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Warhammer Fantasy Roleplay: The Winds of Magic

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The Winds of Magic expands your Warhammer Fantasy Roleplay experience by introducing new options for players and GMs alike. With new spells, careers, adversaries, and new rules for corruption and mutation, this is an essential resource for anyone wanting to explore magic in the Old World. The Winds of Magic also comes complete with an exciting adventure to showcase these new additions to the game.

BoxFor players, The Winds of Magic provides new ways to play wizard characters. With important background and setting information on the eight different Colleges of Magic, players will be able to develop their characters from aspiring Acolytes to powerful Wizards, learning over 80 new spells that span across all the Colleges of Magic. In addition, each College of Magic has a unique mechanical function in the game. For example, Jade Wizards will be able to weave their spells better during the appropriate seasons while Amber Wizards can actually transform into animal forms.

Also included in the Winds of Magic book is additional information on exotic magic and forbidden Dark Magic. Readers will be able to learn about the roots of magic and the primal powers. From the sorceresses of Naggorath to the spellweavers of Athel Loren, there is plenty of background information in The Winds of Magic for GMs and players to develop their own tales of magic and sorcery in the Old World.

The Winds of Magic provides Game Masters with the Liber Mutatis - The Book of Change. This terrifying tome introduces the Ruinous Power Tzeentch as well as new rules on corruption and mutation. These new concepts expose players to greater risks during their adventures. Since mutations are the ultimate abomination in the Old World, corrupted adventurers must tread softly, or they might sprout a pair of horns - which would ultimately be a death sentence if they are not kept hidden.

Corruption is a way to track a character’s exposure to the powers of Chaos. Players trackComponentstheir corruption with the included corruption tokens, which can be used by GMs to devastating effect. Corruption can be gained in a variety of ways - handling warpstone, traversing the Chaos Wastes, or simply reading a cursed tome. Once gained, corruption can either be accumulated and eventually result in a mutation or insanity, or the GM can  invoke the effects of the corruption. To do this, the GM simply takes a corruption token from the player and makes the player’s next check more challenging. This provides a narrative way in which that player’s corruption effects his character.

If a player ever accumulates more corruption than his character’s threshold, the powers of Chaos warp that person’s mind and body, resulting in a mutation or insanity. Humans are more susceptible to the physical corrosion of corruption, so they will be more likely to become victims of a mutation. Dwarfs, elves, and other races have more resistance to corruption and will instead develop insanities should they gather too much corruption.

The Liber Mutatis also gives frightening insight into Tzeentch’s fiendish schemes. Known also as the Changer of Ways and the Great Conspirator, Tzeentch is constantly working to pervert the natural order and to tempt mortals with the promise of power. The Liber Mutatis not only gives the GM plenty of background information on Tzeentch, but it also introduces his daemonic minions and the terrible Marks of Chaos.

Finally, the Liber Mutatis also features a complete adventure, allowing the GM to test their players with these new additions to the game.

The Winds of Magic brings a wealth of new options to your Warhammer Fantasy Roleplay experience. The Winds of Change are coming. Will you control them - or will they control you?

Warhammer Fantasy Roleplay: The Winds of Magic

SKU: FFG WHF06

SRP: $49.95