Eltharion the Grim

==Summary==
Eltharion, also called Eltharion the Grim, is the Prince of Yvresse and the Warden of Tor Yvresse. He is one of the greatest of all High Elven lords. Many times has he achieved what would have been thought impossible. It was Eltharion who was the first of Ulthuan's generals to dare an assault on Naggarond itself and live to speak of it, and he who finally brought about the defeat of Waaagh! Grom. For his valour in that battle, Eltharion was elected Warden of Tor Yvresse and, though he is a dour ruler, the people of that fair city love him dearly. Eltharion's early rule was split equally between scouring Greenskins from the land, and overseeing repairs to Yvresse's network of waystones.Warhammer Armies: High Elves (8th Edition) pg. 56
In the first task, Eltharion was aided by the nobles of his realm, who rallied to his banner with an enthusiasm not seen for many long generations. In the second, he sought the assistance of the Loremaster Belannaer. Though Eltharion had successfully stabilised the waystone of Tor Yvresse, he felt that luck had guided his hand rather more than judgement in that task, and he did not wish to see ill-fortune or rashness on his part destroy Ulthuan. With his realm thus secured, Eltharion took his blade overseas; not to the chill shores of Naggaroth in the west, but east to the lands of the Old World and beyond. Yvresse had but barely endured the onset of one Waaagh!, and Eltharion swore that no other would reach Ulthuan's shores. Atop his Griffon, Stormwing, Eltharion swept through the Badlands like a wind of blades.
He slaughtered Warbosses and ran their armies to ruin. He toppled Orc fortresses that had survived earthquakes, Bretonnian crusades and the vengeance of the Dwarfs. Yet, miraculously, there always seemed more Greenskins for him to fight. Finally, Eltharion learned the truth. His reputation had spread so far and wide that Warbosses were actually seeking his army, knowing that the "Pointy-'ead" would "give 'em a proper fight." This revelation ended Eltharion's battles in the Badlands. He now knew that to continue would not abate the Greenskin threat. Returning to Yvresse, Eltharion began to train its armies and fortify its cities as never before. The next time a Waaagh! made landfall on the shores of Ulthuan, the folk of Yvresse — and their grim Warden — would be ready for them.
Eltharion is noted for having a voice whose edge was like 'the last whisper of life in the mouth of a corpse'. He is a slender warrior shrouded in a plain black tunic and armoured in gleaming plate, yet his hair is pale to the point of being silvery, and his cheeks are sunken. His cold eyes hold a wealth of bitterness that can shock others in their intensity.Defenders of Ulthuan (Novel) Ch. 7
Eltharion's rangers, are second to only the Shadow Warriors of Nagarythe in skill, wearing conical, face-concealing helmets of burnished bronze and silver, with dark cloaks that render them nearly invisible in the darkening twilight. Their sense of hearing is also enough to startle even fellow Asur.
==Powers and Stats==
Tier: At least , with Aethyr Manipulation
Name: Eltharion the GrimDefenders of Ulthuan (Novel) Ch. 8
Origin: Warhammer FantasyWarhammer Armies: High Elves (4th Edition)
Gender: Male
Age: Unknown
Classification: High Elf, Warden of Tor Yvresse
Powers and Abilities:
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|-|Abilities=
*Superhuman Physical Characteristics (Elves are incredibly strong for their sizeHigh Elves army book. 8th edition, page 4)
*Limited Nonexistent Physiology (Type 2; all aspects) & Abstract Existence (Type 1) & Acausality (Type 4, possibly type 5) & Nonduality (Type 2) (A part of all beings' mind and soul in Warhammer is made out of Aethyr and exists in the Realm of Chaos,Realm of Sorcery, A Grim World of Perilous Adventure: page 16 providing them with the same properties above and resides Low 1-A range away at minimum. In fact untill a Mortal dies, even the Chaos Gods themselves cannot locate their souls desipite being in their realmLiber Chaotica: Liber Slaanesh)
*Non-Physical Interaction (All Magical weapons are capable of interacting with a Daemon's True form made of AethyrTotal War Warhammer II)
*Longevity (Elves can live to well over 1000 years oldBlood of Aenarion: Page 141)
*Social Influencing (Eltharion's gaze holds such a wealth of bitterness that can shock others in their intensity)
*Acrobatics (All Elves utilise agile and acrobatic techniques in their warfare style, capable of performing large jumps and sweeping attacks from unexpected angles that no human could ever hope to replicateDark Elves Armybook 8th edition: Page 7)
*Enhanced Senses (His hearing is good enough to startle other High Elves)
*Martial Arts (All Elves are exeptionally competant in hand to hand combatThe Sundering Omnibus: Page 641)
*Enhanced Senses & Extrasensory Perception & Analytical Prediction (Via Witchsight, which allows a user see the entire world even without their eyes, perceiving with perfect clarity the souls, thoughts, and intentions of all living beings around themRealm of Sorcery: 2nd Edition RPG supplement)
*Aethyr Manipulation (The Lore of Qhaysh)
*Weapon Mastery (Of the Sword, Spear, bow,Warhammer Quest: Treasure Pack 3 — Eltharion's Bow and likely all other Elven Weaponry)
*Marksmanship (Eltharion's bow is enchanted to make it much more accurate)
|-|Resistance=
*Aethyr Manipulation (The Ward of Hoeth grants him a resistance to all the Winds of Magic)
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Attack Potency: At least Large Island level+ (Eltharion nearly single-handedly pushed back Waaagh Grom, which successfully rampaged across High Elven lands to Tor Yvresse, where Eltharion and a select group of individuals were able to push it, as well as Grom the Paunch, back. Was winning against the combined forces of both Arkhan the Black and several Vampire Lords until the former managed to tag him with an aging curse.Endtimes: Nagash Intimidated an Archmage of Saphery, the bulwark of the mages in Ulthuan, making Anurion among some of the best mages on the planet. Repeatedly stated to be one of Ulthuan's greatest heroesScales far above 510 Gigatons of TNT as the feat was performed by merely flapping it's wings, and Eltharion has upscaling from bloodthirsters.) Varies with Aethyr Manipulation (Eltharion's magical power depends on how well the Winds of Magic are blowing in an area,Total War Warhammer III to where he logically should be able to damage those comparable to himself)
Speed: Supersonic (Are comparable to Vampires who can outrun musket fireNight's Dark Masters, the Vampire Supplement for Warhammer Fantasy RPG 2e), Massively Hypersonic reaction speed (Comparable to other Mages that can react to lightning attacks with counterwards/spells)
Lifting Strength: Class M (Saurus Leaders and Warriors are able to crush rocks and steelLizardmen army book (8th edition) Chapter 2)
Striking Strength At least Large Island level+
Durability At least Large Island level+
Stamina: Superhuman (Eltharion battled non-stop across the badlands as well as the battle against Waaagh Grom, which lasted for days to weeks to months at a time)
Range Standard Melee Range physically, Extended Melee Range with melee weapons, Hundreds of Meters with his bow, Varies, up to Interstellar with Aethyr Manipulation(Although it should be noted the combat-applicable range is Several Kilometers)
Standard Equipment:
* Stormwing: A massive Griffon, Stormwing is a monstrous being capable of tearing into foes comparable to Eltharion, and is capable of listening to and understanding his commands as well as sharing his resistance to the winds of magic.
* Fangsword of Eltharion: This rune-encrusted longsword has been passed down through Eltharion's family for generations, bestowing him the zeal of his forefathers.
* Helm of Yvresse: The Ceremonial crown of he who protects Yvresse's most ancient metropolis is an inspirational symbol of dogged determination.
* Talisman of Hoeth: This finely wrought medallion allows its wearers a measure of the original Warden's magical knowledge to aid in the guardianship of Yvresse.
* Eltharion's Bow: This bow is enchanted with elf magic that makes it much more accurate.
Intelligence Genius (Eltharion, in both reputation and person, is a godlike combatant and just as competent of a general, beating back the Greenskin hordes of WAAAGH Grom before becoming utterly legendary amongst literally every Greenskin on the planet, to the point they sought out his army just to have a good fight, and Eltharion defeated them all with ease. In magic, Eltharion is a user of Qhaysh, a lore that requires a mastery of all the various, abstract, and incredible intricacies of the other eight winds of magic to use even remotely competently, and Eltharion is considered able to cast high-level spells from it)
==Notable Attacks & Techniques==
Qhaysh
*Creation & Conceptual Manipulation & Fire Manipulation & Matter Manipulation & Existence Erasure & Law Manipulation (Type 1 Concepts; capable of wielding the flames of creation Qhaysh the magic of the Old Ones which allows a user to create or destroy reality on a fundamental level.Sons of Ellyrion Page 187 Manipulating the very stuff of matter itself.Sons of Ellyrion Page 153 The flames the First Dragons snuffed out and created multiple worlds.Sons of Ellyrion Page 171 Magic on this level is the power to make the unreal real and creates concepts simply as a byprodct of it's existence. Can be used to entirely unmake their target) 
*Power Bestowal (With Apotheosis: Waves of pure magic infuse the caster's ally with power)
*Existence Erasure (With Arcane Unforging: The magic of unmaking flies true from outstretched hands)
*Summoning & Statistics Amplification (With Coruscation of Finreir: Drawing upon the magical waystone conduits, the Mage summons an Arcane Fulcrum from the bedrock, allowing them to cast vastly more desctructive spells then normally)
*Forcefield Creation (With Curse of Arrow Attraction: The air around victims shimmers with magical energy as it warps and twists)
*Power Nullification (With Deadlock: Such is their mastery in magic, High Elf Mages can mystically nullify the flow of a foe's sorcerous powers and Drain Magic: The wizard conjures a vortex of anti-magic to calm the battlefield.
*Fire Manipulation (With Fiery Convocation: With a single secret word, fire rages and flesh burns and Flames of the Phoenix: Pure white scented flames emerge from the air itself and envelop the target, immolating the unworthy foe)
*Summoning (With Fortune is Fickle: To normal folk there is no effect, but to those with the Witchsight it is obvious that the victim has been set upon by malign spirits made from the very stuff of magic itself. These creatures drag and pull at the unfortunate spellcaster, distracting and confusing his attempts to work magic)
*Energy Projection (With Fury of Khaine: Calling upon the dread might of Khaine, the mage launches a searing bolt of brilliant white energy at his enemies.
*Mind Manipulation & Memory Manipulation & Illusion Creation (With Glamour of Teclis: This spell can be cast on any one individual or group within 36 yards. Those affected believe themselves to be lost in a realm of mist and shadows, and are unable to remember where they are or what they are supposed to be doing. To outside observers they appear to wander in a daze, unable to see or hear anything around them; if struck or shaken they will show fear but will not attempt to defend themselves. To those targeted by the spell, it is as if a dense mist has risen. Through this, strange and sometimes threatening shadows move, just on the edge of sight. They feel as if they have always been in this mist, stalked by creatures that never attack. Memories of the real world and their lives before the mist are vague or nonexistent. After sufficient time, the caster can give a command to the target to move in a particular direction for the duration of the spell. At the end of that time (if the targets haven't walked over a cliff or fallen into a fire) the victims will come back to reality with no memory of how they reached their present location)
*Earth Manipulation (With The Great Leveller: Gathering together the energies of his brother Slann the world over, the Mage-Priest sacrifices himself to conjure a final mighty spell that will see the battlefield changed once and for all.
*Power Bestowal (With Hand of Glory - With a simple sign, the wizard grants his allies the might of old.
*Plant Manipulation (With Madrigal of Greening: The Spellweaver casts Acorns of the Ages across the battlefield. As each acorn stries the ground, a mighty tree springs up - an outpost of Athel Loren in this foreign land.
*Light Manipulation & Soul Manipulation (With Soul Quench: White light bursts forth, banishing the spirits of those it touches)
*Weather Manipulation (With Tempest: Without warning an eight-winded storm breaks about the foe)
*Absorption (With Vaul's Unmaking: Glowing swords grow dim and blood-warm chalices grow cool as their magical energies are drained)
*Weather Manipulation (With Verdurous Harmony: At a simple word of command, spring comes again to the Wood Elves, and with it renewal)
*Dimensional Travel (With Walk Between Worlds: For a moment, the wizard's allies tread immortal pathways)
In order to use Qhaysh, or High Magic, one needs utter mastery of all of the eight standard Winds of Magic to where they can twist them into one unified front.
The Lore of Light (Hysh)
*Light Manipulation & Paralysis Inducement (With Abulla's Snare: A snare of brilliant magical energy leaps from the caster's extended hand and wraps itself around a single person within 36 yards. The snare plucks the victim from the ground and brings him back to the wizard. The victim is held in the air above the caster and remains a prisoner for some time. Once ensnared, the victim may do nothing at all. If the wizard moves, the ensnared victim drifts along with him)
*Earth Manipulation (With Assault of Stone: Connecting his will with the dormant strands of Earthbound Light Magic, the wizard reshapes the battlefield to his desires, crushing those unfortunate enough to be caught in the way of progress)
*BFR & Purification (With Banishment: The purest light can destroy anything tainted by darkness. Sometimes called Banish, the spell wraps a daemon or undead in the tendrils of Hysh, using the pureness of light to banish it back to the Realm of Chaos. If the spell is cast successfully, the banishment resolves with the daemon disappearing. In the case of a stalemate, the two of them remain locked in mental combat. Neither can take any other actions (including dodging) while the struggle continues. Banish can also be used to exorcise the possessed)
*Time Manipulation (With Birona's Timewarp: The wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding their actions)
*Light Manipulation & Resistance Negation (With Blinding Light: Create an explosion of shimmering light within a large area that blinds all those present for potentially half a minute. Even those who resist the spell suffer effects similar to Dazzling Brightness instead)
*Healing (With Boon of Hysh: This spell wraps a single individual in the healing power of Hysh and all damage and maladies affecting him are healed. This includes all wounds sustained, diseases currently being suffered, poisons currently in the system, and the like. The Hierophant can also cast this spell on themselves. This is a touch spell)
*Light Manipulation (With Brilliance: A brilliant light emanates from the caster's chosen allies, putting any attempting to hit them at a disadvantage)
*Statistics Amplification (With Channel Energy: When cast, the magical potential put forth by all participating Light Wizards (a minimum of three) are "pooled," and may be drawn upon by the master in charge of the spell casting who acts as a focus for the spell's power. The master must remain within four yards of the acolytes, but is otherwise free to move, cast spells and so on. The acolytes do nothing while the spell lasts)
*Social Influencing (With Clarity of Thought: Also known simply as Clarity, this spell reduces the caster's difficulty with intelligent thought, resolve, or social communication. The reduction in penalty remains in effect for a number of hours, but casting this spell multiple times does not stack its effects on the same subject for the same character. The caster can also cast this spell on themselves. This is a touch spell)
*Weapon Creation (with The Claw of Apek - A huge silvery talon appears in the air and instantly attacks an individual within 12 yards of the caster)
*Purification (With Cleansing Glow: A dim glow passes over the surface of any item or character, and it is cleaned to spotlessness. Dust is removed, tarnish polished away, rank smells eliminated, and beard stubble trimmed. Spoiled food or drink can be made pure—tasty, even, if it originally was by means of this magic. This is a touch spell)
*Earth Manipulation (With Crevasse: The wizard strikes a staff on the ground and a low rumbling starts, rising to a crescendo as a huge crevasse opens in a place of the caster's choice, within 48 yards. The crevasse is 3 yards wide, 10 feet deep, and a variable amount of yards long. Anyone on the area of the crevasse when it opens, as well as vehicles such as coaches and horses, will fall in automatically though people inside the vehicles and those on the edge of the crevasse can avoid falling in. Afterwards, the earth snaps shut and those trapped in the crevasse are buried alive)
*BFR & Light Manipulation & Purification (With Daemonbane: Rends the very Aethyr and casts a group of daemons within a large area back to whence they came. Anyone looking at a daemon at its time of banishment is blinded by a great flash of light)
*Light Manipulation (With Dazzling Brightness: Creates a burst of light that dazzles those in the area, hindering their ability to fight as much as see)
*Creation (With Deathly Shards: Shards of crystal energy, like pieces of broken glass, fly up to 36 yards from the caster and embed themselves in the first person or group in their path. Each shard will cause a wound to the target's body, slowly working its way to the heart over one to six days. As this happens, the victim will be in increasing pain. At the end of this period the shards will embed themselves in the heart, which will tear itself to shreds as it beats. These shards can sometimes be removed through surgery. Certain spells can stop the shards' movements)
*Earth Manipulation (With Dissolution of Stone: Piercing the walls of the fortress with his mystic gaze, the wizard's will unbinds the mortar that holds them intact. What happens next is inevitable)
*Summoning & BFR (With The Dwellers Below: This spell can only be cast outdoors, or on the lowest level of the building if indoors. Small hummocks form in the ground surrounding the target group, and in each mound a doorway opens. From each doorway pours a horde of tiny, shrivelled, brown-skinned creatures. They grab the victims and pull them back into their mounds below the earth. This spell can be cast on any individual or group. Captured individuals are not killed but are imprisoned and tortured by the brown creatures for between one and six hours. Eventually they are released at the point where they were taken from, covered in soil, with worms crawling in their hair, and somewhat mentally unhinged. No one knows where these creatures take the captives; simply digging to find them never, ever works. If the wizards know then they are not saying, and many suspect that they themselves have no idea of what these creatures are)
*Statistics Amplification (With Embodiment of Hysh: The wizard drains nearby stone of its light magic, making his skin hard as rock, and his first hit like boulders)
*Enhanced Senses (With Enlightenment: The light of truth is a powerful thing, strengthening the righteous and banishing the unholy, providing extraordinary insight into the true nature of the universe)
*Enhanced Senses (With Eyes of Truth: The caster's eyes shine with the light of truth. For a number of moments they can see through illusions, magical and mundane darkness, invisibility, and disguises. Concealed individuals are also revealed)
*Summoning (With The Hands of Karkora: The Hands of Karkora may be cast against any individual or group within 48 yards. It can only be cast outdoors, or on the ground floor if indoors (assuming there is no cellar, basement, abandoned mine-workings, Skaven tunnels or similar below). The grown beneath the target begins to seethe as hundreds of hands claw their way to the surface and seize the legs of the target, holding them fast for the duration of the spell or dragging the victim below the earth)
*Purification (With Healing Light: The target glows with a cleansing light, about the same luminescence as a campfire. This light heals them, and has the possibility of cleansing other forms of corruption)
*Healing (With Healing of Hysh: he Hierophant's touch heals an injured character depending on their prowess with the arcane. The caster can also heal themselves. This is a touch spell)
*Purification (With Ill-Bane: Uses the power of Hysh to aid one or more individuals suffering from disease or poison. The spell affects up to a number of people that must all be within eight yards of the caster. If this spell is cast successfully, any diseases affecting the targets have their duration halved (rounded down). Alternately, the spell can remove one poison from each target, nullifying all its effects. The wizard must decide if Ill-bane will treat disease or poison when they cast the spell)
*Light Manipulation (With Illuminate the Edifice: Causes the interior spaces of any single building to shine with daylight for at least an hour. Depending on the power of the caster, they can affect a hovel-sized building, a moderate-sized multi-roomed house or building, a large manor house, or any single contiguous building of any size whatsoever. The light shines in rooms, attics, closets, and any other spaces bounded by a man-made roof and walls on all sides. In addition to illuminating the interior of the building, light shines out through open doors, windows, and even the cracks between boards and shingles. This is a touch spell; requiring the wizard to touch a solid structural element (wall, beam, or the like) of the building to be affected)
*Enhanced Senses (With Inspiration: This spell the caster's mind to Hysh and lets the light of wisdom illuminate a vexing intellectual problem)
*Light Manipulation (With Light of Battle: Reaching into the Wind of Hysh, the wizard draws forth ennobling energies to steady faint hearts.
*Fire Manipulation (With Light of Purity: In casting this spell, the Hierophant lights a fire of any size from candle to campfire. All those within the area illuminated by that flame can automatically resist any disease for as long as the flame burns. The fire may be increased in size (by adding more fuel to a fire, for example) and even split into multiple fires (such as by lighting a second candle with a first). In the latter case, "child" fires have the same full effects as their "parents," and the effect lasts for all those illuminated by any of the fires until such time as they go out)
*Light Manipulation (With Light's Demand: Causes a brilliant shaft of light to explode forth from the caster's hand. When using the mirror ingredient, the light emanates from the mirror, shattering when the spell ends. All creatures from the Realm of Chaos caught in the area of this spell that fail to resist cannot move for as long as the wizard maintains the shaft. Said-caster can project the cone of light for a number of moments, and may extend the duration by wounding themselves)
*Age Manipulation & Curse Manipulation & Resurrection (with Mace of Years: The wizard's right hand becomes a glowing mace which automatically strike all enemies within 6 yards. Anyone affected by the spell will fall to the ground, where they age into an ancient husk and crumble to dust. The dust regathers into a newborn infant which grows to adulthood, ages, dies and continues to be reborn in this way. A victim undergoing this horrific process can do nothing else. If the curse is not removed, the process will continued into dawn the following day, whereupon they will have a new age at somewhere between one and one hundred years old. Their original age can be restored by someone with the use of Dispel Magic or Remove Curse, but the insanity caused by the whole process remains)
*Light Manipulation & Mind Manipulation (With Net of Amyntok: The legendary Net of Amyntok was rumoured to have been woven to hold the Tzeentch itself. In its namesake spell, a net woven of strands of Hysh is lowered onto a target, who is overcome with confusion and cannot react. Non-intelligent creatures, such as animals, are immune to this spell)
*Forcefield Creation & Purification (With Phá's Protection: The wizard calls upon the beneficent Guardian of Light to protect his allies from harm. Any creature that is Daemonic, Undead, mutated, or corrupted in any way cannot even enter the area that the spell is affecting)
*Light Manipulation (With Pillar of Radiance: Focuses and concentrates the energy of Hysh into a deadly column of burning light anywhere within a large area of the caster. Those affected suffer serious injury and potentially take on the effects of Dazzling Brightness. As this is such a potent conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that this spell causes. Using this spell for anything other than daemonic combat is deeply frowned upon by the Elder Hierophants of the Light Order)
*Social Influencing (With The Power of Truth: A person the caster touches becomes more convincing to others but only if he speaks honestly. If he abides by that restriction, the character convinces even more people with grand oration. The influence of this spell is not obvious (the target doesn't have a glowing aura or the accompaniment of unearthly music), so there is no easy way to gauge the honesty of the recipient. The Hierophant can also cast the Power of Truth on themselves. This is a touch spell)
*Instinctive Action & Forcefield Creation (With Radiant Sentinel: Creates a ball of glowing light the size of a Human head that floats around the wizard's body, moving slowly or quickly as the situation demands. The ball deflects blows aimed against its creator, protecting them from harm)
*Light Manipulation (With Radiant Gaze: The caster's gaze focuses radiant power on one nearby target within visual range. Sometimes, looks really can kill)
*Power Bestowal & Purification (With Radiant Weapon: Temporarily enchants a melee weapon the Hierophant touches with the radiant power of Hysh. Though unable to hide, the wielder is able to expertly defend themselves against daemons)
*Healing (With Shallya's Blessing: Healing light sweeps across the battlefield, allowing the wizards to regenerate their wounds)
*Energy Projection & Purification (With Shem's Burning Gaze: Bolts of cleansing energy fly from the wizard's hands, searing evil wherever they strike)
*Forcefield Creation (With Shimmering Cloak: Surrounds the caster with a field of light that protects them from ranged attacks. All non-magical missiles are rendered ineffective on contact. Naturally, the caster is incapable of hiding due to the brightness of the spell)
*Energy Projection & Light Manipulation (With Solheim's Bolt of Illumination: The caster focuses the Wind of Hysh, projecting the energies as a searing beam of light that scythes through enemy ranks with the power of a solar flare)
*Statistics Amplification & Intangility (With The Speed of Light - Light knows no burden of flesh, and nor do those that receive its blessing)
*Enhanced Senses (WithSpeed of Thought - The wizard lays a lattice of Hysh into their own mind, increasing the rapidity of their thoughts tenfold.
*Time Manipulation (With Time Amok - The wizard reaches into the tapestry of fate, altering the flow of time to suit his allies' needs)
The Lore of the Heavens (Azyr)
*Creation & Instinctive Action (With Azure Blades: Thin, razor-like shards fill the air around the wizard, whirling in orbit around them like miniature stars, and dealing damage to any who come close for a hand-to-hand combat attack)
*Animal Manipulation (With Birdspeak: The Astromancer can speak and understand the language of birds for a limited number of minutes. However, this does not force birds to talk to said-caster or answer their questions. Cunning birds may even lie or demand favours in return for their knowledge. A bird's opinion of the wizard will be based on the way they appear and act. The wizard does, however, by virtue of this spell, gain insight into the customs and behaviour of birds, understanding, for example, why a flock of birds is behaving in some particular way, or why a given nest might have been abandoned)
*Electricity Manipulation & Statistics Amplification (With The Cerulean Shield: A crackling shield of magical energy forms upon the wizard's left arm. The shield automatically negates any damage from normal weapons, and with additional defence, but not complete negation, when hit by magical weapons. In addition, anyone who strikes the Cerulean Shield with a metal weapon will suffer electrocution. If any blow (physical or magical) causes actual damage to the wizard, the Cerulean Shield is instantly dispelled)
*Electricity Manipulation (With Chain Lightning: Lightning bursts from the wizard's hands and arcs across the battlefield, leaping from foe to foe with crackling fury)
*Weather Manipulation (With Clear Sky: Clears a single cloud from the sky, or, in the event of a completely overcast sky, clears a shaft roughly a hundred yards in diameter through the cloud cover. Clouds continue to blow and form naturally in the aftermath of this spell, so the amount of time the caster has an uninterrupted view of the sky above depends on the weather. When cast in the rain, this spell also stops precipitation, though it is hard to stop precipitation over a given point on the ground, as the winds drive falling rain in ways that are difficult to perceive and predict)
*Telekinesis (With Comet of Casandora: Reaching out across the Winds of Magic into the highest heavens, the wizard draws a wandering meteorite down towards the battlefield)
*Creation & BFR (With Crystal Charioteer: A gigantic crystal ball envelops and imprisons a single individual within 24 yards. The ball immediately carries the victim between two and twelve yards in a direction nominated by the caster, and continuously carries them in that direction until the spell can be broken. If the victim can break free of the ball, it shatters with a ringing sound, breaking into millions of tiny fragments that melt away into nothing in a few seconds)
*Curse Manipulation & Probability Manipulation (With Curse: Curses one opponent within the immediate area. For the next twenty-four hours, the target suffers a greater chance at failure in all endeavours, and is more susceptible to harm. A target person can only be the subject of one curse at a time)
*Curse Manipulation (With Curse of the Midnight Wind: Only three words of this ancient tongue are known in the modern day; three words to unleash a curse that was old when the world was young.
*Statistics Amplification (With Embodiment of Azyr: The wizard transforms himself into the embodiment of Azyr, fighting with the spite of a storm of wind, rain and lightning)
*Fate Manipulation (With Fantastic Foresight: The wizard's mortal form seems to shimmer and fade as he links his allies to the prophecies of the stars)
*Fate Manipulation (With Fate of Doom: The Astromancer uses the mightiest of magic to alter the course of fate itself. Before they can cast it, they must acquire a lock of hair or drop of blood from the intended target. With this in hand, the caster can attempt to doom their victim, provided they are within a mile or less. If cast successfully, the target suffers grave misfortune, every failure becoming compounded despite efforts to do otherwise. As this is such an awesome conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that this spell causes. Elder Astromancers teach that this spell is reserved for the most heinous of foes)
*Fate Manipulation (With Fate's Fickle Fingers - This spell affects a group of sentient beings. The fates and fortunes of those in the group become deeply intertwined)
*Extrasensory Perception (With Finding Divination: Allows one to follow signs in the sky in order to locate some item that has been lost or hidden from the caster. The Astromancer can either attempt to find a general item ("a source of clean water," for example, or "My kingdom for a horse!") or some specific thing ("my purse," or "the stolen sword of my companion Karl"). Upon casting the spell, the caster gains a strong sense of which direction the thing they've specified can be found in, though no sense of the distance to it. When searching for a general item, the direction to the closest exemplar of that type of thing is gleaned. In order to look for a specific thing, the wizard must be familiar with it, either from having examined it or having had it described to them in great detail. Multiple finding divination's are generally required to triangulate and zero in on the target of one's search. Finding divination does not respect the difficulty of traversing barriers like bodies of water, castle walls, and the like)
*Precognition (With First Portent of Amul: The caster can read the signs in the air and divine clues as to what the immediate future holds)
*Precognition (With Second Portent of Amul: As First Portent of Amul, but allows for twice the effect. The wizard cannot cast this spell again until the spell expires or has utilised the knowledge thus given)
*Precognition (With Third Portent of Amul: Reads signs and divine clues about what the future holds, allowing the caster to avoid a fatal blow. This spell cannot be cast again until the event comes to pass, or the spell's duration expires)
*Fate Manipulation (With Fortune: This spell allows the wizard to cunningly manipulate the weave of fate to bring good fortune to an individual or group for the immediate future)
*Fate Manipulation (With Fortune's Renewal: The movements of the heavens reveal portentous times. The target of this spell regains a sense of good fortune, in advance of the start of the next day)
*Mind Manipulation (With Harmonic Convergence: Divining auspicious signs, the caster guides the minds of his fellow warriors to enhance their outcomes in battle)
*Ice Manipulation (With Iceshard Blizzard: Razor-sharp shards of ice hurl from the chill skies to blind and dishearten the foe)
*Air Manipulation (With Let the Four Winds Blow!: Calling upon the spirits of air, the wizard sends mighty winds howling across the battlefield)
*Enhanced Senses (With Lens on the Sky: Creates a disc that floats in the air before the caster and magnifies everything behind it that is far away. Astromancers typically use this spell to gain a clear perspective on stars and other features of the heavens, but it can also be used to view faraway land features, structures, and even individuals)
*Electricity Manipulation (With Lightning Bolt: Throws a powerful bolt of lightning at an opponent.
*(With Lightning Storm - Summons a storm of lightning anywhere within a wide area. This is an Aethyric storm summoned from the Realm of Chaos and may appear anywhere, from the deepest sewer to the wildest heath)
*Water Manipulation (With Manann's Herald: The wizard summons a great tidal wave to sweep away his enemies)
*Precognition (With Omen: Divines the future in a limited way by reading the stars. When cast, the Astromancer can attempt to discover if the timing is favourable or unfavourable for an action they specify)
*Matter Manipulation (With Polish, Clean, and Gleam: Any piece of equipment related to perception -- telescopes, mirrors, windows, and so on -- is cleaned to spotlessness. Young wizards in the College of Celestial Magic often surreptitiously use this spell to clean and polish the astronomy equipment of their elders (surreptitiously because circumventing chores with magic is grounds for punishment). Many apprentices use Polish, Clean, and Gleam then purposely introduce subtle smudges in order to disguise their magical handiwork, which surpasses what most people can accomplish with rag and brush. This is a touch spell)
*Probability Manipulation (With Portent: The wizard casts auguries and a single star shoots across the heavens. The wizard can then affect the very fabric of chance and alter the likelihood of any one event happening.
*Probability Manipulation (With Premonition: The caster gains favourable fortune in a future activity. Multiple castings of this spell fail to work until said-action is taken, or the spell ends)
*Astral Projection (With Project Spirit: Loosens the wizard's spirit so it slips free from their body. While in spirit form, they are invisible, but can see and hear normally. While they can go anywhere they like, the Astromancer is still limited by the laws of the mortal world. Thus, they cannot fly, move through walls or doors, and because they are bodiless, cannot manipulate solid objects. The caster can will themselves to move through openings that they could ordinarily slip through, such as an open window or slipping in behind a guard when he opens a door for example. The caster may remain in this state for hours at a time, but before the spell ends, they must re-enter their body. If somehow prevented from doing so, their consciousness returns to their body, but risks going mad. This spell may not be cast on others)
*Portal Creation & Sealing (With The Sapphire Arch: As the wizard raises their arms and chants, an arch of pure sapphire briefly swirls into existence. The arch is 4 yards across and 3 yards high. Any object, person or creature passing through the arch disappears into another dimension, where they are held in limbo, unable to act, not requiring sustenance and not aging. The next time the wizard casts this spell, in any location, those who entered the arch will come out again, as if no time has passed for them. If the caster dies while people are within an arch, they will be expelled at the point where they entered, amidst a shattering of sapphire-like ice, and will briefly be unable to react as they recover from the shock)
*Telekinesis (With Signs in the Stars: Manipulates the Wind of Azyr to write a subtle message in the stars. The message is not detailed and can only serve to communicate complex ideas if the caster and the one they intend to receive the message have discussed the signs said-caster intends to send in advance ("One if by land, two if by sea," for example). In order to recognise and interpret the sign in the stars thus inscribed, those searching for it must attempt to study the stars. In fact, anyone who looks at the sky can make such an examination to realise a sign in the stars has been inscribed. Without knowledge of what the caster intends to communicate, however, the meaning cannot easily be divined. That said, there is something of a "language" of signs in the stars known to Celestial Wizards and others who study the heavens. By placing signs in the stars in or near certain constellations or regions of the sky at certain times, it is possible to communicate danger, opportunity, and similar concepts, and to associate them with certain regions of the world, certain gods, or certain races. It would be possible to communicate "There is doom for men this day," for example, or "Fate will smile on Sigmar's followers when the sun rises." The wizard lords of the Celestial College frown upon those who scribe signs in the stars unnecessarily and mete out unpleasant punishments on those they believe used this powerful magic lightly or pointlessly)
*Fate Manipulation (With Starcrossed: The good fortune of the caster can be used to cause ill luck to their enemies)
*Enhanced Senses (With Starshine: Calls down the light of the stars. The area is illuminated by a soft light that reveals all that is hidden. Darkness (both magical and mundane) is banished, the invisible is made visible, hidden or disguised characters are exposed, and secret areas (doors, chambers, etc.) are revealed)
*Power Nullification (With Star Tides Ebb: The heavenly bodies rearrange themselves in a way that makes it more difficult for mages to cast spells (other than those from the Lores of Heavens or Lore of Beasts)
*Transformation & Electricity Manipulation (With Storm of Shemtek: The Storm of Shemtek racks the wizard's body with a storm of light and energy. A gale of brightness pours from the eyes and mouth, and the caster's limbs splay out at a rigid cruciform shape. The outer shell of the body cracks, and two to twelve bolts of lightning streak from the cracks. Each bolt has a range of 24 yards and strikes the first person in its path (friend or foe). One the final strike has been made, the energy-storm ends and the caster collapses, stunned)
*Transformation & Statistics Amplification (With Swiftwing: The wizard turns into a blur of cyan energy which darts into the air, flickering away at incredible speed. As the individual reaches the destination, the flash of energy coalesces back into their natural form. The wizard can only move to places within line of sight -- it is not possible to fly through walls, or through gaps too small to fit through as a person. This spell cannot be cast on anyone else)
*Electricity Manipulation (With T'Essla's Arc: An enemy is targeted by an arc of lightning originating from the caster's fingertips)
*Air Manipulation (With Thorsen's Howling Gale: Gesturing towards his enemies as they cower behind their walls, the wizard summons a blistering gale, hurling any not strong enough to hold on from the ramparts)
*Weather Manipulation (With Thorsen's Thunderstorm: The wizard hurls a tiny stone hammer across the battlefield, and the heavens vent their fury in its wake)
*Electricity Manipulation (With Urannon's Thunderbolt: With a crack of thunder, the wizard calls down an almighty ball of lightning and hurls it at the enemy)
*Air Manipulation (With Wind Blast: Calls down raging winds from the sky anywhere nearby to blow the wizard's opponents over. While in the area of effect, characters cannot fire missile weapons (or be targeted by them) and are hampered in their movements)
*Flight & Air Manipulation (With Wings of Heaven: The Astromancer is borne aloft by winds under their command, able to fly for minutes at a time)
Lore of Metal spells (Chamon)
*Density Manipulation (With Armour of Lead: Causes the armour of a group of enemies to have the weight of lead, encumbering them severely)
*Information Analysis (With Breach the Unknown: Allows the alchemist to unlock all secrets of the object, learning the material composition as well as any mundane special properties it might contain. For instance, a Gold Wizard using Breach the Unknown could learn the medicinal character of the toadstone. In addition to the normal effects of this spell, the caster may attempt channelling to discern a magical item's special properties. In the case of cursed, tainted, or otherwise spoiled items, the wizard uncovers these dangerous properties last)
*Creation Burnished Gauntlet - A burnished gold gauntlet materialises out of thin air and flies off to strike an enemy. It vanishes after making its attack.
*Teleportation & Inorganic Physiology (With The Crucible: The caster takes on a golden glow that gets fiercer and fiercer until he is impossible to look upon, at which point he seems to melt away to nothing. The caster can then reappear instantaneously somewhere else, appearing first as a glow of molten gold that then solidifies and cools a multiple of 100 yards away from the casting point. The spell only allows the caster to move somewhere within line of sight, and cannot be cast on anyone but the caster)
*Temperature Manipulation (With Crucible of Chamon: The caster enchants a mundane metal object. It melts to the floor and subsequently cools again)
*Corrosion Inducement (With Curse of Rust: Rusts and corrodes one metal object within close proximity of the caster making it pitted and useless)
*Transmutation & Inorganic Physiology (With Embodiment of Chamon:The wizard transmutes himself into a living statue of gold, with blades for hands and metal for flesh)
*Metal Manipulation (With Enchanted Blades of Aiban: The wizard sends powerful magic coursing over his allies' weapons, making them infinitely stronger and sharper than before)
*Power Bestowal (With Enchant Item: This spell can temporarily enchant an item to give a small boon to any one of the user's characteristics. Function must follow form. The caster could enchant a sword to give prowess in combat, for example, or a circlet for a talent in socialising. The enchantment lasts for one hour and an item can only bear one at a time. The item counts as magical. This is a touch spell)
*Power Bestowal (With Enchant Weapon: The alchemist temporarily enchants a weapon to increase its potency. Heavy ribbons of Chamon encircle it, and it acts as a magical weapon as long as the spell is in effect)
*Power Nullification (With Fault of Form: Subtly alters the composition and characteristics of any single nearby weapon. That weapon temporarily loses the effects of any beneficial qualities for at the most nearly two minutes. Baneful weapon qualities are made worse: experimental weapons jam, slow weapons become even slower, tiring weapons never have an impact, and unreliable weapons jam or explode)
*Fear Manipulation (With Fear of Aramar: The Fear of Aramar fills the minds of living creatures with visions of their own worst terrors. It can be cast on any individual within 48 yards of the caster, causing that person to flee immediately)
*Density Manipulation (With Feather of Lead: The caster ensorcells one target's belongings, either making light objects heavy, or heavy objects light)
*Transmutation (With Final Transmutation: The wizard unleashes a hail of magical energy, transmuting the flesh of his foes to non living golden statues)
*Illusion Creation (With Fool's Gold: Temporarily alters the quality of an inanimate object to make it appear more valuable than it is. Pennies become gold crowns, a rusted sword becomes a masterfully crafted broadsword, and a set of wooden teeth shine with a silver sheen. The object increases is value by ten times. This is a touch spell. This spell may also be used to alter functional weapons and armour into far less effective, although more appealing, gilded pieces. It is no illusion -- for the duration of the spell, the fundamental nature of the object in question is actually changed)
*Metal Manipulation (With Forge of Chamon: The wizard increases the craftsmanship of a single metal object. They remove its flaws and add new qualities to it)
*Transmutation (With Gehenna's Golden Globe: Speaking the three sacred syllables of transformation, the wizard hurls a brilliant golden sphere towards the foe. Those it touches are transmuted into gleaming statues, adding a glorious lustre to their otherwise insignificant lives)
*Creation (With Gehenna's Golden Gun: The wizard drops a golden nugget to the floor, summoning the artifice of his race to transmute the enchanted ingot into a mighty weapon of war, such as a cannon or bolt thrower)
*Summoning (With Gehenna's Golden Hounds: Blowing on a glimmering golden whistle, the wizard summons a massive pair of clockwork hounds, which bound after his chosen prey and drag it screaming to its doom)
*Creation & Metal Manipulation (With The Gilded Cage: This spell must be cast on a particular point or individual. Golden bars erupt from the ground, forming a circular cage that terminates in a point above their head. The cage is 6 yards in diameter and 8 yards high; the bars are half an inch thick and 6 inches apart. The situation is not as bad as it may seem: While the cage exist, nothing can enter it, although of course weapons, missiles, small objects and spells will all pass through the bars. If the Gilded Cage is cast indoors, its top will burst through any ceiling lower than 8 yards high. The cage disappears at dawn the following day)
*Energy Projection & Homing Attack (With Gleaming Arrow - An arrow of pure golden power bursts from the caster's forehead, soaring high into the sky. The arrow seeks out a single target within 144 yards, dropping down and striking the victim as if from nowhere. The target must be in line of sight, and armour protects as normal. The arrow disappears once it has struck)
*Forcefield Creation (With Glittering Robe: Shaping a sigil of power, the wizard conjures a gaudy (but effective) cloak of shimmering scale to protect his allies)
*Transmutation (With The Golden Touch: When a Gold wizard casts this spell, the next person he touches with his bare hands is turned to gold and rendered helpless. After some time the target will turn back to flesh and blood, with no ill-effects -- unless someone has pushed them into a deep lake in the meantime, for example. Any attempt to damage the statue will cancel the spell, but cause damage to the victim)
*Metal Manipulation (With Guard of Steel: Summons shimmering orbs of steel that rotate around the wizard's body and protect them from incoming attacks for about a minute and then disappears)
*Metal Manipulation (With Inscription: By passing their hand over any metallic surface, the caster causes an inscription to appear indelibly in the object. The inscription may be of any length that will reasonably fit on the object in question, though every dozen words past the first twelve increase the casting time. The inscription appears in the alchemist's own handwriting, so others who are familiar with their hand may be able to identify them as the originator of the inscription)
*Teleportation (With Justice - The wizard turns the tables of battle, giving the protection of the best armoured enemy to the least armoured ally, and vice versa)
*Law Manipulation (With Law of Age: Causes a solid, inanimate object to become brittle, making it shatter easily. Its weight and feel is unchanged. Typically, this results in a reduced difficulty to break an object, such as kicking through a door or window, bursting bindings, breaking bars and so on. Law of Age lasts for a number minutes)
*Law Manipulation (With Law of Form: Transmutes a solid, inanimate object, making it harden like steel. It gains the weight and feel of solid metal, though its appearance remains unchanged. Typically, this results in an increased encumbrance for the object, increasing the difficulty to burst through doors or other barriers (including glass windows), strengthens rope bindings, prevents torches from igniting it, and so on. This is a touch spell)
*Law Manipulation & Power Nullification (With Law of Gold: Enshrouds a nearby magic item of the caster in strands of Chamon, suppressing its abilities. The item loses all its magical functions for at least fifteen seconds)
*Law Manipulation (With Law of Logic: Uses the magic of logic to aid one task. The alchemist must cast this spell before the attempt is taken, and the spell can aid either them or a nearby ally. The boon must be used within five minutes of the spell's completion)
*Creation (With Meteoric Ironclad: Casting charms of silver and iron, the wizard creates suits of enchanted armour that no weapon can breach)
*Temperature Manipulation (With Mutable Metal: The mage heats a single mundane metal item, allowing it to be bent and twisted. If the mage is proficient in smithcraft, they may attempt to make a more complex new piece from it)
*Corosion Inducement (With Plague of Rust: At the wizard's command, the armour of the enemy begins to rot, shedding away in clouds of tiny flakes)
*Durability Negation (With Quicksilver Swords: At the wizard's command, his allies' blades flow like water, seeping through gaps in armour and hide to pierce vulnerable flesh within)
*Duplication (With Replication of Levorg: With this spell, a Gold wizard can conjure literally anything out of thin air. A basic item can be anywhere up to 8 cubic yards in size, though it can be bigger with a higher expenditure of magic. Living things cannot be created, and complex items may be difficult to conjure. The item created will last roughly one to eight hours before disappearing abruptly with no warning -- the wizard has no idea when the item will vanish. All items conjured by this spell are magical facsimiles. It is impossible to create a magic item using it, or even an item to be used as a component in another enchantment. They also will not fool an expert)
*Statistics Amplification & Resistance to Mind Manipulation (With Rigidity of Body and Mind: The wizard's body and mind take on properties of metal that make them strong, resistant, and immutable. They further find that they are resistant to changing their mind during the spell's duration. These effects last for a number of minute)
*Metal Manipulation (With Searing Doom - A scintillating spray of sizzling silver slivers skips from the wizard's outstretched fingers)
*(With Secret Rune - Can be cast in two ways: to record a secret message or to view a secret message so recorded. The former is cast in the same way as inscription, but rather than being visible for all to see, the message is invisible to all, even upon close examination of the item. In order to see a message inscribed by secret rune, the spell is cast in the second way, rendering the message visible. Gold wizards frequently use this spell to communicate with one another. They commonly cast secret rune on an item again once its message is read, to keep the contents safe from prying eyes.
*Creation (With Short Change - With this spell, a Gold wizard can conjure up a maximum of twelve gold coins out of thin air. It will be impossible to tell the magically created coins from the genuine article by mundane means. The coins produced will match the caster's wishes, as long as the caster has previously seen the coins in question -- it is not possible to create a foreign currency that the caster has never seen. It is not unusual for Gold wizards caught to be heavily fined or expelled from their college. There are also stories of wizards being hung or disappearing mysteriously after using these coins on the wrong people)
*Weapon Creation (With Silver Arrows of Arha - Creates a number of magical silver arrows and the caster can hurl them at one or more opponents. They disappear after impact)
*Temperature Manipulation (With Stoke the Forge - Causes an already-burning fire in any forge, fireplace, or other man-made housing where heat and flame are bent to Human purpose to burn as hotly as is naturally possible and without consuming additional fuel for at most an hour and a half)
*Information Analysis (With Tale of Metal - The caster touches a metal object and looks into its past, seeing the circumstances of its forging and creation as if they were there)
*Transmutation (With Transmutation of Chamon - The wizard extracts the essence of Chamon from the armour of his enemies and the ground around him, briefly turning the flesh of his enemies into metal. For this short period the enemies' new metallic bodies are more difficult to damage, but they also suffer injury from suffocation. Although the spell normally lasts a short period of time, should a target die while transmuted, their body will remain permanently mummified in metal)
*Transmutation (With Transformation of Metal - Transforms one metal object into a different one. This does not change the type of metal, only its shape. The caster could, for example, transform a metal buckler into a flagon. This spell does not work on magical items. This is a touch spell)
*Transmutation (With Transmutation of Lead - As the wizard gestures at his foes, their weapons become much heavier and cumbersome -- twice the burden they were but moments before)
*Mind Manipulation (With Transmutation of the Unstable Mind - Transmutes a sick mind into a healthy one, which is quite a dangerous task. This is a touch spell. The caster cannot cast the spell on themselves. This spell does not work on animals)
*Mind Manipulation (With Trial and Error - Guides the efforts of all nearby allies, potentially improving the results of their labour)
*Power Modification (With Verena's Bargain - The caster chooses an ally. For the duration of the spell, their weaknesses become strengths, and their strengths become weaknesses)
Lore of Life spells (Ghyran)
*Plant Manipulation (With Awakening of the Wood - Trees have long and wrathful memories, needing only a little magical encouragement to lash out with root and branch)
*Damage Reduction (With Barkskin - The skin of the target becomes hard and gnarled, as the bark of a tree. This acts as natural armour, although it comes at the price of decreased agility.
*Forcefield Creation (With The Cloak of Dain - A cloak of shimmering green energy forms round the wizard. This magical shield will absorb a select amount of damage and will then disappear. Each time the cloak is hit by a weapon, the damage is taken off the Wounds total of the robe. When the robe's damage amount is gone, the wizard will begin taking damage as normal, even if this means the damage from a single blow is shared between robe and wizard. If the cloak provides protection from any magical attack, it will vanish the moment that the damage has been absorbed)
*Disease Manipulation (With Cure Blight - Cleanses an area of up to one square mile of blight. This saves plants, trees, crops, and other growing things and makes the area immune to the same blight for the rest of the season. Alternately, this spell can be cast on up to twenty characters suffering from disease. The duration of any diseases these characters are suffering from is halved)
*Curse Manipulation (With The Curse of the Lady - Casting aside spoiled tokens of virtue and nobility, the Damsel calls down the Lady of the Lake's greatest punishment on all those champions who would oppose noble Bretonia.
*Plant Manipulation & Durability Negation (With Curse of Thorns - Causes thorns to grow inside the body of one character, wracking them with excruciating pain that can potentially turn fatal)
*Summoning (With The Dwellers Below - Gnarled creatures emerge from the ground, their steely strong fingers tearing at the foes' flesh, clutching their limbs and dragging them down to who knows what fate.
*Life Manipulation (With Drain Life - This spell allows the Jade Wizard to drain the life fluids from a person, sucking out all the moisture and leaving a desiccated corpse.
*Healing & Statistics Amplification (With Earth Blood - The druid absorbs energy from the earth beneath their feet to heal themselves. They must be standing on natural earth. The longer its channelled, the more injuries are healed. This spell cannot be cast on others. This is also the name of a charm of rebirth that a Jade Wizard can create by tapping into the Winds of Magic, bestowing great resilience upon himself and his companions)
*Underground Mobility (With Earth Gate or Earthpool - The caster disappears into the earth and reappears anywhere within a wide area. Both their departure and arrival points must be areas of natural earth, meaning the druid can't cast this spell while inside a building or on a cobblestone street, for example)
*Transformation (With Embodiment of Ghyran - The wizard transforms himself into a treelike avatar of Ghyran, with thorny fingers and tough bark skin.
*Teleportation (With The Emerald Pool - The caster melts into a pool of water which is absorbed into the ground. The wizard may immediately reappear anywhere within 48 yards of the starting spot, or to a point within 48 yards of any river, pool or other natural water source, as long as that point was within the caster's line of sight when the spell was cast. This means the wizard could move to within 48 yards of a lake a mile away, or to an island in a river as long as they are within sight, but not to the duck pond on the other side of a nearby wall. The wizard can only cast this spell on himself)
*Plant Manipulation & Summoning (With Father of Thorns - Causes thorns and briars to burst from naked earth. Anyone affected has becomes physically impaired while they remain in the affected area, and anyone who tries to move suffers serious injury. The thorns and briars retreat back into the ground after a number of minutes, depending on the magical strength of their summoner)
*Temporary Self-Sustenance (Type 2; With Fat of the Land - Just as animals fatten themselves up before winter, the druid causes the character they touch to feed on and store the energy of Ghyran. The subject of the spell does not need to eat for one week, though drinking water is still required. In addition, they excrete a normal amount, though their faeces are a verdant green. The wizard can cast this spell on themselves. This is a touch spell)
*Transmutation (With Ferment - Converts an amount of liquid (enough to sustain a dozen people for a day), no matter how foul or brackish, into a mildly fermented beverage of the caster's choice (ale, beer, wine, mead, and so on). Unused liquid reverts back to its normal state in twenty-four hours. This is a touch spell)
*Statistics Amplification (With Flesh of Clay - The caster's skin hardens until it becomes dense like clay, doubling their strength and natural endurance at the expense of speed and alacrity)
*Transmutation & Statistics Amplification (With Flesh to Stone - The wizard transmutes his allies' mortal form to unyielding rock)
*Plant Manipulation & Creation (With Forest of Thorns - A dense thicket of sharp briars and tangled vines burst out of a patch of ground determined by the wizard. Anyone attempting to pass through this thicket may end up stuck, or with some lacerations)
*Summoning & Life Manipulation (With The Gardener's Warcry - The Jade Wizard casts a handful of bloodseeds upon the wind, nourishing them with raw magic until angry life bursts forth, in the form of a Blood Forest)
*Water Manipulation (With Geyser - Causes a geyser of water to shoot up from an area of natural earth, knocking over (and out, potentially) anyone in range in a direction of the caster's choosing. After the initial burst, a small pool forms in the designated area, providing fresh water for the next hour)
*Energy Projection (With The Green Eye - The caster's eyes appear to merge momentarily into a single glowing green orb, which projects a beam on deadly energy. The beam is 36 yards long and absolutely straight)
*Resurrection & Summoning & Necromancy (With The Jade Casket - Glowing green magical power surrounds the corpse of a single character or creature, returns it to life, and transports it to the wizard's side. The animated corpse appears within 12 yards of the caster and is immediately restored to a full complement of health, but does not regain any equipment that has been lost or removed. The revived corpse will follow simple instructions given to it by the wizard, and will instinctively fight to protect its summoner, but is not truly alive. Although it has access to all non-magical skills it knew during its life, it cannot speak or otherwise communicate, and retains no memory of its previous life. It is merely the corpse of the deceased, animated by Jade magic. Any corpse which has died in the last hour may be revived. Revived wizards cannot use magic. Needless to say, the Cult of Morr has lobbied the Emperor's representatives to have this spell classified as necromancy. Any wizard seen casting it may find themselves under careful scrutiny from the cult's Witch Hunter's)
*Plant Manipulation (With Leaf Fall - Conjures a swirling vortex of leaves to spin about the druid for a number of minutes. While concealed by the spinning leaves, all attempts at ranged assault are impaired, though not for the caster, should they wish to respond in kind. The druid may only cast this spell on themselves.
*Earth Manipulation & Extrasensory Perception (With Lie of the Land - Extending a hand to the ground, the wizard communes with the earth. After one minute, they acquire a detailed physical map of the local surroundings. This internal map includes only physical features, such as topography, plant cover, and water features. It includes no political borders, but a clever wizard may be able to discern the location of settlements by looking for bare ground, dug trenches, etc.
*Life Manipulation & Purification (With Lifebloom - The wizard sends the Green Wind flowing into an area or object previously devoid of life. This can have one of a variety of targets and effects, for instance: 
**Water flows once more through a dry riverbed.
**Clean, fresh water can be drawn from a well formerly polluted.
**Ripe fruits immediately appear in a withered orchard.
**Fresh milk is produced by a sick or unproductive cow)
*Empathic Manipulation (With Peace - Peace may be cast on an individual or group. The target is overcome by a sense of serenity and well-being. Those suffering from fear or terror will recover instantly; any others affected by the spell will become soporific and languid – unable to do anything at all)
*Water Manipulation (With Quagmirk's Embrace - The area around the wizard becomes waterlogged, dampening both flames of mundane origin and those of Aqshy)
*Regeneration (High-Low; With Regenerate - The target gains the ability to regenerate wounds)
*Healing (With Regrowth - Invoking the name of Duthandor, lord of the ancient wildshrines, the druid infuses his fallen friends with fresh life, closing wounds and healing broken bones with supernatural speed)
*Damage Reduction (With Rhya's Bounty - The caster's allies gain armour of writhing vines)
*Psychometry (With River's Whisper - The druid communes with the spirit of a river. To cast this spell, they must be at least waist deep in the river in question. The Jade Wizard's magic and indeed a part of themselves flow into the water, allowing them to ask questions of the river. They can ask about anything that happened on or in the river over the past twenty-four hours and up to one mile up or downstream. Answers are quite general. The caster could find out, for instance, that two boats had passed downriver and that one of them was especially large. They could not find out the names of the boats or their passengers. The caster might find out that Orcs attacked one of the boats, but not what tribe the Orcs came from)
*Plant Manipulation (With Shield of Thorns - At the Jade Wizard's command, crawling brambles burst from the ground, forming a living barrier around his allies)
*Plant Manipulation (With The Spiral Stair - A misty spiral staircase carries the Jade Wizard high into the sky. When the druid casts the spell, the height of the staircase must be decided, ranging from 48 yards to 200 yards. From his vantage point in the air, the wizard can see for miles. While on the staircase, the caster gains increased defence. If the Stairs is magically dispelled, or when the spell runs out, the wizard floats unharmed to the ground. Another Jade Wizard who also knows the Spiral Stair spell could climb the staircase from the ground, but the staircase is insubstantial to anyone else)
*Life Manipulation (With Spring Bloom - Concentrates the power of life magic in one area or being. The wizard can affect either a plot of land the size of a farmer’s field or one living being of any race. A field will literally burst with life, and the next harvest is guaranteed to be abundant. If cast on a living being, conception will occur within a month if all other normal conditions (i.e. breeding) are met)
*Healing (With Storm of Renewal - Raw, magical life-energy flows across the battlefield, mending wounds and restoring the fallen to fresh vigour)
*Temperature Manipulation (With Summer Heat - Causes a small area to burn with the heat of summer. Those affected sweat profusely and feel incredibly fatigued, as if they had been working all day under the hot sun)
*Plant Manipulation (With Throne of Vines - The Jade Wizard fashions for himself a walking throne of vine and bracken, to renew and strengthen his connection with the living World)
*Psychometry (With Track's Tale Told - The caster listens for subtle signs of earth and branch, giving them insight to any attempts to track or gain information about those who have recently passed through a wilderness area. The spell may also aid in other tasks depending on the situation and the wizard's approach. The caster may continue to follow a given track, gaining the benefits of this spell, until the track crosses a man-made road or enters a cultivated or inhabited area)
*Power Bestowal (With Tree-Dweller's Step - Imbues one character or creature with great ability to climb and traverse natural obstacles. This is a touch spell)
*Psychometry (With Trees' Rustle - While sitting in the boughs of a tree, the druid converses with it, gaining knowledge of what it has seen and heard. Trees will not lie, but they are not quick of wit or speech and are unfamiliar with the reasons men do things. Trees may not cooperate if the caster's companions are seen chopping firewood, burning campfires, or the like. They may also ask favours before answering questions or parting with dearly-held information. If the tree the druid converses with is part of a copse, wood, or forest, it is likely to have news and information about what the other trees nearby know, for trees are constantly in conversation about the goings-on in their wooded domains. After the hour of casting time, the druid converses for one additional hour. However, due to the slow speed with which trees converse, it's only equal to one minute of Human speech)
*Life Manipulation (With Verdant Apotheosis - To a skilled practitioner of Life Magic, death is a temporary state--and one to be manipulated, if the need arises, allowing the druid to bring back to life any dead plant matter in a given area)
*Life Manipulation (With Vital Growth - Channels the power of Ghyran to give great vitality to plant growth. After casting for one full action, the druid concentrates on a living plant or seed within an arm's reach of them. While the Jade Wizard continues to focus, the plant grows at great speed, as though a day had passed for every moment taken to concentrating. A season's worth of crops can thus grow in about fifteen minutes, and in an hour, a tree will show a year's growth. If the caster concentrates too long, though, plants may outlive their natural span and die. Plants can only grow in soil that would normally support them; an oak cannot be grown in the desert, nor will wheat grow on bare rock)
*Plant Manipulation (With Wall of Vines - Summoning forth the Wind of Ghyran to undo the damage done to the fortress' broken walls, the druid seals the breach with a thick mesh of tangled vines)
*Stealth Mastery (With The Wilds Undisturbed - The caster moves through wild lands as though traversing the most finely maintained roads in the Empire and leaves no trace whatsoever of their passage. "Wild lands" includes any wilderness generally uninhabited by Humans, but does not include cultivated land of any type. The spell lasts until the Jade Wizard crosses a man-made road, crosses a track or trail generally used by intelligent creatures, enters a man-made structure, cuts living wood to make a fire or shelter, or has travelled 100 miles. The caster can extend the effects of this spell to a limited number of other individuals, though they may cast this spell multiple times to affect a larger number of people. This is a touch spell)
*Ice Manipulation & Paralysis Inducement (With Winter Frost - Coats everything in a target area of the caster with a thick layer of frost. Anyone affected suffers injury and must be strong of will or else be rendered helpless. The frost remains for a number of minutes, and drastically impedes movement through its vicinity)
*Transmutation (With Wood Shape - Allows a willing creature to take the shape of a tree. The type of tree depends on the character of the individual such that a melancholy person might transform into a weeping willow, while an evil witch would assume the form of a black oak. The target maintains the form of a tree for a number of hours. While in tree form, the creature can see and hear normally. However, a character in tree form is vulnerable to the normal sorts of things that could kill a tree, such as fire, axes, fungus, and so on. This is a touch spell)
The Lore of Beasts spells (Ghur)
*Energy Manipulation (With The Amber Spear - Sounding a gnarled horn, the wizard summons a glowing amber spear of pure Ghur. Seizing hard upon the spear's translucent shaft, he hurls it at the foe with uncanny accuracy)
*Bodily Weaponry (With Amber Talons - The caster's nails grow into cruel amber talons)
*Mind Manipulation (With The Amber Trance - The Amber Trance mesmerises a single individual. They will fall into a rigid trance, and their body slowly turns to transparent amber. The entranced individual cannot be moved or harmed in any way. When the spell wears off the victim returns to normal, remembering none of the "lost" period of time)
*Weather Manipulation (With Awakening the Wood - On casting this spell, a circular area of woodland 48 yards across comes to life with the power of Amber magic. Powerful winds blow through the trees, hurling a storm of branches and leaves at anyone caught within the wood, or who is within 24 yards of the affected area. Shortly after, the storm subsides and the trees fall into their usual slumber)
*Animal Manipulation (With The Beast Broken - The shaman breaks the wild spirit of a single nearby animal (that can be domesticated). These animals include horses, dogs, and some birds of prey. It does not include normally wild animals like wolves, bears, snakes, and so on. Failure to resist results in the animal remaining docile towards Humans, elves, dwarfs, and halflings forever, though it is still likely to be afraid -- and rightly so -- of creatures like Greenskins, Skaven, and those tainted by Chaos)
*Transformation (With Beast Form - The wizard infuses their very flesh with Ghur, transforming into a beast for a matter of minutes. While in beast form, they appear as a standard version of a common beast, with brown or amber colouring. As an animal, they cannot speak, and thus cannot cast spells)
*Healing (With The Beast Made Well - Touching an injured animal, the caster heals its wounds. Only natural animals may be healed by this spell; magical creatures (including familiars, even if animalistic) and monsters are unaffected)
*Animal Manipulation (With Beast Master - The wizard is able to gain the absolute loyalty of one nearby beast, convincing it that they are its pack leader. The beast will fight to the death to protect their new master, and even understand basic commands. Even after the spell wears off, the beast will have a residual respect for the caster)
*Automatic Translation (With Beast Tongue - The shaman infuses their throat with the power of Ghur, causing their words to come out as the growls, hisses, or roars of any animal that they attempt to speak to. Although, just as with humans, there is no guarantee that the animal with respond, or even listen, most beasts will be curious enough to pay attention. While this spell is in effect, the caster may not speak in any civilised languages, meaning that they cannot cast other spells)
*Power Bestowal & Bloodlust Inducment(With The Beast Unleashed - Unleashes the primal savagery of the caster's allies, driving them into a frenzy and enhancing their combat abilities. This spell does not work on animals; they are already beasts)
*Damage Reduction (With The Boar's Hide - The recipient of this spell finds that their skin has become as tough as a wild boar's)
*Empathic Manipulation (With Calm the Wild Beast - With a soothing and hypnotic voice, the caster calms one animal, and is able to approach the beast and touch it without fear, as it remains placid. If a mount, their skill in riding it is improved. The animal remains friendly towards them for a time unless the shaman attacks it, in which case the enchantment is broken immediately)
*Bodily Weaponry (With Claws of Fury - The caster's fingernails turn into razor-sharp claws as they take on a feral aspect. The drawback is being unable to wield any weapons while the spell is in effect)
*Statistics Reduction & Power Bestowal (With Consume Strength - The shaman gives his chosen allies strength by sapping it from his enemies)
*Fear Manipulation(With Cowering Beasts - The shaman thunderously rebukes their foes, comparing them to base animals that had best cower before their master. This panics between two or even twenty nearby foes, starting with those closest to the caster, unless focused on a single target)
*Summoning & Intangibility (With Crow's Feast - Summons a murder of supernatural crows anywhere within forty-eight yards that swoops down upon the caster's enemies. These are Aethyric creatures of vengeance, with iron-shod beaks and bleeding feathers. They may be summoned anywhere, as they are capable of passing through any form of non-sentient material -- trees, rocks, metal, etc. These crows always appear in huge flocks -- which then scatter as quickly as they appeared, but not before assaulting anyone deemed a threat, intent on attacking the heads of their victims (eyes, ears, face, etc.) if given the chance)
*Empathic Manipulation (With Cruelty's Desserts - While touching an animal, wild or domestic, the caster makes it so that any intelligent creature who harms or is otherwise cruel to that particular animal before the next full moon will be spurned by others (or otherwise become unlikable) until the full moon after that one)
*Summoning (With The Curse of Anraheir - At the shaman's command, nebulous nature spirits assail the foe, clawing at them with hands not nearly as insubstantial as they appear)
*Transformation (With Embodiement of Ghur - The shaman snarls, embracing the form of the beast within and becoming a terror to their foes)
*Summoning (With The Flock of Doom - With a mighty bellow, the wizard invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes)
*Teleportation (With The Flying Bower - The caster is swallowed up by a whirlwind of swirling amber magical energy and transported a multiple of 100 yards in any direction. This spell may be used to carry the wizard into close combat, in which case said caster can be considered charging while approaching. The wizard can only move to a place within his line of sight -- it is not possible to reappear inside buildings, even if it is possible to see through a window or door. The spell cannot be cast on anyone else)
*Transformation (With Form of the Puissent Steed - Works exactly like Form of the Soaring Raven, but the shaman transforms into a decaying Warhorse instead)
*Transformation (With Form of the Raging Bear - Works exactly like Form of the Soaring Raven, but the shaman transforms into a bear instead)
*Transformation (With Form of the Ravening Wolf - Works exactly like Form of the Soaring Raven, but the shaman transforms into a wolf instead)
*Transformation (With Form of the Soaring Raven - Transforms the caster and all the equipment they were carrying into a raven for up to an hour. The shaman retains their mental faculties, but otherwise possesses the attributes of a raven. Said-caster cannot talk or use magic while in raven form, but may end it at any time to revert back to normal. The spell ends automatically if they become gravely wounded)
*Forcefield Creation (With Hunter's Hide - A cloak of pure Ghur envelops the caster, protecting them against those who would defile the wilderness)
*Statistics Amplification (With Hunter's Moons - The shaman howls and the moons glow red as blood, their ruddy rays lending fresh fortitude to those that battle below)
*Summoning & Statistics Amplification (With Kadon's Bestial Surge - Uttering a spell that Kadon himself first devised, the shaman infuses a Scroll of Binding with all the savage energy of Ghur, magnifying the target creature's animal fury)
*Matter Manipulation (With Leatherbane - The shaman causes a character, creature, or animal and all leather goods they're carrying or wearing -- belts, pouches, straps, scabbards, and even armour -- to shrivel immediately and turn permanently to dust. This is a touch spell)
*Animal Manipulation (With Master's Voice - Commands one animal to do the caster's bidding. On its next turn, the caster decides what actions the animal will take, and it will do as commanded)
*Power Bestowal (With Merciw's Monstrous Regiment - The shaman calls upon the strength of the wild world and bestows it upon his chosen allies)
*Summoning (With A Murder of Crows - Calling upon Corvus the Crowlord, the Amber Wizard summons a voracious flock of carrion birds to tear flesh from bone. Similar to Crow's Feast, but lasts longer, and harms anyone caught within the area of effect)
*Empathic Manipulation (With The Ox Stands - The shaman shouts out to all allies within earshot. Any who are currently fleeing in terror, or who are currently paralysed by fear, are relieved of those effects)
*Damage Reduction (With Pann's Impenetrable Pelt - Calling upon the beast-spirits of the wild, the shaman sheathes his vulnerable flesh in unyielding fur and hide, granting him greater protection from weapon strikes and other forms of trauma)
*Transmutation (With Repugnant Transformation - Mighty magic transforms the shaman's target into its basest form, revealing its true character. Unless the victim is able to resist, they undergo a terrible transformation, sprouting hair all over their body, losing the capacity for speech, and behaving in strange and inexplicable ways. This is a permanent condition unless the spell successfully cast on the target again, which reverses it, or dispelling magics are cast on the target. This is a touch spell)
*Statistics Amplification (With The Savage Beast of Horros - The beast within is a formidable thing if unleashed to its full potential)
*Statistics Amplification (With Taal's Fury - The shaman utters a primal yell, instilling in his allies the wrath of the God of Wild places himself)
*Automatic Translation (With The Talking Beast - If cast immediately before taking on animal form, the caster can speak while so transformed. The spell can also be cast on an animal to gift it with the power of humanoid speech for a short period of time)
*Plant Manipulation (With Tangling Thorn - This spell may be cast on any point within 100 yards of the caster. At that point, vegetation erupts from the ground, rapidly covering an area 24 yards across. Creatures in the area as the vegetation sprouts are entangled. Entangled creatures may not move. The growth will only last until the following sunrise, unless burned off or killed with a suitable spell)
*Transformation (With Transformation of Kadon - Kadon was a master of forms, able to shift his shape to that of any monster. One day he found he could not change back)
*Attack Reflection (With The Vengeful Hood - A cowl of amber-coloured light forms around the caster, which will absorb the force of any non-magical attack against the caster. If the caster is in hand-to-hand combat, any absorbed blows will be repulsed and turned against the originator)
*Flight (With Wings of the Falcon - This spell causes wings to grow from the caster's back, which are strong enough to bear them aloft. The stronger their magic, the faster they fly. Obviously, simple folk, seeing someone transformed by Wings of the Falcon, will assume they are some form of Chaos, Daemon or mutant and react appropriately)
*Sleep Manipulation (With The Winter's Long Slumber - The caster touches a willing character, creature, or animal, causing it to immediately fall into a deep sleep akin to a bear's hibernation. This state persists for many months, until the solstice or equinox after the next (that is, the remainder of the current season, plus the full season after that). During this period of slumber, the character need not eat or drink. Due to the magical nature of the hibernation, any diseases, poisons, or other similar afflictions the character endures are interrupted. No further damage or symptoms accrue from them, though any penalties or other maladies already in effect continue while the character hibernates. (A progressive poison would not continue to get worse.) Natural healing, however, does occur. The recipient of this spell cannot be woken by normal means; the caster must will a premature awakening. They may also cast this spell on themselves. In the event that they do, they may -- at their option -- designate one other individual, who must be present when casting the spell, who may wake them before the spell's natural expiration. This is a touch spell)
*Thread Manipulation & Summoning (With The Writhing Worm - The caster summons a slithering worm of Amber magical energy which drops to the ground and wriggles up to 48 yards toward a single enemy at unearthly speed. The magical Worm crawls over its victim and swiftly cocoons and renders helpless said victim. If the spell is cast again without dispelling the first Worm, a new Worm is not summoned; instead, the existing Worm releases its first victim and slithers to a new one)
*Transformation (With Wyssan's Wildform - The shaman unleashes the beast within, shaping its fury to transform his allies into bestial forms)
Lore of Fire spells (Aqshy)
*Temperature Manipulation & Blood Manipulation (With Boiling Blood, Causes the target excruciating pain and hallucinations as their blood boils. Worse, those that die from this spell become a fountain of super-heated blood! This is a touch spell)
*Homing Attack (With Bolt of Aqshy, An armour piercing magic missile capable of blasting through multiple enemies)
*Fire Manipulation (With Breathe Fire, the caster breathes out a rolling burst of flame, akin to that of the dragons of legend)
* Fire Manipulation (With Burn, Burns one target, wounding them)
*Fire Manipulation With Burning Barrage, A volley of small fireballs are hurled into the enemy. The number of fireballs may range from one to five)
*Fire Manipulation & Homing Attack (With the Burning Head, A cackling visage, wreathed in flame, appears before the wizard. With a final screech of glee, it bounds towards the enemy)
*Empathic Manipulation (With Burning Vengeance, Causes the target of this spell to have a burning desire for vengeance against another character. The caster must name both the target and the object of the vendetta during the casting of the spell. If successful, he becomes obsessed with getting revenge on the named character. He can’t articulate why; all he knows is that his enemy is a betrayer and deserving only of death. The spell lasts for one year and one day, or until vengeance is taken. Each month the target may attempt to shake the spell, but these subsequent tests are difficult. Burning vengeance, once ignited, is hard to extinguish)
*Forcefield Creation & Fire Manipulation (With Cascading Fire-Cloak, A shield of flame appears around the wizard, scorching nearby foes)
*Fire Manipulation (With Cauterize, the Pyromancer can lay their hands on an open wound and sear it shut. While this does not restore their health, it does count as medical attention and can thus save the critically injured from certain death. This spell can be used for similar tasks, such as branding. The wizard's hands must be bare to cast this spell successfully)
* Empathic Manipulation (With Choleric, A nearby target becomes irate towards another target the Pyromancer designates. If the target fails to resist, it attacks the secondary target)
* Explosion Manipulation (With Cinder Blast, A magical projectile is launched by the wizard, which explodes when it hits something. It typically is able to cause damage to several enemies, if they're close together)
*Fire Manipulation (With Conflagration of Doom, Arguably the most destructive spell in the Bright Wizard’s arsenal, when called down, a fiery inferno engulfs a large swath of the targeted area, the spell lasting until nothing inside it is left alive. As this is such a violent and powerful conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that this spell causes. Bright Order Battle Wizards often seek out those using this spell in a careless way to talk about limiting its use in a rather pointed fashion)
*Empathic Manipulation & Fire Manipulation (With Consuming Wrath, the Pyromancer causes a target to become overwhelmed with hate. Should they fail to resist, they become more effective in combat scenarios. However, they suffer gradual injury from the consuming fires of rage burning within him, further they attack the nearest creature, regardless of being ally or enemy. This is a touch spell)
*Thread Manipulation (With Crimson Bands, Snaking crimson magic entwines any one target within range of the spellcaster)
*Fire Manipulation & Empathic Manipulation (With Crown of Fire or Crown of Flame, This spell creates a majestic crown of shimmering flame above the caster's head. During the spell’s duration, the Pyromancer becomes more effective at commanding and intimidating. Furthermore, enemies that fail to resist its magic cannot willingly attack him in melee combat. The flaming diadem provides the illumination equivalent of a torch and can be used to ignite flammable materials, though this requires such undignified movements that few Bright Wizards use it for such a purpose. Note that it is impossible for a Bright Wizard to damage himself using this spell)
*Fire Manipulation & Cloth Manipulation (With Curtain of Flame, the Pyromancer creates a temporary curtain of flame whose contour he can shape at will. Although it always hangs downward like a curtain affected by gravity, the figurative rod that supports it can be bent at any angle, follow any curve, or be at any height the wizard chooses. The curtain itself and the smoke rising from it obstructs vision and missile attacks. The curtain billows in wind as a curtain of heavy cloth would, which can cause it to blow into nearby creatures or set nearby combustibles on fire.
*Transformation (With Embodiment of Aqshy, the wizard clasps a flame-wreathed key, and transforms himself into the avatar of the Lore of Fire.
*Energy Projection & Fire Manipulation (With Flame Beam, A beam-like offensive spell that stuns the targets while causing continuous damage)
* Fire Manipulation, Danmaku, & Homing Attack (With Fiery Blast, Between one and ten fiery projectiles are made to fly at one or more targets within a large area)
*Fire Manipulation (With Fire Ball, the wizard conjures a roiling ball of magic flame and hurls it at a nearby foe. Similar to Fiery Blast, save quicker to cast and limited in number only by the Pyromancer's own arcane prowess)
*Fire Manipulation,Danmaku, & Homing Attack (With Fireball Barrage, A storm of blazing missiles erupts from the wizard's outstretched hands, unerringly seeking his chosen enemy)
*Fire Manipulation (With Firewall, the caster builds a fulminating wall of pure Aqshy. Any who attempt to cross the wall will pay for it in the form of burn damage)
* Fire Manipulation (With Fires of U'Zhul, A reflexive bolt of fire that is shorter range than a Fire ball, but quite potent)
*Fire Manipulation & Air Manipulation (With Flame Storm, A column of roiling flame bursts from the battlefield, the roar of its creation almost drowning out the screams of its victims)
*Empathic Manipulation & Sound Manipulation (With Flaming Hearts, An unnatural resonance augments the wizard's voice, inspiring tired and frightened allies to feats of discipline and courage)
*Weapon Creation, Statistics Amplification, & Fire Manipulation (With Flaming Sword of Rhuin - A fiery sword materializes in the caster's grasp. Being magical in nature, it also imparts greater prowess in battle. The wizard can also ensorcel his allies' weapons, making them burn with a savagely hungry flame)
*Temperature Manipulation (With Flashcook, the caster either instantaneously cooks one serving of food to their liking or causes one quart or less of water (or a similar liquid) to immediately come to a furious boil. This is a touch spell)
* Fire Manipulation (With Fulminating Flame Cage, Searing rods of magical flame shoot from the wizard's outstretched hands, trammeling his chosen foe in a fiery prison)
*Fire Manipulation & Holy Manipulation (With Fury of Sigmar, Inspired by the chants of a nearby Warrior Priest, the wizard's eyes blazed with sudden power as an enormous conflagration erupted from his outstretched hands in the shape of a Twin Tailed comet)
*Fire Manipulation & Explosion Manipulation (With Great Fires of U'Zhul, A large fireball is lobbed in an arc toward the enemy. It erupts into flame upon impact and is capable of damaging multiple enemies)
*Empathic Manipulation & Resistance to Fear Manipulation (With Hearts of Fire, the pyromancer unlock the fires of courage in the hearts of their allies, enabling them to resist panic and supernatural terror, provided they remain in the immediate area of said-caster)
*Fire Manipulation (With Inextinguishable Flame - Renders any single fire, up to the size of a campfire, inextinguishable by wind or water, whether magical or natural. This effect can last between a day and a year depending on the caster's level of skill. In addition to being inextinguishable, the fire consumes no fuel while the spell persists. If the spell’s fuel is scattered, the flame continues burning on the smaller pieces; an inextinguishable campfire kicked apart, for example, continues to burn as component logs. After the spell expires, the fire continues burning naturally until its fuel is consumed or some force puts it out)
*Fire Manipulation & Explosion Manipulation (With Inferno, An explosion of heat emanates from the wizard, dealing flaming damage to anyone adjacent to him)
*Fire Manipulation, Magma Manipulation, & Earth Manipulation (With Magma Storm, the wizard sets a fire in the very rock itself, causing the ground to splinter and the raging lifeblood of the world to gush forth and engulf his foes)
*Fire Manipulation & Homing Attack (With Magma Storm, This spell, which appears to be different from the previous spell, sends a burning projectile at an enemy, which sometimes hurts those around the target in the process)
*Fire Manipulation & Summoning (With Myrmidia's Wrath, the wizard invokes this spell by thrusting his hand in the air. Flames burst out of the ground, beneath the feet of chosen foes.)
*Danmaku (With Piercing Bolts of Burning, Focusing all his mystical might, the wizard strikes his foe with a flurry of incandescent missiles)
*Fire Manipulation & Purification (With Purge, Fire erupts in a focused area, setting anything flammable alight, and also burning anything tainted by the corruption of Dhar, such as warpstone– but the spell must be maintained longer the larger the corrupted item is)
*Fire Manipulation (With Raze, Fire bursts from the hands of the wizard, burning a particular target until there is nothing left but a pile of ash)
* limited Healing (With Rise from Ashes, This spell can be used to heal a mortally wounded comrade of the wizard. It makes their wounds no longer life-threatening, but does not heal them completely)
*Matter Manipulation and Fire Manipulation (With Ruin and Destruction, Causes a non-living object to instantaneously be destroyed as if by fire. The precise remains of the object after the spell is cast generally depend on its nature.. A sheaf of papers would be reduced to ash. A sturdy wooden chair would be reduced to a collection of charred bits of wood. A sword would be charred black and its leather wrappings destroyed, but the sword itself would be largely intact. The overall rule is any object that would be essentially destroyed by a prolonged fire is essentially destroyed by Ruin and Destruction. After the spell is over, the object is left cold to the touch. This is a touch spell.)
*Weapon Control, Weapon Creation, & Homing Attack (With Sanguine Swords, the air around the wizard takes on a fiery glow as up to 6 red swords materialise, floating before him. At a gesture, the swords fly toward a victim and attack, and the target can be switched over time)
*Weapon Creation & Fire Manipulation (With Scarlet Scimitar, Strands of scarlet power assume the form of a brightly glowing scimitar in the grasp of the wizard)
*Fire Manipulation (With Sear, the Bright Wizard creates a cone of searing flame, burning all enemies within the area of effect)
*Healing (With Sear Wounds, This spell heals wounds on a target)
*Fire Manipulation, Resistance to Fire Manipulation & limited Forcefield Creation (With Shield of Aqshy, Wraps the caster with currents of the Red Wind, which shields them against fire attacks. This works only against fire damage such as dragon breath, fire balls, etc. The wizard cannot cast this spell on others)
*Perception Manipulation & Matter Manipulation (With Taste of Fire, Imparts one batch of food or drink with a fiery potency. This makes food spicy and imparts the burning flavour and effect of alcoholic spirits to beverages of any kind. A “batch” of food consists of a plate of food served to you, a common serving container of one dish (a whole stewpot, for example), or a single container of some beverage up to and including a whole barrel of water or keg of ale. Beverages which were already alcoholic have their potency increased to that of spirits. The effect of spicy food on those unaccustomed to it—the caster is always considered accustomed—causes intestinal distress for several hours)
*Fire Manipulation & Fire Manipulation (With Towering Inferno, Binding the Wind of Aqshy into the very stone of the walls before him, the Wizard gestures and the magical energy is unleashed as a torrent of raging flame)
*Fire Manipulation (With Wall of Fire, A ring of fire is summoned around a target, protecting them from their enemies' attacks)
*Fire Manipulation & Flight (With Wings of Fire, the wizard is enveloped by fiery wings and is carried into the air at incredible speed. The wizard can only go to places that can be seen from line of sight from the point of casting, and cannot fit into spaces too small to fit through normally)
*Biological Manipulation & limited Water Manipulation (With Withering Heat, with a triumphant gesture, the wizard sets a curse of desiccation upon his foes' flesh)
The Lore of Shadow spells (Ulgu)
*Illusion Creation (With Assume Illusionary Appearance - The caster may assume the appearance of any other living, bipedal creature under 10 feet in height. The caster can appear in the guise of a specific individual if desired)
*Power Nullification (With Banish Illusion - The caster may use this spell against any group of creatures, single character, or object within 48 yards which he or she suspects of being an illusion. If the target is an illusion, it will be destroyed)
*Mind Manipulation (With Bewilder - The Shadowmancer casts this spell on any one character or creature nearby. If successful, the victim becomes bewildered, their actions randomly ranging from wandering aimlessly, to attacking anything in reach, or even curling into a ball on the floor)
*Mind Manipulation & Power Nullification (With Bewilder Foe - This spell can be cast on any single individual within 24 yards. It is not an illusion as such and does not interfere with the maintenance of other illusions. Bewildered individuals move at half speed in a random direction, can neither attack nor parry, and count as prone targets. Spellcasters may not employ magic whilst bewildered and any magic requiring their concentration or a constant expenditure of magical energy is dispelled instantly)
*Shadow Manipulation (With Bridge of Shadows - At the wizard's command, a bridge of shadow and spite whisks his allies across the battlefield)
*Shadow Manipulation & Pain Manipulation (With Burning Shadows - Causes the shadows around the caster to burn like acid, inflicting pain and misery on any enemies upon whom a shadow from any light source as-or-more powerful than a torch falls at the moment the Shadowmancer casts this spell. Lack of light alone does not constitute shadow for the purposes of this spell; targets must be in a distinct shadow cast by some object interrupting light shining from some source. Simply being indoors does not count; the building’s structure is not “casting a shadow” inside)
*Darkness Manipulation (With Camouflage Area - This spell can affect an area up to 10 feet in each direction. It has the effect of concealing anything within that area - doors, treasure chests and the like - and making the area look just like the rest of the space in which it is situated. The main purpose of this spell is to discourage people from searching an area)
*Illusion Creation (With Camouflage Illusion - This illusion creates the impression that the caster is 2 yards away from his or her actual position. This makes the caster a very difficult target to hit in hand-to-hand combat or by missile fire)
*Shadow Manipulation (With Choking Shadows - Shadowy tendrils of grey magic ensnare the casters foes. Assuming roughly humanoid anatomy, they become fatigued and are unable to speak for as long as the spell is in effect)
*Illusion Creation (With Cloak Activity - Allows the caster to perform any act while appearing to do something completely different. They appear to be exactly where they are, but engaged in a different activity. For example, the caster can appear to all eyes to be reading a book when they are actually punching someone in the face. If their action affects someone else (an attack, spell, picking a pocket, etc.), the victim has the potential to see through the illusion. The spell lasts for only a number of moments, but if cast successfully, it also disguises the act of casting the spell)
*Illusion Creation (With Clone Image - This spell allows the Illusionist to create one or more clone images. When the spell is cast, the Illusionist will appear to split into 2, 3, or more identical images - only one of which is the real Illusionist. The images always stay within 2 yards of the caster. Each image may move individually, leaving any observer unsure which is the real Illusionist. The whole group of images counts as a single illusion and lasts for 1 hour per level of the caster)
*Illusion Manipulation (With Complete Illusion - This spell creates a convincing illusion around an individual or group. The target's entire environment appears changed, to all the senses. For instance, a person in a forest could be made to believe to have been transported to the middle of a city - the victim would see the crowds, feel them jostle by, smell the fruit on the market stalls, hear the cries of the stall-holders and so on. The illusion will be completely convincing - the victim could buy fruit in the market, talk to passers-by and so on, and the illusion would react accordingly. To anyone watching, the targets would appear to be stumbling around, talking to nonexistent people, and generally acting as if they have lost their senses. If attacked by an illusory foe in the illusion, the target would feel all of the pain of an attack and see the blood - an illusory death-blow would cause the victim to fall unconscious, only awakening once the spell had worn off, but being undamaged - physically, at least. The illusion can continue on its own, in which case individual images in it will come from the victim's subconscious mind; or, by concentrating, the caster can see what the victim is experiencing and add new elements to the illusion as it unfolds.
*Illusion Creation & Causality Manipulation (With Confound Foe - This illusion can be cast by an illusionist who has suffered combat damage. It can be cast even if the caster has been killed, so it is a somewhat exceptional spell. The spell has the effect of negating all damage sustained over a select amount of time, just as if it didn't really happen - because it didn't)
*Energy Projection (With The Crown of Taidron - A crown of sparkling steel forms about the caster's brow and crackling bolts of energy play across its shining surface, leaping out toward the caster's foes)
*Empathic Manipulation (With The Dance of Despair - The wizard produces a stringless fiddle and plays a haunting dirge that drives all sense of hope and urgency from his enemies' minds)
*Power Nullification (With Destroy Illusions - When this spell is cast, all illusions within 1,200 yards currently maintained by any and all casters are instantly dispelled. This spell affects illusions maintained by the caster)
*Illusion Creation (With Doppelganger - The wizard can take on the appearance (including clothing, armour, and so on) of any other living, humanoid creature under ten feet in height (Human, Elf, Orc, etc.) for a number of minutes. The spell does not disguise their voice, only their appearance. The caster may look like an Orc, for instance, but if they can’t speak the Goblin Tongue, it’s best to keep their mouth shut around Greenskins. Should the caster somehow act in a suspicious manner, viewers may potentially see through the illusion. If the wizard wants to look like a specific individual, they must successfully channel the spell to perfect the disguise. Otherwise, they look like an undistinguished member of the same race)
*Fear Manipulation (With Dread Aspect - Makes the caster look like a nightmare creature of purest dread, causing terror for one minute in all who perceive them)
*Intangibility (With Embodiment of Ulgu - The wizard makes himself ethereal, flickering in and out of material form)
*Statistics Reduction (With The Enfeebling Foe - Deceived by the Grey Wizard's wiles, the enemy's burdens lie impossibly heavy upon their shoulders)
*Illusion Creation (With Eye of the Beholder - Makes any moderately sized item appear to be either worthless or valuable, whichever the caster chooses. Worthless items appear rusted, rotten, broken, or the like, depending on their nature, while valuable items appear to be finely made, ornate, and crafted with great ingenuity. The apparent flaws or virtues of the item do not affect its actual behaviour: A normal sword enchanted to appear worthless still cuts just fine, and a crooked arrow enchanted to appear masterfully crafted doesn’t fly any more true. This effect lasts for a number of hours)
*Healing (With Finger of Life - The wizard heals a target slightly. Unusually, this spell always has a 50% chance of working)
*Illusion Creation (With Ghostly Appearance - This spell allows the Illusionist to assume the appearance of any Undead creature. The caster can take the guise of a specific individual, if so desired. This does not prevent the Illusionist from casting spells as normal)
*Social Influencing (With Glamour - This enchantment will increase the attractiveness and influence of the target for 10-60 minutes)
*Fear Aura (With Gloom - A dismal shadow envelopes the area around the wizard, sapping both sight and spirit)
*Summoning & Teleportation (With The Grey Wings - A single target within 36 yards of the caster is surrounded by a great flock of grey-winged birds, which hide the target from sight. The target disappears reappearing at any point decided by the caster and may be moved a multiple of 100 yards from the starting point)
*'Illusion Creation (With Hallucinate - This spell may be cast at any group or individual within 48 yards. The individuals see themselves being charged by any creature of the caster's choosing. They may then have to make appropriate psychological tests, depending on the creature)
*Healing (With Healing Mist - A target being is healed slightly)
*Empathic Manipulation & Fear Manipulation (With The Horn of Andar - A piercing horn blast echoes out, affecting everyone within 72 yards of the caster. Any friendly individuals hearing the note are filled with courage. All enemies who hear the blast are overcome by a feeling of dread and doom)
*Illusion Creation (With Illusion - Creates an illusion anywhere nearby that is a nearly perfect simulation of reality, complete with sight, sound, and smell. The Shadowmancer can make this area look like anything, the spell lasting for a number of moments at a time, but can be kept going with a successful concentration. Furthermore, the caster cannot cast any other spells or the illusion disappears immediately. Viewers may be allowed to see through the illusion if they have cause to suspect it's a trick)
*Illusion Creation & Darkness Manipulation (With Illusion of Darkness - The Illusionist creates an illusion of complete darkness in a circle with a diameter of 24 yards, centred anywhere within 96 yards of the caster. This darkness is magical and cannot be illuminated by any normal or magical light sources. Within the area of darkness, creatures can only move in a randomly-chosen direction at quarter pace, while missile fire and combat is impossible. Individuals within the area are totally blind, unable to see even a lighted torch in front of them)
*Illusion Creation (With Illusion of Mighty Appearance - This spell allows the Illusionist to assume the appearance of any creature desired, reproducing its special abilities and/or psychological effects)
*Illusion Creation (With Illusionary Army - The caster creates an illusion of between two and twelve groups, each comprising up to 20 humanoid or Undead troops. These groups appear within sight of the caster and can be controlled and moved as if real)
*Illusion Creation (With Illusionary Buildings - This illusion allows the caster to create the appearance of a group of buildings anywhere within 1,200 yards. The illusion may take the form of a village, farmstead, or whatever the caster chooses. If the illusion is created so as to appear between two groups of observers, it will mask them from each other, but creatures occupying space presenting an illusion of streets or open ground will be seen normally. Creatures within the bounds of the illusion are not affected by it)
*Illusion Creation (With Illusionary Enemy - This spell creates an illusion of a group of either up to 24 humanoid creatures, or ten Undead, or a single monster or Lesser Daemon. The illusion appears within 48 yards of the caster and is controlled by the Illusionist as if it were real. The images may reproduce any of the special abilities and/or psychological effects of the real creature)
*Illusion Manipulation (With Illusionary Feature - The caster can create a single feature or appendage upon himself which looks and feels real. This could be a longer nose, a beard, an arm where there is an arm missing, smooth skin where there is a scar and so on. The illusion will fool all the senses of an onlooker (the nose could be tweaked, the beard pulled, the hand shaken, the skin felt, and so on). However, it has no senses or strength - a blow with an illusory arm would do no damage, a one-legged man could not stand on an illusory second leg, and a new eye will have no sight)
*Illusion Creation (With Illusionary Woods - This illusion allows the caster to create the appearance of a wood anywhere within 1,200 yards. Creatures covered by the illusion will be hidden from view but can see out of the 'woods' normally)
*Illusion Creation (With Lesser Eidolon - This spell creates illusionary terrain within a cube ten feet on each side. The terrain can be anything decided by the caster, but may not include anything living or moving. No other illusion may be cast in the same area - otherwise both illusions are dispelled.
*Mind Manipulation (With Melkoth's Mystifying Miasma - Also known simply as Mystifying Miasma, the wizard creates a numbing fog that causes his foolish foe to listlessly stagger and stumble)
*Mind Manipulation (With Mindhole - Cause one character nearby to wholly forget the caster exists. All knowledge and memory of their existence is wiped from the target's mind. However, they can still notice the wizard as normal and remember anything so perceived going forward)
*Mind Manipulation (With Mindslip - The wizard wipes all memories of himself from the target's mind. If they fail to recall the wiped memories at the end of the spell's effect, the loss persists and must be dispelled)
*Darkness Manipulation (With Mist of Shadows - The Wizard envelops the battlements with choking cloud of magical darkness. When the mysterious fog dissipates, there is no one to be seen)
*Paralysis Inducement (With Mockery of Death - Causes someone to appear and behave as if dead to all sight and inspection. That person continues to sense their environment through hearing, smell, and—if their eyes are open—sight, but they cannot move their body in any way whatsoever until the spell ends. However, they continues to require air and other essentials of life. This state persists until the caster wills it to end or until a number of days pass. An unwilling target can resist the spell, and the caster can also cast this spell on themselves. This is a touch spell)
*Illusion Creation & Social Influencing (With Mutable Visage - Makes the caster's target subtly more or less attractive, but in a way that has a noticeable effect on the way people regard him in social situations. The wizard may cast this spell on themselves. This is a touch spell)
*Weapon Creation & Death Manipulation & Mind Manipulation (With Okkam's Mindrazor - The wizard summons phantasmal weapons for his allies that shred the folds of consciousness and reason. Victims of these mindrazor believe themselves slain, and so they die)
*Darkness Manipulation (With Pall of Darkness - Creates a swirling area of impenetrable darkness anywhere within a large area of the caster that lasts for a number of moments. Those affected cannot see, even if normally they could. The confounding effect of this spell means that those affected can only take minor actions if they can resist the magic therein)
*Creation (With The Penumbral Pendulum - A ghostly razor-edged pendulum materialises in the air above the wizard. On his single word of command, the pendulum swings towards the enemy, picking up speed as it does so. Is the pendulum real enough to kill or is it just a conjurer's trick? Only a fool would stand in its path to find out)
*BFR (With Pit of Shades - The wizard opens a vortex to the infamous Pit of Shades. Terrified warriors fall screaming through the portal, plummeting to a dimension filled with shadow and the incessant wailing of 'those who dwell beyond')
*Earth Manipulation (With The Pit of Tarnus - A dark pit 6 yards in diameter and 6 yards deep opens within 48 yards of the caster. Anyone standing within the area of the pit falls in. These victims will be buried alive unless they can climb out before the pit closes shortly thereafter. If buried alive, they will need to climb out through loose soil, or else suffocate to death)
*Light Manipulation (With Radiance of Ptolos - An individual or group within 72 yards of the caster begins to glow with a powerful light, so bright that they are impossible to look at. This intense brightness prevents anyone from accurately targeting the target with missile fire, but the glow can be dispelled by a hand-to-hand combat hit. Those within the effect of the spell are not affected by the blinding radiance, but can see out of the glow normally)
*Power Nullification & Power Bestowal (With Ranald's Mischief - Using a small silver mirror, the wizard switches an ability of one of his allies with that of one of his enemies)
*Time Manipulation & Illusion Creation (With Ribauld's Retroactive Illusion - A Shadow Wizard of sufficient guile can stretch his illusions into the past, deceiving the enemy long before the battle began)
*Energy Projection & Darkness Manipulation (With Shadow Bolt - A single magical projectile is launched at an enemy. In addition, if successful, it may also deal minor damage to enemies around the target)
*Darkness Manipulation (With Shadowcloak - Wraps the caster in shadow, making them difficult to detect, and lasts for a number of minutes)
*Teleportation (With Shadowstep - The mage fashions a portal of Ulgu. By stepping into it, they may teleport to a spot a number of yards away)
*Energy Projection (With Shadow Daggers - A number of bolts of magic shoot out from the wizard, damaging anyone directly around him)
*Weapon Creation & Darkness Manipulation & Durability Negation (With Shadow Knives - Conjures up a number of shadowy projectiles that can be hurled at one or more opponents nearby. Furthermore, their shadowy nature means that all non-magic armour is ignored)
*Illusion Creation (With Shadow of Death - Uses the power of illusion to make the caster look fearsome and deadly for one minute)
*Invisibility (With Shroud of Invisibility - Shrouds the target (who may be the caster) with magic and disappear from sight for between six seconds and a full minute. While invisible, they can’t be targeted with ranged attacks, including magic missiles. Anyone within four yards can potentially detect them using non-visual senses, though it is incredibly difficult. It is somewhat easier for an individual with Witchsight to detect the shrouded target. Even if successful a would-be attacker suffers impediments to combating the wizard. This spell cannot be cast on others)
*Illusion Creation (With Simple Deception - The caster can create an illusion of a single small object (up to 2 cubic yards in size) anywhere within 12 yards. The illusion appears solid, though it does not make any noise and can be passed through. The caster can only create an illusion of something has been seen in the past, and must remember the item in detail if it is required to be identical - otherwise the illusion will bear only a superficial resemblance to the item being reproduced. If the caster continues to concentrate on the illusion (counting as prone in combat), the illusion can be made to move around; otherwise it remains stationary)
*Darkness Manipulation (With Steed of Shadows - The air becomes dark and there is a sudden sound of monstrous hoofbeats. A coal-black or sometimes invisible, insubstantial drake materialises to carry a hero away on wings of night. Sometimes called Shadowsteed, the spell calls forth a dark and shadowy horse who will bear the Shadowmancer and a minimum of gear noiselessly and at great speed until they stop riding or until the next day’s first light dawns. The horse is hard to see, and can navigate terrain efficiently. Further, the Shadowsteed travels at top speed without fatigue, bearing its conjurer half again faster than a normal riding horse would be able. When the spell’s duration expires, the horse vanishes around a corner, into a shadow, or in a similar manner. The wizard can also designate another individual that the steed will bear instead of them)
*Weather Manipulation (With Stormcall - This spell may only be cast out of doors. A small, localised storm descends upon an individual or group, buffeting them with strong winds and flaring lightning)
*Inorganic Physiology & Darkness Manipulation & Intangibility (With Substance of Shadow - Selects a single character or an object that lies entirely within a shadow. The subject of the spell becomes invisible and silent. The subject also becomes partially insubstantial. This means others cannot affect the target physically—they cannot attack a character affected by this spell, cannot shove or pick up (or even stumble over) an object affected by this spell, and so on. The target, however, can physically affect anything he or it normally could. An affected character could move around and launch attacks, an affected piece of rope could suspend some object, an affected Wizard could cast spells, and so forth. The effects of this spell continue indefinitely as long as the target remains entirely in shadow, but the effects end as soon as the shadow concealing the target is interrupted, even for an instant. Lack of light alone does not constitute shadow for the purposes of this spell; targets must be in a distinct shadow cast by some object interrupting light shining from some source. Simply being indoors does not count; the building’s structure is not “casting a shadow” inside. This is a touch spell)
*Mind Manipulation (With Take No Heed - The caster become very easy to ignore. Although people can see them perfectly fine, they tend not to notice, and don’t recall anything about them after they've gone. People must make a conscious effort with the caster in order to approach or talk to them unless said-caster speaks first, even if they’ve noticed the wizard earlier. Even those who notice and approach or speak to the caster must have strength of will to remember any specific details about them after they’ve gone. The nature of this spell is such that its effects do not disturb or alarm those trying to notice or remember the caster; they chalk the situation up to distractions or the like. Lasts for one minute or more)
*Dimensional Travel & Teleportation (With Teleport - This spell is similar to the Vanish spell, allowing the caster to briefly enter another dimension for a select amount of time. The caster may return to the scene of action or may, instead, return to a point anywhere within 100 miles of the spot where the spell was cast - assuming the Illusionist has been in that place at least once before (home or a safe place, for example). This spell may not be used more than three times in a day. If the spell expires while the caster is in the other dimension, the Illusionist is expelled from the dimension in a random direction, four to twenty-four yards from where the spell was cast)
*Darkness Maniplation (With Throttling - Sends ropes of inky darkness to throttle any one target, cutting off their ability to breathe entirely and forcing him to physically resist the effects the spell. The caster can maintain this spell, but may cast no further spells while doing so. If they maintain the spell, the effects compound until either the spell ends or is broken, the target breaks free, or one of them dies)
*Sound Manipulation (With Throw Voice - The caster can throw his voice, making it appear to come from somewhere else within 48 yards. If the caster has already cast an illusion of a person or creature, the two spells can be linked together at no additional cost, so that the illusion moves its mouth in synchronisation with the caster's voice)
*Empathic Manipulation (With The Traitor of Tarn - The caster can choose a target within 48 yards, changing their allegiance to be on the side of the caster. Successive castings can be performed at lower cost, each within 4 yards of the victim before him, until the caster's magical potential is spent)
*Mind Manipulation (With Universal Confusion - Is a more potent version of Bewilder that can affect many targets at once)
*Dimensional Travel & Teleportation (With Vanish - The Vanish spell allows the Illusionist to vanish into another dimension for a select amount of time. The caster may do nothing while in the other dimension, but is able to see events in the place left behind. The Illusionist may decide to return to the scene of the action at any time before the spell expires, but must return to within 24 yards of the exact point where the spell was used. If the spell expires while the Illusionist is in the other dimension, the Illusionist is expelled from the dimension in a randomly chosen location, between four and twenty-four yards from where the spell was cast)
*Mind Manipulation (With The Withering - The wizard reaches into the minds of the foe, instigating nebulous images of weakness and doubt)
The lore of Death spells (Shyish)
*Air Manipulation (With Ashes and Dust - A choking dust cloud erupts form the wizard's fingertips, suffocating all in its path)
*Fear Aura (With Aspect of the Dreadknight - An invisible aura of horror surrounds the wizard's allies. Only the bravest foes will now stand before them)
*Summoning & Empathic Manipulation (With The Caress of Laniph - Laniph was an Arabuab sorceress whose ardent passions were eclipsed only by her capriciousness. It takes little effort to call her back from the spirit world to caress a new lover of the caster's choosing)
*Energy Manipulation (With The Choking Foe - Purple energy oozes from the caster's eyes, ears, nose and mouth to form a suffocating mass that flows over the enemy)
*Paralysis Inducement & Power Nullification (With Crystal Maze - The wizard reaches into the magical realms, drawing forth a portion of the great crystal labyrinth of legend to bind their foe. While affected, such a target cannot be harmed, nor can they move, cast spells, etc)
*Death Manipulation (With Death's Door - The caster's power over death is such that they can briefly delay the inevitable. Death's Door lasts a short time, but affects the wizard and all their allies within the area. Those affected, if slain during the spell's duration, remain alive to do one final act. As soon as the action is resolved, death beckons)
*Fear Aura (With Death's Messenger - Infuses the spiriter with the power of Shyish, emanating an aura of menace that strengthens their attempts at intimidation)
*Death Manipulation (With Death's Release - Conjures forth the Purple Winds of Magic to swirl about a target ethereal creature. Said-target is forced to confront its state unless it can resist the spell. Continual failure results in their release from the mortal world)
*Enhanced Senses (With Deathsight - For one hour, the wizard can see spirits and souls that are normally invisible to the naked eye. When living beings die, the caster can see their souls leaving their bodies)
*Summoning & Empathic Manipulation (With Doom and Darkness - Spirits of the departed assail the caster's foes, sapping their resolve)
*Soul Manipulation (With Dying Words - The wizard calls back the spirit of someone who has died within the last day, and communicates with it)
*Transformation (With Embodiment of Shyish - The wizard transforms himself into death incarnate)
*Empathic Manipulation (With The Fate of Bjuna - Bjuna was a mighty warrior, so the story goes, but famously never smiled -- leastways not until the trickster god cursed him to laugh until his sides ruptured and split. Tellers of this tale cannot agree whose fate was worse: Bjuna's, or the servants who had to clean up the mess)
*Soul Manipulation & Sealing (With The Animus imprisoned - You imprisoned he soul of your victim, sealing it in a durable vessel of your choosing such as a bottle, vial or pouch)
*Soul Manipulation (With Final Words - Allows the Spiriter to ask one question of the departing soul of a slain character within several yards range. This must be done within the first minute of the character's death or the soul will have already passed on to the realm of Morr. The soul is not compelled to answer truthfully (or at all, for that matter). Final words cannot be cast on creatures without souls, like Daemons and the Undead)
*Empathic Manipulation (With Grief's End - The wizard speaks comforting words to an individual bereaved by the recent passing of a blood relative. The target's emotional pain is lessened as their understanding of fate deepens. Any psychological effects that were brought on by the death are eliminated or nullified)
*Paralysis Inducement (With The Icy Grip of Death - Uses the icy tendrils of Shyish to bind enemies within a large area. Those affected are stunned, and remain so until they snap out of it)
*Statistics Amplification (With Iyrtu's Embrace - This spell allows the wizard to attempt to crush a single hand-to-hand combat opponent. Power surges through the caster's arms, sheathing them with pulsating purple energy and giving the person the strength of many)
*Soul Manipulation (With Knock of the Departed - The Spiriter asks and can receive an answer to one question thus asked of a specific deceased individual, as long as that question can be answered with a number of audible knocks other than zero ("How many robbers came into your house on the night you were beaten to death?"), or answered with a yes or no ("Would it please you for us to bring your body on our pilgrimage to Altdorf?"). In the case of yes/no questions, the spirit of the deceased knocks once for "yes," and twice for "no." No matter the question, the spirit is not compelled to answer at all, has no knowledge beyond that which they had in life, and can lie if they wish. The act of answering is neither inherently pleasant nor odious to the deceased, though it may well be emotionally painful because of the living who are present or due to the nature of the question. This spell must be cast in the presence of either the deceased's body or the presence of one of his living descendants. It is said the dead answer by knocking on the gates of Morr's realm.
*Telekinesis (With Lesser Caress of Laniph - Amethyst energy grabs the target's heart and squeezes it. This looks to an observer (or to someone doing an autopsy) as if the victim has suffered a massive heart attack, and there is no way of detecting that magic was involved if no one sees the spell being cast. Armour, even magical, gives no protection. The teaching and use of this spell is strictly monitored and controlled by the Amethyst College. It is said that the senior masters of the college can tell from a corpse if this spell was used to kill the victim)
*Death Manipulation (With Life's End - Forcibly expels the soul from a target within the immediate area, killing him immediately and horribly shrivelling his earthly remains to a husk unless their will is strong enough to resist, in which case the spell fails. Due to the disruption caused in the fabric of life and death by the nature of this conjuration, all wizards in a five mile radius are aware of the disturbance in the Aethyr that casting Life’s End causes. The lords of the Amethyst Order do not look kindly on those who use such powerful magic lightly)
*Biological Manipulation (With Limbwither - Deadens one limb -- arm or leg -- of a single target nearby. The caster may choose which exact limb of the target to affect, and it becomes utterly useless for several minutes. Normal use of the limb returns when the spell ends)
*Paralysis Inducement (With The Manacles of Caloe - A heavy manacle of purple energy forms round the waist of a single enemy or group within 48 yards. The spell's targets cannot move until the manacle is dispelled. They are not affected in any other way: they can still fight if engaged in combat, they may fire missile weapons, and wizards may use magic. While the spell lasts, the caster cannot create a second Manacle of Caloe)
*Memory Manipulation (With Mental Decay - The wizard curses one of his enemies with forgetfulness -- no trivial thing if the victim is a wizard)
*Empathic Manipulation (With Morr's Peace - The wizard blesses one of his comrades with the ability to have no fear of death)
*Damage Reduction (With Purple Pall of Shyish - The caster summons a purple funeral cloth woven from pure Shyish, for protection against attacks)
*Darkness Manipulation & Transmutation (With The Purple Sun of Xereus - A colossal orb of purple-edged darkness materialises upon the battlefield. Those who do not escape its touch are turned to inert and unfeeling crystal)
*Weapon Creation & Durability Negation (With Reaping Scythe - A scythe of Amethyst energy materializes in the spiriter's grasp, a magical weapon both fast and powerful, sweeping it down to lop off heads and limbs as if they were ripe corn. The spell remains in effect for a number of moments unless the caster maintains focus on it)
*Purification & Forcefield Creation (With Sanctify - The wizard draws a magical circle on the ground, into which no Undead can pass)
*Weapon Creation (With Scythe of Shyish - The Spiriter summons a magical scythe, which they may wield against their enemies)
*Soul Manipulation & Absorption (With Soul Harvest - Uttering fell words of power, the wizard suffuses the stone of the fortress with a sickly aura. Those that fall beneath this dread emanation lose more than just their lives, as their soul is absorbed into the stone as well)
*Energy Manipulation (With Soul Vortex - The mage hurls an orb of shimmering Shyish towards their enemies, which bursts into ghastly fire)
*Empathic Manipulation (With Soulblight - Harnessing the sickly power of Shyish, the wizard weakens his foes' will to survive the battle)
*Soul Manipulation (With Spirit Leech - The wizard extends an ebon hand towards the chosen foe, leeching its spirit through tainted sorcery)
*Life Manipulation (With Steal Life - Thin, magical, misty strands suck the life essence of a foe and use it to heal the caster. The target suffers serious wounding unless able to resist the spell. Meanwhile, the caster is healed of as many wounds as they have inflicted unless there are none left to heal. Steal Life has no effect on Daemons or the Undead)
*Death Manipulation (With Swift Passing - With a touch of their fingers, the caster can dispatch a critically wounded character. Swift passing kills any already near to dying, including monsters and animals. Souls dispatched in this way are immune to spells such as Final Words but still remain at risk of necromantic resurrection)
*Telepathy (With Telepathy - This form of silent mental communication and limited mind-reading was designed for Amethyst wizards to exchange thoughts, questions and ideas amongst each other without speaking. They can only use it to transmit the most rudimentary of messages to anybody else, and it is a laborious and strenuous process -- for each attempt to communicate with anyone other than another Amethyst Wizard, the caster must make sure they are accurately comprehended, lest there be a significant misunderstanding. To communicate, Amethyst Wizards need only think what they want to say, and any Amethyst Wizard within 100 yards will hear it. Alternatively a thought can be targeted at a specific wizard, in which case no other Amethyst Wizards will have any chance of "hearing" it. To read another person's mind is more difficult. It only works on other Amethyst Wizards; no version of this spell has been created that lets wizards pry into the minds of other magicians, let alone ordinary people. Anyone found researching such a spell would be turned over to the Witch Hunters without further ado)
*Age Manipulation (With Tide of Years - Causes one non-magical item to age and decay, with poorly made objects turning to dust. This is a touch spell)
*Curse Manipulation & Mind Manipulation (With Tomb Robber's Curse - The Spiriter casts this spell in the presence of a corpse or at a tomb or grave site. Anyone who desecrates the dead body or site any time over the following year feels the effects of the curse, becoming weaker in will, intellect, and social activity for at least a week. The culprit also risks insanity)
*Purification (With Ward Against Abomination - Upon casting this spell, and for as long as the wizard remains motionless thereafter, Undead creatures are incapable of coming within several yards of their person. Mummies, Vampires, Wights, Wraiths, and other powerful or strong-willed Undead may attempt to resist the spell, however)
*Summoning (With The Wild Kin of Zandox - Purple shadows form and lurk at the caster's heels like two great guardian hounds. If looked at directly the shadows disappear, but from the corner of the eye they resemble a pair of slavering dogs with needle-sharp fangs and long slobbering tongues)
*'Air Manipulation & Death Manipulation (With Wind of Death - This spell calls down a lethal wind of Shyish to affect a large area nearby. Those touched suffer serious injury, regardless of mundane protection or obstruction. Due to the cataclysmic nature of this conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that casting Wind of Death causes. The lords of the Amethyst Order have many cruel and unusual punishments for those that tarry with this spell needlessly, or too often)
*Age Manipulation (With Youth's Bane - Causes one character to age years in a matter of seconds, often withering and growing feeble. While it affects animals, Youth’s Bane has no effect on Daemons or the Undead. Similarly, it has no effect on items and natural materials such as food, plants, leather, etc)
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
==Notes/Explanations==
Category:Characters
Category:Warhammer Fantasy
Category:Nonexistent Characters
Category:Nondual Characters
Category:Abstract Entities
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Category:Social Influencers
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