Petty Magic Spells[edit | edit source]

Petty Magic covers a wide range of non-offensive spells used by all spellcasting characters. Generally speaking, these spells cost few magic points to cast and require few, inexpensive ingredients.

Battle Magic Spells[edit | edit source]

These spells are the ones used by non-specialist Wizards and are also available for use by Alchemists and some Clerics. They cover a wide range of defensive and offensive capabilities, providing the spellcaster with a multitude of options for a variety of situations.

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Colour Magic[edit | edit source]

Amber Magic[edit | edit source]

Level 4

Level 5

Amethyst Magic[edit | edit source]

Level 4

Level 5

Bright Magic[edit | edit source]

Level 4

Level 5

Celestial Magic[edit | edit source]

Level 4

Level 5

Gold Magic[edit | edit source]

Level 4

Level 5

Grey Magic[edit | edit source]

Level 4

Level 5

Light Magic[edit | edit source]

Level 1

Level 4

Level 5

Jade Magic[edit | edit source]

Level 4

Level 5

Dark Magic Spells[edit | edit source]

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Level 4

Ice Magic[edit | edit source]

Level 1

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Level 4

Daemonologist Spells[edit | edit source]

Daemonologists' spells fall into a number of categories, but the majority are concerned with the summoning, binding, and dispelling of Daemon.

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Elemental Spells[edit | edit source]

Elementalists are able to manipulate the four elements (or life forces) of air, earth, fire, and water. Elemental magic allows them to summon short-lived personifications of these forces - creatures known as Elementals.

Level 1

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Earth Magic[edit | edit source]

Level 4

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Air Magic[edit | edit source]

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Water Magic[edit | edit source]

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Level 5

Illusionist Spells[edit | edit source]

Illusionists create and control illusions. Only one illusion may be maintained at any one time, but this can be of multiple form, such as a group of characters or monsters, a series of clone images, or even a village.

An illusion can act in any way its creator chooses and can feign any psychological effect. Thus, an illusion of a Spectre may cause terror as if it were real. Illusions can also be made to react to hits from missile weapons - looking as though really wounded - but in fact they cannot be harmed in any way. Illusions disperse if they are attacked in hand-to-hand combat, if the Illusionist casts another illusion (Petty Magic does not count for this purpose), and they may be dispelled by a Banish Illusion spell.

An illusion cannot speak real words, but can be made to mumble, groan, bellow, or roar, as appropriate.

Dispelling Illusions[edit | edit source]

In some cases, the victims of an illusion may be allowed to make an Int test to see if they notice anything strange. The victim's Int is modified according to the Illusionist's level as follows:

Illusionist Level Modifier To Int
1st +10
2nd 0
3rd -10
4th -20

Characters who make a successful Int test will see through the illusion and be immune to its effects. Other characters in the same party who fail their tests may then make another test next round with a bonus of +10 to Int - assuming that their competition alterts them to the fact that they are confronted with an illusion. Characters who fail the test by 5 or less will notice something slightly odd about the image - perhaps it has a hazy halo around it or perhaps it shimmers slightly. The character is still affected by the illusion, but may make another test next round. However, any character who fails the test by 30% or more will remain affected by the illusion until it is dispelled, completely taken in by the spell and unable to believe that it isn't real.

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Necromantic Spells[edit | edit source]

Summoning Undead[edit | edit source]

Necromantic magic is concerned with the control and manipulation of dead or Undead creatures. Necromancers can summon and control Undead, provided that they have suitable raw materials to hand - either fresh corpses (such as characters killed in combat) or those from a graveyard or similar site of burial (even the place where a great battle or catastrophe occurred will be sufficient). The Necromancer does not have to dig the corpses up; the casting of a Summoning spell (Summon Skeleton Champion, Summon Skeletons, Summon Skeleton Minor Hero, Summon Skeleton Horde, or Summon Skeleton Major Hero) will cause the dead bodies to burst through the ground, ready to serve the Necromancer.

As an alternative to using any corpses in the immediate vicinity, Necromancers may summon Undead directly from the plane of death. In order to do this, the character needs to spend some time enchanting a part of a corpse or skeleton (or several parts, if the spell summons more than one Undead). The relevant body parts are given under the Ingredients heading of each Summoning spell description.

The Necromancer must spend 2 hours per level of the Summoning spell (irrespective of the number of body parts used) attuning the item(s) so that it opens a gate to the plane of death. This costs 3 magic points per spell level, expended at the end of the 2-hour period. At the end of the process, the Necromancer must make a successful test against WP or lose 1 point of S permanently. This test is made for each Summoning spell, rather than for each body part.

To use the enchanted item, the Necromancer casts the relevant Summoning spell as normal and then throws the item to the ground. The summoned Undead appear within 6 yards of the caster and the item is destroyed in the process.

S points are lost permanently, but their loss can be offset by the use of certain preparations.

Controlling Undead[edit | edit source]

Skeletons and Zombies lack motivation and need to be directed by a friendly controller. Necromancers can act as controllers over any friendly Undead (summoned by themselves or an ally) within 24 yards of their persons. This is not a spell, but an innate ability of Necromancers, though they may use spells to increase the range of their control or even do away with the need to have a controller. However, controlled Undead must always be within the controller's line-of-sight, irrespective of any Magic in operation.

Spells[edit | edit source]

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Druidic Priest Spells[edit | edit source]

Druidic Priest spells are nature orientated and allow Druidic Priests to make friends with animals, assume animal form and animate trees. Druidic Priests should use these spells carefully, ensuring that their actions do not disrupt the balance of nature or exploit animals. Druidic Priests who abuse spells are likely to be penalised by the powers of nature.

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Alchemist Spells[edit | edit source]

Level 1

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High Elf Magic[edit | edit source]

Wood Elf Magic[edit | edit source]

Level 1 Tree Songs

Level 2 Tree Songs

Level 3 Tree Songs

Level 4 Tree Songs

Clerical Magic[edit | edit source]

Gazul[edit | edit source]

Grungni[edit | edit source]

Mórr[edit | edit source]

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Level 2

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Level 4

Ranald[edit | edit source]

Level 1

Level 2

Shallya[edit | edit source]

Level 1

Level 2

Level 3

Sigmar[edit | edit source]

Chaos Magic[edit | edit source]

Malal[edit | edit source]

Nurgle[edit | edit source]

Slaanesh[edit | edit source]

Tzeentch[edit | edit source]

Zuvassin[edit | edit source]

Skaven Spells[edit | edit source]

Skaven sorcerers require no ingredients to cast their spells. Instead they use the power of the warpstone coursing within bodies as a source and focus for the spell.

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The Waaagh![edit | edit source]

The magical power of the Orcs is unlike any other form, in that it draws on the energy of the Orcs themselves. Their spells need no particular magical ingredients, but the shaman must be surrounded by greenskins and have a good supply of whatever they require to enter their trance-state (mushrooms, spider venom, Snotlings or so on).

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