
Most
people agree that WFRP's Magic system is its weakest part. From
a role-player's point of view, it suffers from four main defects.
Firstly, all but a few spells are designed for combat. Magic manipulating
social interaction or assisting investigative adventuring hardly
exists in WFRP. Even the illusionists, who are usually supposed
to be trickster mages, apparently use their spells merely to confuse
their foes in combat. Obviously, this is Games Workshop's tabletop
heritage. Secondly, and partly as a consequence of this battle-mindedness,
the use of WFRP's spells is very narrowly predefined. Spells like
Sounds, whose effects can be adapted to the situation, are sadly
too few in number. Thus creative role-playing of wizard PCs is
all but encouraged. Thirdly, many ingredients of higher-level
spells tend to be so rare they hardly seem to exist, which either
makes those spells useless or suggests the existence of High Fantasy
magic shops and guilds stacked to the roof with giants' scalps.
Fourthly, the system fails to distinguish clearly between the
spell use of wizards and priests, although it is stated that the
latter receive the gift of magic directly from their gods.
Given all those problems and the fact that after more than 10
years, we are still waiting for Realms of Sorcery to be published,
the fan-based Arcanes Magiques certainly has the potential to
fill a few gaps. 'Le Grimoire', the French WFRP fanzine, published
this supplement as the first of a number of special issues. It
features a cover in colour and 93 text pages. While the book's
layout is rather patchy, sometimes making it rather difficult
to notice when one article ends and another starts, the illustrations
are of a very high quality.
The volume starts with two short articles on the Slann and the
different planes of existence. Both issues are desperately in
need of clarification, however the texts in Arcanes Magiques are
too sketchy to do anything more than further blurring. A piece
on immortality research follows, describing an herbalist, a doctor
and a priestess of Morr finding ways and means to elude death.
All of these are useful when read as adventure seeds, possibly
spawning scenarios of the 'mad scientist' type. However, it is
my opinion that the meaning of undeath have been stretched far
enough in Something Rotten in Kislev.
Inevitably, given the name of the fanzine, there is a section
on grimoires in the supplement. Le Grimoire's earlier issues tended
to focus on underdeveloped parts of the Warhammer World such as
the Southlands, Lustria or Araby, and consequently some of the
grimoires described appear to be rather exotic to the Empire-based
GM. Nevertheless it is nice to have grimoires described as more
than just the most convenient way of learning new spells. These
grimoires have a creator, a history, and - - more often than not
- a will of their own. Thus the "Book of Tizzicato",
the "Goblinomicon" or the "Deeds of the Trickster
King" make not only powerful and potentially dangerous magical
artefacts, but also inspiring material for adventures.
Following this, a lengthy text describes the trial against an
allegedly heretical elementalist. The story is basically about
how prejudiced people are against magic, and elementalist magic
in particular, but it also details some differences between Druids
and elementalists. Two magic careers, the Archemage and the Runemaster,
are described after this, both providing some opportunities for
very, very high-level characters. The ensuing bits on runes, wands
and magical artefacts are again too short to provide any significant
information, apart from the fact that WFRP is not in need of flashy
new magic material.
The second half of Arcanes Magiques consists of a list of new
spells for wizards, elementalists, necromancers, demonologists,
illusionists, alchemists and clerics. Some of these can indeed
fill the gaps I mentioned above: they are spells for players who
prefer role-playing over the mere multiplying of combat. Simple,
but effective spells like invisibility, projection of voice and
image, charm, ventriloquism or manipulation of shadows. In other
words, spells for the lowly wizard manipulating social situations,
infiltrating or hiding in the Warhammer World's grim cities.
Furthermore, some of Le Grimoire's spells are desperately needed
to fill logical gaps in WFRP's game world. Have you ever wondered,
for instance, why there seem to be quite a lot of people possessed
by daemons running about in The Enemy Within Campaign, even though
there is no demonologist's spell for directing a daemon into a
living human being? Arcanes Magiques fixes that. In fact, there
is a number of spells in this volume which NPC mages in WFRP campaigns
obviously take for granted, but which can never be learned by
player characters, simply because they do not exist officially.
Other spells in the supplement spark that creative potential
which the ones in the rulebook lack. "Illusory Illusion",
for instance, gives an illusionist the opportunity to have something
real look like an illusion. The spell has millions of possible
uses and is guaranteed to entail some entertaining role-playing
encounters. However, some spells in the list are not quite as
ingenious as the one just mentioned. In fact, a few are merely
slightly over-powered versions of spells from the rule-book, sometimes
adapted for another race. Almost all spells for skaven, for example,
seem to be warpstone-versions of ordinary battle magic spells.
Arcanes Magiques is certainly no substitute for the ever-forthcoming
Realms of Sorcery. Le Grimoire are neither concerned with the
faulty game mechanics, nor do they clarify the mangled magical
background of the Warhammer World. As a source of inspiration
for scenarios revolving around magical artefacts and wizards,
and as a collection of spells ranging from rather useful to absolutely
necessary, however, it is worth reading. (mw)