Warhammer 4ed - Sullasara's Spells of Unrivalled Utility.pdf

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25 Useful Spells for Wizards and other Scoundrels
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WA R H A M M E R FA N TA S Y R O L E P L AY
CREDITS
Design and Writing:
Pádraig Murphy
Illustration:
Paul Bourne, Jon Hodgson,
Ralph Horsley, Scott Purdy
Graphic Design & Layout:
Rory McCormack
Editor:
Christopher Walz
Proof Reader:Tim
Gray
Production Team:
Dave Allen, Emmet Byrne,
Dave Chapman, Walt Ciechanowski, Zak Dale-Clutterbuck,
Cat Evans, Runesael Flynn, Dániel Kovács,
Elaine Lithgow, TS Luikart, Rachael Macken,
Rory McCormack, Dominic McDowall, Sam Manley,
Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue,
Síne Quinn, and Christopher Walz
WFRP4 Producer:
Pádraig Murphy
Publisher:
Dominic McDowall
Special thanks:
Games Workshop
Published by:
Cubicle 7 Entertainment Ltd,
Unit 6, Block 3, City North Business Campus,
Co. Meath, Ireland
CONTENTS
Foreword ............................................................................... 3
The Winds of Magic.............................................................. 3
The Lore of Beasts ................................................................. 4
Beast Made Well .............................................................. 4
Cruelty’s Deserts .............................................................. 4
Wyssan’s Ally .................................................................... 4
Wildercall ......................................................................... 4
The Lore of Death ................................................................. 5
Stay Death’s Hand ............................................................ 5
Deathsight ........................................................................ 5
Preservation ...................................................................... 5
The Lore of Fire .................................................................... 6
Flashcook ......................................................................... 6
Comfort ............................................................................ 6
Ceaseless Flame ................................................................ 6
The Lore of Heavens ............................................................. 7
Birdspeech ........................................................................ 7
Weathervane ..................................................................... 7
Gale .................................................................................. 7
The Lore of Metal ................................................................. 8
Tale of Metal .................................................................... 8
Rigor of Steel.................................................................... 8
Sense Metal ...................................................................... 8
The Lore of Life .................................................................... 9
Ferment ............................................................................ 9
Timbervault ...................................................................... 9
Track’s Tale Told ............................................................... 9
The Lore of Light ................................................................ 10
Cleansing Glow .............................................................. 10
Disgust ........................................................................... 10
Illuminate ....................................................................... 10
The Lore of Shadows ........................................................... 11
Eye of the Beholder ........................................................ 11
Cloak Activity ................................................................ 11
Pall of Darkness .............................................................. 11
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S U L L A S A R A ’ S S P E L L S O F U N R I VA L L E D U T I L I T Y
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SULLASARA’S SPELLS
OF UNRIVALLED UTILITY
Translated most accurately from the original Elthárin by the
scribe Dimhuld Vottgerstall, 2503 I.C.
T
he
W
inds
FOREWORD
The recent founding of the Colleges of Magic by the esteemed
Teclis — Warden of the White Tower and gentle teacher to a
great many magically inclined humans — has been the cause
of some progress and refinement in the practice of Magic in
the Empire. However, and without casting aspersions on their
teacher, much of this practice has focused on spells useful to the
human militaries and the waging of war. Doubtless some would
say that the minds of human wizards are suitable only for such
applications of the Winds, but it is the author’s studied opinion
that even a species as troubled as humanity will find it useful to
engage in other implementations of the magical arts.
Thus, I have compiled a grimoire of such spells as any aspiring
apprentice wizard of a scant 50 years might learn in Ulthuan over
the course of their instruction. I have had some correspondence
with a translator from the human village of Altdorf, who has
promised to create an accurate translation into Reikspiel,
and it is my hope that this text be distributed to any and all
interested wizards in the Empire. While some of my kin doubt
that any true good can come from instructing creatures such as
yourselves in this way, it is my hope that by gentle persuasion
and careful instruction, even the simple-minded wizards of the
Empire can elevate themselves to be more worthy of wielding
the blessed art of Magic.
The Winds of Magic blow fierce and wild across the Old World,
pouring from the Chaos Wastes at the world’s poles and leaving
the world by means of the Great Vortex at the heart of Ulthuan.
Nothing they touch is unchanged by their passing. A practised
Elf Wizard may wield the Winds in their entirety, casting spells
of each of the eight lores with ease, and finding challenge only
in the application of High Magic — a blended, colourless form
of arcane might capable of rending reality and shaking the very
halls of the gods.
Such power is not for Human wizards. When Teclis formed the
Colleges of Magic at Altdorf, he deemed that the Human mind
could only safely work magic of a single lore — and even then
Human wizards fall prey to the taint of Chaos at a rate most
Elves find alarming.
This grimoire contains spells of each of the eight lores, carefully
selected by the Elf High Wizard Sullasara, that can be learned
by anyone with the appropriate Arcane Magic Talent. It is our
hope, as well as Sullasara’s, that wizards will make good use of
them. Doubtless the brightest and most canny will find uses
for these spells that Sullasara herself lacked the imagination to
foresee, and that would leave her thoroughly aghast.
of
M
agic
Sullasara Wendiel,
Servant of The White Tower of Hoeth,
Tor Yvresse, XI, 339
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SPELLS
WA R H A M M E R FA N TA S Y R O L E P L AY
The following provides eight lists of eight spells, with one list
for each colour of magic.
The Amber wind,
Ghur
, carries with it a chill,
primal ferocity that is unnerving to beasts and
sentient creatures alike. Whenever you successfully
cast a spell from the Lore of Beasts, you may also gain the
Fear (1)
Creature Trait (see
WFRP
page 190) for the next 1d10 Rounds.
Ingredients:
Shamans use animal fur, skin, bone, and pelts,
wrapped in sinews and daubed with blood runes to focus the
Amber wind. Often claws are scrimshawed, organs dried, and
feathers dipped in rare humours, and it’s not uncommon to find
excrement, urine, and other excretions also used.
T
he
L
ore
of
B
easTs
instinctively avoid them unless attacked. Anyone who passes
a
Hard (–20) Intuition Test
when they first see the creature
gains the faint sense that it is somehow protected and not to
be harmed. Anyone who injures or otherwise harms a creature
marked in this way suffers a
–10 Fellowship
penalty for the
spell’s duration. In addition, other members of the harmed
creature’s species avoid the abuser and become aggressive if
approached by them.
Wyssan’s Ally
Beast Made Well
CN:
3
Range:
Touch
Target:
1
Duration:
Instant
By touching a single creature and channelling Ghur into their
form, you heal them of their wounds. This spell works on any
creature with the Bestial Trait, and heals Willpower Bonus +SL
Wounds. In addition, you gain +20 to
Charm Animal
Tests
involving any creature you have recently healed.
CN:
4
Range:
Touch
Target:
1
Duration:
Willpower Bonus Rounds
You touch a living creature with the Bestial Trait and infuse
them with Ghur, urging the target to give in to their most savage
instincts. Your target gains one of the following Creature Traits
(see
WFRP,
page 338): Arboreal, Armour (2), Belligerent, Big,
Bite (Strength Bonus +1), Clever, Fast, Fear (10), Fury, Magical,
or Weapon (Strength Bonus +2). For each additional +SL, you
may choose another Trait.
Wildercall
Cruelty’s Deserts
CN:
2
Range:
Touch
Target:
1
Duration:
Willpower Bonus Days
You touch a living creature with the Bestial Trait and create a
subtle brand of Ghur on their body, marking them as a favoured
ally of an Amber Wizard. Other creatures with the Bestial Trait
CN:
2
Range:
You
Target:
AoE (Willpower Bonus Miles)
Duration:
Instant
You let out a howl, roar, or other appropriate call precisely tuned
to a particular species of creature with the Bestial Trait. The call
acts as a general summons, usually conveying a simple meaning
such as ‘food here’. Animals who hear it are not compelled to
come to you, but any who have good reason to — such as a pack
of hungry wolves responding to a call to food — are likely to do
so. Creatures approach your location at a speed typical of their
species. If used to summon creatures to an unusual or unnatural
location, such as the middle of a city or underground, few if any
beasts will respond.
This spell grants no special control over the creatures it summons.
They behave as typical for a creature of their species. If you have
ever previously used the Beast Master spell on a creature, you
may use this spell to call to them alone. Other members of their
species will not respond if the spell is used in this way.
SULLASARA SAYS
Spells that making dealing with animals easier are a simply
excellent addition to any wizards arsenal of magic spells. I am
told that the Empire is made up in the main of forests and pig
farms, and thus I expect these spells to see great use among
its wizards.
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S U L L A S A R A ’ S S P E L L S O F U N R I VA L L E D U T I L I T Y
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The purple wind of
Shyish
carries with it dry,
dusty winds and the insistent rustling of sand
passing through Time’s hourglass. Targets afflicted
by spells from the Lore of Death are drained of life, enervated,
and listless. You may assign +1
Fatigued
Condition to any living
target affected by a spell from this lore. A target may only ever
have a single
Fatigued
Condition gained in this manner at any
one time.
in Amethyst magic, as do the trappings of death, including
wood or nails from coffins, embalming fluids, hourglasses, silver
coins, and grave dirt, all carefully presented or engraved. Purple
gemstones, materials, and flowers (particularly roses) are also
common.
T
he
L
ore
of
d
eaTh
Deathsight
Ingredients:
The bones of sentient creatures feature heavily
CN:
2
Range:
Touch
Target:
1
Duration:
Willpower Bonus Rounds
You touch a creature and wreathe their eyes in
Shyish,
granting
them a limited form of the Second Sight Talent. For the duration
of the spell, the target can sense
Shyish,
but not other Winds of
Magic Additionally, the target can see departed spirits normally
invisible to those without special senses.
If they have been sufficiently warned in advance, the target may
feel overwhelmed by this, but suffer no unfavourable effects.
However, if the target is not expecting to be the recipient of this
spell, they must immediately make a
Challenging (+0) Cool
Test or gain one
Broken
Condition. The difficulty of this test
may be increased in areas with a strong presence of
Shyish,
such
as a Morrspark, slaughterhouse, or recent battlefield.
Stay Death’s Hand
CN:
3
Range:
Touch
Target:
1
Duration:
Willpower Bonus Rounds
You touch a living creature, or a creature that has just died, and
turn aside the tide of Shyish from their form. Your target is
spared from death for the spell’s duration, so long as they take
no further damage. While the power of this spell is enough
to end any risk of death from existing Bleeding Conditions,
if the target is
Ablaze
it continues to burn each round unless
extinguished. Once this spell ends, if the target has not received
sufficient medical treatment or been magically healed, the ebb
and flow of
Shyish
takes them into Morr’s embrace and they
immediately die.
Preservation
SULLASARA SAYS
Sufficient warning must always be provided before enlightening
the sight of another with
Deathsight.
A human merchant visiting
Lothern to trade in spices was, at her repeated insistence, given
the benefit of this spell. As it later turned out, she had been
involved in a rather bloody mutiny against the previous captain,
and that angry ghast had followed her ever since. Her screams
were quite something to hear, I am told, and her refusal to ever
again set foot below deck led to her being washed overboard
on the return trip.
CN:
5
Range:
Touch
Target:
1
Duration:
Willpower Bonus Days
You touch any single object — such as a sack of food containing
several days worth of rations, cask of drink, or vehicle or building
up to the size of a large riverboat — warding it against decay.
Food and drink remains pure and wholesome for the spell’s
duration, and objects are protected from environmental damage
such as rain, hailstorms, the scorching sun, wracking winds, and
so on. Objects are also protected from wear and tear they would
receive in the normal course of their use — wagon wheels and
boat hulls are protected from breakage, tents stand up to any
gale, and sails do not tear even in the strongest winds. Weapons
or armour retain their edge and shine without maintenance,
though they do not gain the
Unbreakable
Quality.
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