TEXT: NNoonn--H
  Huummaann  aanndd  FFoorrbbiiddddeenn  W
  Woorrsshhiipp  
   
  ~ Overview ~ 
   
  This document is as an attempt to 
  include 
  non-human 
  and 
  chaos 
  worship, including spell use and 
  Church Skills and Talents, into your 
  WFRP games. It is deliberately brief, 
  providing only enough information to 
  make playing non-human initiates 
  and priests feasible.  
   
  Before continuing it is worth noting 
  that these rules may not be consistent 
  with everyone’s idea of magic in the 
  Old World. I utilise the modified magic 
  rules 
  described 
  within 
  the 
  Warhammer Forever articles and the 
  rules for learning secondary lores 
  available at the Warhammer Forever 
  website. 
   
  The primary changes are therefore 
  that Dwarfs are unable to cast Arcane 
  spells, while Halflings are able to cast 
  Arcane spells with a penalty of one 
  casting dice. Dwarfs and Halflings are 
  however able to cast Divine magic 
  without penalty. Spells casters are 
  able to learn multiple colour lores, but 
  do so at a casting disadvantage.  
   
  I have also stolen many ideas and 
  much text from the freely available 
  wealth of WFRP fan made content. 
  These original authors are referenced 
  at 
  the 
  end 
  of 
  this 
  document.
   
  ~ Contents ~ 
   
  Witch Advanced Career  
  2 
  Dark Lore (Hedge)  
   
  3 
   
  Dwarven Gods 
   
   
  6 
  Dwarven Divine Lores 
   
  7 
   
  Halfling Gods 
   
   
  10 
  Halfling Divine Lores 
   
  10 
   
  Elven Gods  
   
   
  12 
  Elven Dive Lores  
   
  13 
   
  Chaos Gods 
   
  Khorne 
   
   
  16 
  Nurgle 
   
   
  17 
   
  Slaanesh 
   
   
  18 
   
  Tzeentch 
   
   
  19 
  Chaos Divine Lores 
   
  Ritual Magic 
   
  20 
  Nurgle 
   
   
  22 
   
  Slaanesh 
   
   
  23 
   
  Tzeentch 
   
   
  24 
   
  Skaven Gods 
   
   
  26 
  Skaven Divine Lore 
   
  27 
   
  The Gods of Law 
   
   
  30 
  Lawful Divine Lore  
   
  31 
   
  Acknowledgments  
   
  33 
   
  s_p_sullivan@yahoo.com.au 
  1
   
  
  Witch Advanced Career 
   
  Description 
   
  Hedge wizards, who have survived 
  both the hunt for unsolicited magic 
  users as well as the unpredictable 
  nature 
  of 
  their 
  own 
  magical 
  channelling, often find themselves 
  approaching the official colleges of 
  magic for tuition as fledgling wizards. 
  In contrast, some Hedge Wizards learn 
  to harness these powers on their own, 
  learning how to shape the world 
  around them – for better or for worse 
  – 
  with 
  combinations 
  of 
  tribal 
  concoctions and manipulated magics. 
  Though 
  often 
  magically 
  stunted 
  compared to wizards, these Witches or 
  Wise 
  Women 
  provide 
  the 
  communities in which they live with 
  valuable services such as healing 
  remedies 
  and 
  fortune 
  telling. 
  Witches dabble with danger every 
  time they use their chaotic magic. 
  For this reason the Witch Hunters 
  eagerly track and execute these 
  gifted individuals. 
   
  Career Entries: Hedge Wizard 
   
  Career Exits: Charlatan, Outlaw, 
  Scholar, Journeyman Wizard, Barber-
  Surgeon 
   
  Trappings: Hood, Healing Draught, 
  Assorted herbs, Deck of divining 
  cards, Lucky Charm, Healing Poultice, 
  Antitoxin 
  Kit, 
  Cure 
  All, 
  Trade 
  Tools(Herbalist or Apothecary) 
   
   
  Skills: Charm or Intimidate, Heal or 
  Hypnotism, 
  Perception 
  or 
  Search, 
  Prepare Poison or Trade (Herbalism), 
  Trade (Apothecary) or Charm Animal, 
  Evaluate or Haggle, Channelling or 
  Magical Sense, Sleight of Hand or 
  Performer (Palm Reader), Outdoor 
  Survival or Speak Language (any one), 
  Common Knowledge (any two), Silent 
  Move or Concealment 
   
  Talents: Dark Lore (Hedge), Aethyric 
  Attunement or Dark Magic, Very 
  Resilient or Sixth Sense, Resistance to 
  Disease or Resistance to Poison, 
  Mimic or Public Speaking, Dealmaker 
  or Menacing, Lesser Magic (any two), 
  Rover or Flee! 
  Witch Advance Scheme 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5% 
  - 
  +5% +10% +10% +15% +20% +15% 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  - 
  +4 
  - 
  - 
  - 
  +2 
  - 
  s_p_sullivan@yahoo.com.au 
  2
  - 
  
  Dark Lore (Hedge) 
   
   
  Most Arcane magic users specialise in 
  the manipulation of one of the Winds 
  of Magic. However, Hedge Wizards and 
  Witches, 
  having 
  had 
  no 
  formal 
  training, use a form of magic that is 
  more closely linked to the Dark Lores 
  used by Necromancers and the like. 
  That is not to say that they are evil by 
  intent, or that their magic is focused 
  on death and decay, but rather that 
  they act as a conduit for all colours of 
  magic, and that they suffer additional 
  risks due to their lack of training.  
   
  A Witch is much more likely to suffer 
  from Tzeentch’s Curse. Having still no 
  knowledge of an Arcane Language, 
  they must still roll an extra d10 for 
  the Hedge Magic Talent, and may also 
  use the additional d10 for possessing 
  the Dark Magic Talent if applicable. 
  The side effects for using Dark Lores 
  still apply to Dark Lore(Hedge), i.e. 
  that when rolling for Tzeentch’s Curse 
  a roll of doubles on the percentile dice 
  results in a Side Effect (Table 7-6 - 
  Chaos).  
   
  Lore Skill: Academic Knowledge 
  (Astronomy) 
   
  Divine 
  Casting Number: 5 
  Casting Time: 5 minutes 
  Ingredient: A crystal (+1) 
  Description: 
  This spell will allow the caster to 
  obtain 
  information 
  not 
  normally 
  available. The GM should establish 
  the degree of success by secretly 
  rolling an Intelligence Test.  
   
  The spell could be used to reveal the 
  whereabouts of a lost jewel, the 
  projected coronation date of a new 
  monarch or the winning lottery ticket 
  number. Any information provided by 
  the spell will be extremely cryptic, and 
  may not necessarily be instantly 
  obvious. 
   
   
   
  Raven Form 
  Casting Number: 6 
  Casting Time: Half action 
  Ingredient: A raven feather (+1) 
  Description:  
  The caster can transform into a Raven 
  for up to an hour. They retain mental 
  faculties (Int and WP), though other 
  statistics are that of a Raven. The 
  caster cannot use magic, but can still 
  communicate as usual while in raven 
  form. It is important to note that only 
  the caster, and not their items and 
  clothing, are affected by this spell. The 
  spell is often used to quickly escape 
  imprisonment, or to arrive at a 
  windowsill to dispense wisdom at 
  night. 
  s_p_sullivan@yahoo.com.au 
  3
   
  
  Mimic 
  Casting Number: 9 
  Casting Time: Full action 
  Ingredient: Toenail, hair etc. from the 
  creature to be mimicked (+2) 
  Description: 
  The 
  caster 
  can 
  take 
  on 
  the 
  appearance (including clothing and 
  armour) of any living creature for 
  which they have good knowledge of, 
  for a number of minutes equal to ten 
  times their Magic Characteristic. The 
  spell does not disguise the casters 
  voice; though a Witch with the Mimic 
  Talent may be able to successfully 
  impersonate an individual. 
   
  Life Blood 
  Casting Number: 10 
  Casting Time: Full action 
  Ingredient: 
  Blood 
  of 
  a 
  freshly 
  slaughtered animal (+2) 
  Description: 
  This spell will cure 1-5 wounds plus 
  the casters Magic Characteristic or 
  the effect of a single poison or disease. 
  The caster can use the spell to heal 
  them self. 
   
  Curse 
  Casting Number: 13 
  Casting Time: Half action 
  Ingredient: Hair, fingernail, etc from 
  the victim (+2) 
  Description: 
  This spell allows the caster to place a 
  curse on a target within 12 yards, 
  unless a successful WP test is made. 
  A curse will typically include such 
  effects 
  as 
  warts, 
  baldness 
  and 
  flatulence, but also causes the target 
  to suffer -10% to all tests until the 
  curse is lifted. The curse can be 
  voluntarily lifted by the original spell 
  caster, or removed by spells such as 
  dispel. 
   
  Commune 
  Casting Number: 15 
  Casting Time: 10 minutes 
  Ingredient: An intimate item of the 
  dead person to contact (+2) 
  Description: 
  This 
  spell 
  allows 
  the 
  caster 
  to 
  communicate with a long dead soul, 
  though the caster must be in physical 
  contact with a living friend or relative 
  of the deceased. The caster is able to 
  act as a conduit between the deceased 
  and the living person, attempting to 
  answer a number of questions equal 
  to the casters Magic Characteristic. A 
  successful 
  Channelling 
  Test 
  is 
  required for each question asked. 
  After the last question is asked the 
  caster is violently propelled back to 
  the waking world, and suffers -10 
  from all tests for 1 hour afterward. 
   
  No particular time frame after the 
  death of the person is important for 
  the casting of this spell, as the soul is 
  forcibly drawn from the gates of Morr. 
  Unbeknownst to the caster the travel 
  from 
  Morr’s 
  realm 
  is 
  extremely 
  traumatic – the called upon spirit 
  often being forever trapped in the 
  physical realm as a ghost or spirit. 
  After each casting of Commune a 
  successful 
  Channelling 
  Test 
  is 
  required, failure meaning that the 
  spirit is now trapped in the physical 
  world. A trapped spirit is no longer 
  able to be re-contacted using the 
  Commune spell, though they may be 
  banished with other magics. 
   
  Blight 
  Casting Number: 16 
  Casting Time: 2 Full Actions 
  Ingredient: A piece of ogre dung (+2) 
  Description:  
  The caster can use this spell against a 
  section of vegetation with 48 yards. 
  The spell affects an area of roughly 
  circular diameter of 10 yards. The 
  affected 
  section 
  instantly 
  withers 
  away – destroying crops, or enabling 
  easier 
  travel 
  through 
  thickets 
  or 
  woods. 
  s_p_sullivan@yahoo.com.au 
  4
   
  
  Prosper 
  Casting Number: 18 
  Casting Time: 10 minutes 
  Ingredient: A handful of natural 
  fertilizer (+2) 
  Description: 
  The caster can cause either one 
  farmers field sized area or one living 
  creature to enjoy increased fertility. A 
  field will literally burst with life and 
  the next harvest is guaranteed to be 
  abundant. A living creature will be 
  guaranteed a conception, assuming 
  normal breeding conditions are met. 
   
  Nightmare 
  Casting Number: 19 
  Casting Time: Half action 
  Ingredient: A dried part of a dead 
  animal (+2) 
  Description: 
  The caster momentarily takes on the 
  visage of a rotting and decaying 
  creature 
  of 
  purest 
  dread. 
  Living 
  creatures will flee unless a successful 
  terror test is made. Additionally, for 
  the following 6 rounds the caster is 
  granted the Unsettling Talent as the 
  victims of the spell recover from their 
  fear. Victims must additionally make 
  WP tests before going to sleep for the 
  next number of nights equal to the 
  casters Magic Characteristic – failure 
  meaning 
  that 
  the 
  victim 
  suffers 
  terrible 
  nightmares, 
  gains 
  an 
  1 
  insanity point, and suffers -10% to all 
  tests with Ag, Int, WP and Fel from 
  fatigue.  
   
   
   
  Withering Wind 
  Casting Number: 22 
  Casting Time: Full action 
  Ingredient: Powdered remains from a 
  corpse that has died from disease (+3) 
  Description: 
  This spell causes a swirling black dust 
  to blow over an area about the size of 
  a small village. All living creatures are 
  afflicted with terrible fits of coughing 
  and count as stunned for d10 rounds. 
  Additionally, 
  each 
  victim 
  loses 
  1 
  wound per round irrespective of TB or 
  armour for each round they remain 
  stunned. 
  Regardless, 
  each 
  victim 
  must make a Toughness Test or be 
  afflicted by painful fits of coughing for 
  an average of the next 5 days (use the 
  standard rules for disease and a 
  disease with equivalent duration and 
  characteristic 
  penalties 
  as 
  The 
  Galloping Trots).  
  s_p_sullivan@yahoo.com.au 
  5
   
  
  Dwarven Gods 
   
  Grungni,  
  God of Mines and Artisans 
  Grungni is the principle deity of the 
  Dwarven pantheon. He is the god of 
  mining, metalwork, stonework, and 
  underground places.  According to 
  Dwarven lore, Grungni lived during 
  the Time of the Ancestor Gods and it 
  was then that he led the Dwarves 
  from the perils of the upper world to 
  the safety of the earth.  He is also 
  credited with teaching the Dwarves all 
  the skills for which the race is now 
  famous: smelting of metals, forging of 
  goods, weapon craft, tunnelling, gem 
  cutting, 
  building 
  of 
  vaults, 
  and 
  runesmithing, to name a few.   
   
  Grungni’s main symbol is the pick, 
  representing the magical implement 
  with 
  which 
  he 
  opened 
  the 
  underground world to Dwarfkind. He 
  is portrayed as a male Dwarf, clad 
  entirely in chain mail, with a forked 
  iron-grey beard reaching to the tops of 
  his feet. 
   
  Grungni is worshipped by Dwarfs 
  throughout the Old World, and every 
  Dwarfhold contains at least a shrine 
  to Grungni, often in the form of a 
  statue in the main hall of the hold. 
  Human cities with sizable Dwarven 
  population often have underground 
  shrines erected in honour of Grungni.  
  These shrines are generally located in 
  areas of Dwarven tradecraft, such as 
  the Dwarven Engineer Guildhall. 
   
  Church Skills and Talents 
  Initiates of Grungni start with trade 
  (Mining). Priests of Grungni can, if 
  they choose, learn the skills Trade 
  (Smith 
  and 
  Stoneworker) 
  and 
  Navigation.  
   
   
   
   
   
   
   
   
  Holy Days 
  Major festivals dedicated to Grungni 
  are held every hundred days (33 
  Pflugzeit, 33 Vorgeheim, 33 Brauzeit, 
  and 33 Vorhexen on the Imperial 
  calendars).  Nine lesser festivals are 
  held between the major days at 
  intervals of ten days. 
   
  Grimnir,  
  The Fearless 
  Grimnir is the Dwarven warrior god of 
  war, personifying the courage and 
  fearlessness of the Dwarven race. 
  Particularly 
  worshipped 
  by 
  dwarf 
  slayers, he is variously depicted as a 
  youthful powerfully built one-eyed 
  dwarf with a red eye-patch and slayer 
  tattoos, 
  a 
  middle-aged 
  Mercenary 
  Captain, 
  and 
  an 
  aging 
  Master 
  Stonemason. Grimnir represents the 
  three stages of maturity for rootless 
  dwarves: first, self-destructive, guilt-
  ridden 
  adolescent 
  violence 
  and 
  alcoholism; second, the well-travelled 
  veteran warrior and battle leader; 
  third, 
  reverent 
  dedication 
  to 
  preserving the heritage of the dwarven 
  race. 
   
  Initiates and priests of Grimnir often 
  wear the spiked coloured hair of a 
  dwarven slayer, while troll and giant 
  slayers etc. additionally display ritual 
  tattooing. 
  s_p_sullivan@yahoo.com.au 
  6
   
  Worshippers of Grimnir will often 
  have small stone hearth shrines in 
  their private residence, though many 
  wayside shrines of Grimnir have been 
  constructed 
  throughout 
  the 
  Old 
  
  World. Some wayside shrines are 
  inhabited by permanent attendants, 
  often disabled adults or elders from 
  past heroic campaigns and sometimes 
  by an elder cleric, though most are 
  unattended. 
   
  Church Skills and Talents 
  Initiates 
  of 
  Grimnir 
  start 
  with 
  Intimidate. Priests of Grimnir can, if 
  they 
  choose, 
  learn 
  the 
  following 
  talents: 
  Specialist 
  Weapon 
  Group 
  (Two-handed), Strike Mighty Blow, 
  and Strike to Injure. 
   
  Holy Days 
  The religion of Grimnir has no specific 
  days of worship or rest, though he is 
  often 
  worshipped 
  before 
  entering 
  battle or before great feasts and 
  events of drinking. 
   
   
  Dwarven Divine Lores 
  The Lore of Grungni 
  Grungni is the God of mining and 
  artisans. Priests of Grungni gain 
  control over the earth and minerals 
  and are able to manipulate solid rock 
  like a potter crafts ceramics with clay.  
   
  Magic Light 
  Casting Number: 5 
  Casting Time: Full action 
  Ingredient: A magnesium strip (+1) 
  Description: 
  This spell causes a glowing light to 
  appear within 4 yards of the caster. 
  The 
  glowing 
  light 
  provides 
  light 
  equivalent to a lantern and moves 
  with the caster. The spell lasts for 1 
  hour, until dispelled, or until the 
  glowing light moves further away than 
  4 yards from the caster.  
   
  Detect Metal 
  Casting Number: 7 
  Casting Time: Full action 
  Ingredient: An iron nail (+1) 
  Description: 
  Upon evoking this spell the caster is 
  instantly aware of sources of metal 
  within 100 yards. Metals including 
  weapons, tools, metal ores, and door 
  hinges could be reliably detected. The 
  spell is of primary importance for the 
  location of hidden ore deposits or 
  secret doors with metal hinges or 
  gears. The spell is instantaneous only, 
  meaning that a caster will need to 
  recast this spell if actively searching 
  large regions. 
   
  Assault of Stones 
  Casting Number: 10 
  Casting Time: Half action 
  Ingredient: Small stones or pebbles 
  (+1) in the casters hand 
  Description: 
  s_p_sullivan@yahoo.com.au 
  7
  This spell causes a hail of small 
  stones or rocks to fly at a single target 
  or group within 48 yards, causing a 
  number of Damage 4 attacks equal to 
  the casters Magic Characteristic. This 
  
  spell requires that rocks or stones be 
  present in the area, though the 
  projectiles will tear themselves from 
  solid rock walls etc. as required if the 
  caster 
  makes 
  a 
  successful 
  Channelling test. The spell could 
  therefore be easily cast on a mountain 
  side, inside stone tunnels, or on a 
  cobbled 
  street, 
  but 
  requires 
  a 
  Channelling Test for example inside a 
  stone building or corridor.  
   
  Body of Earth 
  Casting Number: 14 
  Casting Time: Full action 
  Ingredient: A pouch or handful of dirt 
  (+1) 
  Description: 
  The casters body is able to sink into 
  earth or stone, disappearing and 
  reappearing within 24 yards if a 
  continuous path of earth or stone can 
  be traced between the start and end 
  locations.  
   
  Crumble Stone 
  Casting Number: 16 
  Casting Time: Full action 
  Ingredient: The jawbone of a troll (+2) 
  Description: 
  After casting this spell, the caster can 
  crush stone bare-handed, affecting 
  any 4×4 yard section of building, wall 
  etc. that the caster touches. The spell 
  initially lasts for one round, though 
  the caster may attempt to prolong the 
  duration by making a successful WP 
  test at the start of subsequent rounds, 
  though the spell ends automatically if 
  the caster attempts to cast another 
  spell. 
  Forge Stone 
  Casting Number: 20 
  Casting Time: Full Action 
  Ingredient: The stomach of a Troll 
  (+2) 
  Description: 
  This spell allows the caster to mould 
  and work earth or stone without the 
  need for tools. Simple structures such 
  as tunnels, stone arches and smooth 
  walls or floors can be created, are 
  magically stabilised, and will not 
  collapse unless otherwise damaged 
  etc. Complex buildings may not be 
  made, though a new doorway could be 
  fashioned into an existing wall for 
  example. The caster may even tunnel 
  through soft sand or mud using the 
  spell, or may move through normal 
  rock at normal pace, creating a tunnel 
  wide enough for one person. The spell 
  lasts for 1d10 minutes plus the 
  casters Magic Characteristic. A caster 
  inside a tunnel when the spell expires 
  is not killed as the tunnel remains in 
  existence.  
   
  The Lore of Grimnir 
  Grimnir is the Dwarven warrior god of 
  war, personifying the courage and 
  fearlessness of the Dwarven race. 
  Priests of Grimnir are able to harness 
  their Gods power to increase the 
  combat effectiveness of themselves 
  and those around them, and also able 
  to invoke great wisdom in battle and 
  strategy. 
   
  Axe of Grimnir 
  Casting Number: 5 
  Casting Time: Half action 
  Ingredient: A whetstone (+1) 
  Description: 
  The casters weapon, which must be a 
  two-handed 
  axe, 
  is 
  imbued 
  with 
  magical power. The two-handed axe 
  looses the Slow quality and gains the 
  Armour Piercing quality for 6 rounds. 
   
  Frenzy of Battle 
  Casting Number: 7 
  Casting Time: Full action 
  Ingredient: Blood of a goblinoid (+1) 
  Description: 
  The caster is embodied with a great 
  bloodlust, gaining +1 A and for a 
  number of minutes equal to their 
  Magic Characteristic. All attacks must 
  be focused on inflicting harm to the 
  enemy; the caster may not parry while 
  under the influence of this spell.  
  s_p_sullivan@yahoo.com.au 
  8
   
  
  Inspiration of Grimnir 
  Casting Number: 9 
  Casting Time: Full action 
  Ingredient: A plait of hair from a 
  Dwarf beard (+1) 
  Description: 
  The caster is imbued with the wisdom 
  and leadership of the battle leader 
  Grimnir. For a number of minutes 
  equal to their Magic Characteristic the 
  caster gains +20% to all Command 
  and 
  Academic 
  Knowledge 
  (Strategy/Tactics) 
  Tests, 
  and 
  any 
  allies within 12 yards can re-roll any 
  failed 
  Fear 
  or 
  Terror 
  tests. 
  Additionally, the wisdom of battle 
  allows the caster to re-roll one failed 
  dice roll during the spells duration. 
   
  Slayer 
  Casting Number: 12 
  Casting Time: Half action 
  Ingredient: A miniature axe (+2) 
  Description: 
  The caster and all allies within 24 
  yards are gifted with the skill of 
  weaponry gaining +20% WS to hit 
  when attacking for a number of 
  rounds equal to the casters Magic 
  Characteristic. 
   
  Aura of Fear 
  Casting Number: 16 
  Casting Time: Full action 
  Ingredient: The skull of any creature 
  over 10 feet tall (+2) 
  Description: 
  The intimidating nature of a Slayer is 
  magically 
  increased 
  for 
  the 
  next 
  minute (6 rounds). Opponents in 
  combat with the caster are subject to 
  Fear as per the normal physiological 
  rules. 
   
  Durability of Body 
  Casting Number: 20 
  Casting Time: 2 Full actions 
  Ingredient: A dragon scale (+3) 
  Description: 
  This spell can be used either on the 
  caster or a single friendly target 
  within touch range, allowing the 
  target to shrug off blows. This spell 
  nullifies 
  the 
  next 
  2d10 
  wounds 
  inflicted (after T and AP as usual), but 
  expires in a number of minutes equal 
  to the caster Magic Characteristic. 
  Only one Durability of Body can be in 
  effect at one time, the casting of a new 
  version will cancel the old. 
  s_p_sullivan@yahoo.com.au 
  9
   
  
  Halfling Gods 
  Esmeralda, 
  God of Hearth and Home 
  Esmeralda is the patron of the hearth 
  and home and the mother to most of 
  the Halfling deities. Normally depicted 
  as a plump and matronly Halfling 
  with a perpetual smile and wearing a 
  flour-covered apron, it is said that 
  Esmeralda has given the gift of 
  cookery to Halflings.  
   
  Esmeralda is worshipped by Halflings 
  throughout the Old World, and is 
  particularly 
  venerated 
  by 
  those 
  Halflings 
  who 
  are 
  employed 
  by 
  Humans as cooks.  Unlike other cults, 
  members (including priests) of the cult 
  of Esmeralda may include the worship 
  of any number of her children.  These 
  are Gangee (protector of the pantry), 
  Findol (warden of the fields), Landrani 
  (mistress of wine and beer), Praseeda 
  (lady 
  of 
  herbs 
  and 
  spices), 
  and 
  Samortha 
  (guardian 
  of 
  children, 
  families, and desserts).  
   
  Initiates 
  and 
  Priests 
  identify 
  themselves 
  with 
  the 
  following 
  symbols: a triangle over a horizontal 
  line (representing the home), flame 
  rising from a hearth, soup ladle, 
  stylized pie, frothy mug, and spice 
  leaves.  In addition to regular clothing, 
  Priests 
  wear 
  ceremonial 
  aprons 
  embroidered with the symbols of 
  Esmeralda and whichever of her 
  children they worship.   
   
  Typical for Halfling cults, the cult of 
  Esmeralda has no shrine, temples, 
  nor organizational structure as such.  
  Instead, Esmeralda is venerated in 
  any kitchen where a Halfling works.  
  Commonly, a small statuette of her is 
  kept in a prominent place in the 
  kitchen, such as a mantle-shelf.  This 
  placement enables Esmeralda to "see" 
  the running of the kitchen and 
  ensuring that dishes do not spoil. 
   
  Church Skills and Talents 
  Initiates of Esmeralda gain Trade 
  (Cook). Priests of Esmeralda may 
  additionally 
  purchase 
  Consume 
  Alcohol, Trade (Herbalist or Brewer), 
  Gossip or Luck. 
   
  Holy Days 
  The main festival to Esmeralda is Pie 
  Week (1 - 8 Erntezeit on the Imperial 
  calendar) in which the fruit harvest is 
  celebrated.  The week is spent making 
  (and eating) pies, puddings, cakes, 
  and jams.  So absorbed are Halflings 
  in the festivities that it is nearly 
  impossible to get them to do anything 
  else during this festival. 
   
  Halfling Divinee Lores 
  The Lore of Esmeralda 
  Esmeralda is the patron of hearth and 
  home. Spell use by the faithful of 
  Esmeralda 
  is 
  rarely 
  offensive 
  in 
  nature, focusing more on the well 
  being of others, and the diffusing of 
  hostilities. 
   
  Zone of Warmth 
  Casting Number: 6 
  Casting Time: Full action 
  Ingredient: A piece of animal fur (+1) 
  Description: 
  The Zone of Warmth places a 10 yard 
  diameter region centred on the caster 
  that lasts a number of hours equal to 
  the caster’s Magic Characteristic, or 
  until the caster leaves the zone or 
  casts another spell. Within the zone 
  the temperature is raised by 10 
  degrees centigrade. The zone persist 
  even if the caster falls asleep, so that 
  this spell may be used to provide 
  temporary 
  comfort 
  during 
  inhospitable climates. 
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  10
   
  
  Healing Hearth 
  Casting Number: 8 
  Casting Time: Full action 
  Ingredient: A fruit pie (+1) 
  Description: 
  The caster is able to heal one 
  character, including herself, within 
  touch range. A number of wounds 
  equal 
  to 
  the 
  casters 
  Magic 
  Characteristic + 1 are healed.  
   
  Restful Sleep 
  Casting Number: 10 
  Casting Time: Full action 
  Ingredient: A mug of alcohol (+1) 
  Description: 
  This is a touch spell. The caster may 
  force one character to enter a deep 
  sleep 
  on 
  a 
  successful 
  touch. 
  Characters may resist falling asleep, if 
  they wish, by making a successful WP 
  test. The target will fall asleep for a 
  number of hours equal to the casters 
  Magic Characteristic, however, the 
  sleep is otherwise normal; loud noises 
  or injury will wake the sleeping 
  character 
  as 
  normal. 
  Sleeping 
  characters recover lost Wounds at the 
  rate of 1 per hour of sleep. 
   
  Abundance 
  Casting Number: 12 
  Casting Time: 1 minute 
  Ingredient: Grain seeds (+1) 
  Description: 
  The caster can cause one farmers field 
  sized area to enjoy increased fertility. 
  A field will literally burst with life and 
  the next harvest is guaranteed to be 
  abundant. 
   
  Pacify 
  Casting Number: 14 
  Casting Time: Full action 
  Ingredient: A strip of black cloth (+2) 
  Description: 
  This spell calms all allies within a 10 
  yard 
  diameter 
  circle. 
  Calmed 
  creatures feel at ease and gain +20 to 
  Fear and Terror Tests for a number of 
  minutes equal to the casters Magic 
  Characteristic. 
   
  Additionally, 
  all 
  hostile 
  creatures 
  within the 10 yard diameter of affect 
  must make a WP Test or become 
  neutral to the caster for the next 
  round; though any hostile actions will 
  cancel this calming effect. 
   
   
   
  Hearth and Home 
  Casting Number: 18 
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  11
  Casting Time: Two full actions 
  Ingredient: A normal meal (+2) 
  Description: 
  All characters within a 10 yard 
  diameter circle feel refreshed as if they 
  had just woken from a full nights 
  sleep and receive three day’s worth of 
  natural healing (3 Wounds for Lightly 
  Injured). 
  
  Elven Gods
   
  Khaine,  
  Lord of War and Murder 
  Khaine is the dread Lord of Murder – 
  the patron of assassins and murders. 
  It is said that he is jealous of his elder 
  brother Morr’s rulership over the 
  world of the dead, being cast out by 
  his father Taal and denied the 
  status of god. In revenge, Khaine 
  steals the souls of those murdered 
  and sacrificed in his name. 
   
  Khaine is depicted as a huge, 
  grotesque, squat Demonic being 
  with a horned head, great-fanged 
  jaws, and four arms, bearing a 
  bloody dagger in each hand, wearing 
  a necklace of innumerable skulls. 
  Khaine is an extravagantly insane 
  god worshipped either by madmen 
  or 
  opportunistic 
  men 
  eager 
  to 
  exploit the magical powers that 
  Khaine offers in return for service. 
  Khaine is generous to those who swell 
  his spiritual reservoirs with offerings 
  of blood and damned souls. The dark 
  elves of Naggaroth have elevated 
  Khaine to be their patron. 
   
  In the Old World the cult is mostly 
  worshipped 
  in 
  secret. 
  In 
  hidden 
  ceremonies, 
  and 
  in 
  areas 
  where 
  Khaine 
  is 
  worshipped 
  openly, 
  initiates, priests, and fanatics wear 
  black robes and outer garments with 
  red and gold trim, elaborate masks 
  depicting 
  the 
  horned, 
  fang-jawed 
  countenance 
  of 
  Khaine, 
  and 
  ornaments and staves carved from 
  human bone featuring Khaine’s skull 
  motif. These garments are worn for 
  rituals and ceremonies and on the 
  battlefield where Khaine's Legions are 
  commanded. 
   
  Church Skills and Talents 
  Initiates of Khaine gain the Street 
  Fighting Talent. Priests of Khaine may 
  additionally purchase Concealment, 
  Silent Move and Lightning Parry. 
   
  Holy Days 
  In the Old World the worship of 
  Khaine is pursued in secret shrines 
  hidden in basements, caves, remote 
  retreats, 
  etc. 
  Rituals 
  consist 
  primarily 
  in 
  consecrating the souls 
  of ritual sacrifices to 
  Khaine. 
  Drugs 
  are 
  made 
  available 
  by 
  priests for the use of 
  private worship where 
  ritual 
  murders 
  are 
  usually 
  preceded 
  by 
  private 
  worship 
  dedicating the souls of 
  the slain to Khaine. 
  The 
  priest 
  class 
  is 
  served 
  by 
  the 
  Red 
  Harvest, a fanatic class 
  of holy assassins who 
  select victims at random and slay 
  them, dedicating their blood and souls 
  to Khaine. In the Old World, the Red 
  Harvest are little more than drug-
  crazed murderers, but in regions 
  where Khaine is worshipped openly, 
  the Red Harvest elite are skilled 
  terrorists and political assassins. 
   
  Khaine 
  does 
  not 
  observe 
  formal 
  Judgment Days, though it is typical to 
  devote 
  sacrifices 
  to 
  Khaine 
  with 
  regularity. 
   
  Liadriel,  
  God of Song and Wine 
  Liadriel is the major deity of the Wood 
  Elves and the patron of music, poetry, 
  dancing, 
  and 
  wine. 
   
  Liadriel 
  is 
  androgynous, combining traits both 
  male and female, and appears as an 
  Elf of surpassing beauty with a slight 
  smile.  Liadriel always carries a lute 
  and a wineskin. 
  s_p_sullivan@yahoo.com.au 
  12
  
   
  Liadriel is worshipped throughout the 
  Old World by Wood Elven musicians, 
  troubadours, and the like.  Many of 
  the Wood Elves living outside their 
  forest homes (i.e. in the world of 
  Humans) tend to worship Liadriel, as 
  do some of the Human Minstrels.   
   
  Initiates 
  and 
  Priests 
  identify 
  themselves 
  with 
  the 
  following 
  symbols: lute and wineskin, cup, and 
  vine leaves with grapes.  Priests wear 
  green hooded robes which are richly 
  embroidered in gold thread in symbols 
  of vine leaves, musical instruments, 
  fruit, and so on.   
   
   
  There are no shrines or temple 
  organization for the cult of Liadriel.  
  Such things are foreign to the Elven 
  mind.  Instead, areas of natural 
  beauty, such as forest clearings, 
  waterfalls, or the shade of a mighty 
  oak, serve as a place for peaceful 
  contemplation.  
   
  Church Skills and Talents 
  Initiates of Liadriel gain Performer 
  (Sing). Priests of Liadriel may also 
  gain 
  Performer 
  (Dancer 
  and 
  Musicianship) and Charm. Being a 
  predominantly rural God, Priests of 
  Liadriel may also select the Outdoor 
  Survival Talent.  
   
  Holy Days 
  Conventional holy days in the Human 
  sense have no meaning to the cult of 
  Liadriel.  The deity is worshipped 
  whenever Wood Elves sing or drink, 
  which is quite frequently.  Great 
  feasts and wild celebrations are held 
  on the night of every new moon in 
  honour of Liadriel (the largest of these 
  take 
  place 
  on 
  Hexenstag 
  and 
  Geheimnistag). 
   
  It 
  is 
  debatable 
  whether these constitute anything 
  more than a feast in which Liadriel is 
  honoured as oppose to a holy day. 
   
  Elven Divine Lores 
  The Lore of Khaine 
  Khaine is the patrol Lord of assassins 
  and murders throughout the Old 
  World and beyond. Khainite priests 
  are able to distort not only the senses 
  of their prey, but to distort the natural 
  passing of the dead. Stolen souls of 
  the murdered are often controlled and 
  animated by Khainite magic.  
   
  Initiates and Priests of Khaine may 
  control undead in a similar manner to 
  Necromancers 
  (WFRP 
  page 
  161) 
  though with a much reduced potency. 
  Khainite 
  priests 
  may 
  control 
  a 
  number of undead equal to their WP 
  characteristic divided by 10 (rounding 
  up). 
   
   
   
  Shadowmeld 
  Casting Number: 5 
  Casting Time: Full action 
  Ingredient: A strip of black cloth (+1) 
  Description: 
  The 
  caster 
  gains 
  +20% 
  to 
  Concealment and Silent Move tests for 
  a number of minutes equal to the 
  casters Magic Characteristic. 
  s_p_sullivan@yahoo.com.au 
  13
   
  
  Murder 
  Casting Number: 7 
  Casting Time: Half action 
  Ingredient: A small knife (+1) 
  Description: 
  This is a touch spell. Any character or 
  creature with 0 Wounds who has 
  already taken a critical hit is instantly 
  killed by this spell. 
   
  Blind Enemy 
  Casting Number: 10 
  Casting Time: Half action 
  Ingredient: A pinch of pepper (+1) 
  Description: 
  This spell affects a single target within 
  12 yards. The target must make a 
  successful WP Test or be blind for a 
  number of rounds equal to 1-5 + the 
  casters Magic Characteristic. Blinded 
  creatures have their Agility, Movement 
  and WS reduced to half (rounding 
  down) and their BS reduced to 0. They 
  automatically fail perception tests and 
  attacking creatures gain +20 to hit. 
   
  Soul Bind 
  Casting Number: 12 
  Casting Time: Full action 
  Ingredient: A piece of shroud from a 
  freshly buried corpse (+2) 
  Description: 
  The caster may re-animate a number 
  of skeletons or zombies equal to their 
  WP 
  Characteristic 
  divided 
  by 
  10 
  (rounding up). The caster must be 
  within 12 yards of either fresh corpses 
  (zombies) 
  or 
  skeletal 
  remains 
  (skeletons). The animated corpses fall 
  to dust at the following dawn. 
   
  Shroud of Shadows 
  Casting Number: 17 
  Casting Time: Full action 
  Ingredient: A ball of pitch (+2) 
  Description: 
  The caster is able to disappear 
  completely 
  from 
  sight 
  for 
  1d10 
  rounds. The spell behaves exactly like 
  Shroud of Invisibility (WFRP page 
  158). 
   
  Soul Steal 
  Casting Number: 20 
  Casting Time: Two Actions 
  Ingredient: A piece of wood from a 
  used coffin (+2) 
  Description: 
  The caster is able to steal a soul from 
  the gates of Morr, bringing into 
  existence a Wight within 12 yards of 
  the caster. The Wight must stay 
  within sight of its initial summoning 
  location 
  and 
  disappears 
  at 
  the 
  following dawn. 
   
  The Lore of Liadriel 
  Liadriel is th
  nimal Mastery 
  : 5 
  ction 
  l fur (+1) 
  l enable the caster to 
  race 
  g Number: 7 
  ction 
  wer (+1) 
  es on a radiant beauty 
  and sense of calm. For a number of 
  e major deity of the Wood 
  Elves and the patron of 
  music, poetry, dancing, 
  and 
  wine. 
  Priests 
  of 
  Liadriel are able to use 
  nature’s gifts to aid them 
  in the protection of Wood 
  Elf communities. 
   
  A
  Casting Number
  Casting Time: Full a
  Ingredient: A lock of anima
  Description: 
  This spell wil
  communicate freely via telepathy with 
  any animal within 6 yards. The caster 
  can communicate freely with the 
  animal, 
  though 
  the 
  knowledge 
  available to animals is often restricted 
  to the passing of intruders within a 
  forest etc. The caster may additionally 
  suggest simple tasks to domestic or 
  non-monstrous animals, e.g. a guard 
  dog could be made non-hostile, while 
  an eagle may act as a lookout. The 
  spell lasts for a number of minutes 
  equal 
  to 
  the 
  casters 
  Magic 
  Characteristic. 
   
  G
  Castin
  Casting Time: Half a
  Ingredient: A freshly cut flo
  Description: 
  The caster tak
  s_p_sullivan@yahoo.com.au 
  14
  
  Liadriel’s Communication 
  minutes equal to the casters Magic 
  Characteristic he gains a +20% bonus 
  to Fellowship which will benefit all 
  Fellowship 
  based 
  tests 
  such 
  as 
  Perform and Charm. 
   
  Tanglethorn 
  Casting Number: 16 
  Casting Time: 5 minutes 
  Ingredient: A cup of spiced wine (+2) 
  Description: 
  This 
  spell 
  allows 
  the 
  caster 
  to 
  commune with a living object, such as 
  a tree or bush, and ask about 
  anything that has happened over the 
  past 48 hours. The spell represents a 
  tapping into the energy of the living 
  vegetation; the tree itself does not 
  actually talk, any answers the caster 
  receives are therefore entirely factual, 
  though the available knowledge will be 
  very restricted due to immobility of 
  the vegetation. The spell could be 
  used to determine if a band of raiders 
  had passed through a wood for 
  example. 
  Casting Number: 10 
  e: Full and half action 
  ambles (+1) 
  ts 
  thin 24 yards up to 4 
  asting Number: 14 
  o Full actions 
  af (+2) 
  epair an 
  ed vegetation of roughly 
  Casting Tim
  Ingredient: Briars or br
  Description: 
  The caster can cause an area of plan
  or bushes wi
  times the casters Magic Characteristic 
  in square yards to animate. The 
  plants will lash out and try to 
  entangle anything trying to move 
  through them. Any creatures in the 
  area of effect must make a Strength 
  Test each round in order to move or 
  attack. Regardless, creatures within 
  the lashing briars receive a single 
  Damage 0 attack at their legs each 
  round. Tanglethorn lasts for 6 rounds. 
   
  Heal Vegetation 
   
  Illusion 
  Casting Number: 20 
  Casting Time: 2 Full actions 
  Ingredient: A small model of the 
  illusion (+2) 
  C
  Description: 
  Casting Time: Tw
  The caster can create an illusion 
  anywhere within sight. The illusion 
  can be of any inanimate object, such 
  as a wood or group of buildings, 
  though the illusion is visual only – 
  sounds 
  and 
  smells 
  are 
  not 
  reproduced. The illusion lasts as long 
  as the caster can view the illusion, 
  though casting additional spells will 
  instantly dispel the illusion. Viewers 
  may be allowed an Intelligence Test to 
  see through the illusion, especially 
  when approaching within about 48 
  yards. This spell is often used to 
  magically 
  camouflage 
  wood 
  elf 
  settlements 
  from 
  enemy 
  raiding 
  parties or nosy bands of adventurers. 
  Ingredient: An Oak le
  Description: 
  This spell can be used to r
  area of damag
  10 yard diameter within 48 yards. The 
  damaged 
  vegetation 
  is 
  instantly 
  healed; a cut down tree or butchered 
  thicket would quickly re-grow. The 
  spell can also be used to magically 
  work 
  living 
  wood 
  into 
  elaborate 
  shapes. Simple organic / curved 
  shapes are possible, including the 
  creation of improvised but simple 
  living tree dwellings. 
   
   
  s_p_sullivan@yahoo.com.au 
  15
  
  Chaos Gods 
  Khorne,  
  The Blood God 
  Khorne, 
  known 
  universally 
  as 
  the 
  Blood God or The 
  Harvester of Souls, is 
  the most violent of all 
  Chaos 
  Gods, 
  epitomising 
  anger, 
  hate, 
  violence 
  and 
  wanton 
  destruction. 
  To Khorne, whether they be friend or 
  foe, all must be slain so that he may 
  consume their souls and have more 
  bones for his brass throne of blood. 
  All blood that is split by his followers 
  make Khorne more powerful, but 
  Khorne is never satisfied, until all the 
  bones of mortals lie beneath his brass 
  throne. 
   
  Khorne 
  is 
  depicted 
  as 
  muscular 
  bestial-faced humanoid, hundreds of 
  feet tall, seated on a vast brass 
  throne, which in turn rests on a 
  mountain of blood-stained bones. He 
  is clad in elaborate plate armour, 
  adorned with skull motif patterns, 
  wearing a great winged helm with only 
  a portion of his snarling face visible 
  beneath. 
   
  The symbol of Khorne is a skull, but 
  the most popular symbol is an X-
  shaped rune with a bar across the 
  bottom. His followers favour red, 
  black and brass in their dress and 
  armour, the hues of blood, death, and 
  Khorne's own armour respectively. 
  The number of Khorne is eight, or 
  multiples of it, and this is reflected in 
  cult 
  meetings 
  and 
  the 
  size 
  of 
  battlefield units. 
   
  The worship of Khorne is most 
  popular with warriors. Most beastmen 
  and Chaos Warriors follow the Blood 
  God and these are some of the only 
  Khornites to be found in the Old 
  World because the god is not given 
  over to subtlety and has no interest in 
  politics. There are no temples to 
  Khorne, the battlefield is where he is 
  worshipped and where the most blood 
  can be split. He is also popular among 
  the goblinoid race, including Half-
  orcs, because his thirst for blood and 
  wanton violence particularly appeals 
  to their mentality. 
   
  Khorne looks in favour upon those 
  who kill their friends and allies, and 
  those who wreak the most havoc and 
  destruction. All deaths increase the 
  Blood God's strength. He is displeased 
  if one day goes by without one of his 
  followers 
  taking 
  a 
  life, 
  as 
  such 
  something terrible might befall the 
  indolent disciple. 
   
  But there is another side to Khorne. 
  He also epitomises the warrior's sense 
  of honour and martial virtue. A 
  Khornate Champion may not always 
  be a frenzied berserker; he may just 
  as easily be a proud warrior eager to 
  prove himself to his god. In time, 
  however, he will gradually see his 
  comrades as pawns to use as he 
  pleases as the last vestiges of his 
  humanity begin to ebb away. 
   
  Unusually for a Chaos God, Khorne 
  despises all forms of magic. He is a 
  visceral god, the Chaos Power that 
  embodies 
  action, 
  not 
  thought. 
  Slaughter in all its forms is the way of 
  Khorne. Spellcasting is a process of 
  the mind, not the sword's edge. The 
  harvest of blood for the Blood God is 
  of paramount importance, and those 
  rituals and spells that would seek to 
  quantify and control the forces of 
  Chaos are an anathema to him. 
  Khorne is a practical god of battle, not 
  a god of effete intellectual pursuits. 
  His 'magic', such as it is, reflects this 
  character. 
  Khorne 
  followers 
  use 
  magical swords and Daemon Weapons 
  to kill in Khorne's name. Khorne's 
  s_p_sullivan@yahoo.com.au 
  16
  
  unnatural marvels are his gifts to his 
  followers; the use of such weapons is 
  his followers' delight. Spellcasters that 
  are found by Khorne's followers most 
  of the time are slaughtered, but some 
  are not and instead are taken to the 
  Forges of Khorne where they become 
  slaves for as long as they shall live, 
  enchanting 
  weapons 
  and 
  armour. 
  Their eventual deaths temper the 
  Khornate blades as they require blood 
  for the quenching, and souls to stoke 
  for the furnaces. 
   
  Followers of Khorne despise those of 
  Slaanesh. Slaanesh has very little, if 
  any, interest in martial power, and 
  the 
  subtle 
  manipulations 
  and 
  constant quests for pleasure and 
  oppose Khorne’s direct approach for 
  harvesting the souls of the living. 
   
  Church Skills and Talents 
  Followers of Khorne despise magic, 
  and are not granted any divine magic 
  to use. They will however gladly use 
  magical 
  armour 
  and 
  weapons 
  to 
  increase 
  their 
  ferocity 
  in 
  battle. 
  Followers of Khorne may still follow 
  Initiate and Priest careers however, 
  though 
  with 
  the 
  following 
  amendments: spell casting talents 
  such as Petty, Lesser and Divine need 
  not be learned. Meditation and Arcane 
  languages may be learned, as ritual 
  blood 
  magic 
  is 
  allowed 
  for 
  the 
  summoning 
  of 
  Khornate 
  demons. 
  Khornite priests do purchase the Mag 
  Characteristic as usual (for ritual 
  magic), though the A characteristic is 
  increased by +1 to account for the 
  warlike nature of Khorne. 
   
  Initiates of Khorne gain Strike Mighty 
  Blow. Priests of Khorne can purchase 
  the 
  following 
  skills 
  and 
  Talents: 
  Intimidate, Specialist Weapon (any 1), 
  Frenzy, Resistance to Magic, and 
  Speak Arcane Language (Demonic).  
   
  Holy Days and Worship 
  Followers of Khorne are all warriors 
  and there are few organised cults in 
  the Old World dedicated to the Blood 
  God's religion. He is worshipped only 
  in the act of killing, and his followers 
  often fight as individuals, ignoring 
  bonds of alliance and common faith 
  when it suits them to do so. Temples 
  or shrines to Khorne will normally be 
  private areas, adorned with bloody 
  chalices or piles of skulls. 
   
  Nurgle,  
  God of Pestilence and Decay 
  Nurgle, 
  the 
  God 
  of 
  pestilence and decay, 
  is also the Lord of All 
  because all things, no 
  matter how solid and 
  permanent they seem, 
  are liable to physical 
  corruption. Indeed, the 
  very 
  process 
  of 
  construction and creation foreshadow 
  destruction and decay. The palace of 
  today is tomorrow's ruin, the maiden 
  of the morning is the crone of the 
  night, and the hope of a moment is 
  but 
  the 
  foundation 
  stone 
  of 
  everlasting regret. 
   
  Nurgle is the Great Lord of Decay and 
  the Master of Plague and Pestilence, 
  his carcass is riddled with disease and 
  infestation. He is a gigantic figure 
  bloated with decay, disease and all 
  imaginable 
  kinds 
  of 
  physical 
  corruption. His skin is greenish, 
  necrose and leathery, its surface is 
  covered with pockmarks, sores, and 
  other signs of infestation. The inner 
  organs, rank with decay, spill through 
  the ruptured skin and hang like 
  drapes about his girth. From these 
  organs burst tiny demons called 
  Nurglings which chew and suck upon 
  the nauseous juices within. Such 
  foulness represents the truth of the 
  universe, of decay and the end of all 
  things. Yet in character Nurgle is 
  neither deathlike nor morbid. Like his 
  Demons, Nurgle is motivated by all 
  the trivial human enthusiasm which 
  drive the living. 
   
  s_p_sullivan@yahoo.com.au 
  17
  
  Nurgle's colours are sickly greens, 
  yellows and browns - usually worn in 
  simple, 
  geometric 
  patterns. 
  Worshippers often find it expedient to 
  wear neither a symbol or nor the 
  alternative badge of the silhouette of a 
  fly, but most go hooded - either to 
  disguise the deformities caused by 
  Nurgle's Rot, or to inspire dread and 
  doubt. The number of Nurgle is seven 
  and his cultists will gather in this 
  number or multiples of it. 
   
  Nurgle 
  is 
  the 
  eternal 
  enemy 
  of 
  Tzeentch, the Lord of Change. Nurgle 
  and Tzeentch draw their energy from 
  opposing beliefs. While the energy of 
  Tzeentch 
  comes 
  from 
  hope 
  and 
  changing 
  fortune, 
  that 
  of 
  Nurgle 
  comes from defiance born of despair 
  and hopelessness. The two Great 
  Powers fight each other on the battle 
  grounds of the Chaos Wastes and they 
  oppose each other in more subtle 
  ways, 
  the 
  complex 
  politics 
  and 
  intrigues among mortal men. 
   
  Church Skills and Talents 
  Initiates of Nurgle gain Resistance to 
  Disease. 
  Priests 
  of 
  Nurgle 
  may 
  additionally purchase Hardy, Very 
  Resilient, and Speak Arcane Language 
  (Demonic). 
   
  Holy Days and Worship 
  Like Khorne, followers of the Plague 
  God are relatively rare in The Empire, 
  but a few do exist, practicing their 
  filthy rites within the depths of the 
  sewer systems of the major cities. 
  Such groups rarely number more than 
  fifty, and are largely isolated from 
  groups in other cities. From time to 
  time, the city or provincial authorities 
  will 
  mount 
  an 
  expedition 
  to 
  exterminate the depraved worshippers 
  of Nurgle, but since such efforts must 
  stop short of burning down their cities 
  there are always a few who escape to 
  replenish 
  their 
  numbers. 
  Notable 
  Nurgle 
  cults 
  include 
  the 
  Plague 
  Chalice, The Foetid Fly, and The Maw. 
  Shrines and Temples are therefore 
  hidden 
  deeply 
  inside 
  Churchyard 
  catacombs or in the depths of sewers. 
   
  Slaanesh,  
  Lord of Pleasure 
  Slaanesh is the Lord of 
  Pleasure and the Chaos 
  God 
  dedicated 
  to 
  all 
  manners 
  of 
  perversions 
  and sexual debauchery. 
  He smiles upon hedonistic 
  e overthrow of all codes of 
  decent behaviour and all forms of 
  perverse pleasures of the flesh. He is 
  pleased when his followers explore all 
  their fantasies and joyous when it is 
  particularly perverse. All sensations 
  must be explored, including pain, 
  agony, fear and terror. 
  pleasure, th
   
  Physically Slaanesh is portrayed as a 
  bisexual humanoid, being male on the 
  left side and female on the right, with 
  an unerring and unnatural beauty not 
  present in any of the other great 
  Chaos Gods. Golden hair flows from 
  his head like a cascading waterfall 
  and from this mane of gold sprout two 
  pairs of shiny horns, decorated in 
  many fantastic and elaborate jewels 
  and precious stones. In his right hand 
  he holds the magical jade sceptre, 
  which is his greatest and most prized 
  treasure, and he wears a beautiful 
  mail shirt fringed with velvet and this 
  is usually encrusted with some of the 
  most amazing jewels that a mortal 
  could desire. 
   
  Followers 
  of 
  Slaanesh 
  wear 
  somewhere about their person the 
  symbol 
  of 
  Slaanesh, 
  though 
  not 
  openly in the towns and cities of the 
  Old World. However, they will openly 
  wear elaborate jewellery bearing erotic 
  motifs. Cultists will wear robes which 
  are often opened to leave the right 
  side 
  of 
  the 
  chest 
  uncovered, 
  a 
  requirement of many of the rituals 
  involved in Slaanesh's worship. Pastel 
  and electric shades are the chief 
  colours with white used occasionally. 
  The number of Slaanesh is six and 
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  cult meetings are always this number 
  or in multiples of it. 
   
  Church Skills and Talents 
  Initiates of Slaanesh gain the Schemer 
  Talent. Priests of Slaanesh may also 
  purchase 
  the 
  following: 
  Perform 
  (Dancer), Torture, and Speak Arcane 
  Language (Demonic). 
   
  Holy Days and Worship 
  The worship of Slaanesh is especially 
  popular among the nobility of the Old 
  World, 
  notably 
  in 
  the 
  cities 
  of 
  Bretonnia, the Empire, and parts of 
  Estalia and Tilea. How many people of 
  the upper classes have alters to the 
  Lord of Pleasure hidden somewhere in 
  their homes? How many merchants 
  conduct business before an orgy, 
  where 
  every 
  vice 
  and 
  whim 
  is 
  explored? 
  How 
  many 
  moral 
  upstanding 
  people 
  have 
  been 
  murdered 
  during 
  these 
  acts 
  of 
  debauchery? Whatever the case, the 
  worship of the Lord of Pleasure is the 
  most widespread of all the Chaos 
  Gods and many cults exist throughout 
  large cities. They are also popular 
  with university students and there are 
  many potential recruits there for any 
  cultist or Chaos Champion. 
   
  The aims of the Slaaneshi cults are 
  not like those of most other Chaos 
  Gods. They do not especially have an 
  interest in political power - although 
  the sheer size of some cults, including 
  many 
  important 
  politicians, 
  merchants and nobles, makes this a 
  matter of opinion - and certainly very 
  little, if any, interest in martial power. 
  That 
  isn't 
  what 
  the 
  worship 
  of 
  Slaanesh is about and it certainly is 
  not a cult of warriors. Indeed, some 
  followers 
  of 
  Slaanesh 
  will 
  even 
  finance, or own, orphanages or mental 
  institutions in order to prey upon the 
  vulnerable members of society and 
  abuse them as is their sadistic way. 
   
  The followers of Slaanesh maybe seen 
  as 
  a 
  comical 
  bunch 
  of 
  sexual 
  deviants, but in truth they are a lot of 
  sadistic, masochistic, hedonistic, self-
  indulging, perverted torturers. Few 
  outsiders survive a cult meeting as 
  they 
  are 
  typically 
  tortured 
  in 
  unspeakable ways, with their last 
  vestiges of life dedicated to the Lord of 
  Pleasure before they are gleefully put 
  to death. 
   
  Tzeentch,  
  The Lord of Change 
  Tzeentch 
  is 
  the 
  greatest 
  magician 
  of 
  the Chaos Powers and 
  is the most enigmatic 
  of the Chaos Gods. 
  Magic is one of the 
  most 
  potent 
  of 
  all 
  agents of change, and 
  those who use it are 
  amongst 
  the 
  most 
  ambitious and the hungry for power. 
  His sympathies lie directly with the 
  Forces of Chaos as demonstrated by 
  the distortion of natural law through 
  the forces of mutation and magic. 
  Tzeentch feeds upon the need and 
  desire for change that is an essential 
  part of human nature. All men dream 
  of wealth, freedom and a better 
  tomorrow. All these dreams create a 
  powerful impetus for change, and the 
  ambitions of nations create a force 
  which can change history. Tzeentch is 
  the embodiment of that force. 
   
  The skin of Tzeentch crawls with 
  constantly changing faces, leering and 
  mocking the onlooker. As he speaks, 
  these faces sometimes repeat what he 
  says 
  with 
  subtle 
  but 
  important 
  differences, or provide commentary 
  which throws doubt upon his words. 
  This makes it very hard to interpret 
  exactly what Tzeentch is saying. These 
  lesser faces appear and disappear 
  quite quickly, but the actual head of 
  Tzeentch 
  does 
  not 
  change. 
  His 
  puckered face sits low down and has 
  no neck, so that it is hard to 
  distinguish his head from his chest. 
  His curving horns appear to spring 
  from his shoulders rather than from 
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  his head. The firmament surrounding 
  Tzeentch 
  is 
  heavy 
  with 
  brooding 
  magic. It weaves like liquid smoke 
  about his head, forming subtle and 
  interwoven patterns. Forms of places 
  and people appear in the smoke as 
  Tzeentch's mind contemplates their 
  fate. 
   
  The colours of Tzeentch are pink, 
  puce, and/or purple and are often 
  used 
  in 
  subtle 
  combinations, 
  in 
  everyday clothing. For more formal 
  rituals and meetings, however, the 
  robes are usually most garish and 
  strident in both pattern and colour. 
  The number of Tzeentch is nine and 
  his cultists will gather in this number 
  or multiples of it. 
   
  The eternal enemy of Tzeentch is the 
  Chaos God Nurgle. Tzeentch stands 
  for change and the creation of new 
  things and life, which is in stark 
  contrast to what Nurgle stands for - 
  decay and the defiance of despair and 
  hopelessness. 
   
  Church Skills and Talents 
  Initiates 
  of 
  Tzeentch 
  gain 
  the 
  Channelling skill, and are therefore 
  more adept at magic when becoming a 
  priest. Priests may additionally learn 
  the Aethyric Attunement and Speak 
  Arcane Language (Demonic). They 
  may also learn the Dark Magic Talent 
  which may be used as normal with 
  greater chance of invoking the Wrath 
  of the fickle chaos god Tzeentch. 
    
  Holy Days and Worship 
  The Cult of Tzeentch is easily the 
  most widespread in The Empire. He is 
  particularly popular with mutants, 
  but his cults are just as likely to be 
  found in the towns and cities as they 
  are in the forests. These groups are all 
  committed to the subversion and 
  overthrow of The Empire, and have an 
  extensive network of informants and 
  spies - some of whom occupy very 
  high places indeed. The activities of 
  this cult are shielded by its hostility 
  towards the cult of Nurgle. The size of 
  any particular group of cultists varies 
  from place to place, the largest ones 
  being located in the great cities or 
  deep 
  in 
  the 
  forests. 
  They 
  meet 
  wherever and whenever is expedient, 
  being much more organised and 
  circumspect than the followers of 
  Slaanesh. Notable Tzeentchian cults 
  are the Purple Hand, the Red Crown, 
  the Withering Eye, and the Fire Grail. 
   
  Chaos Divine Lores 
  Ritual Magic 
  Rituals of chaos priests are primarily 
  concerned 
  with 
  the 
  long 
  term 
  summoning of demonic guardians or 
  the harnessing of chaotic energies for 
  power.  
   
   
   
  Summon Guardian 
  Type: Divine (Chaos Lore Any) 
  Arcane Language: Demonic 
  Magic: 1 
  XP: 100 
  Ingredients: A humanoid heart, from 
  a victim sacrificed during the ritual. 
  Conditions: Besides the head cultist 
  spell caster, a number of additional 
  spell casters equivalent to the Chaos 
  god’s 
  divine 
  number 
  must 
  also 
  participate in the ritual. A victim must 
  be ritually sacrificed near the end of 
  the 1 hour period and the heart burnt 
  over an open fire. 
  Consequences: If the Casting Roll is 
  failed, the caster and all others 
  involved in the ritual must make a WP 
  test or gain 1-2 insanity points each. 
  Casting Number: 11 
  Casting Time: 1 hour 
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  Description: 
  The caster may summon one Lesser 
  Demon 
  of 
  their 
  patron 
  god 
  (Daemonette, Bloodletter etc), which 
  will 
  appear 
  in 
  any 
  unoccupied 
  location with 6 yards or inside the 
  Protective Circle if one was used in 
  the 
  summoning, 
  and 
  must 
  be 
  controlled 
  as 
  usual. 
  The 
  Demon 
  remains for a number of days equal to 
  the 
  head 
  cultist’s 
  Magic 
  Characteristic, or until banished by 
  instability 
  etc. 
  If 
  controlled, 
  the 
  Demon 
  will 
  grudgingly 
  obey 
  the 
  commands of the caster. Summoned 
  Guardian Demons are usually used as 
  a defence in a more involved ritual to 
  follow, or as an initial contact to 
  bargain for demonic allies for use in 
  the Summon Demon Horde Ritual. 
   
  The CN for this ritual is 11, which 
  means a simple Priest needs to have 
  favourable winds of magic to be 
  successful, 
  although 
  a 
  re-roll 
  is 
  allowed for the use of a protective 
  circle as usual. 
   
  Summon Great Power 
  Type: Divine (Chaos Lore Any) 
  Arcane Language: Demonic 
  Magic: 2 
  XP: 200 
  Ingredients: A heart of a lesser 
  demon 
  Conditions: 
  The 
  ritual 
  must 
  be 
  performed at a shrine or temple 
  dedicated to the casters chaos god. 
  Consequences: If the Casting Roll is 
  failed, the caster instantly gains 1-5 
  Insanity points. Additionally on a 
  failed WP test the caster suffers from 
  a Chaos Side Effect in a similar 
  manner to an Arcane Dark Lore 
  caster. 
  Casting Number: 18 
  Casting Time: Half an hour 
  Description: 
  The caster may use this ritual to 
  summon pure power of a demonic 
  origin. The energy appears as a 
  writhing mist, and the caster must 
  make a successful Channelling Test to 
  absorb it successfully. Failure means 
  that the caster is struck stupid for 
  2d10 rounds, during which time he 
  must make a successful Int test at the 
  start each round or count as Stunned, 
  and is unable to communicate or cast 
  spells.  
   
  If the channelling test if successful 
  the caster receives +20 to every 
  Primary Characteristic, and +1 to W, 
  M, Mag and Fortune Points for his 
  number of days equal to their original 
  Magic Characteristic. 
   
  Summon Demon Horde 
  Type: Divine (Chaos Lore Any) 
  Arcane Language: Demonic 
  Magic: 3 
  XP: 300 
  Ingredients: A number of humanoid 
  hearts equal to the gods divine 
  number from victims sacrificed during 
  the ritual. 
  Conditions: Besides the head cultist 
  spell caster, a number of additional 
  spell casters equivalent to the Chaos 
  god’s 
  divine 
  number 
  must 
  also 
  participate in the ritual. A number of 
  victims must be ritually sacrificed 
  near the end of the 2 hour period and 
  the heart burnt over an open fire.  
   
  In order to cast this spell the caster 
  must have already made contact with 
  one of the lesser Demons by means of 
  some summoning spell, e.g. Summon 
  Guardian, successfully controlled the 
  Demon and made a bargain with the 
  Demon. From then on the Demon can 
  act as a negotiator between the caster 
  and the vast horde of Demons to be 
  summoned. 
  Consequences: If the Casting Roll is 
  failed, the caster and all others 
  involved in the ritual must make a WP 
  test or gain 1-10 insanity points each. 
  Casting Number: 25 
  Casting Time: 2 hours 
  Description: 
  The caster may summon a number of 
  Lesser Demons of their patron god 
  (Daemonette, Bloodletter etc) equal to 
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  21
  
  their Chaos god’s divine number. The 
  demons will appear in any unoccupied 
  location with 6 yards or inside the 
  Protective Circle if one was used in 
  the summoning.  
   
  The original Demon that the caster 
  has contacted must be controlled as 
  usual. Failure means that the Demon 
  is 
  unsatisfied 
  with 
  the 
  casters 
  behaviour; the Demon vanishes back 
  to the abyss, and all the remaining 
  demons 
  must 
  be 
  individually 
  controlled as usual. Success means 
  that the contact Demon is acting as 
  negotiator on behalf of the caster, and 
  all Demons are instantly controlled 
  and 
  ready 
  to 
  do 
  their 
  master’s 
  bidding. The Demons remain for a 
  number of hours equal to the head 
  cultist’s Magic Characteristic, or until 
  banished by instability etc.  
   
  Summon Greater Demon 
  Type: Divine (Chaos Lore Any) 
  Arcane Language: Demonic 
  Magic: 4 
  XP: 400 
  Ingredients: The pure heart of a good 
  priest, slain in ritual sacrifice 
  Conditions: Besides the head cultist 
  spell caster, a number of additional 
  spell casters equivalent to the Chaos 
  gods divine number multiplied by 4 
  must also participate in the ritual. 
  The priest must be ritually sacrificed 
  near the end of the 4 hour period and 
  the heart burnt over an open fire. 
  Consequences: If the Casting Roll is 
  failed, the caster is instantly slain and 
  is drawn into the warp to act as 
  servant to the greater demon for 
  eternity. All others involved in the 
  ritual must make a WP test or die, 
  their soul torn from their bodies, 
  success still means they gain 1-10 
  insanity points each. 
  Casting Number: 35 
  Casting Time: 4 hours 
  Description: 
  The caster summons a single Greater 
  Demon of their chaos power. The 
  creature appears within 6 yards of the 
  caster. Once the demon has been 
  summoned, 
  and 
  successfully 
  controlled by the caster, the caster 
  may assign the Demon one task. The 
  Demon will remain until the task is 
  completed, it is dispelled, suffers from 
  instability or the caster is slain. If the 
  Demon judges the task particularly 
  manipulative, e.g. “Demon, protect me 
  forever”, the Demon may take offence, 
  vanish back into the void, or attack 
  the caster outright. 
   
  The Lore of Nurgle 
  Nurgle is the Lord of Decay and 
  Disease. Priests of Nurgle are adept at 
  spreading 
  death 
  and 
  using 
  the 
  recuperative powers of Nurgle to heal 
  themselves. 
   
  Stench of Nurgle 
  Casting Number: 5 
  Casting Time: Half action 
  Ingredient: A strip of rotten meat (+1) 
  Description: 
  This spell is a touch spell and can be 
  used 
  on 
  the 
  caster, 
  or 
  another 
  creature within touch range. The 
  creature emits a foul and powerful 
  stench 
  for 
  the 
  next 
  6 
  rounds. 
  Creatures in hand-to-hand combat 
  with the vile character suffer a -10 WS 
  penalty. The caster and the target are 
  not affected by the stench. 
   
  Writhing Cloak 
  Casting Number: 7 
  Casting Time: Half action 
  Ingredient: Live maggots (+1) 
  Description: 
  The caster’s body is covered with a 
  thick 
  layer 
  of 
  writhing 
  maggots, 
  forming a living shroud that adds +2 
  to his TB for the next 6 rounds. 
   
  Infestation 
  Casting Number: 9 
  Casting Time: Half action 
  Ingredient: A boring beetle (+1) 
  Description: 
  This spell acts in a similar manner to 
  a Magic Missile and has a range of 24 
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  22
  
  yards. The target is infested with 
  beetles and maggots that exist just 
  under 
  the 
  skin. 
  The 
  infestation 
  tunnels around the targets body for a 
  number of rounds (including the 
  round the spell is cast) equal to the 
  Magic Characteristic of the caster, 
  inflicting a Damage 3 hit each round.  
   
  Plague Wind 
  Casting Number: 21 
  Casting Time: Full action 
  Ingredient: 
  Powdered 
  skin 
  of 
  a 
  Plaguebearer (+3) 
  Description: 
  A lethal stinking wind is called down 
  within 48 yards, causing a swirling 
  mist of flies and diseased dust of 10 
  yards in diameter. Anyone caught in 
  the wind must make a Toughness 
  Test or contract Neiglish Rot, and 
  must make a successful WP Test or 
  become helpless for 1 round. 
   
  Regenerate 
  Casting Number: 12 
  Casting Time: Full action 
  Ingredient: The blood of a troll (+2) 
  Description: 
  The 
  casters 
  wounds 
  fester 
  and 
  bubble, the skin around the wounds 
  taking on a greenish tinge. Despite 
  this his outward appearance, the 
  casters body is healed at a rate of the 
  casters 
  Magic 
  Characteristic 
  in 
  Wounds for the next 6 rounds.  
   
  The Lore of Slaanesh 
  Slaanesh is the lord of hedonism and 
  manipulation. 
  Divine 
  spells 
  of 
  Slaanesh aid the lewd abandonment 
  of ideals.    
   
   
  Stream of Corruption 
  Acquiescence 
  Casting Number: 15 
  Casting Number: 6 
  Casting Time: Half action 
  Casting Time: Half action 
  Ingredient: A vial of infected blood or 
  pus (+2) 
  Ingredient: Powdered makeup (+1) 
  Description: 
  Description: 
  The caster needs to touch the victim 
  for this spell to take affect. The victim 
  make 
  a 
  successful 
  WP 
  test 
  or 
  otherwise is surrounded by a glamour 
  that hides the reality of his situation 
  for a number of rounds equal to the 
  casters 
  Magic 
  Characteristic. 
  Submissive characters will do nothing 
  but 
  sit 
  and 
  admire 
  their 
  hallucinations, counting as Stunned. 
  The victim also gains 1 Insanity point 
  if a separate WP test is failed. 
  A stinking jet of putrid blood, pus, 
  maggots, slime and other foulness is 
  projected from the caster in the shape 
  of a 16 yard cone. This disgusting 
  mixture inflicts a Damage 3 hit, 
  though successful use of the Dodge 
  Skill will allow a target to leap from 
  the 
  filth 
  unharmed. 
  Additionally, 
  anyone struck by this attack must 
  make a Toughness Test or contract 
  Neiglish Rot. 
   
   
  Hand of Decay 
  Disillusionment 
  Casting Number: 17 
  Casting Number: 11 
  Casting Time: Half action 
  Casting Time: Half action 
  Ingredient: The spleen of a toad (+2) 
  Ingredient: A snail soaked in spirits 
  (+1) 
  Description: 
  This is a Touch spell. The touched 
  target instantly looses 1d10 Wounds 
  from 
  a 
  hideous 
  wasting 
  disease 
  irrespective of TB or AP, while the 
  caster regenerates the number of 
  wounds inflicted. The caster cannot 
  increase 
  their 
  W 
  beyond 
  their 
  maximum with this spell. 
  Description: 
  The caster’s opponents begin to doubt 
  their 
  cause 
  and 
  are 
  thoroughly 
  disheartened. This spell introduces 
  lethargy in all enemies of the caster 
  within 24 yards for a number of 
  rounds equal to the casters Magic 
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  23
  
  Characteristic, unless a successful 
  WP test is passed. Affected characters 
  suffer -20 to WS, BS and Ag and -10 
  SB for the duration of the spell. 
   
  Alter Allegiance 
  Casting Number: 13 
  Casting Time: Full action 
  Ingredient: Concentrated Musk (+2) 
  Description: 
  The caster is able to manipulate one 
  character with 12 yards. Unless the 
  target makes a successful WP test the 
  caster can control the victim’s actions 
  on the following round. 
   
  Terror 
  Casting Number: 17 
  Casting Time: Half action 
  Ingredient: Daemonette Blood (+2) 
  Description: 
  All characters see the caster as a 
  creature 
  from 
  their 
  greatest 
  nightmares, and suffer from Terror of 
  the caster for the next minute (6 
  rounds). 
   
  Charm 
  Casting Number: 21 
  Casting Time: One and a Half actions 
  Ingredient: An item of jewellery worth 
  at least 150 gc (+3) 
  Description: 
  The caster can dominate the mind of 
  one character that is touched unless a 
  successful WP test is made. Affected 
  individuals treat the caster as a friend 
  and will follow the caster’s orders to 
  the fullest of their abilities; though the 
  victims’ intelligence is unaffected and 
  they 
  cannot 
  be 
  made 
  to 
  harm 
  themselves (unless they were already 
  predisposed 
  towards 
  suicide 
  for 
  example). The victim is allowed a WP 
  test to break the spell if made to do 
  something that is contrary to their 
  natural behaviour, such as attacking 
  allies or assassinating a ranking 
  judge. 
  Otherwise 
  the 
  victim 
  is 
  enslaved for a number of days equal 
  to the casters Magic Characteristic, 
  after which time the slave is allowed a 
  new WP test upon waking each 
  morning. 
   
  Fleshy Curse 
  Casting Number: 24 
  Casting Time: Half action 
  Ingredient: The heart of a mutant 
  (+3) 
  Description: 
  The caster channels pure chaotic 
  energy into a single target that they 
  can touch. The victim is allowed a WP 
  test, failure meaning that their body is 
  wracked with paralysing pain as their 
  body 
  buckles 
  and 
  breaks 
  under 
  chaotic mutations. The victim suffers 
  a number of Chaotic Mutations and 
  d10 damage rolls irrespective of T or 
  AP equal to the Magic Characteristic 
  of the caster. E.g. A caster with Mag = 
  2 causes 2d10 damage and 2 chaos 
  mutations. 
   
  The Lore of Tzeentch 
  Tzeentch is the greatest magician of 
  the Chaos Powers and a priest may 
  bring forth the raging fires and 
  destructive powers of Change. 
   
  Pink Fire of Tzeentch 
  Casting Number: 6 
  Casting Time: Half action 
  Ingredient: A shot of gunpowder (+1) 
  Description: 
  A ball of shimmering pink fire flies at 
  one target within 48 yards inflicting a 
  single 
  Damage 
  4 
  attack. 
  Anyone 
  struck by the magic missile must also 
  make a WP Test or be Stunned for 1 
  round as the magic courses through 
  them. 
   
  Favour of Tzeentch 
  Casting Number: 11 
  Casting Time: Half action 
  Ingredient: 
  Religious 
  symbol 
  of 
  Tzeentch (+1) 
  Description: 
  If this spell is successfully cast the 
  user may cast any other spell he 
  knows instantly as a Free Action. Any 
  bonus from Channelling is added to 
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  24
  
  Casting Time: Two actions 
  the Casting Roll for this bonus spell, 
  but 
  any 
  benefits 
  from 
  using 
  Ingredients (either from the Favour of 
  Tzeentch or the other spell) are not. 
  The spell therefore allows the quick 
  casting of some of the more advanced 
  spells of Tzeentch. 
  Ingredient: A feather from a Great 
  Eagle (+2) 
  Description: 
  With a cracking of bone and rending 
  of flesh, a pair of wings of a greater 
  Demon of Tzeentch sprout from the 
  Chaos 
  Priest’s 
  back. 
  The 
  caster 
  immediately 
  suffers 
  1-5 
  Wounds 
  irrespective of T and AP. The caster 
  can fly for the next 1d10 minutes with 
  a Flying Movement of 6. 
   
  Tzeentch’s Shroud 
  Casting Number: 13 
  Casting Time: Full action 
  Ingredient: Powdered ruby (+2) 
   
  Description: 
  Bolt of Change 
  The caster is surrounded with swirling 
  Blue and Pink flames and almost 
  entirely hidden from view. The spell 
  lasts for 1d10 minutes during which 
  time the caster gains a +20% TB from 
  flame based attacks, and all WS and 
  BS attack rolls to hit the caster suffer 
  a -10 penalty. 
  Casting Number: 20 
  Casting Time: Two actions 
  Ingredient: Blood of a Demon of 
  Tzeentch (+2) 
  Description: 
  The caster hurls a bolt of chaos 
  energy at any target within 24 yards. 
  The target must make a WP Test or 
  suffer 1d10 Wounds irrespective of T 
  and AP in addition to gaining a single 
  Chaos Mutation.  
   
  Dismiss 
  Casting Number: 15 
  Casting Time: Full action 
   
  Ingredient: 
  Religious 
  symbol 
  of 
  Tzeentch (+2) 
  Herald of Change 
  Casting Number: 22 
  Description: 
  Casting Time: Two actions 
  This spell is identical to the Lesser 
  Magic Spell “Dispel” (WFPR 149) 
  except that the range is increased to 
  48 yards and no penalty is imposed 
  on the caster’s Channelling Test. 
  Ingredient: 
  A 
  humanoid 
  heart, 
  soaked in a solution of Warpstone (+2) 
  Description:  
  A 
  number 
  of 
  lesser 
  Demons 
  of 
  Tzeentch equal to the Caster’s Magic 
  Characteristic 
  are 
  summoned 
  anywhere within 12 yards of the 
  caster. They remain for 1d10 minutes 
  and must be controlled as usual. 
   
  Transformation of Tzeentch 
  Casting Number: 16 
  Casting Time: Half action 
  Ingredient: Powdered Warpstone (+2) 
   
  Description: 
  Tzeentch’s Fire Storm 
  The caster's body undergoes horrific 
  transformations, 
  skin 
  turning 
  unnatural colours, eyes burning with 
  unholy light, limbs elongating and 
  twisting in unnatural ways, and more 
  bizarre 
  changes 
  still. 
  The 
  caster 
  causes Fear for the next 1d10 rounds. 
  The caster is also “gifted” with a 
  number of random Chaos Mutations 
  equal to their Magic Characteristic for 
  the duration of the spell. 
  Casting Number: 25 
  Casting Time: Two actions 
  Ingredient: The tongue of a fire 
  breathing creature (+3) 
  Description: 
  This devastating spell sends forth 
  1d10 pink and blue balls of crackling 
  fire that strike any targets within 48 
  yards. The balls of fire cause attacks 
  with Damage 1d10 which is rolled 
  once 
  for 
  the 
  entire 
  group. 
  The 
  minimum number of fireballs is equal 
  to the casters Magic Characteristic. 
   
  Boon of Flight 
  Casting Number: 18 
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  25
  
  Skaven 
  Beneath the bustling cities of the Old World, under the markets and the homes of the 
  poor and wealthy alike, deeply rooted below civilization itself, is a world full of 
  teeming chittering darkness...few people know of the cancer that had spread itself, 
  attached like a parasite to men’s cities... 
   
  Skaven 
  are 
  amongst 
  the 
  foulest 
  servants of Chaos. From whence they 
  came none truly knows, although 
  there are numerous legends that 
  make 
  contradictory 
  claims. 
  What 
  scholars can claim to know is that the 
  Skaven rely heavily upon Warpstone, 
  essentially the solidified manifestation 
  of chaos that appears like a jet-black 
  hard glassy rock, strange to the 
  touch, seeming to absorb light and 
  radiate 
  darkness. 
   
  Warpstone 
  emanates the raw energy of Chaos, 
  often poisoning, warping, and altering 
  everything in the immediate area.  
  Why the Skaven are unaffected to any 
  great 
  degree 
  by 
  the 
  constant 
  exposure, and why they are so reliant 
  upon it, no human scholars can 
  answer. 
   
  The Skaven are the blessed servants 
  of the Horned Rat. According to 
  Skaven legends, they were shaped in 
  the form of their creator, and are the 
  Horned Rats most beloved minions.  
  The Grey Seers, the Skaven closest to 
  the Horned Rat, wait and plot against 
  their enemies, biding their time till the 
  Horned Rat returns and delivers the 
  world to the Skaven hordes. The 
  Skaven resemble large bipedal rats, 
  often marked in some subtle way by 
  their god. They live under the Earth in 
  tunnels and warrens, caverns and 
  other hidden subterranean sights, 
  where their growing Empire cannot be 
  seen. 
   
  They are often incorrectly lumped 
  together 
  with 
  Beastmen. 
  While 
  Beastmen are the ever changing and 
  varied servants of the many foul 
  Chaos gods, Skaven are different in 
  that they seem less varied and more 
  stable. It is believed by many that the 
  Horned Rat permits this stability in 
  his servants to allow them to fulfil 
  some nefarious purpose. 
   
  Nearly all Skaven worship the Horned 
  Rat, and within the Underground 
  Empire this worship is universal.  
  Isolated 
  Clans 
  may 
  turn 
  to 
  worshipping 
  other 
  Chaos 
  gods, 
  normally either Nurgle or Tzeentch, 
  though worship of Khorne or Slaanesh 
  is almost unheard of. It is quite 
  common to find small bands and 
  Clans following Chaos armies or 
  serving in Chaos warbands under 
  Chaos Champions. A few Skaven 
  Clans, and a very small and secretive 
  faction seeking power in Clan Eshin, 
  worship Khaine. 
   
  Cult of the Horned Rat  
  The Horned Rat is the 
  greater 
  god 
  of 
  the 
  Skaven, and the only 
  God 
  they 
  officially 
  recognise. Also known as 
  the Gnawer of the Fabric 
  of 
  the 
  Universe, 
  the 
  Horned 
  Rat 
  is 
  throughout Skavendom, 
  and by a few small cults of humans, 
  led or deceived by servants of the 
  Council of Thirteen and the Grey 
  Seers. 
  The 
  Grey 
  Seers 
  are 
  the 
  priesthood of the Horned Rat, and the 
  Council of Thirteen is the Horned Rats 
  ordained 
  governing 
  body 
  over 
  Skavendom. 
  worshipped 
   
  The symbol of the Horned Rat is a 
  roughly equilateral triangle, consisting 
  of three overlapping lines, with one of 
  the points facing down, and the 
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  26
  
  sacred number of the Cult is thirteen. 
  Other symbols of the Horned Rat are 
  stylised 
  Horned 
  Rat 
  heads 
  in 
  pentagrams. 
  The 
  Grey 
  Seers 
  are 
  recognized by their Grey Robes, and 
  their Sacred Tokens, which are often 
  concealed. 
   
  The greatest temple to the Horned Rat 
  is at the sight of an old Bell Tower 
  reaching 
  into 
  the 
  heavens 
  in 
  Skavenblight. It is here that the Grey 
  Seers and the Council of Thirteen 
  meet, and it is the location of the 
  physical manifestation of the Horned 
  Rat; where the Horned Rat placed the 
  Pillar of Commandments. There are 
  smaller shrines wherever there are 
  Grey Seers working publicly, and 
  there are a few small shrines in secret 
  locations where humans worship the 
  Horned Rat. 
   
  Church Skills and Talents 
  Initiates of the Horned Rat gain the 
  Tunnel Rat Talent, though if the 
  Initiate already possesses this Talent 
  (as most skaven will) the Initiate may 
  Take Charm Animal instead. Priests of 
  the Horned Rat may also purchase 
  three of the following: Resistance to 
  Disease, Resistance to Poison, Set 
  Trap, Charm Animal and Streetwise. 
   
  Holy Days and Worship 
  The Cults holy day is to celebrate the 
  arrival of the Horned Rat during 
  Vermintide. 
  On 
  this 
  occasion, 
  hundreds of slaves are sacrificed in 
  terrible and foul rituals to the Horned 
  Rat. A few observances and rituals are 
  also done when Morrslieb is full, and 
  during 
  Morrslieb’s 
  unpredictable 
  equinoxes. 
   
  Arcane Lore (Skaven) 
  Besides religious spell casters of the 
  Horned Rat, many insidious sorcerers 
  are 
  powerful 
  leaders 
  in 
  Skaven 
  society. Skaven wizards follow the 
  Wizard career path as normal except 
  that they normally cast Dark Lore 
  (Chaos) as usual. The Dark Lore is 
  treated as usual except that lightning 
  bolt is substituted for summon lesser 
  daemon 
  and 
  lightning 
  storm 
  is 
  substituted for summon daemon pack. 
  Skaven 
  Grey 
  Seers 
  often 
  hold 
  positions 
  of 
  great 
  religious 
  importance, and are often both Priests 
  and Arcane Spell Casters, gaining the 
  spell 
  casting 
  range 
  from 
  both 
  disciplines. Regardless, the Lore Skill 
  for Skaven Arcane magic users is also 
  changed 
  to 
  Academic 
  Knowledge 
  (Theology).  
   
   
   
  Horned Rat Divine Lore 
  Priests of the Horned Rat spread 
  corruption and unease, assassinate 
  wayward Clan Chieftains or meddling 
  human 
  authorities, 
  and 
  recover 
  forgotten artefacts. The magics of the 
  Horned Rat aid them in these tasks. 
  Skaven who worship Gods besides the 
  Horned Rat will instead have access to 
  their God’s Divine Magic as normal. 
   
  Assume Rat Form 
  Casting Number: 5 
  Casting Time: Full Action 
  Ingredient: Teeth from a rat (+1) 
  Description: 
  The caster can transform themselves 
  (and equipment etc.) into a rat for up 
  to 
  1 
  hour. 
  This 
  spell 
  otherwise 
  behaves exactly like Form of the 
  Soaring Raven (WFRP 149). 
   
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  27
  
  Cloak Nature 
  Casting Number: 10 
  Casting Time: Half action 
  Ingredient: The eyes of the humanoid 
  to resemble (+2) 
  Description: 
  This 
  spell 
  exactly 
  resembles 
  the 
  Doppleganger spell (WFRP 158) except 
  that the range is extended to Touch.  
   
   
  Agility of the Rat 
   
  Casting Number: 7 
  Wither 
  Casting Time: Full Action 
  Casting Number: 12 
  Ingredient: Tail from a rat (+1) 
  Casting Time: Half action 
  Description: 
  Ingredient: Dried skin of a human 
  (+2) 
  This is a touch spell and can be also 
  used on the caster. The target receives 
  +1 M and a +2 bonus to leaping and 
  falling damage for the next 1 hour. 
  Description: 
  This is a touch spell and lasts a 
  number of rounds equal to the casters 
  Magic Characteristic. Every opponent 
  struck by the spell casting Skaven is 
  afflicted by the hideous green vapours 
  emanating from the Skaven’s hand. 
  Each affected victim suffers the loss of 
  1 Wound per round, regardless of TB 
  or armour, for the next 1-10 rounds 
  as their skin dries and decays. 
  Additional castings of Wither on a 
  target 
  suffering 
  wound 
  loss 
  are 
  ignored 
  until 
  the 
  duration 
  has 
  elapsed. The casting of any healing 
  spell or Dispel spell will cancel the 
  decay. 
   
  Musk of Courage 
  Casting Number: 7 
  Casting Time: Full action 
  Ingredient: Dried heart of a dwarf 
  (+1) 
  Description: 
  The spell caster exudes a musk that 
  inspires all Skaven within 24 yards 
  including 
  the 
  caster. 
  This 
  spell 
  emboldens the Skaven to a degree of 
  courage they rarely attain.  These 
  Skaven are immune to Fear and take 
  Terror Tests with a +10 bonus. The 
  spell lasts for a number of minutes 
  equal 
  to 
  the 
  caster’s 
  Magic 
  Characteristic. 
   
  Pestilent Breath 
  Casting Number: 13 
   
  Casting Time: Half actions 
  Resilience of the Rat 
  Ingredient: A rotting tongue (+2) 
  Casting Number: 8 
  Description: 
  Casting Time: Full action 
  The 
  caster 
  emits 
  a 
  rank 
  and 
  poisonous gas in the shape of a 16 
  yard cone that sickens all those that 
  breathe 
  in 
  the 
  foul 
  vapours. 
  A 
  successful Will Power Test will negate 
  the effects. Failure means that the 
  target is hit for a Damage 3 attack 
  irrespective of armour. 
  Ingredient: A rat pelt (+1) 
  Description: 
  This is a touch spell and can be also 
  used on the caster. The target receives 
  a +10% bonus to Toughness for the 
  next hour. The bonus to Toughness 
  will influence disease and poison tests 
  and also provide +1 TB for damage 
  resistance as usual. 
   
   
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  28
  
  Warp Lightning 
  Casting Number: 14 
  Casting Time: Half actions 
  Ingredient: A copper wire twisted into 
  the symbol of the Horned Rat (+2) 
  Description: 
  Bolts of blue-green electricity fly from 
  the caster’s hands, striking targets 
  within 36 yards as a magic missile 
  with 
  Damage 
  5. 
  The 
  maximum 
  number of different targets struck is 
  equal 
  to 
  the 
  caster’s 
  Magic 
  Characteristic. 
   
  Excavate 
  Casting Number: 15 
  Casting Time: Full action 
  Ingredient: A vial of acid (+2) 
  Description: 
  This spell allows the caster to tunnel 
  through stone or hard dirt at normal 
  pace, creating a tunnel wide enough 
  for one person, though soft sand or 
  mud etc. will collapse as normal as 
  the tunnel is not magically stabilised. 
  The spell lasts for a number of 
  minutes equal to the casters Magic 
  Characteristic.  
   
  Enshrouding Mist 
  Casting Number: 17 
  Casting Time: Half action 
  Ingredient: 
  The 
  knotted 
  short 
  intestine of a grave digger (+2) 
  Description: 
  The Skaven spell caster manipulates 
  the energy of the warp to weave a 
  thick mist about the spell caster of 
  radius 10 yards. This mist does not 
  obscure the vision of the Skaven spell 
  caster, but all others have difficulty in 
  seeing through the mist. Excluding 
  the spell caster, all within the mist 
  suffer a -20 to WS and Ag for dodging 
  and initiative. The mist is too dense to 
  permit effective missile fire and can be 
  used to mask the caster from missile 
  fire or to aid retreat. It is difficult to 
  move through the mist, running and 
  Charging into combat are difficult and 
  should normally be restricted at the 
  GMs discretion. Additionally, the mist 
  is slightly poisonous, all creatures, 
  except the caster, must make a 
  standard Poison Test each round or 
  suffer 1 Wound regardless of TB or 
  armour. 
   
  The mist lasts for 1-10 rounds, with a 
  minimum 
  duration 
  equal 
  to 
  the 
  caster’s Magic Characteristic. 
   
  Plague 
  Casting Number: 18 
  Casting Time: Full action 
  Ingredient: Diseased organ from a 
  humanoid (+2) 
  Description: 
  A single target within 48 yards is 
  suddenly ravaged by nearly every 
  conceivable disease on a failed WP 
  Test. This process takes a single 
  round, and may very well result in the 
  instantaneous death of its target. 
  Glands and joints swell up with fluid, 
  eyes bleed, and boils erupt and burst 
  out all over the body. A Toughness 
  test is then made.  
   
  If this test is passed the character 
  suffers a Damage 4 hit modified by TB 
  only and is stunned for the next 
  round from the pain. If the test is 
  failed the target suffers a Damage 8 
  hit modified by TB only, is stunned for 
  the next round and contracts Green 
  Pox (WFRP 136). Roll as usual for 
  duration. 
  Regardless, 
  a 
  character 
  receives 1-5 Insanity points from the 
  pain. 
   
  Dissent 
  Casting Number: 19 
  Casting Time: Full and half actions 
  Ingredient: 
  A 
  damaged 
  religious 
  symbol (+2) 
  Description: 
  This spell affects a 10 yard diameter 
  within 48 yards. Enemies of the caster 
  that fail a Will Power Test suffer from 
  Animosity towards their allies in a 
  similar manner to Orcs and are forced 
  to attack their allies in the following 
  round. 
   
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  29
  
  Burning Within 
  Casting Number: 21 
  Casting Time: Half action 
  Ingredient: Copper coiled around a 
  small piece of Warpstone (+2) 
  Description: 
  This spell is one of the most powerful 
  of Skaven spells. A target within 48 
  yards is immersed in greenish-black 
  coils of lightning. The first effect of 
  this spell is that the target suffers a 
  Damage 8 hit that is not modified by 
  armour. The target must make a WP 
  Test or faint for 1-10 rounds, counting 
  as 
  Stunned. 
  Anyone 
  touching 
  a 
  fainted target will receive a Damage 4 
  hit, with no modifiers for armour as 
  the electricity continues to course 
  through the targets body.  
   
  Gods of Law 
  Solkan, 
  God 
  of 
  Vengeance 
  and 
  Retribution 
  Solkan is a Lesser God of Law. The 
  brother of Alluminas (God of heavenly 
  illumination) and brother/consort of 
  Arianka (Goddess of the Moon and the 
  Chaos Hunt), Solkan is the angry god 
  of vengeance and retribution. He is 
  most often depicted as a tall, intense 
  man on the edge of fury.  Solkan is 
  usually attired either in shiny armour 
  or in black clothing with a wide brim 
  black 
  hat. 
  In 
  either 
  appearance, 
  Solkan is always armed with his 
  flaming 
  sword 
  of 
  vengeance, 
  Flammendrung. 
   
  The cult believes that Solkan was the 
  foremost of the Law Gods who allied 
  themselves with the Earth Mother and 
  the Young Gods in the first Gods War 
  against 
  the 
  Chaos 
  powers. 
  The 
  alliance was more one of convenience 
  than of convergent beliefs, and it was 
  the Law Gods who advocated total war 
  with the goal of eradication of Chaos, 
  even at the risk of destroying all. 
  When the war ended in stalemate, the 
  Law Gods broke from the alliance.  In 
  conjunction 
  with 
  Arianka, 
  Solkan 
  became the most unrelenting foe of 
  Chaos. Sometime later, the complex 
  machinations 
  of 
  Tzeentch, 
  the 
  Changer of the Ways, resulted in the 
  capture and imprisonment of Arianka. 
  Deprived of his sister/consort (and 
  receiving no help from his esoteric 
  brother Alluminas), Solkan intensified 
  his campaign against Chaos while 
  searching for Arianka. 
   
  Solkan is worshipped throughout the 
  Old 
  World, 
  though 
  currently 
  the 
  followers of Solkan are few compared 
  to those of the Young Gods. The cults 
  of Sigmar and Ulric, seen as the 
  forefront of the weak Young Gods' 
  struggle against Chaos, are afforded 
  minimal respect.  
   
  Initiates, Priests, Templars, and Witch 
  Hunters of Solkan identify themselves 
  with the symbol of the flame. Priests 
  wear black hooded robes trimmed 
  with the colours of fire (reds, oranges, 
  and 
  yellows). 
  Cult 
  tokens 
  are 
  blackened 
  iron 
  with 
  a 
  fire 
  opal 
  embedded 
  into 
  its 
  centre 
  which 
  usually represents a cleansing flame. 
  Templars of Solkan often wear the 
  symbol of the flame on plate armour, 
  shield, and barding. In addition to 
  black, 
  wide-brimmed 
  hats, 
  Witch 
  Hunters also wear black clothing and 
  black armour in the visage of Solkan. 
   
  Church Skills and Talents 
  Initiates of Solkan gain Intimidate. 
  Priests of Solkan may also purchase 
  the following: Academic Knowledge 
  (Necromancy), Search, Menacing, and 
  Stout-Hearted. 
   
  Holy Days and Worship 
  Once 
  there 
  were 
  great 
  temples 
  dedicated to Solkan. The two largest 
  were located in Spartius (ruins of 
  which are buried beneath the soil in 
  the land of Border Princes) and the 
  Tilean city-state of Remas. These 
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  30
  
  temples were solidly built structures 
  with outer columns surrounding the 
  exterior walls. The columns and walls 
  were 
  austere 
  in 
  design, 
  lacking 
  ornamentation 
  of 
  any 
  sort. 
  The 
  interior 
  of 
  the 
  temples 
  were 
  unfurnished except for an altar and 
  podium upon which stood the Solkan 
  "Book of Laws" (lost in some past 
  disaster). What remains of the temple 
  in Remas is largely ruins with only a 
  small portion still in use.  
   
  The temples' decline can be traced to 
  increasing 
  intolerance, 
  fear, 
  and 
  distrust of Old Worlders towards the 
  narrow perceptions and rigidness of 
  the Solkanites. In accord with this 
  decline was the rise of the Solkan 
  shrines where cultists meet in small, 
  highly cohesive groups. These shrines 
  are generally located adjacent to 
  homes of a priest, near courtrooms, or 
  housed at a location purchased by 
  cultists. Outwardly, these shrines can 
  not 
  be 
  distinguished 
  from 
  the 
  surrounding buildings; the interiors, 
  however, resemble the old temple 
  interiors with only an altar and 
  podium as furnishings. 
   
  There are no specific holy days 
  dedicated to Solkan as the threat of 
  Chaos is unrelenting and cultists 
  must be ever vigilant. 
   
  The Lore of Solkan 
  Priests of Solkan receive Divine gifts 
  so that they may smite Solkan’s 
  enemies. 
   
  Vigilance 
  Casting Number: 8 
  Casting Time: Full action 
  Ingredient: A black steel gauntlet (+1) 
  Description: 
  The spell lasts for 6 rounds. During 
  this time the user’s armour takes on a 
  shiny black hue. All armour gains +1 
  AP, though locations without armour 
  provide no bonus. The caster is also 
  more vigilant and aware of hostilities 
  around them. All attacks towards the 
  caster count as having the Slow 
  quality, and are more easily dodged 
  and parried. The caster also cannot be 
  Surprised in combat, and the caster 
  may act as normal during the first 
  round of Surprised combat. 
   
  Sword of Cleansing Flame 
  Casting Number: 10 
  Casting Time: Half action 
  Ingredient: A live flame, e.g. a torch 
  (+1) 
  Description: 
  The priest is granted the ability to 
  cause one touched sword to become a 
  magical flaming weapon for the next 6 
  rounds. The flaming sword counts as 
  being magical and inflicts +1 SB from 
  fire. The sword of cleansing flame is 
  especially ruinous to Demons, Chaotic 
  beings and undead, giving the wielder 
  +10 WS and possessing the Impact 
  quality against these abominations. 
   
  Banish Demon 
  Casting Number: 13 
  Casting Time: Full action 
  Ingredient: A symbol of Solkan (+2) 
  Description: 
  The caster is locked in a mental battle 
  with a single Demon within 24 yards 
  and may attempt to banish it back to 
  the void. This spell is otherwise 
  identical to Banish (WFRP 156). 
   
  Protection from Chaos Taint 
  Casting Number: 16 
  Casting Time: Half Action 
  Ingredient: The heart of a dwarf (+2) 
  Description: 
  The priest is granted the power to 
  protect himself or another character 
  within Touch range from the Taint of 
  Chaos for the next 1-10 rounds. The 
  target is afforded complete immunity 
  to Chaos Mutation, including from 
  Warpstone and from arcane, dark and 
  chaos divine lores, for the duration of 
  the spell.  
   
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  31
  
  Sacred Circle 
  Divine Inquisition 
  Casting Number: 19 
  Casting Number: 21 
  Casting Time: Full action 
  Casting Time: Full and half action 
  Ingredient: A bottle of blessed water 
  (+2) 
  Ingredient: A symbol of Solkan made 
  from crystal (+2) 
  Description: 
  Description: 
  This spell affects a 10 yard diameter 
  around the caster. All undead are 
  instantly hit by searing flames for a 
  Damage 6 attack and must make a 
  WP Test or be blinded for the following 
  round. 
  For a number of rounds equal to the 
  caster’s 
  Magic 
  Characteristic 
  the 
  Priest can see through all magical 
  illusions, darkness and invisibility 
  within 48 yards. The spell however 
  does not allow vision into mundane 
  darkness or disguise.  
   
  During the spell’s duration the caster 
  may also ask one question per round 
  that must be answered truthfully 
  unless 
  the 
  interrogated 
  character 
  makes a successful WP Test. You can 
  only ask the same character the same 
  question once. 
   
   
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  Acknowledgments 
   
  The following is a list of sources that I pillaged in order to make this document; 
  sorry for anyone that I have forgot: 
   
  The Realm of Divine Magic article compiled and edited by Paul Slevin; quite a lot of 
  the god descriptions where lifted straight from this document with a little 
  alteration. Most of the Chaos god introductions where partly stolen from Critical 
  Hit, while a lot of the names and definitely most of the inspiration for the Chaos 
  spells came from Advanced Hero Quest descriptions – however vague. The 
  information on Skaven came mostly from The Book of the Rat by Garett Lepper.  
   
  The original WFRP1 rulebook has been used extensively for spell inspiration and to 
  also flesh out the non-human Gods. 
  s_p_sullivan@yahoo.com.au 
  33
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Leopoi/wfrp_nonhuman_and_forbidden_worship_spells_a4.pdf