Warhammer Fantasy Roleplay

Chapter VII: Magic

T emplaTes The magic of some spells is so potent that it can affect a large area. Conflagration of doom , for example, creates a mass of flame that can scorch many targets. For the sake of ease, these spells are represented by three different templates. Copies of these templates can be found in the back of this book (see page 252) and they are best used with tactical maps. The three sizes are: • Small Template: A circle with a diameter of 6 yards (3 squares). • Large Template: A circle with a diameter of 10 yards (5 squares). • Cone Template: A cone-shaped template 16 yards (8 squares) long. It is roughly 1 yard wide at its starting point and 5 yards wide at its widest point. The height of the effect rarely comes into play. If important, you can assume that a cone has a height of 2 yards, a small template 3 yards, and a large template 4 yards. You must centre the small and large templates on one target area (square) within range of the spell. The cone template emanates directly from you (if using a tactical map, you must place the smaller end in any square next to you). All those fully under a template are affected by the spell. Any targets only partially covered by a template can make an Agility Test to leap out of the way and avoid the spell. Solid terrain, like floors and walls, constrains template spells but other obstacles do not. A template spell could be cast normally in a copse of trees, for example, but not through a wall. T ouCh s pells Some spells require you to touch the subject. In non-combat situations, adjudicating this is easy enough. In the chaos of melee, however, touching your opponent is more difficult. Whenever you want to cast a spell requiring touch, you must make a successful Weapon Skill Test. This is considered part of the spell casting action, so does not require you to make a separate attack action. It is possible to dodge and parry touch spells, but at a –20% penalty. V arIable w Inds The Casting Roll assumes an average amount of energy is available from the Winds of Magic, but this is not always the case. There are places of power, where magic is infused in the landscape, that spellcasting is easier. Conversely, in some areas, the winds blow but lightly, making it more difficult. Certain times of the year can provide similar boons and penalties. When the Chaos moon Morrslieb is full, for example, magic is in the air. GMs can reflect these variable winds in two ways. First, the GM can give a bonus or penalty to each d10 used for a Casting Roll (+/–1, +/–2, etc.). Second, the GM can provide extra d10s to roll, or take them away. Spellcasters can detect such areas with a successful Magical Sense Test. Example: Gerd, a Master Wizard with Magic 3, finds himself in an old stone circle. The magic is strong in this place and the GM rules that any spells cast within the circle gain +1d10 on their casting rolls. Gerd could thus roll up to 4d10, instead of his usual 3. Later, Gerd uncovers the ruins of a mad alchemist’s tower. The alchemist blew himself up during a crazed experiment and as a result the area is magic poor. The GM informs Gerd that he’ll take a –2 penalty on each d10 of his Casting Rolls. Gerd would thus roll 3d10–6 when trying to cast a spell in the ruined tower.

s pell f ormaT Spell Name Casting Number: Equal or exceed this number with your Casting Roll to successfully cast the spell. You may roll up to a number of d10s equal to your Magic Characteristic. Casting Time: This is the number and type of action required to cast the spell. Spells that take longer than 5 full actions to cast have casting times expressed in minutes or hours instead. Ingredient: If you have this special ingredient, you gain the bonus listed in parenthesis to your Casting Roll. Description: What does the spell do?

T he b IrTh of The o rders of m agIC

For many a year, practitioners of magic were hunted down and killed. Rightly so, for these “Hedge Wizards” used energies beyond their understanding, bringing destruction and doom upon the heads of those around them. Terrible fires, explosions, unexplained accidents and madness all gather around an untrained Wizard. Exile or death was the common fate of many a magic wielder, that is, until the reign of Emperor Magnus the Pious. Finding himself in the midst of a conflict that later became known as the Great War Against Chaos, Magnus the Pious chose to use the destructive abilities of Human spellcasters. Lifting the unspoken ban upon Wizardry, he accepted the aid of the High Elf Sorcerer Teclis in founding the Colleges of Magic in Altdorf. Using the effective, if unpredictable powers of the first official Wizards, he was able to turn the tide, winning the war, and changing the Empire for ever.

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