Petty Magic
From Warhammer - The Old World - Lexicanum
Petty Magic is the least powerful Lore of Magic. [1a]
It is the first form of magic that spellcasters are taught and that even Hedge Witches and Wizards usually discover by trail and error. [1a]
Spells
- Blot: Mops up to a half pint of spilled liquid. [3a]
- Butterfingers/Drop: A nearby person can be forced to drop a single item they are holding. [3a][1a]
- Cunning Hand: increases the manual dexterity of the wizard. [3a]
- Cure Boils: Removes unsightly skin conditions but does not treat what causes them. [3a]
- Curse: A minor curse such as boils, piles, smelly feet or baldness is inflicted upon a victim who fails to resist the spell. [4a]
- Danger Sense: The caster has a sith sense for danger for the short duration of the spell. [3a]
- Dark Sight: The caster gains night vision. [3a]
- Find: A single lost object can be located within a short distance. [3a]
- Flight of Amar: The caster is able to float for a few seconds at a random height and at the mercy of any wind. [3a]
- Ghost Step: No tracks are left by the caster for an hour. [1b]
- Gift of Tongues: The caster can speak and understand any language they can hear. [4a]
- Glowing Light: An item is made to glow for a hour. [1a][4a]
- Gust: A light breath of wind blows through the area. [1b]
- Ill Fortune: A touched item is cursed. [1b]
- Knock Down: The Caster can attempt to make a human-sized creature fall over. [3a]
- Magic Alarm: Should a living creature pass within 1 yard of the spot the spell is cast on it alerts the caster. However no details are transmitted to the wizard. [4a]
- Magic Dart: A bolt of magical energy is flung at an enemy. [1a]
- Magic Flame: A tiny bluish fire is created. [1a][4a]
- Magic Lock: A lock that has this spell cast upon it can never be picked or forced open but the object it is locking can be destroyed. [4a]
- Marsh Lights: Several distant lights form which can be dispatched in different directions. [1a][4a]
- Mend: A broken and inanimate item can be temporarily repaired if it could be mended normally. [3a]
- Open: Any bolt, lock or latch within 1 yard is unlocked but it has no effect on a magical lock or similar. [4b]
- Petty Animal Healing: The minor wounds of a normal animal can be tended to. [3a]
- Petty Beastfriend: A small creature (no larger than a dog) becomes friendly towards the caster. [3a]
- Petty Healing: A lightly wounded person can have their injuries tended to. [3a]
- Produce Small Creature: A small creature such as a mouse, dove, or rabbit is conjured. [4b]
- Protection from Rain: For an hour, rain and similar precpitation can no touch the caster. [1b][4b]
- Rat Poison: Makes an food item fatal to any mouse or rat that eats it, making Skaven a little hero. [3a]
- Read Out: Reads out the text of a book, scroll or other document but once begun, it will not stop and it does not translate to another language. [3a]
- Reinforce Door: A door is made much tougher and harder to break open. [4b]
- Remove Curse: The caser can rid the target of the effects of a Curse spell. [4b]
- Repel Small Creature: A single small creature fears the caster. [3a]
- Sharp Eyes: Increases the casters visual perception. [3a]
- Shock: A touched enemy is stunned. [1b]
- Sleep: One person who is touched falls asleep for a few moments. [1a][4b]
- Sounds: A phantom noise is created. [1a][4c]
- Stealth: Makes the caster harder to hear and see. [3a]
- Weaken Poison: Reduces the effects of a does of poison. [3a]
- Zone of Cold: A 12 yard diameter area where the temperature is lowered by 10 degrees. If the caster moves or another Zone touches it, the Zone of Cold is dispelled. [4c]
- Zone of Friendliness: A 12 year diameter area where people feel better disposed towards the caster. [3a]
- Zone of Silence: No sound can pass in or out of the 12 yard diameter Zone. [4c]
- Zone of Tastiness: An area that makes food taste better. [3a]
- Zone of Warmth: The opposite effect of the Zone of Cold Spell, raising the temperature withhin the Zone by 10 degrees. [4c]
- Zone of Windlessness:' Area where wind speed is lessened by 10 miles per hour. [3a]
Skaven Petty magic
- Favour: Slightly boosts the luck of the caster or removes the Favour of the Horned Rat from a rival skaven. [2a]
- Ghostly Flame: A small ball of green fire that drips viscous fluid and which can be hurled at a enemy. [2a]
- Mark of the Horned Rat: Another creature gains a open weeping sore on their forehead for a number of hours. Often used for messengers. [2a]
- Rat Thrall: A brown rat is summoned and must obey for several hours. [2a]
- Vector: The target becomes less resistant to disease. [2a]
- Wrack: An enemy experiences a sudden jolt of pain. [2a]
Sources
- 1: WFRP Rulebook (2nd Edition)
- 2: Terror in Talabheim
- 2a: Appendix IV: Skaven Magic, pg. 93-94
- 3: Realms of Sorcery (1st Edition)
- 3a: Spells, pg. 172
- 4: WFRP Rulebook (1st Edition)
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