:
Battle 4
Magic
Points:
6
Range:
12 yards diameter
Duration:
Until Dispelled
Ingredients:
A sphere of glass enclosing 3 drops of Demon blood
This
spell creates a 12-yard diameter zone, centred on the caster, which is in many
ways similar to a Zone of Sanctuary (see WFRP rulebook). In addition to the
protections afforded by a Zone of Sanctuary, the Zone of Magical immunity is
impervious to magical spells and effects of all kinds (save the Dispel magic
spell). This includes spell-like effects created from magical items.
Undead
creatures, Elementals, Demons, and ethereal creatures cannot enter a Zone of
Magical Immunity. Such creatures which are in the 12 yard diameter when the
spell is cast must test for instability immediately, but whether they make this
test or not, the minimum effect is to cause them to flee outside the Zone of
Magical Immunity at maximum rate.
A Zone of magical immunity will persist until the
spellcaster performs any action (such as moving, casting a spell, etc.) or until
a Dispel magic is successfully cast upon it. The Zone of Magical Immunity is not
destroyed by contact with other Zones, but rather the other is automatically
dispelled, unless it is also a Zone of magical immunity; in which case the
overlapping Zones will have no effect on each other.
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