TEXT: AAlltteerrnnaattee  M
  Maaggiicc  &&  AAddddiittiioonnaall  
  SSppeellllss  ffoorr  NNoonn--H
  Huummaann  PPrriieessttss  
   
  Chaos Dice 
  When people use magic, they are playing with a 
  force from Chaos, and this always carries some 
  element of risk. To represent that in the 
  mechanic, whenever someone casts a spell, he 
  rolls a bunch of normal dice, but will roll at least 
  one Chaos die along with them. Chaos dice do not 
  count toward a spell's Target Number, but only 
  toward determining Tzeentch's Curse. Collegiate 
  Wizards and Priests will roll at least one Chaos 
  die, while Hedge Wizards, Witches and casters 
  using Dark Magic use two (or three in the case of 
  a Hedge Wizards or Witch with Dark Magic). If the 
  characters are in a place or time where Chaos is 
  strong, more dice may be added to the roll. 
   
  With the above rule, the Rule of Ones is cancelled. 
  We don't need it anymore, because wizards will 
  not be rolling just one die. 
   
  Blood Magic 
  When casting a spell or performing a ritual, the 
  caster can cut himself with a silver knife. If he 
  does, the player rolls a Blood die together with his 
  normal casting dice and any Chaos dice. The 
  character takes as many wounds as the result of 
  the blood die. If this brings Wounds down to zero, 
  any additional damage is resolved on the critical 
  hit tables and the caster must make a Will Power 
  roll to concentrate enough to cast the spell. 
   
  The player may substitute the blood die for any 
  normal die in the same roll. This can be used to 
  get a higher result on the spell casting roll and/or 
  to avoid Tzeentch' Curse. Any Chaos dice cannot 
  be substituted for. 
   
  This talent is available for hedge magicians, 
  witches and druids. Characters with this talent 
  can be recognised by the network of scars 
  covering their body. 
   
  Spell Variation 
  All spells have a basic description which is very 
  specific in its effect. These descriptions can be 
  considered only default spells effects; with a bit of 
  work, the wizard can modify the effects. In order 
  to do so, the wizard must make a Channelling roll. 
  He can then choose one of the effects in the table 
  below. If he wants to use more effects, every 
  additional effect lowers the roll by 10. Except for 
  the first effect, all effects can be taken several 
  times. 
   
  Effects: 
  - Lower CN by Mag score (this is the default 
  Channelling roll) 
  - Halve the casting time (round up) 
  - Double or halve the distance of the spell 
  - Double or halve (round up) the duration of the 
  spell 
  - Roll an extra die when determining damage, 
  then select one die 
  - If the spell can be resisted, lower the WP of the 
  target by 10, but only for the use of resisting this 
  spell. 
   
  Spell Mastery 
  Under the modified rules for learning magic a 
  spell caster gains 200 XP whenever he learns an 
  Arcane or Divine Lore Talent to spend on spells 
  from an available spell pool. Spells can be bought 
  for a number of XP equal to the CN of the spell 
  times 10. Additionally, a magic user can master 
  spells.  
   
  Spell mastery costs 100 XP per spell, and several 
  levels of mastery are possible; each level costs 
  another 100 XP per spell.  
   
  Advantages of spell mastery include: 
  - When casting the spell, the wizard rolls one 
  fewer Chaos die for each level of mastery. 
  - When using a variation of the spell, the wizard 
  can ignore as many -10 modifiers on the 
  channelling roll as he has levels of mastery. 
   
  On the character sheet, record mastered spells 
  with an asterisk for each level of mastery. 
   
  Corruption 
  Using magic is dangerous. You are working with 
  chaos stuff, after all, and chaos tends to corrupt. 
  This is reflected in corruption points. Under 
  normal circumstances a character using the Dark 
  Magic Talent that incurs Tzeentch’s Curse will 
  also suffer from a Side Effect (WFRP 159) on a roll 
  of a double on the percentile dice 
   
  A spell caster gains corruption points: 
  - Every time they cast a spell and the Chaos die 
  rolls a 10. If more than one Chaos die comes up 
  10, they get a corruption point for every 10. 
  - When they come into contact with warpstone. 
  The number of corruption points obtained is 
  variable. It depends on the size of the stone and 
  the length of exposure. As a rule of thumb, a 
  character would get six corruption points is he 
  had been in contact with a fist-sized piece of 
  warpstone for a full day. 
  s_p_sullivan@yahoo.com.au          http://www.geocities.com/leonpoi19/wfrp.html                                           - 1 - 
   
   
   
  
  Whenever a character gains one or more CP, add 
  them to the running total. Then check what 
  happens. There are three possibilities: 
   
  1. If the character has fewer than ten CP, nothing 
  happens 
  2. If the character has 10, 15, 20 etc CP, but not 
  more than his WP score, the character gains a 
  corruption on a failed WP Test. Roll on the 
  Corruption Table below and subtract 1d10 CP. 
  3. If the character gains more CP than his WP 
  score, nothing can help him anymore; he is lost to 
  Chaos. The character becomes an NPC in service 
  of the Chaos Gods. 
   
  The Corruption Table 
  Roll 1d100 and add your Corruption Point total. 
  Check the result on the following table to see a 
  further explanation. 
   
  01-20: Beneficial skill or talent 
  Yes, some mutations are actually beneficial. For 
  instance, Wuder Lechart (in Grapes of Wrath) 
  gained talents like Very Resilient and Very Strong. 
  It is rare for something like this to happen, 
  though - the character may praise himself lucky. 
  Roll 1d100: 
   
  Magic skills and talents 
  01-04 Magical Sense (Witchsight) 
  05-08: Speak Language: Dark Tongue 
  09-12: Aethyric Attunement 
  13-16: Dark Lore 
  17-20: Dark Magic 
   
  Observation talents 
  21-24: Acute Hearing 
  25-28: Excellent Vision 
  29-32: Night Vision 
  33-36: Sixth Sense 
   
  Stat boosters 
  37-40: Coolheaded 
  41-44: Fleet Footed 
  45-48: Hardy 
  49-52: Lightning Reflexes 
  53-56: Marksman 
  57-60: Savvy 
  61-64: Suave 
  65-68: Very Resilient 
  69-72: Very Strong 
  73-76: Warrior Born 
   
  Others 
  77-80: Ambidextrous 
  81-84: Contortionist 
  85-88: Fearless  
  89-92: Luck 
  93-94: Resistance to Disease 
  95-96: Resistance to Poison 
  97-00: Strike Mighty Blow 
   
  21-70: Arcane Mark 
  See the supplement “Fan Material for Warhammer 
  Fantasy Roleplay: Hedge Magic Spell Creation” 
   
  71-120: Minor Mutation 
  These are similar to the Side Effects described in 
  the rulebook, on pages 159 and 160 (although 
  disregard Mutation) or on the Physiological 
  Disability Tables. The first time the character rolls 
  a Minor Mutation, roll on the tables to determine 
  one. The character gets the first stage of this Side 
  Effect or Disability. Subsequent Minor Mutations 
  have a 90% chance of aggravating this mutation, 
  and 10% to obtain a new minor mutation instead. 
   
  121 and more: Major Mutation 
  Tentacle arms, horns spouting from the forehead, 
  and so on. Use the table on p. 229 of the 
  rulebook, or another appropriate mutation table, 
  e.g. OWB. 
   
  Acknowledgement 
  These alternate rules are taken from Whymme’s 
  site without permission: 
  http://homepage.mac.com/whymme/WFRP/index.html
  s_p_sullivan@yahoo.com.au          http://www.geocities.com/leonpoi19/wfrp.html                                           - 2 - 
   
   
  The rules have been slightly modified to better 
  suit my play style. They are included in this 
  document so that they are in a handy, printable, 
  form for my use. 
  
  Dark Lores 
  Besides the spells provided in WFRP160 for the 
  Lore 
  of 
  Chaos, 
  chaotic 
  magic 
  users 
  may 
  additionally purchase any spells particular to 
  their God from the Divine Chaos Lore spell lists. 
  Spells are purchased with XP as usual.  
   
  Additional Necromantic spells are provided here. 
   
  Locate Corpse 
  Casting Number: 6 
  Casting Time: Half action 
  Ingredient: A finger bone (+1) 
  Description: 
  The caster can locate any corpse, buried or 
  otherwise, within 96 yards that is suitable for use 
  with undead summoning spells. The nature of the 
  corpse – whether it is protected from animation by 
  magic, or if it suitable for the summoning of 
  Wights (advanced career) – is also made known by 
  this spell. 
   
  Embalm 
  Casting Number: 10 
  Casting Time: Full action 
  Ingredient: A vial of embalming fluid (+1) 
  Description: 
  The caster can heal a single undead within Touch 
  range of 1d10 Wounds. This spell has no effect on 
  living creatures or ethereal undead.  
   
  Tomb Rot 
  Casting Number: 12 
  Casting Time: Full action 
  Ingredient: Bandages from a mummy (+2) 
  Description: 
  The caster attempts to drain the health from a 
  single target within Touch Range. The touched 
  skin blisters and decays, inflicting a single Wound 
  on the target. Additionally, if the target fails a WP 
  Test, they are stricken with tomb rot and appear 
  to quickly age and decay, losing 5% from 
  Toughness, Agility and Fellowship, and suffer 
  continuing effects as described below. 
   
  Additional effects of tomb rot are otherwise 
  considered to be a disease (WFRP 136). A failed 
  Disease Test will cause the victim to contract a 
  wasting 
  disease 
  with duration 
  of 
  10 
  days 
  (modified by any cures or Toughness results as 
  normal). Each day, the victim must pass a 
  Toughness Test or lose an additional 5% from 
  Toughness, Agility and Fellowship. If Agility or 
  Fellowship reaches zero the victim is bed stricken 
  and unable to move, while if Toughness reaches 
  zero, the target dies.  
   
  Any lost characteristic points, including the initial 
  effects of the spell will recover at the rate of 5% 
  per day once the disease has been lifted (or 
  avoided). A permanent loss of 5% to Fellowship is 
  suffered due to the withering effects of tomb rot. 
   
   
  Wight Blade 
  Casting Number: 13 
  Casting Time: Half action 
  Ingredient: A long bone of a humanoid (leg or arm) 
  (+1) 
  Description: 
  The caster summons a magical shimmering blade. 
  The blade counts as magical, and if a Critical Hit 
  is scored with the weapon, two rolls are allowed 
  and the highest result is chosen. The Wight Blade 
  remains in existence for a minute (6 rounds) or is 
  dispelled sooner if it leaves the caster’s hand 
  (disarming, dropping, etc.). 
   
  Blood Bridge 
  Casting Number: 14 
  Casting Time: Half action 
  Ingredient: A blood soaked cloth (+2) 
  Description: 
  The caster draws the blood from a living creature 
  within 24 yards. The target is drained of blood 
  and suffers a number of Wounds equal to the 
  caster’s Magic Characteristic regardless of TB or 
  armour. This stolen blood heals the caster, who in 
  turn regains a number of Wounds equal to his 
  Magic Characteristic.  
   
  Rigor Mortis 
  Casting Number: 14 
  Casting Time: Half action 
  Ingredient: Shackles from a prisoner that has died 
  while incarcerated (+2) 
  Description: 
  A single target within 12 yards must pass a Will 
  Power test or have their limbs stiffened under the 
  weight of death. The affected character can only 
  take a single half action for a number of rounds 
  equal to the caster’s Magic Characteristic and has 
  their Agility halved (rounded up) for the duration 
  of the spell. 
   
  Extend Control 
  Casting Number: 15 
  Casting Time: Full action 
  Ingredient: The brain of a magician (+2) 
  Description: 
  This spell enables the caster to control undead 
  beyond the normal range of 48 yards, extending 
  the control to half a mile (880 yards). Extend 
  Control lasts a number of hours equal to the 
  caster’s Magic Characteristic. 
   
  Spirit Form 
  Casting Number: 17 
  Casting Time: Two full actions 
  Ingredient: A piece of gossamer (+2) 
  Description: 
  s_p_sullivan@yahoo.com.au          http://www.geocities.com/leonpoi19/wfrp.html                                           - 3 - 
   
   
  The caster can use this spell to enter an ethereal 
  state in a similar manner to Spiritual Undead. 
  While ethereal, the caster can become visible or 
  invisible at will, cannot attack or cast spells, but 
  
  is otherwise immune to non-magical forms of 
  attack. The ethereal ability is identical to the 
  Ethereal Talent (OWB 77).  
   
  The caster can remain ethereal for a number of 
  hours equal to his Magic Characteristic, although 
  once Spirit Form is cancelled it must be recast if 
  the caster wishes to become ethereal again. All 
  possessions of the caster, except living creatures, 
  are also affected by this spell.  
   
  Feign Death 
  Casting Number: 18 
  Casting Time: Full action 
  Ingredient: A vial of poison (+2) 
  Description: 
  The caster is able to enter a deep hibernation and 
  appear dead. While in this deep hibernation, the 
  caster is not required to breathe, and shows no 
  signs of life, and will become cold (room 
  temperature) like a genuine corpse. Examination 
  by characters with the Heal Skill will determine 
  that the character is dead.  
   
  The character may remain in this state for up to a 
  number of days equal to his Magic Characteristic. 
  The caster may wake up before this maximum 
  duration, but the time of hibernation must be 
  specified when the spell is cast. Additionally, the 
  caster has no powers of perception while under 
  the spells effects.  
   
  Once cast, the hibernation may be invoked within 
  a number of rounds equal to the caster’s Magic 
  Characteristic as a Free Action. In this way the 
  caster is able to more convincingly feign death if 
  struck by a weapon or spell, for example.  
   
  Skeleton Guardian 
  Casting Number: 19 
  Casting Time: A full and a half action 
  Ingredient: A weapon or piece of armour from a 
  dead hero (+2) 
  Description: 
  The caster raises a single undead skeleton to act 
  as a guardian, and must be cast within 12 yards 
  of a corpse of an Advanced Character. A fresh 
  corpse will quickly wither and desiccate, shedding 
  its skin to reveal shiny white bone, while an older 
  corpse will be cleaned of dirt and age.  
   
  The statistics for the skeleton guardian are given 
  below. The skeleton guardian must be controlled 
  as normal. 
   
  Skills, Talents, and Special Rules are identical to 
  a normal Skeleton (OWB 108), except that it can 
  be assumed that the skeleton guardian can use 
  any specialist hand-to-hand weapon without 
  penalty. 
   
  Maintain Control 
  Casting Number: 20 
  Casting Time: Full action 
  Ingredient: Essences of a vampire (+3) 
  Description: 
  This spell enables the caster to imbue an 
  otherwise Mindless Undead such as skeletons or 
  zombies with a degree of autonomy. This spell 
  affects a number of undead equal to the caster’s 
  Magic Characteristic and all undead must be 
  within Touch Range for the spell to work. The 
  caster casts the spell and must touch each 
  targeted undead within 1 round (it is reasonable 
  to expect that 3-4 undead could be touched in a 
  single round if they are all within Touch Range).  
   
  Affected undead no longer require the control of a 
  necromancer or vampire to remain animated, 
  although they are still limited to simple tasks 
  such as attacking and guarding. This spell is most 
  useful 
  for 
  permanently 
  animating 
  undead 
  guardians to protect ruins or tombs in the 
  necromancer’s absence. 
   
  Spirit Speak 
  Casting Number: 21 
  Casting Time: Full action 
  Ingredient: A stick of incense (+3) 
  Description: 
  This spell enables the caster to converse with a 
  recently killed creature within Touch Range. The 
  discussion must be made within 1 minute (6 
  rounds) of the character’s death or the soul may 
  already have passed to the realm of Morr. Due to 
  the shock of dying, the slain creature will most 
  likely be unaware of his death and quite confused. 
  The caster must therefore utilise a degree of tact, 
  and must pass Charm Tests as dictated by the 
  GM to successfully converse with the spirit.  
   
  Wail Of The Banshee 
  Casting Number: 22 
  Casting Time: Half action 
  Ingredient: The tongue of an orphan (+3) 
  Description: 
  The caster emits a terrifying howl of pure evil, 
  affecting all creatures not immune to Fear and 
  Terror within 5 yards (large template). Affected 
  victims must pass a WP Test or suffer 1d10 
  Wounds regardless of TB or armour. Characters 
  within the area of affect also suffer from Terror of 
  the caster until the following round and must 
  make any relevant Terror Tests or flee and gain 
  insanity points as appropriate.  
  - Skeleton Guardian Statistics - 
   
  s_p_sullivan@yahoo.com.au          http://www.geocities.com/leonpoi19/wfrp.html                                           - 4 - 
   
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP Fel 
  45% 
  30% 
  45% 
  40% 
  40% 
  - 
  - 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  14 
  4 
  4 
  4 
  - 
  - 
  - 
  
  Curse Of Undeath 
  Casting Number: 26 
  Casting Time: Two full actions 
  Ingredient: The hand of a liche, mummy or 
  vampire (+3) 
  Description: 
  This spell may be cast against any character 
  under 10 feet tall within 48 yards. The victim is 
  allowed a WP Test to resist the effects. If this is 
  failed, the victim begins to transform into an 
  undead creature. At the beginning of each 
  subsequent round, the victim loses 1d10% of 
  Strength; the victim dies and becomes an undead 
  creature if their strength is reduced to zero. The 
  progress of undeath may only be halted by 
  dispelling or otherwise cancelling the spell. 
  Slaying the necromancer will not halt the spells 
  effects. 
   
  A character that becomes undead is considered a 
  normal Zombie, and must be controlled as 
  normal. If dispelled, the victim permanently loses 
  any Strength due to the hideous wasting effects of 
  the curse. 
   
  Necromantic Rituals 
   
  Possession 
  Type: Arcane (Necromantic) 
  Arcane Language: Magick 
  Magic: 3 
  XP: 300 
  Conditions: The caster must capture and bind a 
  humanoid host whose body he wishes to inhabit. 
  During the 24 hours casting time of the ritual, the 
  necromancer must gradually cut and drain the 
  blood from both himself and the host into a 
  golden 
  chalice. 
  Both 
  the 
  host 
  and 
  the 
  necromancer will be reduced to 0 Wounds during 
  the course of the ritual (at about a rate of 1 
  Wound every 2 hours). 
  Consequences: If the Casting Roll is failed the 
  caster’s spirit fails to subdue the host and 
  becomes trapped at the source of the ritual as a 
  Ghost (OWB 109). The caster dies and haunts 
  until banished. 
  Casting Number: 18 
  Casting Time: 24 hours 
  Description: 
  If successfully casts, this spell enables the 
  caster’s spirit to leave his body and inhabit a host. 
  The caster and host make opposed Will power 
  Tests. If the caster loses the Opposed Test he is 
  rejected from the host but simply continues to 
  exist in his previous body and is otherwise not 
  penalised. If the caster wins, or the result is a 
  draw, the caster inhabits the host creature. The 
  caster’s body dies, and the caster has a new 
  physical form of the host. 
   
  The victim’s psyche is not destroyed, but is 
  suppressed by the possessing necromancer. The 
  necromancer 
  does 
  not 
  gain 
  access 
  to 
  the 
  thoughts, memories, and knowledge of the host, 
  and if the caster is driven from the host by an 
  Exorcism, the host regains full control.  
   
  Having acquired a new body, the necromancer’s 
  mental characteristics (Int, WP) are unchanged. 
  The caster’s new Fel score is an average of the 
  host’s and the caster’s to take into account the 
  combination of charm and attractiveness that 
  constitutes Fellowship (do not include losses from 
  Cadervous 
  Appearance 
  etc). 
  All 
  other 
  characteristics are that of the host creature. All 
  Skills, Talents and magical abilities remain those 
  of the caster. 
   
  Besides removal by Exorcism, the caster can be 
  forced from the host under rare circumstances 
  where 
  the 
  necromancer’s 
  will 
  becomes 
  compromised. On the roll of 100 (00) on any 
  future Will Power Test made by the possessing 
  necromancer, the host and caster must make 
  Opposed WP Tests. If the caster wins there are no 
  effects and any future Opposed WP Tests with the 
  host are made with a cumulative +10% advantage. 
  In the advent of a draw, the host is able to regain 
  control and choose one half action of the 
  necromancers actions for the following round. If 
  the host wins, the host is able to regain control 
  and choose the necromancers actions for the 
  following round and  the host gains a cumulative 
  +10% 
  to 
  any 
  future 
  Opposed 
  WP 
  Tests. 
  Additionally, if the host is ever able to win 3 
  Opposed Tests in a row (which will almost 
  certainly be spaced many days, weeks, or months 
  apart due to the likelihood of rolling 00), the host 
  displaces the necromancer and his soul is 
  scattered to the wind - the host is finally free. 
   
  Army Of The Dead 
  Type: Arcane (Necromantic) 
  Arcane Language: Magick 
  Magic: 4 
  XP: 400 
  s_p_sullivan@yahoo.com.au          http://www.geocities.com/leonpoi19/wfrp.html                                           - 5 - 
   
   
  Conditions: The caster must perform the ritual at 
  a site containing at least 100 dead, such as a 
  graveyard or other burial site, or the recent scene 
  of a large battle (with corpses lying about). During 
  
  the course of the ritual a witch hunter, or another  
  individual or priest devoted to the extermination 
  of chaos, must be first tortured and then hung 
  within the burial site. 
  Consequences: If the Casting Roll is failed the 
  caster must pass a Will Power Test or gain the 
  Cadaverous Appearance Side Effect. The caster’s 
  body is also racked with negative energy, and his 
  Strength and Toughness are reduced to 5% until a 
  full week (8 days) has elapsed. 
  Casting Number: 25 
  Casting Time: One hour 
  Description: 
  The caster calls forth a mixture of Skeletons and 
  Zombies that burst from the ground or simply 
  animate from dead corpses. A number of undead 
  equal to the caster’s Will Power are summoned; 
  the approximate breakdown being 50% skeletons 
  and 50% zombies. The undead do not need to be 
  controlled in the traditional sense and are instead 
  given a single order, such as “defend me” or 
  “attack the town”. The raised dead last until the 
  next sunrise, after which they collapse as normal 
  corpses and quickly decay to dust. 
   
  Divine 
  Lore 
  – 
  Dwarven 
  (Grungni & Grimnir) 
  Grungni is the Dwarven God of mining and 
  artisans. These additional spells represent the 
  Dwarven affinity for the earth and metalworking.  
   
  The Lore of Grimnir does not warrant the 
  inclusion of any additional spells; Dwarven magic 
  use is considerably restricted, and the warlike cult 
  of Grimnir tends to be more so. With the GMs 
  permission, divine spell casters of the cult of 
  Grimnir may select up to two spells from the 
  Divine Lore of Grungni to represent the affinity all 
  dwarfs have with the earth and trades. 
   
  Deduction Of Form 
  Casting Number: 8 
  Casting Time: Two full actions 
  Ingredient: An artisan’s tool (+1) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Metal spell Understanding The Mechanism. 
  Soften Stone 
  Casting Number: 8 
  Casting Time: Full action 
  Ingredient: A handful of mud (+1) 
  Description: 
  A patch of ground within 48 yards becomes soft, 
  is difficult to move through, and can trap targets 
  in the affected area. The affected ground is given 
  by 
  the 
  large 
  template 
  (10 
  yard 
  diameter). 
  Character’s within the affected area cannot move 
  unless they pass a Strength Test and even then 
  their Movement is Halved while in the softened 
  ground. Soften Stone lasts 6 rounds (a minute). 
   
  Body Of Earth 
  Casting Number: 9 
  Casting Time: Half action 
  Ingredient: A piece of slate (+1) 
  Description: 
  The caster’s skin, or the skin of a single character 
  within Touch Range, becomes hard and he is 
  more able to resist damage and has an icreased 
  strength and fortitude. For the next 6 rounds the 
  target’s Strength and Toughness are increased by 
  10%. 
   
  Encumber 
  Casting Number: 14 
  Casting Time: Full action 
  Ingredient: A chain mail link of lead (+2) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Metal spell Armour Of Lead. 
   
  Cavern Darkness 
  Casting Number: 16 
  Casting Time: Full action 
  Ingredient: A lump of coal (+2) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Shadow spell Pall Of Darkness. 
   
  Forge 
  Casting Number: 17 
  Casting Time: 1 minute 
  Ingredient: a smithy’s hammer (+2) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Metal spell Transformation of Metal. 
  s_p_sullivan@yahoo.com.au          http://www.geocities.com/leonpoi19/wfrp.html                                           - 6 - 
   
   
   
  
   
   
  Divine Lore – Esmeralda 
  Esmeralda is the patron Goddess of Halflings. The 
  majority of Halfling spells are related to the well 
  being of the caster and his allies. 
   
  Purify  
  Casting Number: 6 
  Casting Time: Full action 
  Ingredient: A sprig of mint (+1) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Light spell Cleansing Glow. 
   
  Enthuse 
  Casting Number: 7 
  Casting Time: Half action 
  Ingredient: A miniature cast iron heart (+1) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Light spell Clarity. 
   
  Intoxicate 
  Casting Number: 11 
  Casting Time: Half action 
  Ingredient: A tankard of ale (+2) 
  Description: 
  This spell behaves in an identical manner to the 
  (urban) hedge magic spell Curse Of Inebriation. 
   
  Hero’s Feast 
  Casting Number: 14 
  Casting Time: Full and half action 
  Ingredient: A silver spoon (+2) 
  Description: 
  The caster can create a number of meals equal to 
  his Magic Characteristic. The meals are created 
  from thin air and enable the caster to provide food 
  for a small party without ingredients. The created 
  food is nourishing and delicious; any character 
  eating a meal will be healed of a single Wound and 
  will receive a +5% bonus to Toughness and Will 
  Power for 10 minutes after finishing the meal. 
   
  Cure 
  Casting Number: 16 
  Casting Time: 2 minutes 
  Ingredient: Any herbal remedy (+2) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Light spell Ill-Bane. 
   
  Status 
  Casting Number: 17 
  Casting Time: Full action 
  Ingredient: A tea cake (+1) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Light spell The Power Of Truth. 
   
   
  Divine Lore – Khaine 
  Khaine is an evil God, the patron of murders and 
  assassins throughout the Old World. Besides 
  spells related to the undead and assassination, 
  the evil arsenal of Khaine contains many spells 
  related to their cold and viscous homeland. 
   
  Kiss Of The Adder 
  Casting Number: 12 
  Casting Time: Half action 
  Ingredient: A snake’s fang (+1) 
  Description: 
  This is a Touch spell. The caster must touch the 
  target who must pass a Poison Test or suffer a 
  single Damage 3 hit that ignores armour. If 
  poisoned, on the following round the target must 
  pass another Poison Test or suffer a Damage 1 hit 
  as the poison continues to course through their 
  body. 
   
  Enfeeble 
  Casting Number: 14 
  Casting Time: Full action 
  Ingredient: A drop of mouse blood (+2) 
  Description: 
  s_p_sullivan@yahoo.com.au          http://www.geocities.com/leonpoi19/wfrp.html                                           - 7 - 
   
   
  An 
  unnatural 
  and 
  unbearable 
  agony 
  and 
  weakness suffuses the body of a single target 
  within 48 yards unless a Will Power Test is made. 
  The affected target has their Strength, Weapon 
  Skill and Ballistic Skill halved, rounding down. 
  
  Once it is cast, the effects of Enfeeble continue as 
  long as the caster maintains the spell each round 
  as a Half Action, until it is dispelled, or until the 
  target passes a new Will Power Test made each 
  turn. 
   
  Doombolt 
  Casting Number: 15 
  Casting Time: Full action 
  Ingredient: A knife of solid jet (+2) 
  Description: 
  As the invocation is spoken, the otherworldy beast 
  known as Kharaidon unleashes a bolt of pure 
  darkness upon the Dark Elves’ adversaries. 
  Doombolt is a magic missile with a range of up to 
  36 yards and Damage 5. A number of missiles are 
  made equal to the caster’s Magic Characteristic. 
   
  Dominion 
  Casting Number: 16 
  Casting Time: Full action 
  Ingredient: A hallucinogen (+2) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Chaos spell Lure Of Chaos. 
   
  Leech Life 
  Casting Number: 17 
  Casting Time: Half action 
  Ingredient: A leech (+2) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Death spell Steal Life. 
   
  Chill Wind 
  Casting Number: 20 
  Casting Time: Half action 
  Ingredient: A subterranean rock (+2) 
  Description: 
  Calling upon the coldness of Nagaelythe of the 
  Utterdark, the Dark Elf unleashes a freezing wind 
  against their enemies. This spell behaves in an 
  identical manner to the Lore of Ulric spell Ice 
  Storm. 
   
   
  Divine Lore - Liadriel 
  Liadriel is the major deity of the wood elves, and is 
  the patron of music and song. The magics of 
  Liadriel are also concerned with the well being of 
  the forests that are the wood elves homeland. 
   
  Merriment 
  Casting Number: 4 
  Casting Time: Half action 
  Ingredient: A drop of water from a pure spring (+1) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Life spell Ferment. 
   
  Purify Food & Drink 
  Casting Number: 5 
  Casting Time: Half action 
  Ingredient: A tankard of fresh water (+1) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Light spell Cleansing Glow. 
   
  Detect Snares & Pits 
  Casting Number: 8 
  Casting Time: Full action 
  Ingredient: A broken snare (+1) 
  Description: 
  The caster can locate any snares or dug pits traps 
  within 96 yards that exist in a forested region. 
  Mechanical traps constructed of natural materials 
  can be detected, though the spell does not detect 
  complex traps, including trapdoor traps with 
  hinges. Naturally occurring equivalents to traps 
  are not detected, i.e. quicksand or a sinkhole 
  would not be detected by this spell. 
   
  Nature’s Step 
  Casting Number: 10 
  Casting Time: Full action 
  Ingredient: The fur from a squirrel (+2) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Life spell The Wilds Undisturbed. 
   
  Nature’s Guardian 
  Casting Number: 12 
  Casting Time: Full action 
  Ingredient: An oak leaf (+1) 
  Description: 
  This spell behaves in an identical manner to the 
  Lore of Life spell Leaf Fall. 
   
  Nature’s Transmutation 
  Casting Number: 16 
  Casting Time: Full action 
  Ingredient: An oak branch (+2) 
  Description: 
  s_p_sullivan@yahoo.com.au          http://www.geocities.com/leonpoi19/wfrp.html                                           - 8 - 
   
   
  This spell behaves in an identical manner to the 
  Lore of Life spell Wood Shape. 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Leopoi/wfrp_alternate_magic_rules_and_nonhuman.pdf