TEXT: Made for Warhammer 2nd Edition  
  Made by Mads Rønne 2010 
  Legend � : Then,  / : Or (or the following happens), Req : requires, WP to Retain: roll WP to retain after normal duration 
  Normal Action Summary 
   
  Action 
  Actions Effect        
   __________ 
  Actions 
  Aim 
   
  ½  
  +10 WS/BS if next action is Standard Attack 
  All out Attack 
   
  1  
  Max 1 Attack, +20 WS no Dodge/Parry 
  Cast  
   
  X  
  Cast en spell – normally ½ - 1½ action 
  Charge  
   
  1  
  Run 4+ Meter and 1 attack, +10 WS 
  Disengage 
   
  1  
  Avoid free attacks. Move x 2 yards 
  Dodge 
   
  0  
  Requires Dodge Blow skill, max 1 dodge per round 
  Move  
   
  ½  
  Movement x 2 in yards 
  Parrying Stance 
   
  ½  
  Access to 1 Parry until next round 
  Parry 
   
  0 
  Requires offhand / Parrying Stance, max 1 Parry per round 
  Ready  
   
  ½  
  Ready weapon or item OR recover from Disarm (see Misc.) 
  Reload  
   
  X  
  Bow: ½ | Crossbow: 1 | Crossbow Pistol: 1 
  Standard Attack   
  ½  
  Max 1 attack 
  Swift Attack  
   
  1  
  Use all your attacks, nothing else 
   
  Stats: 
   
  WS 
  BS 
  S 
  T 
  Agl 
  WP 
  Int 
  Fel 
  To Hit 
  Melee 
  To Hit 
  Ranged 
  Str 
  Push 
  Con 
  Fort. 
  Dex 
  Initiative 
  Will 
  Morale 
  Int 
  Perception 
  Cha 
  Charm 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  Attacks 
  pr.round 
  Wounds 
  Hitpoints 
  S/10 
  Dmg 
  T/10 
  Soak 
  Move 
  x2/x4/x6 
  Magic 
  dice 
  Insanity 
  Points 
  Hero 
  Points 
   
  Combat Summary 
   
  1. Initiative : Agl + d10 
  2. Decide actions – Players have 1 full action or 2 half actions 
  3. Max 1 attack unless Swift Attack is used 
  4. Roll WS (d100 < WS = success) 
  5. Opponent may Parry or Dodge but only 1 of the two on a single attack  
  Parry: WS test, need offhand weapon/buckler or Parrying Stance. 
  Dodge: Agl test, requires Dodge Blow skill 
  6. SB + d10 damage (plus weapon damage if applicable) 
   - A natural 10 indicated Fury. Roll WS again. Success adds d10 Damage (Misc. Fury) 
  7. Opponent deducts damage by TB and Armor. Rest is lost in wounds 
  8. Wounds under 0 is a Critical Hit (page 133) 
  Alternative: Sudden Death: d10+wounds beyond 0 
   - 1-6: No effect 
   - 7+: Death 
   
  Misc. 
   
  Difficulty 
   
  Range 
  Up to Short / up to Long  : BS / -20 BS, over Long = Extreme: -30 BS 
  Shoot into Melee Gives -20 BS to hit (house rule:) Missing due to the -20, hits a random 
  individual in the group. Roll who is hit, including nearby allies 
  Flee 
  Disengage Action first to avoid all opponents getting 1 free attack. 
  Time 
  1 round = 10 sec, 6 rounds = 1 minute, 60 rounds = 10 min 
  Armor 
  Per Armor point: -1 to Casting Roll (house rule:) and -5 Agl  
  Heavy Armor 
  Heavy Armor gives -1 Movement 
  Combat 
  Situational to-hit bonuses 
   - Helpless 
  Auto-hit, +d10 damage (SB+2d10) 
   - Stunned/Flank 
  +20 WS (Stunned opponent) / +30 WS (Unaware Opponent) 
   - Knocked down +10 WS (Knocked Down opponent) 
   - Called Shots 
  (house rule:) -10 WS / -20 WS for an ”extremity” (hand, head, foot)  
   - Strike to Stun 
  After attack, before damage. Attacker rolls S check � opponent rolls T 
  check +10 per head armor. Success: stun for d10 rounds. 
   - Fury 
  +d10 damage, continues until something else than 10 is rolled. Melee / 
  Ranged / Spell : WS / BS / WP after natural 10 on damage dice. 
   - Disarm 
  Disarm Talent. Success attack � opposed Agl test, no damage. 
   - Offhand 
  No extra attacks, offhand weapon: -20 WS on use 
  Protective Circle Magic, 1 min + channel test to make. 1 dice reroll on next spell 
  Interrupt Spells 
  Spells over 1 round cast time: If caster is damaged, roll Channeling test 
  or lose the current spell being cast 
   
  Weapon Craftsmanship: 
   
  Quality 
  Cost 
  Effect 
   __________ 
  Best  
  x10 
   
  +5 WS or +5 BS, -10% encumbrance 
  Good 
   x3 
   
  -10% encumbrance 
  Normal 
   x1 
   
  None 
  Poor 
  x½ 
   
  -5 WS or -5 BS, -10 if Poor ammo is used w/ Poor weapon 
   
  Magic Items compared D&D 3.5 
   
  Bonus 
  Guideline 
   __________ 
  Damage 
  Approximately 1:1. Qualities are great for special magical weapons without 
  making them into phat loot 
  MainProf. Stat  Approximately 1:5. Bonus of 5 is nice, 10 powerful, 20 is extreme. 
  Attacks 
  +1 attack is extreme. Not recommendable. 
  Armor 
  Like toughness in combat. +2 armor equals +20 Toughness which equals 
  400 experience points. Phat loot 
  Wounds/Move See Damage 
  Casting Rolls See Damage. Alternatively, limit the bonus to a single spell. 
  Magic 
  Extra Magic dice : +1 is powerful, +2 is phat loot 
  Skill bonus 
  Recommendable for magic items. +5 nice but not game breaking, +10 is 
  very good, +20 very impressive, +30  is phat loot 
  Talents 
  1 talent is good, 5 is phat loot. Aprox. 1:2 ratio compared to Feats. 
  Identify 
  Non-existent. Academic Knowledge (GM decides sub type) is used. (house 
  rule:) Alternatively: Use Channeling test 
  Alignments: 
  There is no such thing in the Warhammer universe  
  Phat Loot 
  Very powerful item which should only be introduced if the GM has a 
  specific plan with it 
  Complete Actions Summary 
   
  Action 
  Actions Effect        
   _____ 
  Basic Actions 
  Aim 
   
  ½ +10 WS/BS if next action is Standard Attack 
  Cast  
   
  X 
  Cast en spell – normally ½ - 1½ action. 
  Channeling 
   
  ½ 
  Channeling test gives +1 to next casting roll per Mag 
  Charge  
   
  1 
  Run 4+ Meter and 1 attack, +10 WS 
  Disengage 
   
  1 
  Avoid free attacks. Move x 2 yards 
  Dodge 
   
  0 
  Requires Dodge Blow skill, max 1 dodge per round 
  Move  
   
  ½ 
  Movement x 2 in yards 
  Ready  
   
  ½  
  Ready weapon or item OR recover from Disarm (see Misc.) 
  Reload  
   
  X 
  Bow: ½ | Crossbow: 1 | Crossbow Pistol: 1 
  Stand/Mount 
   
  ½ 
  Stand up or mount a horse 
  Standard Attack   
  ½ 
  Max 1 attack 
  Swift Attack  
   
  1 
  Use all your attacks, nothing else 
  Action 
  Actions Effect        
   _____ 
  Advanced Actions 
  All out Attack 
   
  1 
  Max 1 Attack, +20 WS no Dodge/Parry 
  Defensive Stance  
  1 
  May not attack but opponents get -20WS to hit you 
  Delay 
   
  ½ 
  Delay your action to further into the round 
  Feint 
   
  ½ 
  Opposed WS test, if attacker wins, opponent may not dodge or 
  parry. Next action must be a Standard attack 
  Guarded Attack 
   
  1 
  Max 1 attack -10 WS, +10 to Dodge and Parry 
  Jump 
   
  1 
  Agl test per 3 yards or Fall � Yards + d10dmg 
  Leap 
   
  1 
  Max M+SB yards. S check � -1 yard per fail degree 
  Maneuver 
   
  ½ 
  Opposed WS � maneuver opponent up to 2 yards 
  Parrying Stance 
   
  ½ 
  Access to 1 Parry until next round 
  Parry 
   
  0 
  Requires offhand / Parrying Stance, max 1 Parry per round. 
  Run 
   
  1  
  Movement x 6 in yards, nothing else 
   
  Weapons Summary 
   
  Weapon 
   Specialist 
   Dmg  Qualities 
  _____ 
  Melee Weapons (incl. Buckler og Shield) 
   Buckler 
   Parrying 
   SB-4  Balanced, Defensive, Pummeling 
   Dagger 
    - none - 
   SB-3    - none - 
   Flail 
   Flail 
   SB+1  Impact, Tiring 
   Foil 
   Fencing 
   SB-2  Fast, Precise 
     
   Knuckle-duster 
    - none - 
   SB-3  Pummeling  
     
   Halberd 
   Two-Handed   SB  Special  
   Hand Weapon 
    - none - 
    SB    - none - 
    - Sword, Axe, Club etc 
   Improvised 
    - none - 
   SB-4    - none - 
   Lance 
   Cavalry 
   SB+1  Fast, Impact, Tiring 
   - Demilance 
   Cavalry 
    SB  Fast, Impact, Tiring     - Cavalry spear 
  Main Gauche 
  Parrying 
  SB-3 Balanced, Defensive   - Offhand parrying dagger 
  Morning Star 
  Flail 
   SB 
  Impact, Tiring 
     
  Quarter Staff 
   - none - 
  SB-2 Defensive, Pummeling 
   Rapier 
   Fencing 
   SB-1  Fast  
   Shield 
    - none - 
   SB-2  Defensive, Special 
   Spear 
    - none - 
    SB  Fast 
   Sword-breaker 
   Parrying 
   SB-3  Balanced, Special 
   Two-Handed 
   Two-Handed   SB  Impact, Slow 
   Unarmed  
    - none - 
   SB-4  Special 
    - Halberd 
   
  May count as either Spear or Two Handed Weapon 
    - Shield 
   
  -1 to Casting Rolls, Opponents: -10 BS to you  
    - Sword Breaker  
  May break dagger/foil/main gauche/rapier/sword 
   
   
  Success parry followed by success opposed Str test 
    - Unarmed 
   
  Armor counts double against Unarmed 
  Weapon 
  Specialist 
  Range  
  Dmg Reload Qualities 
  Ranged Weapons (Incl. Whip and Net) 
  Bola 
  Entangling 
    8/16 
     1 
      ½ 
  Snare 
  Bow, Short 
   - none -  
   16/32 
     3 
      ½ 
  - none - 
  Bow, Normal 
   - none -  
   24/48 
     3 
      ½ 
  - none - 
  Bow, Long 
  Longbow  
   30/60 
     3 
      ½ 
  Armor Piercing 
  Bow, Elf 
  Longbow  
   36/72 
     3 
      ½ 
  Armor Piercing 
  Crossbow 
    - none -  
   30/60 
     4 
      1 
  - none - 
  Crossbow Pistol 
  Crossbow 
    8/16 
     2 
      1 
  - none - 
  Crossbow, Repeat. Crossbow 
   16/32 
     2 
      0 
  Special 
  Improvised 
    - none -  
      6/- 
   SB-4     ½ 
  - none - 
  Javelin 
    - none -  
    8/16 
   SB-1     ½ 
  - none - 
  Lasso 
  Entangling 
      8/- 
    N/A     ½ 
  Snare 
  Net 
  Entangling 
     4/8 
    N/A     1 
  Snare 
  Sling 
  Sling 
   
   16/32 
     3 
      ½ 
  - none - 
  Sling, Staff 
  Sling 
   
   24/48 
     4 
      1 
  - none - 
  Spear 
   - none -  
     8/- 
    SB     ½ 
  - none - 
  Throwing Dagger Throwing 
    6/12 
   SB-3     ½ 
  - none - 
  Whip 
  Entangling 
     6/- 
   SB-4     ½ 
  Fast, Snare 
   - Range 
   
  Short/Long = BS / BS-20, over long = extreme: -30 BS  
   - Crossbow, Repeater  
  10 shots, 4 rounds to reload clip 
   - Whip 
   
  Use BS to hit instead of WS 
   
  Weapons Quality Summary: 
   
  Quality 
  Effect 
   
  __ 
  Armor Piercing 
  Ignore 1 AP 
  Balanced: 
  No -20 WS for offhand use 
  Defensive 
  +10 to Parry 
  Fast 
  -10 to Parry/Dodge to opponent 
  Impact 
  Roll 2d10 damage and pick the highest 
  Magical 
  Counts as Magical (not a real quality but added for convenience)  
  Precise 
  +1 to Critical Hit/Sudden Death rating 
  Pummeling 
  +10 to Strike to Stun : Strength test 
  Slow 
  +10 to Parry/Dodge to the opponent 
  Snare 
  Agl or trapped. Full action and S or Agl test to break free. +20 to 
  hit against entangled characters 
  Tiring 
  Impact only works in the first combat round 
   
   
  Very Easy 
  Easy 
  Routine 
  Average 
  Challenging 
  Hard 
  Very Hard 
  +30 
  +20 
  +10 
  - 
  -10 
  -20 
  -30 
  
  Made for Warhammer 2nd Edition  
  Made by Mads Rønne 2010 
  Legend � : Then,  / : Or (or the following happens), Req : requires, WP to Retain: roll WP to retain after normal duration 
  Spell 
  CN CT 
  Effect  
   
   
  Arcane, Petty 
   
  Glowing Light 
   3  ½ 
  Touch. Glow as long as contact is maintained 
   
  Sounds 
   4  ½ 
  Pers. Make noises may be very loud, never understandable 
   
  Drop 
   4  ½ 
  24 yards. WP test / drop one handed item 
   
  Marsh Lights 
   6   1 
  Max 100 yards. move:8-16m/round, multiple lights 
   
  Magic Dart 
   6  ½ 
  16 yards. 1 SB 3 hit, Magic Missile 
   
  Sleep 
   6  ½ 
  Touch. WP / sleep d10 rounds (helpless) 
  Spell 
  CN CT 
  Effect  
   
   
  Divine, Petty 
   
  Blessing of Courage  3  ½ 
  24 yards. Remove Fear/Terror/Panic effect 
   
  Blessing of Speed 
   4  ½ 
  Touch. +5 Agl, +1 Move, 1 min 
   
  Blessing of Fortitude  5  ½ 
  Touch. +5 T, +5 WP, 1 min 
   
  Blessing of Healing 
   5  ½ 
  Touch. Heal 1 Wound, max 1/combat or /day 
   
  Blessing of Might 
   6  ½ 
  Touch. +5 WS,+5 S, 1 min 
   
  Blessing of Protection  7   1 
  Pers. Enemies must roll WP+10 to attack you, 1 min 
  Spell 
  CN CT 
  Effect  
   
   
  Hedge, Petty 
   
  Protection From Rain  3   1 
  Pers. 1 hour, immunity to normal rain 
   
  Magic Flame 
   3  ½ 
  Pers. small flame appear in hand, ignite as candle, no damage 
   
  Gust 
   4  ½ 
  Pers. makes a very small gust of wind (blow out candles etc) 
   
  Ghost Step 
   4 1½ 
  Pers. caster leaves no tracks for 1 hour, Track -30 to track 
   
  Ill Fortune 
   5 1½ 
  Touch. Enchant item  -1/Mag to 1 stat, 24 hour 
   
  Shock 
   6  ½ 
  Touch. WP / Stun for 1 round/Mag 
  Spell 
  CN CT 
  Effect  
   
   
  Arcane/Divine, Lesser Magic 
   
   
  Learned separately 
   
  Move 
   4  ½ 
  24 yards max, move items 12 yards/round, max 10 encumbrance 
   
  Aethyric Armour 
   5  ½ 
  Pers. +1 AP/Mag, 1 min 
   
  Blessed Weapon 
   6  ½ 
  Touch. Adds the Magical quality to any one weapon, 1 hour 
   
  Magic Lock 
   7   6 
  2 yards. Cannot be picked or forced open. Can be smashed. 1 week 
   
  Magic Alarm 
   8   6 
  Touch. 2 yards radius, until triggered 
   
  Silence 
  10  ½ 
  24 yards. WP/silence, 1 round/Mag 
   
  Skywalk 
  11   1 
  Pers. 3x Move, max 6 yards up, 1 round 
   
  Dispel 
  13   1 
  12 yards. Channeling -10/original casters Mag 
  Spell 
  CN CT 
  Effect  
   
   
  Arcane, Lore of Beasts - Charm Animal 
   
  Calm the Wild Beast  5  ½ 
  48 yards. Animal, WP test/charm � +10 Ride, 1 hour/Mag 
   
  Form of Soar. Raven  7   1 
  Pers. Morph to Raven (p. 233), no spell casting/talk, 1 hour max 
   
  Claws of Fury 
   8  ½ 
  Pers. +1A, +10WS, Fast, Natural Weapons talent. 1 min/Mag  
   
  The Talking Beast 
  11  ½ 
  24 yards. Animal Speak OR Pers speech in animal form. 1min/Mag 
   
  Masters Voice 
  13  ½ 
  24 yards. WP/command 1 animal 1 round 
   
  Form of Rave.Wolf 
  15   2 
  Pers. Morph to Wolf (p. 233), no spell casting/talk, 1 hour max 
   
  Crows Feast 
  17   1 
  48 yards, 5 yards radius. SB3 hits, always hits Head, ignores Armor 
   
  The Beast Unleashed 19   2 
  Pers, 12 yards. All allies get Frenzy Talent (does not affect animals) 
   
  Form of RageingBear 21   3 
  Pers. Morph to Bear (p. 232), no spell casting/talk, 1 hour max 
   
  Wings of the Falcon 25   2 
  Pers. Morph to grow large wings, Flying Move: 4, 1 min/Mag 
  Spell 
  CN CT 
  Effect  
   
   
  Arcane, Lore of Death - Intimidate  
   
  Not  Necromancy! See Dark, Arcane 
   
  Deathsight 
   5   1 
  Pers. Ability to see spirits/ethereals/soul leave dying person, 1 hour 
   
  Swift Passing 
   7  ½ 
  Touch. Autokill to Critically hit people (anyone with 0 or less wounds) 
   
  Reaping Scythe 
   8  ½ 
  Pers. Fast, Magical, SB:5, +10 WS, WP/round to retain, 1 round/Mag 
   
  Tide of Years 
  11  ½ 
  Touch. 1 item (max 75 enc) turns to dust. Good+ loses 1 level quality 
   
  Acceptance of Fate 
  14 1½ 
  Pers, 12 yards. Allies get the ”fearless” talent, 1 min. 
   
  Steal Life 
  16  ½ 
  12 yards. Steal d10 wounds (ignore AP/TB), WP negates 
   
  Final Words 
  18   1 
  12 yards. Speak with 1 recently dead (max 1 min) for 1 question 
   
  Death’s Door 
  20   1 
  Pers, 24 yards. Allies get 1 extra free ½action before death. 1min/Mag 
   
  Youth’s Bane 
  23   1 
  12 yards. WP or age � lose d10 S + d10 T permanently 
   
  Wind of Death 
  27   1 
  48 yards, 5 yards radius. All affected: d10 wounds (ignore AP/TB) 
  Spell 
  CN CT 
  Effect  
   
   
  Arcane, Lore of Fire - Command 
   
   
  Cone: start: 1 yards. end 5 yards. length: 16 yards 
   
  Cauterize 
   4  ½ 
  Touch. No heal but counts as ”medical attention” if critically hit 
   
  Fires of U’Zhul 
   6  ½ 
  36 yards. SB 4 attack, Magic Missile 
   
  Crown of Fire 
   8   1 
  Pers. +20 Command/Intimidate Enemies must roll WP to attack you,  
   
   
   
   
  Gives fire and light as torch. 1 Min/Mag 
   
  Fire Ball 
  12  ½ 
  48 yards. 1 Fireball/Mag. Fireball = SB 3, Magic Missile 
   
  Shield of Aqshy 
  12   1 
  Pers. +20 Toughness vs. Fire d10 rounds 
   
  Flaming Sword 
  14  ½ 
  Pers. SB4, Impact, Magical, +1A, 1 round/Mag, WP/round to retain 
   
  Hearts of Fire 
  16   2 
  Pers, 30 yards. Allies get +20 Fear/Terror tests. 10 mins. 
   
  Fiery Blast 
  22   1 
  48 yards. d10 SB 4 blasts, min blasts = Mag, Magic Missile 
   
  Breathe Fire 
  25   1 
  Cone. SB 8 fire attack, WP reduces to SB4 fire attack  
   
  Conflag. of Doom 
  31 1½ 
  48 yards, 5 yards radius. 1 SB4 hit/Mag, after first round: WP negates 
  Spell 
  CN CT 
  Effect  
   
   
  Arcane, Lore of the Heavens – Academic Knowledge (Astronomy) 
   
  Omen 
   4 1 min Pers. Receive 1 omen, lasts d10 hours. GM rolls Int for truth of omen 
   
  First Portent 
   6  ½ 
  Pers. 1 free reroll ext round. 
   
  Lightning Bolt 
  10  ½ 
  36 yards. SB 5, Magic Missile 
   
  Second Portent 
  12   1 
  Pers. 2 free rerolls, must be used within 1 hour, does not stack 
   
  Wind Blast 
  14  ½ 
  48 yards, 5 yards radius. Knocks Down � T test/Stun 1 round. 
   
   
   
   
  To Move: S test, missile fire: impossible, WS: -20 WS 1 round/Mag 
   
  Curse 
  16  ½ 
  24 yards. 24 hour, -10 to all stats and take +1 dmg when hit 
   
  Wings of Heaven 
  18   1 
  Pers. No morph, use wind to fly. Flying Move: 6, 1 min/Mag 
   
  Starshine 
  22 1½ 
  48 yards. Reveals all ”hidden”, repels all darkness, 1min/Mag 
   
  Lightning Storm 
  25   1 
  48 yards, 5 yards radius, 1 SB5 hit, may be used anywhere 
   
  Fate of Doom 
  31 1 hour Hair/blood from victim, WP-30/ -1 FP. If no FP then +10 next Crit. hit 
  Spell 
  CN CT 
  Effect  
   
   
  Arcane, Lore of Life – Outdoor Survival 
   
  Curse of Thorns 
   6  ½ 
  36 yards. WP test/round or 1 wound and -20 to all tests, d10 turns 
   
  Fat of the Land 
   8 1 min Touch. Target is ”well fed” for 1 week. Water still needed 
   
  Earth Blood 
   9  X 
  Pers. Heal 1 wound pr ½action used (max 10). Req connection to earth 
   
  Summer Heat 
  12  ½ 
  5 yards radius, -20 to all tests, very tired, d10 rounds 
   
  Earth Gate 
  14   1 
  Pers. Teleport max 48 yards. must be from soil to soil 
   
  River’s Whisper 
  15 1 min Pers. Waist deep in river. Speak with river, info max 24 hour old 
   
  Spring Bloom 
  18 10 min Field/person becomes extremely fertile until next harvest/for 1 month 
   
  Geyser 
  22   1 
  24 yards, 3 yards radius. SB4 hit, knocked 4 yards. T test/Stun d10  
   
   
   
   
  rounds. Forms pool of fresh drinking water for 1 hour afterwards 
   
  Winter Frost 
  25   1 
  48 yards, 5 yards radius, SB4 hit, WP test/helpless. Move in area is  
   
   
   
   
  halved, 1 round/Mag 
   
  Cure Blight 
  27 10 min Cure blight for 1x1 mile for 1 season. Alternatively this spell may be  
   
   
   
   
  used to half duration of disease on 2d10 ill people. 
  Spell 
  CN CT 
  Effect  
   
   
  Arcane, Lore of Light - Heal 
   
  Dazzling Brightness  5  ½ 
  36 yards, 3 yards radius, ”Dazzle”d10 rounds: -10WS/BS/Agl 
   
  Radiant Gaze 
   7   1 
  16 yards. SB 6, Magic Missile 
   
  Shimmering Cloak 
   8  ½ 
  Pers. Non-magic ranged is SB 0 vs. you, prevents conceal, 1min/Mag. 
   
  Healing of Hysh 
  10   1 
  Touch. Heal 1 wound/Mag 
   
  Banish 
  13   1 
  24 yards. Demon only. Caster and target disabled till end of spell. 
   
   
   
   
  Opposed WP test pr turn, Daemon win: Spell ends 
   
   
   
   
  Caster win: Daemon is banished, stalemate: spell continues. 
   
  Inspiration 
  16 1 min Pers. When spell cast ends, caster makes a Knowledge roll +30 
   
  Eyes of Truth 
  20   1 
  Pers. Auto-disbelieve illusions, reveal anyone hiding within 48 yards.  
   
   
   
   
  also reveals magical hiding (invisibility etc), 1 round/Mag, 
   
  Blinding Light 
  24   1 
  48 yards, 5 yards radius, A/ blind (half Agl, M, WS and BS=0, auto 
  fail sight based perception tests), d10 rounds 
   
  Demonbane 
  26 1½ 
  48 yards, 5 yards radius, demons only. WP test or auto-banish 
   
  Pillar of Radiance 
  28   1 
  48 yards, 5 yards radius, SB4 hit , Agl / Dazzling Brightness spell. 
  Spell 
  CN CT 
  Effect  
   
   
   
  Arcane, Lore of Metal – Academic Knowledge (Science) 
   
  Guard of Steel 
   5  ½ 
  Pers. 1 min, -10 WS/BS to hit caster 
   
  Law of Logic 
   7 d10 
  12 yards. Before skill test. Gives +20 to 1 skill test 
   
  Curst of Rust 
   9  ½ 
  12 yards. 1 metal item (max 75 enc) = dust. Good+ loses 1 level quality 
   
  Silver Arrows 
  13  ½ 
  48 yards. 1 SB 3 hit pr Mag. Magic Missile, dissipates after impact 
   
  Armor of Lead 
  14   1 
  48 yards. Armor becomes heavy, -10WS/BS/Agl, -1M. 1 min 
   
  Trial and Error 
  16   1 
  Pers, 12 yards. 1 free reroll to all allies, second roll is final, 1 round 
   
  Tramsform. Of Metal 18   6 
  Touch. Shape change metal. Craftsmanship = Channeling. 
   
  Enchant Item 
  21   6 
  Touch. Item gives +5 to 1 main profile stat. Does not stack 
   
  Tran.of unstable Mind 23 10 min Touch. Channeling test = lose d10 IP, fail = gain d10 IP, not self cast 
   
  Law of Gold 
  26   1 
  24 yards. disenchant 1 magic item d10 rounds 
  Spell 
  CN CT 
  Effect  
   
   
  Arcane, Lore of Shadow - Concealment 
   
  Shadowcloak 
   5  ½ 
  Pers. +20 Concealment. 1 min/Mag 
   
  Doppelganger 
   7 1½ 
  Pers. Alter self humanoid shape, not voice, Channeling for specific  
   
   
   
   
  person, Int for close people to Disbelieve, 10 round/Mag 
   
  Bewilder 
   8  ½ 
  24 yards. WP test/Bewilder. See p. 158 for chart 
   
  Cloak Activity 
  12  ½ 
  Pers. ”Cloak Activity”. Int disbelieves. d10 rounds 
   
  Pall of Darkness 
  15  ½ 
  48 yards, 5 yard radius, darkness 1 round/Mag. WP or max ½ action. 
   
  Shroud of Invisibility 17   1 
  Pers. Invisibility, +20WS, 4yards or less=percep-20 to see you d10 rounds 
   
  Dread Aspect 
  21  ½ 
  Pers. Cause Terror, 1 min 
   
  Shadow Knives 
  22  ½ 
  48 yards. 1 shadow knife/Mag. SB3 hits, Ignore Armor, Magic Missile 
   
  Illusion 
  24 1½ 
  48 yards. Create full illusion 1 round/Mag. Int to disbelieve 
   
  Universal Confusion 27  ½ 
  Personal, 5 yards radius, Mass Bewilder, see p. 158 for chart 
  Spell 
  CN CT 
  Effect  
   
   
  Dark, Arcane, Lore of Chaos - Speak Arcane Language (Daemonic) WP test to control summoned demons 
   
  Vision of Torment 
   7  ½ 
  24 yards. WP test / stun 1 round � WP test / 1 IP 
   
  Boon of Chaos 
   9   1 
  Pers. +10 WS, T, WP, Fel. 1 min 
   
  Sum. Lesser Demon 12   2 
  12 yards. Summon 1 Lesser Demon (p. 229), d10 min 
   
  Burning Blood 
  13  ½ 
  24 yards. Spit blood, 1 hit/Mag, SB 4, Magic Missile 
   
  Lure of Chaos 
  16   1 
  24 yards. WP test or 1 round mind control 
   
  Dark hand of Destruc. 17   1 
  Pers. Armor Piercing, Magical, SB 7, +10 WS. 1 round / Mag 
   
  Touch of Chaos 
  20  ½ 
  Touch. WP test / mutation � WP test / stun 1 round 
   
  Veil of Corruption 
  24   1 
  36 yards. 5 yards radi. WP test/round �1 W till success. 2+ W �mutation 
   
  Sum. Demon Pack 
  25   2 
  12 yards. Summon 1/Mag Lesser Demons (p. 229), d10 min 
   
  Word of Pain 
  27  ½ 
  Pers. 5 yards radius. SB 8 hit and WP test or helpless 1 round. 
  Spell 
  CN CT 
  Effect  
   
   
  Dark, Arcane, Lore of Necromancy – Academic Knowledge (Necromancy) Max control = WP, 48 yards Face 
  of Death 
   6   1 
  Pers. Cause Fear 1 min 
   
  Re-Animate 
   8   X 
  12 yards. Animate max 1/Mag zombie/skeleton (p231). ½action/summon 
   
  Invigorating Vitae 
  11 1½ 
  Pers. Drink blood from fresh corpse (max 1 hour), heal d10 Wounds 
   
  Hand of Dust 
  13  ½ 
  Touch. d10 wounds (ignore TB / AP) 
   
  Call of Vanhel 
  15   1 
  d10 summons gets one free Move or Standard Attack action. 
   
  Controle Undead 
  17  ½ 
  24 yards. Ethereal undead. Control 24 hours, WP negates 
   
  Corpse Flesh 
  19   1 
  Pers. look walking dead, Criticals reduced by 1/Mag. 1 min. 
   
  Raise the Dead 
  22   2 
  Re-Animate but 2d10 summons and range: 24 yards 
   
  Spell of Awakening 24   2 
  Re-Animate but 1 Wight instead. Min. Advanced Career victim. 
   
  Banish Undead 
  26   1 
  48 yards. 5 yards radius. Undead: BS5 dmg, skeleton/zombie: auto-kill 
  Spell 
  CN CT 
  Effect  
   
   
  Divine, Lore of Natural Death, Dreams, Messages   
  (Morr) 
   
  Preserve Corpse 
   5 1 min Touch. Preserve corpse for 24 hours, cannot be reanimated 
   
  Sign of the Raven 
   9  ½ 
  Pers. Allies 12 yards deal +1 damage. ”shadow of raven/death”, 1 min 
   
  Dream Message 
  10 1 min Send message in dream, max 30 secs. Must have met receiver 
   
  Destroy Undead 
  13  ½ 
  Touch. Undead only, SB 8 hit 
   
  Vision of Morr 
  15 1 min Pers. divination, GM roll Fel. Pass = vision is true, fail = confusing mess 
   
  Sleep of Death 
  20   1 
  24 yards. 5 yards radius WP test/sleep (helpless) d10 rounds  
  Spell 
  CN CT 
  Effect  
   
   
  Divine, Lore of War, Order and Strategy   
   
  (Myrmidia) 
   
  Spear of Myrmidia 
   5  ½ 
  Pers. Spear gets Armor Piercing and Magical quality. 1 min 
   
  Inspired Leadership  7   1 
  Pers. +20 Command/Academic Knowledge (Strategy) and  
   
   
   
   
  allies within 12 yards may reroll failed Fear/Terror tests. 1min/Mag 
   
  Skill of Combat 
  10   1 
  Pers. All allies 24 yards get +10 WS for 1 round/Mag 
   
  Quick Strike 
  14   1 
  Pers. +1 Attack, may make Swift Attacks as ½action. 1 min 
   
  Dismay Foe 
  16  ½ 
  Pers. Enemies must make Terror test when attacking you, 1 round/Mag 
   
  Shield of Myrmidia 
  20 1½ 
  Pers. All allies 24 yards get +1 AP (max 5 total). 1 min. 
  Spell 
  CN CT 
  Effect  
   
   
  Divine, Lore of Luck, Thieves and Tramps 
    
  (Ranald) 
   
  Stealth of Ranald 
   5   1 
  Pers. +20 Conceal/Silent Move. Channel Test � bypass Magic Alarm 
   
  Good Fortune 
   7   1 
  Touch. May swap 10s and 1s on a d100 once (82->28). 1 min or until used 
   
  Open 
   9  ½ 
  2 yards. Open 1 lock. Channeling Test overrides a Magic Lock once 
   
  Bamboozle 
  14   1 
  24 yards. Humanoid only, Command 1 round, WP negates 
   
  Trapsense 
  16   2 
  Pers. Sense all traps, magical and non-magical, within 12 yards when cast 
   
  Bountiful Fortune 
  20   1 
  Good Fortune spell on self and all allies within 24 yards 
  Spell 
  CN CT 
  Effect  
   
   
  Divine, Lore of Healing, Compassion and Mercy    
  (Shallya) 
   
  Cure Poison 
   4  ½ 
  Touch. Remove all poisons and poison effects. 
   
  Cure Wounds 
   6  ½ 
  Touch. Heal d10 wounds + 1/Mag 
   
  Cure Disease 
  11 1½ 
  Touch. Remove all disease and disease effects. 
   
  Martyr 
  14  ½ 
  24 yards. Any damage on target is dealt to caster instead. 1 min 
   
  Purify 
  16  ½ 
  48 yards. Disease demons only. D10 wounds, WP/Stun 1 round 
   
  Cure Insanity 
  20 1 hour Touch. removes 1 insanity. 
  Spell 
  CN CT 
  Effect  
   
   
  Divine, Lore of Good and Retribution  
   
   
  (Sigmar) 
   
  Hammer of Sigmar 
   5  ½ 
  Pers. Hammer gets Magical and Impact Quality. 1 min 
   
  Armor of Righteous.  6   1 
  Pers. +1 Armor (max 5 total) 1 min/Mag 
   
   
  Healing Hand 
  12 1½ 
  Touch. Heal d10 Wounds 
   
  Beacon of Courage 
  14  ½ 
  Line of Sight. All allies: Remove Fear/Terror/Panic effect 
   
  Comet of Sigmar 
  16  ½ 
  24 yards. SB 6 hit, Magic Missile 
   
  Soulfire 
  20  ½ 
  5 yards radius. SB3 hit. Demons/Undead take a SB5 hit. Ignores Armor 
  Spell 
  CN CT 
  Effect  
   
   
  Divine, Lore of Nature and Animals (Druids)   
   
  (Taal/Rhya) 
   
  Beastfriend 
   4 1½ 
  12 yards. Ability to speak with animals, +20 Charm Animal. 10 min 
   
  Stag’s Leap 
   6  ½ 
  Pers. +1 M, may make charge attack as ½action. 1 min/Mag 
   
  Tanglefoot 
   8   1 
  48 yards, 5 yards radius. Str to move, max ½ move. 1 min 
   
  Thunderclap 
  12   1 
  48 yards, 5 yards radius. Toughness/Stun. Hearable within 2 miles 
   
  Bear’s Paw 
  15   1 
  Touch. +20 Strength. 1 min 
   
  Rhya’s Comfort 
  18 1 min Pers, 5 yards radius. Refreshed as 1 nights sleep, 1 days natural healing 
  Spell 
  CN CT 
  Effect  
   
   
  Divine, Lore of Combat, Fury, Wolves and Winter  
  (Ulric) 
   
  Winter’s Chill 
   5  ½ 
  Pers. Enemies get -10 WS when attacking you in melee, 1 min 
   
  Battle Fury 
   7   1 
  Pers. +1 A only All Out, Charge or Swift Attack actions, 1 round/Mag 
   
  Howl of the Wolf 
  11  ½ 
  Pers, 24 yards radius. All allies may make 2 attacks on a Charge. 1 round 
   
  Ulric’s Gift 
  15 1½ 
  Touch (not self). Gives the Frenzy talent (+10 S,WP -10 WS, Int). 1 hour 
   
  Heart of the Wolf 
  18 1½ 
  Pers, 24 yards. Allies immune to Fear, Terror, Unsettling, Intimidate.1 min 
   
  Ice Storm 
  20  ½ 
  48 yards, 5 yards radius. SB 5 hit, WP / stun 1 round 
  Spell 
  CN CT 
  Effect  
   
   
  Divine, Lore of Judgment, Law and Knowledge  
   
  (Verena) 
   
  Shackles of Verena 
   6  ½ 
  Touch. WP test / helpless. Opposed S/channel to break shackles 
   
  The Past Revealed 
   8 1 min Touch. Learn 3 most important things about an items past. 
   
  Sword of Justice 
  10  ½ 
  Pers. Precise, Magical quality. +10 WS vs. ”guilty” people. 1 min. 
   
  Words of Truth 
  13   2 
  GM rolls WP / answer any one question as truthfully possible 
   
  Eavesdrop 
  15  1 min Listen in on any conversation visible to the caster. 1 min/Mag 
   
  Trial by Fire 
  18  1 min 12 yards. Accuse of a grave crime. Engulf target in flames. Guilty �  
   
   
   
   
  SB8 hit 1 round/Mag, Innocent � flames dissipate after 1 round no dmg 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Other/WFRP Checklist.pdf