Warhammer Fantasy Roleplay First Edition Wiki
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Petty Magic Spells[]

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[]

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.

Level 1

Level 2

Level 3

Level 4

Colour Magic[]

Amber Magic[]

Level 4

  • The Amber Trance
  • Awakening Of The Wood
  • The Flock Of Doom
  • The Flying Bower
  • Tangling Thorn
  • The Vengeful Hood
  • The Writhing Worm

Level 5

  • The Curse Of Anraheir
  • Hunting Spear
  • The Savage Beast Of Horros

Amethyst Magic[]

Level 4

Level 5

Bright Magic[]

Level 4

  • Burning Head
  • Crimson Bands
  • Piercing Bolts Of Burning
  • Scarlet Scimitar
  • Wings Of Fire

Level 5

  • Conflagration Of Doom
  • Flamestorm
  • Sanguine Swords

Celestial Magic[]

Level 4

  • Azure Blades
  • The Cerulean Shield
  • Crystal Charioteer
  • Fortune
  • Portent
  • Swiftwing

Level 5

  • The Sapphire Arch
  • Storm Of Shemtek

Gold Magic[]

Level 4

  • Burnished Gauntlet
  • The Crucible
  • Fool's Gold
  • The Gilded Cage
  • Gleaming Arrow
  • Searing Doom
  • Short Change

Level 5

  • Fear Of Aramar
  • Glittering Robe
  • The Golden Touch
  • Replication Of Levorg

Grey Magic[]

Level 4

  • The Bridge Of Shadows
  • The Crown Of Taidron
  • The Dark Steed
  • The Grey Wings
  • The Horn Of Andar
  • Radiance Of Ptolos
  • Stormcall

Level 5

  • The Dance Of Despair
  • The Pit Of Tarnus
  • The Traitor Of Tarn

Light Magic[]

Level 1

  • Channel Energy

Level 4

  • Abulla's Snare
  • The Claw Of Apek
  • The Hands Of Karkora
  • Light Of Battle
  • Net Of Amyntok

Level 5

  • Crevasse
  • Deathly Shards
  • The Dwellers Below
  • Mace Of Years
  • Shimmering Cloak

Jade Magic[]

Level 4

Level 5

Dark Magic Spells[]

Level 1

  • Dark Hand Of Destruction
  • Witch Flight

Level 2

  • Doombolt
  • Power Of Chaos

Level 3

  • Blade Wind
  • Malediction Of Nagash
  • Soul Drain

Level 4

  • Arnizipal's Black Horror
  • Death Spasm
  • The Transformation Of Kadon

Ice Magic[]

Level 1

  • Chill Voice
  • Frost Blade
  • Sword Of Ice

Level 2

Level 3

  • Frostbite
  • Hail

Level 4

  • Shattering Doom
  • Wind Of Ice

Daemonologist Spells[]

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

Level 1

Level 2

Level 3

Level 4

Elemental Spells[]

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

Level 2

Level 3

Level 4

Earth Magic[]

Level 4

  • Create Chasm
  • Erupt
  • Navigate Underground
  • Walk Earthquake

Level 5

  • Ageing
  • Earthquake
  • Field Of Lava
  • Walls Of Rock

Air Magic[]

Level 4

  • Extended Flight
  • Tornado

Level 5

  • Scourging Wind
  • Breath Of Life

Water Magic[]

Level 4

  • Create Geyser
  • Swell River

Level 5

Illusionist Spells[]

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[]

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.

Level 1

Level 2

Level 3

Level 4

Necromantic Spells[]

Summoning Undead[]

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[]

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[]

Level 1

Level 2

Level 3

Level 4

Druidic Priest Spells[]

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.

Level 1

Level 2

Level 3

Level 4

Alchemist Spells[]

Level 1

  • Channelled Shock
  • Cool
  • Create Vacuum
  • Essence Of Air
  • Freeze
  • Heat
  • Impervious Hand
  • Maintain Temperature
  • Pressure

Level 3

  • Distil Homunculus

High Elf Magic[]

  • Apotheosis
  • Banishment
  • Drain Magic
  • Deadlock
  • Glamour Of Teclis
  • Hand Of Glory

Wood Elf Magic[]

Level 1 Tree Songs

  • Anger Of The Woods
  • Find Plant
  • Splinter Weapon
  • Whispering Leaves

Level 2 Tree Songs

  • Bridge Of Vines
  • Splinter Missile
  • Verdant Tracking

Level 3 Tree Songs

  • Carpet Of Mould
  • Treeform
  • Vital Surge

Level 4 Tree Songs

  • False Dryad
  • Heart Of The Tree
  • Haunted Forest
  • Shape Of The Growing Plant

Clerical Magic[]

Gazul[]

Grungni[]

Mórr[]

Level 1

Level 2

Level 3

Level 4

Ranald[]

Level 1

Level 2

Shallya[]

Level 1

Level 2

Level 3

Sigmar[]

Chaos Magic[]

Malal[]

Nurgle[]

Slaanesh[]

Tzeentch[]

Zuvassin[]

Skaven Spells[]

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.

Level 1

Level 2

Level 3

Level 4

The Waaagh![]

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).

Level 1

Level 2

Level 3

Level 4