This is the 1st edition by Ng Kai Teck. Note that
the Warhammer World is copyright Games Workshop. Their use here
does not constitute a legal challenge to its status. Original
material in this tome is copyright 1997 by Ng Kai Teck, though
it may be freely distributed in unaltered form, so long as no
fees are charged for its use.
HOW TO USE TOME OF MAGIC
Included in this volume is a vastly expended spells
list for use in Warhammer Quest. It also has a new magic system
for the Game Master. One way to use this resource is to simply
replace certain spells from the random spell generator of your
chosen magic user with new spells introduced here.
Another is to use the new system. This is mainly
for those Game Masters who desires greater control over his monsters.
This allows you to specialise your characters with his own selection
of spells to wreak havoc on the adventurers. It also gives you
control over when you cast which spell, using the vast powers
of your magic user to their full advantage.
If you intend to use the counter spells listed in
this supplement, it may be wise to allow access of those spells
to spell-casting Warriors as well, who will be subject to the
same rules as the Monsters.
In Warhammer Quest, all spellcasting creatures are
referred to as wizards. Be they human wizards, Goblin or Orc
Shamans, Skaven Seers, or Chaos Sorcerers, the term wizard stands
for all. Bizarrely enough, some Daemons can also cast spells,
and in this respect they are also 'wizards' in terms of the game
rules. Some magic items endow an otherwise ordinary character
with the abilities of a wizard, in which case he is also considered
to be a wizard for our purposes. Familiars and such creatures
are not considered Wizards for our purpose.
Four classes of Wizards
For convenience sake we divide all Wizards into four
groups. These four groups represents a spectrum of Wizardly achievement
that is measured by levels, ranging from 1 to 10. These are generally
divided as follows.
Level 1 Wizard
Level 2-4 Wizard Champion
Level 5-8 Master Wizard
Level 9-10 Wizard Lord
These titles are quite arbitrary, and an individual
character might be known by a much grander and more individual
title in real life. Amongst some races wizards are called Mages,
Shamans or Sorcerers, and in these cases we refer to them as Shaman
Champions, Master Shamans and Shaman Lords, but other than the
change in title there is no difference between these individuals
and other Wizards.
Wizards are assumed to know hundreds of spells, from
complicated time-consuming rituals to party tricks, charms and
minor alchemies. However when it comes to a fight, only a limited
selection of magic is of any value. In addition, it takes quite
a bit of mental energy for the Wizard to hold many of these aggressive
and dangerous spells in his head at once. Consequently, the number
of spells a wizard can take into combat is limited to his level
In order to cast a spell the player must expend magical
power. The amount of power available to the player will therefore
place a limit on how many spells he can cast that turn.
A wizard's power comes from the swirling magical
energies that blow over the Warhammer World. Because of the way
these energies ebb and flow, they are referred to as the Winds
of Magic. This energy is represented by the dice rolled on the
Power Phase. As Wizards get more experienced, he is better able
to tap into this natural magic source. The amount of power available
to a Wizard is simply the power dice plus the level of the Wizard.
This pool of power is available to the Wizard for
the turn. Any unused power is lost at the end of turn, and the
next Power Phase determines the amount of power available next
All spells have a power value, which indicates the
amount of power needed to cast it. When a Wizard casts a spell,
deduct the spell's power value from the amount of power available
to him. When his pool of power is exhausted, he cannot cast any
Note that wizards can cast more than one spell a turn, but may only cast each spell once. During the next turn, he may cast the same spell again.
Note also that spells that remain in play (such as Curse or Bless) may not be cast on the same Warrior twice, unless the first one was dispelled.
Some spells remain in play after the Wizard has cast
the spell. But most of them require the Wizard to fuel its effects
but supplying it with power. They have a maintenance cost which
is subtracted from the Wizard's power pool right after the Power
Some spells remain in play until the Wizard is slain.
The Wizard may voluntarily undo the spell by simply not paying
the maintainance. Some spells do not require maintenance and
cannot be undone unless specifically stated otherwise.
When can you cast spells?
A monster Wizard follows the same rule as Warrior Wizards and may cast spell at any time, except for attack spells.
Many Wizards keep a familiar, a small creature that
follows the Wizard. They develop a special bond and the familiar
often aids the Wizard in some way. Familiars can be something
as mundane as a cat or as fantastic as a devious imp. Relationships
between the Wizard and his familiar comes in as many forms. Some
treat each other as friends, some are in a master-slave relationship,
some cooporated to further their own similiar goals and others
are bonded by fate or some magical force.
Familiars may stand on the same square as the Wizard
or in a square by its own. They may wonder around but usually
do not leave the Wizard for long. They generally have the following
characteristics but may vary.
Weapon Skill 3
Ballistic Skill 3
Gold (each) 500
There are several types of aid, listed below are
some possible ones. Choose one for your familiar. They are static
and do not change. This is intended as a guide, feel free to
tweak them to give the right amount of power to your Wizard.
The familiar knows a spell and allows the Wizard
to cast it. It must be of a spell list avaliable to the Wizard.
The familiar must be on the same square or an adjacent square
for the Wizard to be able to cast the spell.
The familiar helps the Wizard focus the magic energies,
allowing him to reroll any one dice involved in a spell (to hit
or for damage or whatever). The familiar may do this once a turn.
The familiar can store an amount of power which the
Wizard can tap into. For each adventure, the familiar can store
about (6 + the Wizard's level) power, which the Wizard can use.
The familiar helps the Wizard to focus the magical
energies from the Winds of Magic. This allows the familiar to
generate more energy for the Wizard each turn. Each turn during
the Power Phase, add 1 or 2 to the power avaliable to the Wizard.
The general basic magic is referred to as Generic
Magic. This is essentially the rudimentary magic taught to the
Humans by the Elves. Some of the races of the Warhammer World
have their own kind of magic, different from Generic Magic, which
they use instead of, or as well as, conventional Generic Magic.
The Chart below summarises these kinds of magic and explains
which races can use which spells.
Wizard Type of Magic
Empire Wizard * Generic Magic, Counter Magic
High Elves Generic Magic, High Magic, Counter Magic
Wood Elves Generic Magic, High Magic (Wizard Lords only), Counter Magic
Undead Generic Magic, Dark Magic, Necromancy, Counter Magic
Dark Elves Generic Magic, Dark Magic, Counter Magic
Orcs and Goblins Waaagh! Magic, Counter Magic
Skaven Skaven Magic, Generic Magic (Grey Seers only), Counter Magic
Chaos Dwarfs Chaos Dwarf Magic, Counter Magic
Chaos Generic Magic, Dark Magic, Chaos Magic +, Counter Magic
Lizardmen Generic Magic, High Magic, Counter Magic
* Empire Wizard refers to Empire trained wizards, which would include Bretonnian wizards and most Human wizards in the Old World. Human wizards from other lands like Cathay and Nippon would likely have different spells.
+ Chaos Wizards are limited to the Chaos Magic of their God, for example, a Tzeentch Sorcerer can only use the Tzeentch Chaos spells. Of course they may also use Generic and Dark Magic, as indicated above. Beastmen Shaman however are not so restricted and may have spells from two or all of the Gods.
The metabolism of Orcs and Goblins is completely
unlike that of Humans, Elves, Dwarfs and most other races. This
has profound effects on the way Orcs and Goblins react with the
world of magic. Other creatures draw upon the raw power of the
winds of magic, but Orcs and Goblins generate their own.
Every greenskin generates a weak magical field, perhaps
as a reaction to the surrounding magical field of the Warhammer
World. During the intense excitement of combat, this field becomes
stronger and merges with the magical fields of all the Orcs and
Goblins around him. This gives the greenskins a feeling of communal
elation and invulnerability known as the Waaagh!
As the Orcs become more excited the energy of the
Waaagh! grows stronger and stronger until it reaches a critical
point when the pressure is so intense that it has to discharge
itself or burst. The Waaagh always discharges through the most
receptive minds, that of an Orc or Goblin Shaman.
Fortunately Shamans learn at an early age that the only way to avoid extreme pain is to allow their minds to release the energies in the form of a spell. In immature Orcs this takes the form of random explosions and unconsciously generated poltergeist activity in which objects mysteriously fly about the room and smash against walls. A mature Shaman learns how to control these powers and turn them to his advantage in the form of energy blasts and radiant spells of destruction.
Gork and Mork
Orc and Goblin Shamans are identified at an early
age. Whenever his mates brawl or argue his head starts to hurt,
lights flash in front of his eyes, and nearby objects explode
and fly about. The young Shaman is easily spotted. He's the
one with the sparks flying about his head, glowing red eyes, and
noxious green smoke pouring from his mouth.
Shamans are dangerous to be around and other greenskins
tend to steer clear of them. Sometimes they are obliged to wear
distinctive costumes so they can be easily recognised (and avoided),
whilst some are sent out beyond the confines of the camp to commune
alone with the gods. All greenskins believe that Shamans are
possessed by Gork or Mork, the most powerful Orc gods, and should
therefore be respected and honoured ... but preferably from a
On the outskirts of every greenskin settlement, no
matter how rough or temporary, can be found a collection of huts
inhabited by the tribe's Shamans. In some places the Shamans
live in nearby caves surrounded by skulls on stakes, fetish poles
and similar paraphernalia. Amongst the forest-living tribes of
Goblins and Orcs Shamans often live in sturdy tree houses perched
high above the village huts.
The other greenskins bring the Shaman tributes of
food, traditionally mushrooms as these fungi are supposed to help
him communicate with the gods. In fact, a constant diet of hallucinogenic
mushrooms tend to give the Shamans colourful visions in which
Gork and Mork instruct him how to call upon them in battle and
how to cast spells of destruction.
Shamans spend a lot of their time watching the colourful
hallucinations dance around their minds and talking to Gork and
Mork. It is hardly surprising that they tend to be a little vague
when it comes to discussing the real world and everyday things.
They are convinced that Gork and Mork are real as, after all,
they have not only seen them but are on speaking terms. They
believe they can call upon Gork and Mork and use the Waaagh to
perform great deeds of magic.
Instead being dependent on the power phase dice,
Shamans draw power from the Waaagh energies generated by his fellow
greenskins. For every Orc in Combat, he gets 2 power, for every
Goblin in combat, he gets 1 power and for every Snotling in combat,
he gets 1/2 power (lit'l greenskin generate less Waaagh! power
that their big cousins). This is calculated in the start of the
Monster's Phase. Greenskins using missile weapons are not counted,
only those engaged in melee. The Shaman is not counted in the
above calculation. They generate more Waaagh energy than normal
greenskins and are treated differently. The amount of power generated
is equal to their level. That is a level 4 Shaman generates 4
power. They generate the energy regardless of whether they are
in combat or not.
The Shaman must make a test to see if he can control
the raw Waaagh power flowing through their bodies. Make the test
immediately at the start of the Monster's Phase. If you have
combined the monster's phase and the player's phase, then test
at the start of the combined phase. Proceed as follows:
* Snotlings count as 1/2. Models touching the Shaman
counts as 2 (except Snotling, which count as 1).
The Shaman struggles to keep control.
Weird lights flash around his head. Bubbles of magic leak from
his mouth and ears. Reduce the amount of power available to him
by 2. Otherwise, the Shaman is unharmed and can cast spells normally.
Bolts of escaping energy rocket out of the Shaman's ears, nose
and mouth. Reduce the amount of power available to him by 3.
Otherwise, the Shaman is unharmed and can cast spells normally.
4 "Me 'ead 'urts!"
Flashing lights pound around the Shaman's skull making him dizzy
and disoriented. The Shaman can't cast any spells this turn.
3 "I've forgot!"
The Shaman suffers a momentary brainstorm and forgets one of
his spells for the rest of the combat. Pick one of the spells
available to him. The Shaman may not cast the spell for the rest
of the combat.
2 "I fink I'm
gonna....." The Shaman vomits out an explosive blast
of magic and collapses in an unconscious heap. The heads of any
greenskins in base contact will explode unless they can roll equal
to or under their Toughness on a D6. Head explosions kill outright
regardless of wounds and armour. The Shaman cannot do anything
at all until he wakes up at the start of the next power phase.
1 'Eadbang! The
Shaman's head explodes with the force of raw power inside. Obviously
this is an exceptionally fatal experience and the Shaman is removed
from the game. The burst of energy causes the heads of any greenskins
in base contact to explode unless they can roll equal to or under
their Toughness on a D6.
Night Goblins Shamans, Forest Goblin Shamans, and
Savage Orc Shamans have further special rules.
A Night Goblin Shaman is able to consume magic
mushrooms at the start of his magic phase in order to generate
an extra D6 power. However, should he fail his Waaagh test, he
must add +1 to his roll on the 'Eadbangerz Chart.
Forest Goblins allow poisoned
spiders to bite them, addling their minds but also imbuing them
with great magical power. To represent this the Shaman always
adds +1 to his score when testing on the 'Eadbangerz chart, and
suffers no effects on a roll of a 6.
Savage Orc Shamans are adorned with magical tattoos which enable them to draw extra Waaagh power from Savage Orcs nearby. If there are other savage orcs present, he gains an additional 1/2 power from each Savage Orc in Combat. Also when a Savage Orc Shaman is present, both his and other Savage Orc's tattoos are boosted from 6+ to 5+.
The Skaven worship their own dark god the Horned
Rat, the manifestation of their evil schemes to consume the world.
Skaven magic draws upon the dark power of evil magic. The Skaven
supplement this power with warpstone - concentrated pieces of
dark energy blown into the world by howling winds of magic during
the collapse of the warp gate. These small chunks of stone radiate
malign power, causing the mutation and corruption of mortal flesh.
Only a Skaven can touch warpstone without immediately
suffering from its mutating effects, and even they eventually
become twisted and warped by its energy. A Skaven sorcerer can
consume small lumps of warpstone during the battle and feed upon
its power to fuel his spells.
There are two kinds of Skaven sorcerers. The most
powerful are the Grey Seers, the lords and masters of the Skaven
races, second in power to the Great council of the Thirteen Lords
of Decay. The lesser kind of sorcerers are the Warlocks who belong
to the Clan Skryre.
Skaven sorcerers can supplement their magical energy
by consuming lumps of warpstone. Before the game, determine how
much warpstone he has. One way to do this is to roll a D3, and
use the following chart.
Skaven sorcerer Amount of Warpstone
Warlock Engineer D3-2
Warlock Champion D3-1
Warlock Master D3
Grey Seer D3+1
When a Skaven sorcerer consumes a piece of warpstone,
he can add D6 power to his pool. When the Sorcerer consumes a
piece of warpstone, he must immediately make a Warp test. This
determines whether the sorcerer survives eating the warpstone
or whether he is overwhelmed by its power and turned into a monstrous
mutant Chaos Spawn.
Roll a D6. If the result is more than the number
of warpstone consumed the test is passed and the sorcerer is unharmed.
If the score is the same as or less, than the test is failed
and the energy of the warpstone mutates the Skaven sorcerer into
a Chaos Spawn.
The Spawn is a foul blob-like creature that sprouts
tentacles, horns, pincers, eye-stalks and extra heads and limbs
in a random manner. The Spawn is insane and almost mindless,
and hauls its twisted body about in confusion, destroying anything
it touches. For rules regarding Chaos Spawn, look at the (forthcoming)
Tome of Chaos.
In the case of some Undead wizards the number of spells they have is not the same as their magic level. This is shown on the chart below.
Magic no. of
Wizard level Spells
Liche 8 level
Necromancer Lord 9-10 level + 2
Master Necromancer 5-8 level + 2
Necromancer Champion 2-4 level + 2
Necromancer 1 level + 2
Vampire Lord 4-7 level
Vampire Count 1-3 level
A Liche, Necromancer or Vampire with necromancy spells
is allowed to cast the same spell more than once in a turn. This
is a special ability of the Undead magic and only applies to Necromancy
spells. However, the same spell may not be cast at the same target
Chaos Sorcerers are evil beings that have pursued
unholy magic and prayed to dark Gods for power. Most start out
as noble Empire Wizards but later find their willpower tested
as demons wisper secret words of power in their sleep. Eventualy
those lacking in character soon find themselves lulled into Chaos
and make the long trek North, sealing their fate. Some Sorcerers
delibratley seek out Chaos Gods for favour, using their body and
soul as bargaining chips. They quickly find that Chaos Gods always
come to collect.
Only the most exceptional of these individuals rise
to be Chaos Sorcerers. Not many survive being embraced by Chaos.
Those that do emerge as powerful individuals, and are greatly
prized as Champions of thier Gods. They are often called to War
in the Chaos realms and many have found merciless destruction
from the hand of a Khornate Champion, whose disdane for Wizards
matches that of his Master.
In addition to Sorcerers and Beastman Shamans, Chaos
Daemons have the ability to cast spells. Chaos magic is split
into three types, each belonging to one of the three major powers
(of course Khorne has no Wizards). As such, daemons of one god
may not use the spells of another god. The following table indicates
the level of the daemon, number of spells available to the Daemon
and the spell list it may draw them from. Note that daemons do
not have access to Generic Magic and Dark Magic like other followers
of Chaos. Also, only the Greater Daemons have access to Counter
Magic no. of Spell
Daemon level Spells Lists
Keeper of Secrets 10 * Chaos-Slaanesh*
Great Unclean One 10 * Chaos-Nurgle *
Lord of Change 11 * Chaos-Tzeentch*
Daemonettes 1 per model level Chaos-Slaanesh
Plaguebearer 1 per model level Chaos-Nurgle
Pink Horror 1 per model + level Chaos-Tzeentch
* Greater Daemons such as the Keeper of Secrets have
access to all the spells of his god. Note also that Greater Daemons
have access to Counter Magic, while minor Daemons do not.
+ Note that to determine
magic level, only Pink Horrors count. Blue ones do not.
Spells of this group (except Total Power) are special
in that extra power can be used to increase/decrease the chances
of success. The power value is the minimum that the caster must
spend. All spells have a base chance of success. Take for example
Dispel Spell, if you roll 4 or above, the target spell is dispelled.
The caster may increase the result of his dice by one for every
point of power spent. The caster of the target spell may decrease
the result of the dice by one for every point of power.
Spells of this group (except Total Power) are also special in that they may be used as many times as needed, as long as the Wizard has power left.
Fireball Power 5 Range 24
Pick any 2x2 square area. All models in that square
suffers 1D6 + (caster's level) Wounds.
Fear Power 5
The Sorcerer gains the Fear ability at n equal to
(4 + caster's level)
Blast Power 7 Range 24
Pick any enemy model up to 24 squares away and role
(caster's level)D6. For every dice that is a 4 or more, the target
suffers that many Wounds, not modified by anything.
Shield Power 6 Range 18
Pick any model on the board up to 18 squares away.
For this turn the model is immune to all attacks except those
made with a natural 6 or magical in nature.
Heal Power 4 Range 12
Heal 1D6 Wounds on any model.
Hold Fast Power 8 Range 24
The spell targets a model up to 24 squares away.
The target model must roll a dice and add it to his Initiative.
If the result is equal or less than 7, he is held in tendrils
of power and may not do anything. Each turn, the target may attempt
to break out of the spell by trying to roll under his Strength
on a D6. If he does, he breaks free and the spell is nullified.
The spell remains in play until the caster is slain but requires
2 power to maintain.
Teleport Self Power 5
Allows the Sorcerer to teleport himself (ignoring
pining) to anywhere on the board.
Curse Power 4 Range 24
Pick any model on the board up to 24 squares away.
The model is at -1 to hit in both hand-to-hand combat and shooting.
The spell remain in play until the sorcerer is slain but requires
1 power to maintain.
Bless Power 4 Range 24
Pick any model on the board up to 24 squares away.
The model is at +1 to hit in both hand-to-hand combat and shooting.
The spell remain in play until the sorcerer is slain but requires
1 power to maintain.
Protect Power 6 Range 24
This spell targets one model, reducing all damage
by 2. The spell remains in play until the caster is slain but
requires 2 power to maintain.
Brain Bursta Power 9 Range 24
A bolt of power erupts from the Shaman's head. This spell affects one model up to 24 squares away. Roll 2D6, if the score is greater than the target's battle-level he is hit - roll 1D6:
1 The Warrior's head explodes, killing him instantly
2-5 The Warrior suffers (2 x the caster's level) Wounds, no modifiers for toughness or armour.
6 The Warrior suffers 1D6 Wounds, no modifiers for
Toughness or armour.
Da Krunch Power 11 Range 24
Models under a 2x2 square (within 24 squares from
the caster) is crushed by the mighty foot of Gork and suffers
a Strength 10 hit each.
Eadbutt Power 7 Range 36
The Shaman magically 'Eadbutts one of the Warrior
spellcasters. If there are no spellcaster, the Shaman my 'Eadbutt
any other model. Roll (1D6 + Shaman's level) for the Shaman,
and (1D6 + Battle-level) for the target. If the Shaman wins or
the dice are equal, add the two dice together and the target takes
that many Wounds, with no modifiers for Toughness or armour, and
cannot cast any magic next turn. If the Warrior wins the spell
has not effect.
'Ere We Go! Power 6 Range 36
The Shaman floods his allies with power. All Orcs
and Goblins within a 36 square radius gets +1 Attack this turn
and +1 Toughness next turn.
Fist of Gork Power 8
The Shaman may inflict D6 Strength 6 hits on his
close combat opponents. If he rolls a 6, roll an extra 6. He
can carry on doing so until he fails to roll a 6!
Gaze of Mork Power 6 Range 24
The Shaman sends out a beam of destructive energy
in a straight line. Anything on the path suffers a Strength 6
Help Dem Power 5 Range 36
All allies within a 36 squares gets an extra Attack
Konfuse Power 6 Range 24
One model must roll under his Willpower on a D6 or
he forgets what he is doing and may not move or fight during the
next Warrior's Phase.
Mork Save Uz! Power 4 Range 24
Roll 1D6 for each spellcasting Warrior within a 24
squares radius. On a score of 4, 5, or 6 all of that Warrior's
remaining points of power are lost this turn. This does not affect
any innate stored Power.
Mork Wants Ya! Power 7 Range 24
A giant hand lifts a single model into the air and
crushes him. Every turn during the power phase, it inflicts one
strength 4 hit. The target may do nothing except try to free
himself. During the warrior's phase, the victim must roll equal
to or under his strength on a D6. This spell remains in play
until the Shaman is slain but requires 2 power to maintain.
Smack 'em Power 4 Range 12
A blast of Waaagh energy smacks one Warrior between
the eyes, causing a strength 4 hit.
The Hand of Gork Power 6 Range 18
The Shaman may move up to 1D6 allied models to anywhere
up to 18 squares away, including himself.
Waaaaaagh! Power 6 Range 36
Roll 2D6 for each Warrior spellcaster within a 36 square radius. If the score is equal to or greater than the Warrior's Battle-level he is knocked to the ground for 1 turn, during which he may do nothing. All Orcs and Goblins on the board may add 1 to their Weapon Skill for this turn.
Coruscation of Finreir Power 11 Range 5
A pillar of white fire raises one model high into
the air. That model may only be shot at or attacked in had-to-hand
combat by flying models. While on the pillar he has a bonus +4
to his armour. Any spells cast at the aloft model is automatically
dispelled. When used indoors, will cause one model to crash upon
the ceiling, inflicting a Strength 10 hit, modified as usual for
Toughness and armour. The target may attempt to jump out of the
way by rolling under his Initiative on a D6. If he fails, every
turn afterwards, the squeezing causes a strength 5 hit. The blazing
white fire causes an addition 1D6 Wounds, not modified by Toughness
and armour. The Warrior may attempt to squeeze out by rolling
under his Strength on a D6. This spell remains in play until
the Wizard is slain but requires 3 power to maintain.
Deadlock Power 6 Range 12
The Wizard may nullify one enemy-held magic item
within 12 squares. He may release the item and deadlock another
whenever he pleases. This spell remains in play until the Wizard
is slain but requires 2 power to maintain.
Banishment Power 8 Range 12
Roll a dice for each Undead or Daemon model within
12 squares of the Wizard. If the score is a 4 or above, the model
suffers (caster's level) D6 Wounds. In addition, any Dark Magic,
Necromantic Magic, or Chaos spells in play within 12 squares are
dispelled on a roll (on a D6) or 4 or more.
Glamour of Teclis Power 6 Range 36
Glamour may be cast on any model up to 36 squares
away. Each time the target wishes to move the model, it must
roll a dice. Add the score to the target's Willpower. If the
result is more than 7, than it may move as normal. If it is equal
or lower than 7, the caster may move the model instead.
Apotheosis Power 10 Range 6
A single friendly model slain may be returned to
play. The returned model has the fear ability with n=(4+caster's
Fiery Convocation Power 12 Range 48
Any 3x3 square radius up to 48 squares away burst
into flames. Any model within that area suffers a Strength 4
hit, no modified by armour. Each subsequent turn, the Strength
of the attack increases by 1. This spell remains in play until
the cater is slain but requires 3 power to maintain.
Hand of Glory Power 4 Range 12
All friendly models within 12 squares of the caster
gains +1 Attacks for this turn.
Warp Power Power 6
The Skaven uses to power of the warp to heal himself,
curing 2D6 of his wounds, up to a maximum of his starting wounds.
Warp Lightning Power 7 Range 24
A bolt of warp lightning strikes a Warrior causing
(2D6 + caster's level) with no modifiers for armour.
Cracks Call Power 8 Range 18
A crack in the ground staring at the caster runs in a straight line. Any model on the line must roll equal or less than their Initiative on a D6 to leap out of the way (6 always fail). If they fail, they fall into the crevasse and misses the next turn. After that they climb out suffering 6D6 wounds not modified by armour. (Or you may have them appear in the next Deep)
Scorch Power 8 Range 24
Warp fire leap forth to engulf a Warrior (up to 24
squares away) causing 4D6 wounds with no modifiers for Toughness
Poison Wind Power 7 Range 24
All models under a 3x3 square (within a 24 square
radius) is covered in poison wind. All affected models must roll
1D6 and add their Toughness to it. If the result is less than
6, they suffers (caster's level) D6 wounds with no modifiers for
Toughness and Armour.
Skitterleap Power 6 Range 3
This allows the Skaven to move any one allied model
within 3 squares (including himself) through the Warp to anywhere
on the board, ignoring pining.
Plague Power 6 Range 18
This spell affects all Warriors within a 18 square
radius. Every Warrior suffers 2D6 minus his Toughness number
of Wounds, not modified by armour. They must roll every turn
until they get a result of zero or less, then they have beaten
the plague. They may add 1 to their Toughness for this roll for
each turn after the first (cumulative).
Pestilent Breath Power (level) Range 12
The Skaven beltch forth a noxious cloud of fumes.
This spell targets every Warrior on a straight line from the
caster for 12 squares. Roll 1D6 roll each Warrior and add his
Toughness to the score. If the result is greater than 7, he is
not affected. If the result is equal to 7 or less, he suffers
(1D6 x caster's level) Wounds, not modified by armour and Toughness.
Vermintide Power 5 Range 12
The Skaven sorcerer summons a swarm of rodents and
vermin. The spell targets any group of models within 12 squares
from the caster. A group is defined as any (but not necessary
all) models that are on adjacent to each other. All warriors
suffers a Strength 3 hit with no modifiers for armour. In addition,
the Warriors must roll under their Initiative with 1D6 or they
may not do anything next turn.
Wither Power 4
The Skaven exudes an aura of disease and posion,
causing the Warriors to withier. All adjacent Warriors suffers
(1D6 + caster's level) wounds, not modified by armour and Toughness.
Putrefy Power 6 Range 24
Magical energies surges through the Warrior's body,
hardening muscles and locking bones in place. Roll 1D6 for each
Warrior within 24 squares. On a score of 5 or 6 that Warrior
is unaffected by the spell. On a score of 1, 2, 3 or 4, that
Warrior may do nothing at all in the next Warriors' Phase.
Madness Power 8 Range 24 Grey Seers only
The Gret Seer fills the Warrior's brain with wild maddness, attempting to gain control of his thoughts. This spell targets one model up to 24 squares away. Both the Games Master and the player roll a dice. If the Games Master rolls a higher dice, he assumes control of the player's character and may control it as if it was a monster. During the Power Phase of each turn, roll again. The Player retains control of his character when he rolls higher than the Games Master or if the Grey Seer is killed. This spell require 2 power for maintenance for each turn it is in effect.
Death Frenzy Power 10 Range 6
Grey Seers only
The Grey Seer covers a 3x3 square (within 6 squares)
with warpstone gas. The Skavens in that square moves at double
rate, and has double attacks. They must move into close combat
as soon as possible, if they are not already. They also suffers
1D3 Wounds from over exertion during the end of every Monster's
Phase. This spell remains in play even if the Grey Seer is slain,
does not require maintenance but may not be automatically undone.
Curse of the Horned One Power 12 Range 12
Grey Seers only
The Grey Seer targets one Warrior within 12 squares.
The Games Master rolls 2D6 and the player rolls 1D6 and adds
his Toughness to the score. If the Games Master's score is higher,
the Warrior is turned into a Skaven under the control of the Games
Master. To avoid this fate, the Warrior may expend all his Luck
counters (minimum of 2).
Arnizipal's Black Horror Power (level+3) Range 4D6
A dark cloud fills an area 2x2 squares wide. Roll
1D6 for each model, adding its Strength to his score. If the
total is 7 or more, he suffers no ill effects. If the score is
6 or less, he suffers (caster's level) D6 Wounds with no modifiers
Blade Wind Power 6 Range 24
One Warrior up to 24 squares away is attacked by
a storm of slashing blades. That Warrior suffers (caster's level)
D6 Wounds minus the Target's Weapon Skill and modified for Toughness
and armour as usual.
Dark Hand of Destruction Power 3
The Wizard makes a single attack on any adajacent
Warrior. If it hits, multiply any Wounds by 1D3.
Death Spasm Power 10 Range 18
One Warrior is hit with a bolt of pure Dark Magic,
inflicting (caster's level) D6 Wounds. Every model in base contact
with the Target suffers an attack from the Target as he flails
about in agony. The Target may not do anything for the next turn.
Doombolt Power 5 Range 18
A bolt of black fire hits one of the Warriors within
18 squares. The Doombolt inflicts (2 x Caster's level) Wounds,
with no modifications for Toughness or armour.
Malediction of Nagash Power 10 Range 36
The Wizard causes cuts to open up on the body of
one of the Warriors (up to 36 squares away). That Warrior may
not move or fire missile weapons and is at -2 on all his to hit
rolls. At the start of each subsequent turns, the Warrior loses
(caster's level) Wounds, with no modifiers for Toughness or armour,
until the Wizard is dead. This spell remains in play until the
Wizard is slain but requires 3 power to maintain.
Power of Chaos Power 2
Roll a dice.
1 Caster drawn into the realm of Chaos and is killed.
2-5 Caster gains 2D6 power.
6 Caster gains 4D6 power.
This spell may be cast as many times as wanted.
Soul Drain Power 10 Range 24
Roll 1D6 for each Warrior (within a 24 squares radius)
adding his Toughness to the score. If the total is equal to or
more than (caster's level) he suffers no ill effects. If the
total is less, the Warrior suffers (caster's level + 1D6) Wounds
and the Wizard gains half the amount of Wounds. If a Warrior
is reduced to zero Wounds in this manner, he is automatically
dead and may not be revived except for using spells or items that
raise the dead.
The Transformation of Kadon
The Wizard may transform into any of the following,
each requiring different power:-
Monster Power needed
*The Wizard does not gain the Treasure Hoard special
The Wizard cannot cast spells while transformed.
Wounds are carried over in transformations. The Wizard may revert
back to his original form during any Power Phase. If you are
using the gold system, the gold awarded would be the Wizard's
original value or the monster's whichever is higher. This spell
remains in play until the Wizard is slain and does not require
Witch Flight Power 5
The Wizard may transport himself onto anywhere on
the board, ignoring pinning.
Death Chill Power 6 Range 24
Reduce a single Warrior's Toughness by -2. If the
Warrior's Toughness is reduced to zero or below, he is automatically
killed and may not be revived except for using spells or items
that raise the dead. If the Sorcerer is killed, the Warrior have
the damage to his Toughness repaired.
Drain Life Power 6 Range 2D6
Roll 2D6 for radius of the spell. Any model within
the radius takes a Strength 3 hit (no armour saves allowed).
Wounds inflicted in this way may be used by the Sorcerer to restore
any that he has lost during the game. This spell does not affect
undead, daemons and material objects.
Gaze of Nagash Power 5 Range 18
The spell has a range of 18 squares and affects the
first model it hits. The model suffers (1D6 + caster's level)
Wounds not modified by armour and Toughness.
Hand of Dust Power 8
The Wizard may attack one hand-to-hand combatant.
Both roll 1D6. Then double the Wizard's score. The difference
is the number of D6 Wounds the target suffers. If a Warrior is
killed by this spell, he is turned into a Wight (a Wraith if he
is a spellcaster himself). The Warrior may expend 2 luck to avoid
this fate (but is still slain).
The Dark Mist Power 7
The caster dissolves into a dark mist. His movement
characteristic is changed to 24. He may move through solid objects.
He cannot attack in close combat but may cast spells. He may
only be harmed by magic weapons and spells. This spell remains
in play until the caster is slain but requires 2 power to maintain.
Summon Ghouls Power 9
The Sorcerer summons 6 Ghouls. They are placed on
the board immediately and may move and fight this turn.
Summon Mummies Power 10
The Sorcerer summons 1D6 Mummies. They are placed
on the board immediately and may move and fight this turn.
Summon Skeletons Power 7
The Sorcerer summons 6 Skeletons. They are placed
on the board immediately and may move and fight this turn.
Summon Zombies Power 6
The Sorcerer summons 6 Zombies. They are placed
on the board immediately and may move and fight this turn.
The Curse of Years Power 12 Range 24
The Wizard may target any model within 24 squares.
The spell rapidly hasten the target's aging. The affected model
must roll 1D6 for each of his characteristics (except for Luck
and Willpower). If the result is 5 or 6, the artificial aging
caused it to decrease by one point. Long lived races like Dwarves
and Elves only lose a point in characteristic if they roll a 6.
Note that points lost are permanent but can the restored by magical
healing available from most settlements, costing about 100 gold
for each point restored. This spell remains in play until the
Wizard is slain but requires 3 power to maintain it.
Vanhel's Danse Macabre Power 5 Range 36
This spell may target one of the following type of
monster: Skeletons (including Tomb Guardians), Zombies, Mummies,
Wights (including Wight Lords) or Wraiths. All monsters of that
type within 36 squares may do one of the following: move, attack
a Warrior in close combat or fire a missile weapon.
Wind of Death Power 8 Range 12
All non-undead models role 1D6. If the result is
equal to 4 or more, the model suffers (caster's level) D6 Wounds
with no modifiers for Toughness and armour.
CHAOS DWARF MAGIC
Ash Cloud Power 8 Range 18
The caster fills a 3x3 area up to 18 squares away
with smoke and ash. All non-Chaos Dwarves have their Movement,
Weapon Skill, Ballistic Skill, Initiative and Attacks halved,
rounding fractions up. This spell remains in play until the Sorcerer
is slain but requires 2 power to maintain.
Doomroar Power 6 Range 36
The Sorcere lets out a defening roar, few can stand
unmoved. All Warriors within a 36 square radius roll a dice and
add it to their Willpower. If the result is equal to or less
than 8, the Warrior must immediately move its maximum movement
allowance away from the caster. They must run until they are
able to score above 8. This spell remains in play until the Sorcerer
is slain but requires 2 power to maintain.
Eruption Power 8 Range 24
This spell has a range of 24 squares. The ground
beneath one of the Warrior's feet erupt in a plume of magma.
He suffers 5D6 Wounds, modified for Toughness and armour as usual.
Fist of Fire Power 5
The Sorcerer automatically inflicts 3D6 Wounds on
any model adjacent to him, modified as usual for Toughness but
Flames of Azgoth Power 8 Range 12
The Sorcerer can target any 3x3 area within a 12
square radius. All models in that area suffers (2D6 + Caster's
level) Wounds unmodified by Toughness or Armour.
Flaming Hide Power 5 Range 6
May be cast on any model within a 6 square radius.
The model gains special protection reducing all damage by 2.
In hand-to-hand combat, anyone that scores a hit on the model
suffers 1D6 Wounds, not modified by armour or Toughness.
Lava Storm Power 6 Range 18
The Sorcerer generates 2D6 balls of molten lava.
The Sorcerer may distribute them as he see fit (up to 18 squares
away), each ball inflicting 2D6 Wounds, not modified by Toughness
Magma Pool Power 5
This spell allow the Sorcerer to transport himself
(ignoring pining) to anywhere on the board.
Shadows of Hashut Power 4 Range 18
A mighty shadow bull charges in a straight line out
from the caster for 18 squares. Any model the bull goes past
suffers a Strength 4 hit.
Sorcerer's Curse Power 10 Range 24
A powerful curse is lain on the Warrior up to 24
squares away, as he feels his limbs harden and impossible to move.
The Warrior must roll under his Strength on 2D6 or he may do
nothing, not even defend himself, that is, Monsters hit unless
they roll a 6 on their to hit roll. If he roll a double, he has
strained a muscle and his Movement, Weapon Skill, Initiative and
Attacks are halved, rounding fractions up. They remain halved
until he is healed or has a chance to lay motionless for 1D6 turns
in a non-combat situation. The spell remains in effect until
the caster is slain but requires 3 power to maintain. (note that
straining a muscle is a physical effect, not a magical one, so
it cannot be dispelled, nor will it go away when the caster is
CHAOS MAGIC - TZEENTCH
Blue Fire of Tzeentch Power 7 Range 18
A blue flame strikes one model up to 18 squares away.
The target model suffers a strength 4 hit. If it is adjacent
to another Warrior, the adjacent Warrior also suffers a Strength
4 hit. This can spread as far as needed until all adjacent Warriors
Bolt of Change Power 10 Range 12
The Bolt of Change hits any model up to 12 squares
away. The model must roll under or equal to its Toughness. If
the score is above, the excess is subtracted from his Toughness,
Weapons Skill and Ballistic Skill as his body tries to come to
grips with waves of mutation. For example, if the target's Toughness
is 3, and he rolled 5, subtract 2 from his Toughness, Weapon Skill
and Ballistic Skill. If his Toughness is reduced below 0, he
is automatically killed. After the caster is slain, the target
slowly regains his original form. Roll a dice during every Warrior's
Phase, if the score is equal to or less than his current Toughness,
he gains back one point of Toughness, Weapon Skill or Ballistic
Skill. Continue doing this until the Warrior is back to his original
Boon of Tzeentch Power 4
The caster gains 2D6 power. This may only be cast
once, no matter what.
Touch of Tzeentch Power 5
May be cast on any model adjacent to the caster.
Victim suffers (caster's level) D6 Wounds, not modified by armour
Glean Magic Power 7 Range 24
The Sorcerer steals a spell from an enemy Wizard
up to 24 squares away. Determine randomly. The Sorcerer may
cast the spell as if it was his own. If the spell is dispelled
or the Sorcerer is slain, it returns to the owner. The Sorcerer
may only hold 1 spell at a time in this fashion. This spell does
not require maintenance.
Incandescent Assassin Power 7 Range 24
The Sorcerer conjures a creature of magical flames
to descend on a Warrior up to 24 squares away. The caster rolls
1D6+6. The target rolls 1D6 + his Weapons Skill. If the Sorcerer's
score is higher, the target suffers (the difference) D6 Wounds,
not modified by armour.
Pink fire of Tzeentch Power 6 Range 6
A pink flame flies from the caster to strike any
model up to 6 squares away. The target suffers (caster's level
+ 1) D6 Wounds.
Shield of Fire Power 8
The caster surrounds himself with a blazing shield
of magical fire. Warriors must roll a natural 6 to hit. If the
Warrior is using a magical weapon, a roll of 1 destroys it.
Gift of Chaos Power 4 Range 36
The caster may give any Chaos Champion with the Mark
of Tzeentch a gift of Chaos. Refer to the (forthcoming) Unofficial
Chaos Supplement for more information.
Tzeentch's Firestorm Power 10 Range 24
Scarlet flames blasts an 5x5 square area up to 24
squares away. All models (except models with the Mark of Tzeentch)
under that area suffers a Strength 5 hit. Every 9 Wounds lost
creates a Pink Horror.
CHAOS MAGIC - SLAANESH
Acquiescence Power 6
This spell affects one Warrior adjacent to the Sorcerer.
The victim must roll under their Initiative on a D6 or be overwhelmed
by waves of euphoria. An affected Warrior will have all his characteristics
halved, rounding fractions up. He is also subject to the rules
for Stupidity (if not attacked, roll D6, 1-2 do nothing, 3-5 attack
an enemy, 6 attack an ally, if attacked will fight back). The
spell will last until the Sorcerer is slain but requires 2 power
Beam of Slaanesh Power 8 Range 24
The Sorcerer fires a beam that strikes the first
model in its path within 24 squares. The victim must roll under
their Willpower on a D6 or be overwhelmed by waves of euphoria.
An affected Warrior will have all his characteristics halved,
rounding fractions up. He is also subject to the rules for Stupidity
(if not attacked, roll D6, 1-2 do nothing, 3-5 attack an enemy,
6 attack an ally, if attacked will fight back). The spell will
last until the Sorcerer is slain but require 2 power to maintain.
Bondage of Slaanesh Power 8 Range 12
A target model within 12 squares must roll under
his Initiative on a D6 or will be held in tendrils of power and
may not do anything. The spell will last until the Sorcerer is
slain but require 2 power to maintain.
Cacophonic Choir Power 4 Range D6
A hellish sound is conjured up by the Sorcerer, of
such intensity in its wailing discord that it overloads the senses,
burning out minds and shattering bones. All Warriors immediately
suffer a Strength 5 hit, modified as normal by armour and Toughness.
Chaos Spawn Power 12 Range 24
This spell targets one Warrior. The player must
role under his Warrior's Toughness on 2D6, or his Warrior turns
into a Chaos Spawn. To avoid this fate, the Warrior may expend
all his Luck counters (minimum of 2). For rules regarding Chaos
Spawn, look at the (forthcoming) Tome of Chaos.
Cursed Caress Power 8
This spell affects one Warrior standing adjacent
to the Sorcerer. The victim is overcome with waves of excited
ecstasy, and quickly reaches such a state of overwrought passion
that his heart explodes! The affected player rolls a D6 and adds
the caster's level to it. If the role is equal to or greater
than the number of Wound the Warrior has remaining, then the victim
is dead. If the roll is less than the number of remaining Wounds,
then no damage is caused. If a Warrior is slain in this manner,
he is automatically dead and may not be revived except for using
spells or items that raise the dead.
Lash of Slaanesh Power 4 Range 8
A quivering lash uncoils from the Sorcerer's outstretched
hand and strikes his foes with a mighty crack. A Warrior up to
8 squares away is struck for a punishing 2D6 Wounds, but this
may be modified as normal for armour and Toughness.
Pavane of Slaanesh Power 5 Range 24
This spell affects any one Warrior up to 24 squares
away. Roll a D6, on a roll of 1-3, the Warrior overcomes the
Pavane and it has no effects. On a roll of 4-6, the Warrior starts
to dance and cavort with uncontrollable joy. An affected Warrior
cannot shoot any missile weapons, or use any magic, and their
movement is reduced to a single square. Hoverer they may still
attack and defend normally in hand-to-hand combat. This spell
last until the Sorcerer is slain but requires 1 power to maintain.
Slicing Shards of Slaanesh Power 6 Range 24
The Sorcerer conjures 2D6 shards which he directs
towards the Warriors. They may be distributed as the Sorcerer
wish, each inflicting a Strength 4 hit. Each has a range of 24
squares. If more than one shard is directed at a Warrior count
it as only one attack of Strength (3 + number of shards).
Succour of Chaos Power 5 Range 12
When cast, the Succour of Chaos will invigorate all monsters currently in play. For the duration of the next Monster's phase, all Monsters within a 12 square radius gain a +1 to hit the Warriors.
CHAOS MAGIC - NURGLE
Cloud of Flies Power 5 Range 12
The target Warrior is surrounded by an impenetrable
mass of flies. The victim can see nothing and can neither move
nor shoot in the following Warriors' phase. They may, however,
still fight as normal in hand-to-hand combat.
Fly Swarm Power 4
The Sorcerer is surrounded by a black mass of flies
which absorb blows with the depth of their odorous and squashy
bodies. The Sorcerer's Toughness is increased by one until the
start of the next Monster's phase.
Miasma of Pestilence Power 9 Range 24
The caster is surrounded by a cloud of foul vapours.
All models one the board have their characteristics halved.
Chaos Champions, Chaos Sorcerers and Daemons of Nurgle are unaffected.
Pillar of Putrefaction Power 11 Range 5
A pillar raises one model high into the air. That
model may only be shot at or attacked in had-to-hand combat by
flying models. While on the pillar he has a bonus +4 to his armour.
Any spells cast at the aloft model is automatically dispelled.
When used indoors, will cause one model (up to 2 squares away)
to crash upon the ceiling, inflicting a Strength 10 hit, modified
as usual for Toughness and armour. The target may attempt to jump
out of the way by rolling under his Initiative on a D6. If he
fails, every turn afterwards, the squeezing causes a strength
5 hit. Every turn afterwards, the squeezing causes a strength
5 hit. The nauseous materials that make up the pillar causes
an addition 1D6 Wounds, not modified by Toughness and armour.
The Warrior may attempt to squeeze out by rolling under his Strength
on a D6. This spell remains in play until the Sorcerer is slain
but require 3 power to maintain.
Pit of Slime Power 6 Range 12
A pit of disgusting slime opens under one of the
Warriors. Roll a D6, if the score was less than his Strength,
he escapes and the spell is dispelled. If however, he roles equal
to or more, he is stuck and may do nothing. Each turn, the Warrior
may try to escape. Roll a D6, if it is less than his Strength,
he escapes. If the score equals his Strength, he is still stuck.
If the score is more than his strength, the is momentary engulfed
by the poisonous slime and suffers 2D6 Wounds not modified by
Toughness and armour, he is of course still stuck. This spell
remains in play until the Sorcerer is slain, but requires 2 power
Plague Wind Power 8 Range 24
A damp and foetid wind howls through the dungeon.
This spell targets every thing one a straight line from the caster.
Each Warrior suffers (caster's level) D6 Wounds, modified by
Toughness but not by armour.
Rancid Visitation Power 10 Range 18
The target Warrior (up to 18 squares away) begins
to rot and putrefy, fingers and toes fall off, skin blisters and
decays, and eyes drop from their sockets. The Warrior suffers
(2 x caster's level) D6 Wounds with no modifiers for Toughness
Shrivelling Pox Power 5
This spell affects one player adjacent to the Sorcerer.
The Sorcerer rolls 2D6, and the player roles 1D6. If the Sorcerer's
score is greater, the difference is the number of D6 Wounds the
Stench of Nurgle Power 6 Range 3
The body of the Sorcerer starts to decompose at an
amazing rate, spewing forth all manner of foul pus at the same
time. All Warriors within 3 squares are nauseated by this disgusting
odour. All victims must lose 1 attack in the following Warriors'
Stream of Corruption Power 4 Range 12
The Sorcerer vomits forth a jet of putrid blood,
maggots, excremental slime and other indescribable foulness.
It targets all Warriors in a straight line from the caster for
12 squares. The Warriors is overwhelmed by the revolting muck.
Roll two dice and subtract the Warrior's Initiative as he tries
to dodge out of the way of the disgusting stream. The Warrior
suffers this many Wounds with no modifiers for Toughness or Armour.
Please note that all spell of this category have
no range. They can afect any spell cast at any where.
Dispel Magic Power 4
Roll a dice. If the result is 4 or more, the target
spell is dispelled. This may be used on spells that are still
in effect but was cast in a previous turn.
Destroy Spell Power 10
This spell has the same effect as Dispel Magic except
that a force of negative magic follows the target spell back to
its caster. If successful roll a second dice. If the result
is a 5 or 6, the spell is destroyed from the Wizard's memory and
the Wizard may not use it again for the rest of the adventure.
Drain Spell Power 6
This spell has the same effect as Dispel Magic except
that it drains the power used to cast the original spell. If
successful, roll a second dice. If the result is 4 or more, the
power used to cast the target spell is added to the dispelling
Wizard's power pool.
Drain Magic Power 10
This spell has the same effect as Dispel Magic except
in addition, it creates a black hole of magical energy that sucks
all magic power in the area. If successful, roll a second dice,
if the result is 5 or 6, all Wizards on the board have zero power
and may not cast any spells for the remainder of the turn. This
does not affect the power tokens of the Warriors, however, if
one of them attempts to cast a spell using power tokens, the spell
automatically fails and the power tokens are used up.
Mental Duel Power 5
This spell has the same effecr as Dispel Magic except
in addition, the dispelling and casting Wizard are drawn into
a mental duel. Both Wizards add their score of 1D6 to their level.
The highest scoring Wizard inflicts 1 Wound on his advesary for
every point in difference. This is not modified by armour or
Total Power Power 10
This is a special spell that ignores the special rules of Counter Magic. After a Wizard casts this spell, the next spell he cast cannot be dispelled or otherwise countered. It blasts away all attempts to undo it and even ignores special saves against magic offered by some magical items and natural protection of monsters.