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Lord

Registered: 08-2004
Posts: 100
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WHQ 2.0 Mordheim style(magic)


quote:



Magic

There have always been those who have used magic: witches and wizards, wise women and warlocks. But as all scholars know, all magic is dangerous, for it originates from Chaos, the source of corruption and change. Indeed, during these times, sorcery is illegal and punishable by death.

Wizards have little say in whether the world of magic touches them or not. They are born with second sight and to them the world of magical energies and spells is much more real then the mundane world of normal mortals. With all the persecution, fear and hatred it is little wonder that wizards become reclusive and suspicious, and many are downright insane. Some even turn to the worship of the dark gods, and others follow the forbidden path of necromancy.

Allocated spells

The chart below summarizes the different kinds of magic and explains who can use what spells.

Wizard
Type of magic
Chaos sorcerers
Chaos Rituals
Warlocks
Lesser magic
Skaven sorcerers
Magic of the Horned Rat
Warrior priests of Sigmar
Prayers of Sigmar
Necromancers
Necromancy
High Elf Shadow Weavers
Shadow Magic

Each wizard starts with one randomly determined spell, but may gain more. Roll a D6 and consult the appropriate chart. If you get the same spell twice, roll again or lower the spell's difficulty by 1.

Spells are cast in the shooting phase, and can be used even is the caster is in hand-to-hand combat. To use a spell, the wizard must roll equal to or greater then the spells difficulty score on 2D6. If he fails, he may not cast a spell that turn. If the test is passed the spell may be used as described overleaf. A wizard may cast one spell per turn and may not use missile weapons if he wants to cast a spell. He can However run!

A wizard may not use magic if he is wearing armor or has a shield or buckler. The only exception is the Prayers of Sigmar. Warior priests may wear armor and use their prayers.

Damage

Some spells cause direct damage, and are resolved the same way as damage from shooting or blows in hand-to-hand combat. Spells do not cause critical hits. Models always receive armor saves against wounds caused by spells unless noted otherwise.


12/Jul/2005, 12:06 am Link to this post Send Email to golembane   Send PM to golembane
 
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Lord

Registered: 08-2004
Posts: 100
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Re: WHQ 2.0 Mordheim style(magic)


Reminder. This system will make the wizard a specialist in the game. Depending on the type of wizard he could be buffs, direct damage, healer, or in the case of the Elven Shadow magic a little bit of all since Shadow magic is still a form of high magic and thus incorporates a few different styles of use.

Another thing. With the line of sight rule being introduced. this means the wizard will need to get into a strategic location to be able to use magic missile type spells.

And now Rule update:

quote:



Spellcasters may only cast one spell per turn. This limit is imposed due to the rituals and concentration needed to cast spells in addition to the ability to be able to fighting in hand-to-hand phase.




Not the best official wording but you get the hint. Any questions then please post. Still trying to knock out spell lists.

*EDIT* I decided that letting wizards rolling numerous spells a turn was overpowering with the capabilities they were currently allowed. Changed quote to reflect this change.

Last edited by golembane, 29/Jul/2005, 8:26 am
21/Jul/2005, 5:15 pm Link to this post Send Email to golembane   Send PM to golembane
 
golembane Profile
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Lord

Registered: 08-2004
Posts: 100
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Re: WHQ 2.0 Mordheim style(magic)


quote:



Prayers of Sigmar

Those with great faith in the gods can call upon their divine power. The priests of Sigmar can pray for many miracles: Healing of wounds, strengthening the resolve of their comrades or the banishment of Daemonic creatures and the Undead.
The Prayers of Sigmar can be used by the Warrior Priests. A warrior priest may use the divine power of Sigmar while wearing armor. Prayers of Sigmar are not regarded as spells, so any special protection against spells does not effect them.

D6
Result
Difficulty
1
The Hammer of Sigmar
This weapon of the faithful glows with a golden light, imbued as it is with the righteous power of Sigmar.

The wielder gains +2 Strength in hand-to-hand combat and all hits he inflicts cause double damage (eg, 2 wounds instead of 1). The Priest must test each shooting phase he wants to use the hammer.
7
2
Hearts of Steel
As the three words of power are spoken, waves of glory surround the servant of Sigmar. The faithful are heartened by the warrior god's presence.

All warriors on the board section become immune to fear. In addition, all warriors on the board section gains +1 to any Terror tests they have to make.
8
3
Soulfire
The wrath of Sigmar comes to earth. Purifying flames surrounds the Priest and wipe out those who resist the righteous fury of the God-Emporer!

All enemy models adjacent to the warrior priest suffer a Strength 3 hit. No armor saves are allowed. The servants of darkness and Chaos are especially susceptible to Sigmar's holy power. Undead and Possessed models adjacent to the warrior priest suffer a Strength 5 hit instead.
9
4
Shield of Faith
A shield of pure white light appears in front of the Priest. As long as his faith remains strong the shield will protect him.

The Priest is immune to all spells. Roll at the beginning of each turn in the recovery phase. On a 1 or 2 the shield disappears.
6
5
Healing Hand
Laying hands upon a wounded comrade, the servant of Sigmar calls upon his lord to heal the warrior's wounds.

Any one model adjacent to the warrior priest (including himself) may be healed. The warrior is restored to his full quota of Wounds. In addition, if any warriors adjacent to warrior priest is Stunned or Knocked Down, the immediately come to their senses, stand up, and continue fighting as normal.
5
6
Armor of Righteousness
Impenetrable armor covers the Priest and the fiery image of a twin-tailed comet burns above his head.

The Priest has an armor save of 2+ which replaces his normal armor save. In addition, he causes fear in his enemies and is therefore immune to fear himself.
The power of the Armor of Righteousness lasts until the beginning of the Priest's next shooting phase.




Came out looking terrible but you can at least see what the spells will do.

Also I editted the last post. I have been play testing and have changed my opinion of that.
29/Jul/2005, 8:24 am Link to this post Send Email to golembane   Send PM to golembane
 
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Lord

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Re: WHQ 2.0 Mordheim style(magic)


quote:



Lesser Magic

Those who have not been schooled in the ways of magic can cast only relatively simple spells. Many human wizards, lacking the tradition of sorcery and the grimoires of Necromancers and Chaos Mages, have to rely on their own natural aptitude and experimentation.
Lesser Magic (or hedge magic) is used by human warlocks. It may no be as awesome as the mighty spells of Necromancers and Chaos Mages, but it is still dangerous.

D6
Result
Difficulty
1
Fires of U'Zhul
The wizard summons a fiery ball of flames and hurls it upon his enemies.

The fireball causes one Strength 4 hit. It strikes the first model in its path. Armor saves are taken as normal (ie, with a -1 modifier).
7
2
Flight of Zimmerman
Calling upon the power of the winds of magic, the wizard walks on the air.

The wizard may float to any empty square on the board section. In addition, wizard may use this spells to escape from a pit trap.
7
3
Dread of Aramar
The wizard places a sense of mind-numbing fear into the minds of his opponents.

A single model on the same board section as the wizard must pass a leadership test or flee from the wizard. If he flees, he is removed from the battle but does not count as killed. Note that this spell does not effect Undead or any model immune to fear.
7
4
Silver arrows of Arha
Silvery arrows appear from thin air and circle around the wizard, shooting out to strike his foes.

The spells summons D6+2 arrows which the wizard can use to shoot against one enemy model, following the rules for normal shooting. Use the wizard's own Ballistic skills to determine whether he hits or not, but ignore movement. The arrows cause one S3 hit each.
7
5
Luck of Shemtek
The wizard summons the fickle power of magic to manipulate chance.

The wizard may re-roll all his failed dice rolls, though the second results stand. The effect lasts until the beginning of his next turn.
6
6
Sword of Rezhebel
A flaming sword appears in the hand of the wizard, promising red ruin to all who stand in his way.

The sword gives the wizard +1 Attack, +2 Strength and +2 Weapon skill. Take a Leadership test at the beginning of each of the wizard's own turns. If the test fails, the sword disappears.
8


29/Jul/2005, 8:45 am Link to this post Send Email to golembane   Send PM to golembane
 
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Lord

Registered: 08-2004
Posts: 100
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Re: WHQ 2.0 Mordheim style(magic)


quote:



Shadow Warrior Magic

Shoadow weavers use a strange blend of magic that differs in many ways to the traditional High Magic of their cousins of the Tower of Hoeth.
Several of the following spells mention that the target must be within a certain distance of 'a wall'. This is not literally restricted to walls, may may include ledges or any other piece of terrain which could be expected to cast a man-sized shadow.

D6
Result
Difficulty
1
Pool of Shadow
The area immediately surrounding the mage is suddenly ffilled with twisting shadows that make it nearly impossible to see anything inside.

The spells allows the mage and all within 3x3 space to become difficult to shoot at. Any monsters shooting at a warrior inside the area of effect will have a -1 to-hit. This spells lasts until the start of the Shadow Weaver's next turn.
7
2
The Living Shadows
Shadows around the target suddenly writhe as if alive and move to strike the victim.

The Shadow Weaver may cast this spell at any enemy on the board section that is next to a wall. The target suffers a single Strength 4 hit with no armor saves.
7
3
Wings of Night
Wings of darkness unfurl form the Shadow Weaver's back and engulf him. He disappears, only to reappear in nearby shadow.

This spell may only be cast if the Shadow Weaver is next to a wall. He is instantly moved to any empty square on the board section that is also next to a wall.
6
4
Cloak of Darkness
The Shadow Weaver appears to be swallowed by shadows that even the sharpest senses sannot pierce.

The Shadow Weaver 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. The spell lasts until the Shadow Weaver attacks an enemy model. Note that a model engaged in close combat with an enemy may never choose to not attack, so this spell is useless if Shadow Weaver is already in combat.
7
5
Shadowbind
Tendrils of darkness rise from the shadows to engulf an enemy, rendering him helpless to the whims of the Shadow Weaver.

The Shadow Weaver may cast this spell at any enemy on the board section and adjacent to a wall. The target may not move unless it first passes a Strength test on 2D6 at the start of the next turn (before the Recovery phase). this spell lasts until the Shadow Weaver suffers a Wound or attempts to cast another spells. If attacked while by this spells, treat the target exactly as if he were stunned.
9
6
Shield of Shadow
Shadows congeal and become a solid barrier in front of the Shadow Weaver or one of his comrades, protecting the target from enemy attacks.

The Shadow Weaver may cast this spell on himself or another Warrior on the same board section. The target recieves an armor save of 5+ that is not modified by the attacker's Strength. The spells lasts until the start of the Shadow Weaver's next turn.
7


29/Jul/2005, 9:15 am Link to this post Send Email to golembane   Send PM to golembane
 


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