Designer’s Notes
Designer’s Notes:
Plagues, Trains and Automobiles
While Sigmar’s Heirs was being edited, I decided that I had to get away from work for a little while or my head was going
to explode. It had been years since I’d taken an actual vacation, since there’s always more work to be done when you
run your own business. After a solid year of working nearly every day, I knew I needed a break though. Particularly because
Realms of Sorcery was coming up next and it was going to be the biggest WFRP project since the core rulebook.
So while Marijan and Jeff were doing the initial drafts of their sections, I flew from Seattle to the East Coast. I had a pretty
simple plan: spend a few days in Massachusetts seeing friends and family and then head down to my old New York City
stomping grounds. That weekend was supposed to see a reunion of my college game group, at least those members still in the
NYC area. The trip was undermined before I even left though, as an impending deadline and a problem manuscript meant I
had to take a project with me for further development. The first few days of my “vacation” I ended up working on my mom’s
computer to finish that up. During that time I also got word that a friend’s grandfather had died and this was going to affect
the planned weekend reunion.
Nonetheless, I stayed with my plan and hopped on a bus to NYC a few days later. The four hour ride turned into an eight
and half hour odyssey, as accidents, traffic, and a clueless driver all combined to rob me of a whole afternoon in the Big
Apple. Then the reunion was scuttled and shortly thereafter I got sick. And not just any sick, but Nurgle plague sick. Oh, it
was delightful. I tried to soldier through it, playing a miniatures game with my host as I shivered and sweated, but it was hard
to enjoy myself. The next day I checked into an “Old World” hotel in Manhattan. The shoe-boxed sized room I could have
lived with if it had had its own bathroom, but no. Here I’m puking sick and I have to leave my room every time the plague
lays me low. Fantastic. Despite all that, I do manage to get together with another old friend that evening at Veselka on the
Lower East Side. The next day I was scheduled to fly home, which was a relief. At least I could be sick in my own bed.
I woke up the next morning to find it was snowing. I took the subway to JFK airport immediately to see if I could catch
an earlier flight. There wasn’t one but they said my flight was still scheduled to depart on time. Looking out the giant
windows of the terminal, I found this idea dubious but hunkered down to wait. The hours ticked by and my flight got
slowly pushed back, one hour at a time. At 7 that evening they cancelled it entirely. I had to return the next day at 7 am
for a different flight. What I did until then was my own problem. Naturally by this point the airport hotels were full, so I
bowed to the inevitable and just stayed in the terminal. Those giant glass windows made it Chaos Waste cold, and I lay on
the floor, feverish and shivering in my p-coat, all night long. Seventeen hours after I got to the airport, I finally got on a
plane for home.
Worst. Vacation. Ever.
It’s safe to say that I did not get the mental recharge I needed from this experience, so I did not start into Realms of Sorcery
in the best state. And big projects with multiple authors and multiple points of view are never easy in any case. Thankfully,
I at least knew what I wanted out of this book. I knew it could not simply be a big book of new spells and game mechanics.
That can work for some games, but not WFRP. This book needed to delve deep into magic in the Warhammer World and in
particular the Colleges of Magic. It needed to ooze with flavor and give you a real understanding of the power and the peril
of the Winds of Magic. At the same time it had to expand out the rules from the core book and give wizards more options. It
was an ambitious plan, to be sure, but an achievable one.
I won’t lie to you; it was a slog. At times it seemed we wrestled the power of Chaos made manifest. But slowly, it all came
together. Each member of the Creative Team made valuable contributions and Kate Flack from BI made sure at every stage
that it had the proper Warhammer feel. The result is the tome you hold in your hands. We can only hope that that which did
not kill us made the game stronger and wonder what fresh challenges the Chaos-ridden Tome of Corruption will bring us.
—Chris Pramas
August 31, 2005
249
Appendix: Reference Tables
Appendix I:
Reference Tables
Table AP–1: Expanded Minor Chaos Manifestation
Roll Result
01–04 Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.
05–08 Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction,
thrown invisibly by Winds of Chaos.
09–12 Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.
13–16 Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.
17–20 Breath of Chaos: A cold and unnatural breeze blows through the area.
21–24 Horripilation: Your hair stands on end for 1d10 rounds.
25–28 Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such
treatment, you suffer a –10% penalty to all tests involving hearing.
29–32 Wyrdlight: You glow with an eerie light for 1d10 rounds.
33–36 Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.
37–40 Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a –5% penalty to all tests made in that time.
41–44 Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked and unless controlled with an Animal Training Test,
flee the scene.
45–48 Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a –10% penalty to any tests involving sight in that time.
49–52 Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.
53–56 Haunted: Ghostly voices fill the air for the duration of your spell.
57–60 Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by
Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.
61–64 Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness bonus or
armour.
65–68 Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10
rounds, but they are obvious—and potentially frightening—to everyone in the area
69–72 Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.
73–76 Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a –1 penalty to every Casting
Roll you make in the next 1d10 minutes.
77–80 Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.
81–84 Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your
invention is insufficiently offensive.
85–88 Fluid Transformation: All liquids on your person—including spell ingredients—turn to brine.
89–90 Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that
order, “closeness” being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.
91–92 Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM
should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects
93–97 Tzeentch’s Curse will bring if you roll doubles, triples, or quadruples.
98–00 Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.
Unlucky!: Roll on Table AP–2: Expanded Major Chaos Manifestation instead.
250
Appendix: Reference Tables
Table AP–2: Expanded Major Chaos Manifestation
Roll Result
01–04 Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.
05–08 Silenced: You lose your voice for 1d10 rounds.
09–12 Hairless: Every hair in your body falls out.
13–16 Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.
17–20 Wracked: You suffer burning pain for 1d10 rounds, suffering a –10% penalty to all tests made in that time.
21–24 Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a –1 penalty to
every casting die you roll in the next 1d10 hours.
25–28 Overload: You are overwhelmed by magical energy and are stunned for 1 round.
29–32 Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and
suffering a Damage 2 hit.
33–36 Fire!: Your clothing bursts into flame (see WFRP, page 136).
37–40 Loadstones: Every piece of metal on your body is permanently magnetized.
41–44 Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an
unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.
45–48 Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish,
rendering spellcasting impossible during that time.
49–52 Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make
one of any associated Casting Roll’s dice a Chaos die.
53–56 Craven Familiar: A Daemon Imp (see WFRP, page 229) appears from the Aethyr and attacks you next round.
57–60 Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can
spend 200 xp and gain the Dark Lore (Chaos) Talent.
61–64 Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open,
boots come unlaced, and so on.
65–68 Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much
more vomit than could possibly have been contained in your stomach.
69–72 Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or
armour.
73–76 Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your toughness Characteristic is reduced by
10% for 1d10 minutes.
77–80 Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.
81–84 Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your
actions, and when you take control of your body again, you have no memory of what you just did.
85–87 Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order,
“closeness” being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.
88–90 Storm of Chaos: Roll on Table AP–1: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d10/2
squares) suffers that effect.
91–92 Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should
make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects
93–97 Tzeentch’s Curse will bring if you roll doubles, triples, or quadruples.
98–00 Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.
Trick of Fate: Roll on Table AP–3: Catastrophic Chaos Manifestation instead.
251
Appendix: Reference Tables
Table AP-3: Expanded Catastrophic Chaos Manifestation
Roll Result
01–05 Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1
Wound regardless of Toughness Bonus or armour.
06–10 The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced
by 20% for 1d10 hours.
11–15 Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.
16–20 Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.
21–24 Tzeentch’s Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.
25–28 Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine
the Critical Value.
29–32 Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all
move to attack you—even your allies—and only come to their senses after 1d10 rounds.
33–36 Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.
37–40 Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event,
you can spend 100 xp and gain the Dark Lore (Chaos) talent.
41–44 Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours
that passes, it increases by 1 until it returns to full strength.
45–48 Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by
Toughness but not armour.
49–52 Uninvited Company: You are attacked by a number of Lesser Daemons (see WFRP, page 229) equal to your Magic
Characteristic. They appear from the Aethyr within 12 yards (6 squares) of you.
53–54 Chaotic Servitors: 1d10 Daemon Imps (see WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.
55–65 Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two-inch Chaos rune burns
its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul
66–68 away to a Ruinous Power (GM’s discretion). Removal of the branded skin will make no difference to the contract.
Windblock: You are stuck unable to breathe for 1d10 minutes (see “Suffocation” in WFRP, page 136), after which you—
69–71 gasp!—manage to draw breath.
72–74 Lineage Concluded: The infection of Chaos renders you sterile or barren.
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this
75–77 is corrected by magic or surgery.
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your
78–80 tongue. You become very difficult to understand and suffer –5 to all Casting Rolls until you are somehow healed.
81–83 Witherlimb: A randomly determined limb withers and becomes permanently useless.
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary,
84–86 page 79).
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, it’s
87–89 time to roll up a new character.
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order,
90–92 “closeness” being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.
Vortex of Chaos: Roll on Table AP–2: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d10/2
93–95 squares) suffers that effect.
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should
96–00 make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentch’s
Curse will bring if you roll doubles, triples, or quadruples.
Dark Inspiration: The GM can choose any results from this chart or make up a comparable catastrophic effect.
252
Index
A Index D
Acceptance of Fate 142 Daemonbane 156
Aethyric Reservoir (familiar) 191 Daemonologists 129–130
Albrecht Helseher 97 Boiling Blood 145 Dark Hounds 80
Boon of Hysh 156
Albrecht Swearmonger 244 Boots of Bovva 204 Dark Magic 37–39
Alette Ulricsdottir 240 Dazh’s Flint 204
All-Knowing Serpent 80 Breach the Unknown 159 Dazzling Brightness 157
Breathe Fire 145
All-Seeing Mirrors 203 Bright Magic 116 Death’s Door 142
Amber Brotherhood 119–122 Death’s Messenger 142
Apprentices 121 Bright Order 116–119 Death’s Release 142
Apprentices 117
College Grounds and Buildings 121 College Grounds and Buildings Deathsight 143
Duties & Contracts 120 Debauch’s Friend 198
Mentality 121 117–119 Detlef Johannson 134
Duties & Contracts 116
Amber Magic 119 Mentality 116–117 Doctor Waldemar Draupnir 244
Amethyst Magic 111 Doomfire Ring 205
Amethyst Order 110–116 Brown Wind 34 Doppelganger 163
Burning Shadows 162
Apprentices 113 Burning Vengeance 146 Draught of Lizard Limbs 198
College Grounds and Buildings 114 Draught of Power 199
Duties & Contracts 113 Dread Aspect 163
Mentality 113 C
Amulet of Thrice-Blessed Copper 204 Calm the Wild Beast 139 E
Cat 189
Ancient Library, The 86–87 Cauterize 146 Eagle 189
Apprentices 73–74 Earth Blood 153
Apprentice Runesmith (career) 216 Celestial College 106–110 Earth Gate 153
Apprentices 108 Elf Charm 205
Aqshy 34, 116 College Grounds and Buildings 108 Elven Cloak 205
Aqshy’s Aegis 145 Enchant Item 159
Arcane Marks 175–178 Duties & Contracts 107 Exiles 70–71
Mentality 108 Eyes of Truth 157
Amber Wizard 175 Celestial Magic 106 Eye of the Beholder 163
Amethyst Wizard 176
Bright Wizard 176 Chamon 33, 89
Channelpath Potion 198
Celestial Wizard 176 Charm of Hotek 204
Gold Wizard 178
Hierophant 177 Choleric 146 F
City Watch 242
Jade Wizard 177 Clarity 156 Fate of Doom 149
Shadow Wizard 178 Father of Thorns 153
Armour of Lead 159 Claws of Fury 139 Fat of the Land 153
Cleansing Glow 156 Fault of Form 159
Arrows of Potency 204 Clear Sky 149 Fauschlag Ring 205
Azyr 32, 106 Faustman the Fist 243
Clempo Buttleburr 243 Ferment 153
B Cloak Activity 162 Ferret 190
Conflagration of Doom 146 Fiery Blast 147
Balthasar Gelt 95–96 Consuming Wrath 146 Final Words 143
Banish 156 Countess Marlene von Alptraum 245 Finding Divination 149
Baron Apostal Piron 240 Cowering Beasts 139 Fires of U’Zhul 148
Baron Kastor Leitdorf 245 Crow’s Feast 139 Fire Ball 148
Bat 189 Crown of Fire 147 Fire Wine 242
Battle Wizards Cruelty’s Desserts 140 First Portent of Amul 150
Bewilder 67–69 Cure Blight 153 Fist’s Fingers 244
Birdspeak 162 Curse 149 Flaming Sword of Rhuin 148
Black Magisters 149 Curse of Rust 159 Flashcook 148
Black Skull of the Caliph Curse of Thorns 153 Flesh of Clay 153
Blinding Light 68–69 Curtain of Flame 147 Fool’s Gold 160
Blue Wind 204
Boar’s Musk 156
32
198
253
Index
Form of the Puissant Steed 140 J Master’s Voice 140
Form of the Raging Bear 140 Master’s Voice (familiar) 191
Form of the Ravening Wolf 140 Master Runesmith (career) 217
Form of the Soaring Raven 140 Jade College 98–102 Master Rune (talent) 211
Fortune’s Renewal 150 Apprentices 100
Frog 190 College Grounds and Buildings 101 Master Rune of Adamant 211
Master Rune of Alaric the Mad 212
Duties & Contracts 99 Master Rune of Balance 212
Mentality 100
G Jade Magic 98 Master Rune of Breaking 212
Master Rune of Dismay 212
Geyser 153 Janna Eberhauer 98 Master Rune of Flight 212
Joerg Bruckert 242
Ghur 34, 119 Journeyman Runesmith (career) 216 Master Rune of Gromril 212
Ghyran 33, 98
God’s Spit 199 Journeyman Wizards 77–78 Master Rune of Kingship 212
Master Rune of Skalf Blackhammer 213
Golden Order 89–98 Justice 69 Master Rune of Snorri Spangelhelm 213
Apprentices 93 K Master Rune of Spellbinding 213
College Grounds and Buildings 94–95
Duties & Contracts 92 Knocks of the Departed Master Rune of Spite 213
143 Master Rune of Swiftness 213
Mentality 93
Gold Magic 89 Mindhole 164
L Mockery of Death 164
Gotthilf Puchta 96 Monkey 190
Green Wind 33 Law of Age 160
Grey Magic 103 Law of Form 160 Mutable Visage 164
Law of Gold 160
Grey Order 103–106 Law of Logic 160 N
Apprentices 105 Leaf Fall 154
College Grounds and Buildings 105 Leatherbane 140 Necromancers 130
Duties & Contracts 103–104 Lector Kurt Algirsson 245 Nectar of Beauty 199
Mentality 105 Lens on the Sky 150
Grey Wind 36 Life’s End 143 O
Grief ’s End 143 Light’s Demand 158
Griffon Claw 205 Lightning Bolt 150 Omen 150
Guard of Steel 160 Lightning Storm 150 Orb of Ghrond 206
Light of Purity 158 Order of Light 81–89
H 199 Limbwither 143 84–85
80 Link of Psyche (familiar) 191 Apprentices
Hair Tonic Lizard 190 Duties & Contracts 83
Handmaidens 157 Lord Magisters Mentality 84
Healing of Hysh 148 Lore of Beasts 79
Hearts of Fire 125–126 Lore of Death 138–141 P 69–70
Hedge Wizards 205 Lore of Fire 141–144 164
Helstrum’s Staff Lore of Life 145–149 Pacification 158
Hierophants 84 Lore of Light 152–156 Pall of Darkness 151
High Magic 37 Lore of Metal 156–159 Pillar of Radiance 199
Hysh 32, 81 Lore of Shadow 159–162 Polish, Clean, and Gleam 200
Lore of the Heavens 162–166 Potency Draught 200
I Lucidity Tonic 149–152 Potion of Comeliness 200
Lucky Charm (familiar) Potion of Pain Denied 200
Ill-bane 157 199 Potion of Perceptive Clarity 206
Illuminate the Edifice 157 191 Potion of Teeth 151
Power Stones 151
Illusion 163 M Premonition 37
Imperial Colleges 81–122 Project Spirit
Imperial Magisters 66–68 Magic Focus (familiar) Purple Wind
Inescapable Bindings of Duty 168 Magic Power (familiar) 191
Inextinguishable Flame 148 Magisters 191 Q
Inscription 160 Magister Aponymous Rone 78–79
Inspiration 157 Maid’s Charm 222 Qhaysh 37
Master’s Touch (familiar) 205
191
254
Index
R Shadowsteed 164 Tochter Grunfeld 102
Shadow Knives 164 Tomb Robber’s Curse 144
Radiant Gaze Shadow of Death 164 Tower of Hoeth 36
Radiant Sentinel 158 Shield of Aqshy 148 Track’s Tale Told 154
Radiant Weapon 158 Shimmering Cloak 158 Transformation of Metal 162
Raphael Julevno 158 Shroud of Invisibility 165 Transmutation of the Unstable Mind
Reaping of the Pus Blooms 110 Shyish 37, 110 162
Reaping Scythe 169 Signs in the Stars 151 Tree-dweller’s Step 155
Red Wind 144 Silver Arrows of Arha 161 Trees’ Rustle 155
Reiner Starke Silver Seal 207 Trial and Error 162
Religion 34 Skull Charm 207 Tzeentch’s Curse 179–181
Repugnant Transformation 106 Slimming Liquor 200
Rigidity of Body and Mind 71–72 Snake 190 U
River’s Whisper 141 Speak Arcane Language (Arcane
Robin 160 Dwarf ) 211 Ulgu 36, 103
Rotwyrms 154 Spring Bloom 154 Universal Confusion 166
Ruin and Destruction 190
Rule of Form Squirrel 190 V
Rule of Mastery 80 Starshine 151
Rule of Pride 148 Steal Life 144 Van Horstmann
Rule of Three 210 Stoke the Forge 161 Verspasian Kant 88–89
Rule of Time 211 Storm of Chaos 122–123 Vescio Matalla 87–88
Runecraft (skill) 211 Substance of Shadow 165 Viggo Hexensohn
Runefangs 210 Summer Heat 154 Vital Growth 239
Runelord (career) 211 Swift Passing 144 Voice of Reason (familiar) 115–116
Rune (talent) 211 Sword of Battle 207 Volans
Rune of Cleaving 206 Sword of Justice 207 155
Rune of Fate 217 191
Rune of Fire 211
Rune of Fortitude 213 89
Rune of Fury 213
Rune of Grudges 213 T W
Rune of Iron 214
Rune of Luck 214 Take No Heed 166 Wandering Magisters 70–71
Rune of Might 214 Ward Against Abomination 144
Rune of Resistance 214 Tale of Metal 161 Warlocks 129–130
Rune of Shielding 214 Talisman of Ulric 207
Rune of Speed 214 Taste of Fire 149 Warlock (career) 131
Rune of Spellbreaking 214 Weasel 190
Rune of Spelleating 214 Templars of Sigmar 133 Whispering Darkness 80
Rune of Stone 215 The Animus Imprisoned 142
Rune of Striking 215 The Beast Broken 138 White Magic 81
Rune of the Furnace 215 White Wind 32
Rune of Warding 215 The Beast Made Well 138 Wind Blast 152
215 The Beast Unleashed 138
214 The Boar’s Hide 138 Wind of Death 144
215 Wings of Heaven 152
The Body Gilded 166 Wings of the Falcon 141
The Dance Without End 167
The Icy Grip of Death 143 Winter Frost 155
Witchcraft (talent) 128
The Impossible March of the Damned Witches 127–129
Soldier 168
The Ox Stands 140 Witch (career) 131
Witch Hunters 130–135
The Power of Truth 158 Wizards and Alchemists Guild 96
S The Rite of Barren Blood 169
Wood Shape 156
The Talking Beast 141
Screaming Lord Reichthard 70 The Wilds Undisturbed 155
Scrivener’s Candle 207 Y
Scroll of the Fifth Lore 207 The Winter’s Long Slumber 141
Third Portent of Amul 152 Yellow Wind 33
Second Portent of Amul 151 Throttling 166 Youth’s Bane 144
Secret Rune 161
Seekers of Truth and Justice 133 Thyrus Gormann 119
Tide of Years 144
Setanta Lobas 121–122 Toad 190
Shadowcloak 164
255