TEXT:  
   
   
   
  Warhammer Fantasy Role-Play 
  Expanded Chaos Manifestations 
   
   
  Both 
  Cataclysmic 
  & 
  Apocalyptic 
   
   
   
   
   
   
  If you have ever played a Wizard Lord character you might have realized 
  that with a Familiar, a few magical items, a suitably haunted Laboratory, 
  and perhaps a smidge of help from the Ruinous Powers, it is quite easy to 
  acquire the ability to roll more Casting Dice than merely four. In fact, it is 
  quite possible to envision scenarios where a spell-caster could roll six or 
  eight or even more dice. 
   
  If this is something you recognize, then what you need is Expanded Chaos 
  Manifestations – Both Cataclysmic & Apocalyptic! 
   
  The following two sheets will explore the true depths of what is sometimes 
  lightly called “Tzeentch’s Curse”. Once you have experienced one of these 
  results, you will never again scoff at curdling milk or cold winds, for you 
  and you alone know how close you came to the brink! 
   
   
  Enjoy, 
  CapnZapp  
  
   
   
  To use these tables: If you roll quintuples, roll percentile dice and consult 
  the Expanded Cataclysmic Chaos Manifestations Table. If you roll sextuples, roll 
  percentile dice and consult the Expanded Apocalyptic Chaos Manifestations 
  Table. 
   
   
  If you use Table 7-4 Catastrophic Chaos Manifestation of the main rulebook, 
  replace the end of that table with the following: 
  91-95 Dark Inspiration: As per Table 7-4. 
  96-00 Seriously Unlucky!: Roll on the Cataclysmic Chaos Manifestation table 
  instead. 
   
  If you instead use Table 6-26 Expanded Catastrophic Chaos Manifestation of 
  Realms of Sorcery, replace the end of that table with the following: 
  81-82 Mutating Wind: As per Table 6-26. 
  83-84 Called to the Void: As per Table 6-26. 
  85-87 Kin Afflicted: As per Table 6-26. 
  88-90 Vortex of Chaos: As per Table 6-26. 
  91-92 Hoard of Chaos: As per Table 6-26. 
  93-97 Dark Inspiration: As per Table 6-26. 
  98-00 Seriously Unlucky!: Roll on the Cataclysmic Chaos Manifestation table 
  instead. 
   
   
   
   
   
   
   
  Black Industries forum contributors: Dandan, Ericbauer, Glorthindel, 
  Grym, Hamir, Legion, Luther, MDMann, One Horse Town, Pendley. 
   
  Additional Thanks: Jadrax, Lukelightning.  
   
   
   
   
   
   
  Revision Date: 9 February 2008 
   
  
  EXPANDED CATACLYSMIC CHAOS MANIFESTATION TABLE 
   
  01-05 The Living Chaos: 2d10 trees nearby uproot themselves, animated with a warped 
  evil that hungers for flesh. Use Treemen statistics (Old World Bestiary, page 110), but add 
  a Chaos Mutation to each. 
  06-10 The Eyes: One of your hands erupts into several small boils that eventually open 
  up into eyes. These are the sensory organs of a chaos entity, which look in on the 
  material world for the first time. Unfortunately, it finds humanity so hideously ugly that 
  it cannot bear the sight of them and it will call down lightning to 'cleanse' any that it 
  sees. It can produce one Lightning Storm every minute centred on you (though you are 
  immune to its effects yourself). Destroying the eyes merely results in them growing back 
  on another body location. The GM is free to decide when the chaos entity has seen 
  enough and leaves. This stops the lightning and the re-growth of eyes, but they don't 
  vanish by themselves. 
  11-15 Chaotic Focus: Above you, a small whirlwind of dark smoke forms for one hour 
  that follows you wherever you go. While a nuisance, at least it provides you with a +1 
  increase to your Magic score. 
  16-20 Medusa: Your hair turns into poisonous snakes! As if that wasn't enough, anyone 
  looking at you must each round make two Tests, one Toughness and one Will Power: if 
  both fail, that creature turns to stone! 
  21-25 The Corn: (Note to GM: Treat this result as "Kin Accursed" until the real results 
  become known.) Unbeknownst to the player and the character, a daemon of chaos 
  materializes near a local village (preferably in a corn field!). This is not a physically 
  powerful daemon, so it will draw the children of the village into worshipping it, and 
  then attempt to coax them into sacrificing all the adults of the village and beyond. It 
  won't stop until it gets the player characters... 
  26-30 Iron Tomb: The earth splits asunder, a great iron coffin emerging from the depths. 
  The caster is thrown inside, and with a sombre toll of an unseen bell, the lid is shut 
  close, its rivets fused. Your grave will attract Beastmen and other servants of chaos, even 
  if moved. At the GM's option, you remain alive inside, kept in suspended animation, 
  possibly forever. 
  31-35 The dam is broken open: Aethyric energies course through your being, filling you 
  with power that you cannot control. For the next 2d10 rounds, each round you're not 
  casting a spell you gain 1 Insanity Point. During this time you gain a +1 to your Magic 
  score, and additionally you must roll two extra d10s when casting a spell. These do not 
  add into your Casting Roll, but does count for the purposes of Tzeentch's Curse. 
  36-40 Tentacle!: (Note to GM: Treat this result as "Kin Accursed" until the real results 
  become known.) The very next person the caster shake hands with will see his or her 
  arm wither and fall off during the next week. In its place a green-grey tentacle quickly 
  grows. While very dexterous, it is not to everyone's liking. 
  41-45 Engulfed: A wide crack opens up under the nearest building, which tumbles 1d10 
  yards. Good luck to anyone inside! 
  46-50 Power Drain: Your spell completes with a loud swooshing sound that’s abruptly 
  cut off. Most (if not all) spellcasters within a radius of 1D10 miles lose their ability to cast 
  spells for 1–10 days (GM’s call or roll a die). Treat them as having Magic 0 for the 
  duration of the effect. 
  
  EXPANDED CATACLYSMIC CHAOS MANIFESTATION TABLE CONT'D 
   
  51-55 Merman: You are horrified to realize that your spellcasting has made you grow 
  gills! The only place you will be able to breathe or speak is underwater. You have only a 
  few minutes until you must find somewhere to dive under, or the rules for suffocation 
  will start to apply. 
  56-60 Disspirited!: Too much magical energy is uncontrollably canalised through your 
  body, ripping free your soul. You become a Wraith (Old World Bestiary, p120), but 
  retain your statistics and free will. At sunrise the following morning you may try to 
  reverse the effect by making a Will Power Test. If you fail the change is permanent. If you 
  succeed, you may re-enter your body but gain 2 Insanity Points. At any time after this 
  event, you can spend 100 xp and gain the Dark Lore (Necromancy) talent. 
  61-65 Chaos is Forever!: You're cursed for the rest of your (short?) life. Roll on Table 7-2 
  Minor Chaos Manifestation or Table 6-24 Expanded Minor Chaos Manifestation. You 
  permanently suffer that effect (if the effect occurs instantly, it will instead repeat 
  infinitely every 1d10 minutes). 
  66      Awwooraah!: A randy Jabberwock (Realms of Chaos, p118) is summoned before the 
  caster - and it is in love! It gets a +20% bonus to its Intelligence not to get distracted... 
  67-70 Blightbeing: Any plant life in your vicinity (5 yards radius) blackens and dies 
  before your eyes. This effect lasts until the next time you cause a Major Chaos 
  Manifestation (or worse). 
  71-75 Head Falls Off: The caster's head falls off. He or she may be surprised to still be 
  alive and well in all respects. From now on (until a magical cure is found) the caster's 
  head is not attached to his body. The head will have to be kept in place to avoid 
  embarrassment in public, but any Critical Hits to the head additionally result in the 
  caster's head flying 1d10 yards in a random direction. 
  76-80 Planar Loophole: Any time you successfully cast a spell within the next week, you 
  also cause the "Craven Familiar" Major Chaos Manifestation. 
  81-84 Dark Blessing: You become permanently infused with Daemonic essence. You 
  gain two Chaos Mutations as well as become subject to the Instability special rule. If I 
  were you, I'd rather burn out than fade away. 
  85-87 Kin Accursed: Roll again on this table. Your closest living relative (an offspring, 
  sibling, or parent, considered in that order, "closeness" being defined by proximity to 
  you in age) suffers the resulting effect, regardless of how far away he is. 
  88-90 Cyclone of Chaos: Roll on Table 7-4 Catastrophic Chaos Manifestation or Table 6-26 
  Expanded Catastrophic Chaos Manifestation. Every creature within 1d10 yards (1d10/2 
  squares) suffers that effect. 
  91-92 Pool of Chaos: Roll twice more on this table. The first roll is what happens now. 
  The second roll (which the GM should make in secret) defines what will happen the next 
  time you cast a spell, in addition to any other effects Tzeentch's Curse will bring if you 
  roll doubles, triples, quadruples, quintuples or sextuples. 
  93-97 Darker Inspiration: The GM can choose any result from this chart or make up a 
  comparable cataclysmic effect. 
  98-00 Doomed: Roll on the Apocalyptic Chaos Manifestation table instead. 
  
  EXPANDED APOCALYPTIC CHAOS MANIFESTATION TABLE 
   
  01-05 Island in the Sky: The ground you are standing on and surrounding area (up to 
  1/2 mile radius) suddenly shoots 1d100 yards up into the air, forming an Island in the 
  Sky. The island might stay there forever (GMs call). 
  06-10 Horrible Conversion: The flesh falls off 1d100 inhabitants that are the same race 
  as you are in the nearest settlement(s). The victims continue with their lives unaware 
  they have become undead, but may be troubled by local authorities. 
  11-15 Aethyric Aurora: The sky is filled with beautiful but haunting bands of chaotic 
  colours. All arcane spellcasters within a hundred miles must roll an extra d10 when 
  casting a spell. This does not add into your Casting Roll, but does count for the purposes 
  of Tzeentch's Curse. The phenomenon lasts 1d10 days. 
  16-20 At the Mouths of Madness: 99 boils form across your body and no form of 
  healing will cure them. After 1d10 days the boils rupture, each forming a gibbering 
  mouth that all simultaneously begins to scream various names of Daemons from the 
  Chaos Wastes. Each mouth must be fed a pint of human blood to be silenced (and 
  disappear) but remains otherwise. Until all mouths are silenced you gain the Terrifying 
  talent and will have a hard time making yourself heard above the screaming. 
  21-39 A Flutter of Wings: A butterfly spontaneously flutters its wings deep in the 
  jungles of Lustria. The tatters of chaotic energy created by this random act spread across 
  the globe, causing tidal waves and hurricanes. A major city in the Old World is battered 
  by raging winds, causing major destruction. You are brought a vision of this destruction 
  in a dream together with the utter realization: you are the cause! Make a Will Power Test 
  or gain 2 Insanity Points. 
  41-45 Cursed Earthquake: One square mile of inhabited lands in your vicinity 
  experience a major earthquake with geysers of blood erupting, calling out your name. 
  Survivors gain 1d10/2 Insanity Points each, and you cause Fear to them permanently. 
  46-50 Aethyric Freeze: A layer of ice two inches thick starts to cover the ground at your 
  position, spreading half a mile each day for 1d10 days. The ice is sometimes black as 
  night, sometimes red as blood. The ice melts normally, but while it lasts it inhibits the 
  flow of magic: all spellcasters take a penalty to each casting die ― depending on how 
  much ice is nearby, this penalty is either –1 or –2. 
  51-55 A new Light in the Sky: A bright pinprick of light appears in the sky above you. 
  As you look towards it, it appears to begin growing visibly brighter and bigger and 
  closer... You realize this is a comet headed directly towards the spot where you cast the 
  spell. The amount of time it will take to reach the spot and the magnitude of destruction 
  are left up to the GM. When it strikes it might even leave a demonic hitchhiker. 
  56-60 Black Road: A road paved with dark stones visible only to Witchsight suddenly 
  appears, starting in front of the caster. Travel along the road is greatly accelerated; 
  reducing travel time to one eighth. If followed to the other end it leads to a far-flung 
  location of chaos (a nexus of energy, a burial mound of a chaos warrior, etc.) - but not 
  necessarily the same one twice! 
  
  EXPANDED APOCALYPTIC CHAOS MANIFESTATION TABLE CONT'D 
   
  61-65 Drowning Mist: The water in the nearest pond or small lake starts to churn, 
  emanating a warm mist that drifts with the wind. Each night, a sentient being inside the 
  mist will disappear (victims are chosen in order of lowest WP first), turning up as a 
  drowned corpse back at the lake. The activity of the lake is tied to the appearance of the 
  moon Morrslieb, and will perhaps never return to normal. 
  66     Tzeentch's Revenge: (Note to GM: Treat this result as "Kin Visited" until the real 
  results become known.) You unknowingly start the Dread Plague, transmitted by voice. 
  Everyone that hears you talk and understand your words must make a Will Power Test 
  or (also unknowingly) start to spread the plague. Initially there are no ill effects, but 
  after each period of 1d10 hours will a plague bearer be subject to a spontaneous chaos 
  manifestation: roll on Table 7-2 Minor Chaos Manifestation or Table 6-24 Expanded Minor 
  Chaos Manifestation. For some unfathomable reason, the only cure is actually provided 
  by certain Manifestations: for example, anyone who hears the ghostly voices of the 
  "Haunted" Minor Manifestation is instantly cured. 
  67-70 If you don't come to the Void, the Void has to come to you: Everything within 
  100 yards of you is sucked into the Realm of Chaos and is forever lost. Unless you have 
  a whole lot of Fate Points, it's time to roll up a new party. 
  71-75 Chaos Portal: You open a permanent gate to the Chaos Wastes. The first few days 
  only a dozen Chaos Furies and perhaps a stray Chaos Warrior will emerge; but if not 
  closed whole armies will follow. 
  76-80 Accidental Invitation: You summon a Daemonic Prince. As punishment, it will eat, 
  not you, but one of your blood relatives before disappearing again. This will be 
  embarrassing; it could take a while. 
  81-84 Winds of Ashes: A dark dry wind swoops down from the sky and all living 
  beings except the wizard within a radius of 1d10 miles that doesn't escape within one 
  hour withers and dies. Then the soil dries up and blows away leaving nothing but 
  featureless sand and stone. These grounds are left barren forever. Spellcasting inside the 
  affected area will automatically cause Tzeench's Curse as if all dice rolled came up with 
  the same number. You gain 1d10 Insanity Points. 
  85-87 Kin Visited: Roll again on this table. Your closest living relative (an offspring, 
  sibling, or parent, considered in that order, "closeness" being defined by proximity to 
  you in age) suffers the resulting effect, regardless of how far away he is. 
  88-90 Maelstrom of Chaos: Roll on the Cataclysmic Chaos Manifestation Table. Every 
  creature within 1d10 yards (1d10/2 squares) suffers that effect. 
  91-92 Motherlode of Chaos: Roll twice more on this table. The first roll is what happens 
  now. The second roll (which the GM should make in secret) defines what will happen 
  the next time you cast a spell, in addition to any other effects Tzeentch's Curse will bring 
  if you roll doubles, triples, quadruples, quintuples or sextuples. 
  93-97 Darkest Inspiration: The GM can choose any result from this chart or make up a 
  comparable apocalyptic effect. 
  98-00 The End Days: The Old World ruptures. This ends your GM's current campaign 
  abruptly and permanently. You must solemnly declare you will not play WFRP for a 
  year and a day. 
   
  
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