Winds of Magic, First Read Review (in depth later)

By commoner, in Warhammer Fantasy Roleplay

Honesty...this supplement is great. So far, it is the best one in my opinion with tons of bang for the fifty USD price tag they've attached to it. It has roughly a dozen new careers, new talents, location cards, new spell cards for all the orders + Dark Magic + Tzeentch, a short scenario, expanded magic rules (covering wands, staffs, warp stone and corruption + cards for the mark of Tzeentch + mutations + monster entries for Tzeentch monsters, including the Lord of the Change Greater Demon. I will say it well worth the money I sank into it and am loving all the new bits in it. I like what they do with written Spells and Wands quite a bit, very Warhammer in my opinion.

The corruption rules are not all that different in the book then they were posted on the web, except the effects it has an non-humans as well (which is markedly different). The magic book touches on the other race magic, but does not give cards. Sadly, hedge magic was not included. I suspect we will see it though in a later supplement as it is outlined in the rulebook. I was surprised by the amount of detail into the world of Empire Magic and Tzeentch and corruption they put into this expansion. I have a feeling the "fluff" of the world will come from each expansion and that's why it wasn't largely covered in the core. It definitely expands on the Tome of Mysteries information in a good way as well as addressing the world of magic as a whole. It is, again sadly, definitely geared toward the colleges.

Overall I give it a 4.7 out of 5. I really like the expansion, but I only personally find three (in my opinion) major flaws with this expansion. The first being the box. It is the same type of flimsy box they used for the Gathering Storm and the Game Master's Toolkit. I honestly wish they would have made it a hard box. There are a lot of cards and bits and things and it would have been handy to have a new storage solution. I have always admired how FFG generally gives us products, with a few modification, that store all the components in a neat, single package. These boxes just do not cut it. I would have easily paid five bucks more for the heavier box, but I know I may be alone in that. Luckily I managed to squeeze it all in my core set, but any new expansion of this size and I'm done for.

My second real criticism is the lack of party cards. I would have liked to see three our four (even one would have been great) new party cards. I would have liked a group of wizard's party card and one or two other magic focused cards. Why I like the card printed visual aids for the modules, I'd be more than happy to sacrifice them for more Party Cards. I think it really would have completed the set. It would be nice if FFG would drop a few online for us to print off though gran_risa.gif. Here's to hoping right. I personally feel we need about twelve more party cards to give players more options and more freedom in their stories. I know we can make them up ourselves, but I find they are harder to make than Careers, as a great deal of balance has to be considered when addressing them.

My third complaint (and this one is actually minor) is I would have liked one or two more magic themed cards in the location cards. I know I can use them very flexibly and even make my own, but some cards like library or Alchemists shop, or apothecary shop just weren't there. I know the one's we've been given are tailored to the module, but I would have rather had a Library card than a Sewers card. It just seems to fit the expansion a little better here than other places. That may just be me though. And I know a lot of people don't like the location cards, but I love them as they can definitely add flavor mechanically to a well crafted narrative scene to reinforce the roleplay via the mechanics and vice a versa.

With all that being said, it is absolutely a great addition to the game. Is it complete? No, the spells only go up to rank 3, but I feel it is very, very well designed for its focus and gives great new play options. The new corruption rules are very user friendly and easy to compute and simply love how they make the game work. Plus, there is a whole host of new options to create great stories from.

Overall, great job FFG!

I so depressed that I'll have to wait for this for another month! The whole product seems great!

Interesting that it covers wands and staffs. Can you expand on this? What do they do? Are there rules for making them or just using them?

They don't tell you exactly how a wand is made, but elude to the fact we will see it in the future. Wands are basically attuned to different casters and can give Power Points, which I love. Staffs get generally the same "forging" idea, leaving it open for later, but they can get more and more powerful attunement qualities depending on how much the school likes you. They do put a great deal into the narrative angle of how you gain these rare and precious devices. For low levels it seems they want it focused on fluff.

There is an extensive section however on how to make spells...spells that even non-wizards can cast. They also outline how you can cast spells beyond your rank and how you can even learn a spell outside your school.

I am telling you, they did a really great job on the expansion. Overall I like the spells they added, but they do lack a little luster here and there. I would have preferred more interesting spells rather than more damage spells (though there are tons of both). I just don't care all that much for damage spells fluff wise. I know that may sound crazy, but I guess I played way to much Mage: The Ascension to really be absolutely blown away by the spell list (or any spell list for that matter). With that said, there are tons of fun spells though to make up for it and the shape shifting system is possibly the best and easiest design I have ever seen for a game. Honestly it proves where all the components used in this game come in handy and are what RPG's have needed for years.

If you haven't picked it up already, I highly, highly recommend the expansion. I'd probably say now if someone asked me what to get after the core, I'd say Winds of Magic. Even my entire group agrees...to the point we're probably going to generate a party of wizards this weekend as a sort of alternate storyline to our current campaign. Should be great fun!

Anyway any other questions, just let me know.

I just got WFB 8th ed. the other day, and will be picking this up hopefully by the weekend.

It will be a booky summer for sure.

Thanks for posting this. cool.gif

Thanks for the information so far. But is there anything about Dwarf Runes? (and other type of magic in general, but let's stick to the important things: Dwarfs)

I just ordered the core set and GM and Adventurer's toolkit. This one will probably the next.

Any chance anyone can post a complete list of the monsters/antagonists included in the set?

Dionysos said:

Any chance anyone can post a complete list of the monsters/antagonists included in the set?

Here you go...

Lesser Daemons:

Horror of Tzeentch

Flamer of Tzeentch

Screamer of Tzeentch

Disc of Tzeentch

Greater Servants:

Lord of Change

Daemon Prince

The Changeling

Enigimatic Disciples:

Sorcerer of Tzeentch

Sorcerer Lord

Herald of Tzeentch

Cult of the Broken Wheel:

Newly Initiated

Cult Member

Broken Wheel Leader

Feathered Fiends:

Feathered Fiend

Coloured Fiend

"Spoiler" (Can't tell you the name or it would spoil the included adventure in a BIG way...)

Wow, awesome list of bad guys. And many thanks for posting it!

Could you also post how many small and large cards are there in the expansion? My copy is on the way, but I won't be getting it until Monday or Tuesday and I want to stock up on sleeves beforehand.

If this isn’t a spoiler, I would be interested to know where the included adventure takes place.

Ferozstein said:

Could you also post how many small and large cards are there in the expansion? My copy is on the way, but I won't be getting it until Monday or Tuesday and I want to stock up on sleeves beforehand.

I'd like to know this to, for the same reason as above. happy.gif

ozean said:

If this isn’t a spoiler, I would be interested to know where the included adventure takes place.

Schmutzplatz in the Oggasse district of Altdorf.

As to the number of cards, I don't know because all my cards are now mixed in with the other sets I have. Sorry! I can say you get quite a few.

ValiantOne said:

ozean said:

If this isn’t a spoiler, I would be interested to know where the included adventure takes place.

Schmutzplatz in the Oggasse district of Altdorf.

Excellent – this sounds like it will be going into the depth of wizard-world gran_risa.gif

My supplier in Berlin says WoM will be in store on Thursday – in time for the first session that I will GM next weekend! (My first pen&paper session in … fifteen years!)

k7e9 said:

Ferozstein said:

Could you also post how many small and large cards are there in the expansion? My copy is on the way, but I won't be getting it until Monday or Tuesday and I want to stock up on sleeves beforehand.

I'd like to know this to, for the same reason as above. happy.gif

I'll answer my own question since I got my hands on Winds of Magic today. 56 small cards and 110 large cards.

I haven't seen the supplement yet. Is there anything on Elven High Magic in there?

Old World Dude said:

I haven't seen the supplement yet. Is there anything on Elven High Magic in there?

No rules for it but has some since background information about High magic, dark magic, wood elf magic, dwarf rune magic and a bunch of other types.

ValiantOne said:

Schmutzplatz in the Oggasse district of Altdorf.

The what? The where? gran_risa.gif

I've never heard of the place or the district. Are they mentioned anywhere else in the WFRPv3 line?

Any help appreciated!

/Magnus

MagnusSeter said:

ValiantOne said:

Schmutzplatz in the Oggasse district of Altdorf.

The what? The where? gran_risa.gif

I've never heard of the place or the district. Are they mentioned anywhere else in the WFRPv3 line?

Any help appreciated!

/Magnus

No, they're exclusive to the adventure.

Well I had to break down and order from The Warstore after Amazon updating my order to Nov 6th. Since it was listed at full price on Amazon anyway, I don't even have to deal with feeling guilty for giving up the discount to make it worth the wait. Should have it by the end of the week.

lordsneek said:

No rules for it but has some since background information about High magic, dark magic, wood elf magic, dwarf rune magic and a bunch of other types.

Including a few bits of info about Arabyan and Cathayan magic (and thus some fluff on those lands). Also, Heinrich Kemmler :)

monkeylite said:

No, they're exclusive to the adventure.

Right, then I'll add them to my Altdorf map post haste! (well, after I get the box, of course). gran_risa.gif

/Magnus

Ferozstein said:

lordsneek said:

No rules for it but has some since background information about High magic, dark magic, wood elf magic, dwarf rune magic and a bunch of other types.

Including a few bits of info about Arabyan and Cathayan magic (and thus some fluff on those lands). Also, Heinrich Kemmler :)

Wow, that's great - can't wait to get my copy of The Winds Of Magic. It all sounds like a amazing supplement.

My WoM is on it's way. received a mail from my retailer this morning. Great it reached Germany.

Hope it will arrive on Saturday.

@Lautrer:

Where did you order it?