Ghur:
Calm the Wild Beast. A nearby animal becomes placid and rideable towards you for several hours or unless you attack it.
Cruelty's Deserts. Blesses an animal for a month. Anyone who harms that animal becomes a pariah for the next month.
The Beast Broken. Makes a nearby animal docile towards humans, elves, dwarfs and halflings.
Form of the Soaring Raven. Become a raven for 1 hour. You retain your mind, but cannot talk or use magic. Can be ended at will.
Claws of Fury. Your nails turn into sharp claws for a few minutes, giving you a skilled and rapid attack.
The Beast Made Well. Heals the wounds of an injured natural animal you touch. No familiars or monsters.
Hmm, as others had mentioned, other than Form of the Soaring Raven the Ghur Journeymen are going to be distinctly limited.
However, Form of the Soaring Raven combos with Warrior of Fog AMAZINGLY:
Warrior of Fog: Appreciation of and focus on mastering the fickle fog of war. +2 martial, bonuses to scouting and hidden gambits while in command, unlocks creation of battlefield spells for revealing or concealing troop movements.
Which means we know exactly where best to send a Raven form Ghur Journeyman to get the best vantage. Bonus because enemies don't notice bird scouts.
Chamon:
Stoke the Forge. Makes a fire burn super hot without consuming extra fuel, for about an hour.
Guard of Steel. Defensive metal orbs spin around you for about a minute, helping to parry attacks.
Fault of Form. A nearby weapon becomes lower quality for about a minute. Penalizes attacks, loses special abilities, more likely to jam or explode.
Inscription. Write an indelible message into any metallic surface. Recognizable handwriting.
Law of Logic. An ally gets a bonus to one roll during the next 5 minutes. Slow to cast.
Law of Form. You transmute an object into having the strength and weight of steel for a few minutes. Appearance unchanged.
Curse of Rust. You rust and corrode a nearby light metal object (no targeting cannons) into uselessness.
The Chamon Journeyman on the other hand has a more varied potential:
-Fault of Form is devastating on Skaven siege engines, since they're already unreliable as hell.
-Law of Logic would boost commanders mostly, its too inefficient to use on masses and the dwarfs are likely to refuse it. So us mostly, if we lead them.
-Law of Form's duration limits SOME uses...but some twine strung up at various heights and then using the string's length to harden it makes for a good pianowire trick.
Harder to use overall, but Chamon wizards are also often enchanters or alchemists, so there might be some collaboration options there.
These being only the low-end ones that a Journeyman might have. Also,
access to petty and lesser magics as in our own list.
So Dispel, Aetheyric Armour, Blessed Weapon(we maybe could corrupt an impressionable Gold Journeyman to the path of the greatsword
), Marsh Lights for artillery sighting...thats pretty much it.
The Journeymen are thus best used with the two Ghur Journeymen enabling our Warrior of Fog with unobstrusive aerial scouting, while the Gold Journeyman focuses on buffing commanders to make good decisions and also dispels. They are not much good for more than dispels otherwise.