Warhammer Fantasy Roleplay

Chapter VII: Magic

r e -a nImaTe Casting Number: 8

h and of d usT Casting Number: 13 Casting Time: Half action Ingredient: The hand of a murderer (+2) Description: Your touch destroys the flesh of living opponents, causing 1d10 Wounds regardless of Toughness Bonus or armour. Undead are immune to the hand of dust . This is a touch spell. C all of V anhel Casting Number: 15 Casting Time: Full action Ingredient: A small silver trumpet (+2) Description: You energize undead under your control. 1d10 Skeletons, Wights, or Zombies can immediately take a move or standard attack action, even though it’s not their turn. These count as free actions and do not affect the number of actions the affected Undead can take this round. C onTrol u ndead Casting Number: 17 Casting Time: Half action Ingredient: A piece of wood from a desecrated coffin (+2) Description: You bend one of the ethereal Undead to your will. You can target any one Banshee, Wraith, or Spirit within 24 yards (12 squares). Unless the creature makes a successful Will Power Test, it comes under your control for 24 hours. C orpse f lesh Casting Number: 19 Casting Time: Full action Ingredient: A piece of flesh from a Wight (+2) Description: Your skin takes on the toughness of mortified flesh for 1 minute (6 rounds). During that time any Critical Hits against you have their Critical Value reduced by your Magic Characteristic. r aIse The d ead Casting Number: 22 Casting Time: 2 full actions Ingredient: Dust from a mummy (+3) Description: As re-animate but you create 2d10 Skeletons or Zombies within 24 yards (12 squares) of you. s pell of a wakenIng Casting Number: 24 Casting Time: 2 full actions Ingredient: A circlet of iron quenched in human blood (+3) Description: As re-animate but you create Wights instead. The remains used must be those of a character with an advanced career. b anIsh u ndead Casting Number: 26 Casting Time: Full action Ingredient: A vial of blessed water (+3) Description: You create a magical vortex within 48 yards (24 squares) that sucks energy from the Undead. Use the large template. Those Undead affected take a Damage 5 hit, unless they are Skeletons or Zombies, which are instantly destroyed instead.

Casting Time: 1 half action per corpse Ingredient: Dust from a grave (+1) Description: You re-animate the dead, creating a number of Skeletons or Zombies equal to your Magic Characteristic. You must be within 12 yards (6 squares) of either fresh corpses (which make Zombies) or the aged remains of the dead (which make Skeletons).

I nVIgoraTIng V ITae Casting Number: 11

Casting Time: 1 full action and 1 half action Ingredient: The teeth of a vampire bat (+2) Description: You drink the blood of a corpse to heal your own wounds. The corpse must be freshly killed (dead less than 1 hour). If cast successfully, invigorating vitae heals 1d10 Wounds. a V ery w rong T urn Sir Gilbert urged his weary mount into the dreary looking village. The roads here were terrible and he had a hard time believing this was the route to Nuln. The Halfling ferrymen were quite emphatic that this was the correct path, however. If that useless squire of his hadn’t gotten himself killed in Wissenburg, Gilbert wouldn’t have had to talk to the smirking Halflings in the first place. Reading maps and figuring out routes was not the business of Bretonnian Knights! At last he reached what looked like an inn. Crude emblems were painted on the door. Typical peasant superstition, thought Gilbert. The knight banged his gauntleted fist on the door. No one answered. He continued his assault until finally a voice answered. “Go away!” it shouted. “You will open this door this instant,” the Bretonnian said. “I am Sir Gilbert de Arnaud, Knight Errant of his most pious majesty King Louen Leoncoeur and I require a room and food this evening. Open up!” “We don’t care if you are the bleedin’ Grand Theogonist,” said the voice. “You can’t come in.” Gilbert heard other voices inside now. Were they laughing at him? “Listen to me, you miserable peasants. You will open this door right now or when I get to Nuln I will ensure that the Countess Emmanuelle wipes this village off the map!” There was no mistaking it this time. The crowd inside was roaring with laughter. When they quieted, the voice said, “You go and tell the countess. She has no power here. This is Sylvania, squire.” “I am not a squire!” shouted the incensed Gilbert. He would teach these peasants to respect their betters, the Knight decided, hand falling on his sword’s pommel. Just then, the stillness of the night was broken. From down the road the Bretonnian could hear the stomp of feet. It was steady, like the march of military men. Gilbert brightened. Perhaps it was a unit of Imperial soldiers. Surely they could be counted on to offer proper hospitality to a Knight Errant. Sir Gilbert walked to the centre of the village to greet the soldiers. Soon he could see the serried ranks of troops in lockstep. They approached in perfect order, weapons shouldered. Gilbert was most impressed by the discipline of these troops and was about to say so when his words died on his lips. There in the moonlight Sir Gilbert could see that these were not Imperial soldiers but creatures from beyond the grave. Flesh hung from skeletal faces and red orbs burned in empty eye sockets. The words of the peasant echoed in his mind. “This is Sylvania, squire...” Sir Gilbert de Arnaud, Knight Errant of Bretonnia, drew his sword and prepared to sell his life dearly. Inside the inn no one was laughing anymore.

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