Storm of War - Arcane Lore Light

March 29, 2018 | Author: jadrax | Category: Fantasy, Leisure
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Houserules in development for second edition WFRP...

Description

STORM

OF

WAR - HOUSERULES

‘…which utilises the Light Wind, called Hysh, whose colour is White, whose Lore is that of Light, whose rune is the Serpent of Light, and whose practitioners are called Hierophants.’

LORE

OF

– The Founding of the Eight Orders, Teclis

LIGHT PETTY SPELLS

Characters with Petty Magic (Arcane) talent may choose to specialise in Light Magic and swap these spells for the usual Petty Magic spells on a one for one basis when buying the talent. Alternatively, characters with Petty Magic (Arcane) that have specialised in the Lore of Light may purchase them at a cost of 50 xp each.

CONVERSING CANDLE

Casting Number: 3+

ARCANE LORE (LIGHT)

White Wizardry, Soulkeeping, Guardian Magic

Lore Skill: Heal

Lore Talent: Exorcism

Exorcism: Light Magic excels at the scourging and destruction of supernatural creatures - foul creatures from the Realm of Chaos and the unquiet dead can all be banished back to whence they came by its blinding beams. Any Light Magic Spell that deals Damage to an Undead, Demonic or any other type of ‘summoned’ target, counts as having Impact. If the spell already has the Impact quality, roll 3d10 and select the best result.

Casting Time: Half Action

Range: Touch

Range: 36 yards

Duration: Special

Ingredient: A Silver Saucer (+1)

Effect: The wizard creates a series of sigils of glowing light and encode them into a candle. When lit, the candle releases these glowing white sigils, writing the message in the air above the flame. The message held (and associated Casting Time) can be anything up to four hours in length, and recorded in any language the caster can write. If someone blows the candle out while it is ‘conversing’, the message will resume from that point if relit. While Wizards most often use this spell as a mere magical curiosity, among the Journeymen of the Light Order, rumours persist of a more powerful version, capable of rendering candles as spell jewels.

CLARITY

Duration: Instant

Ingredient: A Small Mirror (+1)

Effect (Direct Damage): The wizard creates a burst of light. This uses the Small Round Template. Affected subjects suffer a -10% penalty to their Weapon Skill, Ballistic Skill, Agility and all Perception skill tests based on sight. These penalties last for 1d10 rounds.

Note: This is not a Hex spell and the dazzling effect cannot be dispelled

LORE

OF

LIGHT SPELLS

‘Remember, my disciples, no Daemon can bear to stand before the pure light of Hysh for long.’

– Alric, Master Chanter of the Light

A character with the Arcane Lore (Light) Talent starts with 10 of the following spells and may purchase others at a cost of 100 xp each.

Casting Number: 7+

Casting Time: Half Action

BANISHMENT

Range: Touch

Duration: 1 Hour

Ingredient: A clear Glass Bead (+1)

Effect (Augment): The wizard touches a subject and eases his mind. This Augment spell reduces a Penalty to Intelligence, Will Power or Fellowship the target is suffering from by 10%. It has no effect upon targets not suffering from penalties to these Characteristics.

CLEANSING GLOW

Casting Number: 5+

Casting Time: Half Action Range: Touch

Duration: Instant

Effect: The wizard causes a dim glow to pass over a surface of an item or character, making it miraculously clean. Dust is removed, tarnish polished away, rank smells eliminated and beard stubble trimmed. This spell renders spoiled food or drink pure and restores it to its original taste.

DAZZLING BRIGHTNESS

SECOND EDITION WFRP

Casting Number: 5+

Casting Time: Special

Ingredient: A Shaving of Soap (+1)

FOR

Banish

Casting Number: 13+

Casting Time: Full Action Range: 24 yards

Duration: Instant

Ingredient: An Oak Wand (+2)

Effect (Magic Missile): The purest light can destroy anything tainted by darkness. A single creature suffers a Damage 4 hit that halves all Armour Points – Including those from Magical Armour. For every Light Wizard or group of Acolytes within 12 yards of the Caster, the Damage is increased by 1. If a Daemon, Undead or other ‘summoned’ creature is wounded by this spell, you may make a Will Power test modified by the creature’s Slaughter Margin Modifier. If this is successful, the spell consumes the magic maintaining the creature’s presence, effectively ‘killing’ it.

Overcast (19+): Increase range to 48 yards

Notes: When rounding for this spell, round down the Amount of the AP the spell ignores. So if used on a target with 5 AP Banishment would ignore 2 AP.

- CHAPTER FOUR: THE LORE

OF

LIGHT -

STORM

BIRONA'S TIMEWARP

OF

WAR - HOUSERULES

Casting Time: 2 Full Actions

PHÂ’S PROTECTION

Range: 12 yards

Casting Number: 9+

Duration: 1 Minute

Ingredient: An Ostrich Feather (+3)

Effect (Augment): The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding their actions. Effects a number of friendly targets up to the caster’s Magic Characteristic. Effected creatures double their Movement and gain +1 Attack. All melee attacks made by effected creatures gain the Fast quality, even if their weapons are normally Slow. Overcast (38+): Effects all friendly targets within 12 yards OF

BATTLE

Casting Number: 14+

Casting Time: Full Action

Range: 12 yards

Duration: 1 Minute

Ingredient: A Golden Mask (+1)

Effect (Augment): The Wizard calls upon the beneficent Guardian of Light to protect his allies from harm. Effects a number of friendly targets up to the caster’s Magic Characteristic. All ranged attacks against the targets suffer a -10% penalty to hit, which stacks with the effects of a shield. Weapons that normally do not roll to hit, such as shrapnel weapons and Magic Missile spells, have an unmodified 50% chance of missing.

SPEED

Duration: 1 Minute

Ingredient: A Lumen Stone (+2)

Effect (Augment): Reaching into the Wind of Hysh, the Wizard draws forth ennobling-energies to steady faint hearts. Effects a number of friendly targets up to the caster’s Magic Characteristic. Effected creatures gain the Will of Iron trait, making them immune to the effects of Fear, Terror and Intimidate. Overcast (28+): Effects all friendly targets within 12 yards OF

Casting Time: Full Action

Overcast (19+): Effects all friendly targets within 12 yards

Range: 12 yards

NET

SECOND EDITION WFRP

Damage 6 hit with the Flaming quality.

Overcast (21+): Increase range to 36 yards and add the Impact quality

Casting Number: 20+

LIGHT

FOR

AMYNTOK

Casting Number: 16+

OF

LIGHT

Casting Number: 13+

Casting Time: Full Action Range: 12 yards

Duration: 1 Minute

Ingredient: A Prism (+2)

Effect (Augment): Light knows no burden of flesh, and nor do those that receive its blessing. Effects a number of friendly targets up to the caster’s Magic Characteristic. Effected creatures double their Weapon Skill and Agility characteristics (to a maximum of 100%).

Overcast (19+): Effects all friendly targets within 12 yards

Range: 24 yards

LORE

Ingredient: A Fishing Net (+2)

Casting Time: Full Action Duration: 1 Minute

Effect (Hex): The legendary Net of Amyntok was rumoured to have been woven to hold the Great Deceiver itself. This uses the Small Round Template. Affected creatures must make a Strength test before any attempted Movement (including compulsory movement, such as fleeing due to a failed Fear test). If failed, they may not move and suffer a Strength 4 hit from the net’s barbs of light.

Overcast (19+): Increase range to 48 yards

Note: This spell does not impede a creature’s ability to attack, defend or cast any spells that do not require Movement

SHEM’S BURNING GAZE Radiant Gaze

Casting Number: 7+

Casting Time: Full Action

Range: 16 yards

OF

LIGHT CATACLYSM SPELLS

A character with the Arcane Lore (Light) Talent may purchase these spells at a cost of 200 xp each.

ASSAULT

OF

STONE

Casting Number: 39+ (Requires Dominance) Casting Number: 5 Full Actions Range: 24 yards

Duration: Permanent

Ingredient: A Brace form an Oak Tree (+3)

Effect (Summoning): Connecting his will with the dormant strands of earthbound Light Magic, the wizard reshapes the world to his desires, crushing those unfortunate enough to be caught in the way of progress. This spell ‘summons’ a small hill, no larger than 16 yards in diameter, bursting out the ground in a tide of moving earth. All creatures in the effected area suffer a Damage 10 hit, reduced to Damage 5 if they pass an Initiative test.

Duration: Instant

Ingredient: A Lens (+1)

Effect (Magic Missile): Bolts of cleansing energy fly from the Wizard's eyes, searing evil wherever they strike. Sometimes, looks really can kill. This causes an automatic

- CHAPTER FOUR: THE LORE

OF

LIGHT -

STORM

OF

WAR - HOUSERULES

FOR

SECOND EDITION WFRP

This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy Flight Games.

Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol device, Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch logo, Warhammer, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, artifacts, illustrations and images from the Warhammer world are either ®, ™ and/or © Copyright Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

- CHAPTER FOUR: THE LORE

OF

LIGHT -

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