Warhammer Fantasy Roleplay

Chapter VII: Magic

C auTerIze Casting Number: 4 Casting Time: Half action Ingredient: A piece of charcoal (+1) Description: You can lay your hands on an open wound and sear it shut. While this does not restore any wounds to the subject, it does count as medical attention and can thus save the critically injured from certain death. At the GM’s discretion, this spell can be used for similar tasks, such as branding. Your hands must be bare to cast this spell successfully. Casting Time: Half action Ingredient: A match (+1) Description: You can throw a bolt of fire at an opponent within 36 yards (18 squares) of you. This is a magic missile with Damage 4. C rown of f Ire Casting Number: 8 Casting Time: Full action Ingredient: 1 gc (+1) Description: This spell creates a majestic crown of shimmering flame above your head. It remains for a number of minutes equal to your Magic Characteristic. During the spell’s duration, you gain a +20% to all Command and Intimidate Tests. Furthermore, enemies must make a successful WP Test in order to attack you in melee combat. If they fail, they must take a different action. The flaming diadem provides the illumination of a torch and can be used to ignite flammable materials, though this requires such undignified movements that few Bright Wizards use it for such a purpose. Note that f Ires of u’z hul Casting Number: 6

it is impossible for a Bright Wizard to damage himself using this spell. f Ire b all Casting Number: 12 Casting Time: Half action Ingredient: A ball of sulphur (+2) Description: You create a number of balls of fire equal to your Magic Characteristic and can hurl them at one or more opponents within 48 yards (24 squares). Fire balls are magic missiles with Damage 3. s hIeld of a qshy Casting Number: 12 Casting Time: Full action Ingredient: An iron amulet (+2) Description: You wrap yourself with currents of the Red Wind, which shields you against fire attacks. You receive a +20% bonus to your Toughness for 1d10 minutes, but only against fire damage such as dragon breath, fire balls, etc. You cannot cast this spell on others. Casting Time: Half action Ingredient: A torch (+2) Description: A fiery sword materializes in your grasp. It counts as a magic weapon with the Impact quality and Damage 4. You also gain +1 to your Attacks Characteristic for the duration of this spell, but only when using the flaming sword of rhuin . The spell remains in effect for a number of rounds equal to your Magic Characteristic. You can retain it with a successful Will Power Test each round thereafter. Ingredient: A vial with a mixture made of blood and oil (+2) Description: You unlock the fires of courage in the hearts of your allies. All allies within 30 yards (15 squares) of you gain a +20% bonus on Fear and Terror Tests for the next ten minutes. They lose this bonus if they move further than 30 yards (15 squares) away from you. f Iery b lasT Casting Number: 22 Casting Time: Full action Ingredient: A dagger of thrice-forged steel (+3) Description: You send 1d10 blasts of flaming death at one or more opponents within 48 yards (24 squares). Fiery blasts are magic missiles with Damage 4. The minimum number of blasts is equal to your Magic Characteristic. b reaThe f Ire Casting Number: 25 Casting Time: Full action Ingredient: A dragon’s scale (+3) Description: You breathe out a rolling gout of flame, akin to that of the dragons of legend. Use the cone template. Those affected suffer a hit with Damage 8. A successful Will Power Test f lamIng s word of r huIn Casting Number: 14 h earTs of f Ire Casting Number: 16 Casting Time: 2 full actions

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