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 Storm of Magic: Winds of Magic

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StyrofoamKing
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PostSubject: Storm of Magic: Winds of Magic   Mon 27 Jun 2011 - 16:39

An early attempt to introduce Lores into the game. If the spells work, then they will be exclusive to the College of Magic Wizards (however, for the Storm of Magic campaign, spellcasters may choose an appropriate lore INSTEAD of their normal type.)

Lore of Fire
from Sorcerous Society by Chris “Miginath” Van Tighem and Tom “Brahm Tazoul” Bell
1 - Jorun’s Blast of Brimstone Difficulty 9
The Mage casts a small ball of mixed stuffs, mostly ash, sulfur and coal, at his enemies. The results are, to say the least, explosive. Range of the spell equals the caster’s strength plus 1D6 inches. The caster then throws the small sulfurous rock at any model he has Line of Sight to within that range, and it explodes upon impact. The rock does a S3 hit to that model, and any others within 1.5 inches from it.
2 - Tazoul’s Burning Skull Difficulty 9
Throwing one’s own head o'er the battlefield is never recommended, especially when its aflame. The Wizard known as Tazoul never heeded such warnings. The flaming skull has a range of 8 inches and causes one S5 hit. On a roll of 5+ it will hit the nearest enemy
model with a S3 hit. On a further roll of 4+ it will hit the next nearest enemy model with a S2 hit. The spell not target the same model during one casting.
3 - Hades Heat Difficulty 6 The wizard calls upon the sun to intensify its rays o'er a small area.
Place a small Blast Template (3 inches) anywhere within 8 inches of the caster. Models that are under or partially under the template suffer -1WS and -1S due to the exhaustion the intense heat causes until the casters next turn.
4 - Shield of Flame Difficulty 8
The wizard weaves a shield of pure flame, aiding him in his defense. The Shield of Flame hovers between the wizard and his foes. He is free to use his weapons normally as the
Shield of Flame moves in conjunction with the Wizard’s attacks. The shield grants the Wizard an Armour Save of 4+ in Close Combat and 5+ to ranged attacks. These do not stack and are unmodifiable.
5 - U’Zhuls Inferno Difficulty 9 A pillar of flame erupts from the casters hand, engulfing all in its path. The pillar of flame has a range of 12 inches and is 1 inch wide. It hits all models in its path with a S2 hit. The target of the spell suffers the brunt of the attack, receiving a S4 hit. All hits have a -1AS modifier.
6 - Flesh of the Forge Difficulty 6 Surrendering himself to the winds of magic, the alchemist imbues his flesh with the heat of the forge. The Wizards skin becomes hot, smoldering with the heat of a thousand coals. All hits against the wizard in Close Combat are at -1 to hit. Roll a D6 during the Wizards recovery phase. On a roll of 1-2, his flesh reverts to its natural form.

Lore of Heavens
1 - Winters Gale Difficulty 10
Calling to the northern winds, the wizard brings forth freezing air and biting snow.
Place the large blast template (5 inches) over a location within 12 inches of the caster. Any model covered or partially covered will suffer a S4 hit. Undead and Possessed models do not suffer as mortals do from the cold, and thus only suffer a S2 hit instead.
2 - Dust Dervish Difficulty 9 Calling upon minor spirits, the caster bids them to seek out and attack his foes. The spell summons D3 Dust Dervishes, who attack a model each who are within 12 inches of the caster. No other targeting restrictions apply, so even a model that is hidden may be sought out by the air elementals. Each Dust Dervish delivers a rapid succession of attacks, delivering D6 S1 hits to its target prior to vanishing back from whence it came.
3 - Celestial Shield Difficulty 8 The wizard manipulates the magic of the cosmos to create a scintillating blue shield capable of turning aside even the most powerful of projectile or spell.
This spell can be cast upon any friendly model within 6 inches of the caster, or the caster himself. The Celestial Shield provides a 4+ save versus all ranged attacks, and a 5+ save versus all hostile spells. Should the recipient of the Shield be the primary target of an area-effect spell and the save be made, no models shall suffer any of the spells effects.
4- Second Sign of Amul – Difficulty 5 –Whenever the mage has to roll a dice, he may add +1 or -1 to the result. Lasts until the end of your next Movement phase.
5 - Portent of Far –Difficulty 6 - The spell has a range of 12" and affects a single model within range. All subsequent dice rolls of a 1 made either to hit or to wound by that warrior can be rerolled once. Any rerolled scores of 1 stand- you can never reroll a reroll. This lasts until the start of your next turn.
6 - Forked lightning – Difficulty 8 – Range 18” – May be cast against the closest enemy model within 18”. The enemy is hit with a Strength 1D6 hit. Roll each time the spell is cast, armor save as normal.

Lore of Beasts
1 - Crows Feast Difficulty 9 - With dark intentions, the caster brings the attentions of Corvos the Crow upon his enemies. Crows Feast is a magic missile spell, with a range of 24 inches. If successfully cast, the spell causes D6 S3 hits.
2 The Bear's Anger [/b]- Difficulty 8 The Shaman gains +2 Attacks, +2 Strength, and suffers Hatred against all enemies. All attacks count as unarmed, but suffer no penalties (like an Animal. No bonus for additional hand.) The shaman must pass a Leadership test every Shooting phase to keep Bear's Anger.
3 The Oxen Stands - Difficulty 7 Until next Shooting Phase, every member of the Warband may reroll any Leadership or Rout Test. The second result stands.
4 The Beast Cowers - Difficulty 7 - All animals or steed within 6" of the caster must pass a leadership test or flee its full movement away from the Shaman.
5 Hunter's Spear- Difficulty 9 - The caster may immediately throw a magical Javelin at any model within 10", using the Shaman's Ballistic Skill. No penalty for moving, but penalty for throwing over half range. If it hits, the target suffers one S6 hit. The Shaman may only throw this spear during the Shooting phase, and may not use it while in combat. If not used immediately, the spear dissolves and must be recast in future turns.
6 The Wolf Hunts - Difficulty 6 - The Shaman and any animal models within 6" of the Shaman may make an additional move of up to 4" each. This may be used to charge.

Lore of Life
4 - Howler Wind Difficulty 8 The fury of the skies unbound is a force that few can hold at bay.
This spell is cast upon the wizard himself. Both he and any models within 8 inches of him gain the protection of the Howler Wind. Anyone targeting these models with mundane ranged weapons suffer a -2 penalty to their Ballistic Skill, however shooting past these models does not affect the missile in any way.
2 - Healing Might Difficulty 9 Allowing the healing power of the earth to rise up within him, the wizard aids even those with the most grievous wounds around him.
All models within 4 inches of the wizard rise from the ground, shrugging off the effects of being
Knocked Down or Stunned. Furthermore, any units within 2 inches of the wizard have all of their wounds restored.
3 - Mistress of Marsh[/b] - Difficulty 7 - Pick any model within 24". Until your next turn, the model counts as moving through Difficult Terrain (if already on Difficult Terrain, this spell has no effect.)
4 - Master of Wood - Difficulty Auto - This spell must be used before the game, and only once. After deployment but before the start of a game, you may place 1D3-1 Forest terrain pieces on the board (which means you can result in 0). This may be placed anywhere on the board, so long as it is 12" away from any enemy warband and 3" away from each other. These forest pieces count as cover and difficult terrain.
5- Rain Lord - Difficulty 6: The Weather immediately changes to Raining. All missile and powder weapons are at -1 to hit. Those wishing to fire a Black Powder weapon must first roll 4+ on 1D6 otherwise the powder is too wet to fire. At the start of each player's turn, roll 1D6: on a 1, the rain stops. You may choose to end it at the start of any of your Turns, although you must wait until next turn to recast it.
6 - Master of Stone - Difficulty 7: You may use the Master of Stone successfully only once per battle. Choose any single model within 6". Roll a D6 to see what happens to the affected model.
1 - May ignore difficult terrain when moving over rocks.
2-3 - Gains +2 Armor Save
4-5 - Gains +1 Toughness
6 - Gains +1 Wound and may ignore difficult terrain when moving over rocks.

Lore of Shadow – from Shadow Weavers warband by Mark Havenor
Note: By wall, they mean any terrain piece that is at least half as tall as a human. Trees, statues, rocks, any other non-warrior obstacle works fine.
1 Pool of Shadow Difficulty 7 - The area immediately surrounding the mage is suddenly filled with twisting shadows that make it nearly impossible to see anything inside. This spell allows the mage and all within 6" to Hide, exactly as if there were a wall or other obstruction between them and their enemies. They may Hide even after marching. This Hiding is disrupted if any enemy enters the area of affect. In addition, all affected count as being in cover against enemy shooting. This spell lasts until the start of the Spellcaster’s next turn.
2 The Living Shadows Difficulty 7- Shadows around the target suddenly writhe as if alive and move to strike the victim.
The Spellcaster may cast this spell at any enemy model within 12" of him and within 2" of a wall. The target suffers a single Strength 4 hit with no armour saves.
3 Wings of Night Difficulty 6 - Wings of darkness unfurl from the Spellcaster’s back and engulf him. He disappears, only to reappear in nearby shadow. This spell may only be cast if the Spellcaster is within 2" of a wall. He is instantly moved up to 12" to a place that is also within 2" of a wall. If moved into contact with an enemy model, the Spellcaster counts as charging in the first round.
4 Cloak of Darkness Difficulty 7 - The Spellcaster appears to be swallowed by shadows that even the sharpest senses
cannot pierce. The Spellcaster is effectively concealed from enemy sight. As long as he does not attack (cast spells, shoot, or engage in close combat) any enemy models, he may not be attacked. He may intercept as normal if the player controlling him wishes, but he does not have to do so (and if he does not, enemy warriors may charge past him of course). The spell lasts until the Spellcaster attacks an enemy model. Note that a model engaged in close combat with an enemy warrior may never choose to not attack.
5 Shadowbind Difficulty 9- Tendrils of darkness rise from the shadows to engulf an enemy warrior, rendering him helpless to the whims of the Spellcaster. The Spellcaster may cast this spell at any enemy model within 24" of him and 2" of a wall. The target may not move unless it first passes a Strength test on 2D6 at the start of his turn (before the Recovery Phase). This spell lasts until the Spellcaster suffers a Wound or attempts to cast another spell. If attacked while affected by this spell, treat the target exactly as if he were Stunned.
6 Shield of Shadow Difficulty 7 - Shadows congeal and become a solid barrier in front of the Spellcaster or one of his comrades, protecting the target from enemy attacks. The Spellcaster may cast this spell on himself or a member of his warband within 12". The target receives an armour save of 5+ that is not modified by the attacker’s Strength. The spell lasts until the start of the Spellcaster’s next turn.

Lore of Metal
1 Rule of Burning Iron – Difficulty 6 - Range of 18” - Cast against the closest enemy model within line of sight. The target suffers a S1 hit. The hit receives +1S for each +1AS save the target has- thus, a model with an armor save of 6+ receives a S2 hit, 5+ S3, and so on. Normal armor does not grant a save against the Burning Iron attack. Use the saving throw that the target would receive against missile hits (ex. A sea dragon cloak counts as 4+ save, as it is a missile attack.) This counts as a flame attack.
2 Commandment of Brass – Difficulty 9 –Choose any enemy target within 24” that the caster can see- this spell affects that model and any other enemies within 3”of him. The targets cannot use any type or crossbow or gunpowder weapon. This effect lasts until the start of your next Shooting phase.
3 Transmutation of Lead – Difficulty 8 – All enemies in the same combat as the spellcaster suffer -1 to hit hit in combat, and are at -1 Armor Save. Lasts until the end of the combat.
4 Law of Gold – Difficulty 6 – Hit’s closest target within 6”. The opponent drops a random hand-to-hand combat weapon he owns. If he’s not in combat, he may immediately reclaim it during his next Movement phase, although he may not move and pick it up in the same turn. If the model’s in combat, he may immediately pick it up after the combat is over. If not reclaimed during the game, the warrior will automatically reclaim it at the end of the game.
5 Ritual of Steel – Difficulty 8 – The caster, and all friendly models within 4” of the caster, count as having +1 Armor Save. If they do not have any armor, it counts as having an Armor Save of 6+. This is reduced as normal. This effect lasts until the start of your next Shooting Phase.
6 - Distillation of Molten Silver - Difficulty 7 - All enemy models within 4" of the mage suffer one S2 hit. Counts as a flame attack.

Lore of Light
1 -Pha’s Illumination – Difficulty 8 – The Wizard wields a two-handed weapon of pure light. While holding it, he is treated as having S5 and A3, regardless of his stats- if the wizard is frenzied, the attacks are not doubled. Take a Leadership test at the beginning of each of the wizard’s own turns. If the test fails, the weapon disappears.
2 - Shem's Burning Gaze - Difficulty 7 - Hits the closest model within 12" of the caster. That model suffers 1D6 S2 hits.
3 -Urzu's Dazzling Brightness - Difficulty 6- May only be cast against a model in Close Combat with the wizard. The model is blinded and counts as having WS1. This lasts until the start of your next Shooting Phase.
4 - Ulzah’s Healing Hand – Difficulty 5 - Pick any target within 8” of the Wizard, including himself. If that model is Knocked Down or Stunned, he immediately stands up as if he’s not injured. Also, if the model has suffered one or more wounds, he immediately heals one wound.
5- Guardian Light - Difficulty 8 - Any allied warriors within 12" of the warrior pass any Psychology tests they are required to take (does NOT include Leadership tests to maintain spells). This has no effect on Rout Tests. In addition, in any model within 12" of the caster may spot a hidden model within double his initiative. The mage must make a Difficulty roll each Shooting phase in order to maintain this spell.
6- Cleansing Flare - Difficulty 10 -
All enemy models within 6" of the spellcaster suffer a Strength 3 hit. The servants of darkness and Chaos are especially susceptible to the divine power. Undead and Possessed models in range suffer a Strength 5 hit instead.

Lore of Death
1 - Dark Hand of Death – Difficulty 8 – Range 24”. This spell will seek out the closest enemy model within 24” of the caster. The caster is even required to see the target, or even know of its existence – it may hit hidden or out of sight models. The target suffers a S4 hit, with saves as normal.
2- Death Dealer –Difficulty 5 - If a friendly model within 6” of the Wizard (other than the wizard) is taken out of action in hand-to-hand combat, he may immediately make 1 additional attack before he is removed from the board. This spell lasts until the first friendly model is removed and granted a free attack, or until the start of your next turn, whichever occurs first (thus, only 1 friendly model will gain free attack each time this spell is cast.)
3 - Wind of Death – Difficulty 8 - Draw a line 8" long and 1" wide in any direction from the caster (the line must be absolutely straight). Any and all models in its path are automatically hit by a Strength 4 hit.
4- Walking Death - Difficulty 7 - You may cast Walking Death successfully only once per battle. Choose any single model within 6", including the caster. Until the end of the game, the model causes Fear.
5 - Doom & Darkness - Difficulty 9 - Pick any enemy within 6" of the caster. That model's Leadership is reduced by -3, to a minimum of 2. At the start of the model's next turn, the afflicted model takes a Leadership test (at -3). If passed, he has shrugged off the curse and returns to normal Leadership. If failed, he remains cursed. Test at the start of each of that player's turns. You may only curse one model at a time with "Doom & Darkness"- if it is successfully recast, anyone previously affected regains normal Leadership.
6 - Drain Life - Difficulty 9 - The Master spews forth a foul, stinking mist that chokes his foes. This spell has a range of 4" and affects all living creatures – friend or foe. Each enemy warrior in range must pass a Toughness test or suffer a wound. No armor saves are allowed.

Dark Magic
The Dark Elves are as accomplished practitioners of magic as their arch enemies
the High Elves but whereas the High Elves essentially use magic defensively and
for the power of good, the Dark Elves utilise the evil powers of Dark Magic a very
destructive force indeed.
D6 Result
1 Doombolt Difficulty 9 Whispering an ancient incantation the Sorceress conjures a bolt of pure dark energy and unleashes it from her outstretched hand. The bolt of doom may be targeted at any enemy model in line of sight. The Doombolt has an 18" range and causes a Strength 5 hit. If the target model is wounded, then the next closest model within 6" is also hit on a 4+, at -1 Strength than the previous hit. The bolt will keep leaping until there are no more targets within range or until its Strength drops to a one. Each model can only be hit by a bolt once per turn. Take armour saves as normal.
2 Word of Pain Difficulty 8 The Sorceress calls the curse of the Witch King down on his enemy reducing their willingness to fight. The spell may be cast at an enemy model within 12". The victim must re-roll all successful hand to hand or missile attacks and all to wound rolls. If the victim wishes to charge, he must pass a successful Leadership test first. Lasts until the beginning of the next Dark Elf turn.
3 Soul Stealer Difficulty 9 At the Sorceress’s touch, the essence of life is drained from her enemy and absorbed into her body giving him renewed strength and vigour. Once successfully cast, the Sorceress has to make a to hit roll against a model in base contact. If the attack is successful and her opponent is struck, he suffers a wound with no armour save possible. The Sorceress feeds on this life-force and adds one wound to her profile. Note: the Sorceress can never have more then one extra wound from the use of this spell and the extra wound is lost at the end of the battle.
4 Flamesword Difficulty 8 Summoning Dark Magic the Sorceress engulfs a weapon in twisted black flames. The Sorceress may choose the hand-to-hand combat weapon of a member of her warband within 6" to be engulfed in flames. A weapon with these flames acts as a normal weapon of its type, but also adds a +2 bonus to the users Strength. Hits inflicted from the weapon ignore armour saves. Lasts until the Sorceress’ next shooting phase.
5 Deathspasm Difficulty 10 The Sorceress channels Dark Magic into her enemy, causing him to writhe in excruciating pain. The Deathspasm has a range of 6" and must be cast on the closest enemy model. The affected model must roll on the injury chart. If successfully cast, the casting Sorceress is immediately knocked down.
6 Witch Flight Difficulty 7 The Sorceress bends the winds of magic to her will and flies through the air. The Sorceress may immediately move anywhere within 12", and may count as charging. If she engages a fleeing enemy in the close combat phase she will score 1 automatic hit and then the opponent will flee again.

High Magic
From Spells Of The Djed’hi by Jake Thornton
1 Divination of Shirath Difficulty 6 Looking into the mists of the future, the Mage divines his best move. The Mage may re-roll all his failed dice rolls, though the second result stands. The effect lasts until the beginning of the Mage’s next turn.
2 Shimmering Shield Difficulty 7 The Mage is surrounded by a pale glow. This spell acts as a shield to protect the Mage. It gives him an additional unmodified 5+ save against all attacks. The effect lasts until the beginning of the Mage’s next turn.
3 Statue of Light Difficulty 7 A pillar of light transfixes the Mage as another stabs down from the heavens to pin his target. The Mage chooses a single enemy model he can see. That model may not move as long as the Mage remains both static and alive. The Mage and the target may cast spells normally, but fight in close combat at -2 WS (minimum of 1).
4 Fleeting Shadows Difficulty 8 The Mage slips between worlds, shimmering in and out of existence and becoming hard to pinpoint exactly. The first time the Mage is hit in close combat or shooting, the spell protects him and the hit is ignored. Move the Mage 2" from his current position in a random direction (but not off a cliff, etc). This is where he really was all along. The spell remains in play until it saves the Mage from a hit, whereupon it is dispelled. It may not be cast again whilst it is in play.
5 Hunter’s Fury Difficulty 9 The Mage gestures at the target, and glowing arrows shoot from his fingertips to fly at the foe. The spell summons D3+1 arrows which the Mage can use to shoot against one enemy model following the rules for normal shooting. The arrows have a range of 36". Use the Mage’s own Ballistic Skill to determine whether he hits or not, but ignore movement, range and cover penalties. Each arrow causes one S3 hit.
6 Silent Guardian Difficulty 9 Glowing swords appear by the Mage, leaping to his defence if he is attacked in close combat. This spell acts as an invisible guardian that will defend the Mage. If the Mage is attacked in close combat then the guardian will fight first with WS5, S3. The guardian will make 1 attack per turn against each enemy that attacks the Mage. The guardian will not leave the Mage’s side, and will only fight if the Mage himself is being attacked. The Guardian cannot be attacked in return and will only be dispelled if the Mage casts another spell or dies.


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PostSubject: Re: Storm of Magic: Winds of Magic   Tue 28 Jun 2011 - 9:34

So I am guessing that the College of Magic Wizards are going to be a type of Hired Sword?

The way I would set it up is that the Wizard would have w/e stat line appropriate for them and then you the player chooses what lore they use, and each lore has an additional special rule and a few would have special rules that work against them, such as Bright Mages exploding due to back-fire.


Also, has anyone written up Crits for magic?
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PostSubject: Re: Storm of Magic: Winds of Magic   Tue 28 Jun 2011 - 9:45

Ooooh... loving this Styro! *steals*
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PostSubject: Re: Storm of Magic: Winds of Magic   Tue 28 Jun 2011 - 10:36

Uses - Hmm. Well, was going to work these into Replacement Heroes (like Werekin's Miracle Workers), but the idea of a Hired Sword makes a hell of a lot of sense.

I'm generally someone who doesn't like a huge amount of magic in a campaign, so it might make sense to allow a Warlock hired sword pick a different Lore than Lesser Magic... that way, you can only have 1 Warlock Hired Sword, but he has a much wider array of spells to draw from. (Once he picks a spell list, he must stick with that list, of course.) This way, you don't have an "Amber Mage" hired sword, a Bright Mage Hired sword, etc, allowing a player to have 8+ spellcaster hired swords in one game.

Magic can't cause crits. (Hmm. although that sounds like an awesome bonus item / Mark. Thanks for the idea!)

Warboss: Thanks!

Speaking of stealing, a few of those are completely stolen.
Dark Elf -> Dark Magic seemed a natural choice, as that's where most of their spells come from.
Shadow Weavers -> Shadow Lore is not a perfect transition, but it's so damn flavorful, it was hard to resist! (Much more interesting than the REAL shadow lore spells).
Bright Elemental -> Bright Lore - from Brahm's Sorcerous warband. Doubt he'll mind (as he was shameless to stick his own name into it, the scallywag).

I'm not entirely sure if Elf Mage -> High Magic is a perfect fit... I don't have my "Book of Magic" handy, only the 7th edition Lores chart. Thoughts?
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PostSubject: Re: Storm of Magic: Winds of Magic   Tue 28 Jun 2011 - 10:48

This might over complicate things, but what if the Warlock keeps his Lesser Magic but then can get a skill that allows him to become a learned practitioner of a lore of magic, thus allowing him to have access to a single lore and then aquire special rules/strictures for his specific lore.

You could just have Warlock and Wizard, and have a special rule that says the Warlock and/or Wizard cannot work together for what ever reason.
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PostSubject: Re: Storm of Magic: Winds of Magic   Tue 28 Jun 2011 - 15:51

StyrofoamKing wrote:
it might make sense to allow a Warlock hired sword pick a different Lore than Lesser Magic... that way, you can only have 1 Warlock Hired Sword, but he has a much wider array of spells to draw from. (Once he picks a spell list, he must stick with that list, of course.) This way, you don't have an "Amber Mage" hired sword, a Bright Mage Hired sword, etc, allowing a player to have 8+ spellcaster hired swords in one game.

That's how I was planning on doing it. To ensure the magical flavour was consistent for the whole thing I was going to let everyone have a free Warlock Hired Sword for the duration of the campaign as well - including replacements if one died. You'd have to pick a Lore and stick with it until they died though!
study
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PostSubject: Re: Storm of Magic: Winds of Magic   Tue 28 Jun 2011 - 16:30

Don't forget the 3 Chaos Spell lists (from Marauders), Hexes and Charms, Norse Runes, Arabyan Magic, the Dark Emissary and the Truthsayer spell lists. Didn't include them in this thread, but will be in the eventual "Winds of Magic" list.

EDIT:

Hmm. It seems the Truthsayer's spells are called the Lore of Light and the Emissary from the Lore of Darkness. Should I use either? Should I retroactively rename them, so there's no confusion?
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PostSubject: Re: Storm of Magic: Winds of Magic   Tue 28 Jun 2011 - 22:13

I personally think that it would be awesome for you to actually include Truthsayers and Dark Emissarys in your list but tbh I don't think anyone will notice if you didnt.

I suppose you could list them under Albionian(?) Magic or Ogham Magic
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PostSubject: Re: Storm of Magic: Winds of Magic   Wed 29 Jun 2011 - 2:56

I'd just call them "Truthsayer" and "Emissary" Lores! Wink
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PostSubject: Re: Storm of Magic: Winds of Magic   Wed 29 Jun 2011 - 12:39

Great stuff!

I love what you are doing.
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PostSubject: Re: Storm of Magic: Winds of Magic   Today at 4:51

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