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The Old World - Grim and Perilous Beta v3

The Old World: Grim and Perilous is a free fan-made Warhammer Fantasy rulebook for Genesys RPG. Project's fanpage: https://www.facebook.com/TheOldWorldGenesys All Resources (Character Sheets, The Circle Adventure): https://tinyurl.com/yp9m3hnd

The Old World: Grim and Perilous is a free fan-made Warhammer Fantasy rulebook for Genesys RPG.
Project's fanpage: https://www.facebook.com/TheOldWorldGenesys
All Resources (Character Sheets, The Circle Adventure): https://tinyurl.com/yp9m3hnd

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New Spells And Maneuvers

Narrative

Descriptions

This section discusses how these spells can be

used in narrative encounters.

Sense Magic

Skills: Arcana

Magical sense, commonly known as Witchsight

is the ability of most spellcasters to sense

the presence or absence of magic. All people

born with the talent to work magic have some

degree of witchsight that can be developed

and expanded with training so the spellcaster

can actually see the ebb and flow of the Winds

of Magic, witness the scintillating colors of the

Chaos energy in its raw form, and be better

able to harness it for the casting of spells.

When using Sense Magic narratively, it has

passive effect. Your character constantly sees

the world as if through two types of vision superimposed

upon each other. With their normal

mundane sight, they see like any other

person does. With their witchsight, the character

actually sees the Winds of Magic to some

degree, either as swirling clouds and rivers of

churning colored energy, or as manifestations

of their own thoughts, memories, emotions,

expectations, beliefs, and fears and those of

the people around them. When your character

tries to identify the exact composition of the

Winds of Magic or recognize magic objects or

creatures, it requires a check with basic difficulty

of Easy (k). Identifying magic items or

trying to trace another magic user may increase

the difficulty to Hard (kkk).

Spells in

Structured

Encounters

The following are the rules for using the new

spells in a structured encounter.

Sense Magic

Concentration: Yes

Skills: Arcana

This is using magic to identify presence and

composition of the Winds of Magic. The character

makes an Arcana check. The default difficulty

of the check is Easy (k). If the check is

successful, until the end of the character’s next

turn, the spellcaster reduces any Miscast result

they cause by 10 for each s plus 10 times their

ranks in Knowledge (Chaos), to a minimum of

01. Before making a sense magic check, choose

any number of additional effects listed on Table

4-2: Sense Magic Additional Effects. These

effects are added to the check.

New Augment and

Barrier Additional

Effects

In this book we are introducing new additional

effects for Augment and Barrier magic actions.

These new effects, presented in Table

4-3: Augment Additional Effects and Table

4-4: Barrier Additional Effects may be used

along with those listed in the Genesys Core

Rulebook, on page 216.

Table 4-2: Sense Magic Additional Effects

EFFECTS

Scatter: Select one Lore of Magic, all characters present in the current encounter

must suffer one additional strain to perform magic actions using that Lore.

Attunement: Spells casted by the character and any other character that casts spells

using the same Lore cannot be dispelled.

DIFFICULTY MOD

+ k

+ kk

The Old World: Grim and Perilous 111

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