Kairos Fateweaver

==Summary==
Kairos Fateweaver is the personal vizier of the Chaos God Tzeentch and a powerful Lord of Change. In order for Tzeentch to figure out what was at the heart of the Well of Eternity, a well which sat at the center of the Impossible Fortress and the place from which all of time and space is said to originate and end, he cast Kairos into the Well. To his surprise, Kairos survived the ordeal but unnaturally aged and ragged for an immortal creature and sporting two heads now, split from where there had been originally only one. His right head now sees all of the possibilities in the future while his left head can see the entirety of the past. For all that he can see, both within the past and the future, he is blind to the present. Kairos now spends most of his days as Tzeentch's right hand, his twin heads blabbering on about knowledge of the past and murmuring secrets of the future. Nine times nine Lords of Change record every single word that Kairos utters so that Tzeentch's understanding of eternity comes ever closer.
==Powers and Stats==
Tier: At least physically. from at least to with psychic abilities | , possibly physically. with magic | from to | from to 
Key: Warhammer 40,000 | Warhammer Fantasy | In Heavily Warp Tainted Spaces | In the Warp
Name: Kairos Fateweaver
Origin: Warhammer 40,000 & Warhammer Fantasy
Gender: Inapplicable, referred to as Male
Age: Inapplicable given the timeless nature of the Warp
Classification: Lord of Change
Powers and Abilities: 
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All previous abilities to a higher degree, Size Manipulation (Kairos should be able to grow to the size of solar systems much like Bloodthirsters within the Eye of TerrorEye of Terror), Creation (Lesser Lords of Change could create entire Rose Clusters in the Eye of Terror)
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Attack Potency: At least City Block level physically (Fought Lion El'Jonson). Varies from at least City Block level (Was able to harm the Lion with his attacks) to Large Star level with psychic abilities (Should be at least comparable to Ahzek Ahriman who was stated to have spun worlds before tearing their sun from reality.Warlords of the Dark Millennium: Ahriman Should be superior to servants of Tzeentch who caused suns to novaDataslate: Space Marines Strike Force Ultra as well as warp-magos who can cause stars to go outThe Horus Heresy Book V: Tempest; pg 145) | Large Island level, possibly Large Country level physically (Should be superior to standard Lords of Change. Likely comparable to the likes of Skarbrand). Large Country level with magic (Should be somewhat comparable to Nagash) | Varies from Moon level (Comparable to Exalted Lords of Change. As such he should be comparable to the Incarnates who all possess far more Aethyr/Magic than needed to perform these feats) to Solar System level (Superior to Bloodthirsters within the Eye of Terror who can grow to the size of solar systems. Should be far superior to the likes of Chi'Khami'tzann who created a Rose Cluster within the Eye of Terror. Chi'Khami'tzann is considered to be incredibly young and weak by other Lords of Change) | Varies from Low Outerverse level to Outerverse level (Within the Warp, Daemons that can manipulate the Warp and its dimensionality,A Thousand Sons; Chapter Ten; pg 85 with the Warp holding 3 layers,The Path of Heaven; Chapter Twelve with each layer transcending the infinity of the previousDark Imperium; Chapter Three)
Speed: At least Hypersonic, likely far higher combat and reaction speed (Kept up with the Lion when they fought) | Massively Hypersonic (Should be comparable to other Lords of Change) | Varies from Hypersonic to Massively Hypersonic (Should hold similar, if not faster, speeds while within more heavily warp tainted areas) | Immeasurable (Beyond the concepts of time, space, or distance. Ships have been known to travel back in timeCodex: Orks (4th Edition); pg 29 while moving through the Warp)
Lifting Strength: Unknown. At least Class G, likely higher with Telekinesis (Should be superior to Iskandar Khayon who pulled an 8 megatonne ship through the Eye of TerrorThe Talon of Horus; Chapter Eighteen) | Class M, possibly Class T (Comparable to other Lords of Change) | Varies up to Class M, possibly Class T (Superior to before) | Immeasurable
Striking Strength: At least City Block level | Large Island level, possibly Large Country level | Varies from Moon level to Solar System level | Varies from Low Outerverse level to Outerverse level
Durability: At least City Block level physically (Survived being shot byGathering Storm - Rise of the Primarch; pg 59 Roboute Guilliman, though was wounded by this), higher with psychic abilities (Should be superior to The Burning Princess who could block plasma weaponryDark Heresy: Ascension; pg 133) | Large Island level, possibly Large Country level (Comparable to his own physical strength) | Varies from Moon level to Solar System level | Varies from Low Outerverse level to Outerverse level
Stamina: Infinite (Daemons don't tire and are incapable of physical exhaustion) | Infinite | Infinite | Infinite
Range: Several Meters physically. Up to Interplanetary with psychic abilities (Should be at least comparable to Teturact who could warp an entire solar system to his willThe Bleeding Chalice) | Several Meters physically. Kilometers to Tens of Kilometers with their passive Aura | Several Meters physically. Kilometers to Tens of Kilometers with their passive Aura. Up to Interplanetary with Size Manipulation (Should be able to grow to the size of solar systems much like Bloodthirsters can, granting him this much range). Up to Interstellar via psychic abilities (Superior to the Lord of Change that created a Rose Cluster in the Eye of Terror) | Outerversal (Should be able to manipulate the dimensionality of the Warp and its layers)
Standard Equipment: 
*The Staff of Tomorrow: A staff constructed by Kairos himself, its core being imbued with the essences of other rival Lords of Change. The rod itself is wrought with changefire and is saturated with prophetic visions glimpsed from the Well of Eternity. Atop the rod rests an artefact known as Kairos' Tome of Destiny, a book which records every word and prophecy spoken by the heads of Kairos, ever changing and rewriting itself as Kairos croaks out insights into the shrouded past and visions of possible futures. To look upon the book and its pages induces madness and to be struck by it is to be afflicted with terrible and agonizing transmutations. As Kairos is blind to the present, he often uses the book as a reference to judge his position in time with what's currently being written.
Intelligence: Nigh-Omniscient (Kairos' two heads can view the entirety of the past and every possible future simultaneously but they are unable to view the present)
Weaknesses: While Kairos can view all of the past and future, he is blind to the present and is vulnerable to attacks if he cannot perceive which future event will happen first. Requires a certain amount of Warp energy to maintain his form. Cannot manifest his full power outside the Warp. If a being knows his true name they can utilize it to very easily bind him | While Kairos can view all of the past and future, he is blind to the present and is vulnerable to attacks if he cannot perceive which future event will happen first. Cannot manifest his full power outside the Warp. If a being knows his true name they can utilize it to very easily bind him | While Kairos can view all of the past and future, he is blind to the present and is vulnerable to attacks if he cannot perceive which future event will happen first. Cannot manifest his full power outside the Warp. If a being knows his true name they can utilize it to very easily bind him | None Notable
Notable Attacks/Techniques:
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Psychic Bolts
*Psychic Barrage: A cluster of bolts of psychic energy, similar to that of semi-automatic weapon fire.
*Psychic Storm: Many bolts of psychic energy, similar to that of fully-automatic weapon fire.
*Psychic Blast: A blast which detonates over a wide area, affecting numerous enemies simultaneously.
Minor Powers
*Call Creatures: The psyker calls simple-minded creatures to themself.
*Call Item: The psyker summons an item to their hand instantly.
*Chameleon: Reality blurs around the psyker, distorting their image and blending them into their surroundings.
*Deja Vu: The psyker begins a memory loop in the mind of their opponent, causing them to repeat thoughts.
*Detection: The psyker scans their surroundings for the mental signature of any foe, becoming immediately aware of anyone up to a dozen yards from them.
*Distort Vision: The psyker's image disappears and reappears within another space up to 10 meters away.
*Dull Pain: The psyker nullifies their pain or the pain of another.
*Fearful Aura: The psyker twists reality to appear as the prime source of dread for whoever looks upon them.
*Flash Bang: The psyker creates a bright flash of light and a deafening bang.
*Float: The psyker begins to levitate above the ground, only being able to move up or down 5 meters.
*Forget Me: The psyker becomes instantly forgettable to its opponent. The mere thought of it being suppressed in its mind.
*Gaze of Death: Dark bolts of energy burst from the psyker's eyes, striking their foe.
*Healer: The psyker knits together someone's flesh and bone to its previous state.
*Inflict Pain: The psyker fills a person's mind with unspeakable pain.
*Inspiring Aura: The psyker casts an aura around themself which fills those around them with confidence.
*Knack: The psyker taps into their unconscious to awaken a deeper understanding of their capabilities.
*Lucky: Luck warps and acts strangely around the psyker.
*Precognition: The psyker gains a fuzzy picture of the future, with it becoming clearer as the event draws near.
*Psychic Stench: An item is imbued with a repugnant stench. Within 5 metres, all will smell it regardless of barriers or other smells, regardless of whether or not said person lacks a sense of smell
*Resist Possession: The psyker wards their mind from the denizens of the Warp.
*Sense Presence: The psyker reaches out with their mind to get a sense of other life forms within their range.
*Spasm: The psyker causes a target's muscles to spasm.
*Spectral Hands: The psyker creates an invisible force to manipulate an object.
*Staunch Bleeding: The psyker stops their own bleeding or the bleeding of another.
*Torch: The psyker creates a small ball of psychic flame which lights up the area.
*Touch of Madness: The psyker reaches into the mind of a target and forces them to believe something that isn't true.
*Trick: The psyker influences probability to affect the outcome of any game they're playing.
*Unnatural Aim: The psyker uses the Warp to guide their aim.
*Wall Walk: The psyker bends gravity, negating the naturally low or high gravity of a world, to walk on walls or ceilings.
*Warp Howl: The psyker sends out a screech through the Warp that tears into reality, drowning out all sounds in the area.
*Weaken Veil: The psyker weakens the fabric of space, drawing the immaterium closer to realspace.
*Weapon Jinx: The psyker distorts and scrambles the circuitry of nearby machinery.
*White Noise: The psyker fills the Warp with static, making psychic detection and tech sensors less reliable.
*Wither: A wave of pestilence emerges from the body of a psyker, causing all plant life within the area to die within a matter of moments.
Biomancy Powers
*Bind Corruption: The psyker slows the spread of diseases, specifically those of Warp-related origin, such as the Zombie Plague or Obliterator Virus.
*Bio-Lightning: The psyker channels their life force through their body, creating a blast of living energy.
*Blood Boil: The psyker causes their opponent's blood pressure to rise by flexing their heart and accelerating their pulse, causing blood vessels to rupture.
*Cellular Control: The psyker transcends their body's natural limitations and modify their very cellular structure. This makes them immune to all poisons, the effects of extreme temperature, and fatigue. It also enhances all of their physical characteristics and makes it as though they're wearing a void suit in a vacuum (However, they still require oxygen to breathe).
*Constrict: With a word, thought, or gesture, the psyker constricts their opponent's windpipe, choking them and cutting off their breath.
*Endurance: The psyker energizes their body to initiate rapid cell growth, causing shattered bones and wounds to heal and removing the effects of combat entirely.
*Enfeeblement: The psyker strips their victim's vitality away, causing them to become stunned and fatigued.
*Enhanced Senses: The psyker extends their senses beyond what is physically possible, to a limit only equaled by those with biomechanical augmentations.
*Haemorrhage: Similar to Blood Boil, the psyker accelerates their opponent's heart rate beyond what is physically possible, causing their blood pressure and pulse to accelerate rapidly. This causes blood to flood their brain and veins to burst from the sheer amount of pressure.
*Hammerhand: The psyker vastly increases the strength of their arm, making it capable of shredding flesh and bone with ease.
*Invigourate: The psyker galvanizes the flesh of their group, empowering them and removing their fatigue.
*Iron Arm: The psyker transforms their flesh, causing it to harden in a slick, living metal, weighing him down but also causing him to become incredibly resistant, being able to shrug off small arms fire and crush their enemies with their bare hands.
*Life Leech: The psyker leeches the life force of their opponent, stealing it to heal and invigourate their own flesh.
*Regenerate: The psyker knits their own flesh back together, allowing them to even regrow lost limbs and organs.
*Seal Wounds: The psyker repairs their damaged flesh, healing any cuts and burns they may have.
*Shape Flesh: The psyker transforms their body into whatever frame they can imagine. This can allow them to gain claws, sharp teeth, and even gain the ability to fly, see in the dark, and burrow through solid rock. It can also be used in subtler ways, allowing them to simply alter their appearance, such as changing their eye color or flesh tone or even mimic another individual entirely.
*Smite: The psyker draws on their body's own electric field and projects crackling bolts of bio-lightning from their body.
*Toxic Siphon: The psyker draws poison from their flesh, removing it completely.
*Warp Speed: Drawing on the power of the Warp, the psyker greatly enhances their body's speed, pushing themself beyond physical limits.
Divination Powers
*Divine Shot: The psyker uses the power of the Warp, searching down the near-infinite paths of potential trajectories and finding the one needed, making an unavoidable shot, regardless of how potent that shot actually is.
*Dowsing: The psyker focuses his mind on a single object or person, pushing out all other distractions until that target is found.
*Far Sight: The psyker opens their inner eye to perceive events far away from them, pushing far beyond what's physically possible to perceive events up to a kilometer away.
*Foreboding: The psyker gains a natural sixth sense, knowing exactly where and how their opponent will attack, dodging blows and even lasblasts with frightening ease.
*Forewarning: The psyker taps into the warp and akin to dropping a single pebble into a pool, sends ripples into the Empyrean and slightly shifting the course of events. Without even moving a muscle, the psyker saves their ally from injury and their opponent baffled.
*Glimpse: The psyker peers into the future and into the various potential outcomes and pathways.
*Misfortune: The psyker twists fate to ensure their foe suffers every single calamity possible to them, ranging from embarrassing mishaps to possible life-and-death struggles.
*Perfect Timing: The psyker predicts the exact moment their foe will expose themself as a target. The psyker then forges a link with their allies, intertwining their fortures so that they fire in perfect unison against their newly exposed foe.
*Precognition: The psyker witnesses solid, perfectly lifelike visions of their own future, gaining information to ensure and avoid future fates.
*Precognitive Strike: Like a spider on a web, the psyker senses disturbances in their immediate future, allowing them to read possible outcomes and anticipate the movement of their opponent.
*Precognitive Dodge: The immediate future of a psyker appears clearly in their mind, allowing them to dodge projectiles even before they've been fired.
*Prescience: The psyker sees brief, fuzzy flashes of immediate futures which guide them and their allies against their opponent.
*Preternatural Awareness: The psyker gains the ability to gain an impression of future events, giving them uncanny accuracy in anticipating them.
*Psychometry: The psyker draws upon the emotions and psychic residue left on an object or place, reading the psychic impressions to gain a glimpse of the events that transpired there.
*Personal Augury: The psyker peers into the fate of a single, willing target, allowing them to warn them of impending dangers and opportunities that may arise in their future.
*Scrier's Gaze: The psyker is unburdened by physical limitations on sight, allowing them to see anything from the actions or plans of a foe, the movements throughout an entire battlefield or hive level, the number of individuals around them, or even every possible outcome of the conflicts within an area.
*Soul Sight: The psyker reads a person's aura and soul, learning anything from their current emotions to their levels of injury or even any addictions or madness they may suffer from.
*Warp Perception: The psyker opens his senses to the Warp, allowing for them to see and smell far beyond their physical limits.
*Winding Fate: Through touching an item or person, the psyker peers into the past and future of the target.
Pyromancy Powers
*Blinding Flash: The psyker focuses his mind into a burst of searing, bright light that blinds all those around them.
*Burning Fist: The psyker wreathes their hand in waves of shimmering flame.
*Call Flame: With a single thought, the psyker conjures a small flame in their palm.
*Cauterise: The psyker cauterizes a wound by applying intense heat to the wound.
*Douse Flames: The psyker instantly extinguishes all flames in the area as well as interfering with fire-based weapons, causing them to not function as long as they remain within range of the power, though they may still spray fuel depending on the design of the weapon.
*Fiery Form: The psyker engulfs their entire body in flame, cloaked in sheets of fire that somehow don't harm them but burns all nearby nonetheless.
*Fireball: The psyker engulfs their hands in flame which they hurl at the enemy.
*Fire Bolt: The psyker creates a bolt of flame with their mind and hurls it at their foe.
*Fire Shield: The psyker summons a wall of shimmering fire. All who attempt to strike the psyker must contend with flames that leap from the shield.
*Fire Storm: The psyker creates an intense conflagration about their target as the very air itself ignites, burning all within to cinders.
*Flame Breath: The psyker expels a torrent of flame from their mouth and eyes.
*Holocaust: Drawing on the psyker's own soul to power, the spell creates a storm that burns both realspace as well as the immaterium, burning across dimensions and affecting entities in both. There is no immunity its fires and warp Entities, as well as other immaterial creatures are burned as readily as the fleshbound. Those slain by by the flames are killed forever.
*Incinerate: The psyker generates an intense heat, agitating molecules to create an effect even more devastating than a meltagun.
*Inferno: The psyker focusses their power and ignites the very atmosphere surrounding their target.
*Manipulate Flame: The psyker manipulates the flames around them, molding and moving them as they wish.
*Molten Beam: The psyker projects a beam of sun-hot energy from their palm which liquifies and burns all it touches.
*Sculpt Flame: The psyker controls the shape of the fires around them, intensifying them or shaping their appearance as they wish.
*Spontaneous Combustion: The psyker ignites their enemies and burns them alive, boiling their blood and turning their flesh to smoulders.
*Sunburst: The psyker releases a nova of fiery energy from their body which glows brighter and hotter before rapidly expanding outward in all directions. The psyker remains untouched while all around them is reduced to ashes and cinders.
*Wall of Fire: The psyker summons an immobile wall of fire that's 3 metres high, a metre thick, and up to ten metres long.
Telekinetic Powers
*Assail: The psyker reaches out with their mind and plucks out an object and hurls it at their target. When there are no objects around them, they instead choose to direct their mental energies directly at the foe, pounding them with bolts of invisible force.
*Catch Projectiles: The psyker catches an incoming projectile, though it only works on solid objects.
*Fling: The psyker telekinetically lifts an unattended object and flings it at their target.
*Force Barrage: The psyker creates a large number of force bolts, firing them at their opponent.
*Force Bolt: The psyker fires a burst of tangible mental force at their opponent.
*Gate of Infinity: The psyker tears a hole in space to pass into the Warp, allowing them to reach their destination at incredible speeds.
*Machine Empathy: The psyker tampers with mechanical, electrical, and electronic systems, causing machinery to malfunction.
*Objuration Mechanicum: The psyker reaches out and disrupts the inner workings of nearby machines, jamming gears, blowing fuses, and severing power couplings.
*Precision Telekinesis: The psyker achieves more subtle effects, moving minor objects with high amounts of precision.
*Psychic Blade: The psyker projects a blade made purely of psychic energy. Thanks to this, it's impossibly thin, as little as a molecule thick, and thus shear through almost any physical object with ease.
*Psychic Crush: The psyker constricts their opponent, crushing the life out of them.
*Psychic Impel: The psyker uses a powerful telekinetic push to fling the enemy into the ground.
*Psychic Ward: The psyker shields themself with a psychic aura that deflects enemy attacks.
*Push: The psyker gathers a ball of telekinetic energy and directs it against a taget, knocking them over and onto the ground.
*Shockwave: The psyker creates a sound that transforms into a powerful shockwave, bursting eardrums and knocking all to the ground.
*Telekine Dome: The psyker shields themself and nearby allies with a dome of pure mental energy, deflecting bullets and lasblasts with ease.
*Telekine Shield: The psyker erects a wall of intangible force that moves with them, blocking bullets and blades.
*Telekinesis: The psyker uses their strength of will to move an inanimate object around.
*Telekinetic Shield: The psyker calls on their power and reaches out farther than their flesh can extend, distorting reality to grasp objects with eldritch hands.
*Telekinetic Shield: The psyker erects a field of telekinetic energy around them.
*Vortex of Doom: The psyker tears a hole into the Warp. The laws of physical space are undone as the predators of Chaos devour all in the vicinity.
Telepathy Powers
*Beastmaster: The psyker perceives the emotions of animals and communicates with them. Thanks to their simplicity, they take over the creature's mind and force them to follow their every command.
*Compel: The psyker briefly tricks a target's mind and forces another to act against their own will.
*Demoralize: The psyker reaches into the mind of another and fills them with thoughts of panic and fear.
*Distraction: The psyker interferes with their target's perception, causing them to see something in the shadows and distract them from the battle.
*Dominate: The psyker reaches out with their mind and completely seizes control of another's body.
*Embolden: The psyker bolsters the courage of a nearby target by instilling images of heroic actions into their mind.
*Enforce Will: The psyker mentally prompts an enemy to perform a simple action against their will.
*Erasure: The psyker opens a target's mind and slices away their memories, removing them forever.
*Hallucination: The psyker manipulates the mind of another, severing their connection to normal existence and causing them to believe something that isn't true.
*Inspire: The psyker bolsters their comrades by subtly implanting images of courage and masking negative emotions in their mind.
*Invisibility: The psyker obscures their allies from their foe's senses. Though they can still detect them with their eyes and other senses, their mind cannot perceive them, save for a slight distortion in their vision.
*Mental Fortitude: The psyker augments the mental abilities of their target, providing them a defense against the stresses of combat and terrors of the galaxy.
*Mesmerism: The psyker reaches into the mind of a victim and, using their mental powers, entrances them.
*Mind Scan: The psyker reads the thoughts of another, reading anything from surface level thoughts to every crevice of the target's mind, so much so that their entire psyche is there to plunder for information.
*Projection: The psyker sends out their mind and spirit, projecting a "mental self" which can look like whatever the psyker wishes. Said projection travels at the speed of thought but said projections also leave the physical body vulnerable to attack as the psyker is completely unaware of the surroundings of the physical body as well as leaving their spirit vulnerable to the native creatures of the immaterium which will assail the psyker's mind.
*Psi-Track: The psyker traces the minds of another nearby, immediately sensing their exact locations.
*Psychic Shriek: The psyker create a scream of psychic energy designed to overload nervous systems and knock targets unconscious.
*Puppet Master: The psyker crushes the target's will, locking them away in a dark corner of their own mind and completely taking control of their body.
*See Me Not: The psyker erases their presence from the minds of others, removing the very thought of them from others and leaving them unknown of the cause of any effects they may cause to the physical world.
*Telepathy: The psyker sends their thoughts into the minds of those around them, sending a message to one or more individuals.
*Telepathic Link: The psyker establishes a mental connection with another, linking their minds and allowing them to receive or transmit thoughts.
*Terrify: The psyker dredges up a person's worst nightmares and projects them directly into their mind, causing them to flee screaming.
Tzeentch Powers
*Boon of Change: As the Daemon chants, its minions begin to twist and new forms take shape as the will of Tzeentch demands.
*Bolt of Change: The Daemon unleashes a bolt of roiling warp energy that wracks the foe with sickening and uncontrollable mutations.
*Gaze of Fate: The Daemon uses its powers of precognition to unravel the strands of destiny, and in doing so discovers the one true path to victory.
*Treason of Tzeentch: The psyker reaches into the mind of its victim, subverting their will and turning them upon their own allies.
*Flickering Flames: Cackling madly, the psyker's minions are wreathed in pink and blue flames that leap forth to consume their foes.
*Infernal Gateway: The psyker opens a portal to the warp, a tear in the fabric of the mortal plane that sucks foes into certain oblivion.
*Boon of Tzeentch: The psyker reaches deep into the warp for greater power, bolstering their already potent abilities further.
*Flicker: The psyker creates a shimmering field of unreality around him, his image becoming transparent and intermittent as he flickers between reality and the warp, allowing him to step through solid objects as though they were air and the lows of enemies as if he were nothing more than a holographic image.
*Gholam Curse: The psyker reaches into the mind of an enemy, and bends their body to his will.
*Mantle of Lies: The psyker calls upon the Weaver of Fates to bless him with the power of confusion. An illusion is woven over the psyker and a target of his choice, the psyker appearing as the target and the target appearing as the psyker, with even the closest of allies of the victim can seldom see the truth of the matter.
*Mindscourge: The psyker places a sliver of psychic energy in the mind of a victim, causing debilitating pain as it moves through the victim's psyche, ultimately leaving him comatose.
*Protean Form: The psyker distends and warps their form into a new and horrific shape, channeling the power of Chaos into their own corrupt flesh to bless their enemies with a glorious image of change. The mutations gained can vary from gaining flight, claws, multiple arms, natural armour, unnatural or enhanced senses, the ability to burrow, or amphibious qualities.
*Psyphon: The psyker locks his gaze with a victim, drawing away his will and using that stolen mental strength to bolster his own. Frequent use of this power has been known to result in a coma or braindeath for the victim, and a leaving fleeting echoes of memory in the psyker.
*Vile Revelation: The psyker feels the shifts and flows of the warp keenly and can discern brief slivers of events yet to come from this morass of swirling potential.
Discipline of Change Powers
*Pink Fire of Tzeentch: The psyker unleashes a torrent of Warp fire upon his foes.
*Psychic Duel: Reaching with his mind across the battlefield, the psyker seeks to undermine the concentration of enemy psykers, making it harder for them to utilize their own psychic powers.
*Reckoning of Tzeentch: The psyker receives the blessings of Tzeentch, reading the strands of fate as they unravel before him.
*Weaver of Fates: The followers of Tzeentch gain his blessings while planning their attack.
*Withering Gaze: The psyker's eyes burn with a small portion of Tzeentch's own baleful gaze, causing his enemies to avert their own eyes as they attempt to engage him.
*Tzeentch's Firestorm: The psyker conjures a storm of pink and blue fire that mutates his foes, leaving capering Daemons that claw and bite in its wake.
*Boon of Mutation: The psyker channels the warping power of Chaos into a warrior marked for glory, transforming the champion until his flesh wrenches and flows.
*Glamour of Tzeentch: The psyker twists and obscures the percetion of his foes to the point that his allies become all but invisible.
*Doombolt: The psyker hurls a bolt of roiling energy that blasts its targets into terrifying new shapes.
*Temporal Manipulation: By creating a pocket of dilated time around an injured ally, the psyker drastically accelerates the rate at which wounds heal and muscles regrow.
*Baleful Devolution: Transmogrifying energies erupt from the psyker's eyes, playing across the enemy's ranks and reducing their proud warriors to mewling beasts.
*Cacodaemonic Curse: With dark invocations, the psyker summons cackling daemon imps to infest the enemy's weapons.
*Pyric Flux: The psyker makes themselves into a bounteous font of unholy warpflame.
*Perplex: With perspective-warping illusions the psyker obfuscates his enemies' vision, rendering their targets fluid and indistinct.
Discipline of Vengeance Powers
*Gaze of Hate: Pure roiling hatred surges through the psyker, becoming first dark fire in their veins then leaping from their eyes in searing columns of annihilating energy. Those struck by them risk being scoured from existence entirely.
*Twist of Fate: One with sufficient willpower and disregard for their own soul can glean forbidden lore by looking upon the fettering tides of the warp, plucking silvery skeins of fate from amongst the deadly morass and spinning from them into nooses for their luckless foes.
*Dark Blessing: Offering bloody sacrifice to the Dark Gods, the psyker calls down their unbridled gnerosity upon his foe. Their bodies are wracked by hideous mutations, their sanity collapsing as their mortal forms become a heaving, thrashing mass of horror.
*Presage: The psyker reads signs and omens in the ebb and flow of battle, the whirling patterns of smoke, the spatter of blood as blades bite home. These gleaned warnings as he passes on to his warriors, the better for them to predict and thus strike down their enemies.
*Swelled by the Warp: The psyker opens a ragged channel to the roiling energies of the Warp and funnels them recklessly into a chosen target. That warrior's form expands with iron-hard muscle, lashing extra limbs, gnashing fangs, and vicious talons that allow them to tear a bloody path towards the foe.
*Temporal Surge: With a wrench of mind, body, and soul the psyker tears ropey strands of temporal energy through the veil from beyond and hurls them out to wind about his allies. Those so blessed are sped into battle all the faster as their garland of stolen time burns swiftly away.
*Empyric Guidance: The psyker conjures a whirling flock of daemonic imps that bear his comrades' shells and energy blasts across the battlefield on flickering winds of unholy flame.
*Psychic Stalk: Astrally projecting a portion of his soul into the warp, the psyker circles the flickering witchfires of his victim's souls. Should their mental defenses drop for even a moment, he strikes with predatory swiftness.
*Desecration of Worlds: The psyker pours their rage and contempt into the bedrock of the battlefield, tainting it with their warpcraft even as they shatter apart.
|-|Warhammer Fantasy=
High Magic spells
*Apotheosis - Waves of pure magic infuse the caster's ally.
*Arcane Unforging - The magic of unmaking flies true from outstretched hands.
*Coruscation of Finreir - Drawing upon the magical waystone conduits, the Mage summons an Arcane Fulcrum from the bedrock.
*Curse of Arrow Attraction - The air around victims shimmers with magical energy as it warps and twists.
*Deadlock - Such is their mastery in magic, High Elf Mages can mystically nullify the flow of a foe's sorcerous powers.
*Drain Magic - The wizard conjures a vortex of anti-magic to calm the battlefield.
*Fiery Convocation - With a single secret word, fire rages and flesh burns.
*Flames of the Phoenix - Pure white scented flames emerge from the air itself and envelop the target, immolating the unworthy foe.
*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.
*Fury of Khaine - Calling upon the dread might of Khaine, the mage launches a searing bolt of brilliant white energy at his enemies.
*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.
*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.
*Hand of Glory - With a simple sign, the wizard grants his allies the might of old.
*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.
*Soul Quench - White light bursts forth, banishing the spirits of those it touches.
*Tempest - Without warning an eight-winded storm breaks about the foe.
*Vaul's Unmaking - Glowing swords grow dim and blood-warm chalices grow cool as their magical energies are drained.
*Verdurous Harmony - At a simple word of command, spring comes again to the Wood Elves, and with it renewal.
*Walk Between Worlds - For a moment, the wizard's allies tread immortal pathways.
Dark Magic spells
*Arnzipal's Black Horror - The caster tears down the walls between realities, and a black cloud of roiling energy sweeps across the battlefield. As the darkness travels, slimy tentacles lash out from its depths, dragging unfortunate victims screaming to an unknown fate.
*Arnizipal's Dimensional Door - Scattering a vial of innocent blood upon the churned ground, the sorceress opens a doorway to the realm beyond. Drawn to the mortal plane, unspeakable creatures reach forth their tendrils to claim what victims they can before the gateway collapses.
*Bladewind - A clutch of hungry swords sweep across the battlefield.
*Chillwind - The wizard assails the enemy with a freezing gale.
*Dark Hand of Destruction - Talons of dark energy sprout from the fingertips of one of the caster's hands, and can be used as a weapon in hand-to-hand combat. When the caster hits an opponent with the Dark Hand, it ignores non-magical armour. Once damage has been caused once, the spell is dispelled.
*Death Spasm - A bolt of darkness flies from the caster's fingertips to hit one individual. The spasms are so violent that they injure other around the target at half the target's strength.
*Doombolt - The caster hurls a bolt of blazing black fire at his foe.
*Oblivion - To a Dark Elf Sorceresses, an Arcane Fulcrum is more than a conduit of power; it is unparalleled destruction, just waiting to be unleashed and annihilate any near it.
*Power of Darkness - The caster draws unstable power from the Realm of Chaos to empower their spells as well as their minions.
*Shroud of Despair - At the caster's command, light is driven from the battlefield and numbing darkness rushes to fill the void.
* Soul Drain - The caster calls down a thunderstorm from a clear sky to engulf one group within 48 yards. The caster gains in their own health the more people in that group are injured. Normal armour offers no protection.
*Soul Stealer - Tendrils of pure, solidified darkness writhe out from the wizard's outstretched hands, draining the life force from their hapless enemies to renew their own vigour.
*Witch Flight - A howling wind picks up the caster and carries them into the sky. They are carried rapidly across the land, coming back to earth at a spot they select within 100 yards of where they started. They cannot change their chosen destination once the spell is cast. This spell cannot be used indoors.
*Word of Pain - As the caster utters a forbidden name, the enemy find their limbs wracked with crippling pain.
Light Magic spells
*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.
*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.
*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.
*Birona's Timewarp - The wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding their actions.
*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.
*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.
*Brilliance - A brilliant light emanates from the caster's chosen allies, putting any attempting to hit them at a disadvantage.
*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.
*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.
*The Claw of Apek - A huge silvery talon appears in the air and instantly attacks an individual within 12 yards of the caster.
*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.
*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.
*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.
*Dazzling Brightness - Creates a burst of light that dazzles those in the area, hindering their ability to fight as much as see.
*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.
*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.
*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.
*Embodiment of Hysh - The wizard drains nearby stone of its light magic, making his skin hard as rock, and his first hit like boulders.
*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.
*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.
*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.
*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 of Hysh - The 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.
*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.
*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.
*Inspiration - This spell the caster's mind to Hysh and lets the light of wisdom illuminate a vexing intellectual problem.
*Light of Battle - Reaching into the Wind of Hysh, the wizard draws forth ennobling energies to steady faint hearts.
*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'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.
*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.
*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.
*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.
*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.
*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.
*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.
*Radiant Gaze - The caster's gaze focuses radiant power on one nearby target within visual range. Sometimes, looks really can kill.
*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.
*Shallya's Blessing - Healing light sweeps across the battlefield, allowing the wizards to regenerate their wounds.
*Shem's Burning Gaze - Bolts of cleansing energy fly from the wizard's hands, searing evil wherever they strike.
*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.
*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.
*The Speed of Light - Light knows no burden of flesh, and nor do those that receive its blessing.
*Speed of Thought - The wizard lays a lattice of Hysh into their own mind, increasing the rapidity of their thoughts tenfold.
*Time Amok - The wizard reaches into the tapestry of fate, altering the flow of time to suit his allies' needs.
Lore of Heavens spells
*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.
*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.
*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.
*Chain Lightning - Lightning bursts from the wizard's hands and arcs across the battlefield, leaping from foe to foe with crackling fury.
*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.
*Comet of Casandora - Reaching out across the Winds of Magic into the highest heavens, the wizard draws a wandering meteorite down towards the battlefield.
*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 - 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 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.
*Embodiment of Azyr - The wizard transforms himself into the embodiment of Azyr, fighting with the spite of a storm of wind, rain and lightning.
*Fantastic Foresight - The wizard's mortal form seems to shimmer and fade as he links his allies to the prophecies of the stars.
*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's Fickle Fingers - This spell affects a group of sentient beings. The fates and fortunes of those in the group become deeply intertwined.
*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.
*First Portent of Amul - The caster can read the signs in the air and divine clues as to what the immediate future holds.
*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.
*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.
*Harmonic Convergence - Divining auspicious signs, the caster guides the minds of his fellow warriors to enhance their outcomes in battle.
*Iceshard Blizzard - Razor-sharp shards of ice hurl from the chill skies to blind and dishearten the foe.
*Let the Four Winds Blow! - Calling upon the spirits of air, the wizard sends mighty winds howling across the battlefield.
*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.
*Lightning Bolt - Throws a powerful bolt of lightning at an opponent.
*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.
*Manann's Herald - The wizard summons a great tidal wave to sweep away his enemies.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*Starcrossed - The good fortune of the caster can be used to cause ill luck to their enemies.
*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.
*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.
*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.
*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.
* T'Essla's Arc - An enemy is targeted by an arc of lightning originating from the caster's fingertips.
*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.
*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.
*Thorsen's Thunderstorm - The wizard hurls a tiny stone hammer across the battlefield, and the heavens vent their fury in its wake.
*Urannon's Thunderbolt - With a crack of thunder, the wizard calls down an almighty ball of lightning and hurls it at the enemy.
*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.
*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
*Armour of Lead - Causes the armour of a group of enemies to have the weight of lead, encumbering them severely.
*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.
* Burnished Gauntlet - A burnished gold gauntlet materialises out of thin air and flies off to strike an enemy. It vanishes after making its attack.
*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.
*Crucible of Chamon - The caster enchants a mundane metal object. It melts to the floor and subsequently cools again.
*Curse of Rust - Rusts and corrodes one metal object within close proximity of the caster making it pitted and useless.
*Embodiment of Chamon - The wizard transmutes himself into a living statue of gold, with blades for hands and metal for flesh.
*Enchanted Blades of Aiban - The wizard sends powerful magic coursing over his allies' weapons, making them infinitely stronger and sharper than before.
*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.
*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.
*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 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.
*Feather of Lead - The caster ensorcells one target's belongings, either making light objects heavy, or heavy objects light.
*Final Transmutation - The wizard unleashes a hail of magical energy, transmuting the flesh of his foes to non living golden statues.
*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.
*Forge of Chamon - The wizard increases the craftsmanship of a single metal object. They remove its flaws and add new qualities to it.
*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.
*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.
*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.
*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.
*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.
*Glittering Robe - Shaping a sigil of power, the wizard conjures a gaudy (but effective) cloak of shimmering scale to protect his allies.
*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.
*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.
*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.
*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 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 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 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 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.
*Meteoric Ironclad - Casting charms of silver and iron, the wizard creates suits of enchanted armour that no weapon can breach.
*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.
*Plague of Rust - At the wizard's command, the armour of the enemy begins to rot, shedding away in clouds of tiny flakes.
*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.
*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.
*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 minutes
*Searing Doom - A scintillating spray of sizzling silver slivers skips from the wizard's outstretched fingers.
*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.
*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.
*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.
*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.
*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 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.
*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 of Lead - As the wizard gestures at his foes, their weapons become much heavier and cumbersome -- twice the burden they were but moments before.
*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.
*Trial and Error - Guides the efforts of all nearby allies, potentially improving the results of their labour.
*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
*Awakening of the Wood - Trees have long and wrathful memories, needing only a little magical encouragement to lash out with root and branch.
*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.
*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.
*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.
*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.
*Curse of Thorns - Causes thorns to grow inside the body of one character, wracking them with excruciating pain that can potentially turn fatal.
*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.
*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.
*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.
*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.
*Embodiment of Ghyran - The wizard transforms himself into a treelike avatar of Ghyran, with thorny fingers and tough bark skin.
*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.
*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.
*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.
*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.
*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.
*Flesh to Stone - The wizard transmutes his allies' mortal form to unyielding rock.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*Quagmirk's Embrace - The area around the wizard becomes waterlogged, dampening both flames of mundane origin and those of Aqshy.
*Regenerate - The target gains the ability to regenerate wounds.
*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.
*Rhya's Bounty - The caster's allies gain armour of writhing vines.
*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.
*Shield of Thorns - At the Jade Wizard's command, crawling brambles burst from the ground, forming a living barrier around his allies.
*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.
*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.
*Storm of Renewal - Raw, magical life-energy flows across the battlefield, mending wounds and restoring the fallen to fresh vigour.
*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.
*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.
*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.
* Tree-Dweller's Step - Imbues one character or creature with great ability to climb and traverse natural obstacles. This is a touch spell.
*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.
*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.
*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.
* 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.
*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.
*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.
*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
*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.
*Amber Talons - The caster's nails grow into cruel amber talons.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*The Boar's Hide - The recipient of this spell finds that their skin has become as tough as a wild boar's.
*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.
*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.
*Consume Strength - The shaman gives his chosen allies strength by sapping it from his enemies.
*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.
*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.
*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.
*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.
*Embodiement of Ghur - The shaman snarls, embracing the form of the beast within and becoming a terror to their foes.
*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.
*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.
*Form of the Puissent Steed - Works exactly like Form of the Soaring Raven, but the shaman transforms into a Destriers instead.
*Form of the Raging Bear - Works exactly like Form of the Soaring Raven, but the shaman transforms into a bear instead.
*Form of the Ravening Wolf - Works exactly like Form of the Soaring Raven, but the shaman transforms into a wolf instead.
*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.
*Hunter's Hide - A cloak of pure Ghur envelops the caster, protecting them against those who would defile the wilderness.
*Hunter's Moons - The shaman howls and the moons glow red as blood, their ruddy rays lending fresh fortitude to those that battle below.
*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.
*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.
*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.
*Merciw's Monstrous Regiment - The shaman calls upon the strength of the wild world and bestows it upon his chosen allies.
*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.
*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.
*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.
*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.
*The Savage Beast of Horros - The beast within is a formidable thing if unleashed to its full potential.
*Taal's Fury - The shaman utters a primal yell, instilling in his allies the wrath of the God of Wild places himself.
*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.
*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 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.
*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.
*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.
*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.
*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.
*Wyssan's Wildform - The shaman unleashes the beast within, shaping its fury to transform his allies into bestial forms.
*Amber Wizards have also been known to transform themselves into various animals or groups of animals- wild boars, of ravens, serpents, mice, and even earthworms.flocks
Lore of Fire spells
*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.
*Bolt of Aqshy - An armour piercing magic missile capable of blasting through multiple enemies.
*Breathe Fire - The caster breathes out a rolling burst of flame, akin to that of the dragons of legend.
*Burn - Burns one target, wounding them.
*Burning Barrage - A volley of small fireballs are hurled into the enemy. The number of fireballs may range from one to five.
*The Burning Head - A cackling visage, wreathed in flame, appears before the wizard. With a final screech of glee, it bounds towards the enemy.
*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.
*Cascading Fire-Cloak - A shield of flame appears around the wizard, scorching nearby foes.
* 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.
*Choleric - A nearby target becomes irate towards another target the Pyromancer designates. If the target fails to resist, it attacks the secondary target.
*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.
*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.
*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.
*Crimson Bands - Snaking crimson magic entwines any one target within range of the spellcaster.
*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.
*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.
*Embodiment of Aqshy - The wizard clasps a flame-wreathed key, and transforms himself into the avatar of the Lore of Fire.
*Flame Beam - A beam-like offensive spell that stuns the targets while causing continuous damage.
*Fiery Blast - Between one and ten fiery projectiles are made to fly at one or more targets within a large area.
*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.
*Fireball Barrage - A storm of blazing missiles erupts from the wizard's outstretched hands, unerringly seeking his chosen enemy.
*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.
*Fires of U'Zhul - A reflexive bolt of fire that is shorter range than a Fire ball, but quite potent.
*Flame Storm - A column of roiling flame bursts from the battlefield, the roar of its creation almost drowning out the screams of its victims.{
*Flaming Hearts - An unnatural resonance augments the wizard's voice, inspiring tired and frightened allies to feats of discipline and courage.
*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.
*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.
*Fulminating Flame Cage - Searing rods of magical flame shoot from the wizard's outstretched hands, trammelling his chosen foe in a fiery prison.
*Fury of Sigmar - Inspired by the chants of a nearby Warrior Priest, the wizard Sergov Pfeiffer's eyes blazed with sudden power as an enormous conflagration erupted from his outstretched hands in the shape of a Twin Tailed comet.
*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.
*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.
*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.
*Inferno - An explosion of heat emanates from the wizard, dealing flaming damage to anyone adjacent to him.
*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.
**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.
*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.
*Piercing Bolts of Burning - Focusing all his mystical might, the wizard strikes his foe with a flurry of incandescent missiles.
*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.
*Raze - Fire bursts from the hands of the wizard, burning a particular target until there is nothing left but a pile of ash.
*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.
*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.
*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.
* Scarlet Scimitar - Strands of scarlet power assume the form of a brightly glowing scimitar in the grasp of the wizard.
*Sear - The Bright Wizard creates a cone of searing flame, burning all enemies within the area of effect.
*Sear Wounds - This spell heals wounds on a target.
*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.
*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.
*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.
*Wall of Fire - A ring of fire is summoned around a target, protecting them from their enemies' attacks.
*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.
*Withering Heat - With a triumphant gesture, the wizard sets a curse of desiccation upon his foes' flesh.
The Lore of Shadow spells
*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.
*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.
*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.
*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.
*Bridge of Shadows - At the wizard's command, a bridge of shadow and spite whisks his allies across the battlefield.
*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.
*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{
* 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.
*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.
*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.
*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.
*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.
*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
*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.
*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.
*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.
*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.
*Dread Aspect - Makes the caster look like a nightmare creature of purest dread, causing terror for one minute in all who perceive them.
*Embodiment of Ulgu - The wizard makes himself ethereal, flickering in and out of material form.
*The Enfeebling Foe - Deceived by the Grey Wizard's wiles, the enemy's burdens lie impossibly heavy upon their shoulders.
*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.
*Finger of Life - The wizard heals a target slightly. Unusually, this spell always has a 50% chance of working.
*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.
*Glamour - This enchantment will increase the attractiveness and influence of the target for 10-60 minutes.
*Gloom - A dismal shadow envelopes the area around the wizard, sapping both sight and spirit.
*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.
*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 Mist - A target being is healed slightly.
*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 - 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 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 of Mighty Appearance - This spell allows the Illusionist to assume the appearance of any creature desired, reproducing its special abilities and/or psychological effects.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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'.
*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.
*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.
*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.
*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.
*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.
*Shadowcloak - Wraps the caster in shadow, making them difficult to detect, and lasts for a number of minutes.
*Shadowstep - The mage fashions a portal of Ulgu. By stepping into it, they may teleport to a spot a number of yards away.
*Shadow Daggers - A number of bolts of magic shoot out from the wizard, damaging anyone directly around him.
*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.
*Shadow of Death - Uses the power of illusion to make the caster look fearsome and deadly for one minute.
*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.
*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.
*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.
* 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.
*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.
*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.
*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.
*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.
*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.
*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.
*Universal Confusion - Is a more potent version of Bewilder that can affect many targets at once.
*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.
*The Withering - The wizard reaches into the minds of the foe, instigating nebulous images of weakness and doubt.
The Lore of Death spells
*Ashes and Dust - A choking dust cloud erupts form the wizard's fingertips, suffocating all in its path.
*Aspect of the Dreadknight - An invisible aura of horror surrounds the wizard's allies. Only the bravest foes will now stand before them.
*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.
*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.
*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'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.
*Death's Messenger - Infuses the spiriter with the power of Shyish, emanating an aura of menace that strengthens their attempts at intimidation.
*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.
*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.
*Doom and Darkness - Spirits of the departed assail the caster's foes, sapping their resolve.
*Dying Words - The wizard calls back the spirit of someone who has died within the last day, and communicates with it.
*Embodiment of Shyish - The wizard transforms himself into death incarnate.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*Mental Decay - The wizard curses one of his enemies with forgetfulness -- no trivial thing if the victim is a wizard.
*Morr's Peace - The wizard blesses one of his comrades with the ability to have no fear of death.
*Purple Pall of Shyish - The caster summons a purple funeral cloth woven from pure Shyish, for protection against attacks.
*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
*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.
*Sanctify - The wizard draws a magical circle on the ground, into which no Undead can pass.
*Scythe of Shyish - The Spiriter summons a magical scythe, which they may wield against their enemies.
*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.
*Soul Vortex - The mage hurls an orb of shimmering Shyish towards their enemies, which bursts into ghastly fire.
*Soulblight - Harnessing the sickly power of Shyish, the wizard weakens his foes' will to survive the battle.
*Spirit Leech - The wizard extends an ebon hand towards the chosen foe, leeching its spirit through tainted sorcery.
*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.
*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 - 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.
*Tide of Years - Causes one non-magical item to age and decay, with poorly made objects turning to dust. This is a touch spell.
*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.
*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.
*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.
*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.
*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.
Ice Magic spells
*Biting Wind - Channels mighty flows of magic into a howling gale of cold. Anyone between the caster and her target is slashed by wind-whipped ice shards. In addition, creatures risk falling to the ground, prone. Biting Wind is a magic missile.
*Blizzard - A swirling flurry of snow and ice rises from the land, freezing and blinding all in its path. The caster can cast blizzard at any point she can see. Those within at least twenty-four yards of the chosen target suffer continual injury from the unnatural cold.
* Chill Voice - The witch speaks with the pitiless chill of the Khan-Queens of old, becoming greater at commanding, bartering, intimidating, or even torturing. Naturally, this leaves the caster less sociable while the spell is in effect.
*Crystal Cloak - Calls forth a swirling, shimmering, ice-laden mist and wraps it around the caster. Anyone within two yards suffers physical impediment as the cloak’s cold seeps into them. Further, anyone trying to attack the witch in melee combat backs away from the intense chill.
*Death Frost - Calls up lethal cold from the land. A target that the caster touches potentially suffers fatal injury regardless of armour. If slain, the target is frozen solid.
*Frost Blade - A sparkling blade of ice forms in the caster's hand, a precise magical weapon. It immediately melts away if she let go of it. At the end of the spell’s duration, the caster can retain the blade with concentration.
*Frozen Skin - The caster draws the chill from the depths of her heart and lets it fill every inch of her body. She becomes cold to the touch and even more pallid than before, and her skin becomes hard and resilient.
*Form of the Frost Fiend - The caster invites the cold spirits of old within her to transform herself, along with her trappings, into a shrieking, taloned Frostfiend. She retains her mind, but otherwise takes the characteristics, abilities, and physical traits of a Frostfiend. However, the witch may not communicate in anything other than howls, cannot cast spells, and cannot wield weapons. The spell ends when she take a severe enough injury, goes to sleep, or when she ends the spell voluntarily.
*Hailstorm - Channels Ice Magic upwards, forming large chunks of ice that fall to the ground with horrifying speed. In addition to threat of injury, all creatures beneath the storm are physically impaired so long as they remain therein. By channelling the spell, the Ice Witch can slowly move the hailstorm in a direction of her choice.
*Hawks of Miska - By calling upon pacts sealed by the first Khan-Queens, the caster summons the Hawks of Miska, frozen spirits of fear, hatred, and dread. The icy birds crystallise from the air and swoop around the target, loosing fearful cries, tormenting all others who bear witness.
*Ice Maiden's Kiss - Breathes forth purest cold, freezing foes into glittering statues of ice, potentially killing them outright.
*Ice Sheet - Glazes a large area with a thin layer of slippery ice. Even if able to keep their footing, those that cross it must do so at a slower pace or risk falling to the ground.
*Permafrost - Channels mighty flows of cold into the land. A heavy frost immediately crusts over every affected surface, halving all movement for those in or moving through the area. On the round of casting (and that round only), anyone affected also suffers crippling injury that ignores armour. After one minute, all water in the area freezes.
*Shardstorm - Unleashes one to ten diamond-hard shards of ice at a target. Each shard is a potent magic missile.
*Shattering Doom - The caster turns victim to a statue of ice that, if shattered, will result in the victim's death.
*Shoika's Call - Calls out to the Ancient Widow, reminding her of her promises to Khan-Queen Shoika, first Tzarina of Kislev, and cause twenty-foot tendrils of ice to erupt from the ground. Movement through this area is halved. Any creature in the area risk the tendrils wrap around it and dealing excruciating pain that ignores armour. In addition, the character is considered grappled.
*Snow - This spell causes a small blizzard to fill a diameter of 12 yards around the caster, decreasing visibility and physical characteristics of those caught inside it. Though not usually done, the spell can be cast indoors.
*Sword of Ice - This spell causes a sword of ice to appear in the caster's hand.
*Walk the Endless Steppe - The caster lowers the temperature of her body. She is immune to exposure caused by freezing conditions and is immune to damage from cold-based attacks.
*Wall of Ice - Forms a wall of snowy ice from the ground. The caster may create a straight wall up to ten yards long and six yards high, all of which must be within the spell’s range and may not pass through an area emanating any warmth (living bodies, fire, etc.). The wall is quite durable and blocks line of sight, but fire deals double damage to it.
*Wind of Ice - With a single breath, the caster blows a freezing gale at anyone in front of her within 48 yards.
Elementalism spells
*Ageing - This spell causes the target to age ten years in ten seconds. If the victim is a child, he will gain in physical stature, but will retain the mental age and capabilities of his original age. If the victim is already mature, this may lead to some reduction in characteristics. The victim suddenly has 10 years' growth of hair and extremely long finger and toe nails.
*Animate Water - Using this spell, the caster can animate any single body of water within 48 yards. The maximum area of water which may be affected is a 6-yard radius circle, but this may be part of a much larger body of water such as a river or lake, the bulk of which will not be affected. The animated water will manifest up to 12 pseudopods, each up to 24 yards long, with which it may make up to 12 attacks.
*Assault of Stones - A caster using this spell causes an assault of stones to burst upon any individual or group of enemies within 48 yards.
*Banish Elemental - This spell allows the caster to dispel a single Elemental within 24 yards.
*Become Ethereal - The caster can use this spell to enter an ethereal state. Once ethereal, the caster cannot use magic, meditate, attack in combat, or use missile weapons, but may, however, move through solid objects (such as walls) and cross obstacles or difficult ground, including water, without penalty. An ethereal individual can also become visible or invisible at will. Individuals may remain ethereal for as long as they like. Clothing and immediate possessions all become ethereal, but not other creatures - including those touched or mice secreted in pockets!
*Bind Elemental Slave - This spell is used by elementalists to create a familiar, using whichever element the elementalist wishes to bind into the familiar. This ritual cannot be learned, but must be performed while referring to the correct scroll or book.
*Blinding Flash - This spell causes temporary blindness in all creatures within 12 yards of the caster. The spell takes effect immediately. Blinded individuals may still move, but in a randomly-chosen direction at quarter pace.
*Breath of Life - This spell can be cast on any individual on the brink of death in order to give them a second chance at life. The caster draws into himself the vital and quickening powers of air, and by pressing his mouth over that of the target, can pass these rejuvenating powers into the injured body. If the target is unconscious, they will come round immediately. Internal bleeding will stop, and all normal blood loss (e.g. from critical injuries) will be reduced to its minimum value. Anyone who has suffered respiratory damage through drowning, suffocation, poison gas or fumes will recover half of the damage that they had before the spell was cast. This spell is unusual as it can be cast on target who would normally be considered dead, but only has chance of working if cast immediately after the fatal damage. Anyone who has been decapitated, cut in half, pulverized or whose body is otherwise incapable of sustaining life will revive only for a few moments of excruciating agony and mental torment before they slip away for good. During this time, they will be in no fit state to talk, pass on vital information or help in any way. Targets who are not severely wounded (or worse) will be unable to cope with the power of this spell, and will immediately take mage irrespective of their magical or armour defenses as the energies pass out of control through their body.
*Breathe Fire - The caster gains the ability to breathe fire three times during the rest of the day. Fire breath can be aimed at a group or individual within 24 yards. The breath is cone-shaped, 24 yards long and 4 yards wide at its widest point.
*Breathe Underwater - This spell may be used on the caster or another individual by touch. It allows the individual to breathe in any atmosphere, under water, or even in a complete vacuum. Airborne poisons have no effect on the individual. The spell lasts until daybreak the following day.
*Cause Fire - The caster can cause any one source of flammable material within 48 yards to burst into flames, including a flammable creature such as a Mummy.
*Cause Rain - This spell allows the caster to create a sudden torrential burst of rain, even in underground settings or inside buildings. Fire damage is reduced, long range missile fire becomes impossible, and short range missile fire is made with difficulty. Fire-based magic is instantly dispelled, whilst any flaming magical weapons are nullified for the spell's duration. Gunpowder weapons cannot fire during the rain and have a small chance of becoming waterlogged and unable to fire until dried out.
*Change Weather - This ritual can change the weather of an area within a diameter of ten miles, centred on the caster. It cannot change the weather completely, but it can cause small changes, such as clouds to light rain, and vice versa. It can also be used to shift the quarter from which the wind is blowing. It can be cast several times to create a drastic change in the weather. Each casting will slowly take effect over the course of an hour, and once each ritual's effects halt, the weather will slowly slip back towards 'normal' weather for the region at the rate of one step per hour.
*Clap of Thunder - The caster causes a loud clap of thunder, audible over a great distance - at least 2,000 yards above ground, somewhat less if underground or in an urban environment, causing fear to low-intelligence creatures and those subject to stupidity.
*Cloud of Smoke - This spell creates a cloud of smoke with a radius of 6 yards, centred on the Elementalist. The cloud does not move with the caster, but remains stationary. Creatures in the cloud cannot see out of it or through it; people or creatures outside cannot see into it or past it. Creatures inside must move at half pace or else wander around randomly within the cloud.
*Control Lightning - This spell can only be cast during a thunderstorm, and allows the caster to call down a bolt of lightning from the clouds to strike any individual or object that is outdoors.
*Create Chasm - This spell allows the caster to create a chasm 5 yards wide, 10 yards long and 20 yards deep in any outdoor location. The chasm opens suddenly, and anyone standing on ground where it appears will fall in. The chasm is permanent, and will start to flood slowly if it reaches down as far as the water table.
*Create Geyser - With a rumble and a sudden unearthly scream, a jet of boiling water and steam jets up out of the ground, 50 feet into the air, throwing those beneath it into the air and causing damage from the scalding spray and its intense heat to those it hits. After ten minutes the geyser dies away and the ground returns to normal.
*Create Quicksand - The caster can create an area of quicksand with a radius of 6 yards, anywhere within 48 yards. The quicksand may be created underneath groups of people if desired.
*Create Spring - This spell temporarily creates a spring of fresh water where none existed before. The caster must touch the point where the spring is intended to appear. Immediately, fresh, clean water will bubble out of the ground, no matter what the terrain. The water will flow naturally downhill if it can, or will pool if it is in a dip or hollow. Any water created by the spring will remain after the spring disappears.
*Create Vegetation - This spell causes a mass of tangled vegetation to grow over an area 12 yards in diameter. If there are seeds in the ground, these will sprout and grow to full maturity quickly, tangling anyone in the area and possibly lifting them out of a bed of spreading verdure. The plants that appear will be whatever is natural in the area. A bare field will grow crops if seeds have been planted or weeds if they have not; a wild area will likely grow grasses or bushes.
*Crumble Stone - After casting this spell, the caster can crush stone bare-handed or affect any stone or brick building, statue, and so on, as follows. A statue may be destroyed with just a single touch, while each touch on an 8 yard long section of wall inflicts significant damage.
*Dispel Elementals - The caster can use this spell to dispel all Elementals within 48 yards.
*Draw Down Lightning - This very dangerous spell can only be cast during a thunderstorm. The caster must stand outside, holding a lightning rod above their head while casting the spell. The caster's magical potential is increased to their full limits, then doubled beyond them temporarily.
*Drop - This spell can be cast on any individual within 48 yards, as long as they are outside. Immediately after the spell is cast, the victim will shoot 20 yards straight up into the air. The victim will then hang there for a few seconds before plummeting back to earth.
*Dust Storm - This spell allows the caster to create a Dust Storm with a radius of 6 yards, centred anywhere within 24 yards of the individual. The Dust Storm may be moved by the caster. The Storm may move over creatures and is not slowed by difficult terrain.
*Earthquake - This very powerful spell is difficult to perform. Its principal ingredients are a pint of dragon's blood, mixed with earth from the spot at which the spell will be cast. The blood and earth must be be shaped into a figure resembling a dragon while the ritual is performed, which takes an hour. If the preparations are performed correctly, the spell creates a severe earthquake with a diameter of 5 miles centred on the caster. All man-made structures in the area stand a chance of falling down completely. Caverns and underground tunnels have a lower chance of collapsing
*Erupt - This little-used ritual causes a dormant volcano to erupt catastrophically, burying large areas under lava and hot ash and filling the sky with smoke. The exact effects depend upon the size of the volcano. This spell should be used with great care: volcanos may explode with sufficient violence to instantly incinerate the caster. Needless to say, anyone thinking of casting the spell will have to think of a very effective way of avoiding its effects. Thankfully, volcanoes are few and far between in the Old World.
*Extend Flight - This spell allows the caster to fly for long distances at normal running rate, and at any height - although problems with high winds and low temperatures may occur at high altitude. The elementalist must keep moving at a minimum of their cautious move rate or they will fall to the ground. The caster knows when the spell will expire but if he is still in the air when the spell stops working, he may take a normal amount of damage from the fall. A flying wizard may attack others in the air or on the ground, with his attacks acting as though he is charging. While the caster is flying, they may not cast any additional spells.
*Extinguish Fire - This spell can be used to try to put out fires, such as burning buildings. This spell can be directed against any one section of a burning building or at burning individuals within 200 yards. The fire is immediately extinguished.
*Field of Lava - The spell causes a piece of ground 6 by 6 yards to turn into hot molten lava. Anyone standing in the area takes immediate fire damage to the feet. Leather armour quickly burns away, and metal armour becomes too hot to provide protection.
*Find Mineral - This spell shows the caster the direction and rough distance of the nearest specified material. The material can be any naturally occurring rock type, e.g. granite, iron ore or gold.
*Flame Sheet - Elementalists travelling on foot can use this spell to lay a wall of flame behind them as they walk along. The flame sheet is 2 yards wide and follows the course of the caster. Any creature within the fire path or attempting to cross it suffers fire damage.
*Foul Air - The caster can create a pocket of foul air with a radius of up to 12 yards, centred anywhere within 48 yards. All creatures in this area suffers the effects of 1 dose of the toxin which is most effective against that type of creature. In other words, the foul air has the effects of all known toxins and works on all non-magical animals with the same potency as spider venom.
*Fountain of Life - As the elementalist casts this spell, he must touch the ground. As he does, water wells up from the depths of the earth and bubbles up at that place in a small, unimpressive fountain. However, anyone tasting the water, feels immediately invigorated and refreshed, including physical damage and temporary relief of their current psychological effects. Once someone has drunk from the fountain, subsequent draughts have no effect. The caster cannot dispel the fountain, nor create more than one at a time.
*Hand of Fire - This spell causes the caster's weapons to burn with a flickering flame.
*Heal Vegetation - This spell will make a patch of vegetation 12 yards by 12 yards recover from drought, poisoning, blight, the Wilt Vegetation spell and so on, in three to eighteen minutes. However, if whatever is causing the plants to suffer is not removed, then they will begin to wilt again the following day. Using this spell will also drive off any plant parasites and cure crop diseases. It will work outside the plants' usual growing season or environment, but cannot be used to create new growth in plants that are already dead.
*Hedge of Thorns - This spell enables the caster to create a hedge of thorns anywhere within 48 yards. The hedge will instantly spring up from the ground, filling an area in a 2 x 24 yard strip or a circle with a radius of 6 yards. The hedge can be made to grow up in front of, around, or even on top of groups of creatures if the caster wishes. The hedge is made of magic thorns which grow so quickly they can easily trap and kill anyone whom they touch.
*Icy Ground - This spell can be cast on a patch of ground up to 12 yards by 12 yards, covering it with a thin layer of ice, and causing people to slip and fall. Any vegetation within the affected area will be withered as if by a heavy frost.
*Magic Light - This spell produces a magic light from the caster's hand, which will illuminate an area with a radius of 15 yards. The light lasts until dispelled or until the caster grasps an object. A magic light can also be thrown a distance of up to 12 yards. Once thrown, the light lasts for a short time and then dies. The light can be thrown at a single individual target within 12 yards, hits automatically, and blinds the victim temporarily.
*Move Object - This spell can produce aerial drafts, enabling the caster to slam shut door or move light objects, such as parchments, curtains, and so on. The Elementalist can open or close any unlocked or unbolted door within 24 yards or move any unsecured lightweight item a distance of up to 12 yards.
*Navigate Underground - This spell will let the caster determine the quickest route out of any underground system of passages, whether natural or constructed. The spell does not show the direction the exit is in, but it allows the caster to judge accurately which passage to take when reaching a junction. As long as the exit is within a mile of the original casting point of the spell, it will always be big enough for the caster to get through.
*Part Water - The caster may employ this spell against any river or body of water up to 8 yards wide within 48 yards. The river will instantly part, producing a gap of 8 yards width which can be crossed on foot. The water will remain parted until the caster dispels it (which can be done at any time) or until the caster moves more than 48 yards away.
*Plague of Lice - This spell may be cast on an individual or group within the caster's line of sight and not more than 24 yards away. It causes the target(s) to become afflicted with lice, causing them to instantly strip off their armour and scratch frantically.
*Resist Fire - Elementalists may only cast this spell on themselves. It protects them against damage from fire or flaming weapons for a limited time. Any fire-based attack, including Fire Balls and magical weapons with a flame attack, have no effect at all.
*Scourging Wind - A fierce wind picks up, wreaking havoc all around the caster (who is left standing but disheveled in the midst of it all) within a radius of 48 yards. Loose objects up to the approximate size and weight of children are thrown several yards, crashing into the each other, the floor, and anything else in their way. Larger objects are tossed over and roll along in the torrent, and both larger individuals and fixed objects take damage, the former potentially losing their grip on what they are holding. This spell can only be cast outside.
*Summon Elemental - This spell will summon a single Elemental of Earth, Air, Fire, or Water to appear within 6 yards of the caster.
*Summon Elemental Horde - The character can use this spell to summon a group of Elementals of Earth, Air, Fire, or Water. The Elementalist may only summon Elementals of one type at a time. The Elementalist may well end up in a situation where some of the Elementals are controlled while some are not.
*Summon Swarm - This spell allows the Elementalist to command natural creatures. The Elementalist can summon a Swarm of either beetles, snakes and lizards, spiders, rats, frogs and toads, ants, ticks, scorpions, or bats. The Swarm appears within 6 yards of the summoner and will follow simple instructions.
*Sunburn - This spell can only be cast during the day, when the sun is not covered by clouds. The heat of the sun is concentrated onto an individual or group, causing instant severe sunburn to all exposed skin, and heating up metal armour at an unbearable level. A victim will be temporarily blinded by the sudden glare, will be injured by the intense sunburn, and must spend time removing ho armour or suffer more damage from heatstroke.
*Swell River - The caster can cause the level of a river to rise or fall temporarily over a one mile stretch. The result of this will depend on the surrounding terrain - if the river is a fast-moving torrent in a steep chasm then there will likely be a raging deluge, which will wash away anyone foolish enough to be standing on the bank, tearing down bridges and damaging water-mills. If the river is slow-moving and in a broad flood-plain, the river will be less forceful, but is likely to spread over a wide area, flooding fields and houses. The river will return to its previous level an hour after it reaches its highest level.
*Tornado - This spell cauls a tornado to appear from a clear sky, pick up an individual or group, whirl them into the air, carry them a number of yards in a random direction, and drop them.
*Tunnel Through Stone - This spell allows the caster to tunnel through the ground or walls, without needing to use tools. The tunnel thus created is magically stabilised, will not collapse, and causes no damage to buildings. The caster may even tunnel through soft sand or mud using this spell, or may move through sold rock at normal pace, creating a tunnel wide enough for a single person. Other characters may follow the path, but have to form a line behind the Elementalist. Once the tunnel is completed, the caster may dispel it at any time - instantly killing anyone inside.
*Walk Earthquake - This spell makes the target immune to the psychological and physical effects of an earthquake or any similar violent ground movement. However, they are not immune to falling buildings or other side-effects of the tremor.
*Walk on Water - This spell allows the caster to walk on water. It takes effect as soon as the individual steps onto the water and is dispelled as soon as the individual steps onto dry land. The spell also allows the individual to traverse marshes, pools, and so on, easily.
*Wall Shaker - The caster can use this spell to cause all building sections within 24 yards to collapse.
*Walls of Rock - This spell causes earth and bedrock to shatter, bond and rise, creating structures that lift themselves free of the ground. The ground then draws itself together beneath the emerging structure to form a solid foundation. Loose earth will fall from the structure as it rises, and will be drawn back into the ground. The caster can raise any volume of material within a radius of 24 yards, to a maximum height of 8 yards. they can create walls, bridges, arches, even a ceiling - the only restriction is that they cannot create spaces within which the loose earth would be trapped. That includes windows, rooms with both a floor and ceiling, and so on. The resulting structure is a stone building.
*Ward of Arrows - When this spell is cast, any missile fire directed against the caster or any friendly creature within 12 yards of him have difficulty hitting their targets and deal less damage. The spell protects each creature on which it is cast until they enter hand-to-hand combat, but does not give protection against enchanted arrows other magical missile weapons, or spells such as Fire Ball.
*Wave of Destruction - This spell can be cast on any large body of water within 24 yards of the elementalist. The size of the body of water is important, since the larger it is the more powerful the effects of the spell will be. When the spell takes effect, the body of water will begin to draw itself up to form a huge, churning wave, which then crashes down in a direction chosen by the caster. When the wave breaks on the shore it travels inland, its force slowly ebbing the further it goes. The amount of damage, decreasing the further inland the water goes, is determined by the size of the body of water used to create the spell.
*Wilt Vegetation - This spell makes a patch of vegetation 12 yards by 12 yards square wither and wilt in a time frame between two and twelve minutes, as if exposed to a long drought. The vegetation does not die, and will recover if provided with enough water and a good dose of manure, or the Heal Vegetation spell.
*Wither Vegetation - The caster can use this spell against any section of vegetation (trees or bushes) within 48 yards. The spell affects an area 8 yards by 8 yards (larger areas require two spells). The affected section instantly withers away to nothing.
*Zone of Hiding - This spell creates a magical Zone with a diameter of 6 yards, centred on the caster. All creatures inside the Zone assume a chameleon-like appearance, merging with the surrounding terrain. So long as they remain stationary, they are impossible to see at distances of above 12 yards and, below this range, are difficult to hit with missile weapons.
*Zone of Temperate Weather - This spell creates a magical Zone with a diameter of 6 yards, centred on the caster, in which the effects of adverse weather will have no effect. No matter how hot or cold, wet or windy the conditions outside, the air in the zone will remain at a comfortable temperature, the air dry and still. The zone protects those inside against sunburn, no matter how hot the sun outside. This spell will also protect against unnatural weather effects such as the Sunburn or Windblast spells, but will not provide protection against indirect effects, such as torrents of water, falling branches, lightning bolts or anything similar.
Battle Magic spells
*Accelerate Time - This spell affects one creature, allowing it to move and perform actions twice as quickly as normal.
*Animate Sword - The caster is able to animate a normal, non-magical sword and endow it with a temporary life of its own. The animated sword acts independently of the caster, flying through the air and fighting as the caster wishes.
*Arrow Invulnerability - This spell may be cast on either the caster or any individual or single group within 24 yards. The spell makes the recipient(s) completely invulnerable to any kind of normal missile fire, including arrows, crossbow bolts, thrown weapons, or large siege weapons. The spell will not offer protection from magic missiles such as enchanted arrows, Fire Balls, etc.
*Arrow Storm - By touching a quiver of arrows, the caster can enchant them so that an arrow springs magically to hand as soon as the previous one is loosed, thus enabling the archer to fire at twice the normal rate. The enchantment leaves each arrow as soon as it is loosed, or at sunrise the next day if it is unused.
*Aura of Invulnerability - The type of protection afforded by this Aura spell nullifies a set amount of damage next inflicted on the caster by non-magical weapons.
*Aura of Protection - This spell provides protection against weapons by increasing the amount of armour on each section of the caster by a moderate amount.
*Aura of Resistance - Aura spells provide protection by increasing amount of armour on each part of the caster's body by a small amount.
*Blast - This spell is the most powerful of the magic missile spells. Only one blast can be thrown, and it may be targeted at any individual or single group, releasing a shot of fire. Blasts have a range of 48 yards and automatically hit their target.
*Break Weapon - This spell may be cast against any one weapon within the caster's line of sight, breaking it and rendering it useless. The caster must be able to see the whole weapon: a sword in its scabbard is immune until it is drawn. The spell can affect even magical weapons, although they may resist it.
*Cause Animosity - This spell can be cast against a group of adventurers or creatures that are normally subject to animosity, such as Goblins. They attack each other until the appearance of any other creatures that they would normally regard as enemies, at which point the spell is instantly broken. Otherwise it lasts a select amount of time.
*Cause Cowardly Flight - The spell can be cast on any individual or group of creatures within 48 yards. The victim withdraws from combat and runs away from the scene of fighting, if possible. Victims will continue to flee for the duration of the spell.
*Cause Fear - This spell induces fear in any individual or single group of creatures within 48 yards. Victims become subject to fear against all potential combat opponents.
*Cause Frenzy - This spell induces frenzy in an individual or group within 48 yards.
*Cause Hatred - This spell induces hatred into an individual or group within 48 yards. Victims becoming subject to hatred against any single enemy group or individual that the caster wishes, for the duration of the spell.
*Cause Instability - This spell affects all creatures within sight of the caster which are already subject to instability (Ethereal Undead, Daemons, Elementals, and some Undead). The creatures become unstable.
*Cause Panic - This spell induces panic in any individual or single group within 48 yards.
*Cause Stupidity - This spell may be cast at any individual or single group of creatures within 48 yards.
*Change Allegiance - This spell can be cast at any individual or group of hostile creatures within 48 yards. Affected individuals become enchanted by the caster and effectively 'change sides', treating the caster like a friend or ally. The victims' intelligence is not affected, and they cannot be made to do anything detrimental to their own well-being. For example, they will not commit suicide or take on a Dragon single-handed, but could be made to attack their own comrades.
*Cloak of Darkness - When this spell is cast, the caster and any accompanying group are cloaked in a zone of magical darkness as wide as the group is. Any member of the group who moves more than 4 yards away from any other group member will no longer be within the area of effect. Creatures outside the area of effect cannot see anything inside the darkness, but those within can see out. Missile fire into the zone is somewhat inaccurate, and it is impossible for a spellcaster outside to direct an individually targeted spell at anyone within it. (One can, however, target spells at the whole group in the normal way.) Anyone wishing to enter the cloak must overcome fear to do so.
*Conjure Servitor - This ritual is used by wizards to create a Familiars. Such a creation is usually made from pieces of metal and wood, and often looks like a toy mannikin or soldier. Some wizards claim that the best familiars (particularly warrior familiars) are made from armour taken from the dead on the field of battle at midnight; less mystical wizards claim that this is rank superstition.
*Corrode - This spell may be cast at a creature or group. Every non-magical item of iron, steel or bronze possessed by the target creature(s) instantly corrodes and is destroyed. Metal armour becomes useless, weapons crumble to dust (weapons with wooden shafts and metal heads/tips count as improvised weapons), and so on. Magical weapons and armour are unaffected by this spell.
*Cure Light Injury - This spell can be used to heal the caster or one other character or non-magical creature by touch.
*Cure Severe Wounds - This spell is used to heal either the caster or any other single character by touch. This spell will work on any single creature, even creatures such as Dragons or other monsters. It does not work on slain creatures.
*Curse of Arrow Attraction - This spell may be cast at any individual or single group of creatures within 48 yards. Any non-magical missile fired at targets anywhere within 48 yards of cursed individuals will redirect themselves at them, selecting the nearest cursed individual where there is any doubt. Missiles which have insufficient range to reach their new target will fall short and cause no damage. Missiles fired by a cursed character turn around in mid-flight and strike their firer.
*Detect Magic - This spell allows the caster to identify all magical items and objects within the field of vision up to the maximum range of the spell. This spell will not reveal the identity of spellcasters nor will it reveal the function or purpose of any enchantments or magic items.
*Dispel Aura - This spell can be cast against any single character protected by an Aura spell of levels one or two. The Aura is instantly dispelled. This spell does not affect Aura spells of levels three or four.
*Dispel Magic - This powerful spell may be cast at any creature or group. The caster may automatically dispel any spells he has cast himself by use of this spell.
*Dispirit - This spell may be cast on any one creature or group. The spell puts feelings of despair and gloom into the mind of any affected creature. The spell has no effect on normal animals, creatures with low intelligence, or those immune to psychological effects (e.g., Undead). Further castings of the spell on the same target or targets do not increase these effects. This spell will negate the effects of the Enthuse spell.
*Drain Magic - This spell allows the caster to drain all the magical energy from one target creature. If the magical power cannot be contained properly by the caster, said caster may be injured.
*Enchant Weapon - This spell allows the caster to enchant one ordinary weapon by touching it. An enchanted weapon has no special powers, but counts as a magical weapon for the purposes of hitting creatures only affected by magic weapons. The spell lasts for the rest of that day, returning to normal the following daybreak.
*Enfeeble - This spell may be cast at any creature or group. Their encumbrance allowance is halved, and all movement penalties for obstacles, difficult ground, and over-encumbrance are doubled for the duration of the spell.
*Entanglement - This spell may be cast on any point within 100 yards of the caster. There, vegetation erupts from the ground, rapidly covering an area 24 yards across and turning it into difficult ground. Any creatures in the area as the vegetation sprouts are entangled: they may not move. Anything entering the spell's area has no risk of becoming caught. The vegetation counts as flammable.
*Enthuse - This spell may be cast on any one creature or group. The spell fills any affected targets with hope and enthusiasm. The spell has no effect on normal animals, creatures with low intelligence, or those immune to psychological effects (e.g., Undead). Further castings of the spell on the same targets do not increase the bonuses. This spell will negate the effects of the Dispirit spell.
*Fire Ball - Casters of this spell can literally throw a ball of fire at their enemies, causing a great deal of damage and consternation.
*Flame Curse - This spell can be cast on any one creature or person within line of sight, as well as objects and areas of wall or ground no larger than 10 feet in any dimension. The target becomes flammable for the length of the spell.
*Fleetfoot - This spell may be cast on any one person, including the caster himself, increasing movement speed by half again their normal speed. Obstacles and difficult ground affect the character as normal, although modifications are applied to the increased move rate. It will negate the effects of Slowfoot.
*Flight - Upon casting this spell, the caster is endowed with magical flight. The character can immediately fly 48 yards in any direction desired, but cannot fly through walls or solid objects. A character may continue to fly by using more magic, but may not cast any other spells while doing so. Casters can carry up to half their normal, non-penalty encumbrance while flying. If any more is carried, the spell fails to work.
*Foetid Cloud - This spell is an enhanced version of the level two Battle Magic spell Mystic Mist, creating a cloud between two and twelve yards in diameter within the maximum range of the spell, but which is also poisonous and corrosive. Trolls and other regenerating creatures may not regain damage suffered from a Foetid Cloud even when they leave the area of effect; it must be healed by rest or magic. The spell does not affect ethereal creatures or air or fire elementals.
*Hammerhand - This spell endows the caster with increased fighting potential.
*Hold Flight - This spell can be cast on any individual or single group within 48 yards, which is already engaged in combat. It prevents the target of the spell from being routed or otherwise forced to leave combat for the duration of that combat. Targets may, however, run away if they wish to.
*Ignite Missiles - This spell may be cast on arrows, crossbow bolts, or other missiles or thrown weapons. When the missile is fired or thrown, it bursts into flames in mid-flight. The missiles do not count as magical weapons. The spell will not work on ammunition for gunpowder weapons, bombs, or incendiaries. A wizard may cast this enchantment on missiles prior to combat, but the spell only lasts one hour if they are not fired immediately. Missiles can be affected in mid-flight using this spell, provided the wizard has time to cast the spell and can clearly see the projectile at all times.
*Immunity From Poison - This spell may be cast either on the caster or on any other single individual within 6 yards. It gives the bearer complete immunity from poisons and venom's for a select amount of time.
*Leg Breaking - This spell may be cast on any single creature. One leg (caster's choice) breaks with a sickening crunch.
*Lightning Bolt - This spell is more powerful version of the Fire Ball spell, allowing the caster to throw bolts of lightning rather than fire.
*Luck - After casting, the caster can affect his luck once in the next hour.
*Magic Bridge - This spell is used to create a solid bridge over any obstacle, such as a river, bog, etc. The spell can be used to create a bridge between the ground and the top of a fortress wall if desired. The bridge begins at the caster's feet and extends forwards up to a distance of 12 yards per level of the caster. A magic bridge can be up to 8 yards wide if desired. The bridge can be dispelled by its creator, or it crumbles to nothing by the following morning.
*Magical Might - This spell allows the caster to enhance their prowess in combat, by increasing their strength for only the next hit.
*Mental Duel - This spell brings the caster into an immediate mental contest, a direct battle of mental powers against another spellcaster. If the spell is successfully cast, the target must enter the duel. The loser of the duel loses some magic potential. No other spells may be cast during a Mental Duel and no combat actions or movement are possible. The duellists are totally absorbed in their duel and oblivious to other happenings. However, a duellist struck by a melee opponent is allowed to try to escape the Mental Duel - especially if the caster is already trying to evade the duel.
*Mystic Mist - This spell creates an area of mist 12 yards in diameter anywhere within the caster's line of sight. Individuals caught in the mist cannot see out it or though it, while those outside cannot see into it or past it. Anyone caught in the mist must move at half their normal movement rate or else wander around randomly within the mist.
*Pit of Despair - This spell can be cast on a single individual, who will suddenly sink three feet into the ground. No damage is done (though Halflings and Gnomes may begin to suffocate), but the target must be dug out before they can move. The spell can only be cast on a person who is standing on ground soft enough to dig in. If cast on a person standing on solid rock or on the wooden or stone floors in buildings, it will have no effect.
*Rally - The effects of fear/terror on the targets are immediately cancelled, and the creatures can move and act normally. However, any insanity from the terror remains.
*Raze - The spell delivers the a moderately damaging hit any door, section of wall or other inanimate surface or object that the spellcaster is touching at the time. It does not work on any creatures, whether living or dead, or trees.
*Reproof of Cowardice - This spell may be targeted at an individual or group within the caster's line of sight and no more than 48 yards away. When cast, any and all shields held by the target(s) are instantly and completely destroyed. This spell can even affect magical shields, though they can resist it.
*Reverse Spell - Any wizard who is aware of being targeted by a rival spellcaster may use this spell in an attempt to turn the incoming spell back at its originator, using a silvered mirror to reflect the spell and its effects.
*Sense of the Green - Casting this spell puts the wizard in touch with the natural world, albeit on a subconscious level. The caster gains an unerring sense of direction and the ability to charm animals and follow trails for the duration of the spell. Furthermore, the caster has good etiquette. No one is entirely sure why this is the case; it simply seems to be that this heightened awareness of the natural world gives rise to certain pleasing mannerisms in the caster.
*Sharpen Weapon - This spell allows the caster to render a single edged or pointed non-magical weapon magically sharp by touching it. The affected item does not count as magical, and cannot wound things that are immune to non-magical weapons. However, it gains and keeps an exceptionally keen edge or point, so sharp that for the duration of the spell it will cause extra damage. The weapon - is not consumed at the moment the spell is cast, but will disappear at the moment the spell's effects wear off. If it is cast on a magical weapon, the spell has no effect and the weapon remains. The spell can be used on any hand-to-hand or missile weapon.
*Slippery Ground - This spell may be cast on a patch of ground up to 5 yards square, affecting it as if it had been doused in oil and turning it into difficult ground.
*Slowfoot - This spell can be cast on any one person, who will move at half their normal speed for one turn. Obstacles and difficult ground affect the person as normal, in addition to the reduced movement rate. Thus, if someone under the effects of the spell crosses difficult ground, the spell halves their movement and the terrain halves it again, so they move at one quarter of their normal rate. It will negate the effects of Fleetfoot.
*Smash - This spell can be cast onto a door, wall, or other inanimate suface or object. It does not work on a creature, living or undead. The caster must touch the surface to be affected. The spell delivers the equivalent of a moderately strong hit on any section of wall.
*Stampede - This spell may be cast against any group of herd animals or mounted creatures within 48 yards of the caster. Targets stampede away from the caster at a running rate. Riders may be able to get their mounts under control after it is cast. This spell has no effect on mounts that are immune to psychological effects, such as Undead mounts and Daemonic servants in steed form.
*Stand Still - This spell can be cast at any individual or group of creatures within 48 yards. Targets are rendered unable to move, fire missiles, or do anything at all for some time.
*Steal Magical Power - This spell may be cast against any one spellcasting creature (if a non-spellcaster is mistakenly targeted the magical power is expended but the spell has no effect). The target loses some magical power, which are transferred to the caster. 'Stolen' MPs can temporarily increase a caster's power above the maximum, but the additional MPs must be used within the hour or are lost. If a caster's power is reduced to nothing or even below due to the spell, he falls unconscious for between two and twenty hours and gains some insanity.
*Steal Mind - This spell may be cast against any other single person within 24 yards of the caster. The target victim becomes utterly mindless, unable to do anything but sit on the ground, gibber, dribble, and eat grass. A mindless creature cannot defend itself and counts as prone for the purposes of attacks made against it. The creature may not move of its own volition, but may be dragged along at half-pace. The effect is only temporary.
*Strength of Combat - This spell allows a temporary increase of one of the caster's fighting characteristics. The effect lasts from the moment the spell is cast until the following morning. Any attempt to cast a second spell on the same person results in the older spell being dispelled, while the new spell works as normal.
*Strength of Mind - This spell allows the caster to increase a single personal characteristic. This lasts for the remainder of that day and is dispelled at daybreak the following day. Any attempt to cast the spell more than once on the same person will simply remove the older spell.
*Stunning Conclusion - This spell uses the power of story as a means of focusing a blast of magical energy at a target's mind. The caster must read aloud the concluding lines of a story - this is done as part of the normal spellcasting process and does not take any longer than normal to cast. When the last word is read out, the target may be stunned. The spell will not affect creatures who are deaf or who do not understand the language of the story or anyone who is normally unaffected by psychological effects. It can only be cast on humanoids under 10 feet tall.
*Subvert Weapon - This spell is cast against one person or creature in the caster's line of sight. It animates one hand-to-hand weapon being held by the target and turns it against its wielder.
*Transfer Aura - Normally Aura spells can only be cast onto the spellcaster. However, this spell enables the transference of an Aura from the spellcaster to any other individual within 4 yards.
*Wall of Fire - This spell allows the caster to create a wall of fire in any shape, up to 2 yards wide and up to 12 yards long, with flames rising 10 feet into the air. The whole of the wall must be within 12 yards of the caster. He may move and perform other actions (except casting spells) while maintaining the wall, but any part of the wall which is more than 12 yards away from the caster will be extinguished.
*Ward of Forbidding - This ritual allows the wizard to inscribe a magical barrier upon a portal or in a passageway, to prevent access to what lies beyond. The wizard uses the bronze rod to trace the pattern of the ward in the space of the portal to be protected.
*Wilt Weapon - This spell may be cast against any one weapon within the caster's line of sight. When the spell is cast, the weapon becomes limp like damp string and is useless. The weapon stays floppy for some time, then hardens again - but in whatever bent shape it was last in.
*Wind Blast - This spell causes a terrific blast of wind, aimed specifically at a single individual or group within 48 yards. Victims hit by this spell are knocked off balance.
*Zone of Firelessness - The spell creates a zone 6 yards in diameter around the caster. Any fire within or brought into the zone - normal or magical fire, including fire balls fired into or out of the zone - will immediately go out. Lava and molten metal will solidify, although they will still be very hot.
*Zone of Magical Immunity - This spell creates a 12-yard diameter zone, centred on the caster, which is in many ways similar to the Zone Of Sanctuary. However, in addition to the protections afforded by a Zone of Sanctuary, the Zone of Magical Immunity is impervious to magic spells and effects of all kinds, except Dispel Magic spells. This includes any spell-like effects created by magic items. Undead creatures, Elementals, Daemons, and Ethereal creatures cannot enter the zone.
*Zone of Missile Protection - The spell creates a zone of 12 yards in diameter around the caster. Any arrows, spears or other physical missile weapons fired within that zone (including from cannon and firearms) bounce harmlessly off an invisible barrier. Missile spells are unaffected.
*Zone of Sanctuary - The spell creates a 12-yard diameter, magical Zone centred around the caster. The Zone lasts for a number of hours or until the caster moves. All people inside the Zone become immune to all psychological reactions. The Zone may not be entered by any Undead, Ethereal, Daemonic, or Elemental creature, nor may such creatures fire missiles or cast spells into the Zone.
*Zone of Steadfastness - This spell creates a 12 yard diameter Zone centered on the caster. This Zone lasts for a number of hours or until the caster moves. All friendly people inside the Zone become immune to all psychological effects. In addition, they make three times as may attacks as normal and receive additional defense every part of their body, so long as they remain within the Zone.
Necromancy/Lore of Undeath spells
*Akar'aran - The Dark Riders - At the wizard's command, the ground opens up to reveal a portal through which long-dead knights ride forth to do battle.
*The Army of Doom Keep - The legendary High Elf Anareth could not forever destroy the dread army of Doom Keep, so he sealed it away in a pocket of magic. Alas, this prison could not remain secret forever and, little by little, accursed Necromancers have begun to draw the wight-host into the mortal world once more.
*Banish Undead - Creates a magical vortex within a large area nearby that sucks energy from the Undead. Skeletons and zombies are instantly destroyed by this.
*Blight - Sucks the life out of an area up to one square mile. Plants wither, animals sicken, water becomes poison, and soil turns to dust and ash. Animals instinctively avoid this land, and it will gain a reputation for being haunted. Dhar pools here, allowing its users to cast their spells with greater ease. No crops can be grown unless the ground is first sanctified by a Jade Magister or similar with the Cure Blight spell, which reverses all the effects.
*Call of Vanhel - Energizes undead under the caster's control, making them absurdly fast.
*Control Undead - Bends one of the ethereal Undead to the caster's will. The necromancer can target any one creature with both the Ethereal and Undead traits within range, though the target may attempt to resist their command.
*Corpse Flesh - The necromancer's skin takes on the toughness of mortified flesh for one minute. During that time any would-be fatal wounds become less than threatening.
*Curse of Years - The caster spits out an ancient curse and his enemies age at an incredible rate, hair turning white and skin shrivelling.
*Destroy Undead - The caster causes any group of Skeletons, Zombies or Ethereal Undead to crumble to dust or simply vanish.
*Face of Death - The necromancer makes their face look like a leering skull, the very symbol of death. This causes supernatural fear in any who gaze upon it.
*Father W'soran's Architect - Using a piece of stone from a Nehekharan building, a map of the tower drawn with the blood of a mason, and the skull of a Stone Troll, a 50-foot tall stone tower rises out of the ground in the place where this ritual is performed. The caster, who must have training to be a stoneworker by trade, determines the internal layout of the tower when he draws the map ingredient.
*Fountains of Blood - All living creatures within range begin to bleed more freely than before, as if their lifeblood is eager to weep from their bodies. This spell is especially handy for Vampires, the increased blood flow making it easier for them to feed.
*Gaze of Nagash - Bolts of Dhar fly from the caster's eyes, and what flesh they touch blackens and withers, peeling away completely to reveal bleached white bone beneath.
*Hand of Death - The caster can wound with a touch, but cannot use weapons for the duration of the spell.
*Hand of Dust - The caster's touch destroys the flesh of living opponents, causing terrible wounds regardless of armour or natural resilience. Undead are immune to these effects, however. This is a touch spell.
*Hellish Vigour - Infuses a number of Undead, allowing them to move swiftly, empowered by raw malevolence. In addition, they wield their weapons with greater proficiency.
*Invigorating Vitae - Drinking the blood of a corpse heals the caster's own wounds. The corpse must be freshly killed (dead less than an hour), or else the spell fails to work.
*Invocation of Nehek - The caster intones the dread syllables handed down from Nagash himself, breathing unlife into the cadavers strewn across the battlefield.
*Kandorak - The Harbinger - The greatest practitioners of the dark arts can summon forth the most fearsome champions and creatures of undeath.
*Khizaar - The Soul Stealer - The wizard tears the souls from his victims' bodies before breathing unlife into their sundered corpses.
*Legion of the Dead - Using the sword arms of ten dead soldiers, a drum made of bones and Human skin, a fragment of Warpstone the size of a skull, and a barrel of rum, a regiment of the dead rises to fight for you. As many as 30 Skeletons or Zombies may be raised in this way, depending on how many corpses are at hand and their state of decay. These troops do not count towards the usual limit of how many Undead you may control and remain under your command no matter how far away from you they travel. Created Undead remain until destroyed, even if you are slain.
*Life in Death - This spell may only affect the caster. Its effect lasts for a multiple of one hour. If slain during this time, the Necromancer's spirit is released and may try to inhabit the body of any other living creature for a time. If the caster is successful in possessing a body, the Necromancer may inhabit that body until it is slain or the caster is driven out by magical means. The victim's psyche is not destroyed, but is suppressed by the Necromancer. The spell caster does not gain access to the thoughts, memories, and knowledge of the victim, and if the Necromancer is ever driven out of the body, the victim regains full control.
*Malediction of Nagash - At the Necromancer's command, his enemies feel the looming shadow of undeath fall across them, sapping their strength and endurance.
*Morkharn - Breath of Darkness - The wizard draws tendrils of the Wind of Death into a dark fog that restore the undead and fills them with unholy vigour.
*Rain of Blood - Using the hearts of five followers of Khorne or Shallya or a combination of both, a Griffon’s feather, and a calf born in the last spring in the lands targeted, summon a host of dark clouds that rain blood over an area of five square miles for one hour, which may result in flooding. The blood is ordinary blood of the same species as the hearts used in the casting (the blood will be a mixture of that of different species if hearts from different species were used). This ritual has been used to feed Vampires on the march in wartime and also to dishearten the enemy.
*Raise the Dead - One skilled in the art of necromancy can awaken mortal remains to reinforce the Undead legions under his control. The spell always ends at sunrise.
*Razkhar - The Abyssal Swarm - The wizard binds the bones of predatory creatures with dark magic, causing them to rise from their animal graves.
*Re-Animate - The necromancer re-animates the dead, creating a number of Skeletons or Zombies. The caster must have fresh corpses for Zombies or aged remains for Skeletons. If the corpse is incomplete—missing a head, arm, or leg, the Skeleton or Zombie’s capabilities are limited accordingly. The spell always ends at sunrise.
*Rebirth in Blood - Using the hands of a midwife, the last drop of a Human’s blood, a Dragon’s tooth, the womb of a cow raised on blood, and the remains of a Vampire, bring a deceased Vampire back to un-life. The ritual can be attempted indefinitely until successful, though in past instances, repeated attempts have consumed years of the caster’s life.
* Ride Through the Night - The caster's mount, and up to five others, are invigorated by the power of Dhar. From nightfall till sunrise, the mounts may run even if crippled. They also become Ethereal, as do their riders and any coaches they pull. This spell is used by Vampires to catch those who flee from them before sunrise. In the midst of the chase they will ride straight towards their target, uncaring of mortals whose dwellings they gallop through.
*Ryze - The Grave Call - Drawing forth the dark energies coursing across the land, the caster sends tendrils of power seeping into the ground in search of long-dead bodies to answer his summons.
*Screaming Skull - In a shrieking voice, the necromancer intones the spell. They summon a giant black skull, apparently burning in a weird purplish-green hue. It launches itself forward, cackling and screaming as it goes. It damages any living creatures in its path, but can pass freely through obstacles or undead.
*Shadowblood - Burning blood leaps from your hands and ignites a target within 12 yards.
*Stop Instability - This spell can be cast on any group of Undead or ethereal creatures within 48 yards. The creatures ignore their next occurrence of instability, even if magically induced. Only one such spell may be carried by a group at any one time.
*Sulekhim - The Hand of Dust - Grasping hold of his foe, the wizard pours forth the decaying power of the ages, desiccating flesh, armour and bone, and reducing his victim to dust in a single heartbeat.
*Summoning the Ship of the Damned - Raise a sunken ship from its resting place with a full crew. The ship does not need wind to fill its sails and travels at an even speed no matter the weather. Although the ship remains as decayed as it was on the ocean’s floor, it rots no further. The crew is made up of either Skeletons or Spectres, and there are as many of them as there were crew when the ship sank.
*Spell of Awakening - As Re-Animate, but creates Wights instead, though the corpses must each be of particular quality.
*Transformation of the Liche - If a necromancer casts this spell and dies before the next sunrise, then instead of dying he will turn into a Liche. As this transformation is something many necromancers desire, many are known to have cast this spell then deliberately killed themselves.
*Vanhel's Danse Macabre or Vanhel's Call - The Undead are filled with magical energy that causes them to jerk forwards on the attack with tireless and unnatural speed.
*Wind of Death - The caster calls forth spectral winds that howl through the ranks of the foe, tearing their souls from their bodies.
*Withering Wave - With a wave of their hand the caster unleashes devastating necromantic forces that drain the life from their opponents, shrivelling their skin, turning their blood to dust, and shattering their bones.
*Zone of Life - This spell creates a magical field, 12 yards in diameter, cantered on the caster. The Zone lasts a multiple of one hour until the caster moves. The caster may forbid any Undead (including Ethereal Undead) from entering the Zone, or from firing missiles or casting magic into the Zone.
Daemonology spells
*Daemonic Portal - This spell opens up the portal between the natural world and a daemonic world, allowing uncontrolled Daemon hordes to pass unhindered. The portal appears anywhere within 48 yards of the caster. The caster cannot control the Daemons that appear. Daemons summoned in this way often charge and attack the nearest non-daemonic creatures as soon as they get the opportunity.
*Manifest Lesser Daemon - The caster causes a single lesser daemon to appear before them. Depending on the success of the spell, the daemon will either follow a single instruction of the caster, or attack them. In either case, the daemon disappears into the Realm of Chaos once the spell ends.
*Summon Daemon Horde - The caster can use this spell to summon a group of between six and thirty-six Lesser Daemons. The group appears within 6 yards of the caster. This spell may only be cast, however, if one of the Daemons has previously been summoned, controlled, and a bargain struck with it.
*Summon Daemonic Creature - This spell summons a single Daemonic creature which will appear within 6 yards of the caster. If the summoner is allied to a particular Chaos god, the Daemon that appears will be of that deity's favoured type.
*Summon Daemonic Pack - The caster may summon a group of two to seven Daemonic creatures. The pack appears within 6 yards of the summoner.
*Summon Greater Daemon - The caster can use this spell to summon a single Greater Daemon. The creature appears within 6 yards of the caster. However, this spell may only be cast if the Daemon has already been summoned, controlled, and bargained with. Once the Daemon has been summoned and successfully controlled, the Daemonologist may set it one task. The Daemon will remain until the task is completed, it is dispelled, or until it or the summoner is slain. Note that "Go away and never bother me again" is one task.
*Summon Guardian - This spell allows the caster to summon a single Lesser Daemon. Once summoned, a Daemonic Guardian will appear within 6 yards of the caster. Only one Guardian may be summoned at any one time and the caster must have summoned it previously and struck a bargain.
*Summon Lesser Daemons - The caster can use this spell to summon a group of three to eighteen Lesser Daemons, which will appear within 6 yards. However, this spell may only be cast if one of the Daemon has previously been summoned, controlled, and a bargain struck with it.
*Summon Steed - This spell allows the caster to summon a Daemonic Steed. The Steed can take may forms, but usually appears in the form of a Warhorse, with flaming eyes and mouth. Once summoned, a Daemonic Steed will appear within 6 yards of the caster. It will serve for a multiple of two hours. This spell can only be cast as the result of a bargain struck with a Lesser or Greater Daemon.
*Summon Energy - The Daemonologist may use this spell to summon magical power of Daemonic origin. The spell increases the caster's magical potential to a maximum of their normal maximum potential. While under the influence of this spell, the caster regains magical power more slowly when from other sources. If the Daemonologist dispels this spell, normal recovery resumes.
*Summon Great Power - The caster may use this spell to summon pure power of daemonic origin. All of the caster's physical characteristics are increased by this spell, potentially beyond their normal maximums, for a select amount of time.
*Summon Magical Aid - The caster can use this spell to summon daemonic aid in the form of a spell. One Battle Magic or Daemonic spell of the caster's own level or lower may be learned temporarily. This spell may now be cast once in the normal way.
*Spread Insanity - This spell produces an awesome awareness of diabolic power in all living creatures within 24 yards of the caster. Every creature within this area will instantly flee away from the caster and will not return for a time.
*Summon Total Power - The caster may use this spell to summon pure, unadulterated power of daemonic origin. Howeer, if the amount of power exceeds the caster's potential, the power will destroy the summoner.
*Bind Daemon - This spell can be used against a group of between one and six Lesser Daemons or Daemonic Servants, or against a single Greater Daemon, within 48 yards. They are unable to do anything at all for a short time. The Daemons are powerless, being held in complete stasis.
*Daemonic Amulet - With this spell, a caster can create an amulet, ring, wand or other talisman, in which a single Daemon can be bound as a servant. The daemonologist must first prepare the amulet, and must then summon, control and bind the Daemon.
*Destroy Lesser Daemon - This spell allows the caster to dispel a daemon weaker than them and draw its profane energy into themselves.
*Dispel Daemon Horde - This spell allows the caster to dispel any single group of Lesser Daemons within 48 yards.
*Dispel Greater Daemon - This spell allows the caster to dispel a single Greater Daemon within 24 yards.
*Dispel Lesser Daemon - This spell allows the caster to dispel a single Lesser Daemon within 24 yards.
*Hellride - This spell can be cast on any Daemonic Steed, once it has been successfully summoned and controlled. Once enchanted, the Steed will bear its rider and no more than one passenger beyond the mortal world and into the borders of the realms of Daemons, covering vast distances in a short time. Although the riders perceive the realms they are traversing only dimly, the effects of seeing such horrors are still harrowing. Fortunately, with the speed and knowledge of a controlled Steed, the riders will be able to avoid coming into contact with other denizens of the realm. At the end of the ride, the Steed will return its passengers to the material realm at a point specified by the caster within 100 miles of their starting point. There is alleged to be a more potent version of this spell that lets the rider and Steed cover far vaster distances, by travelling closer to the heart of the Daemonic realms. The authorities at the Church of Sigmar believe it does not exist, since anyone using it would surely be driven mad.
*Stop Daemonic Instability - This spell can be cast onto any group of Lesser Daemons or or Daemonic Servants, or on a single Greater Daemon within 48 yards. The target will be unaffected by its next period of Instability, even if magically induced. A group of Daemons may only be protected by one of these spells at a time.
*Zone of Daemonic Nullification - The spell creates a 6 yard diameter Zone centred around the caster. The Zone lasts for a number of hours or until the caster moves. Any Daemon within the Zone or who attempts to enter the Zone instantly becomes unstable and disappears. The caster may also prevent any Daemons from firing missiles or magic into the Zone. While maintaining a Zone, the spellcaster may not cast any new magic, nor meditate to regain lost magical potential. The area of the Zone may not touch or overlap any other Zone. If another Zone (cast by another spellcaster) touches or overlaps with the Zone of Daemonic Nullification, then both zones are instantly destroyed.
*Zone of Daemonic Protection - A Zone of Daemonic Protection is a 6-yard diameter area centered around the caster. The Zone lasts for a number of hours or until the caster moves. The caster may forbid any Daemons from entering the Zone, from firing missiles, and casting or employing magic in the Zone. While maintaining the Zone, the caster may not cast any other spells or meditate to regain lost magical potential. The area of the Zone may not touch or overlap any other Zone; if this occurs, both Zones are instantly destroyed.
*Detect Daemon - The caster is able to determine whether there are any daemonic presences in the surrounding area, be they summoned, bound, or possessing a mortal
*Octagram - The caster daubs an octagram onto the floor. Only extremely powerful daemons may enter this unholy symbol.
Universal Chaos spells
*Boon of Chaos - Calls upon the favour of the Dark Gods of Chaos, granting the caster heightened skill with weaponry, strength of will, constitution, and even charisma.
*Burning Blood - The sorcerer spits blood that burns like acid at any one target nearby, horrifically potent even when cast by the weakest of practitioners.
*Dark Blood - The Chaos Mage cuts his palm and his blood spurts out, burning flesh and armour.
*Dark Hand of Destruction - Wreaths the caster's hand in a nimbus of Dark Magic, becoming a magical weapon that pierces armour and mutilates on contact. The spell remains in effect for a number of rounds, but can be retain with concentration.
*Lure of Chaos - Bewitches one character nearby and bends them to the caster's will. Unless the target is strong of will, the sorcerer decides what they do next. Any commands that would be deemed suicidal grant the character greater chances of breaking free of this spell. Undead are immune to the Lure of Chaos.
*Summon Daemon Pack - Summons a number of Lesser Daemons. They appear in any unoccupied spots within the immediate area of the sorcerer and remain for one to ten minutes. If gained from the Lore of a particular Ruinous Power, the conjurer summons Lesser Daemons appropriate to the Chaos God.
*Summon Lesser Daemon - Summons one Lesser Daemon, which appears in any unoccupied spot nearby. The Daemon remains for one to ten minutes. If gained from the Lore of a particular Ruinous Power, the caster summons a Lesser Daemon appropriate to the Chaos God.
*Touch of Chaos - The caster's touch channels pure Chaos energy into one target, causing them to mutate and change unless they can resist. If they fail, the mutation manifests in a matter of seconds and is permanent. If affected, the target may also become stunned by the suddenness and vileness of the change. This is a touch spell. Undead are immune to the touch of Chaos.
*Veil of Corruption - Creates a foul cloud of corruption anywhere within a large area nearby. Those affected must risk becoming crippled regardless of armour or natural stamina. Wounded characters continue to worse until they can successfully resist the spell. Those who suffer long risk mutation. Undead do not gain mutations, but are otherwise affected by this spell.
*Vision of Torment - Causes any one character within the area to have a hellish vision. The target are temporarily stunned unless they can resist. They also risk insanity if weak of will.
*Winds of Darkness - The Chaos Mage is lifted from the ground by two shadowy Daemons and carried wherever he wants to go.
*Word of Pain - The sorcerer speaks one of the secret names of the Chaos Gods. Simply enunciating this word causes those around them incredible pain. Those affected suffer severe injuries, and risk becoming helpless. The caster, meanwhile, is not affected by their own Word of Pain.
Lore of Nurgle spells
*Afflictions - The enemy is infected with an atrophying canker that twists their limbs and withers their muscles.
*Boils - The foes of Nurgle erupt with glistening boils, which split the skin and cause intense discomfort.
*Buboes - The Sorcerer bestows the gift of pus-filled buboes upon one of his enemies.
*Foul Messenger - Caster vomits a stream of blue and green flies that fly about them and form into a swarm that vaguely resembles a toad-like head. The caster may pass a message to the swarm, up to twentyfive words. The swarm then flies off to deliver the message to the intended recipient at about one mile per hour, whispering in his ear in a hoarse voice that sounds of retching. When they’ve completed their task, they burrow into every one of the recipient’s orifices and vanish once inside. The first time someone receives a message by means of this spell, they potentially go insane.
*Flesh Abundance - The Wizard generously gifts the fortunate recipient with a growth spurt of the most repulsive kind, great wobbling mounds of grey green fat spill out to seal wounds moments after they form.
*From One to Many - The sorcerer's body collapses into a man-shaped cloud of buzzing flies. Anything they wear or carry falls to the ground, as does any equipment they were carrying. This allows the caster to fly. While in this form, they are immune to all damage from non-magical weapons. They cannot be the target of spells (except dispel), unless they are damaging area spells. The caster can change their shape so long as they remain in one continuous form, meaning the caster cannot separate themselves (and therefore cannot be separated) into two or more different clouds. The caster can squeeze through tight spaces, as small as those a single fly can fit through. The spell lasts for a number of hours, though the caster may end it any time. If the spell ends prematurely and they are contained in a space too small for their body to fit their body, they are instantly slain.
*Grandfather Nurgle's Circle of Life - Devotees of Nurgle insist that there is a fragment of the Plaguefather in every living thing. A wizard who casts this spell will learn the truth of the matter.
*Joyous Aspect - The caster places their hands on the face of the target creature, and when the incantation is complete, small green tendrils spread like hairs from said-caster's palms. After seven seconds of agony, the target’s features are rearranged so any blemish, any affliction, no matter how severe is concealed behind a mask of health. As perfectly formed as it is, it seems false and disturbing. The cheeks are too rosy, the cut of the jaw too perfect, the teeth are a little too white, and the eyes sparkle with lascivious promise. Joyous Aspect remains in place for a number of hours or until the target suffers injury.
*Miasma of Pestilence - A foul green mist rises from the ground around the sorcerer. All creatures that remain under the affected area and for a number of minutes thereafter take great penalty to every one of their actions. The spell lasts for a number of minutes, though the caster is not affected by it.
*Nurgle's Boon - The sorcerer absorbs a disease from an afflicted creature they touch and contains it without suffering the effects for a number of hours. They may transfer the disease to another target they touch, though a staunch enough target may resist the effect. If it succeeds, the disease is not lost and the caster may try to touch the target again. If the spell expires before they transfer the disease, they become infected instead.
*Pestilence - The enemy are gripped by a horrific disease that causes their eyes to bleed, their tongues to swell and their internal organs to bloat.
*Plague Wind - Calls forth the foul winds of Nurgle to sweep across the land, spreading death and disease. All living creatures within a large area risk contracting Neiglish Rot. In addition, the cloud causes supernatural terror. It disperses after a number of minutes.
*Poxes - Calling upon Nurgle to bless his enemies, the Sorcerer inflicts wave after wave of debilitating illnesses.
*Reveal the Inner Beauty - Causes an object or individual to age rapidly. This is a touch spell. If inorganic, this spell causes the object to become brittle, worsening the overall quality. If organic, the subject ripens rapidly until it begins to spoil, splitting open and spilling its stinking contents everywhere. A living creature ages between two and twenty years, growing sickly and enervated.
*Rotbomb - A host of tiny Daemon-mites burst from the wizard's gaping mouth. Giggling with glee, they swarm over the foe's armour, devouring it hungrily.
*Rancid visitations - The Wizard reaches out, his enemies are sized by a terrible affliction that blackens their flesh and turns their organs to mulch.
*Scabs - The target's skin erupts with painful lesions and weeping sores.
*Stench of Nurgle - Streams of foul smelling mist rise from the caster's body and pollute the air around them. The stench is so noxious, those who breathe in the fumes are sickened, spraying vomit and becoming nearly incapacitated by the odour. All living creatures adjacent to the sorcerer become helpless for a number of moments. Even those who succeed in resisting become distracted by it. The fumes remain around the caster for a number of minutes, but the caster is not otherwise affected.
*Stream of Corruption - The caster spews a stinking jet of putrid blood, pus, maggots, and slime. Any target touched by the stream suffers caustic burns. In addition, those who are affected by the stream are nauseated for a number of minutes thereafter.
*Sumptuous Pestilence - Infects all living creatures within the immediate area with a terrible disease. Affected targets may recover (or not recover) from the diseases as normal, but the ailment in question is always random.
Lore of Slaanesh spells
*Acquiescence - The caster's corrupting touch places a living creature into a blissful, euphoric state for a number of moments. Each of which the victim stands and smiles mindlessly, giving up all action unless able to resist the spell. This is a touch spell.
*Beam of Slaanesh - This is version of the Slaaneshi spell Acquiescence that allows sorcerers to strike down targets some distance away. A dazzling rainbow of light shoots from the caster's fingertips, striking one creature in range of the caster's line of sight, and sending them into the same state of euphoria as Acquiescence does.
*Blissful Throes - A long whip of pure Chaos energy lashes out at the enemy with a delightful crack, leaving its victims wracked with pain, to the envy of the caster.
*Breath of Inspiration - Blows a stream of scented air into the face or ear of an adjacent living creature, filling its head with glorious visions of his capabilities and skill, yet simultaneously sullying his soul and filling him with shame. Any benefit the spell grants must be utilized within a number of days after casting, or else be for naught.
*Cutting Wit - Creates a long writhing tongue that probes the crevices of those struck by its lascivious form. The sorcerer can strike targets as far as twelve yards away. Those struck by the tongue suffer injury, the tongue ignoring armour as it delivers a pulse of pure agony. The tongue remains for a number of rounds, and is treated as a magic missile.
*Cacophonic choir - The wizard screams an ear-piercing chorus that tortures the souls and shatters the sanity of those that would stand in his path.
*Delectable Torture - Forces an enemy outside of combat to immediately attack the unit he is with. If the enemy is not inside a unit, he will immediately use any ranged weapon he has available against a single visible friendly unit chosen by the caster. Mounts are not affected by this spell.
*Delicious Excruciation - The unit upon which the spell is cast, whether allied or enemy, becomes unable to be broken, rallying even if they are fleeing from combat.
*Enrapturing Spasms - The enemy unit upon which the spell is cast cannot move voluntarily except to flee, shoot, attack in close combat or cast spells. They are hit automatically in close combat and are rendered immune to psychology.
*Flesh Puppet - Seizes control of another creature, making it the caster's puppet. If the target fails to resist, the colour of their eyes change to match the caster's. In addition, he becomes flushed and sweaty, as if excited and eager. While under the sorcerer's control, the target must obey their psychic commands. If they order the target to attack his comrades, he must do so. So complete is their control over the flesh puppet, the caster may even speak from his mouth. They retain control over the victim for a number of hours, but must keep him in sight at all times. Also, they must concentrate to maintain control, or the spell immediately ends. Those subjected to this spell feel violated and may potentially go mad. If the caster orders the target to act in a way that would be construed as suicidal, the target finds it easier to break free of the spell.
*Fleshy Curse - Causes a single creature nearby to sprout horrible, uncontrollable growths of fat, sinew, and muscle, slowly becoming buried beneath the mess. If not resisted, the victim risks suffocation or worse.
*From Pain, Pleasure - Cause the senses of a nearby creature to warp and twist. The subject perceives pain as pleasure and pleasure as pain for a number of minutes. In addition, if the target assaults or is assaulted by something, they become more proficient in martial combat, as well as enduring physical recompense.
*Glean Magic - The sorcerer steals sorceries from his adversary's mind.
*Golden Torrent - Boiling out from the palm of the sorcerer's hand is a pulse of yellow light. The beam can affect any single nearby target in the caster's line of sight. The target is filled with pleasant, mind-numbing emotions. For moments at a time, they stand and smile mindlessly, giving up all actions they would normally take.
*Hysterical Frenzy - The casters victims are engulfed by a torrent of unreasoning emotion, causing them to claw at themselves, with excruciating pain and blissful rapture.
*Mask of Desire - A creature the sorcerer touches undergoes a profound change as swirling pink motes descend on his flesh, eliciting excitement and intense pleasure. Mask of Desire has several different effects. First, it immediately counters the effects of over eating, drunkenness, and lack of sleep. Second, it removes any outward signs of injury or abuse, though it does nothing to repair any injuries. Last, it grants the subject greater social acumen for a number of hours thereafter.
*Luxurious Torment - The targets are engulfed by a wave of hysteria and begins crying out and weeping, clawing at themselves and turning on their friends with their weapons.
*Lash of Slaanesh - A long tongue like whip of energy erupts from the casters forehead and slashes into the ranks of his enemies.
*Pavane of Slaanesh - All living creatures nearby are forced to do nothing but stand and dance lewdly to the Aethyreal sounds of Slaanesh’s music for a number of minutes. During this time, they can do nothing else, rendered helpless by the spell. If attacked, they are immediately freed from the spell's effects. As a side-effect, each minute a victim dances, they grow more and more insane as a result of listening to that unearthly tune.
*Phantasmagoria - With a complex sign, the wizard summons illusory creatures who flit and broil across the battlefield, their dark promises of fulfilment seducing and bewildering the hapless foe.
*Slothful Stupor - Though perhaps not the vice with which Slaanesh is most closely associated, sloth is just one more form of excess for the Prince of Chaos and his chosen wizards to feed upon. No natural malaise is this, but a deep and abiding spiritual ennui that saps all sense of purpose and enthusiasm from the victim.
*Song of Seduction - Every man has his price, even if he knows it or not, and Slaanesh's capering wizards can divine and manipulate such things whilst magic flows strong.
*Succubus - At the end of this spell, the caster's spirit pulls itself free from their now comatose body and drifts to the Aethyr. Though they cannot physically interact with the physical world, the sorcerer can still smell, taste, feel, hear, and see as normal. While in ghostly form, they are completely invisible and cannot be harmed by any non-magical weapons. They are still bound by the laws of nature—the caster cannot fly, walk through walls, or any other act that they ordinarily could not perform. They cannot cast spells, and remain in this state for a number of hours. Before the spell ends, the caster must re-enter their body. If they are somehow prevented from doing so, their consciousness snaps back to their body, but grows mentally unhinged. The sorcerer may not cast this spell on others.
*Slicing Shards - The wizard flicks his wrists and a cloud or razor-sharp darts bursts from his hands, flensing the minds, bodies and souls of his foes.
Project Spirit Succubus has an unusual affect that manifests itself when the caster's ghostly form comes into contact with mortal flesh. Through the power of Slaanesh, the subject of their touch feels it, even though they cannot see, smell, or hear the caster. They cannot harm the subject, only excite his senses. For each hour they spend caressing their victim, the subject of attentions going mad from the intense pleasure. Whilst being titillated, the target may act normally, despite feeling a bit odd.
*Titillating Delusions - Slaanesh creates an illusion of the enemy's deepest desire, and they find it impossible to resist the urge to capture it.
Lore of Tzeentch spells
*Blue Fire - As the caster twists his hands in the air, the bodies of his enemies are consumed with coruscating blue flames.
*Bolt of Change - The Sorcerer hurls a single devastating bolt of energy that blasts through the ranks of the enemy, wracking their bodies with sickening and uncontrollable mutations.
*Daemonfire Vortex - A prismatic haze erupts from the wizard's hand and rages across the battlefield, consuming everything in its path.
*Destroy Magic - Intones the profane words of Daemons, drawing the energy found within a targeted magic item into the caster. A magic item of their choice within six yards immediately loses all magical properties for up to ten minutes. If resisted, the caster suffers permanent mutation.
*Dispel Mortal - The target is sucked into the Realm of Chaos to become the plaything of Daemons.
*Enrage Beast - The caster's eyes flash with unwholesome light as they inspire fear in a single ordinary animal nearby. The target animal's reaction ranges between panic, murderous rage, flatulence, or death by heart attack. Except in the latter case, the animal returns to normal after a number of minutes.
*Flames of Fate - Pale orange flames spring up from the ground all around the sorcerer. Contained within the flickering tongues of fire are images of the future, improving the results of their labor for a number of minutes thereafter.
*Gift of Tzeentch - This spell enables the caster to make an appeal to Tzeentch for more power, gaining the ability to use a spell they otherwise would not for one to three days.
*Green Fire - A subtle whisper in the enemy unit's minds suddenly persuades many warriors to change their allegiance and attack their comrades once. People who have joined the unit are not affected or attacked because of their strong will.
* Indigo Fire - The foe is enveloped in mutating flames.
*Infernal Gateway - The sorcerer opens a portal to the dread Realm of Chaos, a magical tear in the mortal plane that sucks those nearby to certain oblivion.
*Invisible Fire of Tzeentch - There are some colours so vile only madmen can see them. Tzeentch's whispered teachings can allow a Wizard to harness these invisible fires, and they burn like no mortal blaze can.
*Mindfire - Causes a lance of magenta flame to leap forth from the sorcerer's hand and strike a single target within a wide area. If hit, the target potentially goes cripplingly mad. If already insane, the spell does the opposite, the target becoming more lucid even as the spell injures their person, regardless of armour or natural constitution. In this case, the spell can potentially render a madman free of derangement entirely.
*Orange Fire - The flames that spring up around the Sorcerer contain scenes of the future, warning him of what is to come.
*Pink Fire of Tzeentch - Guttering flames of pink energy spew forth from the caster's fingertips and strike a single creature. This potent weapon ignores any armour that would obstruct it.
*Red Fire - Red flames sprout from the Sorcerer's hands to scorch the flesh of his enemies.
*Slave to Chaos - Send the caster's consciousness into another living creature within the nearby area. The subject of this psychic attack may attempt to resist the intrusion. If they fail, the sorcerer takes control of the subject’s actions for a number of moments. If they command the subject to act in a suicidal way, the target becomes more able to break the effect. While in possession of a mortal body, the caster's body lies in a deep sleep. When the spell ends, the subject risks gaining mutation.
*Subvert Strength - The sorcerer's hand glows with queer blue spots. A nonmagical inanimate object they next touch loses its hardness, becoming soft and malleable. Steel bends, glass folds, rock becomes putty. If they cast this spell on a weapon, it bends or even breaks if used in combat. On armour, it ceases to offer protection, losing all armour points in the affected location (and if it takes a hit, armour there is destroyed). They may only affect an object of up to two cubic yards. The caster can shape this material as they like, and the object remains soft and wax-like for a number of minutes.
*Transformation of Tzeentch - Chosen target that fails to resist the spell collapses helplessly as his body undergoes a series of horrific transformations. When the spell expires, the target mutates for each moment under the influence of the spell.
*Treason of Tzeentch - Strains of magic twist through the target's mind, confusing their goals, motivations, and nullifying their skills and aptitudes.
*Tzeentch's Blessing - The caster cries out to Tzeentch for the Dark God’s blessing. They are answered with either a permanent mutation, or granted knowledge of a spell from any Lore to their repertoire for one day.
*Tzeentch's Fire Storm - Causes a blasphemous storm of purple flame to erupt anywhere the sorcerer designates within a large area. All creatures in range suffer horrific injury. Those slain by Tzeentch’s Fire Storm are incinerated, transforming into pink ash that blows away in the wind. But that’s not all. The ashes swirl about for a moment and finally coalesce into Pink Horrors of Tzeentch, one for each victim slain. These creatures are not under the caster's control, and they attack the closest creatures to them. They eventually grow weary of this world and return to the Realm of Chaos after a minute or so
*Violet Fire - A chosen victim must show enough strength of character, lest he disappear into the Realm of Chaos to be instructed by his new master.
*Yellow Fire - The Sorcerer is surrounded by a shield of fire that blocks enemy attacks.
Lore of Warp spells
*Warp Lightning - The Skaven points a fleshy paw and bolts of greenish-black lightning arc outward.
*Howling Warpgale - The caster gestures twitchingly to the skies and fierce hurricane gales begin to build until it swirls around the entire battlefield.
*Death Frenzy - Gesticulating wildly the caster gifts a unit with a rabid and frothing urge to close and strike the foe.
*Scorch - The Skaven Sorcerer thrusts his paws into the ground while chittering fiery incantations, causing a gout of flame to burst forth.
*Cracks Call - With the arcane incantation invoked, the Skaven ends by stamping his horrible pinkish rat-like foot, causing the very ground to split asunder.
*Armour of Darkness - You solidify the shadows around your body. In addition to making you harder to see in low light conditions, this shadow armour also protects you from harm. You cannot use this spell while wearing normal armour, and it loses its effects if armour is donned.
*Avatar of the Horned Rat - There are stories of Grey Seers with huge horns who leap into the midst of battles and skewer their enemies. This spell may be the source of those stories. On casting, huge horns sprout from the Seer's head and his body grows in size by roughly half again the normal size. The spirit of the Horned Rat flows into him. The Seer is lost in a mad frenzy and tears at all about him, friend or foe alike - such distinctions no longer have any meaning for him. He is also immune to any psychological effects and will not stop until slain. The transformation places a strain on the Skaven's body that it is unable to sustain, and consequently there is a steadily increasing chance that the Skaven's heart will burst. When this happens, the supernatural frenzy will keep the Seer alive and fighting for a brief time, after which he collapses in a dead heap on the ground.
*Brittle Bone - One of the oldest Skaven spells, this allows a Skaven wizard to weaken the bones of an individual target. A hit to different areas of the body will cause different debilitating effects. Hitting the head will cause the victim to feel nauseous and suffers terrible headaches. If hit to the body, the victim finds it hard to breathe, their chest racked with pain. If hit to the arm, the joints in the victim's arm ache painfully when moved. If hit to the leg, the victim's leg is painful to walk upon, sending shooting pains up their spine.
*The Chittering - Most Skaven magic corrupts the body; this spell corrupts the mind. When cast, the Seer spreads a web of insanity around him, warping the minds of all within 100 yards. Victims degenerate into a mindless horde, instinctively aiding all Skaven and the Seer in particular. They gather around the caster to protect them, follow simple instructions, and attack anyone unaffacted by the magic, using hands and teeth. Victims also lose the power of speech, communicating with gestures and the rat-like chittering noises that give this spell its name.
*Curse of the Horned Rat - The Dreaded Thirteenth Spell. With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One, turning opposition to Clanrats.
*Crackling Doom - You send a single crackling arc of green energy at any opponent within 12 yards.
*Cracks Call - With the arcane incantation invoked, the Skaven ends by stamping his horrible pinkish rat-like foot, causing the very ground to split asunder.
*Flensing Ruin - Green ribbons of Warp energy tear the flesh from the target’s bones.
*Gnaw - A Gnaw spell is like unleashing a horde of invisible rats to attack a victim or structure. Its area of effect is only one square yard, but its ferocity is such that it continues to 'gnaw' until the target structure is no more. The Gnaw spell has many applications, but is often used for 'hole punching' in gates, earthworks or palisades during sieges.
*Howling Warpgale - The caster gestures twitchingly to the skies and fierce hurricane gales begin to build until it swirls around the entire battlefield.
*Pestilent Breath - Uttering horrible phrases the Skaven Sorcerer belches forth an impossibly foul cloud.
*Skitterleap - With a "Bamf!" the Skaven Sorcerer disappears in a puff of smoke to appear elsewhere on the battlefield
*Plague - The caster unleashes a disease from the Book of Woe.
*Vermintide: The caster invokes and many rats answer the call...
*Warp Storm - You summon a storm anywhere within 48 yards, which angrily discharges greenish black bolts of warp lightning. This storm is formed of pure warp energy, fuelled by the malignant power of the Horned Rat, and may appear in any locale, even underground.
*Weeping Wounds - You cause an enemy’s wounds to become horribly infected.
Lore of Plague spells
*Bless with Filth - A foul mist wraps around the weapons of a nearby unit and the weapons begin to drip with toxic filth.
*Wither - Chanting passages from the Liber Bubonicus, the Wizard casts a spell of wasting, shrinking sickness.
*Vermintide: The caster invokes and many rats answer the call...
*Cloud of Corruption - The caster releases a stinking blast of diseased fury.
*Air of Pestilence - The caster hacks out a cloud that magically spreads and befilths a wide area. All who breathe in its pestilent airs seem to shrivel and weaken, their bodies sagging.
*Bless with Filth - A foul mist wraps around the weapons of a nearby unit and the weapons begin to drip with toxic filth.
*The Great Red Pox - The caster vomits forth a crimson mist that rapidly spreads across the battlefield, causing an instantaneous eruption of fist-sized boils and then a most painful death.
*Infecting Gaze - The spell infects one individual with the blacl plague. Infecting Gaze is perhaps one of the most underhanded Skaven spells. Victims rarely realize that they have had the spell cast upon them, and even once the plague takes hold, the victim may not realize that the cause is magical. Being magical, the disease will not spread beyond its intended victim, although it may well cause panic in urban areas.
*Mantle of Contagion - You taint a blanket, cloak, or piece of clothing with a virulent strain of Kruts.
*Musk of Terror - You summon a large cloud of demonic musk, forcing all creatures within to cower with terror.
*Poisonous Pustule - You create a pulsing, seeping pustule on one of your extremities. When lanced and drained, the pus from this weeping sore can be spread onto a hand weapon. If a weapon coated with this toxic secretion wounds, it additionally deals more wounds depending on how strong the caster is with magic.
*Putrefy - With a flourish and a curse, you cause an amount of food to rot and decay, rendering it totally inedible. This spell is used with great effect to induce famine in surface populations. Any creature that eats the infected food is automatically infected with the Galloping Trots.
*Toxic Rain - Calling upon the power of the Horned Rat, you conjure a poisonous cloud that drifts above a dozen feet above the ground up to 36 yards away. Soon after casting, the cloud rains a lethal poison upon all characters within the affected area, causing those affected to fall into a nightmare-filled slumber.
*Veil of Flies - With a curse and a flailing of your arms, you summon a cloud of gnats and biting flies. They swarm about you, biting and stinging your enemies.
Lore of Stealth spells
*Black Whirlwind - You summon a putrid whirlwind of vile smoke and stinging ashes anywhere within 48 yards.
*Death Frenzy - Gesticulating wildly the caster gifts a unit with a rabid and frothing urge to close and strike the foe.
*Skitterleap - With a "Bamf!" the Skaven Sorcerer disappears in a puff of smoke to appear elsewhere on the battlefield.
*Buoyant Passage - You become as buoyant as a piece of balsa wood, allowing you to tread over liquid surfaces like water, sewage, or oil as if they were solid.
*Death Frenzy - Gesticulating wildly the caster gifts a unit with a rabid and frothing urge to close and strike the foe.
*Pelt of the Assassin - By calling upon the ever-changing chaos of the Warp, you alter the structure of your fur so that it changes colour to match your surroundings.
*Poisonous Pustule - You create a pulsing, seeping pustule on one of your extremities. When lanced and drained, the pus from this weeping sore can be spread onto a hand weapon. If a weapon coated with this toxic secretion wounds, it additionally deals more wounds depending on how strong the caster is with magic.
*Stickypaws - You grant yourself the ability to walk or crawl upon walls and ceiling as fast as you could run on flat ground. Objects you carry or wear are still affected by gravity in a normal fashion, and fall to the ground if dropped.
*Swiftscamper - You grant yourself the ability move at an increased rate.
*Traceless Demise - The body of any creature that dies while under the effects of this spell melts away into a foul-smelling black slime. Traceless demise is commonly cast upon the assassins of Clan Eshin before they embark on a hunt, ensuring that no Skaven corpses are left behind.
*Warp Stars - You conjure up a number of poisoned warp stars and fling them at one or more opponents within 36 yards.
Wild Magic spells
*Bestial Surge: The shaman inflames the Beastmen 's uncontrollable urge to rend the foe limb from limb, causing them to surge forward in a roaring, bellowing mass.
*Bray-Scream: This spell unleashes a howling roar of such intensity that mashes brains and bursts eyeballs.
*Devolve: Delving into his enemies' minds, the shaman magnifies the savage and animalistic parts of their psyche until they are no more than growling beasts.
*Mantle of Ghorok: Ghorok was a legendary Minotaur, ferocious as a storm. His spirit-mantle is terrible but dangerous to the bearer. This is used by a shaman to strengthen themselves and others.
*Primal Onslaught: With a guttural roar that shakes the roots of the world, the Bray-Shaman feeds the rage of the beasts around him.
*Ruiner of the Wrought: Slamming his staff into the ground, the Bray-Shaman unshackles stock and stone from their bondings of artifice, unmaking the enemy's weapons of war.
*Savage Dominion: The shaman sends his mind winging into the wilds and possesses the largest creature he can find, storming back onto the battlefield with a vengeance.
*Traitor-Kin: Calling out to the war-beasts of the enemy, the shaman drives a red-hot spear of wrath into the wild hearts of the enemy's mounts, causing them to turn upon those who dared tame them with bit, bridle and spur.
*Viletide: This spell calls to the creeping things that nest in the decaying undergrowth, creating a vile wave of spiders, centipedes and slug-beetles that swarm over the foe.
Petty Magic spells
*Danger Sense - This spell gives the wizard the equivalent of the Sixth Sense skill. If cast on another character, it does not give the target Sixth Sense, but gives the caster a feeling of danger if the target of the spell is in trouble.
*Flight Of Amar - Fly in a certain direction for 10-60 seconds.
*Gift Of Tongues - This spell affects the caster only, enabling the speaking and understanding of any language heard. The effects last for 1 turn per magic point expended and may be extended at the cost of further points.
*Sleep - Put the target to sleep with just a touch
* Stealth - Casting this spell makes the caster harder to see and hear.
*The Lore of Petty Magic - also contains countless other minor spells that allow for creating tiny flames or lights, unlocking or locking doors, revealing lies, healing small injuries and other useful albeit non-combat applicable spells but most importantly also includes a plethora of minor buffs that boost a variety of traits by a small amount.”
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Note: Based on the current cosmology, the Warp and the entities within (such as the Chaos Gods and their daemons) are all the same across the different games rather than different variations of the same character.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
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