Ward-hammer Supplemental 4 Divinity and Divine Magic



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Ward-hammer Supplemental 4
Divinity and Divine Magic

Version 0.30
Fourth in a series of expanded treatises on the variant rules used in the Ward-hammer variant form of WFRP. Being an expanded discussion of the Magic system. Recommended to be read in conjunction with other Ward-hammer Supplementals.
By Ian Ward

Last edited 8th June 2003


Version History:

0.01 : 14th May 2003 : Created with title Divine Magic, split off from Supplemental 2.

0.10 : 21st May 2003 : Updated.

0.20 : 6th June 2003 : Renamed Divinity and merged with the Divine Document.

0.30 : 8th June 2003 : Reformatted, added details on the gods from the Divine Document.
This document is valid alongside the following Ward-hammer document versions:

Ward-hammer : version 6.01+

Skills, Careers and Task Resolution : version 0.84+

Magic : version 0.65

Traits : version 0.60+

Divine Magic : 0.30

Introduction

This document started as part of Ward-hammer Supplemental 2 - Magic. I then split it off from that document to become Ward-hammer Supplemental 4 - Divine Magic, while at that time considering its relationship to the Divine Document, my index of the WFRP gods. Interest in the Divine Document, based on download statistics from my website, was limited at best, and I decided to set about merging it with the newly born Ward-hammer Supplemental 4 - Divine Magic as a combined guide to the divine in WFRP. The document you now read is the result. It lists the WFRP gods, discusses where they come from, their origins, and their essential divine nature, and the magic that they grant to their priests, as well as giving the variant rules on those topics used in the Ward-hammer variant form of WFRP, ie. my WFRP house rules. It discussses in detail changes and new rules in the Magic system.



Contents





Introduction 1

Contents 1

Divinity 1

Demons 2


Mortals 3

Divine Miracles 4

Divine Magic 4

The Nature of Divine Magic 4

Learning and Casting Divine Magic 5

Divine Power 5

Interrupted Casting 6

Grimoire 7

Common Prayers 7

Specialist Prayers 9

Prayer Availability 14

Appendix A - Gods Listed Alphabetically 18

Appendix B - Gods By Race 24

Chaos Gods


24

Dwarven Gods


26

Elven Gods


28

Gnomic Gods


30

Goblinoid Gods


31

Halfling Gods


31

Human Gods - the Old World


32

Human Gods - Cathay and Nippon


35

Human Gods - Albion and Norsca


36

Law Gods
38

Lizardman Gods
39

Ogrish Gods


40

Pygmy Gods


40

Skaven Gods


40


Divinity

OK, lets start from the top - literally. What and who are the gods? They are Warp entities, manifested in the Warhammer World after the collapse of the polar Warp gates. In the Warp, emotions and other strong thought forms can survive even death, and over time tend to be attracted to other similar thoughts and emotions on the currents and eddies of the Warp. Such pools of emotional energy grow and as they grow can gain a form of sentience in one sense wholely alien to the limited understanding of humanity and the mortal denizens of the Warhammer World, and yet being formed of the raw dream stuff of mortals manifest an innate link to the corporeal world on the other side of the Warp gates.


This sentience is usually only short lived, before the savage Warp currents rip the forming entity apart and once more spread the raw emotional 'stuff' to the four corners of the Warp to begin coallescing once more. Sometimes the new growing entity shines briefly for a short time, before its energy is spent and it fades back into the ever shifting background of Warpspace. And sometimes the being invests all of its power in a vessel that will allow it to move in Warpspace and manifest on the material plane - as an independent demon. Even more rarely, the entity - now a focussed spinning of the Warp with its key emotion or thought pattern that created it at the heart of the spinning vortex - becomes truly self-aware, sentient, and powerful; growing and absorbing more emotional power of the same kind that spawned it. These rare entities are the gods of Warpspace, beings of pure dream stuff, but able to spin off a little of themselves to manifest on the corporeal plane either as magical projections, or using physical avatars and servants - demons of the god. This is how the gods form.
They continue and grow by drawing upon the power of the same emotion or thought form that created them. "Emotion or thought form" means anything a mortal can create, feel, or imagine, and the stronger the feeling or mental vision that embodies, the more likely it will coalesce and form a god in the Warp, usually a being that will take that emotion or vision (the simple word 'emotion' will henceforth be used to mean "emotion, thought form or vision", to save typing and space!) to an extreme, obsessing as only a god can. This usually then means the raw emotions at least - anger, fear, despair, hope - and the powerful Chaos gods are made of such raw emotional stuff, whose essence is magnified a thousand fold. Khorne is anger and bloodthirst incarnate. Slaanesh is physical feeling and carnality taken to its most sensual extremes. Tzeentch is the primal spark of hope and ambition all mortals harbour, and the combined effect of all those hopes and ambitions creates the powerful force for plotting and changing history that Tzeentch embodies. Nurgle is the essence of mortal perseverance against the inevitabilities of death, disease and decay.
The same goes for all the WFRP gods, each is an embodiment of a concept. Shallya, for example, embodies compassion. Verena embodies knowledge. Ulric embodies the ferocity of battle. Sigmar embodies the combined national will and belief in the Empire.

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