Warhammer Fantasy Roleplay

Chapter VII: Magic

C row ’ s f easT Casting Number: 17 Casting Time: Full action Ingredient: A caged crow (+2) Description: You summon up a murder of supernatural crows anywhere within 48 yards (24 squares) that swoops down upon your enemies. These are Aethyric creatures of vengeance, with iron-shod beaks and bleeding feathers. They may be summoned anywhere, as they are capable of passing through any form of non-sentient material—trees, rocks, metal etc. These “crows” always appear in huge flocks—use the large template to represent this. Those affected take a Damage 3 hit from the furious crows, which then scatter as quickly as they appeared. Do not roll for hit location; all hits are to the head.

T he b easT u nleashed Casting Number: 19

Casting Time: 2 full actions Ingredient: A wolf ’s heart (+2) Description: You unleash the primal savagery of your allies. Any friendly character within 12 yards (6 squares) of you goes into a frenzy, as per the talent of that name. No roll is required; they become frenzied as soon as the spell is cast. This spell does not work on animals (they are already beasts!).

f orm of The r agIng b ear Casting Number: 21

and a +10% bonus to Weapon Skill and your claws count as hand weapons with the Fast Quality. Claws of fury lasts a number of minutes equal to your Magic Characteristic. You cannot wield a weapon while claws of fury is in effect.

Casting Time: 3 full actions Ingredient: A bear’s claw (+3) Description: This spell works exactly like form of the soaring raven , but you transform into a bear instead. See Chapter 11: The Bestiary for bear stats. w Ings of The f alCon Casting Number: 25 Casting Time: 2 full actions Ingredient: A live falcon (+3) Description: You grow wings from your back, which are strong enough to bear you aloft. You can fly for a number of minutes equal to your Magic Characteristic with a Flying Movement of 4. For more information on flying, see Chapter 6: Combat, Movement, and Damage . Obviously, simple folk, seeing someone so transformed by wings of the falcon , will assume that you are some form of Chaos Daemon and react appropriately. T he l ore of d eaTh The Lore of Death is the magic of mortality, endings, and the passage of time. It is based on manipulation of Shyish , the Purple Wind of Magic. Magisters of this lore are known as Amethyst Wizards and they are rightly feared. While often conflated with Necromancers, Amethyst Wizards are quite distinct. They embrace the natural ending of all things, whereas Necromancers seek to conquer death with the darkest of magics. As they grow in power, Amethyst Wizards grow more silent, though not grim. The breath of the grave follows them, and even the fattest turns to lean; however they retain a wicked wit and respect for life. Lore Skill: Intimidate

T he T alkIng b easT Casting Number: 11 Casting Time: Half action

Ingredient: A tongue from the animal you are changing into (+2) Description: If you cast this spell immediately before taking on animal form, you can speak while so transformed. You can also cast this spell on an animal within 24 yards (12 squares) to gift it with the power of speech for a number of minutes equal to your Magic Characteristic.

m asTer ’ s V oICe Casting Number: 13 Casting Time: Half action

Ingredient: A miniature whip made of braided animal hair (+2) Description: You command one animal within 24 yards (12 squares) to do your bidding unless it makes a successful Will Power Test. On its next turn, you decide what actions the animal will take and it will do as you command. f orm of The r aVenIng w olf Casting Number: 15 Casting Time: 2 full actions Ingredient: A wolf ’s paw (+2) Description: This spell works exactly like form of the soaring raven , but you transform into a wolf instead. See Chapter 11: The Bestiary for wolf stats.

150

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