Reviewer: A reader from Surrey, England
After 16 years, is it worth the wait?
16 years ago we were told about the 'forthcoming' magic supplement to the Warhammer Fantasy Roleplay game. After 16 years it has finally arrived. After years of different organisations and companies, draft after draft, and internet 'previews' we can finally hold it in our hands. But was the wait worth it?
The first thing you notice when you get hold of a copy is that it is far thicker than I'd expect. The book overhauls all the background and imagery for magic and wizardry in the old world and redefines it in a much clearer way. GMs and players can get a better idea of how the common populace will react to any sorcery around them. RoS brings in background for wizardly lifestyles and the pursuit of magical abilities. No longer can unlicensed wizards run around impressing the populace withot fear of public burning!
Rules for the eight colleges of magic in the Empire, Dwarvern Runesmiths and their Runes, the Elementalists and teir school of thought, High Magic from Ulthuan, Chaos Sorcerors, even eccentric country Hedge Wizards have all been covered. There is even a section on how to create your own spells!
One of the plus points (or minus points depending on point of view) is that the book does not replace the magic chapter in the WFRP rulebook, instead building on and refining it. The book contains a host of new spells at all levels and schools of magic.
The book is well written, briantly illustrated and well thought through. A great buy for all you WFRP nuts out there. Forget Harry Potter, give me Thyrus Gorman any day!