‘…which utilises the Grey Wind, called Ulgu, whose colour is Grey, whose Lore is that of Shadows, whose

rune is the Sword of Judgement, and whose practitioners are called Illusionists.’

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LORE

Characters with Petty Magic (Arcane) talent may choose to specialise in Grey 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 Shadow may purchase them at a cost of 50 xp each. Casting Number: 6+ Range: Touch Duration: 1 Hour

OF

SHADOW PETTY SPELLS

– The Founding of the Eight Orders, Teclis

Lore Skill: Concealment

Grey Magic, Legerdemain, Phantasmancy

ARCANE LORE (SHADOW)

Lore Talent: Smoke and Mirrors

EYE

OF THE

Casting Time: Half Action

BEHOLDER

Smoke and Mirrors: Shadow Wizards are masters of illusion and displacement, able to melt away into the mist as if they had never been there at all. Anyone under the effect of a Hex spell from the Lore of Shadows who tries to attack you must make an Average Intelligence Test. Those that fail must pick another target or take a different action.

Casting Time: Full Action Duration: 1 Minute Range: 18 yards Ingredient: An Ingot of Lead (+2)

Effect (Augment/Hex): The Wizard makes a moderately sized item (75 enc or less) appear either worthless (Hex) or valuable (Augment) as she chooses. This does not affect the items actual behaviour. Tests to appraise the item suffer a 20% penalty. Casting Number: 7+ Duration: 1 Hour Range: Touch

Ingredient (Hex): A Monstrous Eyeball (+1)

Ingredient (Augment): Any Best Craftsmanship Item (+1)

Effect (Hex): Deceived by the Grey Wizard's wiles, the enemy's burdens lie impossibly heavy upon their shoulders. This uses the Small Round Template. Effected creatures suffer a -20% penalty to Strength (to a minimum of 1%). Overcast (20+): Increase the range to 36 yards Casting Number: 8+ Duration: 1 Minute Range: 48 yards

MUTABLE VISAGE

MELKOTH’S MYSTIFYING MIASMA
Casting Time: Full Action

Casting Time: Half Action Ingredient: a Pinch of Good Craftsmanship Cosmetics (+1)

Ingredient: A Shaving of Mandrake Root (+1)

SHADOWCLOAK
Range: Self

Effect (Augment/Hex): The wizard makes her target subtly more or less attractive, but in a way that has a noticeable effect on the way people regard them in social situations. This provides either a +10% (Augment) or a -10% (Hex) modifier to the target’s Fellowship Characteristic. If uses as a Hex, the target may resist this spell with a successful Hard (20%) Will Power test.

Effect (Hex): The Wizard creates a numbing fog that causes his foolish foe to listlessly stagger and stumble. This uses the Small Round Template. Effected creatures suffer he casters choice of either a -20% penalty to Weapon Skill, Ballistic Skill or Agility, or a -2 penalty to move. Overcast (16+): Apply the penalty to all four characteristics rather than choosing one

Casting Number: 5+ Duration: 1 Minute

OKKAM’S MINDRAZOR
Casting Number: 28+ Range: 18 yards Casting Time: Half Action Duration: 1 Minute/Special

Casting Time: Half Action

Ingredient: a Piece of Charcoal (+1)

LORE

Effect (Augment): The wizard wraps herself in shadows, so she is difficult to detect. This provides a +20% bonus on Concealment and Shadowing skill checks.

Ingredient: A Wyvern's Claw (+3)

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

OF

SHADOW SPELLS

THE ENFEEBLING FOE
Casting Number: 16+

Effect (Augment): The Wizard summons phantasmal weapons for his allies that shred the folds of consciousness and reason. Victims of these mindrazors believe themselves slain, and so they die. Effects a number of friendly targets up to the caster’s Magic Characteristic. The effected creatures hit automatically and deal SB Damage with the Unstoppable quality. Each time an opponent is damaged by the Mindrazors, they may make an Intelligence test to disbelieve in the weapon; if this is successful, they take no damage from that attack and the Augment is automatically dispelled. Overcast (33+): Increase the range to 36 yards Notes: Disbelieving in the Augment only dispels the Augment affecting that specific individual

- CHAPTER FOUR: THE LORE

OF

SHADOW -

THE PENUMBRAL PENDULUM
Casting Number: 20+ Range: Special Duration: Instant Casting Time: 2 Full Actions

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Casting Time: Full Action Duration: 1 Minute Range: 18 yards

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SECOND EDITION WFRP

Ingredient: A shattered Walking Stick (+3)

Effect (Direct Damage): A ghostly razor-edged pendulum materialises in the air above the Wizard. On his single word of command, the pendulum swings towards the enemy, picking up speed as it does so. Is the pendulum real enough to kill or is it just a conjurer's trick? Only a fool would stand in its path to find out. Affects a 3d10-yard long column in front of the caster, which is 2-yards wide. Everyone in the area of effect suffers an automatic Damage 10 hit with the Impact quality. Creatures may make an Intelligence test to disbelieve this effect; if this is successful, they take no damage.

Ingredient: A tiny Razor Sharp Dagger on a Chain (+3)

Effect (Hex): The Wizard reaches into the minds of the foe, instigating nebulous images of weakness and doubt. This uses the Small Round Template. Effected creatures suffer a 20% penalty to Toughness (to a minimum of 1%). Overcast (25+): Increase the range to 36 yards

Casting Number: 22+ Range: 24 yards Duration: Instant

Pit of Tarnus

PIT

Overcast (28+): Increase the area of effect to a 6d10-yard column OF

SHADES

Casting Time: 3 Full Actions Ingredients: A pot of Tar (+3)

Shadowsteed

Casting Time: Full Action Range: 12 yards Duration: Special Ingredient: a Chip of Hoof from a Well-Travelled Horse (+2) Effect (Summoning): A coal-black, insubstantial drake materialises to carry a hero away on wings of night. The Steed of Shadows has the characteristics of a normal riding horse, with the Concealment +30% and Navigation skills. The horse does not suffer from exertion. This spell ends if the horse is no longer being ridden or at the first light of dawn.

Casting Number: 11+

STEED

Effect (Direct Damage): The Wizard opens a vortex to the infamous Pit of Shades. Terrified warriors fall screaming through the portal, plummeting to a dimension filled with shadow and the incessant wailing of ‘those who dwell beyond’. This uses the Small Round Template which automatically scatters 1d10 yards in a random direction. Those affected must make an Agility test or be dragged to their DOOM! Overcast (27+): The spell uses the Large Round Template OF

SHADOWS

Overcast (22+): The horse has the Flier (12) Trait

THE WITHERING

Casting Number: 20+

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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.

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

- CHAPTER FOUR: THE LORE

OF

SHADOW -

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