I mean it, damnit! There is no such thing as necromancy! Those dudes are just REALLY skinny!
Spell list ver1.0
I must begin by admitting my love for the WFRP1’s magic system. Particularly the Necromantic and Demonic lines which I consider tasty bits of perfection.
Battle Magic, which I like a lot of (particularly due to Heal and Fireball as 1st level spells), there are certain things I dislike. Some purely for gaming purposes, such as Open Lock as a petty magic spell (pretty much eliminating the need for anyone to learn Pick Locks). Then the silly ones, Magic Bridge, I’m looking at you.
Due to the nature of ‘Magic’ in my Future Planet Where Magic Works and Screws Technology overdone trope world, I’ve had to alter the spell lists to mirror my internal justifications for how I see it all work.
Availability of spells are heavily dependent on the players rank in their related Faction. In particular the Inquisitorial spells, which are gained in the order listed as Faction Points are gained.
In Anglypur’s Mageregime, there were no limits placed upon magical research, so they were not limited as the Empire’s Wizard Guild was.
Necromantic magic was considered a great danger in both Anglypur and the Central Empire. Necromancy never gained a foothold in the Empire, while in Anglypur, the Great purge approximately a few hundred years ago pushed the practice into extinction… Probably.
Hypergeometric Magic was something that was a rather recent discovery (some say from outside forces) in Anglypur. Inquisitors are of the opinion it was this discovery that instigated the fall of Anglypur.
Note: All forms of magic may cause disabilities in my world, however membership in the Guild alleviates it somewhat...
New spells are italicized. I will add descriptions for these at a later date.
As always, comments are appreciated.
Curse, Magic Flame, Remove Curse, Zone of Cold, Zone of Warmth
Hermetic (Battle) Magic Level 1:
Aura of Resistance, Cure Light Injury, Delouse, Fireball (reskinned as Rend and using WP save rather than a Dodge check), Immunity to Poison.
Hermetic Magic Level 2:
Aura of Protection, Cure Poison, Ignite (targets blackpowder weapons, powder kegs, etc.), Zone of Steadfastness.
Hermetic Magic Level 3:
Dispel Aura, Borrow Magic Points (volunteers only), Transfer Aura.
Hermetic Magic Level 4:
Aura of Invulnerability, Cure Severe Wound, Strength of Mind
Anglypurian Magic [These are additional Hermetic spells as used by the Mageregime, can be found by the players for use, doesn’t require any additional skill levels to learn other than making a Knowledge (Anglypur) test. These are not the limit of spells available to Mageregime Wizards, these are in addition to the Hermetic Magic list:
Petty: Gift of Tongues, Sleep, Sounds, Zone of Silence.
Level 1: Cause Animosity, Hammerhand, Steal Mind, Strength of Combat.
Level 2: Cause Frenzy, Cause Hatred, Cause Panic, Hold Flight,
Level 3: Cause Cowardly Flight, Cause Fear, Cause Stupidity,
Level 4: Change Allegiance, Stand Still
Necromantic Spells remain as written
Hypergeometric (Demonic) Magic: Demonology spells remain as written (at this point) except the “Demons” are, of course, reskinned to be more campaign specific (think Lovecraftian). Additional spells that fit the Hypergeometric mold are added below:
Hypergeometric Magic Level 2:
Mystic Mist, Zone of Sanctuary
Hypergeometric Magic Level 3:
Inquisitorial Magic Level 1:
Detect magic, steal magical power*
Inquisitorial Magic Level 2:
Dispel magic, drain magic, zone of magical immunity*
*See Restless Dead supplement