TEXT: 1 
   
   
  Sorcerers of the South 
   A supplement for Warhammer Fantasy Role Play 2nd 
  Edition, covering the magicians of the Southern 
  lands of Tilea, Estalia, and Araby 
  By Hectorius 
  
  2 
   
   
  This is a completely unofficial, fan-written supplement for Warhammer Fantasy 
  Roleplay 2nd Edition.  
  All relevant trademarks and copyrights are used without permission and in no way 
  intended to challenge their ownership by Fantasy Flight Games and Games 
  Workshop.  
  Warhammer Fantasy Roleplay © Games Workshop Limited 1986, 2005. This edition © 
  Games Workshop Limited 2012. Games Workshop, Warhammer, Warhammer Fantasy 
  Roleplay, the foregoing marks’ respective logos and all associated marks, logos, places, names, 
  creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and 
  unit insignia, characters, products and illustrations from the Warhammer World and 
  Warhammer Fantasy Roleplay game setting are either ®, TM and/or © Games Workshop Ltd 
  1986-2014, variably registered in the UK and other countries around the world. This edition 
  published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG 
  logos are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective 
  owners. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Contents 
   
   
   
   
   
   
  Page 
  Introduction...........................................4..... 
  Overview..... ...........................................6..... 
  The Classical Period…...........................9..... 
  Modern Tilea.........................................10...... 
  Modern Estalia…………………………22…. 
  Modern Araby…………………………..27…… 
  Appendix 1 Spell Lists………………….33….. 
  Appendix 2 New Careers……………….47….. 
  Sources…………………………………..51….. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  4 
   
  Introduction 
  “The Grey Wizards call themselves Masters of Illusion? They are children. 
  Why, even the word “Illusione” is Classical. We, the men of Tilea, the true 
  masters of magic, gave them the very words they boast in”. The old man 
  whispered, in a dry, amused tone. 
  Erich stared at the shadowy figure. The room was darkened, and there was 
  an eerie stillness about the place. He began to wish that he hadn’t been so 
  foolish as to take the witchfinder’s orders, and his money. 
  “But...Is it not true that even the Tileans learned their arts from the Elves?” 
  he asked, nervously. 
  The elderly scholar looked at him contemptuously. 
  “In part, young man, but only in part. We had their ruins, and listened to 
  their traders. We took the seeds of learning from the ancient deserts, from 
  the ruins of Reman temples, the libraries of the Cult of Verena, and we have 
  fashioned them into something uniquely our own. Is that not why you have 
  sought me out? To learn of our arts?”  
  The old man stared at him from under his ornate cap, his dark eyes 
  glittering in a way that Erich did not like at all. The Wizard’s Familiar, a 
  huge, silk-furred polecat ,sat on his shoulder, and stared at Erich with beady 
  black eyes that seemed to mock him. It sneered, exposing wickedly sharp 
  teeth. 
  “Well...I have an interest in such things. Here, in the Empire, things are 
  different. All our magic, from the highest to the lowest, is governed by the 
  Colleges and Temples for our own good.” Erich explained. 
  “So, you wish me to teach you my arts, in defiance of the laws of your 
  Colleges?” The old man sneered. “Unless you had begun your learning as a 
  child, there is little I could teach one so...blinkered.” 
  Erich leaned forward, eagerly. 
  “I would love to learn even a scrap of your knowledge. Especially...” 
  “...The Arte Necros? The Cursed Way? La Via Umbra?...Necromancy?” 
  The old man hissed. 
  “Yes, Even that.” Erich stated, boldly. 
  “So be it...” the ancient sighed. 
  
  5 
   
  The door crashed open. Soldiers in the colours of Altdorf piled in, and a 
  cloaked figure, stern and proud, marched in, brandishing his warhammer. 
  “I have you now, Eduardo Lazetti! I arrest you in the name of the Empire 
  and Sigmar for heresy, necromancy and deviancy! Resist and die now. 
  Surrender and repent before your end!” Their leader bellowed in triumph. 
  “Such melodrama! But..Such stupidity...” The old man sneered. 
  The witchfinder cursed, and hurled himself at the shadowy figure, but his 
  hammer blow swept..through..the old man! 
  “Illusion is the very least of my arts.” whispered the old mage. 
   The glamour masking the rear of the room faded, and the hapless 
  Altdorfers were suddenly facing a line of levelled pistols from the band of 
  Condottiere mercenaries. The room was filled with the echoing crash of 
  gunfire, and choking powder smoke, and then screams as the Tilean Dogs 
  of War sprang forward and butchered the dazed and wounded militia. Erich 
  crashed to the dirty floor, clutching the two bullet holes in his belly, and 
  next to him the witchfinder lay sprawled, an expression of shock in the eye 
  that Erich could still see. The other had been obliterated by the pistol ball 
  that had punched through his skull and splashed his brain across the wall. 
  The last thing Erich heard before an unshaven bravo who stank of garlic slit 
  his throat from ear to ear was:  
  “However, Anticipation is one of my greatest.”    
   
  The Old World has seen thousands of years of Human civilization, and many of 
  these cultures have been very proficient in the magical arts. In the Empire, most of 
  these techniques have long since been suppressed, as part of the move towards to 
  powerful, but limited ‘Colour’ Colleges. 
  The Colour College magicians, who each limit themselves to the use of only one of 
  the Winds of Magic, firmly profess what they were taught by the High Elf mage 
  Teclis, that to mix the different Winds is a sure path to disaster, and opens the way 
  to the forces of Chaos.  
  In the North, where the Winds flow strongly from the Chaos Wastes, an 
  untrained mage would probably succumb to the forces of Chaos quickly. 
  But…If the mage has been trained from infancy….What then? 
  This supplement provides some optional rules for the Mages of the Southern 
  Tradition, whose long history and weird rites enable them to dare things that most 
  Empire magicians would shudder to think of. 
  
  6 
   
  Unlike the very specialised Empire Colleges, the Southern mages are used to 
  working in collaboration, and also are famous for the use of magical devices, and 
  mastery of  techniques that would normally be lethal in the north, but which still 
  work, albeit at some risk, if the practitioner is expert. 
  It covers the Maestros of Tilea, Directors of Estalia and the little that is known of the 
  horrible Arabyan Viziers. 
  Overview 
  Once there was a mighty Elven civilization, and it ruled from the Mountains to the 
  Western Sea, including the lands along the northern coast of the Southern Sea, 
  where Estalia and Tilea now exist.  In alliance with the master craftsmen of the 
  Dwarves, the Elves built great cities, and worked marvels, until the War of the 
  Beard split the two races forever, so that by -1500.IC (Imperial Calendar) the 
  Dwarves had driven the Elves from most of the Old World. The charred husks of 
  the Elven cities still lie beneath many modern Human towns.  
  The earliest true Human civilization was that of Nehekhara, which ruled the South 
  Eastern coast of the Southern Sea. Its borders reached northwards into what is 
  now the Border Princes and the Badlands, and it had colonies throughout what is 
  now Tilea, and along the coast of Araby. It had few dealing with the Dwarves or 
  the Elves, as by the time it rose to greatness, the two elder races had largely fought 
  themselves to near extinction. 
  It was a mighty culture, but it was defined by its obsession with the afterlife. The 
  priestly class, the main users of magic, were fixated on death, the afterlife and all 
  aspects relating to it. Originally, they concentrated on healing and life extension, 
  but slowly the emphasis changed to war, and the search for eternal life. 
  Finally, around -1650 IC the great Necromancer Nagash destroyed the whole 
  civilization in one night with one mighty act of necromancy, turning the realm of 
  Khemri into the barren and cursed Land of the Dead, raising Undead throughout 
  the lands of the Southern Sea.  
  It is said by some that Nagash created his dark magic from his own native arts, 
  mixed with knowledge tortured from the Dark Elves, and incidentally spawning 
  the race of Undead monsters, the Vampires. 
  It is known that the Winds of Magic blow weakly in the South, so it is theorised 
  that Nagash and the Vampires and Tomb Kings of Khemri who followed him 
  became adept at using the stagnant magic known as Dhar. 
  The Nehekharans were also very good at binding spirits, (either man, animal, or 
  the petty Chaotic and Elemental desert spirits known as Djinn) into artefacts. Some 
  were used to power vast automaton war machines, tomb guards called Ushabti, 
  weapons, protective amulets, or divination devices. 
  
  7 
   
  Many of these arts are still practised by the Tomb Kings themselves, and their 
  enemies the Vampires, but some have found their way into the magic arts of the 
  lands of the South, especially Araby. 
  The utter destruction of the homeland of Khemri caused the colonies, garrisons 
  and towns of the Nehekharan empire to wither away, leaving nothing but 
  mysterious ruins and the occasional odd object to be ploughed up by barbarian 
  peasants. The subject lands of Tilea also fell into ruin, overrun with plague and 
  Undead. 
  Hundreds of years later, the Classical, or Second Reman Empire rose (1-c457 IC). 
  Although it was a mighty military power, and brought Estalia under its sway, it was 
  riven with in-fighting, cursed with the legacy of Undead and it finally collapsed 
  under assault from Tomb Kings, Vampires and Dark Elves. It left a rich legacy of 
  science and magical literature, and most magical texts up to the present day are 
  written in Classical. The Reman Empire in Tilea and Estalia disintegrated into 
  many small squabbling city states, a state of affairs that continues to the current 
  day, united only by their worship of the Goddess Myrmidia. 
  In the 13th Century the Southern Ocean was dominated by the Wars with Araby. 
  The Arabyans had built up a thriving trading and piratical culture in ports along the 
  Southern Coast, and were partly influenced by ancient Nehekharan cultures, but 
  also by their own tribal religions. 
  They were skilled scientists and sailors, and built a clever and sophisticated culture, 
  steeped in treachery, cruelty and cunning, that was easily subverted by the Skaven. 
  Prompted by the vile Ratmen, in 1448 the Sultan Jaffar, a powerful magician, 
  attempted to overrun Estalia, but the Arabyans were eventually driven out of 
  Estalia by crusading Tileans, Brettonian and Imperial forces. The war lasted a 
  century before the Arabyans were crushed, but they left some traces of their 
  magical arts, especially their skills in divination and alchemy. In their own lands, 
  Sultans and Emirs became strictly wordly rulers, in a land of warring petty states, 
  with the magical arts the possession of clans of evil and selfish scholars, known as 
  Viziers. 
  In the past two hundred years the Tileans have opened land routes to the oriental 
  civilizations of Ind and Cathay, and the Estalians have reached across the Western 
  Ocean, to Lustria, where they discovered great wealth and the ruins of a great alien 
  civilization, the Slann. Some adventurous traders have sailed south, and 
  encountered the savage Lizardmen of the southern jungles. Odd relics and magical 
  trinkets, and weird drugs and potions have begun making their way into Tilean 
  magic schools, and the gold of Lustria is funding ever more impressive devotional 
  works for the Church of Myrmidia. 
  Before Emperor Magnus the Pious acted on the advice of Teclis of the High Elves 
  to legalise magic through the Colour Colleges in the Empire in the early 2300s IC, 
  
  8 
   
  Tilea was a haven for those Empire citizens with magical aptitude who did not 
  wish to ally themselves with Chaos, or be burnt by witchfinders. 
  These refugees and scholars brought some knowledge of Dwarven rune craft and 
  alchemical sciences, but most importantly they brought warning of the corrupting 
  effects of Warpstone. This dreadful substance, a form of raw solidified magic, had 
  long been used in magic-poor Tilea to aid in spellcasting. Wyrdstone (as it was then 
  called) was much sought after. It was only after the ruin of the proud city of 
  Mordheim around 1999 IC that the Empire realised what it was, and banned it. 
  Alert to the danger, Tileans still sought to tame it, and used various techniques to 
  ward it and contain its malign influence (Some of these techniques, were, it is said, 
  stolen or won from the Skaven.). Warpstone is still used in the South to a much 
  greater extent than in the Empire, where possession is a capital offence. 
  It can be seen that the realms of the South are heirs to many ancient and 
  sophisticated magical traditions, very alien to that of the Empire. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  9 
   
  The Classical Period 
  The history of the development of magic in both Tilea and Estalia is intimately 
  connected with the worship of the Goddess Myrmidia. 
  The lands now known as Tilea were originally a province of the Nehekharans. 
  When they were destroyed, a long Dark Age fell. Small city states grew up, whose 
  religion was dominated by Old Father Morr (Death) and his daughter Verena 
  (Wisdom), and Myrmidia was one of many local demi-gods and spirits. She was 
  originally a Goddess of Civilization, honour and beauty but rejected the early 
  Tileans for their vanity and foolishness. 
  However, around -15 to 50 IC, a minor noblewoman turned outlaw called Macaria 
  Medina suddenly rose to become a mighty warrior queen, and after unifying the 
  city states of Tilea, and conquering Estalia, she was acclaimed as Myrmidia Reborn. 
  Although Medina was assassinated at the height of her power, she is considered to 
  have been reborn as the Goddess of War. However, She does not value the bestial 
  fury of Ulric or the brutal obstinacy of Sigmar. She values intelligence and learning 
  in War. 
  Although the Empire She founded lasted about four centuries, it was constantly 
  challenged by Orcs, Skaven, Vampires and the Tomb Kings. Dark Elf raiders and 
  Norscan raiders pillaged its coasts. However, the love of learning She gave the 
  Tileans and Estalians persisted, and faced with magically powerful foes, they 
  quickly began to learn the magic arts themselves. 
  There was some limited exchange of knowledge with the High Elves, (and possibly 
  the Dark Elves as well). The Remans developed the Classical language, which was 
  a powerful unifying force amongst the City States, but they also developed an 
  Arcane version, sometimes using borrowed words and concepts from Eltharin, 
  and sometimes from the few remaining traces of Nehekharan lore captured from 
  the Tomb Kings or Vampire magicians. 
  Although Estalia was quickly lost to the Reman Empire, the Cult of Myrmidia was 
  so firmly entrenched there it was almost impossible to find any other form of 
  worship. This would have profound influences on how the study of magic 
  developed.     
  When the Reman Empire finally fell, it took much knowledge with it, but it left a 
  strong legacy. 
   
   
  
  10 
   
  Modern Tilea 
  “It’s as tight as a Tilean ward.” 
   Averland proverb, meaning practically unbreakable. 
   “He said: “I am Giovanni di Pavona. I am a Tifosi of Lorenzo Scacchi, who 
  was a Tifosi of Black Antonio Falconi. Now that we are properly introduced, 
  I will kill you.”… Then he said “Yes, Signore, your wards are so very, very 
  thick. A pity they are also so very, very flat.”...And then they all died, sir.” 
  Witness statement of Feldwebel Markus, Carroburg Greatsword, at the 
  secret enquiry into the total destruction of the party of Inquisitor Gottfried 
  Belsen. 2216 
  Little is really known in the Empire of Tilean magic. A great deal is known about 
  Tilean magicians, who have a shockingly bad reputation. They are known for their 
  skill, their heretical techniques, and their amoral attitudes. Many have been burnt, 
  hanged, or hunted down. However, they are extremely dangerous prey to hunt, as 
  many a Grey Wizard or witchfinder has found out to their cost. 
  Modern Tilean magic was born in the worship of Myrmidia, and the temple 
  practices of Morr and Verena. It grew in response to the threat of the Undead. The 
  raiding fleets of the Land of the Dead still threaten by sea, and the Blighted 
  Marshes of Tilea are still a hotbed of Undeath. More recently, the endless conflict 
  with the horrible Skaven, whose capital is said to be somewhere in Tilea, and who 
  are gifted at dark magic, has shaped their arts.  
  There are, as ever, some minor Hedge magicians in remote areas, and some 
  expatriate Empire Wizards (Often on the run from the authorities.). There are two 
  Tilean Old Faith Hedge magic traditions, the Way of Body and the Way of Mind.  The 
  Way of Body specialises in shapeshifting, and the followers of the Way of Mind are 
  prophets and diviners.  
  ‘Organised’ Tilean magic is controlled by Guilds, and are very highly respected 
  amongst the City States. 
   The Alchemists Guild is a licensed arm of the Empire Gold College. 
   The Shadow Academy is an illegal outgrowth of the Grey College, set up by a 
  renegade Shadowmancer. 
   The Astral College has close links with the Light College in Altdorf.  
  All these are reasonably close in practices, if not motives, to Empire Colour 
  College magic. They are seen as safe, competent, and rather boringly commercial 
  organisations. Most Tilean mages view them as plodding and dull, as they employ 
  many who fail to rise to prominence in the true schools of Tilean magic.  
  
  11 
   
  These guilds do not explain the notoriety of Tilean mages. 
  For this, the explanation lies in the Studio, and the ‘Maestro al Tifosi’ system, where 
  most Tilean mages learn their craft. 
  Maestro al Tifosi  
  The Tilean Studio is harsh and unforgiving of failure. The junior members are well 
  taught, but are also used as a consumable asset by their seniors. Perhaps one in a 
  thousand will become a Maestro. The rest die young, aged beyond their years. 
  An apprentice, or Raggazo, is the bottom of the hierarchy. These are trained from 
  childhood in the peculiar rituals of the Studio, so that by the time they present 
  their masterpiece they have a deep academic knowledge of magic, plus some 
  marginal casting ability. They are also 1d10 years older than their calendar age. 
  If accepted as competent, they become a Tifosi. This is the equivalent of the 
  Journeyman and Master Wizard rank in the Empire. They tend to be very well 
  travelled, and very worldly by Empire standards. Many have served as mercenaries 
  in a Condottiere company. They also spend some time in the Studios of other 
  Maestros, which ages them another 1d10 years. 
  Early in the development of Tilean magic it was realised that the Winds of Magic 
  in the South were rarely strong enough for the more spontaneous casting found in 
  the north. 
  Instead, every spell would require every scrap of magic, of whatever colour. It 
  would also require time and preparation to an unusual degree. Spells would have to 
  be much more persistent, as otherwise the effort would be wasted. 
  It was quickly realised that Human mages had enormous difficulty in handling 
  more than one Wind. The problem lies not in the ability of one Human to master 
  all the Winds, (whatever the Elves might have told the Empire), but the inability to 
  master them all at once without them corrupting the caster into a thing of Chaos, 
  or the spell decaying into an uncontrollable mess. 
  The Tileans have developed cooperative ritual magic to an unusual level for 
  Humans. One master magician can draw on the power of many juniors and would 
  use his arts to shape and control their raw power. This allowed the imposition of 
  order on a multi-colour spell. 
  Later they developed the ability to cast spells very slowly, so that the mage can cast 
  only the Wind they require at any one time. 
  Tilean magic is not just a simple collaborative ritual. It values elegance, wit, and 
  design over brute force. They are also masters of prior preparation and defensive 
  magics. 
  
  12 
   
  Tilean schools developed an intensive training system based on the Temple 
  practices of the Verenans, coupled to a division of labour. Potential mages are 
  selected for intelligence, not magical aptitude, at age 7. After an intensive 
  theoretical grounding in languages and meditation exercises, at age 12 those with 
  some magical aptitude would be apprenticed, not to a Master magician, but to a 
  school, or ‘Studio’, as a ‘Bambino’. Those without much aptitude would go on to be 
  trained as scholars, alchemists, clerics or scribes, or go to one of the ‘pedestrian’ 
  Colour Colleges. 
  By age 14, as a ‘Ragazzo’, they would be allowed to contribute small amounts of 
  magic to assist in the castings of senior apprentices. By 21, they would be drawing 
  on the power of their own Ragazzi to assist the Maestro in charge of the Studio in his 
  casting and his researches. 
  By 25, they would be expected to present their ‘Masterpiece’. This could be a new 
  spell, an artefact, or something that advanced the magical arts, but that also did so 
  with elegance and style.  
  If judged proficient, they would be allowed to join the Studio, studying directly 
  under the Maestro. As a ‘Tifosi’, the new master magician would be free to work 
  independently, or in collaboration with the Maestro, or in other Studios. 
  A Tifosi will begin to be considered a Maestro and will begin to attract potential 
  apprentices at about age 40. They do not suffer the personality and physical 
  changes often seen in Colour magicians. However, the nature of their craft 
  causes extreme premature ageing. A peculiar side effect of the collaborative 
  magic is that Maestros can reach incredible ages-Practitioners aged 150 and 
  more are not unknown. (A very advanced knowledge of magic is required 
  (Academic knowledge-Magic-Very Hard) to know that this is due to the 
  Maestro stealing a little life from each of his Tifosi, who in turn steal from the 
  Ragazzo. It is in fact a form of Necromancy.) 
  A Tifosi can use all the Winds in sequence to build a complex spell. It lacks the 
  speed and brute force of an Empire magician, but is far more subtle and elegant, 
  and much harder to detect. The spell will tend to be more like the natural 
  background flow of magic.  He or she will also have a much greater ability to 
  Channel and a far deeper academic and theoretical knowledge of the Art. Indeed, a 
  Tilean Tifosi finds Empire magic flat, boring, and laughably easy to circumvent. 
  Their style of magic does have its dangers. They are aware of this, and if things do 
  go wrong, they always, ALWAYS have a contingency plan, and layer upon layer of 
  countermeasures capable of stopping a threat in its tracks. This attitude permeates 
  their whole life. A Tifosi is crafty, paranoid, devious and cunning. They are very 
  hard to trap or surprise, and supremely dangerous when cornered. 
  
  13 
   
  Many Tifosi leave their Studios, and travel. A surprising number enlist with merchant 
  caravans or Condottiere mercenary companies, who are usually pleased to have them. 
  The relationships they build during this time serve them and their Maestro well, 
  allowing them to build contacts at all levels of society, and in the halls of power. 
  A full Maestro is probably one of the most dangerous magical practitioners in the 
  Old World. Wealthy, powerful, influential, devious and amoral to a startling degree, 
  with access to a private mercenary army, and a loyal team of trainees, he can dare 
  almost anything. 
  Languages and techniques 
  Tilean magic is governed by Arcane Lore: Tilean Magick, and Academic 
  Knowledge: Tilean Magick 
   Unless brought up in the Tilean Studio system, these are Very Hard 
  tests for any other wizard to understand, or recognise. 
  Tileans tend to use Classical for most of their magical writing, but they also use a 
  peculiar dialect to cast in. Arcane Language -Tilean Magick. Based on High 
  Elvish, it has borrowed many terms from Estalia, Araby, vampire lore and even 
  ancient Nehekharan. 
  It is a much more flexible language than the Empire version, but very difficult for a 
  non-Tilean to master. (-20% Read/Write for non Tileans). Tileans can read the 
  Empire version quite easily. 
  Tileans have access to all the spells known to Empire mages of all Colleges, and 
  more. They have no compunction in attempting to cast any of them, as they do not 
  recognise the false limits of the Colour magic system. To them, what matters is not 
  what is cast, but how the spell can be cast most efficiently and elegantly. 
  The drawback is that although they can cast quickly, when rushed their spells tend 
  to fail catastrophically.  
  If a Tilean tries to cast a spell using the normal listed time, he or she may very 
  easily put too much effort into it.  
  Tilean mages must always use ALL their magic dice. 
   
  Their training emphasises the use of all magic available, and this means that they 
  will often critically overload even a very simple spell. Since Tileans get an extra 
  magic dice when travelling in the Empire anyway, this means that a Tifosi might be 
  rolling three or four dice for a mere Petty Magic spell. The risk of failure is 
  reduced, but the risk of Tzeentch’s Curse is much higher. 
   
  
  14 
   
  Fortificatzione 
  Tileans have a healthy respect for the dangers of their art. They have a huge 
  technical knowledge of defensive magic, which they call Fortificatzione. They are 
  very adept at both active and passive defences.  
  Active defences include very powerful protective spells, including warding and 
  barrier spells that are capable of confining powerful Undead or Daemons, and 
  shields that can disrupt or absorb incoming magical attacks. 
  Passive defences are a favourite form of the Art in Tilea. These are often magical 
  devices or artefacts that require an attack to switch them on. These are many and 
  varied, ranging from simple charms that increase the ability to pass Magic 
  resistance tests, up to Noble robes that can harden like iron to turn an assassins’ 
  dagger, (so long as it is made of steel), poison detecting rings, or mosaic pavements 
  that burst into flame when they detect the presence of Undead or Chaos.  
  Some of these are masterpieces of magic, but can become very dangerous and 
  unstable if not maintained. Some very serious incidents have occurred in the 
  Empire when old protective spells have malfunctioned. 
  A famous form of Tilean technique is the ‘Vocative.’ 
  Vocative spells 
  Most Tilean mages hate to work quickly. They have developed the ability to store 
  partly completed spells in crystal prisms, made by the famous glass makers of the 
  Tilean cities. Some of these crystals, which are usually made with a small quantity 
  of Warpstone, allow the mage to cast the spell as slowly as he wants to, but save it 
  while he or she works on it at leisure. With the correct vocal command, they can 
  then activate the spell instantly.  
  Each crystal can only contain one spell, and the size and weight of the crystal 
  dictates the complexity of the spell it can hold. Very large crystals have 
  imperfections that can seriously disrupt the spell. 
  Crystal size 
  Spell casting 
  number 
  Cost 
  Modifications 
  to casting roll 
  Tiny (Gemstone set 
  ring) 
  1-5 
  50 GC 
  -5% 
  Small (Pendant) 
  6-10 
  300 GC 
  -10% 
  Medium(Tennis ball) 
  11-25 
  800 GC 
  -15% 
  Large (Soccer ball) 
  16+ 
  Priceless 
  -20% 
  These are risky devices, but the ability to cast a very complex spell quickly often 
  makes them worth having. 
  
  15 
   
  The prisms are very dangerous in the hands of an untrained user. The Tileans 
  usually fill them very slowly, so an untrained user trying to load a spell into one is 
  very likely to overload it and destroy it and themselves.  
  The prisms can be spell ingredients in their own right, and are often used in 
  Illusionist spells. (See Appendix 1) 
  Daemonology 
  Tileans are fully aware of the untold horrors that exist in the realm of Chaos. They 
  just see no reason why they should not do a limited amount of business with them 
  on a contract basis. This attitude is one of the things that makes Tilean mages so 
  distrusted in the Empire and elsewhere.  
  Tileans can and do practice daemonology, but rarely make deals with the greater 
  Daemons, and only work with the lesser breeds. They do not worship the things, 
  but bargain for services and information. 
  Weak daemons are offered small amounts of magic, and the opportunity to cause 
  trouble. In return, they can act as spies and assassins, or sometimes sources of 
  information. 
  Tileans have been known to use small Spawn of Khorne as assassins, and have 
  sometimes used Nurglings to spread the plague in an enemy city, but a famous 
  technique involves summoning a Daemonette of Slaanesh, then cloaking it with 
  illusion spells, and using it to seduce enemy politicians and seek out their secrets. 
  They usually try to avoid using daemons of Tzeentch. The risks are too high, and 
  the daemons are too unreliable (or clever). 
  There are also untold numbers of ‘unaligned’ things of Chaos, some of which 
  actively enjoy working for the Tileans. 
  Skaven 
  However cynical and amoral the Tilean mage may be, it is almost unheard of for 
  them to have any dealings with the Skaven. Unlike Empire citizens, the Tileans 
  know for a fact that their land is infested with these foul creatures.  
  The Tilean mages certainly lust after the Skaven warpstone, and their odd devices, 
  but they also know that the Skaven are utterly treacherous, and there is an ancient   
  blood feud between the two races. Tileans are infamous for their long memories 
  and devotion to Vendetta. Their magicians are no different. Some would say that 
  they are much, much worse. 
  Tilean mages will often volunteer their services against the Skaven, either in 
  mercenary units or sometimes going to great lengths to individually undermine and 
  destroy the rat-men’s plans. On occasion this has caused them to run into conflict 
  
  16 
   
  with Grey Magicians or Temple agents, who are suddenly rather surprised to find a 
  Tilean Tifosi working towards the same end, but who is also expecting to profit 
  from the work. 
  There is at least one Studio, the Casa Rentocili, who specialise in Skaven slaying.  
  Arcane Knowledge: Illusione 
  Illusion is, without doubt, the favourite aspect of the Art in Tilea. This art is almost 
  extinct in the Empire, and the Estalians have little interest in it. Apart from the 
  Grey College, (who the Tileans consider rank amateurs), there are no other 
  Humans who can match them in this field. Many Tifosi devote themselves to this 
  Art above all others. A spell list for Illusione is in Annex 1 
  New Talent-Intaglio: 
  Intaglio is another uniquely Tilean casting technique. By deliberately leaving holes in 
  the ‘weave’ of the spell, underlying levels of magic using different Colours can be 
  used to multiply the effects of spells. This makes the spell very resistant to attack, 
  lethally powerful in offence and also much harder to detect. However, it can be 
  remarkably dangerous to use. 
   It requires an Average Channelling test per colour AFTER the spell has 
  been cast.  
    Each success allows another Colour to ‘show through’. Each additional 
  colour makes the spell one level harder to Dispel, and adds +10% to attack 
  and defence tests. For instance, a ‘Three colour’ spell with Intaglio is 30% 
  harder to resist. It is theoretically possible to build an 8 Colour spell, but 
  these are things of legend. 
   If it fails, by two levels, the whole spell is ruined, and it needs to be cast 
  again. 
   If the failure is by Three levels, there is a Minor Chaos Manifestation 
   If the failure is by Four levels or more, there is a Major Chaos 
  Manifestation. 
   
  New Talent -Chiaroscuro 
  Chiaroscuro is an ability to find an attractive, stylish contrast between different 
  colours. It is a Talent, allowing the mage to gain +10% on all Channelling tests 
  using multi-colours in a spell (Including the Intaglio talent). 
  New Lesser Magic Spell- Gesso: 
  Casting Number: See below 
  Casting time: See below 
  
  17 
   
  Ingredient: Elderwood paintbrush, handmade by the mage with the hair of a 
  Maestro Magician (+1) 
  Description: 
  Gesso is a uniquely Tilean concept. A long lasting minor spell is used as a 
  foundation for all the others. Their style of magic requires a lot longer to prepare a 
  spell than an Empire mage would need, so they have developed ways to maximise 
  the duration of the spell. Normally Hysh is used, but some radically dangerous 
  mages use Dhar. 
  It requires an Average Channelling test per hour. If it fails, the Gesso is ruined, and 
  the process has to start again. (This is considered a terrible embarrassment for a 
  Tifosi.) 
  Casting 
  number 
  Minimum hours of 
  Gesso 
  Maximum hours of Gesso 
  1-5 
  0 
  +1 to casting, 1 per hour up to 3 hours 
  5-10 
  1 
  +1 to casting, 1 per hour up to 3 hours 
  15-20 
  2 
  +1 to casting, 1 per hour up to 6 hours 
  25-30 
  4 
  +1 to casting, 1 per hour up to 12 
  hours 
  35-40 
  8 
  +1 to casting, 1 per 4 hours up to 24 
  hours 
  40+ 
  24 
  +1 to casting, 1 per 4 hours up to 36 
  hours 
   
  The Gesso means that casting is a very time consuming process, but the duration of 
  the spell can be enormous. Where an Empire spell fades rapidly, a Tilean spell is 
  made to last. 
   As a general rule, Spells of casting number 5-10 last one hour. 
   Spells of casting number 15-20 last 12 hours, 25-30 last a day, and 35+ will 
  last indefinitely, unless cancelled or dispelled.   
  Potions 
  Tilea is a land with a long history of alchemy-It is famous for “The Three P’s”- 
  Perfumes, Potions and Poisons. Some preparations may, in fact, be all three. 
  Tifosi will almost always have at least 3 potions. Maestros may have up to 
  10. 
  Potions are covered at length in Realms of Sorcery, Page 192 onwards, but the 
  Tileans are particularly good at making them.  
  
  18 
   
  All Availability, cost and difficulty tests are one level easier.  
  Their poisons also have an addition class available, 
  Lethal Effect, Damage 10 attack, ignoring armour, but not Toughness Bonus.  
  -20% to all primary characteristics for a week, as the victim lies screaming and 
  twitching in their bed. 
  For years after, the victim will be prone to the Galloping Trots, and other digestive 
  disorders.  
   
  Magic Items 
  Every Tifosi will have at least one magic item-Their masterpiece. They also have 
  access to grimoires and libraries of magic prohibited in the Empire.  
  Favourite items are Amulets, Charms, and Jewellery, although some Schools 
  favour grimoires. Many items can be linked to certain Schools by the heraldry used 
  in their making.  
  A peculiarity of Tilean items is that they often become terribly dangerous in the 
  North. Many of them are designed to act as a focus or reservoirs of power, and 
  when placed in a high magic environment, they can easily overload. 
  Familiars 
  It is rare to find a Tifosi without at least one Bound Familiar. (See ‘Realms of 
  Sorcery, P183). However, Tileans do not need a Magic Characteristic of at least 3. 
  They begin training their Familiars when they are chosen as Raggazi. Another 
  peculiarity of their Art is that Tilean Familiars do not seem to age. Only the death 
  of their master causes them to die of natural causes (and sometimes not even 
  then.). 
  They prefer predatory animals, and they always try and get particularly handsome 
  and elegant specimens. The demand is so high that there are merchants who 
  specialise in breeding them. Availability and cost is one level lower in Tilea than in 
  the Empire. These captive bred Familiars are slightly more reliable than wild 
  caught specimens, but not quite as flexible. 
  For their first, or Primo, Familiar the Tifosi requires:  
   Academic Knowledge (Tilean Magick) 
   Arcane Lore (Tilean Magick) 
   Charm Animal 
   Average Fellowship test 
   Average Intelligence test 
  
  19 
   
  Tifosi usually try to bring out in their Familiar the various abilities that most benefit 
  them. The first Ability is as follows. 
  Roll 
  Ability 
  Notes 
  1 
  Aethyric 
  Reservoir 
  Although it can be used to absorb spells cast at the mage 
  as per RoS, p191, Tileans often deliberately cast spells at 
  the Familiar so it can carry it in reserve for them. 
  2 
  Link of 
  Psyche 
  Increase WP and Int by 10% for each as long as both are 
  alive and conscious 
  3 
  Lucky Charm 
  Has 2 Fortune Points. 
  4 
  Magic Focus 
  Any one aspect of the spell is doubled, 
  5 
  Magic Power 
  +1 Magic Dice for the Mage. BUT if in Tilea, the spare 
  dice is NOT a Chaotic Dice. (See below)  If in the 
  Empire, it is. (Note-This could give the Tifosi TWO 
  Chaotic dice) 
  6 
  Chiaroscuro 
  A Tilean Talent, the Familiar allows the Mage to deepen 
  the contrast of the Colours in the spell. Only usable in 
  multi-colour spells, it reduces the difficulty in Channelling 
  in casting multi colour spells by +10%. 
   
  The defining characteristic of Tilean magic is its collaborative nature and the highly 
  individualistic character of the Maestro in charge of each school. Without the Studio, 
  there would be little magic worth the name in Tilea. However, a Ragazzo in the 
  Studio who does not advance to Tifosi has a grim future ahead of him. Prematurely 
  aged, many die young, drop out as part-qualified hedge wizards and petty sorcerers, 
  or turn to necromancy. 
  The Studio: 
  Tilean Studios work in POINTS, not DICE. 
   10 POINTS=1 Magic Dice. 
  A Studio is designed to assist in a casting. Because each Tilean mage starts with a 
  low basic magic capacity, they can draw power from their Raggazi. Ideally, there 
  should be one Ragazzi per Wind, but this is often impossible.  
  Each Ragazzi makes an Average Channelling test. If successful, the Ragazzi 
  contributes 1 point. 
   For each level of success, another point is contributed to the Studio. (It might take 
  a minimum of 5 Ragazzi to contribute the 10 points required to generate 1 Magic 
  Point for the Tifosi or Maestro. 
  HOWEVER: 
  
  20 
   
   For each additional level of success the Ragazzo achieves, and each 
  additional point of magic, the Ragazzo takes 1 Wound. 
  The Tifosi himself spends one Magic DIE in Gesso, creating a smooth ‘underlay’ for 
  the other colours to lie upon. He then spends any remaining dice available to cast 
  the spell itself, not including any points donated by Ragazzi.  
  Example: 
  Giovanni is a Tifosi with 2 magic dice, and a Studio of 8 Ragazzi. He is casting a spell with a 
  casting number of 15.  
  His Ragazzi take some time to get organised, so he spends time on Gesso. This requires a 
  minimum of 2 hours Gesso, and two Average Channelling tests. He passes these easily.  
  Then, each Ragazzo must make an Average Channelling test. Of the eight only 6 pass (they are 
  only beginners,) so they contribute only 6 points, not enough to add up to the 10 required for 
  another dice.    
  On the second hour, they scrape up 10 points, enough for Giovanni to use another casting dice. 
  Two of them have succeeded by one level, so they take a Wound each. 
  He has three dice (Two his own, plus one from the Ragazzi), plus the +2 for two hours of Gesso, 
  and rolls 3, 5, and 6+2 =total 16.  
  The spell goes off, and the underlying Gesso ensures that the effects will last for 12 hours, unless 
  cancelled. 
  Tileans in the Empire: 
  When a Tilean mage of Ragazzo or higher travels to a more magic-rich 
  environment, he or she acquires one extra magic dice.  They are, man for man, far 
  more powerful than an Empire trained magician, as they effectively use the same 
  powers as a Chaos magician. 
  Example: 
  Giovanni is a Tifosi with two magic dice. Signing on with a Condottieri company, he travels to 
  Middenheim. As he moves northwards, he finds his powers growing, until he has three dice. (One 
  of them ‘Chaotic’-see below) 
  Although he no longer has his Ragazzi to support him, he does have his Familiar, and his 
  ‘Masterpiece’ magic item, and that, coupled to his unusually high Channelling skills and 
  Academic knowledge, makes him very dangerous indeed compared to the average Colour College 
  Journeyman. 
  Many Tileans who do not advance in the Studio system, and fail to pass their test to 
  become Tifosi seek quick power through the use of necromancy, and the lure is 
  especially acute for those who are jealous of the Maestros and their extended life 
  
  21 
   
  spans. Many failed Ragazzi appear much older than they are, as their lives have 
  been drained to support their masters. If they travel northwards, they do become 
  more powerful, but they are still bitter, resentful, and easily corrupted. These 
  ‘failed’ mages are behind many of the horror stories around Tilean magicians. 
  Tzeentch’s Curse. 
  Sadly, the extra power comes with a penalty.  As stated above: 
  Tilean mages must always use ALL their magic dice. 
  Normally, the extra time and care Tilean mages typically take protects them from 
  the ill effects of their peculiar spells, but in the more magic rich and Chaotic north, 
  the extra Die they gain is a Chaotic Dice. (Two Chaotic Dice if their Familiar also 
  has that ability!) 
  It is rolled twice, and the lower number is taken for casting, but both rolls are 
  taken into account for doubles and triples.-In short, Tzeentch gets two tries at 
  getting the magician. 
  Giovanni has reached Middenheim and now has three magic dice. Whenever he casts a spell 
  ‘normally’, (i.e., as an Empire magician would) he must ALWAYS use all three, AND the 
  extra dice is rolled TWICE to see if Tzeentch notices him. 
  Regard of Nagash. 
  Tileans are infamous for being very prone to the lure of necromancy. Some 
  theorise that there are fundamental faults in some rituals that were accidentally or 
  deliberately imported from Nehekhara, and that the Great Necromancer uses them 
  to spy on potential slaves. 
  If a Tilean mage suffers a Major Chaos Manifestation, he may (at the GM’s 
  discretion) become subject to the Regard of Nagash.  
  This gives them the Dark Lore: Necromancy skill, but it also gives them the 
  Insanity Slave of Nagash. 
  New Insanity: Slave of Nagash. 
  The sufferer becomes a morbid devotee of death. He or she becomes fixated on 
  the subject. They begin to seek out cemeteries, break into undertakers, collect 
  bones from gallows to wear as jewellery, associate with tomb robbers, and wear 
  ragged clothes made out of stained winding sheets.  
  In itself, this is bad enough. Since they are almost always powerful magicians, it is a 
  short step to full blown necromancy. At the very least, they become obsessive 
  collectors of illegal necromantic literature and artefacts. 
  Some sufferers fail to make the final fatal pilgrimage to the Land of the Dead, but 
  instead devote themselves to serving a Vampire Lord. A very few have been 
  elevated to Vampire status themselves, and they are terrible foes.  
  
  22 
   
  Modern Estalia 
  “When you said you were going to call in some specialists to deal with that 
  vampire, I didn’t expect the Estalian Inquisition!” 
  Kapitan Konrad Shumacher, vampire hunter, overheard at the Old Gallows 
  Inn, Sylvanian border, 2506  
  “My Orchestra will perform for this filth of Naggaroth. They think of 
  themselves as swordsmen and magicians. We do not. We think of them as 
  vermin to be exterminated. We are the strong right arm of the Holy Church, 
  as much as we are the cunning left hand. We use blade and magic together 
  only to please Our Lady, who delights in the clever use of Man’s skill and 
  wits in conflict. Putting them to the slaughter is...a symphony of grace.” 
  Director Pancho Spanzetto, Cardinal of the North Coast, bearer of the 
  Blessed Blade “Kiss of Our Lady’s”, on the Eve of the Holy Massacre of the 
  Dark Elves, 2215. 
  Modern Estalian magic grew directly out of the worship of Myrmidia, and was 
  shaped by the ongoing conflict with a Wizard Vampire, a Necrach called Nourgul, 
  who has a stronghold in Estalia. 
  The Estalian school began by using the same ritual magic basis as the Estalian, but 
  diverged rapidly. The key point is that it never split clerical from arcane magic in 
  the way the Empire did. Apart from a few diviners and healers, or expatriates 
  trained in foreign lands, the vast majority become warrior mages of the Estalian 
  Inquisition. In addition to their magic arts, they are, as Estalians, also completely 
  devoted to the arts of war through the worship of Their Lady, and the national 
  fascination with swordplay. 
  Almost every magical practitioner in Estalia is a cleric of Myrmidia. They are 
  trained in one of two schools, one in Bilbali, and one in Magritta. 
  This does not mean that they are limited to clerical magic, only that every mage is 
  dedicated to use his powers in Her service. Armed with holy weapons and the 
  authority of the Church, they specialise in destroying Undead, heretics and alien 
  magic, such as Dark Elves and the weird powers of Lustria. 
  They are few in number, rarely seen outside Estalia, and quite possibly some of the 
  most deadly and terrifying Human beings on the planet.  
  Directores and the Orchestra 
  Estalian magic is an odd form, as it does not recognise a difference between 
  Clerical magic and wizardry. In this, it is very like High Elven, but the Estalians 
  have rationalised it. Although the Clerics of Myrmidia can perform miracles in Her 
  
  23 
   
  name, the warrior mages of the Inquisition use the power of magic in Her name. 
  Magic is merely another application of the skills of science and warfare that She 
  loves. 
  Estalian Mages do not cast spells through their Goddess like a cleric would. They 
  cast spells on Her behalf. 
  Estalian mages view their magical gifts as something to be used only in Her service. 
  Other uses are at best frivolous, and at worst possibly heretical.  
  All Estalian mages, however junior, are equal in the eyes of the Goddess. There are 
  junior mages, and more experienced, but no formal apprenticeship system. It is 
  more like a monastic brotherhood. All contribute what powers they can to the 
  higher purpose, through the Orchestra, and the power is usually focussed through 
  the most senior, or the most competent mage, who is the Director. Directors do not 
  suffer the physically distorting effects of magic seen in Colour magicians, but they 
  do not reach the extreme ages of the Tilean Maestros, because they do not use the 
  unhealthy, necromantic rituals that have become common in Tilea. Instead, filled 
  with religious certainty and the confidence of their cause, they have an aura of 
  intimidation that is capable of stopping a charging ghoul in its tracks. 
  With this power comes great authority, and so most Directors are given high Clerical 
  rank, but without being ordained into the Church. They are Princes of the Church, 
  as well as the most powerful magicians. They lead their Orchestra not through 
  magical aptitude, but through the authority of their Church position. 
  In this, they are wildly at odds with the Empire, which sees a huge contrast 
  between Clerics and Mages, and most Empire Clerics see all Mages as potentially 
  heretical. 
  Any Priest of Sigmar who was foolish enough to accuse a Director of Myrmidia of 
  backsliding or heresy would be lucky to escape with his life. They are fanatically 
  devoted to their faith and also insanely proud of their nation and their Goddess. 
  Languages and techniques. 
  Estalian magic is based on the same ancient principles of collaborative magic as 
  Tilea, but is very different. For its literature, it uses Arcane Language- Estalian 
  Magick, an ancient form of Classical, which is easily read, but the religious 
  concepts mixed up with it make comprehending the deeper aspects of it almost 
  impossible to someone who is not a talented scholar, magically gifted and a 
  devotee of the Goddess. (Academic Knowledge: Estalian Magic) 
  Where the Tileans created the Studio, with a pyramidal structure which allows the 
  small elite to prosper, the Estalians developed the Orchestra. 
  
  24 
   
  This functions like the Tilean system, in providing a collaborative form of magic, 
  but even the junior mages who do not progress are assured of continuing roles in 
  the Church. There are very few deserters or renegades-Any that try are hunted 
  down without mercy. They know that their gifts for magic may be outweighed by 
  their other services for the Church. Some become teachers, recruiters, spies or 
  Inquisitors.  
  This lack of a fixed rank structure is very useful, as it allows specialists within the 
  Orchestra to step up and lead. This allows the Orchestra as a whole to have an 
  enormous repertoire of spells, and the Director can call upon the technical abilities 
  of a few specialists, known as Principals, but reinforced with the power of the whole 
  group. The juniors are known as Members.  
  Orchestras may be as small as four (Quartets) or as large as forty or more. 
  (Symphonia)  
  Estalians concentrate on the Channelling arts as fiercely as the Tileans do, but they 
  use religious rituals as well. They have the solid bedrock of faith under their world. 
  Estalian Mages may use any Colour Magic spell and clerical spells of 
  Myrmidia, but use the Tzeentch’s Curse table in the event of failures. 
   
  The Orchestra: 
  Orchestras work in POINTS, not DICE. 
   10 POINTS=1 Magic Dice. 
  An Orchestra can assist in a casting. Because each Director starts with a low basic 
  magic capacity, they can draw from their Orchestra. Long practice in Channelling on 
  particular colour at a time makes them quite versatile.   
  Each Member makes an Average Channelling test. If successful, they contribute 1 
  point. 
   For each level of success, another point is contributed to the Orchestra. 
  HOWEVER: 
  For each additional level of success the Member achieves, and each additional point 
  of magic, the Member takes 1 Wound. 
  A full Symphonia, with a Director, and three or four Principals, with up to ten Members 
  supporting each Principal, represents one of the largest concentrations of magical 
  and clerical firepower in the World. On the rare occasions when they venture into 
  the north, and begin drawing on the more abundant magic there, they are 
  awesomely powerful. 
  
  25 
   
  Estalian magical techniques are almost entirely military.  
  They live to apply the Arts of magic in the field of War. They have little interest in 
  abstract magical science and research, but a real interest in the creative application 
  of magical violence. What recent development of theoretical magic there has been 
  has largely been imported from the Empire. The Estalians view the Empire as 
  corrupt and ignorant, but that is still better than the Tileans, who they despise as 
  amoral degenerates, and dabblers in daemonology and necromancy. They loathe 
  the Arabyans, partly because of the old Crusades, but mostly because of their 
  cowardly inability to free themselves from the grip of the horrible Viziers on their 
  society. 
  They may not be the most modern of magicians, but they freely use what the 
  Empire would consider clerical magic alongside any of the conventional spells 
  known by the Colour Colleges. Although not the most powerful individual mages 
  in the world, the mix of mage and clerical powers, plus the combined power of 
  their fellows in the Orchestra, means that they can often cast very powerful 
  combinations of spells. 
  Not every member of the Orchestra knows all the spells, but all will be present in a 
  full Orchestra. 
  Unlike the Tileans, they are not fond of magical devices, considering them childish 
  trinkets, but they are very good at using religious icons and relics as sources of 
  power that soak up prayer energy from devotees for use by the Orchestra. 
  Icon 
  Size 
  Power 
  Tiny 
  Necklace, ring 
  +1 Magic Dice 
  Small 
  Book 
  +1 Magic Dice, +10% on 
  casting tests 
  Medium 
  Shield 
  +1 Magic Dice, +20% on 
  casting tests 
  Large 
  Battle flag 
  +2 Magic Dice 
  Like most Estalians, apart from their Goddess, their other abiding love is 
  swordplay. For them, the sword is ritual, devotional, and practical. There are few 
  fat clerics of Myrmidia, and fewer flabby mages. They are fit, slim, lethally fast, and 
  highly aggressive. This has shaped their attitude to magic as well. 
  There are many blessed artefacts, but relatively few magic items in Estalia, and 
  almost all of these are weapons. The Goddess Herself favours the spear, but for 
  the Estalians, the sword is the pinnacle of weaponry. Estalian swords are famously 
  good, and when blessed, enchanted, and in the hands of a Director, they are 
  fearsome indeed, often on a par with the finest Dwarf work, and some are almost 
  as powerful as a Runefang. 
   
  
  26 
   
  Estalians in the Empire. 
  Estalian mages are very uncommon in the Empire, and are often mistaken for 
  visiting pilgrims or delegations of senior Myrmidian clerics. On very rare occasions, 
  the Church (Not to be confused with the forces of the various squabbling city 
  states in Estalia) have been known to launch unannounced incursions into the 
  Empire, or other neighbouring states, usually on some urgent mission to stamp out 
  some form of Vampire activity, for which they have a deep hatred.  
  When an Estalian Orchestra is on the move, it resembles a cavalcade of senior clergy 
  accompanied by a few hundred Estalian infantry, and a squadron of cavalry. There 
  have been some regrettable incidents when particularly stupid or fanatical followers 
  of Sigmar have attempted to block their way, or nobles have objected to the 
  Estalians purging some evil in their territory. 
  There are a number of small monasteries and chapter houses throughout the 
  southern Empire maintained by the Cult of Myrmidia, but which are secretly 
  financed by the Estalians as bases for intelligence gathering, especially on the 
  approaches to Sylvania. 
  The staff there may include some elderly Directors, but their Orchestra are often 
  senior Principals, highly skilled warrior mages in their own right, who are also 
  capable of acting as witchfinders and vampire hunters. 
  If an Individual Estalian mage is encountered, he is probably a Principal, or a 
  Member with a special mission. Directors rarely leave Estalia. 
   
   
   
   
   
   
   
   
   
  
  27 
   
  Modern Araby 
  “A priest once came to my tower and had the impudence to try and convert 
  me to the ways of his God. I would have killed him straight away, but 
  something in his words stayed my hand. I placed him in one of my cells, 
  and meditated on his preaching. 
  Why should I, who had gone to such lengths to become a Vizier, continue 
  to stain my soul with sins beyond forgiveness? What did I truly gain from 
  my pursuit of power and dominance? 
  And then I saw it.  
  I, who had captured and tortured beings as ancient as the Cosmos, and 
  mightier by far than myself, and bled them of their essence to fuel my 
  powers, I, whose very whim was more powerful than the order of an Emir, 
  had achieved an entirely different order of existence. 
  I live a life so far above and beyond the common herd of filthy peasants as 
  to be literally incomprehensible to the grovelling follower of ANY God save 
  those insane things of Chaos. 
  I am a truly a God among men, and only my few peers can judge me. This 
  was what I had been seeking from the day I strangled my parents and used 
  their worthless lives to bind my first slave Jinn. 
  In gratitude for reminding me of the infinite joys of my life, I have kept the 
  priest alive to this day.  
  I only allow my Jinn to eat a little piece of him at each meal.”  
  Malikal el-Jehenni, Vizier. 
  After the Fall of Nehekhara, Arkhan the Black, one of Nagash’s minions, 
  destroyed most of the Nehekharan cities in what is now Araby. Modern Araby is 
  based on new cities built around a few small fortified fishing villages that have 
  grown and prospered since then, and the many tribes of the deep desert.  
  All Arabyan magic is based on much debased ancient Nehekharan techniques. 
  They rely on the ancient arts to bind spirits into inanimate objects, but their arts 
  are vile and diabolical. These are based on the enslavement of magical beings, 
  human sacrifice, and concentrate on the arts of Elementalism and Divination  
  Although there are many petty kings, tribal chieftains and Emirs who all pay tribute 
  to the Sultan, the one thing that most have in common is that they all have a least 
  one highly skilled magician at court. The desert tribes have shamans and some 
  scholarly Hedge wizards, but the Arabyan magical tradition is very urban.  
  
  28 
   
  These wizards are normally called by the Court title Vizier. Some do actually 
  perform that role for their Emir, for others it is an empty honorific. The best way 
  for these horrible individuals to escape the fury of the mob, and earn the 
  protection of the local Emir and the funds (and sacrificial prisoners) for their 
  unholy researches, is to support the Emir in his politics and wars. Some Emirs 
  openly use their Viziers, while others cower in fear of the Vizier who holds the 
  kingdom hostage with his dark powers. 
  Not all Viziers are evil, cruel magicians.  
  All evil, cruel magicians are Viziers. 
  Araby is almost as much a magical desert as it is a physical one. The main way in 
  which their magic works is through the enslavement of the local Elementals and 
  Jinn, primitive Chaos daemons that exist in the wild places. These Jinn are living 
  resources of magic. Viziers are often very able Elementalists, which is an art now 
  almost extinct in the Empire. Some have dealings with the Tomb Kings, trading 
  with them for arcane knowledge. Viziers trade knowledge freely with Tileans, but 
  are very unlikely to have any dealing with the Estalians. The memory of the 
  Crusades is still fresh. 
  Unlike Familiars, who work in partnership with their owners, the relationship 
  between Vizier and Jinn is usually a brutal one. The Vizier seeks to find out the true 
  name of the Jinn, and bind it to service. Once captured, the Vizier uses the Jinn’s 
  life to power his spells.  
  This is agonisingly painful for the Jinn. They hate their masters with a passion, and 
  seek to undermine them at all times. 
  Some Viziers have also been known to collaborate with the Skaven. Their 
  characters are very similar. Viziers have also been known to indulge in mass human 
  sacrifice to power binding rituals, or just to intimidate the common folk. Or for 
  fun. 
  Viziers are some of the nastiest, most vicious and cunning Humans alive. They are 
  in many respects as evil as Skaven or Chaos worshippers, and some do eventually 
  commit themselves to the Powers of Chaos.  
  Languages and techniques 
  The Arabyans use a complex magical language (Arcane Knowledge-Arabyan 
  Magick) which can be learnt by scholars with some difficulty.  
  It uses the Arabyan alphabet, but many of the invocations it uses are debased 
  forms of Nehekharan, which are particularly dangerous for an Empire wizard to 
  use, both due to their necromantic content, but because they are very powerful in a 
  high magic environment. 
  
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  The skills Academic Knowledge: Arabyan Magick, and Arcane Lore: Arabyan 
  Magick are also based on a debased form of Nehekharan, and are unusable to 
  anyone not fluent in that language, or born and brought up in Araby. 
  In the very low magical environment of the south, spells have to be extraordinarily 
  powerful to have any effect at all. To cast spells, the Vizier cannot usually draw on 
  sufficient power himself, as the Winds blow too weakly. They may become 
  necromancers, using Dhar, or (more commonly) use external sources of magic 
  from slave Jinn. 
  The Vizier enslaves magical beings, through ritual magic, and uses their power to 
  cast. Slaves are of two types: Minor Chaotic (Jinn) creatures, and Elementals. 
  Unlike in the north, these creatures rarely need to be summoned. They are 
  trapped in certain places in the desert, and the Vizier normally has to go to 
  them to attempt to bind them. Failure to bind can be fatal. 
  Jinn 
  Jinn are Chaos creatures of the desert. Many thousands of these petty daemonic 
  nuisances were left behind when the Warp Gates collapsed, and the first great 
  incursions of Chaos occurred. As the Winds of Magic changed, many Chaos 
  creatures died out, but some found ways of surviving in the desert places. They 
  gave up their physical bodies, and linked themselves to pockets of residual magic, 
  warpstone contamination, or the holy places of primitive Humans. 
  Many of them are deeply stupid, some are intelligent but ignorant, but others can 
  have a large amount of knowledge. All are spiteful, treacherous, and vindictive. 
  The Vizier will usually bind the Jinn into an artefact. Recorded items include rings, 
  jars, lamps, and mirrors. Use of the Jinn’s true name is required, but Jinn often 
  betray each others’ names to Viziers out of spite. Few Viziers proceed far beyond 
  this stage. Their neighbours tend to kill them. Unfortunately, this means that there 
  are always a considerable number of artefacts with bound Jinn around at any one 
  time, and the seductive power offered by these beings means that there are always 
  more recruits. Some Jinn are followers of the Four Gods of Chaos, but most are 
  not. They are the Chaos equivalent of vermin, petty and malicious creatures of 
  limited power, but easily intimidated.  
  A Jinn is only enslaved to a Vizier who both holds its container, AND knows 
  its true name. It may, at its own discretion, fulfil wishes or provide aid for 
  someone who owns its container, but this is usually under threat of 
  imprisonment, such as sinking the container in the deep ocean, or as part of 
  a promise of freedom. It is not obliged to power their spells with its life, but 
  may provide knowledge.  
  
  30 
   
  Many Jinns trade the true names of other Jinns for enslavement as part of a 
  contract for their own freedom. Such contracts are invariably dangerous, as 
  Jinn are treacherous in the extreme. 
  Elementals 
  Arabyan Elementalism is an unclean art, as it usually requires the use of enslaved 
  Jinn to impose the Viziers will on the Elemental. The use of Chaos naturally taints 
  all it touches. It is not as sophisticated as the Nehekharan (or even Classical or 
  early Empire) Elementalists were, as the Viziers tends to concentrate on crude 
  brute force and terror. 
  Elementals are primitive spirits bound to the world itself. They are often either 
  remarkably stupid, or so alien in their thinking that they are useful mainly as 
  weapons. They are not usually as deliberately obstructive as Jinn, so many Viziers 
  prefer using them, and specialise almost entirely in Elementalism. They are some 
  of the most dangerous wizards, as their slaves are more than capable of destroying 
  entire towns. 
  The Nehekharans had many rituals for dealing with Elementals, and some of these 
  have survived or been rediscovered in Araby. The Nehekharans had great respect 
  and reverence for the Elementals, and would respectfully solicit their services. 
  Only in their decadence did they force Elementals to serve in their semi-intelligent 
  tomb guardian mechanisms.  
  Viziers tend to use Elementals for mundane tasks, usually as guardians, transport, 
  or grossly powerful offensive weapons, all of which could usually be done more 
  easily with other spells or even Human troops. They are often used purely to 
  demonstrate status amongst Viziers. 
  Various uses have been made of the Elementals, but the most famous is the 
  binding of Air Elementals into carpets. The ‘Magic carpet’ is a traditional means of 
  transport for Viziers, even if they are in fact extremely uncomfortable and unsafe. 
  It is normal for an Arabyan Vizier to use a Jinn to cast Elemental binding spells. As 
  a result, if the spell fails, the Elemental may attack the Vizier, at the same time as 
  he is dealing with a Tzeentch’s Curse. Alternatively, the ‘Elemental Fury’ table 
  from Lost in Translation:  The return of Elementalism may be used. 
  Arabyan Magick 
  Casting magic in the Arabyan desert is very difficult. All Channelling is at -
  20%, and all Casting rolls are at -5, due to the weakness of the Winds. 
  The Vizier may have Magic Dice as a normal mage, but instead of Channelling, he 
  usually draws the necessary power straight from his slave Jinn. He can commit AS 
  MANY DICE (Wounds) from their slave as he wishes in a single spell.  
  
  31 
   
   A Vizier needs to commit at least one Human sacrifice to bind his 
  first slave Jinn.  
   He can enslave as many Jinn as he has Magic Dice.  
   Second and subsequent Jinn will also need at least one Human 
  sacrifice, and often more. 
   
   
  Too much use of a slave Jinn can destroy it, or banish it from this plane, so the 
  Viziers are usually very careful about how they manage their slaves. 
  After use, a wise Vizier will either allow the Jinn to rest and recover, which may 
  take a very long time, or feed it, usually with more Human sacrifice.  
  As a general rule, each human sacrificed to the Jinn will transfer 10% of the 
  victims’ Wounds to the Jinn. Weaker Jinn may also be sacrificed, and yield 
  50% of their Wounds. 
  As the Jinn grows in power and cunning, it will teach the Vizier more and more 
  magic. In effect, they become Chaos sorcerers but they tend to survive a lot longer 
  than most northern Chaos worshippers, simply because they have so little magic to 
  work with. They usually do not become mutants, but most are irretrievably insane 
  mass murderers and megalomaniacs.  
  The Vizier does not have a significantly higher risk of failure in his spell casting, 
  but he does have a huge risk of the Jinn spitefully misinterpreting his orders. Every 
  Jinn hates its master, and is constantly trying to lure him into some lethal mistake, 
  badly phrased order, or logical paradox that will enable them to escape their 
  servitude.  
  If they do manage to break loose, the first thing they usually do is to attempt to kill 
  their recent master. The Viziers know this, and spend a lot of time and effort on 
  defences, and are extremely careful and precise in drafting of orders to their slaves. 
  If an order is badly drafted, the Jinn will either fail to complete it, will deliberately 
  exceed its orders, or will contrive to mess up the plan in some other way. 
  Tzeentch’s Curse applies as normal to Arabyan Viziers, because of the Chaotic 
  nature of their Jinn power source. 
  Divination  
  The Arabyan arts of Divination are very famous, as they use a combination of 
  Astrological techniques that would be familiar to any Light Wizard, but also a 
  variety of other skills prohibited in the Empire (or anywhere else). Their rituals are 
  slow and time consuming, and very bloody, but are famously accurate. This is 
  
  32 
   
  often because they use Divination to determine the True Names of Jinn, and 
  getting this wrong can be fatal. 
  These include a variety of necromantic rituals derived from Nehekhara, and some 
  very odd rituals from the jungles tribes of the South. They often use powerful 
  narcotic drugs to assist them. 
  Each Vizier develops their own ways of Divination, with their own limitations.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  33 
   
  Appendix 1  
  Spell Lists 
  Tilean Illusionist  
  These spells are based on those in Lost in Translation: Where has all the Magic 
  gone? by Alfred Nunez, but some Tilean scholars have gone further in the Art 
  than others. These Spells are unique to Tilean mages. 
  Illusione Magic aims to deceive the senses. However, some powerful illusions are so 
  good that they may be said to alter Reality itself, thus becoming very close to 
  Chaos itself.  
  Tilean Illusionists are so good that all tests are at a minimum base of -10% 
  to detect. 
  Most Illusione spells allow the targets of the illusion an Int test to see through the 
  deception. However, it is harder for one Illusionist to fool another. If the spell 
  allows for this, the Int test for the victims is modified by –10% for every Magic 
  Dice characteristic of the Illusionist.  If the intended victim is another Illusionist or 
  Grey Magister the Int test is modified +10% or –10% for every point of difference 
  in Magic Dice characteristic between the casting illusionist and intended illusionist 
  victim.   
  Illusione  
  Casting Number: 5  
  Casting Time: Full action  
   Ingredient: A paper mask of the creature or person to be impersonated (+1) 
   Description:  The illusionist assumes the appearance of any other, living bipedal 
  creature below 10 feet in height or a specific individual for 3 hours.  Anyone 
  viewing the illusion may make an Int test in an attempt to see through it. This spell 
  is very popular in Tilea, especially on Festival days, where masks are expected to be 
  worn. 
  Camouflage Illusione 
  Casting Number: 5  
  Casting Time: Full action 
   Ingredient: Silvered mirror (+1)  
  Description:  This spell enables the illusionist to give the impression that he or she 
  is 2 yards away from her actual position.  Any attack against the illusionist is made 
  
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  with a –10 to the attacker’s WS or BS, depending upon the mode of attack.  The 
  spell moves with the illusionist, but when this occurs, the viewing character may 
  test against Int to see through the illusion.   
  Glamour Casting  
  Number: 5 
  Casting Time: Full Action 
   Ingredient: A small glass mirror (+1)  
  Description: This enchantment temporarily improves the Fel of the illusionist by 
  +10% (up to a maximum of 95%) for 3 Hours.   
  Deception 
  Casting Number: 5  
  Casting Time: Half Action 
  Ingredient: A two headed silver coin (+1)  
  Description:  The illusionist can create a single small object up to 2 cubic yards in 
  size anywhere within 12 yards for 1 hour.  The illusion appears solid, but can be 
  passed through.  It makes no sound and does not carry a scent, although it can 
  make simple movements.  The illusionist can create the illusion of something they 
  seen in the past, but must make an Int test (with appropriate modifiers) to 
  remember the details if the item is to be identical.  If the illusionist wishes to move 
  the object, he must concentrate on the illusion and do nothing else during that 
  time.   
   
   
  Ventriloquist 
  Casting Number: 5 
   Casting Time: Half action 
   Ingredient: Ear ring in the shape of an open mouth. (+1) 
   Description: The illusionist can throw his voice for 30 minutes, making it appear 
  as if it’s coming from somewhere else within 48 yards.  The illusionist can even 
  link this spell to another active illusion, thereby giving voice to an illusionary 
  character.   
  Bewilder Casting  
  
  35 
   
  Number: 10  
  Casting Time: Full action 
   Ingredient: A glass of red wine (+1) 
   Description: Same as the Lore of Shadow Spell of the same name (WFRP2e, page 
  158 and RoS2e, page 162).  Duration of spell is measured in minutes, not rounds.  
  Camouflage Area 
  Casting Number: 10 
  Casting Time: Full Action 
  Ingredient: A watercolour paintbox (+1)  
  Description:  The illusionist can conceal anything within 10 feet in each direction – 
  doors, treasure chests, and the like – by making them appear just like the rest of 
  the space within which these are situated.  The intent is to discourage people from 
  searching an area.  Any character not so dissuaded will see through the illusion on 
  a successful Int test.   
  Illusory Feature 
  Casting Number: 10  
  Casting Time: Full action  
  Ingredient: A sculpture of the individual to be changed.  
  Description: The illusionist can create a single feature or appendage on herself or 
  another individual that looks and feels as good as the sculpture. This illusion will 
  fool all sense of the onlooker.  The creation has no sense or strength -- a blow on 
  an imagery arm will do no harm, a one-legged man cannot stand on his illusionary 
  leg, and a new ear cannot hear.  The effects of the spell last for 3 hours.  
  A talented illusionist/sculptor can make a very good living making the wealthy 
  Patrone or his mistress look youthful and healthy.   
  Gemini 
  Casting Number: 10 
  Casting Time: Full Action 
  Ingredient: vials of caster’s blood (+1)  
  Description:  The illusionist is able to create one identical clone image per vial of 
  blood. The clone looks solid, can speak, (but not hear) and has no body odour. It 
  is dressed identically. The illusionist looks like he splits into multiple beings – one 
  
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  of which is the actual illusionist.  Though the clones can move independently of 
  one another, each must stay within 2 yards of the illusionist.  The spell lasts for 
  three hours. 
  Cloak Activity 
  Casting Number: 10 
  Casting Time: Full action  
  Ingredient: A black silk scarf (+1) 
  Description: Similar to the Lore of Shadow Spell of the same name (WFRP2e, 
  page 158 and RoS2e, page 162-163). Duration is 3 hours, unless seen through.    
  Shroud of Invisibility 
  Casting Number: 10 
  Casting Time: 1 and Half action  
  Ingredient: A shroud at least 100 years old from a tomb of a Wizard. (+2) 
  Description: Same as the Lore of Shadow Spell of the same name (WFRP2e, page 
  158 and RoS2e, page 165).   Lasts 3 hours. 
  Hallucinate 
  Casting Number: 10 
  Casting Time: Full Action 
   Ingredient: A model of the desired creature cast in lead. (+1)  
  Description: The illusionist can cast this spell on any individual or small group of 
  four within 48 yards.  The victims must successfully pass a WP test to resist the 
  spell’s effects.  If the test is failed, then the victims believe that they are being 
  stalked by any creature of the illusionist’s choosing.  Only selected victims can see 
  it, and other people think that they are insane. Depending upon the creature, the 
  victims may have to make the appropriate psychological tests (e.g., fear).  If this 
  test is successful, then the illusion is dispelled.   
  Minor Eidolon 
  Casting Number: 10  
  Casting Time: Full Action  
  Ingredient: A small bronze mirror (+2)  
  
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  Description:  This spell enables the illusionist to create illusionary terrain within a 
  cube ten feet on each side of the caster.  The terrain can be anything the illusionist 
  desires so long as it doesn’t include anything living or moving.  Should any other 
  illusion be cast in the area, then both spells are dispelled.  Anyone approaching 
  within 24 yards of the illusion can take an Int test to see through it.  This spell 
  remains active so long as the illusionist concentrates on the illusion and does not 
  move.   
  Banish Illusione 
  Casting Number: 12  
  Casting Time: Half action 
   Ingredient: A prism of Tilean warpstone crystal glass (+1) 
   Description: The illusionist can use this spell against any opposing individual, 
  small group, or object within 48 yards that they suspect is an illusion.  There is a 
  base 50% chance that this spell will destroy the target illusion.  The illusionist can 
  add a +10% modifier for each point her Mag characteristic exceeds the original 
  caster’s or –5% for each point her Mag characteristic in less than the original 
  caster’s.  
  This is one of the few spells a Tilean will rush, as the ability to spot a hostile 
  illusionist may be the difference between life and death. Most Tilean Illusionists 
  wear a crystal prism on their tunic, and they have become something of a fashion 
  item.  
  Fantasma 
  Casting Number: 12  
  Casting Time: Full Action  
  Ingredient: Grave cloth (+2) 
  Description: Through use of this spell, the illusionist can assume the appearance of 
  any Undead creature for 3 hours, even the guise of a specific deceased individual if 
  so chosen.  This illusion causes the same psychological reaction (e.g., fear) in 
  anyone observing the illusion as a real Undead creature.  Anyone suspecting that 
  this is an illusion may roll an Int test to see through it.  While in this form, the 
  illusionist is still able to cast spells if he chooses.  
  Warning: due to the high levels of Dhar in areas of Tilea, this spell is extremely 
  dangerous. On several occasions the ACTUAL ghost of the dead person or 
  creature has manifested, and attacked the magician.    
   
  
  38 
   
  Il Gran Illusione  
  Casting Number: 15 
  Casting Time: Two Actions 
   Ingredient: Leather Mask (+1)  
  Description: Through use of this spell, the illusionist can assume the appearance of 
  any creature desired for 6 hours, reproducing its special abilities and/or 
  psychological effects.  Anyone viewing the illusion can take a VERY HARD Int 
  test to see through it.   
  This spell can be so powerful, that it is almost on the edge of altering reality. It is 
  similar to some transformational spells, and rumour has it that some mages have 
  been trapped in the form that they are impersonating. 
  Legione Infernale 
  Casting Number: 20 
  Casting Time: Two Actions 
   Ingredient: Skull of a wizard of Journeyman status (+3) 
  Description:  This spell lasts 6 hours.  The illusionist can create a group of either 
  up to 24 humanoids, OR 10 Undead creatures, OR a single monster or lesser 
  daemon within 48 yards of the illusionist.  The illusion is controlled by the 
  Illusionist as if they are real.  The image may reproduce any of the special abilities 
  and/or psychological effects of the illusionary creatures.  Anyone viewing the 
  illusion can take an Int test to see through it.  
  Again, a very dangerous spell, and one that has caused some creatures, especially 
  Undead and Daemons, to manifest inside it, outside of the will of the magician.    
  Destroy Illusion 
  Casting Number: 20 
  Casting Time: Full Action 
  Ingredient: A Tilean warpstone crystal glass prism (+3)  
  Description: When the illusionist casts this spell, all illusions within 1200 yards 
  (about 2/3 miles) currently maintained by any and all illusionists or other magicians 
  – including the caster – are instantly dispelled.    
  Moreover, the illusions will implode or malfunction, causing a Minor Chaos 
  manifestation to affect the other magician. This is one of the reasons Grey 
  Magisters hate Tileans. 
  
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  Rigodoon 
  Casting Number: 25 
  Casting Time: Two Actions 
   Ingredient: Map and painting of buildings (+1)  
  Description: Through use of this spell, the illusionist can create the appearance of a 
  group of buildings anywhere within 1200 yards (about 2/3 miles).  The spell will 
  last up to 12 hours. The illusion can take the form of a village, farmstead, lone 
  tower, or whatever the illusionist chooses of similar size.  The illusion can be cast 
  between two groups of observers, masking one from the other.  Any creature or 
  group within the area of the illusion will be seen as if on an imaginary street or 
  open space.  This group is not affected by the illusion and anyone approaching 
  within 24 yards of the illusion can take an Int test to see through it.  This spell 
  remains active so long as the illusionist concentrates on the illusion and does not 
  move.  
  Note: Originally used for entertainments at Festivals, this is also a favourite 
  battlefield spell, causing enemy units to form up and attack the wrong place. It is 
  said that one particular use of this has become stuck, and the village now exists as a 
  sort of ghost town, inhabited by confused and desperate trapped travellers.   
  Illusionary Woods  
  Casting Number: 25 
   Casting Time: Two Actions 
  Ingredient: Small model trees (+1) 
  Description: Through use of this spell, the illusionist can create the appearance of 
  woods of up to 24 yards in width and depth anywhere within 1200 yards (about 
  2/3 miles), for 12 hours. Creatures covered by the illusionary woods are hidden 
  from view, but can see out of the “woods” normally.   
  Anyone approaching within 24 yards of the illusion can take an Int test to see 
  through it.  This spell remains active so long as the illusionist concentrates on the 
  illusion and does not move.  Wood Elves can naturally detect this spell 
  automatically. 
  Legione Fantasm 
  Casting Number: 25 
  Casting Time: Two Actions 
  
  40 
   
  Ingredient: Small painted lead model figures of the troops desired by the caster 
  (+2) 
   Description:  This spell lasts 12 hours.  The illusionist can create 2D5 groups,  
  each comprising up to 20 humanoid or Undead troops within his line of sight.  
  The illusionist can control and move these illusionary troops as if real. Anyone 
  viewing the illusion can take an Int test for each group to see through it.  It is 
  possible to see through some and not others. 
  On occasion, it has been known for real Undead to infiltrate the ranks of the 
  illusion.   
  Confound Foe 
  Casting Number: 25 
  Casting Time: Full Action  
  Ingredient: An hourglass with crushed diamonds instead of sand, value 100 GCs 
  (+3)  
  Description: This spell is exceptional as it can be cast by an illusionist after a round 
  in which he suffered combat damage, even if he is “killed.”  This spell effectively 
  negates all combat damage from that round as it didn’t happen. The Mage may cast 
  this spell into the Hourglass BEFORE combat, and activate it at will.  
  This is an illusion so powerful it is reality-altering.  
  Illusione Imperiale 
  Casting Number: 25 
   Casting Time: Two Actions 
   Ingredient: A Tilean Warpstone glass crystal prism (+3)  
  Description: Same as the Lore of Shadow Spell of the same name (WFRP2e, page 
  159 and RoS2e, page 163-164).   
  Tileans take a little more time to prepare this, but the Int test to identify it is 
  HARD, as the Tileans are more convincing artists.  
  Confusion Universale 
  Casting Number: 30 
  Casting Time: Full Action 
  Ingredient: Skull of a Master Wizard (+3)  
  
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  Description: Same as the Lore of Shadow Spell of the same name (WFRP2e, page 
  159 and RoS2e, page 166). 
   Occulta  
   Casting Number: 30 
   Casting Time: one and half actions 
   Ingredient: Pitch from the mummy case of a Nehekharan (+2)  
  Description: The illusionist creates an illusion of complete darkness in a circle with 
  a diameter of 24 yards centred anywhere within 96 yards.  The darkness lasts 
  twelve hours and cannot be illuminated by any normal or magical light sources.  
  Movement within the area of darkness cannot be more than at the Hampered rate 
  in a random direction.  Missile fire and armed combat are impossible within the 
  darkness. Characters are even blind to a light source in their hand.    
   
  Estalian Orchestra 
  An Estalian mage may use any conventional mage spells, and those of the Lore of 
  Myrmidia used by the Clerics of Myrmidia. (Tome of Salvation, p 226). The 
  difference is that the mages do not invoke the power of the Goddess in their 
  casting, but use the powers of their Orchestra. Any Member of the Orchestra may 
  learn the three Petty Magic Spells. Principals and Directors may learn the other Lore 
  spells.. 
  Petty Magic 
  Blessing of Fury  
  Casting Number: 5  
  Casting Time: Half action 
   Duration: 1 minute (6 rounds) or triggered  
  Range: Touch (Self)  
  Ingredients: A polished ball of copper engraved with a Holy Symbol (+1) 
  Description: The Orchestra’s passionate invocations fill a single character with 
  righteous fury, allowing one missed close-combat hit to be re-rolled.  
  Blessing of Myrmidia  
  Casting Number 5 
  Casting Time: Half action  
  
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  Duration: 1 round  
  Range: Touch 
  Ingredients: An eagle's eye stone (+1) 
  Description: You bless a character to have the keen combat insight of Myrmidia 
  Herself. This allows the target to act first next round, disregarding normal 
  initiative.  If two characters have abilities that allow them to act first, use normal 
  initiative order. 
   
   
  Mystic Shield of light 
  Casting Number : 8 
  Casting Time: Half Action 
  Duration: 1 minute 
  Range: Visual 
  Ingredients: Coin sized Polished copper Icon shaped as shield with Holy 
  Emblem.(+1) 
  Description: Works as a Shield of Myrmidia-  
  Templars of Myrmidia march to war armed with great polished bronze shields 
  which are used to reflect the glare of the sun and give the impression of a fiery 
  horde going to battle. 
   
  Ranged attacks made against caster incur a -10% Ballistic Skill penalty if the bearer 
  is aware of the attack. This penalty increases to -20% in areas of bright sunshine, as 
  the reflected light dazzles attackers. In addition, wielders can actively use the 
  shields to reflect sunlight at nearby foes as a half-action, dazzling and blinding 
  them. To do so, they must make a Challenging (-10%) Agility Test; if successful, all 
  targets within a cone template originating from the caster have a -10% penalty to 
  their Weapon Skill, Ballistic Skill, Agility and Perception Tests involving sight for 1 
  round. The penalties, to Ballistic Skill tests from this spell stack with those caused 
  by the passive use of a real shield. 
   
   
   
   
  
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  Arabyan Vizier 
  Viziers may use any Wizard spells, or Chaos Lore spells. They may also use 
  Elementalism Lore spells.-IF they have a Jinn to power their Magic Dice. 
  The key rite they have is in the preparation of the containment items for Jinn. 
  Petty Magic Ritual  
  Prepare Vessel. 
  Casting Number :n/a 
   Casting Time: 1 day 
  Duration: Permanent 
  Range: Contact 
  Ingredients: Item, inscribed with Jinn’s true name, written in the Viziers’ blood. 
  Description: 
  A long ritual, not requiring the expenditure of magic, but which uses ancient 
  Nehekharan ritual to link the Vizier and the target Jinn through the chosen 
  containment vessel. A successful Hard Arcane Knowledge Arabyan Magick  test 
  is required. 
  New Petty Magic Spell: 
  Bind Jinn 
  Casting Number: See below 
  Casting time: See below 
  Ingredient: Human sacrifice (+5) and a prepared artefact (+1) 
  Description: Once the Vizier has found where a Jinn has taken up residence, and 
  learned its name, he must attempt to trap it into an artefact. The human sacrifice 
  allows him enough magic power to incant the ritual of binding. The more powerful 
  the Jinn, the more blood he must spill to enable him to capture it. Before 
  embarking on this, the Vizier must either judge how powerful the Jinn is, or 
  alternatively, play safe by sacrificing more people than he actually needs. This initial 
  Binding is terribly dangerous, as it requires the Vizier to draw on the Jinn for the 
  power to bind itself, inflicting 1 Wound to the Jinn. The sacrifice of the Human 
  heals this wound, but also seals the spell. 
  
  44 
   
  Note: If the True Name is wrong, the Jinn will automatically attack the 
  Vizier, and all around him. 
   
  Jinn 
  Casting 
  number 
  Casting 
  time 
   Artefact 
  Size 
  Sacrifice 
  Jinn 
  Wounds 
  Tiny 
  10 
  2 
  Necklace, 
  ring 
  10+ Wounds 
  1-5 
  Small 
  20 
  4 
  Crown 
  20+ Wounds 
  6-10 
  Medium 
  40 
  8 
  Lamp 
  40+ Wounds 
  11-20 
  Large 
  50  
  10 
  Jar  
  50+ Wounds 
  21+ 
   
  Once enslaved, the Vizier can use the Jinn as a power source, which, as a general 
  rule, will allow him to roll one Magic Dice for each Wound the Jinn possesses, 
  over and above the Dice he has already. 
  Each dice he chooses to roll, inflicts one Wound on the Jinn. 
  When the Jinn reaches zero Wounds, it is not dead, but it becomes unbound. 
  Example: 
  Zulman is a vizier with one Magic Dice, and an enslaved Jinn, of 10 wounds. 
  He wants to cast a fireball spell. He decides to commit two dice (1 to power his own Magic dice, 
  and 1 extra) and rolls normally. The Jinn takes 2 wounds.  
  Some days later, Zulman decides to try a more powerful spell. 
  He decides to commit all but one of his slaves’ remaining Wounds as Magic Dice.  
  Alongside the power needed to roll his own 1 Die, that means that he drains 6 Magic dice from 
  his slave, leaving it on 1 wound. 
  He casts the spell with 7 magic dice (1 his own, and 6 from the Jinn). This gives him a 
  reasonable chance of achieving a Casting Number of 30 or more in one casting. 
  The Jinn is left to recover in time, or Zulman may increase its Wounds by feeding it, in the form 
  of other Jinn or Humans. 
  New Arcane Lore Spell: Enslave Elemental 
  More powerful than other Binding Spells, and using the ancient Nehekharan skills 
  of binding an Elemental into an object, this spell can normally only be performed 
  with the aid of a Jinn. Most Arabyan Elementals have picked up some Human 
  languages-Sadly, their immortality and slow learning means that they usually only 
  speak extinct languages like ancient Nehekharan. 
  
  45 
   
  Elementals are awesomely powerful beings, and effectively unkillable. An 
  Elemental that has been Enslaved, rather than Bound, will be freed if it is 
  reduced to 0 Wounds, OR the Vizier is slain. 
  Casting Number: Variable  
  Casting Time: Variable 
   Ingredient: Prepared artefact (+1) with the Elemental’s Sign (Earth, Air, Fire or 
  Water) inscribed in the Viziers’ blood. 
  Description: Creatures of a more primitive magical form than Jinn, in their basic 
  form they are a form of energised gas. (Some think that they are not native to this 
  world). Once bound, they manifest as a form of matter- Earth, Air, Water, or as a 
  blazing hot form of gas (Fire). The version listed below is about the most powerful 
  that Viziers can Enslave, although they have been known to attempt more 
  powerful temporary bindings. Unlike Jinn, Elementals are very resistant to being 
  bound INTO things, but may be bound TO things. 
  Unlike Jinn, Elementals do not have True Names, so it is a case of imposing the 
  Viziers’ Will on the Elemental to control it. 
  Elementals can be compelled to take on fixed forms, so Earth and Air Elementals 
  are the most popular, as they are the most controllable. Fire Elementals are 
  extremely hard to command and control. The Spell must be cast, and the Vizier 
  must make a successful Will Power Test to overcome the Elemental.  
  This can be modified with other spells designed to fortify the Viziers’ will, artefacts, 
  or drugs. Each Vizier develops his own techniques. 
  Elemental 
  Casting 
  number 
  Casting 
  time 
   Artefact 
  type 
  Sacrifice 
  Magic 
  Dice 
  Earth 
  10 
  2 
  Stone or 
  pottery  
  10+ Wounds 
  1-5 
  Air 
  20 
  4 
  Carpet 
  20+ Wounds 
  6-10 
  Water 
  40 
  8 
  Crystal 
  Container 
  of Water 
  40+ Wounds 
  11-20 
  Fire 
  50  
  10 
  Jar  
  50+ Wounds 
  21+ 
  Slave Elemental  
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  80 
  80 
  50 
  90 
  50 
  70 
  70 
  5 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  9 
  50 
  5 
  9 
  5 
  0 
  0 
  0 
   
  
  46 
   
  Skills: Perception, Speak Arcane Language (Elemental) Speak Langauge 
  (Nehekharan) 
  Talents: Ambidextrous, Natural Weapons, Will of Iron, Frightening,  
  Armour:  None 
  Spells:  None. They have a natural command over their element, and can control it 
  absolutely.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  47 
   
  Appendix 2 New Careers. 
  Tilean Ragazzo 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  - 
  - 
  - 
  - 
  +5 
  +15 
  +10 
  +5 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  - 
  +2 
  - 
  - 
  - 
  +1 
  - 
  - 
   
  Skills: Academic Knowledge (Tilean Magick), Channelling +10, Magic Sense, 
  Perception, Read/Write, Speak Arcane Language (Tilean Magick) Speak Language 
  (Classical),  Academic Knowledge (any), Gossip, Speak Language (Any), Trade, 
  Heal, Common Knowledge (Tilea) 
    
  Talents: Aethyric Attunement, Fast Hands, Savvy, Suave, Chiaroscuro, Petty Magic 
  (Arcane)  
   
  Trappings: Robes. Writing set, Familiar 
   
  Career Entries: Wizards’ Apprentice, Hedge magician 
  Career Exits: Tifosi, Hedge Magician, Initiate, Scholar, Student, Scribe 
  Tilean Tifosi 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10 
  +5 
  - 
  +5 
  +15 
  +15 
  +15 
  +20 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  +3 
  - 
  - 
  - 
  +2 
  - 
  - 
   
  Skills: Academic Knowledge (Tilean Magick), Channelling, Magic Sense, 
  Perception, Read/Write, Speak Arcane Language (Tilean Magick) Speak Language 
  (Classical),  Academic Knowledge (any), Gossip, Speak Language (Any), Trade,  
  Speak Arcane Language, Secret Language (Any), Ride, Command,  Navigation, 
  Heal, Common Knowledge (any two) 
   
  Talents: Chiarascuro, Intaglio , Dark Lore (Necromancy), Arcane Lore (Any) Lesser 
  Magic (Any four), Linguistics, Seasoned Traveller 
   
  Trappings: 1 magic item, printed book, 1 set Best clothes, 3 potions. Familiar 
   
  Career Entries: Ragazzo 
   
  Career Exits: Maestro, Mercenary, Burgher, Ambassador, Explorer, Scholar, Noble,  
  
  48 
   
   
  Tilean Maestro 
  WS 
   
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10 
  +5 
  +5 
  +5 
  +5 
  +10 
  +30 
  +10 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  +4 
  - 
  - 
  - 
  +6 
  - 
  - 
   
  Skills: Academic Knowledge (Tilean Magick), Channelling, Magic Sense, 
  Perception, Read/Write, Speak Arcane Language (Tilean Magick) Speak Language 
  (Classical),  Academic Knowledge (any), Gossip, Speak Language (Any), Trade,  
  Speak Arcane Language, Secret Language (Any), Ride, Command,  Navigation, 
  Heal, Intimidate +10, Common Knowledge (Any two),  
   
  Talents: Arcane Lore (Any three) Schemer, Suave, Strong minded, Intaglio 
  Trappings: Three Magic items, Grimoire. 2 sets Best quality clothes. 500 GC, 5 
  followers, Familiar, 8 potions 
  Career Entries: Tifosi 
  Career Exits , Ambassador, Explorer, Scholar, Guild Master, Noble Lord, 
  Politician 
   
  Estalian Member 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10 
  +5 
  - 
  +5 
  +15 
  +15 
  +15 
  +20 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  +3 
  - 
  - 
  - 
  +2 
  - 
  - 
   
  Skills: Academic Knowledge (Tilean Magick), Channelling, Magic Sense, 
  Perception, Read/Write, Speak Arcane Language (Tilean Magick) Speak Language 
  (Classical),  Academic Knowledge (any), Gossip, Speak Language (Any), Trade,  
  Speak Arcane Language, Secret Language (Any), Ride, Command,  Navigation, 
  Heal, Intimidate +10, Common Knowledge (Any two), SWG Fencing 
   
  Talents: Arcane Lore (Any three) Schemer, Suave, Strong minded,  
  Trappings: 1 Icon. 1set Good quality clothes. 10 GC, Career Entries:  
  Career Exits , Scholar, Principal, Initiate 
   
  
  49 
   
  Estalian Principal 
  WS 
   
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +20 
  +5 
  +5 
  +5 
  +5 
  +10 
  +30 
  +10 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  +4 
  - 
  - 
  - 
  +4 
  - 
  - 
   
  Skills: Academic Knowledge (Estalian Magick), Channelling, Magic Sense, 
  Perception, Read/Write, Speak Arcane Language (Estalian Magick) Speak 
  Language (Classical),  Academic Knowledge (Theology), Gossip, Speak Language 
  (Any), Trade,Speak Arcane Language, Secret Language (Any), Ride, Command,  
  Navigation, Heal, Intimidate +10, Common Knowledge (Any two), SWG 
  (Parrying) 
   
  Talents: Arcane Lore (Any three) Strong minded,  
  Trappings: 1 Icon, Grimoire. 1 sets Best quality clothes. 100 GC, 5 followers,  
  Career Entries: Member 
  Career Exits , Ambassador, Explorer, Scholar, Initiate, Politician 
  Estalian Director 
  WS 
   
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +30 
  +5 
  +5 
  +5 
  +5 
  +10 
  +30 
  +10 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  +5 
  - 
  - 
  - 
  +6 
  - 
  - 
   
  Skills: Academic Knowledge (Tilean Magick), Academic Knowledge (Theology), 
  Channelling, Magic Sense, Perception, Read/Write, Speak Arcane Language 
  (Estalian Magick) Speak Language (Classical),  Academic Knowledge (any), Gossip, 
  Speak Language (Any),  
  Speak Arcane Language, Secret Language (Any), Ride, Command,  Navigation, 
  Heal, Intimidate +10, Common Knowledge (Any two),  
   
  Talents: Arcane Lore (Any three) Schemer, Suave,  
  Trappings: 1 Magic item, 2 Icons, 2 Grimoires. 2 sets, 2 Holy weapons Best quality 
  clothes. 500 GC, 15 followers,  
  Career Entries: Principal 
  Career Exits , Scholar, Noble Lord, Politician,  
   
   
   
   
  
  50 
   
  Arabyan Vizier 
  WS 
   
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +30 
  +5 
  +5 
  +5 
  +5 
  +20 
  +30 
  +10 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  +5 
  - 
  - 
  - 
  +6 
  - 
  - 
   
  Skills: Academic Knowledge (Arabyan Magick), Channelling+10, Magic Sense, 
  Perception, Read/Write, Speak Arcane Language (Arabyan Magick) Speak 
  Language (Classical),  Academic Knowledge (any), Gossip, Speak Language (Any), 
  Trade, Speak Arcane Language,(any 3) Secret Language (Any), Ride, Command,  
  Navigation, Heal, Intimidate +10, Common Knowledge (Any two),  Heal, Surgery, 
  Intimidate,+10,  Hypnotism, Prepare Poison, Torture, 
   
  Talents: Arcane Lore (Any three), Dark Lore, Frightening, Menacing, Meditation,  
  Schemer, Suave,  
  Trappings: 1 Magic item, (Bound Jinn), 2 Grimoires. 2 sets Best quality clothes,. 
  500 GC, 10 slaves,  
  Career Entries: Any. 
  Career Exits , Scholar, Noble Lord, Politician,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  51 
   
  Sources  
  Lure of the Liche Lord, Aaron Rosenberg 2007 
  Lost in Translation: Where has all the Magic gone?, Alfred Nunez Jnr 
  Lost in Translation:  The return of Elementalism”: Alfred Nunez Jnr 
  Night’s Dark Masters Green Ronin, 2007 
  Dwarfs- Stone and Steel, Alfred Nunez Jnr (WFRP v1) 
  Realms of Sorcery, Black Industries 2005 
  Tome of Salvation, Black Industries 2007 
  Spears of the Maiden (Tilea Sourcebook, Liber Fanatica) 
  Swords of the South (Estalia Sourcebook) 
   
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Kalevala/Sorcerers of the South.pdf