Warhammer Fantasy Roleplay

Chapter VII: Magic

1 round unless a successful Will Power Test is made. Once the character recovers from being stunned, he must make a second Will Power Test or gain 1 Insanity Point. b oon of C haos Casting Number: 9 Casting Time: Full action Ingredient: An amulet engraved with the symbol of one of the Gods of Chaos (+1) Description: You call upon the favour of the dark Gods of Chaos. You gain a +10% bonus to Weapon Skill, Toughness, Will Power, or Fellowship for 1 minute (6 rounds). s ummon l esser d aemon Casting Number: 12 Casting Time: 2 full actions Ingredient: The fresh heart of a humanoid (+2) Description: You summon one Lesser Daemon (see Chapter 11: The Bestiary ), which appears in any b urnIng b lood Casting Number: 13 Casting Time: Half action Ingredient: A vial of Daemon blood (+2) Description: You spit blood that burns like acid at any one target within 24 yards (12 squares). The target suffers a number of Damage 4 hits equal to your Magic Characteristic. This is a magic missile . l ure of C haos Casting Number: 16 Casting Time: Full action Ingredient: A defiled holy symbol (+2) Description: You ensorcell one character with 24 yards (12 squares) and bend him to your will. Unless the target makes a successful Will Power Test, you decide what actions he takes on his next turn. Undead are immune to the lure of Chaos . d ark h and of d esTruCTIon Casting Number: 17 Casting Time: Full action Ingredient: The hand of a hanged man (+2) Description: You wreath your hand in a nimbus of dark magic. It counts as a magic weapon with the Armour Piercing Quality and Damage 7 and you gain a +10% bonus to your Weapon Skill when attacking with it. 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. T ouCh of C haos Casting Number: 20 Casting Time: Half action Ingredient: The horn of a Beastman (+2) Description: Your touch channels pure Chaos energy into one target, causing him to mutate and change unless a successful Will Power Test is made. If the test is failed the target must roll on Table 11-1: Chaos Mutations on page 229. The mutation manifests in a matter of seconds and is permanent. If affected the target must also make a successful Will Power Test or be stunned for 1 round unoccupied spot within 12 yards (6 squares) of you. The Daemon remains for 1d10 minutes.

• Cadaverous Appearance: You begin to look like a corpse. At first you simply grow pale and develop rings around your eyes but eventually you become indistinguishable from a real cadaver. You suffer a –10% penalty to your Fellowship in all social situations, but gain a +10% bonus on Intimidate Tests. Debilitation: You permanently lose 1d10% from your Toughness Characteristic. Disfigurement: You gain a repulsive disfigurement to a random part of your body, as determined by the hit location chart. This can be nearly anything, from unsightly sores to scaly skin to the growth of fur. Unless you can disguise the disfigurement, you suffer a –10% penalty to your Fellowship in all social situations. Disturbing Presence: Your aura becomes so malignant that children and animals refuse to go near you and you suffer a –10% penalty to your Fellowship in all social situations. Mutation: Your body is wracked by Chaos energy and you develop a mutation. You must roll on Table 11-1: Chaos Mutations on page 229. Palsy: You become prone to periodic fits of shaking. At the start of any stressful situation (combat, a verbal confrontation, etc.), you must make a Will Power Test or suffer a fit that lasts 1d10 rounds. During the fit, you suffer a –10% penalty to your Agility, Intelligence, Will Power, and Fellowship and you can only take a half action each round. Stench: You develop a most unpleasant odour. For each instance of this side effect, it takes 1 application of perfume to mask the stench for a day. If you had gotten stench three times, for example, it’d take three applications of perfume a day to hide the smell. When the smell is noticeable, you suffer a –10% penalty to your Fellowship in all social situations. Weakness: You permanently lose 1d10% from your Strength Characteristic. T he l ore of C haos The Lore of Chaos is the magic change, destruction, temptation, and decay. It is based on manipulation of Dhar , also known as dark magic. The practitioners of Chaos magic are known by many names—sorcerer, witch, and cultist to name but a few. As with all followers of Chaos, these mages are the enemy of civilization and all that it stands for. They seek the overthrow of the Empire and all nations of the Old World and their vision of the future is one of darkness, blood, and endless change. Lore Skill: Speak Arcane Language (Daemonic) s ummonIng d aemons Several Chaos spells involve the summoning of Daemons. When the Daemons first appear, the summoner must make a successful Will Power Test to control them. Otherwise, they do as they please and their actions are controlled by the GM. Daemons don’t like being summoned by mortals and are often quite angry at those who called upon them. V IsIon of T ormenT Casting Number: 7 Casting Time: Half action Ingredient: A small mask (+1) Description: You cause any one character within 24 yards (12 squares) to have a hellish vision. The target is stunned for • • • • • • • Madness: You gain 1d10 Insanity Points. •

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