Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

22 March 2025

WFRP4 - High Elf Players Guide Review (Cubicle7, DriveThruRPG)


A Comprehensive Guide To The Asur Of Ulthuan. Well, this book is something that I have waited for long time (through all the versions). Finally we have both Dwarf sourcebook and High Elf sourcebook. Still, there is plenty more material on Warhammer World. One thing comes to mind - Is there going to be second book about the land? I really wanted more rules and information about the Dragons too...

Cubicle7:
WFRP4 High Elf Players Guide

Species/Cultures: High Elven from the Inner- and Outer Kingdoms, Sea Elf
Careers: Sea Guard, Swordmaster, Shadow Warrior, Merchant Adventurer, Aestheticist, Mage, Smith-Priest of Vaul, Storm Weaver, Loremaster of Hoeth
Religion: The Pantheonic Mandala (Cadai, Cytharai), The Pleasure Cults, Cults of Khaine
Magic: Petty, Elven Arcane, and High Magic
Equipment: Elven Weapons, Elven Armour (Dragon, Ithilmar, White Lion Hide), Herbs, Enchanted Items, Naval Ships
Bestiary: -

  • A lot of history and information about Asur. Well, they are elder species and been around. Uprising, some information about the kingdoms, rulers, mages, kinstrife, outposts...
  • Familiar map about the Ulthuan.
  • Information playing High Elf. New rules, like Yenlui tracking (this is interesting and very Elven thing), Obsessions, Dreams, Elders of Asur, Blood of Aenarion...
  • High Elven careers give nice extra rules. Like Martial Art talent (this is really nice idea) and Sword-Dancing.
  • And finally Intrigues chapter gives interesting new ideas and rules to play little game of thrones...

See more information from Official Cubicle 7:

03 March 2024

WFRP4 - Psychology: Mental Health, Version 1.0 (PDF)

Something new and mind-blowing, literally. Can WFRP4 experience get even more grim and perilous? Yes, it can. Remember Insanity Rules and Disorders from WFRP1 and WFRP2? Well, I do and I was missing these rules in WFRP4. Missing more detailed sanity rules in a world of horrors and monsters. So, I decided to bring sanity rules back, updated.

These rules are actually pretty compatible with previous editions too, if you prefer playing with them.

So, what will you find from my rules:
- First new thing is, that there is no fixed number of sanity points like in previous editions. There is a new sanity meter, which is called Mental Health points and derived from characters Willpower Bonus. This way characters Mental Health amount can actually become better by experience. Character gains Insanity Points and this is subtracted from current Mental Health points (like Damage and Wounds). If you Mental Health points go below zero, then it is Disorder time. As in previous editions. Resilience is your friend here...
- Not to be too harsh, there is also ideas how characters may get some of the lost Mental Health back too.
- I have listed number of ways to lose Mental Health and this chapter also has some rules about gaining (or not gaining) Insanity Points.
- Then the feared Disorders (or new Psychological Traits). Familiar from previous editions, with some gaming mechanics to handle them.
- And finally chapter about "curing" the Insanities with familiar methods, updated. And with Magic and Miracles. By the way - there is no easy way to "magically" get these away in this edition...

You can find the rules from following link, or from WFRP4 Rules page:
Psychology: Mental Health, Version 1.0 (PDF)

04 February 2024

WFRP4 - tribes and Tribulations Review (Cubicle7, DriveThruRPG)


Aaa... New Year, new Warhammer books. Cubicle7 is publishing Tribes and Tribulations - A Guide to Brutal Warlords, Warbands, and Monsters, which is actually sourcebook about Greenskins. Interesting choise, but not bad one. Something some of us have been creating ourselves too... Cubicle 7 has also published various information and rules about Greenskins in many of their books already. This just collects all of that and much more together.

Book has basic knowledge and stats for all the Greenskin tribes: Goblins (Normal, Gnoblars, Forest, Night), Orcs (Normal, Savage), Black Orcs, Hobgoblins, Snotlings. With templates of various types/careers (and experience levels) for the Greenskins. From these you can easily and fast make any type of Greenskins. This template system has been presented on their other products too. Works.

Besides stats, you get Greenskin names, stats for their mounts, information about Ogres (we already had those) and Trolls (with various options and sub-species - Entire chapter), six different Greenskin tribes/bands with detailed information, Waaagh! Magic (Little and Big), Greenskin nemeses ideas, and various general information.

This is good sourcebook, again. But, there are also things that book is missing:
- One thing I wanted to be there, and is missing, are some rules (Trait) about Waaagh! energy. The mysterious raw collective psychic energy that fuels the Greenskin spells and unites the Greenskin tribes to violent rampage. Rules how it affects Greenskins and what bonuses it gives to them. Rules do speak of Waaagh! energy and how it works with their spellcasting, but they are still missing opportunity to use the Trait system make Greenskins even more unique.
- Book could have had more information about various mushrooms the Greenskins like to eat. I know there is information about those on other books too, but this would have been nice place to collect those...
- And is some Greenskin types/variations missing? Even those found from the previous official sources?

Maybe I'll have to check my own old Greenskin project (never finished) if it gives some ideas to expand little this sourcebook... You can find more information about the book & pdf from Cubicle 7 official site/blog (links below).

See more information from Official Cubicle 7:

22 December 2022

WFRP4 - Archives of the Empire Volume III Review (Cubicle7, DriveThruRPG)


Cubicle7 new book is third Archives of the Empire. Like previous ones, it is package of different articles, rules (or advanced rules), careers and other information. These are always interesting and expand the rules we have. They are not tied to region or anything else and this way you can add any rules in to one package. To find some specific rule from various sourcebooks might eventually get little difficult... But, these are still good rulebooks. So, what we have now:

- Legitimate Business Enterprises. This is interesting article with rules. If characters want to start some type of enterprise (there are many different examples here) you got number of rules how that might work (or not work). Basically earn money from something else than adventuring, or during the time periods between. Besides general rules, each enterprise type has it's own details (and even some adventure hooks). And you also get few examples (with secrets).
- Expanded armour rules. You got armour fitting rules, damage rules, stealth rules, repairing rules, and finally expanded armour list.
- The Cult of Handrich, with Cult Priest career and miracles.
- The Cult of Khaine. No careers or miracles.
- The Cult of Solkan, with Cult Priest career and miracles.
- Cult of the Old Faith. No careers or miracles, but there are rules for careers and blessings found from Core Rulebook. And there are plenty of good background information.
- Hedgecraft. Good amount of information and spells.
- The Cult of Rhya, with Cult Priestess career and Miracles.
- Magical Animal Familiars. Rules and animal stats.
- Altdorf background(s) for Characters.
- Alternative Channelling rules. Each Lore has number of details.
- And then some NPC.

Besides all mentioned, there are a lot of small details and background information scattered to different articles and chapters.

See more information from Official Cubicle 7:

14 June 2022

WFRP4 - Winds of Magic Review (Cubicle7, DriveThruRPG)


I finally got some time to go through the new Winds of Magic (WFRP4) from Cubicle7. It was published few weeks ago (PDF version). Like previous editions versions it provides again various updated rules and information, and is also again little different than previous versions. Each and every one of them has little different focus on them detailing different aspects of magic. But, like other Cubicle7 sourcebooks, this is very good package of rules.

The focus on sourcebook is the Winds of Magic and Colleges. So, no Dark Magic here. Necromancy and Chaos probably will get some own sourcebooks one day (hopefully soon...). And also no foreign magic is given here (like Rune Magic, Kislev Ice Magic, Bretonnian Damnsels, Skaven magic, Greenskin magic...etc.) or Hedge-magic. Some of those have been detailed some amount in various other sourcebooks already published.

What does the book offer then? Well, still a lot. Here's some:
- Revised Spellcasting Rules
- New Spells and Ritual Magic Rules
- New Endeavours
- New Careers. Each Wind gets own career. Besides Wizards there are couple of other interesting careers. Also, each Wind is detailed, with various new rules.
- Magical Items.
- Magical Creatures (like Magical Constructs).
- Then different magical rules. Like environmental saturations, Storms of Magic, Leylines, Waystones, Arcane Fulcrums, Strange magical places...
- And finally number of personel, both possible allies and powerful nemeses.

Besides this sourcebook you should also check following products from Cubicle7:
- Sullasara's Spells off Unrivalled Utility (PDF). This offers additional spells for College Wizards.
- Blood and Bramble (PDF). Source for Witches and Hedgewitches.
- Archives of the Empire - Volume II (Sourcebook). It has chapter for Magical Items and Artifice.

See more information from Official Cubicle 7:

22 December 2021

WFRP4 - Blood and Bramble & Hirelings of the Old Wold (Cubicle7, DriveThruRPG)


Little reading for the holidays. Two new PDF releases! First one is Blood and Bramble, which details ancient Hedgecraft and dreaded Witchcraft. It has total 24 new spells expanding both very much. I like it. Few additional details and characters also. The other PDF is Hirelings of the Old World detailing four NCPs.

Besides these check also their Recap of 2021 (link below) if your missing anything.

Official Cubicle 7 News - WFRP 2 New PDF Releases!

Official Cubicle 7 News - Happy Holidays & Recap of 2021!

See more information from Official Cubicle 7:

12 December 2021

WFRP4 - Past Month News (Cubicle7, DriveThruRPG)


It's been quiet on my site for sometime now (well, since the Google Drive link changes, see more from news before). But, it's not been quiet on Cubicle7. They have published couple of waited sourcebooks.

First one is Archives of the Empire, Volume II. Personally I wanted more WFRP4 RPG information about Ogres, and we have it here. How to create Ogre character, their careers, even their magic... And huge amount of other details about them. But, the book also has other interesting chapters detailing Astrology, The Great Hospice and Mass Combat ideas. Then, what I found very interesting, there is a Chapter called A Touch of Magic - Magical Items and Artifice, which gives many details and tables about all types of magical items and their effects. With this information you can easily create magical items with interesting details. And there is even more information there you can use.

Second book is The Enemy Within Director's Cut Part V: Empire in Ruins Companion. Now, like the previous ones, this gives HUGE amount of options for your campaings, and I mean beyond TEW too. It has interesting characters (with full information and pictures), optional encounters or small adventures, great art... and new bestiary.

Official Cubicle 7 News: Empire In Ruins Companion Out Now!

Official Cubicle 7 News: Archives of the Empire 2 Now!

See more information from Official Cubicle 7:

03 June 2020

WFRP4 - Clive Oldfield: Magic in WFRP4 (Cubicle7)


Another Cubicle7 blog post from from Clive Oldfield continues more about magic and spellcasting in WFRP4.

Official Cubicle 7 News

See more information from Official Cubicle 7:

01 April 2020

WFRP4 - Magic Systems (Cubicle7)


New Cubicle7 blog post from from Clive Oldfield goes more deep to magic and spellcasting.

Official Cubicle 7 News

See more information from Official Cubicle 7: