Warhammer Fantasy Roleplay

Chapter VII: Magic

or after each battle or encounter in which Wounds are lost. This is a touch spell and you can cast this spell on yourself. b lessIng of m IghT Casting Number: 6 Casting Time: Half action Ingredient: An iron nail (+1) Description: The touched character receives a +5% bonus to Weapon Skill and Strength. The spell lasts 1 minute (6 b lessIng of p roTeCTIon Casting Number: 7 Casting Time: Full action Ingredient: A small token with your deity’s symbol (+1) Description: You receive the protection of your patron deity. Anyone who tries to attack you must make a successful Routine (+10%) Will Power Test. Those that fail must pick another target or take a different action. The spell lasts 1 minute (6 rounds) and you can only benefit from one blessing of protection at a time. (h edge ) s pells Anyone with the Petty Magic (Hedge) talent can attempt to cast the following spells. They represent the most typical hedge magic spells. Since each Hedge Wizard is self-taught, however, many other unique (and largely useless) hedge spells exist. p roTeCTIon from r aIn Casting Number: 3 Casting Time: Full action Ingredient: A freshly picked leaf (+1) Description: This spell protects you from the rain and other types of precipitation. Even in the heaviest downpour, you and your belongings remain perfectly dry. The spell lasts for 1 hour, though you may dismiss it any before that at your option. m agIC f lame Casting Number: 3 Casting Time: Half action Ingredient: A piece of flint (+1) Description: You cause a bluish flame to burst to life in your open palm. It lasts as long as your palm stays open or until you cast another spell (whichever comes first). The flame is too small to cause any damage in combat, but it provides the illumination of a candle and can be used to ignite flammable materials like torches, thatch, etc. g usT Casting Number: 4 Casting Time: Half action Ingredient: A bird’s feather (+1) Description: The wave of your hand creates a light gust of wind to blow through the area. It is strong enough to blow out candles and scatter papers, but not of such force to knock over objects of any weight. rounds) and you can only benefit from one blessing of might at a time. This is a touch spell and you can cast it on yourself. p eTTy m agIC

g hosT s Tep Casting Number: 4 Casting Time: 1 full action and 1 half action Ingredient: A pinch of sand (+1) Description: You leave no visible tracks for 1 hour no matter what type of terrain you are walking through. Anyone trying to Follow Trail suffers a –30% penalty. I ll f orTune Casting Number: 5 Casting Time: 1 full action and 1 half action Ingredient: A crude doll of the victim (+1) Description: You can enchant an item so that its bearer is cursed with bad luck. You must be able to touch the item to cast the spell (if the

item is on someone’s person, the rules for touch spells apply). For the next 24 hours, the bearer of the cursed item suffers a penalty equal to your Magic Characteristic on all tests. A character can only be the subject of one ill fortune at a time.

s hoCk Casting Number: 6

Casting Time: Half action Ingredient: A small pin (+1) Description: Your touch stuns one opponent for a number of rounds equal to your Magic Characteristic unless a successful Will Power Test is made. Shock is a touch spell.

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