9. MAGIC
1) Magic in Middle-earth
Magic is part of the natural fabric of Middle-earth. Some beings – notably Elves – live in harmony with this natural magic and use it in their everyday lives, bringing something “magical” to everything they do or create. Think of the Elven cloaks of Lorien, for instance. For other races, Magic is a learned skill, and often a skill learned at a high price.
Some creatures and very special individuals are magical in nature. The Balrog of Moria is a Maiar spirit, the Barrow-Wights are spirits inhabiting the bodies of the dead, and Tom Bombadil is clearly a very unique individual.
Hobbits have never learned magic and may not start the game with magical skills.
a) Caveat
The following descriptions attempt to formalise some magical practices. These terms may not be used by the peoples of Middle-earth, however. They are simply a framework around which to build a game mechanic.
Furthermore, these rules are largely theoretical. They have not been playtested and should be used with care until testing has been done. A suggestion to GM's would be to limit mortal Magicians to Rank 1 skills and spells, Silvan and Sindar Magicians to Rank 2, and Noldorin Magicians to Rank 3 regardless of what the character's Attributes may allow.
2) The Magical Arts
BRP defines two broad classes of magic: Sorcery and Ceremonial Magic. Sorcery involves using chants and other mnemonics to produce immediate magic spells. This is the skill most used by adventuring magicians. Ceremonial Magic involves the use of ritual and days-long ceremony, usually used to compel other beings or work one's will upon inorganic forces. Such magics are subdivided into Enchantment, Alchemy, Wizardry and Necromancy. Very often points of permanent POW are needed to make these magics work.
Sorcery, Wizardry, Necromancy, Enchantment and Alchemy are collectively referred to as the Magical Arts. Each is described briefly below.
Sorcery – spellcasting in the here and now. Magicians are taught the Art of Sorcery (casting immediate spells) by a learned tutor. However, the use of each spell is different enough that each spell must be learned and increased as if it were a different skill.
Enchantment – this is the Art of making magical artefacts, be they swords, armour, jewels, Rings, or ropes that untie themselves and so on. In Middle-earth, the Rune Magic of the Dwarves is a form of Enchantment.
Alchemy – the Art of making magical substances, very often potions, and the transmutation of matter.
Wizardry – the Art of summoning, commanding, binding and dismissing (banishing)both natural and supernatural creatures (spirits, demons, and elementals). Knowledge of the ceremonies associated with each spirit or elemental type is learned as a separate skill. Supernatural beings such as these have their individual quirks and what may work for a forest-born spirit is not appropriate for a spirit associated with the mountains. In Middle-earth, Wizardry is not a common Art. Many spirits are evil Maiar, servants of Sauron, and not to be summoned by PC Magicians. Summoning and dealing with such entities can lead to Corruption and thus Wizardry can be considered one of The Dark Arts. Some good Magicians do, however, study this Art, in the hope that the knowledge will help in the fight against the Enemy.
Necromancy – the Art of raising the dead or dealing with the ghosts of the dead. Again, this skill would be one of The Dark Arts in Middle-earth (think, specifically, of the Necromancer of Dol Guldur, Sauron in disguise). It is a strong Magician indeed who can deal with these beings and this knowledge without succumbing to Corruption.
Within each Art are numerous skills which will be discussed in greater detail later. For instance, within the Art of Sorcery, each spell known is a separate skill. A Magician may know the spell Light at 45% but have ability with the Lightning spell at only 15%. Further, the Wizardry skills of Summon Fire Elemental and Summon Water Elemental are completely different and would be learned and improved as separate skills.
The bulk of this chapter discusses Sorcery, as this is most likely to be useful to an adventuring Magician. The other Arts are given some attention at the end of this chapter.
3) The Dark Arts
Magic is part of the natural fabric of Middle-earth but this magic can be corrupted and turned to evil purposes. Such are the Dark Arts, the Evil magic of Sauron and his Minions.
The Dark Arts are dangerous for mortals to know. Through these skills, mortal Men are ensnared by Sauron and fall into Evil. In general, Sorcery used for evil ends can be considered one of the Dark Arts. Most forms of Necromancy and Wizardry are Dark Arts also, though some good Magicians may learn these Arts as a means of counteracting the Enemy.
See also The Eye of Sauron in the Middle-earth Special Rules chapter.
4) Becoming a Magician
Magic requires combinations of high INT and POW. The higher the character's total of INT + POW, the more powerful a magician he has the potential to become. To master the most basic of magics, the character must have a total INT + POW of 28. The character is a Rank 0 Magician, capable of some minor spellcasting. At successively higher totals of INT + POW, the Magician's Rank increases and the more powerful the Magician becomes.
The magical Ranks are described below.
5) Magical Ranks
a) Rank 0 INT + POW = 28: Petty Magic
At this Rank, the Magician is capable of casting a few low-powered spells. Some simple Enchantments may also be known at this Rank.
b) Rank 1 INT + POW = 32: Minor Magic
Minor Magics are somewhat more powerful spells. Some minor Enchantments and Alchemical processes may be known at this Rank.
c) Rank 2 INT + POW = 36: Major Magic
At Rank 2, the Magician is capable of quite powerful spells, Enchantments and Alchemy. A Rank 2 Wizard may be capable of summoning minor supernatural creatures. This is the limit of mortal Magicians under normal circumstances.
d) Rank 3 INT + POW = 40: High Magic
High Magics comprise powerful spells capable of affecting large areas or bodies of people. Enchantments, Alchemy are more powerful also, capable of creating potent magical items (swords like Glamdring and Orcrist, for example). Wizardry can be used to summon powerful supernatural creatures, like Maiar spirits. This level is what a typical Noldor Elf can aspire to.
e) Rank 4 INT + POW = 44: Grand Magic
Grand Magics may be the province of powerful Maiar spirits and the Istari. Gandalf and Saruman are such magicians. Mortals cannot and even Noldor may not be capable of attaining this Rank even though their attributes may allow it.
f) Rank 5 INT + POW = 48: Arch Magic
At this Rank, almost anything is possible, particularly if the Magician himself is Evil and has no care for what happens to the world. Sauron uses Mighty Magic to cause Mount Doom to erupt and blot out the Sun with its fumes, thus allowing his armies of Orcs to move without penalty during the day.
6) The Magic Bonus
Just as a character's Manipulation skills (such as Rope Use and Juggle) are subject to his/her Manipulation Bonus, so Magical skills are subject to the Magic Bonus. This is calculated similarly to other skill bonuses. The Magic Bonus is dependent on INT, POW, DEX and CHA. INT and POW are natural requirements of magic; DEX is required in the many gestures involved in spellcasting; CHA reflects the character's own personality as Magic is a very personal business.
|
Magic |
INT |
-1% |
0 |
1% |
|
|
POW |
-1% |
0 |
1% |
|
|
DEX |
-1% |
0 |
1% |
|
|
CHA |
-1% |
0 |
1% |
The Magic Bonus should be added to each magical skill the character possesses. Each spell known is effectively a separate skill and the Magic Bonus should be applied. The Ceremonial Magic skills are also subject to the Magic Bonus.
a) The Importance of Power
A magician needs a high POW to get into the profession, to fuel his spells and to successfully overcome the resistance of the target.
Overcoming Resistance
Any magic affecting an unwilling living target, such as Transform or Control, must usually overcome the resistance of the target by comparing the POW of the caster with the POW of the target on the Resistance Table. This need not to be done if the target is willing to receive the spell, as anyone receiving a Heal or Enhance spell would be. An unconscious target cannot resist a spell.
More detail on this can be found in the Magic Mechanics section.
Gaining POW
It is possible for a Magician's permanent POW to increase in the course of his career. This can happen in several ways, for example:
When the GM asks for a POWx1% saving roll and the character succeeds, POW may increase. At the end of the adventure, the player rolls 2D6. If the roll is 7, POW increases by 1 but if the player rolls 2 (double 1) the character has overexerted himself and POW decreases by 1. Any other roll means POW remains unchanged.
POW can increase through a successful Resistance Table roll. The roll must be made in a dangerous situation against a foe whose corresponding attribute is higher than the character's own. On a successful roll, the character may roll to improve the attribute on 2D6 as described in 1 above.
Rolls to gain POW in this way may be made only once, at the end of each adventure. The POW increase will come for the character one game week after the end of the adventure or after one week of rest if the adventure is part of an ongoing campaign.
When POW increases, so will all bonuses and skills reliant on this attribute (Attack, Parry, Agility, Manipulation, Perception, Communication and, most importantly, Magic).
Losing POW
Some powerful spells and some of the ceremonial Magics take permanent POW away from the practitioners. Curses, ailments and evil magic may also cause POW to decrease.
When POW decreases, so will all bonuses and skills reliant on this attribute (Attack, Parry, Agility, Manipulation, Perception, Communication and, of course, Magic).
b) The Importance of Intelligence
Memorisation of Magic
Magic is complex. The codes, mnemonics, names, formulae, cadences and pronunciation of even the simplest spell sorely tax the mind of the magician. This places practical limits on the amount of magical knowledge a magic user can remember. This limit is equal to the magician's INT. Generally speaking, the spell or ritual's Rank + 1 INT points are required to commit the spell to memory. Thus the petty Rank 0 spells require 0 + 1 = 1 point of INT, while the mightiest Rank 5 rituals or spells take 5 + 1 = 6 points of INT. Once memorised, the spell or ritual can be used without recourse to spell books or other reference material.
It takes one hour per point of INT a spell or ritual requires to commit it to memory. This assumes the magician has a quiet place to study and has no interruptions. Under such conditions no Memorise skill roll is required to memorise the spell or ritual (though a successful roll will halve the time the memorisation process takes). Under adverse conditions (while adventuring, under stress, under attack) a successful Memorise skill roll is required to commit the spell to memory.
If the Magician already has memorized his INT limit, the player must choose a spell for the character to forget. Forgetting a spell takes one combat round and the conscious decision to do so.
A spell may be used directly from the magician's book, but this will take one full melee round per level of effect desired. Ceremonial magic, which generally takes several hours to cast in the first place, will have its casting time doubled as the Magician must take time to read and prepare each step in the ritual from the book.
A magician may use another magician's spell book if the character's player makes a roll of the character's INT as a percentage for each spell he attempts to use. Otherwise, the codes and handwriting of the strange spell book will not be comprehensible to the character. Reading the strange book may be attempted every time a character's Read skill increases by 5% or more in whichever language the book is written.
c) The Importance of Dexterity
Even the simplest spells require hand gestures. These may have “meaning” within the context of the spell, such as pointing at the target of an attack spell, or the laying on of hands during a healing spell. Alternatively, the energy of the spell – the POW Points used in its casting – may involuntarily move the magician's body in certain ways.
Whatever the explanation – and magic users have argued for centuries which is correct – the fact remains that a certain amount of manual dexterity is required for casting magic of all sorts. Be it a simple pointing gesture, or painting the complex signs and sigils needed for a summoning, a magic user needs to be flexible and agile. A magician who is bound will be unable to cast his spells.
d) The Importance of Charisma
The Charisma attribute quantifies the character's personality: noble or base; honest or a liar; a leader or a follower. If there is one point on which all practitioners and philosophers of magic agree it is that magic is an intensely personal business.
This is why CHA is so important. The character's CHA score affects the range, area of effect and duration of many spells.
7) Magicians in Combat
Magicians do not receive much martial training. The limit reflects the need for a magician to concentrate on intellectual pursuits, as well as his inability to find time to keep in practice with weapons. Successful mages can always hire guards and helpers whose skills are not so constrained. Or, better, yet, team up with a party of adventurers.
Magicians may wear armour but they must buy it themselves.
8) The Magician's Staff (Experimental, Untested, Optional)
A magical staff is one of the most powerful items a magician can own. The staff must be enchanted, and the culmination of the process requires that the magician permanently sacrifice a point of POW.
The staff acts as a reservoir of POW points for the magician. It will have a POW equal to the magician's after he has sacrificed the point of POW, and it can be used to power spells instead of using the magician's own POW. It regains POW at the same rate as the magician (i.e. at ¼ of maximum per 6 hours) and cannot be reduced to zero POW without withering and dying.
A staff of a magician has 20 Hit Points (rather than the usual 15) and will do an additional 1D6 damage (for a total of 1D8+1D6) to a target struck with it, if its POW overcomes the POW of the target (at an expense of one POW from the staff). If broken in combat, the staff will wither and become useless and dead. A staff may have Protection and Countermagic spells laid on it.
A staff need not be an actual staff. Magicians have been known to have jewels, wands, Rings, or even weapons enchanted. However, the cost of time is doubled for any non-wood substance. A sorcerer may have any number of staves.
9) How Magic Works
From the point-of-view of philosophy, how Magic works is an incredibly complicated subject.
From the point-of-view of game mechanics, working Magic is a skill like any other. The magic user has a percentage chance with a given spell or magical ritual and must roll that percentage or less on D100 to successfully use that spell or ritual.
If the character does not make his roll for a spell, it does not happen and he may try it or another spell in the next melee round. If he fumbles the spell, the referee must determine what happened. It will be as detrimental to the character as possible. Attacks spells will affect the caster, Perception will give wrong or misleading information, Protection will protect the enemy, etc.
If the character rolls his critical chance with the spell, it will have an enhanced effect, in range, damage, or sensitivity, or what ever seems most appropriate to the referee.
Ability with each spell or ritual may be raised to 100%, and no more. A roll of 00 is always a fumble.
a) Magical Lores
Magic is not just about casting spells and using ritual to achieve wondrous effects. It is also about knowledge. Knowledge of the theory and practice of a particular Art, the greater and lesser practitioners of that Art, the limitations and dangers of the Art. Each Art therefore has an associated Lore skill which may be used by the player and GM to enhance the gaming experience.
The magical Lores (Lore: Sorcery, Lore: Enchantment, Lore: Alchemy, Lore: Wizardry, Lore: Necromancy) are Knowledge skills and may be taken by any Magician character.
b) POW and Magical Levels
Magical Levels
When a Magician casts a magical spell or performs a magical Ritual, he allocates some of his own POW to fuel that magic. Each point of POW used to casting magic is called a Level. The Magician's POW is reduced by 1 for each level of magic he casts. Should the Magician's POW reach zero, he dies, having expended all his life energy to power his magic.
A failed, aborted or similarly “lost” spell or Ritual (such as when the Magician is hit in combat before completing the spell) costs 1 POW point. A fumbled spell or Ritual costs the same amount of POW as the spell would have cost had it been successful.
Maximum Magical Level
The Maximum Magical Level is the greatest number of POW points a Magician can use to power a spell or Ritual. This limit exists for the purposes of game balance and also because Magicians are assumed to have some feeling of self-preservation and would not wish to expend all their POW points in a single, enormous spell.
There are two possible options and the GM can decide which to use.
The Maximum Magical Level is equal to one half the caster's INT score .
The Maximum Magical Level is equal to one tenth of the caster's current Essence (ESS) score. Remember that ESS = POWx5 with racial modifications where appropriate.
In both cases, round fractions up.
When in desperate straits the Magician may exceed this Maximum Magical Level. In this case, Fatigue Damage suffered by the Magician is physical damage and is subtracted from the character's Hit Points. The GM should rule on what situations comprise such desperate straits.
Regaining POW
The POW returns at a rate of 1 point per half hour of full rest or 1 point per two hours of movement and action. During this time, the GM can optionally rule that all of the Magician's POW-dependent skills (Agility, Manipulation, Perception, Communication, Attack, Parry and, of course, Magic) are reduced by the number of POW points which have been used in spellcasting.
c) Magic May be Resisted or Unresisted
Unresisted magics generally create physical effects (light, fireballs, the power of flight). They are generally cast on inanimate objects (perhaps the tip of a staff in the case of light), an area (a patch of ground in the midst of a group of enemies for a fireball) or on willing targets (such as the recipient of a flight or healing spell).
Resisted magics are generally cast on unwilling targets. They create effects on the target (mind control, fear, harm) or attempt to affect the target's possessions (shatter object, telekinesis).
An unconscious target cannot resist a spell.
Resisted magics generally match the caster's POW versus the target's POW to see if they take effect. Use the caster's POW before casting the spell to make this test (the POW points are expended to power the spell and overcome the target's resistance, so are available for the test). As noted in the individual spell descriptions, however, the resistance roll may match different attributes of the caster and target : (POW vs. INT for illusions or POW vs. SIZ for telekinesis, for example).
Spells can resist other spells. This is often the case when an object or person subject to a protective spell is attacked with harmful magic. Match the Level of the protective spell againt the Level of the attacking spell on the Resistance Table. If the attacking spell “wins” the struggle, it bypasses the defending spell.
Example 1
A warrior has Countermagic cast on him at Level 3. This spell protects against incoming harmful magic like Lightning. If he is attacked with a Level 4 Lightning spell, the Lightning has a 55% chance of penetrating the Countermagic and frying the warrior.
Example 2
Suppose a person has been paralysed by a Level 2 Holding Spell. If a Level 4 Dispel is used to break the paralysis, the Dispel has a 60% chance of success.
The question of whether a spell is resisted or unresisted sometimes depends on the circumstances of its casting. This is a GM call. For instance, a Shatter Object spell used to break a bottle on a shelf would be unresisted. The same spell used to break the same bottle held in someone's hand would be resisted – assuming the holder doesn't want it broken.
d) Casting Magic is Tiring (Optional, Experimental, Untested)
Simple system
Match the Level of the Spell or Ritual plus the Rank of the Art being used versus the caster's current Fatigue Points. So a Rank 0 Sorcery spell cast at Level 3 has a fatigue factor of 3 + 0 = 3, while a Rank 5 spell, cast at Level 3 has a target of 5 + 3 = 8. If the caster wins, he loses 1 FP (as all magic is tiring); if he fails he loses a number of FP equal to the spell level. Should the roll be fumbled, the caster loses double the Spell Level in FP.
Optional Rule
If a spell is cast with more than the Maximum Spell Magical all fatigue damage suffered by the caster is physical i.e. it comes off the caster's Hit Points, not Fatigue Points. Further, if a Fatigue Resistance roll is failed in these circumstances, the GM may rule the damage is permanently subtracted from the caster's CON Attribute. (This tactic may prevent a Magician altruistically casting a huge spell to save his companions and dying because a of a fumbled Fatigue Roll.)
10) Gaining New Magics
a) Mentoring
The PC magician has an NPC mentor who, seeing promise in the PC's talents, agrees to teach the character more. The mentor must know a spell or Ritual before it can be taught. The player character studies with the mentor for one week of game time for each Rank of the spell or Ritual, plus one. Therefore a Rank 0 Petty Sorcery spell takes( 0 + 1 = ) one week of game time to study, while a Rank 4 Enchantment Ritual would take five weeks of game time to learn. At the end of this time, the student makes a roll of INT+POW+CHA as a percentage. If this roll is successful, the character has learned the spell at a base of INTx2% + Magic Bonus. If not, the learning process must begin again.
Mentors may charge a fee for teaching their students but it is more likely that the student will be asked to perform a favour, quest or errand for the Mentor in return for the tuition. How difficult this task is is at the GM's discretion.
b) Scholarly Research
If a PC magician can gain access to a Library, he/she may research a spell based on previous knowledge, rumour or what may be stated or implied by what the PC reads in the Library. The GM assigns the Library a rating (in the range 1-3 typically) based upon the completeness of the Library's resources.
It takes an uninterrupted period of 2D6 weeks (rolled in secret by the GM) to research a spell or ritual. At the end of this time, the player makes an INT roll, multiplied by the Library's rating as a percentage. If the roll is successful, the character learns the spell. If the roll fails, the character fails to learn the spell. At the GM's option, if the INT roll is fumbled, the character has misinterpreted what he has read, miscast the spell and died in the attempt!
c) Another Magician
It is possible to trade magical knowledge with another magician, often another PC. Under ideal conditions, each magician counts as the other's Mentor (as above) and spells can be learned with a successful INT+POW+CHA roll after one-plus-one-week-per-Rank of study. Spells learned in this way are at a base of the character's INT. (PCs, not being mentors, are less effective teachers.)
d) Captured Spell Books
If a PC magician comes into possession of another magician's spell book he may attempt to learn the spells they contain.
The learner must first be able to read the book, requiring an appropriate Read Language skill. (A Sage with the Lore: Ancient Languages skill may be able to help here.) It then takes a roll of the character's INTx1% to learn a spell from the book. This roll may be attempted once per week until something is learned, the player gives up or a Fatal Fumble (as described in Scholarly Research, above) is rolled. Under these circumstances, the fumble effect is not a GM option.
e) From Beyond
This is a role-playing opportunity for the PC magician. But it is an incredibly risky opportunity.
It is possible for magical creatures to impart magical knowledge. What these creatures are, where they come from and what they can or will teach is up to the GM. Similarly, the motives of these creatures are determined by the GM. In Middle-earth, supernatural creatures may be evil Maiar spirits who serve the Shadow and will lead the character into Corrupt ways. The character should be on guard.
11) The Art of Sorcery
Sorcery deals with spellcasting. Spells may produce a variety of effects from the simple (changing the flavour of food or the colour and movement of smoke), to destructive (lightning), to utilitarian (mending and crafting) to overt displays of power (commanding, transformation).
The GM should at all times take care with such spells and be prepared to use logic to maintain game balance. Outright vetoing of a character's even having a particularly powerful spell should be part of the GM's repertiore.
Each spell in the Middle-earth Spell Book is given a Rank. A magician cannot cast a spell of a Rank higher than that to which he is trained, even if his Attributes would qualify him for that Rank.
12) Sorcery Rank-by-Rank
a) Rank 0 INT + POW = 28: Petty Sorcery
At this Rank, the Magician is capable of casting a few low-powered spells.
b) Rank 1 INT + POW = 32: Minor Sorcery
Minor Magics are somewhat more powerful spells.
c) Rank 2 INT + POW = 36: Major Sorcery
At Rank 2, the Magician is capable of quite powerful spells. This is the limit of mortal Magicians under normal circumstances.
d) Rank 3 INT + POW = 40: High Sorcery
High Magics comprise powerful spells capable of affecting large areas or bodies of people. This level is what a typical Noldor Elf can aspire to.
e) Rank 4 INT + POW = 44: Grand Sorcery
Grand Magics may be the province of powerful Maiar spirits and the Istari.
f) Rank 5 INT + POW = 48: Arch Sorcery
At this Rank, almost anything is possible.
13) Sorcery Mechanics
a) Sorcery in Combat
Summoning the magic takes time. Each Level of a spell (each POW point used in its casting) decreases the caster's Initiative for that round by one. In extreme cases, this may mean the caster has negative Initiative.
Determine the caster's initiative in the normal way (1D10 + DEX modifier if any). The Magician begins casting the spell on this initiative. The spell is completed and its effects worked out when action reaches the the caster's initiative minus the Spell Level.
Example
A Magician with a DEX of 13 (+1 Initiative Bonus) casts a Level 3 Lightning Spell in combat. He rolls 1D10 and scores 7 (+ 1 for DEX) getting a total of 8. He begins casting his spell when Initiative 8 is reached in the combat sequence. The spell is complete on Initiative 8 – 3 (the Level) or 5 and the effects are worked out then.
Optional Intermediate Rules
While casting a spell, the caster may move at up to half rate or parry or dodge at half skill level.
Optional Tough Rules
While casting a spell, the caster should not move, dodge, parry, engage in conversation exceeding a nod or headshake or use other skills.
If a spellcaster takes damage while casting a spell, the spell fails unless the caster can maintain concentration (i.e. make an INTx3 roll). If a Magician is casting a spell from a spell book (rather than from memory) it takes one full melee round per Level of the spell to cast. During this time the same restrictions as above apply.The spell could be lost if the Magician takes damage during the casting.
b) Spell Casting Procedure
To cast a spell
State the intent of the spell.
Indicate the target.
Make the spell roll.
Work out the effects as described in the individual spell description.
If the spell roll fails, the spell cannot succeed. The caster rolls to resist Fatigue as normal.
If the spell roll is fumbled, the spell fails and the caster rolls to resist Fatigue at twice the spell's Level as the Fatigue Target.
If the spell roll succeeds, the spell is cast. Work out the spell's effects as per its description. Even if the spell is successfully cast, the target (or any protective spells already laid on the target) may resist the spell and negate its effects. The caster rolls to resist Fatigue as normal.
If the spell roll is critical, the spell takes an enhanced effect, typically doubling the range, duration, damage and so on. The target (or any protective magics already laid on the target) can resist the spell as normal, possibly negating its effects. The caster rolls to resist Fatigue at half the spell's Level as the Fatigue Target.
14) A Middle-earth Spell Book
a) Spell Descriptions
Spell – the name of the spell
Rank – the minimum Rank at which this spell can be learned and cast
Range – the distance over which the spell operates, very often a function of the caster's CHA
Duration – how long the spell's effects last, very often a function of the caster's CHA
Resistance – whether the spell is resisted or unresisted and what are the resisting attributes
b) Rank 0 Sorcery Spells
Spell Animal Messenger
Rank 0
Range Touch
Duration Caster's CHA in hours
Resistance None
With this spell a small animal (beast or bird) can be used as a messenger. The animal must be already to hand (either a pet, captured or summoned with another spell). The caster gives the animal a message, a description of the recipient and a location for the recipient. The animal then searches for a number of hours equal to the caster's CHA (this duration may be doubled if the caster makes an Animal Lore roll before giving the animal its mission). The animal then travels and searches for the recipient, gets close enough to the person and communicates the message. The recipient can understand the animal messenger even if he/she cannot normally understand beast speech.
Spell Speak with Beasts
Rank 0
Range Touch
Duration 1 minute per point of caster's CHA
Resistance None
This spell grants the caster, or the person touched, the ability to speak the languages of animals and birds. The creatures must be close enough to hear the caster's voice but they automatically understand, and can be understood by, him. The creatures may respond to the caster with an effective INT of 10 (average Human intelligence) allowing a reasonably complex conversation to be undertaken. This spell may be cast on another person if desired.
Spell Scribe Moon-letters
Rank 0
Range Touch
Duration Special
Resistance None
Moon-letters were invented long ago by the Dwarves. Some moon-letters can only be read by holding the paper on which they are written up to the light of the Moon. Other, more clever, types can only be read when the Moon is in the correct phase (full, waxing, waning, gibbous, crescent, etc) or on the same day of the year as when the letters were first written.
This spell allows the caster to scribe such moon-letters. For the expenditure of one POW, simple letters can be made. Two POW allows letters to be written that can only be read by the same moonlight under which they were written. Three POW points allow “specific day” letters to be written.
Finally, for the expenditure of one POW, the caster can determine whether a piece of paper has hidden moon-letters written on it but the letters themselves may not be read unless conditions are right.
Spell Smoke Charm
Rank 0
Range 1 foot per point of caster's CHA
Duration Concentration
Resistance POW vs. POW
This is a simple spell often used as a form of entertainment. With it, the caster can control the colour, shape and movement of smoke clouds. The caster cannot create the smoke: there must be a source to work with, like a fire, pipe or volcano.
The spell does have practical uses. Coloured smoke could be used as a pre-arranged signal, for instance. Or, smoke could be made to gather round a target's face, causing breathing difficulties or obscured vision. This requires a POW vs. POW roll.
c) Rank 1 Sorcery Spells
Spell Blinding Flash
Rank 1
Range 5 yards per point of caster's CHA
Duration Instantaneous
Resistance POW vs. POW
This spell creates a bright flash of light to blind one of the caster's foes. If the caster overcomes the target's POW on the resistance table, the target is blinded for a number of combat rounds equal to the caster's CHA. A critical resistance table roll doubles this duration. While blinded, the target is at -50% on all skills that require sight.
This spell affects only a single target. Multiple Levels may be used to penetrate Countermagic.
Spell Change Hue
Rank 1
Range Self
Duration 10 minutes per point of caster's CHA
Resistance None
With this spell the caster may alter the colour of his skin, eyes, hair and clothes. While the spell is in effect, the colours may be changed at will as often as desired. This grants a +20% bonus per Level to the character's Hide skill. If cast as a “mischief making” spell (for instance to turn an annoying inn-keeper's hair bright pink) the spell is resisted POW vs. POW.
Spell Making and Mending
Rank 1
Range Touch
Duration Special
Resistance None
This spell, most often used by Dwarves, grants a +20% bonus to any Craft skill used by the caster per POW point expended. The spell lasts for the creation, forging or repair of one item, object or work of art. The bonus skill points contribute to the chances of making a critical Craft skill roll.
Spell Enhance Food
Rank 1
Range Touch
Duration See Text
Resistance None
This spell, a favourite of travelling Magicians, enhances the taste and quality of food. When used to improve food, the spell lasts as long as the food would naturally. It is reversible (Spoil Food) causing ale to sour, milk to curdle, spoil meat, etc. When used to spoil food, the effects happen immediately and duration is permanent.
Spell Fiery Missile
Rank 1
Range Thrown
Duration Special
Resistance None
This spell allows the caster to cause small flammable objects, such as pinecones or small twigs, to burst into flame. The objects can then be thrown at enemies as small burning missiles. Two burning objects are created per Magic Point expended. Each object sheds the same light as a candle and they burn for a number of minutes equal to the caster's CHA. The caster uses his Throw skill to make an attack. Each missile causes 1D4 hit points of damage. A maximum of 2 missiles can be thrown each round.
Review the rules for the Throw skill and Fire Damage.
Spell Resist Fear
Rank 1
Range Self or Caster's CHA in yards
Duration 1 combat round per point of Caster's CHA
Resistance None
This spell strengthens hearts and banishes terror, allowing those affected to stand against the powers of the Shadow. Resist Fear may be cast in one of two ways.
The first affects just the caster. Each POW point expended increases the caster's Courage by one for resisting the Force of the fear.
The second affects all of the caster's companions within range. Each friend or ally within range is allowed to re-roll their fear resistance roll and keep the most favourable result. This option costs three POW points.
Spell Sense Power
Rank 1
Range 10 feet per point of Caster's CHA
Duration 1 minute
Resistance See Text
With this spell the caster can perceive the power possessed by another. The POW attribute of all living things – and magically imbued objects – glows like an aura to the user of this spell. The caster gains an approximate reading of the target's relative power (much weaker, weaker, about the same, stronger, much stronger). The caster may also tell whether the target is a spellcaster, has spells cast upon him/her or whether an object is enchanted.
The spell is cast and the caster then turns his/her gaze on the area under examination. All living things and magical objects within range may then be “read” for their magical energies. Engage living Magicians, magical artefacts or other spellcasters with POW vs. POW struggles. The degree of success should determine the accuracy of the information received.
The spell's duration is just one minute, or 5 combat rounds, allowing up to 5 attempts to sense the power of people or artefacts.
Spell Shatter Object
Rank 1
Range 5 feet per point of caster's CHA
Duration Instant
Resistance POW vs. POW
This spell grants the caster the ability to shatter small objects made of wood, glass, horn, bone or stone but not metal. The object may weigh no more than one pound per Level of the spell, up to a maximum weight of five pounds (5 Magic Points).
If someone is holding the object to be shattered, and doesn't want it broken, match the caster's POW versus target's POW on the resistance table to see if the object breaks.
Spell Slumber
Rank 1
Range 5 feet per point of caster's CHA
Duration 1 hour per point of caster's CHA
Resistance POW vs POW
This spell allows the caster to place one person into a deep sleep from which they cannot awaken on their own, though others may attempt to wake the sleeper in the usual ways (jostling, shouting, dousing with water). Match POW vs. POW on the resistance table to determine if the spell takes effect. The sleep will last a number of hours equal to the caster's CHA.
Multiple Levels of this spell may be used to affect either more than one target (one per Level) or improve the chances of penetrating Countermagic which may be in effect. The caster decides how the power is used so, for example, a Level 4 Slumber can affect four targets each at Level 1, two targets at Level 1 and one at Level 2, or any combination.
Spell Holding Spell (Dark Arts)
Rank 1
Range 10 feet per point of caster's CHA
Duration 1 combat round per point of caster's CHA
Resistance POW vs. POW
With this spell the sorceror uses great fear to paralyse a person, freezing the victim to the spot with terror. The victim cannot move, flee or defend himself. After casting the spell, use a POW vs. POW struggle to see if the target is paralysed with fear. On a critical, double the duration of paralysis.
Spell Healing
Rank 1
Range Touch
Duration Instant
Resistance None
A level of this spell heals 1D6 of damage by wound, Fire, Blast, Lightning, or acid. It does not work against poison or disease. Healing can bring a character back from the dead if the Healing is done while the character is “clinging to life”. See the Near Death rules in the Combat chapter for more information.
Spell Countermagic
Rank 1
Range Touch
Duration 1 hour per MP used
Resistance None
This spell puts up a magical shield around the user or on any person or object he wishes to keep magic from affecting. The level of an incoming spell must be rolled against the level of the Countermagic on the resistance table. A successful roll means the spell penetrated despite the Countermagic. It must still overcome the POW of the target, if needed. A failed penetration means the spell rebounded on the caster. Any spell failing to penetrate two Countermagics in succession dissipates and is no more. The Countermagic protects the target and anything he is carrying.
If the character or object to receive the Countermagic already has a Protection spell, the Countermagic will not be effective unless its level overcomes the Protection level on the resistance table. If successful, both spells will be in effect.
Spell Dispel
Rank 1
Range 1 yard per point of caster's CHA
Duration Instant
Resistance Level vs Level
This is a spell used for ridding oneself or another of the good and bad effects of a spell such as Control, Bladesharp, the Holding Spell, etc. Like Countermagic, it must overcome the level of the target spell on the resistance table. It can be used to destroy an elemental. It must be directed at a particular spell (though saying, “Get rid of that which has Gottfried walking like a zombie” will do, if the exact spell is not known) and, if the target is protected by Countermagic, it must get through the Countermagic as usual to reach its objective.
Dispel may also be thrown at a character who is throwing a spell in an attempt to keep the other s spell from happening. This can be handled in the statement of intent phase as “Sangor will throw a Level 3 Dispel to stop the guy in the black robes from throwing whatever he is throwing this time” . Always work out the results of the Dispel before the results of the other spell.
Spell Protection
Rank 1
Range Touch
Duration 1 minute per point of caster's CHA
Resistance Level vs. Level
This spell works like armour. Each level adds one point to the armour protection of the recipient. Since this affects the same area a Countermagic spell would affect, any Countermagic on the target must be overcome by the Protection to work. If successful, both spells may stay on the target.
Spell Resist
Rank 1
Range 1 yard per point of caster's CHA
Duration 10 minutes per Level
Resistance None
Each level of this spell reduces heat or cold damage taken in a melee round by one point. If the protected character is hit by more than one Heat/Cold attack, each damage roll is reduced by the level of the effect.
Spell Seal
Rank 1
Range Touch
Duration 10 minutes per Level
Resistance None or Level vs. Level
This spell acts to bond the edges of any two non-living objects which are at rest and fitted to one another. Some examples are a door in a door frame, a lid on a box, a sword in a scabbard, or even two ropes. The two objects become one object, and cannot be separated for the duration of the spell. The objects can, of course, be battered open or destroyed. A Seal spell adds 20 points to whatever hit points the object has.
Each level of spell adds either 10 minutes to the duration of the spell or adds 20 more points to the hit points of the object sealed. If used for its “mischief value” - Sealing a sword into a scabbard so it cannot be drawn, for example – and the target does not consent to this, match caster's vs. target's POW on the resistance table.
Spell Unseal
Rank 1
Range Touch
Duration Instant
Resistance Level vs Level
The Unseal spell will open unlocked doors or boxes and cause scabbarded objects to fly out of their containers and drop to the ground. It infallibly unties knots. It also acts against a Seal spell if the level of the Unseal overcomes the level of the Seal on the resistance table.
Spell Light
Rank 1
Range Touch
Duration 20 minutes per point of caster's CHA
Resistance None
This spell illuminates a 10 foot radius circle. Each additional level adds 10 feet to the radius. This light is about torch magnitude. The spell must be cast on an object ; it does not hang in mid-air.
Spell Dark
Rank 1
Range Touch
Duration 10 minutes per point of caster's CHA
Resistance None
This spell plunges a 10-foot radius circle into complete darkness. Each additional level adds a further 10 feet to the radius. The spell must be cast on an object; it does not hang in mid-air.The area is in total darkness to anyone seeing in the normal range of visible light, even if a torch or other light source is burning in the area.
Spell Bladesharp
Rank 1
Range 1 yard per point of caster's CHA
Duration 10 minutes per Level
Resistance None
This spell adds 5% to the attack chance and 1 point of damage to any edged weapon (swords, axes, daggers) to which it is successfully applied. If more than one level is used, it can either add multiples of 5% and one point of damage to the weapon, or it can be distributed equally among several weapons, up the level of the spell.
Spell Dullblade
Rank 1
Range 1 yard per point of caster's CHA
Duration 10 minutes per Level
Resistance POW vs. POW
This spell reduces the attack chance and point damage of any edged weapon (swords, axes, daggers) by 5% and 1 point each per level. If more than one level is used, it can either subtract multiples of 5% and one point of damage per level from the weapon, or it can be distributed equally among several weapons, up the level of the spell. Damage cannot be reduced below one point. If the wielder of the weapon affected by this spell does not consent to it, match caster's POW vs. the target's POW to see if the spell takes effect.
d) Rank 2 Sorcery Spells
Spell Enhance
Rank 2
Range Touch
Duration 1 minute per level of the spell
Resistance None
This spell can add one point to either STR, CON, SIZ or DEX of the target for each level of the spell used. An Enhance spell is usually cast on a willing target, so no POW resistance roll is necessary. As the target's Attributes change, bonuses to skill groups should also be recalculated.
This spell may be cast at a maximum of Level 6.
Spell Diminish (Dark Arts)
Rank 2
Range Touch
Duration 1 minute per level of the spell
Resistance POW vs. POW
This spell can subtract one point to either STR, CON, SIZ or DEX of the target for each level of the spell used. As this could be seen as draining the life force from the victim, a Diminish spell should normally be considered as Dark Arts. However, there may be times when a “benign” use of Diminish could be allowed. For example, using Diminish SIZ on a large party member to allow him/her to squeeze into a tight space. The GM should rule on this. A Diminish spell is generally cast on an unwilling target, so a POW vs. POW resistance roll is necessary. As the target's Attributes change, bonuses to skill groups should also be recalculated.
This spell may be cast at a maximum of Level 6.
Spell Evoke Fear (Dark Arts)
Rank 2
Range Caster's CHA in yards
Duration 1 combat round per point of caster's CHA
Resistance POW vs. POW
This dreadful sorcerous spell causes fear with a Force equal to the caster's POW in the hearts of all in range whom the caster can see or is otherwise aware of (e.g. by hearing them). Those affected must make a Resistance Table roll to avoid the effects of the fear. See the Fear section in the Middle-earth special rules chapter.
Spell Speak to Mind
Rank 2
Range 10 yards per point of caster's CHA
Duration 10 minutes per MP
Resistance None
Each level of this spell allows the caster to speak to another mind, intelligent or not. Only surface conversation or feelings are transmitted. The target of this spell cannot communicate to any other target of this spell. The caster may, however, cast Speak to Mind on two other characters to let them communicate.
Spell Wounding (Dark Arts)
Rank 2
Range Touch
Duration Instant
Resistance POW vs. POW
A level of this spell causes 1D6 hit points of damage to the affected target. Wounding will target on the resistance table, matching POW vs. POW. If used in combat, the caster must touch the target with a successful Brawling attack. Alternatively, the Wounding spell can be channelled through the caster's staff (if applicable) and a successful melee attack with the staff counts as “touch”. The spell cannot be channelled through missile weapons. If a staff strike is used, the POW vs. POW roll is used to resist damage from the Wounding spell, not the blow from the staff itself.
In general, Wounding manifests as violent, wracking pains throughout the victim's body. If coupled with a staff strike, however, the Wounds may appear as bruises, broken limbs, concussion or bleeding.
e) Rank 3 Sorcery Spells
Spell Ruin (Dark Arts)
Rank 3
Range Touch
Duration 1 minute per point of caster's CHA
Resistance None
This spell of sorcery enhances the destructive power of siege engines, weapons and the like. A siege engine with Ruin cast upon it does an extra 50% damage while a sword or similar hand weapon does an additional 1D6 damage. Only a single Ruin spell may be laid on a particular weapon or siege engine at a given time.
A critical success while casting this spell adds 2D6 damage to a hand weapon and doubles the damage from a seige engine.
Spell Bladeshattering (Dark Arts)
Rank 3
Range 10 yards
Duration Instant
Resistance POW vs POW
This spell allows a sorceror to cause one blade (a dagger, axe or sword) to shatter or melt into smoke. This causes no damage to the wielder of the blade but does deprive him of a weapon.
In general, this spell will automatically work on non-magical blades and the wielder has no means of saving his weapon. The spell only affect s bladed weapons, so arrows, spears and crushing weapons like maces and hammers could still damage the target.
Against magical or special blades (Glamdring, Anduril and so on) – which may be assumed to be immune or resistant to Bladeshattering – at least use a POW vs. POW roll to determine the effects. Either the wielder's POW or the weapon's own POW (if applicable), whichever is higher, may be used, resisting the POW of the caster. The GM can optionally allow a Fate Point to be expended by the wielder of the blade to prevent it shattering.
Spell Forgetfulness (Dark Arts)
Rank 3
Range 5 feet per point of caster's CHA
Duration 1 week per point of caster's CHA
Resistance POW vs. POW
This foul spell allows a sorceror to cloud a victim's mind with darkness, preventing the target from recalling who he is, where he lives, who he knows, what he knows (i.e. skills) or anything else of use. The caster must engage in a POW vs. POW struggle with the victim in order for the spell to take effect. On a critical POW roll, the victim cannot even remember how to walk or talk for 1D6 days and suffers a -25% penalty on all Perception skills.
The victim can be re-taught existing skills or even learn new ones, according to the training rules, while affected by this spell. When the duration ends, newly learned skills remain. Re-learned skills remain at the higher of their original (pre-enchantment) or re-learned level.
Multiple Levels of this spell can be used to improve the chances of bypassing Countermagic.
Spell Transformation
Rank 3
Range 1 foot per point of caster's CHA
Duration 10 minutes per Level
Resistance POW vs. POW
This spell will affect three SIZ points of a target per level of the spell and enough levels must be used to affect the entire target. If cast on a living target which consents to the change, the spell is unresisted. Otherwise the caster must overcome the target in a POW vs. POW struggle on the resistance table. It may also be used on a non-living object. The spell must change the target, which may be the caster, into another shape. The new shape must be in the same kingdom (animal, vegetable, or mineral) as the original target. For instance, a troll cannot be changed into a tree, but it can be changed into a frog. The frog will have all the attributes of the troll, including the SIZ. The spell only affects the shape, not the basic attributes of the object, so it cannot be used to change lead to gold, or the like. Finally, the conditions for life in the new form must be present : the spell cannot change a man to a fish in mid-desert, though he might change to a fish in a river or a sea.
The target of this spell cannot use the exotic abilities of the new shape if it has any. The troll would not be able to breathe fire if he were changed into a dragon, nor would he have the intelligence or knowledge of a dragon, but he will be able to use his physical abilities, such as flying, at 25%.
Each level of this spell can be used to affect more than one object instead of a larger object, or extend the duration of the spell by 10 minutes.
Spell Fire
Rank 3
Range 1 yard per point of caster's CHA
Duration 1 melee round
Resistance None
Each level of this spell does 1D6 fire damage to everything in a five foot diameter (2.5 foot radius) circle. Multiple Levels may be used to set up several fires instead of one large one, or can combine the effects. The Fire appears as a pillar arising from the ground.
The damage is absorbed by armour, Protection, and Resist spells, but Countermagic has no effect. The spell lasts only one melee round unless something flammable is affected. If it is, the blaze continues, damaging anyone or thing within it at 1D4 points per melee round.
Example
Sangor needs to block a 10 foot wide passage, and wants to fry the first rank of attacking goblins in the process. He puts 4 Magic Points into a Level 4 Fire, putting two Fires, each at level 2, side by side to fill most of the passageway. The front two goblins each take 2D6 damage
Spell Frost
Rank 3
Range 1 yard per point of caster's CHA
Duration 1 melee round
Resistance None
Each level of this spell does 1D6 cold damage to everything in a five foot diameter circle (2.5 foot radius). The Frost appears as a blizzard of icicles. This spell may well leave the area of effect icy and treacherous, forcing rolls to determine balance on targets in the area.
The damage is absorbed by armour, Protection, and Resist spells, but Countermagic has no effect. The spell lasts only one melee round. Frost can be used to put out normal fire or those caused by the Fire spell, but has no effect against dragon breath or similar magical fires.
Spell Lightning
Rank 3
Range 5 feet per point of caster's CHA
Duration Instant
Resistance None
Each level of this spell does 1D6 damage directly to the hit points of the target the caster chooses. Countermagic will protect against the spell.
f) Rank 4 Sorcery Spells
Spell Farseeing
Rank 4
Range 100 miles per level
Duration 1 minute per point of CHA
Resistance None
As the name implies, this potent spell allows the caster to see far away places. To cast the spell a reflective surface is required, a mirror or a pool of water, for example. If the spell is successfully cast the Magician can focus his gaze on any one place within range that hecan specify or describe in detail. Farseeing cannot be focussed on a specific person or object, thus it cannot be used to scrye “wherever Frodo Baggins is now”. The spell grants only sight of the area: the caster cannot here words spoken there, nor detect scents. If the scried area is in darkness, modifiers for lighting conditions may be applied.
Spell Farspeaking
Rank 4
Range 1 mile per point of CHA
Duration Concentration
Resistance None
With this spell a Magician can cause his voice to issue from an object, such as a mirror, stone or statue. The object must be within range and the caster must have seen it before, either with his own eyes or via the Farseeing spell. The object repeats the caster's words exactly. It cannot speak on its own, nor can it be programmed to talk when a given condition arises.
g) Rank 5 Sorcery Spells
Spell Flame of Anor
Rank 5
Range 20 feet per point of CHA
Duration Instant
Resistance POW vs. POW
This is one of the most potent spells in the armoury of the Wise against the Forces of the Shadow. As such it cannot be used by a servant of the Shadow, nor can it be used by anyone who also knows any of the Dark Arts. When cast, a bolt of bright light is projected from the caster's hand or staff. This beam harms servants of the Enemy – Orcs, Trolls, Nazgul – and other Evil creatures. The caster first makes the skill roll to cast the spell. If successful, he then makes a further roll against his percentage skill with the spell to hit the target. It does 2D6 points of damage per Level, doubled on a Critical Hit. If the attack roll is fumbled, the beam could strike friends as well as foes.
Spell Word of Command
Rank 5
Range Special
Duration Special
Resistance Special
This is another mighty spell which is used to enhance the power of another spell. This power is not without its price, however. The caster automatically loses a number of Fatigue Points equal to the Rank plus Level (a minimum of 6, in this case) with no resistance roll. Even Gandalf felt tired after casting this spell in Moria. When a Magician uses Word of Command in conjunction with another spell, one of the following effects may be specified.
Double the spell's Range
Double the spell's Duration
Cause the spell to inflict maximum damage
Double the spell's Level for the purposes of overcoming protective magics on the target (thus a Level 4 Lightning is treated as Level 8 if it encounters a Countermagic spell)
Add the Level of the enhanced spell to the caster's POW for the purpose of overcoming the target's resistance
The duration and range of the Word of Command are the same as the spell it enhances.
15) The Ritual Arts
Enchantment, Alchemy, Wizardry and Necromancy collectively are referred to as the Ritual Arts. They are distinct from Sorcery – which concerns itself with immediate magical effects – in that these Arts take time (often hours, sometimes days or longer) to produce their effects. While Ritual Arts are radically different from each other, they all have certain aspects in common.
a) Time and Place
In general, somewhere private is required to conduct Ritual magics. The Ritual may take days to complete and the Magician must not be interrupted during that time. There is little sense in trying to enchant a sword in an area Orc warbands are known to patrol. Prying eyes are unwelcome for a variety of reasons, not least that some rituals may cause offense (if not outright horror) in onlookers which may lead to an attack on the Magician.
The timing of a Ritual is also important. A Ritual designed to work only at certain times of the day or year may need to be performed on that day. For example, the Secret Door in Erebor, the Lonely Mountain, was only visible at a certain time on Durin's Day (in the Calendar of the Dwarves). The Ritual to enchant this door may have been performed on that very day.
b) Raw Materials
Each Ritual requires certain materials be available, and the Arts all differ as to what may be needed. Raw materials are those items which will be shaped, enchanted or manufactured by the Ritual.
c) Facilities
In addition to raw materials, Rituals may require special equipment to carry out. Commonly this will be a laboratory or work room, fires, glassware, grave dust, treasure, or whatever the Ritual requires.
d) Magical Groups
As noted in the descriptions of the individual Arts, sometimes a group of Magicians may work together to perform a Ritual. The maximum number of Magicians in a group is equal to the lowest CHArisma attribute of the members of the group.
When the time comes to expend POW to fuel the Ritual, the Magicians in the group can each expend one or more POW points. In this way, POW losses are shared across the group members, limiting the impact of the Ritual on each member's attributes and skills.
e) Roleplaying a Ritual
The descriptions of each Ritual are deliberately left vague. The Magician player is encouraged to design the Ritual for a specific purpose, describing the time, place, raw materials, facilities and participants in as much detail as the desired end result. In conjunction with the GM, the ritual can be refined and perhaps recorded for future re-use. The GM should reward imaginative, bold and creative players with bonuses to their Ritual skill rolls.
f) POW Costs
In common with the Art of Sorcery, the Ritual Arts also require the expenditure of the Magician's own POW points to fuel the magic. For simple (Rank 0) rituals, these POW costs are almost always temporary. At higher Ranks, the POW costs are often permanent as the Magican sacrifices part of his own life force to fuel the magic. When the Magician's POW permanently decreases, all his skills which depend on POW will decrease by a certain percentage. Recalculate skill group bonuses based on the new value of POW. Further, if the POW decrease is sufficient, it may cause the Magician to fall to a lower Magical Rank. Needless to say, these Arts are not practiced lightly.
Lastly, the POW points stored in the Magician's staff, if he has one, may not be used to power Ritual magics. The Ritual Arts are by their very nature demanding and dangerous. The powers they unleash are only available if the Magician sacrifices part of himself in the process.
g) Blood Sacrifice (absolutely optional, experimental and untested)
The decision to implement the following suggestion is entirely up to the GM. Player Character Magicians should be strongly discouraged from using these methods.
In the lands dominated by Morgoth and later Sauron, blood sacrifice may be practiced to a greater or lesser degree. This need not involve the ritual murder of sentient beings but may require the sacrifice of animals. Bulls, boars, lions, tigers and creatures strange and unusual from the realms of the Haradrim may be slaughtered and their blood, their life force, used to power a Ritual. The GM can determine how many individual animals constitute one POW point for fuelling a Ritual. Dozens of such creatures may die on altars dedicated to Sauron to fuel the Rituals of Haradrim Magicians.
Sacrifice of sentient beings (Men, Elves, Dwarves, Hobbits, even Orcs, for instance) may be used to power Rituals also. One sentient being constitutes one POW point for fuelling a Ritual, no matter how many POW points the individual has in life. The sheer terror of the ritual sacrifice wastes many of the living creature's POW points.
Blood sacrifice of sentient individuals is NEVER to be encouraged, condoned or practiced by the GM or Player Characters. It is, however, an excellent plot hook for adventures where PCs race against time to save an important NPC from sacrifice, or a detective-style adventure where the PCs must work out why villagers are disappearing in the night.
16) The Art of Enchantment
This is the Art of making magical artefacts, be they swords, armour, jewels, Rings, or ropes that untie themselves and so on.
Rune Magic, commonly practiced by the Dwarves, is a form of Enchantment. Items are made by Dwarven Craftmasters and enchanted by striking, carving, painting or otherwise incorporating Runes of Power into the design of the item. The Runes dictate the properties the item possesses.
The Art of Enchantment is extremely powerful. The only limitations to the items that can be created are those of Rank, the Magician's imagination and, of course, the GM's sense of play balance.
a) Time and Place
The Enchanter must set aside a private place to conduct the Rituals. The area must be large enough to accommodate the Enchanter and any helpers as well as the object(s) to be enchanted. The place should be suitable to the Ritual. For example: underground for items associated with digging or delving; in a secluded woodland grove for a pair of boots which enable the wearer to pass unheard through the forests; atop a high pinnacle for a small token which allows the user to speak with the birds of the air.
Similarly, timing is important. If the item is to have power on a specific day of the year, the Ritual could be performed on that day. If the Moon is significant, perhaps the Ritual could be performed during a particular phase of the Moon.
b) Raw Materials
Of course, the most important raw material is the item to be enchanted. Items of high quality are particularly suitable for enchantment: those made by master Artisans and/or on a critical craft skill roll may provide the Enchanter with a bonus to the Ritual skill roll (say, +10% for each of these factors). Items made by the Enchanter himself are even better, providing up to +20% for the Ritual.
c) Facilities
The Ritual may demand certain facilities be available. These may be simple, everyday objects such as candles, books, foodstuffs, wool, wine goblets and so on. More complex or hard to procure items may also be needed: spider webs, weapons, an eagle'sfeather, a bolt of silk, for instance. Lastly, depending on the item being created, a fully equipped forge and anvil may be needed, or precious metals and jewels.
d) Magical Groups
A number of Enchanters may work together to create an item. This is particularly important if an item needs to be imbued with a particular Sorcery Spell. At least one of the group must know the spell before it can be cast on the object.
17) Enchantment Rank-by-Rank
a) Rank 0 INT + POW = 28: Petty Enchantment
Ritual of Enchantment
The item is made by the Enchanter, purchased, found or donated by another. The Ritual takes 1D3+1 days to perform, during which time the Enchanter may not sleep for more than one hour at a stretch, nor perform other distracting actions. At the end of the Ritual the Enchanter spends one or more points of temporary POW (much as if for casting a Sorcery spell). The item remains enchanted for a number of weeks equal to the POW points used. Such an enchantment cannot be made permanent.
In general, only natural materials may be affected by Rank 0 Enchantments: wood, foodstuffs, leather, cloth, rope for example. Sample functions include:
a leather water-skin which refills automatically
a rope which unties itself
food which banishes weariness
clothes that protect against cold but are light to wear
a wooden shield that adds 1D10 to the user's Parry skill
a staff that shrinks to 1 foot long to aid concealability
Magical items created with Petty Enchantments may have only one function.
b) Rank 1 INT + POW = 32: Minor Enchantment
Ritual of Lasting
After casting a Ritual of Enchantment, the magician spends one point of permanent POW. The Ritual of Lasting takes one full day to perform after the Ritual of Enchantment has been completed. The item will then carry its enchantment for 100 years.
Imbue With Spell Power
If a Sorcery spell ca n reasonably be cast on an object (such as Bladesharp or Protection) the Magican can cast the spell on an item and, by spending points of temporary POW, can enchant the item for a number of days equal to the POW used. The Imbue ritual takes a number of hours equal to the temporary POW used. A Ritual of Lasting can also make the enchantment last much longer as described above.
At this Rank, Enchantment can affect metals, glass, stone and gemstones. As at Rank 0, Minor Enchantments can create items with only one magical function.
c) Rank 2 INT + POW = 36: Major Enchantment
Ritual of Constancy
This ritual, similar to the Ritual of Lasting, requires that the Magician spend two points of permanent POW. The Ritual of Constancy takes two full days to perform. After this, the item will carry its enchantment for 1000 years.
At this Rank, weapons can be enchanted to inflict multiple D6 damage bonuses, 1D6 per temporary POW point used in the Ritual of Enchantment. Armour can be enchanted to double its normal protection value. As at Rank 0 and 1, Major Enchantments can create items with only one magical function.
d) Rank 3 INT + POW = 40: High Enchantment
Ritual of Permanency
This ritual, similar to the Ritual of Lasting, requires that the Magician spend three points of permanent POW. Permanency takes three full days to perform after the Enchantment is complete. After this, the item will carry its enchantment for all eternity. Further, should such an item be broken and remade, the repaired item will carry the enchantment of the original so long as 50% of the original was used in the repair.
Wizard's Staff
This ritual allows the creation of a Wizard's Staff with the functions described above. If the recipient of the Staff is not the Magician who enchanted it, then it is the recipient who must spend the point of permanent POW to activate the Staff.
It is at this Rank of Enchantment that the Magician becomes capable of making some of the more minor magical rings. Further, items may have one primary function and up to three secondary functions. A weapon, for instance, may have as its primary function to be a Bane against Orcs, inflicting perhaps 3D6 additional hit points damage against these foes. One of its secondary functions may be to glow with a blue light when Orcs are nearby, the intensity of the glow indicating numbers and proximity of the Orcs.
e) Rank 4 INT + POW = 44: Arch Enchantment
At this rank of Enchantment, the Magician is capable of making some of the most powerful magical items in Middle-earth. Such items include the Palantiri, and Rings like the Seven and the Nine. Items created at this Rank may have a number of functions equal to 1/3 the Enchanter's CHA score.
f) Rank 5 INT + POW = 48: Mighty Enchantment
Rank 5 Enchantments are capable of making the most powerful items in Middle-earth. These items would include the Silmarils, the Three Rings of the Elves and, ultimately, the One Ring itself. The Enchanter's full CHA score is used to determine the number of functions an item may possess.
18) The Art of Alchemy
Traditional Alchemy is preoccupied with two quests: to find the Elixir of Youth, and to find the Philosopher's Stone, a mythical substance capable of transforming base metals into gold. In Middle-earth, Alchemy is the Art of making magical substances, very often potions, and the transmutation of matter.
a) Time and Place
Alchemy takes more time than the other Ritual Arts as some processes could require weeks, months or even years to complete. The Alchemist must have a place where his work can be undisturbed. This might be a tower, fortress , dungeon or cave complex.
b) Raw Materials
Alchemy is likely to require exotic plants, animals, rocks, jewels, and perhaps even body parts like hair, nails or blood.
c) Facilities
Alchemy requires a laboratory space where the Alchemist can carry out his researches and experiments. This lab may be filled with jars of ingredients, glassware, braziers for heating, a balance for weighing precise quantities, water-clocks and candle-clocks for timing and so on. Higher Ranks of Alchemical Ritual may require pens for livestock and even “breeding pits” and “birthing vats” for hybrid creatures.
d) Magical Groups
Alchemists work alone. They may have servants, helpers or slaves but most will not stand for another Alchemist interfering in their researches.
19) Alchemy Rank-by-Rank
a) Rank 0 INT + POW = 28: Petty Alchemy
Brew Potion
At this rank the Alchemist can brew simple potions, capable of any one of the following effects
Heal 1D4 Hit Points after 1D6 hours
Stimulant which negates penalties due to fatigue (such as the Orc Brew used by the Uruks of Saruman) but which does not restore Fatigue Points
Cause the drinker to become relaxed or drowsy, and perhaps even fall asleep. Assume the potion has a POT equal to half the Magician's POW for purposes of resisting the effects.
Other effects are left to the GM's discretion
Making such a potion requires up to 2D4 days of preparation, incantation and reaction (the actual brewing process). If the Alchemist is working from someone else's formula, this time can be halved as the research has already been done.
At the end of the brewing process the Alchemist must expend one point of temporary POW and make the Brew Potions skill roll. On a successful roll the Alchemist will have made one dose of the potion; on a critical there is enough for 1D3 doses. A potion made in this way will remain usable for a number of months equal to the Alchemist's POW, or twice that number of months if the skill roll is critical.
b) Rank 1 INT + POW = 32: Minor Alchemy
Brew Philtre
At this rank the Alchemist can brew more powerful potions, capable of any one of the following effects
Heal 1D6 Hit Points after 1D3 hours
Stimulant which restores 1D6 Fatigue Points
Sharpens one of the senses (+10% to appropriate Perception Skill)
Philtres requires 2D6 days of work to brew. They require the Alchemist expend one point of permanent POW after the brewing process is complete. Such potions will remain usable for up to the Alchemist's POW in years, or twice that on a critical roll.
Further, at this rank the Magican gains knowledge of making potions which can be inhaled (such as incense) rather than simply ingested.
c) Rank 2 INT + POW = 36: Major Alchemy
Brew Elixir
At this rank the Alchemist can brew more potent potions, capable of any one of the following effects
Heal 2D6 Hit Points after 1D6 hours
Miruvor, the Elven cordial which restores 2D6 Fatigue Points
Enhance one of the senses (providing night vision, high or low frequency hearing, the ability to track by scent in the manner of dogs, etc)
Enhance communication skills (bonuses to Oratory, Persuade etc as the potion makes the drinker more glib-tongued)
Elixirs take 1D6 weeks to brew. They require the Alchemist to expend two points of permanent POW after the brewing process is complete. Such potions will remain usable for a total number of years equal to the Alchemist's CHA + INT + POW, or twice that on a critical roll.
d) Rank 3 INT + POW = 40: High Alchemy
At this Rank the Alchemist can brew potions that are capable of affecting the emotions of those who drink them. Feelings of love, trust, friendship, fear, anger or distrust, for example, can be caused by such potions. It is these potions that will require blood, hair and nails as raw materials: often they are specific to particular people. A love potion, intended to cause two people to fall in love may require a hair from each. A potion intended to inspire trust in, or obedience towards, the Alchemist may require a little of the Alchemist's own blood. A potion intended to generate berserker rage might require the claw of a tiger, ground and dissolved in the liquid.
These emotion-affecting (or psychoactive) potions take 2D4 weeks to brew but they are not as stable as the Elixirs described above. At the end of the process the Alchemist must expend just one point of permanent POW. The potion will remain usable for a number of years equal to the Alchemist's POW unless it is intended for use on a specific person or people, in which case it must be used within the Alchemist's POW in weeks. The emotions of real people are frequently changeable and what is deemed to work at the start of the brewing process may not be effective 2D4 weeks later. Hence the shorter shelf life of such potions.
Assume that such potions have a POTency rating equal to the Magician's POW for purposes of the drinker resisting their effects.
e) Rank 4 INT + POW = 44: Grand Alchemy
At this Rank the Alchemist's potions become capable of affecting the drinker's physical Attributes, STR, CON, DEX and even SIZ. The potion may add or subtract up to 2D6 from one of these attributes. Again, should the drinker wish to resist the effects, assume the potion has a POT equal to the Magician's POW.
Rank 4 Alchemists can brew a Potion that affects the life-span of mortals. Each draught of such a potion adds 2D6 years to the life-span of a Man, Dwarf or Hobbit. Elves, being immortal already, cannot benefit from such potions.
At this Rank, the Alchemist becomes capable of manufacturing explosive mixtures, such as the Blasting Fire used by Saruman's troops at the Battle of Helm's Deep.
Further, the Alchemist builds on his studies of Matter, and can begin transmutation of organic substances from one form to another.
f) Rank 5 INT + POW = 48: Arch Alchemy
Rank 5 Alchemists can turn base metals into gold and use his powers on other inorganic substances,
Further, they reach a level of knowledge that, should the circumstances arise, will allow them to transform people, animals and other creatures from one form to another. They may meld organic forms creating hybrid beasts or creatures with special powers. It is likely that Morgoth the Great Enemy of the First Age used such powers to create the Dragons and other creatures like the Watcher in the Water.
20) The Art of Wizardry
The Art of summoning, commanding, binding and dismissing (banishing) both natural and supernatural creatures (spirits, demons, and elementals). Knowledge of the ceremonies associated with each spirit or elemental type is learned as a separate skill. Supernatural beings such as these have their individual quirks and what may work for a forest-born spirit is not appropriate for a spirit associated with the mountains. In Middle-earth, Wizardry is not a common Art. Many spirits are evil Maiar, servants of Sauron, and not to be summoned by PC Magicians. Summoning and dealing with such entities can lead to Corruption and thus Wizardry can be considered one of The Dark Arts. Some good Magicians do, however, study this Art, in the hope that the knowledge will help in the fight against the Enemy.
a) Time and Place
Wizardry is perhaps the most dangerous of the Magical Arts. Supernatural beings are capricious at best, murderously deceptive at worst. The GM will roleplay all summoned creatures and may attribute to them any motives he wishes. The Wizard must be careful, therefore, to ensure his own safety and the safety of those around him. Thus, many summoning rituals need to be conducted indoors, underground, away from prying eyes, and/or surrounded by armed guards.
Those rituals associated with natural environments should be performed in those environments, and those which summon elemental spirits should be conducted near large bodies of the appropriate element (on high mountain peaks, underground, near lava-flows or while surrounded by bonfires, and in or on large bodies of water, for example).
b) Raw Materials
The Wizard will need whatever materials are required for scribing the Magic Circle. In addition, the Wizard may need something with which to appease or placate the summoned entity. Each entity is different: some may required blood sacrifice.
c) Facilities
The main tool of the trade for Wizardry is the Magic Circle. The particular ritual and being to be summoned dictates the Circle's exact appearance: it may be a simple circle chalked on the floor; a circle with inset geometric designs, such as stars or triangles; circles within circles; circles inscribed with Runes or Tengwar characters; circles drawn in sand, salt, powdered silver or even blood.
d) Magical Groups
Several Wizards may work together in a summoning ritual.
21) Wizardry Rank-by-Rank
a) Rank 0 INT + POW = 28: Petty Wizardry
At this Rank of Wizardry there are only a few rituals that may be learned. For example
Animal Summoning
This is a flexible summoning ritual which enables the Magician to call animals and birds to him. He must specify the type of animal to be summoned either specifically (horses, eagles, foxes etc) or broadly (large four-footed animals, small four-footed animals, fish, birds etc). Any creatures of the specified type within a range of one mile per point of the Magician's CHA make best speed to the caster's location. Only natural animals respond to the call.
This ritual takes one hour to perform and costs one point of temporary POW from the Wizard. The summoning lasts one hour per point of the Wizard's CHA. Any animals that respond to the summons within this tine sit calmly and will not harm the caster. When the duration expires the animals will normally leave. With the animals present, the caster may ask them to perform tasks for him. This not a command or domination. The caster must be able to communicate with the animals, either via an innate ability or the Speak with Beasts spell. The caster must attempt a Persuade or Oratory skill roll to persuade the animals to help, unless what the caster is saying is plainly in the animals' best interests (e.g. “Leave the area before the Orcs arrive!”). A successful Animal Lore roll grants a +10% bonus to the persuasion attempt.
Circle of Protection
Allows the Wizard to scribe a magical barrier which will protect him (a