BackSource: Warhammer: The Old World Online Rules Index

The Gathering Storm
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The following pages present three sets of 'Winds of Magic rules and a new Miscast table. These optional rules are designed to enhance the role of magic in your games of Warhammer: the Old World, with each offering greater power to Wizards, but at greater risk, representing the ways in which the Winds of Magic billow with increased fury when the power of Chaos grows.

Channelling the Winds of Magic allows players to generate pools of 'Channelling dice' for each Wizard in their army. These dice can be used throughout the game to add power to Casting and Dispel rolls, to increase the range of spells, and more besides. But such power does not come without risk, for whilst the chances of a perfect invocation are greatly increased, so too are the chances of a calamitous miscast. Alternatively, Arcane Magic allows players to draw cards or roll on a table at the start of each round, generating a number of ploys. Fate permitting, these ploys can be played during the round ahead, bolstering a Wizard's power.

Finally, in addition to these, Sorcerous Ruses presents players with a table on which they can randomly generate a Ruse for a Wizard within their army. These are single use abilities that allow Wizards to destroy the spells of their rivals, to escape harm by magical means, and more besides.

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