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WARHAMMER FANTASY ROLEPLAY - WINDS OF MAGIC NEW

$ 54.00 CAD

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WARHAMMER FANTASY ROLEPLAY - WINDS OF MAGIC NEW

From the broken wargates at the ends of the world, the raw energies of Chaos flow into the world, fueling the works of sorcery and supporting demonic entities.

This is magic in a pure but unstable form. Through the wise guidance of Teclis, the greatest of the High Elf mages, human wizards have learned to draw from a single facet to work with a form of sorcery that is relatively safe, but still capable of feats of great power. These isolated reserves of raw magical energy are known as Winds of Magic.

 Each of the eight types of magic taught by the colleges comes with a revised and expanded spell list, as well as a separate career for each type of wizard.
  •     Rules are provided for rituals, complicated spells that can be used to strengthen magical sites, create magical creatures, or summon powerful but wild entities.
  •     Details on summoning incarnated elementals, creating magical constructs, and developing a familiar as an NPC or player character.
  •     Details on the properties of magical sites, such as the lines of pathstones that drain magic towards the Great Ulthuan Vortex, and several sites associated with a particular wind.
  •     Characters can predict the future, read the past or prepare magic potions thanks to the rules relating to the practices of Augury, Psychometry and Alchemy (magical and terrestrial).
  • A set of new careers allowing characters to specialize as a Flayer, Mundane Alchemist, Beadle, or Magister.
  • Eight of the Empire's greatest wizards, from Balthazar Gelt to Elspeth von Draken, are presented as potential patrons for the characters. Several enemies are described, such as the Blue Scribes who seek to catalog every spell in existence for the glory of Tzeentch , Egrimm van Horstmann, the greatest Chaos wizard alive, and Mòna Mimn, who wishes to transform the entire Old World into a vast swamp.