Friday, February 24, 2023

Item highlight: Ring of the Desert Genies (aka Ring of Spell Storing)

 

This ring was pried from Zul's dead finger. It is not unique in function - other similar rings exist - but its Arabyan origins are certainly unusual.

Powers: Rings of spells storing can hold from 1 to 5 spell levels (Wigmar's holds 5 spell levels). They prepare these rings, a spellcaster casts their spells into the ring beforehand, then release the spells as needed.

Only spells with a casting time of up to 3 Half actions can be cast into the ring. It takes 10 minutes per spell level to cast a spell into the ring

Make a Spell test as normal. As long as the spell is successfully cast, it is absorbed by the ring - there is no need to record the exact SL. If the spell is normally opposed, the opposing test is made when the spell is later released from the ring (see below).

If more levels are put into the ring than it can hold, all spells are ruined and the ring becomes inert for 1d10+18 hours. The same happens if the caster fails his Channeling test.

Any spellcaster, the original caster or otherwise, can later release the spell from the ring. Casting time, range, effect, and so forth are normal, and SL is automatically set to 1. MR is based on the original caster's MR. There is no chance of miscasting (that's checked when the ring is prepared).

Spells stored in the ring can be used for Conterspelling.

The ring has several applications. A master could place a powerful spell into a ring and give it to an apprentice about to embark on a perilous quest. Or a pair of wizards could each power their rings, then swap them, thereby giving their partner access to some out-of-color spells. A wizard could prepare difficult spells ahead of time, with easy access to components and other support.

Thursday, February 23, 2023

Item highlight: Jade Ring of Cathay

 


These magic rings (about a dozen are known to the Colleges) are said to originate from Cathay, but some of the ones found in the Old World are definitely made locally. The common denominator is being made of a solid piece of jade, without any other materials present. The purpose of the rings is to absorb magic energy and thereby protect the wearer.

Powers: Jade rings can safely absorb up to 8 spell levels (some rings may have higher or lower capacity). The rings will absorb any spells with the wearer as the target, where the wearer is within the direct area of effect, or if the wearer moves into an ongoing area of effect. Rings will also absorb spells cast by the wearer, although some rare rings are said not to eat the caster's own spells (Wigmar's ring is of this type).

After absorbing 8 levels, the ring will continue to absorb spell levels, but there is a cumulative 10% chance for each extra spell level that the ring will overload (check once after each spell is absorbed). For example, if a jade ring has 7 absorbed levels and is hit by an MR 3 spell, it's 2 points over, and there is a 20% mishap chance.

Removing a ring that has absorbed 1 or more spell levels is dangerous: there is a 10% chance per absorbed level a mishap will trigger.

If a mishap triggers, the ring is ruined and the wearer suffers 1 hit to the hand wearing the ring with S = absorbed spell levels. Armor does not protect against this damage.

The ring can be drained of spell energy by a magic user (MR 1+) by making a Channeling (any type) test, with Normal difficulty (Hard -20 if the ring is over capacity). This takes 10 minutes per level drained. All levels must be drained in one go, or the ring suffers a mishap as described above.

Cursed rings: Some rare jade rings are cursed. These appear normal jade rings when examined, but only work when used by a spell caster, and only to absorb their own spells! If a cursed ring is removed, it automatically suffers a mishap, but the ring is NOT ruined.

Thursday, February 2, 2023

Lore of the Heavens sample spells

 


These spells are not final but should give a good indication of how the system will work.

Foci with a * are consumed by the casting, and those without * are not.

Aethyric Omens

MR: 1+

CT: 1 minute

Difficulty: Normal (+0), Simple (+10) if you can see the stars

Foci: Arcane almanac (+5) or liver of a small animal (+10*)

Description: Consider a course of action and cast this spell. If successful, the GM will make a hidden Int test, that if successful will truthfully—but vaguely—reply if the course of action is favourable or not. The difficulty of the Int test is Normal (+0) is the action is straightforward and to be taken in the immediate future. More convoluted and distant actions have higher difficulties.

Note: It’s a fun little spell but don’t expect too much in the way of details.

First Portent of Amul

MR: 1+

CT: Half

Difficulty: Normal (+0). Every subsequent time you cast this spell without taking a Long rest first, the difficulty is cumulatively increased by 1.

Foci: Aethyric crystal (+5) or piece of glass (+10*)

Description: You gain 1 Fortune point that must be spent during the next round. You cannot spend Fortune points other than those granted by spells until after you have taken a Short rest.

Note: Extra Fortune is super strong, so there have to be some checks and balances.

Lightning Bolt

MR: 2+

CT: Half

Difficulty: Normal (+0) at Close/Short, Challenging (-10) at Medium

Foci: Silver tuning fork (+5) or piece of wood struck by lightning (+10*)

Description: Conjure 1 bolt of lightning. This is a magic missile with Medium range, MRx2+3 damage, AP 4 vs metal armour (typically medium and heavy armour) and the Shocking (MR) quality.

Note: Very useful now, especially against armour, plus has the ability stun in some cases. Damage scales steeply with MR.

Second Portent of Amul

MR: 2+

CT: Full

Difficulty: Challenging (-10). This spell cannot be cast again without taking a Long rest first.

Foci: Aethyric gemstone (+5) or piece of stained glass (+10*)

Description: You gain 2 Fortune points that must be spent within the next hour or before daybreak, whatever comes first. You cannot spend Fortune points other than those granted by spells until after you have taken a Long rest.

Note: Extra Fortune is super strong, so there have to be some checks and balances.

Wind Blast

MR: 2+

CT: Half

Difficulty: Normal (+0) at Close-Medium, Challenging (-10) at Long, opposed by target’s Strength

Foci: Aethyric gemstone (+5) or piece of stained glass (+10*)

Description: Target a point at up to Long range. Anyone at Short range of that point are knocked down and gains the Prone condition unless they successfully oppose the spell’s effect. Large targets and targets with more than 2 legs gain a bonus, fliers get a penalty (and could be knocked out of the sky if they are flying very low). The winds persist until the beginning of your next turn. Movement in the affected area is halved and missile attack out of/through the area suffer a -20% penalty.

Note: Repeat to keep enemies knocked down, unable to move fast, and trouble using missiles.

Curse of the Heavens

MR: 3+

CT: Half

Difficulty: Normal (+0), opposed by target’s WP.

Foci: Silver mirror (+5) or pieces of a broken mirror (+10*)

Description: Choose a target at up to Short range. Target suffers a -10 penalty on ALL tests and all attacks against it do +1 damage. The duration is equal to 8 hours times SL.

Note: Basically a debuff for bosses and other powerful opponents.

Wings of Heaven

MR: 3+

CT: Full

Difficulty: Challenging (-10)

Foci: Stone figurine of a flying creature (+5) or pair of dove’s wings (+10*)

Description: You gain the ability to fly at Speed 8 (about as fast as a horse) for MR minutes.

Note: Speed was increased a bit (from 6 to 8).

Magic revision, short version

 

Chaos is eternal, and magic IS Chaos - these rules arrived when they were meant to

Better late than never, here are the revised rules for magic, based on initial concepts that never got finalized... until now!

Key points:

  • Magic is SKILL BASED, like everything else.
  • Spellcasting is WP-based.
  • EACH color of magic is a SEPARATE skill (whether or not the caster actually cares about colors).
    • Other lores have their own skills.
    • Most casters know Pretty Magic (used to cast petty and lesser magic) and at least 1 Color lore (or other lore).
  • Spells have a MINIMUM MAGIC RATING to cast; if your MR is too low, you can't even try to cast the spell.
  • The difficulty of the spellcasting test is loosely based on Casting Number (the higher the number, the more difficulty).
    • Stuff like ingredients and magic foci can grant bonuses to the spellcasting test.
  • Spells will get tweaks to stuff like range, damage, and other things to bring them more in line with weapon mechanics.

ELF SPELLCASTING

Elves use High Magic, which includes controlling ALL the Winds of Magic. They do NOT get any freebies, except that when an elf takes a wizard career, he gets access to ALL the color skills. So no, elves don't automatically start with +30 in everything. They have to learn everything the hard way by sitting in a high tower on Ulthuan, being taught by the finest wizards of the world for a century or so before graduating...

TRUE High Magic is when an elven Wizard Lord makes new and unique spells that combine 2-8 of the winds of magic to do truly astonishing stuff. Kind of outside the scope of what most PC spellcasters are doing.

MINIMUM MAGIC RATING

Each spell has a minimum magic rating; if you don't have a high enough MR, you can't cast the spell!

The spell's listed Casting Number is used as a baseline, then adjusted for general usefulness and power. I'll make a list of all the spells eventually, but if you have a spell that isn't listed, just ask.

MR1: Spells with a Casting Number well below 10. Examples: Aethyric Armor, Blessed Weapon.

MR2: Spells with a Casting Number around 10. Examples: Dispel, Lightning Bolt, Wind Blast

MR3: Spells with a Casting Number around 15. Examples: Fire Balls, Wings of Heaven

MR4: Spells with a Casting Number around 20. 

MR5: Spells with a Casting Number of 25 or more. 

Priests (MR "penalty"): Remember that priests typically have 1 less MR than wizards (Initiates have MR0, High Priests are MR3 vs MR4 for Wizard Lords) and can thus only ever reach MR3. This is more than compensated for by the fact that they invoke the displeasure of their God when fumbling magic rather than unleashing Chaos. Sure, Gods can be fickle and WILL penalize even devout servants for misuse of magic, but it beats mutation, insanity, or being dragged into the Warp by a LONG shot! Plus, priests have more useful stat lines, skills, and talents.

TO-DO

Lists of common slores and spells with MR ratings and difficulties are coming, plus some advanced rules.

Goal: Spells are easy to resolve using basically the same system as everything else. Magic should feel powerful without being inherently more powerful than other combat options. Magic should, however, enable casters to do stuff non-caster never can, from flying to seeing in the dark to putting the restless dead to rest. 

Tuesday, January 31, 2023

What to do in Middenheim

 


There are several reasons why Wigmar has gone to Middenheim, some of them dating back quite a bit, others more recent.

The Emperor: Has requested and commanded that Wigmar go north to Middenheim and figure out what's going on at Boris Todbringer's court without upsetting the status quo too much. The Dragon is Emperor, but each Elector is pretty much king of his own domain. And while the Emperor can lean on them, he can't lean too hard without making the other electors concerned.

So the more Wigmar can learn about what's going on, who has the Graf's ear, what his plans are, and so forth, the better. If there is treason afoot, the Emperor definitely wants to know, but proof is needed. Wigmar isn't really expected to fix everything (but knowing Wigmar, he'll probably end up trying to); just report back.

Bova von Dunkelberg/Professor Quintus Fassbinder: Both are interested in learning more about the cults of Middenheim. Who are they? What are their resources? What are they planning? What connections do they have elsewhere? Bova's motives are more practical - knowledge is the way to root out Chaos without burning entire cities - while Fassbinder is more academically inclined (but has been known to take an active hand in interrogating young students who have fallen to Chaos).

The Purple Hand: Wigmar has long known that the cult's leadership can be found in Middenheim. That in itself is troubling - and of interest to Bova and her kind - but there is also a personal angle. For too long has the Hand been a thorn in Wigmar's side. It's time to put an end to them.

Gotthard von Wittgenstein: The last scion of the House of Wittgenstein has lived in Middenheim for several years. Given the corrupt nature of his family and castle and the incriminating letters sent to his sister, it's likely he's deep in the counsel of Chaos. At the very best, he's a fool flirting with powers beyond his ken.

---

Wigmar is traveling incognito, using the name KONRAD VON KÖNIGSDORF, a Wissenlander (still a southerner, but better than a Reiklander) noble (from Königsdorf, obviously) who is escorting his elven companion, the wizardess NESHEEA (Thesalva's daughter) to the City of the White Wolf. The wizardess (who is - of course - pretending to hail from Ulthuan) is accompanied by her handmaiden, the demure ANEESHKA (a blonde, blue-eyed, and very bloodthirsty witch-elf).

Also in the group are ULFBERTH and ANNIKA. Ulf uses his own name but pretends to be more a follower of Ulric and less a fierce Norscan. Ann goes as Nesheea's human apprentice and general eye candy.

Wigmar has also been reunited with THESALVA and ANNA - and met with his late wife, ISOLDE.

ISOLDE isn't coming back. She'd rather stay dead and on the road but might be persuaded to take up residence somewhere and keep in touch.

THESALVA and ANNA are staying hidden for now. Thesalva has been reunited with her daughter. Harsh words were exchanged (Thes should not have done a sending, and Nesh should not have come), but Wigmar made everyone kiss and make up, so that's settled. Thes and Aneeshka haven't tried to kill each other... the latter is probably ordered to bring the former back alive, while Thesalva isn't quite as fierce as she used to be. Or maybe she is...

The group also consists of two guards (the rest remain in Etzel, waiting for the Emperor and/or the Graf to take action). There was also a coachman, but he was kidnapped/tortured/killed.

---

The Middenheim Carnival has been a thing for as long as anyone can remember. It's held during alternating seasons in consecutive years: Spring, Summer, Autumn, and finally, Winter. The Winter Carnival is, for obvious reasons, the least visited by foreigners (but still popular enough to feel crowded). The Winter Carnival is when the locals come out in force and party the hardest, almost as if to compensate for the relative lack of foreigners.

Middenheim is surprisingly pleasant for a city sitting on top of a mountain in the far north. The cold is less harsh, and the wind gusts rather than try and blow you off the mountain. A pair of sturdy boots or shoes and a winter cloak is all you need, really. It's almost like magic (guaranteed to make the locals angry) - or Ulric's blessing (will make locals happy).

The actual Carnival lasts for 8 days, starting on Wellentag and ending with a display of magic fireworks at midnight, Festtag.

Wigmar arrived about a week before the Carnival started.

17th Ulriczeit, Wellentag: Arrival. Found lodgings at the Templar's Arms, a reasonably fine establishment run by ULI BREITNER and his staff (which includes a female halfling chef).

18th Ulriczeit, Aubentag: Arranged to see the Deputy High Wizard, JANNA EBERHAUER. Became acquainted with the Graf's Minstrel, RALLANE LAFAREL (very useful fellow for getting in touch with other high-ups).

19th Ulriczeit, Marktag: Went looking for CAPTAIN SCHARLACH, Hoffen Strasse 31, Middenheim. Didn't find him but learned (at the Crossed Keys, a most seedy inn) that some Sigmarite Witch-hunters had caught and burned the occupants of Scharlach's tenement building (before those Sigmarites were killed/driven from the city by the Sons of Ulric - the story varies with the teller). 

Wigmar was led to believe Scharlach might have escaped. At any rate, the Purple Hand is now aware that KASTOR LIBERUNGEN is in town - but they do not know what he's after. Is it revenge? Has he come to hand over the gold, beg forgiveness and rejoin his brethren?

20th Ulriczeit, Backertag: Coachman missing. Met the Fixer, SASCHA ROTHBERT, who proved very useful in tracking down the corpse of the said coachman. He was also able to provide a variety of high-quality costumes at short notice and for a very reasonable price (surely they were not stolen, more like misplaced or ill-fitting).

One thing led to another, and suddenly you were breaking into the home of GERD WALLENSTEIN (in reality Gotthard von Wittgenstein) of the Commission of Dwarf/Elf/Halfling Affairs. Hidden sanctum beneath the apartment, which included a lot of sorcerous apparel, a box of warpstone dust, and a strange jade scepter that teleported away when Wigmar tried to examine it.

21st Ulriczeit, Bezahltag: Visit the Chancellor, JOSEF SPARSAM. Present him with yesterday's findings, among other things. The High Wizard and his deputy goes to secure the box of warpstone.

Later in the day, reunited with THESALVA, ANNA, and ISOLDE.

22nd Ulriczeit, Konistag: A quiet day of trying on costumes, checking the sights, good food, lots of drink, and plenty of f-ing. All work and no play turns Wigmar bitter and sad - can't have that!

23rd Ulriczeit, Angestag: With some help from Sascha was able to track down another member of the Purple Hand, a jeweler - and Tzeetchian Magister - by the name Joachim Bitterfeld. Agrees to arrange a meeting between Kastor/Wigmar and the rest of the Magisters.

Joachim delivers, but it's not a physical meeting, but a magical sending that takes place at the agreed place at the appointed hour. Thus Wigmar was unable to massacre all of them (and maybe take a prisoner or two).

24th Ulriczeit, Festag: The Spymaster NASTASSIA reveals herself to Wigmar. She has some interesting information about the Graf's Paramour (Mistress), EMMANUELLE SCHLAGEN. Seems she's also been seeing (or is still seeing, that's a bit unclear) the Ar-Ulric (who is honor-bound not to fuck anyone). Oh, and Nastassia doesn't work for the Graf, but his bastard son, Heinrich. So there could be some loyalty issues here.

CARNIVAL

25th Ulriczeit, Wellentag: 1st day of Carnival. Bloodsports. Aneeshka enjoys herself. Recruit the Troll Slayer, GLUGNUR. Music and party with Isolde.

26th Ulriczeit, Aubentag: 2nd day of Carnival. Eat with Champion, DIETER SCHMEIDENHAMMER, and his betrothed, KIRSTEN JUNG, a lady of the court. 

TODAY (see below).

27th Ulriczeit, Marktag: 3rd day of Carnival. Fight the Champion. Garden Party.

28th Ulriczeit, Backertag: 4th day of Carnival

29th Ulriczeit, Bezahltag: 5th day of Carnival

30th Ulriczeit, Konistag: 6th day of Carnival

31st Ulriczeit, Angestag: 7th day of Carnival

32nd Ulriczeit, Festag: 8th (and last) day of Carnival

33rd Ulriczeit, Wellentag: Party is definitely over; massive hangover. The city needs cleaning, then goes back to normal, and visitors go home.

---

It's now the evening of Aubentag, the 2nd day of the Carnival. Tomorrow is Marktag (3 of 8 days). Wigmar has an 11 am appointment to fight the Graf's Champion, Dieter, in the Square of Martials. 

After that, he has an invitation to the Graf's Garden Party (which starts at 2 am and ends around 8 am). He can bring a Lady, but not anyone else. The rest of the group can watch Barnumble's Incredible Elephant show or something else entirely...

---

So, what's going on, really?

WIGMAR has been reunited with his ladies, so that's a wrap. 

The PURPLE HAND is up to something, but what, exactly? They know Wigmar is in town, but they think he's KASTOR, and aren't sure what his game is. VON WITTGENSTEIN is also up to something. But has he truly fled the city? And is he really working on his own? 

BORIS TODBRINGER is also involved in something - he's instituted a whole slew of aggressive taxes, has isolated himself from all but his closest advisors, refuses to support the EMPEROR'S MUTANT ACT and has not spoken out against the SIGMARIAN HERESY (Ulricians claiming Sigmar was never more than a mortal) or the SONS OF ULRIC (harasses, sometimes violently, Sigmarites in Middenland/Middenheim).

From the Journal of one Wigmar Heck, pt 52 (The darkness within will always out)

 


12 Ulriczeit 2449, Neue Etzel

While passing through Neue Etzel on our way north along the Middenheim Road, we were caught by a nasty winter storm and forced to seek shelter. It's only been a few years since the town seemed the height of civilization (and Helga, the finest woman in the Old World), but in hindsight, it's nothing special, neither in size nor anything else. I've been to worse places, much worse, but I've been to plenty of better towns too.

Anyway. While waiting for the weather to improve, we received an invitation to join the Duke at Etzelhaus. I brought a few trusted men (and women) along for the carriage ride. While initially a pleasant enough visit, the milk quickly turned sour, so to speak.

When the dust (or shall we say snow and ash?) settled, there was not much left of the old castle. I wrote to Bova and the Emperor post haste and described how I had uncovered a den of corruption and pestilence at Etzelheau, with the Duke at the center. The rot had to be burned out. It was the only way to be sure.

I'm not going to bore this journal with every dark detail. Suffice it to say the Duke had once been a good man, but loss and grief had turned his heart black and led his mind into dark places. He'd started searching for ways to extend human life, to cure illnesses of every kind, so that others might be spared his family's fate. But in time, he became ever more desperate and willing to turn to the dark arts. Until such a time as he became an unwitting tool for the Grandfather - and perhaps also later a willing servant.

The Duke was among the instigators of the Aderverein and was instrumental in retrieving the old recipe and restoring it to working order. Another sign the Eagle club was doomed from the beginning. 

14 Ulriczeit 2449, Near Mittleweg

The rest of the trip north was uneventful, save one encounter. We were waylaid by a strange minotaur, its skin colored blue and purple, and its beastly minions. It admitted to being there just for me - apparently, I had caused enough problems for its master, and it was time to die.

Unlike most minotaurs, this champion of Chaos did not die easy. It fought hard and long with claw and horn and blade and magic. But in the end, the light triumphed over the dark as it always must. So death there was, but not mine.

I hacked off the thing's horns, for they were solid gold, and inscribed with dread runes. Not something I could let lie to be found by some unfortunate fools. I put them in the lead box. Bova might know what to make of them.

17 Ulriczeit 2449, Middenheim

Today we reached the foot of the mountain. Middenheim perches on the top, buildings looking tiny, so high up, are they. The world is dark green and white and grey, with a brilliant blue sky above. Ankh's light touched everything, and I know in my heart we will succeed.

We have arrived a week before the start of the Carnival.

From the Journal of one Wigmar Heck, pt 51 (A Grafin on the throne is better than one in the grave)

 


29 Kaldzeit 2449, Nuln

When last I wrote, a month and a half ago, I was heading south to Wissenland to "sort things out."

And things have indeed been sorted - after a fashion.

On the surface, everything is well down south. Von Liebwitz is back in Nuln, more vibrant and vigorous than ever, and various disloyal factions are being dealt with (most severely) by Hird. I've been given Blood Keep as my fief so that my rank and prestige are equal in Wissenland and the Reikland. Von Liebwitz was only too happy to grant me this small boon.

But there are some hidden truths that must never be exposed, lest Wissenland - and by extension, the Empire will be much weakened. Von Liebwitz is dead, brutally slaughtered alongside every man, woman, and child down in Meisen. I do not know what kind of beast could have done such a thing, but it must be a ferocious thing indeed. We shall endeavor to find the truth, but it must wait.

Von Liebwitz's double is now sitting on the throne, pretending nothing is amiss. As long as she keeps up appearances, it should be fine. I do not do this for myself, I must add. I do it for my Emperor. These are dark times, and the Empire can ill afford a complex and drawn-out succession struggle in the south.

4 Ulriczeit 2449, Kemperbad

Stopped by Kemperbad to sort things out. My good friend Otto was most helpful. The town is returned to the Emperor's good graces and will resume payment of taxes - and stop sinking the Emperor's river barges.

9 Ulriczeit 2449, Altdorf

After a brief stop in Altdorf, we hit the road again. North, towards Middenheim. To learn what ails the City of the White Wolf. And pay a long overdue visit to my "friends" in the Purple Hand...