Battle Level 4

 

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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