THE SCOPE OF MAGIC New Spells for Warhammer Fantasy Roleplay (taken from White Wolf 17) Designed by Ken Cliffe. Typed in by Ben Fabian (fabian@inf.fu-berlin.de). [Notes in brackets ]. PM: SENSE OF PRESENCE Spell Level: P Magic Points: 1 Range: Personal Duration: D6 minutes Ingredients: A body part of the creature to be detected On casting this spell, one type of creature, fantastic or not, must be specified for detection. As long as the spell is maintained, the caster will be alerted to the presence of any number of the designated creature within a 48 yards radius. Each time the same or a different type of creature is to be detected, a new casting of the spell is required. The old casting must be dispelled or allowed to wear out. Only one type of creature can be sensed for at a time. BM1: GUIDE MISSILE Spell Level: 1 Magic Points: 2 Range: 24 yards Duration: Instantaneous Ingredients: A lock of elven hair This spell may be cast upon any single creature within a 24 yard radius. The subject«s next missile attack will automatically hit its target and will do double damage. The subject may also specify the exact target of his shot (an orc«s head or a rope to a drawbridge, for example). If the subject of the spell does not make a missile attack within one turn of the casting, the spell«s effects dissipate. [Should be restricted to non-magical arrows and bows, or MP cost be increased to 4 .] BM 2: INVIGORATE Spell Level: 2 Magic Points: 4 Range: Touch Duration: 1D10 turns Ingredients: The tooth of an ogre Thies spell allows the caster to invigorate a creature«s will. The creature touched is healed of 1D3 Wounds. His Toughness is raised one point for the duration of the spell. Will Power and Cool are each raised by 10 Points for the same amount of time. BM 3: CURSE WEAPON Spell Level: 3 Magic Points: 6 Range: 12 yards Duration: 3D6 rounds Ingredients: A hand-to-hand weapon This spell allows the caster to curse another character«s weapon. Only melee weapons can be affected, not missile weapons or magical weapons. A cursed weapon causes its wielder to attack with a -20 WS modifier and a -2 modifier to all damage done. The weapon cannot be released for the duration of the spell, unless the wielder can make a successful WP test. A weapon can also be cursed before its owner draws it - when it«s still sheathed. The owner will suffer from the curse when the weapon is drawn, but its effects will only last for those rounds remaining since the spell«s casting. Magical Sense skill will not warn a character that his sheathed weapon has been cursed, since he would have to touch it to find it out. BM 4: STEAL SPELL Spell Level: 4 Magic Point: 15 Range: 24 yards Duration: Instantaneous Ingredients: A magnet By means of this spell, the caster may steal the next spell to be cast by another spellcaster, only one spellcaster can be targeted as a victim of this spell at a time. If the intended victim does not cast another spell within 6 rounds, Steal Spell is negated, but Magic Points are still spent. An intended victim of this spell will not know that his next spell is going to be stolen. He must make a successful WP test or his next spell will simply sputter out and become the possession of the caster of Steal Spell. A victim«s WP test is modified according to his level. For the modifiers see the following chart (it is assumed that the caster of Steal Spell is level four): Victim«s Level WP Modifier 1 -10 2 0 3 +10 4 +20 If the test succeeds, no spell is stolen, but the caster of Steal Spell must still expend the designated number of Magic Points. If the test fails, the caster of Steal Spell takes his victim«s next spell. That victim must still expend the normal number of Magic Points for his own spell, even though it was stolen. The recipient may cast the stolen spell himself, at the level of his victim, without expending any more Magic Points. If the stolen spell is not cast within one round, it is lost. Should the caster of Steal Spell exceed the 24 yard range before the intended victim casts his spell, the second spell just fizzles out and is lost to both parties. Note that all types of spells can be stolen and cast. Stolen spells do not become a part of the thief«s permanent spell repertoire. Furthermore, spellcasters of Good alignment might abstain from casting stolen Necromantic or Demonologist spells for moral reasons. Some spells have durations which the original caster may control. For example, such spells might be listed as "Duration: 1+ hours". A stolen spell with a duration like this can be recast by a "spell thief", but cannot be maintained any longer than the shortest specified time (one hour in the above example). DE 1: PENDEMON Spell Level: 1 Magic Points: 2 Range: Touch Duration: 1 turn Ingredients: A wizard«s staff and a body part of a demon This spell transforms the head of the caster«s staff into the head of a snarling, gnashing demon. When the staff is swung as a hand-to-hand weapon, the demon head will bite into a victim upon a successful hit. No special skill is required to properly use the staff when this spell is in effect. A hit does 1D6+3 Wounds, plus the Strength of the wielder. Victims of a bite must also make a test against Toughness x 10 or fall unconscious for 1D6 rounds. Six rounds (1 Turn) after the spell«s casting, the spellbinder«s staff will return to normal. DE 2: DEMON HOUNDS Spell Level: 2 Magic Points: 5 per hour Range: Near Duration: 1+ hours Ingredients: The pelt of a wolf This spell allows a Demonologist to summon and control dogs and wolves. Depending on the environment, 1D10+2 dogs or wolves will be summoned. If the spell is cast underground or in some other unlikely location, the GM may decide wether any hounds arrive at all. The caster can control the actions of summoned beasts within a 48 yards radius. His or her control over an animal overrides any other. A Demonologist also draws out the demonic, beastly nature of dogs and wolves. A hound will have its Profile modified as follows: WS +10, S +1, A +1, WP +10. All three types of wolves are affected by this spell. A controlled hound can be identified by its shining red eyes and the hellish glow from its gaping maw. If a dog or wolf exceeds the 48 yard radius of the caster, it willrevert to normal and regain control of itself. The animal will undoubtedly run away, unless someone else can control it. Control of hounds which have "escaped" can only be regained by casting the spell again. DE 3: TRANSFORMATION Spell Level: 3 Magic Points: 8 + 2 per turn Range: Personal Duration: 1+ turns Ingredients: A body part of the appropriate animal This spell allows the caster to take the form of a normal or giant rat, bat or wolf (not including Rock Rats or Dire Wolves). The caster gains all the characteristic scores of the animal in question (except Intelligence which remains unchanged), plus any ability that the animal might have. If rendered unconscious by Wound loss or any other means, the caster reverts to human form. While in animal form, the Demonologist cannot cast spells or perform any other action which the animal is not capable of. The initial transformation to animal form costs 8 Magic Points and this lasts 1 turn; the form may be maintained at an additional cost of 2 Magic Points per turn. DE 4: MUTATE Spell Level: 4 Magic Points: 20 Range: Touch Duration: Instantaneous Ingredients: Powdered Warpstone When a creature is touched by the caster of this spell, mutations occur as if by the power of Chaos. A victim receives a test against WP to resist the effects of the spell. On a failed test, determine the effects of the mutation by referring to the Realm of Chaos book. A victim of Mutate should roll on the mutant tables in Realm of Chaos. All deformities are permanent. Creatures touched that are already mutants will receive another D4 mutations. If no one is touched within 6 rounds of the spell«s casting, the spell dissipates (or could inflict one mutation on the caster if he fails a WP test), but full Magic Points are still spent. The spell may only be used to mutate one victim per casting. To touch a target, the caster rolls to hit, ignoring normal unarmed combat modifiers. No damage is done by the contact. Mutations will certainly have serious effects on player characters and important non-player characters. The GM might rule that victims undergo specific personality changes. The character«s alignment might not change, but he might gain Insanity Points or a Mental Disorder or two (WFRP p. 83-87). Magically induced mutations might be reversed, but the task would certainly amount to a quest of some sort. EM 1: ANCHOR OF STONE Spell Level: 1 Magic Points: 3 Range: 12 yards Duration: Instantaneous Ingredients: A ball of clay When this spell is cast, earth and stone within a 6 yard radius will grab hold of feet or body parts coming in contact with them. Each creature in the area of effect may make an Initiative test to avoid the effect. Those that fail are unable to move their feet for 1D10 rounds. Stuck victims can still fight, but suffer a -20 WS and BS modifier, while their opponents receive +20 WS and BS modifier for the purpose of attacks made against those held. No amount of hacking will loosen the earthen or stone hold. EM 2: SHELTER Spell Level: 2 Magic Points: 4 Range: 24 yards Duration: Until next sunrise Ingredients: A miniture of a stone structure This spell allows the caster to command the earth to construct a shelter within which he and others may reside. Certain types of earth are too unsound to form such a structure (ie. mud); even sand would make a sturdy shelter, but solid rock will commonly be used. A shelter comfortably houses two man-sized creatures for each level of the caster, protecting them from the elements. A shelter has four walls, a ceiling and a floor. Consider it a single building section for destruction purposes (WFRP, p. 77). After the next sunrise, the earth will return to its former position, without harming anyone still inside. EM 3: FAERIE FORGE Spell Level: 3 Magic Points: 10 Range: Touch Duration: Until next sunrise Ingredients: A metal weapon By means of this spell, any forged weapon (ie. a sword, axe, spear point, arrowhead, etc.) can be temporarily imbued with magical abilities. Until the next sunrise, the weapon has the ability of Flame Attack (see WFRP, p. 169). The weapon also counts as a magical weapon for the purpose of hitting creatures only affected by by such weapons. This spell will not normally affect weapons which already have magical properties. After the next sunrise, the affected weapon returns to normal. EM 4: PURIFYING WIND Spell Level: 4 Magic Points: 20 Range: 2800 yards Duration: Instantaneous Ingredients: The lung of a white swan When cast, a purifying wind will blow through a region of 2400 yards in radius. This wind continues to blow for 2D6 rounds. While it is blowing, the wind cancels the effects of all gases, such as poisonous clouds. It may also cancel out any spells which taint the air in the area of effect. Such spells would include Cloud of Smoke, Dust Storm, Foul Air, Mystic Mist and Wind of Death. To maintain his spell, the caster of one of these spells will have to make a successful WP test. Any Demonologist spells which summon "writhing mists" (ie. Summon Magical Aid) that are cast in the area affected by the wind will also be cancelled. If the Demonologist can make a successful WP test, he may continue to cast his spell normally. Furthermore, ethereal creatures, including all Ethereal Undead and Air Elementals, caught in the wind will suffer 1D10 + 4 Wounds. Ethereal Undead also have twice the normal chance of becoming Subject to Instability while the wind blows (ie. roll 1D6 every three rounds instead of every six). IM 1: INVISIBILITY Spell Level: 1 Magic Points: 1 per 2D6 rounds Range: Personal Duration: 2D6 rounds Ingredients: A piece of clear glass This spell causes the caster to become invisible to normal sight. He may still be seen by those with night vision unless he pays an additional 2 Magic Points. Anyone looking toward the invisible caster may see through the illusion with a successful Intelligence test. An invisible person will reveal his position by talking, attacking, being struck, making noise, leaving footprints and so on. If the position is so revealed, attacks made against the Illusionist suffer a -10 modifier to hit until the position changes. If the Illusionist«s position is unknown, attacks will miss altogether. If attacks are actually aimed in his direction the attacker still suffers a -20 modifier. IM 2: ILLUSIONARY BLAZE Spell Level: 2 Magic Points: 4 per 5D6 turns Range: 48 yards Duration: 5D6 turns Ingredients: A vial of oil The illusion of a roaring blaze is created. The blaze need not even arise from a flammable source. It covers an area of up to 40 square yards. Anyone within 6 yards of the fire receives an Intelligence test to recognize the blaze for what it is. Naturally, coming into contact with the flames dispels the illusion. IM 3: ANIMATE Spell Level: 3 Magic Points: 6 Range: 48 yards Duration: 1D6 turns Ingredients: An inanimate object This illusion causes inanimate objects to appear to come to life. A chair can be made to dance about, a broom to fly, or a house to do flips. Only one object can be made to appear animate at a time. The object, in fact, remains in its original location, but becomes invisible to all sight. Anyone observing the animated "object" tests against Intelligence to recognize the illusion. Should the real, invisible object be touched, the illusion is dispelled. An animated object will have a Movement score of 6 and an Initiative of 70. If it can be touched or struck, the illusion is dispelled, but since the "object" is so quick, all WS and BS tests made suffer a -10 penalty. Animated "objects" will themselves avoid contacting victims for obvious reasons. IM 4: DREAMWAVE Spell Level: 4 Magic Points: 20 Range: 2800 yards Duration: Instantaneous Ingredients: A sleeping subject By means of this spell, an Illusionist can enter the dreams of another person and alter them to his desire. An intended victim receives a Will Power test. If it succeeds, the caster cannot enter the subject«s dreams. No further attempts can be made that night. A failed test allows the Illusionist to intrude in the victim«s dreams. Obviously, there are numerous ways in which a dream may be altered. The GM should decide what is allowed and what is not, but it should be remembered that the Illusionist is the master in invaded dreams. Wether the victim will die when killed in their dreams is up to the GM. The subject will certainly be affected during waking hours by particularly intense dreams. Anxieties might arise; fears of certain places, actions or events might develop; or the person could become physically and emotionally drained (ie. Cl -10, T -1) for a number of days. Furthermore, should the victim encounter theIllusionist while awake, he will react accordingly (ie. Fear test, + 20 modifier to Fellowship tests, etc.). As soon as the victim«s dream is ended, the Illusionist is expelled from the victim«s mind. This spell interferes with the maintenance of other illusions. NM 1: CONVERSE WITH DEAD Spell Level: 1 Magic Points: 1 per turn Range: 6 yards Duration: 1+ turns Ingredients: A jaw bone By means of this spell, the caster may converse with the dead. The subject of the spell must be within 6 yards of the caster and have been of roughly human intelligence in life. It need not be animated or controlled by the Necromancer for the spell to function, but buried dead have to be exhumed before a conversation can begin. The subject will only speak in those languages it knew in life. It will remember events of its life and will have the same knowledge that it did in life. A corpse may also be able to relate details about its present surroundings. Dead conversationalists will certainly have personalities of their own. NM 2: SKELETAL STEED Spell Level: 2 Magic Points: 2 + T of mount in living form Range: Not applicable Duration: Until next sunrise Ingredients: A corpse, skeleton or enchanted bone of the beast to be summoned This spell allows the caster to conjure a skeletal mount. Typical mounts include horses, eagles and Hippogriffs. Wether a dragon can be conjured is up to the GM. The magic Point cost of the spell is dependent on the creature being summoned as a mount. The cost equals its Toughness as a living creature (see Bestiary), plus 2. A steed may be summoned in precisely the same way as normal skeletons. A skeletal steed also causes fear in living creatures. The skeletal steed is completely loyal to its creator and will follow his instructions implicitly, something which can sometimes pose a problem. If the Necromancer exceeds a 6 yard distance from his steed, it becomes Subject to Instability and Stupidity. If a mount becomes unstable, it collapses, never to rise again. A steed will attack on its rider«s command. Any hit from a skeletal steed has a 35% chance of causing Infected Wounds. If the caster is slain, the steed collapses. At the crack of the next dawn, the steed will disappear, even if being riden at the time. A skeletal mount has a profile similar to its living counterpart, but with the following modifiers: W is at 3/4; I -10; Ld, Int, Cl, WP all equal 18; Fel = 0. The steed will retain those physical abilities it had in life that it could logically still have. NM 3: ETHEREAL BANE Spell Level: 3 Magic Points: 8 Range: Touch Duration: Until next sunrise Ingredients: Any weapon By casting this spell, a Necromancer is able to enchant any non-magical or magical weapon. If not already magical, the weapon counts as a magical weapon for the purposes of hitting Ethereal Undead. For each blow that an Ethereal Undead creature takes from such an enchanted weapon, an Instability test is made (see WFRP , p. 215), even if the creature is in its place of haunting. NM4: STEAL SOUL Spell Level: 4 Magic Points: 20 Range: 2800 yards Duration: Instantaneous Ingredients: A possession or body part of the victim This spell may be cast against another single character within 2800 yards of the caster. The victim receives a test against Will Power to avoid the spell«s effects. Failure results in the victim«s soul being sucked from his body. His soul instantly travels to the caster and may be imprisoned within a container of some kind, or may be allowed to dissipate to the winds, lost forever. The victim«s body collapses. It continues to live, but is inanimated. If the victim«s soul is not returned (or replaced in some way) within 2D6 days, his body will die. A body lacking a soul is considered prone for the purposes of attacks made against it. DR 1: ANIMAL SENSE Spell Level: 1 Magic Points: 1 per turn Range: Sight Duration: 1+ turns Ingredients: A sprig of mistletoe This spell endows the caster with the ability to see, hear, smell, taste and touch those things that a designated animal does. Normal and giant animals can be used, but not fantastic ones. The animal being used as the medium must be within sight. The caster cannot influence an animal«s actions or gain knowledge of its thoughts or emotions. Only one animal can be used as a medium at a time. The animal does not receive a WP test. DR 2: PURIFY Spell Level: 2 Magic Points: Variable Range: 48 yards Duration: Variable Ingredients: A handful of clean water or untainted soil This spell allows the caster to cleanse a quantity of water or a tract of land. Any impurities or diseases can be removed from water or soil. A single casting, like purifying a well, pond or garden, would cost 4 Magic Points. A more demanding casting, like purifying a river, field or orchard would cost more depending on the magnitude of the task. If any area larger than 48 yards in radius is affected, 4 Magic Points are added per 48 yard area. The effects of the spellare permanent unless the impurities in the water or soil naturally reemerge with time. ACCELERATE GROWTH Spell Level: 3 Magic Points: 8 Range: Touch Duration: 2D6 turns Ingredients: Tree sap or an animal heart This spell causes ordinary plants and animals (including giant animals, but not fantastic ones) to age in seconds and grow accordingly. The caster may determine the point at which growth stops, but if allowed to continue unchecked, old age and death will set in at the end of the round. The aged plant or animal reverts to its original age and size when dispelled or when the duration expires. A subject which dies of old age remains dead once the spell is over. The GM should determine the precise effects on a plant or animal, depending on the original age of the subject. NM 4: LIGHTNING STRIKE Spell Level: 4 Magic Points: 15 Range: 2800 yards Duration: Instantaneous Ingredients: A metal rod This spell allows the caster to summon a single bolt of lightning and command it to strike a target up to 2800 yards away. Only one bolt can be summoned per round, at a cost of 15 Magic Points. Stormy, or simply cloudy skies must be overhead for the summons to operate. The spell will not function indoors or underground. A bolt may be targeted at a character or a group of characters or creatures. Target restrictions apply in the same way as for missile fire (see Targetting Spells, WFRP, p. 136). A summoned bolt hits its target automatically. If fired into a group it will hit 1D6 characters or creatures per level of the caster. A hit causes 2D8 Wounds at Strength 7 (irrespective of armor) and will cause additional 1D12 Wounds to flammable targets. Creatures which are Subject to Fear of fire will have to make a fear test. Summoned lightning is similar to a magic missile. Victims of a lightning bolt may attempt to dodge the blast by testing against Initiative. If successful, the character only takes half damage. [What a Power-Blast! Perhaps damage should be reduced to 2D6 W. But I like the idea of Deadly Druids!]