Colleges of Magic

Magic is the most powerful force of the Warhammer World. Many practice this mystical art, from artificers and herbalists, that channel magical power into items and potions, to proper spellcasters, capable of launching spells in a direct way. Magic draws its power from the turbulent chaotic mass that reaches the world through the two opening, one hanging over each pole. When this brutal force is used at its pure state, and the chaotic forces are still undivided, Dark magic is being created. When the raw magic enters the world, however, it is usually distorted and refracted so that an expert Wizard can identify eight different variations of it. These are the source of power for the Colleges of Colour, called like this because each of them can be identified with a distinctive colour. The ultimate power magic can offer is given when these eight forces join again and combine their forces within what's called the Rainbow College. Only very few individuals of great skill and intellect are capable of handling such power, and are among the most powerful spellcasters on earth.

Choose what college of magic you want to learn more about... the rules for spellcasters are detailed below.  

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Focuses on healing and protecting, and unleashes the forces of life to destroy the Undead and other servants of darkness.


Uses the art of alchemy to unleash the physical force of the elements and transmute matter from one form into another.


Utilizes the vital powers of the Fluid of Life to bring energetic vigour and peaceful serenity, but can also spread rot and decay.


Subtly influences the flow of events by controlling the course of fate and time, and unleashes the destructive forces of lightning.


Commands the forces of weather and guides the heroes in their travels with power given by wisdom and knowledge.

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Alters and manipulates the will and spirit of people to instill great courage and valour as well as fear and disillusion.


Harnesses the scorching forces of fire and heat to bring havoc and destruction among all opponents.


Unleashes the feral savagery of wild beasts to tear opponents apart and summons savage sylvan animals.


Seeks a harmonious variety of powers rather than focusing exclusively on one aspect of magic at a time.


Channels the deadly forces of evil into spells that wreak pain and misery onto opponents, in the form of curses and maledictions.

Note: The Bright College was included in the rulebook, The Light College was described in "Terror in the Dark", the Amethyst and Jade Colleges were explained in two White Dwarf issues (#125 & 121). However I have preferred to change the spells of every single college, and although many spells have remained the same you will notice that no College was left unchanged.

Wizards and Spellcasting

Wizards may learn at normal price any spell from the college they choose and may not learn spells from other colleges or switch college during their career. They begin the game with the four spells that are on the top of the spell list and may use their magical skills as normal even if they are in the death zone of an enemy model. Wizards are masters in the arcane arts of spellcasting so unless stated otherwise they do not require an Intelligence test to successfully cast a spell. In the same way as an attack, using a spell may be combined with a movement action during the hero’s turn. An exception to this rule are all spells that require two components to cast as they are more complex and generally require a more time-consuming ritual, so a full turn is required in their casting. As usual all ingredients cost 25 gc and are used up as the spells that require them are being cast.

Familiars: When a Wizard learns 7 spells (3+ his starting 4) he will be joined by a Familiar. This magical creature may take the form of a falcon or other bird of prey, an Imp, a Phoenix, a minute Dragon or anything you like. The Familiar may be used to attack any creature within 12 squares of the Wizard (even in partial line of sight and ignoring death zones) with a WS of 7 and 2 Damage Dice (talon attack, no fumble or critic). After attackig the Familiar immediately returns to its master, and for this reason no model is necessary to represent it. Familiars may not be attacked or damaged in any way, but will disappear if the Wizard is slain. It takes a lot of concentration to direct a Familiar's attacks, and for this reason a Wizard must use up one of his actions to do so. It is not possible for a Wizard to move, cast a spell and attack with his familiar all in one turn, nore can he cast a spell that requires 2 components and make his familiar attack at the same time. This makes the Familiar more similar to a ranged weapon such as a bow than to a proper henchman, but it still is really useful in all those times when the Wizard does not want to cast a spell, but doesn't want to risk a combat either. Only a Wizard may have a Familiar.

Advanced Spellcasting: once a Wizard has learned all the spells of his college (this should take quite a long time), you should feel free, if you find it necessary, to create a couple of new spells for him to learn (you may invent your own spells, or modify already existing ones from other colleges to fit the character of the Wizard's college). You may also make very specific spells that the Wizard must learn to complete a dungeon (such as Light, if you are planning to use rules for darkness, or True Sight, if you are going to use invisible or illusionary monsters...)

Warrior-Mages and Spellcasting

While Warrior-Mages are more capable of handling close combat, they are not quite as proficient as Wizards when it comes to the use of magic. To reflect this some penalties apply to them. To start with, these heroes have to pay double the cost of spells to learn them, as they are not very quick learners and require a longer and more difficult training. Moreover Warrior-Mages always have to test their Intelligence to successfully cast a spell, and if this test if failed the component is wasted (note that if an Intelligence test is normally required, then a Warrior-Mage has to pass two tests in a row). Finally, Warrior-Mages are not allowed to learn any spells that require two components as they are far too complicated. In the same way as Wizards, Warrior-Mages cannot switch colleges, may move and cast spells in their turn, and can cast spell if they are in an enemy death zone. At the beginning of the game the Warrior-Mage player is free to choose his two initial spells from the Wizard’s four starting ones. Magic items (namely scrolls, wands and other items that contain spell charges) that may usually only be used by Wizards may be used by Warrior-mages as well, but an Intelligence test is required each time the item is used.


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