On a failure, the creature immediately moves at its movement rate away from the source of its injury. At the start of each of its turns, the creature is entitled to a new Will Power Test to calm down. On a success the mount calms down, and can be brought back under your control. On a failure, it must use its action to continue fleeing. War-trained steeds include destriers,light war horses and other similar creatures used specifically for combat.
Generally War-trained mounts are more intelligent and have an actual amount of Attacks in their profile. Notice below how this Elven steed has 1 attack.
It is a war-trained mount. Unmounted Penalty: Using a Lance, or weapon specifically designed for mounted combat assumes you are using the weapon on horseback.
Expanded Actions: A couple of new available actions are available. See below for the new actions available when mounted:. The movement must be then made immediately. Mounted Charge Full Action : This works the same as the Charge Attack action in the Core Rules, except the bonus against opponents on foot is cumulative with the bonus for charging. Trample Full Action : When mounted on a war-trained steed, you can trample your opponents into the ground.
Your mount moves up to twice its Movement Characteristics and can move through enemy creatures. For each creature through which you move, you may test Ride. Opponents may Dodge this attack, but they may not parry it. During combat this is a Full Action; while mounted on a war-trained steed, you may combine your attack with that of your mount. Instead of inflicting damage, a character can attempt to grapple and immobilize an opponent.
A character can attempt a grapple with either a charge attack or a standard attack. This is resolved as follows. First, the character must hit with an unarmed attack, then if successful the opponent must take an Agility Test. If he fails, he is grappled. The only action a grappled character can attempt is to break the grapple a full action. This is an Opposed Strength Test.
If the grappled character wins, he breaks free. Otherwise, the grapple is maintained. On the grappling character's turn, he can take a full action to simply maintain the grapple this requires no roll or he can attempt to damage his opponent, which requires an Opposed Strength Test.
If the grappling character wins this, he inflicts normal unarmed damage. A grappling character can voluntarily end the grapple on any of his turns. So let's go into a bit deeper into what damage is, how it's dealt with and other related factors. Here's a bit deeper a look. There is also ways to mitigate damage, or 'stem the bleeding' so to speak. So a character can take as much damage up to his or her wounds total. Wounds are pretty much a 'buffer' before the character is actually hurt severely.
Taking damage, once your Wounds have been reduced to 0, means that most likely you'll be in a world of permanent hurt! Disability, loss of limbs, and given the "perilous" nature of the game, often death. Lightly Wounded- You have more than 3 Wounds, but less than your total. Stop being a pansy and get back into the fight! Heavily Wounded - You have 3 or fewer Wounds remaining to your name.
Without doing something silly like living in the Old World, you regain 1 Wound per week. Stunned - You are disabled for a brief time. You can perform no action at all during the time your are stunned. Helpless - You are unable to move or defend yourself. So when you do reach 0 for Wounds, and you take on additional damage, what happens? You or the opponent would then suffer critical hits. The attacker, let's say, scores a successful attack.
He or she would roll for the location of the blow as per normal Now, if the character receiving the blow is at 0 Wounds, the attacker would roll 1d This 1d roll determines the Critical value of the hit against the person with 0 Wounds. See the chart below:. As you can probably surmise from the chart above, critical damage is given values based on how many wounds "over zero" were caused. This means that the critical damage given is 6. Keep in mind the location of the hit to the character suffering the blow.
Remember the hit location is made by rolling 1d This is also used to determine where the critical hit will land. To help explain this let's use an example from the Rule Book:. Despite his best efforts, the Orcs whittle his Wounds down to only 2. Then the Orc boss bashes him and succeeds in hitting. He then rolls 1d to determine the location of the blow. The Orc gets a 06, which means it's a head blow.
So the orc smashes poor Jean-Pierre in the head with a big mace for 9 points of damage. The knight only had 2 wounds left. Jean-Pierre will be unconscious for 10 full minutes. When a character rolls a 10 on their damage die, roll to hit again.
If the second skill roll is successful, roll damage again adding it to the total. May continue rolling and adding until the die comes up other than Better blow on those dice!
You won't always have a weapon. Summon your inner Jackie Chan when this happens. Unarmed attacks deal damage equal to your Strength Bonus - 4. Likewise, any damage done, the opposing person's armor bonus is doubled. I mean seriously, it's probably my favorite employment of magic in any RPG. The arcane in the Warhammer world is a dangerous, perilous isn't everything?
For many of the commoners of the Empire, and the Old World they have never been exposed to real magic use and are limited to tales and hearsay. Despite it's power and deep roots, magic and it's users are not common. In any case the user of magic must have some sort of gifted, naturally born with talent to use and wield it. The ability itself to channel magic is not something that can be learned.
Furthermore some races are actually resistant to, and have no innate magic ability, such as halflings and dwarves. If you pick either of these two races, just know what you are not fated to be a magic wielder, but you do obtain some ability to resist it's harm as well. In the Old World, there are two main types of magic and a few smaller subsets.
Arcane Magic: It's users are usually referred to as Wizards Different areas of magic and location have different names for it's users of course. They invoke magic by almost pure will power, and raw energy. They view magic as something to study, devote your time learning about, and practicing it as if it were a martial art in unto itself. They believe that their own inner and mental strength is what powers them and the strength of the Spell. As an aside, Dark Magic, and it's uses for all intents is a form of arcane magic, because it does not rely of faith, but more so the winds of all the combined "flavors".
Divine Magic: The Divine spell casting, and it's users are generally referred to as Priests again different cults, and religions have different names for their devotees. Divine spells are granted by the gods that are they are derived from. Divine spell casters summon their strength from the Lores of different gods. Sigmar, Manon, Morr, etc.. Generally Divine spells are "safer" to cast, as it is highly ritualistic and drawn from worship and prayer rather than pure strength of will like arcane magic is.
Ritualistic Magic: Ritualistic Magic is pretty rare nowadays. It is believed by some magisterial commentators that all the rituals practised by the cults once held great power, but are often too demanding in resources to make them practical. Followers and cult members believe their rituals hold power and importance far beyond simple pageantry, and that observers like the Imperial Colleges of Magic simply do not understand their older traditions.
Rune Magic: Rune Magic is a unique form of magic-manipulation used almost exclusively by Dwarf Runesmiths. While it is a well-known fact that Dwarfs are resistant to magic, there are some who truly understand Grungi's power and can craft rune objects to summon such power.
While Elves and humans can perceive and use the Winds of Magic, Dwarfs cannot. They cannot develop any witchsight, they cannot learn to channel magic, and they cannot cast spells in the traditional way. However, this does not mean Dwarfs are bereft of magic like the Halflings. Rather, Dwarf magic takes on a completely different form known simply as Rune Magic.
Before you can even think of casting anything, your character needs to meet the following pre-requisites:. The different types of Magic are broken down and applied by their Talent. As stated above, a spell caster must have at least one type of Petty Magic as a Talent.
The five main Spell Talents are:. Petty Magic: Lowest form of magic, but also the foundation and pre-requisite for all future spell casting.
Usually practiced by Hedge wizards. All spell casters must learn at least one of the various petty magic abilities. Each set of Petty Magic allows you to cast a small number of spells in that set. For example if you buy the Petty Magic hedge , or have it from your starting career, you get access to all of the Petty Magic Hedge spells, like "Protection from Rain", "Ghost Step", "Shock" etc..
Lesser Magic: Lesser magic is unique in that the spells here must be bought individually as different Lesser Magic talents. For example, the spell Blessed Weapon is a Lesser Magic spell. You would then have two Lesser magic spells to use.
Of course you still need the pre-requisites for casting spells. Ritualistic Magic: Ritual magic is quite different. Ritual magic requires much more time, exotic ingredients, intensive study, and special circumstances to cast successfully. Necromancy, Chaos Magic, and Alchemy are particularly well-known for their use of ritual magic. Rituals are inscribed in magical tomes, which are highly prized and exceedingly rare.
These tomes should be restricted to cultist leaders, and people of power and wealth, and would never be found laying around some merchant's store except for the rarest of situations. Ritual Spells have a specific number in which your Magic character must equal to be able to learn the ritual. For example the Divine Ritual, "Call Divine Servant" has a Magic value of 3, meaning you must have a 3 or greater Magic characteristic to attempt this.
Make note that Ritual spells are very very precise, and take a much high amount of resources and time often hours to pull off. Consequences: Many rituals have side effects. Some only occur exotic ingredients, intensive study, and special circumstances to when the casting is failed, others any time the ritual is cast. These are available to buy as talents or may come with your character's career. Each lore gives you access to exclusive spells just for this lore.
You can not pick spells from another lore in which are you trained in. Dark Lore: Welcome to the dark side! To cast anything from the Dark Lores, you must have the talent for that specific Lore.
Some common dark lores are Necromancy and and Chaos. Divine Lore: Pure dedication to the Gods grants you power! Each Divine Lore is split up by their deity. You can purchase these lores as talents, and would then have access to that God's list of spells. Once I read through the Tome of Salvation this may be expanded. Rune Magic: The art and practice of Rune Magic is not really a lore, like arcane and divine magics are.
Instead of the lores, Dwarven Rune magic makes use of different types of Runes. The three basic Rune types are Tailismanic, Armour, and Weapons.
To give you an example of how this works. Let's say you start out as a Scribe. Your talents include only Linguistics. Because of this, as well as having a -- for Magic you can not cast any spells.
But if you gain some XP and eventually decide that you want to pursue a magic user as a career, you can choose an exit such as Apprentice Wizard. In taking this path, you can buy the talent Petty Magic arcane. That's a total of xp spent.
Given your GM's blessing, you can now start casting. So many hoops to jump through just to play with some pretty lights! So, you fancy yourself someone who can harness the powerful, tempting, and yet precarious threads of magic?
Setting up a spell, and casting it successfully during combat is an art unto itself. Concentration, and diligence must be met when playing with the powerful arcane. Look below for a brief overview of how casting a spell during combat would go. Not included here are Ritualistic Spells, which generally have such a long casting time, and concentration demand, that it is not practical for any combat situation.
Rolling All Ones The price of failure is high in the realm of magic. When casting divine,and arcane magic the failure and results each applies to all casters, rather you are an Arcane, Arcane dark or Divine caster. When you channel and summon the powers that be to aid you no matter how benign, catastrophe and failure are often fatal, and crippling. First, the most benign failure of spell casting is when you roll all 1's on your Spell Casting roll.
This is an Automatic Failure, and not only does the spell not go off, but you must take a Will Power test. If you fail the check, you gain 1 insanity point. Insanity to be explained later What this means as well, is that if you only have a 1 for a Magic characteristic, you're more inclined to roll a 1, more than someone who has a 2 for Magic, giving them the option of rolling 2d Now you've done it.
The fickleness of magic and the Aethyr is one not to be tapped with reckless abandon. What this does is, if you roll ANY amount of doubles, triples, or quadruple numbers in your spell casting rolls, you have brought ill fortune upon yourself and perhaps the party.
He has rolled double 4's. This means that he must now roll 1d and consult the Minor Chaos Manifestation chart. Let's say he rolls a 76 on the chart.
This means he suffers from Aethyric Shock. Note though, that despite the Curse, if you did actually beat the casting number for the spell, it still will succeed in casting. So you could turn yourself into a Chaos spawn and open a portal into the Warp itself Divine spellcasters don"t have to worry about Tzeentch's Curse. They ' pray to their Gods for their spells in a highly ritualized fashion.
Still, spellcasting is never without its risks. Thanks a lot for the quick responses and fast action. It really is a good job you did and I will continue to use it for as long as I play.
No worries. If by some chance you wish to support the good work here at the EOG, check out my Patreon page or my donation page! Save my name, email, and website in this browser for the next time I comment. This site uses Akismet to reduce spam. Learn how your comment data is processed. Close Search. Warhammer Fantasy Roleplay 2nd Edition. The Lizard King says:. May 20, at pm. Universal Head says:. Elementalism, version 1.
Rules for bringing Elementalism and Elemental magic back to the game. Breaks "hand weapon" and "great weapon" to separate weapons. Expands the weapon special qualities and weapons. There is also size-level system and finally weapon fumble rules.
As extra also Armour Damage rules. Breaks "hand weapon" and "great weapon" to separate weapons, with unique traits. Rules about their magical weaponry and multiple stats from various stages of their journeys. In the Name of the Law. Liche, version 1.
0コメント