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StyrofoamKing
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PostSubject: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 12:11

I know that when Nemesis Crown came out, there was a corresponding Mordheim project released. Is there a similar tie-in planned for "Storm of Magic"?

If not, any reason we shouldn't write our own? Does anyone know who to propose it to? You know me, I'm bursting with ideas. What a Face
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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 12:20

Is there any activity on the Specialist Games?

Storm of Magic is the anti-thesis of Mordheim in scope. Everything is BIG MONSTERS! BIG SPELLS! BIG BIGNESS! Plus it starts in like 3 weeks. Does it even have a plot? (Plots seem especially foriegn to Warhammer these days.)
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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 13:52

And a 150 page hardcover book.

I am curious about your ideas, but i think Mordheim is not interesting for GW anymore.


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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 14:14

I tend to agree with von Kurst there... Storm of Magic is, well, about storm of magic. With vortex grenades. You can try cast one on a warband just setting up, not sure how much fun the games will be then, though Wink

But yeah, does it have a plot or something? I can imagine something made the world a lot more showered with magical fluctuation and awakening all the monsters, giving the armies of all races to gather their hundreds of thousands of soldiers and blast them all away with their wizards. But would there be space for skirmishers?

Magic is just such a marginal factor in Mordheim, I wonder how you could incorporate more of it without messing up the game... would be interesting if it works, though.
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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 14:35

VK - Of course, in a normal Mordheim battle, some people think that magic is annoying, disruptive and game-changing. Who thinks this? Players you don't have casters!

BUUUUUT, if every warband has a boost / bump, then everyone's on even footing. It's not magic heavy band vs. normal Mercenaries, it's magic heavy warband vs. magic heavy warband!

Storm of Magic
Key things make “SoM” what it is-
Pumped up Magic – With more casters, spells, and boost items, this will be an easy one to use.
Cataclysm Spells – When a caster has learned all of the Spells on his spell list, he can learn as a spell a Cataclysm Spell. These will be super powerful (and, thus, have Difficulties of 11 or 12), and give casters a boost they normally don’t.
Arcane Fulcrums – A powerful terrain piece that amplifies caster power. I think this will become a regular feature in SoM scenarios, leading to a natural “king of the hill” style showdown.
Scrolls of Binding – A chance to include small Monsters in other warbands. This lets warbands access weak monsters, Trolls, minotaurs, daemons, large animals, etc.
~~~~~~~~~~~~~~~~~~~~~
Rules: Only warbands that have a Spellcaster, Prayercaster, or Runesmith are allowed in a SoM campaign. This caster must be the warband leader.
Winds of Magic: Spellcasters (no prayer users) get a +1 bonus when rolling for Difficulty. Due to the powerful Chaos influence the winds of magic are not only strong but uncontrollable. Thus, whenever a spell caster (not prayers user) rolls an unmodified 2 for Difficulty they must immediately roll on the Magic Failure table below. Note that a 2 cannot be re-rolled in any way to prevent from rolling on the table (e.g. with a Familiar, Rabbit's Foot or the Mind Focus skill) and the spell always fails. Prayercasters and runesmiths don’t receive the +1 bonus, nor are they forced to roll on the “failure” table… they are considered “safer” schools of casting.

magic failure table
2D6 Result
2 Aaarrgh! The powers of Chaos take over the helpless wizard as he horribly mutates into a Spawn of Chaos. Replace the model with a Chaos Spawn from the Bestiary and remove the wizard from your roster.
3 Gglbddlh: The wizard is now stupid. Roll a D6 after the battle: on a score of 2+ the effect ends. 4 Dampening: The wizard cannot cast any spells for the duration of this battle.
5-6 Uh-oh! The spell has been cast successfully – upon the wizard himself! Any additional decisions (e.g. with Flight of Zimmeran from the Lesser Magic) are made by the player to the left of the wizard’s controller.
7 Failed casting: Except for the spell's failure there are no further consequences.
8-9 Explosion: The wizard is thrown D6" in a random direction and then lands knocked down.
10-11 What were the words? The wizard cannot cast a spell in his next shooting phase. Missile weapons may be used as normal.
12 Tchar’s blessing: The uncontrollable powers of Chaos cause the wizard to mutate. After a moment of horror the transmutation ends. You may choose a free Mutation for the wizard chosen from the Possessed's Mutations chart (see the Mordheim rulebook).

Caster Leaders – If the leader of a warband would normally start with the ability to cast one spell/prayer, you may pay an extra 15gc. If you do, you may have the caster start with 2 spells/prayers instead of one. May only buy one extra spell/prayer this way, and may not if the leader already starts with 2 spell/prayers.

Warbands without Caster leaders – If a warband’s leader is not a caster, but has a caster hero, he may merge the caster and the leader together. The new hero has the former Leader’s stats, has the spells/prayers of the caster, and can access the equipment and skills from both of them combined. This merged leader adds +10gc to the original leader’s cost. You may pay an extra 15gc to increase their spells/prayers to 2.
Warbands without casters – If a warband doesn’t start with a caster, you may merge your leader with a Caster from either the Miracle Workers pdf (by Werekin) or the Colors of Magic pdf (coming soon). Evil warbands may not use holy spells or prayers, while good warbands cannot use evil or chaotic spells. This merged leader adds +10gc to the original leader’s cost. You may pay an extra 15gc to increase their spells/prayers to 2.
Dwarves – Dwarves may start with a Runesmith from the Dwarf Ranger warband. This replaces the normal leader. You may also replace one of the other heroes with an Apprentice Runesmith. You may pay an extra 15gc to increase the runesmith’s starting runes to 2.
Apprentices – Any warband that has only one caster may hire an Apprentice. This hero replaces one of the warband’s normal heroes.
0-1 Apprentice
30 gold crowns to hire (based on the Necromancer Apprentice from the Restless Dead.)
M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 6
Weapons/Armour: Apprentices may be armed with weapons and armour chosen from the same Equipment list as their master.
SPECIAL RULES
Wizard: Apprentices are wizards being trained by their masters in the art of casting and so are able to use the Spell or Prayer list as their master. They start out knowing one random spell known by their Masters.
Apprentices: Apprentices may only ever know spells known by their masters. Even if they did know spells the Master didn’t, they wouldn’t dare use them for fear of their master’s response for their arrogance! If his Master is ever killed, the Apprentice can continue to learn magic spells or prayers as a normal caster, ignoring the Apprentice rule.


SCROLLS
Instead of Wyrdstone pieces, the goal of the campaign is to find Scrolls. Once per post game, you may discard a Scroll. If you do, roll on the Scroll Chart to see what you get-

Scroll of Binding – May use to hire a Bound Monster. May only have one Bound Monster per warband. Bound monsters include Trolls, Bears, Chimeras (same as possessed, except in animal form… cannot learn experience.)

Dispel Scroll – Target any spell or prayer just cast. That spell/prayer automatically fails. Cannot target a spell/prayer cast on a natural roll of doubles. (These would be extremely common… thus, while Magic would be common as heck, so would certain “foils” to magic.)


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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 14:37

If you play WHFB with the SoM-supplement, you are allowed to have an extra 25% in monsters and magicians, more magic dice are created and there are stronger spells for each lore. Furthermore there are some fulcrums positioned on the field that give the magicians positioned on top of such fulcrum an advantage (3+ ward save, access to the strong spells and some more.
So more magic, more monsters, no story. No place for skirmishers. I think what comes closest to SoM in MH is the good old monster hunt, or maybe the trollbridge scenario or the happy harpy hunt. You could also allow an extra hired sword magician per warband for one game. But that is it, I guess.
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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 14:45

Plot - I had a long ago idea of doing a campaign in the Dragon Isles... an island filled with abandoned Elven ruins. It was going to be focused around Bound Monsters and flying troops (harpies, pegasus mounts, goblin rockets), but I can see the idea of scrapping the fliers for casters. I'm sure there are lots of discarded tomes and magic artefacts on a forgotten High Elf island, waiting to be reclaimed.

Also, with the Arcane Fulcrum idea, the fliers would definitely not an option... the Fulcrums add a nice "capture the flag / King of the hill" objective in any given scenario. Some variants:

Skirmish: Each player places a Fulcrum during set-up. Any caster that is on the Fulcrum may cast a second spell or prayer each turn. Any caster that is in control of a Fulcrum at the end of the game receives +1 Experience.

King of the Hill: There is one fulcrum, set up in the middle of the board. The warband with the highest number of warriors within 6" of it at the end of the game wins the scenario.

Wandering Fulcrum: There is one fulcrum, which in not set when the game starts. After set-up but before the first turn, roll 2D6 and a scatter die- that is the location of the Fulcrum. Experience bonus for controlling it, but you don't have to own it to win.
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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 14:50

Styro: If you want to do it like this, why not follow the approach werekin took with the priests and allow each warband a more poweful spellacaster? Especially your idea of cataclysm spells, in a normal Mordheim campaign, people who don't play two games or more each day won't get anywhere near powerful spellcasters with the normal rules, I think. Give each warband some different spellcasters who get spells faster (or some special stuff like the marks for the priests magic-wise) and start with two or three spells in the beginning.

Also, the scenarios could include some of the new monsters, so warbands have to team up against them, too, or can try to take control over them each round anew.
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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 14:58

Werekin: Yeah, I definitely wanted to include a pdf for Replacement Casters like Werekin's, only with Spellcasters (including all 8 colleges, necromancers, witches, hedge wizards, albion hermits, etc.) Marks would be included. However, I would prefer that the document was balanced with normal Mordheim rules, so it could be used during normal campaigns.

In a normal campaign, spells are strong enough. I think a SoM campaign would be an exception- "let's make all of the warbands have casters, and then pump up their abilities!"

So, as it said above, my proposal includes:
Each caster leader starts with 2 spell/prayers (for 15gc more)
Each warband can switch a hero out for an apprentice (who can learn a spell the leader knows).

Thus, you have two casters per warband, one of which starts with 2 spells.

Capturing Monsters - that's an AWESOME idea! Of course, to keep it fair, you can't keep more than one bound monster at a time. Otherwise, this crazy system would be even more broken.
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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 14:59

Styro; I do aplaude your creativity!

At first glance i think SoM is a thing for GW to sell more products for the money's sake and not for the players, and thereby ignores the new rules completely (not the miniatures! Im sure there are scenarios that can use a chimera!!) but after seeing what you put up here i start to think theres things in the rulebook that Mordheim can use.

So do keep all these ideas coming!
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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 15:01

Perhaps you can have the casters roll a difficulty test each round to see if they can keep control and do nothing else that turn (not cast, not fight, not move... if they get attacked, or knocked down by shooting, control is broken)
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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 16:46

The campaign GW has announced is called Scourge of the Storm, and while it is obviously a promotion for Storm of Magic I'm sure we can come up with themed games of Mordheim that could link in with whatever narrative GW spit out!

I think there is a lot of potential for a Mordheim campaign set during a storm of Magic - I ran the Bell, Book and Candle campaign based around three powerful wizards coming to Vercuso (on Sartosa) looking for more spells and trying to spend time with many different warbands to research their particular spell lists.

I can see something similar based on the idea that the winds of magic are blowing stronger than normal working very well for Mordheim. After all, over the years we have come up with all sorts of weird and wonderful events to spice up our campaigns, why not a magic storm?

In the SoM rules it's all about controlling magical fulcrums (the new plastic terrain pieces) to gain access to the Cataclysmic spells but there is no need to include them or the big spells in Mordheim. But magic could be ramped up by giving every warband access to free Warlock Hired Swords (or some sort of magic defence for non-magical or anti-magical warbands - Holy Wards of Protection Dispelling on a D6 roll of 4+ or something). The addition of a few special scenarios featuring monsters and magic artefacts and most of the work is done.

All thats needed is a plot and a newsletter... and you are away!

At least, this is what I'm planning on doing with Flame On....


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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 22:20

Eliazar: I've thought this out, and I realized that the only way to make it fair is that the acquisition of a monster must cost MONEY. In no other way would acquiring a massive multi-wound monster be fair to a game otherwise.

Scroll of Binding - Rare 10 - Cost 100+ 2D6x10gc - Available to any Caster Leader
Difficulty - Special
Any leader may attempt to cast this spell at any wild NPC that doesn't gain experience and that is not a part of an enemy warband. The target must be within 12" of the caster. For the difficulty roll, the Caster rolls 2D6 and adds any modifiers that he may normally use with Difficulty rolls (ex. skills like Sorcery.) Roll 2D6 for the Monster, and add to it the number of starting Wounds of the monster. If the Caster's result is higher, he has successfully Bound the monster. The scroll is now permanently linked to that monster, and the monster is added to your warband and suffers the "Bound Monster" rule. If the scroll is lost or robbed, the scroll immediately crumbles and the monster is removed from your warband. You may attempt to Bind a monster that is currently Wild, and out of control from its master (stealing it from your opponent!)

If the total for the Monster was equal or higher than the caster, than the monster remains wild. You may not attempt to use the Scroll of Binding again this game, though you may attempt in further turns. You may only bind ONE monster per warband at any given time. If you Bind a 2nd Monster, the original is immediately freed.

BOUND MONSTER
Any leader and caster that has a Bound master knows the following spell:
Bending Wills: Difficulty Auto / 8 - Range 12" - Your Monster starts the game automatically under the caster's control, and while the spell lasts, he will continue to be controlled perfectly. If the creature suffers stupidity, he must test as normal, but may use the Caster's Leadership, regardless of whether or not the Caster's within 6".
At the start of each of your Movement Phases, make a Leadership test for the caster to see if the spell is maintained. If the Leadership test fails, the Monster becomes Wild (see below). You may attempt to recast the Bending Wills spell during your Shooting Phase. If the spell is successfully cast against the Monster and it recently charged into combat, immediately pull it 1" away from anyone and does not engage in combat- Binding a Wild Monster means curbing it's savage instincts.

Wild Monster- When a mage loses control, the Monster rolls below on the Wild chart. This overrides any other Psychology, including Stupid. Once a Monster rolls on the Wild Monster chart, he will continue to suffer the same type until a leader rebinds him or until he is wounded. If the Monster is wounded, at the start of his next turn, roll again on the Wild chart to see if his temperament is changed.

1 - Malicious Intents - The monster feels a cruel, almost intelligent hatred towards your warband. Nominate a random Opponent- that player controls the Monster while it remains wild. He may charge your own warband or behave in any other way (although he may not intentionally hurt the monster, like walk it off a cliff... its survival instincts are too strong.)

2 Blood thirsty - The monster charges the nearest model to it, friend or foe. If in combat with more than one enemy, it will distribute its attacks to all enemies evenly, randomizing giving out any leftover attacks. If it becomes unegaged from combat, it will move as quickly as possible to the closest opponent, charging if able.

3 Running Wild- The Monster moves in a random fashion. Roll a scatter dice- the monster moves 3D6" in that direction. If this causes it to touch another model it counts as a charge. Each turn, roll again for direction and distance. If this takes it off the board, the Monster has fled forever and is removed from the Warband list.

4 Scared - The monster will move in a straight line for the nearest table edge. If this causes it to touch another model it counts as a charge. In will stay in combat until all opponents are defeated, but during any of its movement phases, if it is unengaged, it will continue towards the edge. If this takes it off the board, the Monster has fled forever and is removed from the Warband list. If the model does not cause fear, it treats all opponents as causing fear.

5 Drooling - The monster is scared and confused. Each turn, roll 1D6: 1-3 The warrior moves directly forward at half speed in a shambling manner. He will not charge an enemy (stop his movement 1" away from any enemy he would have come into contact with). He can fall down from the edge of a sheer drop (see the Falling rules) or hit an obstacle, in which case he stops. The model will not shoot this turn. If attacked, it will make a single attack back.
4-6 The warrior stands inactive and drools a bit during this turn. He may do nothing else, as drooling is so demanding. If attacked, it may not attack back at all.

6 Stupid - The Monster counts as Suffering stupidity. It must use its own Leadership for these tests, even if the Leader is within 6".
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PostSubject: Re: Storm of Magic: Mordheim   Sun 26 Jun 2011 - 22:29

Cataclysm Spell - Well, I like the idea of including new spells, but I think they'll be strong by MORDHEIM standards. And of course, they'll have a high Difficult to match.

Ex. -
Soulstealer - Necromancy - Difficulty 12
All Living models within 4" of the Necromancer suffer a S4 hit. For each wound the caster successfully inflicts, he regains 1 wound. This may take him 1 wound over his starting wounds, but no further.


Thus, a starting wizard with no skills will have little chance of using it. A caster with a familiar, Magical Aptitude, Sorcery, etc has a better chance.

He can learn the Cataclysm spell if he has mastered all 6 spells on his spell list, or if is touching and controlling an Arcane Fulcrum.

Free Warlock - A neat idea, but I think including all new casters sounds a lot neater. With different lores/ colleges, no two casters will be the same, and it won't be just a "tag-on" to an existing warband, it'll be ingrained in it.
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PostSubject: Re: Storm of Magic: Mordheim   Mon 27 Jun 2011 - 0:02

New casters... sounds a lot neater but is also a lot more work to make happen too. Razz

Remember that there are already several lores covered by the Socerous Society so there is probably only a need to cover off on the remaining lores instead of reinventing the wheel with those lores also. That would save some time and those spell lists should already be fairly balanced.
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PostSubject: Re: Storm of Magic: Mordheim   Mon 27 Jun 2011 - 7:21

I pulled up the Sorcerous Society last night (speaking of which, they'd be PERFECT for SoM.) Brahm split them into Earth, Air, Fire, and Water... of which, only Fire is an actual Lore. The rest kind of take some from this lore and some from that. I'll put together something soon.

I don't think SoM is out yet, but when it does, can someone who owns the book give me pointers as we go? I'm going to need help if it's going to match the source material.
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PostSubject: Re: Storm of Magic: Mordheim   Tue 28 Jun 2011 - 9:42

Looking at what GamesWorkshop has shown on their articles, I could see alot of the scenarios scaled down to work for Mordheim.

Like the Mad Mage of Drakwalds Downs, is two armies fighting and a wizard who sits ontop of a alter/tower.

I could see two warbands sent out or hired (which ever way you want to look at it) as a task force to scale the tower/alter and slay the Wizard. The players must fight each other, the guardians of the tower/alter (I guess gargoyles or something of that nature) and try not to get fried by the Mad Wizard's spells.
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PostSubject: Re: Storm of Magic: Mordheim   Tue 28 Jun 2011 - 11:37

The wizard in the tower is an old plot device. There are several similar scenarios that have been posted here since I joined (written for Mordheim). Not sure what a search would show though.

Edit:
http://boringmordheimforum.forumieren.com/t1998-scenario-the-wise-one-s-tower?highlight=Wizard+s+Tower

http://boringmordheimforum.forumieren.com/t3737-scenario-idea-help-me-develop-this?highlight=Sorcery+tower+scenario

There is also the Nemesis Crown Necromancer's Tower, which is missing the necromancer, but the tower casts spells, spews zombies, etc.
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PostSubject: Re: Storm of Magic: Mordheim   Tue 28 Jun 2011 - 16:26

VK: I only played it once, but I loved your Hermit scenario. Lots of fun.

(For non-Kursts, it involves a random spellcaster alone in a cave. When you get close, you find if it's a Dark Emissary or a Truthsayer. He'll join whichever warband he'd naturally align with.)

Can be found at:
https://4705272400583723769-a-1802744773732722657-s-sites.googlegroups.com/site/styroheim/sartosa/Sartosalocales.pdf?attachauth=ANoY7cpudtxDyKBT7E0d9jtmePh9c3D0U6Q1GQO_HocY7ZSLlswQWJEZ1f-0dCPAklRLjaRc2MdwqZur1BG-H7WXlVnE2d-R_89KGgm9vWT7bqPtMOz9rWvoSn25gA93FDNz0GTDApqFT615wifpoCXORucc3WcWeyg484Ej5zPpGOh517m1A1yD0e8u2eHY0aslo7joB07m7DT6T1PAkH1VPBzvQmMiEw%3D%3D&attredirects=0

Mordheimer also has TONS of magical scenarios on his site.
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PostSubject: Re: Storm of Magic: Mordheim   Fri 1 Jul 2011 - 15:31

Well, if nothing else some of my veteran warbands plan on going monster hunting.

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PostSubject: Re: Storm of Magic: Mordheim   Sun 17 Jul 2011 - 21:46

Since I found out that Monsters would be an essential part of WFB's Storm of Magic, I knew that it'd have to be part of Mordheim SoM too. After a few attempts, I think I have something that will let people tame the wild npcs around them without shattering balance to the wind.

This was the last "big hurdle" to write... which means that once I finish the Arcane Fulcrum Catastrophic Spell list, it'll just be a matter of wrapping it all up in a pretty bow, pdf-ifiying it, and playtesting it. (Although, if they don't have anything else pressing, I'd love to have VON KURST'S help writing the scenarios... also, the remaining Catastrophic spells left to write are the prayers for the Miracle Workers... so WEREKIN, if you're out there, I'd love to have your help.)

~~~~~~~~~~~~~~~~~~~~~~~~~

BINDING
Binding is a new feature in “Storm of Magics” Campaign, and is used to capture new and terrible monsters to your servitude. The following “Wild Monsters” may be bound:
~NPC Animals
~NPC Daemons
~NPC Undead (but not vampires)
~NPC Trolls, Minotaurs, Spawns and other non-experience learning creatures.
~NPC Monsters with 4 of fewer Starting Wounds.
~Any Bound Monster owned by an enemy that is currently out of control and is Unbound.

Binding a New Monster – All scrolls of binding contain the following two spells, “Bind Monster” and “Bend Will.”
Bind Monster – Difficulty: Special – Range 12”. You may target any Wild Monster (see above), with certain restrictions based on the scroll or tome. The Difficulty of the spell roll is equal to 7+the target’s Starting Wounds. If the spell is unsuccessful, you may not attempt to cast “Bind Monster” again this game, but it may be attempted during your next game. If the spell is successful, the monster is bound and can be controlled using the Bending Wills spell (see below). Once you have successfully Bound a Monster, it is added to your roster. The scroll is now permanently linked to that monster- it may not be used to Bind a second monster. If the monster dies or leaves the warband, the scroll is worthless. If the caster holding the scroll is robbed or dies, the scroll and monster are robbed or killed along with it. Regardless of the number of scrolls you own or casters in your warband, you may not have more than one Bound Monster at a time- if you cast Bind Monster on a second monster, the original monster becomes Wild and suffers the rules for Unbound table below, rerolling any results of “Bewildered.”

Bending Wills: Difficulty Auto / 8 - Range 12" – When you start a game or first bind a monster, it starts the game automatically under the control of the spell “Bending Wills”. During each of your Movement Phases, the Caster has to make a Leadership Test- if he passes the test, the spell is maintained and the monster is controlled as would any other of your warbands- if the Monster suffers Stupidity, it is overridden. If the Leadership test is failed, the spell fades, and the monster rolls on the Unbound table below. To regain control of the Unbound monster that is linked to you by a scroll, you must have your caster be within range 12” of the target and successfully cast “Bending Wills” again (Difficulty Cool.

Unbound Monster- When a mage loses control, the Monster rolls below on the Unbound chart. This overrides any other Psychology, including Stupidity and Frenzy. Once a Monster rolls on the Unbound Monster chart, he will continue to suffer the same type until a leader rebinds him or until he leaves the board.

1-3 – Bewildered - The Monster suffers Stupidity, and tests this turn and each turn until the spell “Bending Wills” is cast successfully against him. He still counts as a part of your warband, and may not be the target of Binding Spells from your opponent.

4 – Unlinked – The Monster suffers Stupidity, and tests this turn and each turn until the spell “Bending Wills” is cast successfully against him. He may be targeted by Binding Spells from your opponent, and if you end the game without successfully casting “Bending Wills” on the monster, make one final Leadership Test- if you fail the Leadership test, the monster has wandered off and is removed from your warband.

5- Running Wild- The Monster moves in a random fashion. Roll a scatter dice- the monster moves 3D6" in that direction. If this causes it to touch another model it counts as a charge. Each turn, roll again for direction and distance. If this takes it off the board, the Monster has fled forever and is removed from the Warband list. He may be targeted by Binding Spells from your opponent, and if you end the game without successfully casting “Bending Wills” on the monster, make one final Leadership Test- if you fail the Leadership test, the monster has wandered off and is removed from your warband.

6 - Blood thirsty - The monster charges the nearest model to it, friend or foe. If in combat with more than one enemy, it will distribute its attacks to all enemies evenly, randomizing giving out any leftover attacks. If it becomes unengaged from combat, it will move as quickly as possible to the closest model, charging if able. He may be targeted by Binding Spells from your opponent, and if you end the game without successfully casting “Bending Wills” on the monster, make one final Leadership Test- if you fail the Leadership test, the monster has wandered off and is removed from your warband.


Scrolls of Binding –
There are several different types of Scrolls of Binding, which may be targeted at monsters of specific strengths. Scrolls are Miscellaneous items that can be used by any hero that is a caster.
Lesser Scroll of Binding – Cost: 40+2D6 – Rarity 9
The caster may use the spells “Bind Monster” and “Bending Wills”. May only be used against monsters with Starting Wounds of 1. If successfully bound, the Monster will always roll “Bewildered” on the Unbound Monster table.

Scroll of Fauna – Cost 30+2D6 -Rarity 9
The caster may use the spells “Bind Monster” and “Bending Wills”. May only be used against living Animals with Starting Wounds of 1. If successfully bound, the Monster does NOT make Bending Will tests- however, at the start of each turn, roll 1D6: on a roll of 1, the monster is fighting the control, and does nothing this turn except fight in combat.

Scroll of Daemonic Binding – Cost 40+3D6 -Rarity 10
The caster may use the spells “Bind Monster” and “Bending Wills”. May only be used against Daemons with Starting Wounds of 1. If successfully bound, the Monster does NOT make Bending Will tests- however, at the start of each turn, roll 1D6: on a roll of 1, the monster is fighting the control, and does nothing this turn except fight in combat.

Scroll of Binding the Dead – Cost 40+3D6 -Rarity 10
The caster may use the spells “Bind Monster” and “Bending Wills”. May only be used against Undead creatures with Starting Wounds of 1. If successfully bound, the Monster does NOT make Bending Will tests- however, at the start of each turn, roll 1D6: on a roll of 1, the monster is fighting the control, and does nothing this turn except fight in combat.

Moderate Scroll of Binding – Cost: 80+4D6 – Rarity 10
The caster may use the spells “Bind Monster” and “Bending Wills”. May only be used against monsters with Starting Wounds of 2 or less. If successfully bound, the Monster will always treat reroll any results of “Bloodthirsty” on the Unbound Monster table.

Greater Scroll of Binding – Cost: 120+2D6x10gc – Rarity 11
The caster may use the spells “Bind Monster” and “Bending Wills”. May only be used against monsters with Starting Wounds of 3 or less.

Tome of Binding – Cost: Tome of Magic 200+D6x25 gc - Rare 12
The caster may use the spells “Bind Monster” and “Bending Wills”. May only be used against monsters with Starting Wounds of 4 or less. Unlike scrolls, the Caster permanently learns these spells while he holds the book, which means that if the monster dies or leaves the roster, you may attempt to capture other monsters. Reminder: you may only have one Bound Monster at any given time, so successfully casting Bind Monster a second time means the previous monster is Unbound and Wild.
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PostSubject: Re: Storm of Magic: Mordheim   Sat 13 Aug 2011 - 20:32

Just loaded the basic rules on Styroheim:

https://sites.google.com/site/styroheim/storm-of-magic

Advanced Rules (Monsters, Cataclysm Spells, Replacement Heroes) will be in PDF form soon.

Let me know if it doesn't load or if there are any significant errors I missed.
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StyrofoamKing
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PostSubject: Re: Storm of Magic: Mordheim   Fri 19 Aug 2011 - 12:33

Don't think I've posted this one yet. Definitely want opinions on Myrmidia, which I'm not sure which spell to go with:

~~~~~~~~~~

ARCANE FULCRUMS –BASIC RULES
Arcane Fulcrums are special terrain pieces that naturally focus magical power. They are places of randomness and fear, instilling in all a sense of wonder and dread.
SET-UP RULES
Unless the Scenario dictates otherwise, the following rules apply when placing Arcane Fulcrums and warbands:
-No Fulcrum can be placed within 12” of a player’s deployment zone.
-If possible, No Fulcrum can be placed within 12” of another Fulcrum.
-No caster may be deployed within 12” of a Fulcrum, even if it has the Infiltrate.
FULCRUM RULES
Fulcrums grant powerful bonuses to any caster that controls it. These bonuses are:
- Power Points: At the start of each of your turns, if your caster controls a Fulcrum, he gets +1 Power Point. Before casting a spell, prayer, or rolling to maintain a spell, he may spend any number of Power Points- for each one spent, the player adds +1 to his Difficulty roll (or, in the case of maintaining spells with Leadership, subtracts -1.) You must use them BEFORE rolling, and cannot use them after the roll is made. Your caster may store as many points as he wishes, but if he loses control of the fulcrum, any unused points are discarded. Likewise, at the end of the game, all unused points are lost. If you have two casters that both control a fulcrum, they may pass Power Points from one to the other at the start of your Shooting phase, but may not pass them or receive them from casters that do not control a fulcrum as of the start of this turn. Reminder: a natural roll of 2 always fails, and results in an Arcane Fulcrum misfire! (Ex. Two players each control a fulcrum. Player A has a Necromancer, and decides to use 1 point per turn, giving his caster +1 each turn. Player B is trying to cast a Cataclysmic spell, so he is saving his points, and currently has 3 points saved up.)
- Mundane Save: A 5+ Unmodifiable save against all wounds not inflicted by spells or prayers. If your hero has an armor save, this is rolled after the armor save.
-Magical Sage:- Whenever the wizard is affected by an enemy prayer or spell, the mage is unaffected by it on a 1D6 roll of 3+. Scrolls affect them normally (they have enough power to “punch” through!)
- Immune to Psychology: A model in control of a Fulcrum is Immune to Psychology and will never flee from combat. A leader still has to take rout tests as normal.
-Cataclysmic Spells (Specific): If using the Advanced Rules, the Arcance Fulcrums grant access to a Cataclysm Spell, depending on the caster (see the Storm of Magic: Arcane Fulcrum Document for complete rules.)
-Cataclysmic Spell (Secret Sigils): If using the Advanced Rules, the Arcance Fulcrums grant access to the Seven Secret Sigils of Summonings Spell. This is accessible to all casters (see the Storm of Magic: Arcane Fulcrum Document for complete rules.)
Arcane Misfire: However, if you roll a Natural 2 when casting a Spell or a Prayer from an Arcane Fulcrum, you must roll on the Arcane Fulcrum Miscast Table!
ARCANE FULCRUM MISCAST TABLE
2 Earth-shattering Kaboom!: The powers of Chaos suck the caster into another plane. The caster is removed from your roster. All models within 1D6+3” suffers a S5 hit. Any models taken out of action roll twice on the Serious Injury chart. The Fulcrum is removed from the board, and replaced with a 3” diameter warp template. No model may move or see through the warp.
3 Spawn! The powers of Chaos ebb and bubble like a cancer- roll 1D6: on a roll of 1-3, the caster is turned into a spawn. On a roll of 4-6, pick a random model within 12” of the caster- that model is afflicted instead (if there are no other models within 12”, the wizard is affected.) The helpless model he horribly mutates into a Spawn of Chaos. Replace the model with a Chaos Spawn from the Border Town Burning Bestiary and remove the warrior from its owner’s roster. If your warband has a (surviving) model with a tome of binding or a scroll of binding, they may attempt to bind the spawn to their warband using the normal binding rules.
4 Gglbddlh: The wizard is now stupid. Roll a D6 after the battle: on a score of 4+ the effect ends.
5 Did the world move, or was it just me?” – All casters swap location with each other randomly.
6 Uh-oh! The spell has been cast successfully – upon the wizard himself! Any additional decisions (e.g. with Flight of Zimmeran from the Lesser Magic) are made by the player to the left of the wizard’s controller. Any Strength attacks have an increase of +2 Strength.
7 Power Siphon: Pick a random enemy caster – that caster may immediately attempt to cast a spell or prayer. If you have positive bonuses to your spells that the opponent doesn’t (ex. you gain +1 for being on a Fulcrum, he isn’t on one; you have Sorcery, he doesn’t), that caster may temporarily add your bonuses to his casting roll.
8 Explosion: The wizard and all other models within 4” are hit with a S4 hit. Also, the wizard is thrown 1D6+2” in a random direction.
9-10 “I think I’m feeling a Little Odd” – Your wizard is turned into a frog. Roll 1D6 for each other caster on the board: on a 4+, that caster is also turned into a frog. The wizard that is a frog is effectively removed from the game, although he returns to normal in the postgame phase (before exploration), and doesn’t roll for injury.
11 Chaos Gate: The spell fails. From now one, whenever any caster attempts to roll a spell, after the player rolls difficulty, roll 1D6: 1 the spell fails, put a Bloodletter 1D6x3” away from the caster in a random direction. 2 A random Ritual of Tchar spell is used as your spell instead. 3 A random Ritual of Onegal spell is used as your spell instead. 4 A random Ritual of Slaanesh spell is used as your spell instead. 5-6 Use the normal spell you attempted to cast.
12 Mutations: The uncontrollable powers of Chaos cause the wizard to mutate. Roll 1D3 mutations from the Power in the Stones article. Also, all models within 6” of the Fulcrum roll 1D6: on a roll of 1, that model also rolls on the Power in the Stones chart.

Controlling a Fulcrum:
At the start of any given turn, including an enemy’s, a caster will control a Fulcrum if he matches the following conditions:
- Is not knocked down, stunned, or fleeing.
- He has no enemy wizards within 6” of the Fulcrum. Do not count friendly casters or casters that are knocked down, or fleeing.
-If gaining control of the Fulcrum, he must be within 2” of it. If he had control of this fulcrum in the previous turn, he only needs to be within 6” of the fulcrum.
Note that the control of Fulcrum is changed and lost at the beginning of turns, not in the middle- so if a mage that controls a Fulcrum starts his turn within 6” of it at the start of his turn moves more than 6” away, is knocked down, or even taken out of action, he still controls it until the next player’s turn.
The caster is not prevented from controlling a Fulcrum if he has a friendly caster within 6” of it (only enemy casters). However, only 1 caster can control a Fulcrum in any given turn (and gain its bonuses), which means that the player must decide which caster controls it. If the friendly caster within 6” belongs to a different allied player, the players must decide amongst themselves which caster is in control (assuming both casters are within 2” of the fulcrum).
A caster may NEVER control two fulcrums at the same time, under any condition- that’s just too must raw power! Likewise, only caster heroes and hired swords may ever control a fulcrum. If you have any henchmen or bound models that can cast spells, they cannot use the Fulcrum.
ARCANE FULCRUM – ADVANCED RULES
CATACLYSM SPELLS
Restrictions:
-A single caster may not cast two Cataclysm spells in any given turn, nor cast a single Cataclysm spell twice in a single turn, regardless of skills or items.
-If you have an Apprentice (who learns spells the main wizard knows), the Apprentice will not learn any fulcrum granted spells.
-If you no longer control the Fulcrum, you can longer cast the spell.
ALL LISTS
All lists have access to the spell, Seven Secret Sigils of Summoning.
Seven Secret Sigils of Summoning- Difficulty 10 – You may summon into play a Hired Sword to aid you in your adventure, even if it is against their own will! Roll 1D6 to determine how expensive of a Hired Sword you can recruit: 1-2- costing up to 25gc; 3-4- costing up to 50; 5- costing up to 75gc; 6- costing up to 100gc. Place the summoned Hired Sword within 2” of the tower- you may make an immediate move with that Hired Sword. You may only have 1 Hired Sword summoned at any given time through the Fulcrum, and you may not summon a Hired Sword you already have one on the battlefield (ex. if you have an Ogre Bodyguard as a part of your normal warband, you can’t summon a second.) You are not restricted to Hired Swords you could normally hire- you can pick any Hired Sword that’s approved by your group. At the start of any turn, if the wizard loses control of the Fulcrum, the summoned model fades away. For the purposes of Rout tests, the Hired Sword does not count towards your total or detract from it if he is killed or fades away. If the Hired Sword lasts until the end of the game, you may NOT hire it unless you could normally hire it, and are willing to pay the normal hiring fee. You may only have one Hired Sword summoned with the Secret Sigils on the board at any given time. If you summon a caster hired sword, he may not control a fulcrum.

LESSER MAGIC
The Lesser Magic Cataclysm Spell is as follows:
Waves of Chaos – Difficulty: Special – The Difficulty of the spell is 1D6+4- roll each time the spell is cast. If successfully cast, the spell affects all models within 1D6”. Any models struck by it suffer a Strength 1D6 hit. Roll an additional 1D6 each time it’s cast: on a 1-2, the attack does NOT reduce armor save, regardless of Strength, 3-4 Treat armor saves as normal, 5-6 No armor saves allowed.
CHAOS
Any caster with access to Chaos Rituals, Rituals of Nurgle, Slaanesh, or Tzeentch, they gain the following Cataclysm Spell:
Demonic Bridge: Difficulty 10 – The caster summons a Lesser Daemon. It appears within 2” of the Arcane Fulcrum, and may make an immediate Move. The demon will last as long as the caster is in control of the Fulcrum- if, at the start of any turn, the caster is no longer in control of a Fulcrum, the daemon dissipates. A Chaos Ritual caster may pick any one of the 3 demons to cast. A caster from a specific god may only cast the daemon associated with his god, but he adds +1 to his Difficulty roll. Each Caster may only summon one demon at any given time. For the purposes of Rout tests, the demon does not count towards your total or detract from it if he is killed or fades away.
M WS BS S T W I A Ld
Daemonette 4 6 5 4 3 1 6 3 10
Plaguebearer 4 5 5 4 3 1 6 2 10
Horror 4 6 5 4 3 1 6 2 10
Weapons / Equipment: The Daemonette and Horror fight unarmed without penalty. The Plague Bearer fights with a Plague Sword.
Demonic: Daemons, and are not made of living flesh but the eternal and unchanging forces of Chaos. Therefore they never gain Experience.
Immune to Poison: Daemons are not made of natural flesh. They are totally immune to all poisons and diseases.
Immune to Psychology: Daemons do not know the concept of fear. They automatically pass any Leadership-based test they are required to take.
Cause Fear: Daemons are horrifying supernatural creatures and therefore cause fear.
Daemonic Aura: Due to the magical, intangible nature of Daemons they have a special Armour save of 4+. This is modified by the Strength of the attack as normal and is completely negated by magic weapons and spells. Daemons’ attacks are considered as magical also.
Daemonic Instability: Daemons are bound to the world by Dark Sorcery that is highly volatile and unstable. At the end of any game, they are immediately destroyed, and may not be added to a warband roster. The exception is any demon is Bound by a scroll or spell of Binding.
Daemonette Special Rules -
Claws: Any wounds made by the Daemonette add +1 to Injury rolls.
Horror Special Rules –
Caster: The Horror know the Lesser Magic spell Fires of U’Zhul. They may cast it as normal. Horrors may not control an Arcane Fulcrum.
Plague Bearers Special Rules –
SPECIAL RULES
Cloud of Flies: Plague Bearers are surrounded by a cloud of flies, which buzz around them and their combat opponent. They do not affect the Plague Bearer but distract foes by buzzing into eyes, nostrils and mouths. A Plague Bearer’s close combat opponent suffers a -1 to hit modifier on all attacks.
Plague Sword: Anytime the Plague bearer rolls a natural 6 to hit, the attack automatically wounds. Roll a second 1D6 to see if the attack causes a Critical hit.
LORES
Each of the Lores receives its own Cataclysmic Spell.
Life
The Gardener’s Warcry – Difficulty 11 – Place anywhere within 12”of the fulcrum a Wooded terrain piece no larger than 6” in diameter. This is a Blood Forest marker. Any models underneath it when it appears suffer 1D3-1 Strength 3 hits (minimum 1 hit.) The marker remains in play. Any model that moves into the woods or ends his turn in the woods suffers 1D3-1 hits just like a model that appears in it. Treat these hits as missile blows- they can be dodged, and any attacks to a knocked down or stunned model do not receive an extra bonus. If, at the start of any turn, the mage isn’t in control of the fulcrum, the forest fades away. You may choose to end the spell voluntarily at the start of any of your turns.
Metal
Meteoric Ironclad – 10 – Whenever the mage suffers a wound, he receives a 2+ armor save- this replaces any armor save the model would otherwise have. This save is modified as normal. If the caster suffers a wound or if the mage loses control of fulcrum, the spell ends.
Heavens
Fantastic Foresight – Difficulty 12 – Your mage, and all friendly casters and hired swords within your warband are affected. For as long as the mage is in control of the fulcrum, any mage in your warband may reroll any Difficulty rolls or Dispel Rune rolls. Remember you can never reroll and reroll. If the mage successfully casts this Fantastic Foresight, he may attempt to cast a second spell this turn.
Shadow
Ribauld’s Retroactive Illusion – Difficulty 10 – Target any terrain piece within 24”of the Fulcrum. It may be moved to any other location within 3D6” of its original spot. Any models in the old terrain piece are moved along with it. If the terrain piece is set down on a model, they are considered to have entered the terrain piece- it cannot cause any harm to models. A terrain piece may not be moved off the board. You may move the fulcrum the mage itself is standing on, but remember- one mage may not control more than one fulcrum at a time, even if he’s within 2” of two or more fulcrums.
Death
Creeping Death- Difficulty 10 - May be cast at the closest enemy model within 12”. That model must pass an Initiative test (a roll of 6 always fails, 1 always passes) or suffer 1 wound with no armor save. In addition, at the start of each of your turns, the Creeping Death will attack the closest enemy within 2D6” of the original target- that model will suffer a wound on a failed Initiative test. The death will continue to creep from closest model to closest model until you are no longer in control of the fulcrum, or there is no un-smitten enemies within 2D6” of the last victim (it will not hit the same model twice, unless you successfully recast the spell.) Friendly models are not immune, although it will never attack the caster of this spell.
Fire
Ring of Fire- Difficulty 10 – Use a ruler to measure out 3” from the center of the fulcrum- all models that lie under the 3” marker are hit from the wall. Note: this means that models from 0-2” are unharmed, unless their base falls under the 2” line. This 6” diameter circle marks a wall of solid fire. Any model under it or passing through it suffers a S4 automatic hit. Models may see from one side of the circle to the other, but anyone shooting through the fire wall treats the target as behind cover (although they may not use it to hide behind.) The spell is maintained for as long as your mage is in control of the fulcrum. You may choose to end the spell at the start of any of your turns.
Beasts
Ancestral Rage– Difficulty 10 – Pick any non-large model within 6” of the Caster and roll 1D3: that model gets his Strength, Toughness, and Attacks increased by that amount for the remainder of the round. At the start of each of your turns, reroll the 1D3 to see what bonus is granted. While under the influence of Ancestral Rage, the model may not use any weapons. The effect lasts until the mage no longer controls the fulcrum. The caster may target himself. (Ex. you cast it on a Marienburg Champion, and roll 1D6: on a roll of 1, he gets +1S, +1T, and +1 Attack until your next turn. The next turn, you roll another 1D3: you roll a 2, giving him +2S, +2T and +2 attacks until your next turn.)
Light
Enlightenment – Difficulty 11 – Until the start of your next Shooting Phase, all members of your warband pass any Leadership tests they are required to take- this includes Rout Tests. Also, while in control of the Fulcrum, the Mage passes any non-rout test Leadership Test he must take.
DARK MAGIC
Arnizipal’s Black Horror – Difficulty 13 – Place a 2” diameter template within 2” of the Caster. The template moves 4D6” in the direction of your choice, hitting every model that is in its path (except for the caster.) Any model hit by the template or starts your Shooting phase under the template must pass a Strength test or immediately roll of Injury, regardless of their number of wounds (a roll of 1 always passes, a 6 always fails.) Any model who wishes to pass through the template must pass a fear test- if successful, they may move into it, but must pass a Strength test the moment they touch it (suffering a hit as described above). At the start of your Shooting Phase, you must pass a Leadership test- if you fail the Ld test or are not in control of the fulcrum, the horror disappears. While remaining in play, the template moves 4D6” in the same original direction at the start of your shooting phase. You may only have one Black Horror in play at any time. If the caster attempts to recast the Black Horror spell while the template is on the board, the old template disappears, even if the casting attempt fails. You may choose to end the template at the start of any of your Shooting Phases.
HIGH MAGIC
The Tempest – Difficulty: 13. All enemy models must pass a Leadership test each turn if they wish to move- if they are within range of the Leader, they may use the Leader’s leadership. No models may fly, even with magical spells, and all models or crafts in water are at 1/4 movement. Also, the rain obscures all sight- when shooting, treat all models as if they are behind cover (even if they are in the open- they may not attempt to hide in the open.) At the start of each of your turns, roll 1D6: on a roll of 1, the Tempest ends. If the Mage loses control of the Fulcrum, the Tempest immediately fades. You may choose to end it at the start of any of your turns.
SKAVEN MAGIC
Curse of the Horned Rat- Difficulty 11 - Must be cast against the closest non-skaven enemy within 13” of the Fulcrum. Roll 1D3: if this is higher than the model’s current number of wounds, that model is turned into a Verminkin, using the stats from the Rulebook. The model is armed with same weapons as he was previously, but may use it, even if the equipment isn’t on the Skaven Equipment list. Only one enemy model may be changed in any given time (unless multiple skaven mages at multiple fulcrums cast it). If the caster loses control of the Fulcrum at the start of the turn or the skaven warband routs, the effect immediately fades- the model turns to normal form, but is reduced to 1 wound. While the model is under the control of an opponent, he temporarily counts as a casualty in regards to Rout tests- he does NOT add himself to the enemies rout level. If the model remains a skaven until the end the game, roll for injury for the model, as if he was taken out of action. If the model rolls the result of “death”, then he remains a Verminkin, and may be added as henchman in your warband- he must set aside any weapons that vermin cannot use, but they are added to the Skaven player’s stash. If he didn’t “die”, he returns to normal form and rejoins his normal warband with his equipment. Any injury results other than “death” are discarded (and if the newly-turned rat was taken out of action, he doesn’t need to roll for injury- his body’s been tortured enough!)
WAAAGH MAGIC
Goblin Shamans and Orc Shamans each have their own Cataclysmic Spell.
Nikkit! Nikkit! – Goblins – Difficulty 9 - You may pick any enemy within 12” of the Fulcrum. You may pick one weapon or item from that enemy and have it stolen by the goblin shaman. The shaman may use that weapon regardless of whether or not he it is no his equipment list and even if this takes him over the maximum number of weapons. If the model is in combat, and the goblin steals a weapon, he must finish the round with whatever back-up weapon he has in his equipment (or fight unarmed if he has no other weapons). If, at the start of any turn, shaman no longer controls the fulcrum or the shaman routs, the weapon returns back to its master. If the goblin controls the item at the end of the game, roll 1D6: on a 1, the goblin keeps it and may continue to use it (although it will count towards the maximum number of items)- on a 2+ the weapon is returned to its owner.

Foot of Gork – Orcs - Difficulty 12 – Pick the closest enemy model within 12”. The model suffers one S9 hit.

VAMPIRE MAGIC – For Undead Warband (Rulebook), Necrarch Warband, Blood Dragons
Destiny Fulfilled – Difficulty 11 – May be cast on any friendly vampire within 12” of the Fulcrum. That vampire restores his wounds to full, and temporarily learns ALL of the Vampire Skills from Town Cryer 11. The vampire receives +1 M, +1S, and +1T (up to his maximum stats.) While in Bat, Rat, or Wolf form, he receives +2M, +2S and +2T. This bonus lasts until, at the start of any turn, the caster no longer controls the Fulcrum. If the caster loses control of the fulcrum, the vampire returns to normal form.
LORE OF NEKHARA – For Tomb Guardians & Restless Dead
Your mage can cast the following spell:
Restless God – Difficulty 12 – The caster temporarily summons a Bone Goliath (see from the Border Town Burning PDF 3), although he starts with only 1 Wound. He appears within 2” of the Arcane Fulcrum- and may make an immediate Move. The Goliatch will last as long as the caster is in control of the Fulcrum- if, at the start of any turn, the caster is no longer in control of a Fulcrum, the Goliath dissipates. Each Caster may only summon one Goliath at any given time. For the purposes of Rout tests, the Goliath does not count towards your total or detract from it if he is killed or fades away.
LIZARDMEN MAGIC
The Great Leveler – Difficulty 11 – May only be cast if your warband is at rout level. At the start of every opponent’s turn, if your mage still controls the fulcrum, that opponent must take a Rout Test, as if they are at Rout level. They may not voluntarily rout unless they have lost 2 or more members of their warband. If the mage loses control of the fulcrum, the opponents take tests only during the normal times.
AMAZON RITUALS
Untamed Fury – Difficulty 10 – Whenever any of your Amazons within 12” of the caster roll a natural 6 on a hand to hand roll to hit, the warrior may gain a free attack against that same target- they must roll to hit as normal. If the model is frenzied, these attacks are not doubled. If, at the start of any turn, the caster is not in control of the fulcrum, the effect ends.
HASHUT MAGIC
Sorcerous Exhalations – Difficulty 10 – If a non-Ritual of Hashut spell is cast at the Sorceror, by a caster within 6” of the Sorceror, or targets a model within 6” of the Sorceror, roll a D6: on a roll of 4+, the spell is dispelled, as if it had failed. Likewise, if a model is within 6” of the Sorceror and is testing to maintain a spell, he suffers a penalty of 2 (ex. add +2 to Leadership maintaining tests, subtract -2 from Difficulty maintaining tests. The sorcerer himself is shrouded in black clouds, and any missiles or hand to hand attacks against him suffer -1 to hit.
TRUTHSAYER MAGIC
Blessing of the Triskelion – Difficulty 10- Whenever any member of your warband rolls the dice and results in a natural 3, you may reroll the result. This bonus may only be used if the caster is still in control of the Fulcrum.
DARK EMISSARY MAGIC
Hungry Fens – Difficulty 11– The earth softens into a sucking bog. All enemy models find themselves completely stuck, and are unable to move. At the start of any enemy’s turn, that player may not move a model unless that model passes a Strength Test. If a model passes the test, he is able to move as normal- he will be free from the Hungry Fens until the spell is cast again. If the model fails, he remains stuck- that player tests at the start of each of his or her turns. If you lose control of the Fulcrum, any stuck models are freed.
PRAYERS OF SIGMAR
Resounding Heavens – Difficulty X +2– When you cast Resounding Heavens, pick another Prayer your priest knows- he casts that spell as normal, but at +2 Difficulty. If you succeed, you cast that spell, and also receive a +3 to any further attempts to cast that specific prayer, for as long as “Resounding Heavens” continues. Resounding Heavens continues until your caster loses control of the fulcrum, rolls under the required Difficulty for a prayer or spell, or casts “Resounding Heavens” a second time (with a different prayer). Remember, a natural roll of 2 always fails. You may only receive one +3 bonus at any given point, may not have more than one Heavens bonus in play, and may not choose “Resounding Heavens” as your choice. (Ex. You pick the prayer Soul Fire, which is normally Difficulty 9. Combined with Resounding Heavens, the Difficulty is raised to +2 [11]. If successful, you deal a S3 blast to all as normal. In addition, during any future turn, you gain +3 to cast Soul Fire [dropping it from 9 to 6.] The bonus ends if you lose the fulcrum, attempt to cast Resounding Heavens with a prayer other “Soulfire”, or fail to cast ANY pryaer [Soul Fire or a different one].)
PRAYERS OF TAAL
Hunter’s Moon – Difficulty 11 – Everyone except for the heroes and henchmen in your warband is at -1 to hit with missiles and in hand-to-hand combat. Also, if any of your heroes are attacking an opponent in hand-to-hand combat with a Toughness that is higher than the hero’s Strength (after factoring in Mighty Blow and Resilient), your hero gains +1 Strength. At the start of each or your turns, you must pass a Leadership test in order to maintain Hunter’s Moon. If your caster fails the Leadership test or loses control of the fulcrum, the effect ends.
DWARF RUNES
Ancestor Rune – Difficulty 10 - No caster may cast any spells, prayers, or spell-bound scrolls. At the start of each of your turns, you must roll 1D6; on a 4+, the spell maintains, otherwise it fades. The effect also ends at the start of any turn in which the Runesmith is no longer in control of the Fulrcum.
PRAYERS OF MORR
Flesh to Bone, Bone to Flesh – Difficulty 11 – Draw a ring within 6” of the Priest. All friendly living models within range gain the ability “No Pain” (treat stunned as knocked down.) Likewise, all enemy Undead models within 6” lose the ability “No Pain” and can be stunned as normal. This ability lasts as long as the caster is in control of the fulcrum.
PRAYERS OF THE MYRMIDIA
Seeds of Planning– Difficulty 10- All friendly warriors in your warband may make an additional move equal to their Movement rate (ex. a human warrior may make a move of 4”). This may be used as a charge. In addition, at the start of each player’s turn, while you still control the Fulcrum, ONE friendly model may make an additional move equal to his movement. Any move used during an another player’s turn cannot be used as a charge.
OR
Press Thy Hand – Difficulty 11 – The next opponent to have a turn after yours has the time in which to execute his Movement Phase restricted. That player has a set time to move his models, equal to the number of warriors in your warband x 10 seconds. (Thus, a warband with 6 warriors has only 60 seconds to declare all of his voluntary moves. It is not 10 seconds per warrior, so if he needs to spend 5 seconds with one warrior and 15 with another, this is permitted). If his time runs out before he has moved all of his pieces, all other models have not moved this turn. He moves all involuntary moves (fleeing, frenzy), BEFORE his limited start starts. [Note: if the player has a physical disadvantage of any type, it is recommended that he be given more time.] If you control the Fulcrum AFTER that opponent’s turn, the prayer “Press Thy Hand” continues, affecting any player who starts his or her turn while the Fulcrum is still under your control. If you lose the fulcrum at the start of any turn, Press Thy Hand fades and opponents may take their turn as normal
PRAYERS OF MANAAN
Crash of the Tide – Difficulty 10 – Pick any table edge. From that edge comes a solid wave of water, stretching the entire width of the table, which extends 1D6” into the board. All models caught under the initial 1D6” of water must pass an Initiative test or be knocked down. At the start of each player’s turn, the water increases in 1” further (models hit by this 1” creep do not take initiative tests, but are unaffected.) Treat the water as difficult terrain. The water will continue to creep each turn until the priest no longer controls the Fulcrum- if he loses control, the water disappears. Alternatively, at the start of any turn, you may have the wave go BACK 1” instead of forward, provided you still control the fulcrum.
PRAYERS OF RANALD
Gypsy Switch – Difficulty 10 – When you cast the Gypsy Switch, pick two friendly warriors within 12” of the Priest- those two warriors switch location. At the start of each of your Shooting Phases, if your caster still controls the Fulcrum, you may switch an additional two warriors within range. If you lose control of the Fulcrum, the spell fades, and you cannot switch warriors until the prayer is recast.
PRAYERS OF ULRIC
Spectral Hounds – Difficulty 11 – Put into play 2D3 Wolf Friends (from the Miracle Workers Priest of Ulric) within 2” of the Fulcrum. These hounds may move immediately. In addition, these hounds may move through scenary and friendly models, and travel over any terrain without penalty (although they must end their turn free of obstructions). If a Wolf is Injured, roll 1D6 for Injury: 1-3 Knocked Down, 4-6 Out of Action. These models are not added to your warband for the purposes of rout, nor are their deaths counted towards your casualty level. If you lose control of the Fulcrum at the start of a turn, the wolves fade away.
PRAYERS OF THE LADY
Blessed Waters – Difficulty 10 – You may place on the board a river terrain piece, stretching from one portion of the board to the other- this may run through buildings, in which case you consider the ground floor flooded! The river is treated as difficult terrain, but all models in your warband ignore any movement penalties for it. Also, while standing in the river, your knights and damsels receive -1 to hit (in addition to the -1 to hit for being in cover from the water), count as having magical attacks and count as having the skill “Jump Up.” If the Damsel no longer controls the Fulcrum, the river disappears.
PRAYERS OF SHALLYA
Veil of Peace - Difficulty 11 – All models within 4” of the priestess may not attack or be attacked, either by hand to hand attacks, missiles, magic, or any other form. At the start of each of your turns, your priestess must take a Leadership test to maintain this prayer. If your Priestess fails the leadership test or your priestess no longer controls the fulcrum, the Veil disappears.
PRAYERS OF VERENA / SOLKAN
Balance of Power – Difficulty 10 – Target an enemy model within 12” of your priest. Both your priest and that warrior’s controller roll 2D6 and add their leadership. If your roll was higher, the enemy warrior has his stats raised or lowered until they are the exact same as the Priest, as they were at the moment he cast the prayer. If the opponent has the higher result, the Priest has his stats raised or lowered until they match the enemy’s stats, as they were the moment this spell was cast. If the results are tied, you may choose which of the two above results you desire. If, at the start of any turn, your priest no longer controls the Fulcrum or either of the two models has been removed from the board, the effect ends.

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PostSubject: Re: Storm of Magic: Mordheim   Sun 21 Aug 2011 - 0:45

Thanks for the first excellent document of your series.

i read it yesterday and today and i like it very much.

The setting is more in a EiF or Lustria region i think.

So maybe we will include them in a seperated Mordheim campaign or so.

Anyway thanks again for your work and endurance.

I am looking forward for the next add-ons.

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PostSubject: Re: Storm of Magic: Mordheim   Sun 21 Aug 2011 - 8:47

I haven't started on the Exploration Chart yet, but I suspect that Lustria will be a perfect fit. Geographically, I'm setting the Storm of Magic in a re-appeared island in between Estalia and the Southlands. So, ancient ruins are great, but wild vines and animals works great too.
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PostSubject: Re: Storm of Magic: Mordheim   Today at 19:26

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