TEXT: 1 
  Fan Material for Warhammer Fantasy Roleplay : Hedge Magic Spell Creation 
  Spell Creation for 
  Hedge Wizards, Witches 
  and Warlocks  
  Article written by Daniel White 
  
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  Fan Material for Warhammer Fantasy Roleplay : Hedge Magic Spell Creation 
  INTRODUCTION 
   
  This document is designed to give some flavour 
  and variety to Hedge Wizards and Witches. By 
  use of the charts and options contained herein, 
  an individual’s version of his researched spells 
  will look and feel totally different from other wiz-
  ards’ versions. For each spell that the wizard 
  creates (both Lore equivalents and Hedge Wiz-
  ard and Witch spells), roll on the Motif, Phenom-
  ena and Focus tables to determine how your 
  Hedge Wizard or Witch manipulates the winds 
  to cast his spell. The same procedure can be 
  used for Petty Hedge spells as well. Note the 
  results next to each of your known spells. Your 
  wizard will henceforth cast his spells in the man-
  ner dictated by the charts. These charts gener-
  ate thousands of variations in the look and feel 
  of the Hedge Wizards and Witch spells. 
   
  Note: Some of the effects generated by these 
  tables may not be to the liking of GMs and play-
  ers who like to keep their magic unobtrusive. 
  Some effects could certainly be considered as 
  Insignificant Chaos Manifestations and are de-
  signed as such to reflect the Hedge Wizards 
  and Witches dabbling in powers he cannot 
  properly control. The effects described do not 
  replace the need for an additional Hedge die to 
  be rolled by the Hedge Wizard, nor do they re-
  place Tzeentch’s curse. 
   
  MOTIFS 
   
  Motifs describe the form that Hedge spells take. 
  For example, a Hedge researched Fireball may 
  have the motif of a skull, a tombstone or even a 
  pie! The Phenomena chart determines how this 
  motif manifests. 
   
  Each spell researched by the wizard can have a 
  different motif, but the GM and his player may 
  decide that the Hedge Wizard/Witch has suffi-
  cient mastery over his creations that his motif 
  can be the same for all of his researched spells.  
   
  Some motifs may not be desirable for certain 
  spells, but by applying a bit of lateral thinking, 
  some interesting descriptions of the spell can be 
  made with any of the motifs found in the table 
  below. 
   
  Roll 1d10 to see which chart is used. Then roll 
  1d100 to see what acts as your spells motif. 
  Alternatively, choose any one as your motif. 
   
   
   
   
   
   
   
   
  
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  Fan Material for Warhammer Fantasy Roleplay : Hedge Magic Spell Creation 
  PHENOMENA 
   
  (Roll 2d10 to see which phenomenon manifests 
  the motif of your spell, or choose any one.) 
   
  2 
  Visage 
  3 
  Ghostly Image 
  4 
  Brand 
  5 
  Imprints 
  6 
  Seen from corner of eye 
  7 
  Audible Resonance 
  8 
  Conspicuous Sighting 
  9 
  Mental Image 
  10 
  Wrapped In Motif 
  11-20 Manifestation 
   
  Visage: Your face momentarily reflects the image 
  of your spells motif to anyone watching. This is a 
  visual manifestation that has no game effect. 
   
  Ghostly Image: A brief ghostly image of your 
  motif appears right before you and is visible to 
  anyone within 5 feet for each point of your magic 
  characteristic. This is a visual manifestation that 
  has no game effect. 
   
  Brand: A brand of your motif appears on your 
  cheek. It remains for 1 round for each point of 
  your magic characteristic. This is a visual mani-
  festation. 
   
  Imprints: When you cast your spell, an imprint of 
  your motif (if applicable) appears in the earth at 
  your feet and extends like footprints for 5 feet in 
  front of you for each point of your magic charac-
  teristic. The footprints fade after a minute. This is 
  a visual manifestation that may confuse tracking 
  at the GMs option. 
   
  Conspicuous Sighting: Your motif can be seen 
  fleetingly from the corner of the eye whenever 
  you cast the spell. All within 5 feet per point of 
  your magic characteristic also get this impression. 
  This is a visual manifestation and has no game 
  effect. 
   
  Audible Resonance: The sound of your motif is 
  heard audibly by all within 5 feet per point of your 
  magic characteristic. This is an aural manifesta-
  tion and may cause a momentary double take by 
  those affected at the GMs option. 
  Seen Nearby: Your motif is seen within an hour of 
  casting this spell. This is a visual manifestation 
  that has no game effect. 
   
  Mental Image: Anyone subject to your spell gets 
  a mental image of your motif. This is a mental 
  manifestation that has no game effects. 
   
  Wrapped In Motif: You appear to be wrapped in 
  your motif for a second after casting your spell. 
  This is a visual manifestation that has no game 
  effect. 
   
  Manifestation: Your spell takes the form of your 
  motif. A Fireball would take the form of the motif, 
  whilst a healing spell may see the dancing form of 
  your motif cover the wound. The GM and player 
  decide upon the exact nature of this visual mani-
  festation. This is the most common phenomenon. 
   
  FOCUS 
   
  The focus must be used in order to cast the spell. 
  The focus is not considered an ingredient and 
  does not take the place of an ingredient for spell 
  casting purposes. 
   
  (Roll 1d10 to see how you cast the spell, or 
  choose any one) 
   
  1 
  Intonations 
  2 
  Mannerisms 
  3 
  Dancing 
  4 
  Shuffle 
  5 
  Circle 
  6 
  Imbibe 
  7 
  Pain 
  8 
  Trophy 
  9 
  Habits 
  10 
  Environment 
   
  Intonation: The first word that you speak whilst 
  casting the spell must take a particular inflection. 
   
  Mannerisms: You must affect one mannerism 
  whilst casting your spell. This may be anger or 
  shame or any other mannerism. 
   
  Dancing: A particular dance step must be per-
  formed whilst casting your spell. 
   
  Shuffle: You must shuffle your feet constantly 
  whilst casting your spell. 
   
  Circle: You must complete one full 360-degree 
  turn whilst casting your spell. 
   
  Imbibe: You must imbibe a certain type of food or 
  drink whilst casting your spell. 
   
  Pain: You must suffer a particular type of pain 
  whilst casting your spell. 
   
  Trophy: You must hold in your hands a certain 
  type of item in order to cast your spell. 
  
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  Fan Material for Warhammer Fantasy Roleplay : Hedge Magic Spell Creation 
   
  Habits: You must exhibit a certain habit whilst 
  casting your spell. This may be drugs or alcohol 
  or any other habit-forming substance. 
   
  Environment: You must hold a certain type of 
  earth in your hands when casting this spell. This 
  could be clay, rock, sand, lime or any other kind 
  of soil. 
   
  PASSIONS 
   
  Passions are subjects that Hedge Wizards find 
  appealing. The wizard may pick a single skill as 
  his passion at any time. He may buy that skill for 
  100 experience points at any time or purchase 
  mastery in a skill that he already has. 
   
  Examples: 
   
  Old Mother Hubbard’s Curse Of Rust 
   
  CN: 9 
  Motif: The number 7 
  Phenomena: Manifestation 
  Focus: Imbibe 
   
  Old Mother Hubbard’s Curse Of Rust is cast by 
  chewing a small amount of rhubarb. When the 
  spell is cast, the affected article rusts away and 
  the number seven is always branded into the pit-
  ted and useless article. 
   
  Heinrich’s Omen 
   
  CN: 4 
  Motif: Wind 
  Phenomena: Brand 
  Focus: Dancing 
   
  Heinrich must dance a few steps of the Mid-
  denland quickstep to cast the spell. When he has 
  done so a brand appears on his cheek of a whirl-
  wind.  
   
   
  ARCANE MARKS 
   
  Due to their dabbling with magic, Hedge Wizards 
  and Witches can exhibit a large range of Arcane 
  Marks. Use the mechanism found on page 175 of 
  Realms Of Sorcery. If an Arcane Mark results, roll 
  on the following table. Future duplication can in 
  some cases increase the effects of the mark (see 
  below). 
   
  01-10 Brand: One of your spell motifs is perma-
  nently branded onto his cheek. This can happen 
  several times. Each new brand result rolled 
  means that another of the wizard’s motifs has 
  been branded onto his cheek. 
   
  11-20 Musk: The scent of one of your spell motifs 
  (if applicable) follows you around. This scent is 
  audible to anyone within 5-feet/per times that this 
  result is rolled. 
   
  21-30 Eccentric Behaviour: You become more 
  unusual in your behaviour. Choose a single type 
  of object that you collect obsessively or a single 
  ritual that you must observe every day in order to 
  remain “safe”. 
   
  31-40 Conduit: You become a conduit for magi-
  cal energy. Your hair often stands on end and 
  small static shocks ground on surrounding materi-
  als. Shaking hands is an electrifying experience! 
   
  41-50 Anti-Social Behaviour: You have little 
  patience for company and are difficult to get 
  along with. You tend to see the negative in every-
  one and seek solitude. Every time this is rolled, 
  you suffer a permanent –5% to his Fellowship 
  statistic. 
   
  51-60 Skulker In Shadow: You start to prefer the 
  shadows of night to the light of day. In daylight, 
  your Willpower statistic is lowered by 5%. This 
  penalty is increased by 5% each time that this 
  result is rolled. 
   
  61-70 Moment Of Clarity: You suddenly realises 
  the source of your powers and gain one Insanity 
  point. This may cause you to seek official tuition 
  to harness his powers. Of course, for some it may 
  be far too late. 
   
  71-80 Feral Independence: Your sense of inde-
  pendence becomes so strong that you gain a bo-
  nus of 5% to all Willpower tests. However, this 
  fierce streak is highly unattractive in social situa-
  tions. You suffer a penalty of 10% to your Fellow-
  ship statistic. 
   
  81-90 Visitations: You start having ‘episodes’ 
  where a chosen Deity visits you. The delusions 
  are very strong and may leave you in a soporific 
  state for many hours after each visitation. The 
  GM, as appropriate, can decide upon the manner 
  of each visitation. You will most likely draw some 
  sense of impending doom from the vision. 
   
  91-00 Mark Of Dhar: The rune of Dhar appears 
  somewhere on your body (GMs choice). You gain 
  a 10% bonus to Channelling checks when casting 
  spells from Dark Lore.  
  
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  Fan Material for Warhammer Fantasy Roleplay : Hedge Magic Spell Creation 
  HEDGE MAGIC SPELLS 
   
  Due both to the nature of the magic that the 
  Hedge Wizard or Witch employs and the attempts 
  of Witch Hunters and Magisters to hunt them 
  down, many wizards have created spells down 
  the years to help them escape detection from 
  these agencies. Whether the Hedge Wizard/
  Witch is a rural hermit or a reclusive town dweller, 
  escaping detection is of paramount importance in 
  order for him to continue his studies uninter-
  rupted. 
   
  The new spells detailed here are largely con-
  cerned with preserving the wizards safety, along 
  with a few more overtly aggressive measures that 
  have been discovered over the years. 
   
  At the GM’s option, the spells may be arranged 
  into a Rural or Urban Lore that Hedge Wizards/
  Witches can learn. However, due to the nature of 
  their magic, this is not recommended. There is 
  nothing to stop him choosing a selection from 
  both groups of spells. 
   
  RURAL SPELLS 
   
  Fury Of The Elements 
   
  Casting Number: 8 
  Casting Time: Half Action 
  Ingredient: A cup of rainwater (+1) 
  Description: You cause the elements to batter at 
  your foes. The spell can be cast to affect any 
  area within 48 (24 squares) yards. Use the large 
  template. Heavy wind and rain (or heavy snow in 
  winter) lashes at any enemies within the spells 
  area. For 1d10 rounds the spell causes all Per-
  ception tests and missile fire within the effected 
  area to suffer a  –20 to the roll. Furthermore, if 
  the targets wish to move within the area of effect, 
  then they must make a successful Strength test in 
  each round that they wish to do so, failure of the 
  Strength test means that the targets may only 
  move at half of their movement rate that round. 
  This spell cannot be cast under a totally clear sky. 
   
  Hidden Demesne 
   
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredient: A pair of blinkers (+2) 
  Description: This spell covers an area of 10-
  yards (5 squares) in diameter centred on the 
  caster (who must remain stationary during the 
  spells duration). Anyone outside of this area at 
  the time of casting is unaware of any buildings 
  wholly contained within the spells area or station-
  ary humanoids that are within the spells radius. 
  Those outside of the spells area may make a suc-
  cessful Intelligence test to see through the magic. 
  However, as soon as he enters the spell area any 
  hidden features such as buildings and humanoids 
  will become apparent, unless alternative methods 
  of remaining hidden have been employed. This 
  spell uses a large proportion of Ulgu in it’s weav-
  ing and lasts for 1d10 rounds. 
   
  Migration Of Beasts 
   
  Casting Number: 12 
  Casting Time: Half Action 
  Ingredient: Stinkbug (+2) 
  Description: When the wizard casts this spell, all 
  animals of a specified species move away from 
  the caster if they fail a WP test. Use the large 
  template, centred on the caster. This spell effect 
  is stationary, so if the caster moves, the effect 
  does not. The affected animals continue to move 
  away until they are outside of the template. They 
  are free to prowl, fly or crawl as they wish once 
  they are outside of the spell area but certain ani-
  mals may forget about the caster altogether at the 
  GMs discretion. However, those animals that 
  failed their WP test may not re-enter the spell 
  area until the spells duration has expired. Vermin 
  such as rats and insects do not get a WP test to 
  resist. Any animals being ridden can be controlled 
  if the rider succeeds at a Challenging (-10) Ride 
  roll. This repulsion lasts for a number of minutes 
  equal to the wizards’ magic characteristic. 
   
  Nature’s Cacophony 
   
  Casting Number: 7 
  Casting Time: 1 Minute 
  Ingredient: A captive songbird (+1) 
  Description: You designate one spot in a rural 
  area. Whenever a humanoid comes within 2 
  yards of that spot, the local wildlife starts to call, 
  croak, bark or roar at the highest volume they can 
  manage. This cacophony can be heard at dis-
  tances of 100 yards on a normal day. Conditions 
  such as heavy winds or rain may lengthen or 
  shorten this distance at the GMs discretion. Nor-
  mally, this noise is enough to awaken anyone 
  within 20 yards of the spot, but may not for those 
  further away (a Perception test may be neces-
  sary). The spell lasts until it is triggered or the 
  caster designates and casts this spell on another 
  spot. You may only have one Natures’ Cacoph-
  ony in place at any one time. 
   
  
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  Fan Material for Warhammer Fantasy Roleplay : Hedge Magic Spell Creation 
  Perseverance Of The Green 
   
  Casting Number: 10 
  Casting Time: 1 Minute 
  Ingredient: Sun scorched desert plant (+2) 
  Description: When you cast this spell upon your-
  self, you become as tenacious as a growing 
  plant. Your complexion becomes pale green as a 
  result. You have no need of food or water and 
  receive a +10 bonus to your Toughness for the 
  purposes of resisting herbal toxins. However, 
  your Toughness suffers a penalty of –10% for the 
  purposes of resisting fire damage. The spell lasts 
  for one full day for each point of the casters 
  magic characteristic. 
   
  The Evil Eye 
   
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: Writings of a madman (+2) 
  Description: For this spell to operate, the caster 
  must make eye contact with one target within 24 
  yards (12 squares). The target must make a WP 
  roll or be afflicted with a random Insanity (roll on 
  page 201 on the core rulebook) for 1 round for 
  each point of the casters magic characteristic. If 
  applicable, the caster chooses what the insanity 
  is caused by (for example, the fear might be 
  caused by open spaces). Once the spells dura-
  tion is over, the target must make another WP roll 
  or gain 1 insanity point and suffer from the afflic-
  tion for an additional 1d10 rounds. This spell will 
  not work on the Undead, Demons or any creature 
  that is immune to Terror. 
   
  Terrors Of The Night 
   
  Casting Number: 15 
  Casting Time: Full Action 
  Ingredient: Head of a lesser daemon (+2) 
  Description: This spell can be cast anywhere 
  within 48 yards (24 squares) of the caster, but 
  must be cast in the hours of darkness. Use the 
  large template. Once cast, this causes the vege-
  tation of the area to rustle and shake ominously. 
  Animals in the area will growl menacingly and spit 
  if approached, unknown whispers drift on the 
  wind. All targets within the area of effect must 
  make a WP test or be subject to fear for a num-
  ber of rounds equal to the casters Magic charac-
  teristic. If the initial WP test is failed, the target 
  may make a new WP test on each subsequent 
  round that the spell is in effect. Creatures immune 
  to fear are not affected. 
   
   
  Words Of The Green 
   
  Casting Number: 13 
  Casting Time: 1 Minute 
  Ingredient: A silver trowel (+2) 
  Description: This spell allows you to commune 
  with plants. You must have both hands on the 
  plant once the spell is cast in order to keep up the 
  contact. You can learn details of what has tran-
  spired near to the plant (within 4 yards) over the 
  last 24 hours. Answers will be quite general in 
  nature. For instance, you could find out that a 
  group of Orcs had passed by, but not how they 
  were equipped or from what tribe they hailed. The 
  spell lasts for a number of minutes equal to the 
  casters magic characteristic. 
   
  URBAN SPELLS 
   
  Augment Remedies 
   
  Casting Number: 7 
  Casting Time: 10 Minutes 
  Ingredients: An alembic (+1)  
  Description: With this spell, the wizard augments 
  the natural strength of a plants blessing. The 
  natural strength of the plant is increased by one 
  point for each point of the casters magic charac-
  teristic. This can be cast upon the plant when the 
  herbal remedy is being prepared, but not whilst it 
  is still growing. The magic lasts for a number of 
  weeks equal to the casters magic characteristic 
  and therefore for the benefits to be felt, the rem-
  edy must be imbibed during this time.  
  (Note: To utilise this spell fully, familiarity with the 
  herbalism & pharmacy document, which can be 
  found on the BI website, is required). 
   
  Calm The Raging Mob 
   
  Casting Number: 9 
  Casting Time: Full Action 
  Ingredient: Tongue of a fox (+1) 
  Description: When the caster is under the influ-
  ence of this spell, a single charm test that he at-
  tempts receives a +20% modification. He may 
  also charm two people (instead of one) for every 
  ten points of his Fellowship statistic. This spell will 
  not work against targets that are already engaged 
  in combat or who are especially hostile towards 
  the caster and the targets must understand the 
  casters language. However, many a Hedge Wiz-
  ard has headed off a potential hanging by use of 
  this spell. The spell lasts for ten minutes or until 
  the caster has made his charm attempt within that 
  duration, whichever is sooner. 
  
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  Fan Material for Warhammer Fantasy Roleplay : Hedge Magic Spell Creation 
  Cloak Of Anonymity 
   
  Casting Number: 8 
  Casting Time: Half Action 
  Ingredient: A grey cloak (+1) 
  Description: Once the wizard has cast this spell 
  upon himself, he becomes just another face in the 
  crowd. The caster draws a veil of magic around 
  him that makes him no more noteworthy than the 
  cobbles he walks on. Any attempts to Shadow, 
  Follow the trail of the caster or any Perception 
  rolls to perceive his passage suffer a –20% modi-
  fier in crowded urban centres. Once someone 
  who has been actively searching for the wizard 
  has perceived him however, this modifier no 
  longer applies to them. Likewise, as soon as the 
  caster enters an area with fewer than 10 people 
  within 10 yards of him, the spells effects end. The 
  spell lasts 1 minute for each point of the casters 
  magic characteristic. 
   
  Curse Of Inebriation 
   
  Casting Number: 11 
  Casting Time: Half Action 
  Ingredient: A pickled liver (+2) 
  Description: This subversive curse can be cast 
  at a target within 24 yards (12 squares) of the 
  caster. If the target passes a WP test he acts as 
  though he had consumed an amount of alcoholic 
  beverages (spirits) equal to the casters magic 
  characteristic, whilst if he fails he acts as though 
  he had consumed 1d10 alcoholic beverages 
  (spirits). See rulebook page 115 for details on 
  how much alcohol characters can safely drink 
  and the effects of being drunk. This state of af-
  fairs lasts for 1d10 minus the victims Toughness 
  bonus in hours. This spell is only effective against 
  humanoid targets that are susceptible to the ef-
  fects of alcohol. 
   
  Finger Of Distraction 
   
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: A broken mirror (+1) 
  Description: This spell causes an accident to 
  occur within 24 yards (12 squares) of the caster. 
  Use the small template. He points his finger at the 
  intended target and misfortune results. He may 
  cause an awning to collapse on top of pursuers, a 
  cart of oranges to discharge it’s cargo into the 
  road or a dog to run in front of riders on horses. 
  The accident will result in any people inside the 
  spells area of effect being unable to move for one 
  round for each point of the casters magic charac-
  teristic unless they roll a successful WP test. 
  These accidents do not generally result in injury. 
  Shards Of Stone 
   
  Casting Number: 12 
  Casting Time: Half Action 
  Ingredient: A chunk of obsidian (+2) 
  Description: You pull a number of shards of 
  sharp stone equal to your magic characteristic 
  from your surroundings and hurl them at one or 
  more opponents within 48 yards (24 squares). 
  Shards Of Stone are magic missiles with Damage 
  3. In an area where there is no stone close to 
  hand, this spell cannot be cast. 
   
  Street With A Thousand Eyes 
   
  Casting Number: 14 
  Casting Time: 2 Full Actions 
  Ingredient: A dragonfly’s compound eye (+2) 
  Description: When this spell is cast, the caster is 
  able to see multiple views of an area no more 
  than 20 yards (10 squares) in diameter, which is 
  centred on his position. He may do this even if he 
  is closeted within a building. He achieves this by 
  viewing the world through the eyes of the vermin 
  present in the spells area. These may be rats, 
  flies, or other urban vermin such as foxes and 
  pigeons. The images that are sent to him are a 
  confusing jumble of images sent from many dif-
  ferent angles and mediums. It is both confusing 
  and difficult to order these images as they flash 
  through his minds eye. However, if he succeeds 
  in a WP test to withstand this confusion, then he 
  may then roll a Perception test to notice any de-
  tails in the spells area as though he were there, 
  even if he would not normally be able to do so. 
  The spell takes two full rounds to cast and it is 
  during this time that the caster scans the area. He 
  is considered prone during this time. 
   
  The caster must also build up an intimate knowl-
  edge of his surroundings before he can utilise this 
  spell. He must either have lived in the area for 
  one week or visited it regularly for one month be-
  fore he can cast this spell successfully. Urban 
  Hedge wizards have been known to utilise this 
  spell when fearing that the witch-hunters are 
  coming for him, it may just give him the jump. 
   
  Words Of Guile 
   
  Casting Number: 11 
  Casting Time: Full Action 
  Ingredient: A page of writing from a book of fic-
  tion (+2) 
  Description: The listener will believe the next lie 
  that the caster utters if they fail an Intelligence 
  test. The lie must be within the realms of believ-
  ability (no night is day lies!) and be told within an 
  
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  Fan Material for Warhammer Fantasy Roleplay : Hedge Magic Spell Creation 
  hour of the spell being cast. Priests Of Verena 
  are somehow immune to this spell. Due to the 
  nature of the spell, the caster must be careful in 
  his dealings within the spells duration until he 
  wishes to tell his lie, as common conversations 
  often contain untruths. This spell will simply rein-
  force the acceptability of little white lies. 
   
  GENERAL HEDGE SPELLS 
   
  A Moment’s Thought 
   
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: An abacus (+2) 
  Description: Once the caster has cast this spell, 
  for 1d10 rounds he may carry out actions that 
  would require longer to perform, with but a mo-
  ments thought. He is able to pluck his memories 
  from his mind quickly and act instinctively on 
  them. Any skill tests that would normally take a 
  full action to carry out will only require a half ac-
  tion to achieve. Skill tests that are spread over 
  several rounds are not affected. Also, this spell 
  does not affect actions that start off as half ac-
  tions, nor is it applicable to spell casting or melee 
  actions (but can affect full action skill tests at-
  tempted in a melee see pages 127 & 128). 
   
  Birthing Of Providence 
   
  Casting Number: 6 
  Casting Time: 10 minutes 
  Ingredient: A birthing stool (+1) 
  Description: When a hedge wizard is present at 
  the birth of a child and casts this spell, he insures 
  that the labour is smooth. This spell does not re-
  duce the chances of later infections or complica-
  tions nor does it magically infuse either party with 
  additional strength, or help a sickly or malformed 
  child. It simply guarantees that the labour is rela-
  tively painless. Some peasants of the old world 
  consider the presence of a hedge wizard at the 
  birth of a child incredibly lucky, whilst others 
  would sooner risk the lives of those concerned 
  than let the local wise woman or hedge wizard 
  anywhere near the event. 
   
  Capturing The Fleeting Image 
   
  Casting Number: 10 
  Casting Time: Full Action 
  Ingredient: A picture frame (+1) 
  Description: This spell can be cast upon any 
  reflective medium, such as a mirror, a window-
  pane, beaten copper or even the surface of a 
  puddle of water or a lake. Once the caster has 
  cast the spell, an image will form on the reflective 
  surface of the last person (other than the caster 
  and one other person per point of the casters 
  magic characteristic) whose image was captured 
  by the medium in an exact representation of the 
  scene. This image is limited in its clarity by the 
  form of medium used. A mirror gains the best 
  results, whilst beaten copper or a body of water 
  are likely to give an indistinct, rippled picture. 
  Likewise, if the image originally captured only 
  showed the back of the person, then that is all 
  that is replicated. However, if a persons face is 
  shown, then this spell is enough to give the caster 
  and all other witnesses enough information that 
  they would be able to recognise them if they saw 
  them in the flesh. The more indistinct mediums 
  would require the witnesses to make an Intelli-
  gence check. The image fades from the medium 
  slowly over the course of a minute. 
  This spell is often used by Hedge Wizards/
  Witches in their own homes to track down thieves 
  or interlopers. To this end, many wizards make 
  sure that they stretch their limited funds towards 
  the purchase of a good mirror and that they posi-
  tion it to maximise the chances of catching the 
  image of any interloper’s face. 
   
  Containing The Flame 
   
  Casting Number: 10 
  Casting Time: Full Action 
  Ingredient: A candlesnuffer (+1) 
  Description: When this spell is cast upon a sin-
  gle natural light source such as a candle, lantern 
  or campfire, it stops the light being seen at dis-
  tances outside of the maximum vision range (see 
  page 117) if the viewers fail an Intelligence check. 
  In this way, the hedge wizard/Witch may hide his 
  campsite or creep through dark buildings without 
  giving his presence away to distant viewers. Vi-
  sion inside the circle of light is unimpaired. How-
  ever as soon as any humanoid from outside of 
  the maximum vision range enters the area, then 
  he sees the scene normally and the spells effect 
  is ended. This might necessitate a penalty to ini-
  tiative for the first round after entry, at the GMs 
  option. This spell does not stop the caster being 
  located by creatures that have night vision of any 
  sort or who use any sense other than sight for 
  perception purposes. The spell lasts for 10 min-
  utes for each point of the casters magic charac-
  teristic or until the spells perimeter is pierced by a 
  humanoid. 
   
   
   
  
  9 
  Fan Material for Warhammer Fantasy Roleplay : Hedge Magic Spell Creation 
  Death’s Shroud 
   
  Casting Number: 13 
  Casting Time: Half Action 
  Ingredient: Funereal Wrappings from a corpse 
  (+2) 
  Description: Once this spell is cast on him, this 
  enchantment causes the hedge wizard/Witch to 
  appear to be dead to all normal examination. If he 
  is upright at the time of casting, he will slump to 
  the ground dramatically, his pallor will become 
  deathly pale and his skin will be cold and clammy 
  to the touch. No signs of life will be evident. The 
  spells duration is set at the time of the spells cast-
  ing, but cannot exceed 1 hour for each point of 
  the wizards’ magic characteristic. During the 
  spells duration, the caster is unaware of his sur-
  roundings and is unable to respond to external 
  stimuli. This is often the last gambit of the wizard 
  facing a lynching or burning at the stake and has 
  more than once been the cause of a late escape 
  or the dramatic clawing from a shallow grave. 
  Once the spells duration is over, the wizard may 
  only perform one half action per round for 1d10/2 
  rounds as his body slowly recovers. Furthermore, 
  he must make a successful Toughness check or 
  suffer a skill modifier of –10% to all rolls for the 
  next hour. 
   
  The Chitinous Carpet 
   
  Casting Number: 10 
  Casting Time: Full Action 
  Ingredient: A captive rhinoceros beetle (+1) 
  Description: This spell calls all the creepy crawl-
  ies of the area to the casters feet. Beetles, ants, 
  fleas, spiders, ticks and flying insects such as 
  wasps and bees congregate over the period of 
  one round. On his next action, the hedge wizard 
  may direct the chitinous carpet to move in the 
  direction of his choosing. The chitinous carpet 
  has a movement rate of two (may not charge or 
  run) and is 2 square yards (1 square) in size. 
  Anyone standing in a square that the insects pass 
  through suffer a –10% skill modifier to all rolls 
  unless they make a successful Toughness check. 
  This disability lasts until the victims are able to 
  bathe, as the insects leave behind many of their 
  number to bite and irritate their victims. The 
  caster may also direct the carpet to stop in a cer-
  tain square and remain there for the duration of 
  the spell. If that is the case then any affected per-
  son does not gain a Toughness test and auto-
  matically suffers a –10% skill modifier to all rolls. 
  Moving out of an affected area does not affect the 
  victim in any way; he still abides by the original 
  results of his being swarmed (either he is covered 
  in insects and at a minus to skill tests or he is 
  covered in insects but is able to ignore them). 
  Directing the carpet takes up a half action for the 
  caster for each round that he does so, although 
  rounds in which the carpet is stationary takes 
  none of the casters actions. The spell lasts for 
  1d10 rounds. 
   
  People with a particular phobia of insects may be 
  required to roll a WP test when viewing or being 
  the victim of this spell. 
   
  PETTY HEDGE SPELLS 
   
  Grannies Purge 
   
  Casting Number: 5 
  Casting Time: Half Action 
  Ingredient: A spoonful of sugar (+1) 
  Description: This spell is normally used in rural 
  areas where the hedge wizard is considered to be 
  a ‘wise woman’ or local healer. The wizard rubs 
  the patients stomach and if there is any to hand 
  also gives him a spoonful of sugar when the spell 
  is cast. This helps purge the recipient of The Gal-
  loping Trots (see page 136). The duration of the 
  bout of illness is reduced by one full day for each 
  point of the wizard’s magic characteristic. 
   
  The Divination Of Moss  
   
  Casting Number: 4 
  Casting Time: Half Action 
  Ingredient: Some dried moss (+1) 
  Description: By means of this spell, the wizard is 
  able to determine which direction is north, as long 
  as he is outdoors. The duration is instantaneous, 
  so the spell doesn’t continue to tell him if he is 
  travelling in the right direction. He will need to 
  cast it several times if he needs constant guid-
  ance. This is of particular use in heavily forested 
  areas and under gloomy, overcast skies. 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Black Industries/Hedge Magic Spell Creation.pdf