List of Warhammer Magic Spells

A

 * Abulla's Snare - A snare of magical energy leaps from the caster's extended hand and wraps itself around a single person within 36 yards. The snare plucks the victim from the ground and brings him back to the wizard. The victim is held in the air above the caster and remains a prisoner for some time. Once ensnared, the victim may do nothing at all. If the wizard moves, the ensnared victim drifts along with him.
 * Assault of Stone - Connecting his will with the dormant strands of earthbound Light Magic, the wizard reshapes the battlefield to his desires, crushing those unfortunate enough to be caught in the way of progress.

B

 * Banishment - The purest light can destroy anything tainted by darkness. Sometimes called Banish, the spell wraps a daemon in the tendrils of Hysh, using the pureness of light to banish it back to the Realm of Chaos. If the spell is cast successfully, the banishment resolves with the daemon disappearing. In the case of a stalemate, the two of them remain locked in mental combat. Neither can take any other actions (including dodging) while the struggle continues. Banish can also be used to exorcise the possessed.
 * Birona's Timewarp - The wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding their actions.
 * Blinding Light - Create an explosion of shimmering light within a large area that blinds all those present for potentially half a minute. Even those who resist the spell suffer effects similar to Dazzling Brightness instead.
 * Boon of Hysh - Wraps a single character in the healing power of Hysh and all damage and maladies affecting him are healed. This includes all wounds sustained, diseases currently being suffered, poisons currently in the system, and the like. The hierophant can also cast this spell on themselves. This is a touch spell.

C

 * Channel Energy - When cast, the magical potential put forth by all participating Light wizards (a minimum of three) are "pooled", and may be drawn upon by the master in charge of the spell casting who acts as a focus for the spell's power. The master must remain within four yards of the acolytes, but is otherwise free to move, cast spells and so on. The acolytes do nothing while the spell lasts.
 * Clarity - Reduces the caster's difficulty with intelligent thought, resolve, or social communication. The reduction in penalty remains in effect for a number of hours, but casting this spell multiple times does not stack its effects on the same subject for the same character. The caster can also cast this spell on themselves. This is a touch spell.
 * The Claw of Apek - A huge silvery talon appears in the air and instantly attacks an individual within 12 yards of the caster.
 * Cleansing Glow - A dim glow passes over the surface of any item or character, and it is cleaned to spotlessness. Dust is removed, tarnish polished away, rank smells eliminated, and beard stubble trimmed. Spoiled food or drink can be made pure—tasty, even, if it originally was—by means of this magic. This is a touch spell.
 * Crevasse - The wizard strikes a staff on the ground and a low rumbling starts, rising to a crescendo as a huge crevasse opens in a place of the caster's choice, within 48 yards. The crevasse is 3 yards wide, 10 feet deep, and a variable amount of yards long. Anyone on the area of the crevasse when it opens, as well as vehicles such as coaches and horses, will fall in automatically though people inside the vehicles and those on the edge of the crevasse can avoid falling in. Afterwards, the earth snaps shut and those trapped in the crevasse are buried alive.

D

 * Daemonbane - Rends the very Aethyr and casts a group of daemons within a large area back to whence they came.
 * Dazzling Brightness - Creates a burst of light that dazzles those in the area, hindering their ability to fight as much as see.
 * Deathly Shards - Shards of crystal energy, like pieces of broken glass, fly up to 36 yards from the caster and embed themselves in the first person or group in their path. Each shard will cause a wound to the target's body, slowly working its way to the heart over one to six days. As this happens, the victim will be in increasing pain. At the end of this period the shards will embed themselves in the heart, which will tear itself to shreds as it beats. These shards can sometimes be removed through surgery. Certain spells can stop the shards' movements.
 * Dissolution of Stone - Piercing the walls of the fortress with his mystic gaze, the wizard's will unbinds the mortar that holds them intact. What happens next is inevitable.
 * The Dwellers Below - This spell can only be cast outdoors, or on the lowest level of the building if indoors. Small hummocks form in the ground surrounding the target group, and in each mound a doorway opens. From each doorway pours a horde of tiny, shriveled, brown-skinned creatures. They grab the victims and pull them back into their mounds below the earth. This spell can be cast on any individual or group. Captured individuals are not killed but are imprisoned and tortured by the brown creatures for between one and six hours. Eventually they are released at the point where they were taken from, covered in soil, with worms crawling in their hair, and somewhat mentally unhinged. No one knows where these creatures take the captives; simply digging to find them never, ever works. If the wizards know then they are not saying, and many suspect that they themselves have no idea of what these creatures are.

E

 * Enlightenment - The light of truth is a powerful thing, strengthening the righteous and banishing the unholy.
 * Eyes of Truth - The caster's eyes shine with the light of truth. For a number of moments they can see through illusions, magical and mundane darkness, invisibility, and disguises. Concealed characters are also revealed.

H

 * The Hands of Karkora - The Hands of Karkora may be cast against any individual or group within 48 yards. It can only be cast outdoors, or on the ground floor if indoors (assuming there is no cellar, basement, abandoned mine-workings, Skaven tunnels or similar below). The grown beneath the target begins to seethe as hundreds of hands claw their way to the surface and seize the legs of the target, holding them fast for the duration of the spell or dragging the victim below the earth.
 * Healing of Hysh - The hierophant's touch heals an injured character depending on their prowess with the arcane. The caster can also heal themselves. This is a touch spell.

I

 * Ill-Bane - Uses the power of Hysh to aid one or more characters suffering from disease or poison. The spell affects up to a number of characters that must all be within eight yards of the caster. If this spell is cast successfully, any diseases affecting the targets have their duration halved (rounded down). Alternately, the spell can remove one poison from each target, nullifying all its effects. The wizard must decide if Ill-bane will treat disease or poison when they cast the spell.
 * Illuminate the Edifice - Causes the interior spaces of any single building to shine with daylight for at least an hour. Depending on the power of the caster, they can affect a hovel-sized building, a moderatesized multi-roomed house or building, a large manor house, or any single contiguous building of any size whatsoever. The light shines in rooms, attics, closets, and any other spaces bounded by a man-made roof and walls on all sides. In addition to illuminating the interior of the building, light shines out through open doors, windows, and even the cracks between boards and shingles. This is a touch spell; requiring the wizard to touch a solid structural element (wall, beam, or the like) of the building to be affected.
 * Inspiration - Opens the caster's mind to Hysh and lets the light of wisdom illuminate a vexing intellectual problem.

L

 * Light of Battle - Reaching into the Wind of Hysh, the wizard draws forth ennobling energies to steady faint hearts.
 * Light of Purity - In casting this spell, the hierophant lights a fire of any size from candle to campfire. All those within the area illuminated by that flame can automatically resist any disease for as long as the flame burns. The fire may be increased in size (by adding more fuel to a fire, for example) and even split into multiple fires (such as by lighting a second candle with a first). In the latter case, “child” fires have the same full effects as their “parents,” and the effect lasts for all those illuminated by any of the fires until such time as they go out.
 * Light's Demand - Causes a brilliant shaft of light to explode forth from the caster's hand. When using the mirror ingredient, the light emanates from the mirror, shattering when the spell ends. All creatures from the Realm of Chaos (e.g. daemons) caught in the area of this spell that fail to resist cannot move for as long as the wizard maintains the shaft. Said-caster can project the cone of light for a number of moments, and may extend the duration by wounding themselves.

M

 * Mace of Years - The wizard's right hand becomes a glowing mace which automatically strike all enemies within 6 yards. Anyone affected by the spell will fall to the ground, where they age into an ancient husk and crumble to dust. The dust regathers into a newborn infant which grows to adulthood, ages, dies and continues to be reborn in this way. A victim undergoing this horrific process can do nothing else. If the curse is not removed, the process will continued into dawn the following day, whereupon they will have a new age at somewhere between one and one hundred years old. Their original age can be restored by someone with the use of Dispel Magic or Remove Curse, but the insanity caused by the whole process remains.

N

 * Net of Amyntok - The legendary Net of Amyntok was rumoured to have been woven to hold the Great Deceiver itself.

P

 * Phá's Protection - The wizard calls upon the beneficent Guardian of Light to protect his allies from harm.
 * Pillar of Radiance - Focuses and concentrates the energy of Hysh into a deadly column of burning light anywhere within a large area of the caster. Those affected suffer serious injury hit and potentially take on the effects of Dazzling Brightness. As this is such a potent conjuration, all Wizards within a five mile radius are aware of the disturbance in the Aethyr that this spell causes. Using this spell for anything other than daemonic combat is deeply frowned upon by the Elder Hierophants of the Light Order.
 * The Power of Truth - A character the caster touches becomes more convincing to others but only if he speaks honestly. If he abides by that restriction, the character convinces even more people with grand oration. The influence of this spell is not obvious (the target doesn’t have a glowing aura or the accompaniment of unearthly music), so there is no easy way to gauge the honesty of the recipient. The hierophant can also cast the Power of Truth on themselves. This is a touch spell.

R

 * Radiant Sentinel - Creates a ball of glowing light the size of a Human head that floats around the wizard's body, moving slowly or quickly as the situation demands. The ball deflects blows aimed against its creator, protecting them from harm.
 * Radiant Gaze - The caster's gaze focuses radiant power on one nearby target within visual range. Sometimes, looks really can kill.
 * Radiant Weapon - Temporarily enchants a melee weapon the hierophant touches with the radiant power of Hysh. Though unable to hide, the wielder is able to expertly defend themselves against daemons.

S

 * Shem's Burning Gaze - Bolts of cleansing energy fly from the wizard's hands, searing evil wherever they strike.
 * Shimmering Cloak - Surrounds the caster with a field of light that protects them from ranged attacks. All non-magical missile are rendered ineffective on contact. Naturally, the caster is incapable of hiding due to the brightness of the spell.
 * Solheim's Bolt of Illumination -- The Luminark focuses the Wind of Hysh, projecting the energies as a searing beam of light that scythes through enemy ranks with the power of a solar flare.
 * The Speed of Light - Light knows no burden of flesh, and nor do those that receive its blessing.

T

 * Time Amok - The wizard reaches into the tapestry of fate, altering the flow of time to suit his allies' needs.

A

 * Azure Blades - Thin, razor-like shards fill the air around the wizard, whirling in orbit around him like miniature stars, and dealing damage to any who come close for a hand-to-hand combat attack.

B

 * Birdspeak - The astromancer can speak and understand the language of birds for a limited number of minutes. However, this does not force birds to talk to said-caster or answer their questions. Cunning birds may even lie or demand favours in return for their knowledge. A bird’s opinion of the wizard will be based on the way they appear and act. The wizard does, however, by virtue of this spell, gain insight into the customs and behaviour of birds, understanding, for example, why a flock of birds is behaving in some particular way, or why a given nest might have been abandoned.

C

 * The Cerulean Shield - A crackling shield of energy forms upon the wizard's left arm. The shield automatically negates any damage from normal weapons, and with additional defense, but not complete negation, when hit by magical weapons. If any blow (physical or magical) causes actual damage to the wizard, the Cerulean Shield is instantly dispelled.
 * Chain Lightning - Lightning bursts from the wizard's hands and arcs across the battlefield, leaping from foe to foe with crackling fury.
 * Clear Sky - Clears a single cloud from the sky, or, in the event of a completely overcast sky, clear a shaft roughly a hundred yards in diameter through the cloud cover. Clouds continue to blow and form naturally in the aftermath of this spell, so the amount of time the caster has an uninterrupted view of the sky above depends on the weather. When cast in the rain, this spell also stops precipitation, though it is hard to stop precipitation over a given point on the ground, as the winds drive falling rain in ways that are difficult to perceive and predict.
 * Comet of Casandora - Reaching out across the Winds of Magic into the highest heavens, the wizard draws a wandering meteorite down towards the battlefield.
 * Crystal Charioteer - A gigantic crystal ball envelops and imprisons a single individual within 24 yards. The ball immediately carries the victim between two and twelve yards in a direction nominated by the caster, and continuously carried in that direction until the spell can be broken. If the victim can break free of the ball, it shatters with a ringing sound, breaking into millions of tiny fragments that melt away into nothing in a few seconds.
 * Curse - Curses one opponent within the immediate area. For the next twenty-four hours, the target suffers greater chance at failure in all endeavors, and is more susceptible to harm. A character can only be the subject of one curse at a time.
 * Curse of the Midnight Wind - Only three words of this ancient tongue are known in modern day; three words to unleash a curse that was old when the world was young.

F

 * Fantastic Foresight - The wizard's mortal form seems to shimmer and fade as he links his allies to the prophecies of the stars.
 * Fate of Doom - The astromancer uses the mightiest of magic to alter the course of fate itself. Before they can cast it, they must acquire a lock of hair or drop of blood from the intended target. With this in hand, the caster can attempt to doom their victim, provided they are within a mile or less. If cast successfully, the target suffers grave misfortune, every failure becoming compounded despite efforts to do otherwise. As this is such an awesome conjuration, all Wizards within a five mile radius are aware of the disturbance in the Aethyr that this spell causes. Elder Astromancers teach that this spell is reserved for the most heinous of foes.
 * Finding Divination - Allows one to follow signs in the sky in order to locate some item that has been lost or hidden from the caster. The astromancer can either attempt to find a general item (“a source of clean water,” for example, or “My kingdom for a horse!”) or some specific thing (“my purse,” or “the stolen sword of my companion Karl”). Upon casting the spell, the caster gains a strong sense of which direction the thing they’ve specified can be found in, though no sense of the distance to it. When searching for a general item, the direction to the closest exemplar of that type of thing is gleaned. In order to look for a specific thing, the wizard must be familiar with it, either from having examined it or having had it described to them in great detail. Multiple finding divinations are generally required to triangulate and zero in on the target of one's search. Finding divination does not respect the difficulty of traversing barriers like bodies of water, castle walls, and the like.
 * First Portent of Amul - The caster can read the signs in the air and divine clues as to what the immediate future holds.
 * Fortune - This spell allows the wizard to cunningly manipulate the weave of fate to bring good fortune to an individual or group for the immediate future.
 * Fortune's Renewal - The movements of the heavens reveal portentous times. The target of this spell regains a sense of good fortune, in advance of the start of the next day.

H

 * Harmonic Convergence - Divining auspicious signs, the caster guides the minds of his fellow warriors.

I

 * Iceshard Blizzard - Razor-sharp shards of ice hurl from the chill skies to blind and dishearten the foe.

L

 * Let the Four Winds Blow! - Calling upon the spirits of air, the wizard sends mighty winds howling across the battlefield.
 * Lens on the Sky - Creates a disc that floats in the air before the caster and magnifies everything behind it that is far away. Astromancers typically use this spell to gain a clear perspective on stars and other features of the heavens, but it can also be used to view faraway land features, structures, and even individuals.
 * Lightning Bolt - Throws a powerful bolt of lightning at an opponent.
 * Lightning Storm - Summon a storm of lightning anywhere within a wide area. This is an Aethyric storm summoned from the Realm of Chaos and may appear anywhere, from the deepest sewer to the wildest heath.

O

 * Omen - Divines the future in a limited way by reading the stars. When cast, the astromancer can attempt to discover if the timing is favourable or unfavourable for an action they specify.

P

 * Polish, Clean, and Gleam - Any piece of equipment related to perception — telescopes, mirrors, windows, and so on — is cleaned to spotlessness. Young Wizards in the College of Celestial Magic often surreptitiously use this spell to clean and polish the astronomy equipment of their elders (surreptitiously because circumventing chores with magic is grounds for punishment). Many apprentices use Polish, Clean, and Gleam, then purposely introduce subtle smudges in order to disguise their magical handiwork, which surpasses what most people can accomplish with rag and brush. This is a touch spell.
 * Portent - The wizard casts auguries and a single star shoots across the heavens. The wizard can then affect the very fabric of chance and alter the likelihood of any one event happening.
 * Premonition - The caster gains favorable fortune in a future activity. Multiple castings of this spell fail to work until said-action is taken, or the spell ends.
 * Project Spirit - Loosens the wizard's spirit so it slips free from their body. While in spirit form, they are invisible, but can see and hear normally. While they can go anywhere they like, the astromancer is still limited by the laws of the mortal world. Thus, they cannot fly, move through walls or doors, and because they are bodiless, cannot manipulate solid objects. The caster can will themselves to move through openings that they could ordinarily slip through, such as an open window or slipping in behind a guard when he opens a door for example. The caster may remain in this state for hours at a time, but before the spell ends, they must re-enter your body. If somehow prevented from doing so, their consciousness returns to their body, but risks going mad. This spell may not be cast on others.

S

 * The Sapphire Arch - As the wizard raises his arms and chants, an arch of pure sapphire briefly swirls into existence. The arch is 4 yards across and 3 yards high. Any object, person or creature passing through the arch disappears into another dimension, where they are held in limbo, unable to act, not requiring sustenance and not aging. The next time the wizard casts this spell, in any location, those who entered the Arch will come out again, as if no time has passed for them. If the caster dies while people are within an Arch, they will be expelled at the point where they entered, amidst a shattering of sapphire-like ice, and will briefly be unable to react as they recover from the shock.
 * Second Portent of Amul - As First Portent of Amul, but allows for twice the effect. The wizard cannot cast this spell again until the spell expires or has utilized the knowledge thus given.
 * Signs in the Stars - Manipulates the Wind of Azyr to write a subtle message in the stars. The message is not detailed and can only serve to communicate complex ideas if the caster and the one they intend to receive the message have discussed the signs said-caster intends to send in advance (“One if by land, two if by sea,” for example). In order to recognize and interpret the sign in the stars thus inscribed, those searching for it must attempt to study the stars. In fact, anyone who looks at the sky can make such a examination to realize a sign in the stars has been inscribed. Without knowledge of what the caster intends to communicate, however, the meaning cannot easily be divined. That said, there is something of a “language” of signs in the stars known to Celestial Wizards and others who study the heavens. By placing signs in the stars in or near certain constellations or regions of the sky at certain times, it is possible to communicate danger, opportunity, and similar concepts, and to associate them with certain regions of the world, certain Gods, or certain races. It would be possible to communicate “There is doom for men this day,” for example, or “Fate will smile on Sigmar’s followers when the sun rises.” The Wizard Lords of the Celestial College frown upon those who scribe signs in the stars unnecessarily and mete out unpleasant punishments on those they believe used this powerful magic lightly or pointlessly.
 * Starshine - Calls down the light of the stars. The area is illuminated by a soft light that reveals all that is hidden. Darkness (both magical and mundane) is banished, the invisible is made visible, hidden or disguised characters are exposed, and secret areas (doors, chambers, etc.) are revealed.
 * Storm of Shemtek - The Storm of Shemtek racks the wizard's body with a storm of light and energy. A gale of brightness pours from the eyes and mouth, and the caster's limbs splay out at a rigid cruciform shape. The outer shell of the body cracks, and two to twelve bolts of lightning streak from the cracks. Each bolt has a range of 24 yards and strikes the first person in its path (friend or foe). Once the final strike has been made, the energy-storm ends and the caster collapses, stunned.
 * Swiftwing - The wizard turns into a blur of cyan energy which darts into the air, flickering away at incredible speed. As the individual reaches the destination, the flash of energy coalesces back into their natural form. The wizard can only move to places within line of sight - it is not possible to fly through walls, or through gaps too small to fit through as a person. This spell cannot be cast on anyone else.

T

 * Third Portent of Amul - Reads signs and divine clues about what the future holds, allowing the caster to avoid a fatal blow. This spell cannot be cast again until the event comes to pass, or the spell’s duration expires.
 * Thorsen's Howling Gale - Gesturing towards his enemies as they cower behind their walls, the wizard summons a blistering gale, hurling any not strong enough to hold on from the ramparts.
 * Thorsen's Thunderstorm - The wizard hurls a tiny stone hammer across the battlefield, and the heavens vent their fury in its wake.

U

 * Urannon's Thunderbolt - With a crack of thunder, the wizard calls down an almighty ball of lightning and hurls it at the enemy.

W

 * Wind Blast - Calls down raging winds from the sky anywhere nearby to blow the wizard's opponents over. While in the area of effect, characters cannot fire missile weapons (or be targeted by them) and are hampered in their movements.
 * Wings of Heaven - The astromancer is borne aloft by winds under their command, able to fly for minutes at a time.

A

 * Armour of Lead - Causes the armour of a group of enemies to have the weight of lead, encumbering them severely.

B

 * Breach the Unknown - Allows the alchemist to unlock all secrets of the object, learning the material composition as well as any mundane special properties it might contain. For instance, a Gold Wizard using breach the unknown could learn the medicinal character of the toadstone. In addition to the normal effects of this spell, the caster may attempt channelling to discern a magical item’s special properties. In the case of cursed, tainted, or otherwise spoiled items, the wizard uncovers these dangerous properties last.
 * Burnished Gauntlet - A burnished gold gauntlet materializes out of thin air and flies off to strike an enemy. It vanishes after making its attack.

C

 * The Crucible - The caster takes on a golden glow that gets fiercer and fiercer until he is impossible to look upon, at which point he seems to melt away to nothing. The caster can then reappear instantaneously somewhere else, appearing first as a glow of molten gold that then solidifies and cools a multiple of 100 yards away from the casting point. The spell only allows the caster to move somewhere within line of sight, and cannot be cast on anyone but the caster.
 * Curse of Rust - Rusts and corrodes one metal object within close proximity of the caster making it pitted and useless.

E

 * Enchanted Blades of Aiban - The wizard sends powerful magic coursing over his allies' weapons, making them infinitely stronger and sharper than before.
 * Enchant Item - Can temporarily enchant an item to give a small boon to any one of the user’s characteristics. Function must follow form. The caster could enchant a sword to give a prowess in combat, for example, or a circlet for a talent in socializing. The enchantment lasts for one hour and an item can only bear one at a time. The item counts as magical. This is a touch spell.

F

 * Fault of Form - Subtly alters the composition and characteristics of any single nearby weapon. That weapon temporarily loses the effects of any beneficial qualities for at the most nearly two minutes. Baneful weapon qualities are made worse: experimental weapons jam, slow weapons become even slower, tiring weapons never have an impact, and unreliable weapons jam or explode.
 * Fear of Aramar - The Fear of Aramar fills the minds of living creatures with visions of their own worst terrors. It can be cast on any individual within 48 yards of the caster, causing that person to flee immediately.
 * Final Transmutation - The wizard unleashes a hail of magical energy, transmuting the flesh of his foes to unliving golden statues.
 * Fool's Gold - Temporarily alters the quality of an inanimate object to make it appear more valuable than it is. Pennies become Gold Crowns, a rusted sword becomes a masterfully crafted broadsword, and a set of wooden teeth shine with a silver sheen. The object increases is value by ten times. This is a touch spell.

G

 * Gehenna's Golden Globe - Speaking the three sacred syllables of transformation, the wizard hurls a brilliant golden sphere towards the foe. Those it touches are transmuted into gleaming statues, adding a glorious lustre to their otherwise insignificant lives.
 * Gehenna's Golden Gun - The Wizard drops a golden nugget to the floor, summoning the artifice of his race to transmute the enchanted ingot into a mighty weapon of war, such as a cannon or bolt thrower.
 * Gehenna's Golden Hounds - Blowing on a glimmering golden whistle, the wizard summons a massive pair of clockwork hounds, which bound after his chosen prey and drag it screaming to its doom.
 * The Gilded Cage - This spell must be cast on a particular point or individual. Golden bars erupt from the ground, forming a circular cage that terminates in a point above their head. The cage is 6 yards in diameter and 8 yards high; the bars are half an inch thick and 6 inches apart. The situation is not as bad as it may seem: While the cage exist, nothing can enter it, although of course weapons, missiles, small objects and spells will all pass through the bars. If the Gilded Cage is cast indoors, its top will burst through any ceiling lower than 8 yards high. The cage disappears at dawn the following day.
 * Gleaming Arrow - An arrow of pure golden power bursts from the caster's forehead, soaring high into the sky. The arrow seeks out a single target within 144 yards, dropping down and striking the victim as if from nowhere. The target must be in line of sight, and armour protects as normal. The arrow disappears once it has struck.
 * Glittering Robe - Shaping a sigil of power, the wizard conjures a gaudy (but effective) cloak of shimmering scale to protect his allies.
 * The Golden Touch - When a Gold wizard casts this spell, the next person he touches with his bare hands is turned to gold and rendered helpless. After some time the caster will turn back to flesh and blood, with no ill-effects - unless someone has pushed them into a deep lake in the meantime, for example. Any attempt to damage the statue will cancel the spell, but cause damage to the victim.
 * Guard of Steel - Summon shimmering orbs of steel that rotate around the wizard's body and protect them from incoming attacks for about a minute and then disappears.

I

 * Inscription - By passing their hand over any metallic surface, the caster causes an inscription to appear indelibly in the object. The inscription may be of any length that will reasonably fit on the object in question, though every dozen words past the first twelve increase the casting time by an additional full action. The inscription appears in the alchemist's own handwriting, so others who are familiar with their hand may be able to identify them as the originator of the inscription.

L

 * Law of Age - Causes a solid, inanimate object to become brittle, making it shatter easily. Its weight and feel is unchanged. Typically, this results in a reduced difficulty to break an object, such as kicking through a door or window, bursting bindings, breaking bars and so on. Law of Age lasts for a number minutes.
 * Law of Form - Transmutes a solid, inanimate object, making it harden like steel. It gains the weight and feel of solid metal, though its appearance remains unchanged. Typically, this results in an increased encumbrance for the object, increasing the difficulty to burst through doors or other barriers (including glass windows), strengthens rope bindings, prevents torches from igniting it, and so on. This is a touch spell.
 * Law of Gold - Enshrouds a nearby magic item of the caster in strands of Chamon, suppressing its abilities. The item loses all its magical functions for at least fifteen seconds.
 * Law of Logic - Uses the magic of logic to aid one task. The alchemist must cast this spell before the attempt is taken, and the spell can aid either them or a nearby ally. The boon must be used within five minutes of the spell’s completion.

M

 * Meteoric Ironclad - Casting charms of silver and iron, the wizard creates suits of enchanted armour that no weapon can breach.

P

 * Plague of Rust - At the wizard's command, the armour of the enemy begins to rot, shedding away in clouds of tiny flakes.

Q

 * Quicksilver Swords - At the wizard's command, his allies' blades flow like water, seeping through gaps in armour and hide to pierce vulnerable flesh within.

R

 * Replication of Levorg - With this spell, a Gold wizard can conjure literally anything out of thin air. A basic item can be anywhere up to 8 cubic yards in size, though it can be bigger with a higher expenditure of magic. Living things cannot be created, and complex items may be difficult to conjure. The item created will last roughly one to eight hours before disappearing abruptly with no warning - the wizard has no idea when the item will vanish. All items conjured by this spell are magical facsimiles. It is impossible to create a magic item using it, or even an item to be used as a component in another enchantment. They also will not fool an expert.
 * Rigidity of Body and Mind - The wizard's body and mind take on properties of metal that make them strong, resistant, and immutable. They further find that they are resistant to changing their mind during the spell’s duration. These effects last for a number of minutes.

S

 * Searing Doom - A scintillating spray of sizzling silver slivers skips from the wizard's outstretched fingers.
 * Secret Rune - Can be cast in two ways: to record a secret message or to view a secret message so recorded. The former is cast in the same way as inscription, but rather than being visible for all to see, the message is invisible to all, even upon close examination of the item. In order to see a message inscribed by secret rune, the spell is cast in the second way, rendering the message visible. Gold Wizards frequently use this spell to communicate with one another. They commonly cast secret rune on an item again once its message is read, to keep the contents safe from prying eyes.
 * Short Change - With this spell, a Gold wizard can conjure up a maximum of twelve gold coins out of thin air. It will be impossible to tell the magically created coins from the genuine article by mundane means. The coins produced will match the caster's wishes, as long as the caster has previously seen the coins in question - it is not possible to create a foreign currency that the caster has never seen. It is not unusual for Gold wizards caught to be heavily fined or expelled from their college. There are also stories of wizards being hung or disappearing mysteriously after using these coins on the wrong people.
 * Silver Arrows of Arha - Creates a number of magical silver arrows and the caster can hurl them at one or more opponents. They disappear after impact.
 * Stoke the Forge - Causes an already-burning fire in any forge, fireplace, or other man-made housing where heat and flame are bent to Human purpose to burn as hotly as is naturally possible and without consuming additional fuel for at most an hour and a half.

T

 * Tale of Metal - The caster touches a metal object and looks into its past, seeing the circumstances of its forging and creation as if they were there.
 * Transformation of Metal - Transforms one metal object into a different one. This does not change the type of metal, only its shape. The caster could, for example, transform a metal buckler into a flagon. This spell does not work on magical items. This is a touch spell.
 * Transmutation of Lead - As the wizard gestures at his foes, their weapons become much heavier and cumbersome - twice the burden they were but moments before.
 * Transmutation of the Unstable Mind - Transmutes a sick mind into a healthy one, which is quite a dangerous task. This is a touch spell. The caster cannot cast the spell on themselves. This spell does not work on animals.
 * Trial and Error - Guides the efforts of all nearby allies, potentially improving the results of their labour.

A

 * Awakening of the Wood - Trees have long and wrathful memories, needing only a little magical encouragement to lash out with root and branch.

C

 * The Cloak of Dain - A cloak of shimmering green energy forms round the wizard. The robe will absorb a select amount of damage and will then disappear. Each time the cloak is hit by a weapon, the damage is taken off the Wounds total of the robe. When the robe's damage amount are gone, the wizard will begin taking damage as normal, even if this means the damage from a single blow is shared between robe and wizard. If the Cloak provides protection from any magical attack, it is will vanish the moment that the damage has been absorbed.
 * Cure Blight - Cleanses an area of up to one square mile of blight. This saves plants, trees, crops, and other growing things and makes the area immune to the same blight for the rest of the season. Alternately, this spell can be cast on up to twenty characters suffering from disease. The duration of any diseases these characters are suffering from is halved.
 * The Curse of the Lady - Casting aside spoiled tokens of virtue and nobility, the Damsel calls down the Lady's greatest punishment on all those champions who would oppose noble Bretonnia.
 * Curse of Thorns - Causes thorns to grow inside the body of one character, wracking them with excruciating pain that can potentially turn fatal.

D

 * The Dwellers Below - Gnarled creatures emerge from the ground, their steely strong fingers tearing at the foes' flesh, clutching their limbs and dragging them down to who knows what fate.
 * Drain Life - This spell allows the wizard to drain the life fluids from a person, sucking out all the moisture and leaving a desicated corpse.

E

 * Earth Blood - The druid absorbs energy from the earth beneath their feet to heal themselves. They must be standing on natural earth. The longer it's channelled, the more injuries are healed. This spell cannot be cast on others. This is also the name of a charm of rebirth that an Amber Wizard can create by tapping into the Winds of Magic, bestowing great resilience upon himself and his companions.
 * Earth Gate - The caster disappears into the earth and reappears anywhere within a wide area. Both their departure and arrival points must be areas of natural earth, meaning the druid can’t cast this spell while inside a building or on a cobblestone street, for example.
 * The Emerald Pool - The caster melts into a pool of water which is absorbed into the ground. The wizard may immediately reappear anywhere within 48 yards of the starting spot, or to a point within 48 yards of any river, pool or other natural water source, as long as that point was within the caster's line of sight when the spell was cast. This means the wizard could move to within 48 yards of a lake a mile away, or to an island in a river as long as they are within sight, but not to the duckpond on the other side of a nearby wall. The wizard can only cast this spell on himself.

F

 * Father of Thorns - Causes thorns and briars to burst from naked earth. Anyone affected has becomes physically impaired while they remain in the affected area, and anyone who tries to move suffers serious injury. The thorns and briars retreat back into the ground after a number of minutes, depending on the strength of its summoner.
 * Fat of the Land - Just as animals fatten themselves up before winter, the druid causes the character they touch to feed on and store the energy of Ghyran. The subject of the spell does not need to eat for one week, though drinking is still required. The wizard can cast this spell on themselves. This is a touch spell.
 * Ferment - Converts an amount of liquid (enough to sustain a dozen people for a day), no matter how foul or brackish, into a mildly fermented beverage of the caster's choice (ale, beer, wine, mead, and so on). Unused liquid reverts back to its normal state in twenty-four hours. This is a touch spell.
 * Flesh of Clay - The caster's skin hardens until it becomes dense like clay, doubling their strength and natural endurance at the expense of speed and alacrity.
 * Flesh to Stone - The wizard transmutes his allies' mortal form to unyielding rock.

G

 * The Gardener's Warcry - The wizard casts a handful of bloodseeds upon the wind, nourishing them with raw magic until angry life bursts forth, in the form of a Blood Forest.
 * Geyser - Causes a geyser of water to shoot up from an area of natural earth, knocking over (and out, potentially) anyone in range in a direction of the caster's choosing. After the initial burst, a pool forms in the designated area, providing fresh water for the next hour.
 * The Green Eye - The caster’s eyes appear to merge momentarily into a single glowing green orb, which projects a beam on deadly energy. The beam is 36 yards long and absolutely straight.

J

 * The Jade Casket - Glowing green power surrounds the corpse of a single character or creature, returns it to life, and transports it to the wizard’s side. The animated corpse appears within 12 yards of the caster and is immediately restored to a full complement of health, but does not regain any equipment that has been lost or removed. The revived corpse will follow simple instructions given to it by the wizard, and will instinctively fight to protect its summoner, but is not truly alive. Although it has access to all non-magical skills it knew during its life, it cannot speak or otherwise communicate, and retains no memory of its previous life. It is merely the corpse of the deceased, animated by Jade magic. Any corpse which has died in the last hour may be revived. Revived wizards cannot use magic. Needless to say, the cult of Morr has lobbied the Emperor’s representatives to have this spell classified as necromancy. Any wizard seen casting it may find themselves under careful scrutiny from the cult’s witch-hunters.

L

 * Leaf Fall - Conjures a swirling vortex of leaves to spin about the druid for a number of minutes. While concealed by the spinning leaves, all attempts at range assault are impaired, though not for the caster, should they wish to respond in kind. The wizard may only cast this spell on themselves.

P

 * Peace - Peace may be cast on an individual or group. The target is overcome by a sense of serenity and wellbeing. Those suffering from fear or terror will recover instantly; any others affected by the spell will become soporific and languid – unable to do anything at all.

R

 * Regrowth - Invoking the name of Duthandor, lord of the ancient wildshrines, the wizard infuses his fallen friends with fresh life, closing wounds and healing broken bones with supernatural speed.
 * River's Whisper - The druid communes with the spirit of a river. To cast this spell, they must be at least waist deep in the river in question. The wizard's magic and indeed a part of themselves flow into the water, allowing them to ask questions of the river. They can ask about anything that happened on or in the river over the past twenty-four hours and up to one mile up or downstream. Answers are quite general. The caster could find out, for instance, that two boats had passed downriver and that one of them was especially large. They could not find out the names of the boats or their passengers. The caster might find out that Orcs attacked one of the boats, but not what tribe the Orcs came from.

S

 * Shield of Thorns - At the wizard's command, crawling brambles burst from the ground, forming a living barrier around his allies.
 * The Spiral Stair - A misty spiral staircase carries the wizard high into the sky. When the wizard casts the spell, the height of the staircase must be decided, ranging from 48 yards to 200 yards. From his vantage point in the air, the wizard can see for miles. While on the staircase, the caster gains increased defense. If the Stairs is magically dispelled, or when the spell runs out, the wizard floats unharmed to the ground. Another Jade wizard who also knows the Spiral Stair spell could climb the staircase from the ground, but the staircase is insubstantial to anyone else.
 * Spring Bloom - Concentrates the power of life magic in one area or being. The wizard can affect either a plot of land the size of a farmer’s field or one living being of any race. A field will literally burst with life, and the next harvest is guaranteed to be abundant. If cast on a living being, conception will occur within a month if all other normal conditions (i.e. breeding) are met.
 * Storm of Renewal - Raw life-energy flows across the battlefield, mending wounds and restoring the fallen to fresh vigour.
 * Summer Heat - Causes a small area to burn with the heat of summer. Those affected sweat profusely and feel incredibly fatigued, as if they had been working all day under the hot sun.

T

 * Throne of Vines - The wizard fashions for himself a walking throne of vine and bracken, to renew and strengthen his connection with the living world.
 * Track's Tale Told - The caster listen for subtle signs of earth and branch, giving them insight to any attempts to track or gain information about those who have recently passed through a wilderness area. The spell may also aid in other tasks depending on the situation and the wizard's approach. The caster may continue to follow a given track, gaining the benefits of this spell, until the track crosses a man-made road or enters a cultivated or inhabited area.
 * Tree-Dweller's Step - Imbues one character or creature with great ability to climb and traverse natural obstacles. This is a touch spell.
 * Trees' Rustle - While sitting in the boughs of a tree, the druid converses with it, gaining knowledge of what it has seen and heard. Trees will not lie, but they are not quick of wit or speech and are unfamiliar with the reasons men do things. Trees may not cooperate with if the caster's companions are seen chopping firewood, burning campfires, or the like. They may also ask favours before answering questions or parting with dearly held information. If the tree they converse with is part of a copse, wood, or forest, it is likely to have news and information about what the other trees nearby know, for trees are constantly in conversation about the goings-on in their wooded domains. After the hour of casting time, the druid converses for one additional hour. However, due to the speed with which trees converse, it's only equal to one minute of Human speech.

V

 * Verdant Apotheosis - To a skilled practitioner of Life Magic, death is a temporary state--and one to be manipulated, if the need arises.
 * Vital Growth - Channels the power of Ghyran to give great vitality to plant growth. After casting for one full action, the druid concentrates on a living plant or seed within an arm’s reach of them. While the wizard continues to focus, the plant grows at great speed, as though a day had passed for every moment taken to concentrating. A season’s worth of crops can thus grow in about fifteen minutes, and in an hour, a tree will show a year’s growth. If the caster concentrates too long, though, plants may outlive their natural span and die. Plants can only grow in soil that would normally support them; an oak cannot be grown in the desert, nor will wheat grow on bare rock.

W

 * Wall of Vines - Summoning forth the Wind of Ghyran to undo the damage done to the fortress' broken walls, the Wizard seals the breach with a thick mesh of tangled vines.
 * The Wilds Undisturbed - The caster moves through wild lands as though traversing the most finely maintained roads in the Empire and leaves no trace whatsoever of their passage. “Wild lands” includes any wilderness generally uninhabited by Humans, but does not include cultivated land of any type. The spell lasts until the wizard crosses a man-made road, crosses a track or trail generally used by intelligent creatures, enters a man-made structure, cuts living wood to make a fire or shelter, or has travelled 100 miles. The caster can extend the effects of this spell to a limited number of other individuals, though may cast this spell multiple times to affect a larger number of people. This is a touch spell.
 * Winter Frost - Coats everything in a target area of the caster with a thick layer of frost. Anyone affected suffers injury and must be strong of will or else be rendered helpless. The frost remains for a number of minutes, and drastically impedes movement through its vicinity.
 * Wood Shape - Allows a willing creature to take the shape of a tree. The type of tree depends on the character of the individual such that a melancholy person might transform into a weeping willow, while an evil witch would assume the form of a black oak. The target maintains the form of a tree for a number of hours. While in tree form, the creature can see and hear normally. However, a character in tree form is vulnerable to the normal sorts of things that could kill a tree, such as fire, axes, fungus, and so on. This is a touch spell.

A

 * The Amber Spear - Sounding a gnarled horn, the wizard summons a glowing amber spear. Seizing hard upon the spear's translucent shaft, he hurls it at the foe with uncanny accuracy.
 * The Amber Trance - The Amber Trance mesmerizes a single individual. They will fall into a rigid trance, and their body slowly turns to transparent amber. The entranced individual cannot be moved or harmed in any way. When the spell wears off the victim returns to normal, remembering none of the “lost” period.
 * Awakening the Wood - On casting this spell, a circular area of woodland 48 yards across comes to life with the power of Amber magic. Powerful winds blow through the trees, hurling a storm of branches and leaves at anyone caught within the wood, or who is within 24 yards of the affected area. Shortly after the storm subsides, and the trees fall into their usual slumber.

B

 * The Beast Broken - The wizard breaks the wild spirit of a single nearby animal (that can be domesticated). These animals include horses, dogs, and some birds of prey. It does not include normally wild animals like wolves, bears, snakes, and so on. Failure to resist results in the animal remaining docile towards Humans, Elves, Dwarfs, and Halflings forever, though it is still likely to be afraid—and rightly so—of creatures like Greenskins, Skaven, and those tainted by Chaos.
 * The Beast Made Well - Touching an injured animal, the caster heals its wounds. Only natural animals may be healed by this spell; magical creatures (including familiars, even if animalistic) and monsters are unaffected.
 * The Beast Unleashed - Unleashes the primal savagery of the caster's allies, driving them into a frenzy. This spell does not work on animals; they are already beasts.
 * The Boar's Hide - Skin becomes as tough as a wild boar’s.

C

 * Calm the Wild Beast - With a soothing and hypnotic voice, the caster calms one animal, able to approach the beast and touch it without fear, as it remains placid. If a mount, their skill in riding it is improved. The animal remains friendly towards them for a time unless the shaman attacks it, in which case the enchantment is broken immediately.
 * Claws of Fury - The caster's fingernails turn into razor-sharp claws as they take on a feral aspect. The drawback is being unable to wield any weapons while the spell is in effect.
 * Cowering Beasts - The shaman thunderously rebuke their foes, comparing them to base animals that had best cower before their master. This panics between two or even twenty nearby foes, starting with those closest to the caster, unless focused on a single target.
 * Crow's Feast - Summons a murder of supernatural crows anywhere within forty-eight yards that swoops down upon the caster's enemies. These are Aethyric creatures of vengeance, with iron-shod beaks and bleeding feathers. They may be summoned anywhere, as they are capable of passing through any form of non-sentient material—trees, rocks, metal etc. These crows always appear in huge flocks—which then scatter as quickly as they appeared, but not before assaulting anyone deemed a threat, intent on attacking the heads of their victims (eyes, ears, face, etc.) if given the chance.
 * Cruelty's Desserts - While touching an animal, wild or domestic, the caster makes is so that any intelligent creature who harms or is otherwise cruel to that particular animal before the next full moon to be spurned by others (or otherwise become unlikeable) until the full moon after that one.
 * The Curse of Anraheir - At the wizard's command, nebulous nature spirits assail the foe, clawing at them with hands not nearly as insubstantial as they appear.

F

 * The Flock of Doom - With a mighty bellow, the wizard invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.
 * The Flying Bower - The caster is swallowed up by a whirlwind of swirling amber energy and transported a multiple of 100 yards in any direction. This spell may be used to carry the wizard into close combat, in which case said caster can be considered charging while approaching. The wizard can only move to a place within his line of sight - it is not possible to reappear inside buildings, even if it is possible to see through a window or door. The spell cannot be cast on anyone else.
 * Form of the Puissent Steed - Works exactly like Form of the Soaring Raven, but the shaman transforms into a destrier instead.
 * Form of the Raging Bear - Works exactly like Form of the Soaring Raven, but the shaman transforms into a bear instead.
 * Form of the Ravening Wolf - Works exactly like Form of the Soaring Raven, but the shaman transforms into a wolf instead.
 * Form of the Soaring Raven - Transforms the caster and all the equipment they were carrying into a raven for up to an hour. The shaman retains their mental faculties, but otherwise as the attributes of a raven. Said-caster cannot talk or use magic while in raven form, but may end it at any time to revert back to normal. The spell ends automatically if they become gravely wounded.

H

 * Hunter's Moons - The wizard howls and the moons glow red as blood, their ruddy rays lending fresh fortitude to those that battle below.

K

 * Kadon's Bestial Surge - Uttering a spell that Kadon himself first devised, the Wizard infuses a Scroll of Binding with all the savage energy of Ghur, magnifying the target creature's animal fury.

L

 * Leatherbane - The shaman causes a character, creature, or animal and all leather goods they're carrying or wearing—belts, pouches, straps, scabbards, and even armour—to shrivel immediately and turn permanently to dust. This is a touch spell.

M

 * Master's Voice - Commands one animal to do the caster's bidding. On its next turn, the caster decides what actions the animal will take, and it will do as commanded.
 * Merciw's Monstrous Regiment - The wizard calls upon the strength of the wild world and bestows it upon his chosen allies.
 * A Murder of Crows - Calling upon Corvus the Crowlord, the wizard summons a voracious flock of carrion birds to tear flesh from bone. Similar to Crow's Feast, but lasts longer, and harms anyone caught within.

O

 * The Ox Stands - The shaman shouts out to all allies within earshot. Any who are currently fleeing in terror, or who are currently paralyzed by fear, are relieved of those effects.

P

 * Pann's Impenetrable Pelt - Calling upon the beast-spirits of the wild, the wizard sheathes his vulnerable flesh in unyielding fur and hide.

R

 * Repugnant Transformation - Mighty magic transforms the shaman's target into its basest form, revealing its true character. Unless the victim is able to resist, they undergoes a terrible transformation, sprouting hair all over their body, losing the capacity for speech, and behaving in strange and inexplicable ways. This is a permanent condition unless successfully cast on the target again, which reverses it, or cast dispelling magics on the target. This is a touch spell.

S

 * The Savage Beast of Horros - The beast within is a formidable thing if unleashed to its full potential.

T

 * The Talking Beast - If cast immediately before taking on animal form, the caster can speak while so transformed. The spell can also be cast on an animal to gift it with the power of speech for a short period of time.
 * Tangling Thorn - This spell may be cast on any point within 100 yards of the caster. At that point, vegetation erupts from the ground, rapidly covering an area 24 yards across. Creatures in the area as the vegetation sprouts are entangled. Entangled creatures may not move. The growth will only last until the following sunrise, unless burned off or killed with a suitable spell.
 * Transformation of Kadon - Kadon was a master of forms, able to shift his shape to that of any monster. One day he found he could not change back.

V

 * The Vengeful Hood - A cowl of amber-coloured light forms around the caster, which will absorb the force of any non-magical attack against the caster. If the caster is in hand-to-hand combat, any absorbed blows will be repulsed and turned against the originator.

W

 * Wings of the Falcon - Grow wings from the caster's back, which are strong enough to bear them aloft. The stronger their magic, the faster they fly. Obviously, simple folk, seeing someone transformed by wings of the falcon, will assume they are some form of Chaos Daemon and react appropriately.
 * The Winter's Long Slumber - The caster touches a willing character, creature, or animal, causing it to immediately fall into a deep sleep akin to a bear’s hibernation. This state persists for many months, until the solstice or equinox after the next (that is, the remainder of the current season, plus the full season after that). During this period of slumber, the character need not eat or drink. Due to the magical nature of the hibernation, any diseases, poisons, or other similar afflictions the character endures are interrupted. No further damage or symptoms accrue from them, though any penalties or other maladies already in effect continue while the character hibernates. (A progressive poison would not continue to get worse.) Natural healing, however, does occur. The recipient of this spell cannot be woken by normal means; the caster must will a premature awakening. They may also cast this spell on themselves. In the event that they do, they may—at their option—designate one other individual, who must be present when casting the spell, who may wake them before the spell’s expiration. This is a touch spell.
 * The Writhing Worm - The caster summons a slithering worm of Amber energy which drops to the ground and wriggles up to 48 yards toward a single enemy an unearthly speed. The Worm crawls over its victim and swiftly cocoons and renders helpless said victim. If the spell is cast again without dispelling the first Worm, a new Worm is not summoned; instead, the existing worm releases its first victim and slithers to a new one.
 * Wyssan's Wildform - The wizard unleashes the beast within, shaping its fury to transform his allies into bestial forms.

A

 * Aqshy's Aegis - Both the caster and any of their allies who hold hands with them—and any who hold their hands, and so on—become immune to the perils caused by fire, both mundane and magical. If the chain of held hands is interrupted, then anyone no longer connected to the caster, however indirectly, immediately loses this immunity.

B

 * Boiling Blood - Causes the target excruciating pain and hallucinations as their blood boils. Worse, those that die from this spell become a fountain super-heated blood! This is a touch spell.
 * Bolt of Aqshy - An armour piercing magic missile capable of blasting through multiple enemies.
 * Breathe Fire - The caster breathes out a rolling burst of flame, akin to that of the dragons of legend.
 * Burn - Burns one target, causing wounding them.
 * Burning Barrage - A volley of small fireballs are hurled into the enemy. The number of fireballs may range from one to five.
 * The Burning Head - A cackling visage, wreathed in flame, appears before the wizard. With a final screech of glee, it bounds towards the enemy.
 * Burning Vengeance - Causes the target of this spell to have a burning desire for vengeance against another character. The caster must name both the target and the object of the vendetta during the casting of the spell. If successful, he becomes obsessed with getting revenge on the named character. He can’t articulate why; all he knows is that his enemy is a betrayer and deserving only of death. The spell lasts for one year and one day, or until vengeance is taken. Each month the target may attempt to shake the spell, but these subsequent tests are difficult. Burning vengeance, once ignited, is hard to extinguish.

C

 * Cascading Fire-Cloak - A shield of flame appears around the wizard, scorching nearby foes.
 * Cauterize - The pyromancer can lay their hands on an open wound and sear it shut. While this does not restore their health, it does count as medical attention and can thus save the critically injured from certain death. This spell can be used for similar tasks, such as branding. The wizard's hands must be bare to cast this spell successfully.
 * Choleric - A nearby target becomes irate towards another target the pyromancer designates. If the target fails to resist, it attacks the secondary target.
 * Cinder Blast - A magical projectile is launched by the wizard, which explodes when it hits something. It typically is able to cause damage to several enemies, if they're close together.
 * Conflagration of Doom - Arguably the most destructive spell in the Bright Wizard’s arsenal, when called down, a fiery inferno engulfs a large swath of the targeted area, the spell lasting until nothing inside it is left alive. As this is such a violent and powerful conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that this spell causes. Bright Order Battle Wizards often seek out those using this spell in a careless way to talk about limiting its use in a rather pointed fashion.
 * Consuming Wrath - The pyromancer causes a target to become overwhelmed with hate. Should they fail to resist, they become more effective in combat scenarios. However, they suffer gradual injury from the consuming fires of rage burning within him, further they attack the nearest creature, regardless of being ally or enemy. This is a touch spell.
 * Crimson Bands - Snaking crimson magic entwines any one target within range of the spellcaster.
 * Crown of Fire - This spell creates a majestic crown of shimmering flame above the caster's head. During the spell’s duration, the pyromancer becomes more effective at commanding and intimidating. Furthermore, enemies that fail to resist its magic cannot willingly attack him in melee combat. The flaming diadem provides the illumination equivalent of a torch and can be used to ignite flammable materials, though this requires such undignified movements that few Bright Wizards use it for such a purpose. Note that it is impossible for a Bright Wizard to damage himself using this spell.
 * Curtain of Flame - The pyromancer creates a temporary curtain of flame whose contour he can shape at will. Although it always hangs downward like a curtain affected by gravity, the figurative rod that supports it can be bent at any angle, follow any curve, or be at any height the wizard chooses. The curtain itself and the smoke rising from it obstructs vision and missile attacks. The curtain billows in wind as a curtain of heavy cloth would, which can cause it to blow into nearby creatures or set nearby combustibles on fire.

F

 * Flame Beam - A beam-like offensive spell that stuns the targets while causing continuous damage.
 * Fiery Blast - Between one and ten fiery projectiles are made to fly at one or more targets within a large area.
 * Fire Ball - The wizard conjures a roiling ball of magic flame and hurls it at a nearby foe. Similar to Fiery Blast, save quicker to cast and limited in number only by the pyromancer's own arcane prowess.
 * Fireball Barrage - A storm of blazing missiles erupts from the wizard's outstretched hands, unerringly seeking his chosen enemy.
 * Fires of U'Zhul - A reflexive bolt of fire that is shorter range than a Fire ball, but quite potent.
 * Flame Storm - A column of roiling flame bursts from the battlefield, the roar of its creation almost drowning out the screams of its victims.
 * Flaming Sword of Rhuin - A fiery sword materializes in the caster's grasp. Being magical in nature, it also imparts greater prowess in battle. The wizard can also ensorcel his allies' weapons, making them burn with a savagely hungry flame.
 * Flashcook - The caster either instantaneously cooks one serving of food to their liking or causes one quart or less of water (or a similar liquid) to immediately come to a furious boil. This is a touch spell.
 * Fulminating Flame Cage - Searing rods of magical flame shoot from the wizard's outstretched hands, trammelling his chosen foe in a fiery prison.

G

 * Great Fires of U'Zhul - A large fireball, lobbed in an arc toward the enemy and capable of damaging multiple enemies.

H

 * Hearts of Fire - The pyromancer unlock the fires of courage in the hearts of their allies, enabling them to resist panic and supernatural terror, provided they remain in the immediate area of said-caster.

I

 * Inextinguishable Flame - Renders any single fire, up to the size of a campfire, inextinguishable by wind or water, whether magical or natural. This effect can last between a day and a year depending on the caster's level of skill. In addition to being inextinguishable, the fire consumes no fuel while the spell persists. If the spell’s fuel is scattered, the flame continues burning on the smaller pieces; an inextinguishable campfire kicked apart, for example, continues to burn as component logs. After the spell expires, the fire continues burning naturally until its fuel is consumed or some force puts it out.
 * Inferno - An explosion of heat emanates from the wizard, dealing flaming damage to anyone adjacent to him.

M

 * Magma Storm - The wizard sets a fire in the very rock itself, causing the ground to splinter and the raging lifeblood of the world to gush forth and engulf his foes.
 * Magma Storm - This spell, which appears to be different to the previous spell, sends a burning projectile at an enemy, which sometimes hurts those around the target in the process.

P

 * Piercing Bolts of Burning - Focusing all his mystical might, the wizard strikes his foe with a flurry of incandescent missiles.

R

 * Rise from Ashes - This spell can be used to heal a mortally wounded comrade of the wizard. It makes their wounds no longer life-threatening, but does not heal them completely.
 * Ruin and Destruction - Causes a non-living object to instantaneously be destroyed as if by fire. The precise remains of the object after the spell is cast generally depend on its nature.. A sheaf of papers would be reduced to ash. A sturdy wooden chair would be reduced to a collection of charred bits of wood. A sword would be charred black and its leather wrappings destroyed, but the sword itself would be largely intact. The overall rule is any object that would be essentially destroyed by a prolonged fire is essentially destroyed by Ruin and Destruction. After the spell is over, the object is left cold to the touch. This is a touch spell.

S

 * Sanguine Swords - The air around the wizard takes on a fiery glow as up to 6 red swords materialize, floating before him. At a gesture, the swords fly toward a victim and attack, and the target can be switched over time.
 * Scarlet Scimitar - Strands of scarlet power assume the form of a brightly glowing scimitar in the grasp of the wizard.
 * Sear - The Bright Wizard creates a cone of searing flame, burning all enemies within the area of effect.
 * Sear Wounds - This spell heals wounds on a target.
 * Shield of Aqshy - Wraps the caster with currents of the Red Wind, which shields them against fire attacks. This works only against fire damage such as dragon breath, fire balls, etc. The wizard cannot cast this spell on others.

T

 * Taste of Fire - Imparts one batch of food or drink with a fiery potency. This makes food spicy and imparts the burning flavour and effect of alcoholic spirits to beverages of any kind. A “batch” of food consists of a plate of food served to you, a common serving container of one dish (a whole stewpot, for example), or a single container of some beverage up to and including a whole barrel of water or keg of ale. Beverages which were already alcoholic have their potency increased to that of spirits. The effect of spicy food on those unaccustomed to it—the caster is always considered accustomed—causes intestinal distress for several hours.
 * Towering Inferno - Binding the Wind of Aqshy into the very stone of the walls before him, the Wizard gestures and the magical energy is unleashed as a torrent of raging flame.

W

 * Wall of Fire - A ring of fire is summoned around a target, protecting them from their enemies' attacks.
 * Wings of Fire - The wizard is enveloped by fiery wings and is carried into the air at incredible speed. The wizard can only go to places that can be seen from line of sight from the point of casting, and cannot fit into spaces too small to fit through normally.
 * Withering Heat - With a triumphant gesture, the wizard sets a curse of desiccation upon his foes' flesh.

A

 * Assume Illusionary Appearance - The caster may assume the appearance of any other living, bipedal creature under 10 feet in height. The caster can appear in the guise of a specific individual if desired.

B

 * Banish Illusion - The caster may use this spell against any group of creatures, single character, or object within 48 yards which he or she suspects of being an illusion. If the target is an illusion, it will be destroyed.
 * Bewilder - The shadowmancer casts this spell on any one character or creature nearby. If successful, the victim becomes bewildered, their actions randomly ranging from wandering aimlessly, to attacking anything in reach, or even curling into a ball on the floor.
 * Bewilder Foe - This spell can be cast on any single individual within 24 yards. It is not an illusion as such and does not interfere with the maintenance of other illusions. Bewildered individuals move at half speed in a random direction, can neither attack nor parry, and count as prone targets. Spellcasters may not employ magic whilst bewildered and any magic requiring their concentration or a constant expenditure of magical energy is dispelled instantly.
 * Bridge of Shadows - At the wizard's command, a bridge of shadow and spite whisks his allies across the battlefield.
 * Burning Shadows - Causes the shadows around the caster to burn like acid, inflicting pain and misery on any enemies upon whom a shadow from any light source as-or-more powerful than a torch falls at the moment the shadowmancer casts this spell. Lack of light alone does not constitute shadow for the purposes of this spell; targets must be in a distinct shadow cast by some object interrupting light shining from some source. Simply being indoors does not count; the building’s structure is not “casting a shadow” inside.

C

 * Camouflage Area - This spell can affect an area up to 10 feet in each direction. It has the effect of concealing anything within that area - doors, treasure cheasts and the like - and making the area look just like the rest of the space in which it is situated. The main purpose of this spell is to discourage people from searching an area.
 * Camouflage Illusion - This illusion creates the impression that the caster is 2 yards away from his or her actual position. This makes the caster a very difficult target to hit in hand-to-hand combat or by missile fire.
 * Cloak Activity - Allows the caster to perform any act while appearing to do something completely different. They appear to be exactly where they are, but engaged in a different activity. For example, the caster can appear to all eyes to be reading a book when they are actually punching someone in the face. If their action affects someone else (an attack, spell, picking a pocket, etc.), the victim has the potential to see through the illusion. The spell lasts for only a number of moments, but if cast successfully, it also disguises the act of casting the spell.
 * Clone Image - This spell allows the Illusionist to create one or more clone images. When the spell is cast, the Illusionist will appear to split into 2, 3, or more identical images - only one of which is the real Illusionist. The images always stay within 2 yards of the caster. Each image may move individually, leaving any observer unsure which is the real Illusionist. The whole group of images counts as a single illusion and lasts for 1 hour per level of the caster.
 * Complete Illusion - This spell creates a convincing illusion around an individual or group. The target's entire environment appears changed, to all the senses. For instance, a person in a forest could be made to believe to have been transported to the middle of a city - the victim would see the crowds, feel them jostle by, smell the fruit on the market stalls, hear the cries of the stall-holders and so on. The illusion will be completely convincing - the victim could buy fruit in the market, talk to passers-by and so on, and the illusion would react accordingly. To anyone watching, the targets would appear to be stumbling around, talking to nonexistent people, and generally acting as if they have lost their senses. If attacked by an illusory foe in the illusion, the target would feel all of the pain of an attack and see the blood - an illusory death-blow would cause the victim to fall unconscious, only awakening once the spell had worn off, but being undamaged - physically, at least. The illusion can continue on its own, in which case individual images in it will come from the victim's subconscious mind; or, by concentrating, the caster can see what the victim is experiencing and add new elements to the illusion as it unfolds.
 * Confound Foe - This illusion can be cast by an illusionist who has suffered combat damage. It can be cast even if the caster has been killed, so it is a somewhat exceptional spell. The spell has the effect of negating all damage sustained over a select amount of time, just as if it didn't really happen - because it didn't!
 * The Crown of Taidron - A crown of sparkling steel forms about the caster's brow and crackling bolts of energy play across its shining surface, leaping out toward the caster's foes.

D

 * The Dance of Despair - The wizard produces a stringless fiddle and plays a haunting dirge that drives all sense of hope and urgency from his enemies' minds.
 * Destroy Illusions - When this spell is cast, all illusions within 1,200 yards currently maintained by any and all casters are instantly dispelled. This spell affects illusions maintained by the caster.
 * Doppelganger - The wizard can take on the appearance (including clothing, armour, and so on) of any other living, humanoid creature under ten feet in height (Human, Elf, Orc, etc.) for a number of minutes. The spell does not disguise their voice, only their appearance. The caster may look like an Orc, for instance, but if they can’t speak the Goblin Tongue, it’s best to keep their mouth shut around Greenskins. Should the caster somehow act in a suspicious manner, viewers may potentially see through the illusion. If the wizard wants to look like a specific individual, they must successfully channel the spell to perfect the disguise. Otherwise, they look like an undistinguished member of the same race.
 * Dread Aspect - Makes the caster look like a nightmare creature of purest dread, causing terror for one minute in all who perceive them.

E

 * The Enfeebling Foe - Deceived by the Grey Wizard's wiles, the enemy's burdens lie impossibly heavy upon their shoulders.
 * Eye of the Beholder - Makes any moderately sized item appear to be either worthless or valuable, whichever the caster chooses. Worthless items appear rusted, rotten, broken, or the like, depending on their nature, while valuable items appear to be finely made, ornate, and crafted with great ingenuity. The apparent flaws or virtues of the item do not affect its actual behaviour: A normal sword enchanted to appear worthless still cuts just fine, and a crooked arrow enchanted to appear masterfully crafted doesn’t fly any more true. This effect lasts for a number of hours.

F

 * Finger of Life - The wizard heals a target slightly. Unusually, this spell always has a 50% chance of working.

G

 * Ghostly Appearance - This spell allows the Illusionist to assume the appearance of any Undead creature. The caster can take the guise of a specific individual, if so desired. This does not prevent the Illusionist from casting spells as normal.
 * Glamour - This enchantment will temporarily increase the attractiveness and influence of the target for 10-60 minutes.
 * The Grey Wings - A single target within 36 yards of the caster is surrounded by a great flock of grey-winged birds, which hide the target from sight. The target disappears reappearing at any point decided by the caster and may be moved a multiple of 100 yards from the starting point.

H

 * Hallucinate - This spell may be cast at any group or individual within 48 yards. The individuals see themselves being charged by any creature of the caster's choosing. They may then have to make appropriate psychological tests, depending on the creature.
 * Healing Mist - A target being is healed slightly.
 * The Horn of Andar - A piercing horn blast echoes out, affecting everyone within 72 yards of the caster. Any friendly individuals hearing the note are filled with courage. All enemies who hear the blast are overcome by a feeling of dread and doom.

I

 * Illusion - Creates an illusion anywhere nearby that is a nearly perfect simulation of reality, complete with sight, sound, and smell. The shadowmancer can make this area look like anything, the spell lasting for a number of moments at a time, but can be kept going with a successful concentration. Furthermore, the caster cannot cast any other spells or the illusion disappears immediately. Viewers may be allowed to see through the illusion if they have cause to suspect it's a trick.
 * Illusion of Darkness - The Illusionist creates an illusion of complete darkness in a circle with a diameter of 24 yards, centred anywhere within 96 yards of the caster. This darkness is magical and cannot be illuminated by any normal or magical light sources. Within the area of darkness, creatures can only move in a randomly-chosen direction at quarter pace, while missile fire and combat is impossible. Individuals within the area are totally blind, unable to see even a lighted torch in front of them.
 * Illusion of Mighty Appearance - This spell allows the Illusionist to assume the appearance of any creature desired, reproducing its special abilities and/or psychological effects.
 * Illusionary Army - The caster creates an illusion of between two and twelve groups, each comprising up to 20 humanoid or Undead troops. These groups appear within sight of the caster and can be controlled and moved as if real.
 * Illusionary Buildings - This illusion allows the caster to create the appearance of a group of buildings anywhere within 1,200 yards. The illusion may take the form of a village, farmstead, or whatever the caster chooses. If the illusion is created so as to appear between two groups of observers, it will mask them from each other, but creatures occupying space presenting an illusion of streets or open ground will be seen normally. Creatures within the bounds of the illusion are not affected by it.
 * Illusionary Enemy - This spell creates an illusion of a group of either up to 24 humanoid creatures, or ten Undead, or a single monster or Lesser Daemon. The illusion appears within 48 yards of the caster and is controlled by the Illusionist as if it were real. The image(s) may reproduce any of the special abilities and/or psychological effects of the real creature.
 * Illusionary Feature - The caster can create a single feature or appendage upon himself which looks and feels real. This could be a longer nose, a beard, an arm where there is an arm missing, smooth skin where there is a scar and so on. The illusion will fool all the senses of an onlooker (the nose could be tweaked, the beard pulled, the hand shaken, the skin felt, and so on). However, it has no senses or strength - a blow with an illusory arm would do no damage, a one-legged man could not stand on an illusory second leg, and a new eye will have no sight.
 * Illusionary Woods - This illusion allows the caster to create the appearance of a wood anywhere within 1,200 yards. Creatures covered by the illusion will be hidden from view but can see out of the 'woods' normally.

L

 * Lesser Eidolon - This spell creates illusionary terrain within a cube ten feet on each side. The terrain can be anything decided by the caster, but may not include anything living or moving. No other illusion may be cast in the same area - otherwise both illusions are dispelled.

M

 * Melkoth's Mystifying Miasma - The wizard creates a numbing fog that causes his foolish foe to listlessly stagger and stumble.
 * Mindhole - Cause one character nearby to wholly forget the caster exists. All knowledge and memory of their existence is wiped from the target's mind. However, they can still notice the wizard as normal and remember anything so perceived going forward.
 * Mist of Shadows - The Wizard envelops the battlements with choking cloud of magical darkness. When the mysterious fog dissipates, there is no one to be seen.
 * Mockery of Death - Causes someone to appear and behave as if dead to all sight and inspection. That person continues to sense their environment through hearing, smell, and—if their eyes are open—sight, but they cannot move their body in any way whatsoever until the spell ends. However, they continues to require air and other essentials of life. This state persists until the caster wills it to end or until a number of days pass. An unwilling target can resist the spell, and the caster can also cast this spell on themselves. This is a touch spell.
 * Mutable Visage - Makes the caster's target subtly more or less attractive, but in a way that has a noticeable effect on the way people regard him in social situations. The wizard may cast this spell on themselves. This is a touch spell.

O

 * Okkam's Mindrazor - The wizard summons phantasmal weapons for his allies that shred the folds of consciousness and reason. Victims of these mindrazor believe themselves slain, and so they die.

P

 * Pall of Darkness - Creates a swirling area of impenetrable darkness anywhere within a large area of the caster that lasts for a number of moments. Those affected cannot see, even if normally they could. The confounding effect of this spell means that those affected can only take minor actions if they can resist the magic therein.
 * The Penumbral Pendulum - A ghostly razor-edged pendulum materialises in the air above the wizard. On his single word of command, the pendulum swings towards the enemy, picking up speed as it does so. Is the pendulum real enough to kill or is it just a conjurer's trick? Only a fool would stand in its path to find out.
 * Pit of Shades - The wizard opens a vortex to the infamous Pit of Shades. Terrified warriors fall screaming through the portal, plummeting to a dimension filled with shadow and the incessant wailing of 'those who dwell beyond'.
 * The Pit of Tarnus - A dark pit 6 yards in diameter and 6 yards deep opens within 48 yards of the caster. Anyone standing within the area of the pit falls in. These victims will be buried alive unless they can climb out before the pit closes shortly thereafter. If buried alive, they will need to climb out through loose soil, or else suffocate to death.

R

 * Radiance of Ptolos - An individual or group within 72 yards of the caster begins to glow with a powerful light, so bright that they are impossible to look at. This intense brightness prevents anyone from accurately targeting the target with missile fire, but the glow can be dispelled by a hand-to-hand combat hit. Those within the effect of the spell are not affected by the blinding radiance, but can see out of the glow normally.
 * Ribauld's Retroactive Illusion - A Shadow Wizard of sufficient guile can stretch his illusions into the past, deceiving the enemy long before the battle began.

S

 * Shadow Bolt - A single magical projectile is launched at an enemy. In addition, if successful, it may also deal minor damage to enemies around the target.
 * Shadowcloak - Wraps the caster in shadow, making them difficult to detect, and lasts for a number of minutes.
 * Shadow Daggers - A number of bolts of magic shoot out from the wizard, damaging anyone directly around him.
 * Shadow Knives - Conjures up a number of shadowy projectiles that can be hurled at one or more opponents nearby. Furthermore, their shadowy nature means that all non-magic armour is ignored.
 * Shadow of Death - Uses the power of illusion to make the caster look fearsome and deadly for one minute.
 * Shroud of Invisibility - Shrouds the caster with magic and disappear from sight for between six seconds and a full minute. While invisible, they can’t be targeted with ranged attacks, including magic missiles. Anyone within four yards can potentially detect them using non-visual senses, though it is incredibly difficult. Even if successful a would-be attacker suffers impediments to combating the wizard. This spell cannot be cast on others.
 * Simple Deception - The caster can create an illusion of a single small object (up to 2 cubic yards in size) anywhere within 12 yards. The illusion appears solid, though it does not make any noise and can be passed through. The caster can only create an illusion of something has been seen in the past, and must remember the item in detail if it is required to be identical - otherwise the illusion will bear only a superficial resemblance to the item being reproduced. If the caster continues to concentrate on the illusion (counting as prone in combat), the illusion can be made to move around; otherwise it remains stationary.
 * Steed of Shadows - The air becomes dark and there is a sudden sound of monstrous hoofbeats. A coal-black or sometimes invisible, insubstantial drake materialises to carry a hero away on wings of night. Sometimes called Shadowsteed, the spell calls forth a dark and shadowy horse who will bear the shadowmancer and a minimum of gear noiselessly and at great speed until they stop riding or until the next day’s first light dawns. The horse is hard to see, and can navigate terrain efficiently. Further, the shadowsteed travels at top speed without fatigue, bearing its conjurer half again faster than a normal riding horse would be able. When the spell’s duration expires, the horse vanishes around a corner, into a shadow, or in a similar manner. The wizard can also designate another individual that the steed will bear instead of them.
 * Stormcall - This spell may only be cast out of doors. A small, localized storm descends upon an individual or group, buffeting them with strong winds and flaring lightning.
 * Substance of Shadow - Selects a single character or an object that lies entirely within a shadow. The subject of the spell becomes invisible and silent. The subject also becomes partially insubstantial. This means others cannot affect the target physically—they cannot attack a character affected by this spell, cannot shove or pick up (or even stumble over) an object affected by this spell, and so on. The target, however, can physically affect anything he or it normally could. An affected character could move around and launch attacks, an affected piece of rope could suspend some object, an affected Wizard could cast spells, and so forth. The effects of this spell continue indefinitely as long as the target remains entirely in shadow, but the effects end as soon as the shadow concealing the target is interrupted, even for an instant. Lack of light alone does not constitute shadow for the purposes of this spell; targets must be in a distinct shadow cast by some object interrupting light shining from some source. Simply being indoors does not count; the building’s structure is not “casting a shadow” inside. This is a touch spell.

T

 * Take No Heed - The caster become very easy to ignore. Although people can see them perfectly fine, they tend not to notice, and don’t recall anything about them after they've gone. People must make a conscious effort with the caster in order to approach or talk to them unless said-caster speaks first, even if they’ve noticed the wizard earlier. Even those who notice and approach or speak to the caster must have strength of will to remember any specific details about them after they’ve gone. The nature of this spell is such that its effects do not disturb or alarm those trying to notice or remember the caster; they chalk the situation up to distractions or the like. Lasts for one minute or more.
 * Teleport - This spell is similar to the Vanish spell, allowing the caster to briefly enter another dimension for a select amount of time. The caster may return to the scene of action or may, instead, return to a point anywhere within 100 miles of the spot where the spell was cast - assuming the Illusionist has been in that place at least once before (home or a safe place, for example). This spell may not be used more than three times in a day. If the spell expires while the caster is in the other dimension, the Illusionist is expelled from the dimension in a random direction, four to twenty-four yards from where the spell was cast.
 * Throttling - Sends ropes of inky darkness to throttle any one target, cutting off their ability to breathe entirely and forcing him to physically resist the effects the spell. The caster can maintain this spell, but may cast no further spells while doing so. If they maintain the spell, the effects compound until either the spell ends or is broken, the target breaks free, or one of them dies.
 * Throw Voice - The caster can throw his voice, making it appear to come from somewhere else within 48 yards. If the caster has already cast an illusion of a person or creature, the two spells can be linked together at no additional cost, so that the illusion moves its mouth in synchronization with the caster's voice.
 * The Traitor of Tarn - The caster can choose a target within 48 yards, changing their allegiance to be on the side of the caster. Successive castings can be performed at lower cost, each within 4 yards of the victim before him, until the caster's magical potential is spent.

U

 * Universal Confusion - Is a more potent version of Bewilder that can affect many targets at once.

V

 * Vanish - The Vanish spell allows the Illusionist to vanish into another dimension for a select amount of time. The caster may do nothing while in the other dimension, but is able to see events in the place left behind. The Illusionist may decide to return to the scene of the action at any time before the spell expires, but must return to within 24 yards of the exact point where the spell was used. If the spell expires while the Illusionist is in the other dimension, the Illusionist is expelled from the dimension in a randomly chosen location, between four and twenty-four yards from where the spell was cast.

W

 * The Withering - The wizard reaches into the minds of the foe, instigating nebulous images of weakness and doubt.

A

 * Acceptance of Fate - Causes allies to temporarily put aside their fear of death, making them immune to mundane and supernatural forms of terror.
 * Amaranth - Enhances the target's physical endurance.
 * The Animus Imprisoned - The spiriter imprisons the soul of their victim, sealing it in a durable vessel of their choosing such as a bottle, vial, or pouch. While the soul is so imprisoned, the victim’s body lives as a vegetable, carrying on the barest functions of life—breathing, swallowing, excreting—without initiative or awareness. Though technically living, this husk cannot shuffle around or even sit up on its own and must be fed by others or die of thirst or starvation. Damage, diseases, poisons, and other sources of harm affect it normally. It similarly heals over time and can be healed as usual by magic or normal medical practice. The caster can restore the imprisoned soul to its body at any time by opening the sealed vessel in the presence of its body. Any Priest of Morr or any other Amethyst Wizard who knows this spell, can do likewise. In either case, the restored individual likely goes insane from the experience. If the bottle is opened away from its body or is opened by one who does not know the proper rituals, the soul becomes lost in the world, wandering and damned to become a Ghost. If the soul is lost, the body can be maintained in its state, but there is little point. This is a touch spell. Due to the disruption caused in the fabric of life and death by the nature of this conjuration, all Wizards in a five mile radius are aware of the disturbance in the Aethyr that this spell causes. The Lords of the Amethyst Order do not look kindly on those who use such powerful magic without appropriate cause.
 * Ashes and Dust - A choking dust cloud erupts form the wizard's fingertips, suffocating all in its path.
 * Aspect of the Dreadknight - An invisible aura of horror surrounds the wizard's allies. Only the bravest foes will now stand before them.

C

 * The Caress of Laniph - Laniph was an Arabyan sorceress whose ardent passions were eclipsed only by her capriciousness. It takes little effort to call her back from the spirit world to caress a new lover of the caster's choosing.
 * The Choking Foe - Purple energy oozes from the caster's eyes, ears, nose and mouth to form a suffocating mass that flows over the enemy.
 * Crystal Maze - The wizard reaches into the magical realms, drawing forth a portion of the great crystal labyrinth of legend to bind their foe. While affected, such a target cannot be harmed, nor can they move, cast spells, etc.

D

 * Death's Door - The caster's power over death is such that they can briefly delay the inevitable. Death’s door lasts a short time, but affects the wizard and all their allies within the area. Those affected, if slain during the spell’s duration, remain alive to do one final act. As soon as the action is resolved, death beckons.
 * Death's Messenger - Infuses the spiriter with Shyish, emanating an aura of menace that strengthens their attempts at intimidation.
 * Death's Release - Conjures forth the Purple Winds of Magic to swirl about a target ethereal creature. Said-target is forced to confront its state unless it can resist the spell. Continual failure results in their release from the mortal world.
 * Deathsight - For one hour, the wizard can see spirits and souls that are normally invisible to the naked eye. When living beings die, the caster can see their souls leaving their bodies.
 * Doom and Darkness - Spirits of the departed assail the caster's foes, sapping their resolve.

F

 * The Fate of Bjuna - Bjuna was a mighty warrior, so the story goes, but famously never smiled - leastways not until the trickster god cursed him to laugh until his sides ruptured and split. Tellers of this tale cannot agree whose fate was worse: Bjuna's, or the servants who had to clean up the mess.
 * Final Words - Allows the spiriter to ask one question of the departing soul of a slain character within several yards range. This must be done within the first minute of the character’s death or the soul will have already passed on to the realm of Morr. The soul is not compelled to answer truthfully (or at all, for that matter). Final words cannot be cast on creatures without souls, like Daemons and the Undead.

G

 * Grief's End - The wizard speaks comforting words to an individual bereaved by the recent passing of a blood relative. The target’s pain is lessened as their understanding of fate deepens. Any psychological effects that were brought on by the death are eliminated or nullified.

I

 * The Icy Grip of Death - Uses the icy tendrils of Shyish to bind enemies within a large area. Those affected are stunned, and remain so until they snap out of it.
 * Iyrtu's Embrace - This spell allows the wizard to attempt to crush a single hand-to-hand combat opponent. Power surges through the caster’s arms, sheathing them with pulsating purple energy and giving the person the strength of many.

K

 * Knock of the Departed - The spiriter asks and can receive an answer to one question thus asked of a specific deceased individual, as long as that question can be answered with a number of audible knocks other than zero (“How many robbers came into your house on the night you were beaten to death?”), or answered with a yes or no (“Would it please you for us to bring your body on our pilgrimage to Altdorf?”). In the case of yes/no questions, the spirit of the deceased knocks once for “yes,” and twice for “no.” No matter the question, the spirit is not compelled to answer at all, has no knowledge beyond that which he had in life, and can lie if he wishes. The act of answering is neither inherently pleasant nor odious to the deceased, though it may well be emotionally painful because of the living who are present or due to the nature of the question. This spell must be cast in the presence of either the deceased’s body or the presence of one of his living descendants. It is said the dead answer by knocking on the gates of Morr’s realm.

L

 * Lesser Caress of Laniph - Amethyst energy grabs the target’s heart and squeezes it. This looks to an observer (or to someone doing an autopsy) as if the victim has suffered a massive heart-attack, and there is no way of detecting that magic was involved if no one sees the spell being cast. Armour, even magical, gives no protection. The teaching and use of this spell is strictly monitored and controlled by the Amethyst College. It is said that the senior masters of the college can tell from a corpse if this spell was used to kill the victim.
 * Life's End - Forcibly expels the soul from a target within the immediate area, killing him immediately and horribly shrivelling his earthly remains to a husk unless their will is strong enough to resist, in which case the spell fails. Due to the disruption caused in the fabric of life and death by the nature of this conjuration, all wizards in a five mile radius are aware of the disturbance in the Aethyr that casting life’s end causes. The Lords of the Amethyst Order do not look kindly on those who use such powerful magic lightly.
 * Limbwither - Deadens one limb—arm or leg—of a single target nearby. The caster may choose which exact limb of the target to affect, and it becomes utterly useless for several minutes. Normal use of the limb returns when the spell ends.

M

 * The Manacles of Caloe - A heavy manacle of energy forms round the waist of a single enemy or group within 48 yards. The spell’s targets cannot move until the manacle is dispelled. They are not affected in any other way: they can still fight if engaged in combat, they may fire missile weapons, and wizards may use magic. While the spell lasts, the caster cannot create a second Manacle of Caloe.

P

 * The Purple Sun of Xereus - A colossal orb of purple-edged darkness materialises upon the battlefield. Those who do not escape its touch are turned to inert and unfeeling crystal.

R

 * Reaping Scythe - A scythe of Amethyst energy materializes in the spiriter's grasp, a magical weapon both fast and powerful, sweeping it down to lop off heads and limbs as if they wee ripe corn. The spell remains in effect for a number of moments unless the caster maintains focus on it.

S

 * Soul Harvest - Uttering fell words of power, the Wizard suffuses the stone of the fortress with a sickly aura. Those that fall beneath this dread emanation lose more than just their lives.
 * Soulblight - Harnessing the sickly power of Shyish, the wizard weakens his foes' will to survive the battle.
 * Spirit Leech - The wizard extends an ebon hand towards the chosen foe, leeching its spirit through tainted sorcery.
 * Steal Life - Sucks the life essence of a foe and uses it to heal the caster. The target suffers serious wounding unless able to resist the spell. Meanwhile, the caster is healed of as many wounds as they have inflicted unless there are none left to heal. Steal life has no effect on Daemons or the Undead.
 * Swift Passing - With a touch of their fingers, the caster can dispatch a critically wounded character. Swift passing kills any already near to dying, including monsters and animals. Souls dispatched in this way are immune to spells such as Final Words but still remain at risk of Necromantic resurrection.

T

 * Telepathy - This form of silent mental communication and limited mind-reading was designed for Amethyst wizards to exchange thoughts, questions and ideas amongst each other without speaking. They can only use it to transmit the most rudimentary of messages to anybody else, and it is a laborious and strenuous process – for each attempt to communicate with anyone other than another Amethyst wizard, the caster must make sure they are accurately comprehended, lest there be a significant misunderstanding. To communicate, Amethyst wizards need only think what they want to say, and any Amethyst wizard within 100 yards will hear it. Alternatively a thought can be targeted at a specific wizard, in which case no other Amethyst wizards will have any chance of “hearing” it. To read another person’s mind is more difficult. It only works on other Amethyst wizards; no version of this spell has been created that lets wizards pry into the minds of other magicians, let alone ordinary people and anyone found researching such a spell would be turned over to the witch-hunters without further ado.
 * Tide of Years - Causes one non-magical item to age and decay, with poorly made objects turning to dust. This is a touch spell.
 * Tomb Robber's Curse - The spiriter casts this spell in the presence of a corpse or at a tomb or grave site. Anyone who desecrates the dead body or site any time over the following year feels the effects of the curse, becoming weaker in will, intellect, and social activity for at least a week. The culprit also risks insanity.

W

 * Ward Against Abomination - Upon casting this spell, and for as long as the wizard remains motionless thereafter, undead creatures are incapable of coming within several yards of their person. Mummies, Vampires, Wights, Wraiths, and other powerful or strong-willed Undead may attempt to resist the spell, however.
 * The Wild Kin of Zandox - Purple shadows form and lurk at the caster’s heels like two great guardian hounds. If looked at directly the shadows disappear, but from the corner of the eye they resemble a pair of slavering dogs with needle-sharp fangs and long slobbering tongues.
 * Wind of Death - Calls down a lethal wind of Shyish to affect a large area nearby. Those touched suffer serious injury, regardless of mundane protection or obstruction. Due to the cataclysmic nature of this conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that casting wind of death causes. The Lords of the Amethyst Order have many cruel and unusual punishments for those that tarry with this spell needlessly, or too often.

Y

 * Youth's Bane - Causes one character to age years in a matter of seconds, often withering and growing feeble. While it affects animals, Youth’s Bane has no effect on Daemons or the Undead. Similarly, it has no effect on items and natural materials such as food, plants, leather etc.

A

 * Akar'aran - The Dark Riders - At the wizard's command, the ground opens up to reveal a portal through which long-dead knights ride forth to do battle.
 * The Army of Doom Keep - The legendary Elf Mage Anareth could not forever destroy the dread army of Doom Keep, so he sealed it away in a pocket of magic. Alas, this prison could not remain secret forever and, little by little, accursed Necromancers have begun to draw the wight-host into the mortal world once more.

B

 * Banish Undead - Creates a magical vortex within a large area nearby that sucks energy from the Undead. Skeletons and Zombies are instantly destroyed by this.
 * Blight - Sucks the life out of an area up to one square mile. Plants wither, animals sicken, water becomes poison, and soil turns to dust and ash. Animals instinctively avoid this land, and it will gain a reputation for being haunted. Dhar pools here, allowing its users to cast their spells with greater ease. No crops can be grown unless the ground is first sanctified by a Jade Magister or similar with the Cure Blight spell, which reverses all the effects.

C

 * Call of Vanhel - Energizes undead under the caster's control, making them absurdly fast.
 * Control Undead - Bends one of the ethereal Undead to the caster's will. The necromancer can target any one creature with both the Ethereal and Undead traits within range, though the target may attempt to resist their command.
 * Corpse Flesh - The necromancer's skin takes on the toughness of mortified flesh for one minute. During that time any would-be fatal wounds become less than threatening.
 * Curse of Years - The caster spits out an ancient curse and his enemies age at an incredible rate, hair turning white and skin shrivelling.

D

 * Destroy Undead - The caster causes any group of Skeletons, Zombies or Ethereal Undead to crumble to dust or simply vanish.

F

 * Face of Death - The necromancer makes their face look like a leering skull, the very symbol of death. This causes supernatural fear in any who gaze upon it.
 * Father W'soran's Architect - Using a piece of stone from a Nehekharan building, a map of the tower drawn with the blood of a mason, and the skull of a Stone Troll, a 50-foot tall stone tower rises out of the ground in the place where this ritual is performed. The caster, who must have training to be a stoneworker by trade, determines the internal layout of the tower when he draws the map ingredient.
 * Fountains of Blood - All living creatures within range begin to bleed more freely than before, as if their lifeblood is eager to weep from their bodies. This spell is especially handy for Vampires, the increased blood flow making it easier for them to feed.

G

 * Gaze of Nagash - Bolts of Dhar fly from the caster's eyes, and what flesh they touch blackens and withers, peeling away completely to reveal bleached white bone beneath.

H

 * Hand of Death - The caster can wound with a touch, but cannot use weapons for the duration of the spell.
 * Hand of Dust - The caster's touch destroys the flesh of living opponents, causing terrible wounds regardless of armour or natural resilience. Undead are immune to these effects, however. This is a touch spell.
 * Hellish Vigour - Infuses a number of Undead, allowing them to move swiftly, empowered by raw malevolence. In addition, they wield their weapons with greater proficiency.

I

 * Invigorating Vitae - Drinking the blood of a corpse heals the caster's own wounds. The corpse must be freshly killed (dead less than an hour), or else the spell fails to work.
 * Invocation of Nehek - The caster intones the dread syllables handed down from Nagash himself, breathing unlife into the cadavers strewn across the battlefield.

K

 * Kandorak - The Harbinger - The greatest practitioners of the dark arts can summon forth the most fearsome champions and creatures of undeath.
 * Khizaar - The Soul Stealer - The wizard tears the souls from his victims' bodies before breathing unlife into their sundered corpses.

L

 * Legion of the Dead - Using the sword arms of ten dead soldiers, a drum made of bones and Human skin, a fragment of Warpstone the size of a skull, and a barrel of rum, a regiment of the dead rises to fight for you. As many as 30 Skeletons or Zombies may be raised in this way, depending on how many corpses are at hand and their state of decay. These troops do not count towards the usual limit of how many Undead you may control and remain under your command no matter how far away from you they travel. Created Undead remain until destroyed, even if you are slain.
 * Life in Death - This spell may only affect the caster. Its effect lasts for a multiple of one hour. If slain during this time, the Necromancer's spirit is released and may try to inhabit the body of any other living creature for a time. If the caster is successful in possessing a body, the Necromancer may inhabit that body until it is slain or the caster is driven out by magical means. The victim's psyche is not destroyed, but is suppressed by the Necromancer. The spell caster does not gain access to the thoughts, memories, and knowledge of the victim, and if the Necromancer is ever driven out of the body, the victim regains full control.

M

 * Malediction of Nagash - At the Necromancer's command, his enemies feel the looming shadow of undeath fall across them, sapping their strength and endurance.
 * Morkharn - Breath of Darkness - The wizard draws tendrils of the Wind of Death into a dark fog that restore the undead and fills them with unholy vigour.

R

 * Rain of Blood - Using the hearts of five followers of Khorne or Shallya or a combination of both, a Griffon’s feather, and a calf born in the last spring in the lands targeted, summon a host of dark clouds that rain blood over an area of five square miles for one hour, which may result in flooding. The blood is ordinary blood of the same species as the hearts used in the casting (the blood will be a mixture of that of different species if hearts from different species were used). This ritual has been used to feed Vampires on the march in wartime and also to dishearten the enemy.
 * Raise the Dead - One skilled in the art of necromancy can awaken mortal remains to reinforce the Undead legions under his control.
 * Razkhar - The Abyssal Swarm - The wizard binds the bones of predatory creatures with dark magic, causing them to rise from their animal graves.
 * Re-Animate - The necromancer re-animates the dead, creating a number of Skeletons or Zombies. The caster must have fresh corpses for Zombies or aged remains for Skeletons. If the corpse is incomplete—missing a head, arm, or leg, the Skeleton or Zombie’s capabilities are limited accordingly.
 * Rebirth in Blood - Using the hands of a midwife, the last drop of a Human’s blood, a Dragon’s tooth, the womb of a cow raised on blood, and the remains of a Vampire, bring a deceased Vampire back to un-life. The ritual can be attempted indefinitely until successful, though in past instances, repeated attempts have consumed years of the caster’s life.
 * Ride Through the Night - The caster's mount, and up to five others, are invigorated by the power of Dhar. From nightfall till sunrise, the mounts may run even if crippled. They also become Ethereal, as do their riders and any coaches they pull. This spell is used by Vampires to catch those who flee from them before sunrise. In the midst of the chase they will ride straight towards their target, uncaring of mortals whose dwellings they gallop through.
 * Ryze - The Grave Call - Drawing forth the dark energies coursing across the land, the caster sends tendrils of power seeping into the ground in search of long-dead bodies to answer his summons.

S

 * Shadowblood - Burning blood leaps from your hands and ignites a target within 12 yards.
 * Stop Instability - This spell can be cast on any group of Undead or ethereal creatures within 48 yards. The creatures ignore their next occurrence of instability, even if magically induced. Only one such spell may be carried by a group at any one time.
 * Sulekhim - The Hand of Dust - Grasping hold of his foe, the wizard pours forth the decaying power of the ages, desiccating flesh, armour and bone, and reducing his victim to dust in a single heartbeat.
 * Summoning the Ship of the Damned - Using the birth caul of a sailor, a ship that sank with her crew, the hands of a drowned priest of Manann, a ship’s manifest written in blood, and a fist-sized chunk of Warpstone, raise the aforementioned sunken ship from its resting place with a full crew. The ship does not need wind to fill its sails and travels at an even speed no matter the weather. Although the ship remains as decayed as it was on the ocean’s floor, it rots no further. The crew is made up of either Skeletons or Spectres, and there are as many of them as there were crew when the ship sank.
 * Spell of Awakening - As Re-Animate, but creates Wights instead, though the corpses must each be of particular quality.

T

 * Transformation of the Liche - If a necromancer casts this spell and dies before the next sunrise, then instead of dying he will turn into a Liche. As this transformation is something many necromancers desire, many are known to have cast this spell then deliberately killed themselves.

V

 * Vanhel's Danse Macabre - The Undead are filled with magical energy that causes them to jerk forwards on the attack with tireless and unnatural speed.

W

 * Wind of Death - The caster calls forth spectral winds that howl through the ranks of the foe, tearing their souls from their bodies.
 * Withering Wave - With a wave of their hand the caster unleashes devastating necromantic forces that drain the life from their opponents, shrivelling their skin, turning their blood to dust, and shattering their bones.

Z

 * Zone of Life - This spell creates a magical field, 12 yards in diameter, centered on the caster. The Zone lasts a multiple of one hour until the caster moves. The caster may forbid any Undead (including Ethereal Undead) from entering the Zone, or from firing missiles or casting magic into the Zone.