Skaven Spells.doc

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Skaven Magic

 

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I never saw why different types of civilisations - which don't have anything

in common - should have the same knowledge when it comes to Magic.

Why should Skaven Grey Seers know/use the same spells available to human

magicians. Human or Elvish wizards have lots of libraries and magic schools

in which they study. Grey Seers are a lot like shamans who have been blessed

by their foul Skaven god (The Horned Rat) and therefore are able to convert

raw warpstone to pure magic energy (called Magic Points in game terms).

 

Grey Seers are united in a clan which is similar to a caste. So their knowledge

about magic is transported from Seer to Seer. Scientific research is almost

unknown to Skaven although there are examples of Skaven engineers developing

weaponry and the like. Magic spells came (and occasionally also still come)

to the Grey Seers' mind as a gift of their deity. Some times Skaven also

steal scrolls or books written by Human or Elven wizards, so some spells

they use have been taken from other civilisations.

 

 

Skaven magic has been developed over the millenia to satisfy the Skaven

needs to attack enemies, to live underground and to hide their appearance

in order to bluff and trick other civilisations. Skaven have some degree

of respect for fire. So spells that use fire are very rare, and a Skaven

sorceror who wants to cast such a spell has to make a successful test

against his WP to do so. As a result of this Skaven sorcery does not know

the Fireball spell.

 

The following is a list of Skaven spells which are in some way different

from the spells known by other civilisations :

 

                            o---------------------------------------o

 

Spell Name              : Warp Ball

Spell Level              : Battle Magic 1

Magic Points              : 2 per Warp Ball

Range                            : 48 yards

Duration              : instantaneous

Ingredients              : one dose of warpstone

 

Skaven sorcerors casting this spell throw a ball of glowing warpstone at

their enemies, causing a great deal of damage and insanity. Only one warp

ball per level of the caster may be thrown per combat round. Each spell must

be targeted at the same character or group of characters or creatures.

Target restrictions apply in the same way as for normal missile fire (see

WFRP rulebook, Targeting Spells).

 

Warp Balls automatically hit their target. If a warp ball is fired into a

group, it will hit 1D4 creatures per level of the caster. Each hit has a

strength of 2, and causes 2D4 wounds on one target (irrespective of any

toughness). Additionally targets who did not successfully dodge a warp

ball gain one insanity point per warp ball. If the warp ball is made of pure

warpstone, non-dodging creatures gain 1D3 insanity points instead.

 

                            o---------------------------------------o

 

Spell Name              : Call Rats

Spell Level              : Battle Magic 1

Magic Points              : 3

Range                            : 1 mile per level of the caster

Duration              : D6 turns

Ingredients              : a small silver statue of the Horned Rat

 

Before casting this spell the Skaven sorceror chooses the kind of rats to be

called. Casting this spell attracts a number of rats within range (if any)

to come to the place where the caster stood when casting this spell. The

maximum number of rats can be determined on the table below but the GM may

decide that there are fewer rats within range. The rats count as swarm and

follow simple instructions of the caster. The first rats do appear at the

earliest at the end of this spell's duration.

 

              rat type              maximum number of called rats

              --------              -----------------------------

              Giant Rats                            2D6

              Rock Rats                            4D6

              Normal Rats                            6D10

 

                            o---------------------------------------o

 

Spell Name              : Doom of Infection

Spell Level              : Battle Magic 2

Magic Points              : special

Range                            : special

Duration              : instantaneous

Ingredients              : a scorpion tail

 

This spell may be cast either against any one single creature or against all

non-friendly creatures within 24 yards of the caster. If cast against a single

creature, the creature has to be touched and the spell costs 3 Magic Points,

if cast on all non-friendly creatures within 24 yards the spell costs

6 (+ number of affected creatures) Magic Points, but no creature needs to

be touched.

Any affected creature is allowed to instantaneously make a WP test to avoid

the spell's effects (+10 bonus for creatures with Immunity to Disease skill).

Any creature who fails this test AND loses at least one wound within the next

24 hours suffers from an infected wound. No tests may be made when the

infection occurs.

 

                            o---------------------------------------o

 

Spell Name              : Awareness of Danger

Spell Level              : Petty

Magic Points              : 1 per hour

Range                            : personal

Duration              : 1 + hours

Ingredients              : the nose of a snotling

 

This spell gives the caster a good chance of being aware of danger before

it occurs. The caster has to choose the time the spell should affect him.

During that period of time (max. 24 hours) the caster is given a +20 modifier

on all Initiative tests when reacting to non-obvious danger. Dodging a

blow in already going on hand-to-hand combat is NOT a reaction to a

non-obvious danger. This spell may only be cast once per 24 hour period.

 

                            o---------------------------------------o

 

Spell Name              : Warp Power

Spell Level              : Battle Magic 4

Magic Points              : 10

Range                            : 24 yards

Duration              : instantaneous

Ingredients              : 10 doses of raw warpstone

 

Only the most powerful of the Skaven sorcerors may be able to cast this

spell. It may be cast only once per combat round nad it may be targeted at

any individual or single group. Target restrictions apply in the same way

as for normal missile fire.

 

This spell hits its target automatically and causes 1D10 Wounds at Strength

9. Additionally there is a 75% chance for wounded creatures (no matter if

they were wounded before or during that spell) that the warpstone penetrates

the creature's body and causes 2D6 insanity points.

 

                            o---------------------------------------o

 

Spell Name              : Cloak of Shadows

Spell Level              : Elemental Magic 1

Magic Points              : 2

Range                            : 12 yards in all directions

Duration              : one minute per level of caster

Ingredients              : a black cotton swab

 

This spell fills a room of 12 yards in all three directions with a thick black

gas which makes is impossible to see or smell anything within that cloud.

Creatures that rely on these senses suffer a +/- 20 penalty to all orientation,

combat or reaction tests as long as they are within that cloud. The gas

of which the cloud consists of makes all other senses dull, so a creature

that wants to do any coordinated action (like leaving the cloud) must make

a successful WP test do so. All WP tests of the caster succeed automatically,

so he is the only person who may act normally. Casting spells is still

possible, but spells that rquire smelling or seeing are not possible within

or into that cloud.

 

                            o---------------------------------------o

 

Spell Name              : Thick Fur

Spell Level              : Battle Magick 1

Magic Points              : 1 per AP and location

Range                            : personal

Duration              : one battle

Ingredients              : a jawbone of a troll

 

This spell provides protection against Wounds by increasing the number of

armour points on any one location. The Skaven sorceror may choose the

location and the number of AP on it. For example, Hackgood the Skaven

Grey Seer wears a Sleeved mail coat with 1 AP on all locations (except

his head) and chooses to increase the number of AP by two on all locations.

Overall, this results in 2 AP on his head and 3 AP on all other locations.

The spell costs 22 Magic Points - 12 MP for the AP increase plus 10 MP for

already wearing 5 AP (see WFRP rulebook, Spellcasters and Armour, p135).

This spell is does not count as Aura.

 

                            o---------------------------------------o

 

Spell Name              : Warpstorm

Spell Level              : Elemental Magic 3

Magic Points              : 8 per turn

Range                            : 64 yards

Duration              : 1 + turns

Ingredients              : a staff with an air elemental bound to it, 3 doses of

                              refined warpstone

 

This spell may cause harmful side effects !

A Skaven spellcaster must make a successful WP test to cast this spell.

Otherwise the staff explodes and the spellcaster takes 1D10 Wounds at

the strength of 4. Once he passed the WP test, the three doses of warpstone

are sucked into the staff. While one dose remains inside, the other two

doses of warpstone are consumed by the elemental in order to provoke a

magic storm. All other spellcasters within range must make a

successful T test or gain one insanity point, and each time they want to

cast a spell they must make a successful Cl test to do so.

Each dose of warpstone that remains inside the staff gives the caster a

+5 penalty for his WP test the next time this spell is cast with the same staff.

For example, when trying to cast this spell using a staff which has already

been used three time before the spellcaster's WP test is with a +15 penalty.

 

                            o---------------------------------------o

 

Spell Name              : Hide Path

Spell Level              : Illusionist 1

Magic Points              : 2 per hour

Range                            : no limitations

Duration              : 1 + hours

Ingredients              : a twig from an elm grown on warp infected ground

 

This spell hides all trail and tracks of the spellcaster for a number

of hours. Only tracks which arise after the spell is cast can be hidden.

The Skaven spellcaster must choose the period of time during which his

tracks are hidden before casting the spell. Only characters with all of

the following skills Excellent Vision, Orientation and Follow Trail have

a chance equal to one half of their Initiative score to discover this

trail.

 

                            o---------------------------------------o

 

Spell Name              : Poison Wind

Spell Level              : Elementalist 2

Magic Points              : 6

Range                            : 32 yards

Duration              : instantaneous

Ingredients              : a rotten cheese

 

An instantaneous foul odour can be smelled within 32 yards away from the

caster. All characters (even friendly ones and the spellcaster himself) must

immediately make a successful WP test or become unconscious for 1D6+6

game turns (minutes). Any creature staying for more than 3 minutes

within the poisoned area become poisoned with two doses of Black Lotus.

 

                            o---------------------------------------o

 

Spell Name              : WeakMind

Spell Level              : Battle Magic 1

Magic Points              : 3

Range                            : Touch

Duration              : D6 rounds

Ingredients              : a bony spoon

 

This spell may be cast against an other single creature. The victim receives

a test against Will Power to avoid the spell's effect. Failure results in

the victim's Will Power being reduced by 10 points. This spell can only

be cast once per level per combat round, because the bony spoon is destroyed

during the spell's casting. Reductions of several castings of this spell are

cumulative. If a victim's WP is reduced to zero or below, the victim becomes

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