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