Warhammer Fantasy Roleplay

Chapter VII: Magic

Magic. Magisters of this lore are known as Jade Wizards and they are most at home in the countryside. They visit cities when they must, but prefer to be surrounded by the majesty and power of the wild. Powerful Jade Wizards go barefoot, that they might be in constant contact with the earth. As they progress in their Order they take on aspects of the seasons, growing tired in Winter, somber in Autumn, excited in Spring and vibrant in Summer. Their hair and fingernails grow very fast, and they seldom suffer from illness. Many Life spells require natural earth to function. This means the area specified must consist of dirt or even mud and can’t be covered with wood, stone, flooring, cobbling, etc. Essentially, such spells can’t be cast inside buildings unless they have dirt floors. Lore Skill: Outdoor Survival C urse of T horns Casting Number: 6 Casting Time: Half action Ingredient: A thorn (+1) Description: You cause thorns to grow inside the body of one character with 36 yards (18 squares), wracking him with excruciating pain. On each of the target’s next 1d10 turns, he must make a successful Will Power Test or lose 1 Wound (regardless of Toughness Bonus or armour) and suffer a –20% penalty on all tests for one round. f aT of The l and Casting Number: 8 Casting Time: 1 minute Ingredient: A handful of animal feed (+1) Description: Just as animals fatten themselves up before winter, you cause the character you touch to feed on and store the energy of Ghyran . The subject of the spell does not need to eat for one week, though drinking is still required. You can cast this spell on yourself. Fat of the land is a touch spell. e arTh b lood Casting Number: 9 Casting Time: 1-10 half actions Ingredient: A dagger (+1) Description: You absorb energy from the earth beneath your feet to heal yourself. You must be standing on natural earth. If cast successfully, earth blood heals Wounds equal to the number of half actions you spent casting the spell (maximum 10). You may not cast this spell on others. s ummer h eaT Casting Number: 12 Casting Time: Half action Ingredient: A vial of sweat from an honest man (+2) Description: You cause a small area to burn with the heat of summer. Use the large template. Those affected sweat profusely and feel incredibly fatigued, as if they had been working all day under the hot sun. They suffer a –20% penalty on all tests for 1d10 rounds. e arTh g aTe Casting Number: 14 Casting Time: Full action Ingredient: An iron key (+2) Description: You disappear into the earth and reappear anywhere with 48 yards (24 squares). Both your departure and arrival

l IghTnIng s Torm Casting Number: 25 Casting Time: Full action Ingredient: A weather vane (+3) Description: You summon a storm of lightning anywhere within 48 yards (24 squares). This is an Aethyric storm summoned from the Realm of Chaos, and may appear anywhere, from the deepest sewer to the wildest heath. Use the large template to represent the lightning storm . Those affected take a Damage 5 hit. f aTe of d oom Casting Number: 31 Casting Time: 1 hour Ingredient: The noose of a hanged man (+3) Description: You use the mightiest of magics to alter the course of fate itself. Before you can cast it, you must acquire a lock of hair or drop of blood from the intended target. With this in hand, you can attempt to doom your victim. You must be within 1 mile of the target for fate of doom to be effective. If you cast this spell successfully, your opponent must make a Very Hard (–30%) Will Power Test or lose 1 Fate Point permanently. Fortune Points cannot be used to re-roll this test. A character without Fate Points treats the next Critical Hit suffered as if it had a Critical Value of +10. As this is such an awesome conjuration, all Wizards within a 5-mile radius are aware of the disturbance in the Aethyr that this spell causes. Elder Astromancers teach that this spell is reserved for the most heinous of foes. T he l ore of l Ife The Lore of Life is the magic of nature, the growing earth, and the seasons. It is based on manipulation of Ghyran , the Green Wind of

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