17.02.2015 Views

Defenders of the Forest - Liber Fanatica

Defenders of the Forest - Liber Fanatica

Defenders of the Forest - Liber Fanatica

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Chapter IV: Wood Elf Magic<br />

Forecast Danger<br />

Casting Number: 29<br />

Casting Time: 30 minutes<br />

Ingredient: A pinch <strong>of</strong> powdered dreamleaf (+2)<br />

Description: You enter a light trance and become attuned to<br />

<strong>the</strong> natural environment. If <strong>the</strong> region is a normal forest or<br />

plain, you can detect <strong>the</strong> approximate nature and location <strong>of</strong><br />

imminent threats (e.g. “fifty beastmen, 2 miles sou<strong>the</strong>ast”). In<br />

magical forests like A<strong>the</strong>l Loren, you can see events that have<br />

not yet come to pass by making a Very Hard (-30) Perception<br />

test.<br />

Aethyric Projection<br />

Casting Number: 32<br />

Casting Time: 3 full actions<br />

Ingredient: A sprig <strong>of</strong> dreamroot (+3)<br />

Description: You enter a light trance, projecting your spirit to<br />

ano<strong>the</strong>r location up to Magic x 100 miles distant. You needn’t<br />

have visited <strong>the</strong> location previously, but it must be situated near<br />

freshwater or woodlands, and you must know its name. You<br />

may speak, move and pass through solid objects up to 5 feet<br />

thick, but may not o<strong>the</strong>rwise interact with <strong>the</strong> material world.<br />

Your e<strong>the</strong>real form is only affected by magical attacks. A single<br />

spell may be cast from your e<strong>the</strong>real form before returning to<br />

your body. Aethyric Projection lasts for (Magic x minutes) or<br />

until ano<strong>the</strong>r spell is cast.<br />

Th e Sh a d o w Wa l k<br />

Contrary to popular belief, <strong>the</strong> nor<strong>the</strong>rn Warp Gate is not <strong>the</strong><br />

source <strong>of</strong> all magic. There are an infinite number <strong>of</strong> locations<br />

across <strong>the</strong> known world where <strong>the</strong> Warp realm transects <strong>the</strong> Material<br />

realm. These “fulcrum” locations are potent arcane sites<br />

where wizards build shrines and monuments to harness ambient<br />

magic for powerful rituals. Arcane fulcrums are sometimes hard<br />

to detect. In highly magical locations like <strong>the</strong> Loren <strong>Forest</strong> or<br />

<strong>the</strong> Chaos Wastes, fulcrums can even shift and move at random.<br />

Although magical fulcrums existed long before <strong>the</strong> Old Ones’<br />

arrival, most <strong>of</strong> <strong>the</strong>m have not been discovered.<br />

Aethyric pathways that defy conventional laws <strong>of</strong> space, and can<br />

be used to travel great distances in mere moments, interconnect<br />

all magical fulcrums. Human wizards refer to this worldwide<br />

aethyric network as <strong>the</strong> Shadow Walk, and <strong>the</strong> associated<br />

mode <strong>of</strong> travel as “translocation”. Translocation is extremely<br />

dangerous to all but <strong>the</strong> most strong-willed individuals. Mad<br />

Chaos sorcerers sometimes access <strong>the</strong> Shadow Walk through<br />

Warp portals. Skaven Grey Seers can translocate small forces <strong>of</strong><br />

Storm Vermin, but only after consuming prodigious amounts <strong>of</strong><br />

Warpstone dust. The Everqueen <strong>of</strong> Avelorn in <strong>the</strong> High Elven<br />

Kingdoms uses ancient stone circles to traverse <strong>the</strong> Shadow<br />

Walk along leylines, and it is also believed that Teclis, <strong>the</strong> Loremaster<br />

<strong>of</strong> <strong>the</strong> White Tower <strong>of</strong> Hoeth, accesses portals once used<br />

by <strong>the</strong> Old Ones.<br />

Wood Elf mages are capable <strong>of</strong> travelling <strong>the</strong> Shadow Walk by<br />

casting <strong>the</strong> Lore <strong>of</strong> A<strong>the</strong>l Loren spell, Path Between Worlds.<br />

Entry fulcrums used by <strong>the</strong> Asrai are elementally linked to exit<br />

fulcrums, which makes <strong>the</strong> intermediary Warp space more<br />

stable. Trees are sympa<strong>the</strong>tically connected to o<strong>the</strong>r trees, lakes<br />

to o<strong>the</strong>r lakes, and so on. Some Elven scholars believe that <strong>the</strong><br />

Old Ones once used <strong>the</strong>se sympa<strong>the</strong>tic elemental connections<br />

for <strong>the</strong>ir own purposes. Today, <strong>the</strong> Shadow Walk is vital to <strong>the</strong><br />

Asrai’s defence and intelligence capability.<br />

El e m e n t a l Tr a n s l o c a t i o n Ru l e s<br />

Wood Elves use <strong>the</strong> spell Path Between Worlds to open <strong>the</strong><br />

Shadow Walk through natural elements. Entrances typically<br />

manifest as shimmering portals or mirrors. When <strong>the</strong> spell is<br />

cast and <strong>the</strong> destination declared, <strong>the</strong> exit fulcrum element<br />

must also be specified. Strong elemental connections between<br />

fulcrums create safer routes through <strong>the</strong> Aethyr. If <strong>the</strong> desired<br />

element is not present, <strong>the</strong> exit fulcrum counts as “O<strong>the</strong>r”.<br />

There must be a sufficient quantity <strong>of</strong> <strong>the</strong> element to create<br />

a man-sized portal. In order for Air to be specified as ei<strong>the</strong>r<br />

<strong>the</strong> entry or exit fulcrum element, it must be present in large<br />

quantities, such as a howling wind through a canyon or a gale<br />

blowing over mountaintops.<br />

33

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!