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Winds of Magic: Warhammer Fantasy Roleplay Product Description
Contents:
Each of the eight lores of magic taught by the colleges is provided with a revised and expanded roster of spells and a separate career for each sort of wizard.
Rules are provided for rituals, complicated spells that can be used to empower magical sites, create magical creatures, or summon powerful but wild entities.
Details on the summoning of Incarnate Elementals, the creation of Magical Constructs and how to develop a familiar as either an NPC or a Player Character.
Details on the properties of magical sites, such as the lines of waystones that drain magic towards the Great Vortex in Ulthuan, and several sites associated with a particular wind.
Characters can tell the future, read the past, or brew magical potions thanks to rules for the practices of Augury, Psychometry and Alchemy (both magical and mundane).
A set of new careers allowing Characters to specialize as a Scryer, Mundane Alchemist, Beadle, or Magister Vigilant.
Eight of the Empire\'s pre-eminent wizards, from Balthazar Gelt to Elspeth von Draken, are detailed as potential patrons for Characters.
Several nemeses are described, such as the Blue Scribes who seek catalogue every spell in existence for the glory of Tzeentch; Egrimm van Horstmann, the greatest
Chaos Sorcerer alive; and Mona Mimn, who wishes to turn all the Old World into a vast fenland.
Please note:
Printed materials are supplied in English.