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The Necromancers Spellbook

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Supplement to Necromancer's Bane Wargames Rules

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Page 1: The Necromancers Spellbook
Page 2: The Necromancers Spellbook

T H E N E C R O M A N C E R ' S

S P E L L B O O K

Wafi^a^e. In Fan.ta.iy Rtalm-i ?an.t Two

Tkz. Saga Contlnue.4...

MICHAEL C. THOMPSON

For Sharron

"The. Vaikne.44 hai begun - The.)le will be. no dawn....”

Ganda.14 the White

: C O N T E N T S :

1 : Magicians & Magic Users 8 : Individual Combat2 : Spells (i) 9 : Army Standards3 : Spells (ii) 9 : Sub-Generals4 : Spells (iii) 10 : Characteristics (i)5 : Spells (iv) 11 : Characteristics (ii)6 : Spells (v) 12 : Characteristics (iii)7 : Spells (vi) 13 : Acknowledgements

c) Copyright M.C. Thompson 1989

Published by Brigade Games 186 North Road, Darlington, Co. Durham.

Page 3: The Necromancers Spellbook

Introduction

Welcome to the Necromancer's Spell Book, a supplement to the Necromancer's Bane Fantasy Wargames rules and the second part of the trilogy.

As promised, this tome provides an extension to the range of spells and explores the magic capabilities of the Necromancer's realm, those who are empowered to use it and how they harness its hidden powers.

Also included within this tome's pages are additional rules for personal combat, army standards and more creature and race characteristics.

Part III of the trilogy will include siege warfare, naval expeditions and even more creatures!If you wish to see further additions to this range of Fantasy

publications, you may be interested in a set of Army Lists and rules for skirmish gaming, both of which are currently under consideration. Perhaps you could assist in assessing the general interest In these projects, by letting me know via Brigade Games or Irregular Miniatures, (enclosing an S.A.E. if you require a reply) including any suggestions you may have.

M.C.T. July 1989

Page 4: The Necromancers Spellbook

Magicians & Magic Users

Levels of Magic : In this magical realm, only the Necromancer has attained the highest level of magical ability, whilst his arch-rival Ziax the White, is but a fifth level wizard. The status quo has only been maintained by the stalwart support of the Knights of Nodlon and the High Elvin Magician Netanya.There are seven levels of magical progression as follows :I : ApprenticeII : ConjurerIII s MagicianIV : EnchanterV : WizardVI : SorcererVII : Grand MasterOn attaining a new level, the Magic User gains 10 points of

magical ability, thus the Necromancer has 70 points, Ziax 50 points and Netanya 30 points.To progress in levels, the Magic User must spend one year for

each level incanting, researching etc. Thus to proceed from an Apprentice to Conjurer will take two years, whilst to progress from Sorcerer to Grand Master will take seven years.

The Magic User must also practice his spells during this period i.e. partake in magical encounters against the enemy.Specialising : A Magic User who attains IV level (Enchanter) may then specialise in a particular area of Magic use. The Necromancer has thus specialised in dark, death magic.

On specialising, a 5 point spell capability bonus is gained, for each level achieved - i.e. the Necromancer has a maximum spell capability of 90 points - 70 normal plus 5 points for each level from Enchanter to Grand Master.

However, specialising requires the Magic User to spend an additional year before progressing between levels and at least 50% of his capability must be used in practising the specialist magic i.e. the Necromancer must use 45 points practising his dark magic.

Specialising Magic Users may not use Spells contrary to their own specialist field i.e. The Necromancer cannot use healing Spells!!Tribal Shamans : Magic Users who also exist within the realm of the Necromancer and although not strictly magical, have 20 points of magical capability.

They may not cast Spells which cost more than 5 points, nor may they cast spells of a destructive nature i.e. Fireball, Lightning etc., since they are more concerned with the welfare of their villagers and appeasing the Gods.Spells Gone Wrong! : All Magic Users suffer a base 10% chance of a Spell going wrong, less 1X per level of attainment : i.e. Netanya has a 7% chance of casting wrongly. (Level III)

Ziax has a 5% chance. (Level V - Wizard)The Necromancer has only a 3% chance of getting it wrong!

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Page 5: The Necromancers Spellbook

Spells (i)

FIND FAMILIAR Cost - 10 PointsRange s UnlimitedEffect : This spell enables the Magic User to find and bond a Familiar to them. A Familiar will always respond to this spell and will take the form most appropriate to the Magic User,

i.e. A cat or raven for a good Magic User.A bat or imp for an evil Magic User.

Once bonded, the Familiar will serve its master faithfully until the death of either.

The Magic User gains no magical bonus for a Familiar, but a strong telepathic link is developed, enabling the Magic User to see and hear all that the Familiar can, regardless of the distance between them.

If the Familiar is present with the Magic User, when they are engaged in combat, the Familiar fights as an extra figure at the same value as the Magic User. In personal combat, +1 is added for the Familiar, to the Magic User's dice throw.Movement : Familiars move at a rate appropriate to their form :

Eagles - 400 paces Imps - 130 paces Dogs/Cats - 150 pacesFiring/Melee : As targets in firing or melee, they are treated as Ina ividuals with a Defence Value of 100 and a Melee Factor of 8, unless previously defined - e.g. Eagle 6.Death of Familiar : If a Familiar is killed, the master suffers 10% casualties, which will last until the Magic User is able to recover the body and commit the soul to the Gods.

If the body cannot be recovered, the 10% loss is permanent and an Individual would therefore have a Defence Value of 90 instead of 100.

TELEPORT Cost - 2 PointsThis spell enables the caster to get around the Necromancer's

realm.However, the Magician is unable to Teleport to a location

that he has not previously travelled and therefore, the caster must be able to visualise the destination - which will take two moves.

Provided it is not cast in a hurry, (which could involve s,ome personal danger - see below) the spell should not go amiss.Casting : Throw 2 D10 and modify as follows :

+25 : Spell cast immediately.+10 : Spell cast after one move.-25 : Spell cast after two moves.

Result : 0 - 50 : Spell cast correctly.50 - 75 : Spell does not work.75 - 100 : The caster is killed.

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Page 6: The Necromancers Spellbook

Spells (ii)

RAISE THE LEGIONS OF THE DEADCost s 10 Points and 5 moves for each Unit raisedRange : This spell must be cast on either the site of a battle or in a burial site. (Where there is plenty of raw material!!)Effect : The dead raised by this spell are in Units 30 figures strong. They remain raised until they are :

1 : destroyed in Melee.2 s dispelled voluntarily.3 s dispelled on the death of the caster.

Unit Type : For each Unit raised, throw a DIO :Score 1 : Armoured Cavalry

2-3 ; Unarmoured Cavalry4 : Unarmoured Archers

5-6 : Armoured Infantry7-10 s Unarmoured Infantry

Morale Effect : Units facing the Dead as follows :-2 : If Dead within.-5 : If in Melee with Dead.

Under certain Campaign situations, this spell is available to the major Hero of the Forces of Good. The normal operation of the spell does not then apply, since the Hero simply calls upon the Dead to honour their vows (with a 95% chance of success) and fight the Necromancer!!

If the Dead fight for the Hero, (thus honouring their vows) 10 plus DIO Units (maximum possible 20) will be raised. Types of Unit will be determined at random, as per the above table.

The Dead will continue honouring their vows until the Forces of Good have won a major victory, when they will be allowed to return and sleep peacefully.Note : See also extra Characteristics for the Undead (page 10).

HEAL Cost - % Point per figure10 Points per Individual

Range : 1000 paces.This spell effects a healing of casualties by % D10 pec

figure in a Unit, or 5 D10 per Individual.It will only heal living creatures, since against the undead

it will cause casualties at the same rate as it would normally have healed!e.g. If Netanya casts the spell on a Unit of 20 Wood Elves :

The cost (% point per figure in Unit) = 10 Points. Casualties healed (^ D10 x 20 figures in the Unit)If a 6 is scored : 3 x 20 = 60 casualties healed.

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Page 7: The Necromancers Spellbook

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FEAR Cost - 5 PointsRange : 500 paces Duration : One move

This spell creates an aura of fear on a specific target Unit of troops, or an individual.

It will render the target full of dread and woe for one move. Fighting and firing is reduced by -1 effect and saving for morale purposes at -3.

MORALE BOOST Cost - 5 PointsRange : 500 paces Duration : One move

This spell is the opposite of 'Fear', since it creates an aura of elation around the target, allowing them to fight and fire at +1 with a +3 morale bonus.

BERSERKER Cost - 5 PointsRange : 500 paces Duration : One move

This spell sends the recipient Unit into a confused frenzy with a thirst for battle. The Unit fights with a +2 bonus in melee, but the move following the end of the melee, the Unit is exhausted and disordered and must rest for the next two moves.

WEAKNESS Cost - 5 PointsRange : 500 paces Duration : One moveThis spell is the opposite of 'Berserker', weakening the Unit

and causing a dread of physical combat. The Unit fights at -2 in melee and immediately becomes disordered.

If they survive the melee, the Unit must rest undisturbed for three moves.

SPELL CAPABILITY TRANSFER Cost - 1 PointThis spell enables the caster to transfer up to 95% of their

capability to another friendly Magic User.If the recipient gains more potential spell capability than

he would otherwise have been eligible to receive, the excess capability is lost.

Magic Users transferring their capability, must ensure that the ni mber of points they wish to transfer are written down, before the spell is cast.

FORD RIVER Cost - 1 Point per moveThis spell enables the caster to create a river crossing,

ford or a parting of the waves. It creates a crossing 100 paces wide through which Units may move at normal rates.

It will last until dispelled.

Spells (iii)

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Page 8: The Necromancers Spellbook

Spells (iv)

FLY Cost - 5 Points Duration : VariableRange : (Individual)

This spell will enable a Wizard to fly at 600 paces per move. If he is fired upon whilst in flight, an additional saving factor of -2 is allowed, to take account of his speed and the size of target.

INSECT PLAGUERange : 100 paces

Cost - 5 Points Duration : Five moves

This spell when cast enables the Magic User to create a plague of 'normal' size insects, covering an area 50 paces by 50 paces, (e.g. spiders, locusts, crickets, beetles, bees etc.)

The plague will then move at 100 paces per move in the direction specified by the caster.

Units which the plague contacts suffer % casualty per figure and becomes disordered. The spell disperses after five moves.

ELEMENTAL CONTROLRange : 1000 paces

Cost - 20 PointsDuration : One move

The purpose of this spell is to gain limited control over the elements. The area affected is one physical feature (not larger than 200 paces square) - mountain pass, river ford, wood etc.The spell has a 95% chance of gaining control of the physical

feature, which will become 'alive' for one move attacking any living (or Undead) creature within its boundaries.Casualties are inflicted at a factor of 2 per figure, e.g. The Necromancer casts the spell on Bellau Wood, through

which 4 Units of 20 Dwarves are cautiously passing. Each Unit of Dwarves would suffer 40 casualties (20 x 2 = 40).

THUNDERBOLT Cost - 10 PointsOne moveRange : 1000 paces Duration

When cast, this spell shoots a thunderbolt up to 1000 paces against an Individual or Enemy Unit. Any casualties caused are at a factor of 6 plus \ D10 (rounded up where appropriate) with 5 figures shooting.

Against 'Cold- based' creatures the

casualties are doubled, e.g. Ziax shoots a mammoth and a 7

is scored - 40 casualties would be inflicted.5 figures at 10 (6 + 4) = 40.

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Page 9: The Necromancers Spellbook

Spells (v)

MIRAGE Cost - 10 PointsRange : 1500 paces Duration s Variable

The effects of this spell are to create an image of whatever the caster requires, up to an area of 1000 paces in length by 200 paces wide and 200 paces high.This image remains semi-stationary until one of the following

occurs :1 : The caster dispels the image.2 : It is dispelled by an opposing magician.3 : An Enemy Unit enters into hand-to-hand combat.

CLONE Cost - 10 PointsRange : 100 paces Duration : One move

This spell enables the caster to clone any individual or single creature within range.

The caster throws a D10 to reveal the number of clones that appear.

This will confuse the enemy to the extent that casualties incurred by firing or melee will be proportionally reduced by the number of clones involved!!

Thus if Ziax cast the spell upon himself and threw a 4, he would only suffer 20% of the casualties intended for him. (Only 1 hit in every 5 on Ziax - 1 hit per clone.)

BANISHMENT Cost - 15 PointsRange s 200 paces Duration : The Battle

This spell may only be cast against an individual (General, Hero or Magic User) or against one creature.

When cast, the target will be banished from the field of battle, if they fail their saving throw (5% for each type).

If the spell is successful, the target individual or creature is immediately returned to their homeland - and it may be a long walk back again!!

LOCK Cost - 10 PointsRange : 10 paces Duration s Permanent

The 'Lock' spell magically locks any door, castle portcullis or a drawbridge etc. Once locked, the door can only be opened magically, by the opposite 'Shatter' spell.

SHATTER Cost - 20 PointsRange s 10 paces Duration s Permanent

Will open any magically locked door, castle portcullis etc.

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Page 10: The Necromancers Spellbook

Spells (vi)

DISPEL MAGIC Cost - VariableThis spell will cost double that which it attempts to dispel

regardless of the result.To effect, the caster must concentrate on the opposing

magician to try and break his concentration!To succeed in dispelling the magic, the caster must score at

least 15 points higher on a pair of percentage dice than his opponent.

DETECT MAGIC Cost - 2 PointsRange : 1000 paces Duration : One move

This spell allows the caster to 'see' if any magic is in use within 1000 paces.

It will not define the type or strength of magic, but it will differentiate between the magic aura of the caster and other magic auras.

DETECT EVIL/G00D Cost - 2 PointsRange : 1000 paces Duration : One move

This spell is similar to Detect Magic, but it will allow the caster to 'see' if any forces within 1000 paces are of Evil or Good intent.The spell will not reveal the size and strength of any forces

involved.TELEPATHY Cost - 2 Points

Range : Unlimited Duration : Two movesOnce cast, this spell will enable the caster to converse with

another of their ilk, regardless of distance.The caster can link his mind to the recipient and converse

telepathically for two moves duration, asking questions - and receiving answers etc.

On the move following a telepathic communication, both the caster and the recipient must digest the information which has passed between them and consequently, they may neither move, fire, melee or cast any spells.

COMPREHEND LANGUAGES Cost - 2 PointsRange : 10 paces Duration s Ten moves

This spell enables the caster to converse with other races or creatures.

However, only one language may be spoken with each spell cast.

This spell applies equally to the written and the spoken word!

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Page 11: The Necromancers Spellbook

Individual Combat

Any Individuals, Heroes, Magic Users or Generals may issue a challenge to an enemy Individual to personal combat, up to a range of 500 paces.A Hero must always accept this challenge if within 250, paces,

all others if within 100 paces. Otherwise, they have the choice of fight or flight!

If the flight option is chosen, the Individual must retreat out of the challengers personal combat range i.e. 500 paces.

Individual Combat when it occurs, must remain a personal duel between the two opposing Personalities (and their Familiars if applicable). Once they have engaged in combat, they may not be attacked or fired upon by other forces and similarly, they may not themselves engage in melee or any firing whilst they are involved in Individual Combat.To resolve one move of Individual Combat, each throws a D10,

adding or subtracting the following factors :+1+1+1+1+1+1+1

If the Individual has more Magical ability than opponent. If the Individual has a Familiar.If the Individual has more Defence Value than opponent.If the Individual is Good as opposed to Evil.If the Individual is a Hero (or Anti-Hero).If the Individual is Invisible.If the Individual has a Magical weapon.

Determine the difference between the modified scores.If the difference is :

8 or more : The Loser is killed.4 or more s The Loser suffers 10% casualties.Less than 4 : Each Individual suffers 5% casualties.Individual Combat will continue to the death, or until one

Individual strikes and accedes defeat (which gives the winning side the opportunity to either accept the surrender for ransom, depending on the perceived value of the captive, or to just kill the Individual outright anyway!)

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Page 12: The Necromancers Spellbook

Army Standards

Each army must have an Army Standard to which they look for signals and orders.The Army Standard may be given to a normal Unit of that army,

or it may have a special Guard of up to 20 figures.Morale Factors :

For Morale purposes, the Army Standard gives the following bonuses :+5 : If Standard with the Unit testing +2 : If Standard within.+1 : If Standard can be seen.

Melee Factors :

Points Cost :Army Standards :

200 Points

In Melee, any Unit to which the Army Standard is attached gains a bonus of +1.

However, during the Melee, there is a 10% chance of the Standard being lost to the enemy.If the Standard is

lost in Melee, or magically destroyed, all the Units within must test Morale - deducting DOUBLE the above bonuses.

Sub-Generals

Sub-Generals are commanders of a lesser ability and are given smaller commands (3+ Units - 3 Units minimum) and specific orders.

To the Units they command, a Sub-General is treated as a normal General with regard to melee and morale, but to all other Units, they are ignored.

Sub-Generals still however cost 100 Points as Individuals.An Army may have as many Sub-Generals as it requires, as long

as each commands at least 3 Units.

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Page 13: The Necromancers Spellbook

Characteristics (i)

UNDEADINFANTRY : CAVALRY :

Defence Values : Defence Values :Unarmoured Skeletons : 10 Unarmoured Skeletons : 15Unarmoured Zombies : 5 Unarmoured Zombies : 10Armoured Skeletons : 15 Armoured Skeletons : 20Armoured Zombies : 10 Armoured Zombies : 15

All Push Back Ratings : NIL All Push Back Ratings : NILFire Factor : Bow . 1 Fire Factor : Bow . 1

Sling : 1 Javelin : 1Javelin : 1 Crossbow : 1

Crossbow : 1War Machine : 3

Melee Factor : Sword s 2 Melee Factor : Sword : 2Spear : 2 Spear : 3

Double Handed Axe : 4 Lance : 5Hands : 2 Hands : 3

Move - Skeletons : Move - Skeletons :Unarmoured - Normal : 100 Unarmoured - Normal : 200

Charge : 120 Charge : 250Armoured - Normal ; 80 Armoured - Normal : 150

Charge : 100 Charge : 200Move - Zombies : Move - Zombies :

Unarmoured - Normal : 50 Unarmoured - Normal : 100Charge : 50 Charge : 100

Armoured - Normal : 50 Armoured - Normal : 100Charge : 50 Charge : 100

Special Morale Factors : -2 : All Units within radius of Undead-5 : If in Melee with Undead

Special Characteristics : The Undead can only be raised by the spell 'Raise the Legions of the Dead' and only by the Forces of Darkness. A DIO is thrown is determine the type of Unit raised as per the table on page 3.

However, different categories of Undead can be determined as follows, depending in which location the spell is cast :

Battlefield GraveyardScore 1 - 7 : Skeletons 1 - 5 : Skeletons

8 - 1 0 : Zombies 6 - 1 0 : ZombiesNote : Only Infantry Units can be raised from a graveyard!Undead Morale Tests : The Undead will only test Morale under the following circumstances :a) Commander-in-Chief killed or flees the battlefield.b) General or Hero of own race is killed or flees the battle.c) When 50% casualties suffered and for each move thereafter.

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Page 14: The Necromancers Spellbook

Characteristics (ii)

WERE-CREATURESDefence Values ; Push Back Ratings !

Wererat ; 25 Wererat 2 3Werebear • 40 Werebear 2 5Werewolf : 30 Werewolf 2 4

Fire Factors : NIL Move- Wererat Normal 2 50Melee Factors ; Charge 2 100

Wererat : 4 Move- Werebear Normal 2 150Werebear ; 6 Charge 2 200Werewolf ; 4 Move- Werewolf Normal 2 250

Charge : 300Special Morale Factors : Werewolf -1 if fighting in sunlight.Special Characteristics : The above characteristics are for were-creatures Tn their 'alter-ego' form. When in Human form they will move and react as humans, but fight with the addition of a +1 bonus due to their inhuman strength.

Wererats and Werewolves are Evil creatures. Werebears are Good creatures.Wererats may fight in a third form - that of 'man-rat', which

is somewhere between human and Wererat. In this form, they move as humans, but fight as Wererats!

For the sake of practicality, Were-creatures are allowed the ability to 'shape-change' whenever they wish. However, it takes one move's concentration, during which they must remain stationary.

Were-creatures may be found in alliance with their normal brethren, i.e. Were-rats in association with rats etc.

In terms of numbers, the ratio is calculated as follows :Wererats to rats : Throw 4 DIO (i.e. For each WereratWerebears to Bears : Throw 1 DIO there will be betweenWerewolves to Wolves : Throw 2 DIO 4 and 40 normal rats.)

RATSDefence Value Fire Factor Melee Factor

Claws/bite

2NIL

Special Morale Factors

Defence Value Fire Factor Melee Factor

Claws/bite

20NIL

Push Back Rating s 1 Move - Normal : 50

Charge : 50

-3 if under fire attack. BEARS

Push Back Rating : 3 Move - Normal : 80

Charge : 100

Special Morale Factors : -1 if under fire attack.

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Page 15: The Necromancers Spellbook

Characteristics (iii)

VAMPIRESDefence Value : 750 Push Back Rating : NILFire Factor : NIL Move - On foot : 100Melee Factor s Airborne : 300

Bite : 6Special Morale Factors : -5 if fighting in sunlight.Special Features ! Vampires fly in the form of a giant bat.Tney have the ability of a 'minor' Magician, but they also have their own special inbuilt abilities - including teleportation, invisibility, telepathy and hypnotism.Hypnotism : The ability to hypnotise costs 20 points and gives the Vampire an 80% chance of hypnotising any single individual or creature.

The spell range is only 100 paces, because the Vampire must be able to see his 'target'. If the spell is successful, the victim will be completely under the Vampire's control.

BATSDefence Value : 2 Fire Factor : NIL Melee Factor : 1

Push Back Rating : NIL Move - Ground : NIL

Airborne : 250Special Morale Factors : -2 if fighting aerial opponents.Special Features : Bats may not land.If they are caught whilst on the ground, they fight at -1 effect. Bats melee by hovering over their target.

Defence Value : 10Fire Factor : NIL Melee Factor :

Claws/Gore : 2

BOARSPush Back Rating : 2

Move - Normal : 150 Charge : 200-

Special Morale Factors : -1 if under fire attack.Special Characteristics : May be used as mounts by Ores.

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Page 16: The Necromancers Spellbook

Acknowledgements

Here we are again, at the conclusion of another Brigade Games publication...

Which means that it's acknowledgement time - and thanks once again to Sharron who kept out of the way whilst the draft was prepared - but provided the necessary encouragement when imagination failed!

To Brian of Brigade Games for publishing this tome and for the timely reminders and nudges as the print date got closer.

Finally to all the members of the Newton Aycliffe Wargames Group who provide the playtesting facilities, arguments and the necessary (and unnecessary) criticism!!May your Spells never fail....

Mike C. Thompson

Further Reading :The Complete Works of M. Moorcock.The DragonLance Series - Hickman & Weis. The Necromancer's Bane - Brigade Games. The Necromancer Besieged - Brigade Games.

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