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Elementalism is Magic used by wizards to harness the power of the very elements allowing them to summon gales, raise earthern ramparts and Elementals. [1a]


Wizards who use Elementalism are called Elementalists. They have a repuation for being individualists and are often likened to the Dwarfs in temperament - although not within earshot of either. [2a]

Historically Elementalists have been mistaken for those who use Daemonology or even Necromancy as they summon Elementals from the aetheric netherworld. Despite this, their great power meant they were always in high demand with people such as farmers and ship captains gaining aid from them. Some hid their powers, taking the guise of a skilled blacksmith or farrier whilst others studied the art of Alchemy. [1a]


Between 1260-1280 IC as the Age of Wars raged across the Empire, the Hedge Wizard Gunthar the Wise travelled across the Old World, attempting to forge a underlying theory of Magic. In Nuln, he was taught the alchemical theory of the four elements by Berthold Fessbinder and Gunthar considered that magic must also be composed of the elements. [2a]

He was able to create more powerful and purer spells through the use of his theory and he founded a small school for Elementalist Wizards in Nuln. They also discovered the creatures called Elementals which they considered avatars of the various elements, manifesting through the use of magic. Subsequently, this type of magic became the most respected form of wizardy in the war-torn Empire. [2a]

Magnus the Pious, although he respected the Elementalists, did not believe their magics were powerful enough to help him defeat the advancing hordes of Chaos. So he sought aid from the High Elves which angered many of them and when the Colleges of Magic were founded, the majority were reluctant to join. [2a]

Teclis was in truth impressed by the Elementalists theories but when he informed them that their fundementals were...wrong, it drove a final wedge between them. [2a]

Following the introduction of Licensing, members of the Nuln school were questioned or even tortured by the Witch Hunters until the college was granted its charter to grant licences in 2420 IC. [2a]


  • Air College: Perched atop a precipice in the Grey Mountains, it is a gothic structure with a single crystal dome. It was built around 2100 IC but around 2430 IC, it was nearly destroyed in a landslide and now the spells that saved it have to be regularly renewed. [2d]
  • Castle Water: Built around 2100 IC by the daughter of Baron von Teufal over the upper Teufal river in the Reikland, it controls an extensive rural estate including several villages. [2g]
  • College of Earth: Located near Wurtbad in Stirland, it is built into the side of east-facing hill to catch the dawn light. It was founded around 1800 IC by Holger Blech and is now run by four Earth-Masters. [2c]
  • Eldritch University: A specialist elementalist college in Nuln, it is a immense single round tower made of granite with one of the first tests of a candidate being to find a way in! [2b]
  • Fire College: A small, apparently unremarkable building in Bechafen in Ostermark with a library of unique spells. [2e]



Fire Elementalists know many of the same spells as wizards of the Bright Order including: Burning Head, Conflagration of Doom, Crimson Bands, Flamestorm, Piercing Bolts of Burning, Sanguine Swords, Scarlet Scimitar, Wings of fire. [2j]

  • Ageing: The target is aged 10 years. [2i]
  • Animate Water: A single body of water can be animated, creating up to 12 pseudopods. [3e]
  • Assault of Stones: A individual or group is attacked by a hail of stones. [3a]
  • Become Ethereal: The caster becomes ethereal but can not use magic whilst the spell is active. [3d]
  • Banish Elemental: A single elemental is banished. [3d]
  • Bind Elemental Slave: A familiar is created from a specific element. [2i]
  • Blinding Flash: All creatures within 12 yeards that do not resist the spell are blinded for a moment. [3a]
  • Breath Fire: Once the spell has been cast, they can breathe fire three times a day. [3a]
  • Breathe Underwater: Until dawn the next day, the caster or another can breath in any atmosphere or even in a complete vacuum. [3b]
  • Breath of Life: The quickening and vital energy of the air gives a fallen target a second chance at life. [2i]
  • Cause Fire: A flammable material within 48 yeards begins to burn. [3b]
  • Cause Rain: A sudden burst of rain begins - even inside buildings or underground. [3c]
  • Change Weather: A ritual spell that alters the weather over a large area. [2i]
  • Clap of Thunder: The caster produces an incredably loud clap of thunder which can scare many animals. [3c]
  • Cloud of Smoke: The large cloud can not move and last only moments. [3b]
  • Control Lightning: During a thunderstorm, the caster can call down bolts of lightning to strike a target. [2h]
  • Create Spring: A small spring of fresh water is briefly called into existance, lasting for several hours. [2h]
  • Create Chasm: A 20 yards deep, 10 yeards long and 5 yards wide chasm is suddenly created. [2i]
  • Create Geyser: A 50 foot jet of boiling water explodes from the earth. [2i]
  • Create Quicksand: A small area of Quicksand is created which can lasts for hours. [3d]
  • Create Vegetation: A mass of plants spring up in a small area, appropriate to the local area. [2i]
  • Crumble Stone: The caster can crush stone with their bear hands. [3d]
  • Dispel Elementals: All elementals within 48 yards are banished. [3e]
  • Draw Down Lightning: Cast only during a thunderstorm, the wizard uses a lightning rod to draw magical power from the storm.[2i]
  • Drop: The target is thrown up some 20 yards into the air and then dropped back down. [2i]
  • Dust Storm: A moveable storm of dust is created which lasts for an hour. [3a]
  • Earthquake: A extremely powerful and difficult spell to cast which also requires a pint of Dragons blood. A severe earthquake is summoned. [2i]
  • Earthen Ramparts: A mighty defensive work arises at the casters command. [1b]
  • Erupt: A dormant volcano errupts. [2i]
  • Extended Flight: The caster can fly for long distances. [2i]
  • Extinguish Fire: A fire is put out within 200 yards. [3c]
  • Field of Lava: A small area becomes molten lava for an hour. [2i]
  • Find Mineral: The caster is shown the rough distance and direction of a specific mineral. [2h]
  • Flame Sheet: [3d] A wall of fire follows the caster. [3e]
  • Flaming Sword: A great flaming sword is conjured to strike at the mage's enemies. [1b]
  • Foul Air: An area is created that poisons the living. [3e]
  • Fountain of Life: A small and unimpressive looking spring emrges but its water is invigorating and refreshing. [2i]
  • Heal Vegetation: A small patch of platlife is healed from blight, drought, poisoning or the Wilt Vegetation spell. [2h]
  • Hand of Fire: The weapons of the caster ignite for an hour or more. [3b]
  • Hedge of Thornes: The thorned hedge springs up within 48 yards. [3e]
  • Icy Ground: A patch of ground is covered in ice, making it extremely difficult to move across. [2h]
  • Magic Light: Light emninates from the casters hand until dispelled. [3b]
  • Move Object: Aerial drafts are produced which can move light objects, shut doors etc. [3b]
  • Navigate: The Caster becomes aware of the quickets route out of any underground passages. [2i]
  • Part Water: A body of water is parted leaving a gap of some 8 yards. [3c]
  • Plague of Lice: Targets are infested with biting lice which causes intense itching. [2h]
  • Plague of Rust: The armour of the enemy corodes and rusts as the sorcerer curses them. [1b]
  • Resist Fire: The Elementalists are protected from all kinds of fire. [3b]
  • Scourging Wind: A fierce wind is summoned around the caster. [2i]
  • Storm Call: The fury of a storm is summoned and the enemy is lashed with icy rain and strong wind. [1a]
  • Summon Elemental: A single Elemental is summoned which must be controlled to be given simle commands. [3e]
  • Summon Elemental Horde: Several Elementals are summoned. ** 3e: Section 4: magic, Elemental Spells, pg. 170
  • Summon Elemental Spirit: A powerful spirit is summoned to do the wizards bidding. [1b]
Summon Swarm
  • Summon Swarm: A great swarm of natural creatures such as spiders, rats, snakes, ants or beetles are summoned under the casters command for at least an hour. [3e]
  • Sunburn: During the day, the caster can cause severe sunburn to the exposed skin of a larget and/or heat up metal armour to an unbearable level. [2h]
  • Swell River: The level of a river rises or falls across a one-mile stretch. [2i]
  • Tornado: The whirling mailstrom appears from a clear sky. [2i]
  • Travel Mystic Pathway: By tapping into the Geomantic Web, the Elementalist can open a portal through which they and their allies can travel. [1b]
  • Tunnel through Stone: The caster can tunnel through the ground without tools, they can also dispel the tunnel at any time. [3e]
  • Walk Earthquake: The caster or target is immune to both the physical and psychological effcts of an earthquake. [2i]
  • Walk on Water: The caster can walk on water as soon as they step on to it but the spell is lost as soon as they set foot on dry ground. [3b]
  • Walls of Rock: A ritual spell that creates a solid stone building. [2i]
  • Wall Shaker: Building sections nearby are collapsed. [3e]
  • Ward of Arrows: Missiles fired at the caster or a target are less likely to hit, but it gives no protection from magical missiles or spells. [2h]
  • Wave of Destruction: The spell must be cast on a large body of water from which a huge churning wave emerges. [2j]
  • Wilt Vegetation: A small patch of plants are withered but can recover. [2h]
  • Wither Vegitation: An area of vegetation withers away to nothing. [3c]
  • Wind Blast: The enemy are struck by a mighty wind. [1b]
  • Zone of Hiding: An area within which any creatures can not be seen. [3b]
  • Zone of Temperate Weather: The area will have dry, still air and protect from sunburn, remaining at a pleasant temperature. [2i]



  • 1: Warhammer: The Old World Rulebook
    • 1a: Elementalism, pg. 326
    • 1b: Elementalism, pg. 327
  • 2: Realms of Sorcery (1st Edition)
    • 2a: Elementalism, pg. 62
    • 2b: Elementalism, pg. 63
    • 2c: Elementalism, pg. 64
    • 2d: Elementalism, pg. 65
    • 2e: Elementalism, pg. 66
    • 2f: Elementalism, pg. 68
    • 2g: Elementalism, pg. 69
    • 2h: Spells, pg. 199-200
    • 2i: Spells, pg. 202-206
    • 2j: Spells, pg. 208
  • 3: WFRP Rulebook (1st Edition)
    • 3a: Section 4: magic, Elemental Spells, pg. 166
    • 3b: Section 4: magic, Elemental Spells, pg. 167
    • 3c: Section 4: magic, Elemental Spells, pg. 168
    • 3d: Section 4: magic, Elemental Spells, pg. 169
    • 3e: Section 4: magic, Elemental Spells, pg. 170
    • 3f: Section 4: magic, Elemental Spells, pg. 171
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