TEXT:  
  The Return of Elementalism  
  - 1 - 
   By Alfred Nuñez, Jr. 
   
   
   
   
   
  Lost in Translation: 
  The Return of Elementalism 
   
  By Alfred Nuñez Jr. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Obligatory Copyright Statement 
   
  The Lost in Translation (LiT) series is intended to be a completely unofficial addition to Warhammer 
  Fantasy RolePlay owned by Games Workshop (GW).  All relevant trademarks and copyrights are used 
  without permission and in no way meant to challenge ownership to them by GW.  LiT fully recognises 
  said copyright and trademark ownership.  Where possible, LiT conforms to the 'official' nature of the 
  Warhammer World, and does so with the full acknowledgement of the intellectual ownership and legal 
  copyright ownership of that material. 
  
   
  The Return of Elementalism  
  - 2 - 
   By Alfred Nuñez, Jr. 
   
  Introduction 
   
   
  Elementalism was one of the six disciplines of 
  sorcerous magic in the 1st edition Warhammer 
  Fantasy Roleplay (WFRP1e).  As its name 
  suggests, the practitioners of this mystical art 
  were adept at manipulating the four natural 
  elements of the world to create various magical 
  effects.  Such manipulation made the 
  Elementalists wizards who were more at home in 
  the rural and wilderness areas of the Empire and 
  Old World. 
  Elementalism, like all sorcery, long existed with 
  Humanity.  The earliest recorded mention of 
  Magic as an acceptable part of the Empire dates 
  to 100 I.C.  Middenheim then was considered the 
  centre of wizardry in the Empire (Middenheim: 
  City of Chaos, page 6).  The only historical 
  reference to any action against sorcery in 
  WFRP1e takes place in 1983 I.C. when the 
  growing numbers of Daemonologists and 
  Necromancers led to the outbreak of the 
  Wizard’s War (Middenheim: City of Chaos, 
  page 7; Marienburg: Sold down the River, 
  page 21; and Dwarfs: Stone and Steel, page 
  109). 
  With the release of the 2nd edition (WFRP2e) 
  and its version of Realms of Sorcery (RoS2e), 
  Black Industries and Green Ronin have cast the 
  magic system entirely in terms of the Colour 
  Magic, which was introduced in Warhammer 
  Fantasy Battle 4th edition (WFB4e) and refined 
  in WFB6e.  Sorcery outside the Colour system, 
  such as Elementalism and Illusionism, was 
  demoted to Hedgewizardry.  
  In addition, WFRP2e also accepted the WFB6 
  view that magic in the Empire was persecuted 
  throughout most of its history until the Great 
  War Against Chaos (2302 I.C.).  The explanation 
  provided in RoS2e describes how the Dwarf 
  distrust of magic influenced the Empire from the 
  time of Sigmar.  This, of course, assumes that 
  other Human lands have had little impact on 
  Imperial society and attitudes. 
  After witnessing the power of sorcery in the 
  Great War first hand, Emperor Magnus the Pious 
  invited Teclis to teach Humanity sorcerous 
  magic.  The Elven Archmage said that the mind 
  of would-be human sorcerers could not 
  comprehend the complexity of the Chaos-based 
  magic practiced by the Elves.  So he broke up 
  High Magic into its eight components (colours) 
  and made each its own discipline.  Teclis then 
  taught a different type of colour magic to each of 
  eight separate groups of apprentices, in theory 
  matching the personality traits of each to the 
  appropriate colour. 
  Using the background first developed for the 
  Mordheim skirmish game, WFRP2e assumed 
  Hedgewizardry had been around for most of 
  Imperial history (over 2,300 years at least), with 
  its wayward practitioners hunted down by the 
  ubiquitous Witch Hunters.  That position was 
  modified in RoS2e where Hedgewizardry 
  became defined as a catchall phrase used by the 
  Magisters of the Colour Colleges to lump 
  together all other forms of “misguided” and 
  “dangerous” sorcery (page 125). 
  The purpose of this article is to re-introduce 
  Elementalism into the world of WFRP2e and 
  provide a historical context that brings more 
  depth and complexity to sorcery in the Empire as 
  well as the Old World.  After all, if sorcery is 
  truly the product of Chaos, then there is no 
  reason to believe that a single theory of magic 
  can encompass all the possibilities that Chaos 
  brings.  Given this starting point, the material in 
  this article casts the information provided in 
  WFRP2e and RoS2e in an entirely different 
  light
  .
  
   
  The Return of Elementalism  
  - 3 - 
   By Alfred Nuñez, Jr. 
  “Why would you want to meet in this dreadful tavern?  Erich, it's in the middle of nowhere, the ale is one 
  step above piss and the peasants smell.” 
  “I wanted someplace safe as well as away from the Witch-Hunters and their spies.  Gretchen, I’ve learned 
  something in my wandering.  Something not taught at the Celestial College in Altdorf.” 
  “What are you talking about?” 
  “Magic,” whispered Erich.  “I’ve discovered something about the nature of magic which differs from the 
  Masters' teachings.  There’s a form of magic that has existed since before Sigmar's time.   It’s called 
  Elementalism” 
  “Nonsense,” Gretchen scoffed.  “Every wizard worthy of their studies knows that Sorcery – other than 
  Hedgewizardry, Daemonology, and Necromancy – did not exist in the Empire before the coming of Teclis.  
  The Elf Mage from Ulthuan taught the first Magisters the true nature of Magic in this world.  This 
  ‘Elementalism’ is nothing more than a number of Hedgewizards coming together to feed their respective 
  delusions of grandeur.” 
  “Did it never occur to you that the quality of Colour Magic is unambiguous and dependable? What we were 
  taught is inherently inconsistent with the nature of Chaos from which all magic sprang!  Tell me, why are not 
  the other forms of Sorcery in the world – especially Runic Magic – so much different?” 
  “You’re scaring me. What are you getting at?” 
  “Namely this: I came across a wise, old man living near an eastern Talabecland village.  I could sense his 
  magical ability and he mine.  I mistook him for a Hedgewizard, as you suggest, though he lived about a mile 
  or so from the village.  We talked for hours about my magical lore and the magic theories I was taught.  
  When I finished, the old gent smiled.  He told me there exists a magic, older than that taught by Teclis, 
  rooted in the natural world rather than the winds of Chaos.  I laughed at what I took to be his ignorance until 
  he showed me his power.  It was as if his spells weren’t bound to one lore as we are,” Erich explained. 
  “Go on,” Gretchen urged. 
  “The old wizard – he styled himself an “Elementalist” – worked strange magic that we might associate with 
  the Amber, Bright, Celestial, and Jade colleges.  Yet, his magic was different and felt old.  Very old,” Erich 
  said in wonderment, lost for the moment in memory of what he had seen. 
  Gretchen studied her friend for several moments, her concern evident.  “Be very careful, Erich.  The insight 
  you have gained is very dangerous to those in Altdorf who believe themselves to be the heirs of Teclis’ 
  knowledge.  They will not hesitate to silence you by any means necessary.  Go now, and never turn back.  I 
  pray to Verena and Mórr that your newfound understanding does not kill you.” 
  Erich looked at Gretchen, his eyes saddened by the realisation she was right and that he would never see her 
  again.  He stood up quietly and walked out the door as Gretchen suggested.  She sighed in relief when the 
  door closed behind her friend and former confidant. 
  Just then, a movement from the corner of her eye caught Gretchen’s attention.  A man dressed in black 
  silently rose from his spot, quickly downed his pint, and stepped quickly after Erich.  Cursing herself for 
  allowing the stranger to escape her notice, the Celestial wizard knew that her life had changed for the worse.  
  Once the stranger overcame Erich, Gretchen knew it would be only a matter of time before others of his ilk 
  came for her.  It was, after all, common knowledge that the Masters of the Colour Colleges in Altdorf would 
  stop at nothing to protect their privileged status. 
  She had never killed before, but now necessity demanded it.  Gretchen knew once it started, there would be 
  no end…
   
  
   
  The Return of Elementalism  
  - 4 - 
   By Alfred Nuñez, Jr. 
  History 
  Ancient Verenan tomes record that sorcery in the 
  Old World existed long before the arrival of 
  Teclis and the other Elven mages in 2302 I.C.  
  There is no record of how different aspects of 
  “Hedgewizardry” came into their own, but it is 
  believed that Elementalism is one of the most 
  ancient forms of magic practiced by Humanity. 
  Unproven theories abound, however, among 
  scholars and academics who study such matters.  
  The most common is that Necromancy (and its 
  kin, Daemonology) arose sometime before the 
  birth of Sigmar, most likely among Arabian 
  mystics escaping the turmoil of ancient 
  Nehekhara.  Another type of magic is believed to 
  have come about as a result of independent 
  Verenan scholars exploring ancient Elven ruins 
  in Tilea.  Their study was codified and became 
  the Study of Sorcerous Arts, which came into the 
  Empire during the first millennium as Battle 
  Magic (more of this form of magic will be 
  covered in a forthcoming Lost in Translation 
  article). 
  In contrast to other forms of sorcery, 
  Elementalism is more attuned in the natural 
  world and is believed to have developed from the 
  Old Faith centuries before the birth of Sigmar.  
  Some argue that the roots of Elementalism can 
  be found among Dwarfen runecraft, others claim 
  that its antecedents come from Elvish sorcery.  
  Elementalists dispute such claims as utter 
  nonsense, and dismiss any attempts to uncover 
  the origins of their craft as a waste of time. 
  While Battle Wizardry enjoyed noble patronage 
  and grew rich throughout the first millennium 
  Empire, the Elementalists continued to ply their 
  skills in rural villages and the remote reaches of 
  the Empire far from the urban centres.  Their 
  relative isolation saved the majority of 
  Elementalists from the fatal attention Emperor 
  Boris Goldgatherer paid to their sorcerous 
  brethren.  Lusting for money, the Emperor 
  needed little urging from the Empire’s religious 
  leaders to denounce sorcery as heresy, execute 
  whatever practitioners he could find, and seize 
  their considerable wealth for his own coffers.  A 
  small number of Elementalists also met their fate 
  at the hands of the Witch Hunters, but many 
  were able to evade detection long enough for the 
  Black Plague to sweep away the Emperor and his 
  greedy henchmen. 
  The Empire enjoyed a brief revival under 
  Emperor Mandred, but his horrendous murder 
  threw the land into turmoil, ushering in the Age 
  of Wars.  It was during this time (1260-1280 
  I.C.) that Gunthar the Wise, a rather eccentric 
  Elementalist even by their standards, developed 
  his theory of Elementalism.  The premises 
  underlying of Alchemy heavily influenced this 
  concept.  Many Elementalists dismissed 
  Gunthar’s notions, but this strange character 
  gained a large enough following that he was able 
  to convince the Elector in Nuln to allow him to 
  open the Elementalist Guild. 
  It is believed that the Nuln Elector agreed to the 
  establishment of this sorcerous school in order to 
  maintain his rivalry with Middenheim.  The 
  Wizards’ and Alchemists’ Guild of Middenheim 
  was the first school of its kind in the entire 
  Empire and was already a thousand years old 
  when the Elementalist Guild opened its doors. 
  For centuries, Gunthar’s legacy was the public 
  face of Elementalism.  Those outside the school 
  couldn’t care less about such matters and, if they 
  gave some thought to it, would give thanks for 
  this small favour.  Shortly after Empress 
  Magritta’s ascension forced the Grand 
  Theogonist to abolish the Electoral College, an 
  incident in Middenheim triggered the eight years 
  long Wizard’s War.  
  The action of Emperor Boris against wizards 
  paled when compared to the violent suppression 
  of sorcery that lasted from 1983 to 1991 I.C.  
  Countless wizards were tracked down and 
  slaughtered on nothing more than a suspicion 
  that they were practicing dark magic.  Those who 
  fled the carnage found new identities and careers 
  far away from the places they called home in the 
  hope of escaping the relentless Witch Hunters.  
  News and rumour spread quickly and a number 
  of Elementalists and other wizards were able to 
  find refuge in remote areas.
  
   
  The Return of Elementalism  
  - 5 - 
   By Alfred Nuñez, Jr. 
  A knock on the partition caused the panel to slide back, the face on the other side still obscured by the heavy 
  screen and the darkness of the room.  “Are you Joachim Anders?” inquired the gravelled voice behind the 
  screen. 
  “Yes,” replied the man from Altdorf.  “I understand you know something about the knowledge I seek?” 
  “Indeed.  Word has it that you wished to learn something about the origins of Elementalism?  The coins you 
  left at the drop site indicate that you consider such knowledge valuable.” 
  “Very.  I’ve learnt from a Verenan scholar that there is a theory that this form of… Hedgewizardry might 
  have some connection with the Runic Magic of Dwarfs.” 
  The voice on the other side of the screen waited for a few moments before replying, “Would you be 
  surprised if it were true?” 
  “Yes, I would.  From what I’ve divined, Elementalism is a sorcerous art of sorts and the Dwarfs do not have 
  the aptitude for such… activities.” 
  “Not all Dwarfs are incapable of using magic as many scholars believe.  In fact, the view that the Dwarfs 
  found some way to bind the Winds of Magic through use of runes is quite contrary to the nature of magic 
  Teclis taught the Magisters of the Altdorf Colleges.   The effects of Runic Magic bear no resemblance to 
  neither the magic wielded by the Magisters nor that by the Elf mages.” 
  Shocked, Joachim nearly shouted at the Dwarf, “What do you know about what is taught at the Colour 
  Colleges?” 
  “Peace,” replied the gruff voice.  “Like you, I am a seeker of knowledge.  If what I have to tell you causes 
  you grief…” 
  “My apologies,” Joachim said contritely.  “I shall endeavour to hear you out and not offend.” 
  “No offence taken.  Allow me to continue.  During the Greenskin Invasion, the Dwarfs – contrary to 
  common knowledge – were desperate to throw back the invaders.  Given to the Dwarfs by their Ancestor 
  Gods, Grungni and Thungni, Runic Magic gets its strength from ambient magic of the world, not from the 
  stuff swirling from the collapsed Chaos Gates.  More experimental in those by-gone years, a number of 
  Runesmiths experimented with tapping into the Earth Magic directly, without use of runes.  These were the 
  first Dwarf Elementalists.” 
  “No, that can’t be true.  The teaching of Teclis…” 
  The gruff voice interrupted, “… only pertains to the Elvish magic he taught.  Did it ever occur to anyone at 
  the Colour Colleges that the only Magic for which the Dwarfen race has no aptitude is Elvish magic?  
  Granted, the Dwarfs are not a race given to such arts, but it would be foolish to believe that any Dwarf would 
  hold back from doing what he could to defeat his enemies.” 
  “Enough of this!  I, Joachim Anders, Magister of the Light College would know the identity of him with 
  whom I am speaking!  Let the Light…” 
  A large explosion and a shot of pain to his right side caught Joachim by surprise.  As he looked down, the 
  Light Magister could see the smoking barrel of a pistol protruding from an opening in the wall beneath the 
  fake panel that now slid close.  The leakage of blood from his abdomen told Joachim all he needed to know 
  about his own fate.  Even through the screams and commotion from other panicked patrons in the Tavern of 
  the Rat and Pigeon, Joachim could hear the closing of a trapdoor on the other side of the wall.  In his dying 
  thoughts he wondered what his peers would think of his pathetic end in a Nuln dive…
  
   
  The Return of Elementalism  
  - 6 - 
   By Alfred Nuñez, Jr. 
  As in the earlier persecution, much of the 
  knowledge of sorcery was forever lost as a result 
  of this war against wizards.  The cult of Verena 
  scrambled to find all it could of the wizard’s 
  books and scrolls to place in its secret libraries, 
  before the other cults of the Empire could burn 
  them.  Imperial history was re-written to a large 
  extent in order to expunge all references to 
  sorcery and its role in serving the Empire in its 
  glorious past. 
  When Magnus called forth the power of the 
  Empire to fight against the Chaos incursion of 
  2302 I.C., many of the Elementalists did not step 
  forward, unlike the ill-prepared and self-taught 
  Hedgewizards did.  The Elementalists fought 
  Chaos on their own terms, a secret war that was 
  as vicious and unyielding as any fought by the 
  Imperial army.  None of these Elementalists 
  were willing to fight in the open and expose 
  themselves for fear that the state cults and 
  Witch-Hunters would turn on them after the war. 
  Safe in their anonymity, the Elementalists 
  missed an opportunity for official sanction when 
  Emperor Magnus requested the services of Teclis 
  – the High Elf Mage whose sorcery contributed 
  to the victory of the Empire – to train the most 
  talented Hedgewizards in the land Colour Magic.  
  On the other hand, the lack of such status and the 
  constraints that came with it granted the 
  Elementalists the ability to determine their own 
  destiny.  Their only concern was the unwanted 
  attention of the Witch-Hunters roaming the land 
  searching for un-sanctioned wizards. 
  During the reign of Dieter IV, the Elementalist 
  Amadeus Junkers petitioned the Emperor to 
  grant him and his followers the right to re-open 
  the Elementalist Guildhouse in Nuln.  Amadeus 
  was the leader of the small “Modernist” 
  movement who sought official sanction for their 
  craft.   Once a considerable donation was made 
  to the Imperial coffers, the Modernists were 
  granted their charter, much to the chagrin of the 
  wizards in Altdorf.  Amadeus renamed the 
  building as the Eldritch College in the hope of 
  placing Elementalism on par with the Colour 
  Colleges in Altdorf as well as the Wizards’ 
  Guilds in places such as Middenheim.   
  Unfortunately, Amadeus Junkers’ ambitions 
  were short-lived. Emperor Dieter was forced 
  from the Imperial throne in disgrace following 
  the secession of the Barony of Westerland and 
  the city of Marienburg.  The new Emperor, 
  Wilhelm II of the Reikland, abolished the 
  Eldritch College by Imperial decree (and with 
  the consent of the Nuln Elector) in exchange for 
  certain concessions from the Colour Colleges. 
  Sidebar: Rejection of Teclis’ Magic 
  Students of Imperial History have been taught that when Emperor Magnus the Pious invited Teclis to open the 
  Colleges of Magic, the Archmage sought out the most gifted Hedgewizards to train as the first Imperial wizards.  
  These individuals later assumed the grand title of “Magister” to elevate themselves above the maligned 
  Hedgewizards of the hinterlands. 
  There are rumours told in the eastern and southern Empire that Teclis first sought out the Elementalists whose 
  little-known efforts against Chaos were so effective at protecting much of the Imperial frontier.  The conclave of 
  Elementalists he approached had been warned there were consequences to not joining Teclis.  Some wore masks 
  and many others adopted aliases.  At the meeting, they told Teclis the magic he proposed teaching Humans was 
  certainly an easier road to great sorcerous power than Elementalism, but also much more dangerous to the would-
  be practitioner of Colour Magic.  The Elementalists offered to teach Teclis their form of sorcery so he could 
  compare the two methods for himself. 
  Full of Elven pride, Teclis rejected their offer.  He boasted there was nothing these petty wizards could teach 
  him about sorcery.  He had the ear of the Emperor and would do everything necessary to ensure that those he 
  taught were considered the premiere sorcerers of the land.  Not trusting the Elf, the Elementalists took their 
  leave. 
  Their caution saved the Elementalists. Within hours of his return to Altdorf, Teclis had convinced Emperor 
  Magnus to issue a decree.  The Magisters trained by Teclis would be the only sanctioned practitioners of 
  sorcery.  Magnus directed the Witch-Hunters to protect the Empire from any wizard whose methods were other 
  than those employed at the Colour Colleges. Teclis then provided the names of the Elementalists who rejected 
  his offer as possible rogue wizards and enemies of the Empire.  By the time the Witch-Hunters arrived at the 
  meeting location, however, the Elementalists’ trail had grown cold. 
  
   
  The Return of Elementalism  
  - 7 - 
   By Alfred Nuñez, Jr. 
  Elementalists 
  The role of Elementalists in Imperial society is a 
  vital one, despite the need for caution and 
  discretion.  Unlike the Colour Wizards in 
  Altdorf, there is no single, definitive organisation 
  – college or guild – to represent the interests of 
  the majority of Elementalists. 
  Many prefer to live apart from the urban centres 
  and nearer to the rural communities.  Not many 
  Elementalists are found in the villages where the 
  majority of other types of Hedgewizards reside.  
  The practitioners of the Elemental Arts prefer to 
  live outside the prying eyes of the villagers, but 
  near enough to obtain provisions and news.  This 
  allows the Elementalist and nearby village some 
  degree of safety from one another.  The village 
  gains from the arrangement as they can 
  reasonably expect that the Elementalist to come to 
  their aid should something dire threaten them.  In 
  return, the Elementalist can generally count on the 
  villagers to provide provisions (at a reduced cost 
  or through barter) and warn of nosy outsiders.  
  A number of local nobility – particularly in the 
  eastern and southern areas of the Empire– have 
  an Elementalist as a member of their courts since 
  it is far easier and cheaper to obtain their services 
  than petition the powerful Masters in Altdorf to 
  send one of theirs.  One of the advantages for the 
  noble is that he may be reasonably assured that 
  the Elementalist’s loyalties are not secretly given 
  to the Magisters, rather than his noble patron. 
  Elementalists are also generally less inclined 
  than Magisters to pursue their own agendas for 
  self-advancement.  Word of the political 
  manoeuvrings of the Magisters in Altdorf 
  (RoS2e, page 29) has been shared among the 
  nobility across the Empire with growing alarm.  
  This, coupled with the fact that the Masters of the 
  Colour Colleges are likely to demand some sort of 
  compensation or concession, has made having 
  someone like an Elementalist more desirable. 
  Elementalists are also found in other lands of the 
  Old World, far from the continuing attempts by 
  the Magisters in Altdorf to silence them and 
  suppress their knowledge.  A number of 
  Elementalists can be found in the rural areas of 
  the Border Princes, Tilea, Estalia, and even 
  Bretonnia.  There are reports that a few even live 
  in Kislev, though some believe that this is 
  nothing more than confusing Elementalists with 
  practitioners of Ice Magic.   
  This reality also makes laws involving 
  sanctioned magic and its use by licensed 
  Magisters more difficult to enforce in practice 
  than in theory.  Many people – including the 
  hierarchy of the Imperial cults – resent the 
  manner in which the Magisters flaunt their role 
  as “saviours of the Empire,” particularly after the 
  events known as the Storm of Chaos.  In that 
  war, many innocent people and soldiers 
  defending their lands and realm lost their lives, 
  while the losses of the Colour Colleges seem to 
  pale in comparison.  Thus, the Magisters’ blatant 
  efforts to advance their political goals since the 
  war has galled the powerful in many parts of the 
  Empire and a number now seek to limit the 
  Magisters’ powers by means legal and otherwise. 
   
  Looking for a Mentor 
  Characters wishing to pursue a career as an 
  Elementalist must first start by finding one who 
  will take them on as an apprentice.  This could 
  be rather tricky as Elementalists are usually wary 
  of strangers and rarely advertise their vocation 
  openly (most Elementalists generally select 
  apprentices from among the children of the local 
  villagers or peasantry).  Characters must also be 
  careful lest the Elementalist mistake them for 
  agents of the Magisters in Altdorf (including 
  certain orders of Witch-Hunters).  Such an error 
  in judgement could well lead to the severe injury 
  or even the character’s death. 
  To find a willing Elementalist, a character should 
  conduct their search in the small settlements at 
  the remote reaches of the Empire – generally in 
  the northern forests or the eastern and southern 
  borderlands – far from the urban centres where 
  the sanctioned wizards and official cults reside.  
  Characters should be very discreet with their 
  inquiries.  If word reaches an Elementalist that 
  someone in the village is asking questions, the  
  
   
  The Return of Elementalism  
  - 8 - 
   By Alfred Nuñez, Jr. 
  wizard may assume that a Witch-Hunter has 
  tracked her down and could slip away without 
  bidding fond farewells in order to move to 
  another, safer locale.  Some may prefer to meet 
  the suspected Witch-Hunters on grounds of their 
  choosing. 
  One method for the character is to find someone 
  who knows the Elementalist and first win his 
  trust.  This may take some time and effort with 
  the character having to prove their honesty and 
  intentions.  Once trust has been established, the 
  go-between will arrange for a meeting with the 
  Elementalist, preferably in a place familiar and 
  safe for her.  Once the meeting has been set, it is 
  up to the character to convince the Elementalist 
  of his worthiness to be her apprentice. 
   
  Sidebar: The Reach of Imperial Law 
  The text of RoS2e gives the impression that the Emperor’s decrees and Imperial Law are enforced 
  uniformly throughout the Empire.  While in theory this quaint notion may be true, the facts of life are 
  otherwise. 
  Despite the theory that the Emperor is the supreme ruler of the Empire, Sigmar’s Heirs is clear that 
  rarely does a strong-willed Elector get elevated by his peers to the Imperial throne (page 23).  In 
  practice, the Emperor is at best “first among equals.”  Yet, even that phrase is most often misleading 
  since few Emperors in Imperial history have been able to establish themselves as even the most 
  powerful Elector of their time.  In fact, Magnus the Pious was the first Emperor since Sigismund the 
  Conqueror of the 6th century to command unswerving loyalty from the other Electors.  Not even Karl-
  Franz has approached that stature. 
  Imperial Law requires that the Prime Estates approve any Edict promulgated by the Emperor or his 
  Council (SH, page 24-25) before it becomes the Law of the Land.  Members of this august body are 
  chosen by their Elector Count and represent their liege lord first and foremost.  Thus, many of the 
  Imperial Laws passed are so qualified and hedged in the arcane language of lawyers that enforcement 
  is often at the whim of the individual Electors. 
  It is then fair to say that the Edicts of the Emperor are not uniformly enforced outside the borders of 
  the Reikland.  Even in his role as the Grand Prince of the Reikland, Emperor Karl-Franz has difficulty 
  getting his more powerful and headstrong vassals (such as Graf Sigismund von Jungfreud of 
  Ubersreik, Margrave Reinhardt von Mackensen of Helmgart, and Graf Wilhelm von Saponatheim of 
  Bögenhafen) to enforce laws that infringe upon their self-interest. 
   
  Careers 
   
  Elementalists follow the same career progression 
  as Colour Wizards with some exceptions.  In 
  order make life simpler for the GM and would-
  be Elementalist player, the following are 
  presented for completeness sake: 
   
  Elementalist Apprentice 
  Unlike Colour wizards, Elementalists learn 
  their craft from their Masters during a long 
  and dangerous apprenticeship.  By becoming 
  apprentices, aspiring Elementalists find 
  themselves working many arduous hours at 
  menial tasks in exchange for lodging and, on 
  occasion, magical instructions.  They also 
  must avoid detection from zealous Witch-
  Hunters and agents of the Colour Colleges 
  in Altdorf.  Many apprentices tire of 
  fetching water, scrubbing floors, carrying 
  
   
  The Return of Elementalism  
  - 9 - 
   By Alfred Nuñez, Jr. 
  heavy loads and being treating as little more 
  than indentured servants.  These leave to try 
  to find another master or find some career 
  that is safer.  In some cases, a former 
  apprentice decides to try their luck in the 
  wider, dangerous world. 
   
   
  Elementalist Apprentic Advance Scheme:
  Main Profile 
  WS BS S T 
  Ag 
  Int 
  WP 
  Fel 
   
   
   
   
  +5% +10% +15% +5 % 
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M Mag IP FP 
   
  +2 
   
   
   
  +1 
   
   
   
  Skills: Academic Knowledge (Magic), 
  Channelling (Elemental Magic), Magical Sense, 
  Outdoor Survival, Read/Write, Search, Speak 
  Arcane Language (Elemental Magick)  
   
  Talents: Aethyric Attunement (Elemental Magic) 
  or Fast Hands, Petty Magic (Elemental- up to 
  four), Rover or Very Resilient 
   
  Trappings: Quarter Staff, Backpack, Leather 
  Flask 
   
  Career Entries: Alchemist Apprentice [to be 
  described in a forthcoming article], Apprentice 
  Wizard, Hedge Wizard, Peasant, Scribe, Student 
   
  Career Exits: Alchemist Apprentice, Apprentice 
  Wizard, Elementalist, Initiate (of Taal), Scholar 
   
  Note: Dwarfs may enter this career, but they are 
  limited to earth- and fire-based spells.
   
   
  Elementalist 
  Having completed their apprenticeship, 
  Elementalists leave their former Masters to 
  wander the wilderness and parts of the Old 
  World not frequented by the Colour Magisters 
  and their agents.  Many look for a place to settle 
  down in rural or uninhabited areas to further 
  their studies while others seek out 
  Daemonologists and Necromancers to destroy.
   
  Elementalist Advance Scheme: 
  Main Profile 
  WS BS S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5% +5% - +5% +10% +20% +25% +10% 
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M Mag IP FP 
  - 
  +3 
  - 
  - 
  - 
  +2 
  - 
  - 
   
  Skills: Academic Knowledge (Elemental Magic), 
  Academic Knowledge (any one), Channelling, 
  Charm or Intimidate, Common Knowledge (any 
  two), Gossip, Magical Sense, Read/Write, Ride 
  or Swim, Speak Arcane Language (Elemental 
  Magick), Speak Language (any two) 
  Talents: Aethyric Attunement (Elemental Magic) 
  or Acute Hearing, Elemental Magic (any two), 
  Fast Hands or Very Resilient, Heal or Mighty 
  Missile, Meditation or Orientation 
   
  Trappings: Quarter Staff, Healing Poultice 
   
  Career Entries: Elementalist Apprentice 
   
  Career Exits: Alchemist [to be described in a 
  forthcoming article], Charlatan, Master 
  Elementalist, Scholar 
   
  
   
  The Return of Elementalism  
  - 10 - 
   By Alfred Nuñez, Jr. 
  Master Elementalist 
   
  Master Elementalists are practitioners who have 
  risen to the top of their craft. They often seek 
  apprentices to train, while keeping vigilant 
  against the enemies of their kind, whether 
  demented Dark Magic spellcasters or narrow-
  minded Magisters from Altdorf.  Some Master 
  Elementalists even succeed at become 
  respectable members of a local noble’s court. 
   
  Master Elementalist Advance Scheme:
  Main Profile 
  WS 
  BS S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10% +10% - +10% +15% +30% +35% +15% 
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M Mag IP FP 
  - 
  +4 
  - 
  - 
  - 
  +3 
  - 
  - 
   
  Skills: Academic Knowledge (Elemental Magic), 
  Academic Knowledge (any two), Channelling, 
  Charm or Intimidate, Common Knowledge (any 
  two), Gossip, Magical Sense, Read/Write, Ride 
  or Swim, Speak Arcane Language (Arcane Old 
  Faith), Speak Arcane Language (Elemental 
  Magick), Speak Language (any three) 
  Talents: Aethyric Attunement (Elemental Magic) 
  or Acute Hearing, Elemental Magic, Fast Hands 
  or Very Resilient, Heal or Mighty Missile, 
  Meditation or Orientation 
   
  Trappings: Quarter Staff, Healing Poultice, 
  Antitoxin Kit 
   
  Career Entries: Elementalist 
   
  Career Exits: Alchemist, Elemental Sage, 
  Scholar
   
   
  Elemental Sage
  Elemental Sages are the most powerful and 
  eccentric of their kind and many have retired to 
  their rural homes to further their studies and live 
  out their lives in peace.  Or so they hope.  
  Because of their skill and knowledge, Elemental 
  Sages have many enemies who seek their 
  destruction.  Their recourse is to erect many 
  defences to protect themselves, even though 
  some innocents seeking the Elemental Sage’s 
  wisdom may meet a fatal end.
   
  Elemental Sage Advance Scheme:
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int WP Fel 
  +15% +15% +5% +15% +20% +35% +40% +20% 
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M Mag IP FP 
  - 
  +5 
  - 
  - 
  - 
  +4 
  - 
  - 
   
  Skills: Academic Knowledge (Elemental Magic), 
  Academic Knowledge (any three), Channelling, 
  Charm or Intimidate, Common Knowledge (any 
  three), Magical Sense, Read/Write, Speak 
  Arcane Language (Arcane Old Faith), Speak 
  Arcane Language (Elemental Magick), Speak 
  Language (any four) 
   
  Talents: Aethyric Attunement (Elemental Magic) 
  or Acute Hearing, Elemental Magic, Fast Hands 
  or Hardy, Heal or Mighty Missile, Meditation or 
  Orientation 
   
  Trappings: Quarter Staff, Healing Poultice, 
  Antitoxin Kit 
   
  Career Entries: Master Elementalist 
   
  Career Exits: Alchemist
  
   
  The Return of Elementalism  
  - 11 - 
   By Alfred Nuñez, Jr. 
  Sidebar: The Dwarf Clan of Nornharaz 
  Traditional Dwarf society organizes its member clans by craftguilds (D:SaS, pages 17-19).  The small 
  craftguild of Runesmiths is actually made up of a single clan who claim descent from Grungni, the 
  chief Ancestor God, through his son Thungni.  Thus, all Runesmiths across the various Dwarfholds 
  and settlements (including a few Expatriates) are related to one another. 
  During the genocidal wars against the greenskins and the Skaven, survival itself required the Dwarfs 
  had to radically change their approach to warfare.  The Dwarfs gave up the massive pike formations 
  that allowed them to prevail on the surface of the world in order to perfect fighting in the close quarters 
  of the world beneath the mountains. Similarly, a small number of Karak Eight Peak Runesmiths keenly 
  attuned to Rune Magic laboured to channel this type of earthen magic through themselves. 
  Working in secret, these Runesmiths uncovered a ritual that allowed them to inscribe a special rune 
  onto their own flesh.  The process required that they heat a long metal stylus as the instrument of 
  inscription in a searing stream of lava before cutting the symbol into their skin.  These Dwarfs required 
  several weeks to recover from the unimaginable pain of the ritual.  When they gained their strength 
  (though not all of their senses), the former Runesmiths found themselves able to wield magic effects 
  similar to the earth- and fire-based Elemental spells. 
  The Clan of Nornharaz, as these Dwarf Elementalists styled themselves, fought with distinction against 
  the Shamans of the Orcs and Goblins and the Skaven Grey Seers.  Karak Eight Peaks was able to hold 
  out for a thousand years, but in the end, the presence of the Dwarf wizards alongside the other 
  defenders was not enough to prevent the Dwarfhold’s fall. 
  The remnants of the Nornharaz clan attempted to find refuge at other Dwarfholds, but their suspicious 
  brethren turned them away.  Even resident Runesmiths, who were related to the Nornharaz, would not 
  speak out for them.  The clan, whose members now have a birthmark that includes some part of the 
  ancient rune of spellcrafting signifying their talent, were no longer welcome in the Dwarfholds of 
  Karaz Ankor.  The clan dispersed with a number finding shelter among the Dwarfs of the Vaults, 
  Black and Grey Mountains.  Others preferred to make a life among Humanity, where they came in 
  contact with those who had similar abilities to weave Elemental spells. 
  The dispersed Nornharaz clan still exists today, though many have hidden themselves by taking other 
  livelihoods such as blacksmith, stonemason, and any other occupation that allows them to practice 
  their true craft without calling attention to themselves.  Many have thus escaped the attention of the 
  Witch-Hunters and the agents of the Colour Colleges (the latter of which do not even know of the 
  Dwarf clan’s existence).  Due to their affinity to Elemental Magic of Earth and Fire, the Nornharaz 
  have lost the resistance to magic normal to other Dwarfs.  
   
  Skills 
  Magical Sense 
  Known as Witchsight, the manner in which this 
  skill operates differs depending upon the type of 
  magic to which a wizard is attune.  Colour 
  Magisters are able to perceive the various colours 
  that Chaos magic diffuses when outside the Chaos 
  Wastes.  This ability to discern Chaos Magic 
  “blinds” the Magister to other types of magic, 
  especially much of those utilised by Elementalists.  
  The only exception is spells based on the fire 
  element, which Magisters often confuse with 
  Asquy.  Since magic based on the other elements 
  do not directly correlate with the colours as taught 
  by Teclis, Magisters are not able to “see” the 
  magic being channelled through they can “feel” 
  the existence, but not the nature, of magic. 
  Likewise, Elementalists cannot perceive the 
  Chaos magic used by Magisters by “sight.”  
  They do perceive the existence of magic as the 
  skill suggests through intuition, but Elementalists 
  can only discern the nature of their own magical 
  source. 
  
   
  The Return of Elementalism  
  - 12 - 
   By Alfred Nuñez, Jr. 
  Talents 
   
  Aethyric Attunement (Elemental Magic)
  This talent differs from that which is detailed 
  on page 96 of WFRP2e in that the individual 
  with this talent can only detect Elemental 
  Magic and not the Winds of Magic perceived 
  by Magisters.  By the same reasoning, 
  Magisters cannot perceive Elemental Magic, 
  which further explains why the Colour Colleges 
  have blindly accepted the teachings of Teclis 
  regarding the nature of magic. 
   
   
   
  Elemental Magic 
   
  Elemental Magic has a number of elements 
  common with other forms of sorcery: the 
  acquisition of spells through rigorous study; the 
  requisite skills to utilise, rather than be 
  consumed by, magic; and the ability to wield a 
  powerful and mysterious force that both awes 
  and invokes fear in the common folk.  The 
  talents needed by characters to wield such 
  sorcery are “Elemental Magic” and “Petty 
  (Elemental) Magic.” 
  Elementalism differs from Colour Magic in that 
  it does not quite fit into the theory of magic 
  taught to the Human wizards by Teclis.  In this 
  regard, Elementalism is not much different than 
  Dwarf Rune Magic and Orcish Magic (despite 
  what is taught at the Colour Colleges). 
  A Elementalist can learn as many Petty spells as 
  he chooses.  These do not count against the 
  maximum number a Elementalist can know (see 
  below). 
   
  Petty Elemental 
  As with other wizard apprentices, those learning 
  at the feet of their respective Masters must wait 
  for the day when the Elementalist decides that 
  they are ready to learn one or two low-level 
  spells.  Once this day arrives, the would-be 
  Elementalist has taken her first steps towards a 
  career more dangerous than rewarding. 
  In theory, an Apprentice is allowed to leave his 
  Master’s oversight for a limited time once he 
  masters four petty spells.  Of course, this being 
  Warhammer, the conditions under which an 
  Apprentice leaves his Master are generally less 
  than ideal.  The GM should determine the 
  number of petty spells (not to exceed four) that 
  the Apprentice knows before the character sets 
  out into the cruel world. 
  Should the Apprentice wish to gain new petty 
  spells, he must return to his Master (unless 
  circumstances prevent this, in which case he 
  may have to search for a new Master).  The 
  Apprentice must practice for four weeks and, at 
  the end of that time, take an Int+20% test (each 
  additional week increases the modifier by a 
  cumulative +10% to a maximum of +40%).  
  Should the test be successful, the character can 
  purchase one Petty (Elemental) Magic talent for 
  that petty spell at the cost of 50 ep.  If the test is 
  failed, the character did not learn the spell 
  properly and must wait until they have become 
  an Elementalist to try again. 
   
   
  Petty Elemental Spell List 
   
  Dampen (Water) 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: A drop of water (+1) 
  Description: The Elementalist is able to dampen 
  a 16-foot square area within 10 yards of his for 
  1D10 rounds.  The moisture is enough to cause 
  stone floor to become slippery (requiring an 
  Ag test to avoid slipping if pursuing or fleeing) 
  or the ink on a parchment to run. 
   
   
  
   
  The Return of Elementalism  
  - 13 - 
   By Alfred Nuñez, Jr. 
  Detect Foul Air (Air) 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: A fan (+1) 
  Description: Once cast, the Elementalist is able to 
  perceive foul air within 10 yards along her line 
  of sight (even if she cannot be beyond a light 
  source such as a torch) for 1D10 rounds.  This 
  is particularly handy in dark places where 
  methane and other such dangerous gases 
  collect.  In addition, the Elementalist can 
  detect poisonous gases even if some (such as 
  carbon monoxide) are otherwise odourless. 
   
   
  Glowing Light (Fire) 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: Piece of flint (+1) 
  Description: Similar to the Arcane Petty Spell 
  of the same name (WFRP2e, page 146).  
  The Elementalist causes any item in her 
  grasp to glow with the light of a lantern for 
  up to two hours.  The spell ends sooner if the 
  Elementalist releases the item. 
   
   
  Gust (Air) 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: A feather or leaf (+1) 
  Description: Similar to the Hedgewizard Petty 
  Spell of the same name (WFRP2e, page 
  147).  An Elementalist is able to cause an 
  instant gust of wind that is strong enough to 
  scatter paper or blow out a candle within a 10-
  yard range. 
   
  Magic Flame (Fire) 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: Piece of Charcoal or wood chip (+1) 
  Description: Similar to the Hedgewizard Petty 
  Spell of the same name (WFRP2e, page 
  147).  Elementalist brings forth a flame of 
  any colour the caster chooses in his open 
  palm.  The spell remains active until either 
  the Elementalist closes his hand or casts 
  another spell.  The flame can be used to light 
  torches or set thatch aflame, but is too small 
  to cause damage in combat. 
   
   
  Pebbles (Earth) 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: Three pebbles (+1) 
  Description: With this spell, the Elementalist is 
  able to multiply the number of pebbles she 
  tosses from her hand twenty-fold.  The 
  pebbles do little harm if tossed at an 
  opponent (1W irrespective of opponent’s 
  TB), but are more effective if tossed at the 
  feet of a pursuing or fleeing opponent.  The 
  opponent would need to pass an Ag test to 
  avoid slipping on the loose pebbles. 
   
   
  Protection from Rain (Water) 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: Feather from a waterfowl (+1) 
  Description: Similar to the Hedgewizard Petty 
  Spell of the same name (WFRP2e, page 
  147).  By utilising this spell, the Elementalist 
  can protect himself from precipitation of any 
  kind for up to one hour. 
   
   
  Candlelight (Fire) 
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: A candle (+1) 
  Description: The Elementalist may light up to 
  six candles, lanterns, or torches within 10 
  yards of him.  Once lit, these sources of 
  illumination will burn normally. 
   
  Detect Treacherous Ground (Earth) 
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: Small stone (+1) 
  Description: Once cast, the Elementalist is able to 
  perceive treacherous ground within 10 yards 
  along his line of sight (even if he cannot be 
  beyond a light source such as a torch) for 
  1D10 rounds.  This is particularly handy in 
  places where thick mud and quicksand might 
  not otherwise be seen.  Moreover, the 
  Elementalist can detect camouflaged traps 
  such as pitfalls and loose stones that could 
  trigger a trap when depressed. 
  
   
  The Return of Elementalism  
  - 14 - 
   By Alfred Nuñez, Jr. 
  Earthear (Earth) 
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: None 
  Description: The Elementalist is able to put her 
  ear to the ground or stone and hear the 
  sounds of objects moving within 50 yards for 
  1D10 rounds.  The Elementalists will not be 
  able to determine what creature is moving 
  other than its general size (man-size, larger 
  than man-size, smaller than man-size, huge), 
  number or creatures and direction of 
  movement (towards, away, to the right, etc.).  
   
   
  Float (Air) 
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: A feather (+1) 
  Description: An Elementalist is able to float up 
  to 12 feet above the ground for 1D5 rounds 
  (half a D10 result rounded up).  The 
  Elementalist will not be able to propel 
  himself without help (such as someone 
  guiding him with a rope tied to his ankle). 
   
   
  Land Gently (Air) 
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: A piece of down (+1) 
  Description: This spell allows an Elementalist to 
  step off a height of up to 15 feet and land on 
  a solid surface as if she was stepping off a 
  one-foot high step. 
   
  Hide Tracks (Earth) 
  Casting Number: 5 
  Casting Time: Half Action 
  Ingredient: Flat stone (+1) 
  Description: With this spell, the point at which 
  the Elementalist touches the ground hardens 
  long enough for the wizard to pass without 
  leaving a track.  The effects of the spell 
  lasts 10 rounds and even allows the 
  Elementalist cross mud flats and soggy 
  ground that is more ground than water (the 
  GM must rule decide whether a particular 
  stretch of marshland or bog qualifies as 
  such). 
   
  Marsh Lights (Fire) 
  Casting Number: 6 
  Casting Time: Full Action 
  Ingredient: A firefly (+1) 
  Description: Similar to the Arcane Petty Spell 
  of the same name (WFRP2e, page 146).  
  The Elementalist creates a number of lights 
  that gives the appearance the distant torches 
  or lanterns within 100 yards of her.  The 
  Elementalist can set the lights to head off in 
  any direction though these typically follow 
  corridors or paths at whatever speed she 
  chooses (from a slow walk to a quick pace).  
  The effects of the spell lasts an hour, if not 
  ended by the Elementalist beforehand, at 
  which time the lights fades out. 
   
   
  Reflecting Pool (Water) 
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: None 
  Description: Through use of this spell on a still 
  body of water (puddle, pond, or small lake), 
  an Elementalist can see in the pool a 
  reflection of any creature or character that 
  passed within 6 feet of this spot  in the past 
  two hours.  The reflection will give no 
  indication of the time of the occurrence or 
  any other information. 
   
   
  Swim (Water) 
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: Tuft of hair from an otter, fisher, or 
  beaver (+1) 
  Description: This spell not only allows the 
  Elementalist to swim for 10 rounds as if born 
  to it, but also keeps her and her possessions 
  dry.  The Elementalist will still have to deal 
  with such things as currents and submerged 
  obstacles when crossing rivers and other 
  bodies of water. 
   
   
   
   
   
   
  
   
  The Return of Elementalism  
  - 15 - 
   By Alfred Nuñez, Jr. 
   
   
  Elemental Spells 
  There are several ways for an Elementalist 
  character to gain a new spell.  The one most 
  commonly used involves finding another 
  Elementalist who knows the spell being sought 
  and come to an arrangement in order to learn that 
  spell.  The time involved is roughly eight weeks 
  of uninterrupted study and, at the end of that 
  time, requires the character to pass an Int+10% 
  test (each additional month increases the 
  modifier by a cumulative +10% to a maximum 
  of +40%).  Should the test be successful, the 
  character can purchase one Elemental Magic 
  talent for that spell at the cost of 100 ep.  If the 
  test is failed, the character did not learn the spell 
  properly and must another Elementalist to be 
  their mentor. 
   
  Another means of learning the spell is to find a 
  tome or a set of parchments detailing the spell in 
  Arcane Language (Elementalism).  The 
  Elementalist character must spend three months 
  of continuous study and practice to hone their 
  skill and knowledge.  At the conclusion of this 
  time, the character must pass an Int test.  Each 
  additional month of study and practice increases 
  the modifier by a cumulative +10% to a 
  maximum of +40%.  Should the test be 
  successful, the character can purchase one 
  Sorcerous Lore (Elementalist) talent for that 
  spell at the cost of 100 ep.  If the test is failed, 
  the character did not learn the spell properly and 
  must find another means to learn this spell. 
   
  There is also an upper to the number of spells an 
  Elementalist can know.  The number can be 
  calculated by multiplying one tenth of an 
  Elementalist’s Int characteristic (as a real 
  number, rounded down) and multiply it by the 
  Elementalist’s Mag characteristic.  For example, 
  a Master Elementalist with an Int of 66% can 
  know as many as 18 spells (6.6 rounded down to 
  6, which multiplied by 3 yields the 
  aforementioned result). 
   
  The higher cost of obtaining Elemental spells is 
  offset by the fact that the Elementalist needs only 
  to test on the “Elemental Fury” table below 
  rather than various “Tzeentch’s Curse” tables 
  (WFRP2e, page 143 or RoS2e, pages 179-181) 
  whenever they roll doubles, triples, or 
  quadruples on their casting roll.  For each triple 
  rolled by the Elementalist, a modifier of +10% is 
  added to their roll on the table below.  A 
  quadruple adds a +20% modifier.  Elementalists 
  are still penalised with an Automatic Failure 
  whenever they roll a 1 on all the dice in their 
  casting roll (WFRP2e, page 142).
   
   
   
   
  
   
  The Return of Elementalism  
  - 16 - 
   By Alfred Nuñez, Jr. 
  Elemental Fury Table 
  D100 Roll Effect 
  01-10 
  The ingredient used to cast the spell becomes mysteriously inert.  The spell’s effects will 
  still take place only if the Elementalist’s casting roll would have exceeded the casting 
  number without the use of the ingredient. 
  11-16 
  The Elementalist’s nose begins to bleed and continues to do so for 1D10 unless the 
  Elementalist successfully passes a T test. 
  17-23 
  A weird warm wind blows in the vicinity of the Elementalist (within 15 yards) for 1D10 
  rounds, kicking up dirt, water, or any other nearby surface material.  
  24-30 
  The Elementalist breaks out in a cold sweat for 1D10 rounds. 
  31-36 
  An uncontrollable twitch occurs at a random part of the Elementalist’s body for 1D10 rounds. 
  37-42 
  The Elementalist suffers from bloating, cramps, and uncontrollable flatulence for 1D10 
  rounds.  During this time, the Elementalist must successfully test against their WP-5% to 
  cast a spell. 
  43-48 
  A sharp jolt of pain causes the Elementalist to drop anything held in his hands unless he 
  passes an Ag–10% test. 
  49-54 
  The Elementalist suffers from an excruciating headache and nosebleed for one round, 
  causing him to lose 1 W irrespective of TB. 
  55-60 
  Drawing on Elemental Magic, the Elementalist loses control after casting the spell.  His 
  Mag characteristic is reduced by 1 for the next 1D10 minutes. 
  61-65 
  The Elementalist is covered in hives for the next 2D10 rounds as if suffering from an 
  allergic reaction.  During this time, the Elementalist must successfully test against their 
  WP-10% to cast a spell. 
  66-70 
  After successfully casting his spell, the Elementalist is overcome with fatigue.  For the 
  next 1D10 rounds, the Elementalist must pass both a T-5% and a WP-10% to cast a spell. 
  71-75 
  The Elementalist is stunned for one round after casting the spell.  He may do nothing for 
  that time and counts as a prone target. 
  76-80 
  The Elementalist is overcome by an uncontrollable urge to laugh hysterically for the 1D10 
  rounds.  He is unable to do anything during this time other then defend himself using 
  mundane means (parrying with a sword or running away from danger), all the while 
  laughing like a madman. 
  81-85 
  The Elementalist becomes suddenly and extremely agitated for 1D10+5 rounds, thereby 
  losing –15% to both his Int and WP for the duration.  In addition, the Elementalist must 
  test against his reduced WP in order to cast a spell. 
  86-90 
  Overwhelm by melancholia, the miserable Elementalist loudly cries for the next 2D10 
  rounds.  He will have to pass a WP-15% test in order to gather himself long enough to 
  cast a spell during this time. 
  91-95 
  The Elementalist is wracked with pain after casting his spell and loses 1D10 W 
  irrespective of TB. 
  96-99 
  The Elementalist has a disturbing vision that stuns him for 1D10 rounds.  In addition, the 
  Elementalist receives a number of W equal to his TB and is rendered as a prone target.  
  Once recovered, the Elementalist may not cast another spell for four hours. 
  00 
  The Elementalist’s spell is tainted by the local Winds of Chaos and the effects can be 
  determined by a roll on the Major Chaos Manifestation table (WFRP2e, page 143 or 
  RoS2e, page 180) 
  
   
  The Return of Elementalism  
  - 17 - 
   By Alfred Nuñez, Jr. 
  Specialization
  One major difference between Colour and 
  Elemental Magic is that the nature of the latter 
  is not so onerous on the Human psyche that it 
  requires rigid specialization.  If she chooses to 
  do so, a character limiting themselves to one 
  form of Elemental Magic gains a +1 on their 
  casting roll to represent such specialization.  
  This modifier is only good so long as the 
  Elementalist specialises in one Element, such 
  as Water.  
   
   
  Elemental Spell List 
   
  Blinding Flash (Fire) 
  Casting Number: 7 
  Casting Time: Half Action 
  Ingredient: A sliver of brimstone (+1) 
  Description: The effect of this spell 
  temporarily blinds all creatures within 12 
  yards of the Elementalist immediately and 
  lasts one round.  Blinded characters may 
  still move, but slowly and in a random 
  direction.  They also cannot shoot, fight, or 
  use magic for that round. 
   
   
  Assault of Stone (Earth) 
  Casting Number: 8 
  Casting Time: Half Action 
  Ingredient: Handful of Pebbles (+1) 
  Description: The Elementalist causes an assault 
  of stones to burst upon an individual or 
  group within 50 yards.  This is a magic 
  missile attack, and causes one automatic 
  SB4 hit on up to 1D10 individuals (if cast 
  into a group). 
   
   
  Cloak of Air (Air) 
  Casting Number: 8 
  Casting Time: Half Action 
  Ingredient: Dragonfly wing (+1) 
  Description: Though use of this spell, the 
  Elementalist surrounds herself with a field 
  of thickly packed air that protects her from 
  ranged non-magical attacks such as arrows 
  or bolts, reducing their respective SB to 0.  
  Cloak of air lasts a number of minutes equal 
  to the Elementalist’s Mag characteristic. 
   
   
  Cloud of Smoke (Fire) 
  Casting Number: 8 
  Casting Time: Full Action 
  Ingredient: An oil-soaked rag (+1) 
  Description: The Elementalist creates a 6-yard 
  radius cloud of smoke centred on any 
  point (even on a character), which lasts 
  1D10+3 rounds and then disperses.  The 
  cloud remains stationary throughout the 
  spell’s duration and those within its 
  confines cannot see out of or through it.  
  Likewise those outside of the cloud 
  cannot see in or past it.  Characters or 
  creatures inside the cloud can only move 
  at Hampered speed or wander about 
  randomly. 
   
   
  Create Spring (Water) 
  Casting Number: 8 
  Casting Time: Two rounds 
  Ingredient: A freshwater pearl (+1) 
  Description: By touching the point where it 
  is intended to appear, an Elementalist 
  can create a spring where one did not 
  exist before.  Fresh and clean water 
  bubble up from the earth, no matter what 
  the terrain.  The water will run downhill 
  or into pools if created in a dip or 
  hollow.  It flows at a rate of 10 
  pints/round and lasts for 1D10 hours 
  before drying up.  Any water created will 
  last beyond the ending of the spell until 
  it naturally dries out. 
   
   
  
   
  The Return of Elementalism  
  - 18 - 
   By Alfred Nuñez, Jr. 
  Find Mineral (Earth) 
  Casting Number: 9 
  Casting Time: Two rounds 
  Ingredient: A small miner’s pick (+1) 
  Description: The spell allows the Elemetalist to 
  determine the direction and approximate 
  distance of the nearest specified mineral 
  within 200 yards for 1D10 rounds.  The 
  mineral type can be any naturally occurring 
  rock type, such as granite, iron ore or gold.  
  As the Elementalist travels towards the spot 
  he needs to make Int test every round to 
  judge when the site is reached. 
   
   
  Breathe Underwater (Water) 
  Casting Number: 10 
  Casting Time: Full Action 
  Ingredient: Fish eggs (+1) 
  Description: Through touch, the Elementalist 
  may place this spell of another character or 
  herself.  The spell allows the recipient to 
  breathe in any environment – thin or poisonous 
  atmosphere, under water, or in a vacuum.  The 
  spell lasts until dawn of the next day. 
   
   
  Fire Ball (Fire) 
  Casting Number: 12 
  Casting Time: Half Action 
  Ingredient: A ball of sulphur (+2) 
  Description: Similar to the Lore of Fire Spell of 
  the same name (WFRP2e, page 152).  The 
  Elementalist can hurl a number of fireballs 
  equal to his Mag characteristic at one or 
  more enemies within 50 yards.  This is a 
  magic missile attack with a SB3. 
   
   
  Flight (Air) 
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: Wing feather of a bird of prey (+2) 
  Description: With this spell, the Elementalist is 
  capable of flight for 1D10 rounds and 
  reaching a distance of 50 yards per round.  At 
  the end of the spell, the Elementalist drifts to 
  the ground rather than crash.  This spell only 
  works if the Elementalist is carrying half her 
  allowed encumbrance.  For example, an 
  Elementalist with a Strength characteristic 
  of 35% can fly if she is carrying 175 points 
  of encumbrance (Sx5) or less.  
  Walk on Water (Water) 
  Casting Number: 13 
  Casting Time: Full Action 
  Ingredient: A water beetle (+1) 
  Description: The effect of this spell allows the 
  Elementalist to walk on water as soon as he 
  steps onto the water and lasts until he steps 
  onto dry land.  In effect, the Elementalist can 
  cross marshes, pools and so on without 
  difficulty. 
   
   
  Burning Head (Fire) 
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: Rag dipped in lamp oil (+1) 
  Description: A fireball with the appearance of a 
  flaming head manifests before the 
  Elementalist.  It then shoots forward burning 
  a trail of fiery destruction in its path as it 
  laughs maniacally.  The burning head flies in 
  a straight line for 50 yards, causing 1D5 
  (1D10/2) hits at SB4 of flaming damage to 
  anything it hits.  Flammable targets (such as 
  mummies and treemen) suffer an additional 
  1D10 Wounds.  Any character suffering 1 or 
  more Wounds must make a Fear test or flee.  
  Burning head is a magic missile attack. 
   
   
  Meld into Stone (Earth) 
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: Fistful of stone dust 
  Description: This spell allows the Elementalist 
  the ability to meld herself into stone objects 
  (including most tunnel walls).  The 
  Elementalist can even use the spell to pass 
  through stone objects at her Hampered rate.  
  The effects of the spell lasts 1D10+4 rounds. 
  Should the Elementalist be in a stone object 
  at the spell’s expiration, she is ejected from 
  the stone at the point she entered. 
   
   
  Wind Blast (Air) 
  Casting Number: 14 
  Casting Time: Half Action 
  Ingredient: An animal bladder 
  Description: Similar to the Lore of the Heavens 
  Spell of the same name (WFRP2e, page 
  153).  The Elementalist causes a blast of 
  wind that can be aimed at a single character 
  or group within 50 yards, knocking those so 
  
   
  The Return of Elementalism  
  - 19 - 
   By Alfred Nuñez, Jr. 
  targeted immediately off balance for the 
  number of rounds equal to her Mag 
  characteristic.  Victims cannot fire missiles 
  and can only move at Hampered rate if a S 
  test was passed.  Melee combat when 
  engulfed by Wind Blast is with a modifier of 
  –20 to WS. 
   
   
  Extinguish Fire (Water) 
  Casting Number: 15 
  Casting Time: Full Action 
  Ingredient: A drop of water (+1) 
  Description: The Elementalist is able to 
  instantly put out fires – whether a section of 
  a building or a burning character – within 
  200 yards. 
   
   
  Icy Ground (Water) 
  Casting Number: 15 
  Casting Time: Full Action 
  Ingredient: A drop of water (+1) 
  Description: Using this spell, an Elementalist 
  can cause a patch of ground (up to 10 by 10 
  yards) within 25 yards to be covered by a 
  thin layer of ice.  Those who fail to pass an 
  Ag test while crossing it will slip and fall.  A 
  falling character must pass a second Ag test 
  to avoid dropping any hand-held object..  In 
  addition, the character must spend the whole 
  next round regaining their feet and count as 
  prone until they do so.  They character can 
  do nothing else during this time.  Any 
  vegetation in the area will be withered by the 
  heavy frost. 
   
   
  Move Object (Air) 
  Casting Number: 15 
  Casting Time: Full Action 
  Ingredient: A feather (+1) 
  Description: Calling forth aerial drafts, the 
  Elementalist is able to instantly open or slam 
  unlocked doors shut within 25 yards.  In 
  addition, she can move any unsecured 
  lightweight item of 10 encumbrance points or 
  less a distance of up to 15 yards. 
   
  Cause Fire (Fire) 
  Casting Number: 16 
  Casting Time: Full Action 
  Ingredient: Flint and steel (+1) 
  Description: The Elementalist can cause one 
  source of flammable material within 50 yards 
  to instantly burst into flames, taking 
  1D10+10 Wounds.  This spell can also be 
  cast on flammable creatures such as 
  mummies and treemen.  In this case, such 
  intended victims are allows a WP test to 
  resist the spell’s effects.  
   
   
  Navigate Underground (Earth) 
  Casting Number: 16 
  Casting Time: Full Action 
  Ingredient: A lump of iron ore (+1) 
  Description: In casting this spell, the 
  Elementalist can determine the quickest route 
  out of any natural or construct underground 
  system of passages and caverns.  This spell 
  doesn’t provide the direction of the exit, but 
  rather allows the Elementalist to accurately 
  chose which passage to take when entering a 
  junction so long as the exit is within 1 mile 
  of where the spell was originally cast.  The 
  spell lasts 24 hours. 
   
   
  Part Water (Water) 
  Casting Number: 16 
  Casting Time: 2 rounds 
  Ingredient: A small wooden paddle (+2) 
  Description: Through the use of this spell, the 
  Elementalist can instantly part any river or 
  body of water up to 8 yards width within 50 
  yards, thereby allowing her and her 
  companions to cross it on foot.  The water 
  remains parted for 1D10+4 minutes or until 
  the Elementalist ends it. 
  Creatures caught by the collapsing wall of 
  water rushing to fill the gap must 
  successfully make an Ag test of be swept 
  away 1D10 x 10 yards downstream, suffering 
  1D10 Wounds from buffeting (modified by 
  TB, irrespective of armour).  Characters 
  wearing metal armour or unable to Swim will 
  begin to drown in a number of rounds equal 
  to their TB.  After this, Characters lose 2 
  Wounds per round and die once they reach 0 
  Wounds. 
  
   
  The Return of Elementalism  
  - 20 - 
   By Alfred Nuñez, Jr. 
  Shards of Air (Air) 
  Casting Number: 16 
  Casting Time: Half Action 
  Ingredient: The sting of a bee or wasp (+1) 
  Description: The Elementalist shoots shards of 
  magical energy up to 50 yards, embedding in 
  the first character or group in its path causing 
  1D10+2 hits at SB4.  Shards of air is a magic 
  missile attack. 
   
   
  Summon Elemental Sprite 
  Casting Number: 16 
  Casting Time: 5 minutes 
  Ingredient: The wing of a bat for an air 
  elemental, claws of a badger for an earth 
  elemental, heart of a fire newt for a fire 
  elemental, or pelt of an otter for a water 
  elemental (+1) 
  Description: The casting time of this spell does 
  not include the time to properly prepare a 
  protective pentagram, which usually takes 
  about 15 minutes and protects the 
  Elementalist (and any companion within) 
  should she fail to control the summoned 
  Elemental Sprite. 
  Once the casting is complete, the Elemental 
  Sprite in one of the following desired forms 
  (based on the ingredient used) appears within 
  6 yards of the Elementalist and outside the 
  pentagram: 
   
  Air 
  Crow, Dust Devil 
  Earth 
  Badger, Wolverine 
  Fire 
  Fire Newt, Wildfire 
  Water 
  Octopus, Otter 
   
  The Elementalist must then attempt to 
  control the Elemental Sprite by making a 
  WP test.  If successful, the Elemental Sprite 
  will obey simple instructions.  Should the test 
  fail, then the Elemental Sprite behaves in a 
  completely random manner.  The Elemental 
  Sprite remains for the 2 hour duration of the 
  spell, even if the Elementalist is slain.  Once 
  the spell ends, the Elemental Sprite 
  dissipates. 
   
  Banish Elemental 
  Casting Number: 18 
  Casting Time: Full Action 
  Ingredient: Water for a fire elemental, 
  sulphur for a water elemental, small rock 
  for an air elemental, or a kite for an earth 
  elemental (+1) 
  Description: The Elementalist is able to 
  instantly dispel a single Elemental within 
  25 yards if that Elemental fails a WP 
  test. 
   
   
  Dust Storm (Air) 
  Casting Number: 18 
  Casting Time: Full Action 
  Ingredient: A fan (+1) 
  Description: The casting of the spell enables the 
  Elementalist to create a dust storm with a 6-
  yard radius centred anywhere within 25 yards 
  of him.  The dust storm can be moved by the 
  Elementalist at the rate of 12 yards a round in 
  any direction, including over other creatures 
  and unimpeded by difficult terrain.  After the 
  round it was created, the dust storm causes 
  1D10 Wounds at SB4 on every creature 
  within it, with the usual modifiers for the 
  victim’s TB and armour (count only body 
  armour).  The dust storm only lasts 1 hour, 
  but may be dispelled earlier by the 
  Elementalist. 
   
   
  Piercing Bolts of Burning (Fire) 
  Casting Number: 18 
  Casting Time: Full Action 
  Ingredient: An arrow (+1) 
  Description: The Elementalist fills the air with 
  arrows of orange flame, which fly in a 
  straight line in a swathe 6 yards wide until 
  they hit an individual or group within 36 
  yards.  Each target struck by these magical 
  arrows suffers 1D10+2 hits at SB3.  
  Flammable targets suffer an additional 1D10 
  Wounds.  The piercing bolts is a magic 
  missileattack. 
   
   
  
   
  The Return of Elementalism  
  - 21 - 
   By Alfred Nuñez, Jr. 
  Resist Fire (Fire) 
  Casting Number: 18 
  Casting Time: Full Action 
  Ingredient: A fire opal gem of 50GC value (+2) 
  Description: The effects of this spell protects the 
  Elementalist from being damaged by fire or 
  flaming weapons for one hour per Mag 
  characteristic.  Thus, any fire-based attack – 
  such as fire balls and magic weapons with 
  flame attack – have no effect. 
   
   
  Walk Earthquake (Earth) 
  Casting Number: 18 
  Casting Time: Full Action 
  Ingredient: A miniature silver balance scale 
  (+2) 
  Description: This spell makes the person the 
  Elementalist touches immune to the 
  psychological and physical effects of an 
  earthquake or any similarly violent ground 
  movement.  The recipient of this spell needs 
  not take any related WP tests for fear and can 
  move normally despite the ground’s 
  movements.  The recipient of the spell is not 
  immune to falling buildings or any other 
  side-effects of the tremor.  
   
   
  Create Geyser (Water) 
  Casting Number: 20 
  Casting Time: Full Action 
  Ingredient: Small cooking pot (+1) 
  Description: Through use of this spell, the 
  Elementalist causes a jet of boiling water and 
  steam to erupt from the ground within 100 
  yards and 50 feet into the air.  Anyone 
  directly over the geyser takes a SB6 hit and 
  is knocked 2D10 yards in a random direction.  
  Anyone within five yards takes one SB2 hit 
  from spray and intense heat.  The geyser dies 
  away after 10 minutes. 
   
   
  Create Quicksand (Water) 
  Casting Number: 20 
  Casting Time: Full Action 
  Ingredient: An eye from a Bog Octopus (+3) 
  Description: The Elementalist can create an area 
  of quicksand with a 6-yard radius anywhere 
  within 50 yards – even underneath the feet of 
  opponents—that will last for one hour for 
  each Mag characteristic of the Elementalist.  
  The edges of the quicksand is so treacherous 
  that it halves a character’s Hampered rate.  
  In addition, any character within the area 
  must pass an Ag test to avoid being sucked 
  down the quicksand.  Should the test fails, 
  the character is sucked beneath the surface 
  and will suffocate in a number of rounds 
  equals to its TB.  Creatures that do not need 
  air – such as Undead – are trapped below and 
  unable to move at all. 
   
   
  Flame Sheet (Fire) 
  Casting Number: 20 
  Casting Time: Full Action 
  Ingredient: A burning ribbon (+1) 
  Description: Travelling on foot, an Elementalist 
  can use this spell to lay a wall of flame 
  behind him as he walks.  The flame is two 
  yards wide and follows his course during the 
  next four rounds. Lasting an additional 
  1D10+2 rounds, the flames causes 1D10 
  Wounds irrespective of armour (and an 
  additional 1D10 Wounds to flammable 
  targets).  The flames are high enough to 
  affect any creatures flying 8 yards or less 
  above the ground. 
   
   
  Foul Air (Air) 
  Casting Number: 20 
  Casting Time: Full Action 
  Ingredient: A rotten egg (+1) 
  Description: The Elementalist can create a 12-
  yard radius pocket of poisonous air centred 
  anywhere within 50 yards for 1D10+2 
  rounds.  All non-magical creatures must 
  make a successful Toughness test each 
  round they are within this pocket or be 
  paralysed for 1D10+4 hours (less one hour 
  for each point of their respective TB).  The 
  pocket of Foul Air can be dispelled by spells 
  such as Dust Storm and Wind Blast. 
   
   
  
   
  The Return of Elementalism  
  - 22 - 
   By Alfred Nuñez, Jr. 
  Swell River (Water) 
  Casting Number: 20 
  Casting Time: Two Full Actions 
  Ingredient: Four drops of water caught in a jar 
  (+1) 
  Description: The Elementalist can cause the 
  level of a one-mile stretch of river to 
  temporarily rise or fall by up to three feet for 
  one hour.  The effects of rising water differs 
  depending on the surrounding terrain. If 
  caused on a river in a narrow gorge, the 
  rising water turns the river into a raging 
  torrent, washing away anyone standing on its 
  banks and destroying bridges and water 
  mills.  If the river is slow-moving in a broad 
  floodplain, then the water spreads over the 
  area flooding homes and fields.  After an 
  hour, the water level in the river returns to its 
  normal state. 
   
   
  Crumble Stone (Earth) 
  Casting Number: 22 
  Casting Time: Full Action 
  Ingredient: Jawbone of a Troll (+3) 
  Description: Through use of this spell, the 
  Elementalist can crush stone bare-handed for 
  one hour for each her Mag characteristic.  In 
  addition, she can destroy a statue of up to 10 
  feet in height with a single touch.  Moreover, 
  the Elementalist can inflict 1D10 damage 
  points irrespective of its TB on any 8-yard 
  section of wall she touches. 
   
   
  Drop (Air) 
  Casting Number: 22 
  Casting Time: Full Action 
  Ingredient: A projectile firework (+2) 
  Description: The Elementalist can use this spell 
  to lift any individual within 50 yards in an 
  outside environment straight into the air to a 
  height of 25 yards.  The victim hangs in the 
  air for 2 additional rounds before 
  plummeting back to the earth, incurring 
  1D10+20 Wounds less the victim’s TB.  
  Moreover, if the victim wears armour, the 
  number of armour points on the body adds to 
  the Wounds.  If the victim has any sort of 
  flight spell, he may cast it while aloft, 
  provided he first passes a Fear test. 
  Should the victim have companions, then any 
  attempt to catch the victim results in the 
  companion receiving a number of Wounds 
  equal to 75% of what the victim suffers. 
   
    
  Fire Breath (Fire) 
  Casting Number: 22 
  Casting Time: Full Action 
  Ingredient: A dragon’s scale (+3) 
  Description: This spell gives the Elementalist 
  the ability to breathe fire up to three times 
  before dawn of the following day.  The cone-
  shaped fire breath can be used at targets up to 
  24 yards away, with the fire 4 yards wide at 
  its widest.  All targets within this area 
  automatically receives one SB4 hit 
  (flammable targets suffer an additional 1D10 
  Wounds). 
   
   
  Tornado (Air) 
  Casting Number: 24 
  Casting Time: Full Action 
  Ingredient: A handful of gold dust (+3) 
  Description: The Elementalist causes a tornado 
  to suddenly appear from the sky.  The 
  whirling winds pick up groups of individuals, 
  spins them 1D10 +10 yards into the sky, 
  carries them 2D100 yards in a random 
  direction and drop them.  Victims suffer from 
  normal falling damage (WFRP2e, page 138).  
   
   
  Extended Flight (Air) 
  Casting Number: 26 
  Casting Time: Full Action 
  Ingredient: The heart of an eagle (+2) 
  Description: Using this spell enables the 
  Elementalist to fly up to twice his normal M 
  rate for 1D10 minutes per Mag 
  characteristic.  He must keep moving at a 
  minimum speed equal to his Hampered  
  movement rate or risk falling.  In addition, 
  the Elementalist can fly at any height, 
  although problems with high winds and low 
  temperatures may occur at high altitudes.  
  Within three rounds of the spell ending, the 
  Elementalist begins to descend to the ground.  
  The Elementalist can attack others in the air 
  or on the ground.  In doing so, he must make 
  an Ag test or lose their “balance” in the air 
  and fall 1D5 yards before recovering.  The 
  Elementalist cannot cast any further spell 
  while flying. 
  
   
  The Return of Elementalism  
  - 23 - 
   By Alfred Nuñez, Jr. 
  Flame Storm (Fire) 
  Casting Number: 26 
  Casting Time: Full Action 
  Ingredient: Flint and steel (+1) 
  Description: The Elementalist causes a huge 
  pillar of flame to erupt from the ground 
  centred within 50 yards.  This 10-yard high 
  flaming column lasts 1D10+5 rounds and 
  engulfs everything within a 6-yard diameter 
  in a searing, swirling storm of flame.  
  Characters caught in the area of effect suffers 
  1D5 hits at SB7 and is flung backwards out 
  of the circle of flame.  Anything flammable 
  within the flame storm suffers an addition 
  2D10 Wounds of fire damage. 
   
   
  Summon Elemental 
  Casting Number: 26 
  Casting Time: 10 minutes 
  Ingredient: The wing of a griffon for an air 
  elemental, claws of a basilisk for an earth 
  elemental, heart of a dragon for a fire 
  elemental, or eye of a bog octopus for a 
  water elemental (+3) 
  Description: The casting time of this spell does 
  not include the time to properly prepare a 
  protective pentagram, which usually takes 
  about 15 minutes and protects the 
  Elementalist (and any companion within) 
  should she fail to control the summoned 
  Elemental. 
  Once the casting is complete, the Elemental 
  in the desired form (based on the ingredient 
  used) appears within 6 yards of the 
  Elementalist and outside the pentagram.  The 
  Elementalist must then attempt to control the 
  Elemental by making a WP test.  If 
  successful, the Elemental will obey simple 
  instructions.  Should the test fail, then the 
  Elemental behaves in a completely random 
  manner.  The Elemental remains for the 2 
  hour duration of the spell, even if the 
  Elementalist is slain.  Once the spell ends, 
  the Elemental dissipates. 
   
   
  Tunnel through Stone (Earth) 
  Casting Number: 26 
  Casting Time: Full Action 
  Ingredient: A troll’s stomach (+3) 
  Description: Though this touch spell, the 
  Elementalist can tunnel through the ground – 
  including soft sand or mud – or stone walls 
  without use of tools for 1D10+2 rounds at the 
  rate of her Hampered movement.  These 
  tunnels are wide enough for the Elementalist 
  to pass through and magically stabilised so 
  they will neither collapse or cause damage to 
  buildings during its duration.  The tunnel 
  lasts for one hour per point of the 
  Elementalist’s Mag characteristic or until the 
  Elementalist dispels it, whereupon it instantly 
  collapses, killing everyone within. 
   
   
  Animate Water (Water) 
  Casting Number: 28 
  Casting Time: Two Full Actions 
  Ingredient: None 
  Description: From a body of water of at least 12 
  yards diameter, the Elementalist can animate 
  an area of water equal to a sphere with a 6-
  yard radius.  The body of water must be 
  within 50 yards of the Elementalist.  If the 
  animated water is from a larger body of 
  water – such as a lake or river – the bulk of 
  the water remains unaffected by the spell.  
  The animated water manifests up to 12 
  pseudopods, each up to 24 yards long with 1 
  Attack and 4 Wounds.  Armour offers no 
  protection from the attacks, although 
  creatures with the ability be breathe 
  underwater reduce any damage by 3.  
  Moreover, only magical weapons or spells 
  can damage the pseudopods.  The animate 
  water has the following profile: 
  Profile: 
  Main Profile 
  WS BS 
  S 
  T 
  Ag 
  Int WP Fel 
  73% 
  - 
  60% 60% 60% 
  - 
  - 
  - 
   
  Secondary Profile 
  A 
  W 
  SB 
  TB M Mag IP FP 
  12 
  12 x 4 
  6 
  6 
  - 
  +1 
  - 
  - 
  The Elementalist must remain within 50 
  yards of the water to maintain the spell for its 
  1 hour duration.  Movement is restricted to 
  the Hampered rate and the Elementalist 
  cannot engage in any other action. 
  
   
  The Return of Elementalism  
  - 24 - 
   By Alfred Nuñez, Jr. 
  Field of Lava (Fire) 
  Casting Number: 28 
  Casting Time: Two Full Action 
  Ingredient: A piece of rock from a volcano that 
  erupted  in the past decade (+2) 
  Description: This spells enables the Elementalist 
  to cause a piece of ground covering an area of 
  10 x 10 yards centred within 50 yards to turn 
  into hot molten lava for 2D10+10 minutes.  
  Anyone caught in the effected area must pass 
  an Ag test to avoid falling and taking 1D10 
  Wounds at SB4 to the body (flammable 
  targets take an additional 2D10 Wounds). 
  Those who fell down must make a WP test 
  each round to overcome the pain to get up.  
  Anyone standing in the area takes the same 
  fire damage to their feet.  Leather armour 
  touching the lava burn away in 1 round and 
  metal armour becomes too hot, thus negating 
  any armour point protection for that hit 
  location.  The affected characters must take an 
  Ag test for each round they remain within the 
  field of lava. 
   
   
  Wall Shaker (Earth) 
  Casting Number: 28 
  Casting Time: Full Action 
  Ingredient: The thyroid gland of a giant (+3) 
  Description: The effects of this spell allows the 
  Elementalist to instantly collapse all building 
  sections within 25 yards.  Characters or 
  creatures inside or on top of a collapsing 10-
  foot high building receives 1D10+6 Wounds 
  with normal modifiers for TB and armour 
  (head or body only). 
   
   
  Create Chasm (Earth) 
  Casting Number: 30 
  Casting Time: Two Full Actions 
  Ingredient: The foot bones of a giant (+3) 
  Description: Powered by this spell, the 
  Elementalist can create a chasm 5 yards 
  wide, 10 yards long, and 20 yards deep 
  centred within 25 yards in any outdoor 
  location.  The chasm opens suddenly, and 
  any character standing where the chasm 
  appears falls in unless they make a successful 
  Ag-10 test.  Those falling into the depth take 
  half normal falling damage (WFRP, page 
  138) as they bounce off the sides of the 
  chasm.  Anyone falling the Ag-10 test by 
  more than 30 points take full damage.  The 
  chasm is permanent, and flood slowly if it 
  reaches beyond the water table. 
  Dispel Elementals 
  Casting Number: 30 
  Casting Time: Full Action 
  Ingredient: Water for a fire elemental, sulphur 
  for a water elemental, small rock for an air 
  elemental, or a kite for an earth elemental (+1) 
  Description: The Elementalist is able to dispel 
  all Elementals within 50 yards.  Each 
  affected Elemental must pass a WP test to 
  resist the spells.  If cast against a single 
  Elemental, the creature must pass a WP-30 
  test to avoid being dispelled 
   
   
  Fountain of Life (Water) 
  Casting Number: 30 
  Casting Time: Two Full Actions 
  Ingredient: A vial of dew collected at sunrise on 
  a mountain top (+2) 
  Description: With this touch spell, an 
  Elementalist brings water from the depths of 
  the earth into a small, unimpressive fountain 
  of bubbling water.  Anyone drinking the 
  water immediately feels invigorated and 
  refreshed.  They regain 1D10 Wounds and 
  are relieved of all current psychological effects 
  until dawn of the next day (the duration of the 
  spell).  This does not prevent characters from 
  receiving further psychological effects or 
  wounds.  While it lasts, the area within 12 
  yards of the fountain cannot be entered by 
  Daemonic, Ethereal, or Undead creatures.  
  These creature can not even fire missiles or 
  cast spells into the area.  Once a character has 
  imbibed of this water, subsequent drinks have 
  no effect.  The Elementalist can neither create 
  more than one of these fountains at a time nor 
  dispel it at well. 
   
   
  Scourging Wind (Air) 
  Casting Number: 30 
  Casting Time: Two Full Actions 
  Ingredient: A whip with three griffon feathers 
  tied to the end (+3) 
  Description: Through use of this spell, the 
  Elementalist brings forth a fierce wind, 
  wreaking havoc all around her and leaving 
  her only dishevelled.  Within a 48 yards 
  radius, loose objects up to the approximate 
  size and weight of children are thrown 2D10 
  
   
  The Return of Elementalism  
  - 25 - 
   By Alfred Nuñez, Jr. 
  yards, crashing into each other, the floor, and 
  anything else in their way.  Each of these small 
  objects takes 3 hits at SB5.  Larger objects are 
  tossed over and rolled around by the strong 
  winds taking a single hit at SB8 from the 
  battering.  Characters caught in the strong 
  wind are so battered that they must make an 
  Ag test or drop whatever they have in their 
  hands and are left prone once the wind stops.  
  Buildings, trees, and plants suffer 1D5 hits at 
  SB5 as debris pounds them.  The spell can 
  only be cast outside and lasts 3 rounds. 
   
   
  Walls of Rock (Earth) 
  Casting Number: 30 
  Casting Time: 5 minutes 
  Ingredient: A clay model of the structure to be 
  created (+2) 
  Description: The Elementalist can cause earth 
  and bedrock to shatter their current bonds 
  within 25 yards and reform into a solid stone 
  structure with a maximum height of 8 yards 
  and radius of 10 yards.  The types of stone 
  structures created by this spell includes wall, 
  bridges, arches, and even ceilings.  The only 
  restrictions to these structures is that they 
  cannot create spaces such as windows, rooms 
  with both ceiling and floor, and so on.  
  Characters caught in the area where the 
  structures are being raised must make an Ag 
  test to avoid falling off. 
  This spell cannot be cast indoors or in any area 
  where tunnels, caves, or underground 
  constructions run within 25 yards of the 
  surface.   
   
   
  Erupt (Earth) 
  Casting Number: 32 
  Casting Time: 5 minutes 
  Ingredient: 1 pound of dried sunworm flesh 
  (+3) 
  Description: This powerful spell causes a 
  dormant volcano to erupt catastrophically, 
  blowing hot ash and smoke in the air, and 
  lava to flow.  The exact effects depend on the 
  size of the volcano and the GM’s judgment.  
  The casting Elementalist needs to be careful 
  since he needs to stand within 100 yards as the 
  crow flies from the volcano, thereby exposing 
  himself to instant incineration.  Dormant 
  volcanoes in the Old World are only found in 
  the Worlds Edge Mountains bordering the 
  Badlands and in the Dark Lands. 
  Earthquake (Earth) 
  Casting Number: 34 
  Casting Time: 10 minutes 
  Ingredient: A pint of dragon’s blood (+3) 
  Description: In addition to a successful Casting 
  Roll, the Elementalist must pass a WP-10 in 
  order to create a severe earthquake with a 
  diameter of five miles centred on her.  All 
  man-made structures in the area have a 10-
  60% chance (higher percentage closer to 
  epicentre) of falling down completely.  
  Natural caverns and underground tunnels 
  have a 10-30% chance of collapsing.  Every 
  creature and character within the earthquake 
  zone – including the Elementalist, who gets a 
  +20 modifier – must pass a Fear test to 
  appropriately react to the situation and may 
  move at the Hampered rate.  Any within 
  collapsing buildings and underground spaces 
  suffer 1D10 hits with SB3. 
   
   
  Inferno (Fire) 
  Casting Number: 34 
  Casting Time: 2 Full Action 
  Ingredient: A dragon’s tooth (+3) 
  Description: A huge fireball explodes and rains 
  death in a 20 yard radius area centred within 60 
  yards of the Elementalist for 4 rounds.  
  Characters and structures within the area of 
  effect suffer 1D5 hits at SB6 each round.  
  Flammable creatures suffer an additional 2D10 
  Wounds from fire damage. 
   
   
  Summon Elemental Horde 
  Casting Number: 34 
  Casting Time: 15 minutes 
  Ingredient: The wing of a griffon for an air 
  elemental, claws of a basilisk for an earth 
  elemental, heart of a dragon for a fire 
  elemental, or eye of a bog octopus for a 
  water elemental (+3) 
  Description: The casting time of this spell does 
  not include the time to properly prepare a 
  protective pentagram, which usually takes 
  about 15 minutes and protects the 
  Elementalist (and any companion within) 
  should she fail to control the summoned 
  Elemental. 
  
   
  The Return of Elementalism  
  - 26 - 
   By Alfred Nuñez, Jr. 
  Once the casting is complete, the D5+1 
  Elementals of a particular form (based on the 
  ingredient used) appear within 6 yards of the 
  Elementalist and outside the pentagram.  The 
  Elementalist must then attempt to control the 
  Elemental by making a WP test for each 
  Elemental that appears.  If successful, the 
  Elementals will obey simple instructions.  
  Should the test fail, then the Elementals 
  behaves in a completely random manner.  
  The Elementals remains for the 2 hour 
  duration of the spell, even if the Elementalist 
  is slain.  Once the spell ends, the Elementals 
  dissipates.  There is a chance that the 
  Elementalist will control some Elementals 
  and not the others. 
   
   
  Tempest (Air) 
  Casting Number:34 
  Casting Time: 5 minutes 
  Ingredient: Three wing feathers from a giant 
  eagle (+3) 
  Description: Through use of this spell, the 
  Elementalist raises a huge storm covering an 
  area with 1 mile radius for an hour.  Winds 
  reach 100 miles an hour and circulate in a 
  circular pattern much like a small hurricane.  
  Low level areas may be flooded where the 
  wind blows in from a large body of water.  
  The winds pick up and throw objects, 
  including characters.  Small homes of waddle 
  and mud are automatically destroyed. 
  Characters and other, studier structures suffer 
  a total of 1D5 hits at SB6 over the course of 
  the hour. 
   
   
  Wave of Destruction (Water) 
  Casting Number: 34 
  Casting Time: 5 minutes 
  Ingredient: The beak of a dragon turtle or tooth 
  of a sea drake (+3) 
  Description: The Elementalist can cast this spell 
  on any large body of water within 25 yards.  
  The size of the body of water is important 
  since the larger it is the more powerful the 
  effect.  As the Elementalist is conjuring this 
  spell, the water collects itself into a large 
  churning wave.  The direction of the wave is 
  chosen by Elementalist, though other 
  observers making a successful Int test can 
  guess this direction by the shape of the 
  forming wave.  The following provides the 
  distance the wave will travel inland: 
   
  Oceans, seas, etc. 
  250 yards 
  Major rivers, estuaries 
  100 yards 
  Large lakes, large rivers 
    50 yards 
  Small lakes, average rivers 
    25 yards 
   
  When the wave breaks on the shore it travels 
  inland with its force ebbing the further it 
  goes.  Everything at the point it breaks and in 
  the first 10% of the distance the wave travels 
  takes a SB10 hit, the next 10% of the 
  distance is hit at SB9, the next 10% at SB8, 
  and so on.  The length of the wave when 
  created is twice the distance it will travel 
  inland, so a wave created from an ocean is 
  300 yards long. 
   
   
   
  
   
  The Return of Elementalism  
  - 27 - 
   By Alfred Nuñez, Jr. 
  Elemental Ritual 
   
  Bind Elemental Ritual 
  Type: Arcane 
  Arcane Language: Elemental Magick 
  Magic: 4 
  XP: 400 
  Ingredients: A binding magical circle etched 
  with the symbols of the four elements, four 
  lit six-hour candles (one for each colour: 
  white, blue, red, and brown), a mixture or 
  dirt, ash, and water air-dried within an hour 
  glass, a bowl containing the Elementalist’s 
  blood (equivalent to 2 Wounds) and one of 
  the following combinations: 
  • The wing of a griffon for an air elemental 
  and a moonstone worth 500 GCs 
  • Claws of a basilisk for an earth elemental 
  and an emerald worth 500 GCs 
  • The heart of a dragon for a fire elemental 
  and a fire topaz worth 500 GCs 
  • The eye of a bog octopus for a water 
  elemental and an aquamarine worth 500 
  GCs 
  Conditions: The ritual must be conducted within 
  10 yards of where the Elemental is to be 
  bound. 
  Consequences: If the casting roll is failed, the 
  summoned Elemental is not bound by the 
  ritual and the Elementalist must make a WP-
  20 test to at least control the Elemental.  If 
  failed, the Elementalist becomes the target of 
  the Elemental’s rage.  If the test is successful, 
  then the Elemental vanishes without the need 
  to extract revenge. 
   
  Casting Number: 25 (+1 for every additional 
  100 years of binding, up to a maximum of 
  34) 
  Casting Number: 6 hours 
   
  Description: Once the casting is complete, the 
  Elemental in the desired form (based on the 
  ingredients used) appears within the binding 
  circle.  The Elemental is then bound to a 
  specific site (though it can range within 10 
  yards of that site if need be) with simple 
  instructions to guard the location or react 
  (such as attack) in a given situation for the 
  duration desired.  The Elemental does not 
  always remain visible, but characters with the 
  Magical Sense skill can sense its presence 
  before the Elemental appears to carry out its 
  task. 
  The minimum casting number allows for the 
  Elemental to remain bound for up to 100 
  years.  Should the Elementalist succeed in 
  binding the Elemental for the longest period 
  possible (1,000 years), there is a 10% chance 
  that the Elemental remains bound longer than 
  the time required.  Once the duration ends, 
  the Elemental dissipates. 
  
   
  The Return of Elementalism  
  - 28 - 
   By Alfred Nuñez, Jr. 
  Bestiary 
   
  It is believed that one of the major reasons the 
  Magisters of Altdorf continue to agitate that 
  Elementalists are nothing more than heretical 
  and dangerous Hedgewizards comes from the 
  failing of Teclis’ theories to explain Elementals.  
  Some have argued that these magical creatures 
  are some sort of Chaotic daemon.  Yet the 
  summoning of such does not involve any sort of 
  blood sacrifice or unholy agreement.  In fact, 
  rumours have circulated among the Colour 
  Colleges that certain Magisters, most notably 
  those of the Gold College, are trying to develop 
  such a summoning ritual within their own lore.
   
   
  Elementals
  Elementals have no “true” forms other than the 
  type and form called forth by the summoning 
  Elementalist and, in part, by whatever 
  ingredients are used in the summoning.  Most of 
  the forms assume a humanoid shape as that is the 
  one most familiar and desired by the summoner. 
   
  Elementals seem to have no independent 
  intelligence, or at least one that the sapient races 
  would understand.  Still, they are able to 
  comprehend the simple instructions asked of 
  them no matter the language used and seem to be 
  able to distinguish from one individual being to 
  another.  Thus, an Elemental can follow a simple 
  instruction like “allow only myself and my two 
  henchmen here to pass through this door, attack 
  all others.” 
   
  Elementals can attack in any direction, no matter 
  which way they may be “facing.”  This aspect 
  will come as a surprise to opponents who have 
  rarely, if ever, face an Elemental in battle.  In 
  many ways, Elementals are as difficult to face in 
  combat as the mightiest of Greater Daemons or 
  Daemonic Princes.
   
  Profile:
  Main Profile 
  WS BS 
  S 
  T 
  Ag 
  Int WP Fel 
  90% 90% 90% 90% 90% 90% 90% - 
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M Mag IP FP 
  9 
  90 
  9 
  9 (11) 9 
  - 
  - 
  - 
   
  Skills: Perception, Speak Arcane Language 
  (Elemental Magick) 
   
  Talents: Ambidextrous, Daemonic Aura, 
  Elemental Magic, Frightening, Natural 
  Weapons, Night Vision, Will of Iron 
   
  Special Rules: 
  • Elementals can cast any Elemental spell 
  of the same variety as themselves with a 
  Casting number of 16 or less. 
  • When summoned, an Elemental stands no 
  less than 10 feet in height and no more 
  than 20.  For every 9 Wounds lost, the 
  Elemental is diminished by 10% of its 
  original height. 
  • Bound Elementals “heal” at a rate of 1 
  Wound per round. 
  • If reduced to 0 Wounds as a result of 
  combat, a Bound Elemental disappears 
  for 90 minutes.  After that time, the 
  Elemental will reappear at full strength if 
  the circumstances that triggers it remains. 
   
  Armour: None 
   
  Armour Points: Head 0, Body 0, Arms 0, Legs 0 
   
  Weapons: Whatever is appropriate to the form 
  of the summoned Elemental. 
   
  Slaughter Margin: Impossible 
  
   
  The Return of Elementalism  
  - 29 - 
   By Alfred Nuñez, Jr. 
  Elemental Sprites
  Like Elementals, Elemental Sprites have no real 
  form other than what the summoner desires.  
  Using Elemental Sprites do not take a humanoid 
  form, but one of the following: 
  Air 
  Crow, Dust Devil 
  Earth 
  Badger, Wolverine 
  Fire 
  Fire Newt, Wildfire 
  Water 
  Octopus, Otter 
  The Elemental Sprite can react with its 
  environment in the manner of whatever shape it 
  takes and has some of the abilities one would 
  expect from that type of creature or form.  For 
  example, a Fire Sprite in the form of a wildfire 
  will burn objects in its path in the same way a 
  wildfire would do while a Water Sprite in the 
  same of an otter would act like a blue-furred 
  otter swimming and darting about in a river. 
   
  Despite the forms it takes, all Elemental Sprites 
  have the following profile.
   
  Profile:
  Main Profile 
  WS BS 
  S 
  T 
  Ag 
  Int WP Fel 
  35% 
  - 
  35% 35% 35% 35% 35% 35% 
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M Mag IP FP 
  3 
  30 
  3 
  3 (5) 
  5 
  - 
  - 
  - 
   
  Skills: Dodge Blow, Perception, Speak Arcane 
  Language (Elemental Magick) 
   
  Talents: Ambidextrous, Daemonic Aura, Natural 
  Weapons, Night Vision, Will of Iron 
   
  Special Rules: 
  • Elemental Sprites will only converse in 
  the Elemental Magick tongue with the 
  Elementalist who summoned them. 
  • Elemental Sprites are of the same size of 
  the animal shapes that undertake. 
  • Elemental Sprites in the shape of 
  wildfires or dust devils are only eight feet 
  in height and are as unsubstantial as their 
  shape suggests. 
  • The size of the Elemental Sprite does not 
  diminish with loss of Wounds like an 
  Elemental. 
  • When reduced to 0 Wounds, the 
  Elemental Sprite dissipates. 
   
  Armour: None 
   
  Armour Points: Head 0, Body 0, Arms 0, Legs 0 
   
  Weapons: Whatever is appropriate to the form 
  of the summoned Elemental Sprite 
   
  Slaughter Margin: Hard 
   
   
   
   
  Elementalists in the 26th Century
   
  Since the ascension of Grand Prince Matthias 
  Holswig-Schliestein (grandfather of Karl-Franz) 
  to the Imperial throne in the late 25th century, the 
  fortunes of Elementalists have been slowly 
  improving in many parts of the Empire.  A 
  number have come under the protection of those 
  nobles who scoff at anything that can be viewed 
  as dictates from an over-reaching Reikland.  
  Still, these patrons tread carefully so as not to 
  call undo attention to themselves. 
   
  The recent Chaos invasion highlighted the great 
  need for the Empire to be able to battle the 
  sorcerous minions of the Ruinous Powers at their 
  level.  Like the much more heralded Magisters of 
  the Colour Colleges, a great many Elementalists 
  did their share battling the invaders.  In fact, 
  many lost their lives in combat well before the 
  magic-wielding Altdorfers reached the 
  battlefield. 
   
  
   
  The Return of Elementalism  
  - 30 - 
   By Alfred Nuñez, Jr. 
  In the war’s aftermath, Witch-Hunters have re-
  focussed to searching and destroying nests of 
  Chaos worshippers and sympathizers, especially 
  those involved with black sorcery.  Through 
  various channels – some of which involve the 
  established Imperial religions – the Witch-
  Hunters have been advised to not waste their 
  resources pursuing Elementalists.  The need for 
  these wizards have increased given that the threat 
  of Chaos still exists in the north and east, as well 
  as the persistent rumours of the return of the von 
  Carsteins to Sylvania. 
   
  Even with protection of the rural noblity, 
  Elementalists must remain careful and vigilant.  
  Their enemies still abound, whether they be 
  Magisters from Altdorf, undeterred Witch-
  Hunters convinced that Elementalists still pose a 
  threat to the established order, and the various 
  enemies of Humanity.
   
  Relationship with the Colour Colleges 
  Relationship with the Colour Colleges remain 
  contentious.  The Magisters of the Colour 
  Colleges have grown politically ambitious due to 
  the Emperor’s patronage since the time of 
  Magnus the Pious and their successful (mostly 
  self-reported) efforts in the recent war.  They 
  also recognise that their advancement in Imperial 
  society is only as strong as the need for them 
  continues to outweigh the fear and loathing they 
  instil in the population at large. 
   
  The Magisters continue to perceive Elementalists 
  as threats to their hard-fought positions, 
  especially since the nobility sees the latter as 
  useful counterweights to the former.  In fact, it is 
  rumoured that the wealthy Gold Colour has a 
  standing offer to pay a considerable sum to any 
  member of the Grey Colour who successfully 
  partakes in the assassination of Elemetalists.  For 
  their part, Elementalists tend to err on their side 
  of their own safety and undertake precautionary 
  measure such as setting traps. 
   
  The covert strife between the two types of 
  wizards has not yet broken into open warfare, but 
  those in the know believe it’s only a matter of 
  time. 
   
   
  Secret Societies 
  Since the oppression of wizardry under Emperor 
  Boris Goldgatherer in the late 11th century, a 
  number of surviving wizards of all types have 
  banded together into various secret societies.  
  Given their general remoteness from the urban 
  centres, most Elementalists were able to get by 
  without having to join such organizations. 
  Still, there are a few that could be used in some 
  capacity by GMs wishing to add some more 
  layers of mystery and intrigue to their 
  campaigns. 
   
  The Brotherhood of the Grey Lady 
  The Brotherhood of the Grey Lady is a charitable 
  club of gentlemen scholars from southern 
  Reikland who meet every Mitterherbst (Autumn 
  Equinox) in a hunting lodge outside the town of 
  Ubersreik to discuss their intellectual pursuits. 
  The Inner Circle of the Brotherhood include 
  several Master Elementalists who use the 
  organization to secretly promote their craft and 
  identify potential candidates for apprenticeships.  
  The Inner Circle also believes that it is only a 
  matter of time before the Magisters reveal 
  themselves to be agents or pawns – however 
  unwitting some of them might be – of the 
  Ruinous Powers.  To this end, the Inner Circle 
  has its own network of spies keeping an eye on 
  the activities of the Colour Colleges in the large 
  towns of the Reikland, as well as in Altdorf and 
  Nuln. 
  Baron Edmund von Jungfreud, son and heir of 
  Graf Sigismund, is an honorary and knowing 
  member of the Inner Circle, as well as an 
  Elementalist in his own right.  He uses his 
  considerable prestige to protect the group from 
  the Magisters of Altdorf and their agents.  Like 
  the identities of the other members of the Inner 
  
   
  The Return of Elementalism  
  - 31 - 
   By Alfred Nuñez, Jr. 
  Circle, Baron Edmund’s role in the organisation 
  is a closely held secret. 
   
  Amadeus’ Pride 
  Amadeus Junkers died a bitter man in a decrepit 
  alehouse in the Shantytown (officially known as 
  Fischerhafen) district of Nuln in 2433 after his 
  dream of a college for Elementalists was crushed 
  by the politicking of the Colour Colleges and 
  Emperor Wilhelm II. 
  Christoph Adler, a distant relation twice 
  removed and an Elementalist in his own right, 
  learned of Amadeus’ efforts from his master.  
  Christoph vowed to fight for the legitimacy of 
  Elementalism and re-establish the “Modernist” 
  movement, but he knew that he needed to find a 
  powerful patron far from the influence of the 
  wizards in Altdorf. 
  In 2512, Christoph found a patron in 
  Feldmarschall Marius Leitdorf of Streissen.  The 
  Master Elementalist and a few of his followers 
  were allowed to establish a guildhouse in that 
  Averlander town under the guise of Alchemists 
  (not to be confused with Gold Magisters).  The 
  New Modernists enjoyed Marius’ support when 
  he came to power as Elector in 2514 I.C.  
  Unfortunately, the movement was dealt a blow 
  when Marius was brutally killed in 2520 I.C. in a 
  battle near Black Fire Pass against an Orc army. 
  Count Kastor Leitdorf succeed his uncle as ruler 
  in Streissen, though he is often an absentee lord 
  having to spend his time in Averheim vying with 
  Marlene Alptraum for the Electorship of 
  Averland.  Ever the political creature, Count 
  Leitdorf dissolved the charter his brother gave to 
  Christoph late 2521 and ordered the New 
  Modernist movement out of Streissen. 
   
  The chore of providing the less than cheery news 
  fell to Count Leitdorf’s new aide, Feodor 
  Bergius, who also happened to be a Grey 
  Wizard.  Feodor seemed to take great pleasure of 
  extending his authority beyond the simple 
  eviction of the Elementalists.  Perhaps the Grey 
  Wizard did not realise he was bullying more than 
  a gathering of country Hedgewizards.  In any 
  event, a magical battle broke out and Feodor was 
  killed, his skull crushed.  Christoph and his 
  followers fled into the night with their prized 
  possessions, somehow escaping at a time when 
  the city gates were locked for the night. 
  The invasion to the north and the threat of a 
  second one to the east interrupted the hunt for the 
  fugitives.  By the time the hunt could be 
  resumed, the trail of the New Modernists was 
  cold.  No-one knew where they went with any 
  certainty.  Rumours have the group retreating 
  into Sylvania, eastern Wissenland, and even the 
  Border Princes. 
   
   
  Adventure Hooks 
   
  Witch Hunt 
  Having gained some notoriety in their 
  unorthodox methods of investigation, the PCs 
  are approached by Kaspar Diels – a 
  representative of a Magister from one of the 
  Colour Colleges in Altdorf (not Amber or Jade) 
  – to investigate rumours of a witch holding a 
  small village in thrall near the Sylvanian border 
  (or some other, remote location).  The envoy 
  provides the name of Goeppert Hahn and 
  describes the witch as being a large-built man 
  over 6 foot tall with shaggy brown hair and dark 
  eyes. 
   
  When asked why he doesn’t hire Witch-Hunters 
  to remove the witch or inform the local lord of 
  his presence, Kaspar tells the PCs that the witch 
  has cast his spell on Baroness Käthe von Hutten, 
  thereby gaining her protection.  As for Witch-
  Hunters, the recent war reduced greatly reduced 
  their numbers, leaving the few to concentrate 
  their efforts on uncovering hidden cultists within 
  and near the large cities. 
  Kaspar tells the PCs that his master has 
  authorised him to advance them each 20 GCs 
  
   
  The Return of Elementalism  
  - 32 - 
   By Alfred Nuñez, Jr. 
  with the promise of returning with the witch’s 
  head within two weeks time to collect the 
  balance of 80 GCs each.  If the PCs agree to 
  perform the task, Kaspar also provides them with 
  a sealed warrant signed by the Patriarch of the 
  Colour College chosen in case their activities 
  come into question. 
  What the PCs do not suspect is that the warrant 
  is a forgery as is the seal.  The person who wants 
  the “witch” killed is indeed a Colour Magister, 
  one Justus Loeb.  His motives are far more petty 
  than what has been presented to the PCs.  Justus 
  had his advanced spurned by the Baroness, an 
  offence with which the Magister simply cannot 
  come to terms.  So, Justus hatched a scheme with 
  his servant to have a group of transients murder 
  the half-brother of his intended, Goeppert Hahn, 
  in revenge for her refusal to marry him. 
  This plot could take several additional twists.  
  One possibility could be that the Baroness had a 
  spy watching her rejected suitor and, by chance, 
  stumbled upon the PCs making a deal with the 
  Magister’s servant.  The PCs’ intent would thus 
  be brought to the noblewoman’s attention and 
  she could bring whatever means she had at her 
  disposal to stop the PCs.  Another surprise for 
  the PCs is when they find out that Goeppert 
  Hahn is not a Witch, but a cautious Master 
  Elementalist more than capable of defending 
  himself.  Moreover, Goeppert is popular with the 
  folk in the nearby village who would not think 
  twice about coming to his defence.  Even if the 
  PCs succeed in killing the Elementalist and 
  bringing his head to collect the rest of their 
  bounty, there is no guarantee that Kaspar would 
  not show up with an armed guard to arrest the 
  murderers (assuming he even shows up to the 
  meeting).  Essentially, the job to kill an “evil 
  witch” could wind up with the PCs becoming 
  wanted for murder by a vengeful Baroness and a 
  mob of villagers. 
   
   
  Reversal of Fortune 
  The above scenario can be twisted yet another 
  way.  Instead of being hired to the envoy of a 
  Colour Magister, the PCs could be approached 
  by the Baroness’ steward.  He is seeking a group 
  of courageous and discreet individuals willing to 
  protect her half-brother from an influential and 
  vengeful spurned suitor.  Konstantin Mommsen, 
  steward to Baroness von Hutten, tells the PCs 
  that her ladyship worries that the man she 
  rejected would seek revenge on her half-brother, 
  a kindly Priest of Taal living near one of the 
  villages in her domain (the lie about Goeppert 
  being a priest is essential as she and her steward 
  would be uncertain how the PCs would react if 
  they knew Hahn was a unsanctioned wizard.  
  Luckily, the worship of Taal is highly localized 
  as it is not a centralized religion like that of 
  Sigmar or Ulric). 
  The job is not expected to take more than several 
  months as the jilted suitor is expected to act 
  within that time or return to his faraway home (if 
  this scenario takes place near Sylvania, this 
  home could be in Nuln or Averheim).  The 
  Baroness is willing to pay each PC 2 GCs a day 
  to guard Goeppert with an advance of up to 1 
  week (16 GCs each).  Of course, Goeppert may 
  not take too kindly to being guarded, so the 
  steward will suggest that the PCs keep a low 
  profile and a reasonable distance. 
  If the PCs agree to the task, it will not take the 
  snubbed Magister to act.  Within two weeks of 
  undertaking their mission, a group of ragged 
  individuals (essentially other self-styled 
  adventurers) will arrive in the village with the 
  goal of dispatching the Elementalist. 
  Not only must the PCs deal with these 
  “mercenaries,” but they must also learned who is 
  behind the hiring of such would-be murderers.  
  The Baroness will be willing to offer the PCs a 
  comparatively large sum (up to 300 GCs for the 
  group) to end the threat of the Magister.  In this 
  situation, the PCs would be caught between a 
  rock and a hard place.  Do they reject the 
  Baroness’ offer and risk making her an enemy?  
  Or, do they deal harshly with the Magister and 
  risk adding another name to their list of enemies?  
  There is always the fall-out that comes with 
  killing a Magister.  No matter how loathsome the 
  individual might be, the Colour Colleges can 
  hardly allow transients (the common view of 
  “adventurers”) to kill one of their own Magisters 
  with impunity. 
  
   
  The Return of Elementalism  
  - 33 - 
   By Alfred Nuñez, Jr. 
  Code of Dishonour 
  One popular theme for scenarios is the quest.  
  Sometimes these take on theme of rescuing a 
  beautiful maiden or village of peasants from the 
  depredations of some evil being or creature.  
  Other stories involve finding a lost item of some 
  power for a patron.  This adventure hook is more 
  of the latter type of plotline, but with a twist. 
  Assuming the PCs have developed a reputation 
  of sorts, they may well find their services in 
  great demand.  Rumours have begun to circulate 
  among academia of the rediscovery of a magical 
  item from the Empire’s first millennium in some 
  remote area of the Empire.  Local representatives 
  from one of the Colour College and cult of 
  Verena individually approach the PCs with an 
  offer of employment.  Their task is to follow-up 
  on the fragmented rumours and learn whether the 
  items actually exists and, if so, recover it for the 
  College or Cult.  The monetary reward should be 
  about the same, thereby forcing the PCs to pick 
  one side or the other.  Of course, the PCs might 
  opt to turn down both and then use their own 
  initiative to find the item with the intent to 
  auction it off to the highest bidder. 
  The problem for the PCs is that the spurned side 
  will not take its rejection idly.  In fact, the 
  organisation turned down will quickly find 
  another group to take up their cause.  The PCs 
  will learn nothing of this other group until the 
  rival decides to act to impede or sabotage the 
  PCs’ efforts.  This activity could range from 
  minor incidences to slow the PCs down to 
  ambushes to kill or wound them.  The PCs will 
  no doubt respond in kind and a running battle 
  could commence until the PCs and their rivals 
  end up in the vicinity of the long-lost magic 
  item. 
  The problem for both groups is that the magic 
  item actually exists, but it has found its way into 
  the possession of a powerful Master Elementalist 
  (or Elementalist Sage if the two groups still 
  represent a powerful threat).  To make matters 
  more interesting, the Master Elementalist is one 
  of those who prefer to live in a daunting 
  environment that is easily defended, such as a 
  swamp or mountain fastness. 
  In the end, only one group (or Elementalist) will 
  have possession of the item.  Will it be the PCs, 
  their rival, or the powerful wizard?  Moreover, 
  what will the Colour College or Verena cult do 
  with the item should it come into their 
  possession?
   
   
   
  Conclusion 
   
  While WFRP2e redesigned the magic system to 
  be more consistent with the current Warhammer 
  imagery (with some differences), there is no 
  particularly compelling reason why the game 
  isn’t big enough to incorporate systems of magic 
  that differ from the standard Winds of Chaos.  
  Moreover, it is hard to image how Humanity in 
  Warhammer could have survived for thousands 
  of years without powerful magic when their 
  numerous non-Human enemies (Chaos, Undead, 
  Greenskins, and Skaven) have an abundance of 
  such spells and magical devices. 
   
  In conclusion, the inclusion of Elementalism to 
  one’s game would certainly add depth and 
  complexity to the background.  For one thing, it 
  would create a counterbalance to the apparent 
  heavy-handedness and political aspirations of the 
  Colour Colleges (as detailed in RoS2e).  Another 
  consideration is the inclusion of Elementalism 
  creates uncertainty to the PCs’ understanding of 
  the world as it provides further evidence (along 
  with the Dwarfs’ Runic Magic and the 
  Greenskins “Waagh” Magic) that Teclis’ 
  teachings aren’t as complete as the Magisters 
  would have people believe.  More to the point, 
  the blurring of the manner in which magic works 
  adds to its mysteries more than having a 
  “Unified Theory of Magic.” In actuality, having 
  more varied sources of magic better represents 
  its Chaotic nature.  
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Madalfred/Return of Elementalism.pdf