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 Conspirators 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.
Winds of change are coming. Will
you control them or will they control you?