Chapter VII: Magic
T he b easTly T ransmogrIfICaTIon of The o mnIpoTenT T Char Type: Arcane Arcane Language: Daemonic Magic: 4 XP: 400 Ingredients: The freshly severed head of a Beastman shaman, a platinum thimble full of warpstone, and two Human sacrifices. The Humans must be a man and a woman and they must not have eaten in at least one week. Conditions: Four other spellcasters with Magic Characteristics of at least 1 must chant in unison for the entire Casting Time. The moon must also be full and the spell must culminate at midnight. Consequences: If the Casting Roll is failed, you and your assistants suffer the effects of the spell instead. Casting Number: 22 Casting Time: 4 hours Description: If this ritual is successfully cast, every Human with M agic items are beyond rare in the Warhammer World. There are not magical smiths churning out masses of magic swords in the forges of Nuln. Each magic item is unique, with its own special history and powers. A character with one magic item is considered lucky. The mightiest heroes of the Old World might have three. The Colleges of Magic, the various temples, and Imperial Armoury control the most powerful magic items and protect them vigorously. Generally speaking, magic items are created in one of three ways: • Powerful spellcasters can create permanent magic items with ritual magic. Such rituals are quite rare and require an enormous amount of time and priceless ingredients. Mundane items can become magical over time, usually when involved in important events or as a result of mass veneration. The sword of a great hero, for example, may be nothing special during the hero’s lifetime. If housed in a Temple of Sigmar and venerated for several hundred years, however, the sword may become magical. Long term exposure to the raw stuff of Chaos, warpstone, can make items magical. However, items created in this way tend to have nasty side effects and may do the bearer as much harm as good. Suspected magic items can be identified with a successful Academic Knowledge Test. The exact Academic Knowledge used depends on the nature of the item and the Test Difficulty should be determined based on the fame (or infamy) of the item. If a magic item does not specify a test difficulty then the difficulty is Average (+0%). Possible Academic Knowledges for such tests include Daemonology, Genealogy/Heraldry, History, Magic, Necromancy, and Runes. The GM may require a great deal of research time or special facilities for such tests. Magic items are described in the following format: I Tem n ame Academic Knowledge: This entry specifies the Academic Knowledge needed to identify the item and the Test Difficulty. • • a Will Power of less than 50% and within 1 mile of you transforms into a hideous Beastman for 24 hours. The
Beastmen go on a rampage of killing, burning, and destruction, stopping only when they are killed or the spell expires. Anyone who survives this experience gains 6 Insanity Points (half that if a successful Will Power Test is made). T he a wakenIng of The s lumberIng e arTh d ragon Type: Arcane Arcane Language: Magick Magic: 3 XP: 300 Ingredients: A dragon’s tooth, a diamond worth at least 500 gc , and a gong blessed by a dying Priest. Conditions: You must be naked and painted with woad. Consequences: If you fail your Casting Roll, you are swallowed up by the earth instead and are slain. Casting Number: 17 Casting Time: 8 hours Description: You call upon the power of the nature to create a devastating earthquake. It affects an area the size of a small town, anywhere within 3 miles of you. The earthquake lasts for one minute and destroys all but the strongest of buildings. Powers: Explains the game effects of the item. Common abilities include bonuses to Characteristics or skills, talent use, and the replication of spell effects. History: The background of the item. Two sample magic items are presented here. You can find more in other WFRP sourcebooks and adventures. s pear of The h IerophanT Academic Knowledge: Magic Powers: This weapon inflicts SB+4 Damage vs. Daemons. History: This silver-headed spear was forged in the Pyramid of Light during the Great War Against Chaos. Blucher, the captain of Magnus the Pious’ personal guard, carried it into battle, where the spear proved most effective against Daemons. When the war was won, Blucher returned to his home village and a hero’s welcome. After the victory celebration, Chaos cultists murdered Blucher and stole the Spear of the Hierophant. It has never been seen again. r Ing of s T . h orsT Academic Knowledge: History Powers: The Ring of St. Horst grants a +20% bonus to Fellowship and the Public Speaking talent while worn. History: St. Horst, who lived during in the century following the foundation of the Empire, was an early proponent of Sigmar’s divinity. He walked the roads, preaching the words of the Heldenhammer and promoting the unity of the Empire. After many years of wandering, Horst came to Middenheim, the centre of the cult of Ulric, and proclaimed Sigmar’s divinity. A riot ensued and Horst was slain. When the flesh had rotted away, the faithful of Ulric smashed his bones with their warhammers. It is said his remains were powdered so completely that only a single tooth survived. That tooth was recovered by one of Horst’s followers, who encased it in a brass ring inscribed with a twin-tailed comet. It passed from follower to follower until its final bearer was slain on the steppes of Kislev. The ring has been lost ever since.
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