So I have finally had the time to get well and truly stuck in, sadly when ever I start doing one project I get side tracked, and i find it really hard to get back on to the original task at hand… As such I have finished my rules for Crafting, Poisons, Drugs as well as heavily set the ground for my hour rules regarding player ranks and xp required etc…
Anyway I have finally got my initial ideas drafted as to what I want to do with Chaos/Necromantic/Dark Magic down, I was going to write them all up now but I am absolutely exhausted so I will just post what I am aiming for with each spell list and if you guys can let me know if I am missing something, going to powerful/weak and I will get all these ideas down onto a first draft of cards., Sorry it took so damn long…
Dark Magic Epic Order Card: Exhaust this card to add +1 Dam & +1 Critical for each Chaos star generated in the casting roll.
Necromantic Order Card: Gain 3 power for each sentient creature that dies within close range, if they are henchmen 1 power instead.
Necromantic Epic Order Card: Exhaust after a spell action any creatures slain by your action rise as zombies under your control.
Chaos Undivided Order Card: You are gifted with Chaos Armour.
Chaos Undivided Epic Order Card: You may learn Nurgle, Tzeentch and Slaanesh spells up to 3rd Rank.
Dark Magic including the spells we already have will have a total of 16 spells, I intend to use them for extra cards when using either a Necromantic or Chaos Undivided lore, but it should have enough variety and options to be fully functional by itself. I have added another 3 level 1 spells. 1 level 2. 1 level 3, two level 4 and 2 level 5. The deck has one touch attack, two magic missiles, 3 utility/support spells, 3 Defensive spells, 1 Breath attack, 3 mind attacking clouds/miasmas, 1 social, 1 reaction and 1 Black horror level five hideousness. The idea is that the lore will be super aggressive, and its users will throw up lots of miscasts, it has never been a subtle lore of magic but I think even with the spells FFG have provided we have the beginnings of a very fun Lore, so this is what I want to build on.
The New spells are currently:
Rank 1 Dark hand of destruction -freezing touch attack, Suppress Mutation - for hiding amongst the masses, Crippling Stare - socially damaging looks.
Rank 2 Burning Blood - Magic Missile with a splash
Rank 3 Veil Of Corruption - Area effect confusing aura that hides allies and bewilders foes.
Rank 4 Blade Wind - Defensive blades hurting those engaged with you while boasting your soak and defence & Word of Pain - blast of agony leaving all in the area thunderstruck and in pain.
Rank 5 Visions Of Torment- A mist that makes enemies attack each other & Black Horror - Tentacles from the abyss, pulling all they can hit apart, almost sentiently moving towards the largest throng of people.
This is representing modern rather than ancient Necromancy, and I wanted it pretty much based around the same ideas as dark magic, just a bit more controlled and less offensive. As I said I want the two lores to be inter changeable depending on my needs, also I wanted to make the spells a little more interesting than the wfrp2 lists Black Industries provided. One of the main things I want to avoid is too many basic summoning spells, as though thematic they are not particularly inspired, so anyway my list.
Corpse Flesh - Defensive, My Will be Done - from the POD, Hellish Vigor - increases the speed of under, Ride through the night - Summons a spectral mount to grant free movement, Hand of Dust - Gathering Storm, Mortification - Gathering Storm., Withering wave - Weakens and slows living nearby.
Curse of Undeath - Gathering Storm, Drain Life - Gathering Storm, Raise Dead - Summons WP zombies/skeletons, then resurrects and living creature that dies while its recharging.
Banshee Wail - Like the namesake, causes terror, Spirit Form - Reaction, free move and ethereal while recharges. Gaze of Nagash - Deadly Magic Missle
Curse of the years - Ongoing, Weakness targets, slowly reducing there Toughness & Strength, Spell of Awakening - Like raise dead but Wights instead
Wind of Undeath - A ghostly wind that drains the souls from the living and using the energy to create spirit swarms, moving vortex.
I really wanted this to be different from dark magic, representing chaos devoted casters that have been given powers as a gift from the gods, this is for beastmen and wild norse Shaman. I think it is far more themed to have a wild untamed chaos lore, along side the formalised dark magic and god specific lores. Also I am in the process of writing a bestiary/source book of beastmen, Fimir, wild mutants and other chaos touched creatures that live within the empire. So this is part of that project.
Rank 1: Obscuring Mist - Woodland/swamp mists conceal those nearby, Boon of Chaos - Random temporary mutations - Grasp of the Obseriek - Gathering Storm. Howl Of Chaos - Gathering Storm, Cloud Of Gnats - Gathering Storm
Rank 2: Crackling Chaos - Gathering Storm, Lure Of Chaos - targets are compelled to move at the casters direction, Unholy Blessing - Defensive Buff spell
Rank 3: Poison Mists - fimir death mist, Breath of Change - mutating breath weapon, Touch Of Chaos - Touch Attack that inflicts corruption, disease check and insanity.
Rank 4: Coiling Mist - A high damage ongoing single target attack
Rank 5: Chaos Storm - A massive raging magical storm launches a lightning bolt each turn, enemies rattled and downtrodden.
I have got a few more Chaos Undivided spells done but they are specifically for the bestiary I am creating and as such I might save them until I eventually get close to publishing that.
Tzeentch, Nurgle & Slaanesh Casters:
I have not looked in any great detail at how I want to develop these, I have another four/five spells for each I will work create, but I think I will wait to expand these until I have time to look into chaos rewards, daemon weapons, rune items and such like as I can design/tailor the lists/rewards/gifts to work in support of each other. I am also thinking I would like to develop more divine chaos blessing and priests.
Anyway thanks for your time, over the next couple of weeks I will get all these spells on cards, so you guys can play test them, and maybe I can get my expanded crafting + Alchemy & Herb lore out with them, as well as some example users of these lores. Obviously these spells will require fine tuning and play test feedback, but while that is being down I will start writing up my ideas on ritual magic, Greater Necromancy, and Golem/ Humonculus crafting….