Chapter VII: Magic
by the suddenness and vileness of the change. This is a touch spell. Undead are immune to the touch of Chaos . V eIl of C orrupTIon Casting Number: 24 Casting Time: Full action Ingredient: The blade of a Chaos Champion (+3) Description: You create a foul cloud of corruption anywhere within 36 yards (18 squares). Use the large template. Those affected must make a Will Power Test or lose 1 Wound regardless of Toughness Bonus or armour. Wounded characters continue to lose 1 wound per round until a successful Will Power Test is made. Those who suffer more than 1 Wound must also make a Toughness Test or begin to mutate. Those who fail the test gain a Chaos Mutation; roll on Table 11-1: Chaos Mutations on page 229 to generate the mutations. s ummon d aemon p aCk Casting Number: 25 Casting Time: 2 full actions Ingredient: The fresh hearts of six humanoids (+3) Description: You summon a number of Lesser Daemons (see Chapter 11: Common Creatures and NPCs) equal to your Magic Characteristic. They appear in any unoccupied spots within 12 yards (6 squares) of you and remain for 1d10 minutes. w ord of p aIn Casting Number: 27 Casting Time: Half action Ingredient: The blood of a Daemon (+3) Description: You speak one of the secret names of the Chaos Gods. Simply annunciating this word causes those around you incredible pain. Centre the large template on yourself. Those affected take a
Damage 8 hit that ignores armour, but not toughness bonus, and must make a successful Will Power Test or become helpless for 1 round. You are not affected by word of pain . T he l ore of n eCromanCy The Lore of Necromancy is the magic of death. Unlike Amethyst magic, Necromancy is an unnatural art. It is based on manipulation of Dhar and involves extending life and conquering death in violation of the natural order. Necromancers make frequent use of ritual magic (see page 168) and their most infamous abilities are spells of this type. They are widely reviled and are forced to practice their sorcerous arts in secret. They must stay one step ahead of crusading Priests, templars, and Witch Hunters. Necromancy is strictly forbidden in the Empire and those caught can expect no mercy. Lore Skill: Academic Knowledge (Necromancy) s ummonIng u ndead Several necromantic spells involve summoning Undead creatures. These “restless dead” must be controlled or the magic in them dissipates and they become simple corpses once again. A necromancer must be within 48 yards (24 squares) to retain control over his Undead minions. A necromancer can control a number of Undead equal to his Will Power Characteristic at any one time. Undead creatures are basically mindless and can only be given basic instructions (march, guard, attack, etc.). f aCe of d eaTh Casting Number: 6 Casting Time: Full action Ingredient: A skull (+1) Description: Your make your face look like a leering skull, the very symbol of death. You cause Fear for 1 minute (6 rounds).
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