My project to expand the spells in WFRP 4th edition to accommodate more than just damage spells continues...
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| 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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