Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
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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 />
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