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~anta5!, Wargame ~ulr5 By "Richard Halliwell & Richard Priestly PAGE IUeER s_ ........ 's. e cs a Iflc:aUon 0' StaW

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~anta5!,

Wargame ~ulr5

By "Richard Halliwell & Richard Priestly

PAGE IUeER

s_ ........ 's. e cs a Iflc:aUon 0' StaWWjtl. Velue

Z Troop.

e'llty rectOH

IIInleVelue

0,

Z 2 )

S S S

...1Ifti..Uon . _.. I ftorale Teat ftonle Tnt

6

R at Jtlw)e I "'lee

12

IOu

~t~

Combat

"rth1ce.l Beat. In Helee r!ring

o.rt

A

a-rt

B fly 1ng Creatuna

8 9 11

15

17 19 20 2J 24 26

rlying Creaturea in ... lee .... rv.Uon 6 Anr_.. ~(or.d Point. 'hinge to do wi th Hagie

)0 )2

Chane Spelling

46

Spell.

S6

Circle of the God. "-Q1cIl 1t.ne

29 ))

52 62

AP'O()l X 1

"

Buildings 6 Sleqea

68

APPDI>IX 2 fire

69

APP£ DIX 3

Arey 6 Honster Lists Aaaorted Monsters

71 74

APf>O()IX 4

PllY1ng Hints

7S

APP(J()IX 5 Wounds 6 Killa

Generating Heroee

76

Inside Bsck Cover

3Jntrobuction Reaper Fantasy Rules are a tried and tested set of wargame rules which have remained popular sjnce they were first published several years ago. This is the second edition incorporating changes resulting from feedback and criticism from players, and a few ideas of our own. Reaper waa written for use with wargame figures and battles with upwards of 30 or so figures a s ide - although smaller games can be fought with ease. Reaper is a very flexible set of rules and leaves quite a lot up to the players - so special rules for wierd monsters are not included, althouqh we do make a few suggestions. This we feel is fairer to the players because Reaper is quite a long set of rules; to make them any longer by including obscure rules for obscure monsters which you would probably disagree with anyway, would be a waste of time on our part and a waste of money on yours. Players familiar with the first edition will be aware of a few changes. These include simplifying the maths involved in Strength Value calculation and reworking the movement section for ease of uae. Also the scenarios and figure lists have been changed. Read these rules carefully before you use them, and we recommend that small games be fought to start with so that players can get the hang of the mechanisms. After that •••••••

l

~" ~

'----A. . -.r.•

. . .. . : ,.~'

..': ~ " " .t.~.\. .,~'.e.'~ .\ .~;,'..",t/.~ .., ~, /f ~. .

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, f .. " \,. ,''! "". ~ ~'j Iv '~~ •

II

t~ -'"1:\ ',' /

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,f

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tt~.~

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-, . ' :: ' ,. ".'/. .~

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~.\~ \ ,

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-- . .,;

:~

~t't"tt-

'(~ '~ . ·'i 'f ;-;/. , '",\. "

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1' ; C - from these tactora Then Time factor must be added.

.

FACTOR 16 Time: This is the illusive time factor! The length of time a spsll will laat for ia datermined by the time factor, some spells are permanent, the deatruction spells for instancs, othera only . operate for one move - like teleportatlon. Otherwiae note that a apellmayonly ~aat for a cartain length of tiMB - the length of time la coated like any other factor, but it ia alao dependant on the nature of ··the spell. Time la given in dice throwa not periods to allow for variation, a spell will thus last for so many dice throw periods - the dice being thrown when the spell is used.

40

Points Length of time the spell is to last for 1 For each dice throw periods The sort of dice used depends on the actual spell. Spells involving Factors 5, 7 and 8 are permsnent in effect. · Factors 6, 10, 11, 12, l' and 9 - except for teleportstion - use normal dice (1-6). Fsctors 14 and 15 use decimal dice (0 counts as 10). Factors 19, 18 17 and 4, use two added normal dice (2-12). If the spell lasts for two or more dice throw periods, then there is a chance thst tha sffect \IIill l!lst forever, this occuring if s double is thrown. If you only \IIant an effect to last for 1 move with s particular' spell, then you do not have to add on any pointa from this factor. FACTOR 17 Magical protection: Against normal weapons. If your apell has the effect of protecting the wearer againat weapona, then, uaing theae rulea, it haa been assumed to take the following form. Negative Killing PO\ller is allotted to the protected figure - each point of NKP renders one point of KP, which is directed against the figure. Thus if the protected figure hed 5 points of NKP then 5 would be deducted from the KP of any \IIeapon striking his. The costs of this is 1 Point

For every 1 point of NKP FACTOR 18

Msgical protection: Against msgic. A msgician is immune from the effects of any spell which he himself hss or if he hss s compsrable ape 11 of higher Difficulty Points. How~ver, he may also try to form a msgical screen which may protect whole aress. To do this the nature of the screen must be explained. It has been assumed that the screen - like the NKP in spell factor 17 has a negative value. Each negative vslue point will negste the effect thst sny cast made at a corresponding level of Difficulty Points has . In other \IIords screens of value 1 \IIill keep out spells of 1 Difficulty . Point, screens of vslue 2 will keep out spells of 2 Difficulty Points or less, screens of value 3 will keep out spells of 3 Difficulty Points or less and so on. Each screen point will cost Each screen point 1 Point Example: A spell allowing the csster to produce a screen around himself up to a maximum diameter of ·10" (radius 5") - the screen's value being 4 and the thing to last for 3 dice throw periods Factor 1 o - 02 s\llsy from himself Factor 2 2 - radius 5" Factor 16 3 - for .3 2-12 dice Factor 18 4 - for 4 points Total 7 The example above is complete and may be uaed as an actual spell bssis. The high cost may seem unreslistic but the idas is to discourage widespread use of inhibitive screening. FACTOR 19 Msgical barriers: Agsinst entry are ususlly invisible but sre not a~wsys eo ego door holding spells. They are casted in two ways - account being taken of the size of the barrier and of the degree of resistance it has. The size is expreased in inches, the resistance in KP that needs to be brought to bes! to ,deatroy the barrier. Per 20KP needed to dealttoy ·tne ,barrier 1 Point Per 3" occupied by barrier 1 Point The exact nature of the bsrriers may be vsried but generally they will permit nothing to pass except magic - they do not last forever and time factor must be used. Example: Door holding epell to hold 1 door for 2 dice movee - range 3", KP allotted 40. Factor 1 0-0 to 5" Factor 3 1 ... 1 door effected Factor 16 2 - 2 x 2-12 dice Fector i9 5 - the door is under 3" and is n;"An llnlCP lotal 8 The above example is complete and may be used ss an actusl spell - however, spells like thia are best made variable (see Variable Magic) otherwise they are too difficult. 41

These are the factora which should give the total cost points of a apell, thie is called the Difficulty Points of the spell. Note that where destructive points ere launched against an area the total number of KP is dispered over that sree; i.e. if 5 KP were launched a~ainst an area in which there were 10 men, eech man receives 6KP. This is conducted in exactly the same manner as normel missile fire in fact. Having endured that chart, here are some examples of typicsl spells, just to show how they work:SPELL

To freeze Factor 1 Factor 3 Factor 10 Factor 16 Total

SPELL

a si ngle figure solid from up to 15" away and for two dice throw movea Range up to 15" 1 Effects 1 individual 1 Immobilising 1 Time. 2 normal dice 2

I otter a river u to 5" wide the road havin s width of 5" and to row moves, an a e to be cast only by touching the .,ater

Factor Z Area 5" radius Factor 11 Change, rigidity Factor 16 Time. 1 decimal dice Total SPELL

SPELL

2

1 1

.!:

To turn yourself into a dra2on, for .2 dice movea factor 3 Effects 1 man factor 11 Chenge, apecies , factor 16 Time. 2 decimal dice Totel To blind a unit of men up to 5" in radiua! Factor 1 Range up to 30" Factor 2 Radius 5" Factor 13 Sense effect, blindness Factor 16 Time. 2 normal dice Total

u~

to 30"

1 2

2

I and for 2 dice throw moves

awa~

2 2 1 2

"7

Having worked out the basics of the spell the details must be added, these are totally up to you so long as they don't contravene any of the cost factora. For inatance, in the dragon spell above it ia not atated whether the Magician may continue to act aa a magician whilat he is a dragon, certsinly he lIIould be limited in that speech lIIould be impoasible - unless your dragons talk anYlllay! These details are all worked out and included in the Spell Catalogue. INCORPORATING SPELLS INTO THE SPELL CATALOGUE Spells must be neatly written into the spell catalogue after the follOWing manner: it is adviaable to . put each spell on a separate piece of paper in case you ahould want to re-use it in the future. Spell Number Name

Description Spelling Difficulty Points Example Notes

This is for easy reference and drawing spella. Giving a spell s name makes it easier to remember. A brief description of what the spell does ie needed, and ahould be included here. This section deals with the method by which the spell is cast ego by hand movements, pointing with s stsff, muttering msgical phases etc. . In this eection the epell is' cos ted according to the factor chart. An example ahould be included to clarify the spell. A notes section et the end will be useful for future comments and unusual aspects of the spell.

Campaign controllers should build up a comprehensive list of spells from which they can draw as required. Other sorts of magic, dealt with elsewhere, should also be included in the catalogue to give the magician variety. 42

An

ex ~n~l e

of a complete apell, with all the detaila etc. is:

Spell Nulber

1

Swords into flowers spell This spell, cultivated by Harold Green-finger, will turn any non-magical weapon within 10" of the magician into a bouquet of flowera for 3 dice throw periods (thua making them in effect weaponlsas). This spell ia accompliahed with no external movement ~t all. factor 2 10" radiua 3 factor 11 Change things 2 fector 16 Time, 3 1-10 dice I Total 8 Harold Green-finger finda himself confronted by a mnber of troopera aent to arreat him for aelling underground gardening material of a aubveraive nature likely to endanger ths security of the nation. Harold haa a general Hagical Grade of ~, but R when the spell hsa anything to do with anti-violence. Hi. Consti-tuUon Points value ia 15. Uaing the chart it will be found that he haa a S5~ chance of the apell working, he will have to reat for 2 .aves and if it works he will lose 1 Constitutional Point, if he fails he will Ieee. 2. The player controlling Harold throwa the dice, the result is 07~. so the spell has worked. Now the umpire throwa 3 deci mal dice in secret acoring 8, 8 and 7, total 23. for 23 movas the troopa' weapona will hava turnad into flowara. Tha bouqat is useless as a weapon but must be kept if it ia to turn back into a aword/spear atc. The caater doss not know how long the eHect will last, any weapon carried by the cssting magician is NOT sffected.

Narne

Description

Spalling Difficulty Points

[xemple

Notes

Thie is a complete example of a spell and how to use these ru1as. section are to the charts which follow. CHART TO GIVE THE MAGICIAN'S GRADE

.. CHANCE Of A SPELL WORKING ~

A B C D E

1 25 35 45 55 60

2 15 25 35 45 50

3 5 15 25 35

t

6:-

:.:.

4)

G H I

70 75 80 85

60 65 70 75

50 55 60 65

J

~

M

N 0 P Q

R

S T U V W

X

Y Z

The raferences in the axamp1e

4 4 5 15 15 40 30

»

40 45 50 55

~ ~ ~~ ~~

99 99 99 99 99 99

99

99 99 99 99 99 99 99

90 95 99 99 99 99 99 99 99 99 99 99 99 99

80 B5 90 95 99

70 75 80 85 90 99 95 99

99

99 99 99 99 99 99 99

99 99 99 99 99

99 ,9 9

TOTAL DIffICULTY POINTS 5 6 7 8 9 10 3 2 1 4 3 2 1 5 4 3 2 1 5 4 3 2 1 20 10 4 3 2 1 25 15 5 4 3 2 30 20 10 4 3 2 35 25 15 5 4 3 40 30 20 10 4 3 45 35 25 15 5 4 10 4 ~~ :~ ~~ ~~ 15 5 50 60 40 30 20 10 65 55 45 35 25 15 70 60 50 40 30 20 75 65 55 45 35 25 80 70 60 50 40 }O 85 75 65 55 45 35 90 80 70 60 SO ' 40 95 85 75 65 55 45 99 90 80 70 60 50 99 95 85 75 65 55 99 99 90 80 70 60 99 99 95 85 75 65 99 99 99 90 80 70 99 99 99 95 85 75

43

Of THE SPELL 11 12 D 14 15 16 17 18 19 20

1 1 2 2 3

3. 4 4 5 10 15 20 25 30 )5 40

45 50 55 60 65

1 1 2 2 3 3 4 4 5 10 15 20 25 30 35 40 45 50 55

)

1 2 2 3 3 4 4 5 10 15 20 25 30 35

1 1 2 2

3 3 4 4 5 10 15 20 25 40 30 4)

J)

1 1 2 2 3 3 4 4 5 10 15 20 11)

1 1 2 2 3 3 4 4 5 10 1)

1 1 2 2 3 3 4 4 15

1 1 2 2 3 3

1 1 2 2

1 1

4

J

2

These are the factora which should give the totsl cost points of a apell, thia is called the Difficulty Points of the spell. Note that where destructive points are launched against an srea the total number of KP is dispered over that area; i.e. if 5 KP were launched against an ares in which thsre were 10 men, each man receives 6KP. This is conducted in exectly the ssme manner as normal miasile fire in fect. Having endured that chart, here are aome examplee of typical spells, just to show how they work:SPELL

To freeze Factor 1 Factor 3 Fector 10 Factor 16 Total

SPELL

To meke a solid road olier a river u to 5" Wide, the road having a width of 5" and to last for 1 d~ce throw movee, and ab e to be csst only by touching the wster Factor Z Area 5" radius 2 1 Factor 11 Change, rigidity Factor 16 Time. 1 decimal dice 1

a si ngle figure solid from up to 15" awsy and for two dice throw moves Range up to 15" 1 Effects 1 individual 1 Immobilising 1 Time. 2 normal dice 2

I

t

·1

Total SPELL

SPELL

To turn youraelf into a dragon, for .2 dice moves Factor 3 Effecta 1 man Factor 11 Change, apeciea . Fector 16 Time. 2 decimal dice Total To blind s unit of men up to 5" in radius! !:!I! to JO" Factor 1 Range up to 30" Factor 2 Radius 5" Fector 13 Sense effect, blindness Fector 16 Time. 2 normal dice Total

1 2 2

I awa~

and

for 2 dice throw movea

2 2 1 2

1.

Having worked out the basics of the spell the detsils must be added, these ere totally up to you so long aa they don't contravene any of the cost factors. For instance, in the dragon spell above it is not stated whether the Magician may continue to act aa a magician whilst he is a dragon, certainly he would be limited in that apeech would be impoaaible - unleas your dragons talk anyway! These detaila are all worked out and included in the Spell Catalogue. INCORPORATING SPELLS INTO THE SPELL CATALOGUE Spella must be neatly written into the spell catalogue after the follOWing manner: it ia advisable to . put each apell on a separate piece of paper in caae you should want to re-uae it in the future. Spell Number Name Description Spelling Difficulty Points Example Notes

This is for eaay reference and drawing apells. Giving a spell a name makea it easier to remember. A brief deacription of what the spell doea ia needed, and ahould be included here. Thia aection deals with the method by which the spell is cast ego by hand movementa, pointing with a etaff, muttering magical phaaea etc. . In thie aection the spell ia cos ted according to the factor chart. An example should be included to clarify the spell. A notes section at the end will be useful for future comments and unuaual aapecta of the apell.

Campaign controllera should build up a comprehensive list of spells from which they can drsw as required. Other sorts of magic, deslt with elsewhere, should also be included in the catalogue to give the magician variety. 42

An

eX~R,pl e

of a completa spell, with sll the detsils etc. is: 1 Sworda into flowers spell Thia apell, cultivated by Harold Green-finger, will turn any non-msgical weapon within 10" of the magician into a bouquet of flowers for 3 dice throw periods (thus msking them in effect weaponless). . This spell is sccomplished with no external movement ·a t all. Factor 2 10" radius 3 Factor 11 Change things 2 Factor 16 Tims, 3 1-10 dice 3 Total ii Harold Green-finger finds himself confronted by s nl.mber of troopers sent to arrest him for selling underground gerdening material of a subversive nature likely to endanger the security of the nsiion. Harold haa a general Magical Grsde of 3, but R when the apell haa anything to do with anti-violence. Hia Conati~tion Points value ia 15. Using the chart it will be found that he haa a 5S~ chance of the apel1 working, he will have to reat for 2 .avee a~if it· worka he will lose 1 Constitutional Point, if he faila he will lose 2. The player controlling Harold throws the dice, the result is 07~. so the spell has worked. NOIII the umpire thrOllls 3 decimsl dice in secret scoring 8, 8 and 7, total 23. For 23 movea the troops' we spans will have turned into flowere. The bouqet is useless as a wespon but must be kept if it is to turn back into a sword/spesr etc·. The caster does not know how long the effect will last, any weapon carried by the cssting magician i s NOT affected.

Spell Nullber NIIIIIB

Description

Spelling Difficulty Pointa

EXlIIIIPle

Notea

This is a complete example of a spell and how to use these rules. section are to the charts which follOlll. CHART TO GIVE THE MAGICIAN'S GRADE A B

C D E

~

H I J K

L M N 0 P Q

R S T U V W X

Y L

~ iO

1 25 35 45 55 60 65 70 75 80 85

CHANCE OF A SPELL 2 15 25 35 45 50

3 5 15 25 35 40

4 4 5 15 15 30 35 ~~ ~~ 40 65 S5 45 70 60 50 75 6S 55

~ :~ ~~ :~

99 99 99 · 99 99 99 99

99 99 99 99 99 99 99

90 95 99 99 99 99 99 99 99 99 99 99 99 99

80 85 90 95 99 99

70 75 80 85 90 95

99

99

99 99 99 99 99 99

99 99 99 99

99

99

99 .99

The references in the example

WO~KING

TOTAL DIFFICULTY POINTS S 6 7 8 9 10 3 2 1 4 3 2 1 5 4 3 2 1 5 4 3 2 1 20 10 4 3 2 1 2S 15 5 4 3 2 30 20 10 4 3 2 35 25 15 5 4 3 40 30 20 10 4 3 45 3S 2S 15 5 4 50 20 10 4 55 :~ ~ 25 15 5 60 50 40 30 20 10 65 55 45 35 25 15 70 60 50 40 30 20 75 65 55 45 35 25 80 70 60 50 40 30 85 75 65 55 45 35 90 80 70 60 50 · 40 95 85 75 65 55 45 99 90 80 70 60 50 99 95 85 75 65 55 99 99 90 BO 70 60 99 99 95 85 75 65 99 99 99 90 80 70 99 99 99 95 85 75

43

OF THE SPELL 11 12 13 14 15 16 17 18 19 20

1 1 2 2 3 3 4 4 5 10 15 20 25 30 ·35 40

45 50 55 60 6)

1 1 2 2 3 3 4 4 5 10

15 20 25 30 35 40 45 50 55

1 1 2 2 3 3 4 4 5 10 15 20 25 30 35 40 1 45

1 1 2 2 3 3 4 4 5 10 15 20 25 30 35

1 1 2 2 3 3 4 4 5 10 15 20 I

Z5

1 1 2 2 3 3 4 4 5 10 15

1 1 2 2 3 3 4 4 5 1

1 1 2 2 3

1 1

3

2 2

4

3

1 1 2

EXPLANATION Of THE CHART If the OP of the spell a wizard wiahed to uae waa 5 and the w12ard'a own Grade waa K, then the lIIizard would have a 50% chance of making that spell work. Just cross-check the Grade with the DP to find the percent of success. Exsmple:

Spell factor factor factor Total If the caster had

To attack anyone man (SV6)up to 12" away lIIith a flame bolt of KP5 1 Range 6 - 15" I point 3 Effected - I man 1 point 8 Gen. Des. 5 KP 1 point 3 points a grade of N then he would have an 85~ chance of aucceeding.

If A SPELL DOES NOT WORK If a spell does not lIIork; _i.e. if for instanca, thsre wss s 55% chance of it lIIorking and a 60 lIIas throllln on the dice, then that spell has failed. Unless a double was thrown nothing happens. If, however, the apell failed and e double waa thrown; ego 77, then the spell has GONE WRONG. Spells which go wrong differ from those that fail in that something occurs, though what it will be may havs no relevance to the apell being caat. See 'When a Spsll Goes Wrong'. If a DO is thrown, a spell has alway a gone wrong. EffECT Of SPELLING UPON MAGIC USERS Casting spella is assumed to have a tiring effect upon the Magic User and consequently IIIhen a Magic User makes a cast he may not be able to do so again until he has recovered his magical ~li ts. This may take one or more periods - the actual number depende upon the difficulty of the spell and the Grade of the Magic Uaer. Grsde ABC DEf GHI JKL MNO PQR STU VW XYZ

1 1 1 0 0 0 0 0 0 0

2 3 4 2 3 4 1 2 3 1 2 2 0 1 1 0 1 1 0 1 1 0 1 1 0 1 1 0 1 1

5 6 7 8 5 6 7 8 4 5 5 6 3 4 4 5 2 3 3 4 1 2 2 3 1 2 2 2 1 1 2 2 1 1 1 2 1 1 1 2

9

Difficul ty Points 10 11 12 13 14 15 16

9 7 6

7 6

4

2

3

2 2

2

7 6

8

6 5 4 3· 4

6 6

7 6 5 4 4

5 4

3

2 2

8

7 6

5 5 4 4 3 4

17 18 19 20 +1

7

5

4

8 7

8

6 6 5

7

6 6

8 8 7 6

8 8 7

8 8

9 8

+1

Cross check the DP of the spell you heve cast sgsinst your Magic Ussrs Grsde and this lIIill give. the number of periods for which 1. The Magic Uaer may cast no apell at all 2. The Magic Uaer may not prepare any magic for example, if s magician casts a spell DP5 and his grade ia M, then he would be unable to use hi s powers for 1 move. EFFECT OF SPELLING UPON THE CONSTITUTION W~en

a Magic User spells his/her/its Constitution Points may be reduced. The number they sre reduced by depends upon whether the spells work or not and the OP of the spell. Difficulty Points 0-2 3-5 6-8 9-11 12-14 15-17 If the spell works

I Thi~

he ape

ai a

0 u

0

1

2

~

)

..3

chart givea the actual reduction in points.

44

18-20 for each 5 after

4

5

:>

~

+1 +1

EFFECT OF REDUCED CONSTITUTIONAL POI NTS There is no effect until the number drops below 10. Wnep jt does drop below 10, reduce chance of any spell working by 10% for each point below 10. ego

9 Points B Points 7 Points

-10% -20% -30%

~he

,

etc.

If the total Censtitutional Points (CP) falls below 7: Then the magic user may make no rate 3 moves. If the total CP falls below 5: Then the magic user may only use rate 1 to move. If the total CP falls below 3: Then the magic user may not move at all, and his speech becomes inaudibl e . If the CP falls to 1: Then the magic uaer may not move at all and may not speak at all. If the CP falls to zero: The magic user is dead. VARIABLE MAGIC It will have been noticed from the factor charts, that a spell is coated not by its actual effect but by its maximum potential effect. That is to say, if a flame bolt, for instance, has a maximum range of 3~'' then factor 1 will have a cost of 2 points always even if the actual target is in a lesser range band, say 5". Now this has the advantage of simplicity, essential for the inexperienced at least, but has the disadvantage of slowing the game by making the magicians use more points than they otherwise might. Also it takes away any degree of choice the magician might have. In order to offset these effects the gamer can, if he wishes, include spells in his catalogue in which the costs are not fixed at all but depend on the circumstances at the time of the cast . So for instance, in the example above concerning the flame bolt, instead of having to add 2 points the caster may adjust the length of the cast to facilitate the distance between him and the target. Thus he only adds on 0 points, if his target is 5" away. Any of the factors may be subject to adjustment, but remember thst spells of the variable kind have to be re-worked out every time they are used. Time is probsbly the essiest thing to adjust, and the most logical as it allows the caster to choose for approximately how long he wants the spell to last. An example of a variable spell as it appeara in . the spell catalogue, is:Spell Number

2

Name

Variable flame bolt spell

Deacription

This bolt may be fired at up to 3 adjacent mansized targets, KP is up to the caster's choice as is range - maximum range 30" Spelling Accomplished by making a stabbing gesture with the right hand, in the direction of the target. Difficulty Points Factor I 0 Points o - 5" Range 5 - 15" Rsnge 1 15 - 30" Range 2 Factor 3 For each target 1 Point Factor 8 Destruction for Point each 5 KP I f . magician, Grade M, desired to launch 10KP at a dragon 14" away, then it would be worked out as follows: Factor 1 5 - IS" Range Factor 3 1 target so Factor B 10 KP Total

1 Point 1 2 4 Points

Using the charts, it will be found that the caster has a 70% chance of making this spell work, he will have to rest for 1 move and will lose I CP i f the spell fails.

45

Notes: If a bolt of 5KP is launched against 3 men then each man takes 5 KP damage as each target has been paid for using factor 3. If the effect had been to diaperse a bolt over an area (factor Z) then the bolt would have been divided up bet~een each target in the area.

A charm is a sort of spell cast in much the same manner. The difference is that whilst a normal spell comes into effect as soon as it is cast, a charm ~ill only come into effect· under a special circumstance, which the Magic User may choose. So, for instance, if a MU ~anted to cast a spell to make an object vanish, but he wanted the object to vani sh in say five moves time and not immediately, then he ~ould cast a charm, specifying either to t.he Umpire or on paper, ~hat conditions he ~ould like. In the case of the example, he ~ould say / write 'spell to come into e ffect in 5 moves time'. The spell itself can be ANY that the casting mag1c1an holds in his spell catalogue. Charms, when they do take effect, have e~actly the same effect as if they were being cast at that moment, and all dice thro~ing relevant t'o the spell will only be done when the spell actually takes effect. The actual conditions the caster ~ho is 'charming' can lay do~n are anything that he can think of; ego Time The spell will operate in a fixed number of p~riods time, or every so often for instance. Touch The spell will operate if something specified is touched, ego 'anyone ~ho touches the sword of Nim Goldenbrow will receive a magic bolt with a KP of 10'. Sound The spell ~ill operate when a certain sound is made within hearing 'range. Light The spell will work when a light is shone onto some specified thing. Others: Other conditions might include such things as magic words (Open 5asame), or some action on the caster's part (kissing toady princes, rubbing magic lamps, and so on). Cost,ing is done in the same way as the normal spell, but then points are added to compensate for the extra effectiveneas. If the charm is only intended to ~ork once; ego 'the first person to touch this door dies - KP50', then AOD to the basic score of the spell half the score of a normal dice, rounding down - so 1 becomes zero, 2 becomes 1, etc. If the charm is intended to work more than once; ego 'any person to touch this door dies - KP50', then MULTIPLY the baaic score by half the score of a normal dice, rounding down as before. This will give the Difficulty Points of the charm; ego A spell to project a flame bolt up to 10" ~ith a KP of 5 at one target, Factor 1 Range 6-15" 1 Point Factor 3 At 1 individual, so 1 Point Factor B Gen. Destruct, 5 KP 1 Point Total 1 Points That is the normal cost of the spell, if a magician ~anted it to ~ork every time he raised his right arm, then it would cost: 3 x half dice thro~ points, as above (conditional to raising right arm ) ego if a magician were to make this charm, he would thro~ a dice (or the umpire would it doesn't really matter), and if the result waa, say, 4, then: 3 x ~ dice throw would equal 3 x \4 = 3 x 2 = 6 Difficulty Points The magician must then rest for the required number of moves, and takea Constitutional Pointr. as if the spell failed. The actual thro~ing to see if the spell worked or not is not done until the actual spell operates, so the umpire and/or player must keep an accurate record of the

46

Charm and what its DP is. The only advantage of such a charm is tha t resting and CP ar e i ~ n oro , - it ia never certain that the spell will work. A charm which is designed to work only once is thrown for only once, whether the actual spell fails or succeeds. A charm de~igned to work more than once is thrown for every ti me the spel l is used ( according to the conditions the Magician lays down ) , f or instance, a magici an casts a charm to the effect that every third move an illusion of a dragon will appear. In this case: Move 1 Nothing happens Move 2 Ditto Move 3 Throw to see i f the charm has worked Moves 4 & 5 Nothing Move 6 Throw to see i f the charm has worked, etc. The DP used is the modified DP explained already, the chart is the standard one and the Grade or the magician that cast the charm is used. If the spell goes wrong then the pr ocess is the same as for normal magic - see 'When a Spell Goes Wrong'. NECRDMANCY A Necromancer may use any ordinary spells juat like any normal mag1c1an so long as he has a General Grade in magic - Mecromancers who only have a Necromancy grade may only use spells intended to kill or cause killing end the special Necromancy summonstion listed below. The following spella may only be used by Necromancers: SPELL NUMBER Description

Spelling Difficulty Points

Notes

SPELL NUHBER Description Spelling Difficulty Points

Notes

Nl This spell ellows ths Necromancer to bring 1 recently dead ( 10 periods ) to life for 1 dice throw moves. During this time the dead spirit must answer sny questions the Necromancer asks it, the spirit (umpire) may be cryptic but must not lie. The Necromancer must be within 5" of the corpse. Is achieved by the Necromancer muttering to himself for 1 move. Factor 1 Range 5" 0 Pointa Factor 3 1 corpse 1 Point Factor 12 Hind control 3 Points Factor 16 Time, 1 dice 1 Point Total 5 Points The dice used is a normal one, the spell works on any intelligent being. The Necromancer may only apeak up to 10 words in a move, the spirit will answer in one complete move. The dead spirit may only answer questions which he would have known the answers to had he been living. This spell may only be used once on the same corpae and whilst under the influence of the apell, the 'undead' may not move, except to stand, and he will not actually obey the commands of the Necromancer or fight.

N2 Thia apell allows the Necromancer to re-incarnste any figures within 5" of himself, for up to 12 moves (2 normal dice throws). The Necromancer must stand still for one whole move whilst incanting, muttering and wailing. Factor 1 Range 0 0 Factor 2 Effected area 5" rad 2 Points Factor 12 Hind control 3 Points Factor 16 Time, 2 dice 2 Points Total 7 Points Figures re-incarnated in this way, or by usi.ng Spell NI, are referred to as 'un-dead'. In thia apell the undead may be corpses of any age or ever, buried. If buried, entombed etc. they take a period to dig their way out. The undead will obey the Necroma~cer no matter whose side they wera on whilst alive. The Ability factors and weaponry remain the same aa living troops, morale is not taken though and all ~vs are doubled. Hountad troopa may be re-incarnated with their horses, if the horse is also dead and within the radius of effect. This applies to dragon rIders. dog handlera, etc. as well. Are-incarnated Hagic User loses all of hia powers. Re-incarnated figures cannot talk. If desired this spell can be used as a variable with time as the variable factor . This spell only worka once on the same corpse. 47

SPELL NUMBER Oescr iption

Spelling

Difficulty Points

Notes

SPELL NlJ1BER Deacription

Spelling

NJ Like spell N2, this spell is to re-incarnate desd figures. However, figures re-incsrnated with thia apell are brought back to life exactly as they were before - with an independent mind and any magical powers they may have possessed. The casting magician must be within 5" of his subject, and he must be able to accomplish the apelling as followa:The Necromancer must take his subject and place upon his . breaat a 'life giving jewel', each jewel is good only once snd the jewel is sn integrsl part of the spell. Necromancera must note down how many of these jewels they hsve and searching for them might produce an interesting scenario for ~ wargame. Having placed the jewel as deacribed the Necromancer must make an incantation, lasting 4 movea. Then the jewel will fade and die and the corpse will come to life. factor 1 Range 5" a factor J Effected, · 1 corpse 1 point fac~or 11 Change, inanimate 4 points to animate Total 3" points A person can only be re-incarnated once in thia way. The spell worka on humans and humanoids which are 'near human' according to the Umpire's judgement; ego elves, dwarves, hobbits, Neanderhsll man, but NOT Orcs, goblins, giants or trolls. This spell will have only half its normal basic parcant chance of working in daylight - but st midnight hss an extra l~. If this spell ahould ever go wrong, then the effect is alwaya on the Necromancer himself. Effect is permanent. N4

Thia ia not a spell in the normal sense but a 'Summonation', for an explanation of thia, see the aaction on 'SUMmOners' which follows. When caat thia aummonation calla upon the spirita of the dead who will help the Necromancer. To effect thia summonstion, ths Necromancer must first wail and incant for 2 movsa, during which time he must remain stationary. Then he muat take a silvsr sword or knife and aacrifice any available human being; this takea a furthar 1 move, aft.er he muat incant for a further move. The whole proceas taking 4 IOOVes, after which if the alnllOnation worka, the dead apiri ta will appear within 5" of the NecrOlll8llCar. The Necroaancer .oat show thea the ailver blade and willthen point with it at the troopa he wants attacking, or he IlUSt prasent a lock of hair, atc. of an intended aingla victim, this taking a further move (total 5 movaa)

THE SPIRITS Intelligence Physique SV'a Abilities f10ves

Notes

Pacts

Undead Super-natural, may aaaume humanish shape if they wish, or ~n invisible. Cannot be killed - aae notes. Each Spirit acta aa a human awordsman with an ability of a - the baaic Percent to hit are the ones used, with no modification. May either walk or teleport. Walking - at up to B" a move Teleporting - up to any place in sight, or a predetermined and known spot, thia tsking a whole move. These creatures may be banished from the table by being: 1. Struck with any magical blade 2. Struck by any blade blessed by a holyman J. Struck by any blade wielded by a holyman 4. Struck by any silver weapon 5. Banished by a holyman A holyman ia any defined as such before the game and normally a religious leader, but he must be righteous, etc. To banish any apirits within 5" e holyman only hsa to incant for a move. The dead will obey any order to kill, then they will return to wherever they come from.

48

Difficult Points Quantity Recommended fi gures

Normally 7, i n grave yards , tombs, etc. When summoned two norma l dice are thrown and th is is the number of spirits which appear. They act as a qroup. Heritage Ghoul , Asgard Spector

Notes: Any Necromancer using this spell is, incidentally, damned to the fires of eternal hell, condemned to an everlasting death, etc. etc. Thus Necromancers are usually regarded as 'baddies' and umpires should note that holy objects, swords and artifacts will ' scream' Dr 'shriek' if touched by a Necromancer, and may not be wielded by them . SUMMONERS A Summoner is a mag~c~an who can summon upon either a particular deity or a whole group of gods and demi-gods thus gaining the i r help. A summona·r will have a grade in the normal way and he is capable of performing all normal magic like ordinary magicians, he may also be a Necromancer. The particular gods that the summoner summons upon can be worked out by you beforehand, which is demanding but fun and allows you to do just what you, want; set up whole circles of gods, their minions, relationships to each other and general attitudes, etc. If you don't feel quite up to thia immediately, but would like to use summoners, a simplified summonation list is provided tOlilarda the back of these rules. Most gods lIIill have minions of one scrt Dr another and it is these IIIhich often come to the help of the summoner. For instance. Devils and Satan, God and angels. Whatever you decide to do, set out the summonation spell in the folloliling way and rite it into the spell catalogue. The god Psbilun i s an independent deity of average pOliler. His ~n~ons are the dreaded 'winged demons of Pabilun' , IIIhich appear when the god ia called upon as Pabilun naver meterialises himself: Demons of Pabilun:Intelligence Physique SV SV armour Morale Orgsnisation Abilities Pact

Notes Recommended Figures Difficulty Points Quantity

Intelligent Wi nged Humanoid Mythical Beast. count as small giants i f. me lep. 10 None 10 Organiaed Tlllo handed weapon +10% The demona lIIill appear before the summoner who lIIill gi ve them 1 order which must be clear, precis'e and not more than 10 words long. The umpire lIIill take contrDl of the beaata but must obey the orders he has been given. When they have accomplished their task, the demona lIIill vanish from the table. The demons are ~inged and fly as Asgard Gargoyles, they must land to fight Asgard Gargoyla, Citadel Babog 5

Throw 2 decimal dice (0=10 ) add. This is how many will appear. only be summoned once per day (game).

May

The above is typical of a summonation spell. More complex ones can be drawn up with all sorts of conditions, etc. if the player wants. The actual summonation is done just like normsl spelling, the Difficulty Points ia cross checked with the Summoners grade to give the percent chance of the summonation lIIorking . The 'pact' should detsil what the ~ demona/deity will and will not do, what he lIIants in return, etc. Both the DP snd the pacts must be allocated by the player using his judgement as he sees fit. The same is true of the quantity IIIhich is to appear snd of hOIll often. the spell may be usad. ELEMENTALISTS Elementalists are similar to summoners in that they msy csll upon strange forces to aid them. But instead of summoning on gods and preternatural forces, the Elementalist summons on natural forces, such as tree spirits, etc. An elementalist may have a normal magical grade and may be able to perform normal magic, he may naver be a Necromancer or a Summoner of any other kind. The creatures the Elementalist calls upon are 'Elementals'. snd pnly an Elementslist may summon on elementals. Elementals are of our basic types, earth, air, fire and water, and as e3ch spirit is a fixed type or group of type I have provided a list IIIhich you may wish to Ube, but don't have to if you want to deaign your own elementals. The details are used in the s ame way as for summoners - DP desiqnates Difficulty Points in the normal way.

49

Earth Elementals These manifest themselves in the form of heavy and rather simple gianta. Those found (summoned) in mountainous areas reflect this aspect, as will those found in other types of natural scenery, ego woods. Intelligence Physique

SVs

Abilities

r10ves Notes

Pacts

Automatons with the order to 'protect this land' Mountain Giants Humanoid Flat-landers Humanoid Swamp-dwellers Sludgy Blob Dryads Tree like Earth Quakers Humanoid Volcanic Giants Humanoid 24SV Mountain Giants Flat-landers lBSV Swamp-dwellers 20SV Drysds dependa .on the size of the tree - average about 15 Earth Quakers 30SV Volcanic Giants 1BSV Mountain Giants atone cluba 0 FIst-landers wooden clubs 0 Swsmp-dwellers to strike ••• l25~ bssic KP ••• 9 Dryads to strike ••• 9~ basic KP ••• 10 - this is for the average 15 SV value Earth quakers two-handed swords 0 Volcanic Giants Firey swords 0 (KP=15) Fire bolts thrown as darts .0 (KP=5) Humanoids, Giants Dryads normal human moves Swamp-dwellers normal humsn moves on swampy ground only Earth quakera are summonable during earthquakes Volcanic Giants are summonable near signs of such activity Dryads are summonable within 10" of trees - 1 will appear per tree Swamp-dwellers are summonable within 10" of swampy ground but they may not leave such Flat-landers and Mountain Giants are summonable in their respective territory Mountain Giants will obey the orders of their summoners to the last as for Mountain Giants Flat-landers as for Mountain Giants bearing in mind the Notes Swamp-dwellers above will obey anyone order and then retire back to Dryads their woods, however, if there woods are threatened then they will defend them will obey anyone order and then come under the Earth Quakers umpire's control will attack the nearest troops - but not their Volcanic Giants surrrnoner

Mountain Giants Flat-landers Swamp-dwellers Dryads Earth quakers Volcanic Giants How many will appear when summoned: Mountain Giants Flat-landers Swamp-dwellers Dryads Earth Quskers Volcanic Giants

Difficulty Points

4 5 4 5 2 2

in mountains, 5 in cliffs and atony hills in rural districts, 6 in towns see notes see notes in earthquakes, 4 in tremors in volcanoes, 4 in hot springs

1-6 dice 2-12 dice 1-3 (~ 1-6 dice rounding up) the number of trees within 10" 1-3 (~ 1-6 dice rounding up) 1-6 dice 50

These are just a felll of my ideas about Earth elements, a great deal ·more detail could be included, but I just have not got the space or paper. Figures which would fit in lIIith all this would be:Mountain Giants Flat.-landers Slilamp-dwellers Earth Quaker Volcanic Giants Dryads

Garrison 2-headed giant, Asgard Troll and Ogre, Citadel large Troll Asgard Ogre, Garrison Frost giant Buy some plasticine or use the Minifigs swamp demon Asgard TroJl Garrison Eastern Giant Minifigs Ents and Huorns or Garrison tree demons

AIR ElEf:1ENTALS These tend to manifest themselves invisibly (which is cheap if nothing else: ) . They effect the weather. Intelligence Physique SVs Abilities

Moves

Notes

Pacts

Difficulty Points

Automatons lIIith IIIhatever orders are given them Fair weather spirits •.•••• Supernatural Wind spirits Supernatural They are indestructable Wind spirits may cauae winds . Each spirit may move an object with a SV of up to 3. So 6 spirits could move up to IBSV. What they move is dependent on the pact and then on the umpire. The presence of 3 or more Wind Spirits lIIill cause all fires to go out automaticaliy and missile firing lIIill be at short range only. The presence of 4 or more wind spirits lIIill make all missile fire impractical and reduce the distance figures may be heard over by a third. Fair lIIeather spirits have the opposite effect to wind spirits. They may calli) lIIinds - one FW spirit cancels out one liIind sp"jrit. 4 or more on the same table lIIill cause bright sunshine and a slight breeze - raining is not permitted during such periods, and this applies to rain, snow and hail spells as lIIell. As far as they like either in the air or at ground level. Similar ly a figure they move follolils their path - but only for 6" unless it is in the air lIIhen it is grounded. The effect of being pushed around by the w;, aJ rl""" mds upon circumstances; Le. being pushed over a cliff lIIill probahl ) '

90

10



450

80

10

CGwat ••• foot ""'-'oi d -.11

giant ror _lee 100

Griffon

4

+ Abilit y factor - opponents abilit y fact or +5~ Fighting f rom hi gher posi ticn SO' f h f' d

Kill-lru

115

Ci.,t Li zard Oregon

TACTI CAL f ACTORS

... 5~

Str ike 40

JO

Cockatr i ce

285 60

Ciant Rat Gi g.,tic Rat. Gargoyle ( Cr ound >

100

Salamander Owl Bear Pegas us, HippQ9r iff etc.

t

pO ln facing

Unicorn

-5~ ~~~rn~n~~l~~ ~~~:e~~der.

~!y:~:' .~o;:~~ ~=

dr i ll ed CO troops. -10%One handed weapon f ecing enemy in op en o rder -Ire., any troops fighting fran a rear rank -15 ~ 2-handed wea pon facing enemy in open o r de •.

f a t Corgie ele pha nt St ed in C.ttle

6 I

40

r=~~~~~~------------r-~~~~~~~~~~----~ H8 ~Y ( Cr~ )

C. ta

Count. . . H......raoid f o r _1M SlJ 10 Count. 88 Hunlaooid for . . lee SV6 Counta 8a H\oWIanoid for ,,",lee SV6

100

B

10 5 B 4 3

3S 50 SO 35

1000

I

120

10 4

J{l

(

Rying Beasts

FLYI NC CR[ ATURCS I N M[LEE Type

Hax. climb i n one move

r1ax. c limb rate

M8)(. dive i n one move

Hi n. Move

Ha x. Move

Or e gon

Swoope r / Lander

J bands

Lagle

Swooper

6 banda

4 bands per .Is move

Pter adactyl

Swooper / l ander

4 band.

J banda per \ nIOve

Wyvern

Swoope r

J banda

J ba nda per -\ move

Hippo-q r i ff

Swooper

2 banda

Winged Usmon or Gremlin

Swooper/ lander/ Hoverer

3 banda

Hawkman

Swooper/l ander/ Hoverer

} banda

2 banda pe r .\ lI'IO\le

3 banda

1"

2S"

, bands per \ move

10"

25"

7 banda

5"

35"

5 banda

10"

30"

4 bands

10"

25"

2 banda per .'§ move

, banda

5"

15"

2 b ands per \ move

3 bonds

1"

20"

5 bond.

Wlnged Serpent

Swoope r

1 band

1 band pe r " move

1&

banda

10"

ZS"

tr i ffon

Swooper / lander

2 banda

'Z bands per .Is move

3 bands

5"

I S'

'Aagard' Gargoy Ie

lander

1 band

1 band per ., move

2 banda

5"

l~"

Hoverer

3 bands

2 bands pe r Irs move

, banda

I"

W'

Harpy

aalrog

B

}5'-

SV 24 may add 1Dmii to the KP SV35 may add 20Ir. t o the KP

Aagard' 8ate

Cr • • ture

20 24 20 12 15 12

IB

Power

GIants larger than SV17 may add 50% to I