Basic Magic

Magic in Warhammer Fantasy can only be used by a special kind of Character, the Wizard. They have some additional statistics compared to Hero Characters - namely, Magic and Power Levels.

Magic Level

The Magic Level of a character determines number of spells known, and highest level of spells known. It is determined by the Wizard's Level - with both 5 and 10 giving Magic Level 1, and an additional Magic Level for every 5 Wizard Levels afterwards. Every Spell Level sets the maximum number of spells known to three for that level and every level below it, or six for level one spells if you are at least a Level 10 Wizard.


Power Level

The Power Level of a wizard determines their maximum number of magic points, and thus the amount of spells they can cast, and the power that those spells can be cast at. You can determine your Power Level flatly at 10 Power per Magic Level, or you can roll 3d6 per Magic Level - though you must keep the result. While rolling averages 1 point higher for every two Magic Levels, it always has a chance for either great boosts or great falls.


Learning Spells

When making a new magical character or gaining magic levels outside of a Realms of Chaos Warband, you must randomly determine spells available to you. These spells are typically generated from the Battle Magic list, but your Race modifies which spell lists you roll on - note that when it says Substitute, this does not mean you swap an already known spell with a new roll, but that you exchange a spell roll on one table for a roll on an another. When rolling for spells of a given level, if you gain a spell that you already know, you may choose to learn any specefic spell from that list of the level you are learning. Note that Warhammer Armies adjusted the cost of many spells that are not yet in this compendium.

Casting Spells

A Wizard may cast a spell during the Magic phase of the turn. First, check the amount of Magic Points they have remaining - it must be more than is needed to cast the spell, as determined by amount of armour worn and the spell's associated cost. If they have less than twelve Magic Points remaining, they must Test against the highest of their Intelligence or their remaining Magic Points, by rolling 2d6 - if they roll above the higher of those two values, the spell is not cast, but the cost of it is still spent. Note that casting ranged spells follows the normal rules for ranged fire, unless specified otherwise.

Casting a spell consumes Magic Points as specified in it's profile, plus one additional point for each point of armour they have (not counting that provided by a mount), unless specified otherwise.

Casting Restrictions

A wizard may normally cast any spell during the Magic phase. This does have some restrictions: a routing wizard may not cast spells, nor may a wizard cast if they suffered one or more Wounds during hand-to-hand combat that turn.

Wizards are also restricted when joining the protection of a unit, in the same way as all other Association with Characters. As such, they are affected by the same psychological effects as the rest of the unit, and have their sight restricted to that of the unit, which may affect their ability to cast spells. If engaged in hand-to-hand combat as a unit, they may still fire ranged magic as if they were not in a unit - but if in the non-combat ranks of the unit, they suffer a chance to hit their own troops as if firing into a melee from outside; and if in the front rank, they may only target character models if that character is in base-to-base contact with them. Otherwise, all normal rules to the situation apply. As magic attacks count towards the outcome of the hand-to-hand round, it is recommended to agree whether you will be taking that wizard's Magic actions during the Combat step instead of the Magic step (though still after all non-magical attacks), or whether totalling the outcome of the combat will be delayed until after the Magic step.

Magic Saves

Some spells specify that their targets may take a Magic Save - this test is taken individually rather than using the statistics of the unit, as it is the individual effect that is important. The Magic Save is done by rolling 2d6 against your own Willpower - if the result is higher than your WP, then you fail the save, and the magic takes effect.

Enhanced Attacks

An attacking wizard may attempt to boost the power of their spell in order to overcome magical defences. Note in secret how many Spell Points you are sacrificing to do so, and when the spell is saved against, reveal this amount and reduce the target number of the opponent's Magic Save by the same amount. It is good practice to always note a number in such a matter, even if you are not spending any points to do so - otherwise it becomes clear that you are enhancing your attack, and the enemy will know to augment their save more than usual.

Augmented Magic Saves

Wizards under magical attack may expend their power to resist the incoming magic. Declare how many spell points you are sacrificing, and gain the amount as a bonus to your target number.

Magically Vulnerable Creatures

Certain creatures are more affected by magic than others, such as undead, ethereal creatures, demons, and elementals. As these creatures are formed of magic, they do not have an innate save against it - though they can spend Magic Points to augment their Save if they are Wizards, treating their base target number as 0. This should be included in the Bestiary section of this project, but is kept here to ensure no mistakes are made. Note that special and complex rules exist surrounding demons and magic when within the Chaos Wastes, which is covered in their Bestiary sections.

Resting to recover Magic Points

A wizard may enter a resting or meditating state in order to recover magic. While in this state, they must not move, shoot, fight in hand-to-hand, cast spells, or other such activities. At the start of their next turn, they gain 1 Magic Point up to their their maximum. Note that a wizard wearing armour or a shield may not Rest unless specified otherwise, though barding a horse they ride does not effect this.

Innate Magical Abilities

All wizards have an innate ability to detect magic in various ways, some more reliable than others. If a magic item or creature comes into physical contact with a wizard, primarily in the form of hand-to-hand combat, they learn that the target is magical in nature, though not in what way. Additionally, the wizard may enter a trance similar to the earlier Resting, which will reveal the Magic Level of any Wizards within 48", as well as their direction - though not their specific position, though this can often be deduced.

Spell Casting Prior to Battle

A wizard may cast any spells desired before battle, presuming that they do not apply any kind of effect to enemy forces. These spells are cast in the normal matter, though you may not regain Magic Points before battle begins - and thus enter battle with the cost of the attempted spell casting applied. This is especially useful for Aura and Summoning spells.

Controlling Summoned Demons

To successfully control summoned demons, the summoner must make a test of 2d6 against their own Willpower. If the result is higher than the summoner's Willpower, the demons are out of control - if a a third party is acting as GM, they control the creatures, if not they travel 2d6 inches per turn in a random direction, Charging anything in their way.

Controlling Undead

Unless specified otherwise, only zombies and skeletons must be controlled by their summoner. A wizard with one or more necromancy spells may control undead of their own side of battle within 12". An undead Hero may Control the unit they are leading, but no more beyond that, and do not need to be Controlled themselves. Liches and Vampires may act as Controllers, even if they lack necromantic magic. Uncontrolled units of zombies and skeletons still continue to fight, but are subject to Stupidity.

Controlling Illusion

Only a single Illusion spell may be maintained per Wizard at any one time, which has no effect on other magical or ordinary abilities. Illusions can be dispelled at any point by their creator, at no cost or difficulty. An illusion is also dispelled automatically if it enters hand-to-hand combat - if a unit charges an illusion, it will need to reform after entering combat in the same way as if it had failed its charge. Illusions are not dispelled by ranged combat, as they may be controlled to behave as any other unit in such a matter. Illusions cause psychological effects as if they were real. Naturally, you do not need to declare an illusion, though there must be some way of differentiating it from real models to be checked - it is typical to use a mark on the underside of the model's base, or similar effect.

Pentagrams

Many forms of demonic magic make use of a special form of magic - the pentagram. Many (but not all) summoning spells must be done from within a pentagram. The wizard declares they are drawing the pentagram at the start of the Magic phase, and may do nothing else that phase, including maintaining other spells. This prevents them from casting spells, hosting auras, etc.

A pentagram is two inches in diametre, and must be placed beneath the wizard. The wizard must remain stationary in the pentagram as they cast their summon spell, which is completed in any of their subsequent Magic phases.

The pentagram is destroyed under any of the following conditions:

If the pentagram is not destroyed, the spell may be cast in any subsequent Magic phase of the wizard's turn. The spell does not have to be cast immediately, and may be cast at any point from then on provided the pentagram is still intact. While casting the spell, you may elect to sacrifice double or triple the normal amount of Magic Points in order to gain +1 or +2 to the Demonic Response Table respectively. When the spell is successfully cast, roll 1d6 and consult the Demonic Response Table:

Demonic Response
1D6 Result
1 The summoned demon or demons do not appear. Replace the Pentagram with a black hole of the same diametre. Any models that touch the marker are immediately sucked into the Void and killed instantly. The Void portal remains in place for the remainder of battle.
2 The summoned demon or demons do not manifest and the pentagram is destroyed.
3 The summoned demon or demons do not appear. The wizard may continue attempting to summon next turn, rolling another d6 without any added bonuses, without needing to spend additional Magic Points or reconstruct the pentagram. If the pentagram is destroyed before the summoning is completed, the wizard is sent to the Void and destroyed.
4 The summoning succeeds, and the wizard must make a control test as standard. The demon or demons disappear after 1d6 turns.
5 The summoning succeeds, and the wizard must make a control test as standard. The demon or demons disappear after 1d6+3 turns.
6 The summoned demons do not require control, and are present until dispelled or the end of the battle.

Pentagrams and Dispelling Demons

A wizard can still dispel demons without the use of a pentagram, but the spells used to do so are much more effective in one. Any demons targeted with a dispel spell from within a pentagram are automatically dispelled without a Saving Throw, even if indicated otherwise.

Battle Magic

Level 1
Roll Spell Learned
01-07 Aura of Resistance
08-14 Cause Animosity
15-20 Cure Light Injury
21-26 Dispirit
27-33 Enthuse
34-40 Fire Ball
41-47 Flight
48-54 Hammerhand
55-61 Ignite Missiles
62-68 Immunity from Poison
69-75 Leg Breaking
76-81 Part Water
82-87 Steal Mind
88-93 Strength of Combat
94-00 Wind Blast
Aura of Resistance

Spell Level: 1
Magic Points: 1
Range: Personal
Aura that improves the caster's Armour by 1 point. If the caster is not wearing armour, instead sets their base armour to 5.

Immunity from Poisons

Spell Level: 1
Magic Points: 1
Range: Personal/3"
Target model gains complete immunity to the effects of poisons and poisonous gasses for the remainder of battle.

Steal Mind

Spell Level: 1

Magic Points: 2

Range: 12"

May be cast against any one model within 12" of the caster, which receives a magic saving throw. If affected, the creature becomes incapable of any action, including defending themself, for 1d6 turns. While they may not voluntarily move, they may be dragged at half rate, or full rate if riding something.

Level 2
Mystic Mist

Spell Level: 2

Magic Points: 5

Range: Battlefield

Create a 6" diametre mist anywhere on the battlefield. Troops caught in the mist cannot see out or through it, troops outside cannot see in or past it. Troops inside move at half rate. The mist lasts for 1D3 turns.

Level 3
Transfer Aura

Spell Level: 3

Magic Points: 1

Range: 2"

Transfer an aura affecting the caster to another model within range.

Daemonic Spells

Level 1

When rolling to determine spells, roll 1d6, with 6 being Dispel Daemonic Presence.

Dispel Daemonic Presence

Spell Level: 1

Magic Points: 4

Range: 12"

Allows the caster to dispel one or more daemonic creatures in a single unit within the listed range. These can be Daemonic Servants or Daemonic Familiars, but not Lesser or Greater Daemons.
The original target receives a magic save, vanishing on failure. If it vanishes, roll 1d6. On a 4, 5, or 6, the effect is repeated on another daemon in that unit. This process continues until there are no daemons remaining, a 1-3 is rolled to continue targeting, or a daemon passes the save.
Magic points spent to enhance the effect apply to all magic saves rolled by the unit against the effect of the spell.
This spell is affected by Pentagrams.

Summon Familiar

Spell Level: 1
Magic Points: 2
Range: 3"
Allows the caster to summon a daemonic familiar, whose statblock is described below. A familiar gives 5 extra Magic Points for the rest of battle. Only one familiar may be summoned in a game. Familars must be Controlled in the same way as other summoned daemons - if unsuccessful, the familiar vanishes instantly and no new familiars may be summoned.

Summon Steed

Spell Level: 1

Magic Points: 1

Range: 3"

Allows the caster to summon a daemonic steed, which has the same statistics and capabilities as an ordinary warhorse, but also causes Fear in all living creatures. The summoner must make a Daemonic Control Test when the steed is summoned. If successful, the steed serves them for the remainder of battle. If failed, the steed will attempt to leave the battlefield. If the caster is slain, the steed disappears. This spell must be cast from within a Pentagram.

Level 3

When determining spells randomly, roll 1d100 as if using the Level 1 original table, with the fifth result being Summon Daemonic Pack.

Elemental Spells

Level 1
Hide

Spell Level: 1

Magic Points: 3

Range: Personal/Unit

Targets the character and any associated unit. So long as they remain stationary, they may not be seen from more than 6" away. Within this range, missile attacks suffer -2 to Hit them, and melee attacks suffer -1 to Hit. This effect lasts until dispelled or the unit moves.

Walk on Water

Spell Level: 1

Magic Points: 2

Range: Personal

The caster may walk on water, taking effect when water is stepped on and lasting until dry land is stepped upon. It is not dispelled by stepping on boats or other floating structures. The target may traverse any body of water without penalty.

Level 2
Resist Fire

Spell Level: 2

Magic Points: 3

Range: Personal

Caster is immune to any Fire attack. This effect lasts for the remainder of battle.

Level 3
Crumble Stone

Spell Level: 3

Magic Points: 9

Range: Touch

Normal attacks cause automatic D6 S8 hits against stone or brick structures. Alternatively, may be combined into a single S10 hit. Remains in effect until dispelled, caster uses other magic, or end of battle.

Chaos Spells

Slaanesh
Acquiescance

Spell Level: 1

Magic Points: 3

Range: Touch

Made during the Fight phase in addition to normal attacks, after all other attacks have been made. The caster must roll to Hit as if a melee attack, followed by the caster rolling under their own Initiative. Non-daemonic targets then receive a Magic Saving Throw.
Followers and Daemons of Slaanesh become immune to all Psychology and suffer -2 Initiative.
Followers and Daemons of Khorne spend D6 turns travelling D4" in a random direction and then die.
Other targets have all statistics halved and must roll 1d6 at the start of every turn. On a 1-3, the afflicted can take no actions that turn. On a 4+, the target is subject to Stupidity for that turn.

Pavane of Slaanesh

Spell Level: 2

Magic Points: 8

Range: 24"

Targets any unit or group of models within 2" of each other, and numbers at least four. Targets must have at least 4 Intelligence. Non-daemonic targets receive a Magic Saving Throw. The afflicted may not move, attack, or use missile weapons, as they are too busy dancing lewdly to unheard music. This effect lasts until the afflicted are attacked in any way.

Beam of Slaanesh

Spell Level: 3

Magic Points: 8

Range: 24"

Non-daemonic targets receive a Magic Saving Throw.
Followers and Daemons of Slaanesh become immune to all Psychology and suffer -2 Initiative.
Followers and Daemons of Khorne spend D6 turns travelling D4" in a random direction and then die.
Other targets have all statistics halved and must roll 1d6 at the start of every turn. On a 1-3, the afflicted can take no actions that turn. On a 4+, the target is subject to Stupidity for that turn.

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