Warhammer Fantasy Roleplay Higher Fantasy Supplement

Authors Note: Since the inception of the Warhammer Roleplaying game, many of the fans have maintained that WFRP was best suited to a low to medium fantasy
game playing. Despite the publication of the high fantasy Doomstones campaign proving otherwise. However, in recent times WFRP has come under criticism for being to low fantasy, common complaints being that the characters begin the game as weaklings, never really become powerful and are no different to ordinary people. Many of these complaints have come from new fans, most of whom are fleeing from the new edition of “the other game” and are seeking a new comfortable home in the Old World. Many of the existing fan base would argue that these points are exactly what makes WFRP so special. This document is designed to compliment the existing WFRPv2 rules while attempting to integrate a higher level of fantasy into the game we all love so much. During the course of this document, descriptions of characters will often be represented by male terminology, For example “The Caster may only cast this spell on himself” could have been just as easily written as “The Caster may only cast this spell on herself” and most terminology relating to males can be applied to females without penalty, I have simply used male terminology because I am a Sexist Pig. The final thought, if this material offends you perhaps you should consider taking roleplaying a little less seriously and enjoy life a bit more.

Warhammer Fantasy Roleplay Higher Fantasy Supplement

Chapter 1: Introduction to Higher Fantasy
What is Higher Fantasy?
Higher Fantasy is often seen as the province of the Invincible Dragon Slaying World Saving Heroic Knight in Shinning Armour. By comparison Warhammer Fantasy Roleplay is often seen as the province of the Rat Catcher and the Dung Collector. However, this is not to say that your character cannot become powerful or important within the Warhammer World but the existing Career structure will always top out before your character becomes awesome. Higher Fantasy simply allows further advancement so that your character can attain greater levels of power.

How to This Supplement:
This document is designed to be used alongside the existing Core Rulebook for Warhammer Fantasy Roleplay edition 2. It follows a similar order as the Core Rulebook, simply expanding existing material or replacing existing material with Higher Fantasy options. Throughout the supplement when a table has been expanded or replaced the same corresponding number has been used for the replacement, for example Table 2.1: Characteristic Creation (p18 Core Rulebook) has been replaced with Table 2.1: Heroic Characteristic Generation. Every rule provided by this supplement is an Optional Rule. This means that you can adopt the rules that you prefer and ignore those that you dislike. As always the GM is the ultimate authority.

What’s in this Supplement?
Chapter 1: Introduction to Higher Fantasy
Your reading it, it almost done and I promise the rest of the supplement is more interesting.

Chapter 2: Generating Heroic Player Characters
This Chapter suggests some changes to the Character Creation rules in order to create a more successful heroic character.

Chapter 3: Careers
This Chapter provides some new higher powered Careers to take your character to the lofty heights of heroism. In addition there are some suggested changes to existing Careers.

Chapter 4: Skills and Talents
This Chapter provides explanations for new Skills and Talents.

Chapter 5: Equipment
This Chapter provides explanations for new Equipment and changes to existing Equipment.

Chapter 6: Combat
This Chapter provides an expansion of the Actions System, as well as suggestions on how to “fix“ existing problems with the Combat System.

Chapter 7: Magic
This Chapter provides expansion to the existing Magic System.

Chapter 8: Games Master
This Chapter provides a home for any additional material which does fit within any of the other categories.

Chapter 9: Bestiary
This Chapter provides some samples of new high powered creatures for the Warhammer World.

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Warhammer Fantasy Roleplay Higher Fantasy Supplement

Chapter 2: Generating Heroic Player Characters
Player Characteristics are determined by race. During the ordinary Character Creation process the characters are assumed to be ordinary unremarkable members of their race. However unlike regular characters Heroic Characters are assumed to be touched by grace from the moment of their birth. Heroic Characters standout from other members of their race, generally being stronger, faster and smarter than their fellows.

Table 2.1: Heroic Characteristic Generation
Optional Rules * When rolling to determine the value of Characteristics highlighted with a star (*) the Player may roll three d10’s and disregard the lowest number scored. ** Prior to rolling for each percentile characteristic Humans may elect to receive the Heroic racial average of 36% instead of randomly determining their score by rolling dice. Note: The Player must decide before rolling the dice, if the Player rolls the dice he must accept the result.

Characteristic Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Agility (Ag) Intelligence (Int) Will Power (WP) Fellowship (Fel) Attacks (A) Wounds (W) Strength Bonus (SB)

Dwarf 35+2d10* 20+2d10 30+2d10 40+2d10 10+2d10 25+2d10 30+2d10* 10+2d10 1 See Table 2.2a First Digit of your Strength Characteristic First Digit of Your Toughness Characteristic See Table 2.2b 0

Elf 25+2d10 35+2d10* 20+2d10 20+2d10 40+2d10* 30+2d10* 25+2d10 25+2d10 1 See Table 2.2a First Digit of your Strength Characteristic First Digit of Your Toughness Characteristic See Table 2.2b 0 Page 3

Halfling 15+2d10 30+2d10 10+2d10 10+2d10 35+2d10* 25+2d10 40+2d10 35+2d10 1 See Table 2.2a First Digit of your Strength Characteristic First Digit of Your Toughness Characteristic See Table 2.2b 0

Human 25+2d10** 25+2d10** 25+2d10** 25+2d10** 25+2d10** 25+2d10** 25+2d10** 25+2d10** 1 See Table 2.2a First Digit of your Strength Characteristic First Digit of Your Toughness Characteristic See Table 2.2b 0

Toughness Bonus (TB)

Movement (M) Magic (Mag)

Warhammer Fantasy Roleplay Higher Fantasy Supplement

Table 2.1: Heroic Characteristic Generation (Continued)
Characteristic Insanity Points (IP) Fate Points (FP) Dwarf 0 See Table 2.3 Elf 0 See Table 2.3 Halfling 0 See Table 2.3 Human 0 See Table 2.3

Table 2.2a: Starting Wounds
D10 Roll 1-2 3-4 5-6 7-8 9 10 Dwarf 14 15 17 18 19 20 Elf 12 13 14 15 16 17 Halfling 11 11 12 13 14 15 Human 13 14 16 17 18 19 1 2-5 6-9 10

Table 2.2b: Starting Move
D10 Roll Dwarf 2 3 3 4 Elf 4 5 5 6 Halfling 2 3 4 4 Human 3 4 4 5

Table 2.3: Starting Fate Points
D10 Roll 1-4 5-7 8-9 10 Dwarf 1 2 2 3 Elf 1 2 2 3 Halfling 2 2 3 4 Human 2 3 4 5

Racial Features
Each of the four main Player Character Races confers certain specific bonus Skills and Talents to be included with the Players Starting Profile.

Dwarf
Skills: Common Knowledge (Dwarfs), Speak Language (Khazalid), Speak Language (Reikspiel*), Trade (Miner, Smith or Stoneworker). Talents: Dwarfcraft, Grudge-born Fury, Night Vision, Resistance to Magic, Stout-Hearted, Sturdy.

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Warhammer Fantasy Roleplay Higher Fantasy Supplement

Elf
Skills: Common Knowledge (Elves), Read/Write or Outdoor Survival, Speak Language (Eltharin), Speak Language (Reikspiel*). Talents: Aethyric Attunement or Specialist Weapon Group (Longbow), Coolheaded or Savvy, Excellent Vision, Fleet Footed or Resistance to Disease, Lightning Reflexes or Marksman, Night Vision.

Halfling
Skills: Academic Knowledge (Genealogy/Heraldry), Common Knowledge (Halflings), Gossip, Speak Language (Halfling), Speak Language (Reikspiel*), Trade (Cook or Farmer). Talents: Night Vision, Resistance to Chaos, Specialist Weapon Group (Sling) and 2 Random Talents from Table 2.4.

Human
Skills: Common Knowledge (The Empire*), Consume Alcohol or Perception, First Aid or Search, Gossip or Outdoor Survival, Any One of: Performer (Dancer, Musician, Singer or Storyteller) or Read/Write or Trade (Cook or Farmer), Ride or Swim, Speak Language (Reikspiel*). Talents: 3 Random Talents from Table 2.4. NOTE: Characters are assumed to hail from the Empire and the Skills marked by(*) reflect this. If the Characters originate from another country you may replace the marked Skills with the appropriate national Skills. For example a Human from Marienburg can at there option replace Common Knowledge (The Empire) and Speak Language (Reikspiel) with Common Knowledge (The Wasteland) and Speak Language (Wasteland).

Table 2.4: Random Talents
Talent Acute Hearing Ambidextrous Coolheaded Excellent Vision Flee! Fleet Footed Frenzy Hardy Keen Senses Lightning Reflexes Linguistics Luck Marksman Halfling 01-03 04-07 08-14 15-19 20-27 28 29-31 32-34 35-37 38-42 43-44 Human 01-03 06-10 11-13 14-16 17-20 21-22 23-25 25-28 29-31 32-35 36-38 39-43 44-45

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Mimic Night Vision Orientation Provincial Expertise Quick Draw Resistance to Disease Resistance to Magic Resistance to Poison Savvy Seasoned Traveller Sixth Sense Stout-Hearted Street Fighting Strong Minded Sturdy Suave Super Numerate Very Resilient Very Strong Warrior Born 45-47 48-52 53-57 58-60 61-62 63-64 65-66 67-68 69-70 71 72-73 74-77 78 79-84 85-87 88-92 93-96 97-00 46-47 48-50 51-52 53-55 56 57-58 59-60 61-62 63-64 65-67 68-70 71-72 73-76 77-78 79-81 82-83 84-86 87-90 91-95 96-00

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Warhammer Fantasy Roleplay Higher Fantasy Supplement

Chapter 3: Careers New High Powered Careers
Note: New Skills and Talents are highlighted in Blue. Explanations can be found below.

Arch Magister (Generic Profile)
The Arch Magisters are the elite of the Wizard Lords of the Colleges of Magic. Their lives have been devoted to the study of a single form of magic, through this diligence they have achieved a deeper understanding of their magic, which gives them far more control over the magic’s that they wield, reducing the inherent danger of spell casting. Through this deeper understanding Arch Magisters have learned to channel much more power than their colleagues, leaving them second only to the few true Battle Mages that each college can muster. Most Arch Magisters occupy positions of high authority within their colleges in Altdorf or command a particular regions Wizards enforcing the Imperial Articles of Magic within their given territory, others however, devote themselves entirely to researching new methods and applications of magical theory, while a handful of Arch Magisters roam the lands of the Old World seeking forgotten knowledge lost to the sands of time.. Note: Arch Magisters have devoted themselves to the study of the purity of a single type of magic. Any Character who has learned more than one Magical Lore, the Dark Magic Talent or the Witchcraft Talent may never enter this Career.

WS +15

BS +15

S +15

T +15

Ag +25

Int +45

WP +45

Fel +25

A -

W +6

SB -

TB -

M -

Mag +5

IP -

FP -

Skills: Academic Knowledge x4, Charm or Command, Channelling, Common Knowledge x4, Intimidate or Read/Write, Magic Sense, Speak Arcane Language x2, Speak Language x4. Talents: Aethyric Balance or Aethyric Harmony, Aethyric Isolation or Higher Channelling, Aethyric Protection or Fluid Conjuration, Extra Spell x10, Focused Mind, Greater Arcane Magic, Lesser Magic x6, Scholarly Aptitude x2. Trappings: 6x Magic Items, 20x Grimoires (One of Which must be Self-Written), 4x Best Quality Craftsmanship Robes Embroidered with Symbols of the Arch Magister Authority. Career Entries: Wizard Lord Career Exits: Ambassador, Explorer, Guild Master

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Battle Lord
Battle Lord’s are among the greatest fighters in the world. Each Battle Lord is a warrior of near unbelievable skill. A Battle Lord will most likely be the Champion of an entire region if not country, often songs, popular folktales and more recently printed books feature embellished accounts of their exploits and achievements. A number of Battle Lord’s have achieved a level of celebrity status and fame. Note: In order to enter this Career you must have successfully performed numerous acts of extreme martial prowess. Such as defeating a dozen Champions or beating odds of 50-1 or worse. The GM is the ultimate arbitrator in this matter and has the authority to prohibit advancement into this Career.

WS +50

BS +50

S +35

T +35

Ag +35

Int -

WP +35

Fel -

A +4

W +11

SB -

TB -

M -

Mag -

IP -

FP -

Skills: Dodge Blow, Evaluate, First Aid, Intimidate, Perception. Talents: Dodge Mastery or Fearless, Heavy Armoured Combat or Exploit Weaknesses, Specialist Weapon Group x4, Strong-Minded, Stout-Hearted, Unsettling, Weapon Mastery x3. Trappings: Full Plate Armour, Magical Weapon. Career Entries: Superior Champion. Career Exits: Assassin, Knight, Legendary Warrior, Sergeant, Witch Hunter.

Diva
The title Diva is traditionally given to successful female opera singers, but throughout the Old World the term has come to be applied to any extremely successful performer of either sex. Diva’s are those entertainers that have made the big time. They are the best performers in their fields. Employed by the biggest performing houses and the nobility. Diva’s can command a high price for a performance and have no shortage of bookings. Diva’s are often extremely well travelled as their services are requested all over the Old World. Many Diva’s while utterly charming in the company of the paying customers have acquired fearsome reputations for being impossible to please backstage. Most Diva’s guard their positions carefully as a few bad performances or the emergence of a younger star can easily herald the end of a successful career, some even go so far as to sabotage the Careers of up and coming performers. Successful Diva’s of both sexes have been known to marry into wealthy merchant and noble families, usually prompting their retirement from stage performances.

WS +10

BS
+10 (+30)*

S
-

T
-

Ag +20

Int +10

WP +10

Fel +30

A -

W +3

SB -

TB -

M -

Mag -

IP -

FP -

Skills: Animal Care or Charm, Common Knowledge x3, Evaluate or Perception, Gossip or Read/Write, Performer x4**, Speak Language x2, Any Two of: Animal Training, Blather, Charm Animal, Hypnotism, Ride or Swim, Scale Sheer Surface, Sleight of Hand or Ventriloquism. *Note: +30% Ballistic Skill Advance is available to any Performance Artist that learns either Specialist Weapon Group (Gunpowder or Throwing). **Note: A Diva may chose to learn the same Performer Skill several times during the Diva Career in order to complete the Career. For Example Performer (Singer) +20% may be considered as 3 Performer Skills and would therefore fulfil the Career requirements. Talents: Any Four of: Ambidextrous, Contortionist, Lightning Reflexes, Mimic, Public Speaking or Master Orator, Quick Draw, Sharpshooter, Specialist Weapon Group (Gunpowder), Specialist Weapon Group (Throwing), Strong Man, Swash Buckler, Trick Riding, Trick Shot, Very Strong or Wrestling. Trappings: 3x Set of Best Quality Clothing, 4x Best Quality Elaborate Costumes, Any of: A Well Groomed Performing Animal, a Best Quality Musical Instrument, Several Illuminated Books of Poetry or 6x Play Scripts (Containing Roles Written Especially for the Diva), 6x Best Quality Throwing Weapons, 2x Best Quality Pistols + Powder and Shot x10, Variety of balls, swords etc for juggling, 6x Torches + a Flask of Alcohol. Career Entries: Performance Artist. Career Exits: Camp Follower, Charlatan, Innkeeper, Noble, Vagabond.

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Warhammer Fantasy Roleplay Higher Fantasy Supplement

Embodiment of Grimnir
The Embodiment of Grimnir Career is reserved for those rare few Slayers that have scoured the lands of the Old World, travelling to different continents in search of peril, fighting countless dark creatures in search of their doom only to have failed to find a challenge capable of killing them. When a Slayer reaches this state he may travel to Karak Kadrin home of the Slayer King and the temple of Grimnir. At the temple of Grimnir the Slayer may beseech the Priests of Grimnir for help. The Priests will ask for an account of the Slayers deeds, if the Priest judges that the Slayer has truly done everything he can to find his doom, he will grant the Slayer aid. The aid will take the form of a reading from the “Book of the Lost”, much like the “Book of Grudges” the “Book of the Lost” details crimes against the Dwarf race, specifically crimes that involved the theft of Dwarf territory or items. The Priest shall select a crime from the book and despatch the Slayer to right the wrong. Righting the crime selected will almost certainly involve an act of almost certain death, such as journeying deep into the Badlands to take back a Dwarf Item stolen in battle by Orcs or single-handedly retaking a lost Dwarf Hold. Note: In order to enter this Career you must have successfully performed numerous acts of extreme martial prowess. Such as defeating a Troll, a Giant, a Vampire, a Dragon, a Daemon Prince and having beating odds of 50-1 or worse against effective opponents. The GM is the ultimate arbitrator in this matter and has the authority to prohibit advancement into this Career.

WS +55

BS -

S +40

T +40

Ag +30

Int +5

WP +45

Fel -

A +4

W +15

SB -

TB -

M -

Mag -

IP -

FP -

Skills: Common Knowledge x3 or Speak Language (Classical), Consume Alcohol, Dodge Blow, Evaluate, Intimidate or Read/Write, Perception or Search, Outdoor Survival or Scale Sheer Surface. Talents: Dodge Mastery or Exploit Weaknesses, Lightning Reflexes or Very Strong, Resistance to Corruption, Strong-Minded or Stout-Hearted, Weapon Mastery x1, Very Resilient or Warrior Born. Trappings: Protective Tattoos, Golden Jewellery. Career Entries: Everliving Slayer. Career Exit: Godslayer.

Everliving Slayer
Everliving Slayers are the poor Dwarfs that have embarked upon the path to find their doom in the service of the dwarf race only to discover that even the most powerful creatures of the mortal realm such as Dragons and Daemons have failed to end their suffering and restore their lost honour. Everliving Slayers are even more susceptible to violent tempers and periods of melancholy than other slayers often lamenting their continued survival. The Everliving Slayers find themselves in a strange position unsure of how to proceed, of where they may find a challenge worthy of their doom. As a result Everliving Slayers may well be found in dusty libraries researching accounts of terrible creatures for them to hunt. Everliving Slayers can be found in many unlikely situations, some have taken to hunting dark sorcerers in the hope that magic may spell their doom, others can be found serving as Sewer jacks in the hope of uncovering a Skaven Stronghold. More than one Everliving Slayer has departed for Lustria, Cathay or the Southlands and the Lands of the Dead in the hope that these unknown continents will contain a threat that can end their struggle. Note: In order to enter this Career you must have successfully performed numerous acts of extreme martial prowess. Such as defeating a Daemon Prince or beating odds of 30-1 or worse against effective opponents. The GM is the ultimate arbitrator in this matter and has the authority to prohibit advancement into this Career.

WS +50

BS -

S +35

T +35

Ag +25

Int -

WP +35

Fel -

A +3

W +10

SB -

TB -

M -

Mag -

IP -

FP -

Skills: Common Knowledge x3 or Speak Language (Classical), Consume Alcohol, Dodge Blow, Evaluate, Intimidate or Read/Write, Perception or Search, Outdoor Survival or Scale Sheer Surface. Talents: Dodge Mastery or Exploit Weaknesses, Lightning Reflexes or Very Strong, Menacing, Protective Tattoos*, Strong-Minded or Stout-Hearted, Unsettling,

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Warhammer Fantasy Roleplay Higher Fantasy Supplement
Weapon Mastery x1, Very Resilient or Warrior Born. Trappings: Rune Weapon recovered from the clutches of an enemy of the Dwarf Race. Protective Tattoos, Golden Jewellery. Career Entries: Daemonslayer. Career Exit: Embodiment of Grimnir. *As an Optional Rule, The Protective Tattoos Talent may be added to one of the Trollslayer, Giantslayer or the Daemonslayer Careers and therefore need not be taken when a Character reaches the Everliving Slayer Career.

Godslayer
You have survived the trials of Grimnir, the path is clear nothing of the mortal plane can bring forth your doom. Now follow in the footsteps of Grimnir himself, travel to the Chaos Wastes find the Eye of Terror, Slay the Dark Gods that await you there and close the gates of hell. Note: In order to enter this Career you must have successfully performed numerous acts of legendary bravery. Such as single-handedly defeating a Troll, a Giant, a Vampire, a Dragon, a Daemon Prince, a Greater Daemon and having beating odds of 100-1 or worse against effective opponents. In addition you must have successfully completed several missions supplied by the Priesthood of Grimnir. The GM is the ultimate arbitrator in this matter and has the authority to prohibit advancement into this Career.

WS +65

BS -

S +50

T +50

Ag +40

Int +5

WP +55

Fel -

A +5

W +21

SB -

TB -

M -

Mag -

IP -

FP +1

Skills: Common Knowledge x3 or Speak Language (Classical), Consume Alcohol, Dodge Blow, Evaluate, Intimidate or Read/Write, Perception or Search, Outdoor Survival or Scale Sheer Surface. Talents: Dodge Mastery or Exploit Weaknesses, Incorruptible Constitution, Lightning Reflexes or Very Strong, Strong-Minded or Stout-Hearted, Weapon Mastery x1, Very Resilient or Warrior Born. Trappings: Protective Tattoos, Golden Jewellery. Career Entries: Embodiment of Grimnir. Career Exit: You will be venerated as an Ancestor God, your honour restored.

Legendary Warrior
Legendary Warriors are incredibly few in number. They number the supreme warriors who have surpassed the limits of ordinary mortals and succeeded in deeds of martial achievement that should not be possible without the grace of fate. Note: In order to enter this Career you must have successfully performed an act of bravery and martial prowess equal to any deed of legend. Such as defeating a powerful Dragon or Greater Daemon single handed. The GM is the ultimate arbitrator in this matter and has the authority to prohibit advancement into this Career.

WS +55

BS +55

S +40

T +40

Ag +40

Int -

WP +40

Fel -

A +4

W +13

SB -

TB -

M -

Mag -

IP -

FP -

Skills: Dodge Blow, Evaluate, First Aid, Intimidate, Perception. Talents: Dodge Mastery or Fearless, Resistance to Corruption or Resistance to Disease, Specialist Weapon Group x4, Weapon Mastery x4. Trappings: 3xMystic Items. Career Entries: Battle Lord. Career Exits: Assassin, Knight, Sergeant, Titan, Witch Hunter.

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Warhammer Fantasy Roleplay Higher Fantasy Supplement

Merchant Prince
The Merchant Princes are the wealthiest traders in the world, many of whom have more financial power than the nobility and in some areas such as Marienburg, Estalia and Tilea the Merchant Princes have either joined or replaced the traditional aristocracy as not only captains of industry but as secular rulers as well. Merchant Princes are usually well travelled, possessing a great deal of general knowledge about the regions that they trade with and often speak several languages fluently. Individual Merchant Princes often hold a monopoly on a certain type of item or raw material within their sphere of influence. Merchant Princes are ruled by greed and are always looking for ways to expand their operations and as such Merchant Princes are often the sponsors of dangerous exploratory missions to far Cathay, Lustria or even further a field into lands never charted before. Merchant Princes are often the source of loans for impoverished nobles, this provides the merchants not only with a source of money but grants political power as well, for were the merchants to close the lines of credit many of the aristocracy would find themselves quickly out of funds.

WS +10

BS +10

S +5

T +10

Ag +15

Int +35

WP +30

Fel +35

A -

W +4

SB -

TB -

M -

Mag -

IP -

FP -

Skills: Blather or Haggle, Charm, Common Knowledge x3, Drive or Gamble, Evaluate, Gossip or Lip Reading, Intimidate or Ride, Read/Write, Secret Language (Guild Tongue), Speak Language x3, Trade (Merchant). Talents: Dealmaker or Suave, Etiquette or Savvy, Politic or Schemer, Seasoned Traveller. Trappings: 10,000gcs in Coin, 10,000gcs worth of trade goods, 7x Sets of Best Quality Clothing usually Noble‘s Garb, Jewellery worth at least 1000gcs, Either A Best Quality Riding Horse or A Private Coach with a Team of Good Quality Horses, A Large City Dwelling, A Holiday Villa in the Country, A Large Warehouse, A Counting House, Either 4 or more Trading Ships/Barges or at least 5 active Wagon or Mule Caravans, Enough Staff to run all aspects of the Business and At the GM’s discretion: A Trophy Wife. Career Entries: Ambassador, Explorer, Merchant. Career Exits: Explorer, Guild Master, Politician.

Performance Artist
Performance Artists are successful entertainers who through luck, talent or other means have secured more permanent and often more gainful employment. Performance Artists are most often employed by the various noble and merchant houses of the Old World, they also provide the rank and file performers within the established privately owned theatre and opera houses of the towns and cities. The more successful Performance Artists can attract fame and fortune, becoming wealthy popular celebrity figures. However, this fame is usually fleeting, a bad review or an upset noble can spell the end of a budding Career as a performer. Age is another cruel enemy of the performer particularly in the case of female performers who are likely chosen on appearance rather than talent, this years starlet may find herself playing the mother next year with unemployment and a choice between prostitution and destitution following shortly. Canny Performance Artists understand that fame and fortune can be fleeting and save every penny in order to build a bright future once their performing days are done.

WS +5

BS
+10 (+20)*

S
-

T
-

Ag +20

Int +5

WP +10

Fel +20

A -

W +2

SB -

TB -

M -

Mag -

IP -

FP -

Skills: Animal Care or Charm, Common Knowledge x2, Evaluate, Gossip or Read/Write, Perception, Performer x3**, Speak Language x1, Any Two of: Animal Training, Blather, Charm Animal, Hypnotism, Ride or Swim, Scale Sheer Surface, Sleight of Hand or Ventriloquism. *Note: +20% Ballistic Skill Advance is available to any Performance Artist that learns either Specialist Weapon Group (Gunpowder or Throwing). **Note: A Performance Artist may chose to learn the same Performer Skill several times during the Performance Artist Career in order to complete the Career. For Example Performer (Singer) +20% may be considered as 3 Performer Skills and would therefore fulfil the Career requirements. Talents: Suave, Any Four of: Ambidextrous, Contortionist, Lightning Reflexes, Mimic, Public Speaking or Master Orator, Quick Draw, Sharpshooter, Specialist Weapon Group (Gunpowder), Specialist Weapon Group (Throwing), Strong Man, Swash Buckler, Trick Riding, Very Strong or Wrestling. Trappings: 1x Set of Good Quality Clothing, 2x Good Quality Costumes, Any of: A Performing Animal, Musical Instrument, Book of Poetry or 4x Play Scripts, 6x

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Throwing Weapons, 2x Pistols + Powder and Shot x10, Variety of balls, swords etc for juggling, 6x Torches + a Flask of Alcohol. Career Entries: Charlatan, Entertainer. Career Exits: Camp Follower, Charlatan, Diva, Innkeeper, Peasant, Vagabond.

Professor
Professors are the elite of the upper echelons of academia. Experts in their chosen fields, Professors are often the appointed masters of the Universities of the Old World overseeing the running of their departments. Independent Professors dedicated to their research also exist usually being sponsored by religious groups, the Nobility or other wealthy institutions. Professors can vary a great deal in terms of personality, some are extremely conservative clinging to established teachings refusing to consider new ideas, others risk their reputations and indeed their entire future on new ideas and so-called wild theories. The later type often fund or take part in expeditions to remote areas in search of new or lost knowledge, as a result many have connections among mercenaries and adventuring fraternities.

WS +10

BS +10

S +10

T +10

Ag +20

Int +40

WP +25

Fel +25

A -

W +5

SB -

TB -

M -

Mag -

IP -

FP -

Skills: Academic Knowledge x4, Common Knowledge x3, Drive or Ride, Evaluate, Perception, Read/Write, Search, Speak Language x5, Trade(Calligrapher or Cartographer). Talents: Coolheaded or Super Numerate, Etiquette or Seasoned Traveller, Linguistics, Savvy or Suave, Scholarly Aptitude x3. Trappings: Writing Kit, 100gcs. Career Entries: Engineer, Scholar. Career Exits: Abbot, Agent of the Shroud, Apprentice Wizard, Astrologer, Catechist, Explorer, Friar, Litigant, Merchant, Monk, Pamphleteer, Physician, Steward, Verenean Investigator.

Superior Champion
Superior Champions are the elite of the elite. Warriors that have devoted their lives to increasing their martial prowess beyond that of ordinary mortal warriors. Superior Champions carry fearsome reputations even among other skilled warriors, their services are highly sought after and can command a high price for those willing to hire out their skills. Note: In order to enter this Career you must have defeated at least three Champions in single combats or have performed similar martial achievements-. The GM is the ultimate arbitrator in this matter and has the authority to prohibit advancement into this Career.

WS +45

BS +45

S +30

T +30

Ag +35

Int -

WP +30

Fel -

A +3

W +9

SB -

TB -

M -

Mag -

IP -

FP +1

Skills: Dodge Blow, First Aid, Intimidate. Talents: Disarm, Fleet Footed or Lightning Reflexes, Hardy or Sturdy, Heavy Armoured Combat or Exploit Weaknesses, Marksman or Warrior Born, Menacing, Specialist Weapon Group (Any Four), Very Resilient or Very Strong, Weapon Mastery x2. Trappings: Full Mail Armour. Career Entries: Assassin, Black Guard, Champion, Grandmaster, Judicial Champion, Knight of the Blazing Sun, Knight of the Inner Circle, Knight of the Raven, Knight Panther, Scourge of God. Warleader, Witch Hunter. Career Exits: Assassin, Battle Lord, Knight, Sergeant, Witch Hunter.

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Titan
The names of the Titans will live forever. There deeds so great that they shall never be forgotten. The Titans are the most powerful mortal warriors in existence. They do not feel fear, no enemy is too great, no man can be there equal. The last Titan to walk the earth with mortal men was named Sigmar Heldenhammer. Note: In order to enter this Career you must have become a legend in your own lifetime. Only by passing numerous impossible tests of bravery can you enter this Career. The GM is the ultimate arbitrator in this matter and has the authority to prohibit advancement into this Career.

WS +60

BS +60

S +50

T +50

Ag +50

Int -

WP +50

Fel +20

A +5

W +20

SB -

TB -

M -

Mag -

IP -

FP +2

Skills: Dodge Blow, Evaluate, Heal, Intimidate, Perception. Talents: Dodge Mastery, Incorruptible Constitution or Resistance to Disease, Specialist Weapon Group x4, Weapon Mastery x4. Trappings: 4xMystic Items. Career Entries: Legendary Warrior. Career Exits: Godhood is the only way up.

Wizard Careers (by Colour by Colour)
Note: In the following document deviations from the Generic Wizard Careers are highlighted in Blue.

Wizard Careers (Amber)
Apprentice Wizard (Amber)
WS + BS + S +5 T + Ag +5 Int +10 WP +10 Fel +5 A W +3 SB TB M Mag +1 IP FP -

Skills: Academic Knowledge (Magic), Channelling, Magical Sense, Outdoor Survival, Perception, Read/Write, Search, Speak Arcane Language (Magick), Speak Language (Classical). Talents: Aethyric Attunement or Fast Hands, Hardy or Very Resilient, Petty Magic (Arcane), Savvy or Sixth Sense. Trappings: Backpack, Printed Book, Staff. Career Entries: Dilettante, Hedge Wizard, Hedgecraft Apprentice, Hunter, Scholar, Scribe, Scout, Student, Warlock, Witch, Woodsman. Career Exits: Hunter, Journeyman Wizard, Scholar, Scribe, Woodsman.

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Journeyman Wizard (Amber)
WS +5 BS +5 S +5 T + Ag +10 Int +15 WP +20 Fel +10 A W +4 SB TB M Mag +2 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge x1, Channelling, Charm or Follow Trail, Charm Animal or Gossip, Common Knowledge x2, Intimidate or Outdoor Survival, Magical Sense, Navigation or Read/Write, Ride or Swim, Speak Arcane Language (Magick), Speak Language x2. Talents: Arcane Lore(Beasts), Aethyric Attunement or Dark Magic, Dark Lore x1 or Lesser Magic x2, Fast Hands or Very Resilient, Meditation or Mighty Missile, Orientation or Sixth Sense. Trappings: Grimoire, Rough Clothing (often made from animal skins), Trinkets (fashioned from bones etc..), Unkempt Appearance, Writing Kit. Career Entries: Wizard’s Apprentice (Amber) Career Exits: Charlatan, Hunter, Master Wizard, Master Vigilant, Scholar, Scout.

Master Vigilant (Amber)
WS +15 BS +10 S +15 T +15 Ag +20 Int +20 WP +25 Fel +10 A W +6 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Daemonology, Magic, Necromancy), Channelling, Charm Animal or Gossip, Common Knowledge (The Empire), Common Knowledge x1, Follow Trail or Ride, Intimidate, Magical Sense, Outdoor Survival or Read/Write, Perception or Swim, Search or Set Trap, Speak Arcane Language (Daemonic, Magick), Speak Language x2, Torture. Talents: Child of the Wilds or Mighty Missile, Fast Hands or Natural Affinity, Lesser Magic x4, Menacing or Orientation, Schemer or Sixth Sense, Stout-Hearted, Strong-Minded. Trappings: 2x Magic Items, Silvered or Magical Blade. Career Entries: Journeyman Wizard, Master Wizard (Amber). Career Exits: Explorer, Master Wizard, Scout, Spy, Wizard Lord.

Master Wizard (Amber)
WS +10 BS +10 S +10 T +10 Ag +15 Int +25 WP +25 Fel +10 A W +5 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge x2, Channelling, Charm or Follow Trail, Charm Animal or Intimidate, Common Knowledge x2, Gossip or Navigation, Magical Sense or Ride, Outdoor Survival or Read/Write, Speak Arcane Language (Magick and Arcane Elf or Daemonic), Speak Language x3. Talents: Aethyric Attunement or Child of the Wilds, Dark Magic or Strong-Minded, Dark Lore x1 or Lesser Magic x2, Fast Hands or Mighty Missile, Meditation or Natural Affinity, Orientation or Sixth Sense. Trappings: Animal Skin Clothing, Magic Items x2. Career Entries: Journeyman Wizard, Master Vigilant (Amber). Career Exits: Explorer, Hunter, Master Vigilant, Scholar, Scout, Wizard Lord

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Warhammer Fantasy Roleplay Higher Fantasy Supplement

Wizard Lord (Amber)
WS +15 BS +15 S +15 T +15 Ag +20 Int +30 WP +35 Fel +10 A +1 W +7 SB TB M Mag +4 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge x3, Channelling, Charm or Follow Trail, Charm Animal or Intimidate, Common Knowledge x3, Magical Sense or Navigation, Outdoor Survival or Read/Write, Speak Arcane Language (Magick), Speak Arcane Language (Daemonic or Arcane Elf), Speak Language x4. Talents: Aethyric Attunement or Scholarly Aptitude x1, Aethyric Harmony or Mighty Missile, Child of the Wilds or Meditation, Dark Magic or Natural Affinity, Dark Lore x1 or Lesser Magic x2, Keen Senses or Fast Hands, Hardy or Night Vision. Trappings: Clothing Fashioned from the Hide of an Impressive Animal, Magic Items x3, Grimoires x12. Career Entries: Master Vigilant, Master Wizard (Amber). Career Exits: Ambassador, Arch Magister, Explorer, Guild Master, Hunter, Scout.

Arch Magister (Amber)
WS +15 BS +15 S +20 T +15 Ag +25 Int +35 WP +40 Fel +10 A +2 W +8 SB TB M Mag +5 IP FP -

Skills: Academic Knowledge x4, Charm or Follow Trail, Command or Charm Animal, Channelling or Dodge Blow, Common Knowledge x4, Intimidate or Navigation, Magic Sense, Outdoor Survival or Read/Write, Speak Arcane Language x2, Speak Language x4. Talents: Aethyric Balance or Child of the Wilds, Aethyric Harmony or Keen Senses, Aethyric Isolation or Higher Channelling, Aethyric Protection or Natural Affinity or Fluid Conjuration, Extra Spell x10, Focused Mind or Night Vision, Greater Arcane Magic, Lesser Magic x6, Scholarly Aptitude x2. Trappings: 6x Magic Items, 20x Grimoires (One of Which must be Self-Written), 4x Best Quality Craftsmanship Robes Fashioned from the Hides of Impressive Animals. Career Entries: Wizard Lord (Amber). Career Exits: Ambassador, Explorer, Hunter, Scout.

Wizard Careers (Amethyst)
Apprentice Wizard (Amethyst)
WS BS S T Ag +5 Int +10 WP +15 Fel +5 A W +2 SB TB M Mag +1 IP FP -

Skills: Academic Knowledge (Magic), Channelling, Magical Sense, Perception, Read/Write, Search, Speak Arcane Language (Magick), Speak Language (Classical), Trade (Embalmer). Talents: Aethyric Attunement or Fast Hands, Coolheaded or Very Resilient, Petty Magic (Arcane), Savvy or Strong Minded. Trappings: Backpack, Printed Book, Staff, Trade Tools (Embalmer). Career Entries: Apothecary, Dilettante, Embalmer, Grave Robber, Grave Warden, Hedge Wizard, Hedgecraft Apprentice, Initiate (Morr), Scholar, Scribe, Student,

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Vampire Hunter, Warlock, Witch. Career Exits: Apothecary, Barber-Surgeon, Embalmer, Journeyman Wizard, Scholar, Scribe.

Journeyman Wizard (Amethyst)
WS +5 BS +5 S T +5 Ag +10 Int +20 WP +25 Fel +10 A W +3 SB TB M Mag +2 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge (Necromancy), or Charm, Academic Knowledge x1, Channelling or Trade (Embalmer), Common Knowledge x2, Gossip or Intimidate, Magical Sense, Read/Write or Trade (Calligrapher), Ride or Swim, Speak Arcane Language (Magick), Speak Language x2. Talents: Arcane Lore(Death), Aethyric Attunement or Dark Magic, Coolheaded or Strong Minded, Dark Lore x1 or Lesser Magic x2, Fast Hands or Very Resilient, Meditation or Mighty Missile. Trappings: Grimoire, Dark Purple Robes, Sturdy Travelling Clothes, Writing Kit. Career Entries: Wizard’s Apprentice (Amethyst). Career Exits: Charlatan, Embalmer, Initiate (Morr), Master Wizard, Master Vigilant, Scholar.

Master Vigilant (Amethyst)
WS +20 BS +5 S +5 T +10 Ag +20 Int +25 WP +30 Fel +10 A W +5 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Daemonology, Magic, Necromancy), Channelling, Common Knowledge (The Empire), Common Knowledge x1, Command or Gossip, Heal or Intimidate, Hypnotism or Magical Sense, Perception, Read/Write, Ride, Search or Swim, Speak Arcane Language (Daemonic, Magick), Speak Language x2, Torture. Talents: Etiquette or Schemer, Coolheaded or Mighty Missile, Fast Hands, Lesser Magic x4, Menacing, Specialist Weapon Group (Scythe) or Strong-Minded, StoutHearted. Trappings: 2x Magic Items, Silvered or Magical Blade or Scythe. Career Entries: Journeyman Wizard, Master Wizard (Amethyst). Career Exits: Master Wizard, Spy, Vampire Hunter, Wizard Lord.

Master Wizard (Amethyst)
WS +15 BS +5 S T +10 Ag +15 Int +30 WP +35 Fel +10 A W +4 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge (Necromancy), Academic Knowledge x1, Channelling, Charm or Trade (Embalmer), Command or Intimidate, Common Knowledge x2, Gossip or Magical Sense, Heal or Ride, Read/Write or Trade (Calligrapher), Speak Arcane Language (Magick), Speak Arcane Language (Arcane Elf or Daemonic), Speak Language x3. Talents: Aethyric Attunement or Coolheaded, Dark Magic or Strong-Minded, Dark Lore x1 or Lesser Magic x2, Fast Hands or Specialist Weapon Group (Scythe) , Meditation or Stout-Hearted, Menacing or Mighty Missile. Trappings: Magic Items x2, Deep Purple Robes (Good Quality Craftsmanship), Scythe or Trade Tools (Embalmer). Career Entries: Journeyman Wizard, Master Vigilant (Amethyst). Career Exits: Embalmer, Explorer, Master Vigilant, Scholar, Wizard Lord

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Wizard Lord (Amethyst)
WS +15 BS +5 S +5 T +15 Ag +20 Int +35 WP +40 Fel +15 A W +5 SB TB M Mag +4 IP FP -

Skills: Academic Knowledge (Magic) or Academic Knowledge (Necromancy), Academic Knowledge x3, Channelling or Trade (Embalmer), Charm or Intimidate, Common Knowledge x3, Command or Read/Write, Hypnotism or Magical Sense, Speak Arcane Language (Magick), Speak Arcane Language (Daemonic or Arcane Elf), Speak Language x4. Talents: Aethyric Attunement or Scholarly Aptitude x1, Aethyric Harmony or Mighty Missile, Dark Magic or Meditation, Dark Lore x1 or Lesser Magic x2, Fast Hands or Savvy, Hardy or Specialist Weapon Group (Scythe). Trappings: Magic Items x3, Grimoires x12, Rich Purple Robes (Best Quality Craftsmanship Clothing), Scythe, Shaven Head. Career Entries: Master Vigilant, Master Wizard (Amethyst). Career Exits: Ambassador, Arch Magister, Embalmer, Explorer.

Arch Magister (Amethyst)
WS +20 BS +10 S +15 T +15 Ag +25 Int +45 WP +50 Fel +20 A W +6 SB TB M Mag +5 IP FP -

Skills: Academic Knowledge x4, Academic Knowledge (Necromancy) or Charm, Command or Trade (Embalmer), Channelling or Hypnotism, Common Knowledge x4, Intimidate or Read/Write, Magic Sense, Speak Arcane Language x2, Speak Language x4. Talents: Aethyric Balance or Specialist Weapon Group (Scythe), Aethyric Harmony, Aethyric Isolation or Higher Channelling, Aethyric Protection or Fluid Conjuration, Extra Spell x10, Focused Mind, Greater Arcane Magic, Lesser Magic x6, Scholarly Aptitude x2. Trappings: 6x Magic Items, 20x Grimoires (One of Which must be Self-Written), 4x Best Quality Craftsmanship Purple Robes Embroidered with Symbols of the Arch Magister Authority, Scythe. Career Entries: Wizard Lord (Amethyst). Career Exits: Ambassador, Embalmer, Explorer, Guild Master

Wizard Careers (Bright)
Apprentice Wizard (Bright)
WS +5 BS S +5 T +5 Ag +5 Int +5 WP +10 Fel A W +2 SB TB M Mag +1 IP FP -

Skills: Academic Knowledge (Magic), Channelling, Intimidate, Magical Sense, Perception, Read/Write, Search, Speak Arcane Language (Magick), Speak Language (Classical). Talents: Aethyric Attunement or Fast Hands, Hardy or Very Resilient, Petty Magic (Arcane), Savvy or Suave. Trappings: Backpack, Printed Book, Staff.

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Career Entries: Dilettante, Hedge Wizard, Hedgecraft Apprentice, Scholar, Scribe, Student, Warlock, Witch. Career Exits: Journeyman Wizard, Scholar, Scribe, Soldier.

Journeyman Wizard (Bright)
WS +10 BS +5 S +5 T +10 Ag +10 Int +15 WP +15 Fel +10 A W +4 SB TB M Mag +2 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge x1, Channelling, Charm or Dodge Blow, Command or Gossip, Common Knowledge x2, First Aid or Intimidate, Magical Sense, Read/Write or Trade (Gunsmith), Ride or Swim, Speak Arcane Language (Magick), Speak Language x2. Talents: Arcane Lore(Fire), Aethyric Attunement or Dark Magic, Dark Lore x1 or Lesser Magic x2, Fast Hands or Frenzy, Meditation or Mighty Missile, Specialist Weapon Group (Gunpowder) or Very Resilient. Trappings: Bright Orange Robes, Grimoire, Sturdy Travelling Clothes, Writing Kit. Career Entries: Wizard’s Apprentice (Bright) Career Exits: Charlatan, Master Wizard, Master Vigilant, Scholar, Soldier.

Master Vigilant (Bright)
WS +20 BS +15 S +15 T +15 Ag +20 Int +20 WP +25 Fel +15 A +1 W +6 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Daemonology, Magic, Necromancy), Academic Knowledge (Strategy/Tactics) or Intimidate, Channelling, Command or Gossip, Common Knowledge (The Empire), Common Knowledge x1, Magical Sense, Perception, Read/Write, Ride, Search or Swim, Speak Arcane Language (Daemonic, Magick), Speak Language x2, Torture. Talents: Fast Hands, Frenzy or Schemer, Lesser Magic x4, Menacing, Mighty Missile, Specialist Weapon Group (Gunpowder) or Stout-Hearted, Specialist Weapon Group (Engineer) or Strong-Minded. Trappings: 2x Magic Items, Silvered or Magical Blade. Career Entries: Journeyman Wizard, Master Wizard (Bright). Career Exits: Master Wizard, Spy, Veteran, Wizard Lord.

Master Wizard (Bright)
WS +15 BS +15 S +10 T +10 Ag +15 Int +25 WP +25 Fel +15 A +1 W +5 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge (Strategy/Tactics) or Ride, Academic Knowledge x2, Channelling, Charm or First Aid, Command or Intimidate, Common Knowledge x2, Gossip or Magical Sense, Read/Write or Secret Language (Battle Tongue), Speak Arcane Language (Magick and Arcane Elf or Daemonic), Speak Language x3. Talents: Aethyric Attunement or Specialist Weapon Group (Engineer), Dark Magic or Strong-Minded, Dark Lore x1 or Lesser Magic x2, Fast Hands or Stout-Hearted, Frenzy or Meditation, Menacing or Mighty Missile. Trappings: Bright Orange Robes (Good Quality Craftsmanship), Magic Items x2. Career Entries: Journeyman Wizard, Master Vigilant (Bright). Career Exits: Explorer, Master Vigilant, Scholar, Veteran, Wizard Lord

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Wizard Lord (Bright)
WS +20 BS +20 S +15 T +15 Ag +20 Int +35 WP +35 Fel +20 A +1 W +6 SB TB M Mag +4 IP FP -

Skills: Academic Knowledge (Magic) or Academic Knowledge (Strategy/Tactics), Academic Knowledge x3, Channelling, Charm or Dodge Blow, Common Knowledge x3, Command or Intimidate, Magical Sense, Read/Write, Speak Arcane Language (Magick), Speak Arcane Language (Daemonic or Arcane Elf), Speak Language x4. Talents: Aethyric Attunement or Scholarly Aptitude x1, Aethyric Harmony or Mighty Missile, Dark Magic or Meditation, Dark Lore x1 or Lesser Magic x2, Fast Hands or Leadership, Hardy or Savvy. Trappings: Magic Items x3, Grimoires x12, Orange Robes (Best Quality Craftsmanship Clothing). Career Entries: Master Vigilant, Master Wizard (Bright). Career Exits: Ambassador, Arch Magister, Explorer, Veteran.

Arch Magister (Bright)
WS +25 BS +20 S +15 T +20 Ag +25 Int +35 WP +40 Fel +25 A +2 W +7 SB TB M Mag +5 IP FP -

Skills: Academic Knowledge x4, Charm or Command, Channelling or Dodge Blow, Common Knowledge x4, Intimidate or Read/Write, Magic Sense, Speak Arcane Language x2, Speak Language x4. Talents: Aethyric Balance or Leadership, Aethyric Harmony or Specialist Weapon Group (Engineer), Aethyric Isolation or Mighty Shot, Higher Channelling or Strike Mighty Blow, Aethyric Protection or Fluid Conjuration , Extra Spell x10, Focused Mind or Specialist Weapon Group (Gunpowder), Greater Arcane Magic, Lesser Magic x6, Scholarly Aptitude x2 . Trappings: 6x Magic Items, 20x Grimoires (One of Which must be Self-Written), 4x Best Quality Craftsmanship Orange and Red Robes Embroidered with a Flame Motif as the signal of the Arch Magisters Authority. Career Entries: Wizard Lord (Bright). Career Exits: Ambassador, Champion, Explorer, Guild Master.

Wizard Careers (Celestial)
Apprentice Wizard (Celestial)
WS
-

BS -

S -

T -

Ag +10

Int +10

WP +15

Fel +5

A -

W +1

SB -

TB -

M -

Mag +1

IP -

FP -

Skills: Academic Knowledge (Magic), Channelling, Charm, Magical Sense, Perception, Read/Write, Search, Speak Arcane Language (Magick), Speak Language (Classical). Talents: Aethyric Attunement or Fast Hands, Fleet Footed or Savvy, Lightning Reflexes or Very Resilient, Petty Magic (Arcane). Trappings: Backpack, Printed Book, Staff.

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Career Entries: Apothecary, Astrologer, Dilettante, Hedge Wizard, Hedgecraft Apprentice, Scholar, Scribe, Student, Warlock, Witch. Career Exits: Apothecary, Astrologer, Journeyman Wizard, Scholar, Scribe.

Journeyman Wizard (Celestial)
WS +5 BS +5 S T +5 Ag +15 Int +25 WP +25 Fel +10 A W +2 SB TB M Mag +2 IP FP -

Skills: Academic Knowledge (Astronomy) or Gossip, Academic Knowledge (Magic), Academic Knowledge x1, Channelling, Charm or Navigation, Common Knowledge x2, Intimidate or Trade (Cartographer), Magical Sense, Performer (Palm Reader) or Read/Write, Ride or Swim, Speak Arcane Language (Magick), Speak Language x2. Talents: Arcane Lore(Heavens), Aethyric Attunement or Dark Magic, Dark Lore x1 or Lesser Magic x2, Fast Hands or Very Resilient, Luck or Sixth Sense, Meditation or Mighty Missile. Trappings: Grimoire, Several Maps and Star Charts, Sturdy Travelling Clothes, Sky Blue Robes (Decorated with Astrological Symbols), Writing Kit. Career Entries: Wizard’s Apprentice (Celestial) Career Exits: Astrologer, Charlatan, Entertainer, Master Wizard, Master Vigilant, Scholar.

Master Vigilant (Celestial)
WS +15 BS +10 S +5 T +10 Ag +20 Int +30 WP +30 Fel +15 A W +4 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Daemonology, Magic, Necromancy), Academic Knowledge (Astronomy) or Gossip, Channelling, Common Knowledge (The Empire), Common Knowledge x1, Intimidate or Trade (Cartographer), Magical Sense or Navigation, Perception, Read/Write or Swim, Ride, Search, Speak Arcane Language (Daemonic, Magick), Speak Language x2, Torture. Talents: Etiquette or Fast Hands, Lesser Magic x4, Luck or Menacing, Mighty Missile, Night Vision or Schemer, Stout-Hearted or Super Numerate, Strong-Minded. Trappings: 2x Magic Items, Silvered or Magical Blade. Career Entries: Journeyman Wizard, Master Wizard (Celestial). Career Exits: Astrologer, Master Wizard, Spy, Wizard Lord.

Master Wizard (Celestial)
WS +10 BS +10 S T +10 Ag +20 Int +35 WP +35 Fel +15 A W +3 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge (Astronomy) or Gossip, Academic Knowledge x2, Channelling, Charm or Gamble, Common Knowledge x2, Intimidate or Navigation, Magical Sense or Ride, Read/Write or Trade (Cartographer), Speak Arcane Language (Magick and Arcane Elf or Daemonic), Speak Language x3. Talents: Aethyric Attunement or Super Numerate, Dark Magic or Strong-Minded, Dark Lore x1 or Lesser Magic x2, Fast Hands or Sixth Sense, Luck or Meditation, Mighty Missile or Night Vision. Trappings: Magic Items x2, Sky Blue Robes embroidered with Astral symbols (Good Quality Craftsmanship), Star Charts/ Maps, Trade Tools (Cartographer). Career Entries: Journeyman Wizard, Master Vigilant (Celestial). Career Exits: Astrologer, Explorer, Master Vigilant, Scholar, Wizard Lord

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Wizard Lord (Celestial)
WS +15 BS +10 S +5 T +10 Ag +25 Int +40 WP +40 Fel +20 A W +4 SB TB M Mag +4 IP FP -

Skills: Academic Knowledge (Magic) or Academic Knowledge (Astronomy), Academic Knowledge x3, Channelling, Charm or Command, Common Knowledge x3, Intimidate or Navigation, Magical Sense, Read/Write, Speak Arcane Language (Magick), Speak Arcane Language Daemonic or Arcane Elf), Speak Language x4. Talents: Aethyric Attunement or Scholarly Aptitude x1, Aethyric Harmony or Mighty Missile, Dark Magic or Luck, Dark Lore x1 or Lesser Magic x2, Fast Hands or Hardy, Meditation or Super Numerate . Trappings: Magic Items x3, Grimoires x12, Maps and Star Charts x12, Sky Blue Robes decorated with Astral Symbols (Best Quality Craftsmanship Clothing), Telescope. Career Entries: Master Vigilant, Master Wizard (Celestial). Career Exits: Ambassador, Arch Magister, Astrologer, Explorer.

Arch Magister (Celestial)
WS +15 BS +10 S +15 T +15 Ag +30 Int +50 WP +45 Fel +25 A W +5 SB TB M Mag +5 IP FP -

Skills: Academic Knowledge x4, Charm or Command, Channelling, Common Knowledge x4, Intimidate or Read/Write, Magic Sense or Navigation, Speak Arcane Language x2, Speak Language x4. Talents: Aethyric Balance or Luck, Aethyric Harmony or Super Numerate, Aethyric Isolation or Higher Channelling, Aethyric Protection or Fluid Conjuration, Extra Spell x10, Focused Mind, Greater Arcane Magic, Lesser Magic x6, Scholarly Aptitude (Astronomy), Scholarly Aptitude x1. Trappings: 6x Magic Items, 20x Grimoires (One of Which must be Self-Written), 4x Best Quality Craftsmanship Sky Blue Robes Embroidered with Heavenly Symbols of the Arch Magister Authority, Pocket Telescope, Observatory, Full Set of Self-Drawn Star Charts. Career Entries: Wizard Lord (Celestial). Career Exits: Ambassador, Explorer, Guild Master

Wizard Careers (Gold)
Apprentice Wizard (Gold)
WS BS S T Ag +10 Int +10 WP +15 Fel +5 A W +2 SB TB M Mag +1 IP FP -

Skills: Academic Knowledge (Magic), Channelling, Evaluate, Magical Sense, Perception, Read/Write, Search, Speak Arcane Language (Magick), Speak Language (Classical), Trade (Goldsmith or Smith). Talents: Aethyric Attunement or Fast Hands, Coolheaded or Very Resilient, Petty Magic (Arcane), Savvy or Very Strong. Trappings: Backpack, Printed Book, Staff.

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Career Entries: Dilettante, Hedge Wizard, Hedgecraft Apprentice, Scholar, Scribe, Student, Tradesman (Metal Worker), Warlock, Witch. Career Exits: Burgher, Engineer, Journeyman Wizard, Scholar, Scribe, Tradesman (Metal Worker).

Journeyman Wizard (Gold)
WS +5 BS S T +5 Ag +15 Int +20 WP +25 Fel +10 A W +3 SB TB M Mag +2 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge (Science) or Gossip, Academic Knowledge x1, Channelling, Charm or Trade (Goldsmith), Common Knowledge x2, Evaluate or Intimidate, Magical Sense, Read/Write or Trade (Smith), Ride or Swim, Speak Arcane Language (Magick), Speak Language x2. Talents: Arcane Lore(Metals), Aethyric Attunement or Dark Magic, Artistic or Armoured Casting, Dark Lore x1 or Lesser Magic x2, Fast Hands or Very Resilient, Meditation or Mighty Missile. Trappings: Golden Robes, Grimoire, Sturdy Travelling Clothes, Writing Kit. Career Entries: Wizard’s Apprentice (Gold) Career Exits: Charlatan, Engineer, Master Wizard, Master Vigilant, Scholar, Tradesman (Metal Worker).

Master Vigilant (Gold)
WS +15 BS +15 S +10 T +10 Ag +25 Int +25 WP +30 Fel +15 A W +5 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Daemonology, Magic, Necromancy), Academic Knowledge (Science) or Gossip, Channelling, Command or Read/Write, Common Knowledge (The Empire), Common Knowledge x1, Evaluate or Intimidate, Magical Sense, Perception or Trade x1, Ride or Swim, Search, Speak Arcane Language (Daemonic, Magick), Speak Language x2, Torture. Talents: Armoured Casting or Stout-Hearted, Artistic or Strong-Minded, Etiquette or Fast Hands, Lesser Magic x4, Menacing, Mighty Missile, Schemer or Very Strong. Trappings: 2x Magic Items, Silvered or Magical Blade. Career Entries: Journeyman Wizard, Master Wizard (Gold). Career Exits: Master Wizard, Spy, Wizard Lord.

Master Wizard (Gold)
WS +10 BS +10 S +5 T +10 Ag +25 Int +30 WP +35 Fel +15 A W +4 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge (Science)or Gossip, Academic Knowledge x2, Channelling, Charm or Trade (Goldsmith or Weapon Smith), Evaluate or Intimidate, Common Knowledge x2, Magical Sense or Ride, Read/Write or Trade (Armourer or Smith), Speak Arcane Language (Magick and Arcane Elf or Daemonic), Speak Language x3. Talents: Aethyric Attunement or Armoured Casting, Artistic or Meditation, Dark Magic or Strong-Minded, Dark Lore x1 or Lesser Magic x2, Etiquette or Fast Hands, Mighty Missile or Very Strong. Trappings: Magic Items x2, Rich Golden Robes (Best Quality Craftsmanship), Trade Tools (Metal Working). Career Entries: Journeyman Wizard, Master Vigilant (Gold). Career Exits: Artisan, Engineer, Explorer, Master Vigilant, Scholar, Wizard Lord

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Wizard Lord (Gold)
WS +10 BS +15 S +5 T +15 Ag +30 Int +35 WP +40 Fel +20 A W +5 SB TB M Mag +4 IP FP -

Skills: Academic Knowledge (Magic) or Academic Knowledge (Science), Academic Knowledge x3, Channelling, Charm or Command, Evaluate or Intimidate, Common Knowledge x3, Magical Sense, Read/Write or Trade x1, Speak Arcane Language (Magick), Speak Arcane Language (Daemonic or Arcane Elf), Speak Language x4. Talents: Aethyric Attunement or Scholarly Aptitude x1, Aethyric Harmony or Mighty Missile, Dark Magic or Savvy, Dark Lore x1 or Lesser Magic x2, Fast Hands or Hardy, Meditation or Menacing . Trappings: Magic Items x3, Grimoires x12, Glittering Golden Robes (Best Quality Craftsmanship Clothing). Career Entries: Master Vigilant, Master Wizard (Gold). Career Exits: Ambassador, Artisan, Arch Magister, Engineer, Explorer.

Arch Magister (Gold)
WS +10 BS +15 S +10 T +15 Ag +35 Int +45 WP +45 Fel +25 A W +6 SB TB M Mag +5 IP FP -

Skills: Academic Knowledge x4, Charm or Command, Channelling or Trade x1, Common Knowledge x4, Intimidate or Read/Write, Magic Sense or Trade x1, Speak Arcane Language x2, Speak Language x4. Talents: Aethyric Balance or Aethyric Harmony, Aethyric Isolation or Higher Channelling, Aethyric Protection or Fluid Conjuration, Extra Spell x10, Focused Mind or Heavily Armoured Casting, Greater Arcane Magic, Lesser Magic x6, Scholarly Aptitude (Science), Scholarly Aptitude x1. Trappings: 6x Magic Items, 20x Grimoires (One of Which must be Self-Written), 6x Best Quality Craftsmanship Glittering Golden Robes Embroidered with Symbols of the Arch Magister Authority. Career Entries: Wizard Lord (Gold). Career Exits: Ambassador, Explorer, Guild Master.

Wizard Careers (Grey)
Apprentice Wizard (Grey)
WS BS S T Ag +10 Int +10 WP +15 Fel +5 A W +1 SB TB M Mag +1 IP FP -

Skills: Academic Knowledge (Magic), Channelling, Magical Sense, Perception, Read/Write, Search, Silent Move, Speak Arcane Language (Magick), Speak Language (Classical). Talents: Aethyric Attunement or Fast Hands, Alley Cat or Very Resilient, Petty Magic (Arcane), Savvy or Streetwise. Trappings: Backpack, Printed Book, Staff. Career Entries: Assassin, Dilettante, Hedge Wizard, Hedgecraft Apprentice, Scholar, Scribe, Spy, Student, Thief, Warlock, Witch.

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Career Exits: Journeyman Wizard, Rogue, Scholar, Scribe, Thief.

Journeyman Wizard (Grey)
WS +5 BS S T Ag +15 Int +20 WP +25 Fel +15 A W +2 SB TB M Mag +2 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge x1, Channelling, Charm or Silent Move, Common Knowledge x2, Concealment or Gossip, Intimidate or Shadowing, Magical Sense, Read/Write or Sleight of Hand, Ride or Swim, Speak Arcane Language (Magick), Speak Language x2. Talents: Alley Cat or Streetwise, Arcane Lore(Shadows), Aethyric Attunement or Dark Magic, Dark Lore x1 or Lesser Magic x2, Fast Hands or Rover, Meditation or Mighty Missile. Trappings: Grey Robes (Rarely Worn), Grimoire, Sturdy Travelling Clothes, Writing Kit. Career Entries: Wizard’s Apprentice (Grey) Career Exits: Charlatan, Master Wizard, Master Vigilant, Rogue, Scholar, Thief.

Master Vigilant (Grey)
WS +15 BS +5 S +5 T +5 Ag +30 Int +25 WP +30 Fel +20 A W +4 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Daemonology, Magic, Necromancy), Channelling, Common Knowledge (The Empire), Common Knowledge x1, Concealment or Intimidate, Disguise or Gossip, Magical Sense or Sleight of Hand, Perception or Pick Lock, Read/Write or Silent Move, Ride, Search or Set Trap, Speak Arcane Language (Daemonic, Magick), Speak Language x2, Torture. Talents: Fast Hands or Fleet Footed, Flee! or Menacing, Inconspicuous or Stout-Hearted, Lesser Magic x4, Mighty Missile, Nimble Fingers or Strong Minded, Schemer. Trappings: 2x Magic Items, Silvered or Magical Blade. Career Entries: Journeyman Wizard, Master Wizard (Grey). Career Exits: Master Wizard, Spy, Wizard Lord.

Master Wizard (Grey)
WS +10 BS +5 S T +5 Ag +25 Int +30 WP +35 Fel +20 A W +4 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Magic) or Pick Lock, Academic Knowledge x2, Channelling, Charm or Silent Move, Disguise or Intimidate, Common Knowledge x2, Concealment or Gossip, Magical Sense or Ride, Read/Write or Sleight of Hand, Speak Arcane Language (Magick and Arcane Elf or Daemonic), Speak Language x3. Talents: Aethyric Attunement or Inconspicuous, Dark Magic or Strong-Minded, Dark Lore x1 or Lesser Magic x2, Fast Hands or Stout-Hearted, Fleet Footed or Mighty Missile, Meditation or Nimble Fingers. Trappings: Dagger (Concealed), Magic Items x2, Variety of Different Clothes suitable for all walks of life. Career Entries: Journeyman Wizard, Master Vigilant (Grey). Career Exits: Assassin, Explorer, Master Vigilant, Scholar, Spy, Wizard Lord

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Wizard Lord (Grey)
WS +15 BS +5 S +5 T +10 Ag +30 Int +35 WP +40 Fel +25 A W +4 SB TB M Mag +4 IP FP -

Skills: Academic Knowledge (Magic) or Pick Locks, Academic Knowledge x3, Channelling, Charm or Concealment, Common Knowledge x3, Disguise or Intimidate, Magical Sense or Sleight of Hand, Read/Write or Silent Move, Speak Arcane Language (Magick), Speak Arcane Language (Daemonic or Arcane Elf), Speak Language x4. Talents: Aethyric Attunement or Scholarly Aptitude x1, Aethyric Harmony or Mighty Missile, Dark Magic or Schemer, Dark Lore x1 or Lesser Magic x2, Fast Hands or Trapfinder, Hardy or Nimble Fingers, Meditation or Inconspicuous. Trappings: Magic Items x3, Alibi, Circle of informants, Contacts amongst the Criminal World, False Identity, Grimoires x12, Lock Picks. Career Entries: Master Vigilant, Master Wizard (Grey). Career Exits: Ambassador, Arch Magister, Assassin, Cat Burglar, Explorer, Spy.

Arch Magister (Grey)
WS +15 BS +10 S +10 T +10 Ag +35 Int +45 WP +45 Fel +30 A W +5 SB TB M Mag +5 IP FP -

Skills: Academic Knowledge x4, Charm or Silent Move, Command or Pick Locks, Channelling or Sleight of Hand, Common Knowledge x4, Concealment or Intimidate, Disguise or Magic Sense, Read/Write, Speak Arcane Language x2, Speak Language x4. Talents: Aethyric Balance or Schemer, Aethyric Harmony, Aethyric Isolation or Nimble Fingers, Higher Channelling, Aethyric Protection or Fluid Conjuration, Extra Spell x10, Focused Mind or Inconspicuous, Greater Arcane Magic, Lesser Magic x6, Scholarly Aptitude x2. Trappings: 6x Magic Items, 20x Grimoires (One of Which must be Self-Written), 1x Best Quality Craftsmanship Robes Embroidered with Symbols of the Arch Magister Authority. Career Entries: Wizard Lord (Grey). Career Exits: Ambassador, Explorer, Guild Master.

Wizard Careers (Jade)
Apprentice Wizard (Jade)
WS BS S T Ag Int +10 WP +15 Fel +10 A W +2 SB TB M Mag +1 IP FP -

Skills: Academic Knowledge (Magic), Channelling, Magical Sense, Perception, Read/Write, Search, Speak Arcane Language (Magick), Speak Language (Classical), Trade (Farmer). Talents: Aethyric Attunement or Fast Hands, Hardy or Very Resilient, Petty Magic (Arcane), Savvy or Very Strong. Trappings: Backpack, Printed Book, Staff.

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Career Entries: Dilettante, Farmer, Hedge Wizard, Hedgecraft Apprentice, Herdsman, Scholar, Scribe, Student, Warlock, Witch. Career Exits: Farmer, Herdsman, Journeyman Wizard, Scholar, Scribe.

Journeyman Wizard (Jade)
WS +5 BS +5 S +5 T +5 Ag +5 Int +20 WP +25 Fel +15 A W +4 SB TB M Mag +2 IP FP -

Skills: Academic Knowledge (Magic), Academic Knowledge x1, Channelling, Charm or Heal, Common Knowledge x2, Gossip or Outdoor Survival, Intimidate or Trade (Farmer), Magical Sense, Read/Write or Trade (Herbalist), Ride or Swim, Speak Arcane Language (Magick), Speak Language x2. Talents: Arcane Lore(Life), Acute Hearing or Excellent Vision, Aethyric Attunement or Dark Magic, Dark Lore x1 or Lesser Magic x2, Fast Hands or Very Resilient, Meditation or Mighty Missile. Trappings: Green Robes, Grimoire, Sturdy Travelling Clothes, Writing Kit. Career Entries: Wizard’s Apprentice (Jade) Career Exits: Charlatan, Farmer, Master Wizard, Master Vigilant, Scholar.

Master Vigilant (Jade)
WS +10 BS +5 S +10 T +10 Ag +15 Int +25 WP +30 Fel +25 A W +7 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Daemonology, Magic, Necromancy), Channelling, Common Knowledge (The Empire), Common Knowledge x1, Command or Gossip, Heal or Intimidate, Magical Sense or Outdoor Survival, Navigation or Perception, Read/Write or Swim, Ride, Search, Speak Arcane Language (Daemonic, Magick), Speak Language x2, Torture. Talents: Acute Hearing or Fast Hands, Lesser Magic x4, Menacing or Night Vision, Mighty Missile, Schemer, Stout-Hearted, Strong-Minded or Very Strong. Trappings: 2x Magic Items, Silvered or Magical Blade. Career Entries: Journeyman Wizard, Master Wizard (Jade). Career Exits: Master Wizard, Spy, Wizard Lord.

Master Wizard (Jade)
WS +5 BS +5 S +5 T +10 Ag +10 Int +30 WP +35 Fel +25 A W +6 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Magic) or Heal, Academic Knowledge x2, Channelling, Charm or Outdoor Survival, Common Knowledge x2, Gossip or Navigation, Intimidate or Trade (Farmer), Magical Sense or Ride, Read/Write or Trade (Herbalist), Speak Arcane Language (Magick and Arcane Elf or Daemonic), Speak Language x3. Talents: Aethyric Attunement or Acute Hearing, Dark Magic or Strong-Minded, Dark Lore x1 or Lesser Magic x2, Excellent Vision or Meditation, Fast Hands or Night Vision, Mighty Missile or Stout-Hearted. Trappings: Magic Items x2, Deep Green Robes (Good Quality Craftsmanship), Barefoot, Trade Tools (Herbalist). Career Entries: Journeyman Wizard, Master Vigilant (Jade). Career Exits: Explorer, Farmer, Master Vigilant, Scholar, Wizard Lord

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Wizard Lord (Jade)
WS +5 BS +5 S +10 T +15 Ag +15 Int +35 WP +35 Fel +30 A W +8 SB TB M Mag +4 IP FP -

Skills: Academic Knowledge (Magic) or Trade (Farmer or Herbalist), Academic Knowledge x3, Channelling, Charm or Heal, Common Knowledge x3, Intimidate or Outdoor Survival, Magical Sense, Read/Write or Secret Language (Ranger), Speak Arcane Language (Magick), Speak Arcane Language (Daemonic or Arcane Elf), Speak Language x4. Talents: Aethyric Attunement or Scholarly Aptitude x1, Aethyric Harmony or Mighty Missile, Acute Hearing or Fast Hands, Dark Magic or Keen Senses, Dark Lore x1 or Lesser Magic x2, Excellent Vision or Meditation, Hardy or Night Vision. Trappings: Bare Feet, Deep Love of the Natural World, Green Robes (Best Quality Craftsmanship), Magic Items x3, Grimoires x12. Career Entries: Master Vigilant, Master Wizard (Jade). Career Exits: Ambassador, Arch Magister, Explorer, Farmer.

Arch Magister (Jade)
WS +10 BS +10 S +15 T +15 Ag +20 Int +45 WP +45 Fel +40 A W +10 SB TB M Mag +5 IP FP -

Skills: Academic Knowledge x4, Charm or Outdoor Survival, Command or Trade (Farmer), Channelling or Trade (Herbalist), Common Knowledge x4, Intimidate or Read/Write, Magic Sense or Secret Language (Ranger), Speak Arcane Language x2, Speak Language x4. Talents: Acute Hearing or Focused Mind, Aethyric Balance or Keen Senses, Aethyric Harmony or Night Vision, Aethyric Isolation or Higher Channelling, Aethyric Protection or Fluid Conjuration, Extra Spell x10, Greater Arcane Magic, Lesser Magic x6, Scholarly Aptitude x2. Trappings: 6x Magic Items, 20x Grimoires (One of Which must be Self-Written), 4x Best Quality Craftsmanship Robes Embroidered with Symbols of the Arch Magister Authority. Career Entries: Wizard Lord (Jade). Career Exits: Ambassador, Explorer, Guild Master.

Wizard Careers (Light)
Apprentice Wizard (Light)
WS BS S T Ag +5 Int +15 WP +15 Fel +5 A W +1 SB TB M Mag +1 IP FP -

Skills: Academic Knowledge (Magic), Channelling, First Aid, Magical Sense, Perception, Read/Write, Search, Speak Arcane Language (Magick), Speak Language (Classical). Talents: Aethyric Attunement or Fast Hands, Petty Magic (Arcane), Savvy or Stout-Hearted, Strong Minded or Very Resilient. Trappings: Backpack, Printed Book, Staff.

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Career Entries: Apothecary, Dilettante, Hedge Wizard, Hedgecraft Apprentice, Scholar, Scribe, Student, Warlock, Witch. Career Exits: Apothecary, Barber-Surgeon, Journeyman Wizard, Scholar, Scribe.

Journeyman Wizard (Light)
WS +5 BS S T Ag +5 Int +25 WP +30 Fel +10 A W +3 SB TB M Mag +2 IP FP -

Skills: Academic Knowledge (Daemonolgy) or Intimidate, Academic Knowledge (Magic), Academic Knowledge x1, Channelling, Charm or Trade (Apothecary), Common Knowledge x2, Gossip or Heal, Magical Sense, Read/Write or Trade (Herbalist), Ride or Swim, Speak Arcane Language (Magick), Speak Language x2. Talents: Arcane Lore(Light), Aethyric Attunement or Dark Magic, Dark Lore x1 or Lesser Magic x2, Fast Hands or Surgery, Lesser Magic x2, Meditation or Mighty Missile, Stout-Hearted or Strong Minded. Trappings: Pristine White Robes, Grimoire, Sturdy Travelling Clothes, Writing Kit. Career Entries: Wizard’s Apprentice (Light). Career Exits: Barber-Surgeon, Charlatan, Master Wizard, Master Vigilant, Scholar.

Master Vigilant (Light)
WS +15 BS S +5 T +10 Ag +20 Int +30 WP +35 Fel +15 A W +5 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Daemonology, Magic, Necromancy), Channelling, Common Knowledge (The Empire), Common Knowledge x1, Command or Intimidate, Gossip or Heal, Magical Sense or Swim, Perception, Read/Write, Ride, Search, Speak Arcane Language (Daemonic, Magick), Speak Language x2, Torture. Talents: Etiquette or Fast Hands, Lesser Magic x4, Menacing, Mighty Missile, Schemer, Stout-Hearted or Surgery, Strong-Minded or Suave. Trappings: 2x Magic Items, Silvered or Magical Blade. Career Entries: Journeyman Wizard, Master Wizard (Light). Career Exits: Master Wizard, Physician, Spy, Wizard Lord.

Master Wizard (Light)
WS +10 BS S T +10 Ag +15 Int +35 WP +40 Fel +15 A W +4 SB TB M Mag +3 IP FP -

Skills: Academic Knowledge (Magic) or Trade (Herbalist), Academic Knowledge (Daemonology) or Gossip, Academic Knowledge x2, Channelling, Charm or Trade (Apothecary), Common Knowledge x2, Heal or Intimidate, Magical Sense or Ride, Read/Write or Trade (Calligraphy), Speak Arcane Language (Magick and Arcane Elf or Daemonic), Speak Language x3. Talents: Aethyric Attunement or Public Speaking, Coolheaded or Mighty Missile, Dark Magic or Strong-Minded, Dark Lore x1 or Lesser Magic x2, Etiquette or Fast Hands, Meditation or Surgery. Trappings: Immaculate White Robes (Good Quality Craftsmanship), Magic Items x2, Trade Tools (As Appropriate). Career Entries: Journeyman Wizard, Master Vigilant (Light). Career Exits: Explorer, Master Vigilant, Physician, Scholar, Wizard Lord

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Wizard Lord (Light)
WS +15 BS S +5 T +15 Ag +20 Int +40 WP +45 Fel +20 A W +5 SB TB M Mag +4 IP FP -

Skills: Academic Knowledge (Magic) or Academic Knowledge (Daemonology), Academic Knowledge x3, Channelling, Charm or Trade (Apothecary or Herbalist), Common Knowledge x3, Heal or Intimidate, Magical Sense, Read/Write, Speak Arcane Language (Magick), Speak Arcane Language (Daemonic or Arcane Elf), Speak Language x4. Talents: Aethyric Attunement or Scholarly Aptitude x1, Aethyric Harmony or Mighty Missile, Dark Magic or Vitality, Dark Lore x1 or Lesser Magic x2, Etiquette or Meditation, Fast Hands or Surgery, Hardy or Lesser Magic (Exorcism). Trappings: Magic Items x3, Beautiful White Robes (Best Quality Craftsmanship), Grimoires x12, Medical Instruments. Career Entries: Master Vigilant, Master Wizard (Light). Career Exits: Ambassador, Arch Magister, Explorer, Physician, Guild Master

Arch Magister (Light)
WS +15 BS S +10 T +15 Ag +25 Int +50 WP +50 Fel +25 A W +6 SB TB M Mag +5 IP FP -

Skills: Academic Knowledge x4, Charm or Command, Channelling or Heal, Common Knowledge x4, Intimidate or Read/Write, Magic Sense, Speak Arcane Language x2, Speak Language x4, Trade (Apothecary or Herbalist). Talents: Aethyric Balance or Aethyric Harmony, Aethyric Isolation or Higher Channelling, Aethyric Protection or Resistance to Corruption, Fluid Conjuration or Sanity, Extra Spell x10, Focused Mind or Vitality, Greater Arcane Magic, Lesser Magic x6, Scholarly Aptitude (Daemonology), Scholarly Aptitude x1. Trappings: 6x Magic Items, 20x Grimoires (One of Which must be Self-Written), 4x Best Quality Craftsmanship Robes Embroidered with Symbols of the Arch Magister Authority. Career Entries: Wizard Lord (Light). Career Exits: Ambassador, Explorer, Guild Master.

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Chapter 4: Skills and Talents New Skills
Apply Poison
Skill Type: Basic. Characteristic: Intelligence. Description: Use this Skill to apply a ready prepared poison. This Skill may be used to safely apply poison to a weapon or to poison a food item. This Skill confers no ability to extracting or manufacturing Poisons, the Prepare Poison Skill is used for those purposes. Related Talents: None. Reference: High Fantasy Fanbased Supplement.

Battle Combatant
Skill Type: Advanced. Characteristic: Weapon Skill. Description: This Skill enables you to fight effectively as part of a large body of trained soldiers. You are well versed in following orders, marching and fighting in formation. You have also learned the advantages of mutual protection offered by your comrades. When fighting as part of an organised unit of warriors, on a successful Battle Combatant Skill Test your opponents will not gain any Weapon Skill bonuses if they outnumber you. Note: This Skill does not confer any ability to lead or command large groups of men. Related Talents: None. Reference: High Fantasy Fanbased Supplement.

First Aid
Skill Type: Basic. Characteristic: Intelligence. Description: Use this skill to provide immediate basic medical attention to the wounded. A successful First Aid Test restores 2 Wounds to a lightly wounded character or 1 Wound to a heavily wounded character. Bleeding from a critical wound can be treated on a successful Hard (-20%) First Aid Test removing the chance of immediate death, however the critically wounded character will not begin to heal naturally until receiving successful medical treatment from a character with the full Healing Skill. A wounded character can only receive such healing once during or after each encounter ( battle, trap, fall, etc. ) in which Wounds are lost, further treatments to the same injuries on successive days have no effect. This Skill confers no ability to cure disease. Related Talents: None. Reference: High Fantasy Fanbased Supplement.

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New Talents
Aethyric Balance
Description: Your greater understanding of magic allows you to balance the flow of mystic energy reducing the risk of accidents. Before making a Casting Roll as a Half Action the Character may elect one d10 that will not count towards Tzeentch’s Curse, the nominated d10 will however count towards the Casting Number. Note: The Player must nominate the dice to be disregarded prior to rolling the die. The effects of this Talent can be cumulative with the effects of Aethyric Isolation. Reference: High Fantasy Fanbased Supplement.

Aethyric Harmony
Description: Your mastery of magic has enabled you to become highly attuned to the movement of mystical energies in the world around you. This allows you to access those energies faster than before. You Gain the ability to use the Channelling Action as a Free Action once per round. Reference: High Fantasy Fanbased Supplement.

Aethyric Isolation
Description: This Talent allows you to isolate yourself from backlashes of aethyric energy, reducing the risk of Tzeentch’s Curse. Before making a Casting Roll the Character may elect one d10 that will not count towards Tzeentch’s Curse, the nominated d10 will however count towards the Casting Number. Note: The Player must nominate the dice to be disregarded prior to rolling the die. The effects of this Talent can be cumulative with the effects of Aethyric Balance. Reference: High Fantasy Fanbased Supplement.

Aethyric Protection
Description: This Talent allows you to wrap yourself in a protective shell of invisible aethyric energy, however while the shell is active you find it harder to resist the effects of magic. You may activate this Talent at any time as a Half Action, dispelling the shell also requires a Half Action. While the shell is active your character gains +1 AP to all locations, however while the shell is active you receive a -10% penalty to all attempts to resist the magical effects of any kind, from both spells and magical items. The shell can be maintained for as long as the caster wishes. This AP bonus has no effect on your ability to cast spells. This Talent cannot raise a Characters AP above 5. Reference: High Fantasy Fanbased Supplement.

Aquatic
Description: You have the ability to traverse Bogs, Marshlands, Rivers and Lakes without a movement penalty. You also gain a +20% bonus to any Concealment Skill Tests made while in such terrain. Reference: High Fantasy Fanbased Supplement.

Baffle
Description: You are exceptionally good at talking nonsense. On a Successful Blather Skill Test you may effect one person per 5 points of your Fellowship Characteristic. Reference: High Fantasy Fanbased Supplement.

Chameleonic Skin
Description: Your skin has the ability to change colour to match your surroundings making you nearly impossible to see if you remain still. You gain a +30% Bonus to all

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Concealment Skill Tests and a +10% Bonus to all Silent Move Tests, in addition all opponents must take a -20% penalty to all Missile Attacks made against you. Reference: High Fantasy Fanbased Supplement.

Chemistry
Description: You are skilled in the manufacture of various chemical and herbal concoctions, medicines, remedies and poisons. Gain a +10% Bonus to Prepare Poison and Trade (Apothecary) Skill Tests. Reference: High Fantasy Fanbased Supplement.

Child of the Wilds
Description: You are very comfortable living off the land. Gain a +10% Bonus to Outdoor Survival Tests. Reference: High Fantasy Fanbased Supplement.

Cold Blooded
Description: Cold blooded creatures show little or no emotion. They seldom react to psychological stresses. Cold Blooded creatures are receive a +30% bonus to all psychological Tests. Reference: High Fantasy Fanbased Supplement.

Dodge Mastery
Description: With this Talent the normal rules of Skill Mastery are suspended with regard to the Dodge Blow Skill. Once this Talent has been learned you may take the Dodge Blow Skill up to a maximum of six times to give a total bonus of +50% to your Dodge Blow Skill. This Talent does not confer any bonus in itself, the Dodge Mastery Talent merely confers the ability to breach the normal rules of Skill Mastery. You must already have learned the Dodge Blow Skill before purchasing this Talent. Reference: High Fantasy Fanbased Supplement.

Exploit Weaknesses
Description: You have been trained to find the chinks and weaknesses in suits of armour and are now an expert in inflicting damage upon heavily armoured opponents. On a successful strike against an armoured opponent take another Weapon Skill Test which if successful will reduce your opponents AP by an amount based on the number of Degrees of Success that you passed your Weapon Skill test by. This is then modified by the quality of the armour worn by your opponent, consult the table below: Armour Quality Poor Average Good Best Reference: High Fantasy Fanbased Supplement. Amount of AP reduced per Degree of Success -2 AP per Degree of Success -1 AP per Degree of Success -1 AP per Degree of Success -½ AP per Degree of Success (fractions rounded down).

Extra Spell
Description: Your deeper studies into your Arcane Lore give you the ability to cast a spell not on your Spell List. Extra Spell is unusual in that it is not one talent but many, and each must be acquired individually. Each Extra Spell Talent gives you access to a single spell, noted in parenthesis, such as Extra Spell (Wind Blast), for

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example. This spell must come from your Magical Lore or be a Petty spell taught by your peers, so you must have an appropriate Magical Lore or Petty Magic Talent before you can gain this talent. Reference: Realms of Sorcery p137, Realm of the Ice Queen p114, Tome of Corruption p213.

Fluid Conjuration
Description: Your mastery of magic has enabled you to maintain partially cast spells and release them at a moments notice. When you successfully Cast a spell you can chose to delay the spells release for a number of hours equal to your Magic Characteristic. At any time during this period you may complete the Casting and release the spell as a Half Action. The Casting Roll is made when the Spell is initially cast and does not need to be attempted when the spell is released. If the Wizard sleeps, becomes stunned or is otherwise rendered unconscious or mentally impaired (this includes being Drunk) then any spells currently being maintained are immediately lost. The initial Casting of the spell must be successfully completed as normal taking the standard amount of for the spell. The Wizard can maintain a number of spells equal to his Magic Characteristic. This Talent has no effect on Ritual Magic. Reference: High Fantasy Fanbased Supplement.

Focused Mind
Description: Your understanding of magic is far greater than before. You no longer require incantations or hand gestures to aid you in the channelling of magic and the shaping of spells. As such you may Cast Spells even if you have been gagged and restrained. Reference: High Fantasy Fanbased Supplement.

Greater Arcane Magic
Description: Greater Arcane Magic is unusual in that it is not one talent, but many. Such is the study and focus required that you can only ever know one type. Before learning a Greater Arcane Magic Talent you must first learn the corresponding Arcane Lore, for example in order to learn Greater Arcane Magic (Beasts) you must first learn Arcane Lore (Beasts). Each Greater Arcane Magic talent is a separate magical proficiency, with the specialty noted in parenthesis. For example, Greater Arcane Magic ( Beasts ) is a different talent than Greater Arcane Magic ( Fire ). The most common Arcane Lores, known as the Eight Orders of Magic, are Beasts, Death, Fire, the Heavens, Life, Light, Metal and Shadow. Once you have learned a Greater Arcane Magic you may select 1 spell to cast from the appropriate Greater Arcane Lore. The other spells must be purchased individually using the Extra Spell Talent. Reference: High Fantasy Fanbased Supplement.

Heavily Armoured Casting
Description: Your great affinity with metals helps you cast spells while wearing armour. Your Casting Roll penalty while wearing armour is reduced by 5 when you cast spells. Normally, you’d suffer a -5 penalty for wearing a mail shirt and a breastplate, for example, but with Heavily Armoured Casting this penalty would be reduced to 0. Reference: High Fantasy Fanbased Supplement.

Heavy Armoured Combat
Description: You have been trained to take blows on the strongest parts of your armour while protecting the chinks and have become an expert at effectively using heavy armour to reduce your risk of injury. When wearing Scale Armour you may increase the protection you receive to 5 AP on any location covered. When wearing Plate Armour you may increase the protection you receive to 7 AP on any location covered. The normal limit of 5AP is suspended when using this talent. Reference: High Fantasy Fanbased Supplement.

Hideous Strength
Description: Creatures with Hideous Strength are so strong and powerful that all attacks made by them count as having the Impact Quality. Reference: Tome of Corruption p121.

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Higher Channelling
Description: On a successful Channelling Test you may add twice your Magic Characteristic to your Casting Roll. Note: You must have the Channelling Skill before learning this Talent. Higher Channelling may be used in conjunction with the Aethyric Harmony Talent. Reference: High Fantasy Fanbased Supplement.

Hive Mind
Description: You are not an Individual. You are part of something greater than yourself. You obey your commands without question. Unlike a Mindless creature you do have your own intelligence and can make decisions so you do not need to be constantly controlled. Left to your own devices you will defend yourself if attacked and your territory if invaded, report all you observe to your superiors and follow the last set of orders you received. Reference: High Fantasy Fanbased Supplement.

Inconspicuous
Description: You have learned to blend into your environment becoming almost impossible to notice. Gain a +15% Bonus to all Shadowing Skill Tests. You must first learn the Shadowing Skill before learning the Inconspicuous Talent. Reference: High Fantasy Fanbased Supplement.

Incorruptible Constitution
Description: You are 100% immune to all known Poisons, Diseases and causes of Mutation. Reference: High Fantasy Fanbased Supplement.

Leadership
Description: You are a naturally charismatic leader. Others find your commands easy to follow. Gain a +20% bonus to all Command Skill Tests. Reference: High Fantasy Fanbased Supplement.

Mounted Combat
Description: You are an expert cavalryman. You need not take any Ride Skill Tests to control your mount during mounted combat, in addition you gain a +15% Weapon Skill Bonus and a +1 damage bonus when fighting from a mount. In order to learn this Talent you must first acquire the Ride Skill. Reference: High Fantasy Fanbased Supplement.

Natural Affinity
Description: You have a natural affinity with animals. Gain a +10% Bonus to all Animal Care, Animal Training and Charm Animal Skill Tests. You must have learned at least one of the aforementioned Skills before learning this Talent. Reference: High Fantasy Fanbased Supplement.

Nimble Fingers
Description: Your Hands are very supple and dexterous. Gain a +15% Bonus Pick Locks Skill Tests, to Sleight of Hand Skill Tests and to any crafting test involving manual dexterity. Reference: High Fantasy Fanbased Supplement.

Resistance to Corruption
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Description: You are naturally resistant to the power of Chaos. You gain a +20% bonus on Toughness and Will Power Tests to resist magic and other Chaos effects. In addition you are immune to Chaos mutation. Note: You may never gain this Talent if you have ever had a Mutation or possess either the Dark Magic or Dark Lore Talents. Reference: High Fantasy Fanbased Supplement.

Sanity
Description: You mind is either incredibly grounded or protected by a higher force to the degree that you can never gain an insanity. As of now you stop gaining Insanity Points. If you have or have ever had an insanity you may never learn this Talent. Reference: High Fantasy Fanbased Supplement.

Scholarly Aptitude
Description: Scholarly Aptitude is unusual in that it is not one talent, but many different ones. Each Scholarly Aptitude Talent is a separate proficiency, with the specialty noted in parenthesis. For example, Scholarly Aptitude (Science) is a different talent than Scholarly Aptitude (Strategy/Tactics) and must be purchased separately. Each Scholarly Aptitude Talent corresponds to a Academic Knowledge Skill, which you must learn before learning the appropriate Scholarly Aptitude. Each Scholarly Aptitude Talent confers a +20% bonus to the corresponding Academic Knowledge. Reference: High Fantasy Fanbased Supplement.

Strong Man
Description: You are a heavily muscled hulk of a being, with an incredible constitution. Increase your Strength Characteristic by 1d10% and increase your Wounds by +4, modify your Starting Profile to reflect these bonuses. In addition you may alter the Strength Advance on your Advance Scheme to +20% if it was lower than this. However you must still purchase these Strength Bonuses in increments of +5% for 100 xp as usual. Reference: High Fantasy Fanbased Supplement.

Trick Shot
Description: You are a master of the trick shot. You ability allows you perform amazing shots such as firing over your shoulder using a mirror to sight the weapon, hitting a tossed coin in mid-air from extreme range or splitting an arrow with another. With this Talent the difficulty of all missile attacks is reduced by 30% to a minimum of 0% (Average) Difficulty. For Example an Impossible (-40%) Shot would be reduced to a Challenging (-10%) Shot. However, a Challenging (-10%) Shot would only be reduced to an Average (0%) Shot. Reference: High Fantasy Fanbased Supplement.

Ultimate Predator
Description: You are a killing machine, perfectly evolved to inflict maximum damage to your prey. When you Attack with either a Charge Attack Action or an All-OutAttack Action you may attack as many times as you have Attacks instead of making the normal one attack. Reference: High Fantasy Fanbased Supplement.

Unstoppable Charge
Description: Your weight and momentum are so great that when you charge you smash through your opponents ranks as if they were made from paper. In order to perform an Unstoppable Charge you must first spend one round performing two consecutive Move Actions and then in the next round declare a Charge Attack Action. This will denote an Unstoppable Charge. During an Unstoppable Charge you may take your full Move allowance and attack each opponent in your path with your full amount of attacks. Your attacks can be Dodged but cannot be Parried. Reference: High Fantasy Fanbased Supplement.

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Vitality
Description: You are a very healthy energetic person who heals with exceptional speed. Each day you may restore 2 Wounds instead of the usual 1 Wound. Reference: High Fantasy Fanbased Supplement.

Weapon Mastery
Description: Weapon Mastery is unusual in that it is not one Talent, but many and each must be acquired individually. Each Weapon Mastery talent is a separate field of study, with the specialty noted in parenthesis. For example, Weapon Mastery (Flail) is a different talent to Weapon Mastery (Ordinary). When the Weapon Mastery talent is gained you receive a +10% Bonus when using a weapon from the appropriate Weapon Group. The Weapon Mastery Talent is unusual because the same Weapon Mastery Talent can be purchased up to three times. Each time the same Weapon Mastery Talent is purchased you gain a cumulative +10% Bonus when using the appropriate weapon. For example if you purchase Specialist Weapon Group (Fencing) three times you would gain a +30% Bonus when using any weapon classified as a Fencing Weapon. Note: You must possess the appropriate Specialist Weapon Group talent before purchasing the Weapon Mastery Talent that matches the specific weapon group. Reference: High Fantasy Fanbased Supplement.

Optional Rules: Individual Skill and Talent Costs
Under ordinary circumstances each Skill or Talent may be purchased for 100xp. As an optional rule Skills and Talents may be purchased for individual amounts of xp, the amounts are detailed below: Note a number of Skills and Talents are omitted from the tables, these can be assumed to cost 100xp as usual.

Table 4.5: Individual Skill Costs (in xp)
Skill Name Academic Knowledge Blather Charm Animal Consume Alcohol Evaluate Gossip Intimidate Outdoor Survival Prepare Poison Runecraft Search Silent Move Speak Language Ventriloquist Xp Cost 125 75 75 35 85 25 55 80 130 145 75 90 115 95 Skill Name Animal Care Battle Combatant Command Disguise First Aid Haggle Lip Reading Perception Read/Write Rune Mastery Secret Language Shadowing Swim Xp Cost 70 75 80 110 50 60 90 65 135 160 120 75 70 Skill Name Animal Training Channelling Common Knowledge Dodge Blow Follow Trail Heal Magic Sense Performer Ride Sail Secret Signs Sleight of Hand Torture Xp Cost 115 110 70 135 75 125 100 85 75 90 110 105 85 Skill Name Apply Poison Charm Concealment Drive Gamble Hypnotism Navigation Pick Locks Row Scale Sheer Surface Set Trap Speak Arcane Language Trade Xp Cost 15 105 80 90 125 85 90 105 55 80 90 175 115

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Table 4.6: Individual Talent Costs (in xp)
Talent Name Aethyric Balance Alley Cat Artistic Contortionist Dealmaker Etiquette Fleet Footed Hardy Incantation Linguistics Master Orator Mighty Missile Quick Draw Schemer Sixth Sense Suave Tunnel Rat Warrior Born Wrestling Xp Cost 150 70 90 75 60 80 60 60 50 90 125 75 75 95 75 60 75 60 80 Talent Name Aethyric Harmony Ambidextrous Chemistry Controlled Corruption Disarm Exploit Weaknesses Fluid Conjuration Heavily Armoured Casting Inconspicuous Luck Master Rune Mighty Shot Rapid Reload Scholarly Aptitude Specialist Weapon Group Savvy Very Resilient Weapon Mastery Xp Cost 125 125 50 75 120 115 125 125 75 150 150 75 75 105 75 60 60 75 Talent Name Aethyric Isolation Arcane Lore Child of the Wilds Dark Lore Divine Lore Fearless Focused Mind Hedge Magic Leadership Marksman Meditation Petty Magic Resistance to Corruption Seasoned Traveller Streetwise Surgery Very Strong Witchcraft Xp Cost 150 150 60 120 150 200 80 120 85 60 70 120 200 50 60 120 60 75 Talent Name Aethyric Protection Armoured Casting Chosen of Chaos Dark Magic Dodge Mastery Flee! Greater Arcane Magic Higher Channelling Lightning Reflexes Master Gunner Menacing Public Speaking Sanity Sharpshooter Sturdy Trapfinder Vitality Witch Lore Xp Cost 110 110 75 65 50 90 250 110 60 75 65 110 200 75 90 75 145 125

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Chapter 5: Equipment
Table 5.4: Melee Weapons
Name Axe-Rifle Bastard Sword Bladegun Dagger Flail (2 Handed) Great Weapon Lance Morning Star Pike Scythe Shield Short Sword War Fan Whip Cost 135 30 100 1 15 20 40 15 10 10 10 8 12 2 ENC 200 150 90 10 140 200 100 60 140 150 50 30 10 40 Group 2-Handed/ Gunpowder 2-Handed Ordinary/ Gunpowder Ordinary Flail 2-Handed Cavalry Flail 2-Handed Scythe Ordinary Ordinary Parrying Entangling Damage SB+1 SB+1 SB SB-3 SB+3 SB+2 SB+4 SB+1 SB SB SB-2 SB-1 SB-3 SB-4 Qualities Impact Slow (when used one-handed) None Close-Quarters Impact, Tiring, Uncontrollable Impact Fast, Impact, Tiring Impact, Tiring, Uncontrollable Long Reach (4), Oversized Impact Balanced, Defensive Close Quarters Balanced Fast, Long Reach (6), Snare Availability Very Rare Scarce Rare Common Scarce Average Rare Scarce Scarce Average Common Common Very Rare Average

Table 5.5: Missile Weapons
Name Arbalest Axe-Rifle Bladegun Bombard Cost 40 135 100 750 ENC 200 200 90 300 Group Crossbow 2-Handed/ Gunpowder Gunpowder Gunpowder Damag 5 4 3 6 Range 60/120 18/36 12/24 60/120 Reload 2 2 2 3 Qualities Armour Piercing Impact, Unreliable None Impact, Armour Piercing Availability Scarce Very Rare Rare Very Rare

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Boomerang Breaker Canon Crossbow DuelBow Field Canon Great Canon Starting Pistol Target Bow Under Bow 2 2000 25 45 4000 8000 150 50 40 10 2000 120 140 3500 9000 15 70 20 Throwing Engineer Ordinary Crossbow Engineer Engineer Gunpowder Ordinary Crossbow 2 8 4 4 10 14 2 1 2 12/24 96/192 30/60 25/50 120/240 200/400 8/16 36/48 8/16 1/2 3 1 1 per Bolt 4 6 2 1 2 Special Area(2), Impact, Armour Piercing Armour Piercing Armour Piercing Area(4), Impact, Armour Piercing Area(6), Impact, Armour Piercing None None None Very Rare Unobtainable* Average Rare Unobtainable* Unobtainable* Very Rare Rare Very Rare

*Unobtainable Weapons cannot be purchased on the open market at all. You must either craft the weapon yourself or commission a specialist weapon maker to craft
the weapon for you, naturally this process is hugely expensive.

Weapons
Arbalest Arbalests are heavy Crossbows. Arbalests deal greater damage than regular Crossbows but are much slower to reload. Arbalests are more popular in the Southern Old World where they have yet to be replaced with Firearms. Axe-Rifle The Axe-Rifle is an attempt to combine the firepower of a rifle with the close combat abilities of a heavy axe. It works to a certain extent however both weapons are adversely effected. The Rifle barrel is used as the long haft of the axe this puts extra pressure on the barrel making it more likely to crack, while the weight of the blade ruins the accuracy. When used as an axe the rifle barrel is not as east to wield as a regular handle which in practice causes problems. Characters using this weapon receive a -10% Penalty to Weapon Skill or Ballistic Skill as appropriate for the attack form. Bastard Sword The Bastard Sword is a large heavy bladed weapon that falls somewhere between a broadsword and a great sword. The Bastard Sword can be used either onehanded or two-handed either way the sword deals SB+1 Damage however if it is wielded in only one hand the sword gains the Slow Quality. Bladegun The Bladegun is a strange composite weapon essentially it is a straight bladed sword with a pistol incorporated into the hilt. The added weight of the blade tends to make the accuracy of the Pistol questionable, a Character firing the Pistol receives a -5% Ballistic Skill Penalty. The added weight and more importantly the awkwardness of the Pistol hilt tend to make the sword unwieldy, a Character using the Sword receives a -5% Weapon Skill Penalty to all Attacks. Bombard The Bombard is a small mobile canon which fires shot about the size of a man’s fist. The Bombard can be moved by hand, once in place the bombard requires 2 rounds of setup time before it can be loaded. The bombard requires 3 shots of gunpowder in order to fire. The Bombard is designed to be used by a team of two, it can however be used by a single operator but reload and setup times are doubled. Boomerang Boomerangs are flat curved weapons generally made from either polished wood or metal. On an unsuccessful throw i.e. one that missed the target the Boomerang will fly back to the throwers hand. On a Successful throw the Boomerang will not return but may be retrieved later. Breaker Canon The Breaker Canon is the standard light artillery piece used by the Imperial and Dwarf armies, it is also often fitted to sea going ships. This canon fires shot slightly lighter than standard canon balls and requires 5 shots of powder every time it fires. Breaker Canons are often mounted to carriages pulled by draft animals in order to make them mobile, once in place Breaker Canons take around 5-10 minutes to setup. Breaker Canons are supposed to have a team of four and cannot be setup with

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less, however once in place and setup a single operator can fire the canon but all reload times are quadrupled. Duelbow The Duelbow is an experimental Crossbow mounted with two groves for bolts and two strings and cranks to fire them. This weapon can be loaded with two bolts both of which can be fired at the same time or singularly. The main advantages of this weapon are firstly it can be fired twice as a regular Crossbow before needing to be reloaded. The second advantage is that both bolts can be fired at the same target at the same time as a single Attack. It requires one Full Action to reload each bolt. Field Canon The Field Canon is the standard heavy artillery unit for the Imperial and Dwarf armies it is also often mounted to fortifications throughout the Old World. This canon fires regular sized canon balls and requires 10 shots of powder each time it is fired. Field Canons can be mounted on to carriages and pulled by teams of draft animals. Once in place a Field Canon takes roughly 10-30 Minutes to prepare to fire. Field Canons are designed to be operated by a team of six and cannot be setup with less than four. Once sited and setup the Field Canon can be operated by two men but all reload times are quadrupled. The Field Canon cannot be reloaded by a single operator. Great Canon The largest of the standard canons employed by the armies of men and dwarfs are the Great Canons or Thunder Canons. To date a mobile Great Canon has never been seen, although there are rumours that the Imperial Gunnery School of Nuln is working on a transport. Great Canons are found on the largest and most important fortifications throughout the Empire and Dwarf Kingdoms, the rest of the Old World have yet to have gained the ability to construct these dreadful yet wondrous engines of destruction. A Great Canon is designed to be used by a team of six and cannot be operated with less than four in which case all reload times are tripled. Pike Pikes are extremely long weapons, carried by infantry and look like a long spear between 10 and 20 feet long. The length of this weapon required a strong wood such as ash or oak. The steel tip is longer than on a normal spear but is designed to be detached and reused if the pole is broken. Pike wielders are often equipped with an additional weapon for close combat due to the fact that the pikes amazing length makes it awkward to use at close quarters .The main advantage of the two handed pike over the traditional short spear is the ability to attack from a distance. Scythe The Scythe is an implement with a long handle and a long curved single-edged blade, used to cut grass, crops, or similar plants by swinging the blade horizontally close to the ground. The Scythe is a common tool in agricultural regions and doubles as an effective weapon. The Scythe has long been associated with death and it has been adopted as the weapon of choice by many Imperial Amethyst Mages. Short Sword Short Swords are double edged tapering into a sharp point. Longer than a Knife or Dagger but shorter than a Broadsword. Short Swords are useful in narrow or tight confines and are a common sight in the towns and cities of the Old World, as such carrying a Short Sword attracts very little attention. Starting Pistol The Starting Pistol or Sneak Pistol, is a miniature pistol which fires a tiny ball but requires only half a shot of powder. The pistol has a short range and deals a small amount of damage but has the added bonus of being easily concealed. The Pistol was originally used to start sporting competitions. However, a current vogue among the ladies of the imperial nobility is to buy increasingly smaller Sneak Pistols and to then conceal them in increasingly private places. Target Bow This weapon is a light Crossbow generally used by the nobility during polite competitions and is sometimes referred to as a ladies weapon. The Target Bow is noted for two things: it’s excellent accuracy and it’s poor strength. All shots taken by a Target Bow gain a +10% Ballistic Skill Bonus. Under Bow These weapons are popular with Bounty Hunters and Assassins, they are very small Crossbow like contraptions that can be strapped to the underside of the wrist and concealed beneath sleeves. These weapons are very delicate, triggered by applying pressure to a pressure plate they can be fired at the flick of wrist. When fired they shoot a small metal bolt which has a very limited range and deals little damage but it is often poisoned. The main advantage of these weapons is that their small size makes them very easy to conceal, and can often surprise an opponent. War Fan An import from Cathay, the War Fan is a harmless looking item that can be used to deadly effect when needed but is more often used to parry or deflect incoming attacks from both melee and missile weapons. Characters targeting an opponent who is actively using a War Fan receive a -10% Ballistic Skill Penalty.

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Weapon Qualities
Area Weapons with this quality cause damage to everything within a large area around the target point. Each Weapon with the Area quality has the radius in yards of the effected area centred on the target point noted in parenthesis, for example the Field Canon has Area(4) to indicate that everything within 4 yards of the target point receives damage. Close-Quarters Weapons with this quality never suffer penalties for fighting in a confined space. Long Reach Weapons with this quality have the ability to attack opponents at a distance without requiring to be in direct base contact with them. Each weapon with the Long Reach Quality has the number of yards the weapon may attack from noted in parenthesis, for example the Pike has Long Reach(4), to indicate that the Pike may attack an opponent from four yards (2 squares) away. Oversized Weapons with this quality are difficult to wield in tight confines and count as Improvised Weapons during tight close combats. Uncontrollable Weapons with this quality are difficult to control. Characters using these weapons suffer a -10% Weapon Skill Penalty.

Chapter 6: Combat
Actions:
The Swift Attack Action: The Final Solution As an optional rule the Swift Attack Action is dropped entirely. Characters may only select one Attack Action per round however characters may strike as many blows as they have Attacks receiving the appropriate penalties or bonuses to all blows with respect to Attack Action they choose. For Example if you have 3 Attacks and choose the All-Out-Attack Action you would make 3 attacks each with a +20% Bonus to your Weapon Skill but would unable to Parry or Dodge that turn.

New Actions:
Avoid Attack (Half Action) The Character makes no attempt to strike his opponent(s) instead he attempts to avoid blows aimed at him. The Character can swap all of his Attacks for an equal number of extra Dodges. The Character may not Parry this Round. In order to take this action the Character must have the Dodge Blow Skill. This Action counts as an Attack Action. Brutal Attack (Full Action) The Character makes full weight brutal attacks with no style or finesse, he simply attempts to beat and batter his opponent(s) into submission. Although powerful these attacks are clumsy and therefore easy to anticipate and avoid. The Characters melee Attacks gain a +10% Weapon Skill Bonus and a +1 Damage Bonus. However, his opponent(s) gain a +10% Bonus to all Dodge Blow and Parrying attempts. Pulled Blow Attack (Half Action) In some situations the Character may not wish to harm his opponent(s). This Action allows the Character to “Pull” his blows. Damage from Successful Blows struck using this Action are calculated by SB effected by weapon modifiers as usual but without adding the usual d10 damage roll. For Example a Vagabond with SB 3 armed with a Quarter Staff which deals SB-1 damage who decides to “Pull” his blow would make a Damage 2 hit on a successful strike.

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Savage Attack (Full Action) The Character throws caution to the wind in wild and desperate attempt to inflict terrible wounds upon their opponent(s). The Characters melee attacks gain a +2 Damage bonus. However until the Characters next turn he may not Dodge or Parry, in addition his opponents gain a +5% Weapon Skill Bonus to attacks against him. Second Weapon (Free Action) A Character equipped with a second weapon can instead of making a Parry as a Free Action make a single additional attack with the second weapon modified by -20% Weapon Skill as normal for an off-handed attack. Shield Bash (Free Action) A Character equipped with a shield can instead of making a Parry as a Free Action make a single additional attack with the shield modified by +10% Weapon Skill instead of the normal -20% Weapon Skill Penalty due to large size of the shield. Shield Charge (Full Action) A Character equipped with a shield may attempt to charge into an opponent using the shield as a ram in order to knock the opponent over. In order to perform a Shield Charge the opponent must be at least 4 yards away from the character but within the character‘s charge move. The last 4 yards of the charge must be in a straight line, so the Shield Charger can build up speed and momentum. The charging character gains a +10% Weapon Skill Bonus. A Shield Charge deals no damage to the target. First the charger must successfully strike his target then on a successful Opposed Strength Test the target is knocked to the floor. Characters can only perform Shield Charges on opponents of a similar size or smaller, at the GM’s discretion several characters may perform a combined Shield Charge on larger opponents. Note: A Shield Charge Action is not an Attack Action, therefore characters with multiple Attacks cannot perform multiple Shield Charges.

Optional Rules: Dodging and Parrying
Under the rules found on p129 of the Core Rulebook a successful Dodge Blow or Parry negates all damage inflicted by the Dodged or Parried blow. Dodge Blow The Dodge Blow Skill is used to simulate the ability to avoid attacks. However no provision is made for the possibility of a Character twisting aside but failing to completely avoid the blow. So instead of a Successful Dodge Blow Skill Test fully negating the damage of a blow, as an Optional Rule a Successful Dodge Blow Skill Test reduces the damage dealt by the blow by 1d10. Parrying The Parrying is used to simulate the ability to block or deflect attacks. However no provision is made for the possibility of a Character successfully Parrying but failing to fully deflect the blow thus still receiving a glancing blow. So instead of a Successful Parrying fully negating the damage of a blow, as an Optional Rule a Successful Parry reduces the damage dealt by the blow by 1d10.

Optional Rules: Off-Handed Parrying
Under the rules described on p130 of the Core Rulebook Off-Hand Attacks suffer a -20% Weapon Skill Penalty but Off-Handed Parries suffer no Penalties. As an Optional Rule Off-Handed Parries receive a -20% Weapon Skill Penalty.

Optional Rules: Mounted Combat
At the beginning of any combat, a mounted character must take a Ride Skill Test modified by Table 6.11 . A successful Ride Skill Test indicates that the Character has successfully controlled his mount and may fight effectively from it. For the duration of the combat the Character gains a +10% Weapon Skill Bonus, while his Opponent(s) receive a -10% Weapon Skill Penalty to blows aimed at the mounted Character. His mount may be targeted normally.

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If the Character fails his Ride Skill Test he cannot control his mount, the mount then moves in a random direction away from the combat. The Character then makes an Agility Test in order to keep his seat. A successful Agility Test indicates that the Character has held on, during the next round he is permitted another Ride Skill Test in order to calm his mount. A failed Agility Test indicates that the Character has been thrown from his mount and receives a Damage as from a fall of 1d10 yards (See p138 of the Core Rulebook for more details on falling damage).

Table 6.11: Mounted Combat Modifiers
Type of Mount Mount Trained and Bred Specifically for War Well Trained Riding Mount Standard Riding Mount Draft Animal Semi-Broken Mount Untrained Animal Difficulty/Modifier applied to Characters Ride Skill Test Very Easy(+30%) Routine(+10%) Average(0%) Challenging(-10%) Challenging(-10%) Very Hard(-30%)

Chapter 7: Magic
Greater Arcane Magic
Greater Arcane Magic, is the accumulation of high knowledge that each College of Magic has created since the they were founded by Teclis. By only studying a single “Wind of Magic” the Arch Magisters of the Colleges of Magic have gained a deeper insight into the nature of their chosen magical proficiency and subsequently devised a number of spells far more powerful than those originally instructed by the High Elven Sorcerer Teclis and his brethren.

Greater Lore of Beasts
Wild Talons
Casting Number: 24 Casting Time: Half Action. Ingredient: Talon of a Bird of Prey (+3) Description: Your hands become great talons. You gain +2 attacks and a +10% bonus to Weapon Skill. The Talons deal SB damage and count as having the Fast and Impact Qualities. Wild Talons lasts for a number of minutes equal to your Magic Characteristic. You may not wield another weapon while Wild Talons is in effect, in addition you receive a -20% Penalty to any test that requires manual dexterity.

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King of Beasts
Casting Number: 27 Casting Time: Full Action. Ingredient: Lion’s Claw (+3) Description: With this spell the Caster may take control of a group of ordinary non-fantastic creatures within 500 yards of his position. The Caster must have a clear line of sight to the target creatures in order to cast this spell. The creatures must all be of the same species. The Caster may take control of a number of animals equal to his Fellowship Characteristic. During the spell the creatures will act as directed by the Caster’s mental commands, the Caster must maintain a clear view of the controlled creatures throughout the spell or else lose control of them. The spell lasts for 2d10 minutes.

Hunter’s Trap
Casting Number: 32 Casting Time: Half Action. Ingredient: Short Coil of Barbed Wire (+3) Description: With this spell the Caster may target an area up to 1 acre in size to magically booby-trap. Any creature entering the affected area has a 50% chance per round of triggering a magical trap. The traps are magical and cannot be detected by mundane means. A creature that triggers a trap is automatically struck on the legs as a barbed coil wraps around it’s feet and legs. A creature of Humanoid size or less receives a +3 Critical Hit to all of it’s legs irrespective of the creature remaining wounds. Creatures larger than Humanoid size receive damage 7 Hits to all legs, armour and toughness protect as normal. The target area remains trapped for a number of hours equal to the Caster’s Magic Characteristic.

Fresh Meat
Casting Number: 40 Casting Time: Half Action. Ingredient: A Single Wolf‘s Hair (+3) Description: With this spell you may target a single creature within 200 yards of the Caster. The target of the spell begins to smell like delicious fresh meat. Any meat eating animal within 100 yards of the target will sense the smell and be attracted to it. Upon reaching the target the animals will attack sensing an easy meal. The spell effects are permanent until the Caster dies.

Speed of the Hunted
Casting Number: 30 Casting Time: Half Action. Ingredient: A Hare‘s Skull (+3) Description: When this spell is cast the target gains a +5 Movement Bonus for the duration of the spell. The target must be within 30 yards of the Caster or be the Caster himself. The spell lasts for a number of rounds equal to the Caster’s Agility Characteristic.

Instincts of the Beasts
Casting Number: 27 Casting Time: Full Action. Ingredient: A Grain of Salt (+3) Description: The target of this spell gains the Follow Trail+20% and Perception+20% Skills along with the Acute Hearing, Excellent Vision, Keen Senses and Night Vision Talents for the duration of this spell. The target must be within 12 yards of the Caster or be the Caster himself. The spell lasts for 2 hours.

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Vitality of the Grand Beasts
Casting Number: 31 Casting Time: 2 Full Actions. Ingredient: A Small section of a Tapestry (+3) Description: The target of this spell gains the ability to regenerate 1d10 lost Wounds per round. The target must be within 6 yards of the Caster or be the Caster himself. The spell lasts for 1d10 rounds.

Cunning Silverfox
Casting Number: 33 Casting Time: 4 Full Actions. Ingredient: A Fox Tail (+3) Description: Using the natural guile of animals the Caster gains the ability to always move first in a round regardless of the Initiative order. The spell lasts for 3d10 Minutes.

Hibernate
Casting Number: 36 Casting Time: Full Action. Ingredient: A Dew Drop Collected from an Oak Leaf (+3) Description: With this spell the Caster may place a single creature into a deep sleep by touching them. The creature is allowed a (-10) Challenging Will Power Test to avoid the effects of this spell. Affected creatures cannot be roused by any means for the next four months. The hibernating creature will not respond even if the sleeping creature is attacked. The creature if left alone may well starve to death in it’s hibernating state. This is a Touch Spell.

Form of the Magnificent Hunter
Casting Number: 31 Casting Time: Full Action. Ingredient: Lion‘s Mane (+3) Description: The Caster and all of his equipment takes on the form of a mighty lion, a perfect specimen far healthier than a regular great cat. The Caster may remain in lion form until he wishes to change back. While in the Form of the Magnificent Hunter the Caster may not cast any further spells. While in lion form use the following Profile:

Magnificent Hunter
WS 77 BS 0 S 57 T 56 Ag 52 Int * WP * Fel * A 3 W 27 SB 5 TB 5 M 7 Mag * IP 0 FP 0

* Use the Casters own Characteristic. Skills: Follow Trail, Perception+20%. Talents: Fleet Footed, Keen Senses, Natural Weapons, Night Vision. Special Rules: Bite Attack: The Magnificent Hunter Attacks with 1 Bite Attack, this Attack deals SB+2 Damage and counts as having the Impact Quality. Claw Attacks: The Magnificent Hunter Attacks with 2 Claw Attacks, these Attacks deals SB Damage.

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Greater Lore of Death
Cloak of Death
Casting Number: 21 Casting Time: Full Action. Ingredient: A Piece of Black Cloth (+2). Description: The Wizard draws calls upon the Winds of Magic to surround him with a concealing cloak of pure Shyish. The Shyish energy masks the Wizards life force so completely that no living creature can notice his existence, even if the Wizard is standing right in front of them. If the Wizard successfully casts this spell he disappears completely and cannot be heard, seen, smelt or detected in any mundane way. While the Wizard is undetectable he may act as normal, however he is unable to communicate with any other living creature. If the Wizard attacks someone the spell instantly ends and the Wizard can be seen and fought as normal. The spell lasts for a number of minutes equal to the Wizard’s Magic Characteristic. This spell only fools living creatures, Undead, Daemons or creatures with Witchsight can detect the Wizard as normal.

Amranth
Casting Number: 29 Casting Time: Half Action. Ingredient: A Page torn from an Illuminated Book (+3). Description: The Wizard draws the power of Shyish into himself, he accepts the prospect of death and ceases to feel pain or fear. For the duration of the spell the Wizard’s Toughness Characteristic is doubled this can take his Toughness Characteristic beyond 100%, in addition the Wizard gains the Fearless Talent. The spell lasts for 3d10 rounds.

Loving Caress of Laniph
Casting Number: 34 Casting Time: Half Action. Ingredient: A Black Rose (+4). Description: The Wizard weaves a lattice work of Amethyst magic around the heart of his intended victim and tightens, crushing the victims heart. To a casual observer it appears that the victim is having a massive heart attack. The Wizard must be within 8 yards of his intended victim in order to cast this spell. The victim is dealt 1d10 damage 6 hits which armour does not protect against. This spell is a closely guarded secret of the Amethyst Order both it’s teaching and use are strictly monitored. In order to learn this spell you must first gain the permission of at least three Lords of the college. It is whispered amongst the Amethyst Order that the Priests of Morr can determine from examining the corpse of a heart attack victim if this spell was used to kill it. Murder by Magic is only punishable by death, use with caution.

Spectre of Death
Casting Number: 36 Casting Time: 2 Full Actions. Ingredient: A Drop of Blood from the Spell Target(+3) Description: With this spell the caster can convince the target that he is being stalked by Death itself. The target of this spell must be within 48 yards of the Caster and the Caster must have a clear line of sight. The Target is allowed a (-10%) Challenging Will Power Test to resist the effects of this spell. If the target is affected, he becomes subject to terror for the rest of his life. The target will spend the rest of his days convinced that Death itself is chasing him, the target will run screaming through the streets, begging people to help him. Most victims of this spell end up either being locked up in asylums where they have to be restrained for the rest of their days convinced that they are about to be killed or else they collapse and expire from exhaustion.

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Bind Souls
Casting Number: 40 Casting Time: 20 Full Actions. Ingredient: Hand of a Murderer (+4) Description: With this spell the Caster binds the souls of two sentient creatures together forever. What happens to one affects the other, if one is killed the other dies as well. The Caster may cast this spell on any two creatures within 24 yards. This spell has been used in the past to bind an immortal creature such as a Daemon to a mortal creature. When the mortal creature is killed the Daemon truly dies, rather than simply returning to the Chaos Realm.

Eternal Spark
Casting Number: 36 Casting Time: 10 Full Actions. Ingredient: A Miniature Stone Carving of a Tombstone (+3) Description: The target of this spell may ignore the result of the next Critical Hit it receives during the duration of the spell. The target must be touched by the Caster and the target may not be the Caster. The spell effects lasts for 1d10 Minutes. This is a Touch Spell

Limbs of Dust
Casting Number: 31 Casting Time: Half Action. Ingredient: A Handful of Quicklime (+4) Description: The Caster of this spell may target any creature within 24 yards and elect a limb (Arm, Leg or Tail) to turn to dust. The target is allowed a (-30%) Very Hard Will Power Test to avoid the effects. If the Test is failed the targeted limb turns to dust and is lost forever. Fate Points cannot be used to avoid this, Fortune Points Cannot be used to re-roll the Will Power Test.

Pallor of the Grave
Casting Number: 24 Casting Time: Half Action. Ingredient: A Piece of Cloth from a Funeral Shroud (+3) Description: The Caster must touch the target of this spell. Over the next 2d10 Minutes the victim takes on the pallor of a corpse, his skin becomes a near translucent deathly pale white tinged blue, dark circles appear beneath his eyes and his hair falls out. The Spell effects last for a week, during which time the victim suffers a -40% Penalty to all Fellowship based Tests. In addition to this the spell leaves the victim permanently sterile. At the end of the spell the victim’s hair begins to grow again and colour slowly returns to his skin.

Death’s Dark Shield
Casting Number: 32 Casting Time: Half Action. Ingredient: A Silver Mirror Blackened by the Ashes of a Funeral Pyre (+3) Description: The Caster wraps himself in a dark cloak of energy, all Attacks including magical Attacks deal half the normal damage to the Caster for the duration of this spell. The spell lasts for a number of rounds equal to twice the Caster’s Toughness Bonus.

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Bound Soul
Casting Number: 44 Casting Time: 8 Full Actions. Ingredient: The Jewel to be Bound (+4) Description: This spell allows the Caster to shift the spirit of one sentient creature into a jewel, while the spirit is contained in the jewel the creature becomes unable to die. No matter how badly hurt the creature is it will always heal, severed limbs grow back in moments, and fire cannot harm the creature. Critical Hits affect the creature as normal, a severed arm cannot be used until it grows back a minute later, but the creature cannot die from the effects of a Critical Hit. Every Minute the creature regains 1 Wound of damage until it is completely healed. The only way to kill the creature is to either smash the Jewel holding it’s soul. Once this is achieved the creature dies immediately, Fate Points cannot be used to save it. The jewel must be within 100 miles of the creature at all times or else the link is broken and the creature lapses into a helpless state, unable to take any action. Even in this helpless state the creature cannot be killed. If the jewel is then brought back to within 100 miles of the creature it will awaken. This spell can also be used to restore a bound soul to it’s body, If this happens the creature becomes able to die again and any existing injuries cease to heal. This spell is usually used when the Amethyst College feel that they need an indestructible assassin, typically the head of the college would hold the Soul Jewel “for safe keeping” insuring that the assassin would not betray him.

Greater Lore of Fire
Great Sword of Destruction
Casting Number: 26 Casting Time: Half Action. Ingredient: Pint of Oil (+3) Description: A blazing sword of pure flame manifests within your hand. The sword can be wielded in one hand and counts as a Magical weapon. Blows from the sword deal 7 Damage and have the Impact Quality. In addition to this you gain +2 Attacks when using the Great Sword of Destruction. The spell lasts for a number of minutes equal to your Magic Characteristic +1d10.

Explode
Casting Number: 12 Casting Time: Full Action. Ingredient: Pinch of Black Powder (+2) Description: With this spell the caster can cause any flammable substance within 24 yards of himself to explode into flame. The exact effects of this spell are left to the GM as the effects will depend greatly on the nature of the flammable substance targeted. An exploding barrel of black powder will do far more damage than a jar of lamp oil.

Fiery Fists
Casting Number: 29 Casting Time: Half Action. Ingredient: Piece of Phosphorus (+3) Description: Your hands begin to burn with a flickering flame. Anything you touch including other people suffer a Damage 4 Fire. In addition the blows count as Magical. This spell lasts until dispelled by the caster. Unarmed Attacks inflict normal damage in addition to the fire damage described above.

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Raze
Casting Number: 24 Casting Time: Half Action. Ingredient: A Spoonful of a Fiery Spice (+3) Description: With this spell the caster deals a single Damage 10 hit to any inanimate object that could be destroyed by fire. This spell has no effect on creatures of any kind. This is a touch spell.

Fiery Trap
Casting Number: 24 Casting Time: 2 Full Actions. Ingredient: A Flask of Brandy not less than 5 years old (+3) Description: This spell can be cast on any inanimate object up to 5 yards square in size. While casting this spell the caster draws the arcane symbol of Aqshy on the object to be trapped. The symbol may be drawn in any way, usually the caster will draw the symbol in brandy which leaves no trace once it has dried, however if the caster is forced to draw the symbol by other means such as with ink, paint or by simply carving the symbol into the object, it may be visible. The trap is always detectable to those that pass a Magic Sense Skill Test. Once the spell has been successfully cast any creature other than the caster that comes into physical contact with the trapped object will activate the trap. When triggered the trap deals a single damage 10 blow. Fiery Trap may only be triggered once after which the trap ceases to function. The caster may maintain a number of Fiery Traps equal to his Magic Characteristic. Each Fiery Trap remains active until it is either triggered or dispelled (requires a Half Action) by the caster. No matter where in the world the caster is he will know when and where a Fiery Trap has been triggered.

Crimson Bands
Casting Number: 29 Casting Time: Half Action Ingredient: Red Ribbon ( +2 ). Description: The Wizard summons writhing bands of crimson magic to fly forwards and enchain a target of his choice. The Wizard can select any one being within 24 yards who must pass a Very Hard (-30%) Agility Test or be ensnared by the chains of fire. The victim is held still and cannot move, fight or shoot however, a MagicUser may still cast spells as long as they do not require the use of their hands or any item. The spell lasts until either the casting Wizard dispels it as a Free Action or until the casting Wizard is wounded.

Extinguish Fire
Casting Number: 24 Casting Time: Full Action. Ingredient: Pint of Water (+3). Description: The Wizard draws all the fire energy from a natural fire and absorbs it into himself. This spell only works on fires started and fuelled by non-magical means. Any fire up to the size of a burning cottage can be extinguished by the Wizard on a successful Will Power Test. The Wizard draws strength from the extinguished flames. The Wizard regains up to a number of Wounds equal to half ( rounding fractions down ) the damage level of the extinguished fire. For example if the Wizard were to Extinguish a small camp fire (damage 1) he would not absorb enough energy to heal himself. However if the Wizard were to Extinguish a blazing cottage (damage 10) he would regain 5 lost wounds.

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Ignite Arrows
Casting Number: 30 Casting Time: Half Action. Ingredient: An Arrow ( +2 ). Description: The Wizard instils the flames of Aqshy into his companions arrows so that they burst into flames while in the air. The Wizard may cast this spell on a maximum number of arrows equal to his Will Power Characteristic. Each arrow deals an extra one point of damage when fired and deals an additional damage 2 hit to any flammable object each round until the fire is extinguished. These attacks count as being magical and can wound creatures that are immune to ordinary blows, unless they are also immune to fire damage as well. The effects of this spell last for one hour. All arrows are destroyed by the flames and cannot be recovered after being shoot.

Curse of a Fiery End
Casting Number: 28 Casting Time: Full Action. Ingredient: 2 Shots of Black Powder ( +2 ). Description: The Wizard calls upon the Winds of Magic to flood any one being or object with red magic. The Wizard may pick any one being or object up to four yards square within 30 yards of himself as the target for this spell. The target of this spell becomes Flammable the target can be anything including people, solid stone or even a body of water. The target remains Flammable for a number of hours equal to the Wizards Magic Characteristic. In the case of living creatures they are allowed a Will Power Test to avoid the effects.

Burning Fever
Casting Number: 32 Casting Time: 3 Full Actions. Ingredient: A Pound of Pepper or Spice (+3). Description: With this spell the Wizard attempts to eradicate a disease or ailment with a purging fire. The Wizard may cure a disease with this spell if he makes a successful Will Power Test. However the spell is not without risks the fire that rages through the diseased tissue also harms the rest of the body, the patient must take a damage 4 hit unmodified by Toughness or Armour this often leaves the patient dangerously weakened if not dead. Over the years a number of Bright Wizards have been executed for using magic to kill after trying to help a sick person that was to frail to survive this spell, so remember use with caution. Note this is a touch spell.

Greater Lore of the Heavens
Moon Madness
Casting Number: 27 Casting Time: 2 Full Actions. Ingredient: A Pint of Best Quality Spirits. Description: The Wizard draws down the light of the moons in the form of a rain of glittering dust which surrounds the spells targets. The glittering dust has an odd effect on the psyche of most intelligent creatures. The Wizard may elect a target area within 50 yards of himself, use the large template to determine which beings are effected by this spell. Any intelligent being caught within the spell must pass a Will Power Test or temporarily be driven insane. For the duration of the spell the victims suffers from an insanity of the GM’s choice and act accordingly. The effects of this spell last for one hour at the end of which the victims return to a normal state of mind. All victims must take another Will Power Test as the spell ends a fail indicates that the victim has been permanently scarred by the experience and gains 2 Insanity Points. This spell can only be cast at night. Also to cast this spell at least one moon must be visible in the sky.

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Chilling Wind
Casting Number: 33 Casting Time: 3 Full Actions. Ingredient: A Frozen Tear (+3) Description: With this spell the Caster summons a freezing artic wind. The spell effects an area of up to 1 mile square. The temperature inside the affected area plummets to below freezing, plants shrivel and all creatures must take a Toughness Test each minute or else lose 1 Wound to the cold. Sheltering indoors or warming oneself by a fire can negate these effects. The spell lasts for 10 minutes.

Heavens Blessing
Casting Number: 39 Casting Time: 6 Full Actions. Ingredient: A Silver Shilling ( +3 ). Description: The Wizard observes the heavens and delves deep into the mysteries of the universe. The Wizard divines that today will be an auspicious day of great fortune for both himself and his companions. The Wizard rolls 2d10 and gains that many fortune points to be distributed as he sees fit amongst the party, the Wizard may not keep more than half (fractions rounded up) of the fortune points for himself. Note the Wizard must have an unobstructed view of the heavens in order to cast this spell, If the Wizard is underground, inside, blindfolded etc. or if the sky is obscured by heavy clouding the spell cannot be cast.

Cerulean Shield
Casting Number: 37 Casting Time: Half Action. Ingredient: A Branch from a Lightning Struck Tree. Description: The Wizard weaves strands of blue magic together to form a crackling shield of energy on the Wizards off-hand. The Shield automatically parries any nonmagical close combat attacks made against the Wizard, in this case the limit of one parry per round does not apply the shield will parry all incoming attacks. Missile attacks against the Wizard are calculated as normal but the Wizard is counted as having three additional armour points. Magical attacks wound as normal. If the Wizard is wounded the shield is instantly dispelled. The Shield lasts for 1d10 rounds.

Azure Blades
Casting Number: 36 Casting Time: Half Action. Ingredient: Six Silver Plated Daggers ( +3 ). Description: The Wizard summons thin razor sharp shards of Azyr energy which orbit around him like miniature stars shredding any one that comes close to strike the Wizard. Any hand-to-hand opponents will take 1d5 damage 3 hits each round which cannot be parried but can be dodged. They must take the damage before they can attempt to strike a blow regardless of Initiative as the blades cut them as they approach the Wizard.

Crystal Chariot
Casting Number: 25 Casting Time: Full Action. Ingredient: Crystal Goblet ( +3 ). Description: A gigantic crystal globe envelopes and imprisons a single being within 24 yards of the Wizard. The globe and it’s occupant immediately moves 2d10 yards in a direction designated by the Wizard. The globe continues to move 2d10 yards in the same direction until the spell is dispelled by the Wizard or the victim breaks free. Every round after the first one the victim is permitted a Strength Test to break free from the globe. If the globe is broken it shatters into tiny fragments that fade away. The spell lasts until dispelled or the globe is broken.

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Divined Secret
Casting Number: 26 Casting Time: 2 Full Actions. Ingredient: Magnifying Glass ( +3 ). Description: The Wizard looks to the heavens to unravel the enigma of a particular persons personality. The Wizard must have something touched by the intended target in order to cast this spell. If the spell is successfully cast the GM must reveal a secret personal piece of information about the spells target. Exactly what the Wizard learns is up to the GM.

Distort Fate
Casting Number: 29 Casting Time: Full Action. Ingredient: Distorting Mirror ( +2 ). Description: This spell allows the Wizard limited clairvoyance. On the next turn all other characters must declare their intended actions which they cannot later change and then allow the Wizard to act first regardless of Initiative order.

Happy Landing
Casting Number: 24 Casting Time: Half Action. Ingredient: Soft Cushion ( +2 ). Description: The Wizard wraps himself and his companions in a cocoon of celestial energy allowing them to float harmlessly to the ground without sustaining any injury no matter how far they have fallen. The Wizard may affect a number of beings equal to twice his Magic Characteristic. All affected beings will float gently to the ground with no chance of taking falling damage the next time they fall from any height. The spell only works once and must be used within an hour of being cast or else the effects will be lost.

Storm of Wings
Casting Number: 37 Casting Time: Full Action. Ingredient: A Falcons Tail Feather (+3). Description: The Wizard causes a rush of blue magic to flow around him lifting him high into the sky. The Wizard can fly at incredible speeds. The spell lasts for a number of minutes equal to your Magic Characteristic. The Wizard can float suspended in one place or move at any speed up to 100 yards per Move Action ( 200 yards if two move actions are taken that round ).

Greater Lore of Life
Kiss of Life
Casting Number: 47 Casting Time: 2 Full Actions. Ingredient: A Handful of Seeds (+3) Description: With this spell a creature of human size or less that has “died” within the last 1 minute may be restored to life. In order for this spell to work the creatures body may be heavily damaged but must be largely intact, as the spell will not restore or rejoin any dismembered parts of the body, so the body once healed must be

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capable of survival or it shall simply die again. For Example a creature that died from having it’s head cut off cannot be restored because it could not live without a head. The restored creature will have 1 Wound. This spell has been mistaken for necromancy in the past, use with caution.

Invigorate
Casting Number: 29 Casting Time: Full Action. Ingredient: An Apple (+3) Description: With this spell the caster and all his allies within a 10 yard radius feel refreshed and bursting with energy. Everyone affected by this spell will have no need of sleep for one night, in addition those affected gain a +10% Agility Bonus until the following sunrise. This spell makes those affected feel sharp and energetic but does not actually replace the need for sleep, as a result characters affected by this spell require a week of their normal sleep patterns before the spell may be cast upon them again without ill effects. Any attempt to cast this spell on a character twice or more within a week will work as normal, however the affected characters will automatically lose 1d10 Wounds due to extreme sleep depravation.

Winter Harvest
Casting Number: 35 Casting Time: 60 Full Actions. Ingredient: Ear of Corn (+3) Description: With this spell you may cause a pre-planted crop up to half a mile square (the Caster may affect a smaller area if he chooses) to grow to full maturity by the end of the casting. The caster must stand in the centre of the area to be affected during the casting. This spell can be cast during any season, even the dead of winter. Each plant shall be a perfect specimen and the harvest is guaranteed to be bountiful. Once the spell ends the crops will react as normal to any inclement weather conditions and may need to be harvested very quickly in order not to spoil.

Bountiful Protection
Casting Number: 39 Casting Time: 90 Full Actions. Ingredient: A Horn Cut From a White Ram (+3) Description: With this spell the caster targets an area of viable arable land up to 3 square miles, which the caster must stand in the centre of. On a successful casting for the next 2 years the targeted area will give bountiful harvests and for the same duration the plants in the area cannot become diseased.

Vitality
Casting Number: 42 Casting Time: 3 Full Actions. Ingredient: A Map of the Empire (+3) Description: With this spell the Caster gains the ability to regain 1 Wound per hour for the duration of the spell. The spell lasts for a number of days equal to the Caster’s Maximum Wound Level. The Caster may only cast this spell on himself.

Treacherous Ground
Casting Number: 34 Casting Time: 4 Full Actions. Ingredient: A Lump of Bedrock from the Area to be affected (+3) Description: With this spell the Caster forces the water table to rise to the surface, creating a extremely slippery surface. The spell affects an area up to the size of a large field, all Movement Rates across the affected area are halved. In addition any creature moving above cautious rate has a 50% chance of slipping over each

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round. The spell effects last for an hour. This spell can only be cast on an area of land with a good thick covering of soil, this spell could not for example be cast inside a castle or on top of a rocky mountain.

Stone Skin
Casting Number: 38 Casting Time: Full Action. Ingredient: A Stone Carving of a Bull (+3) Description: This spell is similar in nature to Flesh of Clay. The Caster’s Skin hardens until it is like rock. The Caster’s Strength and Toughness are doubled, in addition the Caster gains 5AP to all locations, however the Caster’s Move and Agility are halved for the duration of the spell. The spell lasts for a number of minutes equal to the Caster’s Magic Characteristic.

Vine Passage
Casting Number: 36 Casting Time: 1-10 Full Actions (See Below). Ingredient: A Thorn from a Rose Bush (+3) Description: With this spell the Caster creates a bridge made from vines and creepers over an obstacle, such as a chasm, marsh or river, the vines could also form a ladder to climb over a wall, or descend a cliff face. For every Full Action spent casting this spell the Bridge grows 10 yards, the maximum length of the bridge is 100 yards. The Bridge is permanent and providing the vines can find sustenance will become a living bridge. The Bridge has a Toughness Bonus of 5 and 12 Wounds and counts as a prone target if anyone attempts to attack it, however blunt weapons (Mace, Warhammer etc) make little impact on the sturdy vines and deal only half their normal damage, the bridge is also considered flammable.

Healing Spring
Casting Number: 38 Casting Time: 3 Full Actions. Ingredient: Unicorns Horn taken from a Unicorn that Died a Natural Death (+5) Description: With this spell the Caster may enchant a fountain, spring or small pool of water with Healing properties. Any Creature drinking from the enchanted water recovers 1d10 lost Wounds. This healing can only be received once, subsequent drinks confer no additional healing. The Water remains enchanted until the next sunrise.

Splinter Wood
Casting Number: 39 Casting Time: Full Action. Ingredient: A Quarter Staff (+4) Description: With this spell the Caster creates a field around himself that splinters all wooden objects that are used to attack him. Arrows, Bolts, Darts all splinter in mid-air, Throwing Weapons with wooden handles crumble at automatically miss, Melee weapons with wooden components (such as spears, axes etc) also splinter and cannot be used against the Caster. The metal components of these weapons are unharmed and may be retrieved. The spell effects last for 1d10 rounds.

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Greater Lore of Light
Barrier of Light
Casting Number: 29 Casting Time: 2 Full Actions. Ingredient: A Broken Pane of Glass (+3) Description: With this spell the caster creates a barrier of white energy up to 5 yards high and 5 yards wide, but the barrier can be smaller if the caster desires (for example the barrier could be used to block a doorway). The barrier is impassable but deals no damage if touched, also missiles cannot be shot through the barrier. The Barrier lasts for a number of minutes equal to 3d10.

Blind
Casting Number: 28 Casting Time: Full Action. Ingredient: A Strip of Magnesium (+3) Description: A blindingly bright stream of light bursts from the caster’s palm shooting directly into the target‘s eyes. The beam of light has a maximum range of 13 yards. If the target passes a Hard (-20%) Agility Test he manages to avert his eyes before suffering serious injury. If the target fails his Agility Test his eyes are blinded. On a successful Toughness Test the target is only blinded for 2d10 days after which his eyesight recovers, if the Toughness Test is failed the target is permanently blinded.

Purifying Light
Casting Number: 36 Casting Time: 3 Full Actions. Ingredient: Pure White Wax Candle (+3) Description: When the spell is cast the healing power of Hysh expands to fill an area with a 5 yard radius centred on the caster in all directions. Every lightly injured creature within that area has their Wounds restored to full, as well as being cured of any diseases or poisons currently affecting them.

Restraining Radiance
Casting Number: 26 Casting Time: Full Action. Ingredient: A Silver Ring (+2) Description: This spell wraps the target in a solid crystal of Hysh immobilizing the target as it does so. The spell automatically hits and renders the target completely immobile and unable to act in anyway. The spell has a maximum range of 50 yards and lasts for 3d10 Rounds.

Consecration
Casting Number: 40 Casting Time: 6 Full Actions. Ingredient: A White Rose(+3) Description: This spell blasts the souls of Daemons back to the Chaos Realm. Upon a successful casting all Daemons within a 10 yard radius of the caster must immediately take a Will Power Test modified by the difference between the Daemons own Magic Characteristic and the Magic Characteristic of the Caster multiplied by 10. For Example a Daemon with a Magic Characteristic of 3 would suffer a -10% penalty to it’s Will Power Test if the spell was cast by a wizard with a Magic Characteristic of 4. If the Daemon fails the Will Power Test it is instantly banished back to the Chaos Realm.

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Shinning Weapon
Casting Number: 28 Casting Time: Full Action. Ingredient: A Small Diamond (Value approx. 10gcs)(+3) Description: With this spell you infuse a single melee weapon with light energy. The spell lasts for a number of minutes equal to the caster’s Magic Characteristic x d10. For the duration of this spell blows from the weapon count as magical and gains a damage bonus equal to the caster’s Magic Characteristic when used against Daemons. In addition if the caster wields the weapon himself, his Attacks are doubled for the duration of the spell, but only if he attacks with the enchanted weapon. The wielder of a Shinning Weapon automatically fails any Concealment Tests. This is a Touch spell.

Daylight in Darkness
Casting Number: 20 Casting Time: Half Action. Ingredient: Ball of Cotton (+2) Description: When this spell is cast a stream of blazing motes fly from the caster’s hand before coalescing into a swirling cloud centred above the caster. The cloud extends in a 50 yard radius around the caster. The cloud emits an equivalent level of light as a bright summers day. If the spell is cast in a confined space such as inside a house the cloud will still form to the full size, passing through any walls or barriers without penalty. The spell lasts for 3d10 minutes.

Ward of Exclusion
Casting Number: 28 Casting Time: 8 Full Actions. Ingredient: A Handful of Lime (+3) Description: With this spell the caster can mark an opening with special arcane signals that forbid a Daemon from passing. A Daemon attempting to pass through a Ward of Exclusion must pass 3 consecutive Will Power Tests in order to breach the Ward. Each time the Daemon fails a Will Power Test it automatically receives 2d10 Wounds of Damage irrespective of Toughness or Armour. If the daemon fails a Will Power Test it must begin the process again. A successful Ward of Exclusion lasts for 1 year, 17 days, 4 hours and 39 minutes(give or take a few seconds).

Circle of Protection
Casting Number: 32 Casting Time: Half Action. Ingredient: A Vial of Sand (+3) Description: When this spell is successfully cast the caster and all of his allies within a 10 yard radius gain 2 AP to all locations and gain a +15% Bonus to all attempts to resist Disease, Magic, Mutation and Poison. This spell lasts for a number of minutes equal to the caster’s Magic Characteristic x5.

Shield of Brilliant Light
Casting Number: 27 Casting Time: Full Action. Ingredient: A Blue Stone wrapped in White Leather (+3) Description: A ball of light energy surrounds the target of this spell. This spell can be cast on any living creature. For the duration of the spell the target is considered to have 5 AP to all areas. This spell cannot be used to exceed the standard 5 AP limit. The spell lasts for a number of hours equal to half of the caster’s Magic Characteristic. The target of this spell automatically fails any Concealment Skill Tests for the duration of this spell. Only one Shield of Brilliant Light may be maintained at any one time.

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Greater Lore of Metal
Magnetism
Casting Number: 26 Casting Time: Half Action. Ingredient: A Lump of Iron Ore(+3) Description: A Character casting this spell may target a single metallic item up to six feet in length and up to a maximum of 200 ENC, anywhere within 20 yards. The item will fly through the air straight to the casters waiting hand. At the GM’s discretion an item which is restrained in some way may not be able to fly to the caster, for example a set of chains set into a stone wall would not be able to fly to the caster, they would however lift from the ground and point towards the caster.

Liquidate Metal
Casting Number: 24 Casting Time: Half Action. Ingredient: A Vial of Water taken from a mountain stream known to contain gold (+3) Description: A Character casting this spell may target a single metallic item up to a size of one cubic yard. The target of this spell melts into a pool of cool water with the same volume as the target item. The water is undrinkable and has a metallic sheen and a dreadful metallic taste. Anyone drinking the water must pass a Toughness Test or vomit and Lose 1 Wound from the mild poisoning. Note: This is a Touch spell.

Cannonball
Casting Number: 29 Casting Time: Full Action. Ingredient: Ball of Silk Thread (+2) Description: With this spell the caster creates from thin air a glowing “Cannonball”. The Cannonball can target a single creature anywhere within 200 yards of the caster. The Cannonball deals a Damage 7 Hit with the Impact Quality, in addition the target must pass a Toughness Test or be knocked over and stunned for 2 Rounds.

Manifestation of Metal
Casting Number: 33 Casting Time: 2 Full Actions. Ingredient: Wooden Carving of a Galleon (+3) Description: With this spell the caster can temporarily manifest a chunk of any type of metal in any shape that he desires. The spell can manifest up to 100 ENC worth of any given metal, even Gold. However, the metal must all be in one piece, for example this spell could not be used to create 20 Musket Balls it would only create 1, it could however create a Sword. In order to manifest a specific item the caster must have a clear idea of what he wishes to create, at the GM’s discretion the caster may need to pass a successful Trade (Craft) Skill Test in order to manifest the object correctly. The manifested metal exists for a number of minutes equal to the casters Intelligence Characteristic. Note: Wizards that pass disappearing gold have a very short life expectancy.

Gilded Armour
Casting Number: 32 Casting Time: Half Action. Ingredient: Golden Torch value of at least 7gcs (+3)

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Description: With this spell the caster is bathed in a brilliant golden glow, as the light fades the caster is revealed to be wearing a full suit of golden armour. For the duration of this spell the caster counts as having 5AP to all areas. This armour does not affect the casters ability to cast spells in anyway. The spell lasts for a number of minutes equal to the casters Magic Characteristic.

Stiletto
Casting Number: 25 Casting Time: Half Action. Ingredient: A Page from a Book of Poetry (+3) Description: The caster summons a thin blade which flies with deadly accuracy towards any one target within 113 yards. The Stiletto blade automatically hits it’s target and bypasses all forms of armour. The Stiletto breaks up inside the target causing multiple wounds. The target suffers 3 Damage 3 hits that ignore Armour.

Midas Touch
Casting Number: 38 Casting Time: Full Action. Ingredient: A Lead Fishing Weight (+3) Description: With this spell the caster can turn anything he touches to gold temporarily. If this spell is used on a living creature they are permitted a Will Power Test to resist the effects. If the creature fails it is turned to Gold and rendered helpless for a number of hours equal to the caster’s Magic Characteristic. Objects and Creatures affected in this way have a Toughness of 8. If a creature under the effects of this spell is damaged it is allowed another Will Power Test to shake off the effects. If a creature is killed while in this state the golden statue shatters and returns to flesh, creating a bloody mess. Note: This is a Touch Spell.

Molten Armour
Casting Number: 40 Casting Time: Full Action. Ingredient: A Vial of Acid (+3) Description: With this spell the caster targets an area 24 yards long and 4 yards wide directly in front of himself. All metallic armour caught in this area heats to the point of becoming molten searing the creatures wearing it while ruing the armour. Any creature wearing metallic armour (Including Studded Leather) receives a hit to every location covered by metallic armour, the Damage of the hit is the same the AP of the location. For example a Mercenary wearing a Sleeved Mail Shirt giving 3AP to both arms and the body would receive 3 Damage 3 Hits, one on each arm and one on the torso. The Armour is ruined by this spell. This spell only affects armour, weapons and other metallic items are unaffected.

Locate Mineral
Casting Number: 16 Casting Time: Half Action. Ingredient: A Small Magnet (+2) Description: With this spell the caster can divine the nearest location of any mineral deposit.

Iron Panther
Casting Number: 37 Casting Time: 6 Full Actions. Ingredient: Small Iron Statuette of a Panther (+3) Description: With this spell the Caster wills into being a great cat made of iron. The Iron Panther obeys the casters verbal commands, and must remain within both sight and earshot of the caster at all times or else it ceases to exist. The Iron Panther manifests for a number of minutes equal to 1d10 per point of the casters Magic

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Characteristic, but may be dispelled earlier as a Free Action if the caster desires.

Iron Panther
WS 35 BS 0 S 50 T 35 Ag 57 Int 0 WP 0 Fel 0 A 3 W 18 SB 5 TB 3 M 7 Mag 0 IP 0 FP 0

Skills: Perception. Talents: Fearless, Keen Senses, Natural Weapons, Night Vision. Special Rules: Bite Attack: The Iron Panther Attacks with 1 Bite Attack, this Attack deals SB+2 Damage and counts as having the Impact Quality. Claw Attacks: The Iron Panther attacks with 2 Claw Attacks, these Attacks deal SB Damage and count as having the Fast Quality. Electrical Weakness: Damage from electricity based attacks deal an extra d10 damage points to the Iron Panther. Mindless: The creature has no Intelligence, Will Power or Fellowship Characteristics. It can never take or fail tests based on these characteristics. Natural Armour: The Iron Panther is made from iron and counts as having 5AP to all locations. In addition the Iron Panther is not effected by poisons or smoke as it does not breathe.

Greater Lore of Shadow
Shadow Construct
Casting Number: 26 Casting Time: Full Action. Ingredient: A Piece of Black Chalk (+3) Description: You painfully rip your shadow from your body to create a separate featureless entity under your command. When you tear your shadow free it automatically causes 2 Wounds of damage regardless of armour or toughness, if you have less than 3 Wounds remaining you may not cast this spell. The Shadow Construct has the same profile as the caster and is equipped with shadowy facsimiles of the caster’s own armour and weaponry. However, the Construct has none of the caster’s skills or special abilities. The Shadow Construct must stay within 30 yards of the caster at all times. The caster can telepathically command the Construct as a Free Action. The Construct exists for a number of minutes equal to the caster’s Magic Characteristic. A Wizard may only summon or maintain one Shadow Construct at a time.

Ghostly Blade
Casting Number: 18 Casting Time: Full Action. Ingredient: Pinch of Salt (+2) Description: You cause your weapon to fade to a ghostly shadow of it’s former self. On a successful strike the Ghostly Weapon ignores all non-magical armour and Toughness. The spell lasts for a number of rounds equal to the caster’s Magic Characteristic.

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Poison Chalice
Casting Number: 21 Casting Time: Half Action. Ingredient: A Rotten Egg (+3) Description: The caster can poison a container of liquid up to the size of a small keg anywhere within 6 yards of himself. The caster may specify the type of poison the liquid is afflicted with.

The Power Behind the Throne
Casting Number: 49 Casting Time: Half Action. Ingredient: A Small Silver Collar and a Leash made from Silk Rope at least 1 yard in Length (+3) Description: While casting this spell the Caster may whisper a single suggestion into another character’s ear. The target character will think that the suggestion is the finest idea ever and will carryout the instructions emphatically. If asked the target character will think that the idea was his own and will not even remember speaking to the Caster on the subject. The suggestion can be anything including suicide or murder of a close friend or relative. This is a touch spell. This spell is greatly feared, wizard’s known to possess the ability to cast it are constantly watched by Witch Hunters. In addition mis-use of this spell will quickly incur the extremely violent wrath of the Colleges of Magic. Use with caution.

Crown of Taidron
Casting Number: 42 Casting Time: Full Action. Ingredient: Miniature Steel Crown (+4) Description: Brute force is not the way of shadows, but on occasion devastating force is required. With this spell a crackling steel crown appears upon the Caster’s forehead and bolts of energy fly out striking opponents. The crown fires a single Damage 6 hit at every enemy of the Caster within 10 yards. The bolts automatically hit and non-magical Armour confers no protection.

Cocoon of Shadow
Casting Number: 37 Casting Time: Half Action. Ingredient: An Empty Snails Shell (+3) Description: With this spell the Caster creates a shadowy cocoon around himself and one other person within 12 yards, isolating them from the outside world, but allowing those inside to act as normal. For the duration of the spell nothing can penetrate the cocoon. The spell lasts for a number of minutes equal to the Caster’s Toughness Bonus. This spell is used to protect important figures from danger or on occasion to confine an assassins target inside a small area with the assassin.

Shadow Swift
Casting Number: 35 Casting Time: Full Action. Ingredient: An Elven Tooth (+3) Description: With this spell the Caster’s movements become a blur of speed. For the duration of the spell the Caster’s Agility, Movement and Attacks are tripled, the spell may be maintained until the Caster dismisses it, however the spell drains 2 Wounds from the Caster for every round it is in effect. While this spell is being maintained the Caster may not cast any other spells.

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Assassins Shot
Casting Number: 44 Casting Time: 2 Full Actions. Ingredient: A Lock of Hair from the Intended Target (+4) Description: With this spell the Caster may infuse a single missile projectile (Arrow, Bolt, Throwing Knife etc..) with magical power. The projectile is tailored to a specific target character, who the casting Wizard must be familiar with. The projectile when fired at the target character may be fired from three times the normal distances and will automatically hit, the projectile itself will deal +3 Damage and in addition inject the target character with a single dose of a poison of the Caster’s choice. The projectile confers no special bonuses if fired at another target.

Illusionary Enemy
Casting Number: 38 Casting Time: Full Action. Ingredient: 6 Pairs of Boots (+3) Description: With this spell the Caster appears to split into d10 x his Magic Characteristic mirror images of himself. Each of these images appears to be able to act independently of each other and each seems real enough. Any actions performed by the doubles will appear to be real. However in reality nothing the doubles do has any effect. If a double participates in a fight it will appear to inflict injuries on it’s opponent, but no wounds are permanently lost, if someone is “killed“ by a double they simply pass out for 1d10 rounds, before awakening with any lost wounds restored. A double has the same profile as the Caster but only 4 Wounds, if a double is reduced to 0 Wounds it disappears. The spell lasts for 1d10 minutes but may be dispelled sooner as a Free Action if the Caster wishes. Any doubles that become separated from the Caster by more than 200 yards disappear.

Mesmerise
Casting Number: 36 Casting Time: 2 Full Actions. Ingredient: A Piece of Shinny Costume Jewellery (+3) Description: With this spell the Caster creates a beautiful display of flying lights over an area 50 yards in diameter centred on the Caster. Any character viewing the lights must pass a Will Power Test or else be mesmerised by their beauty. Mesmerised characters are rendered helpless for the duration of the spell. The spell lasts for 6 rounds. If a mesmerised character is attacked he will automatically wake up and act normally after the first blow has struck.

Chapter 8: Games Master
Fear/Terror
Due to some fairly serious flaws in the effects of Fear and Terror rules, found on p197-198 of the Core Rulebook, the following rules can be substituted in their place.

Fear
When a Character confronts a creature or scene that causes Fear, a Will Power Test must be made. A Successful Test means the fear is overcome and it has no further effect. A Character that fails a Fear Test is said to be “Frightened”. A “Frightened” Character may either elect to run away from the source of the Fear, or instead the Character may attempt to face the source of the Fear. If the Character elects to run he must move directly away from the source of the Fear at the maximum speed possible. The “Frightened” Character may not

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stop running until he has passed a Successful Will Power Test. In order to return to the site of the Fearful encounter the Character must pass a Challenging (-10%) Will Power Test. A Character that elects to face the source of the Fear, may not take any Action except to Parry incoming Attacks if a suitable weapon is ready. On subsequent rounds the Character may make another Will Power Test, Success will enable the Character to act normally again, Failure denotes that the effects of being “Frightened” continue. This process continues until either the Character passes a Will Power Test or the source of the Fear is removed: The monster is slain, The butchered bodies covered etc…

Terror
When a Character confronts a creature or scene that causes Terror, a Will Power Test must be made. A Successful Test means the terror is overcome and it has no further effect. A Character that fails a Terror Test is said to be “Terrified”. A “Terrified” Character automatically gains 1 Insanity Point and must roll a d100 and consult Table 8.1: Terror Effects, to determine the effects of the Terror.

Table 8.1: Terror Effects
D100 Result 01-15 16-80 Effect of Terror Flee!: The Terrified Character runs for his life at maximum speed away from the source of the Terror. A Successful Challenging (-10%) Will power Test is required before the Character may stop fleeing. In order to return to the site of the Terrifying incident the Character must first pass a Hard (-20%) Will Power Test. Foetal Position :The Terrified Character curls up in a ball, covering his eyes while rocking back and forth sobbing. The Character counts as Helpless until he recovers. Berserk Fury: The Terrified Character screams a war cry as the terror turns to rage and leaps towards the source of the Terror slashing furious but wild blows at it with an insane rage. The Character moves towards the source of the terror and attacks it, the Character may not Dodge, Parry, Disengage or take any other Action to Defend himself. In addition the Character’s suicidal fury gives him added strength while numbing pain, the Character receives a -10% Weapon Skill Bonus while gaining a +15% Bonus to his Strength Characteristic and receives one less damage point when struck.

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On subsequent rounds the “Terrified” Character may make another Will Power Test, Success will enable the Character to act normally again, Failure denotes that the effects of being “Terrified” continue. This process continues until either the Character passes a Will Power Test or the source of the Terror is removed: The Daemon is Banished, The sacrifice is stopped etc…

Chapter 9: Bestiary
Krael
The Krael are a species of extremely intelligent yet disgusting parasites. The Krael resemble a headless two-foot long spider with a white bonelike exoskeleton and a prehensile tail bearing a stiletto like point. In place of the head two small black alien eyes stare out upon the world malevolently. The Krael scuttle surprisingly fast and like the arachnids they resemble can walk up walls and on to ceilings without slowing. Krael are also incredible jumpers, propelling themselves through the air towards their intended hosts with eight bony legs and a muscular tail. Krael without a host usually attack from ambush. Once the parasite has struck it’s target, all eight legs clamp on with a vice like grip, at which point the true nature of the tail is revealed, the pointed tail slams into the back of the victims skull puncturing it and penetrating deep into the victims cerebral cortex. The hosts death is instantaneous, but the with the Krael’s proboscis firmly implanted the Krael may now take complete control of the host. The Krael are intelligent and channel all the knowledge their hosts mind contained enabling the Krael to use any skills that the host possessed. Mid-way down the Krael’s body a small mouth opens and a second

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tube enters the hosts body, this tube is used to extract nutrients from the host creature as well as to secrete a powerful metabolic agent in the host organism. The injected agent begins to breakdown the hosts body on a cellular level, turning the once firm flesh into a gelatinous slime, the Krael is engulfed by the slime which surrounds it in a protective shield. The slime retains the existing shape of the host creature. The slime responds to electrical impulses becoming incredibly hard when an electrical charge is passed through it, the Krael’s brain sends a constant stream of electrical pulses through the outer edge of the slime creating a near impenetrable armoured shell, although this can be upset by the addition of another electrical charge. The armoured plates are festooned with all manner of spikes, barbs and blades with which the creature attacks. Blows to the armoured plates are further cushioned by the internal slime absorbing most of the force and cause little or no damage. When a Krael’s host is killed the parasite often surprises the killer by leaping directly at him and attempting to turn him into it’s new host. Krael’s are very intelligent and yet their desires seem completely alien. Kraels have been found directing armies of lesser creatures, at least three Orc Waaah’s have been led by an Orc Warlord under the influence of a Krael. Yet other Kraels have been encountered sneaking around forgotten libraries apparently searching for information. The Kraels motives may be unknown but they are always plotting something sinister.

Krael
WS 69 BS 67 S 29 T 22 Ag 71 Int 79 WP 79 Fel 0 A 2 W 4 SB 2 TB 2 M 5 Mag 0 IP 0 FP 0

Skills: Dodge Blow+10%, Follow Trail, Perception, Read/Write (All), Search, Speak Languages (All). Talents: Flee!, Keen Senses, Night Vision. Special Rules: Krael Host Career: The Krael is a parasite and will always attempt to attach itself to a host. Once attached the Krael’s Host exits their existing Career and enters the Krael’s Host Career (See Below) For everyday that the Krael is attached, the host may take one Characteristic advance, Skill or Talent, no xp are required for these advances. All advances are in addition to any advances the Host already had. For example even if the Host creature had already taken the +25% Weapon Skill Advance it may take up to four additional Weapon Skill advances. Krael Host Skills: The Krael may use any Skill or Talent known to it’s host except for magical abilities as the Krael appear to have no magical aptitude at all. Leap Attack: Krael’s usually attack from ambush by taking a run up and then hurling themselves at their target, this initial attack may be made from a distance of up to 20 Yards and cannot be made from less than 6 Yards. This Leap Attack deals no damage and is resolved using the Krael’s Ballistic Skill Characteristic. If the Krael hits it’s target the target creature is permitted an Opposed Agility Test in order to shake the Krael loose. Tail Spike Attack: If the Krael is not shaken free, it will then attack with the Tail Spike. The Tail Spike Attack is automatically made against the head of the target host, suffering the usual -20% Weapon Skill Penalty for attacking a specific Hit Location. On a successful strike Damage is calculated as normal, however if the Tail Spike causes 3 Wounds or more with a single strike then this indicates that the Spike has penetrated the targets skull killing the Creature instantly regardless of remaining Wounds. From this next round onwards the Krael takes control of the host creature. In order to make a Tail Spike Attack the Krael must have first made a successful Leap Attack and retained it’s grip upon the target creature. Duel Attack: The Krael may perform a Leap Attack and a Tail Spike Attack during the same round as a Full Action. Ordinary Attacks: If the Krael is forced to fight without first making a successful Leap Attack, it does so with the Tail Spike. However these attacks cannot take control of the target creature, even if they cause 3 or more Wounds to the targets head. Armour: Bony Exoskeleton. Armour Points: 4 AP All Areas. Weapons: Tail Spike: Deals SB Damage and counts as having the Armour Piercing, Fast and Impact Qualities.

Krael’s Host
WS +20 BS S +20 T Ag +20 Int * WP * Fel * A +5 W +10 SB TB M Mag IP FP -

Skills: Dodge Blow.

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Talents: Fleet Footed, Hardy, Hideous Strength, Lightning Reflexes, Natural Weapons, Strike Mighty Blow, Strike to Injure, Very Resilient, Very Strong. Special Rules: Skills/Talents: In addition to the Skills and Talents listed above the Krael’s host retains all of their existing non-magical Skills and Talents and gains all the Skills and Talents of the controlling Krael. Gelatinous Cushion: The slime like make up of the hosts body absorbs much of the force of any successful blow. When calculating the damage caused by a successful blow against a Krael’s host roll 1d10 and reduce the amount of damage dealt by this amount. Armour: Carapace. Armour Points: 5 AP All Areas. Weapons: Natural Weapons or any weapon that the Krael decides to use.

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