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Warhammer Fantasy Roleplaying Gets Magical in ‘Winds of Magic’ Expansion

2 Minute Read
Jul 2 2024
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In the new Winds of Magic expansion, Cubicle 7 unleashes the power of the arcane upon the Old World. Eight colleges, ritual spells, and more await.

In Winds of Magic, Cubicle 7 will send you back to college – the College of Magic, that is. One of Cubicle 7’s newest expansions for Warhammer Fantasy Roleplay, Winds of Magic is, as the name suggests, about all things arcane, including updated lore, literally, since the book deals with the various lores of magic, as well as new fearsome foes, factions, and more.

Because it’s Cubicle 7, when you order the physical book, you also get a free PDF. So you can have it digitally while you wait for the book—and even after. Let’s take a look!

WFRP: Winds of Magic

From the shattered warpgates at the poles of the world raw energies of Chaos flow into the world, powering works of sorcery and sustaining Daemonic entities. This is magic in a pure but unstable form. Thanks to the wise counsel of Teclis, greatest of the High Elf Mages, Human wizards have learned to draw upon a single facet to work with a form of sorcery which is relatively safe, but still capable of feats of vast power. These isolated strands of raw magical energy are known as the Winds of Magic.

Here’s a taste of everything you’ll get in the new book:

  • Each of the eight lores of magic taught by the colleges is provided with a revised and expanded roster of spells and a separate career for each sort of wizard.
  • Rules are provided for rituals, complicated spells that can be used to empower magical sites, create magical creatures, or summon powerful but wild entities.
  • Details on the summoning of Incarnate Elementals, the creation of Magical Constructs and how to develop a familiar as either an NPC or a Player Character.
  • Details on the properties of magical sites, such as the lines of waystones that drain magic towards the Great Vortex in Ulthuan, and several sites associated with a particular wind.
  • Characters can tell the future, read the past, or brew magical potions thanks to rules for the practices of Augury, Psychometry and Alchemy (both magical and mundane).
  • A set of new careers allowing Characters to specialize as a Scryer, Mundane Alchemist, Beadle, or Magister Vigilant.
  • Eight of the Empire’s pre-eminent wizards, from Balthazar Gelt to Elspeth von Draken, are detailed as potential patrons for Characters.
  • Several nemeses are described, such as the Blue Scribes who seek catalogue every spell in existence for the glory of Tzeentch; Egrimm van Horstmann, the greatest Chaos Sorcerer alive; and Mòna Mimn, who wishes to turn all the Old World into a vast fenland.

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Author: J.R. Zambrano
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