Warhammer Fantasy Roleplay

Chapter VII: Magic

— l esser m agIC —

T here are certain magical effects so common that they are taught by all spellcasters, arcane and divine. These spells are known by many different names and can be cast by a variety of methods. Priests of the Goddess of Mercy know the spell aethyric armour as Shallya’s aegis , while Celestial Wizards know it as heavenly shield . These spells are used to supplement the core spells of the various lores. As each of these spells is learnt by repetitive rote, and are usually not taught by tutors, but out of books, they are frequently difficult to learn, despite their utility. Each lesser magic spell must be bought as a separate talent. See Chapter 4: Skills and Talents for the Lesser Magic talent. m oVe Casting Number: 4 Casting Time: Half action Ingredient: A small fan (+1) Description: You use magical force to move and manipulate light objects. You can move any unsecured light item (Encumbrance of 10 or less) up to 12 yards (6 squares). You can also open or close any unlocked door or knock over items with an Encumbrance of 50 or less if they are within 24 yards (12 squares) of you. a eThyrIC a rmour Casting Number: 5 Casting Time: Half action Ingredient: A link of chainmail (+1) Description: You weave the Winds of Magic around you, creating an invisible barrier that helps protect you from harm. You gain a

number of Armour Points equal to your Magic Characteristic on all locations for one minute (6 rounds). You cannot cast this spell if you are wearing any normal armour. Should you don armour while the spell is in effect, the spell ends immediately. b lessed w eapon Casting Number: 6 Casting Time: Half action Ingredient: A dab of blessed water (+1) Description: You can enchant one melee or thrown weapon or up to 5 shots of missile ammunition (arrows, bolts, bullets, etc.). These items gain no bonuses of any kind, but they do count as magical, making them quite useful against ghosts, spirits, and certain other monsters. Blessed weapon lasts for 1 hour. m agIC l oCk Casting Number: 7 Casting Time: 1 minute Ingredient: A small key (+1) Description: You enchant one lock or bolt within 2 yards (1 square) for 1 week. It cannot be picked or forced open during that time. However, the spell does not prevent someone from smashing down a magically locked door or breaking into a magically locked chest.

m agIC a larm Casting Number: 8 Casting Time: 1 minute Ingredient: A small brass bell (+1)

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