Merging Warhammer 2e with my Frankenhack

Recently I got my hands on a copy of Warhammer Fantasy Role-play 1e and 2e due to encouragement from a few fellows on Google +.  I really enjoyed reading both books and I really dig the system clean up in 2e.  The part that I really dug was the way magic was handled in 2e.  It was fun, easy, and abso-fuckin-lutely deadly.

As stated in the book there is a Faustian quality to the magic.  You are messing with powers that could give two shits about you and what happens.

Currently in my Castles and Crusades Hack I use a house ruled magic system by Akratic Wizardry.  It’s a good house rule and I have had fun with it…  But I’ve been wanting more in the way of chaos, danger, and fucked up weirdness..  Lo and behold, Warhammer 2e magic system.

I’ve been pondering how to add this magic system to my hack and someone suggested I take a look at Small But Vicious Dog (either for inspiration or to play).  It really is a cool hack and is full of awesome tongue and cheek humor.

I would totally play SBVD if I hadn’t spent so much damned time on my own hack.  So using that as inspiration I set about reworking the sorcerer to fit the new magic system.

Aside: I’m also taking things like the critical hits table (right now I have SBVD table, but may make up my own) as well as a style of Insanity..  but mine will go off of a Wisdom loss.  When you lose 1/2 your Wisdom you make a check and if you fail you get a wonderfully nasty psychosis…

So here is the new Sorcerer.  I kept the Chaos Manifestation Tables, but changed many of the effects and descriptions to fit my style of play (like SBVD I enjoy strange satirical black humor)

Sorcerer (Intelligence)

Level 1- Spells– Through intense study and training a Sorcerer is able to tap into the mystic energies and cast arcane spells.  A Sorcerer can cast any spell of any level that they know.  This requires studying from a scroll, another spell book, or from the instruction of another Sorcerer.  The amount of study is 8 hours per spell level.

Learning a spell requires no roll to be successful, but takes 8 hours per spell level to be properly learned.  Have the player roll 1d3.  If they roll a 1-2 that is how many 1st level spells that they start out with that the GM will determine randomly.  If they roll a 3 they begin with two 1st level spells and one 2nd level spell.  The spells they gain after are from searching forgotten ruins, sifting through ancient tomes of knowledge, etc.

Casting Spells– A Sorcerer can cast any spell that they know.  It is possible for them to discover and understand spells that they aren’t capable of casting yet.  However they can make a Deal With the Devil (see below) and attempt to cast a spell otherwise impossible for them.

The Sorcerer rolls their Magic skill and must make the spells Target Number (see below).  There is great danger in tapping into the power of chaos however; See below.


Read Magic- A Sorcerer is able to read magic of any type (as per the spell).


Summon Familiar– As the spell in Castles and Crusades.

Scribe Scroll– A Sorcerer is able to write down any spell that they know onto paper for later use.  Each Sorcerer’s spell dialect is different.  Scribing a scroll costs 500 x spell level and is completed in 1 day x spell level.  The caster rolls at the time of scribing all the nasty things that can possibly happen when dabbling in magic.

Level 5- Ritual Magic– See Ritual Magic below.

Level 10- Magical ResearchItem Creation– A Sorcerer can now create magical items as per the rules in ACKS (pg 117-118).


Primary Attribute– Intelligence

Armor Proficiency– Very Light

Level Hit Dice BAB Magical Skill
1 +1 +0 1d10
2 +1 +1
3 +1 +1 2d10
4 +1 +1
5 +1 +1 3d10
6 +1 +2
7 +1 +2
8 +1 +2 4d10
9 +1 +2
10 +1 +3


Spell Level Target Number
1 4
2 8
3 15
4 20
5 25
6 32


Deal with the Devil

Before or after failing a Casting roll a Sorcerer can permanently burn a point of Wisdom to roll an additional 2d10 to the roll in the hopes of succeeding.


Catastrophic Failure

There is no luck when casting spells.  If a spell fails, there is no burning a luck points and rerolling.  That’s it…  It’s done..   Dabbling in Magic is dangerous, so beware.  If a Sorcerer rolls 1’s on his Magic Skill he must succeed at a Wisdom test (you can burn a luck to reroll the save) or permanently lose 1 Wisdom.

Minor Chaos Manifestation
Roll Result
1-10 Witchery: You fuck up all food stuff in a 100ft radius.  It goes bad and is unusable.  Now the poor village folk are going to starve..  Actually you look pretty good to eat.
11-20 Rupture: Blood spurts from your eyes, nose, and ears until you make a successful Con check.  People run from you!  Surely you have the plague!
21-30 Breath of Chaos: A cold and unnatural gust of strong wind blows through the area.  This causes fires to extinguish, water to get ice crystals, small things (like Halflings) to be blown over.
31-40 Chaos Surge: Your eyes change color, your teeth yellow, and your hair falls out.  This lasts for 1d4 days.
41-50 Chaos Saturation: You glow with a strange light.  It is impossible to hide.  You are a great big flashlight and see perfectly, as do others, in the dark.  This lasts for 1d10 minutes.
51-60 Unnatural Aura: Animals within 100ft radius of you don’t just get spooked, but go batshit crazy!  They bite, they claw, they scratch, and go agro on your ass!  Dogs and cats live together!  It’s mass hysteria!
61-70 Spirits: Ghostly voices fill the area.  Glimpses of strange figures can be seen.  Normal folk in the area must make a Wisdom save or be driven insane. 
71-80 Magical Shock: Magic blasts arcs through you and you take 1d6 points of damage.
81-90 Magical Lancing: Magical energy lances through your body.  Reduce your Magical die by 1 for 1d10 minutes.
91-95 Mutation!: You are totally fucked and are being warped by Chaos.  Roll 1 mutation.
96-00 Unlucky: Roll on Major Chaos Manifestation Table instead.



Major Chaos Manifestation
Roll Result
1-10 Witch Eyes: Your pupils turn bright red.  You can see people’s auras.  This lasts 1d4 days.
11-20 Silenced: You lose the ability to speak for 1d10 rounds.  Thank fuck.
21-30 Overload: You are overloaded by Magical Energy which explodes out of you, throwing you back 1d10 feet.  You are prone and stunned for 1 round.
31-40 Hellborne Imp: A small Imp is awakened and summoned from the pit and will attack you next round.  Only you can see and fight this creature.  Sucks to be you.
41-50 Chaos Foreseen: You catch a glimpse of Chaos and the great beyond and lose 1 Wisdom permanently.  From this point on however you get a +2 to rolls on Chaos Knowledge.
51-60 Magical Plague: Strange boils grow on your skin and burst in 1d4 rounds causing 1d10 damage to you.  Anyone in a 5 ft radius must make a Con save or have the same thing happen to them as well.  Entire villages have been wiped out this way.  Way to go.
61-70 Aged: You must make a Constitution save or age 2d10 years.  If this puts you at the 70 year mark make another Con save or die while losing bladder control.
71-80 Braindead: Magic lances through your brain and fries it.  Roll an Int check or lose one point of INT permanently.
81-90 Demonic Possesion: A fucking demon takes possession for 1 day.  During this time it does terrible stuff while wearing your body like a party suit.  You have no memory of this time and no control over your body.  You wake up in the morning with your various orifices sore and tender.
91-95 Mutation!: You totally bend over for Chaos.  You take a step closer to becoming that which you are fighting.  Roll 3 mutations.
96-00 Trick of Fate: Roll on Catastrophic Chaos Manifestation table.


Catastrophic Chaos Manifestation
Roll Result
1-10 Wild Magic: Magic blasts out of you and eats the flesh of those within a 50 foot radius in the most gory and bloody fashion possible.  All targets must make a Con save or take 2d10 damage.  Way to be a mass murderer.
11-20 The Withering Eye: Your eyes become mummified, dry, and crumbly for 1d10 minutes.  Any target that looks at you must make a Con save or dry up into a mummified husk.  Don’t look in the mirror stupid.
21-30 Brainblank: Searing pain hits your brain and knocks you out for 1d10 minutes.
31-40 Chaos Critical: You take a Critical hit to a random squishy part of your body.  Roll 1d10 for Crit value.
41-50 Demonic Corruption: A Demon reaches into your mind and bestows you of a vision of Chaos.  You lose 1d10 permanent Wisdom.  After this event you gain +2 on Chaos Knowledge.
51-60 Magical Feast: Strange Shadow Leeches appear from beyond and feast on the magic of your body.  No one else can see these disgusting slimy horrible little bastards.  Your Magic Skill is reduced to zero in a matter of seconds as you run around flailing your arms uselessly and screaming like a terrified child.  Each day of rest you gain back 1 point until full.
61-70 Demonic Swarm: The ground opens up and a swarm of imps surge forward to bring havoc and death to all.  Roll magic skill dice used to determine number of imps.
71-80 Demonic Contract: You feel a burning pain (and take 1d10 wounds) as a strange glowing rune burns into your skin.  Should you collect 5 of these your soul is forfeit and a demon gets to have its way with you in some horrible and perverse manner.  This brings back memories of prom.
81-90 Mutation!: Chaos calls you its bitch because you are such a sweet supple piece of ass.  Roll 5 chaos mutations!  Hope you survive, you fucking freak.
91-95 Called to the Void: Space and time rip open and show you everything all at once.  It is too much to bear and you relinquish your body and soul to the void and are sucked away…  We know, much like the rest of your life, this isn’t how you wanted to end up.
96-00 Trick of Fate: Roll on Catastrophic Chaos Manifestation table.





Ritual magic spells are extremely powerful, complicated, expensive, time consuming, and dangerous.  Should the Sorcerer complete in his task however, the benefits are immense. Truly to be feared is the Sorcerer who can wield such awesome power.

Learning the Ritual– Takes two weeks of intense study and $1,000 in gold.  At the end of the study the Sorcerer makes an Intelligence Roll the TN is 12 (prime attribute) plus the spells level.  For each additional week of study the Sorcerer gets +1 to the roll.  If the Sorcerer fails the roll this particular Ritual is beyond his scope or understanding and he cannot attempt to learn it again.  A library is required for this study, either the Sorcerer’s own or another person’s.

Casting the Ritual-Casting Rituals cost not only in gold but in the soul as well.  A Ritual costs 1500gp in rare and strange ingredients and the Sorcerer must sacrifice 1 permanent point of Wisdom (they still receive the 2d10 to the magic roll).  The casting takes 1 week plus a number of days equal to the spell level.  When the Ritual is done being performed the Sorcerer rolls his magic check and must make the TN of the spell (see the table below for the TN and for special modifiers), if successful the Ritual has been completed if not see the disasters of failure below, this is in conjunction with any other mishaps that can occur when dealing with magic.

At the beginning of the casting the Sorcerer must make a decision on whether the spell is to be cast immediately upon completion or if he is storing it in an item (IE- Ring, Scroll, Amulet) to use at a later date.  A Wizard can only have a number of Rituals stored equal to his Int mod.


Ritual Level Target Number Required Magic Skill
7 35 2
8 40 3
9 45 4


Special Modifiers– For every individual helping in the ritual (maximum of 5) the Sorcerer gets +1 to his roll.  If cast in the Sorcerer’s hallowed Workshop he receives an additional +1.  A Ritual Sacrifice gives a +3 to the roll.  The victim must be involved against their will and bound in special restraints.

Failure-The casting of rituals is not to be taken likely.  Messing with the powers of the cosmos does not go unnoticed by those beings long forgotten in space and time.  Generally these powerful spells do little more than disturb these strange creatures sleep, however every so often they stir and seek to destroy that which has gained their ire.

Roll 1d8-

  1. The creature has stirred but goes back to sleep.  A second failure at a Ritual will immediately reawaken this being and will immediately manifest at the casters location and destroy all within in its grasp.
  2. The creature stirs and moves in its sleep.  An earthquake that is centered on the caster and affects a 10 mile radius rocks the area.
  3. The being is not interested in the movement of ants and goes back to sleep.
  4. The being sends something from the void to kill the Sorcerer.  A being from the Summon Spell (Lamentations of the Flame Princess) appears immediately and attacks the caster and all those in the room.
  5. The creatures brief moment of consciousness causes the weather to be completely opposite for the season.  This lasts for 1d3 weeks.
  6. In a moment of agitated sleep the creatures shifts.  The caster catches a glimpse of this terrible being and immediately loses half their Intelligence score.
  7. The being perverts the caster who now becomes a devoted servant seeking to bring his master into the world.
  8. Like swatting a gnat on the wall the creature simply wills the caster out of existence.

Level 7 Ritual Spells

Control Weather

Finger of Death

Greater Restoration

Greater Scrying


Mass Invisibility



Level 8 Ritual Spells



Create Greater Undead

Discern Location

Distort Reality


Fire Storm

Incendiary Cloud

Mass Charm


Mind Blank


Power Word Blind



Teleportation Circle

Trap the Soul

Wind Walk

Level 9 Ritual Spells

Astral Projection




Meteor Swarm

Power Word Kill




Temporal Stasis

Time Stop





About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

4 responses to “Merging Warhammer 2e with my Frankenhack

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