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  Ulltthhuuaann  
  ~ Overview ~ 
  This document is a follow up on 
  my previous attempt to include 
  non-Human worship and divine 
  magic 
  into 
  my 
  WFRP 
  games, 
  focusing this time solely on the 
  High Elves and Hoeth, the Elven 
  God of knowledge, learning and 
  wisdom. I must first confess that I 
  know little about the powerful 
  High Elves, their Gods, or their 
  mysterious continent of Ulthuan, 
  having left WFB with the 2nd 
  Edition 
  hard-cover, 
  and 
  being 
  graced only with a WFRP 1st 
  edition map conspicuously absent 
  of 
  Ulthuan. 
  I 
  have, 
  however, 
  consulted the various tomes within 
  the White Tower of Hoeth and have 
  decided to write this document for 
  myself. I should also mention that 
  I do not own a copy of Realms of 
  Sorcery, so I do not know what 
  rules currently exist for Elves and 
  multiple colour lores. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  With respect to magic, I am very 
  much stuck in a version 1 state of 
  mind. I utilise the modified magic 
  rules for learning secondary lores 
  available from the Warhammer 
  Forever website, and also the rules 
  for learning spells described within 
  the Liber Fanatica series. This 
  document may therefore not agree 
  with everyone’s idea of magic, but 
  hopefully 
  it 
  will 
  be 
  useful 
  nonetheless. 
   
  ~ High Elves and Ulthuan ~
  Elves are the oldest and wisest of 
  all the humanoid races. They are a 
  sophisticated 
  people, 
  with 
  a 
  profound love of the arts, and a 
  dramatic affinity for nature and 
  magic. No elf likes to have to deal 
  with the problems of everyday life, 
  and 
  labour 
  of 
  all 
  kinds 
  is 
  considered dull. More than any 
  other kind of elf, the High Elves 
  allow little to interfere with their 
  lives of pleasure. They are the core 
  of the Elven race, living in the 
  cities of the Elven Kingdoms and 
  scorning 
  involvement 
  with 
  the 
  outside world. Few High Elves ever 
  leave the Elven Kingdoms, though 
  those living among the coasts of 
  their island have a strong tradition 
  Simon Sullivan - sps38@cam.ac.uk 
  1
  
  of 
  seamanship 
  and 
  fighting. 
  Known as Sea Elves, these more 
  adventurous individuals are brave 
  warriors and tireless guardians of 
  the sea. Though, because of this, 
  the mainland High Elves look 
  down on them, considering them 
  rough and uncouth. The vast 
  majority of High and Sea Elves live 
  not in the Old World but on the 
  huge island continent of Ulthuan, 
  a large island ring in the centre of 
  the Great Ocean between the Old 
  and New Worlds 
   
  Ulthuan is an island nation in the 
  Great Ocean between the Old 
  World and New World continents. 
  The island ring is broken at its 
  southernmost point by the Straits 
  of Lothern, around which is built 
  the city of Lothern, the seat of the 
  monarch and ruler of Ulthuan, the 
  Phoenix King. The Phoenix King 
  rules together with the Everqueen, 
  both occupying separate courts, 
  the Phoenix King in Eataine and 
  the Everqueen in Avelorn.  
  On the eastern shores of the Sea of 
  Dreams lies the magical realm of 
  Saphery. At the heart of this land 
  stands the White Tower of Hoeth, 
  the shrine to the God of Wisdom 
  built over 20 centuries ago on the 
  orders of the Phoenix King Bel-
  Korhadris, the Scholar King. This 
  bone-white 
  structure 
  rises 
  far 
  above the surrounding forests, its 
  heights often obscured in cloud. 
  Within the walls of the Tower of 
  Hoeth is held the entire magical 
  knowledge of the Elven people, 
  collected and compiled through the 
  centuries by the greatest of Asur 
  mages and scholars. 
  The High Elf mages have practiced 
  their magic for untold millennia, 
  long before the coming of man, 
  and the High Elves have developed 
  their sorcery into a form far more 
  refined than the crude fumblings 
  of the lesser races. In times of 
  strife, 
  the 
  Phoenix 
  King 
  will 
  request the aid of Saphery. Those 
  battle 
  mages 
  who 
  accompany 
  Elven armies are masters of their 
  art, wielding awesome powers with 
  which 
  to 
  strike 
  down 
  their 
  enemies. Many a battle has been 
  won by the famed mages of the 
  White Tower of Hoeth. 
  The only High Elf civilizations off 
  the shores of Ulthuan, are two port 
  cities: the Citadel of Dusk and the 
  Fortress of Dawn. The Citadel of 
  Dusk was built for the dual 
  purpose of guarding the seaways 
  off the east coast of Lustria against 
  incursions from the rest of the 
  world, and as a staging post from 
  which the High Elves could watch 
  the movements of the Lizardmen 
  and their Slann masters. The 
  Fortress of Dawn provides Sea and 
  High Elves with a safe haven along 
  the trade routes between Ulthuan 
  and distant Cathay. 
  Simon Sullivan - sps38@cam.ac.uk 
  2
  
  ~ High Elf Mages and Priests ~
  High Elves are an ancient and magically attuned race, and their training at 
  the White Tower of Hoeth only strengthens their grasp and control of the 
  Winds of Magic. The most powerful of the High Elf spell casters can use any 
  of the eight lores of magic found in the Warhammer rulebook, though they 
  must learn each lore individually as usual. It is a combination of their 
  Aethryic Attunement, access to great knowledge, and longevity that allows 
  them to do so. I am not proposing the concept of High Elf High Magic here. 
  Instead, the spell information provided in this document is for the High 
  Elven Divine Lore – The lore of Hoeth. Great High Eleven spell casters could 
  certainly be both powerful priest and wizards, gaining the spell range from 
  both disciplines. 
   
  Hoeth 
  Lord of Wisdom & Knowledge 
  Hoeth is the Elven God of wisdom 
  and learning. He epitomises 
  the craft of those seeking 
  knowledge and sorcery and 
  is worshipped all over the 
  Elven lands. Priest of Hoeth 
  are 
  rarely 
  seen 
  outside 
  Ulthuan, tending to live in 
  or near the Tower of Hoeth 
  where 
  they 
  have 
  ready 
  access to the wealth of 
  knowledge it provides. Far 
  more numerous are the legions of 
  mages, scholars and teachers that 
  worship the god.  
  Worshippers of Hoeth travel the 
  path of wisdom and enlightenment 
  in many different ways. Some fast 
  and meditate for years, others 
  study obscure and arcane tomes, 
  but for a few their true path lies in 
  martial prowess. These are the 
  Swordmasters, though they are 
  not only experts with a blade; they 
  also learn to fight with their bare 
  hands or with any other weapon 
  they 
  can 
  reach. 
  The 
  one 
  incarnation of Hoeth that outsiders 
  often see are the Swordmasters. 
  They act as warrior guardians of 
  the Tower, and it is rare to see a 
  devout mage or scholar of Hoeth 
  travel of from Ulthuan without a 
  Swordmaster bodyguard.  
  Most temples to Hoeth come in the 
  form of shrines in schools and 
  libraries. The greatest temple of 
  Hoeth is the White Tower in 
  Saphery. 
  A 
  half-a-mile 
  high, 
  magically 
  constructed 
  tower, 
  raised at the time of the Scholar-
  King. It is the greatest repository of 
  knowledge anywhere in the known 
  world, and is a source of magical 
  power for the High Elves. Hoeth is 
  depicted as an elderly elf, clad as 
  an ornate Loremaster. 
  Church Skills and Talents 
  Initiates of Hoeth gain Academic 
  Knowledge (any one). Priests of 
  Hoeth may also learn an additional 
  Academic Knowledge (any one), 
  Speak Language (any one). They 
  may also learn Lesser Magic (any 
  two) in addition to the normal 
  Lesser Magic options. 
  Simon Sullivan - sps38@cam.ac.uk 
  3
  
  Elven Divine Lore 
  The Lore of Hoeth 
  Hoeth is the High Elf God of 
  wisdom and knowledge. 
  Compared to Priests of 
  other 
  Religions, 
  the 
  Divine Lore of Hoeth 
  gives the caster access 
  to 
  a 
  much 
  greater 
  selection of spells. High 
  Elf magic focuses on 
  disrupting the Winds of 
  Magic 
  - 
  rendering 
  rival 
  spell 
  casters impotent and capitalising 
  on the magical instabilities of 
  outsiders – before raining fiery 
  death upon their foes. 
   
  Swordmaster of Hoeth 
  Casting Number: 7 
  Casting Time: Full Action 
  Ingredient: Miniature silver sword 
  (+1) 
  Description: 
  The caster calls into existence an 
  ethereal 
  shimmering 
  sword 
  of 
  burning white light for 1 minute (6 
  rounds). A free hand must be 
  available to hold the sword, and 
  the sword must be held by the 
  caster for the spell duration or it 
  instantly 
  vanishes. 
  The 
  sword 
  counts as magical and all hits 
  bypass all non-magical armour. 
  Additionally, a Critical Hit caused 
  by the magical sword makes two 
  rolls 
  and 
  inflicts 
  the 
  deadlier 
  result. 
   
  Apotheosis  
  Casting Number: 9 
  Casting Time: Full Action 
  Ingredient: A crystal (+1) 
  Description:  
  The caster can heal a single 
  creature 
  (including 
  themselves) 
  within 12 yards. The target is 
  healed of a number of Wounds 
  equal to 1d10 plus their Magic 
  Characteristic. 
   
  Hand of Glory 
  Casting Number: 10 
  Casting Time: Half Action 
  Ingredient: A silver ring (+1) 
  Description: 
  The caster’s hand is surrounded 
  by glowing light that provides a 
  sense of harmony for him and any 
  allies within 24 yards. All allies of 
  the caster are immune to the 
  effects of Fear or Terror for a 
  number of rounds equal to his 
  Magic Characteristic.  
   
  Fiery Convocation 
  Casting Number: 13 
  Casting 
  Time: 
  Full 
  and 
  Half 
  Action 
  Ingredient: A piece of volcanic 
  rock (+2) 
  Description: 
  Flaming cracks split open across 
  the ground covering a circle 10 
  yards in diameter (large template), 
  originating anywhere within 24 
  yards of the caster. All under the 
  template, friend or foe, are hit by 
  the 
  flames 
  and 
  choked 
  by 
  sulphurous gases, sustaining a 
  Damage 4 hit modified by armour 
  as normal. On a successful WP 
  test the caster may maintain the 
  spell in following rounds as a Full 
  Action; the spell effect may be 
  moved to any new location within 
  24 yards of the caster. 
   
  Banishment 
  Casting Number: 14 
  Casting Time: Half Action 
  Ingredient: 
  A 
  hand 
  of 
  a 
  necromancer or chaos magician 
  (+2) 
  Description: 
  A wave of magical force ripples 
  through the air from the casters 
  hand 
  striking 
  an 
  undead 
  or 
  demonic target within 24 yards. 
  The magic holding the outsider in 
  this world is weakened, causing 
  Simon Sullivan - sps38@cam.ac.uk 
  4
  
  1d10 
  Wounds 
  irrespective 
  of 
  Toughness or Armour.  
   
  Glamour of Teclis 
  Casting Number: 15 
  Casting Time: Full Action 
  Ingredient: A prism that refracts 
  light (+2) 
  Description: 
  The caster weaves 
  a 
  complex 
  spell 
  around 
  a 
  single 
  target 
  within 
  48 
  yards, twisting perceptions and 
  confusing the senses so that they 
  pass into a maze-like realm of mist 
  and shadows. Unless the target 
  makes a successful WP test, the 
  caster may decide what actions 
  they take on their next turn. Even 
  on a successful WP test the target 
  is confused and acts as Bewildered 
  (WFRP p158) for his next turn. 
   
  Curse of Arrow Attraction 
  Casting Number: 15 
  Casting Time: Full Action 
  Ingredient: A warped arrow (+2) 
  Description: 
  This spell may be cast at any 
  group within 48 yards and affects 
  an area of a circle 10 yards in 
  diameter. All enemies of the caster 
  must make a successful WP test or 
  by cursed for a number of minutes 
  equal 
  to 
  the 
  caster’s 
  Magic 
  Characteristic.  
   
  Any non-magical missiles fired or 
  thrown by the cursed targets will 
  redirect themselves and hit the 
  firer. Roll randomly for hit location 
  and Damage as normal. Only 
  missiles shot by cursed targets are 
  affected in this way. The affected 
  targets will not know that they are 
  cursed by this spell. 
   
  Insight of Hoeth 
  Casting Number: 17 
  Casting Time: 1 minute 
  Ingredient: Miniature magnifying 
  glass (+2) 
  Description: 
  The caster is able to draw on the 
  knowledge and wisdom of Hoeth 
  and identify the properties of a 
  single magic item within touch 
  range.  
   
  The spell can also be used to 
  obtain information on unknown 
  texts or symbols that the caster 
  can touch. On a successful WP 
  test the caster can gain vague 
  information about the content of a 
  single book, tome, etching or 
  secret sign that he may otherwise 
  not be able to read.  
   
  Drain Magic 
  Casting Number: 18 
  Casting Time: Full Action 
  Ingredient: A broken lens (+2) 
  Description: 
  All magic is drawn from the 
  combat area, dispelling all spells 
  (friendly or enemy) currently in 
  effect within 24 yards, and making 
  difficult the casting of further 
  spells by anyone for a number of 
  minutes equal to the caster’s 
  Magic Characteristic. Any attempt 
  to cast spells requires a successful 
  Channelling Test in addition to any 
  normal Channelling for increasing 
  the Casting Roll. This effect cannot 
  be dispelled. 
   
  Walk Between Worlds 
  Casting Number: 19 
  Casting Time: Full Action 
  Ingredient: A strip of cloth from 
  the cloak of a Wraith (+2) 
  Description: 
  The caster becomes ethereal, and 
  can 
  only 
  be 
  hit 
  by 
  magical 
  weapons and can move through 
  impassable 
  or 
  difficult 
  terrain 
  without penalty. The caster is 
  affected by spells as normal, but 
  may cast spells himself and fight 
  without penalty. The effect lasts for 
  a number of rounds equal to the 
  caster’s Magic Characteristic. 
   
  Simon Sullivan - sps38@cam.ac.uk 
  5
  
  Aura of Nullification 
  Casting Number: 20 
  Casting Time: Full Action  
  Ingredient: A silver symbol of 
  Hoeth (+2) 
  Description: 
  This is a touch spell. The target is 
  becomes highly resistant to spells 
  and spell like effects for a number 
  of minutes equal to the caster’s 
  Magic Characteristic. The target is 
  permitted a WP test to resist the 
  effect of spells that do not normally 
  allow 
  resistance 
  tests, 
  and 
  becomes completely immune to 
  spells 
  that 
  usually 
  permit 
  resistance tests. The spell affects 
  incoming spells only; the target 
  may cast spells freely, but will 
  remain 
  resistant 
  to 
  beneficial 
  spells that are cast at them. 
   
  Coruscation of Finreire 
  Casting Number: 22 
  Casting Time: 2 full actions 
  Ingredient: A feather from a Great 
  Eagle (+3) 
  Description: 
  The caster raises himself atop a 
  pillar of blinding white fire. He has 
  the power to fly for a number of 
  minutes 
  equal 
  to 
  his 
  Magic 
  Characteristic 
  at 
  a 
  Flying 
  Movement of 4. The blinding light 
  of the pillar causes or missiles 
  fired at the caster to suffer a -20 
  BS penalty to hit. 
   
  ~ Acknowledgments ~ 
  The great libraries of Saphery have been extensively utilised to provide the 
  information in this document. Names and spell descriptions were obtained 
  from a combination of the WFRP1 rulebook, spells for Advanced Hero Quest 
  and the Games Workshop website. Background information was obtained 
  from the Critical Hit website and the Ulthuan website ww.asur.org.uk. 
   
   
  Simon Sullivan - sps38@cam.ac.uk 
  6
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Leopoi/wfrp_high_elf_spells.pdf