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Defenders of the Forest - Liber Fanatica

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Chapter IV: Wood Elf Magic<br />

Ri t u a l o f Sp r i n g Aw a k e n i n g<br />

The Great Ritual <strong>of</strong> Spring Awakening is performed annually at<br />

King’s Glade to signal <strong>the</strong> end <strong>of</strong> winter. Lesser variants <strong>of</strong> this<br />

ritual are sometimes cast at o<strong>the</strong>r glades in A<strong>the</strong>l Loren during<br />

times <strong>of</strong> illness, food shortage or corruption.<br />

Type: Arcane/Divine<br />

Arcane Language: Arcane Elf<br />

Magic: 4<br />

XP: 300<br />

Ingredients: The still-beating heart <strong>of</strong> a stag and a garland <strong>of</strong><br />

Winterblossom (pg. 109).<br />

Conditions: The community’s bravest hunter must eat <strong>the</strong> stag’s<br />

heart and make love with a virgin Treesinger. Spellsingers <strong>the</strong>n<br />

incant <strong>the</strong> ritual while <strong>the</strong>ir kinfolk dance. The hunter walks<br />

into a great bonfire wearing <strong>the</strong> Winterblossom garland and is<br />

consumed by flames.<br />

Consequences: If <strong>the</strong> ritual fails, Ariel is angered by elves<br />

tampering with seasonal cycles. <strong>Forest</strong> Spirit Disposition for <strong>the</strong><br />

entire region is reduced by -20 until summer.<br />

Casting Number: 20 (30 if cast before winter solstice)<br />

Casting Time: 6 hours<br />

Description: The sun becomes warmer, melting snow. Plants<br />

spontaneously bloom within a 2-mile radius. Living creatures<br />

are healed back to starting Wounds, and diseases may be cured<br />

with a successful Toughness test. Any Flora and Fauna Corruption<br />

within 2 miles is removed automatically (see pg. 109, 114).<br />

<strong>Forest</strong> Spirit Disposition increases by +10 until summer.<br />

Th e Da n c e o f Bl a d e s<br />

Over time, Sword Dancing transformed into <strong>the</strong> Wardance<br />

performed by <strong>the</strong> Wardancers <strong>of</strong> <strong>the</strong> Wood Elves. The Wardance<br />

is a form <strong>of</strong> magic that follows <strong>the</strong> casting rules described in <strong>the</strong><br />

WFRP rulebook. However, <strong>the</strong>re are a number <strong>of</strong> notable differences,<br />

which are explained below.<br />

Th e Lo r e o f Mi r t h & Ma y h e m<br />

Wardancing requires no invocations, and no words exist to<br />

describe or define spells <strong>of</strong> <strong>the</strong> Lore <strong>of</strong> Mirth & Mayhem. A<br />

practitioner <strong>of</strong> <strong>the</strong> Wardance <strong>the</strong>refore does not need to speak<br />

an Arcane Language in order to use spells from <strong>the</strong> Lore <strong>of</strong><br />

Mirth & Mayhem. Any spells from o<strong>the</strong>r Lores require an Arcane<br />

Language to cast as normal.<br />

The Lore <strong>of</strong> Mirth & Mayhem uses <strong>the</strong> Performer (Acrobat) skill<br />

instead <strong>of</strong> Channelling. The manner in which Channelling is<br />

resolved remains <strong>the</strong> same. As a Half Action, <strong>the</strong> character may<br />

attempt a Performer (Acrobat) Test before casting a spell. This<br />

represents <strong>the</strong> Wardancer’s flourishes and cavorting movements<br />

before an attack. If successful, <strong>the</strong> character may add <strong>the</strong>ir<br />

Magic characteristic as an additional bonus to <strong>the</strong> Casting Roll.<br />

When a Wardancer first learns <strong>the</strong> Lore <strong>of</strong> Mirth & Mayhem,<br />

only <strong>the</strong> four dances associated with <strong>the</strong> seasons are learnt: <strong>the</strong><br />

dances <strong>of</strong> Winters Chill, Spring Resurgence, Summer’s Vigour,<br />

and Autumn’s Decline. These basic dances can be performed<br />

out <strong>of</strong> season; in fact <strong>the</strong>y are usually combined during performances.<br />

O<strong>the</strong>r dances are considered more advanced and must<br />

be purchased individually for 100 xp each.<br />

A dance lasts for a number <strong>of</strong> minutes equal to your Magic<br />

characteristic. The same dance cannot be performed consecutively.<br />

Sh a d o w -Da n c e s o f Lo e c<br />

Although <strong>the</strong> Order <strong>of</strong> Swordmasters was not established until<br />

<strong>the</strong> foundation stones <strong>of</strong> <strong>the</strong> White Tower <strong>of</strong> Hoeth in Ulthuan<br />

were laid, Elves have wielded spell and sword alike in <strong>the</strong> defence<br />

<strong>of</strong> <strong>the</strong>ir homelands since <strong>the</strong> time <strong>of</strong> Aenarion. Many have<br />

combined <strong>the</strong>se potent arts into a lethal fighting style, channelling<br />

<strong>the</strong> Winds <strong>of</strong> Magic through ritualistic movements in place<br />

<strong>of</strong> <strong>the</strong> arcane invocations used by traditional Mages.<br />

Those who mastered this new art <strong>of</strong> Sword Dancing were <strong>the</strong><br />

leaders <strong>of</strong> warriors and seekers <strong>of</strong> knowledge. They were known<br />

as Swordmasters, and while some sought to perfect <strong>the</strong> art <strong>of</strong><br />

killing, o<strong>the</strong>rs preferred to wander <strong>the</strong> world in search <strong>of</strong> truth.<br />

So it was that a few Swordmasters found <strong>the</strong>mselves amongst<br />

<strong>the</strong> fledgling Asrai at <strong>the</strong> end <strong>of</strong> <strong>the</strong> War <strong>of</strong> <strong>the</strong> Beard. Living in<br />

<strong>the</strong> forests slowly transformed <strong>the</strong>se warrior-sages into <strong>the</strong> Wardancers<br />

<strong>of</strong> today; warriors without equal who revel in trickery<br />

and music.<br />

Dance <strong>of</strong> Winter’s Chill<br />

Casting Number: 5<br />

Effect: Your slow movements deceive your opponents, allowing<br />

you to turn aside blows quicker than <strong>the</strong>y would believe you capable.<br />

During <strong>the</strong> dance any successful Parry attempt you make<br />

also inflicts 1 Wound upon your opponent, as you turn <strong>the</strong>ir<br />

blade aside and riposte with almost supernatural speed.<br />

Dance <strong>of</strong> Spring Resurgence<br />

Casting Number: 7<br />

Effect: You move with almost supernatural speed, turning one<br />

way and <strong>the</strong>n ano<strong>the</strong>r, making opponents struggle to anticipate<br />

where to strike. All opponents reduce <strong>the</strong>ir Attack characteristic<br />

by 1 point for <strong>the</strong> duration <strong>of</strong> <strong>the</strong> dance.<br />

Dance <strong>of</strong> Summer’s Vigour<br />

Casting Number: 8<br />

Effect: You strike with uncanny precision, severing heads and<br />

piercing hearts with deceptively elegant strokes. While perform-<br />

35

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