Storm of Magic: Items, Skills, Scrolls, and Tomes
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|Subject: Storm of Magic: Items, Skills, Scrolls, and Tomes Mon 4 Jul 2011 - 10:48|| |
Okay, I'm going to need y'all's help on this one. I have a basic set of items, I have the frame work for the Books (replacing Wyrdstone.) However, I'd love to have more (so I can build them into a bigger list). Also, if someone could compile a list of Lesser Artefacts that fit the theme, that'd be great.
STORM OF MAGIC
Rather than excluding Runesmiths from using any of the following rules, we shall treat all Runesmiths as Prayercasters. If he, through a tome or other means, learns an additional prayer, he may use cast it during a in the following manner:
Any Runesmith that has learned a Spell or Prayer may attempt to cast it, but not in the normal way. At the start of the game, the Runesmith makes a single Difficulty roll for each spell he knows. If he successfully rolls the Difficulty rating, the spell has been successfully stored. If not, the spell was not stored this game- you attempt to store it next game. Each successfully Bound Spell may be cast during any future Runesmith’s Shooting Phase. The Runesmith casts it at any time he may cast a normal spell, with the same restrictions (ex. cannot cast more than one spell per turn, cannot cast and shoot, etc.) The only difference is that the Difficulty of the bound spell is reduced to 3+ (so anything other than a natural 2 succeeds.) Once you have attempted to cast a Bound Spell, successful or not, the spell is exhausted, and may not be used again until the next game.
New Academic Skills
Scribe: The warrior is a natural adept at writing and making scrolls. Any warrior with the ability to cast spells or use prayers may take this skill. It allows them to make a scroll before the battle and inscribe a single spell or prayer upon it that they are versed in. The scroll may be used just before they are about to cast the spell or prayer and allows the caster +2 to his difficulty roll. Once used the scroll will crumble to dust and is useless. Scrolls may not be saved up from battle to battle if they are not used. (TC7)
Mind Focus: The warrior possesses a great strength of mind which allows him to concentrate beyond the levels of most normal men. This skill may only be taken by a warrior capable of using prayers or casting spells. When using a spell or prayer the warrior with this skill may reroll one dice roll used in the difficulty roll. (TC7)
Magical Aptitude: This skill may only be taken by a warrior capable of casting spells. It may not be used by Sisters of Sigmar or Warrior Priests. The warrior has a keep aptitude for magic and can push himself beyond normal limits to produce a storm of spells. The warrior may attempt to cast two spells each turn as long as he is not in hand-to-hand combat. After attempting the first spell, he must take a toughness test. If he passes he may attempt a second spell that turn or even cast the same spell twice. If he fails he must roll on the injury table immediately with no saves treating Out Of Action results as Stunned instead.
Scholar: Only warriors capable of casting spells or using prayers may pick this skill. Whenever the warrior may learn a new spell or prayer through an advance, he may choose which one he learns instead of determining at random, or he may decrease the difficulty of any one spell or prayer he already knows by –1 permanently.
Runecaster - The hero may now use Runestones (see Items section.) Elven spellcasters, Dwarven Runesmiths, and Shamans with access to the Norse Rune already have this ability.
Familiar (A02 61); 20+1D6 gc; Availability: Rare 8
Wizards are often solitary, usually shunned by those who can barely conceive of, much less understand, the power these individuals wield. As such, they often share their lives with animal companions, rather than more ‘sentient’ beings. Sometimes a magical link will develop between one of these animals and the wizard, to the extent that the wizard begins to see through the animal’s eyes, and hear its thoughts. Wizards in different lands favor different types of familiars, depending on their environment: Shadow Weavers tend to favor darkly-colored animals that can blend into the shadows with them easily- ravens or darkly-colored cats are most common. Regardless of their form, familiars are actually not normal members of their kind at all, but rather creatures that have somehow become attuned to the Winds of Magic. Familiars cannot actually be purchased as normal equipment. The cost to ‘purchase’ a familiar actually represents the cost of materials to cast the ritual to summon a familiar and form a magical bond with it; the Rarity level represents the chances of the ritual actually working. As such, the cost of the familiar must always be paid if the rarity roll is attempted, regardless of the success of the roll. Also, only spell-casters can attempt to ‘find’ a familiar. If a familiar is found, it should be modeled on the Spellcaster as with any other piece of equipment. A familiar may be placed on a separate base (in fact many of the familiars that GW sells come this way, but if this is done the familiar must always remain in base-to-base contact with the wizard, and it is ignored for game purposes (so it may not attack enemy models or be attacked itself, may not intercept attackers, does not increase the wizard’s base size, etc.), other than the effect below. A wizard with a familiar is allowed to re-roll one failed roll to cast a spell each turn. The result of this re-roll must be accepted, even if it fails, and remember that you may never re-roll a re-roll. Spell-users only (does not include users of Prayers). Note that unlike many of the items above, this item is equipment that any warband with a spell-user may use, if he can summon it successfully.
● Special Rules: The cost of the familiar must always be paid if the rarity role is attempted, regardless of the success of the roll. Also, only spell-casters can attempt to ‘find’ a familiar. A wizard with a familiar is allowed to re-roll one failed roll to cast a spell each turn. The result of this re-roll must be accepted, even if it fails.
Rosary 10 gc – rare 6 - A rosary is made of stone or ivory beads and other blessed ornaments lined up on a chain. It helps concentrate while praying or meditating. A prayer user wearing a Rosary may re-roll a failed Difficulty test if he hasn’t done anything that turn except moving (no running) or remaining stationary. A Rosary cannot be used in combat.
Runestones (50+2D6 gc / Rare 11) - May use these runes spell to attempt to dispel a spell that has been successfully cast against himself or another member of his warband. To dispel such a spell, the mage must roll against the spell’s Difficulty (Sorcery does not help here). If he succeeds, the spell fails to work. If the roll fails, the spell works normally. To use this spell, they learn the Academic Skill “Runecaster.” Elven spellcasters, Dwarven Runesmiths, and Shamans with access to the Norse Rune spell list may use Runestones without requiring the “Runecaster” skill.
During the Storm of Magic campaign setting, players aren’t looking for wyrdstone. Rather, they are looking for lingering scrolls and tomes of magic which they can glean important information from, dealing with the subject of raw magic itself.
Once per post game, you may discard a Book from your roster- this represents the model tearing through the pages in the pursuit of useful knowledge. Only one book may be read in this fashion.
2D6 – Result
2 -3 – The book is a Greater Tome. Roll to see which one. Unless a price is listed, a tome may be sold for 75 gc.
4-5 The book contains a Greater Scroll. Roll randomly to see which one it contains. Unless a different price is set, any unused Greater Scroll can be sold for 2D6+6 gc.
6 – The book contains a Lesser Scroll. Roll randomly to see which one it contains. Unless a different price is set, any unused Greater Scroll can be sold for 1D6gc.
7 - The book is a Lesser Tome. Roll to see which one. Unless a price is listed, a tome may be sold for 25 gc.
8 - The book contains a Lesser Scroll. Roll randomly to see which one it contains. Unless a different price is set, any unused Greater Scroll can be sold for 1D6gc.
9 -10 – The book contains details on to carve a Rune. Roll randomly to see which one it contains. Unless a different price is set, any unused Rune can be sold for 2D6+6 gc.
11 – The Book leads you to the location of a random Lesser Artefact.
12 – Roll a further 1D6: on a 1-3, you find a map to a Lesser Artefact. On a 4-6, you found the location of a Major Artefact.
Scrolls are Miscellaneous items that can be used by any hero that is a caster or has access to Academic skills.
Some scrolls contain Spells with difficulty levels: if so, they are treated as Spells, and suffer the same restrictions as normal spells (cannot cast two spells a turn, cannot shoot and cast, etc.) Heroes with access to Academic skills may still use Spell Scrolls, but add +1 to any Difficulty rolls. Spell Scrolls may be used even if the hero is wearing armor.
Once a scroll is used, it is removed from the roster. It may not be used again, traded, or sold.
Dispel Scroll: (as in Best of Town Cryer). This scroll contains a powerful counter spell. It may be read aloud immediately after an opponent has successfully cast a spell (but before results have been determined) to negate itÕs effects. When used roll a D6. The enemy spell is cancelled on a roll of a 4 or more. After one use, the scroll will disintegrate and is useless. It may be traded for 25+2D6 gc.
Healing Scroll - Whenever someone in your warband is taken out of action, you may discard the scroll to reroll the Postgame injury result. May be used on any friendly model, (hero, henchmen, or hired sword). you may use the Scroll. You must accept the second result. Works on both living and Undead models. You may sell an unused Scroll for 1D6+6 gold.
Ancient Map - The Scroll contains a detailed map of the area. Treat as if you have rolled the Exploration result “Catacombs”. You may sell an unused Scroll for 2D6 gold.
Bound Scroll - The Scroll is worthless, but the seal holding it is bound by protective spells. You gain a Lucky Charm, which you may use (or sell for 5 gc.)
Faded Scroll - The Scroll is faded beyond recognition. Not worth much at all. You can find an eccentric collector who'll pay 1D6 gold for it.
Current Map - The Scroll details the potential treasure spots in the area. At the beginning of any game, if you are the warband with the lowest rating, you may use the Scroll instead of rolling for scenario. If so, you may automatically pick the scenario of your choosing. You may sell an unused Scroll for 2D6 gold. Use once only.
Educational Scroll – A scroll not of magic, but great knowledge. Any caster or model with access to Academic Skills may read it- that hero gains +1 Experience. Use once, then discard. You may sell an unused Scroll for 2D6 gold.
Scroll of Harmony- The scroll may be used just before they are about to cast the spell or prayer and allows the caster +2 to his difficulty roll. Once used the scroll will crumble to dust and is useless. You may sell an unused Scroll for 2D6 gold.
Scroll of U’Zhul - The scroll contains the spell, the Fires of U’Zhul, from the Lesser Magic list, although it may be cast at Difficulty 5. - The fireball has a range of 18" and causes one Strength 4 hit. It strikes the first model in its path. Armour saves are taken as normal (ie, with -1 modifier). Use once, then discard (this includes unsuccessful casting. You may sell an unused Scroll for 1D6+6 gold.
Scroll of Guidance – The user may use this in the post-game, whenever he has earned enough to advance, but BEFORE he rolls to see what advancement he would receive. He automatically treats the advancement result as “New Skill”, allowing him to learn a new skill or spell. If the hero would be able to learn something special on a double (Marks, Corrupted Character rules), roll 2D6: you still need to roll a double 1, 2, 5, or 6 to receive the special mark/mutation.
Zephyr Scroll – Use during the user’s Shooting Phase. The user may teleport up to 18” away, to any location that is at least 1” from an opposing model (thus, may not charge into combat.) He may not teleport off the board, nor may he teleport with any large chests (ex. with the treasure chest from the ‘treasure’ scenario.) Use once, then discard.
Scroll of Entropy – May be used as a Dispel Scroll (see the Lesser Scroll section.) Alternatively, during your Shooting Phase, your hero can cast the following Spell- Drain Magic – Difficulty 3 – Pick any one model within 18” that is effected by a lingering spell in play (ex. a model pumped up with Eye of God, a wizard maintaining Sword of Rezhebel, etc.) That spell’s effect immediately ends. In addition, if the caster of that spell is still on the board, that caster cannot cast any prayers or spells during his next turn. Use Once, then discard.
Scroll of Alchemy – Your wizard is granted the ability to turn base metal into gold. The user may use this at the start of any hand-to-hand combat he is engaged with. After the opponent has chosen his weapons for the round, you may use this scroll- any weapon(s) the opponent is wielding at that moment are permanently turned “Golden”- i.e., they gain the ability Strike Last (just like a Double-Handed Weapon) and can be sold at twice the normal price. Any weapon(s) the opponent has kept in reserve (a third weapon, missile weapons) are unaffected. Alternatively, you may use this scroll in the Postgame phase, to turn any weapon or armor of your own Golden (selling it for twice the normal sales price, [i.e. base price.]) Use once, then discard.
Inferno Scroll. The scroll glows with fire magic. Once read, the scroll will burn up and every model within 3” of the reader will take a S4 fire hit and will be set on fire on the result of a 4+ (see Environmental Rules), regardless if the hit wounds. The reader will suffer a S2 hit. The scroll can be read during a player’s shooting phase (like a spell) and once used crumbles to dust in the reader’s hands.
Jade Scroll. Written on a large leaf, the jade scroll glows with the magic of life itself. A friendly model within 6” can restore all lost wounds and recovers from being knocked down and stunned. The scroll can be read during a player’s shooting phase (like a spell) and once used crumbles to dust in the reader’s hands.
Blizzard Scroll. Once read, a heavy blizzard arises. For the next D3+1 game turns apply the rules for Heavy Snowfall and Strong Wind. If it was raining before, apply Heavy Rain after the scroll's effect ends. The scroll can be read during a player’s shooting phase (like a spell) and once used crumbles to dust in the reader’s hands.
Sunlight Scroll. The sunlight slices through the clouds and burns the eyes of the wicked. Enemies shooting this turn has an additional -1 ‘to hit’ penalty and all undead and possessed models will take a single S2 hit with no armour saves allowed. Undead and Possessed may not use this scroll, but if they happen to acquire one, they may destroy it granting the leader +1 Experience. In addition, during this turn any adverse weather effects will be ignored. The scroll can be read during a player’s shooting phase (like a spell) and once used crumbles to dust in the reader’s hands.
Amethyst Scroll. The smell of death is all around, as an incantation inked upon the hide from a beast of burden is unfurled. An enemy model within 8” will take D6 S3 hits. The scroll can be read during a player’s shooting phase (like a spell) and once used crumbles to dust in the reader’s hands.
Metal Scroll. Etched into a thin sheet of tin, once read, the scroll melts and all models wearing any armour within 10” must pass an Initiative test or they will be unable to strike any blows in close combat this turn. The scroll can be read during a player’s shooting phase (like a spell) and once used crumbles to dust in the reader’s hands.
Total Power Scroll – Any caster may use this once before casting- he adds +5 to his Difficulty Roll for that one spell. A natural roll of 2 will always fail, regardless of modifiers. In addition, the spell cannot be Dispelled this turn. Use once, then discard.
Scroll of Dueling –This scroll contains a dangerous counter spell. It may be read aloud immediately after an opponent has successfully cast a spell (but before results have been determined) to negate it’s effects. Both the opposing wizard and your caster roll 2D6, adding any modifiers that would normally be applied to Difficulty rolls (Familiars may not be used.) If the opponent has the higher result, the dispel attempt has failed, and the spell is cast as normal. If your result is equal or higher, the spell is dispelled, and the opposing wizard suffers 1 wound with no saves. After one use, the scroll will disintegrate and is useless.
When a warband finds a Rune, they find a scroll detailing a powerful rune that may be inscribed on certain items. The caster must endow the rune onto an item, sometimes with unexpected results.
Each Rune may be inscribed on a certain item type of item, depending on the type of rune:
Combat Runes: Any hand-to-hand combat weapon. May not be used on Gromril, Ithilmar, or magical weapons, as those have tons of runes already!
Missile Runes: Any missile weapons. May not be used with Superior Gunpowder or Hunting Arrows. May be used with Fire Arrows and Refined Gunpowder as normal. If used on Pistols, it will affect the entire brace. May not be used on magical weapons, as those have tons of runes already!
Engineering Runes: Any blackpowder weapon or weapon with a misfire chart. May not be used on magical weapons, as those have tons of runes already!
Armor Runes: Any shield, helmet, barding, fur, tattoo or body armor. May not be used with Ithilmar, Gromril, Sea Dragon Cloak, or magical armor (those are loaded with runes already!)
Talismanic Runes: Any mundane item, such as a ring, belt, pair of boots. While you may add them to any non-magical clothing item your hero has (ex. Cathayan Silks, Captain’s Hat, Lucky Charm), this is not necessary- it’s assumed your hero has some sort of item like this already.
Exceptions: Some runes may only be inscribed on certain items- when in doubt, the rules on the Rune overrides any other rules!
Restrictions: No item may bear more than 1 rune at a time. Likewise, your hero is only allowed to have one Runic item of each type at any given time. Heroes may trade runic items as they wish, but henchmen and hired swords may not use Runic items.
Decay and Durability: Each Rune also has a Decay and Durability rating. If you inscribed a rune on an item this game, roll 2D6 in the post game- if you made a natural roll equal or under the Decay value, the item is decayed (see below). If you roll equal or greater the Durability rating, the rune is Durable (see below). If you rolled higher than the Decay but lower than the Durability value, then the rune merely fades, and the item returns to normal.
Decay: If you made a NATURAL ROLL equal or under the Decay value, the runic magic was too great for the weapon to bear, and the item is destroyed! Remove the item from your warband roster. If the rune was a talismanic rune that wasn’t written on any specific item (such as a Lucky Charm or Cathayan Silk), then the hero loses no money in the decay.
Durability: If you rolled equal or higher than the Durability rating, then the runic magic resides within it permanently. The item is now magical, and continues to keep the rune bonus. If sold, it sells at 100% the normal buying price.
If your warband has a hero that is a Dwarf Runesmith, High Elf spellcaster, or a Norse Shaman (or caster with access to Norse Runes), you add +1 to the Decay/Durability rolls. [Reminder: the item decays on a NATURAL roll of equal or less- Runic-casters make more Durable runes, but have no effect on Decay rolls!]
Rune of Fury – Combat Rune. The attacker receives +1 Attack with this weapon each combat phase. If the attacker would normally double his attacks (ex. Frenzied, Ferocious Charge), this attack is not multiplied. Decay: 4. Durability: 13.
Rune of Quicksilver – Combat Rune. May only be inscribed on a Dagger. The attacker gains an extra attack with the dagger each combat phase. If the attacker would normally double his attacks (ex. Frenzied, Ferocious Charge), this attack is not multiplied. Decay: 2. Durability 11.
Rune of Striking – Combat Rune. The attacker receives +1 Weapon Skill while wielding this weapon. Decay 2. Durability 12.
Rune of Speed – Combat Rune. The attacker receives +1 Initiative while wielding this weapon. Decay 2. Durability 11.
Rune of Cleaving – Combat Rune. The attacker receives +1 Strength for every attack coming from this weapon. Decay: 3. Durability: 13.
Rune of Sharpness– Combat Rune. The attacker receives -1 Armor Save for every attack coming from this weapon. Decay: 2. Durability: 11.
Rune of Fate- Combat Rune. The first time the user successfully deals 1 Wound against an opponent in a game, it deals not one Wound but two wounds. If the wound is a critical, only one of the two wounds counts as a Critical Hit. Take any saving or Step Aside rolls for each wound as normal. After the first wound dealt is doubled, the weapon behaves as normal for the remainder of the game. Decay: 2. Durability 12.
Rune of Flight- Combat Rune. May only be inscribed on an axe, sword, hammer, or dagger. The use may throw the weapon once each Shooting Phase. Treat exactly like a Throwing Knife, except that it has a max range of 12” (-1 for shooting over 6”), and may not be stacked with Knife Thrower skill. If the weapon has an offensive bonus (ex. concussion for a hammer, cutting edge for an axe) that benefit is carried over to the thrown weapon. It may be used every Shooting Phase that the model isn’t in combat, and will always return each time. Decay: 2. Durability: 12.
Rune of Banishment – Combat or Missile – Any attacks from this weapon add +1 to Wound rolls against Demons or Undead. This does not technically raise the Strength of the weapon (ex. does not allow a S3 attack against a T5 model to cause crits, has no effect on armor.) Decay 2. Durability 13.
Rune of Immolation – Combat or Missile – Any attacks from this weapon count as Fire attacks. If you hit an opponent, immediately roll 1D6: on a 5+, the victim is set on fire. If the warrior survives the combat/missile attack, they must score a 4+ in the Recovery phase or they will remain on fire and suffer a Strength 4 hit. Each turn they are on fire and will be unable to do anything other than move. Other warriors from the same warband may help to put the flames out if they wish. Any model in base contact with a model that’s on fire may roll 1D6 in your Recovery Phase- if they score a 4+in the Recovery phase, the fire is extinguished. Decay 2. Durability 12.
Rune of Farseeking – Missile Rune. The attacker ignores penalties for shooting over half range. Decay 2. Durability 12.
Rune of the Black Arrow – Missile Rune. May only be inscribed on a bow (short, normal, long.) The first time the bow hits on a natural 6 to hit, the model automatically suffers 1 wound – no roll to Wound is necessary. Roll 1D6 to see if the attack caused a critical hit. The Black Arrow is unique in that it does NOT fade at the end of the game, but lasts until the first 6 is rolled to hit. Afterwards, the rune automatically fades. Decay: None. Durability: Special (see above).
Rune of Sure Sight – Missile Rune. The missile weapon inscribed with this rune ignores any penalties for shooting at a model behind cover. Decay: 2. Durability: 11.
Rune of Disguise – Missile Rune. The model is -1 to hit from enemy missile fire and spells. This effect lasts until the model first fires a missile shot or a spell. Decay: 2. Durability: 12.
Rune of Penetrating – Missile Rune. Any opponents hit with the weapon suffer an additional -1 to saving throws. Decay: 2. Durability: 12.
Rune of Fortune – Engineering Rune. If the blackpowder weapon bearing the Rune of Fortune rolls a natural 1, resulting in a misfire, roll 1D6: on a 2+ the misfire is prevented. On a roll of 1, roll on the misfire table as normal. Cannot be used with Refined Gunpowder or the Nuln Gunnery save.
Rune of Iron – Armor Rune. Your armor’s save cannot be reduced below 6+. If the attack ignores all armor (ex. Critical Hit), the armor still provides a 6+ save. Decay: 2. Durability: 11.
Rune of Stone – Armor Rune. The armor provides a +1 armor save, to a maximum of 1+. Reminder: Runes do not stack when used with Gromril, Ithilmar, Sea Dragon Cloak, or Magical Armor. Decay: 2. Durability: 11.
Rune of Warding – Armor – The bearer gains a Special 4+ save vs. Spells or prayers affecting the wearer. If the spell affects other models as well, it does not dispel the spell- on a 4+, the rune bearer is immune, but everyone else is affected as normal. Decay 2. Durability 12.
Rune of Fortitude – Armor Rune. The armor provides a wearer with +1 Starting Wounds. If the model loses the wound, it may not be reclaimed mid-battle with any spell, herb, or any other method of healing. May take the warrior over Maximum Wounds. Decay: 3. Durability: 13.
Rune of Madness – Talismanic Rune. During the model’s first rune, roll 1D6: 1-2 Suffers stupidity, 3-4 Immune to Fear & All Alone, 5-6 Suffers Frenzy. These effects last the entire game, and the model may not drop the Runic Item. If this item becomes durable, roll before each game. Decay 3. Durability 11.
Rune of Vigor – Talismanic Rune. May only be inscribed on a Lucky Charm. Instead of the normal rules for a Lucky Charm, when the model is hit, roll 1D6:
1-3 - The Lucky Charm does not, and cannot be used again this game.
4-6 - The hit is prevented, AND the Lucky Charm continues to keep working. Next time you roll on the Luck Chart, subtract -1 from your roll.
If you have a Damsel with Prayers of the Lady, the Lucky Charm save can be increased as normal. Decay: 5. Durability: 9
Rune of Spite– Talismanic Rune. May only be inscribed on a Lucky Charm. Roll as normal to see if the blow is prevented. If it is prevented, the hit is taken by the warrior who inflicted it. If it is not prevented, your warrior is hit as normal. Decay: 3. Durability: 11.
Rune of Passage – Talismanic Rune. The bearer treats all Difficult Terrain as Open Ground, and all Very Difficult Terrain as Difficult Terrain. Decay: 2. Durability: 11.
Rune of the Furnace – Talismanic Rune. The bearer adds +3 to his Armor Saving throw against any flame attacks, including flaming spell attacks, to maximum of 1+. If the bearer doesn’t have any armor or the attack would ignore armor saves, the model instead receives a 4+ save against fire. Decay: 2. Durability: 10.
Rune of Striding – Talismanic – The bearer gets +1 Movement. Decay 2, Durability 13.
Rune of Luck – Talismanic – The item becomes a Rabbit’s Foot. It MAY be used by a model that already owns a Rabbit’s Foot. If the item becomes durable, it may be used each game. Decay- None. Durability 7.
Rune of Spellbreaking – Talismanic – Treated exactly like a Dispel Scroll (see lesser scrolls), except that any hero may use it. It does not fade at the end of the game, but remains until it is used. Decay: None. Durability: Special (see above.)
Tomes are special books that grant your caster the access to an extra spell. Considering they are getting a spell for free, it’s a pretty good deal!
Unless otherwise stated, a tome can only be used by a caster or by a hero with the skill “Arcane Lore.” Holding a book doesn’t give the hero access to that spell list, only the spell that comes with the book. If the tome is stolen or traded, the spell goes with the book- which means that the previous owner forgets the spell, and the new owner learns the exact one that book contains. Once the spell has been rolled, it stays in the book- giving the book to a new person does not change the spell.
A wizard may use more than one tome at a time, but may only use one tome of any given NAME at a time. (This, you cannot use two Book of the Deads, even if they have different spells inside.)
Tome of Light – Difficulty 5 (all spell and prayer lists): A wizard or cleric can cast the spell on himself or another warrior within 12”. The effected model counts as carrying a torch, but can keep his hands free. Every turn the caster of Light must roll a D6 and on a 1 or 2 the Light disappears.
Tome of Silence – Difficulty 6 (all spell and prayer lists): The wizard encircles his target with a sphere of silence. This spell effects a single enemy model within 24”. That model cannot cast spells or sound the alarm if he is a sentry. The silent warrior can shrug of the spell if he passes a Leadership test in his recovery phase.
Tome of Nekrataal – The caster may use the spell “Control Undead: – Difficulty special (Necromancy): The necromancer attempts to wrest control of an undead creature from its master. The necromancer can target any enemy zombie, skeleton, dire wolf or sgull within 12”. The necromancer and the enemy wizard that controls the creature both roll 2D6 and add any modifications they would receive for casting a spell (for example +1 if a wizard has sorcery). If the caster of Control Undead gets a higher result, he gains control of the creature for the remainder of the battle.
Tome of Darkness–The caster may use the spell/prayer “Shroud of Darkness: Difficulty 7 (Chaos Rituals): The Magister cloaks himself in shadows. He counts as being in constant cover, so may hide and walk without revealing himself.”
Tome of Cursed Form – Your spellcaster may use the spell “Curse of Form” – Difficulty 8 (Lesser Magic): The wizard turns a model within 8” into an animal. Roll 1D6: on a 1-3, he turns into a Mule, on a 4-6 he turns into a Wardog. The effect lasts for D6 turns. The afflicted warrior remains in the control of his owning player. The caster may only change one model per game.
Tome of Summoning – The Spell caster gains the spell, Summoning Zombies: “Difficulty 9 (Necromancy): The wizard raises the dead that lie under the earth he walks upon. If this spell is successfully cast place D3 zombies within 3” of the necromancer. If they end up in contact with an enemy model they count as charging. This spell can only be successfully cast once per game.”
Holy Tome – Any prayer caster with a holy tome can add +1 to the score when determining whether he (or she) can recite a spell successfully or not.
Tome of Magic (RB 38); 200+D6x25 gc; Availability: Rare 12. He may randomly generate this new spell from his own list or the Lesser Magic list. See the Magic section for details. The benefits from each Tome of Magic apply to only one model, and he may only learn one spell from the Lesser Magic list in this fashion.
Book of the Dead - Cost: 200+D6x25 gc Rare 12 – May not be used by Good casters. The user learns one Necromancy spell immediately. If the result is Re-Animation or Call of Vanhel, then the warband may buy 0-5 Zombies. Alternatively, if the caster already has access to some form of Necromantic magic, he may learn a random spell from his own Necromantic spell list.
Tome of the Gluttonous Mind - May be used by any Hero. While holding the tome, the hero has access to Academic skills. If he loses the book, he does not forgot any Academic Skills he has learned, but may not learn any further skills. He may not willingly pass it to any other hero (although it may be stolen as normal.)
Liber Malefic – The user may learn a single spell chosen at random from the Dark Magic List (from the Dark Elf Magic List.) May not be used by Prayer Casters.
Letters of the Damned – The user picks one of the following spell lists: Chaos Rituals, Rituals Tchar (Tzeentch), Rituals of Onogal (Nurgle), or Rituals of Shornaal (Slaanesh). The caster immediately learns one random spell from that list. May not be used by Prayercasters.
Liber Bubonicus – The user may learn a single spell chosen randomly from the Skaven spell list OR the Onogal Rituals spell list (from the Chaos Maruaders warband.)
Collegiate Tome of Fire – The user learns one random spell from the Lore of Fire spell list.
Collegiate Tome of Light – The user learns one random spell from the Lore of Light spell list.
Collegiate Tome of Jade – The user learns one random spell from the Lore of Life spell list.
Collegiate Tome of Amber – The user learns one random spell from the Lore of Beasts spell list.
Collegiate Tome of Amethyst – The user learns one random spell from the Lore of Death spell list.
Collegiate Tome of Shadows – The user learns one random spell from the Lore of Shadows spell list.
Collegiate Tome of the Heavens – The user learns one random spell from the Lore of Heavens spell list.
Collegiate Tome of Alchemy – The user learns one random spell from the Lore of Metal spell list.
Tome of Binding – Difficulty Special - All spell and prayer lists caster - Only a caster that is the leader of a warband may learn this spell/prayer. You may attempt to gain control of any Wild Monster within 12” of the Caster. The caster rolls 2D6 for the Difficulty and adds any modifications they would receive for casting a spell (for example +1 if a wizard has sorcery). Roll 2D6 for the Monster and add the Monster’s Starting Wounds. If the caster of Spell of Binding gets a higher result, he gains control of the creature for the remainder of the battle. Each turn, the caster must take a leadership each shooting phase to maintain this spell. If the caster is knocked down, stunned, taken out of action, or routs, he automatically fails the test to maintain the spell. If you control the monster and later lose control, treat the monster as Enraged. If your warband maintains control until the end of the game, roll one last Binding test (2D6 + spell modifiers vs. 2D6 + Monster’s starting wounds.) If successful, you have stolen the monster, and may add it to your warband roster. If unsuccessful, it remains in the control of its original owner. You may only have one permanent Monster in your warband at any given time (which means, if you gain two, in the post game phase you must retire one of them).
Runic Tapestry – Rather than a book, this item is an animal hide covered in pictographs and strange scratchings. The Tapestry may only be used by Shamans, Greenskin casters, Beastmen, Priests of Taal, Lore of Life/Beasts casters, Albion casters, and any caster that DOESN’T have access to Academic skills. When you receive the tapestry, pick one spell the caster knows that either deals an attack with a Strength value or increases the stats of a model- while your hero holds the tapestry, the Strength of that attack or Buffer is increased by +1 Strength. (Ex. An Orc Shaman knows Zzap and Clubba. He must pick one spell to be boosted by the Tapestry. If he picks Zzap, it now deals 1D3 S5 hits instead of S4. If he picks Clubba, the shaman gets +3S from the club instead of +2.) If the caster doesn’t know a spell with a Strength value when he receives the tapestry, he may choose to wait and not imprint the tapestry with a spell until a Strength spell is learned.
This mighty tome of Chaos magic contains all the rituals of Tchar, Onogal, Shornaal and Chaos Undivided (Chaos Rituals). In addition a spellcaster in possession of this book is able to use all spells from his dedicated list. Note that he must still learn a spell twice (ie. spend two skills) to permanently reduce its Difficulty. A non-spellcaster may choose one random spell determined before the battle from the Rituals of Chaos Undivided. The warrior may attempt to cast it as if he was a spellcaster. A leader with the Mark of Arkhar increases his save against magic to 2+ and becomes immune to the effects from all Chaos rituals (including Rituals of Hashut).
Plaque of Xoloc This plaque is dedicated to the Lizardman god Xoloc and has powerful runes on it that allow wizards to store power that can be unleashed later, when they need it the most. This plaque may be carried by a wizard. Once during a battle, the magic user may cast one of his spells automatically.
18 Plaque of the Old Ones This is one of many plaques that depict the ways of the Old Ones, and how to invoke their powers. This plaque may be used by any Hero with the Arcane Lore skill. It allows him to use Lizardmen magic with a +1 difficulty penalty. The Hero starts with one spell and may gain new ones, or upgrade old ones, just like a normal wizard.
22 The Spell Crown of Dusk These delicate silver head bands are made by powerful High Elf Mages at the Tower of Hoeth, to help lesser mages remember the spells they have been taught. It grants the wearer the use of a randomly determined High Elf spell once per game and successfully cast with a straight roll against the Leadership of the wearer. If the bearer is a wizard, they may cast their spell in addition to this one.
Whirlpool Staff The Whirlpool Staff in inscribed with esoteric calligraphy that teaches the wielder how to intercept hostile magic and dispel it. This Staff may be carried by a spell caster and counts as a double handed weapon. Each time that your opponent casts a spell, roll 2D6 and add any modifiers as if he was casting the spell himself (such as the bonus from the Sorcery skill). If you beat his roll, then your opponent’s spell has been dispelled and has no effect.
Pages from the Book of the Dead - Scattered across the lands of Araby are the pages of the Book of the Dead, written by the mad Arab, Abdul Alharazad. The forbidden lore on the pages will instill in the reader vast knowledge in the ways of death and the afterlife, though it will inevitably come with a price. The Hero gains the Necromantic spell, Dead Rising (which is identical in every way to the Children of the Horned Rat except by replacing giant rats with zombies). The warrior is now a wizard and has access to the Necromancy spell list, and also gains +1 to cast any necromancy spell. Once this Relic is given to a hero he may not exchange or give it up. The exposure to such unholy texts will have an effect on the warrior. Make a leadership test each time the Hero gains an advance. If he fails, roll on the following table (all effects are cumulative and you can’t re-roll any result): D6 Result
1 The warrior’s bones become brittle, deduct one from his toughness
2 The warrior’s joints begin to age, the Hero can no longer run and you must deduct one from his initiative
3 The warrior gains the Eaters of Flesh special rule
4 The stench of undeath rubs off on the Hero’s companions and merchants are less likely to trade with the warband. Increase the rarity of items by +1 when trading.
5 The signs of undeath shroud the warrior, he now causes Fear and is counted as Undead
6 The Hero gains the ‘No Pain’ special rule .
Last edited by StyrofoamKing on Tue 5 Jul 2011 - 10:07; edited 2 times in total
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|Subject: Re: Storm of Magic: Items, Skills, Scrolls, and Tomes Mon 4 Jul 2011 - 11:10|| |
Under your academic skills, Sorcerery is already a skill name, so you might change that.
Everything else looks awesome!
Maybe a Wizard's challange scenario, Caster vs Caster in combat for something like that.
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|Subject: Re: Storm of Magic: Items, Skills, Scrolls, and Tomes Tue 5 Jul 2011 - 3:54|| |
I think the Liber Malefic is officially a Chaos tome, so it doesn't quite fit that you learn a dark elf spell when studying it, I'd say.
Also, Letters of the Damned: Sounds like you can pick a spell-list and henceforth learn spells from that list normally? It sounds a little powerful compared to the other books where you learn a random spell immediately. Sure, for the LotD, you need to spend a skill on a spell, but still you can learn quite a lot of them compared to "buying" one for 200+ GC.
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|Subject: Re: Storm of Magic: Items, Skills, Scrolls, and Tomes Tue 5 Jul 2011 - 10:03|| |
Murray- Oops! It's not a new skill... but in my zealousness to copy/paste any magical skills, I didn't realize that it was in the base rulebook. My bad.
Malefic - well, it literally translates into "evil/malicious." However, the most common use of it *I* know is from the Malleus Maleficarum, the book known as the "Hammer against Witches". So, in my mind, Malefic = Witches. Witches = Dark Magic, (due to the Witch Hags, Witch King, and Witch flight spell), so the Dark Elf list is the Dark Magic list. Ergo, Malefic = Dark Elf.
Letters: Shoot, forgot the "learn one spell from that list" part. Each tome grants you access to one spell, but you may not learn spells from that list. (Although, the Tome of the Gluttonous Mind lets you learn Acad skills.)
|Subject: Re: Storm of Magic: Items, Skills, Scrolls, and Tomes Today at 13:12|| |