UPDATE!!!!!!Αύριο θα τα πάρετε και αυτά στο χέρι! Όποιος έχει απορία θα τις λύσω αύριο!
WINDS OF MAGIC
The winds of magic continually ebb and flow gaining and losing their mystical powers as the gods dictate. Sometimes given spell will be well within the
abilities of the wizard, and other times way beyond his grasp. There is always an order to the potency of these winds, and a good wizard will understand
which are waxing and which are waning. It is also true to say that their changing is not entirely random, but linked in some way to the uses they are put
to by the practitioners of magic. Both of good and ill.
At the start of the campaign the ranking for the lores of magic is:
1. Lore of life
2. Lore of light
3. Lore of fire
4. Lore of shadow
5. Lores of chaos (nurgle, slaanesh, tzeentch)
6. High magic
7. Lore of death (and necromancy)
8. Dark magic
9. Lore of heavens
10. Lore of beasts
11. Lore of metal
During the campaign this will change. After each battle that results in a clear winner (anything but a draw), make a note of the type(s) of magic used by
the winner. Include all of them if there was more than one lore on the victorious side. Move up all lores on the winning side by one ranking. After this
move down all lores on the losing side by one ranking. Note that this can cause a lore to move by more than one ranking.
Rank Effect
1 The tempestuous raging of this veritable hurricane is extremely potent, but very difficult to control. +3 to the casting total of each spell.
However any double roll (except a double 6) will be a miscast. 2 This gale force wind of sorcery grants blast of raw power to fuel the spells of those that are trained at the secret arts. +2 to the casting total of
each spell.
3-4 A steady and strong magical wind blows for the followers of this discipline. +1 to the casting total of each spell.
5-7 A familiar ebb and flow of power allows wizards to easily shape this magical breeze to their own ends. The normal rules apply.
8-9 The sorcerous current fades in strength, leaving those who rely on it struggling like beached fish. -1 to the casting total of each spell.
10 This magical wind is the merest zephyr and only the most determined can tap into its feeble powers. -2 to the casting total of each spell.
11 Barely a breath of magical potency stirs in the wizard’s witch-sight. -3 to the casting total of each spell. However there is so little magical energy
here that you can not miscast or cast with irresistible force.
Waaagh! Magic and Ogre Gut magic.
The distinct magic of the Orcs & Goblins races and the Ogres Gut magic is not linked to the fickle winds of magic. Instead it is gifted to them directly
from their quarrelsome gods. Because of this it will not change in the same way as other winds, and never varies as much. The Orcs & Goblins and the
Ogres use the following chart for winds of magic.
- Two wins or more in a row +2 to casting spells.
- One win +1 to casting spells.
- One lose -1 to casting spells.
- Two loses or more in a row -2 to casting spells.
CHARACTER INJURIES
If a Hero of Legend is removed as a casualty in the game, roll a D6 on the following table.
1. Serious Injury! Roll again. The result is permanent! 1=Dead, 2=-1M, 3=-1WS and -1BS, 4=-1S and -1T, 5=-1S, -1T and -1A, 6=-1 at all char/stics.
2. Captured! The enemy have taken him hostage! You may not use the character until you defeat that enemy again in a battle or a special scenario
(mordheim), or until the last battle.
3. Minor injury! Roll as for serious injury but instead the result lasts only for the next battle. Dead counts as coma instead.
4. Psychological injury! Roll again. The result is permanent! 1=Fear for the enemy, 2=Frenzy, 3=Hate, 4=Stupidity, 5=Stubborn, 6=Immune to
psychology. If a character already has this rule roll again.
5. Where’s my sword? One random magic item owned by the character is lost in the battle. The enemy who killed him may roll a D6: On a 6 they can
add it to their own rosterat no additional cost, otherwise the item is lost forever!
6. Heroic Escape!! Not only has he recovered but he is changed by his ordeal and gains +1 to a characteristic. Roll to see which one. A characteristic
can not be increased above 10.