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View Full Version : D&D 3.x Class The Warp Mage (Fun with WHF magic; PEACH)



Jormengand
2015-03-10, 05:25 PM
The Warp Mage

http://fc09.deviantart.net/fs36/i/2008/270/e/0/Fireman_logoless_by_ChaosbyWind.jpg
Fireman Logoless by chaosbywind

The messenger bowed low, pressing its muzzle to the floor. "Speak-speak" snarled the Grey Seer, too agitated to appreciate the fawning. "Unexpected complications, most powerful of potentates" said the Scurrier. Before the creature could finish, the Grey Seer sent bolts of lightning to roast him alive.

"Bad news can wait" thought the rat-mage, and it was always best to kill the messenger.

Warp magi harness the very essence of chaos: the mysterious power known as the Winds of Magic. They hold true to their faith in Sigmar, their hope for change or their desire for power as they bombard their foes with potent magic.

Adventures: Warp magi are almost always hard extremists, willing to risk death for their cause. They are prepared to put themselves in mortal danger for power, faith, or whatever other cause they follow.

Characteristics: Warp magi cast an extremely limited and yet extremely powerful selection of spells. This means they might not always have the right tool for the job, but when they do, they are exceptionally powerful, and even when they have the wrong tool for the job, its power can carry into other areas.

Alignment: Any. The immense power and risk might suggest chaotic warp magi, but this risk can also be suffered for extreme devotion.

Religion: Empire wizards usually worship Sigmar; Damsels always worship The Lady; Skink Priests and Slann worship one of the Old Ones; Chaos Sorcerers and heralds owe the Chaos Gods their power; Skaven Warlocks, Seers and Priests worship the Great Horned Rat or possibly Nurgle; Orcs worship Gork and Goblins Mork; Elven warp magi of all calibres have their own gods such as Asuryan and Kaela Mensha Khaine; Liches, Vampires, Necromancers and Ogres have no particular deities.

Background: Empire wizards are trained to be wizards, for Warlock Engineers it is a self-taught business, and Chaos Sorcerers bargain for power, but Damsels, Skink Priests and Grey Seers are all born to take the role. The reasons for becoming a warp mage are diverse, but more important is what you choose to do with that power.

Races: Humans, elves, skaven, skinks, orcs, goblins, liches, vampires, ogres, beastmen, and certain types of demon feel the power of the Winds of Magic. While dwarves respond to the Winds, they use it in an entirely different manner.

Other Classes: Grey Seers regard fighters as tools, Slann regard them as necessary, and goblins regard them as their eminent superiors. There is no one way that a warp mage might react to others.

Role: A warp mage is anything from the iconic blaster to someone who protects and heals their allies. The Lores of Magic allow for a wide range of magi.

Adaptation: Warp mage abilities could easily be extended to races other than those for whom they were intended, especially if races such as skaven are nonexistent in the setting.

GAME RULE INFORMATION
Warp Magi have the following game statistics.
Abilities: The key ability of each type of warp mage is different, but that is the most important one. Other ability scores are usually only as useful as they might otherwise be.
Alignment: Any, but many of the warp pathways and lores of magic are alignment-restricted.
Hit Die: d4. However, many paths change this.
Starting Age: As barbarian
Starting Gold: As sorcerer.

Class Skills
The warp mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Warp mage
LevelBABFortRefWillSpecial
1st+0+0+0+2Spell (1st), Lores of Magic, Winds of Magic 2d6
2nd+1+0+0+3Special Ability (1st)
3rd+1+1+1+3Channel 1d6
4th+2+1+1+4Spell (2nd)
5th+2+1+1+4Ward Save (6+), Winds of Magic 3d6
6th+3+2+2+5Channel 2d6, Dispel Dice
7th+3+2+2+5Spell (3rd)
8th+4+2+2+6Special Ability (2nd)
9th+4+3+3+6Channel 3d6
10th+5+3+3+7Spell (4th), Winds of Magic 4d6
11th+5+3+3+7Ward Save (5+)
12th+6/+1+4+4+8Channel 4d6
13th+6/+1+4+4+8Spell (5th)
14th+7/+2+4+4+9Special Ability (3rd)
15th+7/+2+5+5+9Channel 5d6, Winds of Magic 5d6
16th+8/+3+5+5+10Spell (6th)
17th+8/+3+5+5+10Ward Save (4+)
18th+9/+4+6+6+11Channel 6d6
19th+9/+4+6+6+11Spell (7th)
20th+10/+5+6+6+12Special Ability (4th), Winds of Magic 6d6

Class Features
All of the following are class features of the warp mage.

Weapon and Armor Proficiency
Warp magi are proficient in all simple weapons, and the longsword and short sword. They are not proficient in any type of armour or shield.

Warp magic, Lores, Warp pathways, and the Winds of Magic
Each warp mage chooses a Warp pathway (though often, the choice is limited by race and alignment). If a character can't choose a Warp pathway, they can't be a warp mage. Once that is done, the Warp pathway lists a number of the Lores of Magic. The warp mage must choose one of these.

The Warp pathway grants special abilities at second level and every third thereafter, but the real power comes with spells. You get one Warp spell (which, in reality, is only a spell-like ability) at first level, and another every third level. These are drawn from the Lore of Magic the warp mage has chosen.

At the start of each encounter, you roll for the Winds of Magic - they are fickle, and sometimes they can leave the would-be-master of arcane power without any such power. As such, you roll 2d6, plus d6/5 levels, and the result is the number of power dice you have to cast spells.

To cast a spell, you must spend dice from your power pool to attempt to equal or beat the casting difficulty of that spell. You can roll any number of dice from your power pool (removing them from the pool in the process) and add your primary statistic modifier. Some spells allow you to increase the casting difficulty deliberately to increase the spell's effects: should this be so, you must declare which version of the spell you are using before you use it. In either case, if your roll equals or exceeds the casting difficulty, you succeed at casting the spell, so long as your actual die roll is at least 3 (therefore you must roll some dice for your spell to have any chance of success).

The difficulty class of a saving throw against a spell is 10, plus your key ability modifier, plus the spell's level.

If you roll two or more sixes, your spell can't be counterspelled (such as with dispel magic) or dispelled, it ignores spell resistance and no saves can be taken against its effects, but you channel some portion of the magical energy into a damaging effect. To determine the effect of the mis-cast spell, first resolve the normal spell effect, and then roll on the following table:

D20Effect
1-2Dimensional Cascade
3-7Calamitous Detonation
8-13Detonation!
14-18Magical Feedback
19-20Power Drain

Dimensional Cascade: You take a ward save if you have one, if you don't, or fail, you take 1d6 damage/level. Everyone else within 20 feet takes this damage too, but can take a reflex save for half damage. Regardless of the ward save, you then take a will save or you are plane shifted to the Realms of Chaos. If you pass, you lose d6 dice from your power pool instead (minimum 0).

Calamitous Detonation: Everyone within 10 feet, including you, takes 1d6 damage/level (ward negates). People other than you can take a reflex save to halve the damage. You lose d6 dice from your power pool (minimum 0).

Detonation!: Everyone in a square adjacent to you takes d6 damage per level (reflex half). You lose d6 dice from the power pool (minimum 0).

Magical Feedback: You, and everyone within 100 feet who can use spells, powers, or spell-like or psi-like abilities takes 1d6 damage per 2 levels (ward negates, will half). You also lose d6 dice from the power pool (minimum 0).

Power Drain: You lose half your caster levels, rounding the end caster level down. You get them back after your next 8-hour rest, but until then you can't cast Warp Spells unless you have a high enough level to cast them (Spell level, times three, minus two). If you're first-level, you might not be able to cast spells. In that case, you're not affected by other people's Magical Feedback unless you have other abilities which trigger it. You can't save against this effect, but you don't lose power dice.

The damage dealt by miscasts isn't any specific type of damage and the damage can only be prevented by saving, or with abilities which specifically prevent damage. Miscasting is a spell-like ability with the same level as the spell you were trying to cast. The difficulty class of a saving throw against a miscast is 10, plus the spell level, plus the number of dice used in casting.

You can't roll for the winds of magic inside an anti-magic area, due to it being a supernatural ability. However, if you have the ability to channel power dice (see channel), you might be able to cast spells later even if you never rolled for the winds of magic. Merely posessing power dice isn't supernatural.

Channel (Su)
At any point during each of your turns, you may attempt to channel power dice. You may only do this once per round, but it takes no action to do. By rolling one die per three levels, you may add any die which rolls a six to your power pool.

Ward Save (Su)
From 5th level, a mysterious force-field surrounds you. Any attack made against you, or any spell requiring any sort of attack roll to hit, may be deflected by your ward. Roll a die; on the roll of a 6+ you negate the attack in its entirety.

The ward save improves to 5+ at 11th level and 4+ at 17th level.

Dispel Dice (Sp)

You can attempt to counter a spell or spell-like ability by using your power dice. If it is a warp spell, you must roll higher than the caster. If it is an utterance, you must beat one third of the utterer's Truespeak check result. Otherwise, you must beat 5, plus twice the spell level.

This is difficult, however, as you must take the ready action as normal and also specify immediately the number of power dice you wish to convert into dispel dice. You must then roll against whichever spell you wish to counter - a spellcraft check will reveal the spell as normal and also the difficulty class, but you can try to dispel it either way.

If you roll two or more sixes, the counterspell attempt is automatically successful but no miscast is caused.

You may attempt to dispel a spell in the same manner. In this case, the value to beat is equal to the lowest value that would allow the spell to be cast in the first place (the warp spell's casting value, a third of the utterance's difficulty class for a Perfected Map utterance or of the target's difficulty class for an Evolving Mind or Crafted Tool utterance), which for normal spells will be the same as if you were countering the spell.

Jormengand
2015-03-10, 05:26 PM
The Warp Pathways

Requires: Beastman, any nonlawful.

Primary ability: Charisma

Lores: Beasts, Death, Shadows, the Wild

Passive: You are, unlike many wizards, a competent fighter. You use the medium base attack progression for warp mage levels.

1st: You have much tougher skin than most. You get a natural armour bonus equal to 2, plus 1 per three levels. This increases your other natural armour if any, but natural armour applied later (such as by magical items) doesn't stack.

2nd: You are, unlike many wizards, not squishy. Re-roll all your hit dice from warp mage as d8s, and warp mage hit dice are henceforth d8s for you.

3rd: (Su) You have access to a powerful magical ability which suppresses all magical item effects near you. Once per day, you may cause every magic item within 100 feet to stop working for 2d6 minutes.

4th: You grow two extra arms. As well as allowing you more offhand attacks, this allows you to cast two warp spells as the same standard action.

Requires: Ogre

Primary ability: Constitution

Lores: The Great Maw, Beasts, Death, Heavens

Passive: You are a competent fighter. Your base attack bonus progression is the same as the rogue's, and you have a d8 hit die.

1st: You lose one of the points of level adjustment you would normally be subject to as an ogre, entitling you to an extra level immediately. You also have the opportunity to convert one of your giant hit dice into a warp mage level.

2nd: You lose the other point of level adjustment, giving you yet another level immediately. You can convert another giant hit die into a warp mage level.

3rd: You can convert up to two more giant hit dice into warp mage levels.

4th: You can eat your slain foes. Eating a foe gives you a +2 bonus to strength for 10 minutes per hit die that creature had (this bonus is cumulative with itself, maximum +30) and restores 1d6 hit points to you per hit die it had.

Requires: Human, Evil, Worship a Chaos God or gods (Even Khorne)

Primary ability: Choose: Strength, dexterity or constitution.

Lores: Death, Fire, Heavens, Shadow

Passive: You bear the marks of all four chaos gods. Your mark of Khorne gives you a +1 bonus on damage rolls made with your attacks, plus one more per 4 levels; the mark of Slaanesh grants you the same bonus to your AC, including touch AC; the mark of Tzeentch gives you +1 caster level, plus 1 more at 15th level. The mark of Nurgle increases your hit die to a d8. As a chaos sorcerer, you are proficient in heavy armour.

Each further level, you choose a gift from one of the Chaos gods. You don't have to choose the same god each time, or a different god each time; you are free in your selection. In fact, which chaos gods are attached to which abilities doesn't actually have any mechanical effect.

1st: Choose one:
Khorne: Your bonus applies to attack rolls as well as damage rolls. You gain SR 5+level, and may remove or reinstate it as a free action, even if it's not your turn.
Slaanesh: You gain a +1 bonus, plus 1 per 5 levels, on reflex saves.
Tzeentch: You gain a +1 bonus, plus 1 per 5 levels, on will saves.
Nurgle: You gain a +1 bonus, plus 1 per 5 levels, on fortitude saves.

2nd: Choose one:
Khorne: Your damage bonus applies to spells.
Slaanesh: You gain a +1 bonus, plus 1 per 5 levels, on initiative rolls.
Tzeentch: You can re-roll ward save results of a 1. You can't re-roll the same die you just re-rolled.
Nurgle: You get a +1 bonus, plus 1 per 4 levels, to your natural armour bonus.

3rd: Choose one:
Khorne: You can rage as a barbarian of half your level.
Slaanesh: You gain a +5 bonus to your base attack bonus.
Tzeentch: You can roll a free extra die when casting spells.
Nurgle: Your hit die is retroactively and henceforth increased to a d12. Further, you are completely unimpeded by the weight of medium armour, and you do not take additional penalties for running in heavy armour.

4th:
Khorne: Your melee weapon attacks always hit.
Slaanesh: Your ranged weapon attacks always hit.
Tzeentch: You roll any miscast three times and choose the result from the three.
Nurgle: You gain regeneration 20/fire.

Requires: Human, Chaotic Evil, worship Nurgle.

Primary ability: Constitution

Lores: Nurgle

Passive: You bear the Mark of Nurgle. You have a d12 hit die for all Warp Mage levels. As a chaos sorcerer, you are also proficient in all armour but no shields.

1st: You gain a +1 bonus, plus 1 per 4 levels, on fortitude saves.

2nd: You gain a +1 bonus, plus 1 per 3 levels, to your natural armour bonus.

3rd: You are completely unimpeded by the weight of any armour, and you even ignore armour check penalties.

4th: You gain regeneration 25/fire.

Requires: Human, Chaotic Evil, worship Slaanesh

Primary ability: Dexterity

Lores: Slaanesh

Passive: You bear the mark of Slaanesh. You get a dodge bonus to AC equal to 2, plus 1 per 2 levels. As a chaos sorcerer, you are also proficient in heavy armour, and have a d6 hit die for all warp mage levels.

1st: You gain a +1 bonus, plus 1 per 4 levels, on reflex saves.

2nd: You gain a +1 bonus, plus 1 per 5 levels, on initiative rolls.

3rd: You gain a +5 bonus to attack rolls. You also make an extra attack at your highest base attack bonus whenever you attack; this does stack with effects like haste.

4th: Your ranged weapon attacks always hit and the result is always a critical hit.

Requires: Human, Chaotic Evil, worship Slaanesh

Primary ability: Strength

Lores: Tzeentch

Passive: You bear the mark of Tzeentch. Your caster level is treated as 1 higher, plus 1 per 6 levels. As a chaos sorcerer, you are also proficient in heavy armour, and have a d6 hit die for all warp mage levels.

1st: You gain a +1 bonus, plus 1 per 4 levels, on will saves.

2nd: Your mark of Tzeentch becomes empowered, reducing the target number of your ward save by 1. This can reduce your target number to 3+.

3rd: You get a +6 bonus to any spell you cast. You may choose to cast any spell where you roll exactly one 6 with irresistible force (and a miscast); you do not ever have to.

4th: You are unaffected by miscasts; irresistible force still applies.

Requires: Human, female (Males should become battle wizards instead), any lawful or good.

Primary ability: Wisdom

Lores: Beasts, Heavens, Life

Passive: You carry a powerful blessing with you. You have a 6+ ward save against attacks which deal more damage than your hit dice times 3. When you get a ward save at level 5, this ability instead increases a ward save against such attacks by 1 step.

1st: You confer your blessing to allies within medium range (100 ft + 10 ft/level).

2nd: You inspire chivalry in those about you. Allies with your blessing (including you) are immune to fear effects.

3rd: Your blessing becomes more inspiring still. Allies with the blessing are immune to mind-affecting abilities.

4th: You become a prophetess of the lady. As well as the blessing, you apply your original ward save to allies in range.

Requires: Drow, female.

Primary ability: Charisma

Lores: Dark or any from the Big Eight

Passive: You are simply good at magic. You add 1, plus 1 per 4 levels, to the result of any casting rolls you make.

1st: You learn the spell Chillwind. If you know it, you learn a first-level spell from any of the Big Eight instead.

2nd: You learn the spell Word of Pain. If you know it, you learn a second-level spell from any of the Big Eight instead.

3rd: You learn the spell Power of Darkness or Doombolt (You choose).

4th: You learn the spell Bladewind. If you know it, you learn a fourth-level spell from any of the Big Eight instead.

Note to DMs: A dragon mage swiftly becomes less a person on a dragon, and more a dragon with a person on it. This should be taken into account when determining whether to allow a player to play one.

Requires: High elf, Chaotic Good

Primary ability: Charisma

Lores: Fire

Passive: You have severely limited spellcasting ability, to the point of only ever being able to cast the spell Rhuin's Fireball. However, you acquire a dragon, who is your constant companion in battle. The creature is a Wyrmling brass dragon, but only has a single hit die per Warp Mage level you have. This dragon is born to be ridden by you, and can only be ridden by you, but you needn't take ride checks, and it can carry you if you're the same size as it.

1st: Your dragon becomes a very young dragon. It still only has one hit die per level you have.

2nd: Your dragon is now young. It becomes Juvenile at 11th level.

3rd: Your dragon is now a young adult. It becomes an adult at 17th level.

4th: Your dragon becomes a mature adult.

Requires: Human, male, any nonevil.

Primary ability: Intelligence

Lores: Any from The Big Eight.

Passive: You are simply better than normal at casting spells. You get a +1 bonus on rolls made to cast warp spells, plus 1 per 5 levels.

1st: You remember small amounts from your companions' studies. You acquire a second first-level spell from another lore from the Big Eight.

2nd: You carry with you a Dispel Scroll. Once per day, you may counter a spell without using any dice or any chance of failure. You still can't dispel a spell cast with Irresistible Force in this way.

3rd: You gain more mastery of your secondary lore, acquiring its second-level spell. This must be from the same lore as your additional first-level spell.

4th: Once per day, you may use the powerful mirror of Van Horstmann on a foe. If the target, who must be within 60 feet, fails a will save, you may immediately swap any combination of the following with the chosen foe:
Your melee, ranged or/and base attack bonus
Your armour class, flat footed armour class and/or touch armour class.
Any one or more of your save bonuses
Any one or more of your physical ability scores.

Do not re-calculate any characteristic being swapped based on another being swapped - for example, don't re-calculate fortitude saves if you swap your fortitude and constitution with a foe. However, if you swap base attack bonus but not melee attack bonus, you should re-calculate your melee attack bonus from your new base attack bonus.

Your characteristics are "Locked" for one minute - that is, taking off or putting on armour will neither aid you nor hinder your foe if your armour classes are swapped. After one minute, your characteristics are restored. The death of one or other creature doesn't end the effect, but it doesn't stop the effect ending either.

Example: Josiah is an Empire Battle Wizard with a melee attack bonus of +11, a ranged attack bonus of +10 and a base attack bonus of +9. He's up against a creature whose melee attack bonus is +34, ranged attack bonus is +15 and base attack bonus is also +15. He swaps his melee and base bonuses, giving him a melee bonus of +34 and base bonus of +15. His ranged bonus is calculated with his new base attack bonus, and is now +19. The monster uses Josiah's melee and base attack bonuses, but calculates its new ranged attack bonus from his base attack bonus instead of its own, and so it has a ranged attack bonus of +9.

Requires: Ogre

Primary ability: Constitution

Lores: Fire

Passive: You are a competent fighter. Your base attack bonus progression is the same as the rogue's, and you have a d8 hit die.

1st: You lose one of the points of level adjustment you would normally be subject to as an ogre, entitling you to an extra level immediately. You also have the opportunity to convert one of your giant hit dice into a warp mage level.

2nd: You lose the other point of level adjustment, giving you yet another level immediately. You can convert another giant hit die into a warp mage level.

3rd: You can convert up to two more giant hit dice into warp mage levels.

4th: Any fire damage you deal in any way ignores resistance and immunity to fire.

Requires: Skaven (Grey seer). Grey seers are born into the role, so you can't multiclass into grey seer.

Primary ability: Intelligence.

Lores: Plague and Ruin. Each time the Grey Seer would choose a spell, he can choose either lore to take the spell from. As his last spell, he always takes The Curse of the Horned Rat, the single spell from The Dreaded Thirteenth spell.

Passive: You have uncanny luck, and no-one's quite sure why. You get a +1 luck bonus to all saves and to armour class, plus 1 more per 5 levels.

1st: You are (quite rationally, you think) averse to running out of magic. Each combat, you produce 1d3 warptokens. You can use a warptoken to produce an additional power die in an emergency - even after you've rolled all the other dice to cast a spell. However, the warptoken can cause a miscast (and thus, irresistible force), and also, if you roll a 1 when using a warptoken you take a point of damage for each hit die you have.

2nd: You are proficient in both spells of plague and of ruin. You gain whichever of Warp Lightning and Pestilent Breath you don't already know.

3rd: You may call upon the power of the screaming bell as a standard action. If you do, you may choose to roll 1d6, 2d6 or 3d6 to see how hard the screaming bell is struck. Refer to the following table to find the effect:

RollEffect
1Not Yet In Stride
2-4Unholy Clamour
5-8Emboldened
9-10Scorch
11-12Deafening Peals
13A Stirring Beyond the Veil
14-16Wall of Unholy Sound
17Avalanche of Energy
18Apocalyptic Doom

Not Yet In Stride: The Rat Ogre strains under the task.
The air stirs with magical energy, but no game effect yet.

Unholy Clamour: The toll of the bell fills the Grey Seer with zeal.
You immediately make a full move or charge action without taking the full-round action to do so. If you have a spare move action, you can turn the attack from a charge into a full attack.

Emboldened: The high-pitched squeaking of the skaven rises to meet the Bell's clanging.
You, and your allies within 100 feet, may re-roll all failed saving throws for one round.

Scorch: The tolling sound opens vents in the ground.
The Bell itself (not the grey seer) immediately casts the Scorch spell. You choose the target for the spell.

Deafening Peals: The unnatural vibrations of the bell spread outwards.
Each enemy within 400 feet with seven or more hit dice instantly takes d3 negative levels. The Screaming Bell attempts to destroy every structure within 400 feet that extends above eight feet tall, taking a strength check with a bonus equal to twice your level to break everything.

A Stirring Beyond the Veil: Something that should not be awoken answers the Bell's summons...
Every opponent within 100 feet takes 5d6 damage, and then you make a full attack or a charge without taking an action to do so.

Wall of Unholy Sound: The deafening peals roll across the land, driving the skaven to new heights of ferocity.
You, and all allies within 400 feet, may take a full-attack or charge action without spending the action to do so. The Screaming Bell attempts to destroy every structure within 400 feet that extends above eight feet tall, taking a strength check with a bonus equal to three times your level to break everything.

Avalanche of Energy: A surge of energy ripples from the Screaming Bell.
You and all allies within 100 feet immediately move up to their full movement speed, then make a charge or full attack. When they do, they may re-roll any attack or damage roll they make, including an attack roll to confirm a critical hit.

Apocalyptic Doom: With a cataclysmic eruption of sound, the Screaming Bell splits asunder, crashing to the ground like ten thousand thunderclaps. Sometimes even years later, survivors still report hearing a faint echo, the final resonations of the bell or distant unearthly laughter.

You broke the Screaming Bell. You idiot.

You can't use the Screaming Bell again for one week, and when you break it, everyone within 4d6*100 feet takes 3d6 points of damage.

4th: You can turn into a vermin lord as a standard action.

If you do, you gain base attack bonus equal to your hit dice. You get a +5 bonus to initiative, and become colossal along with your equipment, gaining a +16 bonus to strength and constitution at the same time. Finally, you can produce out of nowhere a colossal-sized doomglave, which is a glaive like any other but you are proficient with it, and it is a +10 weapon that deals triple the normal damage and deals damage to anything, regardless of any attempt to prevent some or all of the damage. You can maintain the vermin lord form indefinitely, or release it as a standard action.

Vermin Lords can still cast spells.

Requires: Goblin, any chaotic.

Primary ability: Wisdom

Lores: The Little Waaaaaaagh!

Passive: You're a sneaky little goblin. You have the same base attack bonus as a rogue, and a reflex save bonus to match.

1st: You gain 1 sneak attack die, plus one per 4 levels. Your sneak attack works much as a rogue's.

2nd: You gain a +2 dodge bonus to armour class, + 1 per 3 levels.

3rd: You can call a little Waaagh? When you call a little Waaagh? you scream high-pitchedly and half-heartedly. Any ally within 100 feet of you can scream high-pitchedly and half-heartedly on his or her next turn. Then on your turn and for a minute after, all participants in the little Waaagh? get a +4 bonus to dexterity for each person who screamed (Maximum +40).

4th: You can summon an Arachnarok spider. It is a Web-spinner Colossal Monstrous Spider (http://www.d20srd.org/srd/monsters/monstrousSpider.htm) which serves you faithfully and well, and you can ride it without needing to roll. You can re-summon it 1 hour after its dismissal or death.

Requires: Plaguebearer

Primary ability: Wisdom

Lores: Nurgle

Passive: You bear the Mark of Nurgle. You have a d12 hit die for all Warp Mage levels.

1st: You gain a +1 bonus, plus 1 per 4 levels, on fortitude saves.

2nd: You gain a +1 bonus, plus 1 per 3 levels, to your natural armour bonus.

3rd: You are completely unimpeded by the weight of any armour, and you even ignore armour check penalties.

4th: You gain regeneration 25/fire.

Requires: Daemonette

Primary ability: Intelligence

Lores: Slaanesh

Passive: You bear the mark of Slaanesh. You get a dodge bonus to AC equal to 2, plus 1 per 2 levels.

1st: You gain a +1 bonus, plus 1 per 4 levels, on reflex saves.

2nd: You gain a +1 bonus, plus 1 per 5 levels, on initiative rolls.

3rd: You gain a +5 bonus to attack rolls. You also make an extra attack at your highest base attack bonus whenever you attack; this does stack with effects like haste.

4th: Your ranged weapon attacks always hit and the result is always a critical hit.

Requires: Horror

Primary ability: Charisma

Lores: Tzeentch

Passive: You bear the mark of Tzeentch. Your caster level is treated as 1 higher, plus 1 per 6 levels.

1st: You gain a +1 bonus, plus 1 per 4 levels, on will saves.

2nd: Your mark of Tzeentch becomes empowered, reducing the target number of your ward save by 1. This can reduce your target number to 3+.

3rd: You get a +6 bonus to any spell you cast. You may choose to cast any spell where you roll exactly one 6 with irresistible force (and a miscast); you do not ever have to.

4th: You are unaffected by miscasts; irresistible force still applies.

Requires: High elf

Primary ability: Intelligence

Lores: High, or any from the Big Eight.

Passive: You are simply good at magic. You add 1, plus 1 per 4 levels, to the result of any casting rolls you make.

1st: You learn the spell Apotheosis. If you know it, you learn a first-level spell from any of the Big Eight instead.

2nd: You learn the spell Hand of Glory. If you know it, you learn a second-level spell from any of the Big Eight instead.

3rd: You learn the spell Drain Magic or Soul Quench (You choose).

4th: You learn the spell Tempest. If you know it, you learn a fourth-level spell from any of the Big Eight instead.

Requires: High elf

Primary Ability: Intelligence

Lores: The first-level spells of the big eight in any order.

Passive: You gain two spells at first level.

1st: You retroactively and henceforth replace your base attack bonus progression and hit dice with those of the fighter.

2nd: You get a +10 bonus on initiative rolls.

3rd: You can cast two warp spells as a full-round action.

4th: You can cast two warp spells and full attack or charge as a full-round action.

Requires: Lich

Primary ability: Charisma

Lores: Death, Light, Nehekhara

Passive: You gain resistance to acid and sonic 10, and your DR for being a lich is no longer overcome by magic.

1st: You immediately lose a single point of level adjustment, allowing you to gain what is essentially a free level.

2nd: You immediately lose a single point of level adjustment, allowing you to gain what is essentially a free level.

3rd: You immediately lose a single point of level adjustment, allowing you to gain what is essentially a free level. At nineteenth level, you lose your final point of level adjustment.

4th: You become a heirophant, capable of granting power like your own to others. Your allies within 30 feet gain your ward save.

Requires: Human, any evil.

Primary ability: Charisma

Lores: Vampires

Passive: You have acquired an affinity for negative energy. You are unaffected by negative energy.

1st: Your affinity for negative energy is strengthened. You are healed by both positive and negative energy.

2nd: You learn how to make your undead creatures stronger. Undead creatures you create gain three hit dice of advancement.

3rd: Your undead are even stronger, and gain a +4 natural armour bonus to AC and DR 10/magic.

4th: Your undead become stronger still. They get a +10 perfection bonus to all ability scores.

Requires: Orc, any chaotic.

Primary ability: Strength

Lores: The big Waaaaaaaaaagh!

Passive: You're a big tough orc. You have a d8 hit die for all warp mage levels and have a medium base attack bonus progression much as a rogue.

1st: Your fortitude save progression becomes that of the fighter.

2nd: Whenever one of your allies makes an attack, you may gain +2 to your strength score for one round.

3rd: You may call a WAAAAAAAAAAGH! This is an absolutely terrible idea, but it's fun so you're going to do it anyway. You scream at the top of your voice as a standard action. Each ally within 100 feet of you can then choose to shout at the top of his or her voice as a standard action before your next turn. From your next turn, for one minute, each participant in the WAAAAAAAAAAAGH! gets a +4 bonus to strength for each person who participated (Maximum +40).

4th: You may reach out about forty thousand years into the future, and wield the mighty power of Old Zogwort, by casting on an 18+. One target creature is turned into a vile creature called a squig if their fortitude save is failed. The squig is essentially equivalent to a dog despite its different shape. It immediately goes mad and attacks random nearby creatures for no apparent reason.

Requires: Skaven (Clan Pestilens)

Primary ability: Constitution

Lores: Plague and The Dreaded Thirteenth Spell

Passive: Your body is big and bloated. You get a d12 hit die.

1st: You exhume toxic fumes. A foe who you threaten takes 1 damage/level each round (fortitude negates).

2nd: You are actually competent at fighting. Your base attack bonus retroactively and forevermore the same progression as a monk's, as is your fortitude save. You gain the Two-weapon fighting, greater two-weapon fighting, improved two-weapon fighting and perfect two-weapon fighting feats even though you almost certainly don't meet the prerequisites.

3rd: Once per day, you may call upon the essence of the great plague furnace. You may create a backwards 30 foot cone which represents the location where the great plague censer swings. Anyone who is in this area takes a fortitude save or dies, a reflex save or take 10d6 crushing and 5d6 acid damage, and a will save or is confused for 2d4 rounds.

4th: You become one with the plague. You cannot fail fortitude saves.

Requires: Skink

Primary ability: Intelligence

Lores: Heavens

Passive: Whenever an ally within medium range (100 ft + 10 ft/level) casts a spell or spell-like ability, or manifests a power or psi-like ability, which you could cast or manifest if your Warp Mage levels were all levels in the class casting or manifesting it, you may act as a vassal for it. If you and the ally agree (this agreement or otherwise, and no other information, is communicated telepathically), the spell originates from your location, not theirs. You also make the attack roll for anything which requires it. For example, if you act as a vassal for an Anti-magic field, it is centred on you; if you act as a vassal for a cure light wounds spell, you can cast it on anyone you can touch (using your own attack bonus if a touch attack is needed).

1st: By casting on a 5+, you can summon a snake (tiny viper) within 25 feet of you, which serves for one round per level.

2nd: You learn the Shem's Burning Gaze spell, even though it's a lore of light spell.

3rd: You acquire a Cloak of Feathers, allowing you to fly with a speed of 60 feet (Perfect). You also gain Spell Resistance equal to 6, plus your level.

4th: You acquire a Cube of Darkness. Once per day, you may use the Cube of Darkness as an immediate action. Roll a d6 for each spell being cast, and each spell currently active within 1000 feet. A roll of a 2 or higher dispels or counters that spell.

Requires: Slann

Primary ability: Wisdom

Lores: High, or any of the big eight. Alternatively, a Slann may choose to learn spells in the same way as a Loremaster of Hoeth - by choosing a first-level spell from each lore of the Big Eight in turn, and gaining two spells instead of one at first level.

Passive: You acquire a palanquin, which is a giant floating chair capable of lifting you 10 feet above a solid or liquid surface. It can move in the same way that a human might, assuming that a human could walk ten feet in midair, but it uses your actions to do so. You can cause the palanquin to descend to the ground, or even through water.

1st: You choose a Discipline of the Old Ones at this level.

2nd: Your Palanquin bears a Shield of the Old Ones. Your ward save is improved by 1 step (to a minimum of 3+).

3rd: You choose a Discipline of the Old Ones at this level.

4th: You choose a Discipline of the Old Ones at this level.

The disciplines of the Old Ones are as follows:

Reservoir of Eldritch Energy: The Slann may store unused power dice between battles. The maximum number of dice to be stored in this manner is 1, plus 1 per 5 levels.
Soul of Stone: When the Slann Mage-priest rolls on the miscast table, he may voluntarily add or subtract up to 2 from the numerical result.
Becalming Cogitation: The Slann Mage-priest re-rolls failed dispel and counterspell attempts using the Dispel Dice ability.
Convergence: The slann channels with two extra dice.
The Harrowing Scrutiny: The Slann has a frightful presence aura, causing those who witness his glory to be frightened. The range is 30 feet and the duration is 5d6 rounds.
Transcendent Healing: The Slann benefits from the lore of life lore attribute regardless of the lore he's using. If he's using it already, the effect is duplicated.
Unfathomable Presence: The Slann gains Spell Resistance equal to 11, plus his Warp Mage level.
Focus of Mystery: Requires ability to cast third-level spells from the Lore of High Magic. You gain either the spell Soul Quench or Drain Magic, depending on which one you don't know.
Higher State of Consciousness: The Slann gains DR 10+level/magic.

Requires: Wood elf, any nonevil

Primary ability: Charisma

Lores: High, Dark

Passive: You ignore any terrain penalty for moving in wooded areas, allowing you to charge in them as well. Animals are less aggressive towards you and your comrades, as are forest spirits. Generally, such creatures won't attack your group of their own accord unless one or more of you is an immediate threat.

1st: By casting on an 8+, you can cause up to 2d6 trees within 100 feet to move up to 30 feet.

2nd: You learn whichever of Apotheosis or Chillwind you don't know.

3rd: You learn whichever of Hand of Glory or Word of Pain you don't know.

4th: You learn whichever three of Soul Quench, Drain Magic, Power of Darkness and Doombolt you don't know.

Requires: Vampire

Primary ability: Charisma

Lores: Vampires

Passive: You know how to make your undead creatures stronger. Undead creatures you create gain three hit dice of advancement.

1st: You immediately lose a single point of level adjustment for being a vampire, allowing you an extra level in exchange.

2nd: You lose the other point of level adjustment for being a vampire, giving you a second bonus level.

3rd: Your undead are even stronger, and gain a +4 natural armour bonus to AC and DR 10/magic.

4th: Your undead become stronger still. They get a +10 perfection bonus to all ability scores.

Requires: Skaven (Skryre)

Primary ability: Intelligence.

Lores: Ruin and the Dreaded Thirteenth spell.

Passive: You are a master engineer, as well as a spellcaster. Craft and Knowledge (Architecture and engineering) are always class skills for you, and you get a bonus equal to your Warp Mage level on such skill checks.

1st: You are better than normal at using the spell Warp Lightning. When you cast it, you roll an extra die of damage for each four Warp Mage levels you have, and the spell's damage is limited to 20d6, not 10d6. You may also re-roll the die to determine the number of targets you hit, even if you roll a result of 1.

2nd: You can enhance weapons. A warlock-enhanced weapon strikes as though the wielder's strength and dexterity were increased by 2, plus 2 per 5 levels you have. A weapon can only be enhanced by one Warlock Engineer at a time, but you can enhance one weapon, plus one per 5 levels you have, at once.

3rd: You have access to Clan Skryre's terrifying inventions in the form of a warpmusket, two warplock pistols, a death globe and a doomrocket.

Warpmusket: A medium warpmusket - one you, as a skaven, will presumably use - deals 3d6 points of damage to its target, and has a range increment of 20 feet. It requires two hands to use.
Warplock Pistol: You can use Two-weapon fighting, improved two-weapon fighting and greater two-weapon fighting with two Warplock Pistols even if you don't have the feats to do so. They deal 2d6 points of damage if medium, require a single hand each to use, and have a range increment of 10 feet. They are designed to be able to whack someone as well as shoot them, and deal 1d6 damage (and are light weapons) when used to do so.
Both warplock weapons can fire from the warpstone source indefinitely without need of reloading. They strike your opponent's touch AC. They require near-constant maintenance from a Warlock Engineer, and while some Stormvermin wield them, they will only last 2 hours without a Warlock Engineer nearby to fix them.
Death Globe: You may throw the death globe at a creature within 30 feet, as a splash weapon. The creature hit takes 2d6 points of constitution damage; because it is a splash weapon the splash damage is only 2. Those immune to constitution damage are actually unaffected by the death globe, unlike with Clan Pestilens' spells which are potent enough to deal acid damage to those immune.
Doomrocket: You may launch the doomrocket in any direction along a line. It then travels Xd6*5 feet, where X is a number between 4 and 10 of your choice. If all goes well (For a given value of "Well"), the doomrocket explodes, dealing 1d6/level damage to each creature within 20 feet. This damage is one third fire, one third force, and one third divine power Clan Skryre Badassery that cannot be prevented by any means (Spare damage is allocated to fire first, then force).

If you roll three or more results of 1 when seeing how far the doomrocket travels, there is a (pretty large) chance that something has gone seriously wrong. Roll 1d20 on the following table to see exactly what is wrong:

RollEffect
1-2Kaboom!
3-13Stabilising fin lost!
14-20It's a dud!

Kaboom: The doomrocket does not go Xd6*5 feet; in fact it does not go anywhere. It simply explodes in your face, and the faces of those within 20 feet of you.
Stabilising fin lost: The doomrocket does a loop-the-loop before setting off in a direction that may or may not be at all related to the one in which you aimed it. Specifically, the rocket is fired 1d8*45 degrees clockwise of the intended direction. It goes the same distance as was rolled.
It's a dud: It's not actually a dud, but it doesn't explode immediately. It still travels the normal distance, and if there's anyone in the square in which the rocket lands, they are whacked in the face (or face-equivalent. Or face-not-really-equivalent) for 3d6 points of bludgeoning damage. The doomrocket then sits there, ominously. It takes a DC 30 Knowledge (Architecture and engineering) or Profession (Engineer or Siege Engineer) to recognise an unexploded doomrocket, but a creature who does so can pick it up and lob it (as an improvised weapon, it has a range increment of only 5 feet and it only does 1d6 damage despite taking two hands to chuck it). Each turn, as whenever someone throws it, roll a d20. If the result is 15 or greater, it explodes as normal. Add 1 to the roll for each time such a roll has been made.

After 8 hours' rest, a Nightrunner bribed by clan Skryre appears within the next 15 minutes to restock any equipment you have used. Equipment produced by Clan Skryre is magically and mechanically tagged, so you can't usually stockpile them. That said, if you have "Lost" equipment and later "Find" it, you may be able to acquire two copies of the same item - the runner's loyalty is to Clan Eshin, not Clan Skryre, and they're not paid to ask questions. The runner is a fifth-level rogue and first-level assassin.

The runner only carries as much equipment as it intends to give you, as well as its own weapons. It will attempt to escape if attacked, and while the higher-ups of Clan Skryre can appreciate the urge to kill Eshin agents for no good reason, it will take one week to find you a new willing nightrunner, and repeatedly attacking Nightrunners may set Skryre and Eshin alike against you. On the other hand, the Nightrunner may be a source of semi-useful information.

If you are at war with Clan Eshin, you are likely to get Stormvermin (6th-level Halberdier-path Honour Guard) or even Warlock Engineer (6th level Warlock-path Warp Mage) helpers instead.

4th: You gain the ability to call forth the ultimate madness that is the Doomwheel. Needless to say, this is a terrible idea and yet highly amusing.

Once per day, the powers that be teleport in a doomwheel to come to your aid. The doomwheel inevitably increases the rider's effective size to colossal, although they themselves cannot be targeted. The rider's armour bonus to AC is replaced by the Doomwheel's +10 bonus. The doomwheel has 300 hit points The Doomwheel does not take actions as such; instead it performs the following:

The Doomwheel's pilot chooses a direction the same way they would target a line spell.
The doomwheel moves 3d6*5 feet along that line.
The doomwheel itself fires lightning bolts at the nearest creature.
If the lightning bolts misfire, resolve the misfire.

If the doomwheel runs into a static object, it takes a strength check with a +16 bonus to burst through. If it fails, it immediately stops, and takes 20d6 points of damage. If it runs into a creature, that creature must take a reflex save (DC 25) or be crushed under the wheel, taking 20d6 points of damage and being knocked prone.

The doomwheel then fires three lightning bolts. Each one targets the nearest creature to you (not, of course, including you yourself). You can prevent this from occurring with a DC 20 intelligence check. Each lightning bolt deals 1d6*20 points of electricity damage to the targeted creature; roll once for all 3. If 6 is rolled, instead roll on the doomwheel misfire chart.

The doomwheel misfire chart is as follows:

D20Effect
1-7Disaster
8-17Out of Control
18-20Burst of Speed

Disaster: The doomwheel suffers a partial meltdown and begins to glow a luminous green tint.
The doomwheel immediately takes 10d6 points of damage. Until its destruction, it rolls one less d6 when it would move. If it would move 0d6, it is destroyed.

Out of control: The screeching feedback of the warpstone has jammed the sternwheel.
Immediately move the doomwheel again, but roll a d8 to determine a random direction to move in rather than moving normally.

Burst of Speed: The overheated warpstone reinvigorates the treadmill rats to perform truly inspired wheel-spinning as never before.
For the remainder of the doomwheel's existence, it rolls a further die for its random movement.

The destruction of the Doomwheel causes 10d6 points of damage to the pilot, but it can be abandoned before then, in which case it rolls on its merry way until it is destroyed, firing lightning bolts (which cannot be prevented by the pilot since there is none) and moving straight forwards.

Jormengand
2015-03-10, 05:27 PM
Lores of Magic

The Big Eight

The Big Eight are the domain of many warp magi.

Attribute: You get +1 to cast Lore of Beasts spells on beastmen, animals, magical beasts and dragons.

1st:
The Flock of Doom (Cast on 5+)
Conjuration
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: All enemies in range
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You call upon a terrible flock of birds to attack your enemies. Each round, all enemies in the flock of doom take 2 points of damage.

Cast on an 8+: The flock has a long range and deals 3 points of damage each round.

2nd:
Pann's Impenetrable Pelt (Cast on 8+)
Transmutation
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creature gets a +8 natural armour bonus to AC.

Cast on +16: Target is any number of creatures.

3rd:
The Amber Spear (Cast on 9+)
Conjuration
Level: Warp mage 3
Components:V, S
Casting Time:1 standard action
Range: 60 ft
Area: 60 ft line
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No

You launch a great amber spear, hitting everyone on the line Anyone struck must take 1d6/level (maximum 20d6) damage.

Cast on a 15+: Everyone hit by the spear is knocked prone (reflex negates being knocked prone).
4th:
Wyssan's Wildform (Cast on 10+)
Transmutation
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creature gets +16 strength and constitution for the duration.

Cast on 13+: Increase range to medium (100ft + 10 ft/level)

5th:
The Curse of Anraheir (Cast on 10+)
Transmutation
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft+ 40 ft/level)
Target: 1 creature/level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No

The targeted creatures are cursed, and take a -5 penalty to attack rolls. They treat everything as difficult and dangerous terrain.

Cast on 13+: The spell's range is unlimited.

6th:
The Savage Beast of Horros (Cast on 10+)
Transmutation
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft+ 5 ft/2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creature's strength and base attack bonus are doubled, and they can claim more than 4 attacks for having a high base attack bonus.

Cast on 20+: Targets any number of creatures.

7th:
The Transformation of Kadon (Cast on a 16+)
Transmutation
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No

You turn into a dragon or magical beast for the duration. This creature is far more powerful than others of its type, and gains the Paragon Creature template. You may choose a Paragon Young Adult Gold Dragon, a Paragon Manticore advanced to have 20 hit dice (Even though this is impossible; it's huge size) or a Paragon Twelve-headed Hydra advanced to have 20 hit dice (Even though this is again impossible and it's also huge).

For the duration, you can't cast spells or use spell-like abilities. You lose your ward save for the duration.

Cast on 20+: You may instead become a Paragon Mature Adult Gold Dragon or a Paragon Chimera advanced to have 27 hit dice.


Attribute: Whenever you kill someone with a spell from the Lore of Death, you add a single die to the power pool.

1st:
The Aspect of the Dreadknight (Cast on 4+)
Illusion (Phantasm) [Fear, mind-affecting]
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level or 5d6 rounds
Saving Throw: Will partial
Spell Resistance: No

The creature has a frightful presence aura (30 ft). Those who fail their saves are shaken for 5d6 rounds.

Cast on 9+: Those who fail their saves are instead frightened.

2nd:
The Caress of Laniph (Cast on 6+)
Necromancy
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The target takes 1d8 points of damage for each point of difference between your caster level and its strength modifier.

Cast on 12+: The range is medium (100 ft + 10 ft/level)

3rd:
Spirit Leech (Cast on 7+)
Necromancy
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You and the target creature each roll 1d20 and add their INT, WIS or CHA modifier (You choose the same ability score for both). If you roll higher, the creature divides their current hit point total by the difference plus 1.

Cast on 10+: The range is medium (100 ft + 10 ft/level)

4th:
Soulblight (Cast on 9+)
Necromancy
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The target creature takes a -4 penalty to strength and constitution for the duration.

Cast on 18+: Target is any number of creatures in range.

5th:
Doom and Darkness
Enchantment
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The target creature takes a -4 penalty to Intelligence, Wisdom and Charisma for the duration.

Cast on 13+: Range is Long (400 ft + 40 ft/level)

6th:
The Fate of Bjuna (Cast on 13+)
Necromancy
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The target takes a single negative level for each point of difference between your caster level and its constitution modifier.

7th:
The Purple Sun of Xereus (Cast on 15+)
Necromancy
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: See text
Area: 10 ft radius
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No

You summon the Purple Sun of Xereus, which casts light down upon an area adjacent to you. The Sun's light then moves 4d6*5 feet away from you, and looms ominously in its final position. Anyone touched by the light as it moves is slain instantly if they fail a will save. If a creature survives under the Sun's final position, the Sun keeps moving until there are no creatures alive under its baleful gaze. No creature may move into the Sun's light willingly; those that are forced inside must automatically save again next time the sun moves unless they are able to move out before it moves again.

The Sun moves in the same way on each of your turns - you choose when on your turn, but you must let it move exactly once - except that it moves 1d6*5 feet in a random direction. Again, anyone who is touched by the light as it moves must save against the effect of is slain.

Cast on 25+: The Purple Sun shines down over a 20 ft radius circle.

Attribute: Lore of Fire spells ignore up to half the target's fire resistance, and do a minimum of half damage. Further, if anyone dealt damage with Rhuin's Fireball, The Burning Head, Piercing Bolts of Burning or Flame Storm last round, the casting result of any of those spells cast so that it hits one of the same targets is increased by d3.

1st:
Rhuin's Fireball (Cast on 5+)
Evocation [Fire]
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Rhuin's Fireball deals 1d6/level (maximum 5d6) fire damage to any creature it strikes.

Cast on 10+: Increase the range to medium, the area to 20 feet and the maximum damage to 10d6.
Cast on 18+: Increase the range to long, the area to 30 feet and the maximum damage to 20d6.

2nd:
Cascading Fire Cloak (Cast on 5+)
Abjuration [Fire]
Level: Warp Mage 2
Components: V, S
Casting Time: 1 standard action
Range: You and your allies within 20 feet.
Area: 20-ft.-radius spread
Duration: 1 round/level.
Saving Throw: None
Spell Resistance: No

You equip yourself and your allies with blazing cloaks of fire. Any foe who moves out of a square within your natural reach, or attacks you from within your natural reach, takes 2d6 fire damage each time they do so. You each get a +5 bonus on intimidate checks, plus 1 per 3 levels. You can't use Cascading Fire Cloak on unintelligent creatures, but your mounts are immune to the effect

3rd:
Flaming Sword of Rhuin (Cast on 8+)
Transmutation [Fire]
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Allies within a 20-ft.-radius spread
Duration: 1 hour/level.
Saving Throw: None
Spell Resistance: No

The weapons of your allies glow with burning fire. Despite the name, the spell confers upon any weapon whatsoever the flaming burst property so long as a target wields it (this inherits the lore attribute). These weapons are also capable of damaging incorporeal and even ethereal foes.

Cast on 11+: Increase range to long.

4th:
The Burning Head (Cast on a 10+)
Conjuration [Fire]
Level: Warp mage 4
Components:V, S
Casting Time:1 standard action
Range: 60 ft
Area: 60 ft line
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: No

You fire a cackling face, burning all about it, which launches itself towards the foe. Anyone struck must take 1d6/level (maximum 20d6) fire damage. They must also take a will save or be terrified for 1d6 rounds.

Cast on a 13+: The line is 120 feet long.

5th:
Piercing Bolts of Burning (Cast on 10+)
Conjuration [Fire]
Level: Warp Mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Effect: Powerful bolts of flame.
Duration: Instantaneous
Saving Throw: Reflex partial.
Spell Resistance: No

You fire forth powerful bolts of fire, which pierce through the toughest of armour and can pin down warriors. You shoot up to one piercing bolt of burning per 3 levels. Each requires a ranged touch attack, but hitting with one does 1d6/2 levels fire damage, and anyone struck by at least one piercing bolt of burning must take a reflex save. Any who fail are dragged along into the next square and fall prone. If the next square is occupied, they are pinned to its occupant, whether it be a wall or anything else, unless said occupant can take a reflex save to move out of the way. Failure indicates that the occupant takes the damage too, and the two are stuck together. They can unstick each other by taking a strength check whose DC is the same as the save DC. They get a +2 bonus on the check for each attempt that has been made.

Cast on 13+: Increase the range to long range.

6th:
Fulminating Flame Cage (Cast on 11+)
Evocation [Fire]
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Up to 1 creature/level.
Duration: 1 round/level.
Saving Throw: Fortitude partial
Spell Resistance: No

You create several cages of flame. Each creature struck with a cage takes 1d6 fire damage/2 levels. They then take a fortitude save; if they succeed, they are spared the rest of the effect. Otherwise, for each action they wish to take they must take a fortitude save; failure indicates they take 2d6 more damage and can't move.

Cast on 14+: Increase the range to long.

7th:
Flame Storm (Cast on 13+)
Evocation [Fire]
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Area: Several 15-ft.-radius spreads
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You call down a mighty storm which can level entire villages, though it is not the most accurate of powers. Choose 1 location/3 levels. Then, for each location, roll 1d8 to determine a direction (1 forwards, 3 right, 5 backwards, 7 left) and (1d6-1)*5 to determine how far out your shot was in feet. Everything within 15 feet of the final location takes 1d6 damage/2 levels.


Attribute: A flying creature struck by any damaging spell from the Lore of Heavens immediately takes another 1d6 points of damage per 2 levels.

1st:
Harmonic Convergence (Cast on 6+)
Transmutation
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One willing creature
Duration: One minute/level
Saving Throw: None
Spell Resistance: No

The chosen creature may re-roll any die that they rolled for any reason whose result is 1.

Cast on 12+: The target is any number of creatures within short range (25 ft + 5 ft/2 levels)

2nd:
Iceshard Blizzard (Cast on 7+)
Evocation
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Area: 30 ft radius
Duration: One minute/level
Saving Throw: None
Spell Resistance: No

You create a blizzard in the area, which slows all movement therein (flying, running or otherwise) by half, and those who wish to shoot into, out of or through the area take a -1 penalty on the attack roll per level. Creatures therein also take a -1 penalty on will saves per 3 levels.

Cast on 10+: The range is long (400 ft + 40 ft/level).

3rd:
Wind Blast (Cast on 7+)
Evocation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude half (Distance and damage)
Spell Resistance: Yes

The target creature is moved backwards 1d6*5 feet away from you. If it's slammed into another creature or an object, both participants take 1d6 points of damage per level.

Cast on 14+: The creature moves 2d6*5 feet instead.

4th:
Curse of the Midnight Wind (Cast on 10+)
Transmutation
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One willing creature
Duration: One minute/level
Saving Throw: None
Spell Resistance: No

The chosen creature must make any roll it makes for any reason twice, taking the worst result.

Cast on 20+: The target is any number of creatures within short range (25 ft + 5 ft/2 levels)

5th:
Urannon's Thunderbolt (Cast on 10+)
Evocation
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

The target creature takes 2d6 points of damage per level. Half of this is electricity damage, but the other half results entirely from divine power and cannot be prevented.

Cast on 13+: The range is long (400 ft + 40 ft/level)

6th:
The Comet of Cassandora (Cast on 12+)
Evocation
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Unlimited
Target: Square seen
Duration: Until the comet lands.
Saving Throw: Reflex half
Spell Resistance: No

A giant comet looms over the target square, promising to annihilate any so bold or so foolish as to stay in the blast area. Put a counter on the square. Whenever your round begins, there is a 50% chance of adding another counter, unless there are six counters already in which case there is no chance. Otherwise, the comet strikes.

When the comet strikes, it affects everywhere within 2d6*5 feet of the targeted square. Anyone and anything in range takes one die of damage per level. The die size used is twice the number of counters on the square.

7th:
Urannon's Chain Lightning (Cast on 10+)
Evocation
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

This spell works the exact same way as Urannon's Thunderbolt, but there is a 65% chance that you will be able to choose another target within close range (25 ft + 5 ft/level) of the original target, and resolve the spell again against that target, complete with the possibility of choosing yet another target.

Attribute: When you cast a spell from the Lore of Life, a creature of your choice within 30 feet regains 1 hit point per level you have.

1st:
Awakening of the Wood (Cast on 6+)
Evocation
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Up to 1d6 creatures in range
Duration: Instantaneous
Saving Throw: Reflex half, sometimes.
Spell Resistance: Yes

Each creature caught in the effect of Awakening of the wood is assailed by suddenly apparent branches. These deal 1d6 points of damage per level; a creature within 30 feet of a tree is not entitled to a save for half damage.

If you have a Throne of Vines, the damage is capped at 20d6, otherwise it is limited to 10d6.

2nd:
Earth Blood (Cast on 8+)
Transmutation
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level.
Saving Throw: None
Spell Resistance: Yes

For the duration, the creature affected has regeneration 10/silver. If you have a Throne of Vines, they get regeneration 15/silver instead.

3rd:
Skin to Stone (Cast on 8+)
Transmutation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level.
Saving Throw: None
Spell Resistance: Yes

The target creature gets +4 constitution and a +6 natural armour bonus to AC. If you have a Throne of Vines, the effects are doubled.

4th:
Throne of Vines (Cast on 8+)
Conjuration [Creation]
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level.
Saving Throw: None
Spell Resistance: Yes

You ignore the harmful effects of miscasts 80% of the time. The effects of many of your spells are increased.

5th:
Shield of Thorns (Cast on 9+)
Abjuration
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level.
Saving Throw: None
Spell Resistance: Yes

Those who attack someone protected by a shield of thorns take 1 point of piercing damage per level. With a Throne of Vines at your disposal, this damage is doubled.

6th:
Regrowth (Cast on 12+)
Conjuration [Healing]
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level.
Saving Throw: None
Spell Resistance: Yes

The creature targeted regains 1d6 hit points per two levels. A Throne of Vines increases this to 1d6 per level.

Cast on 15+: Range becomes fairly long (200 ft + 20 ft/level)

7th:
The Dwellers Below (Cast on 18+)
Necromancy
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Area: 20 ft radius cylinder
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Those who dwell below the surface come for vengeance, appearing from underground and grabbing those where they emerge; even those who fly above them are dragged down with branches of magical plants. Those creatures must take a strength check (against the save DC of the spell) or be dragged to their inevitable doom.

Those who fail the save are dragged down to be with the dwellers, and are usually never seen again. They are not dead, but are no longer fully with the world either. They may be found and recovered, but doing so is an arduous task and they are normally left to become one of those who dwell below.


Attribute: The spells from the Lore of Light are empowered when used to damage undead or outsider [evil] creatures. If you use them as empowered spells anyway, the spell does double the normal, listed damage.

1st:
Shem's Burning Gaze (Cast on 5+)
Evocation [Light, Fire]
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Up to 1d6 creatures in range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Each creature struck by Shem's Burning Gaze takes 1d6 points of fire damage per level. (Max 10d6)

Cast on 15+: The range is increased to long (400 ft + 40 ft/level) and the damage is 1d6/level. (Max 20d6)

2nd:
Phâ's Protection (Cast on 6+)
Abjuration [Light]
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 willing creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

The creature under the effect of Phâ's Protection gets a +4 bonus to armour class. Further, any attack that normally doesn't a require a roll to hit requires a ranged touch attack to be effective, otherwise it misses the creature under protection (but no other creatures are affected by this roll; if more than one creature is affected, make an attack roll against each).

Cast on 12+: Target is any number of willing creatures in fairly short range (50 ft + 5 ft/level)

3rd:
The Speed of Light (Cast on 8+)
Transmutation [Light]
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 willing creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

The target creature moves at a blinding speed. That creature gets a dodge bonus to AC and a competence bonus to attack bonus equal to your caster level (Maximum +20).

Cast on 16+: Target is any number of willing creatures in fairly short range (50 ft + 5 ft/level)

4th:
Light of Battle (Cast on 9+)
Enchantment [Light, mind-affecting]
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 willing creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

The chosen creature is immune to fear effects for the duration, and automatically passes all will saves for the duration.

Cast on 18+: Target is any number of willing creatures in fairly short range (50 ft + 5 ft/level)

5th:
Net of Amyntok (Cast on 10+)
Conjuration [Light]
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

Whenever the creature wishes to take any action that involves any sort of movement, they must take a fortitude save or they fail to do so. Failure causes the action to fail and be wasted, and the creature takes 2d6 points of piercing damage.

Cast on 13+: Range is fairly long (200 ft + 20 ft/level).

6th:
Amyntok's Banishment (Cast on 10+)
Evocation [Light]
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: instantaneous
Saving Throw: None
Spell Resistance: No

The targeted creature takes 1d6 points of damage per level, plus 1d6 points of damage per arcane spellcaster within 100 feet of you.

Cast on 13+: Range is fairly long (200 ft + 20 ft/level).

7th:
Birona's Timewarp (Cast on 12+)
Transmutation [Light]
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 willing creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

The target creature moves very rapidly. Their movement speed for all modes of movement is tripled. They gain a +1 bonus per level to their base attack bonus (Allowing them to claim more than 4 attacks for a high base attack bonus), and re-roll failed attack rolls for the duration.

Cast on 24+: Target is any number of willing creatures in fairly short range (50 ft + 5 ft/level)


Attribute: Spells from the lore of metal deal one more point of damage per die per point of armour bonus to AC possessed by the target.

1st:
Plague of Rust (Cast on 7+)
Transmutation
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One item or construct
Duration: Instantaneous
Saving Throw: Will negates (Object)
Spell Resistance: No

The target object takes considerable damage. Weapons deal damage as though one size smaller; the armour bonus of armour or shields is reduced by 2; other objects become broken, broken objects are destroyed. Weapons that no longer deal damage or armour or shields with no bonus to AC are destroyed.

The spell Make Whole will remove these penalties without particular incident.

Constructs instead take 1d6 points of damage per level (Maximum 10d6)

Cast on 10+: Range becomes long (400 ft + 40 ft/level)

2nd:
Enchanted Blades of Aiban (Cast on 9+)
Transmutation
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Up to one weapon/level
Duration: 1 minute/level.
Saving Throw: None
Spell Resistance: No

The enchanted weapons grant the wielder a +1 bonus to attack and damage rolls per 3 levels, and all attacks made with them are touch attacks.

Cast on 12+: The range is long (400 ft + 40 ft/level)

3rd:
The Glittering Robe (Cast on 9+)
Transmutation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level.
Saving Throw: None
Spell Resistance: Yes

The chosen creature gets a +1 natural armour bonus to armour class per level. Each attack made against them with magic has a 35% chance of simply failing.

Cast on 16+: Affects all allies in fairly short range (50 ft + 5 ft/level)

4th:
Gehenna's Golden Hounds (Cast on 9+)
Conjuration
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No

The targeted creature is attacked by 1d6 fearsome metallic hounds. The target must take a reflex save to avoid each one as it turns to molten iron and launches itself at the hapless victim; failure results in the victim taking 1d6 points of fire damage per two levels.

Cast on 12+: The range is medium (100 ft + 10 ft/level)

5th:
Searing Doom (Cast on 10+)
Evocation
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You launch a molten projectile at the target, who takes 1d6 points of damage per level (Maximum 15d6)

Cast on 20+: The maximum damage is 30d6.

6th:
Transmutation of Lead (Cast on 12+)
Transmutation
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level.
Saving Throw: None
Spell Resistance: Yes

You turn a creature's entire collection of metallic items to dense metals, and even their clothes are now spun of leaden fibres. They take a -1 penalty per 3 levels on all rolls, move half as fast, and sink in water no matter how well they might normally swim. Those who are wearing absolutely nothing about their person whatsoever are spared the effect, but if they put anything on at all they are affected until they take it off again or the effect ends.

Cast on 15+: The range is long (400 ft + 40 ft/level)

7th:
Final Transmutation (Cast on 15+)
Transmutation and Enchantment [Mind-affecting]
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous or 1 round/level
Saving Throw: Will negates
Spell Resistance: No

The transmutation part of the spell turns a single target to gold. This is similar to the spell Flesh to Stone, but worse - due largely to the fact that there exists no spell which turns such a creature back again, and that it affects those not made of flesh. The mind-affecting enchantment part of the spell causes those who look upon the gold to be fascinated for the duration. Creatures of your choice - including you - are exempt from the fascination effect.

If the original will save to avoid being turned to gold fails, no creatures are fascinated. The transmutation part of the spell is not mind-affecting. The gold is low-quality and alloyed with other metals, making it basically worthless.

Cast on 18+: The range is fairly long (200 ft + 20 ft/level)


Attribute: When you cast a spell from the Lore of Shadows, you may swap places with a willing creature of the same size within 30 feet. If you are mounted, the must also be, and their mount must be the same size as yours.

1st:
Melkoth's Mystifying Miasma (Cast on 5+)
Necromancy
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The creature gains one of the following penalties:
-1/2 levels to attack rolls with melee weapons and +1 dodge to AC.
-1/2 levels to attack and damage rolls with ranged weapons
-1/2 levels to the next initiative roll or reflex save required.
-5/4 levels to movement speed.

Cast on 10+: The target gets all four penalties.

2nd:
Steed of Shadows (Cast on 5+)
Necromancy
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: One willing creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The chosen creature immediately moves as though they had spent a move action to do so, and for the duration they can fly with a speed of 30 ft (Poor). They appear to be carried by an invisible horse.

The spell takes effect after the lore attribute, potentially allowing you to swap yourself out of a dangerous position and then move another creature to safety.

3rd:
The Enfeebling Foe (Cast on 10+)
Necromancy
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The chosen creature's strength is halved for the duration.

Cast on 13+: The spell's range is Fairly Long (200 ft + 20 ft/level)

4th:
The Withering (Cast on 13+)
Necromancy
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The chosen creature's constitution is halved for the duration.

Cast on 16+: The spell's range is Fairly Long (200 ft + 20 ft/level)

5th:
The Penumbral Pendulum (Cast on 13+)
Illusion (Phantasm)
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: 6d6*5 feet
Area: 6d6*5 foot line.
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

An illusory and yet somehow far too real pendulum of thinly-concealed malice forms in the sky, and swings along the line. Any who fail the reflex save are crushed into oblivion by the oncoming pendulum, and they take 3d6 points of damage per level. The pendulum ignores non-living creatures.

Cast on 18+: The spell's range and area are doubled.

6th:
The Pit of Shades (Cast on 14+)
Necromancy
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Area: 10 ft radius
Duration: Instantaneous
Saving Throw: Reflex negates.
Spell Resistance: No

The Pit of shades devours all those who fall into it. This is not a death effect; anyone who fails a reflex save simply dies.

Cast on 17+: The Pit of Shades is instead 20 feet in radius.

7th:
Okkam's Mindrazor (Cast on 18+)
Transmutation
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The chosen creature's strength modifier is considered to be equal to the combined total of their intelligence, wisdom and charisma scores for the duration.

Cast on 21+: The spell's range is Fairly Long (200 ft + 20 ft/level)

Beastman Magic

Bray shamans use this lore.

Attribute: The spells from the Lore of the Wild are more powerful than most others.

1st:
Bestial Surge (Cast on 7+)
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: Any number of creatures in range.
Duration: Instantaneous or one round.
Saving Throw: None
Spell Resistance: No

Each creature affected immediately acquires a move action to use immediately or on their next turn.

2nd:
Viletide (Cast on 7+)
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: All enemies in range
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Each foe in the Viletide takes 1d6 points of damage per round.

3rd:
Devolve (Cast on 9+)
Transmutation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: Any number of creatures in range
Duration: Instantaneous
Saving Throw: Will see text
Spell Resistance: No

The target creatures take a will save at a -20 penalty. Each creature takes 1d6 points of damage for each point by which they fail (those who somehow pass the save are unaffected).

4th:
Bray-Scream (Cast on 10+)
Evocation [Sonic]
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 willing creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The target creature immediately casts a level 4 spell with verbal components, casting time a free action when it's not its turn, range 60 ft, area 60 ft cone, duration instantaneous, reflex half, no spell resistance. This spell deals 1d6 points of sonic damage to those in its area.

5th:
Traitor-Kin (Cast on 10+)
Enchantment
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Any number of creatures in range being used as mounts
Duration: 1 round/level
Saving Throw: Will negates if intelligent, otherwise none
Spell Resistance: No

The target creatures immediately turn on the creature that was trying to ride them and attempt to slay them, to the best of their ability and regardless of concern for their own safety.

6th:
Mantle of Ghorok (Cast on 13+)
Transmutation
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 willing creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The creature makes 1d6 more attacks than normal at its highest base attack bonus, and its strength modifier is increased by 1d6. Each roll of a 6 or more deals 10d6 points of damage to that creature.

7th:
Savage Dominion
Conjuration (Calling)
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Effect: One Giant, Gorgon or dragon
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You call one Stone Giant, Gorgon or Juvenile Black Dragon which serves you for the duration.

Chaos Magic

Followers of chaos, daemon and mortal alike, can harness the power of the three of the four chaos gods who grant spells.

Attribute: When you cast a spell from the lore of Nurgle, there is a 15% chance that you will regain 1 hit point per level and your constitution score will be increased by 4 for the rest of the day (Maximum +40).

1st:
Miasma of Pestilence (Cast on 5+)
Necromancy
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Those foes threatened by the chosen creature take a -1 penalty to their base attack bonus per two levels (minimum -1).

Cast on 10+: Those foes take a -1 penalty per level.

2nd:
Stream of Corruption (Cast on 7+)
Evocation [Acid]
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: 60 feet
Area: 60 ft cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Foes struck by the stream of corruption take 1d6 points of constitution damage. If they're immune, they instead take 1d6 points of acid damage per level (maximum 10d6).

3rd:
Blades of Putrefaction (Cast on 8+)
Transmutation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Allies within range.
Duration: 1 hour/level.
Saving Throw: None/Fortitude negates
Spell Resistance: No

The targets' weapons are poisonous, and deal a single point of constitution damage to any creature they hit. A creature who is immune or passes a fortitude save takes 1d6 points of damage instead.

4th:
Curse of the Leper (Cast on 10+)
Transmutation
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft. + 5 ft./level)
Target: One creature.
Duration: 1 hour/level.
Saving Throw: None/Fortitude negates
Spell Resistance: No

Choose one: The target creature's constitution increases by 1 per level (No save) or decreases by 1 per level (Fortitude negates) for the duration.

Cast on 13+: The range is fairly long (200 ft + 20 ft/level)

5th:
Rancid Visitations (Cast on 10+)
Necromancy
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No

The target creature takes 1d6 points of damage, plus 1d6/4 levels. The creature must then take a fortitude save or take this damage again. If it fails, the creature must then keep taking fortitude saves to the same effect until it passes one or dies.

6th:
Fleshy Abundance (Cast on 11+)
Transmutation
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creatures have regeneration 10/fire for the duration.

Cast on 22+: Target is any number of creatures in range.

7th:
Plague Wind (Cast on 15+)
Necromancy
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: See text
Area: 10 ft radius
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: No

Plague Wind works the exact same way as the Purple Sun of Xereus (Including the cast on 25+ ability) except as noted above.


Attribute: When you kill someone with a Slaanesh spell, you get a +5 bonus to your base attack bonus for 1 minute. This stacks to a maximum of +20.

1st:
Lash of Slaanesh (Cast on 6+)
Evocation
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: 60 ft
Area: 60 ft line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Those creatures under the line take 1d6 points of damage per level.

2nd:
Aquiescence (Cast on 6+)
Enchantment (Mind-affecting)
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Will half (to -1/4 levels and -10)
Spell Resistance: Yes

The chosen creature takes a -1 penalty to its base attack bonus per two levels. Its movement speed is reduced by 20 feet.

Cast on 9+: The range is long (400 ft + 40 ft/level)

3rd:
Pavane of Slaanesh (Cast on 7+)
Transmutation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will see text
Spell Resistance: No

The target creature takes a will save at a -20 penalty. That creature takes 1d6 points of damage for each point by which they fail (those who somehow pass the save are unaffected).

Cast on 10+: The range is long (400 ft + 40 ft/level)

4th:
Hysterical Frenzy (Cast on 8+)
Enchantment
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Target: Up to 1 creature/level
Duration: 1 round/2 levels
Saving Throw: Will negates (Harmless, sort of. Okay, not harmless, but you can choose to fail your save)
Spell Resistance: No

The target creatures rage as 20th-level barbarians. This is not entirely healthy to say the least, and they take 2d6 points of damage each round the spell is in effect. They can take a will save each round to end the effect.

5th:
Slicing Shards (Cast on 10+)
Evocation
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: No

The target creature takes 1d6 points of damage, plus 1d6/4 levels. The creature must then take a will save or take this damage again. If it fails, the creature must then keep taking will saves to the same effect until it passes one or dies.

6th:
Phantasmagoria (Cast on 10+)
Illusion (Phantasm)
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The creature is distracted by illusory beings. While so distracted, the creature must roll all its saves twice and take the worse result (this includes non-standard saves like the Base Attack save from Bladewind, but not Ward Saves which aren't saves in the normal sense).

Cast on 20+: Target is any number of creatures in range.

7th:
Cacophonic Choir (Cast on 12+)
Evocation (Sonic)
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Target: 1 creature
Duration: Instantaneous and 1 round/level
Saving Throw: Will partial
Spell Resistance: No

The creature targeted takes half its current hit points in sonic damage. The creature must take a will save or suffer the effect of Aquiescence as well.

Cast on 24+: Target is any number of creatures in range.

Attribute: When you roll a 6 to cast, keep the power die. When you cast a spell that deals damage, the target must take a fortitude save or take 1d3 fire damage/level. Those that pass get regeneration 10/fire for one round.

The die size is not treated as a variable, numeric component of the spell, nor is the number of dice to be rolled for Infernal Gateway.

1st:
Blue Fire of Tzeentch (Cast on 5+)
Evocation
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The target takes 1d(1d6*2) points of fire damage per level. Determine the size of all dice at the same time.

Cast on 8+: The range is long (400 ft + 40 ft/level)

2nd:
Treason of Tzeentch (Cast on 7+)
Enchantment
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Any number of creatures in range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The chosen creatures use the lowest intelligence, wisdom and charisma values among any of the targets.

3rd:
Pink Fire of Tzeentch (Cast on 8+)
Evocation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: See text
Area: 30 ft cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You create a 30 ft cone which begins 1d6*5 feet away from you. Those who are struck take 1d(1d6*2) points of fire damage per level. Determine the size of all dice at the same time.

4th:
Bolt of Change (Cast on 8+)
Evocation
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: 100 ft line
Area: 100 ft line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You create a 100 ft line. Those who are struck take 1d(1d3*2+6) points of fire damage per level. Determine the size of all dice at the same time.

5th:
Gleam Magic (Cast on 8+)
Divinatation
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Fairly short (50 ft + 5 ft/level)
Target: 1 creature
Duration: Instantaneous or 1 hour/level
Saving Throw: Intelligence negates, see text.
Spell Resistance: No

You and your opponent take opposed intelligence checks. If you win, that creature loses one of their prepared spells and you gain that spell for the duration as a spell-like ability (one use only), or they lose enough power points to manifest one power and you can use that power once during the duration as a psi-like ability, or they lose access to one warp spell for the duration and you can cast it by rolling as normal, or some suitable equivalent.

6th:
Tzeentch's Firestorm (Cast on 13+)
Evocation
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Fairly long (200 ft + 20 ft/level)
Area: 10 ft radius
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

Each creature struck takes 1d(1d3*2+6) points of fire damage per level. Determine the size of all dice at the same time.

Cast on 16+: The radius is 20 ft.

7th:
Infernal Gateway (Cast on 16+)
Evocation
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Roll 4d6 and note the number. Then roll 1d8*2 and note that number. If the second number is 14 or 16, the target takes 24d12 damage. Otherwise, the target takes a number of dice of damage equal to the first number with a die size equal to the second number. For example, if you roll 4d6 with a result of 12, and 1d8 with a result of 1, the target takes 12d2 points of damage. If you roll 4d6 with a result of 16 and 1d8 with a result of 7, the target takes 24d12 damage.

Jormengand
2015-03-10, 05:28 PM
Dark Magic

While the dark elves named this magic, wood elves also use it.

Attribute: The lore attribute depends on who is casting the spell:

Sorceress: When you roll to deal damage, pair up any dice that are the same (if three are the same, you have one pair and one left over; if four are the same you have two pairs). For each pair, you deal extra damage equal to that die result.
Spellsinger: Whenever you cast a spell from the lore of Dark Magic, you may deal 1d3 points of damage per level to a creature within 30 feet.

Also, the Lore of Dark Magic has two third-level spells.

1st:
Chillwind (Cast on 5+)
Evocation [Cold]
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: Instantaneous or 1 round/level
Saving Throw: None
Spell Resistance: Yes

The creature struck takes 1d6 points of cold damage per 2 levels (Minimum 1d6), and also a -1 penalty on attack rolls per level.

2nd:
Word of Pain (Cast on 9+)
Enchantment
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creature suffers a -1 penalty to its base attack bonus and to its armour class (including touch AC) per level.

Cast on 12+: The penalty also applies to damage rolls and movement speed (Round the movement speed penalty to the nearest 5).

3rd:
Power of Darkness (Cast on 8+)
Transmutation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous or 1 round/level
Saving Throw: None
Spell Resistance: No

Add 1d3 dice to your power pool. If you added 3 or more dice to your power pool, you take 1d6 points of damage per level. If you maximise the spell, you therefore automatically take 6 damage per level.

In any case, you get +4 to your strength for the duration.

Doombolt (Cast on 12+)
Evocation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Doombolt deals 1d12 points of damage per level (Maximum 10d12) to the target creature

Cast on 24+: Maximum damage is 20d12.

4th:
Bladewind (Cast on 9+)
Evocation
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Area: 20 ft radius
Duration: Instantaneous
Saving Throw: Base Attack negates
Spell Resistance: No

Each creature must take a save modified by their Base Attack Bonus or take 2d6 points of damage per level.

5th:
Shroud of Despair (Cast on 10+)
Enchantment
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Any number of creatures in range
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creatures take a -4 penalty on all will saves it takes. Whenever one of them fails a will save, this penalty increases by 4 for that creature.

6th:
Soul Stealer (Cast on 11+)
Necromancy
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Area: 20 ft radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You deal 1d6 damage/2 levels to each creature in the area, and regain the same amount of health.

Cast on 14+: The spell's range is Fairly Long (200 ft + 20 ft/level)

7th:
Amzipal's Black Horror (Cast on 15+)
Necromancy
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: See text
Area: 10 ft radius
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: No

Amzipal's Black Horror works the exact same way as the Purple Sun of Xereus (Including the cast on 25+ ability) except as noted above.

High Magic

High Magic is used by High Elf Magi, Slann Mage-priests, and Wood Elf Spellsingers, though the lore attribute is different for each. It has two first-level spells, and you can choose either.

Attribute: Depends on the caster:

High Magi: Successfully casting a High Magic spell improves your ward save by 1 point until your next turn.
Slann: Whenever you cast a spell, you may choose a spell of the same level from the Big Eight. If you do, then next round, you know that spell instead of the spell you just cast.
Spellsingers: When you cast a high magic spell, you automatically pass the next save you take (fortitude, reflex, will or ward).

Also, there are two third-level spells available in the Lore of High magic. Most of its users will learn both due to their path abilities.

1st:
Apotheosis (Cast on 5+)
Conjuration (Healing)
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous and 1 round/level or 5d6 rounds.
Saving Throw: Will partial
Spell Resistance: No

The target creature regains 1d3 hit points for each hit die they have. They also gain a frightful presence aura, which affects those foes within 30 feet, causing them to be shaken for 5d6 rounds if they fail a will save (DC the same as the spell's). All castings of Apotheosis by the same caster use the same 24-hour immunity period after a passed save.

Cast on 10+: Use d6s instead of d3s when healing.

2nd:
Hand of Glory (Cast on 5+)
Transmutation
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: 1 round/level.
Saving Throw: None
Spell Resistance: No

The creature gains one of the following benefits:
+1/level to attack rolls with melee weapons and +1 dodge to AC.
+1/level to attack and damage rolls with ranged weapons
+1/level to the next initiative roll or reflex save required.
+5/2 levels to movement speed.

Cast on 10+: Gain all four benefits.

3rd:
Drain Magic (Cast on 7+)
Abjuration
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Drain Magic reveals all spells, powers, and spell-like or psi-like abilities affecting the targeted creature, and ends one of these abilities chosen by you if you desire.

Cast on 14+: Target is all creatures within range.

Soul Quench (Cast on 8+)
Evocation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You cause a creature's immortal soul to contract within it, causing no lasting damage to the soul, and yet extensive damage to the body. This deals 2d6 damage/level (Maximum 30d6) to the targeted creature.

Cast on 16+: The maximum damage is 60d6.

4th:
Walk Between Worlds (Cast on 8+)
Conjuration (Teleportation)
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One willing creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The target creature immediately casts the Dimension Door spell without using any spell slots to do so.

Cast on 16+: The range of the Dimension Door is doubled.

5th:
Tempest (Cast on 12+)
Evocation
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Fairly Long (200 ft + 20 ft/level)
Area: 30 ft radius
Duration: One round/level (D)
Saving Throw: None
Spell Resistance: No

You create a small, localised hurricane. The hurricane stays in the targeted location, and won't move for the duration. Anyone in the location when the hurricane is created takes 1d6 damage/level.

6th:
Arcane Unforging (Cast on 13+)
Abjuration
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Fairly Long (200 ft + 20 ft/level)
Target: One creature
Duration: 24 hours
Saving Throw: Will partial (Object).
Spell Resistance: No

The chosen creature takes 2d6 points of damage per point of armour or shield bonus to armour class it has. Then, all magic items in its possession are revealed to you. Choose one of those items - it takes a will save; failure deactivates all its functions for 24 hours. Unlike disjunction, Arcane Unforging is not likely to attract a powerful being's attention when used on an artifact, and certainly doesn't result in loss of power (unless, of course, you roll multiple sixes and are very unlucky with your miscast table roll.)

7th:
Fiery Convocation (Cast on 19+)
Evocation
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Fairly Long (200 ft + 20 ft/level)
Target: All foes in range.
Duration: One round/2 levels (D)
Saving Throw: None
Spell Resistance: No

Each round, each creature affected takes 1d6 points of damage per level. Half of this damage is fire damage, but the other half results from divine power and cannot be prevented in any way.

Necromancy

As well as being the trade of the necromancer, necromancy is used by vampires.

Attribute: When you cast a spell from the Lore of Vampires, you may have a single character within 25 ft + 5 ft/level take 1 point of negative energy damage per level.

1st:
Invocation of Nehek (Cast on 6+)
Necromancy
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: Any number of creatures in range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Each creature targeted takes 1d6/2 levels (minimum 1d6) points of negative energy damage. Further, any dead creature in range can be raised as a zombie.

Cast on 12+: Range is Fairly Short (50 ft + 5 ft/level).
Cast on 18+: Range is Medium (100 ft + 10 ft/level).

2nd:
Vanihel's Danse Macabre (Cast on 6+)
Transmutation
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature in range
Duration: Instantaneous or one round.
Saving Throw: None
Spell Resistance: No

Each creature affected immediately acquires a move action to use immediately or on their next turn. They also re-roll failed attack rolls for one round.

Cast on 12+: Target is any number of creatures in range.

3rd:
Hellish Vigour (Cast on 8+)
Transmutation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature in range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The chosen creature always does the maximum possible weapon damage and the damage is doubled for the duration.

Cast on 16+: Target is any number of creatures in range.

4th:
Gaze of Nagash (Cast on 9+)
Necromancy
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature in range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The target creature takes 1d6 points of negative energy damage per level.

Cast on 12+: The range is long (400 ft + 40 ft/level)

5th:
Mannfried's Raise Dead (Cast on 9+)
Necromancy
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Effect: 2d6+3 zombies
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You create 2d6+3 zombies from the remains of those long dead. They serve you willingly and can follow simple commands, which you give them telepathically.

Cast on 14+: You get 2d6+3 skeletons instead.

6th:
The Curse of Years (Cast on 12+)
Necromancy
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: 6 rounds or until saved
Saving Throw: Fortitude see text.
Spell Resistance: No

The creature loses a sixth of its current hit points. The next round, it must take a fortitude save - if it passes, the spell ends. Otherwise, it loses a fifth of its hit points and must save again next round to avoid losing a quarter of hit points, and so forth until the sixth round when it loses all of its hit points if it fails its save, automatically staggering it.

7th:
Wind of Death (Cast on 15+)
Necromancy
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Area: 10 ft radius.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You summon the Wind of Death, which whirls in an area adjacent to you. The Wind then moves 4d6*5 feet away from you, and looms ominously in its final position. Anyone touched by the Wind as it moves takes 1d6 points of damage per level. If a creature survives under the Wind's final position, the Wind keeps moving until there are no creatures alive under its wrathful whirling. No creature may move into the Wind of Death willingly; those that are forced inside take damage the next time it moves unless they are able to move out before it moves again.

The Wind moves in the same way on each of your turns - you choose when on your turn, but you must let it move exactly once - except that it moves 1d6*5 feet in a random direction. Again, anyone who is touched by the Wind as it moves takes the same amount of damage.

Cast on 25+: The Wind of Death has a radius of 20 ft.


Ogre Magic

Ogre butchers use this lore.

Attribute: Whenever you cast a spell, there's an 85% chance of regaining one hit point per level and a 15% chance of taking one point of damage per level.

1st:
Spinemarrow (Cast on 6+)
Transmutation
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The target creature can re-roll failed will saves for the duration.

Cast on 9+: The range is medium (100 ft + 10 ft/level)

2nd:
Bullgorger (Cast on 7+)
Transmutation
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The target creature gets +8 to its strength for the duration.

Cast on 14+: Target is any number of creatures in range.

3rd:
Bonecrusher (Cast on 8+)
Transmutation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The target creature takes 1d6 points of damage per level. This damage can't be prevented.

Cast on 11+: The range is Fairly Long (200 ft + 20 ft/level)

4th:
Toothcracker (Cast on 8+)
Transmutation
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The target creature gets 8 to its constitution for the duration. It doesn't lose hit points when its constitution returns to normal, except that its hit points can't be above its maximum hit points.

Cast on 16+: Target is any number of creatures in range.

5th:
Braingobbler (Cast on 9+)
Enchantment (Fear, mind-affecting)
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: No

Those who fail their save are panicked and those who pass are shaken.

Cast on 12+: The range is Fairly Long (200 ft + 20 ft/level)

6th:
Trollguts (Cast on 12+)
Transmutation
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creatures have regeneration 10/fire for the duration.

Cast on 20+: Target is any number of creatures in range.

7th:
The Great Maw (Cast on 15+)
Evocation
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Area: 10 ft radius.
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No

The eponymous Great Maw rises from the earth, dealing 3d6 points of damage per level to those who fail their saves and 1d6 per level to those who pass.

Cast on 25+: The maw is 20 ft in radius.

Skaven Magic

Skaven choose one or both of these lores of magic, and then take The Dreaded Thirteenth Spell, the Curse of the Horned Rat, as their final spell.

Attribute: The spells from the lore of plague are more powerful than most other spells.

1st:
Pestilent Breath (Cast on 5+)
Evocation [Acid]
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: 30 feet
Area: 30 ft cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Foes struck by the pestilent breath take 1d6 points of constitution damage. If they're immune, they instead take 1d6 points of acid damage per level (maximum 10d6).

2nd:
Bless with Filth (Cast on 7+)
Transmutation [Acid]
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Allies within a 20-ft.-radius spread
Duration: 1 hour/level.
Saving Throw: None/Fortitude negates
Spell Resistance: No

The targets' weapons are poisonous, and deal a single point of constitution damage to any creature they hit. A creature who is immune or passes a fortitude save takes 1d6 points of acid damage instead.

3rd:
Wither (Cast on 8+)
Necromancy
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous/24 hours.
Saving Throw: None
Spell Resistance: No

The target immediately takes 2 points of constitution drain. If they're immune, their constitution is reduced by 2, but only for 24 hours.

4th:

Vermintide (Cast on 8+)
Conjuration (Summoning)
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: See text
Area: 20 ft radius
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You create a swarm of rats which devour all in their path. The rats appear anywhere adjacent to you, and take up a circle of 20 ft radius. You then choose a direction, and the rats move 4d6*5 feet in that direction, dealing 1d6/level damage to each creature they pass.

5th:
Cloud of Corruption (Cast on 11+)
Evocation [Acid]
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Creatures in range
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No

Every creature in range takes 3d6 points of constitution damage on a failed save, and 1d6 even if they pass. Allies instead take only 2d6 damage and none on a passed save. Other skaven from Clan Pestilens (such as other plague priests) only take 1d6 points of damage if they fail and none if they pass, and get a +6 bonus on the save. You are yourself unaffected.

Creatures which are immune to constitution damage instead take 1d6 points of acid damage per level per die of constitution damage they would have taken.

6th:
Plague (Cast on 13+)
Necromancy
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No

The target creature dies on a failed saving throw. This is a disease effect, not a death effect. If it's immune, it instead takes acid damage equal to its current hit point total (or zero, if it has negative hit points)

Then, roll a d6. On the roll of 1, the DM resolves the spell against one of your allies within 50 feet of the dead target; if they cannot, the spell ends. On the roll of 2, 3, or 4, the spell simply ends. On the roll of 5 or 6, you may end the spell or resolve it against another creature within 50 feet of the target.

The copied spell bounces the same way as the first, but no creature may be affected by a plague spell and its copy or two copies of the same plague spell.

Note that due to the way spells are learned in Dungeons and Dragons compared to Warhammer, the spells Skitterleap and Warp Lightning have been swapped.

Attribute: The spells from the lore of ruin are more powerful than most other spells.

1st:
Warp Lightning (Cast on 5+)
Evocation [Electricity]
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Target: Up to 1d6 creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You fire out random bolts of lightning, blasting up to 1d6 target creatures. Each creature thus affected takes 1d6 points of electricity damage per caster level. You do not have to target all of the creatures possible, and choose the target after rolling the die.

If you roll 1 on the 1d6 to see how many creatures are targeted, you accidentally hit yourself instead, and resolve the damage against you. If you maximise the warp spell, you still need to roll the die to see whether or not you hit yourself. If you do, you still hit up to five other targets.

2nd:
Skitterleap (Cast on 6+)
Conjuration (Teleportation)
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You cause one willing creature within range to teleport up to 10 ft/level away from their current location.

3rd:
Howling Warpgale (Cast on 7+)
Transmutation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Area: Everywhere within range
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No

You create severe winds in the area. Creatures take the normal effects of severe winds unless they pass a fortitude save (at the spell's DC or the wind's DC, whichever is higher. However, the wind's effects are far stronger the higher one goes; as such any creature that is flying treats the winds as a windstorm, such that only colossal creatures have the liberty of flying without a chance of being checked.

4th:
Death Frenzy (Cast on 9+)
Enchantment
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Target: Up to 1 creature/level
Duration: 1 round/level
Saving Throw: Will negates (Harmless, sort of. Okay, not harmless, but you can choose to fail your save)
Spell Resistance: No

The target creatures rage as 20th-level barbarians. This is not entirely healthy to say the least, and they take 2d6 points of damage each round the spell is in effect. They can take a will save each round to end the effect.

5th:
Scorch (Cast on 10+)
Evocation [Fire] and Enchantment [Fear, mind-affecting]
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Area: 20-foot radius 50-ft tall cylinder.
Duration: Instantaneous/1 round/level
Saving Throw: Reflex half, Will partial
Spell Resistance: No

The evocation part of the spell deals each creature in the area 1d6 points of fire damage per level as a circle of flame comes up to consume them; a reflex save halves the damage. The enchanment part of the spell then causes each creature thus affected to be terrified for the duration.

6th:
Cracks Call (Cast on 11+)
Evocation
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: 4d6*5 feet
Area: 4d6*5 foot long vertical plane
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

You open a giant crack in the ground, which extends away from you and drags any in its way down to fiery demise. You choose a direction, and the crack extends 4d6*5 feet in that direction. Any creature in the crack's way, or flying directly over the crack, must take a reflex save or be dragged into the maw of the earth.

Any siege engine that the crack touches is dragged in 65% of the time. A building that the crack passes is dragged in 35% of the time, and those atop it take twice the normal falling damage as they are battered by falling masonry as they descend.

The crack then closes, destroying anyone and anything within it. This is not a death effect; this is the effect of being crushed, burned and ultimately covered in burning lava.


7th:
Curse of the Horned Rat (Cast on 25+)
Transmutation
Level: Warp mage 7
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: 1 creature/level
Duration: Instantaneous
Saving Throw: Will negates, Fortitude partial
Spell Resistance: No.

You bring forth the greatest weapon that the Great Horned Rat has to bear. Each creature you target must take a will save or be subjected to the baleful curse. Those who pass are unaffected, but those who fail must take a fortitude save if humanoid, or otherwise simply die. Failure simply results in death; the creature was too weak to serve - similarly, non-humanoids are unsuitable for this purpose. Success, however, results in a great transformation: the creature becomes a skaven! The creature's race changes to Skaven, and they immediately lose half their hit dice (rounding the final result up, so single hit-die creatures stay alive). They lose their class features beyond this point, and will also follow your orders until death.

Those affected by the spell - regardless of their type or the result of their fortitude save - are difficult to raise from the dead in the same way destroyed undead are, but they are restored to their normal condition when raised.

Tomb Kings' magic

Liche Priests perform this type of magic in service to the tomb kings. That said, some - such as Arkhan the Black - were kings themselves.

Attribute: When you cast a spell, you may have any creature affected take negative energy damage equal to your caster level.

1st:
Djaf's Incantation of Cursed Blades (Cast on 7+)
Necromancy
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The creature's melee weapon attacks have their critical range and modifier doubled.

Cast on 10+: The range is Long (400 ft + 40 ft/level)

2nd:
Khsar's Incantation of the Desert Wind (Cast on 8+)
Evocation
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: Any number of creatures in range.
Duration: Instantaneous or one round.
Saving Throw: None
Spell Resistance: No

Each creature affected immediately acquires a move action to use immediately or on their next turn.

Cast on 16+: The range is Medium (100 ft + 10 ft/level)

3rd:
Neru's Incantation of Protection (Cast on 9+)
Abjuration
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creature gets a 5+ ward save if it didn't have a better one. If its a Damsel or under a Damsel's effect, the Blessing of the Lady still applies.

Cast on 18+: Target is any number of creatures within range.

4th:
Ptra's Incantation of Righteous Smiting (Cast on 9+)
Divination
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The creature affected gains a +5 bonus to their base attack bonus for the duration, allowing them to claim a fifth attack if they have a high enough base attack bonus.

Cast on 18+: The range is Medium (100 ft + 10 ft/level) and the target is any number of creatures in range.

5th:
Usirian's Incantation of Vengeance (Cast on 10+)
Enchantment
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creature's speed is reduced by half, and they treat all terrain as difficult and dangerous for the duration.

Cast on 13+: The range is Fairly Long (200 ft + 20 ft/level)

6th:
Usekhp's Incantation of Dessication (Cast on 11+)
Transmutation
Level: Warp mage 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creature's strength and constitution are reduced by 4 for the duration.

Cast on 22+: The creature's strength and constitution are instead reduced by 1d3*4. Roll once for both.

7th:
Sakhmet's Incantation of The Skull Storm (Cast on 15+)
Conjuration
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Area: 10 ft radius.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You summon the Skull Storm, which whirls in an area adjacent to you. The Storm then moves 4d6*5 feet away from you, and looms ominously in its final position. Anyone touched by the Storm as it moves takes 1d6 points of damage per level. If a creature survives under the Storm's final position, the Storm keeps moving until there are no creatures alive under its wrathful whirling. No creature may move into the Skull Storm willingly; those that are forced inside take damage the next time it moves unless they are able to move out before it moves again.

The Storm moves in the same way on each of your turns - you choose when on your turn, but you must let it move exactly once - except that it moves 1d6*5 feet in a random direction. Again, anyone who is touched by the Storm as it moves takes the same amount of damage.

Cast on 25+: The Skull Storm has a radius of 20 feet.

Waaaaaaagh! Magic

This type of magic is usually performed - complete with eponymous battle cry - by orc and goblin shamans.

Attribute: Spells from the lore of the Big WAAAAAAAAAAAGH! are automatically empowered if there are more allies threatening enemies' squares than there are under a fear effect of any type.

1st:
Brain Bursta (Cast on 6+)
Divination
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: No

The target creature takes 1d6 points of damage per level as its brain goes into meltdown.

Cast on 9+: The range is Fairly Long (200 ft + 20 ft/level)

2nd:
Gaze of Gork (Cast on 7+)
Evocation
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: 4d6*5 ft
Area: 4d6*5 ft line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

Any creature on the line suffers 1d6 points of damage per level.

Cast on 10+: The range is 8d6*5 ft.

3rd:
Fists of Gork (Cast on 8+)
Transmutation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You get +1d6 to your strength score per level, and +1 to your base attack bonus per level, allowing you to claim multiple extra attacks for a high base attack bonus. Your ward save is also increased by 1 point.

4th:
Hand of Gork (Cast on 9+)
Conjuration (Teleportation)
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Gork's picks up a victim of your choice, and puts them somewhere within 3d6*5 feet of their current location. They can't be placed anywhere they can't actually inhabit, and can't be positioned so that they fall immediately.

Cast on 14+: Gork moves the creature up to 5d6*5 feet instead.

5th:
'Eadbutt (Cast on 9+)
Evocation
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: 4d6*5 ft
Target: One creature capable of casting spells, manifesting powers, or using spell-like or psi-like abilities from class levels.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The target creature takes 2d6 points of damage per level from being headbutted by a minor deity.

Cast on 12+: Range is 8d6*5 ft.

6th:
Ere we go! (Cast on 11+)
Enchantment
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Target: Any number of creatures in range
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creatures make all rolls twice, choosing the better result, for the duration.

7th:
The Foot of Gork (Cast on 15+)
Conjuration
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: Fairly Short (50 ft + 5 ft/level)
Area: 15 ft * 25 ft rectangle
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

Gork nonchalantly wanders onto the battlefield, dealing 2d6 points of damage to each creature in the target area. Then Gork gets bored and walks away.

Cast on 18+: Gork might not get bored and walk away. There's a 50% chance (11-20) that he'll stomp somewhere else of your choosing (or even the same location if you're boring). There's a 15% chance (1-3) that he'll stomp you. Either way, you roll again to see what he does until he does neither (4-10), at which point he gets bored and walks away. It's entirely possible that he might get bored and walk away immediately, making your extra three points of casting value worthless.

Attribute: When you cast a spell, there's a 35% chance that you can steal a spell from someone else. You steal either one power point per level or a spell of no more than half your level plus a half, or a single power die. In return, you acquire a power die.

1st:
Vindicative Glare (Cast on 5+)
Evocation
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You stare at the target so hard that they take 1d6 points of damage per 2 levels (Minimum 1d6)

Cast on 10+: The target takes 1d6 points of damage per level instead.

2nd:
Sneaky Stabbin' (Cast on 6+)
Transmutation
Level: Warp mage 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You gain the sneak attack ability as a rogue of the same level for the duration.

3rd:
Gift of the Spider God (Cast on 8+)
Transmutation
Level: Warp mage 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Allies within range.
Duration: 1 hour/level.
Saving Throw: None/Fortitude negates
Spell Resistance: No

The targets' weapons are poisonous, and deal a single point of constitution damage to any creature they hit. A creature who is immune or passes a fortitude save takes 1d6 points of damage instead.

4th:
Itchy Nuisance (Cast on 8+)
Enchantment
Level: Warp mage 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creature loses its move action each turn as it tries to deal with an assortment of random spiders. Extra move actions (such as from Khsar's Incantation of the Desert Wind) aren't affected.

5th:
Gork'll Fix it! (Cast on 8+)
Transmutation
Level: Warp mage 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Gork fixes it for the target creature to be forced to roll everything they would roll twice, and choose the worse result.

6th:
Night Shroud (Cast on 9+)
Enchantment
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Any number of creatures in range
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creatures are invisible for the duration. Those who would attack them take 2d6 points of damage each time.

7th:
Da Curse of Da Bad Moon (Cast on 15+)
Necromancy
Level: Warp mage 7
Components: V, S
Casting Time: 1 standard action
Range: See text
Area: 10 ft radius
Duration: Instantaneous
Saving Throw: Roll 1d3: 1 Fortitude negates, 2 reflex negates, 3 will negates.
Spell Resistance: No

Da Curse of Da Bad Moon works the exact same way as the Purple Sun of Xereus (Including the cast on 25+ ability) except as noted above.

Feats

A single feat exists to aid Warp Magi

Warp Spell Metamagic
Choose a metamagic feat (regardless of whether or not you have that feat). You can apply that metamagic to a warp spell by increasing the casting value by five for each level that spell would need to be adjusted. You may heighten spells in this way if you so desire. You may also apply multiple metamagics in this manner.

However, the Explosive Spell and Fell Drain metamagics cannot be selected. Also, you must meet the prerequisites to take the feat in the first place.
Example: Arkhan the Black is a Liche Priest who is casting the spell Persistent Purple Sun of Xereus from the Lore of Death. The casting value is normally 15, but Persistent Spell increases the spell slot by 6, so the casting value is increased by 30 to 45. If he wants to increase the spell's radius, the spell must normally be cast on 25+ The persistent version of the large Purple Sun must be cast on a 55+.
Special: You can take this feat more than once. Each time, you choose a new metamagic feat to use.

Races

The following races are designed to be used with Warp Magi.

Daemonette: Medium outsider (Demon), +2 CHA +2 DEX -2 STR -2 INT, FC rogue or warp mage.
Horror: Medium outsider (Demon), +2 INT +2 STR, -2 CON -2 WIS, FC warp mage.
Plaguebearer: Medium outsider (Demon), +2 CON +2 WIS -2 DEX -2 CHA, FC fighter or warp mage.
Slann: Large humanoid (Lizardman) +4 WIS +2 CON -6 DEX FC warp mage.
Skaven: Medium humanoid (Skaven)
- Eshin +4 DEX -2 STR -2 CON -2 WIS FC rogue.
- Grey Seer +4 INT +2 DEX -2 CON -2 WIS -2 CHA -2 STR FC warp mage.
- Pestilens +2 DEX +2 CON -4 CHA FC fighter or warp mage.
- Skryre or Moulder +2 DEX +2 INT -2 CON -2 CHA FC warp mage or factotum.
- Warlord Clan +2 DEX +2 STR -2 INT -2 CHA FC fighter.
Skink: Small humanoid (Lizardman) +4 DEX -2 STR -2 CON -2 CHA FC warp mage or rogue.