My project to expand the spells in WFRP 4th edition to accommodate more than just damage spells continues...
Looks like Nicholson but I don't know. Either way, it's awesome. |
Lore of Heavens spells listed WFRP 249. Spells adapted from Realms of Sorcery marked with a *
Spell
|
CN
|
Summary
|
Cerulean
Shield
|
7
(-20)
|
+SL
in Armor Points to all locations. If attacked by metal weapons, the attacker
takes +WB damage.
|
Comet
of Casandora
|
10
(-40)
|
Select
a target point within Initiative score yards. After casting, roll Perception
at the end of the next round: the comet strikes -SL x Init. Bonus yards away
in a random direction. For every success, move the point of impact in a
desired direction by Init. Bonus yards. Damage +12, +1 Ablaze, Prone to
all in Init. Bonus yards of impact.
|
Fate's
Fickle Fingers
|
6
(-10)
|
Pool
Fortune Points of any allies within Init. Bonus yards of you, any may draw
from the pool, first come, first served.
|
Finding
Divination*
|
7
(-20)
|
Signs
in the sky reveal an item’s location, either a specific item or general
category (clean water, a horse). You learn the direction, but not the distance.
This is as the crow flies, so barriers are not shown.
|
Omen*
|
1
(+20)
|
Discovery
is timing is favorable or not for an action. GM rolls secret Intelligence
test (let’s you know if you incorrectly or correctly interpret). The omen
only holds true for 2d10 hours.
|
Project
Spirit*
|
6 (-10)
|
Loosen
your invisible spirit form from your corporeal body, allowing you to travel,
hear, and see as normal (limited by physical boundaries).
|
Starcrossed
|
7
(-20)
|
For
Initiative Bonus rounds, you can spend Fortune Points to force opponents in
Willpower yards to reroll.
|
Signs
in the Stars*
|
8
(-20)
|
Write
a subtle message in the stars and their constellations. Requires a Secret
Signs (Celestial Order) test to correctly interpret unless the ‘reader’ knows
exactly what to look for. Necessarily, the messages will be simple.
|
T'Essla's
Arc
|
7
(-20)
|
Lightning
bolt strikes target in Willpower yards, +10 damage, +1 blinded.
|
First
Portent of Amul
|
3
(0)
|
+1
Fortune, every +2 SLs +1 FP for Init. Bonus rounds
|
Second
Portent of Amul
|
6
(-10)
|
Gain
SLs in Fortune.
|
Third
Portent of Amul
|
12
(-40)
|
+1
Fate Point, must be used by the end of the Init. Bonus rounds or lost.
|
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