Storm of War - Arcane Lore Light
Short Description
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
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- CHAPTER FOUR: THE LORE
OF
LIGHT -
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