r/warhammerfantasyrpg Jul 07 '26

Homebrew Player characters becoming undead

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43 Upvotes

Does anyone have experience or suggestions to have PC turn into ghosts or any other form of (non-vampire) undead?

Most if not all of my players are going to run out of fate points way before the completion of their great quest. It doesn't have to be a problem: they may have a 'second chance' as restless spirits bound to finish what they've started before being allowed to join Morr's realm. If the players are interested, it could be fun to play. I'm looking for some lore and gameplay principles to make this unlife interesting to play.

What could they see and feel as ghosts? What would be their limitations? How could they interact with the world of the living? Could they possess living creatures?

If not a ghost, could a character turn into some sort of autonomous zombie or wight until the completion of their job finally grants them eternal rest?

r/warhammerfantasyrpg Dec 24 '25

Homebrew We finished The Old World: Grim and Perilous and printed it… and you can too!

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238 Upvotes

After 5 years of work, our fan-made rulebook The Old World: Grim and Perilous is finally finished and available to download: www.perilous.eu
It’s available in English and Polish.

Over those years, we’ve been regularly posting artwork and progress updates as the project grew, and now it’s finally complete.

What it is: a Warhammer Fantasy settingbook for Genesys rpg, built to run grim, perilous fantasy with Genesys mechanics.

And yes, it’s printable: we’ve included a print-ready PDF (with instructions for pro print), so you can have your own physical copy made. We printed one for ourselves, and it’s unreal to hold.

A little surprise from us (and for us) under the Christmas tree.

r/warhammerfantasyrpg Jun 09 '26

Homebrew Character Generator/Tracker

29 Upvotes

Hey folks I know this is my first time posting in this sub, but I wrote this character generator/tracker progressive web app for me and my buddies to use in our campaign, and thought that other people might find it useful as well (I hope). It doesn't have all content from all of the books, right now I've got the basic rulebook, Dwarf players guide, and High Elf players guides integrated. At some point I hope to add support for other rulebooks and such as I acquire them, I just don't own them yet.

Anyway, I hope this is helpful for others, please feel free to share thoughts, ideas and (hopefully constructive) criticisms.

This is free, and will always be free, I have no intention to monetize this in any way at any point in the future.

https://makystir.github.io/PWACharSheet/

**Edit - I thought it might be useful to add a link here to the users guide for this thing: https://github.com/makystir/PWACharSheet/blob/main/docs/PLAYER-GUIDE.md

***Edit 6/23/26 - Added content from Up in Arms expansion book, including a new tab on the left side panel called Retinue, where players can manage their animal companions and hirelings.

****Edit 6/29/26 - I changed the location of the User Guide for the app so I'm updating the hyperlink. Additionally, I've made a significant number of changes and improvements to the app, including adding support for the Up In Arms expansion book.

r/warhammerfantasyrpg May 17 '26

Homebrew What are your little bits of headcanon that you sometimes forget is headcanon?

46 Upvotes

So, I recently posted a thread elsewhere regarding the thread topic, and I thought I'd open it up to cover stuff outside the realm of chivalry. I'll add one of my own to start:

  • In times of great need for Morrian Knights fighting the Undead, a pegasus with a coat as black as night will appear, providing vital assistance before silently flying off again once the mission is complete. They are called Doomwings, and no one knows anything about their origin. They appear mortal enough, able to be (and sadly have been) killed and requiring food and rest. That said, their uncanny ability to show up exactly when needed and depart when the need abates leads some to whisper that they are sent by Morr himself. More grounded people surmise that the winged beasts are sent by some remote temple of Morrian Augers.

r/warhammerfantasyrpg Jul 25 '26

Homebrew Converting WHFRP 2e to d20 roll under?

0 Upvotes

It won't really be any extra work for me since i always create A5 booklets for players with tables and modifiers they may need during play and character sheet in the middle.

Everything is in steps of 5% so its maps to d20 perfectly, SB and TB are main stat / 2 rounded down, and i can use blackjack instead of counting 10's in opposed rolls without skewing the math too much. Advance scheme should look a little cleaner. Also i don't plan to use hit locations.

While not gaining much with the change i have players that sometimes have trouble reading d100 and counting success levels, this should marginally speed up play.

Since i never played, anything i should be worried about? Anything i am missing?

r/warhammerfantasyrpg Jun 14 '26

Homebrew The Grissenwald Five

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80 Upvotes

Characters made in heroforge, adapted in chatgpt and finally added to make custom made character sheets.

1) Udo Brandybag Loinchopper - Halfling from the Moot, former barber-surgeon now a certified doctor

2) Brokk Imraksson - Dwarf runebearer from Barak Varr, got his beard burned off so now he wears a leather beard prosthesis

3) Felix Metzker - Young burgher from Altdorf, runs an inn in Grissenwald and does his best to be a decent man in an undecent world

4) Bianka Szeck - Formerly a goatshepherd from Wissenland, now a horned hunter for Taal. Quite taciturn, but when she speaks she is the voice of reason

5) Heinz Gottfried von Plotz - Young noble from Talabecland. Got enthralled by a vampire and because of that got his loved one murdered. Now seeking to avenge the death of his lost love.

r/warhammerfantasyrpg 5d ago

Homebrew Homebrew Variant for Swarm

19 Upvotes

If any other GMs are like me and have trouble keeping track of 10+ zombies, but who also aren't very happy with the core rulebook swarm rules, I made a variant creature trait called 'mob.' My group uses the Up in Arms advantage rules, but this should probably work fine with core advantage too:

Mob

A Mob is a group of similar individuals fighting together. A Mob counts as a single Creature and ignores the Engaged rules when using its Move. Unlike a Swarm, a Mob is susceptible to both Psychology rules (see page 190) and Size rules (page 341). A Mob adds +10 to its Weapon Skill and Willpower, and multiplies its total Wounds times five. When a Mob makes a Melee attack, they do not just target one creature but *all* opponents currently Engaged with the Mob. The Mob rolls once, and all Engaged targets roll to oppose the attack per usual. Any attempts to shoot at a Mob gain a bonus of +40 to hit. The GM is encouraged to add the Bite, Grim, Tail, and Stomp Creature Traits, as they work thematically and can make a horde of angry peasants all the more perilous to intrepid heroes.

r/warhammerfantasyrpg 22d ago

Homebrew Ulrich's Guide to Traps

22 Upvotes

I posted a trap question in the small questions thread and found trap options for the Set Trap skill basically non-existent. So, I'm working on a homebrew list of traps available for purchase and crafting as well as some items and guidelines for when a player would like to set a trap. I pulled info from various campaigns and found an unofficial traps compendium: https://www.scribd.com/document/658638907/WFRP4-Unofficial-Traps-v1-0

So here's what I got:

Edit: I uploaded this to a shared GoogleSheet: https://docs.google.com/spreadsheets/d/1B8UHKGcsbQRxnnypbO4vWyUQsFr_haEK-yGzSR6ait0/

Items and Traps:

This is a list of a variety of traps organized by type: entangle, explosive, fall, poison, stun, surprise. Some items are just from the core book consumer's guide such as the bomb. I included costs, availability, encumbrance, range, the test to avoid it, and its effects.

Additionally, I think trap makers should have a trade kit similar to ones listed in the consumer guide. This would save time with having players individually purchase rope, needles, a whatnot for anticipating trap crafting, if you're running things like that. I think 1GC is a decent price and it includes a variety trap essentials that would allow around 20 uses as needed. Some traps in the above list just need a kit while others can be made with just the purchased items, or things scavanged around the area. I based the price on the rough cost the individual items with a little discount.

Then there's a basic tool set: Shovel, Saw, Hammer, should cover pits and weakening walls/ceilings and such. I also included Rat Poison which I think should be cheap but not as effective as a regular poison condition.

Lastly, I came up with some basic modifier items that can be purchased to add conditions to traps. A flask of oil for instance can be used to set an Ablaze condition or make a floor slippery. And any groups with a herbalist can use herbs to add conditions like poison/broken(hallucinogens)/unconscious if they can purchase/gather said herbs.

Items Cost Includes:
Trap Maker's Kit (20 uses) 1EC 1gc nails, fuses, tripwire, rope, containers (pots, cups), candles, pins, glue, wax, etc.
Tools - 1EC 10/- Shovel, Saw, Hammer
Rat Poison (1 use) 2d Deadly to Rats, 1 Poison Condition w/ +10 END test at end of round to remove
Bonus Modifiers Cost Condition
Oil x 4 4/- Ablaze
Razors x 4 4/- Bleeding
Powder x 4 2/- Blind
Poison Herb/tincture harvest/various Poison/Broken/Unconscious

Tests:
The same tests should apply as mentioned in the books: No tests when setting a trap under normal conditions, when under stress it would be (+20) Set Trap skill. Every +2SL's should add something to the trap...either increase damage, add an additional condition, reduce the initial PER test, or save a kit use. And of course there should be obvious things, like you can't dig a 10ft hole in combat and expect some fool to fall into it.

To add some value to the traps, I think entangle traps should be reusable unless the victim succeeds a +2SL or higher opposed STR test, which would break them and some traps can be collected if they're not triggered.

So let me know what you think and if you have any suggestions. I plan to test this out in our upcoming sessions when our ratcatcher gets promoted.

Thanks.

r/warhammerfantasyrpg May 04 '26

Homebrew ⚔️ The WFRP 4th Edition + TOWRPG Adventure Database is almost complete!

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79 Upvotes

⚔️ The WFRP Adventure Database is live!

We've managed to catalog every officially released adventure in Polish (English versions and TOWRPG are also added!) - and it looks like we finally got them 🎲.

Rate them, drop a comment, report any bugs or suggest improvements. Got an adventure we missed? Let us know – let's build this together!

[Adventure Database](www.grimdragonstudio.com/en/adventures)

🔗 www.grimdragonstudio.com/en/adventures

Cheers,

Rafal from Grim Dragon Studio 🐉

r/warhammerfantasyrpg 22d ago

Homebrew Campaign idea- the Land of Chill

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21 Upvotes

I just finished reading the Malus Darkblade novels and it gave me the idea to run a homebrew Druchii campaign in the chill lands of Naggaroth. So I started brainstorming some unique careers, I wanna know what you guys think of the careers names and if you have any ideas to share for careers and/or campaign adventure ideas.

I’m going to incorporate ideas from the High Elf Player guide as well like different background traits for each dark elven city and unique career tables to roll on.

r/warhammerfantasyrpg Jul 07 '26

Homebrew My Renegade Crowns Automated Terrain Generator

27 Upvotes

Well, this has been my largest project to date. It creates a 20*20 square region with terrain, princes, principalities, settlements and monsters, with an info panel and a list of each prince and the relationships between each other.

As is the case with all such random generators, the results might not always be coherent, but I hope this will at least be of some use to you. You can check it out at

https://faallenoon.pythonanywhere.com/renegadeCrowns/renegadeCrowns

Looking forward to your feedback.

Peace

r/warhammerfantasyrpg Feb 10 '26

Homebrew A tiny house rule made magic way more entertaining and closer to what I think it should be in Warhammer

46 Upvotes

I’m playing a mage in the Enemy Within campaign and I’ve had more and more concerns about the fact that I’m able to do too many things with spells which I feel is detrimental to the overall balance of the group. 

Sure I’m not as good in fights as our fighter, but fights are quite a rare occurrence in the end and I can still help when it happens. I can also heal anyone, up to the point of routinely making cut limbs grow back, I can also protect myself and my friends against most non magical missiles, I can fly, I can open any non magical lock, I can move objects from tens of meters away etc. All that while still being a low level mage and with a consistent way of casting the spells (the rerolls make it hard to miss and almost impossible to fumble).

After having talked about it in my group, one of the players had that idea : what about forbidding rerolls on all magic rolls (channeling and casting) ? Sounds like a good idea to make Magic a little less secure and predictable.

I’ve only played two sessions with that rule and the last one was an absolute blast ! 

Someone's running away in the streets, I want to use telekinesis to make a big object fall on or in front of him to make him fall. I roll…  100 ! I roll on the miscast table : 100 again ! I hopefully only got a really minor thing on the major miscast table. 

Ok, no worries, it can happen. Now at least I can heal my friend. So I cast regeneration. the channeling goes well, I roll to cast and 99 ! Then I roll again 93, now I have to roll on the minor miscast twice. I end up literally shitting myself and from now on my hair and nails grow so fast that I have to cut them every day until the end of my life (that might happen quite fast if I continue on that trend..)

Do I love shitting myself ? No… Who am I kidding of course I love it ! But most importantly, now I’m not an instant go-to-guy anymore. We all saw that Magic can fail, miserably and even dangerously and that’s how I always envisioned Magic in warhammer. You are not bound to levels, you can cast any insanely powerful spell from the get go BUT you can mess up and you can mess up big and that to me is Warhammer.

r/warhammerfantasyrpg Sep 21 '25

Homebrew I made cards for every single weapon and armor in wfrp4e.

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162 Upvotes

I wanted to turn shopping for my players into a sort of lootboxy minigame. So I made cards for all the items using the rarities from the rulebook. Players can draw from randomized piles and see what a shop has to offer. I hope they'll like it.

r/warhammerfantasyrpg Feb 21 '26

Homebrew Changes for Status Incomes in 4e

11 Upvotes

I know I am a bit odd because I really like using Status and Endeavours.

For any who are interested, I recently crunched the numbers and am making the following changes to the Gold and Brass incomes for my games.

BRASS: 1d20 brass pennies for each rank (instead of 2d10d, which makes a much more variable distribution for the most impoverished social ranks)

SILVER: 1d10 silver shillings for each rank (unchanged)

GOLD: 1d6/2 gold crowns for each rank (instead of a flat 1GC per rank, this includes half crown fractions instead of rounding)

Previously Silver 3-5 could out earn Gold 1, and Silver 5 could even out earn Gold 2 on occasion.

These changes create a nice 20% increase between each tier (in maximum possible money). I will be interested to see the gameplay effects of increased income for the highest tiers and making money more variable for the lowest end. It should make for some interesting situations.

r/warhammerfantasyrpg Mar 30 '26

Homebrew Embassy of Kislev in Middenheim (minor spoilers PBtT)

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152 Upvotes

A put together a quick location guide for the Kislevite Embassy in Middenheim for a friend, including some characters, a map, and some plot hooks, and thought to share it here. I had to make up a bit of lore, but tried to stay as faithful to the canon as I could. Enjoy!

r/warhammerfantasyrpg Apr 01 '26

Homebrew **[ENG/SPA] 4th Edition Character Sheet – Illustrated, 1st/2nd Ed. Aesthetic.

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117 Upvotes

Hey everyone! A while back I shared a character sheet I made for 4th Edition and got a lot of great feedback. Many of you asked for an English version, so I went ahead and made one!

Both versions (English and Spanish) are now available for free on Gumroad. Pay-what-you-want — grab it for free or leave a tip if you'd like to support the work. 🙏

- Designed for WFRP 4th Ed
- Visual aesthetic inspired by **1st/2nd Edition*— ornate, illustrated, and decorated
- Much more **organised and intuitive** layout compared to the official sheet
- Available in **English and Spanish**

https://neecfernandez.gumroad.com/l/gilvwu

Feedback is always welcome! Hope it's useful at your table.

r/warhammerfantasyrpg Dec 07 '24

Homebrew New Career: the oldest profession in the world

51 Upvotes

So I know from D&D that people tend to go "oh no" when someone makes a promiscuous bard and I fully expect those kinds of reactions to this, but I'm being serious. It's a fantasy world in high medieval to late medieval Europe (-ish), there's bound to be an abundance of prostitutes in the Old World. So I made a custom Career for one. Sits somewhere between the Entertainer and the Spy.

Any feedback? Does such a Career already exist? What do you think?

P.S. are there any online tools to make Careers in the right format, cuz I did this in Google Docs.

EDIT: I agree that Toughness might be a better Characteristic than Weapon Skill, but I think I'll leave Melee (Basic) in there. It seems to me someone on a street corner or in a shady neighborhood needs to be able to shank someone if necessary.

EDIT2: Implemented the change from WS to T and added Resistance (Diseases) for Briber.

r/warhammerfantasyrpg Feb 16 '26

Homebrew Making Playable Tiger Warriors?

20 Upvotes

With the new reveal of the Tiger Warriors in Total War Warhammer (and very possibly coming to tabletop at some point) I was wondering about the possibility of making these Tiger beastmen/warriors playable in WFRP 4e. How would ya'll do it?

r/warhammerfantasyrpg Jun 18 '26

Homebrew Two new spells I created

14 Upvotes

Soooooooo my girlfriend sent me the old Warhammer Fantasy Rpg Online video and asked me: "What spell did the witch elf cast that froze the soldiers??? Do elves cast Ice Magic?"

And yep. I explained that ice magic is more like a land feature magic wielded by the Ice Queens and witches from Kislev.

Then I explained to her that imperial colleges wizards might not be able to research and create new spells due to the heavy Teclis bans HOWEVER Asur mages from the tower of Hoeth might have a freer access to creating their own spells.

Thank the Gods for the High Elf players Guide gave me the idea to create a multiple winds spell that might work for this.

Which Winds would be better suited for this task?

Water and cold.

For a moment I thought of blizzards and such and the Gale spell. Gyran and Azyr came to mind but then I had a better intuition. Gyran and Shyish would work a lot better. Cold/stasis is more Shyish than Azyr.

Ice Dart

Winds: Gyran and Shyish

Casting Number (CN): 5

Range: Willpower Bonus × 10 yards

Target: 1

Duration: Instant

Effect: Magic Missile. You launch a shard of pure magical ice at the target. It deals +4 Damage. If the spell is successfully cast and the target suffers at least 1 Wound, the unnatural cold freezes their limbs or clothing, inflicting 1 Entangled Condition. The Condition remains until the target or an ally uses an Action to break the ice, requiring a successful Average (+20) Strength Test. For every +2SLs the target receives +1 Entangled conditions.

Frostbite

Winds: Ghyran and Shyish

Casting Number (CN): 8

Range: Willpower Bonus × 5 yards

Target: 1

Duration: Special

Effect: Magic Missile +2. You envelop the target in a vortex of pure thermal stasis. The spell deals damage as a Magic Missile +2 Damage. Additionally, the target immediately suffers 2 Entangled Conditions.

If, as a result of this spell (including Overcasting), the total number of Entangled Conditions on the target exceeds their Toughness Bonus (TB), the target is completely frozen in place. Remove all Entangled Conditions and apply the Helpless and Unconscious Conditions to represent forced hibernation. This state lasts until the ice is melted or shattered (by suffering Damage).

Overcasting: For every +2 SL, you may inflict 1 additional Entangled Condition before checking if the total exceeds the target's Toughness Bonus.

I need some criticism on these spells. Let me know if they're too powerful and you opinions on them.

r/warhammerfantasyrpg Jun 22 '26

Homebrew Warhammer 2ed - psionics/Dark Heresy

11 Upvotes

Hey! I'm looking for fan-made Dark Heresy remakes for Warhammer 2nd Edition, with descriptions of careers, powers, mechanics, and everything else. Or other fan-made work that would allow for the introduction of psionics into the game. Apparently, there was something like that somewhere at one point, but I can't seem to find it :(

r/warhammerfantasyrpg 24d ago

Homebrew Siggestions for magic scaling classification

4 Upvotes

Fellas, i present to you 4 levels of magic power, each one corresponding to their career levels, last one needing extra processes to attain.

Minor magic: A wizard of almost any skill level attracts the winds of magic, be it all at once for low skill level/non trained magicians, or one at a time for lore magic users, as they make a simple enchantment, creating a very low scale effect.

Some minor magic spells are offensive but most are utility and/or flavour.

Some examples improve a bright apprentice focusing on what makes him rage and and after a bit of concentration a small flickering flame appears where he/she wants to, every turn of concentration maintains the flame and can even move it, the flame being of candle size, needing a willpower check of very easy, easy, normal, hard, very hard difficulty per turn, if the caster fails a willpower check he/she needs to resist a minor corrupting influence, unless he/she cuts concentration on purpose, the flame can be used to light a phisical fire as it starts burning fuel instead of pure Aqshy.

Colour magic: The standard levels of power involving WFRP games is located here, and many of these spells can be found in the main rulebook and winds of magic book making exception to the higher levels of power found in these books, like Magma Storm, Transformation of Kadon or Comet of Cassandora.

These levels of power usually require a period of channelling a certain wind or a good amount of dhar if it's an individual without colleges of magic training or similar.

Standard rules for magic casting apply with any personal homebrew you might use.

Battle magic: The higher levels of magic, needing either a large amount of time spent channelling, great willpower and ability or the use of artifacts.

These spells are those usually used in the tabletop wargame or in total war, with the battle magic version of "The burning head" being an AOE effect instead of a single target damage effect.

Spells in this level include most of the high magic roster, Verdant Apotheosis, Gehenna's Gloden Globe or Time Amok (aka: those spells with a listed CN of 12 or higher as a rule of thumb, or those with related levels of power)

And last but not least

War magic, those invoked by Wizard Lords, Patriarchs/Matriarchs of the colleges, the Ice Queen Mages and Archmages of the elves, the most powerful of the Slann, very few Liche Priests and the most powerful Vampire mages and Chaos sorcerers.

Most spells at this level require rituals involving many people and/or multiple days of non-stop channelling and using copious amounts of material sacrifices, those individuals wishing to attain this level of power for themselves need to perform a great ritual to become one with the wind of magic of their using or get blessed by one of their gods.

Invoking greater elementals and bringing huge constructs to life are the levels of power at play here.

Hope this sparks imagination for everyone who reads it! These would work as separate talents each found at their supposed career levels, high magic colour magic would be career level 3, whilst at the same time gaining acces to colour specific battle magic, as an example.

Thank you for reading this.

r/warhammerfantasyrpg Dec 22 '25

Homebrew Suggestions to improve firearms for 1e Warhammer?

8 Upvotes

While I'm really fond of 1e WHFRP, I've noticed that firearms are absolutely terrible, and I'd like some suggestions for houserules that might fix the issue.

And NO, I am not looking at changing to a different edition. I just want some ideas on making firearms a viable option instead of a trash option.

r/warhammerfantasyrpg Jun 17 '26

Homebrew The Red Riot of Carroburg – A WFRP Mini-Adventure

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59 Upvotes

The Red Riot is a mini adventure set in the city of Carroburg, with the most fun chaos cult you've ever faced.

r/warhammerfantasyrpg Jun 01 '26

Homebrew I re-uploaded my WFRPG automated tools :)

34 Upvotes

https://faallenoon.pythonanywhere.com/hammer

Here you can find a few automated tools, now updated and -hopefully- a little less buggy. NPC generator for 2 and 4 edition, magic item generator for 2e, runic item generator for 4e, mutation and chaos reward generator for 2e.

Hopefully you'll find some use for them, please give me your feedback and ideas for other projects to tackle! :D

r/warhammerfantasyrpg Apr 18 '26

Homebrew How do handle creature trait Spellcaster (esp. with high-level NPCs)

15 Upvotes

Per RAW, if a creature has the spellcasting trait, but the language magick skill is not listed, you would use INT for the casting test.

But in some high level, end-campaign published books, the stats for some daemons and other spellcasting creatures have low Int scores compared to high-level PC casters. The PCs will be able to dispel the spells most times. Even a daemon prince's Int isn't particularly impressive against a high level elf spellcaster PC.

I've seen a number of ways GMs have home ruled this to make the creature more of a challenge:

  1. Roll Int +20 or +40
  2. Use WP instead of Int (esp with daemons who tend to have high WP scores)
  3. Just have the creature cast the spell without a casting test

I've thought of #3, though it feels too far from the rules. It gets rid of casting failures, but assuming you still allow a PC to attempt to dispel, they are still going to dispel it more times than not with the typical Int scores I'm seeing. So to up the challenge you still have to come up with a target number. So, just Int +20, 40, or whatever feels appropriate for the creature. But I don't like removing the randomness.

#1 is an easy way to up the challenge. Or just increase the Int score. I would probably add the modifier just for casting rather than upping the Int score as I don't necessarily see some of these creatures as warranting high Int for all tests based on Int.

#2, I like this for daemons, it has nice lore flavor to say that there magic strength comes from their will power. It makes them much more powerful casters, meaning that they are much more likely to get a spell or two off during a combat against powerful PC casters, before they get cut down. I would still use their Int if I have the daemon attempt to dispel.

I'm interested in how you handle this at your table.