Circle of Blades, a WFRP 4e spell

This spell has many names and variants – the invisible myrmidons, circle of blades, wall of swords, the faithful swordsmen, all which indicate the same supernatural effect. Variants create different hand weapons, such as hammers, spears, knives, or shields; or may be thematic to the wind of magic used by flaming swords, shadowy daggers, and so on.

Circle of Blades

CN: 10, R: WPB Yards, T: Special, D: WPB Rounds, Arcane

This spell creates a set of floating swords which can be directed by the caster to fight an opponent in close range, or defend the caster. The swords cannot move further away from the caster than their range, and may move as the caster moves.

The weapons fight in unison, striking in attack once each round and defending as required. The blades may also significantly outnumber or distract an opponent. This spell creates WPB swords, which count as magical weapons, with each +2 SL creating an additional sword.

The swords attack and defend using the caster’s WS as their base skill, modified for outnumbering as appropriate; inflicting WPB +4 + attack SL damage. Additionally each two swords conjured count as an extra opponent for the purposes of calculating outnumbering.

A Law of Tzeentch Chaos spell – Turbulence of Tzeentch

Soon there will probably be a plethora of Chaos magic spells for WFRP; enough to daunt even the most faithful Witch Hunter. Till then perhaps this spell might help turn the favours of the dark powers.

Turbulence of Tzeentch

CN: 7, R: WP Yards, T: WPB Yards AoE, D: WPB Rounds, Chaos.

This spell draws on all the winds of magic and casts them into violent disarray. All Channeling and Casting skill checks within the area of effect using a single wind are made more difficult, suffering a -20 penalty to checks. This turbulence is an advantage for casters using multiple winds who instead gain a +20 bonus on Channeling and Casting skill checks. Additionally any miscast roll results are +20% higher.

Alternatives to Spellbooks

As a fluffy setting suggestion in WFRP (and any other fantasy setting) I thought in addition to carrying a traditional spell book a Wizard might also transcribe a spell into other objects to make accessing that spell more convenient, or ensure the spell is written into a sturdier substance.

We don’t know how many pages a spell needs but WFRP has the concept of a scroll in older editions (which is more like a single use mini magic item), so we know a Wizard will have random pages amongst all their exotic equipment.

As there are no rules for this so it’s up to the players around the table to decide if they like the idea, and how it might be implemented. I see it being similar to a Wizard writing out a copy of a spell on paper and keeping that hidden on their person aside from their book, in case an authority or foe is smart enough to take the book. One of my Wizards has two spells written on pages and hidden in boots and shirts so that handy unmemorised spells can still be used.

Instead of writing onto paper pages the Wizard finds a surface and uses this to record the spell. These might be:

  • A vellum sheet attached to the inside of a shield held in place with wax seals (like a purity seal). Or inscribed into a sheet of bronze or tin and highlighted with paints as a more permanent addition.
  • Drawn on their own flesh, as tattoos- along the insides of their firearms arms (think John Constantine).
  • Carved in a long spiral diagonally along the length of a staff, so the staff is rotated as the caster reads.
  • A spell as a set of stone tablets which are stored in the Wizard’s laboratory. Perhaps holding a rare and complex incantation.
  • A Lament Configuration box, with the spell on the six sides; perhaps it also opens…

A spell book isn’t a supernatural item, it’s a series of notes used to cast from. Obviously spells are complex and have many conditions or they could be remembered easily (meaning cheaper in xp). What’s not obvious is how many pages of text each spell takes. A version of D&D many years ago had a rule similar to a page per spell level.

Perhaps a higher CN spell should need a larger surface area; so low CN spells are possible. Say a small page per CN is reasonable.

Happy gaming folks.

Knock Back, an Arcane spell

This is what Push (WFRP p. 244) might have been if designed to affect a single target. This was the principal reason this version was written up as I cannot see Push being useful although the concept was good. There are just too few times when a Witch or Wizard is surrounded by opponents and also not fighting along side allies. Far better to affect less people but be able to target selectively.

Knock Back

CN: 7, T: 1, R: WPB, D: Instant, Arcane

This spell forcefully lifts the target of their feet and throws them away from the caster. The target is moved WPB bonus yards and gains the Prone condition. For every +2 SL the target is knocked a further WPB yards.

Targets must resolve their sudden movement as if they had fallen, likely resulting in some injury.

Larger creatures require an additional +4 SL to be knocked back for each increase in their size larger than humans; smaller targets are treated the same as humans.

A few spells for the Lore of Metal, for WFRP

Gold Wizards have an odd mix of spells in the core Warhammer book – they’re certainly situational rather than broadly beneficial like the spells in the Lore of Death or Lore of Life. Prior editions and the lore had other spell ideas to draw from so here are a few converted to 4th edition and revamped a little around the edges.

Gehenna’s Golden Gun

CN:13, R: WPB Yards, T: Special: D: Willpower minutes.

The wizard drops a golden ingot or nugget to the floor, summoning the artifice of his craft to transmute the ingot into a mighty weapon of war or a superior personal weapon.

This spell transforms the sizable portion of gold thrown to the ground into the Wizard’s choice of a weapon of advanced warfare, black powder, or engineering categories. In addition to the Black Powder and Engineering Ranged weapons, all manner of Imperial artillery are also possible; such as Trebuchet, Flame Cannon, Great Cannon, Arbalest, Helstorm Rocket Battery, and so on.

The transformed weapon is resplendent – overtly gilded in gold and other fine metals; and gains a bonus quality suitable to its form, representing the perfection of purpose.

This spell has greatly increased the favour for Alchemists from the Lore of Metal across the Empire; as artefacts of war may be quickly supplied and deployed.

Then another, useful combatively.

Gehenna’s Golden Hounds

CN:10, R: WP Yards, T: Special: D: WPB Rounds.

The wizard summons a massive pair of clockwork hounds, which bound after his chosen prey and drag it screaming to its doom.

The two summoned hounds immediately seek out the caster’s selected foe, and moving to new opponents once prior victims have fallen. The hounds are frenzied and must attack something each round they are present, even if that is an ally or the caster themselves.

Each additional +2 SL in casting adds another hound to the pack. The hounds use the stat-block from Dire Wolves (WFRP, p.328) without the Undead and Unstable traits, and gain Armour 3 and Painless traits.

Enjoy!

A clockwork tiger by BryanSyme, which is how I see the clockwork hounds looking.

Blood and Sacrificial Magic, something dark and sinister for WFRP Magic

I was thinking late one night about magic options which suit Warhammer Fantasy roleplay that are thematic and the concept from some other RPGs seemed suitable – a Witch (or any other spell caster) could power their magic by either hurting their own body, or hurting somebody else. Essentially burn life to power magic.

Blood Magic (Talent, 1 Max)

The character may choose to burn their own energy as wounds to gain additional success levels on a Language Magic or Channelling skill checks. For each wound taken the character may add +1 SL. The character must choose how many wounds they will sacrifice before each roll, with the wounds are inflicted at the end of the skill check regardless of the outcome of the check.

The cosmetic effect of the wound loss may be as simple as a grimace in pain for a small bonus, or physically harming themselves with knives or tools and such for impressive bonuses. Perhaps their Lore spirals around them – lightning for some, or fire, or swathes of dark ribbons that pierce the casters body.

…And then somewhat darker and probably a forbidden talent known only to those already on a dark path – hurting others.

Sacrificial Magic (Talent, 1 Max)

The character may inflict wounds upon themselves or others to gain additional magical success. For each 3 wounds inflicted the caster gains +1 SL on a Language Magic or Channelling check. If the wounded person also dies the caster gains an additional +2 SL.

…This is an outwardly evil talent; would lend a sense of dread to have spells powered by the victims of a demonologist.

How to emulate Training & Examinations in WFRP

I had a quick thought about how some careers in Warhammer Fantasy Roleplay have their advancement pseudo-gated by tests. Almost all the academic careers, many of the martial careers, and several others would be well served in the setting and more by having the characters return to a suitable authority and pass exams. This is written up as exams however this could be any type of training, testing, exams, etc.

Conversely though it’s not exactly exciting gameplay for a group to sit and roll pass/fails of exams all night; so a mechanical system would be handy. It can be done between sessions or even on an alt screen if you’re using a shared rolling tool (see below).

Now obviously if it pleases the story for the character to advance then “how” is irrelevant – you just get back to the WFRP story (like cleaning out the “rat shaped beastmen” from the sewers as normal).

Ok How? This suggestion is to set a Rating for simple in-character opposed tests, and a Rating and a Cap on attempts required for more difficult mock opposed tests – both which represent the exam process.

Those seeking to complete their first career (T1 to T2) might have a 35 in the suitable Stat and at least 5 Advances; giving a rough skill test Rating of 40. That character then needs to achieve 5 SLs in a set of mock opposed tests vs 40 to advance, and do so without critically screwing up, or without the test taking too long.

The examiner might assume a character seeking to move to Tier 4 should face more difficult challenges than seeking to enter Tier 2. Perhaps then each advancing Tier requires more successes, say 10 SL for T3, and 15 SL to achieve T4.

As a few examples – a simple test of skill might require the character to achieve 5 SL to advance from T1 to T2. They roll several melee basic tests, and count their success levels.

…The poor Soldier does not do well in his grading, and takes 6x separate rolls to eventually get to 5 SLs. The soldiers commander knows the character can be useful, but took a long time for them to demonstrate their skill.

…Or an Entertainer who dazzles their dance master by passing the 5 SL in just 2x tests has demonstrated a superior skill.

There maybe reason to have characters perform many such sets of tests – an academic gaining their degree, or a lawyer gaining their license.

Whatever the case the character has been tested, can see how advancement might be used to inform part of the character’s story, and has the demonstration of what is needed plainly present.

Hope this thought is useful.

Aside – Shared Rolling Tool – when doing many rolls like this it might be worth using an online rolling tool – because you’ll get a far quicker view on how the character did. The Ratcatcher Discord group as a channel specifically for this kid of batched dice rolls. Worth a look if you’re doing a few.