TEXT: Chapter VI of the unoffical Spell Supplement for Warhammer Fantasy Roleplay
  TECLIS CODEX: LIGHT
  TECLIS CODEX: LIGHT
  ADDITIONAL SPELLS AND RULES FOR LIGHT WIZARDS FOR SECOND EDITION WFRP
  ‘…which utilises the Light Wind, called Hysh, whose colour is White, whose Lore is that of Light, whose rune is
  the Serpent of Light, and whose practitioners are called Hierophants.’
  – The Founding of the Eight Orders, Teclis
  By Alexander J Bateman
  Version 1.1
  - 1 -
  LIGHT BATTLE MAGIC
  ‘Those who fear the darkness have never seen what the
  light is capable of’
  – Fredrick von Egloffstein, Admiral Magister
  of the Light College
  While the Bright Order is more acclaimed, and the Jade
  Order has more ancient roots, the Magisters of the Light
  College take pride in being the first College of magic
  established by Teclis in the Empire. The Generals of the
  Empire call upon the ranks of the Light College of Altdorf
  when they expect to a confrontation with significant
  magical opposition. Light Battle Wizards specialise in
  eradicating corruption with the power of Hysh, resulting in
  most of these spells being in common use by the Light
  Order at large.
  The Empire also charges the Light Order with containing
  any evil artefacts captured, be it those of the Undead or
  Chaos. To undertake this, Light Wizards take most Dhar
  suffused items to the Vaults of the Light College in
  Altdorf, or construct custom pyramids over the artefact to
  contain their dread power. This duty occasionally causes
  friction with the High Temple of Sigmar, which also
  undertakes this duty. A tension heightened by the Egrimm
  van Horstmann’s plundering of the Light College’s vaults.
  ELVEN LIGHT MAGES
  ‘Of all the Winds of Magic the Druchii have abandoned,
  Hysh is the most pointless. Suffused deep within the
  ground, it is hard to gather and concerned only with
  manipulating the mud and dirt. How apt our deluded
  brethren should grovel in their towers, singing their
  pathetic psalms to gather it.’
  – Terrixa Annisar, Druchii Sorceress of the
  Dreadblight Coven
  Elven Light Mages have little in common with their
  human peers, and of the original spells formulated by
  Teclis for Volans, only one (Shimmering Cloak) has
  survived into common usage. Elves place much
  emphasis on the Light Winds connection with the earth
  and are powerful geomancers as well as illuminators.
  Many citizens of Ulthuan hold Light Wizards in high
  regard, considering them friendly, kind and generous.
  The principle school of High Elven Light Magic is within
  the pristine marble walls of Tor Elyr, the capital city of the
  Inner Kingdom of Ellyrion. The Light Magi patrol the vast
  golden plains along with High Elf Reavers, using
  geomancy to help farmers and combat any side effects of
  Chaos. Of recent concern is the village of Starbrook,
  within which a corrupted well of Shyish continually raises
  the Raving Dead of Khaine into the kingdom.
  ACOLYTES
  While most Wizards of the Empire and beyond take
  on Apprentices to undertake the more laborious and
  dangerous tasks the practice of magic invariably
  involves, the Light Order instead operates a system
  of Acolytes who accompany true Wizards in small
  numbers, chanting incantations to the draw the Wind
  of Hysh together and gather it for the Magister.
  A Light Wizard accompanied by two such Acolytes
  gains a +10% Bonus to his Channelling Tests to
  gather the Winds of Magic. A Light Wizard
  accompanied by five Acolytes increases this bonus to
  +20% while nine or more Acolytes would provide the
  maximum bonus of +30%. While only the Light Order
  of the Empire routinely uses Acolytes, nothing
  prevents other Races or Orders of Magic doing the
  same. The only restriction is that all Acolytes require
  the same Speak Arcane Language as the Wizard.
  
  - 2 -
  OTHER LIGHT MAGIC
  ‘More than four millennia ago, in ancient Khemri, a
  man was called the Hohenheim of Light. His skills in
  mastering the Wind of Hysh was rivalled by none.’
  – Anya von Hohenheim, Witch Hunter
  and Vampire
  Perhaps due to its diffuse nature, the magic of Hysh has
  always been one of the more difficult for humans to
  comprehend. Aside from the spells of the Elves, much of
  the lore of the Hierophants dates back to the ancient days
  of empire of Nehekhara. Hierophants often dress in the
  fashions of this ancient empire and construct pyramids
  and obelisks of Nehekharan design. Some Light Wizards
  even go so far to journey to the lost Nehekharan cities to
  excavate ancient lore.
  Most Hierophants use extensive religious trappings in
  their spell casting. Among these are the ancient deities of
  Nehekhara, most notably Asaph, Goddess of beauty,
  magic and vengeance and Ptra the Sun God of eternity
  and immortality. These are blended with lore based upon
  the teachings of more familiar deities include Shallya,
  Verena and Myrmidia, all of who emphasise illumination
  and purity. Finally, some other Hierophants call upon the
  personification of Hysh or the mysterious Light God
  Alluminas, whose worshippers gather in Cenobite
  monasteries among the Grey Mountains.
  THE LORE OF LIGHT
  Additional Spells
  ABULLA’S SNARE
  Casting Number: 15
  Casting Time: Full Action
  Duration: 1 Minute
  Range: 18 yards (9 squares)
  Ingredients: Ithilmar Wire (+2)
  Description: A snare of magical energy leaps from your
  extended hand and wraps itself around a single enemy.
  The snare plucks him from the ground and brings him
  back to you, holding him above you in the air. While the
  target is ensnared, it can do nothing and cannot be
  attacked. If you move about, the ensnared character drifts
  along with you. When the spells duration ends or you are
  slain, the target drifts to the ground and is placed
  adjacent to the you, though he may take no action until its
  next turn. You may not ensnare more than one target at
  any given time.
  BANISH FEAR
  Casting Number: 13
  Casting Time: Half Action
  Duration: 1 Round/Magic
  Range: You
  Ingredients: The Heart of a Lion (+2)
  Description: As you pronounce you incantation, a pure
  white light suffuses your heart and pulses over your chest
  like a glowing shield. For the duration of this spell, you
  are immune to both Fear and Terror along with any other
  spells or effects that would cause you to flee.
  Chapter VI of the unoffical Spell Supplement for Warhammer Fantasy Roleplay
  THE STAFF OF MASTERY
  Academic Knowledge: Necromancy
  Powers: Counts as a Quarterstaff; In addition, any
  Spell Caster may use the Staff to deliver Touch
  spells instead of their own hands. Any character
  wielding the Staff of Mastery who has the
  Arcane Lore (Light) Talent or who has obtained
  a spell from that lore through other means (for
  example, using the Witchcraft or Master of Elven
  Magic Talents), gains a +1 Bonus to all their
  Casting Rolls. Finally, the wielder never needs
  any chanting Acolytes to cast a Spell or Ritual,
  even if it would normally require them.
  History: A relic of Khemri, a powerful Hierophant
  named Amon-Shapa the Wise forged this
  ancient staff long before Nagash performed his
  great spell of awakening. Formed from solid
  copper, it focuses and draws the Wind of Hysh
  to power the bearer’s spells.
  THE RUNE OF HYSH
  The ancient symbol of the Light Order is a wheel with
  eight spokes crowned with an upwards pointing
  arrow. The eight spokes of the wheel represent the
  eight Winds of Magic while the rim of the wheel
  symbolises the way in which the Light Wizards
  control and confine the forces of magic so that it
  cannot harm others, while the upwards-pointing arrow
  symbolises their use of magic for the good of all.
  
  - 3 -
  Chapter VI of the unoffical Spell Supplement for Warhammer Fantasy Roleplay
  BARRIER OF LIGHT
  Casting Number: 12
  Casting Time: Full Action
  Duration: 1 Minute (6 Rounds)
  Range: 4 yards (2 squares)
  Ingredients: A Lizard’s Tail (+2)
  Description: A sheet of blinding white light springs up
  in front of you. This barrier of solid life-essence is
  normally 5 yards high and 5 yards wide, but can be
  smaller if the you desire (for example if you wished to use
  it to block up a doorway or other opening). The barrier is
  impassable to everything, including energy attacks, spells
  and Ethereal Creatures (although they may often simply
  pass around the barrier).
  BIND DAEMON
  Casting Number: 12
  Casting Time: Half Action
  Duration: 1 Minute (6 Rounds)
  Range: 24 yards (12 squares)
  Ingredients: A Gold Circlet (+2)
  Description: You entrap a Daemon in a crystal of pure
  Hysh, holding them in complete stasis. The affected
  target Daemon must make a Challenging (-10%) Will
  Power Test or be paralysed and encased in solid crystal.
  This crystal prevents anyone from moving or harming the
  Daemon in any way for the duration of the spell. When
  the duration of spell wears off, the Daemon returns to
  normal, remembering none of the ‘lost’ period. Bind
  Daemon has no effect on non-Daemonic targets.
  CLAW OF APEK
  ‘May Apek take your eyes!’
  - Hierophant Silberius, the Magister
  in the Iron Mask
  Casting Number: 12
  Casting Time: Half Action
  Duration: Instant
  Range: 6 yards (3 squares)
  Ingredients: A Silver-plated Bird’s Talon (+2)
  Description: A huge silvery talon appears in the air
  before you and instantly strikes a foe near you. This is a
  Magic Missile with Damage 5 and the Impact quality.
  CLEANSING FLARE
  Casting Number: 24
  Casting Time: Full Action
  Duration: Instant
  Range: 12 yards (6 squares)
  Ingredients: A silver sculpture of a Hand (+3)
  Description: With a deafening shout, you summon
  shards of pure light from the heart of the sun itself. These
  rain down from the skies into the ranks of the enemies
  around you like arrows from the heavens. All enemies
  within range take a Damage 5 hit. Against Undead and
  Daemons, this hit is Damage 6 and has the Impact
  Quality.
  CONVERSING CANDLE
  Casting Number: 3
  Casting Time: Special
  Duration: Special
  Range: Touch
  Ingredients: A silver Saucer (+1)
  Description: You create a series of sigils of glowing
  light and encode them into a candle you are touching.
  When lit, the candle releases these glowing white sigils,
  writing your message in the air above the flame. The
  message held (and associated Casting Time) can be
  anything up to four hours in length, and recorded in any
  language the caster can write. If someone blows the
  candle out while it is ‘conversing’, the message will
  resume from that point if relit. While Wizards most often
  use this spell as a mere magical curiosity, among the
  Journeymen of the Light Order, rumours persist of a more
  powerful version, capable of rendering candles as spell
  jewels.
  ‘The cult of the false god Alluminas, known to the
  heathen tribes of Khemri as Ptra, studied the Wind
  of Hysh to achieve pure unchanging stasis and
  immortality. When Alluminas failed to answer
  their many prayers, the great master sent the
  almighty Lord of Change Amon’Chakai to walk
  among the heathens with foolish Druchii thralls,
  perverting their desperate dreams with the
  corruption of Hysh known as Necromancy.’ 
  – Mangari the Old, Vampire and priest
  of Tzeentch
  
  - 4 -
  Chapter VI of the unoffical Spell Supplement for Warhammer Fantasy Roleplay
  CREVASSE
  ‘The Master Chanter must take great care, for any
  negative currents of Hysh shake the ground like the
  thumping of an angry Dragon’s tail.’
  – the Book of Masons, Light Order Grimoire 
  Casting Number: 28
  Casting Time: 1 to 10 Half Actions
  Duration: Special
  Range: 48 yards (24 squares)
  Ingredients: An alabaster Dragon Statue (+3)
  Description: You strike your staff on the ground and a
  low rumbling starts, rising to a crescendo as a huge
  crevasse opens in a place of his choice, within 48 yards.
  The crevasse is 3 yards wide, 10 feet deep, and is 1 yard
  long for every Half Action you took to cast the spell.
  Creatures in the area of the crevasse must make an
  Agility Test to leap aside. Anything in the crevasse at the
  beginning of your next turn will suffers a Damage 10 hit
  as the earth snaps shut. Creatures and War Machines
  Damaged by this spell will be buried in the earth and
  need to dig themselves free, while non-reinforced walls
  (Cottages and Sod Houses, but not Castle Walls)
  Damaged by this spell will be breeched.
  DAGGERS OF BANISHMENT
  Casting Number: 23
  Casting Time: Full Action
  Duration: Special
  Range: You
  Ingredients: A miniature Silver Dagger (+3)
  Description: Chanting words of magical power, you
  summon a set of throwing dagger of pure light. You
  summon a number of Daggers equal to your magic
  characteristic and you may throw each of these at any
  time as a ranged attack. Daggers of Banishment hit
  automatically as if they were a Magic Missile with
  Damage 2 and the Precise Quality. In addition, if the
  Dagger inflicts a Wound on an Unliving but animated foe
  (such as Daemons, Undead or animated Constructs) you
  may make a Will Power Test modified by the creature’s
  Slaughter Margin, if you succeed this test the creature is
  automatically Destroyed (Note that creatures with a
  Slaughter Margin of ‘Impossible’ are immune to this
  effect). If not thrown, the Daggers dissolve after a Minute
  has passed.
  DEATHLY SHARDS
  Casting Number: 19
  Casting Time: Full Action
  Duration: Special
  Range: 18 yards (9 squares)
  Ingredients:  A piece of broken Glass (+2)
  Description: A number of small shards of crystal
  energy, equal to your Magic characteristic, fly from your
  arms and strike at one or more opponents in range.
  Deathly Shards are Magic Missiles with Damage 4. In
  addition to the initial damage, for each shard that causes
  at least one Wound the target must make an Average
  Toughness Test or the shard will embed itself into the
  target’s body and work its way slowly through his flesh
  over the next 1d10 days. At the end of this period, the
  shard reach the Target’s heart, tearing to shreds as it
  beats. Characters with the Surgery Talent may make an
  Average Heal Test to cut the shards free, or a Spell
  Caster may remove them with the Dispel Magic spell or
  any form of Magical healing.
  DEFANG THE COBRA
  Casting Number: 17
  Casting Time: Half Action
  Duration: 1 Minute/Magic
  Range: 12 yards (6 squares)
  Ingredients: A Snake’s Fang (+2)
  Description: Gesturing with your thumb and forefinger
  you chant for a few moments, releasing the powerful
  light-energies that empower your magic. For the duration
  of the spell, all living creatures within range are immune
  to the effects of all poisons and venoms.
  ‘While one would expect Hysh to swirl where light
  is common, such as sun lit fields or desert dunes,
  Hysh also saturates the ground, flowing in the
  darkest places among the earth, waiting the call of
  the merest candle or faintest song. Hysh is also the
  cold wind of the north that fights against the
  incursion of Chaos, collecting around icicles and
  snow drifts and easily as it swirls around desert
  pyramids. Hysh is hope, and where ever we may
  wander, our Wind will have proceeded us,
  providing faint light in the dark and cold places of
  the world.’
  - Mathius Warder, Light Magister serving
  at Neuland
  
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  Chapter VI of the unoffical Spell Supplement for Warhammer Fantasy Roleplay
  THE DWELLERS BELOW
  ‘I do not know who or what those that dwell below are,
  although the writings of Lord Teclis assure me they are
  not Daemonic, but rather elemental in nature.’ 
  – Syclus, renowned philosopher and
  Magister of the Light
  Casting Number: 25
  Casting Time: 2 Full Actions
  Duration: 1d10 hours
  Range: 24 yards (12 squares)
  Ingredients: A six-holed Ivory Flute (+3)
  Description: You cause small hummocks form in the
  ground, each containing burrow like holes. From each
  hole pours a horde of tiny, shrivelled, brown-skinned
  creatures. Use the Large Template to represent ‘Those
  who Dwell Below’. All creatures (except you) within the
  area of this spell must make a successful Average
  Strength Test or have the brown creatures capture them
  and drag them below the ground. The Dwellers Below do
  not kill these imprisoned creatures and release them after
  1d10 hours at the point where they were taken from,
  covered in soil, with worms crawling in their hair. No one
  knows where these strange creatures take the captives,
  simply digging to find them never, ever works.
  HANDS OF KARKORA
  Casting Number: 28
  Casting Time: Full Action
  Duration: 1 Round/Magic
  Range: 24 yards (12 squares)
  Ingredients: A Hand formed from silver (+3)
  Description: Disembodied glowing white hands grab at
  the ankles of your foes. Use the Large Template.
  Creatures in the area of the Hands of Karkora may make
  a Dodge Blow Skill Test to avoid the grappling hands, if
  they have the skill. Those affected cannot move and
  suffer a -20% penalty to both Weapon Skill and Ballistic
  Skill.
  LAMP OF LEARNING
  Casting Number: 14
  Casting Time: 1 Minute
  Duration: 1 Hour/Magic
  Range: You
  Ingredients: Pint of Best Craftsmanship Lamp Oil (+2)
  Description: This spell allows you to create a Magical
  Lantern, which shed lights upon a room, illuminating its
  hidden mysteries. The Lantern illuminates the room as
  normal. In addition, by concentrating on the light the
  lantern sheds, the very walls reveal their secrets. You
  may make a Magic Sense Skill Test; if successful, you
  gain knowledge of one ‘secret’ contained within the room.
  This could be a secret door, a cache of hidden treasure or
  even the fact that a murder was committed within the
  walls (although not necessarily who committed it). If the
  secret is complex, the GM may use the degrees of
  success on your Magic Sense Skill Test to determine just
  how much detail you learn.
  THE LIGHT OF BATTLE
  Casting Number: 28
  Casting Time: Full Action
  Duration: Special
  Range: 4 yards (2 squares)
  Ingredients: A Lumen Stone (+3)
  Description: You infuse a single individual with the
  pure energy of Hysh. The individual immediately travels
  2d10 yards in a direction you nominate and continues to
  travel in the same direction each round for the duration of
  the spell. The target passes through obstacles (other
  people, buildings, trees and so on) inflicting a single
  Damage 10 hit. The target must end its move each round
  upon solid ground or some other stable structure, such as
  a building, rocky pinnacle or Spiral Stair. While the target
  is affected, he can do nothing except move in the
  specified direction. Opponents may attack the target of
  this spell, although anyone in close combat with the
  target must make an Agility Test or suffer a Damage 10
  hit before they may strike. At the end of each round, roll a
  single d10. On a roll of a 1 or a 2, the energy of the spell
  dissipates, but causes a single Damage 10 hit on the
  target first. On a result of 3 to 8, the target remains
  energised, and continues to move 2d10 yards in the
  specified direction. On a result of 9 or 10, the spell ends
  safely and the target returns to normal.
  ‘The black of heart cannot bear the light of truth
  and justice.’ 
  – Gurhart Brennend, Battle Wizard of the
  Bright Order
  
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  Chapter VI of the unoffical Spell Supplement for Warhammer Fantasy Roleplay
  MACE OF YEARS
  Casting Number: 18
  Casting Time: Full Action
  Duration: 1 Round/Magic
  Range: You
  Ingredients: An Hourglass (+2)
  Description: Your right hand transforms into a glowing
  mace. It counts as a magical Hand Weapon with the Slow
  Quality and Damage 3. In addition to the damage, any
  living being that is wounded by the Mace of Years must
  make an Agility Test or fall to the ground, where they age
  into an ancient husk and crumble to dust. The dust re-
  gathers into a newborn infant that grows to adulthood,
  ages, dies and continues to be reborn in this way. A victim
  undergoing this horrific process gains an Insanity Point
  and can do nothing else for the remaining Duration of the
  Spell. The caster may extend the duration of the spell
  with a successful Average Will Power Test made each
  round after it expires. Note that a single dispel will not
  only remove the Mace from the caster but also free
  anyone that is currently affected by the spell.
  NET OF AMYNTOK
  Casting Number: 17
  Casting Time: Full Action
  Duration: 1 Round/Magic
  Range: 12 yards (6 squares)
  Ingredients: A Fishing Net (+2)
  Description: Strands of incandescent energy stream
  from your fingertips and weave themselves into glowing
  net. Use the small template. Those affected cannot move
  or cast spells (although note that they may make Attacks,
  Parry and Dodge as normal).
  PHA’S ILLUMINATION
  Casting Number: 23
  Casting Time: Full Action
  Duration: 1 Round/Magic
  Range: You
  Ingredients: A Golden Crook (+3)
  Description: You utter a single word of power and your
  very soul sets light to the air around you, while your fists
  become hammers that harness the power of solar flares.
  For the duration of this spell, your Attacks Characteristic
  becomes 3 and your Strength becomes 50 (unless it is
  already higher). Additionally both your fists count as Hand
  Weapons, and you may not wield any other weapons.
  Finally, anyone using a magical or blessed weapons to
  attack you, including any weapons created by magic,
  loses any benefits that Weapon imparts (so a Sword of
  Rhuin would count as Damage 0 with no Impact Quality
  while it was used to attack you). You may extend the
  duration of the spell with a successful Will Power Test
  made each round after it expires.
  REGENERATION
  Casting Number: 27
  Casting Time: 3 Full Actions
  Duration: Permanent
  Range: Touch
  Ingredients: Bone Marrow from a Stone Troll (+3)
  Description: You chant for a few moments and create a
  solid bar of white bread in you hands. If eaten by the
  target (as a Full Action), the bread will grant the Special
  Ability of ‘Regeneration’ to them for 1 minute (6 rounds).
  At the start of their turn each round, they regenerate 1d10
  Wounds. Wounds caused by fire cannot be regenerated.
  This ability ceases to function if the imbiber dies. If not
  eaten within a week the Bread Spoils becoming inedible,
  and producing many loafs is a sure way to attract the
  attentions of The All-Knowing Serpent.
  ‘I journeyed to the land that is not a land, the
  everlasting desert of night. Here the great Toad
  Lord Solkan had fought with a Vermin Daemon
  named Praznagar and encased him in the Hysh-Ice
  of Alluminas. Zodglister, Gothnail, Ungolore and
  Gabalwitter were banished by my runeblade, and I
  continued through the accursed Paths of the Old
  Ones.’
  - The Journal of the High Elven
  Archmage Tasirion
  ‘Growing within the Forest of Avelorn, on an island
  far across the western sea, the Tree of Learning has
  seven roots of wisdom and seven branches of
  knowledge. Work hard to master the tree, branch
  and root, before you aspire to be called Wizard.’ 
  – Syclus, renowned philosopher and
  Magister of the Light
  
  - 7 -
  Chapter VI of the unoffical Spell Supplement for Warhammer Fantasy Roleplay
  RESTORE LIFE
  ‘One should always ask; is it truly better to enter
  Mórr’s realm that live without an eye or limb?’ 
  – Syclus, renowned philosopher and
  Magister of the Light
  Casting Number: 33
  Casting Time: Full Action
  Duration: Instant
  Range: Touch
  Ingredients: A fossilised Leaf (+3)
  Description: Crumbling white dust over the heart and
  eyes of an injured comrade, you mutter an incantation
  that summons a glow of life-essence that sinks into the
  body of your target. When you cast this spell, you must
  make an Hard (-20%) Intelligence Test. If you are
  successful, your touch heals any Critical Effect other than
  a 4, 9 or 10. If you fail the test, the target immediately
  dies instead, resulting in you gaining d10/2 Insanity
  Points. Restore Life does not raise the dead, and you
  must cast it before the target dies. This spell has no effect
  upon Daemons or the Undead. As this is such an
  awesome conjuration, all Wizards within a 5-mile radius
  are aware of the disturbance in the Aethyr that this spell
  causes.
  THE LORE OF LIGHT
  Light Lore Rituals
  ICEBERG
  Type: Arcane
  Arcane Language: Magick
  Magic: 3
  XP: 300
  Ingredients: The Invocation of Ice inscribed within a
  Tome bound in leather, a crystal flask of Rubbing Alcohol,
  a flawless Diamond.
  Conditions: You must have the Arcane Lore (Light) or
  Witch Lore (Ice) Talent to perform this ritual. In addition,
  you must be within 50 paces of a body of water large
  enough to contain the Iceberg, such as a very wide river
  (the Reik) or the open sea.
  Consequences: If the casting roll fails, shards of ice
  form within your blood resulting in you suffering an
  immediate Damage 10 hit. Additionally, you may not take
  more than a half action per turn for the next hour, at
  which point you thaw.
  Casting Number: 18
  Casting Time:  1 hour
  Description: Your breath chills the air and frost forms
  on your list as you read aloud the Incantation of Ice until
  with a deafening crack an area of water freezes into a
  vast iceberg that moves relentlessly towards an enemy
  ship of your choice (which must be within your line of
  sight). The Iceberg moves at a speed of 1d10 mph
  (determined each hour), or alternatively has a Move of
  1d10 if you operating in combat Rounds. If the GM’s
  deems it appropriate, the Captain of the target vessel
  may attempt to outmanoeuvre the Iceberg, by making a
  Sail (or other appropriate skill depending on the vessel’s
  method of motivation) Skill Check opposed by your
  Channelling Skill. Once the Iceberg catches up to the
  target vessel, it hits it automatically inflicting d10/2
  Damage 25 Hits with the Impact Quality to the vessel’s
  hull. At the end of each hour, there is a 10% chance that
  the Iceberg will melt harmlessly, prematurely ending the
  Ritual. Otherwise, it will continue until the Iceberg strikes
  the target vessel or until it ends automatically upon your
  death.
  Optional Rule
  RESTRICTED HEALING
  As noted in Tomb of Salvation, overuse of healing
  spells can diminish the grim and perilous nature of
  the Warhammer World. Therefore, the Group may
  wish to limit healing spells by using the following
  optional rules from that book.
  Healing spells only heal 1 Wound to Heavily
  Wounded Characters, no matter how many Wounds
  the spell would normally heal. In addition, a Heavily
  Wounded Character may only benefit from one
  Healing Spell per day, no matter how many are cast
  upon him.
  Note that as with all spells, repeatedly casting
  Healing Spells may quickly draw the wrath of Chaos
  Manifestations, most notably for Light Wizards, the
  The All-Knowing Serpent or the Rotwyrms.
  Journeymen Wizards are taught to use magic
  sparingly, and not as a convenient substitute to bed
  rest.
  
  - 8 -
  Chapter VI of the unoffical Spell Supplement for Warhammer Fantasy Roleplay
  ILLUMINATION OF DEATH
  Type: Arcane
  Arcane Language: Magick or High Nehekharan
  Magic: 3
  XP: 300
  Ingredients: an antique Tome, eight Hand Mirrors,
  eight stone Prayer Tablets.
  Conditions: You must have the Arcane Lore (Light)
  Talent to perform this ritual. You also require five Acolytes
  chanting along with you.
  Consequences: If the casting roll fails, you fall into a
  haunting deep slumber for the next hour and gain an
  Insanity point from the terrible dreams you have of past
  events.
  Casting Number: 16
  Casting Time:  1 hour
  Description: As you speak, your words spit and hiss in
  the air before hurtling of to illuminate your target. You
  may select any single house sized structure or vehicle
  that you can see, which shimmers with a pure white light,
  making it and its inhabitants appear spectral in nature for
  the next 4 hours. Any enemy attempting to enter the
  structure in this time must first make a Hard (-20%) Will
  Power Test or cannot do so. In addition, all the
  inhabitants or crew of the structure allied to you cause
  Fear as if they had the Fearsome Trait during the Ritual’s
  duration.
  LIGHT OF LIMBO
  Type: Arcane
  Arcane Language: Magick or High Nehekharan
  Magic: 3
  XP: 300
  Ingredients: A Ship’s Bell wrought of Iron with the
  finger bones of twenty drowned men set within it, eight
  white Candles in alabaster Candlesticks.
  Conditions: You must have the Arcane Lore (Light)
  Talent to perform this ritual. You also require five Acolytes
  chanting along with you.
  Consequences: The offended spirits of lost sailors turn
  upon the caster and affect him with a powerful curse. For
  the next 1d10 days the Light Wizard spends a Fortune
  Point, he must spend an additional Fortune Point to get
  the effects.
  Casting Number: 15
  Casting Time: 3 Hours
  Description: You call upon the spirits of lost sailors to
  gather about you, swathing any ship you can see in a
  cloud of light. The area you affect by this spell must be
  within your unaided line of sight, and can be as small as a
  single room or as large as an entire town. This light
  seriously curtails both visibility and audibility, resulting in
  a -30% penalty to all Perception Tests. This also includes
  any attack made against a target within the effected area,
  resulting in a -30% penalty to hit. Attacks that normally hit
  automatically have an unmodified 30% chance of missing
  instead. Additionally the amount of Hysh this spell
  conjures suppresses and blocks the ability of Wizards to
  see the Winds of Magic, preventing any spell casting from
  within the area. This cloud of light retains its cohesion for
  a number of hours equal to your Magic Characteristic or
  dissipates naturally upon your death. As with many spells
  of the Lore of Light, the origins of this spell lie in Ancient
  Nehekhara, resulting in many Wizards viewing it with
  suspicion.
  VAN HORSTMANN’S SPECULUM
  Academic Knowledge: Magic
  Powers: The wearer of this item may choose to
  ‘swap’ his Weapon Skill, Strength, Toughness,
  Agility and Attacks with any of the foes attacking
  him in melee combat. The wearer must swap
  either all five characteristics or none at all; the
  wearer may not partially swap characteristics.
  The wearer may also not swap characteristics
  gained via this item with another foe; only one
  swap may be active at a time and a swap only
  last for the duration of the combat. Note that this
  Item swaps the Statistics before the application
  of any magical or other augmentations (for
  example, a Best Craftsmanship Weapon’s
  bonus to Weapon Skill).
  History: One of the most potent Artefacts of the
  Empire, this tiny bejewelled mirror is hung on a
  silver chain, to be worn around the neck like a
  medallion. Created by Egrimm van Horstmann
  before his defection to the worship of Tzeentch,
  it has been enchanted with the ability to allow its
  wearer to reflect the fighting abilities of his foes.
  As many warriors wish to avoid wearing an item
  created by one of the Empire’s greatest traitors,
  the Light Order often neglects to disclose this
  item’s exact provenance before lending it.
  
  Chapter VI of the unoffical Spell Supplement for Warhammer Fantasy Roleplay
  - 9 -
  PETRIFY TIMBERS
  Type: Arcane
  Arcane Language: Magick or High Nehekharan
  Magic: 3
  XP: 300
  Ingredients: A Book written in a Dead Language, a
  Staff tipped in a clear Crystal Prism, A Branch made of
  Petrified Wood.
  Conditions: You must have the Arcane Lore (Light)
  Talent to perform this ritual. You also require two Acolytes
  chanting along with you.
  Consequences: Plants manifest around you, covering
  you in foliage that then hardens into a stony coffin. For
  the next hour this impenetrable stone encases you, this
  experience is so traumatic that you gain an Insanity point.
  Casting Number: 15
  Casting Time:  1 hour
  Description: You mutter the words of an ancient spell,
  unleashing beams of light that petrify and warp wooden
  structures. The target wooden structure immediately
  suffers 30 points of damage, ignoring Toughness and
  Armour. Floating structures such as ships or boats also
  capsize and begin to sink unless the ship’s captain
  makes a Sail or Row Test as appropriate. If this ritual is
  cast upon an animated wooden creature (such as a
  Treemen), that creature suffers no Damage but instead
  doubles its Strength and Toughness for the next 1d10
  rounds.
  PRISON OF ICE
  ‘And now you are contained Daemon, free no more to
  travel the Realms of Chaos!’
  - Hierophant Silberius, the Magister in the
  Iron Mask
  Type: Arcane (Although the Cult of Alluminas has access
  to a Divine version of this ritual)
  Arcane Language: Magick
  Magic: 4
  XP: 400
  Ingredients: Four flawless Sapphires, eight alabaster
  Amphorae full of river water, a silver Symbol of a God or
  Goddess with strictures opposed to Chaos.
  Conditions: You must have the Arcane Lore (Light) or
  Witch Lore (Ice) or Divine Lore (Alluminas) Talent to
  perform this ritual. In addition, you must cast this ritual
  within a chamber that you must completely seal at the
  ritual’s end.
  Consequences: If the casting roll fails, the massive
  influx of Hysh causes your flesh to explode from your
  bones, which then disintegrate into a mound of dimly
  glowing dust (unless you have a Fate Point to spend).
  Casting Number: 20
  Casting Time:  8 hours
  Description: As your chant the litany of binding, you
  form a column of sold ice around your target and
  reinforce it with solid life-essence. This column is
  impregnable by anything, be it material or ethereal, or
  even time itself. The target is utterly imprisoned and
  cannot move, cast spells, think, perceive or be harmed or
  affected by anything other than this ritual in any way,
  rather existing in a state of stasis. Spell casters use this
  spell to imprison living creatures, Daemons, the Undead
  and even corrupted items, which the Ritual renders utterly
  inert and non-magical while imprisoned. The target of this
  Ritual must be present in the chamber during the casting,
  but need not be unrestrained or even conscious. The
  ritual lasts until the Chamber is entered, after which the
  Ice melts in 1d10 rounds releasing whatever is
  imprisoned.
  Among the Light Order, rumours persist that not only do
  the vaults contain pillars with all manner of dread
  Daemons and ruinous Artefacts, but also the greatest of
  Battle Magisters, preserved until they are needed to fight
  the Hoards of Chaos.
  THE TOWER OF ISOLATION
  One of the oldest symbols of the Light Order is the
  Tower of Isolation, a slender structure rising from the
  ground, most often shown in front of a waxing
  Mannslieb. The traditions of the Order state that this
  tower is not in fact a physical place, but rather a
  representation of upwards movement, as well as
  intellectual endeavour and the Wizard’s own study.
  Some Magisters of the Light Order dismiss these
  traditions however, and claim that the Tower exists,
  hidden away in a remote part of the world. The most
  robust of these even claim that some Hedge Wizards
  and Elven Magi can access the Tower of Isolation by
  the use of a powerful ritual and that the most powerful
  Artefacts and Grimoires are contained within.
  
  - 10 -
  Chapter VI of the unoffical Spell Supplement for Warhammer Fantasy Roleplay
  INDEX OF LORE OF LIGHT SPELLS
  Abulla’s Snare: Arcane (Light); The Teclis Codex VI
  Amshu’s Blinding Light: alternate Khemri name for ‘Blinding
  Light’
  Banish Fear: Arcane (Light); The Teclis Codex VI
  Banish: Arcane (Light); Core Rulebook p156/Realms of Sorcery
  p156
  Barrier of Light: Arcane (Light); The Teclis Codex VI
  Bind Daemon: Arcane (Light); The Teclis Codex VI
  Blinding Light: Arcane (Light); Core Rulebook p156/Realms of
  Sorcery p156
  Boon of Hysh: Arcane (Light); Realms of Sorcery p156
  Clarity: Arcane (Light); Realms of Sorcery p156
  Claw of Apek, the: Arcane (Light); The Teclis Codex VI
  Cleansing Flare: Arcane (Light); The Teclis Codex VI
  Cleansing Glow: Arcane (Light); Realms of Sorcery p156
  Cloak of Protection: alternate Hedge Wizard name for ‘The
  Shimmering Cloak’
  Conversing Candle: Arcane (Light); The Teclis Codex VI
  Crevasse: Arcane (Light); The Teclis Codex VI
  Cure Blight: Arcane (Life); Core Rulebook p155/Realms of
  Sorcery p153
  Daemonbane: Arcane (Light); Core Rulebook p156/Realms of
  Sorcery p156
  Dagger of Banishment: Arcane (Light); The Teclis Codex VI
  Dazzling Brightness: Arcane (Light); Core Rulebook
  p155/Realms of Sorcery p157
  Deathly Shards: Arcane (Light); The Teclis Codex VI
  Defang the Cobra: Arcane (Light); The Teclis Codex VI
  Dwellers Below, the: Arcane (Light); The Teclis Codex VI
  Escape: alternate Hedge Wizard name for ‘Barrier of Light’
  Eyes of Truth: Arcane (Light); Core Rulebook p156/Realms of
  Sorcery p157
  Hands of Karkora: Arcane (Light); The Teclis Codex VI
  Healing Energy: alternate Khemri name for ‘Healing of Hysh’
  Healing of Hysh: Arcane (Light); Core Rulebook p155/Realms
  of Sorcery p157
  Ill-Bane: Arcane (Light); Realms of Sorcery p157
  Illuminate the Edifice: Arcane (Light); Realms of Sorcery
  p157
  Inspiration: Arcane (Light); Core Rulebook p156/Realms of
  Sorcery p157
  Karu’s Guardian Light: alternate Khemri name for ‘Radiant
  Sentinel’
  Lamp of Learning: Arcane (Light); The Teclis Codex VI
  Light of Battle, the: Arcane (Light); The Teclis Codex VI
  Light of Purity: Arcane (Light); Realms of Sorcery p158
  Light’s Demand: Arcane (Light); Realms of Sorcery p158
  Mace of Years: Arcane (Light); The Teclis Codex VI
  Net of Amyntok: Arcane (Light); The Teclis Codex VI
  Pha’s Illumination: Arcane (Light); The Teclis Codex VI
  Pillar of Radiance: Arcane (Light); Core Rulebook
  p156/Realms of Sorcery p158
  Power of Life: alternate Hedge Wizard name for ‘Healing of
  Hysh’
  Power of Truth, the: Arcane (Light); Realms of Sorcery p158
  Radiant Gaze: Arcane (Light); Core Rulebook p155/Realms of
  Sorcery p158
  Radiant Sentinel: Arcane (Light); Realms of Sorcery p158
  Radiant Weapon: Arcane (Light); Realms of Sorcery p158
  Regeneration: Arcane (Light); The Teclis Codex VI
  Remove Poison: alternate Hedge Wizard name for ‘Defang the
  Cobra’
  Restore Life: Arcane (Light); The Teclis Codex VI
  Shem’s Burning Gaze: alternate Khemri name for ‘Radiant
  Gaze’
  Shimmering Cloak: Arcane (Light); Core Rulebook
  p155/Realms of Sorcery p158
  Sleep of Ages: alternate Light Wizard name for ’Sleep’
  Strength of Life: alternate Hedge Wizard name for ‘Pha’s
  Illumination’
  Ulzah’s Healing Hand: alternate Khemri name for ‘Boon of
  Hysh’
  Urru’s Dazzling Brightness: alternate Khemri name for
  ‘Dazzling Brightness’
  
  - 11 -
  Chapter VI of the unoffical Spell Supplement for Warhammer Fantasy Roleplay
  This document is completely unofficial and in no way endorsed by Games Workshop Limited  or
  Fantasy Flight Games.
  Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the
  Chaos logo, Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop
  logo, Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets,
  Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol device,
  Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch logo, Warhammer, Warhammer World logo,
  White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles,
  locations, units, artifacts, illustrations and images from the Warhammer world are either ®, ™ and/or © Copyright
  Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used
  without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
  – CREDITS –
  Writing and Layout: Alexander J Bateman
  – BIBLIOGRAPHY –
  ‘Warhammer: The Game of Fantasy Battles’ by Alessio Cavatore (2006)
  ‘Warhammer: Tomb Kings’ by Alessio Cavatore, Anthony Reynolds and Gav Thorpe (2002)
  ‘Man O’ War’ by Nigel Stillman, Andy Jones and Bill King (1993)
  ‘Warhammer: Battle Magic’ by Rick Priestly and Andy Chambers (1992)
  ‘Terror in the Dark’ by Graeme Davis and Carl Sargent (1991)
  ‘Colleges of Magic’ in White Dwarf 113 by Bryan Ansell, Rick Priestley and Geoff Lynas
  With additional thanks to the ideas of Royston Crow, Steve Darlington, Foolishboy, Andy Law, Kenneth Madsen,
  PzVIE, Clive Oldfield, T. Jordan ‘Greywolf’ Peacock, Simon Sullivan and Ken Rolston.
  Light Wizard Spell Lists
  Elemental
  Mystical
  Cardinal
  Battle
  Elven
  Hierophant
  Banish
  Boon of Hysh
  Boon of Hysh
  Blinding Light
  Abulla’s Snare
  Banish Fear
  Blinding Light
  Clarity
  Clarity
  Boon of Hysh
  Claw of Apek
  Barrier of Light
  Daemonbane
  Cleansing Glow
  Dazzling Brightness
  Cleansing Flare
  Crevasse
  Blinding Light
  Dazzling Brightness
  Ill-Bane
  Eyes of Truth
  Dazzling Brightness
  Deathly Shards
  Daggers of Banishment
  Eyes of Truth
  Illuminate the Edifice
  Inspiration
  Healing of Hysh
  Hands of Karkora
  Defang the Cobra
  Healing of Hysh
  Light of Purity
  Light of Purity
  Pha’s Illumination
  Mace of Years
  Healing of Hysh
  Inspiration
  Light’s Demand
  Pillar of Radiance
  Pillar of Radiance
  Net of Amyntok
  Lamp of Learning
  Pillar of Radiance
  Power of Truth
  Power of Truth
  Radiant Gaze
  The Dwellers Below
  Regeneration
  Radiant Gaze
  Radiant Sentinel
  Radiant Weapon
  Radiant Sentinel
  The Light of Battle
  Restore Life
  Shimmering Cloak
  Radiant Weapon
  Shimmering Cloak
  Shimmering Cloak
  Shimmering Cloak
  Shimmering Cloak
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/By Jadrax/Teclis Codex 6 - Light 1-1.pdf