WORDS OF PPPP UNES OF MIGHT: MAGIC - Fireden

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John 1:5 - The light shines in the darkness, but the darkness has not overcome it.VIIWORDS OF POWER ANDRUNES OF MIGHT: MAGICAKNOWLEDGEMENTSTHE NATURE OFMAGIC INMIDDLE-EARTHThis chapter has been heavily inspired bythe Grimoire of Decipher’s now defunct Lord of theRings roleplaying game. Of all the roleplayinggames over the years dedicated to J.R.R. Tolkien’samazing world, Decipher captured the spirit andfeel of Middle-earth’s magic the best. Some of thatroleplaying game’s magical features have beenconverted to operate under the Basic Roleplayingsystem as well. This has been done in an attempt tokeep the feel and spirit of Tolkien’s world. This isfully a BRP magical system and should be read inconjunction with Chapter 4 Powers: Magic (startingon page 89) in the “Big Golden Book” (i.e. the BRPCore Rulebook)Enjoy!ContentPageThe Nature of Magic in Middle-earth1Spell Types2Wizardry2Dark Sorcery2Runes3Scrolls5Spot Rules for Magic in Middle-earth7Casting Spells7Counter Spells8Spell Speciality9Spellcasting Methods10Runes of Power10Songs of Power10Stamina Rolls for Casting Spells 11Middle-earth Grimoire12The Blessings of the Valar19Necromancy56Table: Grimoire of Middle-earth88Magic in Middle-earth has two aspects youmust consider: the general manipulation of magic bycharacters (usually through casting spells), and thesubtle magic found throughout the land.Magic exists in, and flows through, allcreatures and all places of Arda. This magic has itssource in The Song of Creation (The Ainulindalë).Through the Ainulindalë, Arda and the order of thingswere created. The Song sustains and holds all thingstogether through the will of Eru. The Wise refer to thispervading and resonating magical force produced bythe Ainulindalë as ‘the Essence,’ for it is this essencethat imbibes all things. When a spell caster casts amagical spell they are tapping into the Ainulindalë,moulding and shaping it, to cause the effect of thespell. The abuse of such magic will see the landtainted or even reject the caster of the spell. Powerfulcreatures and beings can sense changes in theharmonics of the Ainulindalë and thus becomealerted to a spell casters presence. This can prove tobe a perilous thing if the spell caster is flippant andabusive in the use of magic.Broadly speaking, Middle-earth magicalspells are divided into two types: Wizardry and DarkSorcery. Wizardry is a benign form of magic usuallyproviding a boon or benefit to the caster. DarkSorcery on the other hand is overt and controlling ofothers and is used extensively by those who cravepower above all else and the servants of the Enemy.Continued use of Dark Sorcery will in the end corruptthe caster who uses it. Wizardry, on the other hand,will not lead to the casters corruption.There are a number of ways spells can becast. All spells will require at the very least the use ofthe casters voice and sometimes also the gesturingof the casters hands. But there are a few othermethods in which magic can be cast. One way is touse the power of Song. This is a common methodamongst the Elves, and although it takes longer tocast magic through singing, the effects are morepowerful and longer lasting in the end. This isbecause the caster’s song merges with theAinulindalë and becomes enmeshed within it,increasing its effectiveness and longevity.eG nesis 1:3 - And oG d said, eL“ t there be light,” and there was light.Magic – page.1

John 1:5 - The light shines in the darkness, but the darkness has not overcome it.Another way of casting magical spells is tobind the spell into Runes. Runes are scriptengraved onto an item and imbibed with theresonance of a spell. The benefit of runes is thatanyone who can read or decipher the runes will beable to simply fuel the spell held within the runeswith their own power points. This kind of spellcasting does not require that the one powering thespell first knows the spell being cast. They simplytouch the runes, expend the power points requiredby the spell, and the spell activates. Both Dwarvesand Elves use this method of spell castingextensively and many of their items contain runes ofpower engraved upon them. As there are very fewspell casters within Middle-earth items that containRunes are highly sought after and prized, for theygive non-spell casting professions the ability to usemagic. Any item with Runes of Power engraved onit will be considered to be a magical item.Runes can also be written on to speciallytreated paper, called rune paper. Rune paper canhold a spell in status, waiting the time whensomeone will come along, read out aloud the runesengraved on the paper, and trigger the spell. Suchrune paper is more commonly referred to as amagical Scroll. Scrolls hold both the spell, and thepower points to activate the spell. This is done atthe time the scroll is written by a spell caster. Whena scroll is activated, the one using the scroll will notexpend any power points to fuel the spell. Anyonecan use a scroll if they can first read it. But once thescroll’s spell has been activated, the spell will beused up. Scrolls are a ‘one-shot’ magical item.Once used, the scroll is useless and its rune papercannot be used again to store another spell until ithas been properly treated and prepared. Spellcasters will often try to obtain scrolls to learn thespells written within. This they can do withoutactivating the spell and using up the scroll’s magic(if they are skilled enough).These spell types and casting methods areall detailed below. The rules for the use of magicalpowers can be found in Chapter 4: Powers of theBasic Roleplaying rulebook. The information thatfollows in this chapter of Middle-earth BasicRoleplaying is supplementary to the BasicRoleplaying core rulebook.Finally, in Middle-earth Basic Roleplaying,anyone can cast spells. There are certainly someprofessions that are considered to be spell-castingprofessions, those who are proficient in theknowledge and use of magic. But there remainswithin Middle-earth a robust tradition of handingdown limited magical knowledge throughout thegenerations amongst the various races andcommunities of Middle-earth. At most times this“magical knowledge” will be limited to the healingarts and such arts encompass more than just theuse of magical healing spells. But it is possible fornon-magical professions to learn and utilise alimited number of spells. The rules relating to nonmagical professions using spells is outlined under theheading Use of Spells by Non-Magicians on page93 of the Basic Roleplaying rulebook (see Chapter 4:Powers – Magic).SPELL TYPESMagic in Middle-earth comes in two types:Wizardry and Dark Sorcery.WizardryMost spells and magical powers used bycharacters belong to the school of wizardry, thegeneral term used in Middle-earth to describe suchthings. Wizardry is the subtle melding of localisedaspects of the Song of Creation (The Ainulindalë),gently manipulating it to cause an effect on thelocalised environment centred on or around thecaster. Wizardry is gentle in its impact on theAinulindalë, even though the effects caused by thecaster may be rather powerful. As such, wizardrydoes not abuse the ebb and flow of the Song ofCreation, rather it taps the Ainulindalë to create thespell’s effect.Although magicians and wizards are rare andoften secretive, there does exist within Middle-earth arobust tradition of magical practitioners and magicalpractices. For some things, such as opening andlocking doors, there are dozens of different spells,though some may apply in such limited conditions(they only work on one specific door, for instance)that they have little use for most characters. All races– even Orcs – can learn to cast spells of wizardry,though not all of them necessarily take advantage ofthis fact.The rules governing the use of Wizardry canbe found in Chapter 4: Powers in the BRP Rulebook,under the sub-section dealing with Magic.Dark SorceryUnlike Wizardry, Dark Sorcery overtlyabuses the power of the Song of Creation, twistingand manipulating its energies around the caster tomould the spells effects. As such, dark sorcery is anabuse and perversion of the Ainulindalë. Often thespells of dark sorcery are very powerful and are usedto dominate and control others. Such abuse of powerhas the effect of corrupting the caster. In addition,dark sorcery is the chief form of magic used by theforces of the Shadow, and anyone casting darksorcery will surely draw the attention of the darkpowers to himself. Repeated use of dark sorcery is avice that corrupts the caster, sending them down theflood of dissipation that leads to utter corruption. Forpower has the capacity to corrupt a man’s heart, butthe lust for power will certainly lead to ones totalcorruption.eG nesis 1:3 - And oG d said, eL“ t there be light,” and there was light.Magic – page.2

John 1:5 - The light shines in the darkness, but the darkness has not overcome it.Dark sorcery is the chief form of magical artused by the Enemy. Dark sorcery spells are oftenovert and very powerful. This is the form of magicpreferred by Orc Shaman and it incorporates thecapacity to dominate others or to destroy them. Therules governing the use of Dark Sorcery are exactlythe same as for Wizardry and can be found inChapter 4: Powers in the BRP Rulebook, under thesub-section dealing with Magic.Gamemasters note: Dark Sorcery shouldnot be confused with the Sorcery powers listed onp.122ff of the BRP Rulebook (see Chapter 4:Powers). Dark Sorcery is used in exactly the sameway as the Magic powers found on p.88ff of theBRP Rulebook (see Chapter 4: Powers). DarkSorcery refers to the abusive manipulation of theAinulindalë by the servants of the Shadow and itscorruptive influence on all who employ such taintedmagical spells. At the gamemasters discretion, theSorcery rules and powers (as detailed on p.122ff ofthe BRP Rulebook) can be utilised within Middleearth Basic Roleplaying if the gamemaster islooking for additional powers for their setting.Indeed, the conjuring of elementals and fell spirits isemployed by some races of Men in Middle-earthwho have fallen under the influence of the Shadow.Easterling and Haradrim shaman have been knownto conjure elementals and fell-spirits to do theirbidding. In such cases when conjuring elementals,the gamemaster can use the Sorcery rules andpowers listed on p.122ff of the BRP Rulebook (seeChapter 4: Powers). Gamemasters should notethough that in the Middle-earth setting Sorcerywould be considered to be a power utilised by theEnemy and would have a corrupting influence onplayer characters that use the Sorcery powers listedin Chapter 4 of the BRP rulebook.RUNESWhat Are RunesRunes are engravings that contain theinnate capacity to focus and cast spells. Non spellcasters can simply touch these runes and, withoutknowing the inscribed spell, fuel it with their ownpower points and activating the spell inscribed by therunes. Runes generally only affect the item they areengraved upon. However there are some runesengraved on special items that permit the items userto activate the spell onto other objects or evenpeople. Both the spell description in the Grimoiresection of this chapter and the engraved itemsdescription (where it is mentioned in adventures orthe Weapons and Gear Chapter) will guide thegamemaster and the players as to the conditions ofuse of their rune item.The Elven and Dwarven races particularlymake extensive use of runes, as did the ancientNúmenóreans. However most races have somefamiliarity with runes, using runes engraved intoitems as a means of spell casting without any of therequirements or restrictions that true spellcastersmust face when casting spells. This is because therune itself acts as the focal point for the weaving ofthe Song of Creation. The person using an itemengraved with runes only needs to activate the spellby providing the power points to ‘fuel’ it. There is noskill roll required when casting spells through runes.All that is required is that the individual is able totouch the runes and has enough power points to castthe spell. No invocations or gestures are required,only touching the runes is needed.The use of such rune spells is howeverlimited, as there are only a small number of spellsthat work through rune engraving. Runes are limitedin their power and effect due to the fact that when therunes are engraved the engraver must set the levelof the spell at the same time. Thus rune spells canonly ever be fuelled to the maximum level that theengraver has set within the runes. True spellcasterstherefore have the added advantage of being able touse runes as well as acquire spells that are morepotent and versatile.There are some potent exceptions to thegeneralisation that runes are often restricted inpower. Some runes can be quite powerful. Witnessthe Doors of Durin at the western entrance to Moria.These doors will only open when the correct word isspoken before them. Such powerful runes aredesigned for the opening and closing of objects oritems and can be found engraved on doors, floorsand the like. They are often specific to the openingand closing of that particular portal.Other runes may be traps designed toactivate when the unwanted explorer opens theportal or steps onto or over the rune engraved ontothe floor. Such runes are often found guarding theeG nesis 1:3 - And oG d said, eL“ t there be light,” and there was light.Magic – page.3

John 1:5 - The light shines in the darkness, but the darkness has not overcome it.resting places of the dead. Dwarves and Elves inparticular employ such powerful runes. These runeshowever are generally fixed in place and do notnormally find their way into the hands of playercharacters. The types of runes that playercharacters are more likely to encounter will be lesspowerful but still useful. Such everyday items willbe objects that can be carried or worn, such asweapons or armour.What Do Runes Look LikeRunes appear as engraved writing upon anitem or object. As such a Rune for the Bane spellwill appear in Dwarvish runes as BANE, in therunes of Men it will likely appear as BBANE, and inElven runes it will look like this AB EN .Varying Potency of RunesThe runes for the same spell will vary inpotency depending upon the spell engraving abilityof the items crafter who engraved the rune whenthe item was created. It would not be unusual tofind swords, for example, with varying levels of theBane rune spell engraved upon them (Bane level 1or higher). A character with a sword with Bane IVengraved in runes upon one sword would thereforebe able to cast the Bane spell to level 4 potency,using 4 power points. Another player character witha second sword with Bane II engraved upon it couldonly ever cast the Bane spell to a level 2 potencyusing 2 power points.Users of runes do not need to use theirrune spells at the full level of the spell engravedwithin it. So in the above example, both characterscould used their Bane runes spells at level 1,costing only one power point, but the holder of theBane II rune could not use his rune to cast a Banespell at level 3 capacity.Finally there are some powerful rune itemsthat do not require any power points to fuel the spellat all. Such items permanently affect the wearer ofthe item and the rune spell is permanently in affect.Some examples of such items would be magicallyenchanted armour or a ring with the Protection spellrune upon it. When the ring is placed upon thefinger, the wearer gains the benefit of the Protectionspell in permanent effect without having to use anypower points to activate the spell. Such items willalways have a level of the rune spell associatedwith it. So a ring with the Protection rune spell atlevel 1 potency would mean that the wearer gains 1point of constant armour whenever they arewearing the ring. Such items are rare indeed asmost rune items require power points to be usedbefore the rune is activated. The items descriptionwill always detail whether the item has this capability.Runes are always engraved onto orembroidered into an object (doors, weapons, clothes,equipment etc) and are intimately associated withthat object. Should the object that has the rune uponit be destroyed or broken then the rune will also bedestroyed or otherwise rendered useless. The itemmay be repaired, however the runes are consideredto have been permanently destroyed. New runesmay be carved onto the repaired item however,thereby making the item magical once again.USING RUNESFor a player character to cast a spell througha rune they require two things: Firstly they need to have enough power pointsavailable to cast the spell, and Secondly, they need to be able to make contactwith the object that holds the rune, and thus bydefault, in contact with the rune itself.If either of these conditions cannot be met,the player character cannot cast a rune spell.MAKING RUNESSkilled craftsmen who know magical artsmay make their own rune inscribed items. Howeverthe crafter must meet the following criteria first: the crafter must have the items appropriatecraft skill at 100%, the crafter must have learned the Runes ofPower spell casting method, they must know the spell that they wish toengrave as a rune, they must have at least a 75% skill chance inthe Spell Speciality of the spell they arecasting as a rune, and the spell must be able to be cast as a rune.The crafter then must succeed in a craft skillroll for the item and then follow this by a successfulcasting of the spell by passing the spells specialityskill roll.When the rune is cast, the caster will losepermanent POW in the construction of their runedevice as the crafter attunes the rune in to the Songof Creation. The amount of permanent POW that islost will depend upon the level of the spell being cast.For example, an Elven jeweller wishes to make a ringwith the Protection spell engraved upon it. Thejeweller meets all the minimum criteria above to craftthe item and succeeds in the relevant craft skill andspell speciality skill rolls. The jeweller then decidesthat they wish to imbibe the ring with a Protectionspell to a level 3 potency. The jeweller would thenlose 3 points of POW and the rune item would becreated.eG nesis 1:3 - And oG d said, eL“ t there be light,” and there was light.Magic – page.4

John 1:5 - The light shines in the darkness, but the darkness has not overcome it.Gamemasters may wish to reduce thenumber of POW lost if the spell speciality skill roll isa critical success. Likewise gamemasters mayimpose a loss of at least 1 point of POW if the spellspeciality skill roll is a fumble, in addition to the spellnot working. If the crafting skill roll succeeds but thespell speciality skill roll fails, there will be no loss ofPOW but the attempt at creating the runes fails andthe item crafted remains nothing more than anormal item. Gamemasters should impose anappropriate time limit on the creation of the item.Crafting a ring, for example, would take a few daysor weeks to fashion before the attempt at engravingthe runes can be made. Larger items would take alonger period of time. Whilst the item is beingcrafted, the crafter must give their full attention tothe task at hand. As such, item crafting will falloutside of the time player characters spendadventuring.As a final note, in order to make rune spellsthat are permanently in effect, the crafter will alsoneed to know the Songs of Power spell castingmethod and sacrifice additional POW topermanently activate the rune spell. Songs ofPower are always employed in the process ofcreating such powerful items.SCROLLSScrolls are pieces of paper that have a setof runes inscribing a spell upon it. This paper isoften called ‘rune-paper’. The rune paper itself is aspecially treated parchment that enables the runespell to be transcribed onto it. That spell thenremains dormant until someone who understandsthe language in which the scroll is written, reads outthe words whilst touching the runes scribed upon it.When this happens the dormant spell will then becast and the scroll will no long

Rings roleplaying game. Of all the roleplaying games over the years dedicated to J.R.R. Tolkien’s amazing world, Decipher captured the spirit and feel of Middle-earth’s magic the best. Some of that roleplaying game’s magical features have been converted to operate under the Basic Roleplaying

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