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Advanced Wizardry Rituals Guide

The document describes several rituals including binding beasts and spirits, carving Ogham stones, creating power stones, conjuring elementals, corrupting waystones, creating constructs and familiars, and imbuing waystones with properties. Most rituals require channeling and sacrifices while higher level rituals have additional dangers or consequences.
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0% found this document useful (0 votes)
209 views37 pages

Advanced Wizardry Rituals Guide

The document describes several rituals including binding beasts and spirits, carving Ogham stones, creating power stones, conjuring elementals, corrupting waystones, creating constructs and familiars, and imbuing waystones with properties. Most rituals require channeling and sacrifices while higher level rituals have additional dangers or consequences.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Bind Monstrous Beast

CN: Equal to the Beast’s Wounds


Type: Lore of Beasts
Learning XP: 400
Ingredients: The skull or hide from the same species as the beast being bound.
Conditions: The inhabited lair of a suitable beast must be within Willpower
yards of the caster.
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+20) Endurance Test or gain a Fatigued Condition.
Consequences: The beast becomes immediately aware that someone has tried
to enslave it to their will and regards this as a serious threat. You project your
will onto that of the target beast.
You must win an Opposed Willpower Test against the creature to control it.
Failure almost always results in the creature attacking the wizard who failed to
bind it.
If the creature is successfully bound, it serves you for Willpower Bonus days.
During this time, it will follow clear orders you give it. At the end of this time,
the beast’s own will reasserts itself. How resentful it feels about the escapade
depends on what use it was put to during its period of servitude, but it is
unlikely to regard you with fondness.

Bind Spirit Within Power Stone


CN: 32
Type: Any Lore of the Eight Winds
Learning XP: 600
Ingredients: A Power Stone and a Minor Elemental (or similar spirit)
Conditions: If the ritual takes place at a Leyline Junction (page 197) or Arcane
Fulcrum (page 198), the CN is halved.
Sacrifices: No sacrifice required.
Consequences: None.
You bind a minor spirit within a Power Stone. Wizards often summon Minor
Elementals for this task. The benefits of possessing a Power Stone inhabited by
a Minor Elemental are explained on page 167.
Versions of this ritual are said to exist for other sorts of spirit — Forest Spites,
Ghosts and Spectres, Daemons, Incarnate Elementals, and so on. The details of
such rituals are left up to the GM, but bear in mind that these creatures tend
to be more wilful than Minor Elementals, and resentful of those who seek to
control them without carefully justified warrant.

Carve Ogham Stone


CN: 50
Type: Any
Learning XP: 450
Ingredients: A large piece of granite shot through with veins of quartz. The
stone should be around six feet in height and a foot in breadth, or larger.
Conditions: Before the ritual begins you must inscribe the stone with suitable
magical symbols, warding off magical energies or attracting them depending
on what purpose the stone will serve. You must have the Read/Write Talent
and make a Difficult (–10) Language Magick Test followed by an Average (+20)
Art (Engraving) Test. If you succeed on both Tests, the ritual may begin.
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+20) Endurance Test or gain a Fatigued Condition.
Consequences: The ritual fails.
You create an Ogham stone. Whilst it is not a true substitute for the waystones
created by Elves or Dwarfs, it can have one of the following waystone
properties: Attraction, Containment, or Dampening. Ogham stones can also be
constructed into a druidic circle. See page 194 for details.

Create Power Stone


CN: 64
Type: Any Lore of the Eight Winds
Learning XP: 400
Ingredients: None
Conditions: At least two apprentices must assist with triangulating the desired
Wind of Magic for aethyric deposition. If the ritual takes place at a Leyline
Junction (page 197) or Arcane Fulcrum (page 198), the CN is halved.
Sacrifices: The spellcaster and their apprentices must spend d10 hours in
preparation before beginning this ritual.
Consequences: None.
The ritual for producing Power Stones is taught only to a select few master
wizards and wizard lords in each College of Magic. Power Stones are very
difficult and time consuming to produce. After performing this ritual, you
create one Power Stone of a type corresponding to the Lore of Magic you work
with.

Conjuration of the Bloody Hidesman


CN: 85
Type: Lore of Beasts
Learning XP: 500
Ingredients: A constructed totem comprised of the bones and freshly flensed
pelts from eight or more large animals.
Conditions: Extreme Saturation, an Arcane Fulcrum, or a Storm of Magic (see
Chapter 14).
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+20) Endurance Test or gain a Fatigued Condition.
Consequences: Individuals within Willpower Bonus yards of the spellcaster,
including the caster, suffer a freezing blast of pure Ghur. This is an attack with
a Damage of +12 that ignores armour made from leather or furs.
The bloody totem takes on the form of an Incarnate Elemental of Beasts (page
176).
Conjuration of the Incarnate Elemental of Death
CN: 90
Type: Lore of Death
Learning XP: 500
Ingredients: An hourglass filled with sand made from the powdered bones of a
monarch.
Conditions: Extreme Saturation, an Arcane Fulcrum, or a Storm of Magic (see
Chapter 14).
Sacrifices: Each Round of Channelling the spellcaster must make a Challenging
(+0) Endurance Test or gain a Fatigued Condition.
Consequences: Individuals within Willpower Bonus yards of the spellcaster,
including the caster, suffer Damage equal to the caster’s Willpower Bonus and
suffer the Prone Condition. This is a magical attack that is not reduced by
Toughness Bonus or Armour Points.
The twin-headed serpentine form of an Incarnate Elemental of Death (page
175) hatches from the hourglass.

Conjuration of Jack O’ Cinders


CN: 85
Type: Lore of Fire
Learning XP: 500
Ingredients: A colossal pyre must be constructed and kept ablaze whilst the
ritual is in progress.
Conditions: Extreme Saturation, an Arcane Fulcrum, or a Storm of Magic (see
Chapter 14).
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+20) Endurance Test or gain a Fatigued Condition.
Consequences: Individuals within Willpower Bonus yards of the spellcaster,
including the caster, suffer 4 Ablaze Conditions.
From the inferno you summon forth an Incarnate Elemental of Fire (page 174).
Corrupt Waystone
CN: 60
Type: Any Dark Lore
Learning XP: 450
Ingredients: An unbroken waystone.
Conditions: No particular conditions necessary.
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+20) Endurance Test or gain a Fatigued Condition.
Consequences: The ritual fails.
You alter the properties of a waystone, corrupting it to produce the effects
described on page 194.
If the waystone is part of a planned leyline, not only does this affect the stone
in question, but magic stops flowing through the leyline. Magic coalesces and
stagnates around the closest ‘upstream’ waystone that isn’t also corrupted.
The next stone in line becomes a new gathering stone, and then magic is
passed on from this point.
This is quickly noticed by the High Elf Mages of Saphery, who will make it a
priority to locate the source of the disruption and hunt down those
responsible.

Create Construct
CN: 60
Type: Any Lore
Learning XP: 400
Ingredients: A suitable form for the construct to inhabit. Conditions: No
conditions necessary.
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+20) Endurance Test or permanently lose a point of either Strength or
Toughness.
Consequences: The ritual fails.
Create Construct CN: 60 Type: Any Lore Learning XP: 400 Ingredients: A
suitable form for the construct to inhabit. Conditions: No conditions necessary.
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+20) Endurance Test or permanently lose a point of either Strength or
Toughness. Consequences: The ritual fails.

Wizards may provide their construct with additional Creature Traits, but doing
so increases the CN of the ritual. Constructs tend to be lumpen and massive, so
Traits that boost their strength and resilience are relatively easy to imbue,
whilst Traits that improve their manoeuvrability can be challenging. See WFRP
pages 338–343 for more on Creature Traits.
Create Familiar
CN: 45
Type: Any Lore
Learning XP: 250
Ingredients: You must prepare a suitable vessel for the familiar. This could be
almost anything from a marionette to a pet cat, a small skeleton, or a grimoire.
More information on vessels is found on page 180.
Conditions: No conditions necessary.
Sacrifices: Familiars are a serious investment. The spellcaster must
permanently surrender either a Wound, a Fate point, or a Resilience point
during the ritual.
Consequences: The ritual fails and the vessel is destroyed.
You imbue the vessel with a portion of your own essence, as well as a degree
of magical power. You now possess a familiar, which can be one of three types:
a Power Familiar (which can help with spellcasting), a Spell Familiar (a wizard in
its own right), or a Combat Familiar (a magical bodyguard devoted to your
safety).
Familiars are Characters of their own; they do not necessarily like their
creators, but they are bound to protect and obey them. Familiars may even
improve over time and even be played by other Players. See page 184 for more
information.
Most wizards make do with a single familiar, but some create a second. It is a
trickier process, as personal essence is used up at a greater rate to imbue an
additional familiar with the required potency. The sacrifice is increased to two
Wounds, Fate Points, or Resilience Points, and the CN is increased to 80.
By default, familiars are assumed to be humanoid in appearance. If a wizard
wishes to construct one that deviates from a humanoid appearance, the GM
should consider what sort of abilities or deficits result from its new shape.
If a wizard seeks to create a more useful servant through altering its form they
can do so, though this will make the process of creating the familiar more
difficult. The table below indicates how the CN should be altered to account for
familiars of greater or lesser complexity. This is not necessarily an exhaustive
list but gives GMs some ideas on how creating a familiar may be easier or more
complex.
Create Waystone Property
CN: 40
Type: Any
Learning XP: 300
Ingredients: An unbroken waystone.
Conditions: The waystone must be an active part of a planned leyline (see page
193).
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+20) Endurance Test or gain a Fatigued Condition.
Consequences: The ritual fails.
You alter the properties of a functioning waystone to create an Amplification,
Containment, Dampening, or Refraction effect. These properties are described
beginning on page 194.
If the creating the new property disrupts the flow of magic towards the Great
Vortex, High Elf Mages from Saphery may, in time, investigate the cause of the
magical disruption and mete out harsh consequences to those who caused the
interference.

Cursecraft
CN: 50 (25)
Type: Any Lore, though curses are mostly associated with witches. Numbers in
brackets represent a reduced difficulty for spellcasters who practise one of the
following Lores: Witchcraft, Daemonology, Necromancy, or any Chaos Lore.
Learning XP: 200 (100)
Ingredients: The item to be cursed.
Conditions: No conditions necessary.
Sacrifices: Curses are powered by the lifeblood of the practitioner who creates
them. The creator of a curse must sacrifice a single Wound, which will never
heal. Additionally, the process is equivalent to Moderate Exposure to
Corruption (WFRP, page 182).
Consequences: The ritual fails and the ingredients are destroyed.
You imbue the item with a magical ability (a boon), that also comes with the
deliberate cost of an ironic or dangerous side-effect (a bane). It is up to the
player and GM to decide on the nature of the benefit and the curse, but
several examples of cursed items are provided on page 170.

Imbue Staff
CN: 35
Type: Lore of Light, Lore of Metal, Lore of Life, Lore of Heavens, Lore of
Shadows, Lore of Death, Lore of Fire, Lore of Beasts
Learning XP: 100
Ingredients: A quarterstaff or metal rod of similar length. Paraphernalia and
decorations relating to the caster’s Lore of Magic.
Conditions: No conditions necessary.
Sacrifices: A Fortune or Resolve point.
Consequences: The ritual fails and the ingredients are destroyed.
You imbue the staff with magical symbology and power. It is now an Enchanted
Staff (see page 152).

Materialise the Living Swamp


CN: 40
Type: Lore of Death, Lore of Life, Lore of Shadows, Lore of Hedgecraft, Lore of
Witchcraft
Learning XP: 400
Ingredients: A heartstone (see page 179) and access to a suitable quantity of
organic matter. Conditions: Heavy, Extreme, or Corrupted Saturation, an
Arcane Fulcrum, or a Storm of Magic.
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+20) Endurance Test or permanently lose a point of Strength or Toughness
(randomly determined).
Consequences: The ritual fails.
Marsh matter and vegetation coalesce into the form of a Fenbeast (see page
179). The creature lives for a number of days equal to your Willpower Bonus. If
the Fenbeast enters an area of Extreme Saturation its lifespan is extended
whilst it remains there. The creature follows your orders. You can dismiss the
Fenbeast at any time, whereupon it collapses into a pile of rotting sludge.

Remove Curse
CN: 40
Type: Any Lore
Learning XP: 200
Ingredients: The cursed Item.
Conditions: The item must be confirmed as a cursed item through a successful
Decipher Curse spell (see page 26).
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+10) Cool Test or suffer Moderate Exposure to Corruption (WFRP, page 182).
Consequences: The ritual fails.
You may opt to lift the curse, removing all boons and banes from the item. A
weapon whose curse has been lifted retains its Magical Quality.

The Crossed Scythes


CN: Willpower of the entity
Type: Lore of Death
Learning XP: 400
Ingredients: No ingredients, though the caster requires the tools with which to
create the carving.
Conditions: Before commencing the ritual, the wizard must engrave a symbol
of crossed downward-pointing scythes over the entrance to a tomb, cave
entrance, gatehouse, or other portal. This requires an Extended Challenging
(+0) Art (Engraving) Test to a total of 20 SL. Beyond this portal there must be
an Undead creature the Wizard seeks to suppress.
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+10) Cool Test or 1 Damage which cannot be reduced by Toughness Bonus or
Armour Points.
Consequences: The ritual fails; the entity becomes aware of the effort to
contain it.
Occasionally, an Amethyst Wizard will mark a tomb with a pair of overlaid and
reversed Shyish runes. Only a fool would enter such a place, for this symbol
warns of great evil slumbering within and acts as a ward against its escape. If
an Amethyst Wizard seeks to create such a carving, they must be gifted at
channelling Shyish and also deft with a hammer and chisel.
Once the symbol is carved and the ritual complete, any Undead creature
without the Construct Trait that tries to cross the threshold must make a Very
Difficult (–30) Cool Test to do so. If the creature fails the Test, they cannot pass
the engraving and must take a Fatigued Condition for every –SL. They must do
this even if they would not normally suffer Fatigued Conditions.
The creature could try to cross the threshold again the following turn, but
would continue to accrue Fatigued Conditions until they pass the Cool Test.
The creature can only recover from these Fatigued Conditions after a full
night’s rest.
Undead creatures with the Construct Trait must make a Very Difficult (-30)
Endurance Test. If the creature fails the Test, they cannot pass the engraving
and suffer 1 Wound for every –SL.

Awakening of the Slumbering Earth Dragon


Lore: Any Arcane
Lore XP: 300
Ingredients: Dragon’s tooth. Diamond worth at least 50GC. Gong blessed by a
dying Priest. Memory of targeted area.
Circumstances: You must be naked and painted with woad.
Ritual Length: 8 hours
CN: 34
Duration: Special
While channelling you target a region such as a stretch of land or a small town
located within Willpower Bonus miles of the ritual. You must be able to picture
the area in your head, having seen and studied it acutely. You conjure a
devastating earthquake which has an AoE of 1 mile. Te earthquake lasts for
1d10 + Willpower Bonus minutes, destroying all but the hardiest of buildings
(such as Dwarf-built structures).
Consequences: If the Casting Test fails, you are swallowed up by the earth and
slain.
Beastly Transmogrifcation of Omnipotent Tchar
Lore: Daemonology
XP: 400
Ingredients: Freshly severed head of a Beastman shaman. Platinum thimble full
of warpstone. Two Human sacrifces, who must be a man and a woman: they
must not have eaten within the last week.
Circumstances: Four other summoners must chant in unison with you. Te
moon must be full and the spell must culminate at midnight.
Ritual Length: 4 hours
CN: 22
Range: 1 mile
Duration: 24 hours Every Human whose Willpower is less than yours
transforms into a hideous Beastman. Te transformed Beastmen go on a
rampage of killing, burning and destruction, stopping only when they are all
killed or the spell expires. Anyone who survives this experience suffers from a
Major (Mental) Corrupting Infuence.
Consequences: If the Casting Test fails, you and your assistants suffer the
consequences of the spell instead.

Consecration of the Sacred Grove


Lore: Seasons
XP: 200
Ingredients: A golden sickle. Bowl of sacrifcial blood (may be Druid’s or
animal). Sprig of mistletoe.
Circumstances: Your spirit familiar. A wooded grove or clearing, stone circle, or
outside of a barrow: the area must be an open space suitable to your familiar.
Area must be cleared out with the Aura of Purity spell. Begin at midnight when
Mannslieb is full.
Ritual Length: Midnight to Sunrise (6-8 hours)
CN: 20
Range: Special Target: AoE (Special)
You cleanse out all impurities from the area and lose all your Corruption
points. Te grove, circle, or barrow is now sacred to all Druids (including Jade
Wizards) and offensive to all creatures with the Daemonic, Ethereal and
Undead Creature Traits. Once a Sacred Grove is created, any Druid who
meditates inside during a full Mannslieb, from dusk till dawn without incident,
may remove Willpower Bonus Corruption points.
Consequences: If you Miscast on your Casting roll, the area is desecrated by
the Wind of Dhar and you suffer a Major Corrupting Infuence. Te ritual
automatically fails.

Daemonic Amulet
Lore: Daemonology
XP: 400
Ingredients: Te binding talisman which uses as its materials four pieces of bone
from followers of Rhya, Shallya, Sigmar, and Verena.
Circumstances: Te binding object must be placed in the middle of an Octagram
that lasts for the duration of the ritual. Daemon must be summoned and held
within the Octagram for the length of the ritual.
Ritual Length: 8 hours
CN: 20 plus the summoned Daemon’s Willpower Bonus
Duration: Special
Tis ritual is a recipe for creating a magical artefact that permanently holds the
power of a summoned Daemon. Tere are many steps to ensuring the ritual’s
success: crafting the item, summoning the Daemon, binding the Daemon,
casting an Octagram that will last the length of the ritual, and fnally performing
the ritual and casting it successfully.
First, the ritual requires a specially created item that is meant to be worn or
easily carried, such as an amulet, circlet, medallion, ring, torc, crown, wand,
bracelet, necklace or similar talisman. You need to procure at least four solid
pieces of bone, one each from followers of Rhya, Shallya, Sigmar, and Verena
able to invoke Blessings and Miracles. Tese bones must be the distinguishing,
decorative feature of the talisman and cannot be disguised with gold or
painted over. Te binding object is crafted with an Extended Very Hard (-30)
Trade Test requiring 15 SL, adding +5 for any desired Item Qualities. Te object
may not have any Flaws. If any Test roll is a Fumble, the ingredients are ruined.
You need not construct the item yourself, but it may be a difficult task to fnd a
Master Artisan shady enough to work with the materials (and not ask too many
questions). Use the Weekly Cost column of the Sample Hirelings chart (WFRP4
p309) as a guide for the labour of a Master Artisan, then double their rate to
ensure their discretion and secrecy. Tey will want to be paid for at least one
week’s labour in advance, as it will likely require multiple weeks. Te Artisan
makes a number of rolls towards the Extended Test equal to their Dexterity
Bonus. Example: Griselda contracts a Master Jeweller to craft a binding circlet.
Te cost for a Master Artisan is 3GC 12/- per week; doubled for the Jeweller’s
discretion, it’s 7GC 4/- per week. If the Artisan’s Dexterity is 64, they make six
rolls towards the Extended Test for that week. Of course, this is not to suggest
that an Artisan would consent to perform the work even for that rate: it may
well be far more (say, 10 times the weekly rate) or they may perform the work
and give your name to the nearest Witch Hunter anyway.
Second, you must cast a Manifest Spell or Summoning Ritual to call a Daemon
to the material world. You must then either use your will to control the
Daemon (as per the rules of the spell or ritual) or quickly cast the Bind Daemon
spell to hold the creature in place before it can fgure out your intentions.
Daemons can be quite clever and do not enjoy being servants to mortals.
Tird, while the Daemon is bound or under your command, you must cast an
Octagram Spell that will last for the Duration of the ritual (8 hours long).
Assistants are useful in this regard. If at any point the Daemon regains control
and knows what is going on, it will attack you.
Fourth, perform the Daemonic Amulet Ritual. Te Casting Number is equal to 20
+ the entrapped Daemon’s Willpower Bonus. So, if the Daemon has a
Willpower of 120, the CN would be 32. If you are successful, the Daemon blinks
out and its power is trapped inside the now-magical artefact that lies upon the
ground. Te Daemon’s True Name engraves itself into the bones of your magic
item. You may wish to bestow a grandiose name to your new creation. While
you possess the amulet, you are its undisputed master. Should others try to
gain control of it, the amulet uses your Channelling Skill for its Willpower—see
Unofficial Treasure & Artefacts for more details on mastering magical artefacts.
If someone other than you speaks the Daemon’s name without mastering the
amulet, the Daemon will appear and attack them.
While the talisman is in your physical possession (ie, you wear or hold it), the
Daemon unwittingly shares some of its power with you. Take the Daemon’s
highest Attribute and add that Attribute’s Bonus to your Attribute score. So, if
the Daemon has a Toughness of 150, you would gain +15 to your Toughness
score while you touch the artefact. Te Daemon trapped inside does not have
the Unstable Creature Trait, but it is otherwise powerless. Te artefact is
effectively Unbreakable while the Daemon remains inside; when the Daemon
is called out, the item may be damaged like any other object. Using a Free
Action, you may speak the Daemon’s True Name and the Daemon will appear
before you to carry out your commands. You may speak a command at any
time to return the Daemon into the talisman. While the creature is out of the
amulet, it gains the Unstable Creature Trait, and if killed it returns back to the
Realm of Chaos; the artefact is no longer magical and you lose its power. For
every sunrise that the Daemon is out in the world, it may attempt an Opposed
Willpower/Channelling Test to break free of your control and go on a vengeful
rampage in the world.
Consequences: If the Casting Test fails, you suffer a Major Miscast and the
Daemon is free to attack you or roam the world uncontrolled. If you Fumble
the Casting Test, the Daemon takes you back to the Realm of Chaos where you
become its servant until you are obliterated.

Door to the Damned


Lore: Daemonology
XP: 500
Ingredients: Sacrifce of a virgin child and a Nun or Priest of pure heart: they
must be totally naked and pressed together while being sacrifced. Any magical
ring that holds a curse.
Circumstances: Four other spellcasters must chant in unison with you while
Channelling. Morrslieb must be present in the sky.
Ritual Length: 12 hours
CN: 40
Range: Willpower yards
Duration: Until sunrise
You rip apart the veil between the worlds, creating a portal to the Realm of
Chaos. Dhar, the flth of raw Chaos, spills into the world, blighting all organic
matter as a foul mist slowly spreads. Being within sight of this toxic area counts
as a Major Corrupting Infuence, and all living creatures are assumed to gain +1
Corruption point every 1d10 minutes they remain in the vicinity. While the
spell lasts, 3d10 Lesser Daemons (or Servants, etc) and one Daemon Prince are
unleashed upon the material world every 8 minutes. Tere is also a 1% chance
that a Greater Daemon will appear at every hour. Te rampaging Daemons
belong to the same Ruinous Power, rolled randomly. Te Daemons are not your
allies and they will act according to their instincts: Nurgle spreads disease,
Slaanesh enslaves and delights, Tzeentch inficts mutation and madness, while
Khorne simply kills everything in sight, including you. However, there is a good
chance (up to the GM) of the Daemons coming to your aid—for the time being.
While the dimensional doorway is open, the Daemons are immune to the
Unstable Creature Trait. Te portal will remain open until the dawn. Once the
sun rises, the Daemons become unstable and disappear.
Consequences: If the Casting Test fails, you and your assistants are plucked by
unseen Daemonic hands into the Realm of Chaos where you will be destroyed
utterly.

Father W’soran’s Architect


Lore: Necromancer
XP: 300
Ingredients: Map of the tower drawn in the blood of a mason. Piece of stone
from a Nehekharan building. Skull of a Stone Troll. Optional skulls of dozens of
creatures for decoration.
Circumstances: Te ritual must be performed in an area clear of obstacles and
other buildings.
Ritual Length: 4 hours
CN: 20
Range: Willpower yards
Duration: 1 hour
You target the tower’s intended mid-point. In the span of an hour, skeletal
stoneworkers construct a magical 50-foot high tower before your very eyes. Te
tower usually has three storeys and no cellar unless one is drawn on the map.
Te internal layout of the tower matches your map’s design. If the blueprint is
not detailed, each foor will be a wide room about 25 feet in diameter.
Consequences: If you fail the Casting Test, one of your hands is cursed and
permanently turned to stone. Suffer a Critical Hit causing 5 Wounds. Your hand
is rendered useless—Amputation (Hard). Also, the hand is heavy and
cumbersome, counting as 1 Encumbrance at all times.

Hunger for Life


Lore: Necromancy
XP: 300
Ingredients: Silver ceremonial knife. Large vessel. Young person of your Species
(under 30 for a Human) in good health.
Circumstances: You must channel the spell while the victim hangs upside-
down, throat slashed, and the blood is collected in a large vessel. Te ritual
requires you to drink the blood of the deceased victim and consume its raw
fesh before the next sunrise.
Ritual Length: 5 hours
CN: 15
You use the leeching power of Dhar to extract and absorb the victim’s vitality,
granting another 30 years of relative youth to your lifespan. This ritual can be
used to extend life spans into unnatural ages, but you will suffer obvious
deleterious effects.
Consequences: Gain 1d10 Corruption points. If you fail your Casting Test, you
age 30 years of life instantly. Te GM may determine the negative effects, which
should be signifcant.
Impossible March of the Damned Soldier
Lore: Any College Lore (preferably Shadows)
XP: 200
Ingredients: Boots of 100 soldiers. One coin of the wages of each soldier who
will travel. Eagle’s wings. An order for deployment written on Fine (4) Quality
parchment, written in ink made willingly from a pint of the troop leader’s own
blood.
Circumstances: You and six additional Wizards of the same Lore must chant
throughout the night while marching with the soldiers, in a formation
surrounding them.
Ritual Length: Sunset to Sunrise (8-12 hours, depending on season)
CN: 44 (Lore of Shadows: 22) Range: Special Target: (Assisting Wizards’
combined Willpower scores) people
You use your magic to drastically hasten the speed of a deployment of soldiers
throughout one night’s hard travel. Tis is achieved by entering a shadowy
version of the world whilst the ritual is channelling. When dawn arrives, the
light eradicates the shadow and you will have arrived at your chosen
destination. This destination can be anywhere reachable by contiguous, land-
based travel over minor obstacles (ie, oceans, gated cities, moated castles, and
uncrossable mountains would bar your way). You may transport a total
number of soldiers and camp followers equal to the combined Willpower
attributes of your participating Wizards. So, a ritual assisted by six Wizards with
Willpower scores of 52, 63, 48, 37, 56, and 61 would be able to transport 317
soldiers and retinue, such as attendants, cooks, smiths and the like.
Meanwhile, your own magicks allow the fast transport of all horses, oxen,
foodstuffs, arms, tents, standards and any other equipment involved in
battlefeld warfare. You and the participating Wizards do not count towards the
total hastened. Maintaining concentration while channelling and marching is
gruelling. For every hour of travel, you and each assisting Wizard must pass an
Easy (+40) Endurance Test or be interrupted from your Channelling, which then
ends the failing Wizard’s involvement with the ritual. When a Wizard drops out
of the ritual, their Willpower score no longer counts towards the total and that
many soldiers and retinue will fnd themselves in a different location along the
way (up to the GM). If you fail an Endurance Test, the ritual has failed and you
suffer the Consequences. Tis uncanny form of travel is very dangerous and
downright terrifying for common soldiers not used to magicks. It is therefore
only used in the direst of the Empire’s need.
Consequences: Once the ritual is done, all travelling soldiers and camp
followers gain a Fatigued Condition, while you and the Wizards gain 3 Fatigued
Conditions. If you fail your Casting Test, the entire body of soldiers arrives
somewhere else in the world, anywhere the GM dictates (or rolls for
randomly). If you Fumble the Casting Test, your entire deployment is sucked
into the Realm of Chaos, doomed to be the prey or playthings of whatever
slavering, gibbering creatures fnd you.

Inescapable Bindings of Duty


Lore: Any Arcane Lore
XP: 200
Ingredients: Sheet of parchment made from the skin of a stillborn lamb,
bearing the exact words of the oath written in the blood of a judge. Drop of the
oathbreaker’s blood and spit. Vial containing the breath, sweat or tears of
someone wronged by the breaking of the oath.
Circumstances: Must be cast within one mile of the oathbreaker, and the
oathbreaker must not speak a word for the duration of the casting.
Ritual Length: 4 hours
CN: 18
Range: 1 mile
Target: 1 Oathbreaker
You compel one who has sworn an oath and broken it (or who intends to break
it) to carry out the letter and spirit of the vow. It matters not whether the oath
was made in jest, under compulsion, or while utterly blind on drink. If this
ritual is successfully cast, the oath will be carried out or the one who spoke the
oath will literally kill himself trying. Te oath-taker can carry out his promise
with intelligence and guile and postpone action to an opportune moment, if
relevant. He need not rush out and challenge a superior rival he has vowed to
kill to a duel in broad daylight, for example, but might instead choose to attack
from ambush when his chances of success will be improved.
Consequences: If the Casting Test fails, you must carry out the oath to the best
of your abilities.

Invocation for Total Power


Lore: Daemonology
XP: 400
Ingredients: Heart of a Greater Daemon. Sacrifce of a Noble and a Warrior,
each in their 4th Career tier. Symbol of Chaos. Altar.
Circumstances: At least two other spellcasters who share the same Lore as you
must chant in unison while Channelling. You must begin the ritual at midnight
and end at sunrise.
Ritual Length: 6-8 hours
CN: 40
Duration: Willpower Bonus days
You summon an ominous mist of pure, unadulterated Dhar that surrounds you,
which you absorb into every part of your body. You gain all of the following
benefts until the next sunrise:
Choose one spell available to your Lore Talent that you have not learned. Once
per scene, you may spend an Action to cast it as if you rolled a Critical with
Total Power;
Increase all of your characteristics by 20;
Gain 1d10 + Willpower Bonus SL in stored energy to deploy while casting
spells.
Consequences: Gain 1d10 Corruption points. If the Casting Test fails, you suffer
a Catastrophic Miscast, adding +20 to the result. Further, your ability to use
magic is burned from you and all your characteristics are penalized by 20 for
Willpower Bonus days. If the Casting Test is a Fumble, you and your assistants
are warped into the Realm of Chaos to be forgotten in the material world.
Legion of the Dead
Lore: Necromancy
XP: 300
Ingredients: Sword arms of ten dead soldiers. Drum made of bones and Human
skin. Fragment of Warpstone the size of a skull. Barrel of rum.
Circumstances: Whilst you perform the ritual, one assistant must continuously
beat the bone drum. Must be performed on the site of a battle long ago or
within the boundaries of a graveyard.
CN: 22
Range: 100 yards
Target: AoE (Willpower yards)
Duration: Until destroyed
Dhar ripples throughout the affected area, leeching deep into the soil. Bony,
long-dead hands burst forth from the earth. You raise Willpower Skeletons and
Willpower Zombies who are totally under your command and do not count
towards any limit for controlling Undead. Tey start with the Prone Condition.
You may send them off far away and they will receive your commands as if you
were with them. Te summoned creatures remain in this world until they are
destroyed, even if you are slain. While you are alive, this legion does not have
the Unstable Creature Trait, but they will gain it if you are killed.
Consequences: If you fail the Casting Test, the legion attacks you instead, after
which they will either return to the ground or continue ravaging the
surrounding lands.

Rain of Blood
Lore: Necromancy
XP: 200
Ingredients: Hearts of five followers of Khorne and/or Shallya. Griffon’s
feather. Calf born within the targeted area.
Circumstances: You must cast on the highest ground in the area for the ritual
to be effective.
Ritual Length: 4 hours
CN: 17
Range: You Target: AoE (Willpower Bonus miles)
Duration: Willpower minutes
Clouds of ominous Dhar coalesce in a large area above you, raining blood for
miles around. It is ordinary blood of the same Species as the hearts used in the
ingredients (therefore, likely Humans). Tough this ritual has been performed
just to terrify and sicken populations, its primary purpose has been to feed
Vampires on the march to war.
Consequences: If you fail your Casting Test, the clouds rain holy water instead
of blood.

Raise Bone Catapult


Lore: Necromancy
XP: 300
Ingredients: Skeletons or corpses of 8 creatures of Average Size or larger,
including two or more Horse-type creatures. Tree swords. Skulls for
ammunition (roll 1d10+2 if needed).
Circumstances: Nothing additional is required.
Ritual Length: 4 hours
CN: 16
Range: Willpower yards
Dhar infuses the ritual bones and eerily raises them from the ground,
assembling all the parts into a large siege engine that hurls enchanted skulls or
mundane ammunition. If the catapult and its creatures are not destroyed, you
may make a Challenging (+0) Channelling (Dhar) Test before each sunrise to
maintain its material form. While you are alive, the crew and engine are under
your control and do not have the Unstable Creature Trait.
Te catapult has a crew of three Skeleton Artillerists who have the Ranged
(Artillery) Skill. Only characters with this skill may fre the engine. Each skeletal
Artillerist has the following profle:

Te catapult’s profle is as follows

SIEGE ENGINE
Te catapult is a stone-throwing engine made of fused and twisted bone strung
with sinew. In order to move the catapult, it must be pushed and it only moves
at Walking rate. Each crew pushing the engine adds 2 yards (Movement 1) per
Round. A target of an attack from this unit must be straight ahead of the
engine. Turning the engine uses 1 Movement per 45 degrees as well as the
Move of two crew for 1 Round. (If the GM needs to come up with a number of
degrees quickly, just roll 1d100.) Te engine’s throwing arm must be adjusted to
strike its target, which takes the Artillerists’ Action. Tis unit cannot strike a
target closer than 25 yards. Each hit gains the Blast (2) and Impact Qualities. All
victims of a siege engine hit suffer the Prone Condition. If the attack roll fails,
use the Scatter chart (WFRP4 p163) to determine the new point of impact.
Ammunition: If enchanted skulls are thrown, the attack counts as Magical and
has the Fear 0 Creature Trait. Otherwise, large rocks and stones can be
scavenged if the environment is suitable.
Consequences: If you fail your Casting Test, you and your assistants suffer the
effects of a Major Miscast, adding +20 to roll on the table.

Raise Chariot of Bone


Lore: Necromancy
XP: 400
Ingredients: Skeletons or corpses of 12 creatures of Average Size or larger,
including two or more Horse-type creatures. Whip. Optional: Blades (swords or
scythes) for the chariot wheels.
Circumstances: Nothing additional is required.
Ritual Length: 6 hours
CN: 24
Range: Willpower yards
Dhar infuses the ritual bones and eerily raises them from the ground,
assembling all the parts into an Undead chariot, complete with skeletal Horses
and Charioteer, as well as blades affixed to the bone-wheels if they were
provided. Te bone chariot is about 3 yards wide, with room for the Charioteer
and a single passenger. If the chariot and its creatures are not destroyed, you
may make a Challenging (+0) Channelling (Dhar) Test before each sunrise to
maintain its material form. While you are alive, the chariot, Horses and
Charioteer are under your control and do not have the Unstable Creature Trait.
If the Charioteer is destroyed, the Horses will move reactively rather than
aggressively unless you direct them with your Drive Skill. If 10 Damage is
caused specifcally to the Magical supports binding the Horses to the chariot,
the chariot is grounded and the Horses move and attack separately.
Te skeletal Horses pulling the chariot have the following profle:
The chariot’s profle is as follows:

*RAM Te creature can run a target down when it Charges. Te attack cannot be
parried, only dodged.
**WHEEL WEAPON If blades are used as ingredients, the unit has weapons
affixed to its wheels. Anyone in the path or adjacent to the unit’s path may
dodge the attack if they see it coming. Tis attack has the Damaging Quality.
Due to the Size rules, the chariot may make passby attacks without being
Engaged.

Te Charioteer’s profle is as follows:


Consequences: If you fail your Casting Test, you and your assistants suffer the
effects of a Major Miscast, adding +20 to roll on the table

Reaping of the Pus Blooms


Lore: Chaos (Nurgle)
XP: 400
Ingredients: Whole, somehow-preserved corpse of a Daemon of Nurgle. Forty-
pound candle made with the drippings of three dozen men killed by Nurgle’s
Rot. Brackish water collected from three fetid swamps at least one thousand
miles from each other. Hand of an insane Doktor or Barber-Surgeon.
Circumstances: You must have been infected with and survived the contraction
of Nurgle’s Rot somehow.
CN: 27
Ritual Length: 4 hours
Range: You Target: AoE (1 mile)
You spread the scourge of Nurgle’s Rot to the surrounding community (this is
often people who have spurned the spellcaster). Everyone within the AoE who
is not involved in the casting of the ritual must pass a Challenging (+0)
Endurance Test or contract the disease, which they may spread normally to
anyone they come in contact with until they die.
Consequences: If you fail your Casting Test, you are infected with Nurgle’s Rot.
Each week counts as a month of the Gift of Nurgle symptom, meaning you will
die in short order.

Rebirth in Blood
Lore: Necromancy
XP: 400
Ingredients: Hands of a midwife. Last drop of a Human’s blood. Dragon’s tooth.
Womb of a cow raised on blood. Remains of a Vampire.
Circumstances: Tis ritual may only be performed in an accursed location, such
as where a terrible, large-scale tragedy occurred. Specifcs are for the GM to
decide, but it could include a battlefeld that bore witness to a slaughter, a
ghost town in which everyone died of plague or turned to cannibalism, or
Mordheim.
CN: 27
Ritual Length: 4 hours
Range: Willpower Bonus yards
Target: 1 Vampire
Duration: Instant
This ritual restores the deceased Vampire back to ‘healthy’ Undeath within a
minute of being successfully cast. Te Vampire returns with 1 Wound point and
3 Fatigued Conditions (if fatigue applies to such a creature). Should the Casting
Test fail, the ritual may be performed again, but only at a different location
that is distant enough that it bears no relation in geography or tragic history to
any previously failed attempts. Each time the ritual fails, the Casting Number is
reduced by 1. Tus, the ritual may be attempted indefnitely until it is successful,
which can consume years of the lives of those involved.
Consequences: If the Casting Test is a Fumble, you suffer the same fate as the
inhabitants of the location you have chosen to cast in—you could catch the
plague, join the shambling Undead, or be gorily dismembered by ghostly
blades.
Rite of Barren Blood
Lore: Witchcraft
XP: 300
Ingredients: Drops of blood taken from one male or one female of the targeted
line within the past Willpower Bonus days. Fist-sized chunk of warpstone. Solid
silver goblet worth at least 10GC. Stillborn goat.
Circumstances: No member of the lineage to be affected may be pregnant at
the moment the ritual is cast. Otherwise, the Casting Test automatically fails—
see Consequences.
CN: 20
Ritual Length: 8 hours
Target: A single lineage
You curse the lineage descended from the individual targeted by the chosen
ingredients. Forevermore, the individual and their living descendants are
rendered impotent and barren. The curse does not work backwards: it only
affects the direct descendants. However, if additional blood is used from the
individual’s parents, aunts, uncles, cousins, siblings, etc, the curse will affect
anyone else in the line of descent from the blood used. The Remove Curse
Talent can lift this curse; however, it only does so for a single person and
therefore must be used on everyone targeted by the spell or the curse will
continue its effects on the remaining afflicted people.
Consequences: If you fail your Casting Test or you fail to apply the proper
Circumstances (usually through ignorance of a distant relative or recent
conception), your lineage is instead affected by the curse.

Ship of the Damned


Lore: Necromancy
XP: 200 Ingredients: Birth caul of a sailor. Ship that sank with its crew. Hands of
a drowned Priest of Manann. Ship’s manifest written in blood. Fist-sized chunk
of Warpstone.
Circumstances: Nothing additional is required.
CN: 18
Ritual Length: 4 hours
Range: Willpower yards
You raise a sunken ship from its watery grave complete with a full crew of
Undead creatures. Te ship does not need wind to fll its sails and travels at an
even, uncanny speed no matter the weather. Although the ship remains as
decayed as it was on the ocean foor, it rots no further. Te crew is made up of
either Skeletons or Spectres, as you wish, and there are as many of them as
there were crew when the ship sank (per the GM’s discretion about the size
and purpose of the raised ship).
Consequences: If you fail the Casting Test, you are tormented by visions of
drowning in an ocean of damned souls. You gain 2 Mental Corruption points.

Transformation of Kadon
Lore: Chaos Arcane
XP: 400
Ingredients: Heart of a monstrous beast bathed in human blood.
Circumstances: You must perform this ritual after dawn while next to an
Ogham or in stone circle or consecrated grove.
CN: 16
Ritual Length: 4 hours
Duration: Until sunrise+
You transform into a terrible monster, such as a Chimera, Hydra, Manticore or
Wyvern, based on the type of heart used. If you score a Critical on the Casting
Test, you may spend an Action to revert back to normal before the spell ends.
While in the form of the monstrous beast, you gain the physical Attributes of
the creature (M, WS, BS, S, T, Ag, Dex, Fel) while I, Int, WP remain unchanged.
You also gain the Creature Traits of the creature, but you lose the ability to
speak and cast spells. Any Wounds and Diseases you have suffered carry over
to your new form. Conversely, any Wounds you suffer in beast-form carry over
to your normal form. Should you take more Wounds in beast-form than you
normally have, you are reduced to 0 Wounds and take a Critical Wound with
the ‘negative’ Wounds. Te transformation lasts until the next sunrise. Similar to
Arcane spells marked with a ‘+’ at the end of the Duration, you may make a
Willpower Test to extend the Duration for another day. If you score a Critical,
you are allowed to transform back to normal at any time before the spell ends.
If you Fumble the Willpower Test, you suffer the same Consequences as a
Fumbled Casting Test.
Consequences: If you Fumble the Casting Test, you are permanently
transformed into the monstrous beast. No one will know until you are killed,
whereupon your body reverts to its normal, deceased form.

Transformation of the Liche


Lore: Necromancy
XP: 400
Ingredients: Brains of 8 Necromancers arranged in a circle around you.
Conditions: You must begin the ritual at midnight and end after sunrise.
Morrslieb must be present in the sky.
CN: 30
Ritual Length: 8 hours
Duration: Until sunrise
When performing this ritual, you channel enormous energies and absorb that
power inwards. If you die before the next sunrise, you will be transformed into
a Liche. Since this transformation is desired by many Necromancers, many
have been known to cast this spell on themselves and then deliberately kill
themselves. Once your body is cold, the process of transformation takes 1d10
days, and your spirit suffers +1 Mental Corruption point per day. Your body
must remain intact and must not be targeted by a Swift Passing Spell or Last
Rites Miracle during this time. Meanwhile, your corpse appears dead and
begins to decay as normal; you know and feel nothing. At the end of this
period of transformation, your body becomes reanimated as a Liche, gaining
the following Creature Traits: Clever, Dark Vision, Distracting, Fear 2, Immunity
(Disease), Immunity (Mundane Damage), Magical, Painless, Petrifying Gaze,
Prejudice (Living), Terror 2, Tough, Undead, Unstable.
Consequences: Everyone involved in the ritual gains 2 Corruption points. If the
Casting Test fails, you suffer a Major Miscast and take the Unconscious
Condition, with a heart rate so low that you appear to be dead: you wake up
after 2d10 hours with a start, gaining 1d10 Mental Corruption points. If the
Casting Test is a Fumble, your body explodes into a disgusting mess of gore

Vortex of Chaos
Lore: Chaos Arcane
XP: 300
Ingredients: Large vial of bile from a Chaos Sorcerer. Dust and water whipped
up by a recent hurricane, stored in a glass vial that you break just before you
make the Casting Test.
Circumstances: You must be casting within sight of a lightning storm, under the
sickly light of Morrslieb.
CN: 18
Ritual Length: 6 hours
Range: Willpower yards
Target: AoE (Willpower Bonus yards)
Duration: Until dispelled
You open up a small but dangerous black hole between this realm and the
warp-space of raw Chaos. Te hole is only open a fragment of a second, but in
that time a writhing, whirling vortex of Dhar spills out, destroying everything it
contacts until it is somehow dispelled. Te stormy vortex starts out as an AoE of
your Willpower Bonus yards in width and height, but every day it exists, it
doubles in size. Te vortex never stands still and travels 2d10 yards in a Round.
You may control the direction of the growing Vortex of Chaos with a Free
Action so long as you are within range of its swirling exterior. If the vortex is
uncontrolled, it will move generally in the same direction, though it may weave
here and there, rarely doubling back. Te GM determines the path according to
this guideline. Everything the vortex touches is blighted and annihilated,
including creatures, buildings, obstacles, destructible natural terrain, etc. Also,
the vortex attracts Dhar and repels the other Winds: anywhere within
Willpower yards of the Chaos vortex is a Moderate Corrupting Infuence and
adds 10 to magic rolls based on Dhar, while other Winds have their rolls
reduced by 10. Dispelling the Vortex of Chaos requires an Extended Language
(Magick) Test whose SL equals the ritual’s Casting Number plus the number of
full days the vortex has been in the world. Anyone with the Second Sight Talent
(as well as any NPC wth the Spellcaster Creature Trait) within 1 mile of the
magical hurricane will sense a sickening disturbance in the Winds of Magic and
may use Intuition to fgure out what has gone wrong and Perception or Track
Tests to determine the vortex’s location.
Consequences: If the Casting Test fails, the hole opens up and you are sucked
inside, then the hole closes shut.

DAEMONIC SUMMONINGS
Invocate Daemon
CN: The Daemon’s Willpower
Type: Lore of Daemonology
Learning XP: 400
Ingredients: Bounds of good taste inhibit a discussion of ingredients, but
Daemons typically pay no heed to mortals unless they know at least one of the
names the Daemon uses. The invoker must also cause significant mayhem,
suffering, or death during the ritual.
Conditions: The invoker must cast Octagram (WFRP, page 256) before
beginning the ritual.
Sacrifices: Each Round of Channelling the spellcaster must make an Average
(+20) Endurance Test or permanently lose a point of Strength or Toughness
(randomly determined).
Consequences: The Daemon becomes aware that a mortal has tried to invoke
it. Their reaction depends on the Daemon in question, though most find such
invasions of their privacy a serious affront.
You invocate the Daemon, which manifests inside the Octagram you prepared
earlier. It remains there for a number of days equal to the caster’s Intelligence
Bonus, after which it returns to the Realms of Chaos.
You can communicate with the Daemon during this time, but it is not required
to answer you or obey you in any way. Daemonologists must be prepared to
make additional sacrifices and bargains once they have invoked a Daemon, but
what exactly these bargains are, and what the Daemon is willing to offer in
return, is left up to the Player and GM to decide.
Daemons have multifaceted identities, involving a nigh-unpronounceable true
name, assorted common names, euphemistic epithets, and grandiloquent
titles. Generally, the more you know the more you can bargain with, but there
is a matter of etiquette. Knowledge of their true name can give power over a
Daemon, but they invariably seek to destroy those who possess it. The best
strategy is to use a Daemon’s common name whilst insinuating that you know
their true name but also reassuring them that you will guard it respectfully.
The GM may award up to +3 SL to Tests made to complete this ritual based on
how much research the Daemonologist has undertaken into learning the
identity of the Daemon they are invoking.

Summon Daemonic Guardian


Lore: Daemonology
XP: 200
Ingredients: Heart of a Human or Elf. Animal sacrifce. Rare incenses and
materials worth 10GC.
Circumstances: Your body must be painted in blood, saliva, or other bodily
fuid. You must know one of the Daemon’s false names. An altar or bonfre and
a symbol of Chaos are required to focus the ritual.
Ritual Length: 8 hours
CN: 16
Duration: Special (see Controlling Daemons box)
You tear a hole in the fabric of reality and a Daemonic Servant or Lesser
Daemon of your choice appears before you. Examples of such creatures can be
found in the Unofficial Bestiary. You must now test to control the summoned
creature.
Consequences: Gain 1 Corruption point. If you fail the Casting Test, a quivering
orifce of Chaos sucks you (and your sssistants) into the Realm of Chaos with a
slurping noise, closing with a pop. All witnesses must Test for a Moderate
Corrupting Infuence.

Summon Daemonic Pack


Lore: Daemonology
XP: 300
Ingredients: Several hearts of Humans or Elves (matching number of Daemons
to be summoned). Several animal sacrifces. Rare incenses and materials worth
100GC.
Circumstances: Your body must be painted in blood, saliva and other bodily
fuids. You must know all of the Daemons’ false names. A desecrated monolith,
graveyard, stone circle or Druidic grove is required to focus the ritual.
Ritual Length: 12 hours
CN: 24
Duration: Special (see Controlling Daemons box)
Your magicks conjure a small storm that dissolves the veil separating the
material and Chaos Realms. A number of Lesser Daemons equal to your
Willpower Bonus appear in the targeted area within Willpower Bonus yards of
you. Examples of such creatures can be found in the Unofficial Bestiary. You
must now test to control the summoned creatures. A single Test is required
using the Assistance rules (WFRP4 p155) for both sides of the Test. Example: If
you have 1 Assistant, you gain +10 to your Test and four summoned Daemons
would gain +30 to their Test.
Consequences: Gain 1 Corruption point for up to three Daemons summoned. If
you fail the Casting Test, a quivering orifce of Chaos
.

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