Warhammer Fantasy Roleplay

Chapter VII: Magic

Description: You create a silent alarm on one spot that you touch. Whenever a creature comes within 2 yards (1 square) of this spot, you will be mentally alerted instantly no matter how far away you are. This wakes you up if you were sleeping. Magic alarm provides no details as to the identity of the trespasser, only that someone has triggered it. You can only have one magic alarm active at a time. The spell lasts until it is triggered or you cast it again on a different spot. s IlenCe Casting Number: 10 Casting Time: Half action Ingredient: A gag (+1) Description: You magically silence one character within 24 yards (12 squares) of you. The target can resist the spell with a successful Will Power Test. Otherwise, he cannot talk or even grunt for a number of rounds equal to your Magic Characteristic. s kywalk Casting Number: 11 Casting Time: Full action Ingredient: An eagle’s feather (+2) Description: You briefly walk on air, moving up to triple your Movement Characteristic and then returning to the ground. You can reach a height of up to 6 yards, allowing you to easily walk over ground obstacles. Skywalk is in effect while casting. T he knowledge and power of the Orders of Magic are contained in the Arcane Lores (see Chapter 4: Skill and Talents for details on the Arcane Lore talent). This book provides ten Arcane Lores, but others will be made available in future books. In addition to giving you spells, each Arcane Lore also has an associated skill. Once you know the Arcane Lore, you can learn the lore skill at any time for 100 xp, just as if it were part of your current career. You may take each skill up to three times if you want to achieve Skill Mastery (see Chapter 4: Skills and Talents ). T he l ore of b easTs The Lore of Beasts is the most feral of sorceries. It is the magic of animals and primal savagery. It is based on manipulation of Ghur , the Brown Wind of Magic. Magisters of this lore are known as Amber Wizards and they cleave to the wild places that are the source of their strength. As they gain in power, Amber Wizards grow ever more aloof and restless with human society—their thickly sprouting hair, ragged nails and pointed teeth mirroring the wild nature of their souls. Lore Skill: Charm Animal C alm The w Ild b easT Casting Number: 5 Casting Time: Half action Ingredient: A lump of sugar (+1) d Ispel Casting Number: 13 Casting Time: Full action

m agIC T oday The orders of Wizards claim that the souls of their colleges are not to be found in buildings or dusty tomes—despite this, the colleges of Altdorf remain the foremost centres of magical learning in the Old World to this day. Wizards are regarded with suspicion and awe by most folk, though gradually most are accepting that a Magister’s aid can be invaluable. Wizards are known to hire out their services in between periods of study, and whilst few have the makings of a true Battle Wizard, most are able to aid in all but the most dire of circumstances. Rogue Wizards—those not part of the collegiate—are still hunted down and burned. This is handled either by mob justice, or the Emperor’s Witch Hunters. To them is tasked the job of stopping the rot before serious problems or Chaos corruption sets in. Occasionally, they will take a talented individual to the colleges for admission, but more often than not those who do not have the wit to seek out formal training learn the error of their ways in the fires of cleansing.

Ingredient: A small silver hammer (+2) Description: You cause a spell within 12 yards (6 squares) of you to end prematurely. This can be used to dispel any ongoing spell but not ritual magic. You can immediately end the target spell with a successful Channelling Test, but you suffer a –10% penalty per point of the original caster’s Magic Characteristic. If you were trying to dispel a blessed weapon spell cast by a Wizard with Magic 2, for example, your Channelling Test would be at –20%. Dispel has no effect on summoned Daemons or re-animated Undead. Description: Your soothing and hypnotic voice calms one animal within 48 yards (24 squares) unless it makes a successful Will Power Test. You may approach the beast and touch it without fear; it remains placid. If a mount, you may ride it with a +10% bonus to any Ride Skill Tests you are required to make. The animal remains friendly towards you for a number of hours equal to your Magic Characteristic unless you unless you attack it, in which case the enchantment is broken immediately. f orm of The s oarIng r aVen Casting Number: 7 Casting Time: Full action Ingredient: A raven feather (+1) Description: You transform yourself (and all the equipment you are carrying) into a raven for up to 1 hour. You retain your mental faculties and your Intelligence and Will Power. Your other stats are as a raven (see Chapter 11: The Bestiary ). You cannot talk or use magic while in raven form. You may end this spell at any time and resume your normal form. The spell ends automatically if you take a Critical Hit.

— a rCane l ores —

C laws of f ury Casting Number: 8

Casting Time: Half action Ingredient: A cat’s claw (+1) Description: Your fingernails turn into razor sharp claws as you take on a feral aspect. You gain +1 to your Attacks Characteristic

149

Made with FlippingBook - professional solution for displaying marketing and sales documents online