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Mordheim - City of the Dammed

Spells and the Winds of Chaos System

Without Chaos, there would be no magic. All magical energy, called the Winds of Magic, emanates
from the Northern pole, where it’s said the Gate to Heaven fell and tore a hole in the fabric of
reality. From this damaged region, raw Chaos spills into the world, changing and tainting all that it
touches.

The energy itself can be harnessed, controlled. A spellcaster can use his will to refract the energy
into its component parts, separating it like strands of multi-coloured yarn. In an effort to reduce the
risks of working with magic, Imperial Wizards devote themselves to the study of a single Wind,
learning from long practice how to impose structure on this energy and produce miraculous effects
known as spells.

But the processes of the Magisters are intentionally limited. Working with the Winds of Magic in the
raw has terrible consequences, with often unpredictable results. Most Magisters know something of
Elven magic, whisper of the power to be had in the Tower of Hoeth where Elven Wizards practice
High Magic, the safe blending of some or all the Winds, but such power is beyond the skills of nearly
any Human to master. The restrictions imposed by the Elven High Mage, Teclis, chafes many
talented Magisters, driving them to study the forbidden arts to reach beyond the safe limits of
Human magic. The techniques they use are reckless and carry grave consequences, corrupting the
mind and flesh with each spell they cast. This forbidden form of sorcery is called Dark Magic.

Whether you are Human who has particularly affinity for one wind or an Elf who can seamlessly
blend aspects of them all, there is nothing more dangerous in Warhammer than casting spells; a
single innocuous spell could result in a reality-rending Demonic abomination mutating or destroying
the caster and his friends. Hopefully the following rules reflect this.

Tell me why your character should have access to the below rules from a
thematic and backstory perspective and I will grant you them.
Mana (Spell Points):
Mana Point Cost Mana Points by Level
Max
Spell Point Class Spell
Spell
Level Points
Level Cost Level
1st 3 1st
1st 2 2nd 4 1st
2nd 3 3rd 9 2nd
4th 11 2nd
3rd 5 5th 18 3rd
4th 6 6th 21 3rd
7th 25 4th
5th 7 8th 29 4th
9th 38 5th
6th 9
10th 42 5th
7th 10 11th 48 6th
12th 48 6th
8th 11 13th 55 7th
9th 13 14th 55 7th
15th 62 8th
16th 62 8th
17th 71 9th
18th 75 9th
19th 81 9th
20th 88 9th

Channelling
Taping directly into the winds of magic to draw directly from it is both dangerous and rewarding.

When you cast a spell, you may tap into the dangerous Winds of Magic to source your magic.

Make an ability check using your Spellcasting ability (Core Stat + Prof), the DC equals 12 + the
amount of mana borrowed.

Regardless of whether you pass or fail the check, you take necrotic damage equal to the mana
borrowed. This damage CANNOT be reduced in any way and anything outside.

When you suffer Exertion for casting a spell, you gain one “Touched by Chaos” count and suffer one
level of Exhaustion.

Wind Affinity
Mortals able to touch the Winds of Chaos typically hone an affinity for a singular wind.

 Aqshy - The Red Wind, the Lore of Fire


 Azyr - The Blue Wind, the Lore of Heavens
 Chamon - The Yellow Wind, the Lore of Metal
 Ghur - The Brown Wind, the Lore of Beasts
 Ghyran - The Green Wind, the Lore of Life
 Hysh - The White Wind, the Lore of Light
 Shyish - The Purple Wind, the Lore of Death
 Ulgu - The Grey Wind, the Lore of Shadow

Pick one Wind from the Winds of Chaos, any spells originating from the selected wind roll their
Channelling checks with Advantage. Provide a list of spells within your spell list that you’re confident
fit into your chosen Wind to be approved by the DM. If you have m

All other spells roll their Channelling checks with Disadvantage.

Touched by Chaos:
As you continue to advance through the world, leveraging your magical abilities, you invite in the
ever-malevolent powers of Chaos.

Every time you fail a Channelling check consult the below table.

Depending on the number of times you’ve been Touched by Chaos you will begin rolling on the
various Chaos Manifestation tables as seen below:

0-1 – No Roll

2+ - Minor Chaos Manifestation

4+ - Major Chaos Manifestation

6+ - Catastrophic Chaos Manifestation

7+ - Catastrophic Chaos Manifestation + Random Mutation


Minor Chaos Manifestation
Die
Roll Result

01/10 Witchery: Within 30m of you, milk curdles, wine goes sour and food spoils.

Ruptures: Your nose bleed and continues until you make a successful Constitution
11/20
ST (DC=10). You can save once per round.

Breath of Chaos: A cold unnatural wind blows through the area casting 'Gust of
21/30
wind (DC=12)' on everybody.

Horripilation: Your face is temporarily melted by magic energy; you roll Persuasion


31/40
checks with disadvantage for a day.

Windtight: You glow with an eerie light for 1 hour, you roll Dexterity (Stealth)
41/50
checks with disadvantage during this time.

Unnatural Aura: Animal within line of sight with you get spooked and unless
51/60
controlled with 'Animal Handling (DC=15)' flee the scene.

Haunted: Ghostly loudly voices fill the air for 1d10 rounds, alerting enemies of your
61/70
position and rendering difficult to hear properly.

Aethyric Shock: The magical energy coursing through your body causes you to
71/80
suffer 3d10 lightning damage.

Mental Block: You channel to much magical energy. You are under the 'Confusion'
81/90
spell until you succeed in a Wisdom ST (DC=16) or for 1 min.

91/00 Unlucky! Roll on the Major Chaos Manifestation table instead.


Die
Roll Result

Major Chaos Manifestation


Die Roll Result

Witch Eyes: Your eyes start burning with fire as they are overflowed with the
01/10 winds of magic. You are blind for a day, except for magical entities, which you see
as beacons in the darkness.

11/20 Silenced: You loose your voice for 1d10 rounds.

21/30 Overload: You are overwhelmed by magical energy and are stunned for 1 round.

Craven Familiar: A Daemon Imp appears from Realm of Chaos and attacks you
31/40
until destroyed.

Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 random
madness from the DM's Guide page 258. Roll a Wisdom ST; if the result is under
41/50
10 roll on the Indefinite Madness, if it is between 10-15 roll on the Long-Term
Madness, otherwise roll on the Short-Term Madness.

Aethyric Attacks: Magical energy burns through you causing 7d10 of chaotic


51/60
damage.

Enfeeblement: Chaos energy wracks your body debilitating your toughness. Your


61/70
Constitution is reduced by 2d6 for 1d10 min.

Mindnumb: Your mind is damaged by magical energy. You cast 'Feeblemind' on


71/80
yourself, but you can repeat the saving throw at the end of each day (DC=13).

Daemonic Possession: You are possessed by a daemonic entity for 1 day. During


81/90 that time the DM controls your actions and when you take back your body, you'll
have no memory of what you just did.

91/00 Trick of Fate: Roll on the Catastrophic Chaos Manifestation table instead.


Catastrophic Chaos Manifestation
Die
Roll Result

Wild Magic: You lose control of the magic as you cast the spell. Everyone
01/10
within 30m, including you, takes 3d10 chaotic damage.

The Withering Eye: Chaos energy wracks your body debilitating your


11/20
toughness. Your Constitution is reduced by 2d10 for 1d10 min.

Aethyric Assault: The winds of magic lash out at you. You lose one random
21/30 part of your body, ripped out by Chaotic energy. Roll one d6 (1-2 legs, 3-4
arms, 5-6 head).

Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1
31/40
random Long-Term Madness from the DM's Guide page 258.

Mindeaten: Your ability to use magic is burned out of you. You return to


41/50
normal after one week of rest and meditation.

Uninvited Company: You inadvertently open a permanent portal linked to one


51/60 random Realm of Chaos. Daemons can enter the material plane and corruption
starts spreading through it.

Daemonic Contracts: You suffer 8d10 chaotic damage as a big Chaos rune


burns its way onto a random part of your body. Should you ever collect 4 of
61/70 these, they will spell out a contract that signs your soul away to a Ruinous
Power (DM's discretion). Removal of the branded skin will make no difference
to the contract (or maybe it will?).

71/80 Tzeentch's Lash: Magic power overwhelms you, knocking you out for 10 min.

Called to the Void: You are sucked into the Realm of Chaos with no apparent
81/90
way back.

Dark Inspiration: The DM can choose any result from this chart or make up a
91/00
comparable catastrophic effect.
Random Mutations
Die Roll Mutation

01/5 Acid Excretion

6/10 Multiple Eyes

11/15 Atrophy

16/20 Feral Appearance

21/25 Bestial Legs

26/30 Cyclops

31/35 Dimensional Instability

36/40 Chaos Organ

41/45 Infested

46/50 Horns

51/55 Claws

56/60 Inside Out

61/65 Tentacles

66/70 Flaming Skull Face

71/75 Uncontrollable Flatulence

76/80 Regeneration

81/85 Tail

86/90 Warped Mind

91/95 Pincer Hand

96/00 Chaos Spawn


Acid Excretion
A foul, green, caustic liquid leaks from the pores of the creature's skin. It gains a +2 bonus to
Constitution as its body get impervious to damage, but it also suffers a -2 penalty to AC, when
wearing armour, as the acid corrodes the metal.
Atrophy
One of the creature's body parts becomes shrivelled and useless. Roll a d10:
1--2 Its head shrinks, forcing a good bit of grey matter to leak out through its ears and nose, reducing
its Intelligence, Wisdom and Charisma by 2
3--6 It loses the use of one of its arms, reducing Strength by 2
7--10 It loses the use of one of its legs, reducing speed by 3m and Dexterity by 2
Bestial Legs
The creature's legs undergo a startling transformation, assuming the look and feel of a deer’s hind
legs. In exchange for the unusual appearance, its speed is increased by 3m, and it gains advantage on
Dexterity saving throws.
Chaos Organ
The creature develops a random second vital organ empowered by chaotic energy, granting a +2
bonus to Constitution. To determine which organ, roll a d10:
1--2 A second heart grows inside of its chest. The creature has advantage on death saving throws.
3--6 Chaotic energy builds a second pair of lungs. The creature can hold its breath double the normal
time.
7--10 A second stomach grants the creature resistance to poison damage.
Chaos Spawn
The Ruinous Powers cast the creature down, transforming it into a Chaos Spawn. It ceases to be a
thinking being, becoming little more than a ravenous beast.
Claws
The creature's hands twist and warp, transforming its fingers into hideous claws. It gains
a Claws attack option: Melee Weapon Attack: (proficiency bonus + Str modifier) to hit, reach 1,5m,
one target. Hit: (1d6 + Str modifier) slashing
Cyclops
The target's face warps into an unrecognisable mass of writhing tissue. After a few moments, it
restores itself to almost its former state. Unfortunately, one of its eyes saw the churning flesh as its
opportunity to escape, promptly grew wings, and flew away. Now, it has but one eye in the centre of
its face, just above its nose. The creature has disadvantage on Wisdom (Perception) checks made with
its eye.
Variations: In about 10% of all Mutants with this mutation, the eye does not centre and instead drifts
to some other part of the face. One of the most horrid examples are where the eye moves to the
mouth.
Dimensional Instability
The creature loses its connection to the physical world, becoming a creature of the Realm of Chaos.
Like Daemons and their ilk, it can be forced out of the physical world to the plane of Daemons with
banishments and similar magic effects. In addition, the creature phases in and out of the material
plane like under a permanent Blink spell connected to the Warp.
Feral Appearance
The creature face mutates, gaining the appearance of some sort of animal or fiend. From now on it has
advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks.
Flaming Skull Face
The flesh of the creature's face sloughs away leaving a naked skull. Moments later, the bone erupts in
hellish flames. It can attack with its flaming head, gaining a Flaming Headbutt attack option: Melee
Weapon Attack: (proficiency bonus + Str modifier) to hit, reach 1,5m, one target. Hit: (1d10 + Str
modifier) fire damage. If it has horns, fangs or some other mutation of the head, this damage is in
addition to their normal damage.
Horns
Horns grow out from the mutant's forehead. It can use them to make attacks, gaining a Gore attack
option: Melee Weapon Attack: (proficiency bonus + Str modifier) to hit, reach 1,5m, one
target. Hit: (1d8 + Str modifier) piercing damage. Each time it gains this mutation, the horns grow
larger. The second time it gains this mutation, the horns inflict 1d10 damage, the third time they
inflict 1d12 and so on. The Horns prevent the mutant from wearing helms, lowering its AC by 2 when
using medium or heavy armor.
Variations: The horns may be smooth, twisted, or notched. Oftentimes, they also feature symbols of
Chaos, foul words in Dark Speech, or insults targeting people the Mutant meets.
Infested
Maggots infest the creature's body, hiding in the crevices of its brain, splashing in the fluids of its
stomach, and rattling in its lungs. The mutant has a -2 penalty to Constitution. These little friends tend
to show up at the least opportune time, dropping in its (or others’) food, slipping from a cuff when it
shakes hands, or falling from the nostril when trying to impress an attractive lady.
Variations: Other infestations can also be entertaining. Scabies, worms and other vermin promise
hours of amusement.
Inside Out
Jealous of the mutant's skin, its guts conspire to break free from its body. In a long and painful
process, the body turns itself inside out so that the creature wear its organs on the outside. It has a -4
penalty to Constitution and it can no longer wear normal armor (only Chaos Armour). In addition any
critical hit made against it inflicts double damage (roll the damage dice four times).

Multiple Eyes
The creature grows a third eye in the centre of its head. Chaos Armour changes to accommodate this
mutation, but other helmets and coifs, though not skullcaps, will need modification to gain the
benefits of the additional eye. The mutant has advantage on saving throws against being blinded and
on Wisdom (Perception) checks based on sight.
Variations: Additional Eyes can sprout anywhere on the body, not just on the face.
Pincer Hand
The mutant's hand (right or left as the GM decides) painfully splits down the centre and transforms
into something like a crab claw, gaining a Pincer attack option: Melee Weapon Attack: (proficiency
bonus + Str modifier) to hit, reach 1,5m, one target. Hit: (1d10 + Str modifier) piercing damage. The
Mutant has also advantage on Strength (Athletics) checks made to grapple.
Regeneration
The creature heals very quickly. At the start of its turn, each round, it regains 5 hit points. If the
mutant takes acid or fire damage, this trait doesn't function at the start of the its next turn. The mutant
dies only if it starts its turn with 0 hit points and doesn't regenerate.
Tail
The creature is surprised to discover it has somehow grown a thick reptilian tail that ends in a knobbly
spiked ball, gaining a Tail attack option: Melee Weapon Attack: (proficiency bonus + Str modifier) to
hit, reach 3m, one target. Hit: (1d8 + Str modifier) bludgeoning damage. In addition the creature has
advantage on Dexterity checks made to maintain balance.
Tentacles
One of the mutant's arms withers away, replaced by a horrible tentacle covered in fine suckers. The
tentacle can grasp weapons normally, but it is not capable of fine manipulation, every spell with a
somatic component has a 50% chance of failing. This mutation also grants a Tentacle attack
option: Melee Weapon Attack: (proficiency bonus + Str modifier) to hit, reach 1,5m, one
target. Hit: (1d8 + Str modifier) bludgeoning damage, a +2 bonus to Strength and advantage on
Strength (Athletics) checks made to grapple.
Uncontrollable Flatulence
The creature suffers from awful stomach distress, which manifests whenever it is threatened. When
attacked or called to make a Fear Test, one of its orifices trembles and involuntarily releases a vile
cloud of gas, casting Stinking Cloud centered on it. The gas remains potent for 1d6 rounds.
Warped Mind
The mutant has a twisted mind. It has a -4 penalty to Intelligence, as it finds very hard to concentrate
upon mundane matters.

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