Professional Documents
Culture Documents
Type
Specialism
Elementalism (cont.)
Earth Elemental College
Earth Wizard Level 4 (Acolyte)
Earth Wizard Level 5 (Master)
Fire Elemental College
Fire Wizard Level 4 (Acolyte)
Fire Wizard Level 5 (Master)
Water Elemental College
Water Wizard Level 4 (Acolyte)
Water Wizard Level 5 (Master)
Illusionism
Illusionist Level 1
Illusionist Level 2
Illusionist Level 3
Illusionist Level 4
Demonology
Demonologist Level 1
Demonologist Level 2
Demonologist Level 3
Demonologist Level 4
Necromancy
Necromancer Level 1
Necromancer Level 2
Necromancer Level 3
Necromancer Level 4
Religious Magics Clerics
Cleric Level 1
Cleric Level 2
Cleric Level 3
Cleric Level 4
Religious Magics Druidic Priests
Druidic Priest Level 1
Druidic Priest Level 2
Druidic Priest Level 3
Druidic Priest Level 4
Dwarf Runic Magicks
Dwarf Runesmith
Dwarf Master Runesmith
Dwarf Runesmith Lord
Runic Magicks
Rune Master
Wood Elf Magicks
Wood Elf Mage Level 1 Singer Of Trees
Wood Elf Mage Level 2 Mage
Wood Elf Mage Level 3 Master Mage
Wood Elf Mage Level 4 Weaver Of Illusions
High Elf Magicks
High Elf Mage Level 1 Keeper Of Books
High Elf Mage Level 2 Mage
High Elf Mage Level 3 Master Mage
High Elf Mage Level 4 Practitioner Of Magic
High Elf Mage Level 5 Master Of Magic
Alchemy
Alchemist
Alchemists study the branch of magic or science which deals with matter and its properties. They are experts at preparing chemical
compounds and recognising mineral ores. Alchemists may be of great assistance to any metal-worker and are able to prepare
explosives for gunpowder weapons - provided the character has the required Chemistry skill. The Alchemist must have a supply of
refined saltpetre, sulphur, and charcoal, which need to be mixed in the correct proportions. This process takes 8 hours to produce 6
pounds of gunpowder from 4 pounds of saltpetre, 1 pound of sulphur, and 1 pound of charcoal, assuming the Alchemist has access to a
laboratory.
Many Alchemists, however, consider it beneath them to use their skills for such worldly matters and devote themselves to acquiring
knowledge. Research into how to turn base substances into gold is an especially popular field of research, but one which has proved
fruitless to date.
Alchemists are also able to use magic, although their spellcasting ability is less than that of a Wizard of the same level. Alchemists may
only use spells of a level below their own; thus, a level 3 Alchemist can use level 1 and 2 spells, while a level 1 Alchemist can only use
Petty Magic.
Alchemists are by far and away the most didactic of all spellcasting Academics. Many are based in Universities (in the Empire) or
indeed run their own schools. Admission to such an establishment is open to anyone who has completed a career as an Alchemist's
Apprentice - taking all advances and available skills.
At the end of their apprenticeship, Alchemists undergo one additional month of training, at the end of which they expend 100 EPs and
are then considered 1st level Alchemists and (after acquiring the Cast Spells skill) are able to cast any Petty Magic spells that they have
learned from their teacher (GMs should always let new Alchemists learn at least 1 Petty Magic spell).
Trappings:
Hand Weapon, Staff, 10D6 Gold Crowns, 1D4 books from the following: Treatise on ye Properties of Matter, De Lapis
Philosophorum, On the Enablement of Base Metal, Brimstone and its Nature, Rudiments of Alchemy
Career Entry:
Alchemists Apprentice, Loremaster (Dwarfs Only)
Career Exits:
Alchemist Of next level up, Loremaster (Dwarfs Only), Wizard
Magic Points:
At Level 1 Man 2D4, Elf 2D4, Dwarf 1D4, Halfling 1D4, Gnome 2D4
Each Level Man 4D4, Elf 4D4, Dwarf 2D4, Halfling 2D4, Gnome 4D4
Alchemist Level 1
Advance Scheme
M
WS
BS
Skills:
W
I
A
Dex
Ld
+2
+ 10
+ 10
Arcane Language Magick, Cast Spells Petty Magic, Chemistry, Metallurgy
Int
+ 10
Cl
WP
Fel
Alchemist Level 2
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+3
+ 20
+ 20
+ 20
+ 20
+ 20
+ 20
Skills:
Cast Spells Alchemists Magic Level 1, Cast Spells Battle Magic Level 1, Herb Lore, Magic Sense, Prepare
Poison, Scroll Lore
Alchemist Level 3
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
+ 10
+ 10
+1
+1
+4
+ 30
+ 30
+ 30
+ 30
+ 30
Skills:
Cast Spells Battle Magic Level 2, Magic Awareness, Manufacture Potions, Meditation, Rune Lore
WP
+ 30
Fel
Alchemist Level 4
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+4
+ 40
+ 40
+ 30
+ 30
+ 30
+ 30
Skills:
Cast Spells Alchemists Magic Level 3, Cast Spells Battle Magic Level 3, Arcane Language Dwarvish or Elvish,
Identify Magical Artifact, Manufacture Scrolls
Hedge-Wizardry
Hedge-Wizard
Hedge-wizards are common in rural areas, where their mixture of magic, herbalism, and quackery is frequently in demand by peasants
who cannot afford more professional services. Hedge-wizards can range from harmless old men and women (often called warlocks and
witches) to sinister recluses living in ruined towers.
Their main distinguishing feature is their lack of formal magical training. Many cannot read or write and have discovered spells in their
own eccentric fashion, which bears little resemblance to the formal theories of the magical colleges. Their dabblings in magic
sometimes leads them into the dangerous paths of necromancy and daemonology and experienced hedge-wizards often know more
about such things than more formally-trained wizards. Much of their time is spent working with herbs and medical potions (which some
may pass off as magic), healing the sick, and telling fortunes.
Hedge-wizards can learn and cast spells from any discipline of magic, except Colour and High Magic, up to their level of hedgewizardry. However, spells from disciplines other than petty magic cost double the normal cost (i.e., 400 EPs per level) and a hedgewizard can learn no more than four non-petty magic spells at each level. This is because hedge-wizards have had little or no formal
training in magic and, therefore, have difficulty understanding other methods of describing and explaining spells.
Their lack of knowledge of Arcane Language: Magick and, in many cases, the fact that they cannot even read means that hedgewizards must either learn spells from a teacher or invent them themselves, which is time-consuming and often unsuccessful.
Being able to learn spells from any discipline can allow hedge-wizards to become powerful users of magic, although, if it happens, this
will take a long time. Gamesmasters are free to veto any spells that they don't think a Player Character hedge-wizard could reasonably
have learned during a campaign. On top of this, any hedge-wizards who study daemonology, necromancy, or Dark or Chaotic magic
gain D6 Insanity Points and one disability each time they learn a spell of this type, due to the lack of training that would give them some
way of resisting the damaging influence of the spells. In addition, the first time they attempt to learn a spell from each of these
disciplines, their alignment will move one step closer to Chaos as a result of the corrupting nature of their work.
Becoming a traditional wizard is possible but difficult for hedge-wizards. Their illiteracy and lack of understanding of the basic skills
needed to study and learn magical texts means that they must swallow their pride and become apprenticed to an academic wizard something most hedge-wizards are too independent-minded to even consider, even if they could find a wizard who would take them on.
There is also the danger that if they reveal their magical abilities to the wrong person, they will be denounced as a witch or a follower of
Chaos and burnt alive.
Trappings:
Staff, 3D6 Gold Crowns
Career Entry:
Hedge-Wizards Apprentice
Career Exits:
Hedge-Wizard Of next level up, Wizards Apprentice
Magic Points:
Each Level Man 4D4, Elf 4D4, Dwarf 2D4, Halfling 4D4, Gnome 2D4
Hedge-Wizard Level 1
Advance Scheme
M
WS
BS
Skills:
W
I
A
Dex
Ld
Int
Cl
+2
+ 10
Blather, Cast Spells any Level 1, Dowsing, Herb Lore, Magic Sense, Meditation, Palmistry
WP
Hedge-Wizard Level 2
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+ 10
+ 10
+1
+1
+3
+ 20
+ 10
+ 20
+ 10
+ 10
Skills:
Brewing, Cast Spells any Level 2, Chemistry, Divining, Evaluate, Heal Wounds, Magic Awareness
Hedge-Wizard Level 3
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
+ 10
+ 10
+1
+1
+4
+ 30
+ 20
+ 30
Skills:
Cast Spells any Level 3, Identify Undead, Manufacture Potions, Prepare Poison
Hedge-Wizard Level 4
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
+ 10
+ 10
+1
+1
+4
+ 40
+ 30
Skills:
Cast Spells any Level 4, Demon Lore, Identify Magical Artefact, Surgery
Int
+ 30
Fel
+ 10
Fel
+ 10
Cl
+ 20
WP
+ 20
Fel
+ 20
Cl
+ 30
WP
+ 30
Fel
+ 30
W
I
A
Dex
Ld
Int
+2
+ 10
+ 10
Cast Spells Battle Magic Level 1, Identify Plants, Magic Sense, Rune Lore, Scroll Lore
Cl
WP
Fel
Cl
+ 10
WP
+ 10
Fel
Fel
Amethyst College
Amethyst Wizard
Any Level 3 or Level 4 Battle Magic Wizard may enter the college as a Level 4 Amethyst Wizard, as long as they have taken all the
advances and skills for a Level 3 Wizard and are prepared to swear the appropriate oaths.
Note that any characters who wish to become an Amethyst wizard must spend a minimum of ten years training at the Amethyst College
in Altdorf before they are allowed to leave as a licensed independent member of the College. They may leave at a time before that, but
must resign their membership of the college, if they do. This means that unless you are running a campaign with a very extended timescale, Amethyst Wizard is probably not a good career for PCs. If a gamesmaster is planning a campaign in which all the PCs start at
the beginning of their fourth career, an Amethyst Wizard may be appropriate. Otherwise, Amethyst Wizards are best kept for use as
NPCs.
Trappings:
Black robes with deep hood, Scythe (ToHit -10; Dmg +1; Parry -10)
Career Entry:
Any Level 3 or Level 4 Battle Magic Wizard may enter the college as a Level 4 Amethyst Wizard, as long as they
have taken all the advances and skills for a Level 3 Wizard.
Characters wishing to become a Amethyst Wizard must spend a minimum of 10 years training at the Amethyst
College in Altdorf.
Career Exits:
Amethyst Wizard Of next level up,Demonologist Level 1, Illusionist Level 1, Necromancer Level 1
Magic Points:
Each Level Man 4D4, Halfling 2D4
Amethyst Wizard Level 4 (Acolyte)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+4
+ 40
+1
+ 30
+ 30
+ 30
+ 30
+ 30
Skills:
Arcane Language Elvish, Cast Spells Amethyst Magic Level 4, Manufacture Potions, Manufacture Scrolls,
Specialist Weapon Polearm, Secret Language Battle Tongue, Secret Language Amethyst (after 10 years)
Amethyst Wizard Level 5 (Master)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+5
+ 40
+1
+ 30
+ 40
+ 40
+ 40
+ 40
Skills:
Cast Spells Amethyst Magic Level 5, Etiquette, Manufacture Magical Item, Silent Move Urban, Secret Language
Inner Amethyst (after 20 years) , Secret Language Deep Amethyst (after 30 years)
Bright College
Bright Wizard
Any Level 3 or Level 4 Battle Magic Wizard may enter the Bright College as a Level 4 Bright Wizard, as long as they have taken all the
advances and skills for a Level 3 Wizard.
Note that characters that wish to become a Bright Wizard must spend 1D6+6 months training at the College in Altdorf and four months
with the army and must prove their skills pose no threat to society before they may leave.
Trappings:
Flame red robes, Ornamental keys (symbolizing the unlocking of hidden knowledge, Ordinary clothing
Career Entry:
Any Level 3 or Level 4 Battle Magic Wizard may enter the college as a Level 4 Bright Wizard, as long as they have
taken all the advances and skills for a Level 3 Wizard.
Characters wishing to become a Bright Wizard must spend 1D6+6 months training at the Bright College in Altdorf and
4 months with the Army.
Career Exits:
Bright Wizard Of next level up, Demonologist Level 1, Illusionist Level 1, Necromancer Level 1
Magic Points:
Each Level Man 4D4, Halfling 2D4
Bright Wizard Level 4 (Acolyte)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+4
+ 40
+1
+ 30
+ 30
+ 30
+ 30
+ 30
Skills:
Arcane Language Elvish, Cast Spells Bright Magic Level 4, Manufacture Potions, Manufacture Scrolls, Secret
Language Battle Tongue
Bright Wizard Level 5 (Master)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+5
+ 40
+1
+ 30
+ 40
+ 40
+ 40
+ 40
Skills:
Cast Spells Bright Magic Level 5, Divining Pyromancy (reading patterns in fire), Etiquette, Manufacture Magical
Item
Celestial College
Celestial Wizard
Any Level 3 or 4 Battle Magic Wizard my enter the college as a Level 4 Celestial Wizard, as long as they have taken all the advances
and skills for a Level 3 Wizard.
Note that characters who wish to become a Celestial Wizard must spend 1D6+6 months training at the Celestial College in Altdorf and
prove their loyalty to their master before they are allowed to leave.
Trappings:
Sky-blue robes embroidered with suns, moons and stars, Ceremonial telescope on reaching Level 5
Career Entry:
Any Level 3 or Level 4 Battle Magic Wizard may enter the college as a Level 4 Celestial Wizard, as long as they have
taken all the advances and skills for a Level 3 Wizard.
Characters wishing to become a Celestial Wizard must spend 1D6+6 months training at the Celestial College in
Altdorf.
Career Exits:
Celestial Wizard Of next level up, Demonologist Level 1, Illusionist Level 1, Necromancer Level 1
Magic Points:
Each Level Man 4D4, Halfling 2D4
Celestial Wizard Level 4 (Acolyte)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+ 10
+ 10
+1
+1
+4
+ 40
+1
+ 30
+ 30
+ 30
+ 30
+ 30
Skills:
Arcane Language Elvish, Cast Spells Celestial Magic Level 4, Divining Astrology, Manufacture Potions,
Manufacture Scrolls, Secret Language Battle Tongue
Celestial Wizard Level 5 (Master)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+ 10
+ 10
+1
+1
+5
+ 40
+1
+ 30
+ 40
+ 40
+ 40
+ 40
Skills:
Cast Spells Celestial Magic Level 5, Etiquette, Manufacture Magical Item, Night Vision, Orientation, Super
Numerate
Fel
Fel
Gold College
Gold Wizard
Any Level 3 or Level 4 Battle Magic Wizard or Level 4 Alchemist may enter the College as a Level 4 Gold Wizard, as long as they have
taken all the advances and skills for a Level 3 Wizard or Level 4 Alchemist.
Note that characters who wish to become a Gold Wizard must spend 1D4+8 months training at the Gold College in Altdorf before they
are allowed to leave.
Trappings:
Rich and sumptuous robes, 10D10 Gold Crowns
Career Entry:
Any Level 3 or Level 4 Battle Magic Wizard, or Level 4 Alchemist, may enter the college as a Level 4 Gold Wizard, as
long as they have taken all the advances and skills for a Level 3 Wizard or Level 4 Alchemist.
Characters wishing to become a Gold Wizard must spend 1D4+8 months training at the Gold College in Altdorf.
Career Exits:
Gold Wizard Of next level up, Demonologist Level 1, Illusionist Level 1, Necromancer Level 1
Magic Points:
Each Level Man 4D4, Halfling 2D4
Gold Wizard Level 4 (Acolyte)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+4
+ 40
+1
+ 30
+ 30
+ 30
+ 30
+ 30
Skills:
Arcane Language Elvish, Cast Spells Gold Magic Level 4, Chemistry, Manufacture Potions, Manufacture Scrolls,
Secret Language Battle Tongue
Gold Wizard Level 5 (Master)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+ 10
+ 10
+1
+1
+5
+ 40
+1
+ 30
+ 40
+ 40
+ 40
+ 40
Skills:
Cast Spells Gold Magic Level 5, Etiquette, Evaluate, Gem Cutting, Manufacture Magical Item, Metallurgy
Fel
Jade College
Jade Wizard
Any Level 3 or Level 4 Battle Magic Wizard may enter the College as a Level 4 Jade Wizard, as long as they have taken all the
advances and skills for a Level 3 Wizard.
Note that characters wishing to become a Jade Wizard must spend a minimum of 1D4+8 months training at the Jade College in Altdorf
before they are allowed to leave.
Trappings:
Green robes, A small golden sickle (on becoming a master)
Career Entry:
Any Level 3 or Level 4 Battle Magic Wizard may enter the college as a Level 4 Jade Wizard, as long as they have
taken all the advances and skills for a Level 3 Wizard.
Characters wishing to become a Jade Wizard must spend 1D4+8 months training at the Jade College in Altdorf.
Career Exits:
Jade Wizard Of next level up, Demonologist Level 1, Illusionist Level 1, Necromancer Level 1
Magic Points:
Each Level Man 4D4, Halfling 2D4
Jade Wizard Level 4 (Acolyte)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+4
+ 40
+1
+ 30
+ 30
+ 30
+ 30
+ 30
Skills:
Arcane Language Elvish, Cast Spells Jade Magic Level 4, Manufacture Potions, Manufacture Scrolls, Secret
Language Battle Tongue
Jade Wizard Level 5 (Master)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+ 10
+ 10
+1
+1
+5
+ 40
+1
+ 30
+ 40
+ 40
+ 40
+ 40
Skills:
Cast Spells Jade Magic Level 5, Dowsing, Etiquette, Manufacture Magical Item, Silent Move Rural
Fel
Grey College
Grey Wizard
In theory, any Battle Magic Wizard, Illusionist, Elementalist, Hedge-Wizard, or Wizard's Apprentice may enter the Grey College as a
Grey Wizard.
Note that characters who wish to become a Grey Wizard must spend 1D6+6 months training at the Grey College in Altdorf and must
persuade their colleagues that they have the wisdom and wits to maintain the college's reputation before they are allowed to leave. A
character may only enter the Grey College if they Grey College considers that the character is sufficiently wise. Gamesmasters may
veto any character that they think would be unsuitable for the Grey College. Anyone who joins the Grey College is immediately called a
master, no matter what their level, and is accorded equal respect within its organisation.
There are no specific Grey magic spells at Levels 1, 2, and 3. Instead, Level 1, 2, or 3 Grey Wizards can learn any Battle magic spell of
the relevant level.
Trappings:
Grey robes, Gnarled staff, Sword (often symbolic, often concealed under robes)
Career Entry:
In theory, any Battle Magic Wizard, Illusionist, Elementalist, Hedge-Wizard or Wizards Apprentice may enter the
Grey College as a Grey Wizard.
Characters wishing to become a Grey Wizard must spend 1D6+6 months training at the Grey College in Altdorf. A
character may only enter the Grey College if the Grey College considers that the character is acceptable.
Career Exits:
Grey Wizard Of next level up, Wizard of same level (up to fourth), Demonologist Level 1, Illusionist Level 1,
Necromancer Level 1
Magic Points:
Each Level Man 4D4, Halfling 2D4
Grey Wizard Level 1
Advance Scheme
M
WS
BS
Skills:
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+2
+ 10
+ 10
Cast Spells Battle Magic Level 1, Identify Plants, Magic Sense, Rune Lore, Scroll Lore, Secret Language Battle
Tongue
WP
+ 10
Fel
Fel
Fel
Light College
Light Wizard
Any Battle Magic Wizard, Illusionist, Elementalist, Hedge-Wizard, or Wizard's Apprentice may enter the Light College as a Light
Acolyte. However, acolytes are strictly regimented and are not allowed out of the college except when accompanied by their master
(usually into battle). The means that Light Acolyte is not usually a suitable career for a player character mage. If the gamesmaster is
running a campaign in which all the player characters are in the fourth career, then a Light Wizard may be viable as a player
character's career. Otherwise, it should be reserved for NPCs.
The first spell learned by any Light Acolyte will always be Channel Energy. There are no specific Light magic spells at Levels 2 and 3.
Level 1, 2, or 3 Light wizards can learn any Battle Magic spell of the relevant level.
Trappings:
White robes, Serpentine staff, A master will have at least 5 acolytes with him who provide extra MPs for him through
the Channel Energy spell
Career Entry:
In theory, any Battle Magic Wizard, Illusionist, Elementalist, Hedge-Wizard or Wizards Apprentice may enter the
Light College as a Light Wizard. However, Light wizards are strictly regimented and are not allowed out of the college
except when accompanying their master (usually into battle). This means that Light wizards are not usually suitable
th
for player characters unless already in their 4 Level. The first spell learned will always be Channel Energy.
Career Exits:
Light Wizard Of next level up, Demonologist Level 1, Illusionist Level 1, Necromancer Level 1
Magic Points:
Each Level Man 4D4, Halfling 2D4
Light Wizard Level 1
Advance Scheme
M
WS
BS
Skills:
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+2
+ 10
+ 10
Cast Spells Battle Magic Level 1, Cast Spells Light Magic Level 1, Identify Plants, Magic Sense, Rune Lore, Scroll
Lore, Secret Language Battle Tongue
Fel
Fel
Elementalism
Elementalist
Elementalists are specialist Wizards, whose magic concerns itself with natural forces and the elements of earth, air, fire, and water. As
well as being able to control the forces of nature to some extent, Elementalists have limited control over the four elements and the
beings known as Elementals.
As Wizards of nature, Elementalists have a close affinity with living things and - though reclusive - tend to be kindly and slow to anger.
The magical energies upon which an Elementalist draws are fundamentally opposed to those of Daemonic and Necromantic magic.
Characters who have embarked upon a career as an Elementalist may never become Daemonologists or Necromancers.
Finding a teacher of Elemental magic is not as easy as finding a Wizard, but much easier than finding a Daemonologist or
Necromancer. Many Elementalists are hermitic and live in isolated dwellings close to sources of great natural energy (waterfalls,
oceans, volcanoes, mountain tops, and so on). Characters wishing to learn Elemental magic must convince their would-be teacher of
their sincerity, demonstrating their love of nature in some way. GMs may wish to have the character make a Fel test, modified by -10%
for each level the character has achieved in all other magical fields. If the test is successful, the character will be accepted as a student
and will undergo a training period of 1D4+1 months. At the end of this time, accepted characters should expend 200 EPs and are then
considered 1st level Elementalists, able to cast any Elementalist spells the teacher can teach them.
Trappings:
Hand Weapon, Wizards Staff, 10D6 Gold Crowns
Career Entry:
Illusionist, Wizard
Career Exits:
Elementalist Of next level up, Illusionist, Wizard
Magic Points:
Each Level Man 4D4, Elf 4D4, Dwarf 2D4, Halfling 2D4, Gnome 4D4
Elementalist Level 1
Advance Scheme
M
WS
BS
Skills:
W
I
A
Dex
Ld
Int
Cl
WP
+2
+ 10
+ 10
Cast Spells Elemental Battle Magic Level 1, Arcane Language Elemental, Dousing, Herb Lore, Metallurgy
Elementalist Level 2
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
+ 10
+ 10
+1
+1
+3
+ 20
+ 10
+ 10
+ 20
Skills:
Cast Spells Elemental Battle Magic Level 2, Astronomy, Identify Undead, Meditation
Cl
+ 10
WP
+ 10
Fel
Fel
Elementalist Level 3
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+4
+ 30
+ 20
+ 20
+ 30
+ 20
+ 20
Skills:
Cast Spells Elemental Battle Magic Level 3, Arcane Language Druidic, Demon Lore, Identify Magical Artifact,
Magic Awareness
Elementalist Level 4
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+ 10
+ 10
+1
+1
+4
+ 40
+ 30
+ 30
+ 30
+ 30
+ 30
Skills:
Cast Spells Elemental Battle Magic Level 4, Arcane Language Dwarvish or Elvish, Manufacture Potions
Fel
Ld
+ 40
Int
+ 40
Cl
+ 40
WP
+ 40
Fel
Cl
+ 40
WP
+ 40
Fel
Illusionism
Illusionist
Illusionists are a sub-group of Wizards, specialising in confusing magics that deceive the senses. Apart from the kind of spells they may
cast, there is little to choose between ordinary Wizards and Illusionists - at least in the minds of the people.
Finding a teacher of Illusionist magic is relatively easy (in comparison to Daemonologist, Elementalists, and Necromancers). However,
it is the nature fo Illusionist magic to deceive and the activities of some less-than-scrupulous Illusionists have produced a general
feeling of unease and mistrust towards them in the populace at large. Accordingly, most Illusionists fall into one of two categories - the
secretive and the open. The former do not advertise their activities and keep themselves very much to themselves. The latter try to
ease the people's fears by always behaving in an exemplary fashion. Thus, characters wishing to become Illusionists will either have to
convince a teacher of their moral rectitude or spend a considerable amount of time and effort (not to mention money) seeking out the
sort of Illusionist who will teach anyone.
Once a teacher has been found, the character must undergo a training period of 1D3+1 months. At the end of this time, the character
expends 200 EPs and is considered a 1st level Illusionist, able to cast any Illusionist spells successfully learned from the teacher.
Trappings:
Hand Weapon, Wizards Staff, 10D6 Gold Crowns
Career Entry:
Demonologist, Elementalist, Necromancer, Wizard
Career Exits:
Illusionist Of next level up, Demonologist, Elementalist, Necromancer, Wizard
Magic Points:
Each Level Man 4D4, Elf 4D4, Dwarf 2D4, Halfling 2D4, Gnome 4D4
Illusionist Level 1
Advance Scheme
M
WS
BS
Skills:
W
I
A
Dex
Ld
Int
+2
+ 10
+ 10
Cast Spells Illusionist Battle Magic Level 1, Arcane Language Illusionist, Evaluate
Illusionist Level 2
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
+ 10
+ 10
+1
+1
+3
+ 20
+ 10
Skills:
Cast Spells Illusionist Battle Magic Level 2, Hypnotize, Meditation
Ld
+ 10
Int
+ 20
Illusionist Level 3
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
+ 10
+ 10
+1
+1
+4
+ 30
+ 20
+ 20
+ 30
Skills:
Cast Spells Illusionist Battle Magic Level 3, Magic Awareness, Identify Undead
Cl
WP
Fel
Cl
+ 10
WP
+ 10
Fel
Cl
+ 20
WP
+ 20
Fel
Illusionist Level 4
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+4
+ 40
+ 30
+ 30
+ 30
+ 30
+ 30
Skills:
Cast Spells Illusionist Battle Magic Level 4, Identify Magical Artifact, Manufacture Potions, Manufacture Scrolls
Demonology
Demonologist
Daemonologists are very rare, specialist Wizards. They are concerned with the power that may be drawn from a multitude of other
worlds or planes - places where all kinds of powerful and horrific beings reside. As well as the spells available to ordinary Wizards,
Daemonologists can call upon a battery of specialist spells, giving them the ability to summon and dispel daemons and even command
them in some circumstances.
Characters wishing to become Daemonologists must be of Evil or Chaotic alignment.
Daemonologists are necessarily lonely, reclusive types. They meet with such fear, loathing, and mistrust that any characters foolish
enough to wish to undertake such a loathesome career will have great difficulty finding a teacher. Daemonologists spend the majority of
their time hiding from Witch-Hunters and Templars. Theirs is a very secretive profession, which spurns contact with the outside world
whenever possible - which is just as well, for Daemonologists do not fit in well in normal society.
Many Daemonologists develop physical disabilities which set them aside from the rest of Humanity. These disabilities identify them as
practitioners of the evil arts and make it difficult for them to move around freely - often they will be hounded from a town or village or
killed by the local populace. Occasionally, Daemonologists will find work with an Evil or Chaotic government official or leader, or they
may find employment in a group of bandits or pirates. But no matter where they are, Daemonologists always live in fear of decent folk
and particularly of the Witch-Hunter.
Penalties: Daemonologists also pay a high price for their magical abilities. In order to learn their art, they must study for a year with an
experienced teacher. At the end of this period, they acquire the ability to cast daemonic magic spells (learned in the usual way) and will
have developed a Disability. At each new level of Daemonologist progression, the character develops a new Disability.
Insanity is an occupational hazard for all Daemonologists. The constant viewing of beings from other planes has a disturbing effect on
Daemonologists' psyche, causing them to pick up psychological disorders. Each increase in level automatically results in a
Daemonologist gaining D6 Insanity Points.
Trappings:
Hand Weapon, Wizards Staff, 10D6 Gold Crowns, Must be of Evil or Chaotic Alignment
Career Entry:
Illusionist, Necromancer, Wizard
Career Exits:
Demonologist Of next level up, Illusionist, Necromancer, Wizard
Magic Points:
Each Level Man 4D4, Elf 4D4, Dwarf 2D4, Halfling 2D4, Gnome 4D4
Demonologist Level 1
Advance Scheme
M
WS
BS
Skills:
W
I
A
Dex
Ld
Int
Cl
+2
+ 10
+ 10
Cast Spells Demonic Battle Magic Level 1, Arcane Language Demonology, Demon Lore
Demonologist Level 2
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
+ 10
+ 10
+1
+1
+3
+ 20
+ 10
+ 10
Skills:
Cast Spells Demonic Battle Magic Level 2, Identify Undead, Meditation
Int
+ 20
Demonologist Level 3
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
+ 10
+ 10
+1
+1
+4
+ 30
+ 20
+ 20
+ 30
Skills:
Cast Spells Demonic Battle Magic Level 3, Identify Magical Artifact, Magic Awareness
WP
Fel
Cl
+ 10
WP
+ 10
Fel
Cl
+ 20
WP
+ 20
Fel
WP
+ 30
Fel
Demonologist Level 4
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
+ 10
+ 10
+1
+1
+4
+ 40
+ 30
+ 30
+ 30
+ 30
Skills:
Cast Spells Demonic Battle Magic Level 4, Astronomy, Manufacture Potions, Manufacture Scrolls
Necromancy
Necromancer
Necromancers are evil Wizards, concerned with the magical power that can be drawn from the world of the dead. Necromancers can
commune with the spirits of the dead and may be able to summon undead creatures to do their bidding. Because of the nature of their
work, Necromancers are shunned by most people, hated and feared even more than Daemonologists. Necromancers are never able to
work openly except in the most decadent or lawless areas of the Old World - parts of Bretonnia and the Badlands. Elsewhere,
Necromancers hide out in ruined villages and towns where the local cemetaries provide them with the raw materials essential to their
disgusting art.
As a profession, Necromancers are invariably Evil or Chaotic; no other character would dare dabble with the souls of the dead. Like
Daemonologists, Necromancers are constantly hounded by Witch-Hunters and most people have a healthy abhorrence of the
Necromancer's art. Necromancers practising their arts openly will be reported to the local authorities.
Disabilities and Disease: Characters following the dark path of Necromancy lose their humanity and - ultimately - their minds. This
process is slow, but inevitable. Sooner or later, characters following this career descend into the depths of depravity, where they can no
longer function effectively as player characters and become NPCs run by the GM.
Necromancers have a tendency to be unhygienic, suffer from physical disabilities of various forms. All gradually develop a cadaverous
appearance. As a result of their researches, Necromancers often contract Tomb Rot. There is an increasing chance of this at each
level. If the character develops the disease and is later cured, he or she may catch it again on reaching the next level.
Necromancers always suffer from Morbidity - a form of insanity peculiar to Necromancers. Sane characters do not spend their time
playing around with dirty and diseased corpses. Morbidity begins as a desire to discover the secret of immortality through the study of
Necromancy, but, as the character reaches higher levels, it degenerates into a mania for studying dead and decaying bodies. Morbid
characters are obsessed with death: they go to great lengths to peer at and examine corpses and delight in being able to turn them into
Zombies or Skeletons.
As Necromancers are secretive, it is very difficult to find one willing to teach characters the forbidden arts of Necromancy. Most
Necromancers suffer from paranoia in some form or another, so they are hardly likely to be willing to discuss their business with
characters who may be Witch-Hunters in disguise. Characters who manage to convince a Necromancer to train them begin a length
apprenticeship - it takes 5-8 months for a character to become attuned to the plane of the dead. During this time, they also become
increasingly Morbid and, at the end of the training, are able to cast any Necromantic spells they have successfully learned from the
teacher.
Trappings:
Hand Weapon, Wizards Staff, 10D6 Gold Crowns
Career Entry:
Demonologist, Illusionist, Wizard
Career Exits:
Necromancer Of next level up, Demonologist, Illusionist, Wizard
Magic Points:
Each Level Man 4D4, Elf 4D4, Dwarf 2D4, Halfling 2D4, Gnome 4D4
Necromancer Level 1
Advance Scheme
M
WS
BS
Skills:
Penalties:
W
I
A
Dex
Ld
Int
Cl
+2
+ 10
+ 10
Cast Spells Necromantic Battle Magic Level 1, Arcane Language Necromancy, Identify Undead
Cadaverous Appearance, Morbidity, 10% Tomb Rot
Necromancer Level 2
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
+ 10
+ 10
+1
+1
+3
+ 20
+ 10
+ 10
Skills:
Cast Spells Necromantic Battle Magic Level 2, Demon Lore, Meditation
Penalties:
1 Disability Roll on Magical Disability Table, 30% Tomb Rot
WP
Fel
Int
+ 20
Cl
+ 10
WP
+ 10
Fel
Necromancer Level 3
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
+ 10
+ 10
+1
+1
+4
+ 30
+ 20
+ 20
+ 30
Skills:
Cast Spells Necromantic Battle Magic Level 3, Magic Awareness, Manufacture Drugs
Penalties:
1 Disability Roll on Magical Disability Table, 50% Tomb Rot
Cl
+ 20
WP
+ 20
Fel
Necromancer Level 4
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+4
+ 40
+ 30
+ 30
+ 30
+ 30
+ 30
Skills:
Cast Spells Necromantic Battle Magic Level 4, Identify Magical Artifact, Manufacture Potions, Manufacture Scrolls
Penalties:
1 Disability Roll on Magical Disability Table, 70% Tomb Rot
BS
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+2
+ 10
+ 10
+ 10
+ 10
Cast Spells Clerical Level 1, Arcane Language Magick (as appropriate for religion), Meditate, Public Speaking,
plus any listed under Clerics deity
Cleric Level 2
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
+ 10
+ 10
+1
+1
+3
+ 20
+ 10
+ 10
+ 10
+ 10
Skills:
Cast Spells Clerical Level 2, Identify Undead, Magic Sense, plus any listed under Clerics deity
WP
+ 20
Cleric Level 3
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+ 10
+ 10
+1
+1
+4
+ 20
+ 20
+ 20
+ 20
+ 20
+ 20
Skills:
Cast Spells Clerical Level 3, Magic Awareness, Manufacture Scrolls, plus any listed under Clerics deity
Cleric Level 4
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
+ 10
+ 10
+1
+1
+4
+ 30
+ 30
+ 30
+ 30
+ 30
Skills:
Cast Spells Clerical Level 4, Etiquette, Manufacture Potions, plus any listed under Clerics deity
WP
+ 30
Fel
+ 10
Fel
+ 20
Fel
+ 30
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+2
+ 10
+ 10
Cast Spells Druidic Level 1, Arcane Language Druidic, Heal Wounds, Herb Lore, Meditate, Ride, plus any listed
under the Old Faith
WP
+ 30
Fel
+ 30
WP
+ 20
Fel
+ 10
Fel
+ 10
Runic Magicks
Rune Master
Any Wizard or Alchemist of sufficient learning has the potential to become a Rune Master and may enter the career simply by finding a
Rune Master willing to teach them the skills. Wizards or Alchemists must complete their present career before going on to be a Rune
Master.
A Rune Master will usually study with a master for several years, learning not only the runes but the craft skills necessary to make the
rune items in question. Rune Masters will find it valuable to have a copy of The Book of Runic Mastery, but it is not possible to learn the
career from the book; the student will require a full-time teacher.
When characters join the Rune Master career, their career exits remain unchanged, reflecting their profession and level on entry. The
only difference is that they may also choose to become an Artisan.
Trappings:
Small Anvil, Smithing and Engraving Tools
Career Entry:
Alchemist Level 3 or above, Wizard Level 1 or above
Career Exits:
As for the career prior to becoming a Rune Mastery, plus Artisan (Armourer or Blacksmith only)
Magic Points:
No additional points gained
Rune Master
Advance Scheme
M
WS
Skills:
BS
S
T
W
I
A
Dex
Ld
+1
+2
+ 20
+ 20
+ 10
Art, Carpentry, Gem Cutting, Metallurgy, Rune Lore, Rune Mastery, Smithing
Int
+ 20
Cl
+ 10
WP
Fel
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+2
+ 10
+ 10
+ 10
Arcane Language Elementalist, Arcane Language Elvish, Arcane Language Illusionist, Cast Spells Battle
Magic Level 1, Cast Spells Elemental Battle Magic Level 1, Cast Spells Illusionist Battle Magic Level 1, Cast
Spells Tree Songs Level 1, Identify Plants, Magic Sense, Rune Lore, Scroll Lore, Super Numerate
The following websites for their ideas and contributions to expanding the career lists over the years
Ive played this game: Critical Hit, The Snotling Foundation, Ye Olde Den of Iniquity, Clo & Charles'
personal pages
Forgive me if I missed anyone, please let me know if this is so and Ill make note.
This document is completely unofficial and is in no way endorsed by Games Workshop Ltd., Hogshead Publishing, Black Industries or
Fantasy Flight Games.
Games Workshop, Hogshead Publishing, Black Industries, Fantasy Flight Games, Warhammer Fantasy Roleplay, Warhammer 40,000
and all associated trademarks and intellectual property used or referred to in this document are the property of Games Workshop Ltd.,
Hogshead Publishing, Black Industries or Fantasy Flight Games and are used without permission.
No challenge to any such intellectual property is implied or intended.