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Realm of Divine Magic.pdf - le verrah rubicon - Free

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Warhammer Fanrasy Ro<strong>le</strong> Play<br />

<strong>Realm</strong> Of <strong>Divine</strong> <strong>Magic</strong><br />

preparation <strong>of</strong> the scrolls, and elaborate procedures in effectively casting spells from the<br />

scrolls. (See "Scrolls," page ??.)<br />

GM Guidelines: Know<strong>le</strong>dge <strong>of</strong> this lore is necessary, but not sufficient, to inscribe a<br />

spell or cast a spell from a scroll. Know<strong>le</strong>dge <strong>of</strong> the arcane language used to record the<br />

spell is also necessary. However, familiarity with scrolls in general may occasionally<br />

permit a character to recognize significant features <strong>of</strong> a spell inscribed in an unknown<br />

language (at the GM’s discretion).<br />

Rune Lore: According to <strong>le</strong>gend, runes are the written depiction <strong>of</strong> lingua praestantia,<br />

the language spoken by the Gods. Runes are essential e<strong>le</strong>ments in all sorcery, and<br />

sorcerers usually carry focuses inscribed with the runes necessary to cast the spells and<br />

rituals he knows.<br />

Though these signs are known to have great magical power, ability to use that power is<br />

not conferred by simp<strong>le</strong> recognition <strong>of</strong> those signs. Nonethe<strong>le</strong>ss, a scholar <strong>le</strong>arned in rune<br />

lore may make many suppositions about the magical powers <strong>of</strong> a sorcerer from<br />

examination <strong>of</strong> his focus, and, when examining magical devices and artifacts, may<br />

identify common magical effects (that is, effects caused by most Petty and 1st Rank<br />

Batt<strong>le</strong> <strong>Magic</strong>s) associated with the items.<br />

GM Guidelines: At the GM's discretion, modifiers may apply. For examp<strong>le</strong>, more<br />

popular high-<strong>le</strong>vel sorcerous spells (e.g., Lightning Bolt, Cause Fear) may be easily<br />

recognized, whi<strong>le</strong> spells and rituals <strong>of</strong> outlawed practices like Demonology and<br />

Necromancy may be difficult to recognize.<br />

Runemastery: Know<strong>le</strong>dge <strong>of</strong> this skill is confined to wizards <strong>of</strong> the highest achievement.<br />

At present, Runemagical practices are almost unknown among the human cultures <strong>of</strong> the<br />

Old World. This skill may not be <strong>le</strong>arned as a non-career skill.<br />

GM Guidelines: Runemastery is a comprehensive know<strong>le</strong>dge <strong>of</strong> runes, including<br />

familiarity with many runes rarely used in modern-day magics, and including a fine<br />

know<strong>le</strong>dge and control <strong>of</strong> the qualifiers that determine most <strong>of</strong> the variab<strong>le</strong> e<strong>le</strong>ments in<br />

sorcerous spells, rituals, and magical enchantments. Runemasters can, given time,<br />

produce an almost unlimited range <strong>of</strong> magical effects, <strong>of</strong> varying degrees <strong>of</strong> power and<br />

duration. This is essentially an NPC skill -- an excuse to permit GMs to introduce into<br />

their campaigns sorcerous effects that are comp<strong>le</strong>tely mysterious and incomprehensib<strong>le</strong> to<br />

the PCs. Inclusion <strong>of</strong> PC Runemasters in a campaign is optional at the discretion <strong>of</strong> the<br />

GM. (See Sorcerous <strong>Magic</strong>, Runemastery, page ??.)<br />

Daemon Lore : The study and practice <strong>of</strong> Daemonic conjuration and enchantment are<br />

outlawed in all civilized Old World societies. Nonethe<strong>le</strong>ss, abundant information about<br />

demons, <strong>of</strong> varying degrees <strong>of</strong> accuracy and reliability, is availab<strong>le</strong> in popular folklore<br />

and scholarly literature, and certain Old World ru<strong>le</strong>rs permit limited and carefullysupervised<br />

research in this discipline. Daemon Lore may -- or may not -- prove useful in<br />

recognizing the work <strong>of</strong> demons, demonologists, and Daemon-worshippers, and may<br />

provide know<strong>le</strong>dge <strong>of</strong> practices effective in warding <strong>of</strong>f demons and their works, or in<br />

frustrating the rituals and sorceries <strong>of</strong> demonologists or Daemon-worshippers.<br />

GM Guidelines: Fanatic enemies <strong>of</strong> Daemon worshippers (e.g., cultists or pr<strong>of</strong>essionals<br />

dedicated to eradicating such evils) <strong>of</strong>ten display special zeal in col<strong>le</strong>cting details <strong>of</strong><br />

occult practices. Apply GM modifiers at your discretion.<br />

page 48

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