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Dwarves and Magic By Paul Losh

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Dwarves and Magic

By Paul Losh

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Introduction

There is a common belief among the people of 

the Old world that Dwarves lack any ability to

perceive or manipulate the winds of magic. A

belief that is not disputed and in fact encouraged

by the dwarves themselves.The fact is, Dwarves, like most other races, have

individuals who are born with the ability to see

the swirling winds of magic, however the

number of individuals born with this gift are far

lower than most other races. This along with the

fact that the dwarves of the Worlds edge

mountains have outlawed the practice of 

witchcraft for thousands of years, and the fact

that prolonged years of practicing magic without

caution, slowly turns a dwarf to stone and is

enough to put many young Dwarves off 

becoming an apprentice, means there are very

few Dwarven Magi about in the world.

This said the Dwarves of the Gray mountains andthe Vaults have a long tradition of magic users

and developed a way for dwarves to safely use

magic without the ill effects.

Also on rare occasions, Dwarves of the Empire

with the gift may train in a magic career.

Although never permitted to join the Imperial

collages of magic, these dwarves may train at the

Middenheim s Wizards and Alchemists Guild, or

else become an apprentice of an Illusionist or

Elementalist or a Dwarven Geomancer.

The Development of Taping Residual Magic.

Early on in Dwarven history the wizards

developed a safer way to cast spells.

Manipulating the raw power of the winds of 

magic proved too dangerous for the dwarven

magic user, and eventually turning the dwarf 

into stone, so the dwarves developed another

way to safely use magic. By studying the effects

of magic on spell casters they discovered that

after a spell was cast and the magic had coursed

its way through the body of the dwarf, small

remnants of magic where left behind and it was

this residual magic that would eventually turn

the user to stone. The dwarves then developed a

way to tap into this residual magic and release it

as spells. This not only made casting spells safer

but also got rid of any stagnant magic that would

eventually turn them to stone. Eventually the

dwarves discovered a safe way of channelling

the winds of magic through their bodies through

meditation and rituals, and building up a store of 

magic to then be used for casting spells safely.

Even though the dwarves developed this way of 

casting spells they never stopped teaching the

more traditional ways of casting spells. This way

if a dwarf mage runs out of residual power, he

may still cast a spell normally, although it will

take its toll on the dwarf it does not leave him

defenceless.

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Rules for Dwarven Spell Casters.

Careers

Dwarves may enter any of the wizard careers

open to humans (E.g. Battle wizards, Illusionists,

Elementalists ect). They may also learn any of 

the Colour Magics but will not be taught by theMagesters of the Collages of Magic, so must find

another way of learning them (e.g. become an

apprentice of an independent wizard who

studied at a collage. Like humans Dwarves may

only ever use one colour of magic, as using more

is beyond there comprehension. Dwarves may

also go a Geomancer (described Later in this

article)

Residual Magic

Dwarven Wizards have a reservoir of Magic

Points (MP) to draw upon in battle. The amountof MPs available to them depends upon their

magic level:

Mag MP

1

2

3

4

20

40

60

80

When a dwarf chooses to cast a spell he simply

taps into his RM. The amount of RM used is the

same number as the casting number (e.g. castingThe beast broken would use up 7 RM) and no

casting roll is required.

Casting spells normally

When the dwarf runs out of RM he may cast

spells the normal way however this is not

without risk. Every time a dwarf casts a spell the

normal way, he gains +1% toughness and there is

a 20% chance that he loses - 1 Movement and

-D10% Agility . If ever his toughness reaches

100% or his movement or Agility reaches 0% the

dwarf turns to stone and the player must roll a

new character.

Note: Dwarves may use Petty Magic with no ill

effects.

If the wizard rolls a double, triple, or quadruple

when casting a spell roll on the eye of Tzeench

table below.

Regaining MPs

MPs regenerate at a rate of 1 MP per night.

When the dwarfs Mag characteristic reaches 2

he gains the skill Channel winds of magic seebelow:

Channel winds of magic

The dwarf may spend one hour meditating

each night and gains a number of MPs

depending on his Magic level:

Mag MP

2

3

4

2D10

3D10

4D10

Also whenever a dwarf successfully casts a spell

(not petty magic) he gains 1D10 Magic points.

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Tzeench¶s Curse

If you roll a double when casting a spell roll on this table (triples add +1 and Quadruples add +2)

D10 Result Description

1 Gift of stone Until the end of this combat, all enemy spells cast against the wizard are

dispelled on D10 score of 6+.

2 Grey skin The dwarfs skin becomes the colour of stone. If this result is rolled again,

ignore it.

3 Sparkling eyes The dwarves eyes turn to precious stones (start with a semi- precious stone).

If this result is rolled again, the stone is replaced with a more precious stone.

4 Splitting headache Blood sprays out of the Dwarfs nose and he suddenly suffers from a mind

numbing headache. For the next D10 rounds the dwarf may not cast any

spells.

5 Coughing fit The dwarf starts coughing up blood and dust from his lungs. The dwarf loses 1

wound with no deduction for toughness. The condition remains for 1D10

hours and every time the dwarf runs or exerts himself in any way, while the

condition persists, he loses a wound.

6 Bountiful coughing

fits

As above except, the dwarf spits out a random precious gem. G.M.s

discretion.

7 Aching joints From now on the Dwarf suffers from aching joints. From now on every day

when the dwarf wakes up roll a D10. On a 1,2, or 3, the dwarf may only move

at half rate. A healing spell may get rid of this condition.

8 Gold to Dust All the gold items the dwarf owns turns to dust (include ing the dwarfs gold

coins). The dust looks like ordinary dust but if heated in a furnace, it will

return to gold of the same value, although it will not return to its original

form.

9 Ageless stone The dwarf ages 4D10 years, and his hair becomes white. From now on the

dwarf will never age. If this result is rolled again, age him another D10 .Note: 

the dwarf may not die of old age.

10 Stone fist One of the dwarves hands (randomly roll) becomes a fused ball of stone. The

hand becomes useless for dexterous tasks but now counts as a club in close

combat. This condition can be cured by a healing spell if cast within a week of 

being inflicted. If this result is rolled a second time, the dwarf may not cast

any spells until the condition is cured.

11 Stone Skin The dwarfs skin becomes hard and scaly stone. The dwarf gains a +1 to all

locations, but a -1 to his movement characteristic. Stone skin may be gained

more than once. If the movement characteristic is ever reduced to 0, the

dwarf is turned to stone and the dwarf dies.

12 Curse of Stone The Wizards fate has finally caught up with him as it has done for all the

dwarven wizards before him. From now on every week the dwarf gains 1%

toughness. When the dwarfs toughness reaches 100% the dwarf dies. If the

dwarf somehow manages to get cured from the curse before he turns to

stone his toughness reverts back to what it was before he got the curse -10%

permanently from his starting characteristics. If this result is rolled again,

increase the personage of toughness by an extra 1% each week.

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Geomancers

The Dwarven Spell Casting Career

 A Brief History of Geomancy

Geomancy is one of the oldest disciplines of 

magic, developed thousands of years ago by the

dwarves. Originally all the Dwarven clans taught

Geomancy to the few gifted children who could

manipulate the winds of magic, but as time went

by and countless dwarves were lost to the

debilitating curse of stone, more and more clans

banned the practise of magic. Eventually the

practice was completely outlawed by the

dwarves of the Worlds Edge Mountains as well

as most other clans among the Grey Mountains

and Vaults. The ancient art of Geomancy wasalmost lost but for a small group of Dwarves in

the Vaults who continued to practise in the arts.

These dwarves perfected the art of tapping

residual magic eventually convinced the Dwarves

of the Grey Mountains and the Vaults to lift the

ban of Magic. Unfortunately the dwarves of the

Worlds Edge mountain were stubborn and

refused to lift the ban. They claiming that

Dwarves were unable to Channel magic and that

the ability to cast spells suggested that the

Geomancers were tainted by Chaos. This

eventually lead to the breakdown of civility andthe eventual separation of the Dwarven empire.

 What is Geomancy?

When Chamon, the yellow wind, sinks into the

earth, parts of it become trapped in small cracks

and imperfections and over time become

stagnant and fixed to the spot. It is this stagnant

Chamon that the early dwarves learned to

manipulate by the power of Geomancy.

Geomancers have the power to manipulate the

geological landscape around them. They are able

to create small earthquakes, landslides, bring

forth precious metals from the earth, and in

theory move mountains.

Because Geomancers manipulate the by-product

of pure Chamon, this discipline is much safer for

dwarves to practice.

Geomancy is only popular among the Dwarves of 

the Vaults. It is not unknown for humans to learn

Geomancy, but is not very popular as other races

find the manipulation of stagnant Chamon a lot

harder to channel than the pure winds of magic.

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Geomancer Careers

Below are the rules for the geomancer careers.

Any Dwarves, Gnomes, and Humans may enter

the career but only Dwarves may start of as an

Apprentice.

To become a Geomancer Apprentice, a character

normally has to trek into the vault and find a

teacher as outside the vaults Geomancers are

extremely rare.

 Apprentice Geomancer

Before a Dwarf is accepted into the time

honoured traditions of the Geomancer, he must

serve time as an apprentice. This usually involves

cleaning up after his master and doing

demeaning chores for him. However the

Apprentice is not taught any Geomantic spells at

this point as he must first master the art of petty

magic.

 Advance scheme

WS BS S T Ag Int WP Fel

+5 +10 +15 +5

  A W SB TB M Mag IP FP

+2 +1

Skills: 

Academic Knowledge (magic),

Channelling,

Magical Sense,

Perception,

Read/Write,

Speak Arcane Language (Magick)Speak Language (Ancient Khazalid),

Trade (Miner).

Talents: 

Aethyric Attunement or Fast Hands,

Petty Magic (Arcane),

Savvy or Very Resilient.

Trappings: 

Quarter Staff,

Back Pack,

Spell Book.

Career Entries: 

GMs discretion

Career Exits: 

Journeyman Geomancer,

Scholar,

Scribe.

Special Rules: 

Upon entering this career the Apprentice

receives 3 petty spells. Throughout hisGeomancer career the character may learn more

Petty spells from his spell book at a cost of 25

experience.

J ourneyman Geomancer

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On Acceptance into the brotherhood of the

Geomancers the Geomancer is given the most

important item of his career, his Geomancer spell

Book. This book contains all the Geomantic spells

to get him to the rank of Master Geomancer. The

Geomancer is also given a small silver bell, this is a

badge of office and also without the bell he willbe unable to cast certain spells.

 Advance schemeWS BS S T Ag Int WP Fel

+10 +5 +10 +5 +5 +20 +25 +10

  A W SB TB M Mag IP FP

+3 +2

Skills: 

Academic Knowledge (Magic),

Channelling,

Common Knowledge (any two),Magical Sense,

Read/Write,

Speak Arcane Language(magick),

Speak Language (any two)

Trade (mining)

Trade (smith)

Talents: 

Arcane Law (geomancy),

Aethyric Attunement,

Meditation,

Safe Casting (dwarves only) (see Below).

Trappings: Geomancers Grimoire,

Writing Kit,

Silver Bell.

Career Entries: 

Apprentice Geomancer.

Career Exit: 

Master Geomancer,

Scholar

Safe CastingWhen a dwarf casts a Geomantic spell using

the normal Casting roll method, there is only

a 50% chance that he will suffer any ill effects

( i.e. +1 Toughness and a 20% chance of D10

to Agillity and -1 Movement). This is because

Geomancy is a tried and tested form of 

Dwarven magic tailored to the race.

 Master Geomancer

Through the study of his grimoire, the Geomancer

may attain the rank of Master Geomancer. There is

no need for the Geomancer to seek training toreach this rank just studying his book is enough.

 Advance scheme

WS BS S T Ag Int WP Fel

+15 +10 +10 +10 +5 +30 +35 +15

  A W SB TB M Mag IP FP

+4 +3

Skills: 

Academic Knowledge (Magic),

Academic Knowledge (any two),

Channelling,

Common Knowledge (any two),

Gossip or Ride,

Magical Sense,

Read/Write,

Speak Arcane Language (magick),

Speak Arcane Language (daemonic or Arcane

elf),Speak Language(any three).

Talents: 

Aethyric Attunement or Meditation,

Dark Magic or Strong Minded,

Fast Hands or Mighty Missile.

Career Entries: 

Journeyman Geomancer.

Career Exits: 

Explorer,Scholar,

Geomancer Lord.

Geomancer Lord 

Not many dwarves survive long enough to qualify to

become a Geomancer Lord. Those that do must

travel back to their old masters to receive training

Speak Arcane Language (magick),

Speak Arcane Language (daemonic or

Arcane elf),

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and be given their Geomancers Grand Grimoire, a

tome that contains many powerful spells and rituals

unavailable to lesser Geomancers. To be deemed

worthy of becoming a Geomancer lord, the master

often sets his student a test or sends him on a minor

quest to see if he is ready to join the ranks.

 Advance scheme

WS BS S T Ag Int WP Fel

+20 +15 +15 +10 +10 +35 +40 +15

  A W SB TB M Mag IP FP

+5 +4

Skills: 

Academic Knowledge (Magic),

Academic Knowledge (any three),

Channelling,

Common Knowledge (any three),

Magical Sense,Read/Write,

Speak Language (any four).

Talents: 

Aethyric Attunement or Mighty Missile,

Dark Magic or Meditation,

Fast Hands or Hardy,

Trappings: 

Geomancers Grand Grimoire.

Career Entries: 

Master Geomancer

Career Exit: 

Explorer,

Guild Master.

 Arcane Law ± Geomancy

When a Character gains the  Ar cane Law 

(geomancy ) Talent, and a magic level of 2, he

may start to purchase Geomantic spells. A

Journeyman Geomancer may purchase up to 3

level 1 Geomancer spells for 50 Experience each,

a Master Geomancer May purchase 3 Level 2

Geomancer Spells for 100 Experience each, and a

Geomancer Lord may Purchase 3 Level 3

Geomancer Spells for 150 Experience each.

Below are the rules for Geomancer spells.

Note: unlike other Spell casting careers, all

Geomantic Spells require their ingredients to be

cast although not all spells consume the

ingredients when cast and will be noted if they

do.

Level 1 Geomantic Spells

Seismic Pebble Casting Number: 8 

Cast Time: Full Action.

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Ingredient: A small peddle (consumed)

Description: The caster charges a peddle with

seismic energy and then throws it at a target.

The pebble may be thrown 10 yards and hits

automatically. The target suffers a strength 4 hit

and ignores all armour.

Minor tremor Casting Number: 10

Cast Time: Full Action

Ingredient: Silver bell

Description: The caster causes a small tremor

around him. Any one fighting within 1D10 yards

suffer a -10% WS on their next attack and

anyone who charges the spell caster this round

must pass an Agility test or Fall over. If cast in a

confined space like inside a house of in a mine,

everybody, including the caster also suffer a

strength 2 hit.

Call Forth Metal Casting Number: 15

Cast Time: Full Action

Ingredient: A silver coin (consumed)

Description: the caster lays his hand upon a

piece of rock that he knows contains metals in it

(maybe he can see a vain running through it) and

starts to chant. The metal will run through the

ore and solidify at the casters feet. The metal

may be picked up immediately as it is not hot.

Up to a 10 centimetre rough cube of metal may

be extracted from the ore (depending how much

was actually in the ore).