Elementalist Level 4
Animate
water
Spell
Level:
Elemental 4
Magic
Points:
16
Range:
48 yards
Duration:
1 hour
Ingredients:
A body of water of at least 12 yards diameter
Using
this spell, the caster can animate any single body of water within 48 yards. The
maximum area of water which may be affected is a 6-yard radius circle, but this
may be part of a much larger body of water such as a river or lake, the bulk of
which will not be affected.
The
animated water will manifest up to 12 pseudopods, each up to 24 yards long, with
which it may make up to 12 attacks. Attacks are at Strength 6 with WS 73 %, and
armour has no effect on the damage caused, although creatures with the ability
to breathe underwater reduce all damage by 3 points. Victims cannot damage the
pseudopods unless wielding magical weapons. Any single hit on a pseudopod which
inflicts 4 or more Wounds will destroy it. The complete profile of the Animated
water is as follows:
M |
WS |
BS |
S |
T |
W |
I |
A |
DEX |
LD |
INT |
CL |
WP |
FEL |
0 |
73 |
0 |
6 |
6 |
12*4 |
12 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
The
Elementalist must stay within 48 yards of the water and cannot perform any
activity other than walking at half pace. Should the caster move out of range or
be interrupted the spell immediately ends. Otherwise, the spell lasts for an
hour or until the caster dispels it.
Dispel
elemental
Spell
Level:
Elemental 4
Magic
Points:
24
Range:
48 yards
Duration:
Instantaneous
Ingredients:
Water for a Fire Elemental, sulphur for a Water Elemental, a small rock
for an Air Elemental, or a kite for an Earth Elemental
The
caster can use this spell to dispel all elementals within 48 yards. Affected
creatures may make a test against Will Power to avoid being dispelled.
Earthquake
Spell
Level:
Elemental 4
Magic
Points:
16
Range:
24 yards
Duration:
d4 rounds
Ingredients:
The hooves of 10 horses
All
structures take 2d6 damage at Strength 10 is taken each round. All creatures
with the affected area are knocked prone immediately and incapable of any action
during the spell effect. Creatures inside a collapsing structure receive 1d6
hits at Strength 3. Creatures inside a collapsing tunnel or underground
structure take 2d6 hits at Strength 6.
This
spell can be used to collapse tunnels and dungeons. See "Destroying
Buildings," WFRP, page 77 with the following additional notes on Toughness
and Damage values:
Earth tunnels: Toughness 7, Damage 10-30
Reinforced tunnels (timber and stone): Toughness 8, Damage 40
Bedrock tunnels: Toughness 10, Damage 60
Hedge
of thorns
Spell
Level:
Elemental 4
Magic
Points:
14
Range:
48 yards
Duration:
6 hours
Ingredients:
The tail of a Manticore
This
spell enables the caster to create a hedge of thorns anywhere within 48 yards.
The hedge will instantly spring up from the ground, filling an area in a 2 x
24-yard strip or a circle with a radius of 6 yards. The hedge can be made to
grow up in front of, around or even on top of groups of creatures if the caster
wishes. The hedge is made of magic thorns, which grow so quickly; they can
easily trap and kill anyone whom they touch. Each creature within the area of
thorns receives 3D6 wounds at Strength 5, modified by Toughness and leg armour
only. In addition, movement is reduced to a maximum of 2 yards per round.
Once
created, a hedge of thorns cannot be dispelled. It is flammable and counts as a
single section with 15 damage points (see Destroying Buildings).
Hellstorm
Spell
Level:
Elemental 4
Magic
Points:
20
Range:
48 yards
Duration:
1d6+3 rounds
Ingredients:
Elemental Earth, Air, Fire, and Water
Air,
water, earth, and fire are summoned into a compact elemental storm cloud -- a
whirling cyclonic cylinder like a squat mini-tornado -- which batters, drenches,
and burns all in its path.
Victims
and structures within the storm receive 1d4 hits (1d6 wounds each) at Strength 5
(in randomly determined body locations) each round they remain in the area of
effect. Armour and Toughness reduce wounds normally. In the area of effect, all
normal fires are extinguished immediately, and none may be kindled. Furthermore,
all melee combat and missile fire, including magical missile fire, becomes
impossible. Visibility is reduced to 1 foot. Movement rates are normal, with a
risk tests each round for standard and run rates. Victims who fail a risk test
take damage normally, and fall prone, and must pass a I test to stand and move
in the next round.
Purifying
Wind
Spell
Level:
Elemental 4
Magic
Points:
20
Range:
2800 yards
Duration:
Instantaneous
Ingredients:
The lung of a white swan
When
cast, a purifying wind will blow through a region of 2400 yards in radius. This
wind continues to blow for 2D6 rounds. While it is blowing, the wind cancels the
effects of all gases, such as poisonous clouds. It may also cancel out any
spells which taint the air in the area of effect. Such spells would include
Cloud of Smoke, Dust Storm, Foul Air, Mystic Mist and Wind of Death. To maintain
his spell, the caster of one of these spells will have to make a successful WP
test. Any Demonologist spells which summon "writhing mists" (i.e.
Summon Magical Aid) that are cast in the area affected by the wind will also be
cancelled. If the Demonologist can make a successful WP test, he may continue to
cast his spell normally. Furthermore, ethereal creatures, including all Ethereal
Undead and Air Elementals, caught in the wind will suffer 1D10 + 4 Wounds.
Ethereal Undead also have twice the normal chance of becoming Subject to
Instability while the wind blows (i.e. roll 1D6 every three rounds instead of
every six). Summon elemental
Summon
elemental
Spell
Level:
Elemental 4
Magic
Points:
18 per hour
Range:
Personal
Duration:
1+ hours
Ingredients:
see below
This
spell will summon a single Elemental of Earth, Air, Fire or Water to appear
within 6 yards of the caster the caster must attempt to control the Elemental by
making a test against Will Power. If successful, the Elemental will obey any
simple commands given by the Elementalist. Otherwise it will behave completely
randomly (see Summoning elementals). Otherwise, it will remain for 1 hour, at a
cost of 18 Magic Points. The summoner can prevent the Elemental from dissipating
at the end of this period by spending a further 18 Magic Points per hour.
The
required ingredients depend upon the type of Elemental to be summoned:
Air
- The wing of a Griffon
Earth
- The claws of a Basilisk
Fire
- The heart of a Dragon
Water
- Any Amoeba
Summon
elemental horde
Spell
Level:
Elemental 4
Magic
Points:
30 per hour
Range:
Personal
Duration:
1+ hours
Ingredients:
See Summon Elemental above.
The
character can use this spell to summon a group of Elementals of Earth, Air, Fire
or Water. The Elementalist may only summon elementals of one type at a time. D3
+ 1 of the desired type will appear as a group within 6 yards of the summoner.
The Elementalist must attempt to control each one in turn by making a test
against Will Power. If successful, the Elemental will obey any simple commands
given by the Elementalist; otherwise, it will behave in a totally random manner
(see Summoning Elementals). The Elementalist may well end up in a situation
where some of the Elementals are controlled while some are not.
Summon
Great Wave
Spell
Level:
Elemental 4
Magic
Points:
16
Range:
special
Duration:
1d6+3 rounds
Ingredients:
a piece of moonstone
Each
round a great wave 3 yards tall, 3 yards thick at the base and 10 yards wide is
summoned from a body of water. The body of water must be at least large enough
to provide the water for the great waves. The great waves may travel a maximum
of 1000 yards over open water, but once they reach land, they can travel a
maximum of 24-yards. All creatures or structures struck by a great wave take
1d6+3 damage at Strength 6.
Summon
swarm
Spell
Level:
Elemental 4
Magic
Points:
12 points per hour
Range:
Nearby
Duration:
1 + Hours
Ingredients:
Two of the creatures to be summoned
This
spell allows the Elementalist to command natural creatures. The Elementalist can
summon a Swarm of either beetles, snakes and lizards, spiders, rats, frogs and
toads, ants, ticks, scorpions or bats (see the Bestiary - Swarm). The Swarm
appears within 6 yards of the summoner and will follow simple instructions.
The
Swarm remains for 1 hour but may be kept beyond that time by the expenditure of
12 magic points per hour.
Tunnel
through stone
Spell
Level:
Elemental 4
Magic
Points:
18 per turn
Range:
Not applicable
Duration:
1 + turns
Ingredients:
a troll’s stomach
This
spell allows the caster to tunnel through the ground or walls, without needing
to use tools. The tunnel thus created is magically stabilised, will not collapse
and causes no damage to buildings. The caster may even tunnel through soft sand
or mud using this spell, or may move through solid rock at normal pace, creating
a tunnel wide enough for a single person. Other characters may follow the path,
but have to form a line behind the Elementalist. Once the tunnel is completed
the caster may dispel it at any time - instantly killing anyone inside.
Wall
shaker
Spell
Level:
Elemental 4
Magic
Points:
18 per turn
Range:
Not applicable
Duration:
1 + turns
Ingredients:
the thyroid gland of a giant
The
caster can use this spell to cause all building sections within 24 yards to
collapse. Cr4eatures inside or on top of a collapsing section receive D6+3
wounds with normal bonus modifiers for toughness and body and head armour.
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