TEXT:  
   
   
   
  Lost in Translation: 
  Where Has All the Magic Gone? 
   
  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. 
  
  Introduction 
   
  Battle Magic and Illusion were two of the 
  disciplines of sorcerous magic that existed in 
  the 1st edition Warhammer Fantasy Roleplay 
  (WFRP1e).  The first type of sorcery was 
  considered the base upon which the other 
  specialisations were built.  In addition, 
  Alchemy existed as a field that was a cross 
  between relatively weak magic and science. 
  Sorcery has long existed with Humanity in one 
  form or another.  As mentioned in the 
  companion piece on Elementalism, the earliest 
  recorded mention of Magic as an acceptable 
  part of the Empire dates to 100 I.C.  At that 
  time, Middenheim then was considered the 
  centre of wizardry in the Empire 
  (Middenheim: City of Chaos, page 6), though 
  it surely existed elsewhere.  A number of other 
  WFRP1e sources mentions sorcerous magic in 
  an historical context predating the rise of Baron 
  Magnus von Bildhofen, known as “the Pious.” 
  The origins of Alchemy was something that 
  could only be guessed.  There is some 
  relationship to Elementalism, but any 
  connection is vague at best and could be 
  nothing more than a sort of convergent 
  development from two unrelated sources. 
  As known to many fans 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.  In this framework, 
  Battle Magic becomes merely an aspect 
  (though a highly dangerous, if undescribed, 
  one) of the Colour system, while disciplines – 
  such as Alchemy and Illusionism – were 
  absorbed into one type of Colour Magic or 
  another.  Alchemy became the province of the 
  Gold College whilst Illusion was the thrust of 
  Grey Magic. 
  This revised background also presented magic 
  in the Empire as something that was persecuted 
  throughout most of its history until the Great 
  War Against Chaos (2302 I.C.).  The 
  explanation provided in RoS2e pretty much 
  lays this distrust of sorcery on the Dwarfen 
  influence from the time of Sigmar.  This also 
  suggests that other Human lands have had little 
  impact on Imperial society and attitudes 
  throughout much of its history. 
  The Elven Archmage, Teclis, is credited with 
  the state of Sorcery in the Empire since the 
  Great War Against Chaos.  It was he who first 
  taught the Human wizards (called Magisters) of 
  the Chaos-based, and “colour”-coded magic. 
  The purpose of this article is to re-introduce 
  Wizardry (Battle Magic), Illusion, and 
  Alchemy  into the world of WFRP2e and 
  provide a historical context that brings even 
  more depth and complexity to sorcery in the 
  Empire as well as the Old World.  Being born 
  of Chaos, sorcerous magic is much more 
  mysterious if there is truly no single theory of 
  magic that encompasses all Chaos’ 
  possibilities. 
   
   
  History 
   
  Though historical records from the ancient time 
  before Sigmar are exceedingly rare and 
  incomplete in the Empire, the comparatively 
  more numerous sources from the time of 
  ancient Tylos and Remas have been studied by 
  Verenan scholars. It is believed that a branch of 
  the cult gave rise to the study of magic that 
  became known as “Battle Magic” in the first 
  millennium Empire. 
  Some speculate that the scholars of the extinct 
  “Order of Enlightenment” were the first to 
  unravel the mysteries found exploring the 
  
  ancient Elven ruins in Tilea, particularly in the 
  ruins near Luccini and Remas.  Their study was 
  codified and later became the foundation of the 
  Philosophic School of Sorcerous Arts. 
  Wizardry quickly grew in power and influence 
  in Tilea as well as in the Empire and Estalia.  
  Sigismund the Conqueror is believed to be the 
  first Emperor to use wizards in his army to 
  defeat the foes of Sigmar’s Empire in a number 
  of battles that led to the greatest expanse of its 
  borders.  So successful was Emperor 
  Sigismund’s campaigns that the Empire would 
  be free of external enemies throughout the rest 
  of the first millennium. 
  In the first millennium following Sigmar’s 
  ascension to the Imperial throne, a ever-
  growing number of sorcerous practitioners 
  enjoyed noble patronage and grew rich .  
  Further, an increasing number of younger sons 
  (and daughters) of aristocratic families found 
  entering a career in the sorcerous arts more 
  appealing (and lucrative) than joining the 
  priesthood.  The cities have Tilea passed laws 
  to restrict the number of wizards that could 
  practice their art within its boundaries. 
  It was during this time that the field of 
  Alchemy also arose in Tilea.  Some believe that 
  such actually originated among the Dwarfs, 
  especially since the profession did exist among 
  the Emgineers’ craftguilds  
  By the time of Emperor Boris Goldgatherer, the 
  lack of quality (patrician) individuals seeking 
  to enter the religious ranks in the Empire forced 
  the cults to actively recruit from among the 
  offspring of the less affluent classes.  The 
  Empire’s religious leaders knew of the 
  Emperor’s lust for money and suggested that he 
  could seize their considerable wealth for his 
  own coffers by simply denouncing sorcery as 
  heresy.  Those accused would then need to 
  forfeit their assets to the Imperial state in order 
  to prove their “innocence,” while any found 
  guilty were executed.  Many wizards were 
  slaughtered or fled the country in the resulting 
  oppression.  A small number went underground 
  to form secret societies so they could continue 
  their arcane studies.  These brave souls were 
  able to avoid discovery long enough for the 
  Black Plague to sweep away the Emperor and 
  the hypocritical High Priests of the powerful 
  religious cults. 
  It was not until the Age of Wars that some of 
  the Wizards were able to come out of hiding in 
  the Empire and find their services valued once 
  again.  At roughly the same time, Illusionism 
  came into its own.  Many of the practitioners of 
  this sorcerous form were quite secretive and 
  pretty much kept out of sight, preferring the 
  trappings of common folk (particularly 
  entertainers) in order to continue their mystical 
  pursuits. 
  In other parts of the Old World, wizardry was 
  also put to the test.  The collapse of order in 
  Estalia and Tilea following the Black Plague in 
  the early 12th century and the Arabian crusade 
  in 16th century created harsh conditions for 
  most wizards.  The influence of the unforgiving 
  cult of Solkan (centred in Remas) and the 
  existence of extreme Verenan cults in Estalia 
  were not quite as devastating as the later events 
  in the Empire. 
  An incident in 20th century Middenheim 
  triggered the eight years long Wizard’s War 
  (from 1983 to 1991 I.C).  Fear of the growing 
  number of necromancers and daemonologists 
  erupted into the violent suppression of sorcery 
  that made the deprivation of Emperor Boris 
  pale in comparison.  Large numbers of wizards 
  were hunted down and slaughtered like rabid 
  animals on nothing more than a suspicion that 
  they were practicing dark magic.  Those who 
  escaped the carnage took on new identities and 
  careers in faraway places much like their 
  predecessors in the 12th century.  This time, the 
  Witch Hunters were even more relentless, 
  heeding the call to arms by the leaders of the 
  cults of Mórr, Sigmar, and Ulric. 
  Much of the lore of wizardry was forever lost 
  as a result of the war against wizards.  Some 
  wizards buried their grimoires and enchanted 
  items in secret places in the vain hope of 
  recovering these again in the near future.  In 
  
  addition, the cult of Verena undertook the 
  dangerous task of recovering all it could of the 
  wizard’s books and scrolls in order to place 
  these in its secret libraries before the other cults 
  of the Empire could burn them.  Official 
  Imperial history was largely re-written 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., the surviving wizardry orders 
  followed the example of their Elementalist 
  brethren and did not step forward, unlike the 
  naive and self-taught Hedgewizards did.  Many 
  of the secret societies of wizards fought the 
  Chaos enemies in a ferocious and unrelenting 
  secret war.  Having learned from history, these 
  wizards had no intent to fight in the open and 
  expose themselves to further suppression. 
  After the war, Emperor Magnus requested the 
  services of Teclis to train Colour Magic to the 
  most talented Hedgewizards in the land.  Many 
  of the hidden wizards realised that the Elven 
  Mage has the power to expose them in his 
  search for worthy apprentices.  They fled to the 
  safety of Tilea and remote parts of the Empire 
  until the Elf had his students.  In small 
  numbers, wizards slowly returned to the 
  Empire in the years after Teclis opened the 
  Colour Colleges in Altdorf, satisfied that his 
  attention was occupied by his new charges and 
  desire to return to Ulthuan.  
  Unlike the situation in the Empire, wizards are 
  able to work openly in the southern Old World 
  as well as Marienburg.  There are laws that 
  restrict the actual use of magic in many urban 
  areas, but licenses are easily obtained and there 
  is little fear of widespread efforts to crush them 
  out of existence.
  Sidebar: The Colour Theory of Magic 
  The orders of Wizardry that have maintained their lore for over two thousand years – particularly 
  the ones in Tilea – are well acquainted with the current theory of magic being taught by the Colour 
  Colleges (as introduced by Teclis).  Although these orders accept that much of the magic does 
  indeed arise from Chaos, the upper echelon of wizards concluded that the traditions Teclis 
  instructed his pupils were incomplete.  There were a number of the magical phenomena in the world 
  that the Colour theory could not adequately explain (Runic Magic, Orcish magic, etc). 
  Magisters of the Colour Colleges believe that the magic techniques taught to their predecessors by 
  Teclis has made their sorcery as safe as such can be.  From the evidence they have been able to 
  surreptitiously obtain, the orders of Wizardry have concluded that the method employed by the 
  Colour Colleges would enable its student to wield more powerful – if not extremely dangerous and 
  unstable – magic in less time than their counterparts in the other sorcerous disciplines.  In fact, the 
  Wizardry Orders view Magisters as little better than Hedgewizards, even though the former enjoys 
  official and political support from the Emperor while their profession is condemned and hunted by 
  Witch-Hunters. 
  For those few who care about such matters, there are many other competing theories currently in 
  vogue among wizards: all have their respective evidence and failings.  No true unifying theory of 
  magic has yet been derived that can withstand all challenges.  As a result, many wizards have come 
  to realise that it is the chaotic nature of Magic that renders any attempt to reduce it to a single theory 
  invalid. 
  Still, there are those who are committed to a life of research and experimentation in order to find the 
  antecedents which will bind all magic.  Unexplained explosions in the poor parts of towns or 
  isolated towers in the wilderness are often signs of research gone awry. 
   
  
  Wizards,  Illusionists and Alchemists 
   
  Of the three disciplines, only Alchemy enjoys a 
  fairly widespread acceptance in the Empire as a 
  respectable profession.  Still, the Alchemists 
  have experienced some difficulty in Altdorf 
  and some of the other urban centres. 
  Monopolies of such mundane activities such as 
  soap making and dyes have been awarded to 
  the Gold College in return for certain services, 
  thus compelling respectable Alchemists to 
  depart for other parts of the Empire where they 
  can earn an honest living.  Only the more 
  unscrupulous Alchemists are left behind to earn 
  a living working for the various criminal or 
  covert organisations that have a demand for 
  their services. 
  Wizards (including Illusionists) have a much 
  more difficult time in the urban centres of the 
  Empire.  They must be especially careful in 
  areas with a sizable presence of Colour 
  Magisters.  In some respects, the political 
  endeavours and ambitions of the Magisters 
  have partially blinded them to the existence of 
  these rogue sorcerers in their midst.  In 
  addition, Wizards have avoided wearing the 
  flamboyant robes of the status-conscious 
  Magisters, preferring the everyday garb of 
  scholars and merchants. 
  A few Wizards and Illusionists might find 
  employment with the some of the less 
  conscientious elements of the cities and large 
  towns.  Some might even be providing a 
  service as a result of  gambling debts, drug 
  addictions, or blackmail. 
  Wizards can operate a little more freely in 
  some of the towns located some distance from 
  the heavily travelled Rivers Reik and Talabec.  
  In these places, Wizards are able to find 
  influential patrons or use their own funds to set 
  themselves up as persons of affluent and 
  philanthropy.  These Wizards must still 
  exercise caution lest they be uncovered by an 
  eager Witch-Hunter or wandering Magister. 
  Even more surprising – though fairly unknown 
  to the general populace – is that a fair number 
  of Wizards have found sanctuary within certain 
  religious orders, especially in the cults of 
  Sigmar and Verena. 
  The Verenans highly value knowledge and 
  those who practice the sorcerous arts bring a 
  type of knowledge that is difficult to obtain or 
  understand by academic research alone.  Many 
  of the wizardry orders associated with the 
  Verenan cult have their roots in Tilea, while 
  others were founded under the protection of the 
  cult as a result of the suppression in the 12th 
  century Empire. 
  The Sigmarites’ use of wizards is far more 
  complex.  The Church of Sigmar has an 
  undercurrent of distrust for wizards of any type 
  and, historically, has been in the forefront of 
  any effort to persecute the practitioners of 
  sorcerous arts.  Everything changed when 
  Emperor Magnus forced the Church to accept 
  the establishment of the Colour Colleges in the 
  city of Sigmar and the seat of his Church.  The 
  Grand Theogonist believed that the influence of 
  the Church was being usurped by the Elf Mage 
  Teclis and his (Chaos-seduced) sorcerous 
  followers. 
  To this end, the Grand Theogonist initiated 
  plans for the day when the Church of Sigmar 
  would have to confront the Magisters of the 
  Colour Colleges.  He began by dispersing the 
  secret Sigmarite society of the Ahnenerbe 
  (Warpstone #15, page 14) to the monasteries 
  in the far corners of the Empire in order to 
  forestall their discovery and subsequent 
  compromise by Teclis.  Later Grand 
  Theogonists would select a member or two of 
  the Ahnenerbe to infiltrate the Colour Colleges 
  and glean some of their tightly held secrets.  In 
  essence, the Church considered the Magisters 
  as potentials agents of the Enemy. 
  A small number of Illusionists found another 
  way to avoid unwanted attention in the most 
  
  unlikely manner.  As befitting their brand of 
  magic, some Illusionists take up with roving 
  bands of entertainers, performing as actors or 
  showmen of one sort or another.  Most such 
  groups are viewed on a scale ranging from 
  talented transients to thieving vagrants. 
  In contrast to the atmosphere of persecution in 
  the Empire, Wizards and Illusionists fare much 
  better in Tilea and Estalia.  The practitioners of 
  the sorcerous arts can operate openly and 
  legally with few restrictions.  Many are affluent 
  with thrive in the patronage systems in the 
  Tilean and Estalian cities.  The larger cities are 
  generally known for their magic academies 
  and, as especially in Tilea, these schools are in 
  heated competition for the most talent (and best 
  connected) students.  Estalian and Tilean 
  Wizards also prefer to dress in the latest 
  fashions rather than the flashier – and bizarrely 
  colourful – versions of priestly robes that the 
  Imperial Magisters fancy.
  Sidebar: Magic Leakage in Altdorf 
  One of the weirder text in RoS2e comes from the following excerpt found on pages 28-29: 
  “In the Summer of 2304 IC, Magnus announced that Altdorf would house the new Orders of Magic.  
  Riots erupted on the streets and people fled when the High Elves worked their arts to alter the nature of 
  Altdorf to accommodate the new College buildings. Though people would eventually return, they 
  found their city much as it always was, but also vastly different. 
  “The magic used to alter the fabric of the city made the city unmappable, and ‘dorfers were left to 
  navigate its labyrinthine streets by relying on landmarks rather than a sense of direction.  This led to 
  further rioting, but martial law ensured the populace, however grudgingly, accepted the new order.” 
  The above text suggests that magic still exists as some sort of background “radiation” which 
  continually distorts Altdorf at some subliminal level.  Should a GM decide to include that flavour in 
  their games, then one could take the position that this leakage of sorcery helps obscure the activities of 
  non-Colour wizards from being detected by the authorities. 
   
  Searching for a Master 
  Characters wishing to pursue a career as a 
  Wizard or Illusionist in the Empire will find it 
  harder to locate a Master than a would-be 
  Elementalist.  Given the risk of operating 
  openly, most Imperial Wizards work in secret.  
  They identify any promising apprentices either 
  through connections with some of the official 
  Imperial cults or referrals from long-established 
  networks of sympathetic supporters.  In some 
  cases, Imperial Wizards seek out those talented 
  individuals who find themselves washed out of 
  the Colour Colleges for one reason or another. 
  Imperial Wizards use confidential agents to 
  secretly follow potential apprentices in order to 
  learn to whom they are connected, their various 
  habits and normal routines.  All this 
  skulduggery is required if the Wizard is to 
  protect his own hide and not fall into clever 
  traps set by Witch- Hunters and Magisters.  
  Once the Wizard is satisfied that the future 
  apprentice would pose no threat of betrayal, the 
  Wizard arranges a meeting through a trusted 
  intermediary in some safe location to make his 
  offer. 
  Though they use the same basic approach, 
  secret societies of Wizards would add extra 
  layers of intermediaries as further precaution 
  against discovery by their enemies. 
  In contrast, Wizards outside the Empire take a 
  much different tact.  They do not need to work 
  secretly behind the scenes given their position 
  and support they enjoy from the noble classes.  
  Those who wish to become Wizards find 
  themselves in competition for the few openings 
  that occur in each in the various Academies in 
  the city-states and kingdoms of the southern 
  Old World.  Even Wizards who prefer to teach 
  
  one apprentice at a time have a number of 
  applicants for the position of apprentice when 
  such opens up. 
  Of course, not all who apply are worthy or have 
  the talent for a career as a Wizard.  In fact, only 
  a few will ever amount to be more than a mere 
  apprentice.  Still, Wizards in the southern Old 
  World are more than willing to take on an 
  apprentice of limited ability than their Magister 
  counterparts in the Empire, especially if the 
  person in question is the offspring of their 
  influential and wealthy benefactor. 
  Like the Wizards of the southern realms, 
  Alchemists across the Old World have the 
  luxury of selecting their apprentices from the 
  most talented of those who apply. 
  Careers 
  Wizards and Illusionists follow the same 
  general career progression as Colour Wizards 
  with some exceptions.  One of these have to do 
  with the cost of advancing from one career to 
  another in order to reflect the hardship required 
  to safely learn how to wield more powerful 
  spells and rituals.  Characters wishing to 
  advance from Journey Wizard/Illusionist to 
  Master Wizard/Master Illusionist must expend 
  200 ep to do so.  The move from Master 
  Wizard/Master Illusionist to Wizard 
  Lord/Illusion Emeritus costs 300 ep. 
  In contrast, Alchemists follow a completely 
  different career scheme which does not require 
  more than the normal cost of 100 ep. 
  In order make life simpler for the GM and the 
  player trying her hand at a Wizard, Illusionist 
  or Alchemist, the following are presented for 
  completeness sake: 
  Alchemist Apprentice 
  The only way for an individual to become an 
  Alchemist is to serve as an apprentice to one 
  who is experienced in that field. Life as an 
  apprentice is hard, typically all work and very 
  little learning towards the Alchemist’s art.  
  Often treated like an unpaid servant, all but a 
  few apprentices tire of scrubbing floors and 
  running errands.  Many leave their master to 
  make their own way in the world. 
  Advance Scheme: 
  Main Profile 
  WS BS S
  T
  Ag 
  Int 
  WP 
  Fel 
  - 
  - 
  - 
  - +5% +10% +15%
   
   
  Secondary Profile 
  A 
  W 
  SB TB 
  M Mag
  IP 
  FP 
  - 
  +2 
  - 
  - 
  - 
  - 
   
   
   
  Skills: Academic Knowledge (Alchemy), 
  Arcane Knowledge (any one), Evaluate, 
  Haggle, Perception, Read/Write, Search, Secret 
  Language (Alchemist), Speak Language 
  (Classical)  
  Talents: Acute Hearing, Savvy, Super 
  Numerate 
  Trappings: Quarter Staff, Backpack, Leather 
  Flask 
  Career Entries: Apprentice Wizard, Burgher, 
  Hedge Wizard, Peasant, Scribe, Student 
  Career Exits: Alchemist, Apprentice Wizard, 
  Initiate (of Verena), Scholar 
  Apprentice Wizard 
  Apprentices can either learn their craft from a 
  Master (in the Empire) or in an academic 
  setting (Estalia or Tilea).  By becoming 
  apprentices, would-be Wizards find themselves 
  working many gruelling hours at boring tasks 
  in exchange for lodging and, on occasion, 
  magical instructions.  .  These tasks include 
  fetching water, scrubbing floors, carrying 
  heavy loads and being treating as little more 
  than indentured servants.  Those in the Empire 
  also must avoid detection from zealous Witch-
  Hunters and agents of the Colour Colleges in 
  Altdorf.  In a number of cases, apprentices are 
  forced to seek new masters in different towns 
  or villages. 
  
  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, Magical Sense, Perception, 
  Read/Write, Search, Speak Arcane Language 
  (Magick), Speak Language (Classical)  
  Talents: Aethyric Attunement or Fast Hands, 
  Petty Magic (Arcane- up to four), Savvy or 
  Very Resilient 
  Trappings: Quarter Staff, Backpack, Printed 
  Book 
  Career Entries: Alchemist, Alchemist 
  Apprentice, Hedge Wizard, Scholar, Scribe, 
  Student 
  Career Exits: Alchemist Apprentice, 
  Journeyman Wizard, Scholar, Scribe 
  Note: Dwarfs and Halflings may not enter this 
  career. 
  Alchemist 
  Alchemy is a blend of magic and science which 
  deals with matter and their properties.  
  Alchemists are experts at preparing chemical 
  compounds and recognising mineral ores.  
  They are of great assistance to any 
  metalworker, are able to prepare gunpowder for 
  use by armies, and create many mundane items 
  as soaps and dyes.  A number of Alchemists 
  prefer to leave worldly matters to others and 
  devote themselves to research and acquiring 
  knowledge.  Some even are based at 
  universities in the Old World or run their own 
  schools for any who have completed a career as 
  an Alchemist Apprentice. 
  Most Alchemists can use spells of Petty 
  Arcane, Lesser Magic, or the few that are 
  specific to Alchemists. 
  Advance Scheme:  
  Main Profile 
  WS
  BS 
  S 
  T 
  Ag 
  Int WP
  Fel 
  +10% +10% +10% +10% +35% +35% +30% +10%
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M Mag
  IP 
  FP 
  - 
  +3 
  - 
  - 
  - 
  +2 
  - 
  - 
   
  Skills: Academic Knowledge (Alchemy), 
  Arcane Knowledge (any three), Channelling, 
  Evaluate, Gossip, Heal, Magical Sense, 
  Perception, Prepare Alchemical Compound 
  (any two), Read/Write, Search, Secret 
  Language (Alchemy), Speak Language 
  (Classical), Trade (Alchemist [Int]) 
  Talents: Aethyric Attunement, Acute Hearing, 
  Alchemy Magic (any two), Coolheaded, 
  Dealmaker, Heal or Meditation, Lesser Magic 
  (any one), Petty Magic (Arcane- up to four), 
  Resistance to Poison, Savvy, Strong-Minded, 
  Super Numerate, Very Resilient 
  Trappings: Trade Tools (Alchemist) 
  Career Entries: Alchemist Apprentice 
  Career Exits: Apprentice Wizard, Charlatan, 
  Scholar 
  Note: Dwarfs and Halflings who enter this 
  career cannot use the Magical aspect. 
  Illusionist 
  Illusionism is a specialty magic that using 
  confuses the senses. Any dedicated 
  Journeyman Wizard can undertake Illusionism 
  rather pursue their own magic if they can find a 
  Master to teach them.  Some Illusionists use 
  their deceptive magic in less-than-scrupulous 
  ways for their own profit.  A few Illusionist 
  prefer life on the road and join travelling 
  troupes of entertainers. 
  
  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 (Magic), 
  Academic Knowledge (any one), Channelling, 
  Charm or Disuise, Common Knowledge (any 
  two), Gossip, Magical Sense, Read/Write, Ride 
  or Swim, Secret Signs (Wizard), Speak Arcane 
  Language (Magick), Speak Language (any two) 
  Talents: Aethyric Attunement or Dark Magic, 
  Fast Hands or Very Resilient, Illusion Magic 
  (any two), Meditation or Mighty Missile, 
  Wizard Magic (any two) 
  Trappings: Quarter Staff, Healing Poultice 
  Career Entries: Journeyman Wizard 
  Career Exits: Alchemist, Charlatan, 
  Entertainer, Master Illusionist, Scholar 
  Illusionist Emeritus 
  Illusionist Emeritus are the most knowledge-
  able and skilful of Illusionists, even to the point 
  of being equals to the Magisters of the Grey 
  College.  Of course, this does sit well with the 
  Imperial practitioners of this colour magic and 
  the rivalry between the two is bitter.  Most who 
  reach the status of Illusionist Emeritus prefer to 
  settle in either Tilea or Estalia in order to avoid 
  assassination attempts by the Grey Magisters. 
  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 (Magic), 
  Academic Knowledge (any three), Channelling, 
  Charm or Intimidate, Common Knowledge 
  (any three), Magical Sense, Read/Write, Speak 
  Arcane Language (Magick), Speak Arcane 
  Language (Arcane Elf or Daemonic), Speak 
  Language (any four) 
  Talents: Aethyric Attunement or Mighty 
  Missile, Dark Magic or Mediation, Fast Hands 
  or Hardy, Illusion Magic, Wizard Magic (any 
  two) 
  Trappings: Hand Weapon, Wizard’s Staff 
  (disguised in the Empire) or Medallion of their 
  Order, D5 Grimoires 
  Career Entries: Master Illusion 
  Career Exits: Explorer, Guild Master, 
  Politician, Scholar 
   
  Journeyman Wizard 
  Once they have graduated from apprentice, 
  non-Colour Journeyman Wizards leave their 
  former Masters to wander the world in search 
  of knowledge and sorcerous artefacts.  Those in 
  the Empire typically take on aliases and 
  disguise in order to avoid notice by Witch-
  Hunters as well as Colour Magisters and their 
  agents.  Many will take up with self-styled 
  adventurers (known to common people as no-
  good transients) so to conduct their pursuits 
  with some measure of protection. 
  Advance Scheme: 
  Main Profile 
  WS
  BS 
  S
  T 
  Ag 
  Int 
  WP
  Fel 
  +5% +5% 
  - 
  +5% +15% +30% +25% +10%
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M Mag
  IP 
  FP 
  - 
  +3 
  - 
  - 
  - 
  +2 
  - 
  - 
   
  Skills: Academic Knowledge (Magic), Academic 
  Knowledge (any one), Channelling, Charm or 
  Intimidate, Common Knowledge (any two), 
  Gossip, Magical Sense, Read/Write, Ride or 
  
  Swim, Secret Signs (Wizard), Speak Arcane 
  Language (Magick), Speak Language (any two) 
  Talents: Aethyric Attunement or Dark Magic, 
  Fast Hands or Very Resilient, Meditation or 
  Mighty Missile, Wizard Magic (any two) 
  Trappings: Grimoire, Writing Kit 
  Career Entries: Apprentice Wizard 
  Career Exits: Alchemist, Illusionist, Master 
  Wizard, Merchant, Scholar 
  Master Illusionist 
  Master Illusionists are artists (of a sort) who 
  have risen to the top of their craft. They often 
  seek apprentices to train and a number operate 
  small schools, except in the Empire where they 
  must maintain vigilance against their enemies.  
  These included, but are not limited to, 
  demented Dark Magic warlocks, narrow-
  minded Magisters from Altdorf, and tax-
  collectors.  A number of Master Illusionists 
  even use their craft to improve their chances of 
  succeed in whatever other profession they have 
  undertaken, such as business or politics. 
  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 (Magic), 
  Academic Knowledge (any two), Channelling, 
  Charm or Intimidate, Common Knowledge 
  (any two), Gossip or Ride, Magical Sense, 
  Read/Write, Speak Arcane Language (Magick), 
  Speak Arcane Language (Arcane Elf or 
  Daemonic), Speak Language (any three) 
  Talents: Aethyric Attunement or Meditation, 
  Dark Magic or Strong-minded, Fast Hands or 
  Mighty Missile, Illusion Magic, Wizard Magic 
  (any two) 
  Trappings: Hand Weapon, Wizard’s Staff 
  (disguised in the Empire) or Medallion of their 
  Order, D2 Grimoires 
  Career Entries: Illusionist 
  Career Exits: Charlatan, Explorer, Illusionist 
  Emeritus, Merchant, Politician, Scholar 
  Master Wizard 
  Non-Colour Master Wizards are skilled and 
  knowledgeable practitioners of their craft. They 
  often seek apprentices to train.  Some of these 
  Masters operate small academies along with others 
  of their kind and a small number of alchemists.  
  The Middenheim Alchemists’ and Wizards’ Guild 
  was a fine example of such an arrangement until 
  the powerful Colour Colleges of Altdorf used 
  political subterfuge to take over the Guild.  This 
  act was one of many that amply demonstrated the 
  lengths of Colour Colleges will go to solidify and 
  enhance their position.  In other parts of the Old 
  World, Master Wizards are generally able to 
  practice unhindered by such an enemy. 
  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 (Magic), Academic 
  Knowledge (any two), Channelling, Charm or 
  Intimidate, Common Knowledge (any two), 
  Gossip or Ride, Magical Sense, Read/Write, 
  Speak Arcane Language (Magick), Speak Arcane 
  Language (Arcane Elf or Daemonic), Speak 
  Language (any three) 
  Talents: Aethyric Attunement or Meditation, 
  Dark Magic or Strong-minded, Fast Hands or 
  Mighty Missile, Wizard Magic 
  Trappings: Hand Weapon, Wizard’s Staff 
  (disguised in the Empire) or Medallion of their 
  Order, D2 Grimoires 
  
  Career Entries: Journeyman Wizard 
  Career Exits: Explorer, Merchant, Scholar, 
  Wizard Lord 
  Wizard Lord 
  Non-Colour Wizard Lords are the most 
  powerful of their kind.  They are eccentric in 
  their own way, but nowhere near as teetering 
  on the edge of sanity as their Magister 
  counterparts.  Tired of the constant war with 
  the Magisters, many of the Imperial Wizard 
  Lords retire to homes in the southern Old 
  World or some mountain fastness on the edge 
  of the Empire.  Retired Wizard Lords oftern 
  spend their time furthering their studies and, on 
  occasion, hire mercenaries to seek out some 
  hidden artefact in exchange for gold.  
  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 (Magic), 
  Academic Knowledge (any three), Channelling, 
  Charm or Intimidate, Common Knowledge 
  (any three), Magical Sense, Read/Write, Speak 
  Arcane Language (Magick), Speak Arcane 
  Language (Arcane Elf or Daemonic), Speak 
  Language (any four) 
  Talents: Aethyric Attunement or Mighty 
  Missile, Dark Magic or Mediation, Fast Hands 
  or Hardy, Wizard Magic 
  Trappings: Hand Weapon, Wizard’s Staff 
  (disguised in the Empire) or Medallion of their 
  Order, D5 Grimoires 
  Career Entries: Master Wizard 
  Career Exits: Explorer, Guild Master, Scholar 
  Sidebar: The Nature of Lesser Magic 
  WFRP2e, page 148 introduced the concept of 
  Lesser Magic.  In essence, these are low-level 
  magicks that are common to the various Colour 
  Colleges.  The interesting part is that these 
  spells are not actually taught by a Master of 
  Sorcerous Magic, but are generally given in 
  some written form for the Journeyman Wizard 
  to learn through reading and (assumed) trial 
  and error. 
  There is no reason given why Lesser Magic is 
  treated in such a cavalier (or under-appreciated) 
  manner by the Magisters.  More than likely, 
  Lesser Magic derives from a source that 
  doesn’t fit nicely with the theory taught by 
  Teclis.  The utility of such magic is clear 
  otherwise its use would not be common across 
  Lores and type of Magic (Divine or Sorcerous). 
  Given the thrust of this article, it seems 
  consistent that Lesser Magic has its roots in 
  Wizardry.  Of course, the Magisters would take 
  issue with such a connection as would many 
  Priests. Imperial scholars who study arcane 
  matters try to avoid making any conclusions for 
  fear that their works (and maybe themselves) 
  would be consigned to the cleansing flame. 
  RoS2e did not expand the list of Lesser Magic.  
  To compensate for this missed opportunity, 
  GMs can use any of Wizardy spells (except 
  Illusion and Zone) described below with a 
  Casting Number of less than 10 to expand the 
  spells available for characters wishing to 
  become Magisters or Priests. 
   
  Skills 
  Magical Sense 
  As described in the companion Elemental 
  article, Magical Sense (also known as 
  Witchsight) operates differently for non-Colour 
  wizards than it does for the Magisters.  The 
  latter perceives their particular colour of magic 
  while Wizards, Illusionists, and Alchemists are 
  able “feel” the existence, but not the nature, of 
  
  magic.  This matters little to any of the three 
  non-Colour wizards as they can use any type of 
  magic to power their respective spells. 
  Prepare Alchemical Compound 
  Skill Type: Advanced 
  Characteristic: Int 
  Description: Use of this skill allows the 
  Alchemist to prepare one of the following types 
  of alchemical compounds: Acids and Alkalis, 
  Combustibles, Dyes and Pigments, Elixirs and 
  Potions, Pesticides and Fungicides, Poisons and 
  Soap. 
  Related Talents: None 
  Sidebar: Black Magisters  
  As defined in RoS2e, pages 68-69, Black Magisters are renegade Colour Wizards who betray the 
  principles taught by Teclis and the Imperial laws that bind their respective College.  Many flee the 
  confines of the establishment that trained them in order to pursue their dream of power by learning the 
  Lore of the other Colours. 
  By nature of their abilities to tap into any source of magic to power their spells, Wizards and 
  Illusionists are considered to be another type of Black Magister.  The few Magisters who have “seen” 
  Wizards and Illusionists cast spells through their Magical Sense have reported dark, muddy-coloured 
  winds with coloured flashes corresponding to the various Magical Lores, including those 
  corresponding to Dark and High Magic (the latter would be noticed by High Elf Mages).   As a result, 
  Imperial officials and Witch-Hunters are required by Imperial law (in those parts where it is observed 
  and enforced) to treat any non-Colour Wizard as a renegade from the Colour Colleges in Altdorf. 
  Talents 
  Aethyric Attunement  
  With respect to non-Colour Wizards, this talent 
  differs from that which is detailed on page 96 
  of WFRP2e.  These Wizards can attune 
  themselves to any source of magic, no matter 
  its colour or nature.  This carries some danger 
  as the non-Colour Wizard may accidentally tap 
  into a source of Dark Magic, which could result 
  in some disaster for the Wizard. 
  Sorcerous Magic 
  Wizardry, Illusionist, and Alchemist Magic 
  have a number of elements common with other 
  forms of sorcery: the acquisition of spells 
  through rigorous study; learning the requisite 
  skills to utilise, rather than be consumed by, 
  magic; and the skill to wield a powerful and 
  mysterious force that both astonishes and 
  inpires fear in the common folk. 
  Petty Arcane Magic 
  As with other apprentices, aspiring Wizards 
  eagerly (with some measure of trepidation) 
  wait for the day when their respective Master 
  decides that they are ready to learn one or two 
  low-level spells.  Once this day arrives, 
  apprentice has taken her first steps towards a 
  career both dangerous and rewarding. 
  In theory, an Apprentice is allowed to leave her 
  Master’s oversight for a limited time once she 
  masters four petty spells.  In the Empire, the 
  conditions under which an Apprentice leaves 
  her 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 
  grim and perilous world of Warhammer. 
  Should the Apprentice wish to gain new petty 
  spells, she must return to her Master (unless 
  circumstances – such as being burned at the 
  stake – prevent this, in which case she 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 she becomes 
  a full-fledged Wizard to try again. 
  A Wizard can learn as many Petty spells as he 
  chooses.  These do not count against the 
  maximum number a Wizard can know (see below). 
  Alchemists learn petty magic soon after they 
  have become full-fledge Alchemists as a 
  parting gift from their Master. 
  Petty (Arcane) Magic Spell List 
  The following list includes references to the 
  Petty Arcane spells that appeared in WFRP2e, 
  pages 146-147 as well as new petty spells.  
  GMs are encouraged to allow characters 
  striving to become Magisters access to the new 
  spells (except Zone spells). 
  Blot 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: A small piece of blotting paper (+1) 
  Description: Through use of this spell, the 
  wizard is able to instantly dry up a half-pint 
  of spilled liquid.  No stain is left by 
  coloured liquids, though any actual damage 
  such as acid burns or blotches of oil will 
  remain. 
   
  Cure Boils 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: A small bar of soap (+1) 
  Description: The wizard can remove any 
  unsightly skin blemishes from the target 
  such as boils, spots, acne, plague marks, 
  etc.  The spell does not cure the cause of the 
  affliction (for example, the plague).  If the 
  cause is not treated, then the marks return 
  when the spell ends in 1D10 days.  
  Moreover, the spell only affects current 
  marks, it will not remove old scarring or 
  disfigurements caused by previous 
  afflictions (such as boils or pox). 
   
  Danger Sense 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: The shoulder-blades of a hedgehog 
  (+1) 
  Description: This spell enables the wizard to 
  have the equivalent of the Sixth Sense skill 
  for 1D10 rounds.  If cast on another 
  character, that character does not receive 
  any benefit from the spell.  It does, 
  however, gives the wizard a feeling of 
  danger if the other character is in trouble. 
   
  Dark Sight 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: The eyes of an owl (+1) 
  Description: The wizard gains the Night Vision 
  skill for 2D10 minutes.  If the wizard 
  already has the skill, then the range of the 
  vision is doubled to 60 yards. 
   
  Find  
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: A lamb’s tail (+1) 
  Description: With this spell, the wizard is able 
  to locate any lost object as long as the item 
  is within 12 yards of her.  The wizard is 
  able to hear the object ring with the sounds 
  of a small bell until it is found.  If the object 
  does not belong to wizard then she must 
  touch the person owning the object (who, in 
  turn, must have touched the item at some 
  point) while casting the spell.  The person 
  touched by the wizard must be alive and 
  willing to have the object found. 
   
  Glowing Light  
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: A drop of lamp oil (+1) 
  Description: Same as the Arcane Petty Spell of 
  the same name (WFRP2e, page 146).   
   
  
  Lesser Curse 
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: Hair, fingernail, etc from victim 
  (+1) 
  Description: The wizard is able to place a lesser 
  curse on one chosen victim.  The victim 
  must be  within 12 yards of the caster when 
  the lesser curse is placed.  The victim may 
  test against WP to avoid the effects of the 
  lesser curse.  If failed, the victim suffers 
  from the lesser curse, which may take one 
  of the following forms (the GM may 
  substitute something equally 
  discomforting): 
  Warts 
   
  Baldness 
   
  Halitosis 
  Boils, piles 
   
  Severe rash 
   
  Smelly Feet 
  Flatulence 
   
  Hair turns a bright colour 
  Irregular bowel movement 
  The lesser curse can be ended at any time 
  by the wizard or by another with the same 
  or higher Mag characteristic using Remove 
  Lesser Curse. 
   
  Magic Flame  
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: A piece of flint (+1) 
  Description: Same as the Hedgewizard Petty 
  Spell of the same name (WFRP2e, page 
  147). 
   
  Mend  
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: A drop of lamp oil (+1) 
  Description: Same as the Arcane Petty Spell of 
  the same name (WFRP2e, page 146).   
   
  Protection from Rain  
  Casting Number: 3 
  Casting Time: Full Action 
  Ingredient: A freshly picked leaf (+1) 
  Description: Same as the Hedgewizard Petty 
  Spell of the same name (WFRP2e, page 147). 
  Remove Lesser Curse  
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: None 
  Description:  The wizard can remove only one 
  lesser curse placed by another of the same 
  or lesser Mag characteristic. 
   
  Weaken Poison  
  Casting Number: 3 
  Casting Time: Half Action 
  Ingredient: A pint of water (+1) 
  Description:  The wizard is able to half any 
  damage caused by one dose of poison that 
  the target has received.  The spell must be 
  cast within the time the poison takes to 
  reach its full effect.  If the poison acts 
  instantly, then the spell has no effect. 
   
  Zone of Cold  
  Casting Number: 3 
  Casting Time: Full Action 
  Ingredient: A lit torch (+1) 
  Description:  The wizard creates a 12-yard 
  diameter zone centred on him that lasts for 
  one hour, unless it is destroyed or the 
  wizard moves.  The temperature within the 
  zone is lowered by 10 degrees Celsius (18 
  Fahrenheit).  The wizard maintaining the 
  zone may not cast any new magic.  Should 
  two or more zones overlap, they are all 
  instantly destroyed. 
   
  Zone of Silence 
  Casting Number: 3 
  Casting Time: Full Action 
  Ingredient: A ball of wax (+1) 
  Description:  The wizard creates a 12-yard 
  diameter zone centred on him that lasts for 
  one hour, unless it is destroyed or the 
  wizard moves.  No sound can pass into or 
  out of the zone, irrespective of its loudness.  
  The wizard maintaining the zone may not 
  cast any new magic.  Should two or more 
  zones overlap, they are all instantly 
  destroyed. 
  
  Zone of Warmth  
  Casting Number: 3 
  Casting Time: Full Action 
  Ingredient: A piece of animal fur (+1) 
  Description:  The wizard creates a 12-yard 
  diameter zone centred on him that lasts for 
  one hour, unless it is destroyed or the 
  wizard moves.  The temperature within the 
  zone is increased by 10 degrees Celsius (18 
  Fahrenheit).  The wizard maintaining the 
  zone may not cast any new magic.  Should 
  two or more zones overlap, they are all 
  instantly destroyed. 
   
  Drop 
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: A dab of butter (+1) 
  Description: Same as the Arcane Petty Spell of 
  the same name (WFRP2e, page 146).   
   
  Gift of Tongues 
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: The tongue of any creature (+1) 
  Description:  Through use of this spell, the 
  wizard is able to speak and understand any 
  language for 1D5 minutes. 
   
  Knock Down  
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: Small ebony stick ending in a 
  carved fist (+1) 
  Description: The wizard can use this spell to 
  send a sharp buffet of air at any human-
  sized (or smaller) within 8 yards and in line 
  of sight.  There is no damage, but the target 
  must make a successful Ag test or be 
  knocked over.  Should the target fail, then 
  he must take another Ag test to avoid 
  dropping anything hand-held.  Modifiers to 
  the Ag test are: 
  -20% 
  Target running 
  -10%  Target moving at normal speed 
     0%  Target moving at hampered 
  movement 
  +10% Target standing still 
   
  Open  
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: A small silver key (+1) 
  Description:  This spell enables the wizard to 
  open any lock, bolt or latch within 1 yard 
  for one minute.  During this time, these 
  cannot be forced to shut.  This spell does 
  not work on magically locked devices. 
   
  Reinforce Door  
  Casting Number: 4 
  Casting Time: Full Action 
  Ingredient: A small lock (+1) 
  Description:  The wizard can make any door, 
  chest, or similar vessel within 1 yard 
  physically stronger and harder to break 
  open.  The TB of the door or vessel is 
  increased by 1 for one week and as many as 
  three spells can be cast upon it. 
   
  Sounds 
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: A tiny bell (+1) 
  Description:  Same as the Arcane Petty Spell of 
  the same name (WFRP2e, page 146). 
   
  Stealth  
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: A dry leaf (+1) 
  Description:  The effects of this spell makes the 
  wizard harder to see or hear for 1D10 
  minutes.  Anyone trying to see or hear the 
  wizard must make a Perception test at –
  20% to do so.  
   
  Zone of Friendliness 
  Casting Number: 4 
  Casting Time: Full Action 
  Ingredient: A glass of spirits (+1) 
  Description:  The wizard creates a 12-yard 
  diameter zone centred on him that lasts for 
  one hour, unless it is destroyed or the 
  wizard moves.  All Fel tests within the zone 
  are made with a +10% modifier.  Anyone 
  arguing within the area of the zone when it 
  is cast must make the Fel+10 in order to 
  
  calm down and become friendly with the 
  other person.  The effect of the zone will 
  not stop a fight in progress, but will prevent 
  one from starting.  The wizard maintaining 
  the zone may not cast any new magic.  
  Should two or more zones overlap, they are 
  all instantly destroyed. 
   
  Zone of Tastiness 
  Casting Number: 4 
  Casting Time: Full Action 
  Ingredient: A toffee apple (+1) 
  Description:  The wizard creates a 12-yard 
  diameter zone centred on him that lasts for 
  one hour, unless it is destroyed or the 
  wizard moves.  All food in the zone will be 
  tastier so that a normal meal tastes like a 
  feast and ship’s hard tack taste like a moist 
  cake.  The quality of food in the zone is not 
  effected so rotten food will still cause 
  illness and a poisoned food will retain its 
  potency.  The wizard maintaining the zone 
  may not cast any new magic.  Should two 
  or more zones overlap, they are all instantly 
  destroyed. 
   
  Zone of Windlessness  
  Casting Number: 4 
  Casting Time: Full Action 
  Ingredient: A dandelion with seeds attached 
  (+1) 
  Description:  The wizard creates a 12-yard 
  diameter zone centred on him that lasts for 
  one hour, unless it is destroyed or the 
  wizard moves.  The speed of the wind 
  within the zone is lessened by 10 miles per 
  hour.  Thus, light winds drop down to 
  nothing and the strength of gale winds 
  weakened.  The zone is not powerful 
  enough to counter the effects of spells like 
  Wind Blast.  The wizard maintaining the 
  zone may not cast any new magic.  Should 
  two or more zones overlap, they are all 
  instantly destroyed. 
   
  Sharp Eyes  
  Casting Number: 5 
  Casting Time: Half Action 
  Ingredient: The eyes of a hawk (+1) 
  Description:  This spell increases the wizard’s 
  Ag by +10% for the purposes of Perception 
  tests using vision for 1D10 minutes. 
   
  Magic Dart  
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: A small dart (+1) 
  Description: Same as the Arcane Petty Spell of 
  the same name (WFRP2e, page 147). 
   
  Marsh Lights  
  Casting Number: 6 
  Casting Time: Full Action 
  Ingredient: A firefly (+1) 
  Description: Same as the Arcane Petty Spell of 
  the same name (WFRP2e, page 146).   
   
  Sleep 
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: A piece of down (+1) 
  Description:  Same as the Arcane Petty Spell of 
  the same name (WFRP2e, page 146). 
   
  Sidebar: Zone Magic 
  Zone Magic is a relatively new development in 
  the Sorcerous Arts.  It is believed to have been 
  developed in the Academy of the Arcane Arts 
  in Miragliano by the Aegis Order sometime 
  around 2006 I.C.  The Aegists secretly brought 
  the knowledge to the Empire around 2250 I.C.  
  Knowing the environment that existed in the 
  Empire, the Aegists established a school 
  specialising in the teaching of this type and 
  related magicks in the cliffs near the Ostlander 
  village of Öbelstein.  Another chapter of the 
  Order was established in Marienburg and is still 
  believed to be operating under the protection of 
  the Directorate.  From these schools. Zone 
  magic eventually spread to other Wizards not 
  affiliated with the Aegists. 
  As a result of its late creation, Zone magic is 
  not available to other types of sorcery as Petty 
  or Lesser Magic spells. 
  
  Lore of Wizardry 
  Another means of learning the spell is to find a 
  tome or a set of parchments detailing the spell 
  in Arcane Language (Magic).  The Wizard 
  character must spend three months of 
  continuous study and practice to hone her 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 
  Wizard 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 find 
  another means to learn this spell. 
  There are several ways for a Wizard or 
  Illusionist character to gain a new spell.  The 
  one most commonly used involves finding 
  another Wizard of the same type 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 Wizard 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 find another Wizard to 
  instruct her. 
  There is also an upper to the number of 
  Wizardry (or Illusion) spells a Wizard (or 
  Illusionist) can know.  The number can be 
  calculated by multiplying one tenth of a 
  Wizard’s Int characteristic (as a real number, 
  rounded down) and multiply it by her Mag 
  characteristic.  For example, a Master Wizard 
  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 Wizardry or 
  Illusion spells is offset by the fact that the 
  Wizard needs only to test on the “Sorcery 
  Failure” 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 Wizard or 
  Illusionist, a modifier of +10% is added to their 
  roll on the table below.  A quadruple adds a 
  +20% modifier.  Should the Wizard or 
  Illusionist cast a spell in an area particularly 
  high in Dark Magic [as determined by the GM], 
  then the character must add another +5% to any 
  casting roll resulting in a double, triple, or 
  quadruple. 
  Wizards can still be penalised with an 
  Automatic Failure whenever they roll a 1 on all 
  the dice in their casting roll (WFRP2e, page 
  142). 
   
  
  Sorcery Failure 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 Wizard’s casting roll would have exceeded 
  the casting number without the use of the ingredient. 
  11-16 
  The Wizard’s nose begins to bleed and continues to do so for 1D10 unless the 
  Wizard successfully passes a T test. 
  17-23 
  A weird wind blows in the vicinity of the Wizard (within 15 yards) for 1D10 
  rounds, kicking up dirt, water, or any other nearby surface material.  
  24-30 
  The Wizard breaks out in a cold sweat for 1D10 rounds. 
  31-36 
  An uncontrollable twitch occurs at a random part of the Wizard’s body for 1D10 
  rounds. 
  37-42 
  The Wizard suffers from bloating, cramps, and uncontrollable flatulence for 1D10 
  rounds.  During this time, the Wizard must successfully test against their WP-5% to 
  cast a spell. 
  43-48 
  A sharp jolt of pain causes the Wizard to drop anything held in his hands unless he 
  passes an Ag–10% test. 
  49-54 
  The Wizard suffers from an excruciating headache and nosebleed for one round, 
  causing him to lose 1 W irrespective of TB. 
  55-60 
  Drawing on whatever Magic is available, the Wizard loses control after casting the 
  spell.  His Mag characteristic is reduced by 1 for the next 1D10 minutes. 
  61-65 
  The Wizard is covered in hives for the next 2D10 rounds as if suffering from an 
  allergic reaction.  During this time, the Wizard must successfully test against their 
  WP-10% to cast a spell. 
  66-70 
  After successfully casting his spell, the Wizard is overcome with fatigue.  For the 
  next 1D10 rounds, the Wizard must pass both a T-5% and a WP-10% to cast a 
  spell. 
  71-75 
  The Wizard 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 Wizard 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 Wizard becomes suddenly and extremely agitated for 1D10+5 rounds, thereby 
  losing –15% to both his Int and WP for the duration.  In addition, the Wizard must 
  test against his reduced WP in order to cast a spell. 
  86-90 
  Overwhelm by melancholia, the miserable Wizard 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 Wizard is wracked with pain after casting his spell and loses 1D10 W 
  irrespective of TB. 
  96-99 
  The Wizard has a disturbing vision that stuns him for 1D10 rounds.  In addition, the 
  Wizard receives a number of W equal to his TB and is rendered as a prone target.  
  Once recovered, the Wizard may not cast another spell for four hours. 
  00+ 
  The Wizard’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) 
  
  Wizards of the Laurëlorn 
  The Wood Elf Mages of the Laurëlorn are 
  among the most powerful and versatile wizards 
  in the Old World.  Their magic is actually 
  closer in form and function to those of the 
  Wizards and Illusionists than the Colour 
  Magisters, High Elf Mages or even the sorcery 
  of (many assume) their kin in Athel Loren. 
  Wood Elf Mages follow the normal career 
  progression of Wizards.  One Order, the 
  Eldritch Watchers (Dreinarthia Corlinalith) of 
  the Laurëlornalim refer to these respective 
  careers as  Spellweaver (Thaumaluth), 
  Labyrinth Traveller (Menalir-a-Sarcolalith), 
  and Farseer (Coramethalur).  Like many Wood 
  Elf mages, an individual Mage of the Order of 
  the Eldritch Watchers has a mixture of Wizard, 
  Elemental, and Illusion Magick in her 
  repertoire. 
  Assuming they can find a Master (either Wood 
  Elf or Human) with the appropriate skills or 
  talents, a Wood Elf Mage may take at normal 
  EP costs any skill or talent normally afforded to 
  the equivalent career for Illusionists and 
  Elementalists.  Should that character’s Master 
  (Wood Elf only) also have the Arcane Lore of 
  Tree Songs talent, the Wood Elf Mage may 
  purchase that particular talent at a cost of 100 
  EP per spell. 
  In addition, Wood Elf Mages are able to know 
  more spells than their Human counterpart.  A 
  Wood Elf Mage character would calculate their 
  maximum in the same way described for a 
  Wizard above and get a bonus capacity of 2 
  spells for every point of their Mag 
  characteristic.  Using the example above for a 
  Master Wizard with an Int of 66%, the Wood 
  Elf Mage of the same level could know as 
  many as 24 spells (6.6 rounded down to 6, 
  which multiplied by 3 yields 18. To this the 
  Wood Elf Mage can add 2 x her Mag 
  characteristic of 3). 
  Wizard Spell List 
  The following list includes references to the 
  Lesser Magic spells that appeared in WFRP2e, 
  pages 148-149 as well as selected spells from 
  certain Lores (all appropriately referenced):   
  Move  
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: A small fan (+1) 
  Description: Same as the Lesser Magic Spell of 
  the same name (WFRP2e, page 148).   
   
  Aethyric Armour  
  Casting Number: 5 
  Casting Time: Half Action 
  Ingredient: A link of chainmail (+1) 
  Description: Same as the Lesser Magic Spell of 
  the same name (WFRP2e, page 148-149).   
   
  Blessed Weapon  
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: A dab of blessed water (+1) 
  Description: Same as the Lesser Magic Spell of 
  the same name (WFRP2e, page 148).   
   
  Cure Light Injury  
  Casting Number: 6 
  Casting Time: Full Action 
  Ingredient: A piece of lint (+1) 
  Description:  The wizard is able to magically 
  heal 1D5 W on any wounded individual 
  instantly by touch. 
   
  Dispirit  
  Casting Number: 7 
  Casting Time: Full Action 
  Ingredient: A carved miniature wooden heart, 
  which is snapped in two as spell is cast (+1) 
  Description:  Through this spell, the wizard 
  induces feelings of gloom and despair in 
  any individual or small group of four within 
  48 yards.  The victims must successfully 
  pass a WP test to resist the spell’s effects.  
  If the test is failed, then the affected 
  individuals suffer a –10 modifier to any 
  WP or Fel tests for 1D5 hours.  This spell 
  does not affect creatures normally immune 
  to such affects such as Undead.  This spell 
  also negates the effects of the Enthuse spell. 
  
  Magic Lock  
  Casting Number: 7 
  Casting Time: 1 minute 
  Ingredient: A small key (+1) 
  Description: Same as the Lesser Magic Spell of 
  the same name (WFRP2e, page 148) 
   
  Cause Animosity  
  Casting Number: 8 
  Casting Time: Full Action 
  Ingredient: Any part of a dead goblin (+2) 
  Description:  Through this spell, the wizard 
  induces animosity in any individual or 
  small group of four within 48 yards towards 
  their fellow companions.  The victims must 
  successfully pass a WP test to resist the 
  spell’s effects.  If the test is failed, then the 
  affected individuals attack one another for 
  1D5 rounds or until a common enemy 
  appears.  This spell does not affect 
  creatures normally immune to such affects 
  such as Undead. 
   
  Detect Magic  
  Casting Number: 8 
  Casting Time: Full Action 
  Ingredient: Leaf from an ash or hawthorn tree 
  (+1) 
  Description:  The wizard is able to identify all 
  magic items and objects in her field of 
  vision up to 48 yards for one minute.  The 
  spell will not enable the wizard to identify 
  other practitioners of the sorcerous arts nor 
  will it reveal the function or purpose of any 
  magic item. 
   
  Enthuse  
  Casting Number:  
  Casting Time: 8 
  Ingredient: A miniature cast iron heart (+2) 
  Description:  Through this spell, the wizard 
  induces feelings of hope and enthusiasm in 
  any individual or small group of four within 
  48 yards.  The victims must successfully 
  pass a WP test to resist the spell’s effects.  
  If the test is failed, then the affected 
  individuals gain a +10 modifier to any WP 
  or Fel tests for 1D5 hours.  This spell does 
  not affect creatures normally immune to 
  such affects such as Undead. This spell also 
  negates the effects of the Dispirit spell. 
   
  Fleetfoot  
  Casting Number: 8 
  Casting Time: Full Action 
  Ingredient: Two seeds of Vigiwort and the 
  sinews of a horse’s leg (+2) 
  Description:  Through touch, the wizard can 
  increase the his or another individual’s M 
  characteristic by 50% (round up) for 1 
  minute.  This spell negates the effects of the 
  Slowfoot spell. 
   
  Ignite Missiles  
  Casting Number: 8 
  Casting Time: Full Action 
  Ingredient: A drop of oil and pinch of sulphur 
  (+2) 
  Description:  The wizard may cast this spell on 
  any missiles (up to 5) or thrown weapons 
  (excluding ammunition for gunpowder 
  weapons, bombs, or incendiaries).  When 
  the missile is fired or weapon thrown within 
  one hour after the spell is cast, it bursts into 
  flames in mid-flight and will cause an 
  additional 2W if it strikes its intended 
  target.  The weapon ignites any flammable 
  object it strikes. 
   
  Magic Alarm  
  Casting Number: 8 
  Casting Time: 1 minute 
  Ingredient: A small brass bell (+1) 
  Description: Same as the Lesser Magic Spell of 
  the same name (WFRP2e, page 148-149).   
   
  Immunity from Poison  
  Casting Number: 8 
  Casting Time: Full Action 
  Ingredient: The tail of a scorpion (+1) 
  Description:  Any individual (including the 
  wizard) receiving this spell by touch has 
  complete immunity from poisons and 
  venoms for 6 x 1D10 minutes. 
   
  Slowfoot  
  Casting Number: 8 
  Casting Time: Full Action 
  
  Ingredient: An infusion of sleeping herbs and a 
  fragment of tortoise shell (+1) 
  Description:  Through touch, the wizard can 
  decrease another individual’s M 
  characteristic by 50% (round down) for 1 
  minute.  This spell negates the effects of the 
  Fleetfoot spell. 
   
  Luck  
  Casting Number: 9 
  Casting Time: Full Action 
  Ingredient: A rabbit’s foot (+1) 
  Description:  Through use of this spell, the 
  wizard can affect his luck for the following 
  hour by allowing him to modify a single 
  1D100 roll by 10 points. 
   
  Slippery Ground  
  Casting Number: 9 
  Casting Time: Full Action 
  Ingredient: A drop of oil (+1) 
  Description:  The wizard can affect a patch of 
  ground of up to 5 yards square as if it were 
  doused in non-flammable oil for D5 
  minutes.  Any character moving faster than 
  a Hampered rate across the slippery 
  ground must make an Ag test to avoid 
  slipping and falling.  A falling character 
  must make a second subsequent Ag test or 
  drop any hand-held object.  The fallen 
  character must spend the next round 
  regaining his feet, counting as defenceless 
  during this time. 
   
  Wilt Weapon  
  Casting Number: 9 
  Casting Time: Full Action 
  Ingredient: A small clay model of a weapon 
  and a vial of pure, clear water (+2) 
  Description:  The wizard may cause a non-
  magic weapon in his line of sight and 
  within 48 yards to instantly become limp 
  and useless for 1D5 minutes.  At the end of 
  this time, the weapon hardens again, but in 
  whatever bent shape it is in when the spell 
  ends.  A character with the Trade (Smith) 
  skill can make an Int+20 test in order to 
  position the floppy weapon in such a way 
  that it regains its original shape. 
  Silence  
  Casting Number: 10 
  Casting Time: Half Action 
  Ingredient: A gag (+1) 
  Description: Same as the Lesser Magic Spell of 
  the same name (WFRP2e, page 149). 
   
  Lightning Bolt  
  Casting Number: 10 
  Casting Time: Half Action 
  Ingredient: A tuning folk (+1) 
  Description: Same as the Lore of the Heavens 
  Spell of the same name (WFRP2e, page 
  153). 
   
  Ward Area 
  Casting Number: 10 
  Casting Time: Two Full Actions 
  Ingredient: Crumpled paper (+1) 
  Description:  The wizard can ward an area of 
  up to 6 feet in diameter on the ground by 
  using white stones placed within a yard of 
  one another.  Should the area (up to a 
  height of 10 feet) is breached or a white 
  stone moved, the wizard will become aware 
  of the breach if she is within 1000 yards.  
  The wizard will even awake from slumber 
  when the spell is triggered. 
   
  Zone of Firelessness  
  Casting Number: 10 
  Casting Time: Full Action 
  Ingredient: A damp squib or tinderbox (+1) 
  Description:  The wizard creates a 12-yard 
  diameter zone centred on him that lasts for 
  one hour, unless it is destroyed or the 
  wizard moves.  Any fire – including 
  magical – within or brought into the zone 
  will be extinguish immediately.  This 
  includes fireballs fired into and out of the 
  zone.  Lava and molten metal will solidify, 
  even though they will remain very hot.  The 
  wizard maintaining the zone may not cast 
  any new magic.  Should two or more zones 
  overlap, they are all instantly destroyed. 
   
  Skywalk  
  Casting Number: 11 
  Casting Time: Full Action 
  
  Ingredient: An eagle’s feather (+2) 
  Description:  Same as the Lesser Magic Spell 
  of the same name (WFRP2e, page 149). 
   
  Cause Hatred  
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: Blood from a giant spider (+3) 
  Description:  The wizard causes hatred in any 
  individual or small group of four within 48 
  yards towards their fellow companions or 
  any group so chosen by the wizard.  The 
  victims must successfully pass a WP test to 
  resist the spell’s effects.  If the test is failed, 
  then the affected individuals attack the 
  hated individual or group  for 2D10 rounds.  
  This spell does not affect creatures 
  normally immune to such affects such as 
  Undead. 
   
  Converse by Candlelight  
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: A copper wire (+1) 
  Description:  This spell works when two 
  wizards at a pre-arranged time cast this 
  spell upon a lit candle and call out the 
  others name at the end of the invocation.  
  The light on the candle turns green on both 
  candles as soon as the second wizard 
  completes the spell.  The range for the 
  communication is 10 miles and lasts ten 
  minutes.  The spell can be ended sooner 
  simply by blowing out the candle.. 
   
  Fire Ball  
  Casting Number: 12 
  Casting Time: Half Action 
  Ingredient: A ball of sulphur (+2) 
  Description:  Same as the Lore of Fire Spell of 
  the same name (WFRP2e, page 152). 
   
  Flight  
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: Wing feather of a bird of prey (+2) 
  Description: With this spell, the Wizard is 
  capable of flight for 1D10 rounds and 
  reaching a distance of 50 yards per round.  
  At the end of the spell, the Wizard drifts to 
  the ground rather than crash.  This spell 
  only works if the Wizard is carrying half 
  her allowed encumbrance.  For example, a 
  Wizard with a Strength characteristic of 
  35% can fly if she is carrying 175 points of 
  encumbrance (Sx5) or less.  
   
  Hammerhand  
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: A small silver hammer (+2) 
  Description:  Through use of this spell, a 
  wizard increases her A characteristic to 2 
  and S by 20%.  The spell lasts for 6 x 1D10 
  minutes or until the wizard suffers the loss 
  of any W. 
   
  Hold Flight  
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: The jawbone of a mule (+1) 
  Description:  This spell enables the wizard to 
  prevent any individual or small group of 
  four in combat within 48 yards from being 
  routed or forced to leave combat while the 
  fighting lasts.  Characters in combat could 
  still withdraw if they so choose and any 
  who were previously forced to leave 
  combat can return immediately.  The spell 
  ends when the affected characters no longer 
  have opponents within hand-to-hand 
  combat range. 
   
  Steal Mind  
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: A phial of pure alcohol (+1) 
  Description:  The wizard may render any 
  victim within 24 yards utterly mindless and 
  unable to do anything other than sit on the 
  ground, dribbling, and eating grass for 1D5 
  rounds.  The victim may take a WP test to 
  avoid the spell’s effect.  Mindless 
  characters are incapable of defending 
  themselves and moving on their own 
  volition.  They can be led away, moving at 
  a Hampered rate. 
   
  
  Strength of Combat  
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: The scalp of a giant (+3) 
  Description:  Through this spell, the wizard can 
  increase one of her characteristics by 10%; 
  her M or A by +1; or W by 1D5+2.  The 
  spell only lasts until dawn of the next day.  
  The wizard can only cast this spell on 
  herself once on a given day. 
   
  Dispel  
  Casting Number: 13 
  Casting Time: Full action 
  Ingredient: A small silver hammer (+2) 
  Description: Same as the Lesser Magic Spell of 
  the same name (WFRP2e, page 149). 
   
  Break Weapon  
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: A small wooden model of the 
  weapon, broken when spell is cast (+1) 
  Description:  The wizard may cause weapon in 
  her line of sight and within 48 yards to 
  instantly break, rendering it useless.  
  Magical weapons are allowed a 50% 
  chance with an additional +10% for every 
  ability the weapon possesses to resist the 
  effects of this spell.  Thus, a weapon with a 
  +10% to WS and an ability to Steal Mind 
  have a 70% chance to resist the spell. 
   
  Cause Frenzy  
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: A lock of hair from a chaos 
  beastman (+3) 
  Description:  This spell enables the wizard to 
  induce frenzy in any individual or small 
  group of four within 48 yards.  The victims 
  must successfully pass a WP test to resist 
  the spell’s effects.  If the test is failed, then 
  the affected individuals are treated as if 
  they have the Frenzy talent (WFRP2e, page 
  98) and attack any enemy individual or 
  group  for 2D10 rounds.  This spell does 
  not affect creatures normally immune to 
  such affects such as Undead. 
  Cause Panic 
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: The tooth of a dragon (+3) 
  Description:  This spell induces panic in any 
  individual or small group of four within 48 
  yards.  The victims must successfully pass a 
  WP test to resist the spell’s effects.  If the 
  test is failed, then the affected individuals 
  fail any test based on Int, WP, or Fel for 
  2D10 rounds.  This spell does not affect 
  creatures normally immune to such affects 
  such as Undead. 
   
  Mystic Mist  
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: A ball of cotton wool (+1) 
  Description:  The wizard creates a 12-yard 
  diameter area of mist centred within 96 
  yards of the wizard’s line of sight.  During 
  the next 1D10+2 rounds, any individual 
  caught within the mist cannot see through 
  or out of it and can only move at the 
  Hampered rate.  In addition, those outside 
  the mist cannot see into or past it. 
   
  Rally  
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: Blood from the heart of a lion (+3) 
  Description:  Through use of this spell, the 
  wizard is able to immediately cancel the 
  effects of a failed Fear/Terror test on any 
  individual or small group of four within 48 
  yards.  The character or group can move 
  and act normally, though any Insanity 
  Point from the failed Terror test. This spell 
  does not affect creatures normally immune 
  to such affects such as Undead. 
   
  Wind Blast  
  Casting Number: 14 
  Casting Time: Half Action 
  Ingredient: An animal bladder (+1) 
  Description:  Same as the Lore of the Heavens 
  Spell of the same name (WFRP2e, page 
  153). 
   
  
  Zone of Sanctuary  
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: A small silver pentagram (+2) 
  Description:  The wizard creates a 12-yard 
  diameter zone centred on him that lasts for 
  one hour, unless it is destroyed or the 
  wizard moves.  All creatures inside the 
  Zone are immune to all psychology effects 
  such as Fear or Terror.  In addition, no 
  Daemonic, Undead, or Elemental 
  creatures can enter the Zone nor may such 
  creatures cast spells or fire missiles into it.  
  The wizard maintaining the zone may not 
  cast any new magic.  Should two or more 
  zones overlap, they are all instantly 
  destroyed. 
   
  Zone of Steadfastness  
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: 1 pint of dragon’s blood (+3) 
  Description:  The wizard creates a 12-yard 
  diameter zone centred on him that lasts for 
  one hour, unless it is destroyed or the 
  wizard moves.  All friendly creatures 
  inside the Zone are immune to all 
  psychology effects such as Fear or Terror.  
  In addition, friendly creatures may gain +3 
  to their A characteristic and receive an 
  equivalent of +1 armour points all over so 
  long as they remain in the zone.  The 
  wizard maintaining the zone may not cast 
  any new magic.  Should two or more 
  zones overlap, they are all instantly 
  destroyed. 
   
  Animate Sword  
  Casting Number: 15 
  Casting Time: Full Action 
  Ingredient: A sword (+1) 
  Description:  The wizard can bestow a normal, 
  non-magical sword with a life of its own for 
  1D10 rounds.  The animated sword acts 
  independently of the wizard fighting 
  whomever she wishes.  The weapon’s 
  profile is as follows: 
   
  Main Profile 
  WS
  BS 
  S 
  T 
  Ag 
  Int WP
  Fel 
  57%
  - 
  40% 50% 
  - 
  - 
  - 
  - 
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M Mag
  IP 
  FP 
  2 
  10 
  4 
  5 
  6 
  - 
  - 
  - 
   
  Arrow Storm  
  Casting Number: 15 
  Casting Time: Full Action 
  Ingredient: A quiver of up to 12 arrows (+1) 
  Description:  By touching a quiver of arrows, 
  the wizard enchants these missiles so that 
  one magically appears in hand as soon as 
  the previous one was fired.  This allows the 
  archer to increase her rate of fire (for 
  example, 2 shots per round for a bow, 3 
  shots if archer has Rapid Reload talent).  
  The arrow looses its enchantment once 
  fired or until dawn of the next day if 
  unused. 
   
  Magical Might 
  Casting Number: 15 
  Casting Time: Full Action 
  Ingredient: Any non-magical combat weapon 
  (+1) 
  Description:  The wizard can use this spell to 
  enhance her martial prowess by increasing 
  her S by +40% for the next successful hit 
  within 1D5+2 rounds.  The blow must be 
  struck with the weapon used as the 
  ingredient, after which it is consumed by 
  the magic it channelled. 
   
  Smash  
  Casting Number: 15 
  Casting Time: Full Action 
  Ingredient: A lock of hair from a giant (+3) 
  Description:  The wizard can cast this spell 
  through touch on a door, wall, or inanimate 
  surface or object and deliver a 1D5 hits 
  with SB10 onto it.  This effect of this spell 
  does not work on any living or undead 
  creature. 
   
  
  Arrow Invulnerability  
  Casting Number: 16 
  Casting Time: Full Action 
  Ingredient: A turtle or tortoise shell (+1) 
  Description:  Through use of this spell, a wizard 
  can make any individual (including himself) 
  or a small group of four people within 24 
  yards completely invulnerability to any kind 
  of normal missile fire for 1D10+2 rounds.  
  Such missiles include arrows, crossbow 
  bolts, thrown weapons, or large siege 
  weapons.  This spell does not protect against 
  magic missile attacks such as enchanted 
  arrows, fireballs, lightning bolts, etc. 
   
  Block Memory  
  Casting Number: 16 
  Casting Time: Full Action 
  Ingredient: A blindfold (+1) 
  Description:  The spell enables a wizard to 
  immediately block the memory of a 
  particular event from the mind of another 
  character.  The wizard must know the 
  details of the event and be able to speak to 
  the character within 4 yards in a language 
  that character understands.  The character is 
  allowed an opposing WP test to resist the 
  effect of the spell.  If the blocked memory 
  is of a terrifying nature, the character will 
  have nightmares that vaguely suggests that 
  memory.  This spell cannot be used to make 
  another spellcaster to forget a magic spell. 
   
  Cause Fear  
  Casting Number: 16 
  Casting Time: Full Action 
  Ingredient: The skull of any creature 10 foot 
  tall (+3) 
  Description:  This spell induces fear in any 
  individual or small group of four within 48 
  yards.  The victims must successfully pass a 
  WP test to resist the spell’s effects.  If the 
  test is failed, then the affected individuals 
  are subject to fear against all potential 
  combat and have to make the appropriate 
  WP test whenever combat is for 2D10+3 
  rounds.  This spell does not affect creatures 
  normally immune to such affects such as 
  Undead. 
  Flame Curse  
  Casting Number: 16 
  Casting Time: Full Action 
  Ingredient: Any part of a dragon (+3) 
  Description:  The wizard may cause one 
  character or object in his line of sight and 
  within 48 yards – as well as part of a wall 
  or area of ground 10 feet in any dimension 
  – to become flammable for 1D5 minutes .   
   
  Steal Magical Power  
  Casting Number: 16 
  Casting Time: Full Action 
  Ingredient: A small amber jar (+2) 
  Description:  Through use of this spell, the 
  wizard can temporarily steal the magical 
  power of another wizard (including 
  Magisters) within 48 yards.  The victim 
  may take a WP test to resist the effect of 
  the spell.  If failed, the victim loses all 
  ability to cast spells for one hour by falling 
  unconscious and gains 1 Insanity Point.  
  During that same hour, the wizard casting 
  this spell can cast any spell known by the 
  victim.  The wizard still must make the 
  casting rolls required by these spells. 
  The spell is wasted if cast on someone other 
  than another wizard. 
   
  Cause Cowardly Flight  
  Casting Number: 17 
  Casting Time: Full Action 
  Ingredient: The blood of any daemon (+3) 
  Description:  This spell induces cowardly flight 
  in any individual or small group of four 
  within 48 yards.  The victims must 
  successfully pass a WP test to resist the 
  spell’s effects.  If the test is failed, then the 
  affected individuals withdraw from combat, 
  run away from the fight, if possible, and 
  continue fleeing for 2D10+3 rounds.  This 
  spell does not affect creatures normally 
  immune to such affects such as Undead. 
   
  Cause Stupidity  
  Casting Number: 17 
  Casting Time: Full Action 
  Ingredient: The brain of a giant (+3) 
  
  Description:  The wizard causes stupidity in 
  any individual or small group of four within 
  48 yards.  The victims must successfully 
  pass a WP test to resist the spell’s effects.  
  If the test is failed, then the Int of the 
  affected individuals are lowered by 6D10 
  points (to a minimum of 10) for 2D10+3 
  rounds.  The GM should judge the ensuing 
  actions of the affected individuals based 
  upon the degree to which their Int has been 
  reduced and the circumstances that 
  surround them.  Many will forget what they 
  were doing previous to the spell and 
  commence to wander off somewhat 
  confused.  Affected wizards may forget 
  spells for duration of the spell.  This spell 
  does not affect creatures normally immune 
  to such affects such as Undead. 
   
  Cloak of Darkness  
  Casting Number: 17 
  Casting Time: Full Action 
  Ingredient: A pinch of soot and the wings of a 
  bat (+2) 
  Description:  This spell cloaks the wizard and a 
  small group accompanying her in an area of 
  magical darkness as wide as the group is for 
  D5+1 minutes.  Any member if the group 
  who moves away from another by more 
  than 4 yards is no longer in the area of 
  effect.  Creatures outside the area of 
  darkness cannot see in but those within can 
  see out.  Characters firing into the darkness 
  does so with a modifier of –20% and 
  opposing wizards cannot target anyone 
  within the darkness (though area spells are 
  unaffected).In addition, any character other 
  than the wizard and her companions must 
  pass a Fear test to enter the area of 
  darkness. 
   
  Mental Duel  
  Casting Number: 17 
  Casting Time: Full Action 
  Ingredient: Two miniature swords, one of gold 
  and one of jet (+3) 
  Description:  With this spell, the wizard can 
  enter into an immediate mental combat 
  against another wizard (including 
  Magisters) within 100 yards.  The caster 
  gains a +20% to WP in the first round 
  where the two locked in the duel and must 
  make Opposed WP tests.  The loser 
  temporarily loses 10% from their WP.  This 
  duel continues until one of the wizards is 
  able to break off contact by successfully 
  passing a modified WP test or reaching 0% 
  WP.  In the latter case, the losing wizard 
  falls unconscious for 2D10 hours and gains 
  1 Insanity Point. 
  During the duel, no other spells can be cast 
  by either combatant nor can either 
  undertake combat actions or movement.  
  Essentially, the duelists are so absorbed 
  with their mental combat that both are 
  oblivious to other happenings.  If a duelist 
  is struck by a hand-to-hand opponent, then 
  he is allowed a WP test based on the 
  modified characteristic that round. 
  The spell is wasted if cast on someone other 
  than another wizard.   
   
  Ward of Forbidding  
  Casting Number: 17 
  Casting Time: Full Action 
  Ingredient: A 6 inch long bronze rod of 1/2 
  inch diameter (+2) 
  Description:  The wizard can inscribe an 
  invisible magical barrier upon a portal or 
  passageway by tracing the pattern of the 
  ward with the bronze rod.  The ward 
  prohibits anyone from passing through the 
  ward unless a successful WP test is made.  
  If failed, a wall of force prohibits the 
  character from passing through the ward.  A 
  character can make three more attempts to 
  pass after three hours have passed after the 
  previous attempt with a cumulative 
  modifier of –10%.  The casting wizard can 
  easily passed the ward they created as well 
  as lead companions through it.  The ward 
  lasts 1D10 days. 
   
  Cause Instability  
  Casting Number: 18 
  Casting Time: Full Action 
  Ingredient: The hand of a necromancer or 
  daemonologist (+3) 
  
  Description:  This spell affects all Daemonic 
  and Undead creatures within 48 yards of the 
  wizard.  Such creatures must successfully 
  pass a WP–20% test to resist the spell’s 
  effects.  If the test is failed, then the 
  affected Daemonic creatures are banished 
  to the Realms of Chaos while affected 
  Undead suffer one hit at SB8. 
   
  Corrode  
  Casting Number: 18 
  Casting Time: Full Action 
  Ingredient: A piece of iron and a drop of water 
  (+2) 
  Description:  With this spell, the wizard causes 
  every non-magical items of iron, steel, or 
  bronze possessed by any individual or small 
  group of four within 24 yards to instantly 
  corrode, thus destroying the metallic items.  
  This could leave a target holding onto a 
  bare wooden shaft where there once was a 
  spear. 
   
  Curse of Arrow Attraction  
  Casting Number: 18 
  Casting Time: Full Action 
  Ingredient: A magical arrow (+3) 
  Description:  The wizard lays this curse any 
  individual or small group of four within 48 
  yards for one hour.   The victims must 
  successfully pass a WP test to resist the 
  spell’s effects.  If the test is failed, then the 
  affected individuals find themselves the 
  target of every non-magical arrow fired 
  anywhere within 48 yards, even if these 
  missiles must change direction to do so.  If 
  more than one individual is so cursed, then 
  the closest is the target of a particular 
  missile.  Missiles fired by a cursed 
  individual will turn around while in flight 
  and strike that individual. 
   
  Enfeeble  
  Casting Number: 18 
  Casting Time: Full Action 
  Ingredient: A drop of mouse blood (+1) 
  Description:  The wizard can cast this spell on 
  any individual or small group of four within 
  48 yards.  All targeted must make a WP 
  test or lose 10% to both S and T (with a 
  corresponding reduction in SB and TB).  In 
  addition, their move rate is reduced to 
  Hampered and encumbrance allowance 
  halved. 
   
  Pit of Despair  
  Casting Number: 18 
  Casting Time: Full Action 
  Ingredient: A trowel (+1) 
  Description:  The wizard causes a victim within 
  48 yards to sink three feet into the ground.  
  This causes no damage (except to Halflings 
  who may begin to suffocate), but requires 
  the victim to be dug out before the 
  character can move.  The spell can only be 
  cast on ground that can be dug and will not 
  work on solid rock or floors created in 
  wood or stone. 
   
  Create Scrying Window  
  Casting Number: 20 
  Casting Time: Full Action 
  Ingredient: A small glass globe (+2) 
  Description:  This spell allows the wizard to 
  open a scrying window in a pane of glass or 
  surface of a still pool pf water for 1D10+5 
  minutes.  This window allows the wizard to 
  observe an event at a specified time and 
  place within the past 500 years.  The event 
  can only be observed once by the wizard 
  and the scene is without sound and limited 
  by whatever illumination existed at the 
  time.  
   
  Dispel Magic  
  Casting Number: 20 
  Casting Time: Two Full Actions 
  Ingredient: A small magnet and either a pinch 
  of dust from the remains of a wizard or the 
  bones of a wizard’s skeleton (+3) 
  Description:  The wizard can cast this spell on 
  any individual or small group of four within 
  48 yards with the immediate effect: 
  • Any Daemonic creature must test for 
  Instability with a –10% modifier. 
  • All mindless Undead (Skeletons, 
  Zombies) are destroyed. 
  
  • All other Undead lose 10 W 
  irrespective of TB. 
  • The magical abilities of magic items 
  (such as armour, weapons, wands) cease 
  to function for that round unless the 
  possessors of such items makes a WP 
  test. All spell-like effects caused by 
  such items are interrupted for that 
  round. 
  • Any one spell effect within the 
  maximum range of this spell is 
  destroyed. 
  • Any spellcaster targeted by this spell (or 
  in the targeted group) must make a WP 
  test to maintain any spells requiring 
  such an effort (e.g., illusion, zone 
  spells).  In addition, the spellcaster 
  cannot cast any spells in the round this 
  spell is cast. 
   
  Magic Bridge  
  Casting Number: 20 
  Casting Time: Two full actions 
  Ingredient: A twig from an oak tree (+1) 
  Description:  Through use of this spell, a 
  wizard can create a solid bridge over any 
  obstacle – such as a river, bog, etc. – that 
  was last until the following morning or 
  whenever the wizard decides to dispel it 
  (whichever comes first).  The bridge can 
  also be created to link the ground with the 
  top of a fortress wall or top of a tower.  The 
  5 yard wide bridge begins at the wizard’s 
  feet and extends to a length of up to 36 
  yards. 
   
  Subvert Weapon  
  Casting Number: 20 
  Casting Time: Full Action 
  Ingredient: A small silver weapon (+2) 
  Description:  The wizard can cause the hand-to-
  hand weapon being held by a character or 
  creature within the wizard’s line of sight to 
  animate and turn against its wielder for that 
  round.  The subverted weapon attacks with 
  a S and WS equals to the wizard’s WP.  
  The victim may attempt to restrain the 
  weapon by making an Ag-20% test. 
  Sense of the Green  
  Casting Number: 20 
  Casting Time: Full Action 
  Ingredient: A compass (+2) 
  Description:  This spell enables the wizard to 
  become sensitive to the natural world.  She 
  gains an unerring sense of direction and 
  gains the Charm Animal, Follow Trail, and 
  Outdoor Survival skills for the number of 
  hours equals the wizard’s Mag 
  characteristic.  In addition, the wizard gains 
  the Etiquette talent. 
   
  Accelerate Time  
  Casting Number: 22 
  Casting Time: Full Action 
  Ingredient: A minute-glass filled with diamond 
  dust (+3) 
  Description:  By touch, the wizard can cause 
  one creature to move and perform twice as 
  quickly as normal.  The affected creature’s 
  M, Ag (up to 90%), and A (up to 4) 
  characteristics are doubled for 3D10 
  rounds.  Beneficiaries of this spell cannot 
  cast spells themselves, but can use magical 
  items.  After the spell ends, the creature is 
  so exhausted that it can do nothing more 
  than rest for a number of rounds equal to 3x 
  the spell’s duration. 
   
  Aura of Invulnerability  
  Casting Number: 22 
  Casting Time: Full Action 
  Ingredient: A piece of dragon hide, at least 6 
  inches by 6 inches (+3) 
  Description:  This spell protects the wizard 
  from the next 4D10 W inflicted by non-
  magical means for its 4 hour duration.  This 
  spell can be dispelled if a magic weapon 
  successfully hits the wizard. 
   
  Change Allegiance  
  Casting Number: 22 
  Casting Time: Full Action 
  Ingredient: The heart of a doppleganger (+3) 
  Description:  The wizard can cause any 
  opposing individual or small group of four 
  within 48 yards to make a WP test to avoid 
  being enchanted to “switch sides” for the 
  
  next hour.  The enchanted characters 
  perceive the wizard as an ally and friend 
  and join her.  The enchanted characters’ Int 
  is not affected and they will not do anything 
  detrimental to their own well-being.   
  Should the wizard so demand such an act, 
  the enchanted characters will gain another 
  WP test to throw off the effects of the spell. 
   
  Sharpen Weapon  
  Casting Number: 22 
  Casting Time: Full Action 
  Ingredient: Any edged or pointed weapon (+1) 
  Description:  The wizard can magically sharp a 
  non-magical edged or pointed weapon so 
  that it causes an additional W of damage on 
  a successful hit and negates protection 
  afforded by leather armour until the 
  following dawn.  The ingredient (the 
  weapon) is not consumed at the moment the 
  spell is cast, but will disappear once the 
  effects of the spell expires. 
   
  Blast  
  Casting Number: 24 
  Casting Time: Full Action 
  Ingredient: Gunpowder, equivalent for 10 shots 
  (+2) 
  Description:  The wizard can target any 
  individual or small group of four within 48 
  yards with this magic missile spell.  The 
  Blast causes one SB8 hit to each victim and 
  an additional 2D10 W to flammable 
  creatures.  Creatures that are subject to fear 
  of fires and/or magic must take the 
  appropriate tests. 
   
  Cure Severe Wound  
  Casting Number: 24 
  Casting Time: Full Action 
  Ingredient: The pituitary gland of a troll (+3) 
  Description:  The wizard can heal himself or 
  another character/ creature by touch of 
  2D10 W (up to the maximum of the 
  affected character or creature).  This spell 
  cannot be used on slain creatures nor will it 
  restore such injuries as broken bones or 
  amputation. 
   
  Enchant Weapon  
  Casting Number: 24 
  Casting Time: Full Action 
  Ingredient: Any weapon (+1) 
  Description:  The wizard can enchant one 
  ordinary weapon though touch, making it a 
  magical weapon with no special abilities 
  until dawn of the following day.  The 
  weapon does not disappears once the spells 
  ends, but returns to its non-magical state. 
   
  Strength of Mind  
  Casting Number: 24 
  Casting Time: Full Action 
  Ingredient: Int- brain of a giant owl (+3); WP- 
  eyes of a giant spider (+3); Fel- tongue of a 
  giant snake (+3) 
  Description:  The wizard can increase one of 
  her characteristics (Int, WP, or Fel) by 
  2D10% for the remainder of the day until 
  sunrise.  A second such spell before the first 
  runs out only results in the second replacing 
  the first. 
   
  Foetid Cloud  
  Casting Number: 26 
  Casting Time: Full Action 
  Ingredient: Entrails of a skunk and a cabbage 
  leaf (+2) 
  Description:  The wizard creates a poisonous 
  and corrosive cloud with a diameter of 2D5 
  yards within 48 yards.  The cloud lasts until 
  dispelled and any living creature within it 
  must make a T test each round or suffer an 
  automatic SB5 hit, regardless of armour.  
  Trolls and other regenerating creatures may 
  not regain W caused by the foetid cloud 
  even if they depart the area of effect.  The 
  wizard must concentrate to maintain the 
  spell.  If such concentration is broken (by 
  being hit, moves, or casts another spell), 
  then the cloud disperses. 
   
  Reverse Spell  
  Casting Number: 26 
  Casting Time: Full Action 
  Ingredient: A silvered mirror (+2) 
  Description:  Should the wizard be aware of 
  being targeted by another spellcaster, then 
  
  he can attempt to turn the incoming spell 
  upon its originator.  This spell requires the 
  following conditions: 
  • The target of the spell must be the 
  wizard, the group he is in, or someone 
  within 4 yards of him. 
  • The wizard and enemy spellcaster must 
  make an Ag test, +20% for the wizard if 
  the Reverse Spell is cast from a magic 
  item. 
  If the wizard succeeds and the enemy fails, 
  then the effects of the spell falls on the 
  enemy caster.  If the wizard fails and the 
  enemy succeeds, then the spell goes off as 
  planned.  If both passed or failed, then the 
  Reverse Spell only takes effect if the 
  Wizard’s Ag characteristic is higher than 
  his enemy’s. 
   
  Zone of Missile Protection  
  Casting Number: 26 
  Casting Time: Full Action 
  Ingredient: A small model shield (+1) 
  Description:  The wizard creates a 12-yard 
  diameter zone centred on him that lasts for 
  four hours, unless it is destroyed or the 
  wizard moves.  Any arrows, bolts, spears or 
  other missile weapons (including cannon 
  and firearms) fired at those within the zone 
  harmlessly bounces off the invisible barrier.  
  Magic spells are unaffected by this zone.  
  The wizard maintaining the zone may not 
  cast any new magic.  Should two or more 
  zones overlap, they are all instantly 
  destroyed. 
   
  Drain Magic  
  Casting Number: 28 
  Casting Time: Full Action 
  Ingredient: Any magical wand, wrapped around 
  with copper wire (+3) 
  Description:  The wizard is able to drain all the 
  magical energy from one targeted creature 
  within 48 yards.  The target is allowed a 
  WP test to resist the effects which is as 
  follows: 
  • Spellcasters of any type are unable to 
  cast sorcerous or divine spells for four 
  hours 
  • Wizards of any type are struck 
  unconscious for 2D10 minutes, though 
  priests remain conscious. 
  • Undead creatures are destroyed. 
  • Daemons and Elementals are banished. 
  This spell is also hazardous to the casting 
  wizard who must make a WP test to avoid 
  suffering 1D10 W as a result of losing 
  control of the vast energies used by this 
  spell.  This side effect will not reduce 
  wizard’s W characteristic to less than 1.  
   
  Stand Still  
  Casting Number: 28 
  Casting Time: Two full actions 
  Ingredient: The eyes of a basilisk (+3) 
  Description:  The wizard can cause any 
  opposing individual or small group of four 
  within 48 yards to make a WP test to avoid 
  the effects of this spell.  If the test is failed, 
  the individual or group are unable to move, 
  fire missiles, or do anything else for the 
  following 1D10+4 minutes. 
   
  Zone of Magical Immunity  
  Casting Number: 28 
  Casting Time: Full Action 
  Ingredient: A sphere of glass containing 3 
  drops of daemon blood (+3) 
  Description:  The wizard creates a 12-yard 
  diameter zone centred on him that lasts 
  until it is destroyed by the Drain Magic 
  spell or the wizard moves.  Like Zone of 
  Sanctuary, all creatures inside the Zone are 
  immune to all psychology effects such as 
  Fear or Terror and no Daemonic, Undead, 
  or Elemental creatures can enter the Zone 
  nor may such creatures cast spells or fire 
  missiles into it.  In addition, all creatures in 
  the zone are protected from magical spells 
  and effects of all kinds.  Any daemonic or 
  elemental creature caught within the zone is 
  automatically banished (as if failing an 
  Instability test) while Undead are expelled 
  from the protected area after suffering 
  
  1D10 W.  The wizard maintaining the zone 
  may not cast any new magic.  Should two 
  Zones of Magical Immunity come into 
  contact, they are both instantly destroyed. 
   
  Shrivelling  
  Casting Number: 30 
  Casting Time: Two Full Actions 
  Ingredient: Dried tendon from an Undead 
  creature (+3) 
  Description:  This powerful spell enables the 
  wizard to blast a victim within 48 yards, 
  causing one SB10 W and blackening the victim 
  in turn.  This spell also causes an additional 
  D10 W to Daemons, Elementals, and Undead. 
   
  Wizardry Ritual List 
  Conjure Servitor 
  Type: Arcane 
  Arcane Language: Magick 
  Magic: 3 
  XP: 400 
  Ingredients: Any combination of pieces of 
  metal, wood, leather, string and bits of odds 
  and ends 
  Conditions: A large room with no interruption 
  Consequences: Any interruption ruins the 
  ritual.  In addition, there are other risks (see 
  below). 
  Casting Number: 28 
  Casting Time: 16 hours 
  Description: This ritual enables the wizard to 
  create a familiar of about 1 foot in height or 
  length.  Before the ritual begins, the wizard 
  must construct the familiar, which takes 
  three days During this time, the wizard 
  must not eat, but only take nourishment 
  from sipping tea or watered down beer or 
  wine.  Each day, the wizard must make an 
  Ag test.  If the result is a failure, the day’s 
  effort is wasted and the wizard needs to add 
  another day to its construction.  If failed by 
  30% or more, then the entire project is 
  ruined by clumsy workmanship and must 
  be started again. 
  Once the figurine is complete, the ritual can 
  begin.  Should the wizard be interrupted for 
  any reason, the whole ritual is ruined and 
  the material must be discarded. 
  At the conclusion of a successful ritual, the 
  figurine sits up, looks around, and sees it 
  creator.  A Fel test must be rolled by the 
  GM for the wizard.  If successful, the 
  manikin will walk forward, touch the 
  wizard’s hand, and become his familiar.  
  Should the test fail, the familiar is nervous 
  and must roll a WP test.  If successful, then 
  the familiar comes slowly towards the 
  wizard, allowing another Fel test.  In the 
  event the WP test is failed, the manikin 
  runs away from the wizard and falls apart 
  after 10 yards.  Should the WP test roll 
  yield a roll of 99 or 00%, the familiar is 
  animated by a minor Daemon, which will 
  soon cause the wizard many problems. 
  Familiars created by this spell have the 
  following basic profile: 
  Main Profile 
  WS
  BS 
  S 
  T 
  Ag 
  Int WP
  Fel 
  20% 20% 30% 30% 50% 50% 45% 30%
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M Mag
  IP 
  FP 
  1 
  6 
  3 
  3 
  4 
  - 
  - 
  - 
   
  Create Magical Circle 
  Type: Arcane 
  Arcane Language: Magick 
  Magic: 3 
  XP: 250 
  Ingredients: A chalk to inscribe the magical 
  shape upon the ground, a clear quartz (50 
  GC value) ground into fine dust and mixed 
  with three drops of the casting wizard’s 
  blood, a feather of a griffon or hippogriff, 
  and the ingredients of the spell to be cast 
  upon the circle. 
  Conditions: The ground where the circle is to 
  be inscribed must be clear of debris and 
  swept of loose dirt.  Once the ritual is 
  complete, the natural accumulation of dust, 
  etc. can camouflage the magical circle 
  without incident.  
  
  Consequences: If the casting (WP test) is failed 
  by 30% or less, the ritual has failed.  If the 
  failure is greater than 30%, the ritual fails 
  and the backlash of failed magic inflicts 2 
  W on the wizard irrespective of his TB.  On 
  a roll of 96-00%, the spell cast within the 
  circle is triggered at the moment before the 
  ritual has ended with its maximum effect 
  visited on the wizard 
  Casting Number: 10 plus the Casting Number 
  of the spell to be held by the magical circle 
  Casting Time: 15 minutes 
  Description:  Through use of this ritual, the 
  wizard can create a magic circle with a 
  maximum radius of 6 feet and a height of 
  10 feet, which can act as a magical trap for 
  the unwary.  The lines of the inscribed 
  circle vanishes once the ritual is complete 
  and can only de detected by those with the 
  Magical Sense skill (even if successful, 
  Colour Magisters will not be able to 
  perceive the “colour” of the spell, but can 
  only feel its power).  The casting wizard 
  automatically senses the circle. 
  The trap is sprung once a living body or 
  Undead (excluding the Mindless Undead, 
  such as skeletons or zombies) crosses the 
  edge of the circle.  In the event that this does 
  not occur, the magic circle is only active  for 
  a number of days equal to the casting 
  wizard’s Mag characteristic.  Should the 
  wizard wish for the effects of the magical 
  circle to last longer, he could add the 
  equivalent of 2 W of blood in order to have 
  the effects of the ritual last for a number of 
  months equal to his Mag characteristic. 
  Zone magic cannot be used in conjunction 
  with magical circles. 
   
  Create Magical Pentagram 
  Type: Arcane 
  Arcane Language: Magick 
  Magic: 3 
  XP: 350 
  Ingredients: A chalk to inscribe the magical 
  shape upon the ground, a fire opal (75 GC 
  value) ground into fine dust and mixed with 
  three drops of the casting wizard’s blood, 
  the fingers of a daemonologist or beastman 
  shaman, and the ingredients of the spell to 
  be cast upon the circle. 
  Conditions: The ground where the pentagram is 
  to be inscribed must be clear of debris and 
  swept of loose dirt.  Once the ritual is 
  complete, the natural accumulation of dust, 
  etc. can camouflage the magic pentagram 
  without incident.  
  Consequences: If the casting (WP test) is failed 
  by 30% or less, the ritual has failed.  If the 
  failure is greater than 30%, the ritual fails 
  and the backlash of failed magic stuns the 
  wizard for 1D5 rounds.  On a roll of 96-
  00%, the magic creating the pentagram 
  rebounds against the wizard causing her 4 
  W irrespective of her TB. 
  Casting Number: 24 
  Casting Time: 15 minutes 
  Description:  Through use of this ritual, the 
  wizard can create a magic pentagram with a 
  maximum 10 feet across and 10 feet in 
  height, which acts as protection for the 
  wizard against Daemons, Elementals, and 
  Undead (other than the Mindless variety, 
  such as skeletons and zombies) and 
  whatever spells they cast.  The lines of the 
  inscribed pentagram vanishes once the 
  ritual is complete and can only de detected 
  by those with the Magical Sense skill (there 
  is no colour to the magic employed in 
  creating the pentagram for Colour 
  Magisters to perceive, only its power). 
  The casting wizard automatically senses the 
  pentagram and can cross into and out of it 
  by uttering a secret word.  The power of the 
  secret word can only be uttered by the 
  casting wizard and will fail should she be 
  “compelled” –through use of hypnosis – to 
  utter it. 
  The effects of the pentagram lasts for a 
  number of days equal to the casting 
  wizard’s Mag characteristic.  Should the 
  wizard wish for the effects of the magical 
  pentagram to last longer, he could add the 
  equivalent of 2 W of blood in order to have 
  the effects of the ritual last for a number of 
  months equal to his Mag characteristic. 
  
  Create Magical Square 
  Type: Arcane 
  Arcane Language: Magick 
  Magic: 3 
  XP: 300 
  Ingredients: A chalk to inscribe the magical 
  shape upon the ground, an aquamarine (50 
  GC value) ground into fine dust and mixed 
  with three drops of the casting wizard’s 
  blood, talon of a  harpy, warhawk, or giant 
  eagle, and the ingredients of the spell to be 
  cast upon the square. 
  Conditions: The ground where the square is to 
  be inscribed must be clear of debris and 
  swept of loose dirt.  Once the ritual is 
  complete, the natural accumulation of dust, 
  etc. can camouflage the magic square 
  without incident.  
  Consequences: If the casting (WP test) is failed 
  by 30% or less, the ritual has failed.  If the 
  failure is greater than 30%, the ritual fails 
  and the backlash of failed magic inflicts 2 
  W on the wizard (no reduction for TB).  On 
  a roll of 96-00%, the spell cast within the 
  square is triggered at the moment before the 
  ritual has ended with its maximum effect 
  visited on the wizard 
  Casting Number: 14 plus the Casting Number 
  of the spell to be held by the magic square 
  Casting Time: 15 minutes 
  Description:  Through use of this ritual, the 
  wizard can create a magic square with a 
  maximum length of 6 feet for each side and 
  height of 10 feet, which can act as a 
  magical trap for the unwary.  The lines of 
  the inscribed square vanishes once the ritual 
  is complete and can only de detected by 
  those with the Magical Sense skill (even if 
  successful, Colour Magisters will not be 
  able to perceive the “colour” of the spell, 
  but can only feel its power).  The casting 
  wizard automatically senses the square and 
  can temporary render it inert for 3 rounds 
  by uttering a secret word (this secret word 
  will not work for anyone else).  
  The trap is sprung once a living body or 
  Undead (excluding the Mindless Undead, such 
  as skeletons or zombies) crosses the edge of the 
  square.  In the event that this does not occur, 
  the magic square is only active for a number of 
  days equal to the casting wizard’s Mag 
  characteristic.  Should the wizard wish for the 
  effects of the magical square to last longer, he 
  could add the equivalent of 2 W of blood in 
  order to have the effects of the ritual last for a 
  number of months equal to his Mag 
  characteristic. 
  Zone magic cannot be used in conjunction with 
  magical squares. 
   
  Illusionist Spell List 
  The nature of Illusion Magic is that its primary 
  function is to deceive the senses.  Many of 
  these tests allow the targets of the illusion an 
  Int test to see through the deception.  
  Whenever the spell allows for this, the Int test 
  for the victims is modified by –10% for every 
  Mag  characteristic of the Illusionist above 1.  
  If the intended victim is another illusionist or 
  Grey Magister the Int test is modified +10% or 
  –10% for every point of difference in Mag 
  characteristic between the casting illusionist 
  and intended illusionist victim.  Thus, a Master 
  Wizard of the Grey Order would have to pass 
  an Int–10% to see through a spell cast by an 
  Illusionist Emeritus 
  .The following spell list includes spells 
  normally associated with the Lore of Shadows.  
  This gives rise to the mistaken believe that only 
  the Grey Magisters are able to work this type of 
  sorcery. 
  Assume Illusionary Appearance  
  Casting Number: 5 
  Casting Time: Half Action 
  Ingredient: A mask of the creature or person to 
  be impersonated (+1) 
  Description:  The illusionist assumes the 
  appearance of any other, living bipedal 
  creature under 10 feet in height or a specific 
  individual for 3D10+2 minutes.  Anyone 
  viewing the illusion may make an Int test 
  in an attempt to see through it. 
   
  
  Camouflage Illusion 
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: Silvered mirror (+1) 
  Description:  This spell enables the illusionist 
  to give the impression that she is 2 yards 
  away from her actual position.  Any attack 
  against the illusionist is made with a –10 to 
  the attacker’s WS or BS, depending upon 
  the mode of attack.  The spell moves with 
  the illusionist, but when this occurs, the 
  viewing character may test against Int to 
  see through the illusion. 
   
  Glamour  
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: A small mirror (+1) 
  Description: This enchantment temporarily 
  improves the Fel of the illusionist by +10% 
  (up to a maximum of 95%) for 5D10+10 
  minutes. 
   
  Bewilder  
  Casting Number: 8 
  Casting Time: Half action 
  Ingredient: A splash of ale (+1) 
  Description: Same as the Lore of Shadow Spell 
  of the same name (WFRP2e, page 158 and 
  RoS2e, page 162).   
   
  Camouflage Area   
  Casting Number: 8 
  Casting Time: Half Action 
  Ingredient: A pint of chameleon blood (+2) 
  Description:  The illusionist can conceal 
  anything within 10 feet in each direction – 
  doors, treasure chests, and the like – by 
  making them appear just like the rest of the 
  space within which these are situated.  The 
  intent is to discourage people from 
  searching an area.  Any character not so 
  dissuades will see through the illusion on a 
  successful Int test. 
   
  Clone Image  
  Casting Number: 8 
  Casting Time: Full Action 
  Ingredient: Small manikins of the caster (+2) 
  Description:  The illusionist is able to create 
  one clone image for each Mag 
  characteristic.  The illusionist looks like he 
  splits into multiple beings – one of which is 
  the actual illusionist.  Though the clones 
  can move independently of one another, 
  each must stay within 2 yards of the 
  illusionist.  The spell lasts for one hour per 
  Mag attribute of the illusionist. 
   
  Banish Illusion  
  Casting Number: 10 
  Casting Time: Half Action 
  Ingredient: A magnifying glass (+1) 
  Description: The illusionist can use this spell 
  against any opposing individual, small 
  group of four, or object within 48 yards that 
  she believes is an illusion.  There is a base 
  50% chance that this spell will destroy the 
  target illusion.  The illusionist can add a 
  +10% modifier for each point her Mag 
  characteristic exceeds the original caster’s 
  or –5% for each point her Mag 
  characteristic in less than the original 
  caster’s. 
   
  Illusory Feature  
  Casting Number: 10 
  Casting Time: Half Action 
  Ingredient: A carved wooden nose (+1) 
  Description: The illusionist can create a single 
  feature or appendage on herself or another 
  individual that looks and feels real, such as 
  a longer nose, beard, smooth skin where 
  there is a scar, a hand where one is missing, 
  etc.  This illusion will fool all sense of the 
  onlooker.  The creation has no sense or 
  strength  -- a blow on an imagery arm will 
  do no harm, a one-legged man cannot stand 
  on his illusionary leg, and a new ear cannot 
  hear.  The effects of the spell lasts for 3D10 
  minutes 
   
  Simple Deception  
  Casting Number: 10 
  Casting Time: Half Action 
  Ingredient: A knotted silk handkerchief (+1) 
  Description:  The illusionist can create a single 
  small object up to 2 cubic yards in size 
  
  anywhere within 12 yards for 2D10+1 
  minutes.  The illusion can appear solid, but 
  can be passed through.  It also makes no 
  sound and does not carry a scent.  The 
  illusionist can create the illusion of 
  something seen in the past, but must make 
  an Int test (with appropriate modifiers) to 
  remember the details if the item is to be 
  identical.  If the illusionist wishes to move 
  the object, he must concentrate on the 
  illusion and do nothing else during that 
  time.. 
   
  Cloak Activity  
  Casting Number: 12 
  Casting Time: Half action 
  Ingredient: A piece of woollen fleece (+1) 
  Description: Though ingredient different, same 
  as the Lore of Shadow Spell of the same 
  name (WFRP2e, page 158 and RoS2e, 
  page 162-163).   
   
  Ghostly Appearance  
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: The shroud from an undead creature 
  (+3) 
  Description: Through use of this spell, the 
  illusionist can assume the appearance of 
  any Undead creature for 3D10+2 minutes, 
  even the guise of a specific individual if so 
  chosen.  This illusion causes the same 
  psychological reaction (e.g., fear) in anyone 
  observing the illusion as a real Undead 
  creature.  Anyone suspecting that this is an 
  illusion may roll an Int test to see through 
  it.  While in this form, the illusionist is still 
  able to cast spells if he chooses.   
   
  Hallucinate  
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: A piece of clay worked into a 
  model of the desired creature (+1) 
  Description: The illusionist can cast this spell 
  on any individual or small group of four 
  within 48 yards.  The victims must 
  successfully pass a WP test to resist the 
  spell’s effects.  If the test is failed, then the 
  victims believe they are being charged by 
  any creature of the illusionist’s choosing.  
  Depending upon the creature, the victims 
  may have to make the appropriate 
  psychological tests (e.g., fear).  If this test 
  is successful, then the illusion is dispelled. 
   
  Lesser Eidolon  
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: A small brass Model of desired 
  terrain (+2) 
  Description:  This spell enables the illusionist to 
  create illusionary terrain within a cube ten 
  feet on each side of the caster.  The terrain 
  can be anything the illusionist desires so 
  long as it doesn’t include anything living or 
  moving.  Should any other illusion be cast 
  in the area, then both spells are dispelled.  
  Anyone approaching within 24 yards of the 
  illusion can take an Int test to see through it.  
  This spell remains active so long as the 
  illusionist concentrates on the illusion and 
  does not move. 
   
  Illusion of Mighty Appearance  
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: Mask (+1) 
  Description: Through use of this spell, the 
  illusionist can assume the appearance of any 
  creature desired for 3D10+3 minutes, 
  reproducing its special abilities and/or 
  psychological effects.  Anyone viewing the 
  illusion can take an Int test to see through it. 
   
  Illusionary Enemy  
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: A dried chameleon and skull of a 
  goblin  (+3) 
  Description:  This spell lasts 1 hour for each 
  Mag characteristic of the illusionist.  The 
  illusionist can create a group of either up to 
  24 humanoids, 10 Undead creatures, or a 
  single monster or lesser daemon within 48 
  yards of the illusionist.  The illusion is 
  controlled by the Illusionist as if they are 
  real.  The image may reproduce any of the 
  
  special abilities and/or psychological 
  effects of the illusionary creatures.  Anyone 
  viewing the illusion can take an Int test to 
  see through it.   
   
  Throw Voice  
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: Two ears made of wax (+1) 
  Description: The illusionist can throw his voice 
  for D5 minutes, making it appear as if it’s 
  coming from somewhere else within 48 
  yards.  The illusionist can even link this 
  spell to another active illusion, thereby 
  giving voice to an illusionary character. 
   
  Illusionary Buildings  
  Casting Number: 16 
  Casting Time: Full Action 
  Ingredient: Small models of buildings (+1) 
  Description: Through use of this spell, the 
  illusionist can create the appearance of a 
  group of buildings anywhere within 1200 
  yards (about 2/3 miles).  The illusion can 
  take the form of a village, farmstead, lone 
  tower, or whatever the illusionist chooses of 
  similar size.  The illusion can be cast 
  between two groups of observers, masking 
  one from the other.  Any creature or group 
  within the area of the illusion will be seen if 
  on an imagery street or open space.  This 
  group is not affected by the illusion and 
  anyone approaching within 24 yards of the 
  illusion can take an Int test to see through 
  it.  This spell remains active so long as the 
  illusionist concentrates on the illusion and 
  does not move. 
   
  Illusionary Woods 
  Casting Number: 16 
  Casting Time: Full Action 
  Ingredient: Small model trees (+1) 
  Description: Through use of this spell, the 
  illusionist can create the appearance of 
  woods of up to 24 yards in width and depth 
  anywhere within 1200 yards (about 2/3 
  miles).  Creatures covered by the 
  illusionary woods are hidden from view, 
  but can see out of the “woods” normally.  
  Anyone approaching within 24 yards of the 
  illusion can take an Int test to see through 
  it.  This spell remains active so long as the 
  illusionist concentrates on the illusion and 
  does not move. 
   
  Shroud of Invisibility  
  Casting Number: 17 
  Casting Time: Full action 
  Ingredient: A gossamer shroud (+2) 
  Description: Same as the Lore of Shadow Spell 
  of the same name (WFRP2e, page 158 and 
  RoS2e, page 165).  
   
  Illusionary Army  
  Casting Number: 20 
  Casting Time: Full Action 
  Ingredient: Small model figures of the troops 
  desired by the caster (+2) 
  Description:  This spell lasts 1 hour for each 
  Mag characteristic of the illusionist.  The 
  illusionist can create 2D5 groups of each 
  comprising up to 20 humanoid or Undead 
  troops within his line of sight.  The 
  illusionist can control and move these 
  illusionary troops as if real. Anyone 
  viewing the illusion can take an Int test for 
  each group to see through it.  It is possible 
  to see through some and not others. 
   
  Confound Foe  
  Casting Number: 22 
  Casting Time: Full Action 
  Ingredient: An hourglass with crushed 
  diamonds instead of sand, value 100 GCs 
  (+3) 
  Description: This spell is exceptional as it can 
  be cast by an illusionist after a round in 
  which he suffered combat damage, even if 
  he is “killed.”  This spell effectively 
  negates all combat damage from that round 
  as it didn’t happen. 
   
  Destroy Illusion  
  Casting Number: 24 
  Casting Time: Full Action 
  Ingredient: A crystal prism (+3) 
  Description: When the illusionist casts this 
  spell, all illusions within 1200 yards (about 
  
  2/3 miles) currently maintained by any and 
  all illusionists or Grey Magisters – 
  including the caster – are instantly 
  dispelled.  
   
  Illusion  
  Casting Number: 24 
  Casting Time: One full and a half action 
  Ingredient: A crystal prism (+3) 
  Description: Same as the Lore of Shadow Spell 
  of the same name (WFRP2e, page 159 and 
  RoS2e, page 163-164). 
   
  Universal Confusion  
  Casting Number: 27 
  Casting Time: Half action 
  Ingredient: The eyes of a Chimera (+3) 
  Description: Same as the Lore of Shadow Spell 
  of the same name (WFRP2e, page 159 and 
  RoS2e, page 166).  
   
  Illusion of Darkness  
  Casting Number: 28 
  Casting Time: Full Action 
  Ingredient: A ball of pitch (+2) 
  Description: The illusionist creates an illusion 
  of complete darkness in a circle with a 
  diameter of 24 yards centred anywhere 
  within 96 yards.  The darkness lasts two 
  hours and cannot e illuminated by any 
  normal or magical light sources.  
  Movement within the area of darkness 
  cannot be more than at the Hampered rate 
  in a random direction.  Missile fire and 
  armed combat are impossible within the 
  darkness. Characters are even blind to a 
  light source in their hand.  
   
  Teleport  
  Casting Number: 28  
  Casting Time: Full Action 
  Ingredient: A potion of flying or the hand of a 
  daemon (+3) 
  Description: The illusionist disappears for 2D5 
  rounds and may elect to return to the scene 
  of action at the end of this time or appear 
  anywhere within 100 miles of where the 
  spell was cast.  In the latter case, the 
  location must be someplace familiar to the 
  illusionist – such as her home, an inn, or a 
  secret sanctuary.  If the spell expires before 
  the illusionist decides where to go, she 
  appears within 4D5 yards in a random 
  direction from where the spell was cast.  If 
  the illusionist winds up within a wall or 
  other solid object, she is instantly killed.  
  Any illusion maintained by the illusionist 
  when this spell is cast is dispelled. 
   
  Tree Songs Spell List 
  These spells can only be cast by Wood Elf 
  Mages of the Laurëlorn Forest who have learnt 
  the appropriate talent.  The incantation use in 
  casting these spells must be intonated in song, 
  thus giving the spell its signature quality. 
  Find Plant  
  Casting Number: 4 
  Casting Time: Six full actions 
  Ingredient: A freshly plucked hazel dowsing 
  rod (+1) 
  Description:  The wizard can find the location 
  of any one species or plant or tree she 
  specifies within half a mile of where the 
  song began.  The hazel rod points towards 
  the nearest specimen and continues to do so 
  until the plant is reached.  Once reached, 
  the rod shrivels up to a twig.  The rod does 
  the same thing is there is no specimen of 
  the specific plant within the range of the 
  song. 
   
  Splinter Weapon  
  Casting Number: 6 
  Casting Time: Six full actions 
  Ingredient: A woodworm (+1) 
  Description:  If the wizard is hit by a non-
  magical melee weapon containing any 
  wood parts while the song is in effect 
  (1D10+6 rounds), the wood splinters as the 
  blow lands.  The wizard takes half damage 
  from the blow (rounded down) and the 
  attacker receives one SB2 hit from sharp 
  slivers of wood.  The weapon is rendered 
  useless, though the metal parts can be 
  recovered. 
   
  
  Verdant Tracking  
  Casting Number: 8 
  Casting Time: Six full actions 
  Ingredient: A small wooden hunting horn (+1) 
  Description:  Through use of this song, the 
  wizard gains the ability to track in fertile 
  wild areas as if he has the Follow Trail skill 
  for one hour for each point of the Mag 
  characteristic.  The effects of the song does 
  not work in towns or deserts.  If the wizard 
  already has the Follow Trail skill, then the 
  song gives him a +20% modifier. 
   
  Whispering Leaves  
  Casting Number: 8 
  Casting Time: Six full actions 
  Ingredient: An autumn leaf, to be crumbled in 
  the hand (+1) 
  Description:  With this song, the wizard can 
  affect a 48 yard by 48 yards section of 
  dense forest where the trees are in close 
  contact.  For 2D10+2 rounds, the leaves of 
  the trees rustle and the branches sway 
  slightly in an alarming fashion.  Any 
  intelligent creature within the affected 
  portion of the forest must take a fear test.  If 
  failed, the victim flees immediately.  A 
  successful test means that the victim 
  realises that there is nothing to fear.  
  Animals are not affected by this song. 
   
  Anger of the Woods  
  Casting Number: 10 
  Casting Time: Six full actions 
  Ingredient: A handful of nuts (+1) 
  Description:  This song can enchant any group 
  or trees or large bushes within 24 yards for 
  one hour per point of the wizard’s Mag 
  characteristic. Once the enchantment is 
  completed, the trees and bushes await the 
  command of the wizard to lash out with 
  their branches and hurl a volley of nuts and 
  twigs at any individual or group of enemies 
  within 12 yards of at least one tree or bush.  
  These attacks automatically hit their targets 
  (up to 1D10+2 individuals) causing 1D5 
  hits at SB3.  Once the assault has been 
  made, the spell has ended. 
   
  Bridge of Vines  
  Casting Number: 10 
  Casting Time: Six full actions 
  Ingredient: A tendril from a vine or creeper 
  (+1) 
  Description:  This song is used to create a vine 
  bridge over any terrain obstacle such as a 
  river, bog, or gorge that lasts until it 
  shrivels up at sunrise the next day or when 
  the wizard sings a closing song, whichever 
  comes first.  The song could as easily create 
  a vine ladder between the ground and the 
  top of a wall, escarpment, or pit.  The vine 
  bridge begins at the wizard’s feet and 
  extends to a maximum of 12 yards per Mag 
  characteristic of the wizard.  The bridge is 
  narrow and will only take the weight of 
  three people or a person and horse at any 
  one time.  The bridge has T 70% and W 8 
  for anyone attempting to cut it to make it 
  collapse.  It is also flammable. 
   
  Carpet of Mould  
  Casting Number: 12 
  Casting Time: Six full actions 
  Ingredient: A rotten fruit (+1) 
  Description:  With this song, the wizard can 
  create a six yard diameter patch of mould 
  centred within 48 yards.  The patch lasts 
  until sunrise of the next day when it will 
  fade (unless the area is its natural habitat.  
  Its spores will affect anyone within its area, 
  including the wizard, depending on the type 
  created. 
  Purple: Releases its spores whenever anything 
  or anyone magical (including a wizard) 
  approaches within five yards.  The spore 
  cloud covers a 5 yard radius for 1D5+1 
  rounds rendering a magic item inert for that 
  time.  In addition, magic can neither be 
  used within the cloud or cast into it.  The 
  spores simply absorb magic. 
  Red: Spores are released on contact with a 
  passing animal or character, filling the air 
  with red spores in a 5 yard radius for 3 
  rounds.  Anyone in the cloud must pass an 
  Ag test or be blinded for 1D10+2 hours, 
  which also modifies their WS and Ag by –
  
  25% (if attacked by an opponent outside the 
  cloud during this time, the attacker gains a 
  +25% to their WS).  In addition, human and 
  halfling victims gain 1D5 Insanity Points. 
  Yellow: Upon contact by a passing animal or 
  character, a cloud of yellow spore fills the 
  air in a 10 yard diameter radius for 1D5+1 
  rounds.  Any creature in the cloud must 
  pass a T test or lose consciousness for 1 
  round longer than the cloud lasts.  For each 
  round in the cloud, the character loses 3 W, 
  irrespective of armour or T.  Any character 
  reduced to 0 W must pass a T+20% test or 
  die. 
   
  Splinter Missile 
  Casting Number: 16 
  Casting Time: Six full actions 
  Ingredient: An arrow, to be broken when the 
  song in sung (+1) 
  Description:  This song protects the wizard 
  from spears, arrows, crossbow bolts, 
  blowpipe darts, and other non-magical 
  missile weapons for 1D5+1 rounds.  The 
  spell activates as soon as the wizard is 
  attacked, though it will expire if no attack 
  occurs in the hour after the song takes 
  effect.  When the wizard is fired upon, the 
  wooden part of the missile disintegrates 
  into harmless splinters in mid-flight, 
  causing the metal components to fall 
  harmlessly to the ground.  Other non-
  magical missile weapons with wooden 
  handles – such as throwing axes and knives 
  – lose their balance and, if it successful hits 
  its target, only inflicts half damage 
  (rounded down) on the wizard. 
   
  Treeform 
  Casting Number: 16 
  Casting Time: Six full actions 
  Ingredient: The sprouting seed of the tree to be 
  turned into (+2) 
  Description:  Through use of this song, the 
  wizard can turn to a tree of any type for one 
  hour per point of the Mag characteristic.  
  The tree must be of the same weight as the 
  wizard, so becoming a tiny seedling or 
  mighty oak is not an option.  As a tree, the 
  wizard’s loses their M, WS, BS, Ag, and 
  Fel, but her T becomes 50% (unless already 
  higher) and W increases by 2.  In this form, 
  the wizard can only be distinguished from 
  similar trees through use of Magical Sense 
  skill. 
   
  Haunted Forest  
  Casting Number: 17 
  Casting Time: Six full actions 
  Ingredient: The root of a 100-year-old tree 
  uprooted in a gale (+3) 
  Description:  With this song, the wizard can 
  affect a 48 yard by 48 yards section of 
  dense forest where the trees are in close 
  contact for 2D10 rounds.  When sung, the 
  darkness begins to grow in the shadows 
  beneath the trees, branches begin to sway 
  and creak, leaves rustle, and strange 
  scurrying movements heard in the 
  undergrowth and tree canopy.  Anyone in 
  the affected areas must pass a terror test or 
  gain 1 Insanity Point.  Anyone who passes 
  the test may stay within the area, but has a -
  10% modifier to all main profile 
  characteristics, due to the distractions of 
  eerie sights and sounds.  Allies of the 
  wizard are not affected at all and see a 
  normal forest. 
   
  False Dryad  
  Casting Number: 18 
  Casting Time: Six full actions 
  Ingredient: A twig from a tree inhabited by a 
  Dryad (+3) 
  Description:  Through use of this song, the 
  wizard can take on the form of an animated 
  wooden figure with twig-like fingers and 
  hair of leaves for one hour per point of the 
  Mag characteristic.  His clothing and 
  equipment is likewise changed to wood for 
  the duration of the song.  While in this 
  form, the wizard’s S and T is modified by 
  +20%, but he is considered as flammable.  
  If the wizard catches fire, he must make a 
  WP test each round to dispel the song due 
  to pain and panic.  Once the wizard returns 
  to his normal form, the fire is extinguished. 
  
  Heart of the Tree 
  Casting Number: 20 
  Casting Time: Six full actions 
  Ingredient: A small carved statue of the caster 
  (+2) 
  Description:  The effects of this song allows the 
  wizard to “hibernate” inside the heart of a 
  tree, undetectable to any senses, including 
  magic, for up to ten hours.  The trunk of the 
  tree must be thicker than the wizard.  The 
  wizard must be in contact with the tree 
  during the song and at its end, she melts 
  through the bark of the tree to get to its 
  heart, effectively becoming part of the tree.  
  While inside, the wizard is in suspended 
  animation and unaware of her surroundings.  
  In addition, she heals at double the normal 
  rate.  The wizard cannot come out of 
  hibernation until the effects of the song 
  ends or the tree is damaged.  When this 
  occurs, the wizard is immediately expelled 
  from the tree.   
  Finally, the song will not work with a tree 
  occupied by a Dryad.  If the attempt is 
  made, then the wizard will have to pass a 
  Fel test to avoid being attacked by the 
  sylvan creature. 
   
  Vital Surge  
  Casting Number: 20 
  Casting Time: Six full actions 
  Ingredient: A handful of soil from an Elf 
  settlement (+2) 
  Description:  This song enables the wizard to 
  increase the growth of one plant or tree at 
  the rate of 1 foot per minute until it reaches 
  its full height and girth.  No plant or tree 
  can grow larger than its natural height and 
  the wizard can stop the growth at any point 
  of time.  The plant does require sufficient 
  soil to take its roots.  The song requires that 
  the plant has already taken root and will not 
  work on a seed.  This song is usually used 
  in concert with Shape the Growing Plant 
  (see below) to quickly create Wood Elf 
  settlements within the Laurëlorn Forest. 
   
  Shape the Growing Plant  
  Casting Number: 24 
  Casting Time: Six full actions 
  Ingredient: A seed or nut of the plant to be 
  affected (+1) 
  Description:  Through use of this song, a 
  wizard can affect a seed or nut of a tree so 
  that it will grow over time into a tree house 
  complete with doors, windows and a 
  twisting stairway to reach it.  The tree could 
  take 60 to 100 years to grow to its full 
  height, depending upon the type.  The 
  wizard can use the Vital Surge song to 
  hurry the process once the seed takes to 
  root and becomes a sapling.  In addition, 
  the wizard can use this song to grow bushes 
  or the fruits of trees into specific and 
  artistically aesthetic shapes if he also has 
  the Artistic talent. 
   
   
  Alchemy 
   
  Alchemy is a unique blend, more science than 
  magic.  Alchemists range from individuals 
  who use their skills to make soaps, dyes, 
  perfumes, and potions to those who undertake 
  academic research into the mysteries of 
  matter.  In any case, those engaged in alchemy 
  spend a lot of time in a laboratory with various 
  mixture and fumes that can conceivable result 
  in acatastrophic – and sometimes fatal – 
  accident. 
  The Applied Science of Alchemy 
  Even if engaged in research for one the elusive 
  goals of Alchemy (True Transmutation, 
  Universal Solvent or Alkahest), alchemists 
  must earn a living in some fashion.  Alchemists 
  require a large, well-equipped laboratory that 
  should be well ventilated in order to prevent 
  noxious fumes from gathering to an unhealthy 
  level.  As a result of this threat, as well as the 
  
  chances of explosion, most alchemical 
  laboratories are located in the poorer sections 
  of town or far outside urban centres. 
  Some alchemists – usually those who are one 
  step ahead of the law – set up travelling 
  laboratories on the back of a cart or in a wagon.  
  In such situations, all Trade (Alchemist) tests 
  are made at a –10% modifier.  If an alchemist 
  try to manufacture compounds without even a 
  minimal laboratory, then the modifier can range 
  from –20% should the alchemist has access to a 
  well-equipped kitchen to –50% when using a 
  pot over a campfire. 
  Ingredients 
  Alchemists can get ingredients from a variety 
  of sources.  Some are easily obtained or be 
  found and prepared by the alchemist.  Others 
  can be purchased from specialty locations – 
  such as mines or apothecaries – or from 
  laboratories at universities and colleges 
  specialising in teaching magic outside of the 
  Empire. 
  One of the first things an apprentice learns is to 
  recognise and prepare alchemical ingredients.  
  Various substances are identified by five 
  properties: colour, texture, weight, 
  translucency, and taste.  There is a risk in the 
  manner such knowledge is passed along.  Many 
  apprentices actually poison themselves as they 
  learn the proper amount required for the taste 
  test.  Those that survive their apprenticeship 
  generally gain the Resistance to Poisons skill. 
  Creating Compounds 
  Creating compounds requires access to a fully 
  equipped laboratory as well as an alchemist’s 
  full attention over the eight hour process.  Any 
  cost must be paid before the work starts.  The 
  spells listed in the preparation must be known 
  by the alchemist or be accessible by some other 
  means (e.g., through use of a scroll).  The 
  casting of spells must be successful and the 
  alchemist must pass two Trade- Alchemist 
  (Int) tests.  Failure on one test means that the 
  process must be begun again.  Failure on both 
  means that the ingredients are used up, but no 
  usable compound results from the alchemist’s 
  efforts.  A result of 99-00 results in an 
  explosion with a SB of 3+1D5. 
  Alchemists who do not use spells – in 
  particular, Dwarfs and Halflings – must spend 
  an extra hour (in the nest conditions) or two (in 
  the worst) in preparation.  This adds to the 
  overall time it takes to create a compound, 
  making the process nine to ten hours in 
  duration. 
  Compounds 
  The following are the various categories of 
  alchemical compounds: 
  Acids and Alkalis 
  These are liquids (and occasionally gas) that 
  can burn a person or object upon touch.  An 
  alchemist must use the following spells to make 
  acids or alkais: Heat, Create Vacuum and 
  Pressure.  A cost of 50 GCs in ingredients and 
  eight hours of effort yields a half-pint of the 
  compound with a Strength of 30%.  Stronger 
  compounds can be achieved at a cost of an 
  additional 50 GCs per 10% of Strength up to 
  80%.  Since damage against inanimate objects 
  has not been covered in the core rules detailed 
  in WFRP2e, the GM will have to adjudicate 
  the effect of the acid or alkali when applied on 
  such objects. 
  When combined, acids and alkalis cancel one 
  another.  Still, there is a base chance of 10% 
  that the reaction of applying one to another can 
  cause some sort of toxic fume (causing a SB4 
  hit). 
  Combustibles 
  Combustibles include gunpowder, naphtha, and 
  other such explosive materials.  The more 
  powerful are unstable and may unexpectedly 
  detonate if shaken, stirred, struck, or dropped.  
  Ignite and Pressure are needed to make six 
  pounds of combustibles for a cost of 125 GCs 
  in ingredients plus 25 GCs for every 10% of 
  Strength up to 100%.  Six pounds is roughly 
  enough to make 2 bombs.  The area of effect of 
  
  the explosive is equal to a 2 yard radius plus 1 
  yard for every 10% of Strength. Thus, an 
  explosive with 80% Strength effects an area 
  with a radius of 10 yards. 
  Combustibles with Strength of 60% or greater 
  are inherently unstable.  If they are dropped or 
  the temperature around them suddenly changes 
  by 10 degrees Celsius (18 Fahrenheit), there is 
  a 30% chance that the combustible explodes. 
  Dyes and Pigments 
  For an alchemist needing to earn a steady 
  income, the manufacture of dyes, pigments, and 
  ink are a useful method of achieving such a 
  goal.  The Heat spell is needed to make a bottle 
  of clothing dye (enough for a large dress or 
  suit) or ink.  These take 8 hours to make at a 
  cost of 3/- in ingredients and can sell for 
  anywhere between 5/- to 10/-. 
  Elixirs 
  These liquid compounds are generally 
  beneficial to the imbiber, such as providing 
  healing or temporarily improving a 
  characteristics.  Some can be harmful.  Elixirs 
  differ from potions in that they are primarily 
  chemical in nature rather than magical.  The 
  effects of elixirs can be suppressed or destroyed 
  by magic.  The various elixirs are typically by-
  products of the elusive search for the Elixir of 
  Life. 
  Each elixir has a strength level of 1-5, each 
  point modifying a particular characteristic by 
  +/-5% (or +/-1 in the case of the M or W 
  characteristic).  When creating the elixir, the 
  alchemist must specify in advance the strength 
  of the compound, the attribute it is to affect and 
  whether the modifier is positive or negative.  
  Once drunk, the effects of an elixir lasts 1D5 x 
  6 minutes.  The effects of an elixir will not take 
  a characteristic above 96% nor below 5%. 
  Alchemists use the spells of Heat, Cool, and 
  Pressure as well as 50GC in ingredients per 
  strength level.  The entire process takes 8 hours 
  per strength level to manufacture. 
  Unlabelled elixirs can only be identified by an 
  alchemist on a successful Int test.  Any failure 
  of over 30% results in the alchemist 
  misidentifying the nature of the compound. 
  Drinking another elixir while one is still in 
  effect may have less-than-pleasant 
  consequences for the imbiber.  The second 
  elixir will nullify the effect of the first elixir 
  and with a base 50% chance (modified as the 
  GM sees fit) of other complications.  If the test 
  is failed, the imbiber suffers 1W for every 10% 
  he misses the test and will be unable to do 
  anything for the next 1D10+2 minutes due to 
  severe stomach pains.    
  Pesticides, Fungicides, and other Poisons 
  Although looked down be their peers, some 
  alchemists earn income manufacturing the 
  means to wipe out rodents, dry rot, crop pests, 
  fleas and lice (or other larger “pests”).  The 
  creation of such poisons is fairly costly, which 
  means the alchemist must find a wealthy 
  patron.  The alchemist usually employs Heat, 
  Impervious Hand, and Pressure (Cool if 
  making a resin for a blade venom).  The cost of 
  the ingredients differ from 25 GC per dose to 
  create a pesticide or fungicide or 50 GC per 
  dose to create a more powerful poison, such as 
  manbane.  The effort takes 8 hours for each 
  dose.  Fungicides or pesticides can sell for 
  anywhere between 40-50 GCs, while other 
  poisons can sell between 60-100 GCs per dose. 
  Soap 
  Soap-making is another way for an alchemist to 
  earn a decent living.  The spells Heat and Cool 
  are used to make soap.  A batch of 20 cakes of 
  soap takes 8 hours to make at a cost of 1 GCs 
  in ingredients.  As soap is a luxury item, a cake 
  of fine-quality soaps is usually sold to the 
  upper classes for between 5/- and 10/-. 
  Alchemy Magic 
  Lore of Alchemy 
  With a limited ability, many Alchemists use 
  sorcery to further their studies, 
  
  experimentation, and the production of 
  mundane objects to continue their lifestyle.  
  Dwarfs and Halflings are able to fully 
  undertake this career without the ability to use 
  magic. 
  In most cases, Alchemists learn spells from a 
  more experienced Alchemist with the 
  knowledge of the spell in question.  
  Experienced Alchemists can be found in their 
  workshop or whatever academy they have been 
  employed to teach.  Once an arrangement has 
  been reached, the time involved to learn a new 
  spell is roughly eight weeks of uninterrupted 
  study.  At the end of that time, the character is 
  required 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 Alchemy Magic or Petty 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 find another Alchemist 
  to instruct him. 
  In few situations, an alchemist may find a tome 
  or a set of parchments detailing the spell in the 
  secret language of Alchemy from which he can 
  learn the spell.  The Alchemist character must 
  spend three months of continuous study and 
  practice to hone his 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 Alchemy Magic or Petty 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 find another means to 
  learn this spell. 
  As there are so few spells an Alchemist can 
  know relative to a Wizard, there is no upper 
  limit to what an individual Alchemist can learn. 
  The higher cost of obtaining Alchemist spells is 
  offset by the fact that the Alchemist does not 
  need to test on the “Sorcery Failure” table 
  above or any “Tzeentch’s Curse” table 
  (WFRP2e, page 143 or RoS2e, pages 179-181) 
  whenever they roll doubles on their casting roll.  
  Alchemists can still be penalised with an 
  Automatic Failure whenever they roll a 1 on all 
  the dice in their casting roll, but they get a 
  WP+20 test to avoid gaining an Insanity Point 
  (WFRP2e, page 142). 
  Alchemist Spell List 
  The following spells can only be cast by an 
  Alchemist with the proper talent and magical 
  aptitude: 
  Essence of Air  
  Casting Number: 5 
  Casting Time: Half Action 
  Ingredient: An animal bladder (+1) 
  Description:  The alchemist is able to create a 
  small blast of air within 12 yards to cause 
  small fires to flare up and burn hotter for up 
  to 1 round. 
   
  Heat  
  Casting Number: 5 
  Casting Time: Half Action 
  Ingredient: A candle (+1) 
  Description:  Through use of this spell, the 
  alchemist creates a small, intense flame 
  about 3 inches in long on a candle wick 
  within 12 yards, which burns for 2 hours.  
  The height and heat of the flame can be 
  increased or decreased by the alchemist 
  concentrating for 1 round. 
   
  Channelled Shock 
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: Wood from a lightning struck tree 
  (+2) 
  Description:  The alchemist creates a small 
  electric current which lasts for an hour.  It 
  is not strong enough to cause damage, but 
  can be used in a laboratory to perform 
  simple electroplating.  Unprincipled 
  alchemists will sometimes use this process 
  to create cheap jewellery with gold or silver 
  and pass it off as authentic.  A few even 
  fool gullible patrons into believing that the 
  
  alchemist has uncovered the secret of True 
  Transmutation. 
   
  Cool  
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: A wet cloth (+1) 
  Description:  The alchemist can cool up to 18 
  cubic inches of material within 12 yards 
  by approximately 10 degrees Celsius (18 
  Fahrenheit).  In cool weather (less than 10 
  Celsius or 50 Fahrenheit), the alchemist 
  can use this spell to manufacture lumps of 
  ice. 
   
  Create Vacuum  
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: A hollow animal-horn (+1) 
  Description:  The alchemist can remove 12 
  cubic inches of air from any given space 
  within 12 yards, which is useful for 
  removing air from glass vessels for 
  experimental purposes.  The spell can also 
  be used in normal conditions to create a 
  loud bang behind an unsuspecting 
  character, causing that individual to make 
  an Ag test or drop whatever they are 
  holding. 
   
  Freeze  
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: A piece of ice (+1) 
  Description:  The alchemist can instantly chill 
  up to 12 cubic inches of material within 12 
  yards to a temperature just below the 
  freezing point of water. 
   
  Impervious Hand  
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: A pair of leather gloves (+1) 
  Description:  By casting this spell, the 
  alchemist makes her hands impervious to 
  heat, cold, corrosive chemicals and contact 
  poisons for one minute.  Thus, the 
  alchemist can pick up hot flasks, handle 
  noxious substances, etc. without injury.  
  The alchemist can still receiver injury from 
  sharp or crushing objects. 
   
  Harden Container  
  Casting Number: 8 
  Casting Time: Full Action 
  Ingredient: A handful of sand (+1) 
  Description:  Though use of this spell, the 
  alchemist can strengthen a vessel or 
  container so that it is 50% less likely to 
  crack or shatter through accident or by 
  alchemical reaction.  This spell is 
  particularly helpful when working with 
  acids and alkalis. 
   
  Maintain Temperature  
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: A small woolly scarf (+1) 
  Description:  The alchemist is able to 
  maintain the temperature of one 
  inanimate object up to 3 cubic feet in size 
  within 12 yards, no matter the outside 
  temperature.  The alchemist must specify 
  the desires temperature at the time the 
  spell is cast. 
   
  Pressure  
  Casting Number: 5 
  Casting Time: Half Action 
  Ingredient: A handful of powdered granite (+1) 
  Description:  The alchemist is able to increase 
  the pressure within a vessel of 12 cubic 
  inches of volume  up to twice normal 
  within 12 yards in order to accelerate 
  alchemical reactions.  If cast on a vessel 
  with a volume of no more than 6 cubic 
  inches, the pressure is increased by four 
  times normal.  This is enough to cause a 
  sealed thing glass vessel to explode and 
  thicker ones to pop their corks and 
  stoppers. 
   
  
  Alchemy and Wizardry in the 26th century 
   
  Since the passing of Emperor Magnus the Pious 
  and the succession of weak Emperors, 
  enforcement of Imperial Law has waned in 
  many of the provinces and, in some cases, 
  replaced by less-stringent Provincial Laws 
  governing non-Colour sorcery.  This is not to 
  say that the practice of wizardry became legal, 
  but rather the punishment reduced from being 
  burnt at the stake to exile and forfeiture of 
  property and assets.  Even though he was 
  considered by many of his contemporaries to be 
  a strong Emperor, Emperor Wilhelm III the 
  Wise understood that he did not have the 
  respect Emperor Magnus commanded. 
  Once he was elevated to the Imperial throne in 
  the late 25th century, Emperor Matthias 
  Holswig-Schliestein (grandfather of Karl-
  Franz) recognised that the Imperial Law put 
  forth by Magnus to control sorcery was not 
  being enforced uniformly throughout the 
  Empire.  In fact, the further away one was from 
  Altdorf, the less likely the law would be 
  enforced.  It seemed that a number of citizens 
  viewed unsanctioned wizards as the lesser of 
  two evils when compared to the political astute 
  and driven Magisters. 
  In the same manner as the Elementalists, a 
  number of unsanctioned wizards of the Empire 
  fought a secret, vicious war against the minions 
  of the Ruinous Powers in the recent invasion 
  that ravaged the northern and eastern Empire.  
  No official recognition of their prowess was 
  ever acknowledged, but many private witnesses 
  have reported the efforts of these wizards to the 
  authorities.  Still, the political connections of 
  the Magisters were enough to keep the Emperor 
  from issuing an edict sanctioning other forms 
  of sorcery. 
  Many Imperial wizards returned to their 
  hidden, secretive ways as a means to avoid 
  detection. 
  In contrast, news of the war in the Empire – as 
  well as continued depredations of Skaven in the 
  Blighted Marshes (sometimes called Zombie 
  Marshes) – brought about a greater respect and 
  support for the practitioners of the sorcerous 
  arts in Tilea and Estalia.  A number of the 
  wizardry orders did manage to successfully 
  advocate the passing of laws in several cities 
  and towns restricting the activities of any 
  visiting Imperial Magister.  This direct affront 
  to the Colour Colleges have not gone 
  unnoticed. 
  Alchemy has remained an acceptable part of 
  Old World society for millennia.  Only in 
  Altdorf have Alchemists felt the pinch of the 
  Colour Colleges, most specifically with the 
  Gold Magisters.  The Gold College used its 
  prestige – along with a few well placed bribes – 
  to convince Magnus’ successor, Emperor 
  Leopold von Krieglitz that it should be granted 
  the monopoly of dye and soap production 
  across the Empire.  Though difficult to push 
  through the Prime Estates, the Emperor was 
  able to secure the monopoly for the Gold 
  College in Altdorf, Nuln and a number of 
  Reikland and Stirland towns.  This caused an 
  uproar in the various chapters of the 
  Alchemists’ Guild and set the whole 
  organisation against the Gold College.  In some 
  towns, the places were Gold Magisters live and 
  work when outside Altdorf were vandalised 
  and burnt.  In time, the Alchemists won back 
  the right to compete against the Gold College 
  except in Altdorf and a few other towns. 
  Relationship with the Colour 
  Colleges 
  Given the perceived threat to the Magisters’ 
  power and influence, relationships between 
  wizards and the Colour Colleges remain 
  antagonistic.  Since the war, the Magisters of 
  the Colour Colleges have strongly lobbied the 
  Emperor to direct the Sigmarite Witch Hunters 
  to exterminate the wizards once and for all. 
  
  Grand Theogonist Esmer has strongly resisted 
  the overt power play of the Magisters and 
  refused to re-direct the Templars from their 
  effort to root out hidden cultists and Chaos 
  sympathisers.  There are rumours that the 
  Grand Theogonist has received monetary 
  consideration from those who prefer to 
  politically weaken the upstart Magisters.  It is 
  also said that Esmer is looking to gather allies 
  (including certain wizards) for the all-but-
  certain future confrontation between the 
  Church of Sigmar and the Colour Colleges. 
  Some believe that a war is already being 
  conduct in the dark recesses of society between 
  two types of wizards.  The Imperial wizards are 
  believed to have received support from their 
  Tilean brethren to the south and a number of 
  Alchemists in the Empire.  It is only a matter of 
  time before the war breaks into the open. 
  Secret Societies 
  Since the oppression of wizardry under 
  Emperor Boris Goldgatherer in the late 11th 
  century, those surviving wizards who did not 
  flee formed secret societies.  The initial 
  purpose of these societies was to continue their 
  studies and practice their craft until the time 
  when they could be accepted into Imperial 
  society.  Sadly, such acceptance was fleeting at 
  best.  Wizardry vacillated between periods of 
  tolerance to hostility until the Wizards’ War 
  crushed all hope for those wizards still loyal to 
  Sigmar’s Empire.  Since that time, wizards 
  have been generally careful to keep their 
  activities hidden from most people. 
  Despite the tolerance for wizardry in the 
  southern realms, secret societies also flourish in 
  Tilea and Estalia.  Many are academic in 
  nature, though a few push the boundaries of 
  their studies into places best avoided.  Not a 
  few of these have fallen into corruption and 
  Chaos. 
  The following represent but a small number of 
  the secret societies of wizardry that exist in the 
  Old World.  GMs are encouraged to invent new 
  ones for whatever plots they have developing 
  for their players. 
  The Aegis Order 
  The origins of this secret society have 
  unknown.  Some believe that they were first 
  established during the Classical Age of Tilea 
  (circa –25 through 450 on the Imperial 
  calendar) in the vicinity of Luccini.  Their 
  interest in protective magicks and thaumaturgic 
  forms suggests a tie with the cult of Mórr as 
  much as a connection to the cult of Verena.  
  Sometime in the ninth century, the Order 
  opened the Academy of the Arcane Arts in 
  Miragliano.  A number of Imperial wizards 
  fleeing the murderous greed of Emperor Boris 
  Goldgatherer found their way to Miragliano 
  and joined the Aegis Order. 
  As previously mentioned, the Aegists perfected 
  Zone Magic and introduced it to the Empire 
  around 2250 I.C. when they established a 
  school near the village of Öbelstein in Ostland 
  and a chapter in Marienburg (both still exist 
  under the protection of the local rulers). 
  Brotherhood of Noble Sorcery 
  The Brotherhood is a secret organisation within 
  the larger establishment known in Altdorf as 
  the “Club of the Blessed Heirs” (or mockingly 
  as “The Baby Tyrants”).  The Club was 
  established sometime during the Age of the 
  Three Emperors and has charterhouses in many 
  of the cities and larger towns of the Empire 
  where its members gather to discuss politics, 
  gossip about the various noble families, or 
  socialise in the many parties and dinners that 
  take place in the club’s houses.  To be a 
  member, one must be at least the third in line of 
  inheritance in a landed noble family.  Any 
  exceptions (usually extended to a daughter of a 
  noble house) must be voted by an executive 
  board comprised of the heir of the provincial 
  Elector and the richest families of that 
  province. 
  As members of the rarefied cream of Imperial 
  society, the activities of the Club have been 
  
  largely ignored by the groups seeking the 
  hidden enemies of the Empire.  Thus, a small 
  elite group of nobles with the talent to use 
  magic were able to join together as a secret 
  society undertaking the study and applied use 
  of magic without outside interference. 
  Things changed with the growth of the Colour 
  Colleges and political aspirations of the 
  Magisters.  The Brotherhood saw these upstarts 
  as a threat to the established order and their 
  privileged position within Imperial society.  
  Recently, the Brotherhood has been successful 
  in placing some of their more dedicated 
  members within two or three of the Colour 
  Colleges to spy on – and sometimes subvert – 
  the efforts of the Magisters to further the power 
  and prestige of their College.  In addition, the 
  Brotherhood has recruited non-magical 
  infiltrators to gather intelligence since many 
  Magisters (like the nobility) tend to be 
  somewhat careless with their gossip and 
  schemes whenever lowly servants are present. 
  The Cabal 
  The Cabal is believed to have arisen from the 
  ashes of the Wizards War in the late 20th 
  century Empire.  Their goal is to conduct a 
  hidden war against the enemies of the Empire, 
  which they sometimes confuse with their own 
  adversaries.  During the intervening centuries 
  until the rise of Magnus von Bildhofen as 
  saviour and then Emperor, the Cabal warred 
  against the Witch-Hunters as well as the 
  Necromancers and Undead emerging from 
  Sylvania.  In the latter, the Cabal formed an 
  alliance with the Cult of Mórr, partially 
  facilitated by the Illusionists within the Cabal. 
  With the creation of the Colour Colleges, the 
  Cabal adopted a wait-and-see attitude.  They 
  did not needlessly expose themselves to 
  discovery.  Rather, the Cabal found agents 
  within the bureaucracy of Imperial and 
  provincial governments, as well as within a 
  number of cults, that interacted or worked 
  within proximity of the Magisters. 
  By the time Karl-Franz ascended the Imperial 
  throne, the Cabal concluded that the Magisters 
  were a growing threat to the stability of the 
  Empire.  The Chaos invasion of 2522 
  forestalled any effort by the Cabal to overtly 
  work towards the destabilisation of the Colour 
  Colleges, but it has afforded them the 
  opportunity to implement plans to maintain 
  their vigil over the activities of the Magisters. 
  Children of Teclis 
  Formed under the auspices of the cult of 
  Verena in Altdorf  concurrent with the 
  establishment of the Colour Colleges, this small 
  charter of magic-wielding academics is 
  dedicated to study all forms of Chaos, 
  including Colour Magic.  Like other secret 
  societies, the Children of Teclis are not above 
  placing members within the Colour Colleges.  
  The difference is that the Children of Teclis are 
  not seeking the downfall of the Magisters and 
  their respective discipline.  Instead, these 
  Verenan wizards are gathering knowledge with 
  which they hope to uncover any weakness to 
  the eternal enemy of humanity. 
  Consistent with their overreaching goal, the 
  Children of Teclis experiment with the various 
  forms of Dark Magic under strictly controlled 
  environments.  They must work in groups of 
  three and meticulously keep clear and detailed 
  notes of their steps and results.  At the end of 
  each step, the group is debriefed by a high 
  council and either directed to continue their 
  experiment, follow-up on an interesting 
  tangent, or end their efforts.   Needless to say, 
  the tedious process is not foolproof, but it has 
  kept “accidents” at an acceptable, low level. 
  Order of the New Dawn 
  The Order of the New Dawn is a secret order of 
  wizards closely aligned with the Cult of Verena 
  in Tilea and Nuln.  The Order was founded 
  during the suppression of Sorcery initiated in 
  1069 I.C by the insatiable greed of Emperor 
  Boris the Goldgatherer. 
  
  The goal of the Order is to recover lost arcane 
  items and lore – both divine and sorcerous – 
  that disappeared during that particular reign of 
  terror and the succeeding centuries up to the 
  ascension of Magnus to the Imperial throne.  
  These items are stored deep under the huge 
  libraries the cult maintains where members of 
  the Order – some of whom have also been 
  ordained as Verenan priests – study the 
  salvaged artefacts, scrolls and tomes. 
  The Order runs an effective intelligence 
  network among some of the leading figures in 
  Imperial academia: antiquarians, archivists, 
  collectors, explorers, and historians.  Some of 
  these, in turn, have informants who have 
  cultivated contacts within the Colour Colleges, 
  particularly the Gold and Light Colleges. 
  Warders of Art and Mystery 
  The Warders were established in Magritta 
  around the time of the Arabian wars in the 
  middle of the 15th century.  From there, they 
  have spread to Tilea, the Border Princes, and 
  the Empire.  The Warders are mostly wizards, 
  but their numbers also include alchemists and 
  illusionists.  Servants are carefully vetted to 
  ensure their loyalty and, more importantly, 
  their silence. 
  The Warders prefer to stay away from crowded 
  cities and establish fortified centres of learning 
  where they can experiment with magical spells 
  and artefacts without interference or prying 
  eyes.  One such relatively inaccessible site is 
  located in the hills near Worden in Stirland and 
  looks more like a monastery than lonely tower 
  or castle.  The Stirland Warders take special 
  pains to ensure that they are opening within 
  provincial law and have secured a charter (first 
  issued in 2360 and last renewed by Grand 
  Count von Haupt-Anderssen in 2515) to that 
  effect. 
  There are rumours of strange noises emanating 
  from the Warders’ strongholds in the dead of 
  the night.  Most who circulate such stories have 
  not themselves heard the noises, but are simply 
  reporting what they have been told by those “in 
  the know.”  Little do they realise that such tales 
  have been started by those Warders travelling 
  abroad in disguise.  The purpose of these fables 
  is to keep the curious (and cowardly) away.  
  The Warders employ magical and mundane 
  traps to deal with the foolishly brave. 
   
   
  Adventure Hooks 
   
  Shadow War 
  Having gained a small reputation for taking on 
  unusual assignments requiring discretion 
  (whether they know it or not), the PCs are hired 
  by a person of wealth to cautiously retrieve  an 
  object of some importance from a business 
  rival.  The object in question has no obvious 
  value (such as an old book or heirloom) except 
  to the person employing the PCs.  The pay 
  should be above average for the task at hand 
  with perhaps a bonus if they can accomplish 
  the feat without being discovered. 
  The problem for the PCs come after they have 
  retrieved the item in question for their 
  employer.  The object has a symbolic value to 
  the parties involved and represents the covert 
  war that has been waged between the 
  Illusionists of the Order of the Dreamer 
  (loosely affiliated with the cult of Mórr) and 
  the Shadow Magisters of the Grey College. 
  The person that hired the PCs could be agent of 
  one of the sides in the conflict, one of the 
  wizards in disguise (a nasty tendency of those 
  able to create illusions), or even a disinterested 
  third party.  In any event, whichever side the 
  PCs dispossessed of the object will have its 
  own means of determining the identities of the 
  thieves and tracking them down, even if the 
  effort takes several weeks. 
  
  Justice (vengeance) arrives when the PCs least 
  expect it.  The offending wizards would prefer 
  to take the PCs alive for interrogation, but they 
  are not averse to killing one or two if the act 
  impresses the other PCs and loosen their 
  tongues.  Being illusionists of one type or the 
  other, the sorcerers are unlikely to do anything 
  direct or obvious.  GMs are encouraged to plan 
  the illusionists actions with utmost care, 
  plotting out the sequence of spells and the 
  effects the attackers wish to achieve. In 
  addition, the wizards are likely to employ some 
  muscle in their schemes, generally someone 
  who has worked with them in the past in some 
  capacity. 
  If caught by the vengeful wizards, the PCs will 
  face a dilemma: how to extract themselves 
  from their endeavour without betraying the one 
  for whom they did the job in the first place. 
  Should the GM wish to make matters worse for 
  the PCs, agents or associates of their employer 
  may attempt a rescue (or mission to silence 
  them) at the moment the PCs reveal what they 
  know to their captors. 
  The Missing 
  In their past travels, the PCs may have 
  befriended a number of people, some of whom 
  might have provided some assistance to them in 
  one form or another.  One of them – we will 
  use the name of Ottmar Keitel in this 
  description – is an old scholar or herbalist who 
  aided the PCs in a recent adventure.  
  Unbeknownst to the PCs is that Ottmar is also a 
  wizard, one who has been hiding from some 
  past indiscretion for years.  Unfortunately for 
  Ottmar is that someone from his past has 
  tracked him down through us of a bounty 
  hunter. 
  Ottmar’s apprentice (or student), Amalie 
  Löffler, sends word to the PCs that her master 
  has been kidnapped and their help is needed.  
  When the PCs arrive, Amalie shows them 
  Ottmar’s ransacked home.  Unsure of what to 
  do about the mess, Amalie has opted to leave it 
  as is in the hope it would help the PCs.  Ottmar 
  has told Amalie on numerous occasions how 
  impressed he was at the PCs’ skill at divining 
  intent from the smallest bit of evidence. 
  Picking through the mess, the PCs eventually 
  find a loose floorboard under Ottmar’s writing 
  desk.  Within the hidden compartment is a 
  number of papers dated over the years.  There 
  papers are reports detailing the movements of 
  one Baron Lucas von Ossietzky, a lord of some 
  land to the east.  The handwriting on the papers 
  vary from one year to another and the earliest 
  ones seem to be in Ottmar’s hand (Int may be 
  required, assuming the PCs have previously 
  seen Ottmar’s handwriting.  If not, Amalie can 
  vouch for the penmanship). 
  Reading Ottmar’s comments, the PCs should 
  get the sense that his obsession about the Baron 
  stems from some unpleasant encounter between 
  the two men in the distant past when they were 
  young.  The exact nature of the interaction is 
  not even hinted at in the documents, but it is 
  clear that Ottmar was concerned about the 
  Baron sending someone after him.  [GM Note: 
  Ottmar Keitel is not the real name of the PCs’ 
  friend.  It’s one the identities he’s had to adopt 
  over the years to protect himself.] 
  If asked if there has been any strangers about 
  the village recently, Amalie recalls that none of 
  passed through other than a travelling priest of 
  Sigmar.  She noticed him at the local tavern as 
  he seemed too fit and well-formed to be a 
  priest.  In fact, the priest looked like a man who 
  could handle himself well in tough situations.  
  His sword looked like it was well made. 
  Should the PCs follow up with their inquiries at 
  the local tavern, they will learn that the priest 
  had arrived from the east and commented that 
  his final destination was Altdorf.  The 
  innkeeper and a few patrons will comment that 
  the priest was in the tavern and was seen 
  heading off in the direction of Altdorf prior to 
  the time Ottmar vanished (the GM will have to 
  determine whether the circumstances of 
  Ottmar’s disappearance is common 
  knowledge). 
  
  In any event, the PCs should reach the 
  conclusion that the priest of Sigmar may be 
  involved with Ottmar’s apparent abduction and 
  that his declaration of Altdorf as his destination 
  may be a ruse.  The PCs must travel to Baron 
  von Ossietzky’s land to learn why the noble 
  abducted their friend, what he intends to do 
  with him, and what were the circumstances that 
  led to the bad blood between the two.  Then 
  there is the issue of the “priest” of Sigmar.  
  Could he actually be a bounty hunter, assassin 
  or someone with his own objectives? 
   
   
   
  Conclusion 
   
  Though the magic system is clearly defined in 
  WFRP2e, there is no particularly compelling 
  reason why the game couldn’t incorporate 
  systems of magic that differ from official 
  canon.  This is especially true if one considers 
  that the enemies of Humanity in Warhammer 
  (Chaos, Undead, Greenskins, and Skaven) have 
  wielded powerful magic from the inception of 
  Sigmar’s Empire, if not before.  There is no 
  indication in the official WFRP2e setting that 
  Divine Magic was up to the task of protecting 
  the people and armies of the Empire from 
  sorcerous spells. 
  In conclusion, adding Wizardry, Illusionism, 
  and Alchemy to one’s game would bring depth 
  and complexity to the background.  It certainly 
  increases the realms of the unknown from a 
  players’ perspective and allows the GM to 
  introduce elements that crafty players could not 
  come to know by memorising the rulebook.  
  Moreover, the use of the material herein allows 
  the GM to bring intrigue into the game that 
  doesn’t necessarily require Chaos or any of its 
  elements.  If nothing else, it would blur the 
  light of good from the darkness of evil in the 
  game. 
  Finally, the obscuring the manner in which 
  magic works in Warhammer adds a degree of 
  mystery that cannot be achieved by having a 
  simplified “Unified Theory of Magic” be the 
  end all and be all of magic.  In fact, a more 
  varied approach to the mechanics 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/Lost in Translation - Where has all the Magic Gone (Includes rules for Alchemy).pdf