Warhammer Fantasy Roleplay

Chapter VII: Magic

Description: You can cleanse an area of up to one square mile of blight. This saves plants, trees, crops, and other growing things and makes the area immune to the same blight for the rest of the season. Alternately, this spell can be cast on 2d10 characters suffering from disease. The duration of any diseases these characters are suffering from is halved (rounded down). T he l ore of l IghT The Lore of Light is the magic of physical and mental illumination. Based on manipulation of Hysh , the White Wind of Magic, this lore is about truth, wisdom, radiant power, and life-giving energy. Magisters of this lore are known as Hierophants or Light Wizards and they are wise philosophers, potent healers, and fearless Daemon- banishers. As these Wizards grow in power, they tend towards dry intellectualism and wit, rather than humour. The colour leeches out of their skin and hair, growing lighter and semi-transparent in some cases, whilst the eyes tend towards milky whiteness or a golden luminescence. Most spend their spare time reading or in solemn contemplation. Lore Skill: Heal d azzlIng b rIghTness Casting Number: 5 Casting Time: Half action Ingredient: A small mirror (+1) Description: You create a burst of light within 36 yards (18 squares) that dazzles those in the area. Use the small template. Those affected suffer a –10% penalty to their Weapon Skill, Ballistic Skill, and Agility, and to all Perception Tests involving sight, for 1d10 rounds. r adIanT g aze Casting Number: 7 Casting Time: Full action Ingredient: A lens (+1) Description: Your gaze focuses radiant power on one target within 16 yards (8 squares). This is a magic missile with Damage 6. Sometimes, looks really can kill. s hImmerIng C loak Casting Number: 8 Casting Time: Half action Ingredient: A candle (+1) Description: You surround yourself with a field of light that protects you from ranged attacks. All non-magical missile attacks have their Damage rating reduced to 0 (in other words, damage is simply 1d10). Shimmering cloak lasts a number of minutes equal to your Magic Characteristic. You automatically fail any Concealment Tests you attempt while shimmering cloak is in effect. h ealIng of h ysh Casting Number: 10 Casting Time: Full action Ingredient: A clear glass bead (+2) Description: Your touch heals an injured character a number of Wounds equal to your Magic Characteristic. You can also heal yourself. This is a touch spell.

points must be areas of natural earth. This means you can’t cast this spell while inside a building or on a cobblestone street, for example. r IVer ’ s w hIsper Casting Number: 15 Casting Time: 1 minute Ingredient: A flagon of wine (+2) Description: You commune with the spirit of a river. To cast this spell, you must be at least waist deep in the river in question. Your magic and indeed a part of yourself flow into the water, allowing you to ask questions of the river. You can ask about anything that happened on or in the river over the past 24 hours and up to 1 mile up or downstream. Answers are quite general. You could find out, for instance, that two boats had passed downriver and that one of them was especially large. You could not find out the names of the boats or their passengers. You might find out that Orcs attacked one of the boats, but not what tribe the Orcs came from. River’s whisper lasts for a number of minutes equal to your Magic Characteristic. s prIng b loom Casting Number: 18 Casting Time: 10 minutes Ingredient: A handful of natural fertilizer (+2) Description: You concentrate the power of life magic in one area or being. You can affect either a plot of land the size of a farmer’s field or one living being of any race. A field will literally burst with life and the next harvest is guaranteed to be abundant. If cast on a living being, conception will occur within a month if all other normal conditions (i.e. breeding) are met. Ingredient: A dowsing rod blessed by a Priest of Taal (+3) Description: You cause a geyser of water to shoot up from an area of natural earth within 24 yards (12 squares). Use the small template. Those affected take a Damage 4 hit and are knocked 4 yards (2 squares) in the direction of your choice by the erupting water. They must make a Toughness Test or be stunned for 1d10 rounds. They are knocked down regardless. After the initial burst, a pool forms in the area of the template, providing fresh water for the next hour. w InTer f rosT Casting Number: 25 Casting Time: Full action Ingredient: A vial of melted snow gathered from a mountain’s peak (+3) Description: You coat everything in a target area within 48 yards (24 squares) of you with a thick layer of frost. Use the large template. Anyone affected takes a Damage 4 hit and must make a successful Will Power Test or be helpless for 1 round. The frost remains for a number of minutes equal to your Magic Characteristic. Movement in this area is at half rate. g eyser Casting Number: 22 Casting Time: Full action

C ure b lIghT Casting Number: 27 Casting Time: 10 minutes Ingredient: A vial of water from a sacred pool (+3)

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