The Winds of Magic

Magic pervades the Old World, coursing through the Eight Winds. Humans that learn to harness the energy found in the Winds of Magic can become powerful wizards. Or they may succumb to Tzeentch, the Changer of Ways, tempted by his offer of power, knowledge, and mastery of the dark arts.
The Winds of Magic is a valuable resource for Warhammer Fantasy Roleplay. It provides all players with important background and setting information on the Colleges of Magic, some expanded optional rules and additional tools for wizards to practice their art, dozens of new spells across all eight College Orders, and more suggestions and guidance for playing wizard characters.
For the GM, The Winds of Magic also introduces the Ruinous Power Tzeentch, his daemonic minions, and insights into the Great Conspirator’s fiendish schemes. New rules for corruption and mutation expose the characters to greater risks over the course of their adventures. Finally, The Winds of Magic includes a complete adventure for GMs to challenge their players with a dangerous plot unfolding in the heart of the Empire.

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Click to email an order!

The Winds of Magic

Magic pervades the Old World, coursing through the Eight Winds. Humans that learn to harness the energy found in the Winds of Magic can become powerful wizards. Or they may succumb to Tzeentch, the Changer of Ways, tempted by his offer of power, knowledge, and mastery of the dark arts.

The Winds of Magic is a valuable resource for Warhammer Fantasy Roleplay. It provides all players with important background and setting information on the Colleges of Magic, some expanded optional rules and additional tools for wizards to practice their art, dozens of new spells across all eight College Orders, and more suggestions and guidance for playing wizard characters.

For the GM, The Winds of Magic also introduces the Ruinous Power Tzeentch, his daemonic minions, and insights into the Great Conspirator’s fiendish schemes. New rules for corruption and mutation expose the characters to greater risks over the course of their adventures. Finally, The Winds of Magic includes a complete adventure for GMs to challenge their players with a dangerous plot unfolding in the heart of the Empire.  Mk1 Price $95.90

Box contents:
  • 1 magic sourcebook
  • 1 Tzeentch sourcebook
  • 97 action cards
  • 3 Beastform cards
  • 5 location cards
  • 5 item cards
  • 6 miscast cards
  • 11 talent cards
  • 10 new careers
  • 20 mutation cards
  • 6 insanity cards
  • 3 Mark of Tzeentch cards
  • 31 NPC and enemy standups
  • 36 corruption tokens
  • 24 tracking tokens
  • 4 GM handouts & tracking sheets

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