TEXT:  
  
  Liber Fanatica - Volume II : The Perilous Arts 
   
   
  Table of Contents 
   
  Chapter 1 : Way of the Warrior 
  Narrative Combat ................................................................................3 
  by Wim van Gruisen 
  Alternative Combat Rules....................................................................5 
  by James Walkerdine 
  Damage and Healing............................................................................11 
  By James Walkerdine 
   
  Chapter 2 : Way of the Mage 
  Corruption............................................................................................14 
  by Wim van Gruisen 
  Alternative Magic Rules ......................................................................15 
  by Wim van Gruisen 
  Using WFRP1 Spells within WFRP2...................................................17 
  by James Walkerdine 
  Credits 
  Editors/Layout: James Walkerdine, Wim van Gruisen 
  Feedback and Proofreading: Håkan Cervin, James Flinders, John Foody, Henrik 
  Grönberg, Wim van Gruisen, Robin Low, Dave Keville, Adrian Maddocks, Martin 
  Oliver, Dorothy Rachovides, Jay Wrobel. 
   
  The Liber Fanatica is a compendium of articles dedicated to the Warhammer 
  Fantasy Role-Playing Game. Published March 2005. 
   
  The work is offered free of charge to all interested parties and is not to be sold in 
  any form. It may be printed or offered for download if distributed free of charge. All 
  the documents comprising the Liber Fanatica, including the cover and contents 
  page, belong together and are to be kept that way. Individual articles from this 
  compendium cannot be published or distributed separate from the other parts of 
  Liber Fanatica without the explicit permission of the article’s author. 
   
  All original material is copyright to the respective author.  
   
  Email the Liber Fanatica guild at Liber.Fanatica@gmail.com 
  Introduction 
  Welcome to Liber Fanatica - Volume II : The Perilous Arts. This volume collects 
  together a selection of articles that tackle two of the more dangerous arts within the 
  Warhammer world – combat and magic.  
   
  Within Way of the Warrior you will find two articles that provide advice and 
  mechanics for running more freeform combat within your WFRP2 games. A third 
  article also presents options for those who prefer damage and healing to possess a 
  more realistic (some may say deadlier!) element. 
   
  Within Way of the Mage you will find optional mechanics for representing 
  corruption within your game. Additional rules are also provided for the magic 
  system, including the incorporation of corruption, as well as rules for spell 
  learning. Finally the chapter ends with a conversion of the bulk of WFRP1 spells for 
  use within WFRP2. 
   
  Throughout, the intent has been to make these articles as compatible with the 
  official rules as possible and they are in no way official. Hopefully, however, some of 
  you will find the additional ideas presented here to be useful to your games.  
   
  James Walkerdine 
  Editor 
  Disclaimer 
   
  This compendium is 
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  and in no way 
  endorsed by Games 
  Workshop Limited. 
   
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  1
  
  Liber Fanatica - Volume II : The Perilous Arts 
   
   
   
   
   
  Chapter 1 
   
  Way of the Warrior 
   2
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Narrative Combat 
  by Wim van Gruisen 
   
   
   T
  here are different ways to approach combat 
  in RPGs. The WFRP rules describe a combat 
  that is very tactical, with mechanics telling the 
  players what they can do, when they can do it 
  and which precise effect their choices have. This 
  style of combat is suited to the use of miniatures, 
  which can be moved around like chess-pieces. 
  However, when playing combat in such a way, 
  roleplaying takes a step backwards as you play 
  the game-in-a-game. This is not always wanted, 
  or necessary. This article examines a way to keep 
  the focus on roleplaying, even in combat. 
   
  Roleplaying combat 
  The rules for a more roleplaying style of combat 
  are quite simple: when it is your turn, say what 
  you want to do, then roll the dice to see if you 
  succeed. The base mechanics are not much 
  different from the standard combat mechanism 
  in WFRP – it is just that the focus has shifted. In 
  the rulebook there are some twenty actions that 
  you can perform, and everything you want to do 
  has to fit one of those actions. When the focus is 
  on roleplaying, however, you do not consider how 
  your actions fit in the given ones, but how they 
  contribute to the story. In order to do so, you 
  must do a few things:  
   
  Imagine the environment 
  Take the initiative, fill in some of the scenery 
  yourself instead of asking the GM. You know the 
  general setting in which you fight; use your 
  imagination to think of what can be found there. 
  If the combat is in an inn, you don’t have to ask 
  the GM if you can see a mug of beer. Just 
  assume that there is one, and state: “I grab a 
  mug of ale from the table and throw the drink in 
  my opponent’s face – then try to crack his skull 
  with the mug.” This keeps the action going, and 
  your GM, who has his hands full thinking of 
  what every NPC is doing, will be glad that you’re 
  not bothering him with more questions.  
  If the GM says that you cannot do something, or 
  that an object you want to use isn’t available, his 
  word is law. 
   
  Describe your actions  
  If, in a non-combat situation, your character 
  wants to seduce a serving girl, you play it out; 
  you don’t just say “I attempt to seduce the 
  serving girl” and roll against your Fel. That would 
  be no fun. Likewise, in combat you’re expected to 
  say more explicitly what you do. “I hit.” “I dodge.” 
  “I hit again” doesn’t suffice. Instead, describe 
  your actions. “I sidestep his thrust, and now that 
  he’s wide open, I slash at his face” sounds a lot 
  better. Use your imagination. “I jump on the table 
  and kick a candle toward my opponent” makes 
  for a vibrant action scene. 
  Don’t be repetitive. If you’ve just kicked a candle 
  in opponent’s face, then, on your next turn, don’t 
  kick another candle. Try to think of something 
  else instead. 
  The RPG Over the Edge mentions that if the 
  player says: “I hit”, it shows that the character 
  has no clear idea of what he’s going to do. Such 
  actions fail, usually – so the GM should give a 
  penalty to the roll. If a character repeats an 
  action he took the previous round, his opponent 
  will see it coming and be prepared– again a 
  reason to apply a penalty. The main idea here is 
  that not describing your action or repeating a 
  previous one is boring, and boring actions get a 
  penalty on the die roll. This line of thought works 
  well in Warhammer too.  
  The GM is excused from making thrilling 
  descriptions each round for every NPC he 
  controls, by the way. The man has enough on his 
  mind already, so he is allowed to make rather 
  boring calls. The stars of the story are the PCs, 
  after all, so they should shine in the narrative – 
  their opponents don’t have to stand in the 
  limelight. 
   
  Don’t bother with too many rolls, penalties 
  and bonuses 
  The idea is to keep the story going, and that 
  won’t work if you have to stop the narrative every 
  time to roll in order to see if you can do what you 
  want to do. If you jump over the table, grab a tin 
  plate and parry your opponent’s blow, then don’t 
  test against Ag to see if you can make the jump, 
  roll again to see if you can take the plate and 
  finally make a WS test to see if the parry 
  succeeds. Generally, one roll per action is enough 
  (multiple attacks are the exception), and the 
  whole jumping over the table, grabbing the plate 
  and parrying should be seen as one action. 
  Likewise, it isn’t very interesting to stop every 
  round to go over the whole situation to see what 
  bonuses and penalties to the roll you get. It 
  mainly slows down the narrative, and that’s what 
  we’re trying to avoid in this narrative style of 
  combat. Giving both players a -20 to hit because 
  it’s dark just lengthens combat, as the characters 
  are much more likely to miss each other all the 
  time. And that’s boring. 
   
  Chuck rules that hinder the storytelling 
  The most important rule to be chucked is the one 
  regarding hit locations. Somehow it doesn’t help 
  the story forward if you say: “I smash the hand 
  with which opponent supports himself on the 
  table … [sound of rolling dice] … and I manage to 
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  Liber Fanatica - Volume II : The Perilous Arts 
  hit him in the left leg.” Let the story determine 
  where you hit, not the hit location table – and use 
  basic armour rules too. 
  If you don’t remember right away how much 
  damage you’d get from being hit on the head with 
  a stuffed chicken, don’t stop the game to look 
  things up in the equipment chapter; just make a 
  decision on the fly and go on with the story. 
  This article does not give a detailed list of which 
  rules to disregard and which to keep. There is not 
  one true way of narrative combat situations; each 
  group has its own preferences. Decide amongst 
  yourself what rules help and what rules hinder – 
  and in which situations they do so.  
   
  Preparing for battle 
  Usually, when preparing a session, the GM has a 
  good idea when and where fights will take place. 
  In order to make those fights interesting in a 
  roleplaying kind of way, there are a few things 
  that he can do. First, think of interesting 
  locations. If during the last twelve sessions there 
  was a fight at the inn, it would be interesting to 
  move combat somewhere else. A ladies’ boudoir, 
  perhaps, or on the rooftops of the city. If that 
  isn’t possible, then the GM should at least try to 
  make the inn come alive a bit – describe what the 
  place looks like, the atmosphere, the NPCs in 
  there… every inn is unique and leaves a different 
  impression on the players. Likewise, not every 
  forest combat with goblins does have to be the 
  same. One time there’s a clearing where the 
  opponents meet, while another time a brook flows 
  right through a swampy battleground, and a 
  third time some large boulders are hindering the 
  fighters’ view and movement. Descriptions make 
  all the difference in narrative combat. 
  Something the GM should avoid is to copy a well-
  drawn map and put it on the table. Such a map 
  takes the players out of roleplaying mode and 
  right into tactical battle mode. A quickly sketched 
  map, with room to add things on the go, works 
  better. Still better would be to show pictures of 
  what the place looks like. That gives the players a 
  good idea of the setting. 
  Once a good place is chosen, it’s time to fill in the 
  details. Are there any people around, and how 
  will they react to a fight breaking out? What sort 
  of objects might be lying around, and what can 
  happen to them or what can characters do with 
  them during combat? The GM should make a list 
  of things that can happen during the fight, and 
  use that list when describing GMing it. For 
  instance, if combat is breaking out in the 
  harbour, a GM could make a list like the one 
  below: 
  • 
  Someone will be pushed and falls in the 
  water 
  • 
  Fishing nets will be lying around – these 
  could be used to throw over a fighter 
  • 
  There will be crates – someone could smash 
  into them, breaking them 
  It would be interesting if those crates contain 
  smuggled guns – that would bring another 
  party of combatants into the fight 
  • 
  Or the crates could contain fish – when they 
  spill over the ground, that ground will 
  become slippery 
  • 
  A barrel could be rolled toward the PCs 
  • 
  Another empty barrel could be placed over a 
  PC, eliminating him from the fight for a 
  round 
   
  These things don’t have to occur. The GM should 
  not feel obliged to play out every item on his list. 
  It merely serves as preparation so that the GM 
  will be better able to use those actions in the 
  story. It will have an effect on the players too; 
  they will quickly pick up the habit of describing 
  their actions in other terms than “I take my 
  sword and I hit”, instead coming up with more 
  interesting actions, using all sorts of odds and 
  ends that one can expect to be lying about. 
   
  Finding your place 
  Narrative combat is fun. It’s a step away from the 
  traditional tactical combat of many RPGs, but fits 
  better with the narrative structure of most other 
  parts of roleplaying. Mechanically it doesn’t have 
  to be that different from tactical combat, it’s just 
  that the stress of the action is less on mechanics 
  and more about trying to imagine the situation 
  and responding to it. There is a line with pure 
  tactical combat at one end and completely 
  narrative action at the other, and a group can 
  choose what place on that line works for them. 
  It’s even possible that there is not one fixed such 
  place, but that the players sometimes want to get 
  into a more tactical way of combat, perhaps 
  complete with miniatures, while another time a 
  stress on narration fits the situation better. By 
  allowing this kind of variation you can keep your 
  combat scenes fresh and interesting.  
  on the fly and go on with the story. 
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  Liber Fanatica - Volume II : The Perilous Arts 
  Alternative Combat Rules 
   by James Walkerdine 
   
   
   T
  his article presents an alternative set of 
  combat rules that seek to provide a more 
  flexible approach to combat. It focuses on the 
  actions a character may perform within a round 
  and what effects these might have. Calculating 
  how an attack is made, damage is determined, 
  etc. remain the same and the rules presented 
  here should be used in conjunction with those in 
  the WFRP2 combat chapter. 
   
  A key inspiration for this alternative combat 
  approach has been WFRP1, where flexibility 
  within combat was more readily apparent. Many 
  of the actions and their corresponding 
  descriptions stem from the original edition and 
  have been adapted for use within WFRP2. 
     
   
  Combat Round and Determining Order 
  A combat round is a basic time unit used in 
  combat. During a round a character can roughly 
  accomplish what a real person would be able to 
  do in ten seconds. The order in which characters 
  can act in a round is determined by their Agility. 
  The resulting value is referred to as the 
  characters initiative. 
   
  Example: Clem has an Agility of 50, the Orc has 
  an Agility of 30. This means that Clem has the 
  highest initiative and so will act first. 
   
  In the official WFRP 2 rules a D10 roll is also 
  added to a characters Agility score to determine 
  initiative. To make things simpler and to 
  minimise the length of a combat round, in these 
  rules we suggest that you do not do this. Such an 
  approach also makes it easier to support 
  staggered actions (described later). 
   
  Where initiative scores are equal, then actions 
  carried out at this time happen simultaneously. 
   
  Acting in a combat round 
  What a character does in a 
  combat round is referred to as an 
  action. This may involve carrying 
  out a single task that takes an 
  entire combat round, or it may 
  involve many small ones. By its 
  very nature combat in a role-
  playing game is likely to be 
  incredibly variable and what a 
  character does will depend on 
  many factors including their 
  behaviour and the environment 
  they are in.  
   
  However, it is not practical to 
  provide rules to govern every 
  situation. Instead players should describe to the 
  GM what they wish for their character to do. The 
  GM should then decide what is feasible and what 
  types of tests will be involved. In coming to a 
  decision, GM’s should think about a number of 
  issues: 
  • 
  Can the task or tasks be performed within 10 
  seconds? 
  • 
  What skills will be needed? 
  • 
  What aspects of the task(s) require tests? 
  • 
  What modifiers apply? 
   
  Example: Clem is standing on a balcony that is on 
  fire. Clem’s player wants him to run along the 
  balcony, leap off the end and grab hold of a 
  chandelier as his action for this round. The GM 
  determines that this is feasible in 10 seconds, and 
  will involve two Agility tests - one to perform the 
  leap and the other to catch hold of the chandelier. 
  Given that the place is on fire, the GM also decides 
  to impose a –10 penalty to these tests. 
   
  However, a lot of players and GM’s like to have an 
  underlying rule system to support them. It can 
  bring a sense of fairness and balance to a 
  combat, or the GM may simply not feel 
  comfortable in handling a more narrative styled 
  combat. As previously mentioned, it’s not feasible 
  to provide rules for everything but it is possible to 
  provide rules for a set of basic actions. 
   
  The following section describes such a set of 
  basic actions. Essentially these can be viewed as 
  providing restrictions to certain types of task – 
  laying down a set of ground rules that your own 
  style of combat can be built upon. Depending on 
  what a player wants his character to do in a 
  combat round multiple actions may be carried 
  out. Guidance for combining actions is provided 
  later in this article. 
   
   
  Basic Actions  
  Ready (Duration: Varies) 
  represents retrieving an item 
  from you belt, backpack, etc, or 
  drawing a weapon. The amount 
  of time this activity will take 
  varies. As a guide: 
  • 
  Unstrung bows take a whole 
  combat round to ready 
  • 
  Readying two-handed 
  weapons, strung bows, 
  shields and bucklers results 
  in a –30 penalty to the 
  characters initiative for 
  actions carried out in the rest 
  of that round.  
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  Liber Fanatica - Volume II : The Perilous Arts 
  • 
  Hand weapons also result in an initiative 
  penalty. For a sword or equivalent this would 
  be –20, for a knife or dagger this would be –
  10. 
  • 
  Pack items would typically take at least a 
  round to retrieve. For larger/more fiddly 
  items it could take many rounds and should 
  be determined by the GM. 
   
  As well as for readying an item, these rules can 
  also be used for putting an item away. Discarding 
  or dropping an item has no penalty. 
   
  Example: Clem wants to sneak up behind an Orc 
  and slash his throat with his dagger. Clem 
  currently has his sword out and needs to put this 
  away and then draw his dagger. His initiative is 
  50, so putting his sword away gives a –20 
  penalty, and then drawing his dagger would add 
  another –10 penalty. Clem will therefore be able to 
  attack the Orc on 20. Unless the Orc hears him 
  first of course… 
  Cast (Duration: Varies) represents a magic user 
  casting a spell. For casting, a combat round is 
  broken down into two half-actions. Some spells 
  only require one half-action to cast, others 
  require more than two – in which case the casting 
  carries on into the next round (the spell 
  description indicates the casting time required). 
  Channelling before casting a spell also requires 
  one half-action. A spell comes into affect after the 
  last required half-action has taken place. No 
  more than one spell can be cast in a round. 
   
  Example: Clem is casting a spell that has a 
  casting duration of 3. Clem also intends to channel 
  before hand adding an extra one to the duration 
  (total of 4). Given that there are 2 half-actions in a 
  combat round, it will take 2 whole rounds for Clem 
  to channel and cast the spell. The spell comes into 
  affect at the end of the 2nd round. 
  Move (Duration: Varies) represents the 
  character moving in some fashion (walking, 
  running, sneaking, leaping, etc). As a general 
  rule, in a round sneaking characters cannot 
  move more than their Movement in yards; 
  walking characters cannot move more than their 
  Movement x 3 in yards; running characters 
  cannot move more than their Movement x 6 in 
  yards. These assume that the character is doing 
  nothing else but moving in that round. 
   
  For running characters ranged attacks against 
  you are taken at a –20% BS penalty, but melee 
  attacks against you gain a +20% WS bonus. GMs 
  may also impose Agility tests for characters 
  running over difficult terrain. In addition, 
  depending on the environment, the faster you 
  move the more noise the character makes. 
   
  Attempting to leave close combat means there is 
  a chance your opponent(s) will get a free attack 
  on you. The character should make a test against 
  his or her Agility for each opponent, penalised by 
  –10 for every opponent greater than one. Failure 
  means that the opponent can have a free attack. 
  Characters that possess the Dodge Blow skill get 
  a +10 bonus to these rolls (per mastery level). 
   
  Example: Clem is in combat with two Orcs, but it 
  is not going well. He turns and flees. In the 
  process he tries to avoid any final blows the Orcs 
  may deliver. He makes two Agility tests, one for 
  each Orc at –10 because he faces two opponents. 
  He succeeds in one but fails the other and one Orc 
  is able to get a free attack on him. 
   
  In all likelihood characters will combine 
  movement with other actions, for example to 
  move 3 yards and then begin spell casting, to 
  move whilst drawing a sword, or to run and leap. 
  Guidance on how to handle combined actions is 
  provided later. 
  Charge (Duration: Whole round) represents the 
  character running at an opponent and delivering 
  a single powerful attack. For a charge to be 
  effective the target should be at least 4 yards 
  away but within the character’s charge range 
  (Movement x 2 yards). The charging character 
  gains a +10 Weapon Skill bonus and causes 
  additional damage equal to the characters 
  Strength Bonus (SB), for that attack. As an 
  option, the GM may wish to impose a -10 penalty 
  on all actions performed by the character in the 
  following round, to represent the character 
  regaining their fighting composure. 
   
  For charging on horseback the additional damage 
  caused is equal to the combined horse and riders 
  SB. Due to the speed of the charge, the GM may 
  wish to rule that by the end of the combat round 
  the horse and rider are no longer engaged in 
  combat with the opponent(s). 
   
  In general it is deemed that the charge action 
  would take a whole combat round. However the 
  action of charging itself could involve other 
  activities (see Combining Actions). For example, a 
  charge could involve running along a dining table 
  and jumping off the end in an attempt to grapple 
  a fleeing opponent. 
   
  However the character must spend the whole of 
  the combat round focused on the charge action. 
  They can nott first parry a blow and then charge, 
  for instance. They could however take the blow 
  and still charge. 
  Using one or more skills (Duration: Varies) 
  represents the character using one (or possibly 
  more) of his skills. The duration of using a skill 
  and how many can be used in a combat round 
  will depend on the skills involved and the 
  situation they are to be used in. For example, 
  picking a lock may take a couple of combat 
  rounds, whereas concealing a key up your sleeve 
  may only take half a combat round.  
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  Liber Fanatica - Volume II : The Perilous Arts 
  Roll order within combat 
  What has so far not been discussed, either here 
  or in the official rules, is the order in which 
  rolls are made during combat. This is 
  particularly relevant when determining whether 
  your character intends to dodge or parry a 
  blow. Although you could probably think of 
  other approaches, we present three options 
  here. 
   
  The Realistic Approach 
  The attacker announces they are going to make 
  an attack. The defender then announces 
  whether they are going to attempt to dodge or 
  parry the attack. Relevant rolls are then made 
  and the results are determined accordingly. 
  This approach is arguably the most realistic 
  but could also be considered the most unkind 
  to the players. They could use up an Attack 
  Action to parry a blow which does not hit them 
  anyway. 
   
  The Player Friendly Approach 
  The attacker announces they are going to make 
  an attack. Relevant rolls are then made 
  (including damage, if applicable). The defender 
  then announces whether or not they are going 
  to attempt to dodge or parry the attack. If so, 
  relevant rolls are made and the results are 
  determined accordingly. 
  With this approach you are sacrificing realism 
  by allowing the player to determine what they 
  want to do after the attacker has made all his 
  rolls. This means that they might decide not to 
  use up an Attack Action because they know 
  their armour and Toughness will absorb the 
  damage. 
   
  The Middle Ground 
  The attacker announces they are going to make 
  an attack. Relevant rolls are then made, but 
  not including the damage roll (if applicable). 
  The defender then announces whether or not 
  they are going to attempt to dodge or parry the 
  attack. If so, relevant rolls (including the 
  damage roll) are made and the results 
  determined accordingly.  
  This approach takes a middle ground allowing 
  the player to see whether the attack hits but 
  not what damage is caused. This still leaves the 
  risk that a player may expend an Attack Action 
  for no reason, as their armour and Toughness 
  could still absorb the resulting damage. 
  Combat (Duration: Whole round) as an action 
  that takes a whole round means that the 
  character is entirely focused on fighting the 
  opponents around him and does not have time to 
  do anything else. In this situation the character 
  receives a number of Attack Actions equal to 
  their Attack score.  
   
  Example: Clem has an Attack score of 2. He 
  therefore is able to perform 2 Attack Actions in a 
  combat round.  
   
  In situations where combat isn’t the only activity 
  performed by the character in that round, then 
  the number of Attack Actions they have may be 
  reduced. Generally, if a character has the time to 
  perform an attack then they will always have at 
  least one Attack Action (see Combining Actions). 
   
  As with standard actions what constitutes an 
  Attack Action is fairly flexible. A set of common 
  ones is provided here.  
   
  Basic Attack Actions 
  • 
  Aim - The character spends time preparing a 
  melee or missile attack, increasing the 
  chance to hit by +10. You cannot perform 
  multiple aim actions for a single attack. 
  • 
  Attack – The character can perform one 
  melee or ranged attack. You can't make more 
  attacks than your Attacks characteristic in 
  one combat round. 
  • 
  Change Opponent – The character can turn 
  to face another opponent. This can also 
  include movement of up to half the 
  characters Movement characteristic in yards. 
  • 
  Dodge Blow – The character can try and 
  dodge an opponent’s attack (he is aware of). 
  In order to do this you must possess the 
  Dodge Blow skill. A Dodge Blow test should 
  be performed – success means the attack has 
  been successfully dodged. You cannot 
  attempt to dodge and parry the same attack. 
  You can't take more Dodge Blow actions than 
  your Attacks characteristic in one round – 
  this includes the free Dodge Blow action that 
  the skill automatically gives you. The Dodge 
  Blow action can be used reactively (see 
  Reactive Actions). 
  • 
  Parry – The character uses their weapon or 
  shield to deflect a single melee attack. The 
  character must make a Weapons Skill Test to 
  parry the blow. On a success the attack is 
  beat back and no damage is suffered. You 
  cannot attempt to parry and dodge the same 
  attack. You can't take more Parry actions 
  than your Attacks characteristic in one 
  round. The Parry action can be used 
  reactively (see Reactive Actions). 
  • 
  Reload – The character reloads a missile 
  weapon. See Chapter 5: Equipment for the 
  number of Attack Actions it would take to 
  reload ranged weapons (1 Half Action = 1 
  Attack Action). Some may require more than 
  a whole combat round. The Rapid Reload 
  talent reduces the number of Attack Actions 
  it takes to reload a missile weapon making it 
  possible for some characters to fire a bow 3 
  times in a combat round. 
   
  The Combat action also allows for a small degree 
  of reasonable movement whilst in melee combat. 
  This represents the general closing in on an 
  opponent and the small movements that are 
   7
  
  Liber Fanatica - Volume II : The Perilous Arts 
  made as blows are exchanged. A general 
  guideline is that the character cannot move more 
  than half their Movement characteristic in yards. 
  This is separate from any movement that might 
  be performed whilst Changing Opponent.  
   
  Combining actions 
  So far a number of common actions have been 
  presented. However in all likelihood a character 
  will perform many of these actions in 
  combination, during a combat round. There are 
  too many possibilities to provide rules for all, and 
  often what the character will want to do does not 
  directly map onto one of the actions presented 
  above. Often, therefore, the GM will have to use 
  his own judgement to determine what can be 
  done and what tests, etc, need to be made. 
   
  To deal with combined actions the GM should 
  consider a number of issues:    
  • 
  Can the combination of actions be 
  performed in 10 seconds? Get an 
  understanding of what the player wants their 
  character to do and then assess whether this 
  is reasonable for 10 seconds. In a combat 
  situation 10 seconds is actually quite a long 
  time, so this does provide a fair leeway for 
  many types of complex action. 
  • 
  Are they concurrent or sequential? Do the 
  actions happen one after the other, or do 
  they happen at the same time. Generally it is 
  harder to do two actions at exactly the same 
  time, than to do them one after the other. 
  Performing concurrent actions should 
  therefore result in a penalty of some form. A 
  basic penalty would be –10, but for 
  particularly complex actions this should be 
  increased. 
  • 
  Do they affect each other?  Does the 
  performing of one action reduce the amount 
  of time that can be spent on the other(s)? 
  Does one need to be completed before the 
  other? Can the failing of one action have a 
  negative affect on the other? If there is an 
  affect, then the outcome of one may impose a 
  modifier on the other action(s).  
  • 
  What tests are involved? What skills and 
  characteristics are required to perform the 
  actions? Does each action warrant a test? 
  Generally a set of sequential actions would 
  require individual tests. Concurrent actions 
  can more often than not be compiled into a 
  single test, especially if they involve similar 
  skills. For compiling tests into one, a simple 
  and balanced solution is just to take the 
  average of the target test scores. 
  • 
  What modifiers are required? As well as 
  possible modifiers for the issues presented 
  above, modifiers may also be applied as a 
  result of the environment, the actions of 
  others and the general difficulty level of the 
  tasks. An easy task may result in modifiers of 
  +10, +20, etc. Alternatively a difficult task 
  may result in modifiers of –10, –20, etc. The 
  important thing is that the difficulty of the 
  roll reflects the difficulty of the task. 
   
  These issues may seem daunting, but the 
  majority of GMs have to deal with on the spot 
  decisions like these at various points during a 
  session. Generally the more practice you have at 
  making such decisions, the easier it becomes. 
  The key is to identify what tests are required and 
  what modifiers apply to them. 
   
  Example: Clem is involved in a rooftop chase. The 
  thief who stole Clem’s purse has jumped across 
  onto another rooftop and Clem intends to give 
  chase. In this combat round Clem intends to run 
  across the slippery roof he is currently on and leap 
  across to the other building.  
   
  This action can be broken down into two stages. 
  Running on the slippery roof and then making the 
  leap. As a result the GM decides that two tests are 
  required. The first is an Agility test to see whether 
  Clem can safely run across the roof without 
  slipping and falling. Because the roof is slippery, 
  and because Clem is running at full pelt, the GM 
  imposes a –10 penalty. The dice are rolled and 
  Clem succeeds! He now needs to make a test for 
  the leap to the other rooftop. Again the GM feels 
  that the conditions warrant a –10 penalty. Again 
  the dice are rolled, and he just makes it. 
   
   
   
  Example: The chase progresses and Clem sees 
  the thief climbing up a rope that is dangling from 
  an open tower window. Clem intends to run to the 
  rope but at the same time draw his dagger and 
  throw it at the thief. 
   
  This action can be broken down into three aspects. 
  One aspect, running along the slippery roof is 
  prevalent for the whole round. The other two, 
  drawing the dagger and then throwing it, are 
  sequential. Again the GM decides that an Agility 
  roll is needed to see whether Clem can safely run 
  across the roof. However, failure of this roll will 
  affect the other parts of his action – namely he 
  won’t be able to throw the dagger because he will 
  be too busy trying to avoid falling off the roof! 
   
  However, the dice are rolled and Clem succeeds! 
  Clem draws his dagger (giving him a –10 to his 
  initiative) and then throws it at the thief. The GM 
  decides that because Clem is also concentrating 
  on running along the roof, the throw will have a –
  10 penalty. Again the dice are rolled. The dagger 
  clatters into the tower wall, just to the left of the 
  thief who climbs through the window and out of 
  sight… 
   
  Combining some actions together could have has 
  an effect on how much can be achieved with 
   8
  
  Liber Fanatica - Volume II : The Perilous Arts 
  those actions. This is particularly true for 
  movement and combat. For example, a character 
  who first has to run 10 yards to engage an 
  opponent is unlikely to be able to unleash as 
  many blows as someone who is already there 
  fighting them. To handle such situations the GM 
  should assess how long each action would take 
  and then determine how much of the full action 
  can be done in that time. 
  Why is Dodge Blow a skill but Parry is not? 
  Good question. The most likely explanation is 
  that it has been carried over from the 1st 
  Edition combat rules. In the 1st Edition, 
  possession of the Dodge Blow skill allowed the 
  character to have a ‘free’ dodge blow action per 
  combat round.  
   
  Obviously the idea that everyone automatically 
  knows how to parry but has to learn how to 
  dodge is a bit strange – but is something we 
  have live with. Consequently, to justify the cost 
  of learning Dodge Blow, within these alternate 
  combat rules a character that possesses the 
  skill is also entitled to one free Dodge Blow 
  Attack Action in a round. In essence the 
  character is gaining an extra Attack Action 
  each combat round, which can only be used 
  for dodging. 
   
  This free Dodge Blow Attack Action is special in 
  that it can be used in conjunction with non-
  combat actions as long as the character is 
  aware of what needs to be dodged.  
   
  Example: Clem spends his entire combat round 
  running away from danger. A nasty Orc, who is 
  in front of Clem, tries to grab him and succeeds 
  in his attack. If Clem didn’t have the Dodge 
  Blow skill then there would be nothing he could 
  do about it. If, however, he did possess the skill 
  and because he is aware of the Orc in front, then 
  he could attempt to make a free dodge.  
   
  Ultimately the GM has final say in whether 
  attempting to dodge in the given situation is 
  feasible or not. Whether the free Dodge Blow is 
  used or not, the character cannot dodge more 
  times than his Attack characteristic. 
   
  Example: Clem’s friend was taken prisoner by the 
  Orcs. Clem has sneaked into the Orc’s lair and the 
  cell area where his friend is being held. Clem’s 
  player intends that in the combat round Clem will 
  sneak over to a bucket of smelly Orc waste, pick it 
  up and then swing it at the Orc jailer’s head. The 
  GM decides that this will comprise of two actions: 
  first, sneaking to the bucket and picking it up and, 
  second, attacking the jailer with it. The GM also 
  decides that by spending part of the round getting 
  the bucket, Clem will loose two of his three Attack 
  Actions. Clem’s player accepts this and Clem 
  tiptoes towards the bucket… 
   
  Delaying actions 
  Characters may wish to delay an action until 
  later in the round. The general rule for this is 
  that a character can delay an action up until the 
  point they are next due to act (even if this crosses 
  over to the next combat round). If the action is 
  not used by then, it is lost. You cannot delay 
  more than one action at a time. 
   
  Example: Clem has initiative of 50 and wants to 
  wait to see if his opponent surrenders before he 
  kills him. Clem’s opponent has an initiative of 25, 
  and at this point he tries to stab Clem with his 
  dagger but misses. Clem therefore runs him 
  through. 
   
  If characters wish to act at the same time, then 
  the person with the highest Agility would act 
  first. Agility tests should be made in the event of 
  a tie. 
   
  Reactive actions 
  Sometimes a player may want his character to 
  react to another’s actions and in some 
  circumstance even before it is their own turn. 
  Reacting before your go should generally not be 
  allowed, however it is unreasonable to rule this 
  for Attack Actions such as Parry and Dodge Blow. 
  A character is unlikely to just stand there whilst 
  being hit by their opponent! 
  The general rules for handling such situations 
  are as follows: 
  • 
  If the character has purposely delayed his 
  action then the character can react 
  accordingly. 
  • 
  If the character has not purposely delayed 
  his action then the character is still able to 
  perform the reactive action. However, 
  whether or not the reactive action succeeds, 
  an Attack Action is lost. Some GM’s may also 
  with to impose a –10 penalty for performing 
  the reactive action to reflect the fact that the 
  character is reacting before his initiative 
  allows. 
  • 
  If a staggered action approach is used to 
  determine combat round order (see below) 
  the character intending to do the reactive 
  action must have at least 1 unused Attack 
  Action left for that turn. 
   
  Example: Clem is in combat with an Orc chief. 
  The Orc having the higher initiative, swings his 
  scimitar and hits. Clem’s player decides to do a 
  reactive parry as the Orc looks like he could cause 
  a lot of damage! Because it is before Clem’s 
  natural go in the combat round, the parry will be 
  made with a –10 penalty. He attempts the parry, 
  but misses! As well as his arm, Clem also loses 
  one of his Attack Actions for that turn.   
   
  Staggering actions 
  Although some players and GMs may prefer a 
  system in which all their actions are carried out 
  on their turn, others prefer an approach that 
  provides a more simultaneous feel in which their 
  actions and those performed by others are spread 
   9
  
  Liber Fanatica - Volume II : The Perilous Arts 
  over the combat round. A simple, but fairly 
  effective mechanism to achieve this is to divide 
  your characters initiative by the number of 
  actions you are performing and then perform 
  each action at the beginning of each segment.  
   
  Example: Clem has an initiative of 60 and intends 
  to perform 3 Attack Actions. Using a staggered 
  action approach, Clem’s first attack action would 
  happen at 60, his second at 40 and his final one 
  at 20.  
   
  Generally a staggered approach will probably 
  only be used with Attack Actions (as illustrated in 
  the above example), and the GM can quickly jot 
  down how each characters Attack Actions would 
  be staggered before a session begins. There is no 
  reason, however, why you could not use 
  something similar for other types of action.  
   
  Example: Clem intends to run and leap over a 
  chasm. The GM decides this is comprised of two 
  actions of equal time. He therefore starts running 
  at 60 and starts the leap at 30.  
   
  The use of staggered actions may also be useful if 
  other characters want to do something at the 
  same time.  
   
  Example: As Clem runs towards the chasm 
  (Initiative 60) an Orc attempts to trip him with his 
  spear (Initiative 40). The Orc gets a chance to send 
  Clem sprawling because he has not yet reached 
  the jump point (Initiative 30). 
   
  The rules for delaying actions still work the same 
  way. Using the first example, Clem can delay his 
  first Attack Action (from 60) up until the initiative 
  order reaches 40. At this point he loses his attack 
  action. 
   
  Extra Rules  
  The above represent essential rules for running 
  combat. This section provides some addition 
  rules that GMs and players may wish to use.  
   
  Additional Attack Actions 
  It is fairly straightforward to add to the number 
  of Attack Actions that can be carried out. Three 
  from the WFRP 2 rulebook are: 
  • 
  Feint - The character attempts to throw the 
  opponent off guard by making a pretend 
  attack. An opposed WS test should be 
  performed. If the character wins, his 
  opponent cannot dodge or parry the 
  characters next attack. Feint can also be 
  used as a body-feint (Ag vs. Ag) to avoid 
  melee-attacks directed at you while running, 
  or getting past blocking enemies etc 
  • 
  Manoeuvre - The character attempts to force 
  his opponent up to 2 yards in any direction 
  (as chosen by the player). If desired the 
  character can advance 2 yards as well. 
  Manoeuvre is resolved as an Opposed 
  Weapon Skill Test. A success means the 
  character can move the opponent as desired. 
  • 
  Trip - A trip action must always be directed 
  at the opponent’s legs, in which case the 
  normal -20 to Ws apply. After a successful 
  hit with an appropriate weapon or object an 
  Opposed roll is made, the attacker roll 
  against Strength, and the defender roll 
  against either Strength or Agility, at his 
  choice. If the defender fails, he is knocked to 
  the ground and must spend time getting on 
  is feet again. 
  Stances 
  Stances can also be used in combat. Stances 
  should be declared on the characters first action 
  in a combat round and stay in place until the 
  characters first action in the next combat round. 
  Example stances: 
   
  Aggressive: The character puts more power into 
  his fighting, thus taking risks getting his enemy 
  to the ground as quickly as possible. The 
  character fights with +20 Ws or +2 damage 
  during the round of battle. He may not use Attack 
  Actions to parry or dodge incoming blows 
  (including the free Dodge Blow). The benefits of 
  the Aggressive stance do not apply when 
  performing the Charge action 
   
  Guarded: The character stays on his guard 
  against incoming blows, sacrificing some 
  offensive capacity for his safety. During the 
  Guarded round, the character has +10 Ws to 
  parry, but suffers a -10 Ws for all strikes. 
   
  Defensive: The character sacrifices all offensive 
  capacity for the ability to defend himself better. 
  During a defensive round the character get a +20 
  to all parry and Dodge Blow tests, but is not 
  allowed to do anything except parry or dodge. 
   
  Faster Reload?  
  With these alternate combat rules reloading a 
  missile weapon can be a slow process (in theory a 
  whole combat round to reload a bow if you only 
  have 1 Attack and do not possess the Rapid 
  Reload talent). For some GMs/Players this might 
  be too slow. A simple solution is just to reduce 
  the reload time for all missile weapons by 1.
   10
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Damage and Healing 
  by James Walkerdine 
   
   
   T
  his brief article provides some optional rules 
  that extend those that are found in the WFRP 
  2nd edition rulebook. In some cases they have 
  been influenced by already published rules from 
  the first edition supplements. As with the other 
  rules presented within this compendium, you 
  should only pick and use the additional rules 
  that suit your style of game. 
   
  Damage 
   
  Dazed and Falling Unconscious 
  Some players and GMs may find that it makes 
  sense for characters to be dazed or even pass out 
  when they have taken excessive damage. The 
  official rules, as they stand, do not directly 
  support this; however there are a number of 
  simple ways in which this could be included. 
   
  • 
  Losing more Wounds than your TB – if a single 
  blow causes a character to lose more Wounds 
  than their Toughness Bonus value, there is a 
  chance that they become dazed. The 
  character should make a Toughness test. 
  Failure results in the character being dazed 
  for the next combat round. All activities 
  performed whilst dazed are at a -20 penalty. 
   
  • 
  Losing over half your Wounds – if a single 
  blow causes a character to lose half or more 
  of their remaining Wounds, there is a chance 
  that the shock of the blow may cause them to 
  pass out. The character should make a 
  Toughness test. Failure results in the 
  character passing out for 1D10 combat 
  rounds, or until revived by receiving healing. 
  Unconscious characters count as being prone 
  within combat situations. 
   
  • 
  Receiving a critical hit – whenever you 
  character receives a critical hit, there is again 
  the chance the shock may cause them to 
  pass out. A Toughness test should be made, 
  with failure resulting in the character 
  passing out for 1D10 combat rounds. If the 
  rules for accumulating critical hits (see 
  below) are used then negative modifiers may 
  also be imposed to these tests. 
   
  Clearly, using all these options would make 
  combat incredibly deadly, and so it is advisable 
  to pick and use only one or two of them.  
   
  Accumulating Critical Hits 
  As it stands it is possible for a character, during 
  a single combat, to receive many ‘light’ critical 
  hits that aren’t really that critical! For example, 
  within a combat a character may easily receive 
  four low level critical hits in a row. Often the 
  descriptions for such critical hits do not really 
  reflect the fact that the character is being 
  gradually worn down by the enemy. It would be 
  sensible, therefore, to incorporate a mechanism 
  to reflect this. A very simple solution is to say 
  that each time a character receives a critical hit 
  of level 3 or more, they receive a 5% penalty to all 
  future actions (until at least the end of the 
  combat). This penalty is cumulative so each 
  additional high-level critical hit further increases 
  the penalty by 5%.  
   
  Example: 
  Clem is in combat with an Orc. The Orc hits him 
  and causes a level 4 critical hit. Clem, therefore, 
  now possesses a 5% penalty to all his future 
  actions. In the next round Clem receives another 
  level 2 critical hit – this is below the level 3 
  threshold so the penalty remains at 5%. In the 
  third round Clem received yet another critical hit of 
  level 5. This increases the penalty to 10%. Clem’s 
  sword is starting to get really heavy…  
   
   
   
   
  Healing 
   
  Using the Heal Wounds skill 
  Within the official rules the Heal Wounds skill 
  can restore up to 1D10 Wounds to a lightly 
  injured character. Given that an average 
  character would typically have around 11 
  Wounds, this can mean that even a badly injured 
  character (for example, one reduced to 4 
  Wounds), can receive a quick spot of first aid and 
  be back up to full strength. Furthermore, the 
  Heal Wounds skill can be used on a wounded 
  character every day. This makes it very likely a 
  character will be fully healed of their injuries 
  within only a couple of days.  
   
  Some players and GM’s may not like this rapid 
  healing of characters, and feel that it doesn’t fit 
  in with the grim and gritty feel of the Warhammer 
  world, where wounds can take a while to heal. 
  There are a number of ways to accommodate 
  this: 
  • 
  Reducing the effectiveness of the skill – 
  instead of healing 1D10 Wounds, Heal 
   11
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Wounds can only restore 1D5 Wounds (1D10 
  divided by 2, rounded up). In addition, the 
  Heal Wounds skill should never be able to 
  heal more Wounds than were actually lost in 
  that encounter. For example, if a character 
  loses 2 Wounds from falling, Heal Wounds 
  should only be able to restore a maximum of 
  2 back. 
   
  • 
  Reducing the number of times it can be used – 
  instead of being able to use the skill every 
  day, Heal Wounds can only be used once a 
  week (the patient should still receive daily 
  treatment for this to be the case). However, 
  this is on top of Wounds that are restored 
  from natural healing. 
   
  Obviously using both of these approaches would 
  result in a game where characters can take quite 
  a while to heal from their injuries. This may not 
  be suitable if combat is a frequent event in your 
  adventures. 
   
  Modifying Healing rolls 
  Some GM's may wish to impose additional 
  modifiers to healing rolls based on the 
  surrounding environment, the severity of the 
  patient's injuries, available equipment and 
  medicines, etc.  
   
  Generally, the GM should consider the situation 
  where the healing is taking place and ask 
  questions such as: 
  • 
  How badly injured is the character? Will these 
  injuries impede any attempts at first aid or 
  surgery? 
  • 
  What is the environment like? How clean is it? 
  Is there a good chance of getting an infection? 
  Is the medical equipment clean? 
  • 
  What facilities are available? Does the healer 
  possess medical equipment? Herbs? 
  Medicines?
  The GM should then determine a modifier for 
  the healing roll based on the answers. As a 
  guide, if healing is taking place in a fairly dry 
  and clean environment, with only basic first 
  aid gear, and the patient is not too heavily 
  wounded, then no modifiers should be 
  applied. If the situation happens to be better 
  or worse than this, then a bonus or penalty 
  should be given (within the range of +20 to -
  20 would be most suitable). 
   
  As an example, we provide two ways in which 
  modifiers could be used: 
   
  • 
  Severity of wounds - when healing is being 
  performed on an injured character who has 
  taken critical damage, a penalty can be 
  applied that reflects the level of the highest 
  critical hit they have received.  
   
  Critical Hit Level 
  Penalty 
  1-2 
  0 
  3-4 
  -5 
  5-6 
  -15 
  7-8 
  -25 
   
  Example: 
  In a recent combat Clem sustained level 2 
  and level 5 critical hits. When he receives 
  treatment the healer will be at a -15 penalty 
  to their healing roll. The penalty is based on 
  the highest critical hit Clem has received, 
  which in this case is level 5. 
   
  • 
  Treatment environment - the conditions that 
  the healer is working in can also result in a 
  modifier to the healing roll. 
   
  Environment 
  Bonus/Penalty 
  Well-cleaned room 
  +10 
  Indoors/Under cover 
  +5 
  Dry open/Wilderness 
  +0 
  Poorly cleaned room 
  -5 
  Damp/Muddy/Dirty 
  -10 
  Sewer/Marsh 
  -15 
   
   
  Medical equipment 
  +10 
   
   
   
   
  Critical Successes and Failures 
  Critical successes or failures denote a more spectacular effect than a normal success or failure. A good way to 
  determine their occurrence is to let a critical be scored when rolling doubles (like 11, 33 or 88).  A double under 
  target number is a critical success, one over target number is a critical failure. 
  The nice thing about this mechanic is that no matter how good a character is, there’s always a roughly 10% 
  chance that if he fails, it will be a critical failure and that when he succeeds, it will be a critical successs.  
  In order to do this completely correct, a roll of 00 should indicate zero, not hundred – that gives a range from 00 
  to 99, and a better distribution of criticals along that range. With the normal range from 01 to 100, doubles 
  concentrate on the upper end of that range, with 99 and 00. This leads to more critical failures. Many people are 
  used to a range from 01 to 100, though, and changing this will only have an impact once on every hundred rolls. 
   12
  
  Liber Fanatica - Volume II : The Perilous Arts 
   
   
   
   
   
  Chapter 2 
   
  Way of the Mage 
   13
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Corruption 
  by Wim van Gruisen 
   
   
  A
   
  ny person involved with Chaos will ev
  get corrupted by it. Magic is derived from
  forces of Chaos, and is therefore dangerous to 
  use – even the weak magic variant that Humans 
  were taught by the Elves.  
  entually 
   the 
   
  This article introduces Corruption Points to 
  represent the creeping, increasing influence 
  Chaos has on people. Characters can get 
  Corruption Points in many ways. The main ones 
  are: 
  • 
  Casting spells (see the text on magic, below) 
  • 
  Being in contact with warpstone 
  • 
  Participating in a Chaos ritual 
  • 
  Using dark magic 
   
  Casting Spells: The magic chapter describes 
  how a character can become tainted with 
  corruption when casting spells, and how many 
  Corruption Points he gets. 
   
  Warpstone: The number of Corruption Points 
  obtained varies dependent on the size of the 
  stone and the length of exposure. As a rule of 
  thumb, a character would get six Corruption 
  Points if he has been in contact with a fist-sized 
  piece of warpstone for a full day. 
   
  Chaos Ritual: How many Corruption Points one 
  gets depends on  which ritual is performed. As a 
  rule of thumb, a character gets one point for 
  every hour (rounding up) the ritual lasts.  
   
  Dark Magic: A character gets one Corruption 
  Point every time he casts a Dark spell. This is in 
  addition to the other effects of using magic. 
   
  As long as the character has fewer Corruption 
  Points than twice his WP bonus (see the Magic 
  section) there is no danger yet. When the 
  character receives more Corruption Points, 
  however, he has to make a Corruption test every 
  time one or more Corruption Points are gained. 
  He rolls a d100, trying to roll higher than his 
  Corruption Point total. If the player fails that test, 
  check the table on the next page to see the effect 
  of the corruption on the character. Alternatively, 
  the GM may choose a corruption (from the list or 
  one made up) that fits the character or the 
  situation. 
   
  Next to physical corruption, the character can 
  become mentally corrupted as well. Usually, a 
  corrupted character grows ever more extreme in 
  his motivations, the pursuit of which tends to 
  take over his life. For more on this, check the 
  Motivation chapter in the Character 
  Compendium. 
   
  When a character’s Corruption Point total 
  exceeds his WP score, that character is lost to 
  Chaos. It becomes an NPC; the player must 
  create a new character. Corruption Points 
  normally cannot be reduced, although stories are 
  told about a cleansing fire in a temple somewhere 
  in far away Kislev that burns away any mark of 
  Chaos … 
   
  Roll 
  Effect 
  01-10 
  Allergy 
  11-20 
  Aversion 
  21-25 
  Debilitation 
  26-35 
  Disfigurement 
  36-45 
  Disturbing Presence 
  46-50 
  Madness 
  51-60 
  Palsy 
  61-70 
  Stench 
  71-75 
  Weakness 
  76-100 
  Aggravation * 
   
  The description of these effects is given in 
  Chapter 7 (Magic) of the rulebook, in the section 
  on Dark Magic.  
  * When Aggravation is rolled, roll again if the 
  character has not suffered any Corruption effect 
  yet. Otherwise, the last gained effect becomes 
  stronger – take that effect another time. 
   
   
   
  Degrees of Success 
  In the case of contested rolls where both contestants succeed, the rulebook suggests to determine the winner by 
  using Degrees of Success. According to the book “for each full 10% you beat your chance by, you receive one 
  degree of success.”  
  An easier way to do this is to look at the “tens” die of your roll. If you have a skill of 38, and you roll 26, you 
  have two degrees of success, since your “tens” die rolled a 2. It is a little simpler but still gives the same 
  probability distribution. 
  Under the Degrees of Success method (whichever method you choose), there is still always a 10% chance that 
  the task ends in a draw. A better approach is that the contestant who rolled the higher number, while still passing 
  the test, wins. 
   14
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Alternative Magic Rules 
  by Wim van Gruisen 
   
   
  W
  ith the addition of a Corruption mechanic in
  the last chapter, the process of casting 
  magic needs some modification. This article 
  provides that, and adds some extra elements in 
  order to give magic more variety. 
   
   
  Using magic consists of three steps: 
  1. Make a channelling roll. This is obligatory. 
  2. If the roll succeeds, roll a number of d10s 
  and try to roll over Target Number.  
  3. If that roll succeeds, apply effects. 
   
  Each magician has a Will Power Bonus. This is 
  computed just like the Strength and Toughness 
  Bonuses, by dividing the WP attribute by 10, 
  rounding down. A wizard with a WP of 58 has a 
  WP bonus of 5. 
   
  Example: Adelbert Teugen is a wizard of the 
  Bright College. He has a WP of 41, and thus a WP 
  bonus of 4. 
   
  Hedge wizards do not have the knowledge and 
  training that shields other magicians (if only 
  partly) from getting corrupted when using magic. 
  Their WP bonus is two points lower than that of 
  other magicians.  
   
  Example: Bruno Didzen is a Hedge Wizard with a 
  WP of 47. His WP bonus is only 2. 
   
   
  The Channelling roll 
  Before a magician can cast a spell, he has to 
  gather the required magical energy. This process 
  is called ‘Channelling’ and takes one half action.  
  Declare which spell you’re going to cast, then 
  make a Channelling test – roll against WP. If the 
  roll doesn’t succeed, you failed to control the 
  required winds and cannot cast your spell. 
   
  Corruption 
  If a character rolls doubles (like 55, 99 or 00), he 
  gets Corruption Points. He gets as many points 
  as the result of your roll divided by 11 (with a roll 
  of 88 you get 8 CP), minus the magician’s Will 
  Power bonus. On a roll of 00, treat the result as 
  10 (minus Will Power bonus).  
   
  Example: Adelbert declares that he wants 
  to cast a Fireball (Casting Number 12). He 
  rolls against his WP, but his roll of 77 is a 
  miss. Since his WP bonus is 4, he gains 3 
  Corruption Points. 
   
  Example: Bruno wants to cast Shock 
  (Casting Number 6). He rolls 11 – a 
  success! While he did roll a double, his 
  WP bonus is high enough to protect him from 
  gaining CP. 
   
  Adding effects 
  The player can decide to have extra effects with 
  his spell. By lowering the target number (the 
  number to beat) by 10, he can do one of the 
  following: 
  • 
  Halve the Casting Time (round up) 
  • 
  Double or halve the distance of the spell 
  • 
  Double or halve (round up) the duration of 
  the spell 
  • 
  Double or halve (round up) the damage of the 
  spell 
  • 
  If the spell can be resisted, lower the WP of 
  the target by 10 – only for the purposes of 
  resisting the spell. 
  • 
  Halve the casting number, only for purposes 
  of determining Tzeentch’ Curse when rolling 
  doubles or worse and only for this spell.  
  • 
  If the spell is an automatic failure, get +10 on 
  your WP when rolling for the Insanity test. 
   
  To use one of these effects, the player announces 
  that he is doing so and which effect he is aiming 
  for before he rolls the dice for the Channelling 
  Test. The player can get more than one effect in a 
  roll, or the same effect two times, by lowering the 
  target number by multiples of 10.  
   
  Example: Adelbert casts another Fireball spell. 
  This time he wants the spell to reach twice as far 
  and do double damage – that gives a -20 to the 
  Channelling roll. This time he rolls 07, a success.  
   
  Further, if a player succeeds in his Channelling 
  test and rolled doubles, he can choose an extra 
  effect, even though he didn’t declare it before 
  rolling. 
   
  Example: Since Bruno rolled doubles, he can pick 
  an effect. He decides that his Shock spell will last 
  twice as long. 
   
   
  Cast spell 
  If the casting roll succeeds, the player can try to 
  cast the spell. In the spell description a casting 
  time is given; this is the number of half actions 
  the character has to wait until the spell takes 
  effect. At the end of this period, he rolls a number 
  of dice up to his Magic skill, adds them and 
  compares the sum to the Casting Number. If he 
  rolled equal to the Casting Number or higher, 
  the spell succeeds. 
   
   15
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Example: Adelbert rolls three dice, with a result of 
  5, 5, 5. The Target Number of the spell is 12, so 
  the spell is cast. 
   
  Example: Bruno rolled 1, 4, for a total of 5. The 
  Target Number of the Shock spell is 6, so this spell 
  fails – for now. 
   
  If the player rolled under the Casting Number, 
  the spell doesn’t succeed. In such a case he may 
  roll another die and add it to the total, but he will 
  get a Corruption Point for doing so. If he still 
  hasn’t made the roll, he can roll another die and 
  take another Corruption Point, and so on. Each 
  extra die increases the Casting Time by 1. 
   
  Example: Bruno wants the Shock spell to 
  succeed, so he takes a Corruption Point and rolls 
  another die – another 4. He adds this to his 
  previous total, bringing his new total to 9. This is 
  enough to make the spell succeed, for the measly 
  cost of one little Corruption Point. 
   
  Tzeentch’ Curse takes effect when the player rolls 
  doubles, triples or quadruples in the casting roll. 
  Add all but one of the dice that produce the 
  doubles (so if you roll four dice, get 7 7 7 4, then 
  your result is 14), add the casting number of the 
  spell and subtract the character’s Will Power 
  bonus. 
  If the result is 15 or lower, roll on the table for 
  Minor Chaos Manifestations. 
  If the result is 16 to 25, roll on the table for Major 
  Chaos Manifestations. 
  If the result is 26 or higher, roll on the table for 
  Catastrophic Chaos Manifestations. 
  Clerics using clerical magic always roll on the 
  Wrath of the Gods table. 
   
  Example: Adelbert rolled 5, 5, 5 – Tzeentch’ Curse 
  is triggered. His total is 12 (for the casting number) 
  +10 (for the triple 5) – 4 (Adelbert’s WP bonus) – 
  which makes 18. Adelbert rolls on the Major 
  Chaos Manifestations table. 
   
  Example: Bruno rolled 1, 4, but with another 4 in 
  the next round. He also triggers Tzeentch’ Curse. 
  His total is 6 (casting number) +4 (double 4) -2 
  (Bruno’s WP bonus), for a result of 8. Bruno rolls 
  on the Minor Chaos Manifestations table. 
   
  If all dice rolled turn up ones, the test fails 
  automatically. The spellcaster must test against 
  Will Power immediately or gain a number of 
  Insanity Points equal to the Casting Number of 
  the spell, divided by 10 (rounding up). 
   
  Example: Adelbert wants to cast yet another 
  Fireball, The Channelling Roll succeeds, but then 
  he rolls 1, 1, 1 – an automatic failure. Adelbert 
  fails the subsequent WP roll. The Casting Number 
  of a Fireball Spell is 12, so Adelbert gainst 2 
  Insanity Points. 
   
  Apply effects 
  If the spell is cast successfully, the effects as 
  mentioned in the spell description take place. 
  Any special effects mentioned in the channelling 
  roll take place as well. 
   
   
  Learning Spells 
  An alternative to giving a character access to all 
  spells when he gets the appropriate Arcane Lore 
  talent is to have each spell cost a number of XP 
  equal to ten times its Casting Number. When a 
  character gets an Arcane lore, he immediately 
  gets 200 XP that can only be spent on spells, and 
  a character can only learn spells that he has 
  access to. Unless in special circumstances, a 
  mage that is trained in a certain colour has 
  access to all spells of that colour, and to Petty 
  Magic (Arcane) spells through the school where 
  he was trained. Clerics have access to any spell 
  that their god grants them, which spell is 
  virtually always one included in the Divine Lore 
  of that God, or a Divine Petty Magic spell. Apart 
  from these, spell users can learn any Lesser 
  Magic spells that they have access to. This access 
  is either through a wizard (or cleric) who wants to 
  teach such a spell (for which he usually asks a 
  monetary compensation – equal to ten times the 
  CN of that spell in crowns) or through a grimoire 
  where this spell is described. 
   
  Wizards cannot get Arcane Lore talents for more 
  than one lore. The exception are Dark Lores, 
  which a wizard can gain at any time for a cost of 
  100 XP.  
   
  Hedge magicians have to learn their spells on 
  their own, without help of teachers or grimoires 
  (which most of them cannot read anyway). When 
  learning a spell, they pay the required XP, then 
  make an Intelligence test to see if they succeed in 
  learning it.  
   
   16
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Using WFRP1 Spells within WFRP2 
  by James Walkerdine 
   
   
   T
  he magic system used in WFRP2 is quite 
  different from the one used in the original 
  rules. A specific issue that this raises is 
  backwards compatibility with aspects such as 
  spells, and in particular how they have been used 
  within WFRP1 material. As it stands if a GM 
  desires to run a WFRP1 adventure using the 
  WFRP2 magic rules, he needs to spend time 
  converting spells, determining how characters 
  will learn them, etc 
   
  To shortcut this process this article takes all the 
  spells from the WFRP1 rule book (and selected 
  spells from Realms of Sorcery) and converts them 
  for use with the WFRP2 rules. For each spell a 
  casting number and casting time has been 
  provided. In cases where the spell description is 
  no longer compatible, alternatives have also been 
  specified. The conversion was carried out by first 
  studying the existing spells in WFRP2 and seeing 
  how they compared with the old spells. Once this 
  was done ‘approximate’ conversions of the old 
  spells were carried out. In some cases an 
  equivalent spell already exists in the WFRP2. 
  Where this is the case, it is pointed out. Because 
  WFRP2 is primarily a D10 system many of the die 
  types provided within the descriptions have been 
  upgraded or downgraded. In some cases this 
  would result in too great a change (for example, 
  upgrading a D2 to a D10) and for these the 
  original die types have been left. 
   
  WFRP2 also presents a different conceptual feel 
  for magic. In particular, the notion of Lores and 
  the ability for a character to instantly learn all 
  the spells within a Lore upon purchase of the 
  relevant Lore skill. To try and reflect this, 
  suggestions are also made as to which Lore each 
  spell seems the most suited for. When there is no 
  obvious suitable Lore, the spell is categorised as 
  being Lesser Magic. For some of the more 
  powerful spells this may seem to go against the 
  definition of ‘Lesser’, but it merely reflects the 
  fact that there is currently no suitable Lore for 
  that spell. 
   
  Of course it very difficult to do a full conversion 
  of all spells. GM’s should use their own 
  judgement – if you think the casting number is 
  too high/low, the effects should be different, etc, 
  then feel free to modify the values presented here. 
  Ultimately this should only act as a guide.
   
  KEY. Spell Name – the name of the spell as it appears in the WFRP1 rulebook or Realms of 
  Sorcery. Casting Number (C.N.) – the target number that needs to be met.  
  Casting Time (C.T.) – the time it takes to cast the spell (the number of Action Points, or Time 
  Units). Additional Comments – updates to the spell description so that it better fits in with 
  WFRP2. WFRP2 Lore – the WFRP2 lore that this spell is probably most suitable for. 
   
  Petty Magic 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1 Pages  153-155 
  Curse  
  4 
  2 
   
  Petty Magic – Hedge 
  Gift of Tongues 
  5 
  2 
  Lasts for 5 minutes 
  Petty Magic – Arcane
  Glowing Light 
  3 
  1 
  Exists in WFRP2 (Petty Magic – Arcane)
   
  Magic Alarm 
  8 
  1 
  Exists in WFRP2 (Lesser Magic) 
   
  Magic Flame 
  3 
  1 
  Exists in WFRP2 (Petty Magic – Hedge) 
   
  7 
  1 
  min 
  Exists in WFRP2 (Lesser Magic) 
   
  Marsh Lights 
  6 
  2 
  Exists in WFRP2 (Petty Magic – Arcane)
   
  Open  
  6 
  1 
   
  Lesser Magic 
  Produce Small 
  Creature  
  5 
  1 
   
  Petty Magic - Arcane 
  Protection from Rain 
  3 
  2 
  Exists in WFRP2 (Petty Magic – Hedge) 
   
  Reinforce Door 
  5 
  2 
  Lasts for 1 week 
  Lesser Magic 
  Remove Curse 
  4 
  2 
   
  Petty Magic – Hedge 
  Sleep  
  6 
  1 
  Exists in WFRP2 (Petty Magic – Arcane)
   
  Sounds  
  4 
  1 
  Exists in WFRP2 (Petty Magic – Arcane)
   
  Zone of Cold 
  6 
  2 
   
  Petty Magic – Arcane
  Zone of Silence 
  6 
  2 
   
  Petty Magic – Arcane
  Zone of Warmth 
  6 
  2 
   
  Petty Magic – Arcane
  Magic Lock 
   
   17
  
  Liber Fanatica - Volume II : The Perilous Arts 
   
  Realms of Sorcery  Pages 172-174 
  Blot       
  3 
  1 
   
  Petty Magic - Arcane 
  Butterfingers 
  4 
  1 
  Equivalent to Drop in WFRP2 (Petty 
  Magic – Arcane) 
   
  Cunning Hand 
  6 
  2 
  20 points to Agility 
  Petty Magic – Arcane
  Cure Boils 
  5 
  2 
   
  Petty Magic – Hedge 
  Danger Sense 
  6 
  2 
  Lasts for 1D10 rounds 
  Petty Magic - Arcane 
  Dark Sight 
  5 
  3 
  Lasts for 1D10 minutes 
  Petty Magic - Arcane 
  Find      
  4 
  2 
   
  Petty Magic - Hedge 
  Flight of Amar 
  6 
  2 
   
  Petty Magic – Arcane
  Knock Down 
  6 
  1 
  Agility tests should be made instead 
  Petty Magic – Arcane
  5 
  2 
   
  Petty Magic – Arcane
  Petty Animal 
  Healing 
  4 
  2 
  Heals 1D5 wounds 
  Petty Magic – Hedge 
  Petty Beastfriend 
  4 
  2 
  Lasts for 1D10 minutes 
  Petty Magic – Hedge 
  Petty Healing 
  5 
  1 
  Equivalent to Blessing of Healing in 
  WFRP2 (Petty Magic – Divine) 
   
  Rat Poison 
  3 
  2 
   
  Petty Magic – Hedge 
  Read Out  
  5 
  2 
   
  Petty Magic - Arcane 
  Repel Small 
  Creature 
  3 
  1 
   
  Petty Magic – Hedge 
  Sharp Eyes 
  6 
  2 
  +10 to observer tests for 1D10 
  minutes 
  Petty Magic – Arcane
  Stealth   
  5 
  2 
  Lasts for 1D10 minutes. 
  Petty Magic – Arcane
  Weaken Poison  
  4 
  1 
   
  Petty Magic – Hedge 
  Zone of Friendliness 6 
  2 
   
  Petty Magic - Hedge 
  Zone of Tastiness 
  6 
  2 
   
  Petty Magic – Hedge 
  Zone of 
  Windlessness 
  6 
  2 
   
  Petty Magic – Hedge 
  Mend    
   
  Battle Magic Level 1 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 155-156 
  Aura of Resistance 
  6 
  4 
   
  Lesser Magic 
  Cause Animosity 
  7 
  1 
  Lasts for D10 combat rounds 
  Lesser Magic 
  Cure Light Injury 
  8 
  2 
  Restores D10 wounds 
  Lesser Magic 
  Fire Ball 
  12 
  1 
  Exists in WFRP2 (Lore of Fire) 
   
  Flight 
  9 
  1 
  Lasts for one combat round 
  Lesser Magic 
  Hammerhand 
  7 
  2 
  Doubles the number of attack actions 
  you can perform, increases Strength 
  by 20. Lasts for D10 x 10 minutes, or 
  until caster is wounded 
  Lesser Magic 
  Immunity to Poison 
  6 
  2 
  Lasts for D10 x 10 minutes 
  Lore of Life 
  7 
  1 
  Lasts for D10 rounds 
  Lesser Magic 
  Strength of Combat 
  8 
  4 
   
  Lesser Magic 
  Wind Blast 
  14 
  1 
  Exists in WFRP2 (Lore of the Heavens) 
   
   
  Realms of Sorcery  Pages 175-176 
  Detect Magic 
  7 
  4 
   
  Lesser Magic 
  Dispirit 
  8 
  2 
  Lasts for D10 hours 
  Lesser Magic 
  Enthuse 
  8 
  2 
  Lasts for D10 hours 
  Lesser Magic 
  Fleetfoot 
  7 
  2 
   
  Lesser Magic 
  Ignite Missiles 
  9 
  2 
  Causes 2 additional points of damage. 
  Cast before firing missile. Affects D5 
  missiles 
  Lore of Fire 
  Slippery Ground 
  7 
  1 
  Agility tests should be made 
  Lesser Magic 
  Slowfoot 
  7 
  1 
   
  Lesser Magic 
  Stunning 
  Conclusion 
  7 
  1 
  Lasts for D10 rounds 
  Lesser Magic 
  Wilt Weapon 
  8 
  1 
  Lasts for D10 rounds. Agility test 
  should be made to reshape weapon 
  Lore of Metal 
  Zone of Firelessness 10 
  2 
   
  Lore of Fire 
  Steal Mind 
   18
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Battle Magic Level 2 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 156-158 
  Aura of Protection 
  12 
  4 
   
  Lesser Magic 
  Cause Frenzy 
  14 
  2 
  Lasts for 2D10 combat rounds. Use 
  WP for all tests. 
  Lore of Beasts 
  Cause Hatred 
  14 
  2 
  Lasts for 2D10 combat rounds 
  Lesser Magic 
  Cause Panic 
  12 
  2 
  Lasts for D10 combat rounds 
  Lesser Magic 
  Hold Flight 
  13 
  2 
   
  Lesser Magic 
  Lightning Bolt 
  10 
  1 
  Exists in WFRP2 (Lore of the Heavens) 
   
  Mystic Mist 
  12 
  4 
  Lasts for D10 combat rounds 
  Lesser Magic 
  Smash 
  10 
  1 
   
  Lesser Magic 
  Zone of Sanctuary 
  15 
  2  
  Lasts for a number of hours equal to 
  your Magic characteristic 
  Lore of Life 
  Zone of 
  Steadfastness 
  15 
  2 
  Lasts for a number of hours equal to 
  your Magic characteristic. Triples the 
  number of attack actions you can 
  perform. 
  Lesser Magic 
   
  Realms of Sorcery  Pages 176-178 
  Break Weapon 
  12 
  2 
   
  Lore of Metal 
  Flame Curse 
  13 
  2 
  Lasts for D10 minutes 
  Lore of Fire 
  Leg Breaking 
  15 
  1 
  Agility test needed to stop falling. 
  Faint for D10 minutes 
  Lesser Magic 
  Luck 
  11 
  4 
  Can add or subtract one from one D10 
  roll 
  Lesser Magic 
  Magical Might 
  13 
  2 
  Increases Strength by 40 for next hit 
  Lesser Magic 
  Mental Duel 
  15 
  2 
  Roll D5 and add Magic characteristic. 
  Looser temporarily reduces Magic 
  characteristic by 1. Caster who first 
  reaches a Magic characteristic of 0 
  loses duel. Upon failure of WP test, the 
  character who lost permanently 
  reduces Magic characteristic by 1 on 
  top of other side effects. 
  Lesser Magic 
  Rally 
  14 
  2 
   
  Lesser Magic 
  14 
  2 
  Causes D5 hits each of Damage 5 
  Lesser Magic 
  Reproof of 
  Cowardice 
  15 
  4 
   
  Lesser Magic 
  Stampede 
  13 
  2 
   
  Lore of Beasts 
  Steal Magical Power 14 
  4 
  Temporarily steal 1 Magic 
  characteristic point from target and 
  add to caster. Lasts for D10 hours. If 
  target’s Magic characteristic reduced 
  to 0, falls unconscious for 2D10 hours 
  and gains an insanity point. 
  Lesser Magic 
  Ward of Forbidding 
  15/ 
  20 
  4 
  Higher CN reflects attaching an 
  additional spell to the ward (as in spell 
  description), but Magic characteristic 
  needs to be at least 3 to do this (or 4 
  for the second choice of spells). Caster 
  must cast this additional spell 
  separately.  
  Lesser Magic 
  Raze 
   
  Battle Magic Level 3 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 158-159 
  Animate Sword 
  17 
  1 
  Lasts for D10 combat rounds. Weapon 
  attributes, M:6, WS:60, S:40, T:50, 
  W:8, A:2 
  Lore of Metal 
  Arrow 
  Invulnerability 
  20 
  1 
  Lasts for D10 combat rounds 
  Lesser Magic 
  Cause Cowardly 
  18 
  2 
  Lasts for 2D10 combat rounds 
  Lesser Magic 
   19
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Flight 
  Cause Fear 
  16 
  2 
  Lasts for 2D10 combat rounds 
  Lesser Magic 
  18 
  2 
   
  Lore of Life 
  Cause Stupidity 
  16 
  2 
  Lasts for 2D10 combat rounds 
  Lesser Magic 
  Curse of Arrow 
  Attraction 
  17 
  2 
   
  Lore of Metal 
  Dispel Aura 
  15 
  3 
   
  Lesser Magic 
  Magic Bridge 
  21 
  6 
   
  Lesser Magic 
  Transfer Aura 
  16 
  3 
   
  Lesser Magic 
   
  Realms of Sorcery  Pages 178-180 
  Arrow Storm 
  16 
  4 
  Essentially acts as if you possess the 
  Rapid Reload talent. If you already 
  possess this talent, then just double 
  its effect. Minimum reload time is 0 
  Lesser Magic 
  Cloak of Darkness 
  18 
  2 
  Lasts for D5 minutes 
  Lore of Shadow 
  Conjure Servitor 
  (ritual) 
  20 
  3 
  days 
   
  Lesser Magic 
  Corrode 
  9 
  1 
  Equivalent to Curse of Rust in WFRP2 
  (Lore of Metal). CN of 14 to increase 
  range to 24 yards 
   
  Dispel Magic 
  19 
  2 
  More powerful version of Lesser Magic 
  ‘Dispel’ 
  Lesser Magic 
  Enfeeble 
  17 
  2 
  Temporarily lose 10 Strength and 
  Toughness 
  Lore of Death 
  Pit of Despair 
  18 
  1 
   
  Lesser Magic 
  Sense of the Green 
  17 
  4 
  Duration of a number hours equal to 
  your Magic characteristic 
  Lore of Life 
  Sharpen Weapon 
  17 
  4 
  Weapon causes an extra two points of 
  damage 
  Lore of Metal 
  Subvert Weapon 
  14 
  1 
  Weapons Strength and Weapon Skill 
  equal to casters Will Power. Agility test 
  to restrain the weapon. 
  Lore of Metal 
  Cause Instability 
   
   
  Battle Magic Level 4 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 159-160 
  Aura of 
  Invulnerability 
  27 
  4 
  Nullifies 4D10 Wounds 
  Lesser Magic 
  Blast 
  25 
  1 
  Will hit 1D10 creatures within a 
  group. Damage 8. Does 4D10 
  additional wounds on flammable 
  targets 
  Lore of Fire 
  Change Allegiance 
  24 
  3 
   
  Lesser Magic 
  Cure Severe Wound 
  26 
  2 
  Cures (your Magic characteristic x 
  D10) wounds from a single character 
  Lore of Life 
  Enchant Weapon 
  25 
  1 
  hour 
   
  Lore of Metal 
  Stand Still 
  23 
  2 
  Lasts for D10 combat rounds 
  Lesser Magic 
  Strength of Mind 
  24 
  4 
  Characteristic increase by 2D10 
  Lesser Magic 
   
  Realms of Sorcery  Pages 180-183 
  Accelerate Time 
  26 
  4 
  Agility doubled 
  Lesser Magic 
  Drain Magic 
  27 
  2 
  Temporarily reduces targets Magic 
  characteristic to 0. Caster gains these 
  points. Lasts for D10 hours. 
  Lesser Magic 
  Entanglement 
  25 
  2 
  Lasts for D10 combat rounds 
  Lore of Life 
  Foetid Cloud 
  25 
  2 
  Cloud D10 yards in diameter. Causes 
  hits of Damage 5 
  Lesser Magic 
  Reverse Spell 
  23 
  1 
  Agility tests should be made 
  Lesser Magic 
  Wall of Fire 
  26 
  2 
  Lasts D5 minutes 
  Lore of Fire 
   20
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Zone of Magical 
  Immunity 
  24 
  2 
   
  Lesser Magic 
  Zone of Missile 
  Protection 
  23 
  2 
  Duration of a number hours equal to 
  your Magic characteristic 
  Lesser Magic 
   
  Demonologist Level 1 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Page 162 
  Bind Demon 
  8 
  4 
   
  Lore of Chaos 
  Dispel Lesser 
  Demon 
  7 
  2 
   
  Lore of Chaos 
  Summon Guardian 
  12 
  4 
  Equivalent to Summon Lesser Demon in 
  WFRP2 (Lore of Chaos) 
   
  Summon Steed 
  9 
  4 
  Lasts for a number of hours equal to 
  your Magic characteristic x 2 
  Lore of Chaos 
  Zone of Demonic 
  Protection 
  7 
  2 
  Lasts for a number of hours equal to 
  your Magic characteristic 
  Lore of Chaos 
   
  Realms of Sorcery  Page 231 
  Summon Daemonic 
  Creature 
  10 
  4 
  Lasts for a number of hours equal to 
  your Magic characteristic x 2 
  Lore of Chaos 
   
  Demonologist Level 2 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  Stop Demonic 
  Instability 
  11 
  2 
   
  Lore of Chaos 
  Summon Energy 
  13 
  4 
   
  Lore of Chaos 
  Summon Lesser 
  Demons 
  25 
  4 
  Equivalent to Summon Daemon Pack in 
  WFRP2 (Lore of Chaos) 
   
  Summon Magical 
  Aid 
  13 
  4 
  Temporarily increases Magic 
  characteristic by 1. Lasts for a number 
  of hours equal to your original Magic 
  characteristic. 
  Lore of Chaos 
  Zone of Demonic 
  Nullification 
  15 
  2 
  Lasts for a number of hours equal to 
  your Magic characteristic 
  Lore of Chaos 
  WFRP1  Pages 162-164 
   
  Demonologist Level 3 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Page 165 
  Dispel Demon Horde 22 
  2 
   
  Lore of Chaos 
  Spread Insanity 
  18 
  4 
  Lasts for 8D10 combat rounds 
  Lore of Chaos 
  Summon Demon 
  Horde 
  30 
  1 
  min 
  Summon 2D10 Lesser Daemons 
  Lore of Chaos 
  Summon Great 
  Power 
  21 
  4 
  Lasts for 3D10 combat rounds 
  Lore of Chaos 
   
  Realms of Sorcery  Pages 231-232 
  Hellride 
  22 
  4 
  Duration of 1D10 minutes. Rider 
  makes WP roll each minute. Failure 
  results in gaining 1 Insanity Point. 
  Lore of Chaos 
  Summon Daemonic 
  Pack 
  25 
  4 
  Exists in WFRP2 (Lore of Chaos) 
   
   
  Demonologist Level 4 
  The majority of these level 4 spells have very high casting numbers. It is envisioned that spells such as 
  ‘Summon Magic Aid’ would be initially cast to aid in the casting of these more powerful spells. 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 165-166 
  Demonic Portal 
  38 
  1 
  hour 
  Lasts for 6D10 minutes. 3D10 Lesser 
  Demons and one Greater Demon are 
  unleashed into the world every minute
  Lore of Chaos 
   21
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Dispel Greater 
  Demon 
  40 
  6 
   
  Lore of Chaos 
  Summon Greater 
  Demon 
  40 
  1 
  hour 
   
  Lore of Chaos 
  Summon Total 
  Power 
  45 
  1 
  hour 
  Also temporarily increases Magic 
  characteristic by 2. 
  Lore of Chaos 
   
  Realms of Sorcery  Page 232 
  Daemonic Amulet 
  (Ritual) 
  35 
  D10 
  days 
   
  Lore of Chaos 
   
  Elementalist Level 1 
  Elemental magic is not currently covered in WFRP2. As a result the majority of the Elementalist spells 
  are categorised as Lesser Magic 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 166-167 
  Assault of Stones 
  8 
  1 
  Causes D10 Wounds of Damage 4. If 
  cast at a group will hit D10 
  individuals 
  Lesser Magic 
  Blinding Flash 
  7 
  1 
   
  Lore of Light 
  Breathe Underwater 9 
  2 
   
  Lesser Magic 
  Cloud of Smoke 
  7 
  2 
  Lasts D10 combat rounds 
  Lesser Magic 
  Hand of Fire 
  7 
  1 
  Lasts for a number of hours equal to 
  your Magic characteristic 
  Lore of Fire 
  Magic Light 
  5 
  1 
   
  Lore of Light 
  Walk on Water 
  10 
  2 
   
  Lesser Magic 
  Zone of Hiding 
  8 
  2 
  Lasts for a number of hours equal to 
  your Magic characteristic 
  Lore of Shadow 
   
  Realms of Sorcery  Pages 199-200 
  Create Spring 
  8 
  4 
  Lasts for D10 hours 
  Lore of Life 
  Find Mineral 
  9 
  4 
  Range of 50 yards x your Magic 
  characteristic 
  Lore of Metal 
  Ward of Arrows 
  7 
  2 
   
  Lesser Magic 
  Wilt Vegetation 
  7 
  2 
  Wilts vegetation within D10 minutes 
  Lesser Magic 
   
  Elementalist Level 2 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 167-168 
  Cause Fire 
  10 
  2 
  Causes 10+D10 Wounds 
  Lore of Fire 
  Cause Rain 
  11 
  2 
  Reduces fire damage by 1D10 
  Lore of Heavens 
  Clap of Thunder 
  13 
  2 
   
  Lesser Magic 
  Extinguish Fire 
  10 
   
   
  Lore of Fire 
  Move Object 
  4 
  1 
  Equivalent to Move in WFRP2 (Lesser 
  Magic) 
   
  Part Water 
  14 
  2 
   
  Lesser Magic 
  Resist Fire 
  12 
  2 
  Lasts for a number of hours equal to 
  your Magic characteristic 
  Lore of Fire 
  Wither Vegetation 
  13 
  1 
   
  Lesser Magic 
   
  Realms of Sorcery  Page 200 
  Control Lightning 
  13 
  2 
  Half damage if target passes an Ag test Lore of the Heavens 
  Heal Vegetation 
  12 
  2 
  Heals vegetation within D10 minutes 
  Lore of Life 
  Icy Ground 
  11 
  2 
  Use Ag for all tests. Lasts for D10 
  minutes 
  Lore of Life 
  Plague of Lice 
  12 
  4 
  Lasts for D5 minutes 
  Lesser Magic 
  Sunburn 
  14 
  2 
  D5 Wounds from sunburn. Additional 
  D5 Wounds from heatstroke if relevant
  Lore of Life 
   
   
   
   
   22
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Elementalist Level 3 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 168-170 
  Banish Elemental 
  20 
  2 
   
  Lesser Magic 
  Become Ethereal 
  17 
  4 
   
  Lesser Magic 
  Breathe Fire 
  25 
  2 
  Exists in WFRP2 (Lore of Fire) 
   
  Create Quicksand 
  18 
  2 
  Lasts for a number of hours equal to 
  your Magic characteristic 
  Lesser Magic 
  Crumble Stone 
  18 
  2 
  Lasts for a number of hours equal to 
  your Magic characteristic 
  Lesser Magic 
  Dust Storm 
  15 
  1 
  Causes D10 wounds of Damage 2 
  Lesser Magic 
  Flame Sheet 
  18 
  2 
  Lasts for D10 rounds. Normal fire 
  damage 
  Lore of Fire 
  Foul Air 
  20 
  3 
  Lasts for D10 rounds 
  Lesser Magic 
   
  Realms of Sorcery  Pages 202-203 
  Bind Elemental 
  Slave (Ritual) 
  22 
  3 
  days 
  Use WP for Cl tests 
  Lesser Magic 
  Draw Down 
  Lightning 
  24 
  1 
  min 
  Temporary double value of Magic 
  characteristic. WP test should be 
  made to see if successful. Benefit lasts 
  till the end of the day. 
  Lore of the Heavens 
  Drop 
  18 
  2 
  Fall causes 25 – D10 Wounds.  
  Lesser Magic 
  Zone of Temperate 
  Weather 
  20 
  2 
  Lasts for 1 hour x Magic characteristic 
  value 
  Lore of Life 
   
  Elementalist Level 4 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Page 170-171 
  Animate Water 
  23 
  4 
  Revised stats: S 60, T 60, W 15x4, Ag 
  60 
  Lesser Magic 
  Dispel Elementals 
  29 
  2 
   
  Lesser Magic 
  Hedge of Thorns 
  20 
  2 
  Causes 2D10 Wounds of Damage 5 
  Lesser Magic 
  Summon Elemental 
  26 
  1 
  min 
  Lasts for one hour 
  Lesser Magic 
  Summon Elemental 
  Horde 
  33 
  1 
  min 
  Lasts for one hour 
  Lesser Magic 
  Summon Swarm 
  21 
  4 
  Lasts for one hour 
  Lore of Beasts 
  Tunnel through 
  Stone 
  24 
  2 
  Lasts for D10 minutes 
  Lesser Magic 
  Wall Shaker 
  22 
  2 
  Causes D10 + 3 Wounds 
  Lesser Magic 
   
  Realms of Sorcery  Page 203 
  Change Weather 
  (Ritual) 
  25 
  4 
   
  Lore of Life 
  Create Vegetation 
  27 
  4 
  Takes D10 combat rounds to reach 
  full maturity. Temporary vegetation 
  will last for D10 hours 
  Lore of Life 
   
  Illusionist Level 1 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Page 172 
  Assume Illusionary 
  Appearance 
  7 
  3 
  Equivalent to Doppelganger in WFRP2 
  (Lore of Shadow) 
   
  Bewilder Foe 
  8 
  1 
  Equivalent to Bewilder in WFRP2 (Lore 
  of Shadow) 
   
  Camouflage Illusion 7 
  2 
  Lasts for a number of hours equal to 
  your Magic characteristic 
  Lore of Shadow 
  Cloak Activity 
  12 
  1 
  Already exists in WFRP2 (Lore of 
  Shadow) 
   
   23
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Clone Image 
  9 
  2 
  Maximum number of images equal to 
  your Magic characteristic. Lasts for a 
  number of hours equal to your Magic 
  characteristic 
  Lore of Shadow 
   
  Realms of Sorcery  Pages 198-199 
  Camouflage Area 
  8 
  2 
   
  Lore of Shadow 
  Glamour 
  6 
  2 
  Lasts for 1D10 x 10 minutes 
  Lore of Shadow 
  Illusory Feature 
  7 
  1 
  Lasts for 3D10 minutes 
  Lore of Shadow 
  Simple Deception 
  7 
  1 
  Lasts for 1D10 minutes 
  Lore of Shadow 
   
  Illusionist Level 2 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 172-173 
  Banish Illusion 
  10 
  1 
  The Magic characteristic of the illusion 
  caster determines the difficulty level 
  Lore of Shadow 
  Confound Foe 
  14 
  1 
   
  Lore of Shadow 
  Ghostly Appearance 12 
  2 
  Lasts for 3D10 minutes 
  Lord of Shadow 
  Hallucinate 
  15 
  4 
   
  Lore of Shadow 
  Illusionary Buildings 18 
  4 
  (8 x 8 yards) x Magic characteristic 
  Lore of Shadow 
  Illusionary Woods 
  18 
  4 
  (12 x 12 yards) x Magic characteristic 
  Lore of Shadow 
   
  Realms of Sorcery  Page 199 
  Lesser Eidolon 
  15 
  4 
   
  Lore of Shadow 
  14 
  2 
   
  Lore of Shadow 
  Throw Voice 
   
  Illusionist Level 3 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 173-174 
  Illusionary Enemy 
  22 
  4 
  Lasts for a number of hours equal to 
  you Magic characteristic 
  Lore of Shadow 
  Illusion of Might 
  Appearance 
  20 
  1 
  Lasts for 3D10 minutes 
  Lore of Shadow 
  Universal Confusion 
  27 
  1 
  Equivalent to Universal Confusion in 
  WFRP2 (Lore of Shadow) 
   
  Vanish 
  25 
  2 
  Lasts for D10 combat rounds 
  Lore of Shadow 
   
  Illusionist Level 4 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 174-175 
  Destroy Illusions 
  25 
  2 
   
  Lore of Shadow 
  Illusionary Army 
  28 
  4 
  2D10 groups each comprising of up to 
  20 humanoid/undead troops. 
  Lore of Shadow 
  Illusion of Darkness 23 
  1 
   
   
  Teleport 
  32 
  2 
  Lasts for 2D10 combat rounds 
  Lore of Shadow 
   
  Realms of Sorcery  Page 199 
  Complete Illusion 
  33 
  4 
  Lasts for D10 minutes 
   
   
  Necromancy Level 1 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Page 176 
  Destroy Undead 
  7 
  1 
  Will effect 1D10 within a group 
  Lore of Necromancy 
  Hand of Death 
  6 
  1 
  Causes D10/2 Wounds 
  Lore of Necromancy 
  Summon Skeleton 
  Champion 
  10 
  2 
  Revised stats. W:7, Ag:30 
  Lore of Necromancy 
  Summon Skeletons 
  9 
  4 
  Summons D10 Skeletons 
  Lore of Necromancy 
  Zone of Life 
  9 
  2 
   
  Lore of Necromancy 
   
  Realms of Sorcery  Page 228 
  Summon Shade 
  6 
  2 
   
  Lore of Necromancy 
   
   24
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Necromancy Level 2 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 176-177 
  Control Undead 
  12 
  2 
   
  Lore of Necromancy 
  Extend Control 
  11 
  2 
  Lasts for a number of hours equal to 
  your Magic characteristic 
  Lore of Necromancy 
  Hand of Dust 
  13 
  1 
  Already exists in WFRP2 (Lore of 
  Necromancy) 
   
  Stop Instability 
  12 
  1 
   
  Lore of Necromancy 
  Summon Skeleton 
  Minor Hero 
  16 
  2 
  Revised stats. W: 11, Ag: 40  
  Lore of Necromancy 
   
  Realms of Sorcery  Page 228 
  Vanhel’s Danse 
  Macabre 
  15 
  2 
  Equivalent to Call of Vanshel in WFRP2 
  (Lore of Necromancy) 
   
   
  Necromancy Level 3 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Pages 177-178 
  Annihilate Undead 
  21 
  2 
  Will effect 1D10 within a group 
  Lore of Necromancy 
  Life in Death 
  18 
  3 
  Lasts for a number of hours equal to 
  your Magic characteristic 
  Lore of Necromancy 
  Raise Dead 
  26 
  1 
  min 
  Summons 3D10 Skeletons, or 3D10 
  Zombies, or 2D10 Ghouls or D10 
  Mummies 
  Lore of Necromancy 
  Summon Skeleton 
  Horde 
  25 
  4 
  Summons 3D10 Skeletons 
  Lore of Necromancy 
   
  Realms of Sorcery  Pages 228-230 
  Shape Servant of 
  Bone (Ritual) 
  25 
  3 
  days 
  Use Ag for construct tests. Where 
  relevant perform WP tests rather than 
  Cl 
  Lore of Necromancy 
  Summon Guardian 
  Spirit 
  28 
  2  
  min 
  Radius of 10 feet multiplied by your 
  Magic characteristic 
  Lore of Necromancy 
  Loyal Wight 
  26 
  2 
  Can affect up to your Magic 
  characteristic number of Wight’s. 
  Lore of Necromancy 
   
  Necromancy Level 4 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  WFRP1  Page 178 
  Curse of Undeath 
  26 
  4 
   
  Lore of Necromancy 
  Summon Skeleton 
  Major Hero 
  24 
  2 
  Revised stats. W:16, Ag: 50 
  Lore of Necromancy 
  Total Control 
  22 
  2 
   
  Lore of Necromancy 
  Wind of Death 
  31 
  4 
  Causes D10 wounds regardless of 
  Toughness and armour 
  Lore of Necromancy 
   
  Realms of Sorcery  Pages 230-231 
  Drain Life 
  22 
  1 
  Drains 1D10 Wounds from target 
  Lore of Necromancy 
  Transformation of 
  the Liche 
  28 
  D10 
  days 
   
  Lore of Necromancy 
   
   
  Druidic Priest Level 1 (from WFRP1 page 180) 
  In the WFRP2 Druids have been merged into priests of Taal and Rhya 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  Animal Mastery 
  6 
  2 
  Lasts for D10 minutes 
  Lore of Taal and Rhya
  Cure Poison 
  4 
  1 
   
  Lore of Taal and Rhya
  Delouse 
  5 
  2 
   
  Lore of Taal and Rhya
  Heal Animal 
  5 
  2 
   
  Lore of Taal and Rhya
   
   
   25
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Druidic Priest Level 2 (from WFRP1 pages 180-181) 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  Giant Animal 
  Mastery 
  12 
  2 
  Lasts for D10 minutes 
  Lore of Taal and Rhya
  Hail Storm 
  14 
  1 
  Causes D10 Wounds of Damage 0. 
  Lasts for D10 combat rounds 
  Lore of Taal and Rhya
  Shapechange 
  14 
  2 
  Lasts for D10 minutes 
  Lore of Taal and Rhya
  Tanglethorn 
  16 
  2 
  Covers an area up to 4 times your 
  Magic characteristic in square yards. 
  Causes D10 wounds of Damage 0 
  each round. Lasts for D10 minutes. 
  Lore of Taal and Rhya
   
  Druidic Priest Level 3 (from WFRP1 page 181) 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  Animate Tree 
  20 
  2 
  Lasts for D10 minutes 
  Lore of Taal and Rhya
  Decompose 
  16 
  1 
   
  Lore of Taal and Rhya
  Tap Earthpower 
  18 
  1 
  min 
  Temporarily increase you Magic 
  characteristic by 2 whilst standing 
  within a stone circle 
  Lore of Taal and Rhya
  Zone of Purity 
  15 
  2 
   
  Lore of Taal and Rhya
  Lore of Chaos 
  Dark Magic Level 2 (from RoS page 232) 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  Doombolt 
   
  11 
  1 
  Lore of Chaos 
  Power of Chaos 
  13 
  2 
  Lore of Chaos 
   
  Dark Magic Level 3 (from RoS page 233) 
  Spell Name 
   
  C. T. 
  Druidic Priest Level 4 (from WFRP1 page 181) 
  Additional Comments 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  Create Bog 
  24 
  2 
  Lasts for 3 minutes 
  Lore of Taal and Rhya
  Create Sacred Grove 26 
  1 
  month 
  Rituals need to be performed for a 
  lunar month. At the end of this period 
  make the spell role. 
  Lore of Taal and Rhya
  WFRP2 Lore 
  Blade Wind  
  16 
  2 
  Lore of Chaos 
  Malediction of 
  Nagash 
  18 
  1 
  Lore of Chaos 
  Soul Drain  
  20 
  2 
   
  Lore of Chaos 
  Dark Magic Level 1 (from RoS page 232) 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  Dark Hand of 
  Destruction  
  17 
  2 
  Exists in WFRP2 (Lore of Chaos) – 
  however the spell is a little more 
  powerful. Use CN of 7 for spell from 
  RoS. 
   
  Witch Flight 
  8 
  1 
   
   
  Dark Magic Level 4 (from RoS page 233) 
  Spell Name 
  C. N. 
  C. T. 
  WFRP2 Lore 
  Arnizipal’s Black 
  Horror  
   
  22 
  Lasts for D10 + 5 combat rounds. 
  Cloud causes Damage of 7, inhaling 
  causes Damage of 9. 
  Lore of Chaos 
  Death Spasm  
   
  WFRP2 Lore 
  Takes 1D10 wounds with Damage 6. 
  Half damage by succeeding an Agility 
  test 
  Temporarily increases Magic 
  characteristic by 1. Lasts for a number 
  of hours equal to original Magic 
  characteristic 
  C. N. 
  Damage of 6 
  Lasts for D10 combat rounds. Causes 
  D5 wounds per round. 
   
  Additional Comments 
  4 
  25 
  1 
   
  Lore of Chaos 
  The Transformation 
  of Kadon  
  28 
  4 
   
  Lore of Chaos 
   26
  
  Liber Fanatica - Volume II : The Perilous Arts 
  Spells of Nurgle (from RoS page 234) 
  It is expected that a Lore of Nurgle will appear at some point in the future. For now these spells have 
  been categorised as Lore of Chaos 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  Stench of Nurgle 
  8 
  2 
  Lasts for 2D10 combat rounds 
  Lore of Chaos 
  Miasma of 
  Pestilence 
  13 
  2 
  Lasts for D10 hours 
  Lore of Chaos 
   
  18 
  2 
  Initial hit of Damage 4. Corrosive 
  Damage of 5. Duration: in open space 
  D10 combat rounds, in enclosed space 
  D10 hours and stench will last for 
  2D10 days 
  Lore of Chaos 
  Plague Wind 
  26 
  4 
   
  Lore of Chaos 
  Steam of Corruption 
   
  Spells of Tzeentch (from RoS pages 234-235) 
  It is expected that a Lore of Tzeentch will appear at some point in the future. For now these spells have 
  been categorised as Lore of Chaos 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  Gift of Tzeentch 
  10 
  4 
  Gained spell is forgotten after D10 
  days 
  Lore of Chaos 
  Pink Fire of 
  Tzeentch 
  15 
  2 
  Causes D10 hits each which have 
  Damage D10. Only roll once for the 
  Damage and apply to all hits 
  Lore of Chaos 
  Transformation of 
  Tzeentch  
  20 
  2 
  Causes D10 mutations, each causing 
  a hit of Damage 5 
  Lore of Chaos 
  Tzeentch’s Fire 
  Storm 
   
  25 
  4 
  Causes D10 hits, each which have 
  Damage D10+2. Only roll once for the 
  Damage and apply to all hits. 
  Lore of Chaos 
   
  Spells of Slaanesh (from RoS pages 235-236) 
  It is expected that a Lore of Slaanesh will appear at some point in the future. For now these spells 
  have been categorised as Lore of Chaos 
  Spell Name 
  C. N. 
  C. T. Additional Comments 
  WFRP2 Lore 
  Acquiescence  
  8 
  1 
  Duration of D10 minutes 
  Lore of Chaos 
  Pavane of Slaanesh 
  14 
  2 
   
  Lore of Chaos 
  Beam of Slaanesh 
  20 
  2 
  Lasts for D10 + 8 minutes 
  Lore of Chaos 
  Fleshy Curse 
  25 
  4 
  Each transformation causes a hit of 
  Damage 7, but then adds D10 + 2 
  wounds to the victim.  
  Lore of Chaos 
   
   27
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Liber Fanatica/Perilous Arts.pdf