The Old World - Warriors & Heroes - Complete Online Rule Book




Player Winds of Magic (WoM) = Spirit Score + 1D20
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The available winds of magic are rolled at the beginning of each session. Players can augment the available winds by using Arcane Conduit. Allies share the total winds. Having more than one caster will increase the available winds, as each can roll and add their spirt score. Enemy units will have a separate pool for their winds of magic. Some enemies will be capable of reducing the available winds for other players.
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The Winds of Magic are fickle and dangerous. The following are rules that illustrate the dangers and the benefits of casting spells. This will include using magic, becoming a wizard, and using the winds themselves. These skills work the same as any other level skills in the core rules.
Players are bound to learn a single lore until they have mastered all spells in the lore. However, common spells may be used by any player with required skills.
Learning a new lore counts as using an ability point from a level up. This requires arcane mastery by default so a player can’t expand their lore knowledge until one lore is fully understood. This must be done twice to unlock advanced spells in the new lore.
Players may also occasionally find arcane tomes. These Tomes can instantly teach a wizard any single spell of their choosing.
Casting Spells
The Winds of Magic are powerful but dangerous. Each time you dabble with the realm of chaos to call on its power, you risk suffering yourself. This is represented by something called Miscast.
When casting a spell, you must roll a Miscast die first. The spell will determine the target value. Simple spells will have little chance of going wrong, while high-power spells may risk the very life of the caster. Should a spell be miscast, they will suffer direct damage. This will be automatic on failure.
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The Miscast die will always be aimed low. So in a miscast of D8 = 7+, the player would only miscast on a 7+. Rolling a 6 or lower means the spell was cast without miscasting. These schools require a significant investment of both time and knowledge gathering. Most humans do not live long enough to become masters of more than one school. Only genuinely great masters of the arts can learn multiple schools of magic. None the less, many players may aspire to become great masters in their lifetime. All spells are active abilities and can be disabled by fear.

Lore Limitation
Players will have access to different lores of magic. These lores are limited due to the amount of study they require. For a player to learn a new lore they must first learn Arcane Attunement. They may then pick one lore in which to learn basic spells. Learning this lore will unlock the use of those basic spells. To gain access to advanced spells the player can learn the ability Arcane Mastery. To expand into another school, the player must take a second rank of Arcane attunement, for basic spells in the new lore and Arcane Mastery to learn the advanced spells in that new lore. There is also Arcane Conduit, a neutral spell unlocked by Arcane Mastery.
Some spells have a constant effect. In these cases, the spell cost will have an initial cost with a duration value listed as Drain. This means the spell will continue to drain WoM as long as it is in effect. When WoM reaches zero the spell will end. The Caster can choose to discontinue the spell at any time.
The Winds of Magic

Using Abilities
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Example: Caster calls the spell.
Spell: Fireball
Winds of Magic: 4
Miscast: D10 = 10 = Failure = 2D6 DMG to caster
They roll a 4, so they pass.
The damage will then be directly applied.
Damage: Spirit Score + 2D8 (Crit = Ignited Status)
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Mastery Skills
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Arcane Conduit
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Ability Points: 4
Requirements: Level 14+, Human, Elf or Halfling, Intelligence 18+, Spirit 18+, Arcane Knowledge, Arcane Mastery
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You draw upon your ability to influence the winds of magic. You pull greater power to yourself.
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Effect: +1D10 WoM.
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Arcane Knowledge
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Ability Points: 1
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Requirements: Level 1+, Any Race, Intelligence 15+, Spirit 10+
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This ability is the core of all Arcane abilities and is required by all magic abilities and spells. It must be learned before any further progress can be made.
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Effect: Unlocks arcane abilities.
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Arcane Attunement
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Ability Points: 2
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Requirements: Level 4+, Arcane Knowledge, Human, Elf or Halfling, Intelligence 15+, Spirit 12+
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This ability allows the hero to cast basic-level spells from their associated lore. It also allows the use of all common spells once they are learned.
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Effect: Unlocks Basic spells in the player's associated lore & Access to Common Spells. This also allows the player to roll for winds of magic.
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Arcane Mastery
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Ability Points: 4
Requirements: Level 14+ Arcane Knowledge, Arcane Attunement, Human or Elf, Intelligence 22+ Spirit 18+
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Arcane mastery allows a player to learn advanced spells in their associated lore.
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Effect: Unlocks Advanced Spells in the player's associated lore. +5 staff attunement rolls.
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Common Spells
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All common spells have the same basic requirements.
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Requirements: : Level 4+, Arcane Knowledge, Human, Elf or Halfling, Intelligence 15+, Spirit 15+
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Butter Fingers
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Ability Points: 1
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You cause your target to lose their grip on whatever it is they are holding.
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Cost: 6
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Disarm one opponent or cause one person to drop something. (Natural weapons immune)
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Befriend Beast
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Ability Points: 1
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You call upon your arcane ability to calm the rage or fear of a beast.
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Cost: 6
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Cause an animal to calm.
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Cunning hands
Ability Points: 1
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You use your arcane ability to steady your hands and focus your
mind.
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Cost: 6
Miscast: D12 = 11+ Failure: 2D8 Damage
Effect: Target gains +4 Agility Score for 1 Round (Range 12)
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Curse
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Ability Points: 1
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You use the arcane to inconvenience, distract or embarrass your target. This could be causing their hair to fall out, making them have sudden stomach troubles, or even just cause them to have a sudden bad odor. Any implied effect must be approved by the GM
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Cost: 6
Miscast: D12 = 11+ Failure: 2D6 Damage
Effect: Make your target miserable.
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Call Creature
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Ability Points: 1
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You sense a nearby small animal or creature and use your arcane gifts to summon the creature suddenly to your location.
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Cost: 6
Miscast: D12 = 11+ Failure: 2D6 Damage
Effect: Pull a nearby creature through the ether to appear near the caster.
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Danger Sense
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Ability Points: 1
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You reach out to the arcane realm to detect other spell casters who could threaten you.
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Cost: 4
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Detect nearby enemy casters.
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Dark Sight
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Ability Points: 1
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Your eyes may not see, but you use magic to make up for it. You cast a vison-enhancing spell that lets you see in total darkness.
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Cost: 3 (Drain 1)
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Gain Ability Night​​​​​
Detect Arcane
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Ability Points: 1
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You reach out to the arcane realm to detect any magical anomaly. It could be an item that is cast in illusion, a hidden door, or any similar type of spell.
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Cost: 4
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Detect glamours or similar magic.
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Glowing Orb
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Ability Points: 1
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You generate a ball of glowing light. Helpful in dark places, or as a distraction. This is a simple spell that can be used in places where stealth is less important.
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Cost: 2 (Drain 1)
Miscast: D20 = 20 Failure: 2D6 Damage
Effect: Generate a glowing ball of light.
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Glamour
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Ability Points: 1
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You use your arcane gifts to disguise an item or thing to appear differently than it is. This could be anything that you wish, but it must be approved by the GM. In some cases, the GM may require a higher cost or increase the miscast chance.
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Cost: 4 (Drain 1) (+1 for each additional target)
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Create a basic illusion on an item.
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Mind Slip
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Ability Points: 4
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You reach into another being’s mind and blind their memory to an event, a location, or some other memory. Pending GM approval. The effects are permanent, so be careful what you expunge from people’s minds!
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Cost: 8
Miscast: D12 = 10+ Failure: 2D6 Damage
Effect: Cause a target to forget something.
Mend
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Ability Points: 1
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You reach out with your arcane gift to heal an ally or yourself.
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Cost: 5
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Heal Target for Spirt Score + 6D6. Range 12
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Push
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Ability Points: 1
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You use magic to shove a target. This push effect is subject to the same effects as any other push effect. It has to overcome the push resist of a target.
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Cost: 4
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Push 2 on target.
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Sharp eyes
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Ability Points: 1
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You enhance your vision with arcane gifts. This could be for the purpose of finding a lost item or raising your awareness of dangers.
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Cost: 3
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Notice Check +2
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Sounds
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Ability Points: 1
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You use the arcane winds to create sounds. Sounds must be described and approved by the GM.
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Cost: 3
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Generate an auditory illusion.
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Shadow Step
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Ability Points: 3
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You use your arcane skills to mask the sound of your steps.
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Cost: 5 (Drain 2)
Miscast: D12 = 11+ Failure: 2D6 Damage
Effect: +4 Stealth Score
Tracking
Ability Points: 2
You detect an after image of your quarry. If the target has been gone too long the after image may not appear.
Cost: 6 (Drain 2)
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Detect an astral projection of a quarries path.
Transformation
Ability Points: 3
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Requirements: : Level 8+, Arcane Knowledge, Human, Elf or Halfling, Intelligence 15+, Spirit 12+
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You use arcane powers to transform yourself into another creature. Your stats will equal the base stats of the creature you transformed into.
Cost: 5 (Drain 3)
Miscast: D12 = 10+ Failure: 3D6 Damage
Effect: Turn into any creature size 4 or smaller.
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Zone of Cold
Ability Points: 1
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You reduce the temperature of an area by -20 or so degrees for the duration of the spell. Could be used to survive arid climates where extreme temperatures are dangerous.
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Cost: 4 (Drain 1)
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Create an area of cold air 20ft wide radial. Range 6.
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Zone of Warmth
Ability Points: 1
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You create an area of warm air. This could be used to survive cold climates or just for general comfort.
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Cost: 4 (Drain 1)
Miscast: D12 = 12 Failure: 2D6 Damage
Effect: Create an area of cold air 20ft wide radial. Range 6.
Arcane Abilities & common Spells

Wyssan’s Wildform Class: Basic
Reinforce your strength with the might of the wild. Empowering yourself to greater strength.
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Cost: 4 (Drain 2)
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Target Self, +4 Strength score
The Flock of Doom Class: Basic
Call down a swarm of ravenous ethereal crows to rend your opponents with a death by a thousand cuts.
Cost: 8
Miscast: D10 = 9+ Failure: 2D6 Damage
Effect: Spirit + 2D8, Range 8
Use radial template range 20ft.
Pann’s Impenetrable Pelt Class: Basic
Gain a suit of natural armor from the winds of magic. Swirling energy takes on the form of a thick hide.
Cost: 3 (Drain 2)
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Target Self or ally, +5 Armor Score
The Amber Spear Class: Basic
Unleash a lance of wild energy to shoot out across the battlefield striking at your foe.
Cost: 8
Miscast: D10 = 9+ Failure: 2D8 Damage
Effect: Spirit + 2D12, Range 15

Beast of Horrors Class: Advanced
Call upon the wilds to reinforce your will making you fight with greater strength and ferocity.
Cost: 9 (Drain 3)
Miscast: D10 = 9+ Failure: 2D8 Damage
Effect: Strength Score +4, Fighting Score +4.
Target Self or Ally. Range 8
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Curse of Anraheir Class: Advanced
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The will of the caster assails their foe with ethereal hands griping and rending their target.
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Cost: 12 (Drain 4)
Miscast: D10 = 8+ Failure: 2D8 Damage
Effect: Root enemies, Spirt Score + 4D6
Range 8, Use radial template range 30ft
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Transformation of Kadon Class: Advanced
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A greater form of transformation than the common spell. This spell allows the caster to perfectly transform themselves into any creature they have an understanding of. While transformed the caster will have all the traits and abilities of the creature they have taken the form of.
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Cost: 18 (Drain 2)
Miscast: D10 = 8+ Failure: 2D8 Damage
Effect: Transform into a wild beast of choice and use its stats.
Lore of Beasts

Life Leaching Class: Basic
Rip the essence of another out of their body and use it to restore yourself.
Cost: 8
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Spirt score + 3D8. Heal spirit score + 1D8 Range 12
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Spirit Leach Class: Basic
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Bleed the target of their life essence. Cause them to be ripped apart from the inside by the immaterium.
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Cost: 4
Miscast: D10 = 9+ Failure: 3D6 Damage
Effect: Spirt score + 3D8. Range 12
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Aspect of the Dread Knight Class: Basic
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Reach into the mind of your target and inflict them with terror. To your target, you become the epitome of fear itself.
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Cost: 6
Miscast: D10 = 9+ Failure: 2D6 Damage
Effect: Cause status Terrified. Cannot be resisted Range 12
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Soul Blight Class: Basic
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Weaken your target from the inside out. Causing them to fight with less vigor and ability. The may even lose the will to live.
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Cost: 5
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Parry -3. Range 12

Doom & Darkness Class: Advanced
Add a spectral visage of terror to yourself and those in range. The mere sight of you will send a wave of fear into those who see you. Only the very bravest among your foes will dare oppose you in battle.
Cost: 9 (Drain 2)
Miscast: D10 = 8+ Failure: 2D8 Damage
Effect: Cause status Terrified. Effect follows caster.
Use radial template range 30ft.
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The Fate of Bjuna Class: Advanced
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Your target will feel the fate of the unsmiling warrior Bjuna. Your target will laugh themselves to point of death while their spirit is consumed by the immaterium.
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Cost: 18
Miscast: D10 = 7+ Failure: 2D8 Damage
Effect: Spirit score + 6D8, single target.
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The Purple Sun of Xereus Class: Advanced
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A vortex of purple energy rips into reality pulling at the essence of all those it encounters. This vortex has an aura of death about it.
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Cost: 22
Miscast: D10 = 6+ Failure: 2D8 Damage
Effect: Spirit Score + 4D12, range 12
Use radial template range 30ft.
Lore of Death

Fireball Class: Basic
Launch a burning fireball at your opponent.
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Cost: 4
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Spirt Score + 2D8 (Critical = Ignited) Range 10
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Flame Blast Class: Basic
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Create a massive blast of fire in a cone towards your enemies. Effects all enemies in range of blast.
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Cost: 7
Miscast: D10 = 9+ Failure: 2D6 Damage
Effect: Spirt Score + 2D8 (Critical = Ignited)
Use cone template range 15ft.
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Burning Edge Class: Basic
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Cause your weapon to gain a molten edge that can ignite your enemies.
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Cost: 4 (Drain 2)
Miscast: D10 = 10 Failure: 1D6 Damage
Effect: Add fire damage 1D6 to weapon. Range 12.
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Blazing Shield Class: Basic
Surround yourself with arcane resistance to fire. Allowing you to hold molten times.
Cost: 4 (Drain 2)
Miscast: D10 = 10 Failure: 1D6 Damage
Effect: Immune to fire damage.

Incinerate Class: Advanced
Cause your target to ignite from the inside out and become consumed in flames.
Cost: 9
Miscast: D10 = 8+ Failure: 2D6 Damage
Effect: Spirt Score + 3D8, Single target. Range 12
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Flame Blast+ Class: Advanced
Create an even more massive blast of fire in a cone towards your enemies. Effects all enemies in range of blast.
Cost: 12
Miscast: D10 = 7+ Failure: 3D8 Damage
Effect: Spirt Score + 3D8 (Critical = Ignited)
Use cone template range 30ft.
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Fire Storm Class: Advanced
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Generate a swirling vortex of fire in a huge radial area.
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Cost: 20 (Drain 2)
Miscast: D10 = 7+ Failure: 3D8 Damage
Effect: Spirt Score + 3D8 (Critical = Ignited)
Use radial template range 30ft.
Lore of Fire

Harmonic Convergence Class: Basic
Clarify your or your allies’ minds with arcane clarity. You gain focus in combat.
Cost: 4
Miscast: D10 = 10 Failure: 1D6 Damage
Effect: Reroll all 1s for one round.
Use radial template range 30ft.
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Urannon’s Thunderbolt Class: Basic
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Strike down to earth with lighting from the heavens. Strike down your foe with nature’s fury.
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Cost: 5
Miscast: D10 = 9+ Failure: 2D6 Damage
Effect: Spirt Score + 2D10. Single target.
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Divine Shield Class: Basic
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Create a powerful spell shield around yourself and allies in range. This effect will prevent any spell from being cast on you for the duration of the spell. This includes healing spells.
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Cost: 6 (Drain 2)
Miscast: D10 = 10 Failure: 1D6 Damage
Effect: Immune: magic damage. Effect follows caster.
Use radial template range 30ft.
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Wings of Heaven Class: Basic
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You grow wings of magical origins that can carry you in flight. Careful now, don’t fly too high when your winds of magic are in short supply.
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Cost: 4 (Drain 2)
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: The character gains flight for the duration of the spell.

Wind Blast Class: Advanced
Unleash a powerful force of wind that will rip your opponents from their feat throwing them away from you.
Cost: 8
Miscast: D10 = 9+ Failure: 2D8 Damage
Effect: Spirt Score + 2D8 Push 2
Use cone template range 30ft.
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Chain Lighting Class: Advanced
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Arcing lightning shoots out from your hands striking your foes and scorching them with arcane energy.
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Cost: 12
Miscast: D10 = 8+ Failure: 2D8 Damage
Effect: Spirt Score + 4D8
Use cone template range 30ft.
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Comet of Casandora Class: Advanced
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Call upon the arcane gifts to call a meteor down from the sky crushing your foe beneath its hulking mass.
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Cost: 19
Miscast: D10 = 7+ Failure: 3D8 Damage
Effect: Spirt Score + 4D8 Range 12
Use radial template range 30ft.
Lore of Heavens

Earth Blood Class: Basic
Use the powers of the arcane to mend wounds. This is a more powerful form of healing than a traditional mending spell.
Cost: 5
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Heal target spirit score + 10 D6. Range 16
Awakening of the Wood Class: Basic
The very forest is your weapon. Its binding roots reach up from the soil and bind your foes in an iron-like grasp.
Cost: 8 (Drain 2)
Miscast: D10 = 9+ Failure: 2D6 Damage
Effect: Root enemies in place. Spirit score + 1D6 Range 6 - Use radial template range 20ft.
Lifebloom Class: Basic
The winds of magic generate a healing pool of energy restoring the vigor of all those in its range. A gift from the arcane realm.
Cost: 6
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Heal spirit score + 3D6
Use radial template range 20ft.
Shield of Thorns Class: Basic
Razor thorns surround yourself and allies in range. Sharp invisible blades of twisting vines aimed outward. Those foolish enough to strike you will learn a painful lesson.
Cost: 8 (3)
Miscast: D10 = 9+ Failure: 2D6 Damage
Effect: Self and Allies, Incoming melee attacks harm attackers for 3D8. Use radial template range 20ft.

Flesh to Stone Class: Advanced
Your skin becomes hard as stone and resistant to all but the most determined attacks. Your skin even appears to take on the appearance of stone.
Cost: 8 (Drain 2)
Miscast: D10 = 7+ Failure: 2D8 Damage
Effect: +3 Armor Mod. Effect follows caster.
Use radial template range 30ft.
The Dwellers Below Class: Advanced
The fury of the forest is at your disposal. Twisting roots shoot forth in violent rage binding and crushing the unfortunate targets in their reach.
Cost: 16 (Drain 3)
Miscast: D10 = 7+ Failure: 2D8 Damage
Effect: Root enemies in place. Spirit score + 3D12 Range 12 - Use radial template range 30ft.
Regrowth Class: Advanced
The winds of magic generate a massive healing pool of energy restoring the vigor of all those in its range.
Cost: 18
Miscast: D10 = 8+ Failure: 2D8 Damage
Effect: Heal spirit score + 4D6
Range 12 Use radial template range 30ft.
Lore of Life

Shem’s Burning Gaze Class: Basic
Bolts of cleansing energy fly from the Wizard's hands, searing evil wherever they strike.
Cost: 4
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Spirt Score + 2D6 (+20 Damage vs Undead & Chaos) Range 10
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Pha’s Protection Class: Basic
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The Wizard calls upon the beneficent Guardian of Light to protect him and his allies from harm.
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Cost: 4
Miscast: D10 = 10 Failure: 1D6 Damage
Effect: Armor Score + 10 Effect follows caster.
Use radial template range 20ft.
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Net of Amyntok Class: Basic
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An ensnaring net of woven magic surrounds your targets with binding strength beyond that of anything in the mortal realms.
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Cost: 10 ( Drain 3 )
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Root Enemies. Range 8
Use radial template range 30ft.
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Light of Battle Class: Basic
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An ensnaring net of woven magic surrounds your targets with binding strength beyond that of anything in the mortal realms.
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Cost: 6 ( Drain 1 )
Miscast: D10 = 10 Failure: 1D6 Damage
Effect: Immune to Fear. Effect follows caster.
Use radial template range 30ft.

Speed of Light Class: Advanced
The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding up their actions.
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Cost: 5 ( Drain 4 )
Miscast: D10 = 10 Failure: 1D8 Damage
Effect: Gain an additional action. Single target. Range 12
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Birona’s Timewarp Class: Advanced
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The Wizard bends time around his foes freezing them in place. They are defenseless against any attack.
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Cost: 16 ( Drain 6 )
Miscast: D10 = 7+ Failure: 3D8 Damage
Effect: Stop enemies in place, they have no defense. Range 6. Use radial template range 30ft.
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Banishment Class: Advanced
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Creatures of the dark beware, for the Mage casts a spell of pure light to banish enemies of white wizardry.
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Cost: 19
Miscast: D10 = 6+ Failure: 1D8 Damage
Effect: Select three targets. Deal Spirit Score + 4D8, Range 12. 2D6 (+20 Damage vs Undead & Chaos)
Lore of Light

Searing Doom Class: Basic
Launch a barrage of heated metal spines at your target cutting them all over with searing, flesh-tearing wounds.
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Cost: 4
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Spirt Score + 2D8 (Critical = Bleeding)
Transmutation of Lead Class: Basic
Make nearby units weapons become lead. Making them ineffective as weapons. All enemies in range will drop any weapons they carry. This has no effect on natural weapons.
Cost: 6
Miscast: D10 = 9+ Failure: 2D6 Damage
Effect: Radial disarm.
Use radial template range 30ft.
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Enchanted Blades of Aiban Class: Basic
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Enchant the weapons of yourself and allies within range. This makes them more effective in battle. This also makes the weapons counts as magical damage.
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Cost: 4
Miscast: D10 = 10 Failure: 1D6 Damage
Effect: +1D8 Damage (Critical = Bleeding)
Use radial template range 30ft.
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Glittering Robe Class: Basic
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Enchant your, or your ally’s armor with glittering magical effects. This increases your armor effectiveness and makes it gleam with beams of light.
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Cost: 6 (Drain 2)
Miscast: D10 = 10 Failure: 1D6 Damage
Effect: +3 Armor modifier. Effect follows caster.
Use radial template range 30ft.

Plague of Rust Class: Advanced
Inflict a plague of rust on your enemy by dissolving their armor and making it useless. Their armor is permanently destroyed.
Cost: 9 (Drain 2)
Miscast: D10 = 8+ Failure: 2D8 Damage
Effect: Remove all armor from the target. Range 12
(Does not affect natural armor)
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Gehenna’s Golden Hounds Class: Advanced
Unleash golden hounds from the arcane realm to rip your enemies to pieces. They launch forth from the ground snapping vicious teeth at your foes.
Cost: 14
Miscast: D10 = 8+ Failure: 2D8 Damage
Effect: Spirit +3D8 Damage. Range 12
(Critical = Bleeding) Use radial template range 30ft.
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Final Transmutation Class: Advanced
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Transmute an enemy into solid metal. They will never bother you again. This target is permanently defeated. There is no recovery from this spell.
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Cost: 22
Miscast: D10 = 6+ Failure: 4D8 Damage
Effect: One target is permanently out of play.
Lore of Metal

Smoke and Mirrors Class: Basic
Use the winds of magic to instantly exchange places with an ally in range.
Cost: 4
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Swap places with an Ally. Range 12
Melkoth’s Mystifying Miasma Class: Basic
The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger.
Cost: 9
Miscast: D10 = 9 Failure: 2D6 Damage
Effect: Spirt score + 3D8. Range 8
Use radial template range 20ft.
Steed of Shadows Class: Basic
Summon a spectral steed of great might and speed. This mount functions with the same functions as a common war horse.
Cost: 3 (Drain 2)
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Summon spectral horse.
The Withering Class: Basic
The Wizard destroys their enemies from within, corroding foes' minds with doubt and crisis. This weakens every aspect of them.
Cost: 8 (Drain 2)
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: -3 parry, -3 Armor Modifier. Range 12
Use radial template range 30ft.

The Penumbral Pendulum Class: Advanced
A spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.
Cost: 11
Miscast: D10 = 8+ Failure: 2D8 Damage
Effect: Spirt Score + 3D12
Range 5, Use line template range 30ft
Pit of Shades Class: Advanced
The spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever.
Cost: 18
Miscast: D10 = 7+ Failure: 2D10 Damage
Effect: SPR+4D12 If killed target sucked into oblivion.
Okkam’s Mindrazor Class: Advanced
A spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.
Cost: 21 (Drain 4)
Miscast: D10 = 7+ Failure: 2D8 Damage
Effect: Add Spirit Score to all attacks. Effect Follows Caster. Range 30ft.
Lore of Shadows

Gaze of Mork Class: Basic
Mork gives the Shaman the ability to project beams of coruscating energy from his eyes. Incinerating flesh on contact. The shaman dances in the typical mad way of orcs while casting.
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Cost: 4
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: Deal Spirit Score + 2D8. Single target.
Range 14.
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Fists of Gork Class: Basic
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In a fit of fighting fury the target unit becomes harder than iron, increasing both its attack and defense capabilities.
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Cost: 6 (Drain 3)
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: +10 damage. +1 Parry
Range 6. Use radial template range 20ft.
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‘Ere We Go Class: Basic
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As the Shaman chants, he leaks fighty-energy, boosting the fierceness and prowess of friendly units nearby.
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Cost: 6 (Drain 3)
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: +3 Fighting modifier.
Range 9. Use radial template range 20ft.
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‘Ard as Nails Class: Basic
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The Shaman calls on Gork to increase nearby orcs might and durability. They gain an uncanny durability that mirrors the durability of Gork himSelf.
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Cost: 6 (Drain 3)
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: +3 Armor Modifier
Range 12. Use radial template range 30ft.

Brain Bursta Class: Advanced
Projecting violence in a mental wave, the Shaman glowers at his target and lets loose a bolt of brain-melting force. The attack shatters the minds of the weak and will rend even the mighty.
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Cost: 9
Miscast: D10 = 10 Failure: 3D8 Damage
Effect: Deal Spirit Score + 3D8. Single target.
Range 14.​
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‘Eadbutt Class: Advanced
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A wave of green energy emanates outwards, forming a shockwave of power that assaults any unfortunate foe.
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Cost: 16
Miscast: D10 = 7+ Failure: 3D8 Damage
Effect: Spirt Score + 2D10 Push 1
Use cone template range 30ft.
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Foot of Gork Class: Advanced
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The Shaman implores the sky with wild gesticulations. The almighty green foot of the Orc god descends to crush the foe!
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Cost: 18
Miscast: D10 = 6+ Failure: 3D8 Damage
Effect: Deal Spirit Score + 3D10. Range 14.
Use radial template range 30ft.
Lore of the Big Waaagh (Forbidden)

Vindictive Glare Class: Basic
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Green bolts of purest spite burst forth from the Shaman and streak towards the enemy.
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Cost: 4
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: Spirit Score + 2D8 Range 12
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Sneaky Stabbin’ Class: Basic
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The targets of this spell are driven to go right after "hurty bitz" or sneak up on opponents at unexpected angles.
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Cost: 4 (Drain 2 )
Miscast: D10 = 10 Failure: 2D6 Damage
Effect: Single Ally, +2 Armor Piercing +10 Damage. Range 12
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Night Shroud Class: Basic
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The Shaman throws a black-capped nightshade mushroom into the air, which bursts into a cloud of murky darkness.
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Cost: 5 (Drain 3 )
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: +2 Stealth modifier.
Range 8. Use radial template range 30ft.
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Itchy Nuisance Class: Basic
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By vigorously scratching his armpits - cackling maniacally as he does so - the Shaman projects painful chafing onto a nearby foe.
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Cost: 8 (Drain 2)
Miscast: D10 = 9+ Failure: 2D8 Damage
Effect: -3 Parry.
Range 8. Use radial template range 30ft.

Gork’ll Fix It Class: Advanced
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The Shaman points a bony finger at a nearby enemy, cursing them in the name of Gork.
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Cost: 7 (Drain 3)
Miscast: D10 = 10 Failure: 3D8 Damage
Effect: -3 Pace. Single target. Range 12.
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Curse of the Bad Moon Class: Advanced
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With a chilling howl, the Shaman summons a great pale moon with a leering goblinoid face and large, tusk-like fangs.
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Cost: 16
Miscast: D10 = 7+ Failure: 3D8 Damage
Effect: Deal Spirit Score + 2D8
Range 12. Use radial template range 30ft.
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Nikkit! Nikkit! Class: Advanced
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Goblin Shamans are sneaky and will steal anything they can get their hands on, cackling manically while doing so.
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Cost: 16
Miscast: D10 = 7+ Failure: 3D8 Damage
Effect: Caster takes any two items from target.
Range 12.
Lore of the Little Waaagh (Forbidden)

Bless with Filth Class: Basic
A foul mist wraps around the weapons of an allied pack, their weapons dripping with noxious filth.
Cost: 4 (Drain 3)
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: Allies in range cause disease status on hit. Range 14. Use radial template range 30ft.
Pestilent Breath Class: Basic
The Skaven utters a vile phrase and belches forth an impossibly vile cloud.
Cost: 6
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: Deal Spirit Score + 1D10 Add status disease. Range 14. Use cone template range 20ft.
Wither Class: Basic
Chanting passages from the Liber Bubonicus, the wizard casts a hex of wasting and corrosion. Those caught in its wake suffer vile poison, coughing and choking on its fume.
Cost: 8
Miscast: D10 = 9+ Failure: 2D8 Damage
Effect: Deal Spirit Score + 1D10 Add status poison. Range 14. Single target.

Plague Class: Advanced
The caster unleashes a vile disease that scours the battlefield in search of victims to infect and instantly petrify. Targets unfortunate enough to be caught up on the spell are paralyzed like statues.
Cost: 12
Miscast: D10 = 8+ Failure: 3D8 Damage
Effect: Deal Spirit Score + 1D10 Add status paralyzed. Range 14. Single Target.
Vermintide Class: Advanced
Behold the Vermintide, the wizard calls, and the rats will answer! Bursting forth from the ground, clan rats swarm over nearby enemies.
Cost: 14
Miscast: D10 = 7+ Failure: 3D8 Damage
Effect: Summon 4 Clan Rats Range 4.
Pestilent Birth Class: Advanced
Like a pregnant boil bursting forth, the ground opens, and pus-covered Plague Monks emerge to do battle at the verminous summoner's bidding.
Cost: 18
Miscast: D10 = 6+ Failure: 3D8 Damage
Effect: Summon 4 Plague Monks Range 4.
Lore of Plague (Forbidden)

Warp Lightening Class: Basic
Dire green-black lightning strikes at the Skaven's chittered command. Scorching their target with dark twisted energy.
Cost: 5
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: Spirt Score + 2D10. Single target.
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Howling Warp Gale Class: Basic
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The Skaven gestures twitchingly towards the skies and a fierce wind swirls, making flight impossible. Fly creatures lose their advantage of flight.
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Cost: 7 (Drain 2)
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: Flying target is grounded. Single target.
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Death Frenzy Class: Basic
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Gesticulating wildly, the caster gifts a friendly unit with a rabid need to kill and consume the foe! They now attack wildly with savage fury and renewed speed.
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Cost: 6 (Drain 2)
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: +2 Pace, +2 Fighting modifier. Single target.
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Scorch Class: Basic
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The caster thrusts his paws into the ground and summons forth a great gout of green flame. The dark energy consumes its targets with flesh searing heat.
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Cost: 8
Miscast: D10 = 9+ Failure: 2D8 Damage
Effect Deal Spirit Score + 2D8 Add status ignited. Use cone template range 30ft.

Flensing Ruin Class: Advanced
Green ribbons of Warp-Energy tear the flesh from target's bones. It's very nasty to behold - as nasty as it sounds, in fact - but far nastier, of course, if you're the recipient...
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Cost: 12
Miscast: D10 = 7+ Failure: 3D8 Damage
Effect: Spirt Score + 2D10, Add status bleeding, poison, and disease. Single target.
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Crack’s Call Class: Advanced
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With the incantation invoked, the Skaven stamps his foot, causing the very ground to split asunder.
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Cost: 18
Miscast: D10 = 6+ Failure: 3D8 Damage
Effect: Those caught in the rift must roll an agility check TN10. Failure = targets being stuck in rift. Agility check TN10 before they can move again. Use cone template range 30ft.
Lore of Ruin (Forbidden)

Gaze of Nagash Class: Basic
Bolts of siphoning ill magic leap from the caster's eyes, withering flesh, and blackening the bone beneath..
Cost: 5
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: Spirt Score + 2D10. Single target.
Curse of Years Class: Basic
The Wizard spits out an ancient curse, causing his enemies to age at an incredible rate.
Cost: 7 (Drain 2)
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: Spirt Score + 2D10, -3 Pace -3 Parry. Single target.
Invocation of Nehek Class: Basic
The caster intones the dread syllables once uttered by Nagash, restoring friendly targets.
Cost: 10
Miscast: D10 = 8+ Failure: 2D8 Damage
Effect: Heal Spirit Score + 2D10 (Undead only). Range 14. Use radial template range 30ft.
Vanhel’s Dense Macabre Class: Basic
Friendly targets are filled with magical energy, making them even more aggressive!
Cost: 6 (Drain 2)
Miscast: D10 = 10 Failure: 2D8 Damage
Effect: +4 Fighting modifier. Single target.

Winds of Death Class: Advanced
The Wizard can cast forth spectral winds that howl through the enemy ranks, tearing their souls from their bodies.
Cost: 18
Miscast: D10 = 6+ Failure: 4D8 Damage
Effect: Spirt Score + 4D10. Range 14.
Use radial template range 30ft.
Lore of Vampires (Forbidden)

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Wizard’s staffs start as any basic staff weapon. Any looted weapon that is a staff qualifies to be used as a wizard weapon. However, if the player wishes to make this staff a unique item for a wizard they may attempt to attune the wizard with this staff.
To attune the wizard with the staff the player character must have Arcane Attunement ability. The player will then roll a number of dice rolls to complete this step. The rolls will determine the bonuses the staff is imbued with. These are separate from any rune abilities the item may already have.
Using the table below roll a D20 for each row in succession top to bottom. Hitting the target number will give the stage bonus. It’s possible to achieve all bonuses with good enough rolls.
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Once these rolls are complete the process is permanent. The attunement cannot be altered. This means that a well-attuned staff can significantly change their value to the player.
Should the rolls all fail, the staff will be attuned with no bonus. This does not mean the staff can be attuned later. It is considered a bad attunement but is permanent.
