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
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