This is part two of a modification of Gregor Vuga's excellent sort-of-WFRP Kriegsmesser. You will need a copy of Kriegsmesser.
Part one covered general rules. Part two is all about Sorcery!
Sorcery!
Sorcery! -- yes, the exclamation point is essential -- is a special skill that does anything the player wants it to do. It can open doors, cause blindness, hit orcs with bolts of energy, cause the dead to speak. It is general purpose and very powerful. Sorcerers are however distrusted at best and hunted and exterminated at worst. Also, sorcery! can go wrong.Sorcery! rolls are made as normal Kriegsmesser skill rolls. LUCK and Corruption dice can be added as normal. If any dice results match, whether the roll succeeds or not, then a Chaotic Manifestation occurs!
If there is a double it is a Minor Manifestation, if it is a triple it is a Major Manifestation, and if it is a quadruple -- or worse! -- it is a Catastrophic Manifestation. The sorcerer takes a point of Corruption and then rolls on the relevant table, below.
Sorcerous Careers
Of the existing Kriegsmesser careers, Alchemist, Initiate, and Witch may have a point of Sorcery! in place of one of their normal skills.But let's also add an Apprentice Wizard. This can be an extra career, perhaps one that can only be entered by choice rather than a random roll, or you could replace one of the random Kriegsmesser careers; I suggest replacing one of the double results, as that's a nice thematic tie in with the Chaotic Manifestation rules.
Apprentice Wizard
Skills
- Sorcery! 2
- Sense Sorcery! 2
- Read/Write 2
- Sleight of Hand 2
- Flee! 1
- Notice 1
- Staff
- Pouch
- "Spellbook" (more a collection of scribbled formulas and notes, really.)
- Some minor prop for illusions. Cups and ball, a pack of cards, a set of rings, that sort of thing.
Chaotic Manifestation Tables!
(Most effect durations are given as real-world, rather than in-game, times because it feels like magic should break the "rules" somehow. Feel free to swap them for in-game times if you prefer.)2d6 | Minor Manifestation |
2 | You got away with it! Except for the Corruption point, obviously. |
3 | A flash of sorcerous energy shoots through your body, giving you a nasty shock and a Wound. |
4 | Food in the immediate area spoils, milk curdles, and so on. |
5 | You get a terrible nosebleed that just won't stop. At least for a real world hour. |
6-8 | A cold and mysterious wind blows through the local area. |
9 | Spectral voices whisper in everyone's ears. |
10 | All animals in the local area flee from you in terror. Characters with animal handling skills may be able to keep them at heel. |
11 | Your hair stands on end and crackles with magical energy. If you had no hair, you do now. |
12 | Roll on the Major Manifestation table! |
2d6 | Major Manifestation |
2 | You got lucky! Roll on the Minor Manifestation table. |
3 | You are burned by sorcerous flames! Take a Terrible Injury (see part one). |
4 | Your bones twist and pop. Take two Wounds (see part one). |
5 | Some sort of minor daemon pops into existence and tries to eat your face. You will probably have to fight it. |
6 | Your eyes turn into little glowing balls of flame. You can still see as normal, but it looks very odd. They return to normal at dawn. Dawn in the real world. |
7 | You are drained of vitality and are left enfeebled! -1d to all rolls for the next real world hour. |
8 | Your tongue vanishes. After a real world hour it returns, but it doesn't just reappear. No, it grows back over a few icky moments. |
9 | Terrifying Chaotic visions assail you. You gain +1 Chaos Lore as a new skill. |
10 | You are shocked and numbed as the power travels through you. You are at -1d to all rolls for 24 real world hours. |
11 | You are possessed by a Chaotic spirit for the next five real world minutes. Your character is controlled by the Referee until then. I hope you bought them pizza! |
12 | Oh dear. Roll on the Catastrophic Manifestation table. |
2d6 | Catastrophic Manifestation |
2 | You got really lucky. Roll on the Major Manifestation table, and thank your ancestors. |
3 | Your sorcery almost tears you apart! You are Maimed (see part one). |
4 | Your sorcery blows back and gives you a Terrible Injury (see part one). |
5 | Everyone in the immediate area, friends and foes, takes a Wound (see part one) as your magical energies burst out like a post-2005 Doctor Who regeneration. |
6-8 | You are utterly drained of all sorcerous power. Your Sorcery! drops to 0 -- and Corruption and LUCK cannot be used either -- but returns at one point per full real world day. |
9 | You receive a Mark of Chaos, which is quite visible, difficult to disguise, and impossible to remove. It also counts as a Terrible Injury. If you receive a certain number of Marks, a Chaos God comes to claim you as its Champion; make a Corruption test (Kriegsmesser p29) and if this is a "failure" you are claimed, probably to return as a villain later on. Slaanesh claims characters with six Marks, Nurgle claims those with seven, Khorne those with eight, and Tzeentch claims characters with nine. Characters with ten or more Marks go on to be generic non-denominational Chaos Warriors. If the Horned Rat existed, he would claim those with 13 Marks, but he doesn't so he doesn't. |
10 | Every time you close your eyes you see visions of the Realms of Chaos. Sleeping is difficult. +1 Dark Lore. |
11 | You are blasted by your own out-of-control powers and are knocked unconscious for an in-game hour. Mundane medicine cannot wake you but maybe magical healing can. Maybe. |
12 | With a sucking, popping sound, you are sucked into the Realm of Chaos, never to be seen again, probably. |
I may expand this at some point to include the Colleges of Magic, dwarf, elf, and goblin magic, hedge wizards, and so on. This will do for now.