Upload
jurgan0001
View
241
Download
1
Embed Size (px)
Citation preview
8/6/2019 Dwarves and Magic unfinished
http://slidepdf.com/reader/full/dwarves-and-magic-unfinished 1/9
Dwarves and Magic
By Paul Losh
8/6/2019 Dwarves and Magic unfinished
http://slidepdf.com/reader/full/dwarves-and-magic-unfinished 2/9
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.
8/6/2019 Dwarves and Magic unfinished
http://slidepdf.com/reader/full/dwarves-and-magic-unfinished 3/9
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.
8/6/2019 Dwarves and Magic unfinished
http://slidepdf.com/reader/full/dwarves-and-magic-unfinished 4/9
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.
8/6/2019 Dwarves and Magic unfinished
http://slidepdf.com/reader/full/dwarves-and-magic-unfinished 5/9
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.
8/6/2019 Dwarves and Magic unfinished
http://slidepdf.com/reader/full/dwarves-and-magic-unfinished 6/9
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
8/6/2019 Dwarves and Magic unfinished
http://slidepdf.com/reader/full/dwarves-and-magic-unfinished 7/9
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),
8/6/2019 Dwarves and Magic unfinished
http://slidepdf.com/reader/full/dwarves-and-magic-unfinished 8/9
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.
8/6/2019 Dwarves and Magic unfinished
http://slidepdf.com/reader/full/dwarves-and-magic-unfinished 9/9
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).