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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.
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
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
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.
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.
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.
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.
Wild Magic: You lose control of the magic as you cast the spell. Everyone
01/10
within 30m, including you, takes 3d10 chaotic damage.
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.
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
11/15 Atrophy
26/30 Cyclops
41/45 Infested
46/50 Horns
51/55 Claws
61/65 Tentacles
76/80 Regeneration
81/85 Tail
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.