Warhammer Fantasy Roleplay

Chapter VII: Magic

Power Test, he must answer it truthfully. Note that a character so compelled will answer with what he believes to be true, whether or not it actually is true. The GM should make the Will Power Test in secret. If the target makes his test, he can answer as he pleases (or not at all). You can only ask a character the same question once (and rewordings and mild variants count; questions must be substantially different). e aVesdrop Casting Number: 15 Casting Time: 1 minute Ingredient: A listening horn (+2) Description: You can listen to what’s happening in any area that you can see, no matter the distance. You hear things as if you were standing right there. Eavesdrop lasts for a number of minutes equal to your Magic Characteristic. T rIal by f Ire Casting Number: 18 Casting Time: 1 minute Ingredient: A fire opal worth at least 50 gc (+2) Description: You subject one character to the ultimate test. You accuse one character within 12 yard (6 squares) of a grave injustice and that character is immediately engulfed in flames. If the target is innocent of the charge, the flames inflict no damage and dissipate after 1 round. If the target is guilty, he suffers one Damage 8 hit per round for a number of rounds equal to your Magic Characteristic. The fire rules from Chapter 6: Combat, Damage and Movement apply. This miracle is not lightly used. Verenans using this spell in a foolish or profligate manner are severely “corrected” by their Elders. Conditions: Many rituals require specific conditions, such as full moons, high tides, a comet in the sky, a certain number of chanting acolytes, etc. You cannot cast the spell if these conditions are not met. Consequences: Many rituals have side effects. Some only occur when the casting is failed, others any time the ritual is cast. Casting Number: As per normal spells. The rules for Tzeentch’s Curse and the Wrath of the Gods apply to ritual magic just as they do for standard spells. Casting Time: As per normal spells, though usually expressed in hours or even days instead of actions. Since rituals already require an incredible amount of concentration and focus, you cannot augment your Casting Roll with a Channelling Skill Test. Description: The ritual’s effect, if cast successfully. As should be clear, rituals require foresight, resources, planning, and above all time. They are never embarked up on lightly and they are certainly not commonly encountered. A rational person might ask why anyone bothers with rituals at all. The answer is simple: power. Rituals are mighty magics, capable of effects far beyond those of the common spell. This is why Wizards spend years tracking down rare ingredients, preparing magical circles, and waiting for the stars to be right. It is also why Witch Hunters are deeply suspicious of ritual magic, even that wielded by the Magisters of the Colleges of Magic. Two sample rituals are presented here, to give you an idea of what they are like. More will follow in future WFRP supplements.

turn except try to break the shackles. This is an Opposed Test with his Strength Characteristic vs. your Channelling Skill. T he p asT r eVealed Casting Number: 8 Casting Time: 1 minute Ingredient: The eyes of an owl (+1) Description: You can touch one item and learn the three most important things about its past (as decided on by the GM). This spell typically reveals who made it, important previous owners, or famous incidents involving the item. The past revealed can only be cast on an item once. s word of J usTICe Casting Number: 10 Casting Time: Half action Ingredient: A charm engraved with a set of scales (+1) Description: When all other options have failed, your weapon, which must be a sword, becomes an instrument for Verena’s justice. It counts as having the Precise quality and as magical for 1 minute (6 rounds). Additionally, it grants you a +10% bonus to Weapon Skill when attacking those you know to be guilty of a crime. T he previous spell lists comprise the most common forms of magic in the Old World. Those spells are generally easy to remember and quick to cast. They are not the be-all-and-end-all of magic, however. There is another form, known as ritual magic, which is quite different. Ritual magic requires much more time, exotic ingredients, intensive study, and special circumstances to cast successfully. Necromancy, Chaos Magic, and Alchemy are particularly well-known for their use of ritual magic. Rituals are inscribed in magical tomes, which are highly prized and exceedingly rare. Each tome is dedicated to one specific ritual and you cannot cast the spell without it. Rituals are described in the following format: r ITual n ame Type: This specifies whether the ritual is Arcane or Divine Magic. Arcane Language: The language the book is written in. You must know this arcane language in order to learn the ritual. Magic: Your Magic Characteristic must equal or exceed the listed number to learn the ritual. XP: You must spend this many experience points to learn the ritual. Each ritual is a separate, specialized talent. Ingredients: Rituals require all sorts of strange and exotic ingredients and these are listed here. You cannot cast the spell without these ingredients and they are only good for one casting of the ritual. This is markedly different than normal spells, where ingredients can provide a bonus but are not required. w ords of T ruTh Casting Number: 13 Casting Time: 2 full actions Ingredient: A mirror (+2) Description: You may ask a character one question (which he must be able to understand). Unless he makes a successful Will

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