Warhammer Fantasy Roleplay

Chapter VII: Magic

I llusIon Casting Number: 24 Casting Time: 1 full action and 1 half action Ingredient: A crystal prism (+3) Description: You create an illusion anywhere within 48 yards (24 squares) that is a nearly perfect simulation of reality, complete with sight, sound, and smell. Use the large template. You can make this area look like literally anything. Illusion lasts for a number of rounds equal to your Magic Characteristic, but you can keep it going with a successful Will Power Test each subsequent round. You must spend a half action each round maintaining the illusion . Furthermore, you cannot cast any other spells or the illusion disappears immediately. Viewers may be allowed an Intelligence Test to see through the illusion if they have cause to suspect it’s a trick. The precise effects of the illusion are up to the GM to determine and should follow the guidelines of common sense. u nIVersal C onfusIon Casting Number: 27 Casting Time: Half action Ingredient: The eyes of a Chimera (+3) Description: This is a more potent version of bewilder that can affect many targets. Use the large template. Anyone affected must make a successful Will Power Test or suffer the effects of the bewilder spell. W hile most Arcane Magic is powered by one of the Winds of Magic, there are two types of magic that manipulate all eight winds at once. High magic, or Qhaysh , is magic in its purest and most undiluted form. It is so difficult to master than only the High Elves of Ulthuan have the skill to use it regularly. Dark magic, or Dhar , is magic in its most base and corrupt form. If Qhaysh is the eight colours in harmony, Dhar is the eight colours in discordance. It is the magic of destruction, domination, and pollution. The Dark Lores of magic are based on the manipulation of Dhar . They are the province of evil and desperate men, those willing to risk their lives and souls for power. There are two main types of Dark Lore, Chaos magic and Necromancy. Like Arcane Lores, they have associated skills. Casting Dark Lore spells follows the normal rules with two important exceptions: • You must have the Dark Magic talent to cast a spell from a Dark Lore and you must use it. These spells require Dark Magic to function. Your use of Dhar exposes you to additional risks. When you roll for Tzeentch’s Curse, if you roll doubles on the percentile dice you suffer a side effect in addition to the normal result. Roll on Table 7-6: Side Effect to see fate has in store for you. Use the appropriate column for the dark lore you are using. s Ide e ffeCTs Descriptions of the various side effects follow. You can gain each side effect multiple times and effects are cumulative. If you got an aversion to light twice, for example, you’d suffer a –20% penalty to your Will Power and Fellowship when outside in the daytime. The GM is •

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responsible for determining the details of each side effect (what allergy is gained, how you are disfigured, etc.) • Allergy: You have an extreme allergy to a common material, like leather or fur. When in contact with it, you suffer a –10% penalty to your Weapon Skill, Ballistic Skill, and Agility. If you roll this side effect more than once, you either get a new allergy or your existing allergy becomes more severe. Aversion: You develop an aversion to a common element of daily life, like light, water, or the crying of infants. When forced to be around it, you suffer a –10% penalty to your Will Power and Fellowship. If you roll this side effect more than once, you either get a new aversion or your existing aversion becomes more severe. •

T able 7-6: s Ide e ffeCT

Die Roll (Chaos)

Die Roll

Result

(Necromancy)

01-05 06-15 16-25 26-40 41-50 51-65 66-70 71-80 81-90 91-00 -

01-10 11-20 21-35 36-45 46-50 51-60 61-70 71-80 81-90 91-00 -

Allergy

Aversion

Cadaverous Appearance

Debilitation Disfigurement

Disturbing Presence

Madness Mutation

Palsy

Stench

Weakness

159

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