Warhammer Fantasy Roleplay

Chapter VII: Magic

l ore of s Igmar Sigmar is the legendary founder of the Empire and its patron God. Sigmar protects his people and gives them the power to smite their enemies. Priests of Sigmar use spells from their patron to further the purposes of the church, defend the Empire, and combat heresy. Those who call upon Sigmar often find that they tend toward leadership and protection of the common folk. h ammer of s Igmar Casting Number: 5 Casting Time: Half action Ingredient: A charm engraved with the symbol of Sigmar (+1) Description: Your hammer is imbued with Sigmar’s power. Your hand weapon, which must be a hammer, counts as having the Impact quality and as magical for 1 minute (6 rounds). a rmour of r IghTeousness Casting Number: 6 Casting Time: Full action Ingredient: A small iron ring (+1) Description: A nimbus of power protects you from harm. You gain +1 Armour Point on all locations, though the maximum of 5 APs still applies. Armour of righteousness lasts for one minute per point of your Magic Characteristic. h ealIng h and Casting Number: 12 Casting Time: 1 full action and 1 half action Ingredient: A leather glove (+2) Description: Your touch heals an injured character of 1d10 Wounds. You can also heal yourself. This is a touch spell.

b eaCon of C ourage Casting Number: 14

Casting Time: Half action Ingredient: A prism (+2) Description: The power and majesty of Sigmar fills you, making you shine out like a beacon in the night. Any frightened or terrified ally who can see you is inspired by your faith and bravery. Such characters immediately recover and can now act normally. C omeT of s Igmar Casting Number: 16 Casting Time: Half action Ingredient: A golden arrow head (+2) Description: You throw a fiery missile that takes the form of Sigmar’s famed twin-tailed comet. The miniature comet streaks towards an opponent of your choice within 24 yards (12 squares). A comet of Sigmar is a magic missile with Damage 6. s oulfIre Casting Number: 20 Casting Time: Half action Ingredient: A golden amulet engraved with the comet of Simgar (+2) Description: The purifying flames of Sigmar surround you, as his wrath manifests on earth. Centre the large template on yourself. Those affected take a Damage 3 hit. Undead and Daemons have it even worse, suffering a Damage 5 hit. Armour offers no protection against soulfire . l ore of T aal and r hya Taal is the Lord of Nature, and husband to Rhya, the Mother of the Earth. He watches over the creatures of the wild places, whilst Rhya holds guardianship of the earth and its fertility. Taal and Rhya are worshipped as joint, yet distinct deities. Their Priests must protect the huge tracts of land Rhya calls her own, and defend Taal’s children from destruction by Man or Chaos. Those who often call upon Taal and Rhya’s aid find that they are seldom ill and have near boundless enthusiasm, but become melancholy in cities and towns. b easTfrIend Casting Number: 4 Casting Time: 1 full action and 1 half action Ingredient: The tongue of a beast (+1) Description: With Taal’s aid you are able to converse with a single animal within 12 yards (6 squares). You can understand each other for 10 minutes and during that time you gain a +20% bonus on Charm Animal Tests involving this creature. Animals are not used to conversing with bipeds, so they sometimes have trouble articulating ideas. The GM should decide how much the animal knows, remembering that worldview of the average animal is limited at best. s Tag ’ s l eap Casting Number: 6 Casting Time: Half action Ingredient: A tuft of hair from a stag (+1) Description: You are imbued with the power of the wild stag. For a number of minutes equal to your Magic Characteristic, you gain +1 M and make a charge attack as a half action.

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