73
John 1:5 John 1:5 John 1:5 John 1:5 - The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it. has not overcome it. has not overcome it. has not overcome it. G enesis 1: 3 G enesis 1: 3 G enesis 1: 3 G enesis 1: 3 - And G od said, “ L et there be light,and there was light. And G od said, “ L et there be light,and there was light. And G od said, “ L et there be light,and there was light. And G od said, “ L et there be light,and there was light. Magic page.1 VII VII VII VII WORDS OF ORDS OF ORDS OF ORDS OF POWER AND OWER AND OWER AND OWER AND RUNES OF UNES OF UNES OF UNES OF MIGHT: IGHT: IGHT: IGHT: MAGIC AGIC AGIC AGIC AKNOWLEDGEMENTS This chapter has been heavily inspired by the Grimoire of Decipher’s now defunct Lord of the Rings roleplaying game. Of all the roleplaying games over the years dedicated to J.R.R. Tolkien’s amazing world, Decipher captured the spirit and feel of Middle-earth’s magic the best. Some of that roleplaying game’s magical features have been converted to operate under the Basic Roleplaying system as well. This has been done in an attempt to keep the feel and spirit of Tolkien’s world. This is fully a BRP magical system and should be read in conjunction with Chapter 4 Powers: Magic (starting on page 89) in the “Big Golden Book” (i.e. the BRP Core Rulebook) Enjoy! Content Page The Nature of Magic in Middle-earth 1 Spell Types 2 Wizardry 2 Dark Sorcery 2 Runes 3 Scrolls 5 Spot Rules for Magic in Middle-earth 7 Casting Spells 7 Counter Spells 8 Spell Speciality 9 Spellcasting Methods 10 Runes of Power 10 Songs of Power 10 Stamina Rolls for Casting Spells 11 Middle-earth Grimoire 12 The Blessings of the Valar 19 Necromancy 56 Table: Grimoire of Middle-earth 88 THE NATURE OF MAGIC IN MIDDLE-EARTH Magic in Middle-earth has two aspects you must consider: the general manipulation of magic by characters (usually through casting spells), and the subtle magic found throughout the land. Magic exists in, and flows through, all creatures and all places of Arda. This magic has its source in The Song of Creation (The Ainulindalë). Through the Ainulindalë, Arda and the order of things were created. The Song sustains and holds all things together through the will of Eru. The Wise refer to this pervading and resonating magical force produced by the Ainulindalë as ‘the Essence,’ for it is this essence that imbibes all things. When a spell caster casts a magical spell they are tapping into the Ainulindalë, moulding and shaping it, to cause the effect of the spell. The abuse of such magic will see the land tainted or even reject the caster of the spell. Powerful creatures and beings can sense changes in the harmonics of the Ainulindalë and thus become alerted to a spell casters presence. This can prove to be a perilous thing if the spell caster is flippant and abusive in the use of magic. Broadly speaking, Middle-earth magical spells are divided into two types: Wizardry and Dark Sorcery. Wizardry is a benign form of magic usually providing a boon or benefit to the caster. Dark Sorcery on the other hand is overt and controlling of others and is used extensively by those who crave power above all else and the servants of the Enemy. Continued use of Dark Sorcery will in the end corrupt the caster who uses it. Wizardry, on the other hand, will not lead to the casters corruption. There are a number of ways spells can be cast. All spells will require at the very least the use of the casters voice and sometimes also the gesturing of the casters hands. But there are a few other methods in which magic can be cast. One way is to use the power of Song. This is a common method amongst the Elves, and although it takes longer to cast magic through singing, the effects are more powerful and longer lasting in the end. This is because the caster’s song merges with the Ainulindalë and becomes enmeshed within it, increasing its effectiveness and longevity.

WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

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Page 1: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.1

VIIVIIVIIVII WWWWORDS OF ORDS OF ORDS OF ORDS OF PPPPOWER AND OWER AND OWER AND OWER AND RRRRUNES OF UNES OF UNES OF UNES OF MMMMIGHT: IGHT: IGHT: IGHT: MMMMAGICAGICAGICAGIC

AKNOWLEDGEMENTS

This chapter has been heavily inspired by the Grimoire of Decipher’s now defunct Lord of the Rings roleplaying game. Of all the roleplaying games over the years dedicated to J.R.R. Tolkien’s amazing world, Decipher captured the spirit and feel of Middle-earth’s magic the best. Some of that roleplaying game’s magical features have been converted to operate under the Basic Roleplaying system as well. This has been done in an attempt to keep the feel and spirit of Tolkien’s world. This is fully a BRP magical system and should be read in conjunction with Chapter 4 Powers: Magic (starting on page 89) in the “Big Golden Book” (i.e. the BRP Core Rulebook)

Enjoy!

Content Page The Nature of Magic in Middle-earth 1 Spell Types 2

Wizardry 2 Dark Sorcery 2

Runes 3 Scrolls 5 Spot Rules for Magic in Middle-earth 7

Casting Spells 7 Counter Spells 8 Spell Speciality 9 Spellcasting Methods 10

Runes of Power 10 Songs of Power 10

Stamina Rolls for Casting Spells 11 Middle-earth Grimoire 12

The Blessings of the Valar 19 Necromancy 56

Table: Grimoire of Middle-earth 88

THE NATURE OF MAGIC IN

MIDDLE-EARTH

Magic in Middle-earth has two aspects you must consider: the general manipulation of magic by characters (usually through casting spells), and the subtle magic found throughout the land.

Magic exists in, and flows through, all creatures and all places of Arda. This magic has its source in The Song of Creation (The Ainulindalë). Through the Ainulindalë, Arda and the order of things were created. The Song sustains and holds all things together through the will of Eru. The Wise refer to this pervading and resonating magical force produced by the Ainulindalë as ‘the Essence,’ for it is this essence that imbibes all things. When a spell caster casts a magical spell they are tapping into the Ainulindalë, moulding and shaping it, to cause the effect of the spell. The abuse of such magic will see the land tainted or even reject the caster of the spell. Powerful creatures and beings can sense changes in the harmonics of the Ainulindalë and thus become alerted to a spell casters presence. This can prove to be a perilous thing if the spell caster is flippant and abusive in the use of magic.

Broadly speaking, Middle-earth magical spells are divided into two types: Wizardry and Dark Sorcery. Wizardry is a benign form of magic usually providing a boon or benefit to the caster. Dark Sorcery on the other hand is overt and controlling of others and is used extensively by those who crave power above all else and the servants of the Enemy. Continued use of Dark Sorcery will in the end corrupt the caster who uses it. Wizardry, on the other hand, will not lead to the casters corruption.

There are a number of ways spells can be cast. All spells will require at the very least the use of the casters voice and sometimes also the gesturing of the casters hands. But there are a few other methods in which magic can be cast. One way is to use the power of Song. This is a common method amongst the Elves, and although it takes longer to cast magic through singing, the effects are more powerful and longer lasting in the end. This is because the caster’s song merges with the Ainulindalë and becomes enmeshed within it, increasing its effectiveness and longevity.

Page 2: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.2

Another way of casting magical spells is to bind the spell into Runes. Runes are script engraved onto an item and imbibed with the resonance of a spell. The benefit of runes is that anyone who can read or decipher the runes will be able to simply fuel the spell held within the runes with their own power points. This kind of spell casting does not require that the one powering the spell first knows the spell being cast. They simply touch the runes, expend the power points required by the spell, and the spell activates. Both Dwarves and Elves use this method of spell casting extensively and many of their items contain runes of power engraved upon them. As there are very few spell casters within Middle-earth items that contain Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with Runes of Power engraved on it will be considered to be a magical item.

Runes can also be written on to specially treated paper, called rune paper. Rune paper can hold a spell in status, waiting the time when someone will come along, read out aloud the runes engraved on the paper, and trigger the spell. Such rune paper is more commonly referred to as a magical Scroll. Scrolls hold both the spell, and the power points to activate the spell. This is done at the time the scroll is written by a spell caster. When a scroll is activated, the one using the scroll will not expend any power points to fuel the spell. Anyone can use a scroll if they can first read it. But once the scroll’s spell has been activated, the spell will be used up. Scrolls are a ‘one-shot’ magical item. Once used, the scroll is useless and its rune paper cannot be used again to store another spell until it has been properly treated and prepared. Spell casters will often try to obtain scrolls to learn the spells written within. This they can do without activating the spell and using up the scroll’s magic (if they are skilled enough).

These spell types and casting methods are all detailed below. The rules for the use of magical powers can be found in Chapter 4: Powers of the Basic Roleplaying rulebook. The information that follows in this chapter of Middle-earth Basic Roleplaying is supplementary to the Basic Roleplaying core rulebook.

Finally, in Middle-earth Basic Roleplaying, anyone can cast spells. There are certainly some professions that are considered to be spell-casting professions, those who are proficient in the knowledge and use of magic. But there remains within Middle-earth a robust tradition of handing down limited magical knowledge throughout the generations amongst the various races and communities of Middle-earth. At most times this “magical knowledge” will be limited to the healing arts and such arts encompass more than just the use of magical healing spells. But it is possible for non-magical professions to learn and utilise a

limited number of spells. The rules relating to non-magical professions using spells is outlined under the heading Use of Spells by Non-Magicians on page 93 of the Basic Roleplaying rulebook (see Chapter 4: Powers – Magic).

SPELL TYPES

Magic in Middle-earth comes in two types: Wizardry and Dark Sorcery. Wizardry

Most spells and magical powers used by characters belong to the school of wizardry, the general term used in Middle-earth to describe such things. Wizardry is the subtle melding of localised aspects of the Song of Creation (The Ainulindalë), gently manipulating it to cause an effect on the localised environment centred on or around the caster. Wizardry is gentle in its impact on the Ainulindalë, even though the effects caused by the caster may be rather powerful. As such, wizardry does not abuse the ebb and flow of the Song of Creation, rather it taps the Ainulindalë to create the spell’s effect.

Although magicians and wizards are rare and often secretive, there does exist within Middle-earth a robust tradition of magical practitioners and magical practices. For some things, such as opening and locking doors, there are dozens of different spells, though some may apply in such limited conditions (they only work on one specific door, for instance) that they have little use for most characters. All races – even Orcs – can learn to cast spells of wizardry, though not all of them necessarily take advantage of this fact.

The rules governing the use of Wizardry can be found in Chapter 4: Powers in the BRP Rulebook, under the sub-section dealing with Magic. Dark Sorcery

Unlike Wizardry, Dark Sorcery overtly abuses the power of the Song of Creation, twisting and manipulating its energies around the caster to mould the spells effects. As such, dark sorcery is an abuse and perversion of the Ainulindalë. Often the spells of dark sorcery are very powerful and are used to dominate and control others. Such abuse of power has the effect of corrupting the caster. In addition, dark sorcery is the chief form of magic used by the forces of the Shadow, and anyone casting dark sorcery will surely draw the attention of the dark powers to himself. Repeated use of dark sorcery is a vice that corrupts the caster, sending them down the flood of dissipation that leads to utter corruption. For power has the capacity to corrupt a man’s heart, but the lust for power will certainly lead to ones total corruption.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.3

Dark sorcery is the chief form of magical art used by the Enemy. Dark sorcery spells are often overt and very powerful. This is the form of magic preferred by Orc Shaman and it incorporates the capacity to dominate others or to destroy them. The rules governing the use of Dark Sorcery are exactly the same as for Wizardry and can be found in Chapter 4: Powers in the BRP Rulebook, under the sub-section dealing with Magic. Gamemasters note: Dark Sorcery should not be confused with the Sorcery powers listed on p.122ff of the BRP Rulebook (see Chapter 4: Powers). Dark Sorcery is used in exactly the same way as the Magic powers found on p.88ff of the BRP Rulebook (see Chapter 4: Powers). Dark Sorcery refers to the abusive manipulation of the Ainulindalë by the servants of the Shadow and its corruptive influence on all who employ such tainted magical spells. At the gamemasters discretion, the Sorcery rules and powers (as detailed on p.122ff of the BRP Rulebook) can be utilised within Middle-earth Basic Roleplaying if the gamemaster is looking for additional powers for their setting. Indeed, the conjuring of elementals and fell spirits is employed by some races of Men in Middle-earth who have fallen under the influence of the Shadow. Easterling and Haradrim shaman have been known to conjure elementals and fell-spirits to do their bidding. In such cases when conjuring elementals, the gamemaster can use the Sorcery rules and powers listed on p.122ff of the BRP Rulebook (see Chapter 4: Powers). Gamemasters should note though that in the Middle-earth setting Sorcery would be considered to be a power utilised by the Enemy and would have a corrupting influence on player characters that use the Sorcery powers listed in Chapter 4 of the BRP rulebook.

RUNES What Are Runes

Runes are engravings that contain the innate capacity to focus and cast spells. Non spell casters can simply touch these runes and, without knowing the inscribed spell, fuel it with their own power points and activating the spell inscribed by the runes. Runes generally only affect the item they are engraved upon. However there are some runes engraved on special items that permit the items user to activate the spell onto other objects or even people. Both the spell description in the Grimoire section of this chapter and the engraved items description (where it is mentioned in adventures or the Weapons and Gear Chapter) will guide the gamemaster and the players as to the conditions of use of their rune item.

The Elven and Dwarven races particularly make extensive use of runes, as did the ancient Númenóreans. However most races have some familiarity with runes, using runes engraved into items as a means of spell casting without any of the requirements or restrictions that true spellcasters must face when casting spells. This is because the rune itself acts as the focal point for the weaving of the Song of Creation. The person using an item engraved with runes only needs to activate the spell by providing the power points to ‘fuel’ it. There is no skill roll required when casting spells through runes. All that is required is that the individual is able to touch the runes and has enough power points to cast the spell. No invocations or gestures are required, only touching the runes is needed.

The use of such rune spells is however limited, as there are only a small number of spells that work through rune engraving. Runes are limited in their power and effect due to the fact that when the runes are engraved the engraver must set the level of the spell at the same time. Thus rune spells can only ever be fuelled to the maximum level that the engraver has set within the runes. True spellcasters therefore have the added advantage of being able to use runes as well as acquire spells that are more potent and versatile.

There are some potent exceptions to the generalisation that runes are often restricted in power. Some runes can be quite powerful. Witness the Doors of Durin at the western entrance to Moria. These doors will only open when the correct word is spoken before them. Such powerful runes are designed for the opening and closing of objects or items and can be found engraved on doors, floors and the like. They are often specific to the opening and closing of that particular portal.

Other runes may be traps designed to activate when the unwanted explorer opens the portal or steps onto or over the rune engraved onto the floor. Such runes are often found guarding the

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.4

resting places of the dead. Dwarves and Elves in particular employ such powerful runes. These runes however are generally fixed in place and do not normally find their way into the hands of player characters. The types of runes that player characters are more likely to encounter will be less powerful but still useful. Such everyday items will be objects that can be carried or worn, such as weapons or armour. What Do Runes Look Like

Runes appear as engraved writing upon an item or object. As such a Rune for the Bane spell

will appear in Dwarvish runes as BANE, in the

runes of Men it will likely appear as BBANE, and in

Elven runes it will look like this BANE .

Varying Potency of Runes

The runes for the same spell will vary in potency depending upon the spell engraving ability of the items crafter who engraved the rune when the item was created. It would not be unusual to find swords, for example, with varying levels of the Bane rune spell engraved upon them (Bane level 1 or higher). A character with a sword with Bane IV engraved in runes upon one sword would therefore be able to cast the Bane spell to level 4 potency, using 4 power points. Another player character with a second sword with Bane II engraved upon it could only ever cast the Bane spell to a level 2 potency using 2 power points.

Users of runes do not need to use their rune spells at the full level of the spell engraved within it. So in the above example, both characters could used their Bane runes spells at level 1, costing only one power point, but the holder of the Bane II rune could not use his rune to cast a Bane spell at level 3 capacity.

Finally there are some powerful rune items that do not require any power points to fuel the spell at all. Such items permanently affect the wearer of the item and the rune spell is permanently in affect. Some examples of such items would be magically enchanted armour or a ring with the Protection spell rune upon it. When the ring is placed upon the finger, the wearer gains the benefit of the Protection spell in permanent effect without having to use any power points to activate the spell. Such items will always have a level of the rune spell associated with it. So a ring with the Protection rune spell at level 1 potency would mean that the wearer gains 1 point of constant armour whenever they are wearing the ring. Such items are rare indeed as most rune items require power points to be used before the rune is activated. The items description

will always detail whether the item has this capability. Runes are always engraved onto or

embroidered into an object (doors, weapons, clothes, equipment etc) and are intimately associated with that object. Should the object that has the rune upon it be destroyed or broken then the rune will also be destroyed or otherwise rendered useless. The item may be repaired, however the runes are considered to have been permanently destroyed. New runes may be carved onto the repaired item however, thereby making the item magical once again. USING RUNES

For a player character to cast a spell through a rune they require two things: • Firstly they need to have enough power points

available to cast the spell, and • Secondly, they need to be able to make contact

with the object that holds the rune, and thus by default, in contact with the rune itself.

If either of these conditions cannot be met, the player character cannot cast a rune spell. MAKING RUNES

Skilled craftsmen who know magical arts may make their own rune inscribed items. However the crafter must meet the following criteria first:

• the crafter must have the items appropriate craft skill at 100%,

• the crafter must have learned the Runes of Power spell casting method,

• they must know the spell that they wish to engrave as a rune,

• they must have at least a 75% skill chance in the Spell Speciality of the spell they are casting as a rune, and

• the spell must be able to be cast as a rune.

The crafter then must succeed in a craft skill roll for the item and then follow this by a successful casting of the spell by passing the spells speciality skill roll.

When the rune is cast, the caster will lose permanent POW in the construction of their rune device as the crafter attunes the rune in to the Song of Creation. The amount of permanent POW that is lost will depend upon the level of the spell being cast. For example, an Elven jeweller wishes to make a ring with the Protection spell engraved upon it. The jeweller meets all the minimum criteria above to craft the item and succeeds in the relevant craft skill and spell speciality skill rolls. The jeweller then decides that they wish to imbibe the ring with a Protection spell to a level 3 potency. The jeweller would then lose 3 points of POW and the rune item would be created.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.5

Gamemasters may wish to reduce the number of POW lost if the spell speciality skill roll is a critical success. Likewise gamemasters may impose a loss of at least 1 point of POW if the spell speciality skill roll is a fumble, in addition to the spell not working. If the crafting skill roll succeeds but the spell speciality skill roll fails, there will be no loss of POW but the attempt at creating the runes fails and the item crafted remains nothing more than a normal item. Gamemasters should impose an appropriate time limit on the creation of the item. Crafting a ring, for example, would take a few days or weeks to fashion before the attempt at engraving the runes can be made. Larger items would take a longer period of time. Whilst the item is being crafted, the crafter must give their full attention to the task at hand. As such, item crafting will fall outside of the time player characters spend adventuring.

As a final note, in order to make rune spells that are permanently in effect, the crafter will also need to know the Songs of Power spell casting method and sacrifice additional POW to permanently activate the rune spell. Songs of Power are always employed in the process of creating such powerful items.

SCROLLS

Scrolls are pieces of paper that have a set of runes inscribing a spell upon it. This paper is often called ‘rune-paper’. The rune paper itself is a specially treated parchment that enables the rune spell to be transcribed onto it. That spell then remains dormant until someone who understands the language in which the scroll is written, reads out the words whilst touching the runes scribed upon it. When this happens the dormant spell will then be cast and the scroll will no longer contain the spell, as the inscribed runes fade after the spell has been cast. Scrolls are therefore one-shot spell holding parchments.

The utility of scrolls lays in the fact that anyone who can read and understand the language the scroll is written in can cast the spell scribed on the scroll. No power points are required to cast a scroll’s spell as the power points for casting the spell have already been implanted into the runes scribed on the scroll when it was written. For non-magical folk this is a boon. Using Scrolls

For a player character to cast a spell from a scroll they require three things: • Firstly the character must have succeeded in a

skill roll in the language the scroll is written in. The player character is permitted to attempt to

read the scroll at any time they like, instead of waiting till when they wish to use the scroll’s spell. The wise adventurer is well advised to do this some time before the scroll’s spell will be required to be cast. In this way, they will be already familiar with the scroll’s contents and not have to undertake the language skill roll under the duress of combat when they could have external pressures, such as weapons being thrust at them, causing penalties to the skill roll.

• Secondly, the user of the scroll must be able to touch the runes written upon the scroll.

• Finally, the user must be able to speak the words of the runes on the scroll out load. NOTE: it is assumed that player characters that can read a language can also correctly pronounce the words of that language.

If any of these three conditions cannot be met, the player character cannot use a scroll’s spell. Making Scrolls

True users of magic are able to make their own scrolls. As part of their training in the magical arts they learn the skill of making rune-paper. As such, all magical professions will gain the unique skill Craft Rune-Paper at their INT + Manipulation skill category bonus as a starting percentage for the skill. This skill permits the player character to be able to make their very own blank pieces of rune-paper used for scroll making.

Knowing how to make rune-paper is only the first step however. Scrolls require runes to hold the spells inscribed upon them. This fact means that in order to make a scroll, and not just the blank paper the scroll is written upon, a spell caster must also have the Runes of Power spell casting method. Knowing this method of creating runes permits the spell caster to be able to inscribe the runes of the spell onto the blank rune-paper, thus creating a scroll. Only spells that can be cast as runes may be inscribed onto rune-paper.

In order to make a scroll the spell caster follows this procedure:

• firstly the spell caster must succeed in a skill roll in their Craft Rune-Paper skill,

• the spell caster then must succeed in a Spell Speciality roll for the speciality of the spell they are inscribing,

• finally, at the time the scroll is made, the spell caster must permanently sacrifice POW equal to the level of the spell they are inscribing. This will mean that the spell caster will always lose at least 1 point of POW whenever they are successful at writing a scroll. If the spell caster fails in their spell speciality

skill roll, they will not lose POW and the scroll will not be produced though the rune-paper the spell caster

Page 6: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.6

was working on will be ruined in the attempt of creating the scroll. If the spell caster fumbles their spell speciality skill roll, the caster will lose 1 point of permanent POW and the rune-paper will be ruined. If the spell caster fails or fumbles their Craft Rune-Paper skill roll, well you can mock them savagely calling them “butter-fingers” and they will have to start all over again and make another set of rune-paper.

Making scrolls, however takes time and the gamemaster should allocate a suitable amount of time that will be required before a scroll can be made. As a guide, at least one week’s undivided attention is required to make rune-paper. This can only be done at the spell casters residence where they possess the suitable equipment and emulsions to make rune-paper. It will then take several hours to correctly scribe the runes. Many scrolls are not actually rolls of parchment, but are tomes that contain histories and other works of literature. Within such tomes many scrolls may be found as individually illuminated pagers within the general text of the codex. Creating such works takes significantly more time than just making the single roll of parchment more familiarly recognised as a scroll. Learning from Scrolls

Whereas any person who can read a scroll will be able to cast that scroll’s spell, only someone trained in the magical arts can attempt to study the scroll and learn the spell written upon the rune paper. Scrolls are great sources of magical knowledge and are highly prised and sought after by spell casters, expanding the casters Grimoire.

To learn from a scroll the spell caster must do the following:

• firstly the spell caster must succeed in a skill roll in the language the scroll is written in,

• then the caster must succeed in a skill roll for the appropriate Spell Speciality skill related to the spell found on the scroll. If the player character fails in either of these

two skill rolls, they will not be able to learn the spell at that time and will need to restudy the scroll at a later date to attempt again to learn the spell. Should however the spell caster fumble their Spell Speciality skill roll attempt, the spell may actually be activated, ruining the scroll and ending the spell casters attempts to learn that spell.

The process of learning a scroll’s spell requires at least eight hours of undivided study for each spell being learned. Skill rolls to read the language of the scroll must be undertaken at the start of the eight hour research period. Spell Speciality skill rolls are made at the end of this eight hour period. Spell casters must therefore devote a whole day to attempting to learn each spell from a scroll.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.7

SPOT RULES FOR MAGIC IN MIDDLE-EARTH

The following spot rules are set out to

provide a Middle-earth flavour to the use and application of magic by player characters. Magic is never overtly employed by the heroes of Middle-earth, and these spot rules will help to guide the gamemaster and players into keeping within the spirit and feel of the Middle-earth setting. Gamemasters are free to ignore any or all of these spot rules, as they see fit.

CASTING SPELLS

In Middle-earth anyone can learn to use magic. Indeed some races, such as the Elves, are considered magical in their own nature utilising magical arts regularly, however very few people of other races, such as men and Hobbits, have the opportunity to learn how to cast magical spells. This is primarily because few people can gain access to the restricted great libraries of the various kingdoms within Middle-earth and fewer still have the ability to be apprenticed by a true magic caster.

The most likely exposure to magic that the general populaces within Middle-earth will encounter would be through the use of apothecary potions and ointments used against common ailments, or through wonders such as fireworks or through finding enchanted items that contain spell runes. For most however, they will only ever encounter magic when the sorcerers and necromancers of the Enemy seek to spread the Dark Lords domination across the Free Peoples of Middle-earth. As such, the general population of the races of Middle-earth will be highly suspicious of any wielder of magic or possessor of magical items.

Player characters, due to their adventurous lifestyle are more likely to come into contact with magic casters or enchanted magical items and so are therefore more likely to possess and utilise some degree of magic. This will naturally put the characters into a position where anyone of the general population, who know that the characters can utilise magical arts, will be naturally distrustful of the characters.

Unlike other genera of Basic Roleplaying fantasy settings, spell casters do not possess an independent skill for each magical spell they can cast. Instead, their spells will be grouped into Spell Specialities (see the related Spot Rule on Spell Speciality). As the spells of a particular speciality are very similar in nature, the spell caster will possess a skill that covers each spell speciality.

When it comes time to cast a spell, the spell caster undertakes a skill roll in the relevant spell speciality in order to see if they were successful in casting a spell form that speciality.

If a character knows a spell, they can use it whenever they like, provided they have enough power points to power the spell and succeed in a skill roll using their skill in the applicable spells’ Spell Speciality. If the player character does not have enough power points to cast the spell at the level the player wishes, but still has enough power points to cast the spell at a lower level, then they can still cast the spell, but only at the lower level of effect. Certain spells will require other things of the spell caster, but these are detailed in the spell descriptions in the Grimoire section of this chapter.

One last thing about casting spells. In order for a spell caster to cast magic they must meet the requirements for Words of Command and Gestures, below.

Words of Command: All spells require the caster to speak words of command: incantations, invocations, and the like. A spellcaster who cannot speak – perhaps because his enemies have captured and gagged him, or because he wants to sneak past a guard and would be heard if he spoke, or who could be currently affected by a Silence spell – cannot cast spells.

Note that this rule differs from the spell Word of Command found within the Grimoire section of this chapter.

Gestures: Spells require gestures as well. To light a fire, a magician has to pick up and hold a piece of kindling or thrust his staff into a woodpile. To open a door, they must touch it or wave their hands over it. To create or project light, they must raise or wave their hand, raise their staff and so on. A spell caster who is bound or shacked cannot cast some or all of their spells, depending on how restricted their movements are and the type of gestures required. Gamemasters are free to permit bound spell casters some degree of spell casting capability, or none at all. The gamemasters choice is final in this matter and bound player characters should accept this decision. Often the gamemaster will have greater plans afoot and players should patiently endure their circumstances and see what events transpire.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.8

COUNTER SPELLS

If a spellcaster knows a particular spell, and recognises that a magic user is attempting to cast that identical spell, then they can attempt to counter it. The spellcaster must attempt to cast that same spell. This will cause both casters to become locked in a battle of willpower on the Resistance Table. This is known as casting a Counter Spell or Counter-spelling. Primarily what transpires is that both magical uses attempt to create the same spell effect in the same area and thus become locked in a mental contest as both spellcasters attempt to force that spells affects back onto each other. This process can also be undertaken when a spell caster recognises that a spell they know is in effect in an area or on a person, and they wish to counter that spell cancelling its effects.

The process of Counter Spelling is fairly straightforward and outlined below. Gamemasters should also refer to the Resistance Table rules on pages 170-172 of the BRP rulebook.

1. Both spell casters roll their skill rolls in the spells’ Spell Speciality, if only one caster is successful and the other is not, then the one who succeed may cast their spell (or maintain their spell) as per normal.

2. If both casters succeed in their Spell Speciality skill rolls, both their spells begin to form however these spells do not take affect at this time. If one spell was already in effect previously, then nothing changes to it at this time and it continues to operate normally for the moment.

3. Both spell casters now must match their POW on the Resistance Table with the Counter Spell caster becoming the Active Characteristic on the table. This is because they are attempting to undertake a Counter Spell attack and therefore are the active factor in this contest.

4. Both spellcasters now roll percentile dice to see if they both succeed or if one caster fails. � If both spellcasters are successful:

they remain locked in a battle of wills that spills over into the next combat round. The spellcasters can do no other action this combat round and go back to Step 4 again next combat round.

� If one spellcaster fails in their Resistance Roll, they lose the contest of wills and their attempt at either casting, maintaining or countering the spell fails.

� If both spellcasters fail in their Resistance Rolls the contest of

willpower is over between them and the spell, and counter spell, both fail.

Each combat round the spell casters will be

locked in this contest until one caster fails their resistance roll. The outcome of this contest of wills will be decided by whoever is the first caster to fail their resistance roll.

If the original spell caster wins in this contest, they will then get to cast, or maintain, their spell as though the counter-spell attempt was never made. Should the counter-spell caster win in this contest of wills, the spell being cast is broken. If this occurs, have both spell casters (the caster and the counter caster) make a Stamina roll, where failure results in the loss of 1D3 power points. In essence, the spell casting attempt fails and the caster and counter caster suffer the effects of the mental exertion their contest of willpower brought upon them both.

It is important to note that whilst this contest of willpower is underway, neither spellcaster may make any other actions as their mental energies are fully focused on the contest at hand. Should either one of the spellcasters be physically attacked, then their mental focus will be broken immediately and the contest of willpower between the spellcasters will cease. Depending upon the circumstances gamemasters may however wish to give player characters a chance to maintain their focus. This can be done through the caster attempting a Difficult spell speciality skill roll where success indicates that the caster maintained their focus and the contest on the Resistance Table can continue next combat round.

Because spellcasters counter spells using their own willpower rather than spell levels, the level of the spell being cast is irrelevant at the time of the Resistance Table rolls. Spell level will only become relevant once it has been determined who was successful in the contest of willpower and if the casting of the spell can go ahead.

SPELL SPECIALITY

Rather than all spells coming under the Metal Skill Category bonus as outlined in the BRP Rulebook on page 47 (see also page 31 if the optional Skill Category Bonuses rule on page 31 of the BRP Rulebook is being used), each spell within Middle-earth Basic Roleplaying is grouped into its own set of categories known as Spell Specialities. For example, there are groups of spells that belong to the Air & Storm Spell Speciality, others that belong to the Fire, Smoke & Light Speciality, and so on. All dark sorcery spells come under the Dark Sorcery Spell Speciality. There are ten Spell Specialities. These are:

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.9

Air and Storm: Spells pertaining to weather, storms, clouds, fogs, and wind. It also includes spells such as Lightning and others that deal electrical shock to a target.

Alteration: Spells that change the fundamentals of physics and biology. Spells of this category can harden the casters skin so that it is like armour or can cause locks to open without the use of a key.

Beasts and Birds: Spells pertaining to animals, birds, and even plants. Beast summoning spells belong to this group as does the plant spell Entangle.

Fire, Smoke and Light: Spells pertaining to the various aspects of fire and the conjuration of light.

Illusion: Spells pertaining to the alteration of others (and even one’s own) perception.

Mysticism: Spells pertaining to the detection of one’s enemies and the dispelling of magical enchantments.

Restoration: Spells pertaining to the healing arts and the curing of poisons and disease.

Secret Fire: Spells that manifest the power of goodness, freedom of willpower, and the Valar. Powers that the Wise serve.

Dark Sorcery: Specialisation in the dark arts of magic. Spells that overtly try to force the domination of, or cause pain to, others. Spell casters of the Enemy use this category extensively. Every time a Dark Sorcery spell is cast, whether they succeed in the casting of fail, the caster will receive the number of corruption points listed for that spell. This corruption is added to their Corruption Allegiance score and represents the casters decline into wickedness.

Water: Spells pertaining to rivers, streams and water in general. It also includes the manipulation of fog. Each spell’s description in the Grimoire section denoted the Spell Speciality the spell belongs too.

There are in addition, two other uniquely powerful groups of spell specialities. These are Blessings and Necromancy. These special kinds of spells derive their power directly from the Valar and Maiar. In the case of Blessings, these “spells” gain their power and strength directly from the Valar and certain Maiar, strengthening those of the Free Peoples who have proven their worth in showing their loyalty to Eru, the Valar and the Free Peoples. Necromancy, on the other hand, comes from the perverted power of the fallen Maiar and the Dark Lord, and is an abomination to all that is good and pure. The special rules for both Blessings and Necromancy appear within the Grimoire section of this chapter.

Starting Skill Chances for

Spell Specialities: Each Spell Speciality has a basic starting skill chance equal to the player characters POW Characteristic. So for beginning player characters, all their Spell Speciality skills will start at the same basic percentage (i.e. their POW). As players successfully cast spells under stressful situations during their adventures, or read ancient tomes and learn about the magical arts, their skills in each of the Spell Specialities will advance and thereby grow independently. Even Gandalf himself had made a special study of the bewitchments of fire and light.

If the optional Skill Category Bonuses rule is being used within the game, then the Mental skill category bonus is added to the basic chance of each of the Spell Speciality skills of the spell caster.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.10

SPELLCASTING METHODS

Most spells are cast in the standard fashion described under the Casting Spells spot rule above. All spells can be cast in this manner unless otherwise noted in the spell description within the Grimoire. Some spells, as indicated in the individual spell descriptions, may be cast through either Runes (this includes scrolls) or Songs of Power. These are specialised methods of casting spells that permit the spell to be cast through runes (and scrolls) or have their potency and longevity extended through song. These methods are detailed below. Spell casters who know either the Runes of Power or Songs of Power spellcasting methods are still free to cast spells in the standard method.

Runes of Power: As detailed earlier in the chapter, this spellcasting method employs the use of runes and involves drawing, etching, or engraving runic symbols of power onto or into an object. Only certain spells can be cast via this method. The individual spell descriptions within the Grimoire identify which spells may be cast through this spell casting method.

Almost all magical items, such as weapons and armour, are made with the use of engraving runes either on or into the item. How runes are used in the game is described in detail in the Runes section earlier in this chapter.

Player character spell casters may only learn this method through being trained and mentored by a spell caster already familiar in the Runes of Power spellcasting method. As such this can be a source of adventure for the player character as they travel the lands of Middle-earth in search of the great craft masters of this art in order to become their apprentice. Such rune crafters can be found amongst the races of Elves and Dwarves and even, very rarely, amongst the races of men. Very few Hobbits, who shun magic as a general rule, have ever desired to learn this ability. It takes time to learn this method of casting spells and the player character can expect, as part of their apprenticeship, to be sent of errands for their master in order to gain materials essential for their learning. This in turn will open further opportunities for adventure for the players as their characters learn the art of Runes of Power.

As part of their training in this spellcasting method the player character will learn the skill of making rune-paper. As such the character will gain the unique skill Craft Rune-Paper at their INT + Manipulation skill category bonus as a starting percentage for the skill. This skill permits the player character to be able to make blank pieces of rune-paper for use in the making of scrolls.

Songs of Power: Elven spell casters often favour this method, though other races may use it as well. Songs of Power permits the spell caster to harmonise their voice, through singing, with the Song of Creation. As such the Ainulindalë permeates the spell being cast through this method, amplifying and/or extending the spells area of effect. A spell cast through the Songs of Power, while requiring more time to cast than a normal, has greater power than the ordinary spell casting method.

The expertise of the singer dose not impact the effectiveness of the spell nor does the casters ability to sing well. Even a tone-deaf spell caster can use the Songs of Power spellcasting method. Indeed Orc Sharman are known to use this method of spell casting, though their type of singing is more a cacophony of chanting than actual song.

In addition, other spell casters who have the Songs of Power spellcasting method and know the same spell the caster is singing may join in with the casters song. This permits other spell casters to take over the singing of the spell, thus allowing the caster the chance to rest from singing. This shared singing capability means that the spells casting duration may last for hours with each caster taking their turn to share the singing of the song. Amongst Elven spell casters such songs have been known to last for days!

The casting time for Songs of Power spells is equal to at least one turn (five minutes or 25 combat rounds). Songs of Power spells can be cast over more than one turn if desired. However once the spell has been cast its effects are more potent. As such, spell casters tend only to employ this method of casting spells when they are free from interruption (e.g. when not engaged in combat).

When casting a Songs of Power spell, the spell caster pays the power point cost as though they were casting the spell at 1st level normally. For each additional turn spent casting a spell through the Songs of Power spellcasting method, the spells intensity or duration is increased by one level. However the spell caster does not expend any additional power points to fuel the spell other than that for the initial 1st level of casting. The spell caster can decide to increase the area of effect, or the duration of the spell, by an additional level for each turn spent in song.

Additional spell casters familiar with both the spell and the Songs of Power spellcasting method may join in the song at any time, giving the first spell caster the chance to rest. They must pay the same power point cost as the original caster when assisting in the song, otherwise the song will cease. In this way the spell’s intensity and duration may be increased beyond that normally possible to any spell caster. Any distraction to the singers however (such as combat) and the song will cease immediately. To all intent and purpose, the spell is cast on the fist combat round that the song is begun, however the

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.11

spell caster may delay its effects till the end of the song if they so desire.

Gamemasters should have the spell caster undertake a Stamina roll for each turn spent after three turns casting songs through this method. Failure indicates that the spell caster can no longer keep up the song and they stop singing. After 30 minutes (six turns), the Stamina roll will be Difficult to undertake. After one hour (twelve turns) the singer will collapse from exhaustion.

STAMINA ROLLS FOR CASTING SPELLS

The use of magic in Middle-earth is very

subtle and even the greatest of spell casters very rarely draw on their magical powers to cast spells. Player characters, on the other hand, will desire to use their magical capabilities as much as they are able to as it aids them in their adventures. This can cause the purist gamemaster a conundrum as the gamemaster may desire to limit the amount of magical activity that player characters can undertake in order to keep with the feel of Tolkien’s setting. This spot rule is designed to assist the gamemaster curtail the inappropriate use of magic within the game, whilst still permitting the player characters to attempt to use their magical skills as much as they desire.

Whenever a spellcaster successfully casts a spell and after the spells power points have been deducted from the spell casters power point total, the spell caster must then succeed in a Stamina roll. This reflects the mental and physical exertion of the spell caster casting the spell. Should the spellcaster fail in their Stamina roll, they will lose fatigue points equal to the amount of power points expended from the spell just cast. If the option Fatigue Point system is not being used, but the gamemaster wishes to use this spot rule, then the gamemaster may simply declare that the exertions of casting that last spell fatigued the spellcaster to a point where they mentally cannot focus on casting another spell for a combat round or more depending on what level the spell was cast at. In this way, gamemasters can manage the excessive use of spell casting and at the same time be flexible to the situations the player characters find themselves in during their adventures.

Gamemasters should also keep in mind that there are some beings that are sensitive to the presence of magic and are capable of detecting its presence when magic is cast. Such beings include spirits and the Vala and Maia. When magic is cast within a distance of 1km per level of the spell, such beings are permitted a Sense Power spell attempt (if they possess this spell) to see if they detect the spell casters presence. As such, casting spells can

bring unwanted attention upon oneself just as Gandalf lamented when he used magic to make fire upon the mountain slopes of Caradhras.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.12

THE MIDDLE-EARTH GRIMOIRE

What follows in this section is a list of the most commonly known spells of Wizardry and Sorcery. This is by no means an exhaustive list of every spell within Middle-earth, but it does list the most common spells that have been seen over the ages. Each spell has the following set of criteria: Name: the common name of the spell, generally indicative of function. Your gamemaster may proffer similar spells during play with names that are different, more descriptive, elaborate, or obfuscating.

Range: Unless otherwise specified, the maximum effective range for any magic spell is 100 meters. If the spell directly affects a target (living or otherwise), the target must be within line of sight.

Duration: Spells usually occur instantly in the Powers Phase of the combat round they are cast in. They usually last for a single combat round, 10 combat rounds, or for 15 minutes, as indicated in each spell description.

Power Point Cost Per Level: The power costs this number of power points to cast per level.

Corruption Points gained by use: This appears only with Dark Sorcery spells. Whenever a Dark Sorcery spell (regardless of its level) is use by a spell caster they will receive the indicated number of allegiance points to their Corruption Allegiance. Over time, the continual use of Dark Sorcery will cause the spell caster to become corrupted and to fall under the influence of the Shadow.

Spell Speciality: The particular speciality that the spell belongs to.

Spellcasting Method: The methods in which the spell may be cast.

Description: A description of what the spell does and how the spell works within the game.

ANIMAL MESSENGER Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard

With this spell a small animal (beast or bird) can be used as a messenger. The animal must be already to hand (either a pet, captured or summoned with another spell). The caster gives the animal a message, a description of the recipient and a location for the recipient. The animal then searches for a number of hours equal to the level of the spell, however this duration is doubled if the caster succeeds in a Knowledge (Animal) skill roll before giving the animal its mission. The animal then travels and searches for the recipient, gets close enough to the person and communicates the message.

The recipient can understand the animal messenger even if they cannot normally understand beast speech, however the message can only be transcribed at the intelligence of the beast sent to be the messenger. So the more intelligent the animal, the greater will be the understanding of the message by the recipient.

Each additional level in this spell increases the duration of the spell by 1 hour.

BANE-SPELL Range: Touch Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Alteration

Spellcasting Method: Standard, Runes,

Song

With this spell, the caster can lay upon a weapon the power to cause special harm to a particular type of creature or being. The caster can even cause the weapon to inflict normal damage to a creature or being that would not suffer normal damage from that weapon type.

The caster must specify the type of creature affected by the bane, for example, ‘Orcs’, ‘Wargs’, ‘Wraiths’, ‘Trolls’, ‘Men’ etc.

A Bane-spelled weapon provides +1 damage point against the banned creature, for each level of the spell. Alternatively the caster can cause the weapon to do normal damage to creatures that the weapon would not otherwise affect or would have a reduced effectiveness against. For example, normal weapons only do half damage to undead creatures, but placing

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.13

bane-spell on the weapon would cause the weapon to do normal rolled damage against undead.

By adding additional levels of this spell, the caster can expand the target group to cover more than one type of being with each additional level adding an extra creature or being. For example, with two levels of this spell, the caster could specify two creatures to be affected by the bane, such as ‘Orcs and Trolls’, three creatures could be specified with three levels of this spell, and so on.

The caster can use multiple levels of this spell as they see fit, investing some levels in the types of creatures to be effected by the bane and other levels to increase the damage delivered. The caster should let the gamemaster know beforehand how they intend to apply the levels they are using for the spell. Once the spell is cast, these levels can’t be swapped between creatures affected, and damage inflicted, whilst the spell remains in effect.

At the gamemasters discretion, a bane-weapon may have the ability to pierce or diminish protective spells used by the target, such as Bladeshattering, Guarding-spell, Protection etc.

Many powerfully banned weapons have been made over the ages of Middle-earth, especially by the Noldor Elves, by using Songs of Power to make the affects of the bane permanent on the weapon. Swords such as Glamdring, Sting and Orcrist are examples of such weapons. Other Elven races and Dwarves tend to use this spell through the use of Runes carved upon their weapons.

BEAST CLOAK Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard, Song

Travelling long distances in Middle-earth is fraught with hazards, as much of it, deserted by Man, Elf, and Dwarf alike, have fallen into wilderness. This spell aids travellers by shielding them from the eyes (and other senses) of wild and domesticated beasts. Whenever such beasts try to spot or sense the target of this spell, they suffer a penalty to their Spot and Sense skills roll equal to -05% per level of spell.

Additional levels of this spell can be used to increase this percentage penalty and/or the duration of the spell. This spell only affects beast of animal intelligence and will only affect fell creatures of the Enemy if they possess animal intelligence and are not being directed by a greater intelligence.

So the spell will not work against the Dark Riders’ horse when the Dark Rider is sitting upon it. It will affect the horse if the Dark Rider has dismounted the horse and gone at least 15 metres away from it. This spell may affect a Troll if it has no more than animal level intelligence. The spell will work against Crebain and Wargs even though they show above average animal intelligence.

BEAST SPEECH Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard

This spell grants to the caster the power to converse with any creature they can touch. This conversing will take the form of the caster speaking intelligible words to the creature and the animal responding in some fashion (grunts, sounds etc) to the casters words, but both caster and creature will be able to partially understand each other. The creature will respond as though it possesses its normal intelligence and so the details that the caster may be able to gleam from the creature will very much depend on the innate intelligence of the animal. So the results of this conversation will be highly variable with the creature only responding to what it actually knows.

The caster may cast this spell on another person (or more) as well as the creature, allowing for a three way conversation to take place.

BEAST SUMMONING Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard, Song

This spell allows a caster to call to their side beasts and birds. When cast the caster should specify the type of animal to be summoned, otherwise every creature within the range of affect of the spell will be summoned (this may be the casters intent however and so being specific is not necessary). Any animals within the range of the spell, fitting the description of the creature type to be summoned, will make their best possible speed to the caster whilst the spell remains in effect. Once they arrive at the casters location, they will wait calmly near him until the duration of the spell expires, at which time they will go about their normal activities. They will not attack

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.14

or harm the caster unless the caster threatens or attempts to hurt them.

This spell confers no ability to command beasts. If the caster asks the summoned beasts to perform some task, the creatures will likely not understand the caster. Spells like Beast Speech or Animal Messenger would need to be utilised in order to get the animals to perform a task for the caster.

Additional levels in this spell can be used to either increase the range, or the duration, of the spell.

BITING WOOD Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard, Runes

With this spell, the caster causes a wooden object to become knotted, tough, and thorny. The caster has discretion to where these thorns appear, so he can continue to wield or hold the object. A wooden object that is affected by this spell gains +1D3 to its damage. Thus a light club affected by this spell would do its normal 1D6 damage, plus an extra 1D3 damage due to the thorns, barbs and knots on the surface of the club.

Additional levels in this spell can be used to increase its duration.

BLADE PRESERVATION Range: Touch Duration: Permanent Power Point Cost Per Level: 1 POW Spell Speciality: Alteration

Spellcasting Method: Standard, Runes,

Song

Casters use this spell to preserve swords and daggers, keeping the blade from becoming dull, rusted, pitted or weakened by the passage of time. This spell will also work on non-bladed weapons such as axes, where a component of the weapon is made of metal.

A weapon under the protection of this spell can still be damaged by the impact from another weapon. However for each level of this spell, the ‘blade’ will receive 3 points of magical armour that protects it providing some resistance against such an event. This armour is magical and will absorb damage before the hit points of the weapon are affected, even if such damage comes from a critical hit.

A weapon under the protection of Blade Preservation is considered to be magical and so will have a chance of resistance against such spells as Bladeshattering which would otherwise instantly damage the weapon.

It costs a point of permanent POW to preserve a blade (or weapon) and grant it 3 points of magical armour. This point of POW must be sacrificed at the time of the casting of the spell and is lost to the caster. The caster can chose to sacrifice additional POW during the casting of the spell in order to add addition points of magical armour to the weapon. For each point of POW sacrificed, the weapon receives 3 points of magical armour. There is no limit to the magical armour that the weapon can receive in this fashion.

If the Song of Power spell casting method is being employed to protect the weapon, the weapon will receive 5 points of magical armour for every point of POW permanently sacrificed during the spell’s casting.

BLADESHARPEN Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard, Rune

This spell is exactly the same as the Sharpen spell on page 100 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. The only difference is that this spell will work only on bladed weapons (daggers, swords, naginata, etc).

If the spell is cast through the Song of Power spell casting method, the duration of the spell will double. Song of Power can also be used (though it takes much longer) to permanently sharpen the weapon making it into a truly magical weapon.

BLADESHATTERING [DARK SORCERY]

Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 2 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard

This spell allows a sorcerer to cause one blade (a dagger, axe or sword) to suffer 1D6 worth of damage

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.15

per level of the Bladeshattering spell. If the caster’s skill roll in this spell is a critical success then the blade will instantly shatter or melt into smoke. This causes no damage to the wielder of the blade but does deprive him of a weapon.

In general, this spell will automatically work on non-magical blades and the wielder has no means of defending his weapon. The spell only affects edged weapons, so arrows, spears and crushing weapons like maces and hammers will not be affected by the spell.

Against magical or special blades (Glamdring, Anduril and so on) – which may be assumed to be resistant to Bladeshattering – the caster must first overcome the wielder of the blades POW on the Resistance Table. Either the wielder's POW or the weapon's own POW (if applicable), whichever is higher, may be used to resisting the POW of the caster on the Resistance Table.

BLAST OF COLD Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Air and Storm

Spellcasting Method: Standard, Song

This powerful spell summons the primeval force of the air—specifically, the frozen blasts that sweep down from the far North—to harry one’s foes. It is thought to be a creation of the Lossoth Shaman of Forochel, but knowledge of it has disseminated southward, through the Dúnedain of the North and even to some servants of the Enemy. This freezing air is sucked from the frozen north, into the upper atmosphere and then moves to descend as a microburst downdraft on the target area for the duration of the spell. For this spell to work indoors, there must at least be an open window, chimney or vent near by the target area for this freezing air to descend through. If such an opening does not exist, the freezing air will impact the area outside but not affect those indoors.

The caster conjures a blast of freezing air that affects an area 30 metres in diameter, centred on a point of the caster’s choosing, within the range limit of the spell. All living things caught in the area of effect lose two times their normal loss of fatigue points per combat round of activity, if the optional fatigue point system is being used. If the optional fatigue point system is not being used, any physical actions undertaken by those within the area of affect are considered Difficult and any physical action attempted by those within the spells area must first be preceded by a successful Stamina roll.

Failure will still allow them to perform the action, but they will take 1 hit point damage directly to their total hit points from the exertion.

Additional levels in this spell can be used to increase the range and/or the duration of the spell. Very powerful servants of the Enemy have utilised a form of this spell to cause freezing conditions to harass the settlements of the Free Peoples. The powerful bandúrhoth known as Caradhras the Cruel is capable of using this as an innate power, without limit, on the summit of its mountain causing hardship to any who would brave the Redhorn pass at any time other than during the height of summer. For any prolonged exposure to the effects of this spell, or a power of the Enemy that is similar to it, gamemasters should refer to the Spot Rule: Cold, Exposure, Hunger, and Thirst on page 219 of the BRP Rulebook.

BLAST OF SORCERY [DARK SORCERY]

Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

The caster fires a blast of sorcerous power at a foe, hurting or slaying them. After succeeding with the skill roll for this spell, the caster will blast their foe for 5D6+5 points of damage. Rules for special and critical successes apply to this skill roll. On a special success, this spell will do knockback damage.

Shields, armour and sturdier forms of cover (stone walls, boulders, etc) will grant protection against the damage inflicted by this spell. Magical protection spells will also provide protection from the damage inflicted by this spell.

Additional levels of this spell can be used to increase its range of the spell but not its damage.

BLINDING FLASH Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard, Song

This spell creates a bright flash of light to blind one of the caster's foes. If the caster overcomes the target's POW on the Resistance Table, the target is blinded for a number of combat rounds equal to the caster's

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.16

POW. A critical Resistance Table roll doubles this duration. The target suffers all the penalties of being blinded (see Darkness spot rule on p.220 of the BRP Rulebook) for the duration of the spell.

This spell affects only a single target. Additional levels may be used to affect additional targets (at one target per level), increase the range of the spell, or to overcome the defensive affects of spells like Countermagic.

If this spell is cast in a very dark location, say a cave or a dungeon, where there is no or very minimal light, everyone except the spell’s caster that is within the range of this spell must undertake a Luck roll. Success indicates that they were not looking directly at the caster when this spell activated, however failure indicates they were caught by the flash. All who fail their Luck roll suffer the same effects as the actual target of this spell. In this way, the caster may be lucky enough to blind more than just their intended target, however they may also blind their friends as well.

BLIGHT [DARK SORCERY]

Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

This spell will blight and wither a plant or area of vegetation, slowly killing it. The area affected by the spell is 1 metre in diameter. Within that circle, all vegetative matter will begin to wither and die, firstly with leaf dieback and then the plants withering to the roots. The process of death will occur over one week. If this spell is cast at a tree or plant that covers an area larger than 1 metre diameter, the entire tree or plant will be blighted and not just part of it.

Blight can be cast as a counter-spell to the Renew spell. Additional levels can be used to increase either the range of this spell by an additional 30 metres per level; or its radius of affect by 1 extra metre per level.

If this spell is cast using the Songs of Power spellcasting method, the radius of the spell is doubled and the process of death occurs overnight.

BREAK BINDING Range: 15 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

With this spell, the caster can dispel the effects of a single cast of the Holding-spell or Spellbinding, freeing those trapped by the magic. If the spell caster who cast the Holding-spell or Spellbinding spell is present when Break Binding is attempted, and wishes to prevent this from happening, the two spell casters must engage in an resistance roll using the Resistance Table, matching the Break Binding spell casters POW (as the active characteristic) against the Holding-spell or Spellbinding spell casters POW (as the passive characteristic).

Should the Break Binding spell caster succeed in the Resistance Table roll, the Holding-spell or Spellbinding will be broken and those trapped by it freed. If the Break Binding spell caster fails in their Resistance Table roll, the Holding-spell or Spellbinding will remain in effect.

BURNING SPARKS Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard

With this spell, the caster can cause an existing fire to flare, casting deadly, burning sparks at those near it. Depending on the size of the fire affected, anyone within a certain radius of the fire may suffer injury, but the spell caster can decide to hurt some while sparing others. The damage caused by Burning Sparks depends on the size of the fire, and the targets proximity to it. See the table below for these details. The Burning Sparks spell actually causes the fire to explode. As such the spot rule on Explosions on page 222 of the BRP Rulebook should also be applied to the effects of this spell, including its radius of damage.

The flames of a candle and torch will be extinguished by this spell after the sparks have done their work, but campfires or larger fires will remain alight after the spell has taken effect.

Additional levels of this spell can increase the distance the caster needs to be to the source of fire for the spell to take effect. For every extra level utilised for this spell, an additional 30 metres is added to the casting range of the spell.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.17

BURNING SPARKS DAMAGE TABLE

Fire Size Damage

Candle or Lantern 1D6 Torch 2D6

Campfire 3D6 Small bonfire 4D6 Large bonfire 5D6

THE BLESSINGS OF THE VALAR

The Blessings of the Vala are special powers and boons granted by the Powers to those who belong to the Faithful. These special powers differ from normal spells in the way they are acquired and cast. Only persons of virtue can gain access to and use these Blessings. All Blessings belong to the Secret Fire spell speciality however Blessings are not spells in their own right, but are powers granted to the recipient for use in the service of the Free Peoples in their struggles against the forces of Darkness. The spot rules governing Blessings are set out below.

WHAT ARE BLESSINGS Blessings are not spells, but a boon granted by the Vala and some Maia. They are in very nature Secret Fire, a channelling of the power of the Vala or Maia through the Ainulindalë to provide aid the one seeking the Blessing.

Blessings only have one use, and unlike spells, once the Blessing is used, it is gone. In order to gain the Blessing again, a person must first sacrifice the appropriate number of permanent POW to receive the Blessing. They must also be of virtuous character, or the Vala will not grant the Blessing in the first place.

GAINING TEMPORARY BLESSINGS Anyone can gain access to a Blessing; there is no minimum POW requirement to be blessed. In fact the Vala delight in aiding those too weak to aid themselves, but Blessings are usually first bestowed by the Vala as gifts for service to the Free Peoples. As such they are usually given as a reward to player characters after completing a series of adventures that aid the Free Peoples.

The one who bestows a Blessing will usually be someone in authority (a King, Elven lord, Wizard, Shaman, Priest, Chieftain etc) whom the player characters assisted in their struggles against the forces of the Shadow. Through a ceremony or ritual, this person of authority will call upon the Vala

to bless the player character. If the player character meets the minimum requirements for being blessed, they will receive a Blessing at the POW cost specified in the Blessings description.

Gaining Blessings cost the player character permanent POW, for they must sacrifice POW in order to attune to the resonance of the Vala who will bestow the Blessing. Once the Blessing is used however, they can only regain that Blessing again through sacrificing more permanent POW.

Any Blessing that a character has been granted in the past, and used, may be regained at any time through the sacrifice of more POW. However, should that character gain any Corruption allegiance points, they must make a Luck roll for each of the Blessings they have received in the past. If the Luck roll is a failure, they lose access to that Blessing and must gain it again somehow (usually through some great adventure or quest).

If the player character gains a total of 20 allegiance points of Corruption more than they have Honour, they will immediately and permanently lose access to all Blessings by the Valar. Only if they can either reduce their Corruption points, or raise their Honour points, will the player character stand a chance of ever being blessed again by the Valar.

GAINING PERMANENT BLESSINGS Should a player character’s Honour be a total of 100 allegiance points higher than the characters Corruption, then the player will be able to automatically reuse any Blessings they have been granted without any need to re-sacrifice POW to renew the Blessing. In other words, as long as their Honour is 100 points or more greater than their Corruption, Blessings become reusable. The character does not have to sacrifice POW to regain a Blessing they have received. Instead they now use their power points instead of their POW to access and use the Blessing.

To gain a new Blessing they have never had access to before however, they will still need to initially sacrifice POW in order to first gain the new Blessing. Once the Blessing has been gained, the player can then use their power points to use a Blessing in the same way they would use their power points when casting spells.

This privilege is lost however if the character gains enough Corruption points to lower the difference between their Honour and Corruption by less than 100 allegiance points.

Gamemasters note: Player characters should not be permitted to use an individual Blessing more than once per game session. If they know multiple Blessings, they should only be permitted to use each one once per game session. Blessings are

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.18

particularly powerful ‘spells’ and therefore should only be called upon in times of dire need.

MINIMUM REQUIREMENTS TO BE BLESSED Anyone who is not of corrupt allegiance can receive and use a Blessing. No character of a corrupt nature, where their Corruption is 20 allegiance points higher than their Honour, will be blessed by the Vala. For the Valar are aware of any attempt to attune to their residual power, through the vibrations of the Ainulindalë.

If the one wishing to be blessed is not worthy of the Valar’s attentions (gamemasters discretion or if the character has too low of an Honour allegiance score or too high of a Corruption allegiance score), then they will not gain access to a Blessing. The character will not be able to attempt to attune to the residual power of the Valar again until they raise their Honour allegiance by 5 more points.

Blessings may not be granted to servants of the Enemy. No servant of the Enemy or person of corrupt allegiance (ie having 20 allegiance points of Corruption more than they have Honour) will be able to gain a Blessing or receive the effects of a Blessing by another.

USEING A BLESSING Once a Blessing has been gained, it may be used whenever the player character chooses to use it. They simply state to the gamemaster that they wish to use their Blessing. There is no skill roll to activate a Blessing, it simply activates when the player wishes it to.

Once a Blessing has been used, it is gone (unless their Honour is 100 allegiance points higher than their Corruption). In order for a player character to regain that Blessing again they will need to sacrifice permanent POW each time they desire to be Blessed.

A player character may use their Blessing to aid another, but the target of the Blessing must be eligible to receive the Blessing (see Minimum Requirements to be Blessed above). If the target does not meet the minimum requirements to be blessed, they will not receive the Blessing. The player character who wished to bestow the Blessing does not lose it as the Blessing is simply not granted by the Vala to the player character’s target.

BLESSING OF AULE

Aulë the Smith Range: Touch Duration: Instantaneous POW Cost: 1 POW Spell Speciality: Secret Fire

The Blessing of Aulë draws on the residual power of Aulë the Smith, the Vala who created the Dwarves and is the Guardian of Forging and Crafting. It grants a +50% bonus to a single Smithcraft skill roll and a +50% bonus a single roll in any one other of their crafting skills.

If either the target or the giver of this blessing is a Dwarf (or if both are Dwarves), the target’s Smithcraft skill roll bonus is +80% (instead of +50%).

In order to gain the use of this blessing, the caster must first sacrifice 1 point of POW in order to attune to the residual power of Vala Aulë.

BLESSING OF ELBERETH (Light of Earendil) Varda (Elbereth) the Exalted

Range: Touch Duration: 30 minutes POW Cost: 2 POW Spell Speciality: Secret Fire

This Blessing of Elbereth (which is also known as the “Light of Eärendil”) draws on the residual power of Varda the Exalted, known in the Sindarin tongue as Elbereth. It is invoked through calling the traditional plea, ‘A Elbereth Gilthoniel!’ This blessing grants a temporary bonus to the recipient’s ability to resist Dark Sorcery spells and their effects. Whilst this blessing is in effect, the following applies:

i) if the recipient is required to undertake any Resistance Table roll to resist an attempt through the use of any Dark Sorcery spell to dominate, command or incapacitate them, the recipient receives a bonus of +50% to their Resistance Table roll.

ii) if the recipient is attacked by any Dark Sorcery spell that does damage (such as Blast of Sorcery), they are considered to have 8 points of magical armour surrounding their entire body. This armour will be in addition to any armour worn and also any other magical armour derived through spells such as Protection. This armour only defends against damage resulting from Dark Sorcery spells however.

If either the target or the caster is an Elf (or if both are Elves), then the following applies instead:

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.19

i) if the Elf is required to undertake any Resistance Table roll to resist an attempt to dominate, command, or incapacitate them, through the use of any Dark Sorcery spell, the recipient receives a bonus of +80% to their Resistance Table roll.

ii) if the Elf is attacked by any Dark Sorcery spell that does damage (such as Blast of Sorcery), they are considered to have 12 points of magical armour surrounding their entire body. This armour will be in addition to any armour worn and also any other magical armour derived through spells such as Protection. This armour only defends against damage resulting from Dark Sorcery spells.

If the Sorcery powers from Chapter 4 of the BRP Rulebook are also being used in the game, the Blessing of Elbereth will also grant the recipient a bonus of +50% (+80% for Elves) to any Resistance Table roll when resisting the effects of Sorcery.

Finally, in addition to all the above, Varda is the giver of the stars. As such, this Blessing will also bestow light to any in a dark place. In such darkness, an ambient light will break forth, the light of starlight illuminating a dark, clear night. By such light a person can see clearly enough to avoid obstacles and pitfalls. In addition, the creatures of Darkness will fear this light and flee from it. This starlight will remain for the duration of the Blessing and will be centred on the one who is blessed by Varda. For this reason, this Blessing has also become known as the Light of Eärendil. A reference to the protection Varda grants through the light emitted by the star of Eärendil.

BLESSING OF OROME Oromë the Great Hunter

Range: Touch Duration: 1 hour POW Cost: 2 POW Spell Speciality: Secret Fire

The Blessing of Oromë draws on the residual power of Oromë the Great Hunter, the Vala who, it is said, came often to Middle-earth in the days before the Eldar awakened and stocked it with noble animals of all kinds.

While this blessing is active, it grants the following boons:

i) a +50% bonus to the recipients Ride, Sense, Spot and Track skills.

ii) the recipient doubles their normal movement rate (so for Mannish races, their Movement Rate goes from 10 to 20). In addition, whilst on a mount (say a horse or donkey) the recipients

mount will also double its normal movement rate.

iii) all the recipients ranged combat skills gain a bonus of +50% for the duration of this blessing. Ranged combat skills include any use of a ranged weapon, such as bow’s, slings, thrown items such as spears, knives, rocks etc.

In ages past, Oromë was revered by the Men of the North; if either the target or the bestower of the blessing is Rohiric, Dúnadan, Eriadoran, Lossoth or a Mannish native of Rhovanion (i.e. Beorning, Dorwinrim, Northman or a Woodman of Rhovanion) the target instead receives a +80% bonus to all their ranged combat skills for the duration of this blessing.

BLESSING OF MANWE Manwë the Elder King of Arda

Range: Touch Duration: Instantaneous POW Cost: 3 POW Spell Speciality: Secret Fire

The Blessing of Manwë draws on the residual power of Manwë the Elder King of Arda. Manwë is the eldest of the Ainur, and the one that best understood the will of Eru. When Melkor created the discord in the Music of the Ainur, Manwë took over leading the song. When Arda was formed, Manwë was appointed Ruler of Arda, hence his most common title, the Elder King.

All souls, upon death, pass through the Halls of Waiting. The Wise know that the souls of the Elves await their time before returning renewed to be reborn into the world. The Wise also know that the souls of Men abide for a short time within the Halls of Waiting and then pass beyond Arda into Heaven never to return. Of the souls of Dwarves and Hobbits the Wise do not know, but suspect that they follow the fate that follows the dead of either the Elves or Men.

This Blessing calls upon Manwë to intercede with Mandos on behalf of the recently deceased and ask that the soul of the recently departed be sent back from the Halls of Waiting to reinhabit its former body.

The soul of the recently deceased must have their body hale in order to return into it. A body still damaged by the wounds of combat, or destroyed by fire, will not house again its departed soul. Nor will a body that has started to see decay. Therefore, before this blessing can be granted, the body of the deceased must be fully healed first. In addition, before decay can set into the body, this blessing must be called for. Therefore, before one hour has elapsed after death, this blessing must be given. Any longer and the body of the deceased will start to decay and be unable to function again when the soul returns, seeing death occur a second time.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.20

As Mandos is the Master of Doom for Arda, he may very well deem that the returning of the departed soul is not in keeping with the will of Eru. Mandos council to Manwë regarding the return of the deceased will therefore be that it is not in keeping with Eru’s will. In such circumstances the soul of the deceased will not be sent back from the Halls of Waiting.

As such, the chance of resurrection occurring for the deceased will be equal to the deceased characters POW x2 as a Luck roll. If the Luck roll succeeds the deceased will return to their former body and the character will be resurrected. If the Luck roll fails, Mandos has counselled Manwë against the return of the departed for reasons only revealed by Eru. The Valar thus will follow Eru’s will and the soul will not return.

Gamemasters note: this blessing is designed to provide the players and gamemasters with a chance to resurrect their player character should they be killed. Gamemasters should remember that this is a very rare occurrence and only has been recorded when Mandos was moved to pity by the deeds of Lúthien and Beren, granting them both a return to life. As such, Gamemasters should not permit this kind of occurrence unless under the most exceptional circumstances.

BLESSING OF ULMO Ulmo, King of the Sea and Lord of Waters

Range: 1 kilometre Duration: Instantaneous POW Cost: 2 POW Spell Speciality: Secret Fire

The Blessing of Ulmo draws on the residual power of Ulmo the King of the Sea and Lord of Waters. Ulmo was one of the chief architects of Arda and was third in majesty of the Valar, after Manwë and Varda, and therefore he is the third of the Aratar. He is very close friends with Manwë. Before the creation of Arda, when the Ainur sang to their father Ilúvatar (Eru), Ulmo was the best singer and maker of music. His skill at singing translated into the fluidity and versatility of water on Earth, blending with air to form clouds, freezing into ice, the running flow of rivers and mixing in with all aspects of life and landscape.

This Blessing permits the concealment of those blessed. When called upon, the Blessing causes water vapour to condense from the air forming a thick fog around those blessed. Effectively it grants the equivalent of a Hide skill of 100% and a Stealth skill of 80% whilst hidden within the fog.

The fog rises suddenly and within a matter of moments its thickness obscures all vision in a misty cloud and causes sounds to echo from different directions making it very difficult to determine where sounds are coming from. Any Listen skill rolls are considered Difficult to all within the fog and it become impossible to track anyone by any means, including smell. All Track skill rolls used to detect those blessed will be at a penalty of -100% as the moisture if the fog obscures the scent, mixing it with many other odours.

The fog will appear initially a distance of 1 kilometre radius around those blessed and then remain in place for 1D3+1 hours. After this period, the fog will start lifting naturally, evaporating first in patches, and then finally dissolving within the last half hour of the duration of the Blessing.

This Blessing permits those blessed by its virtue the ability to evade enemies tracking or hunting them, though its thickness also makes it extremely difficult to navigate through the landscape. All Navigate skill rolls for anyone within the fog are considered to be Difficult.

Enemies tracking those blessed by this virtue will very quickly lose the trail of their prey and become disoriented and lost. They will also become separated from any of their companions and this additional confusion will hinder the pursuer’s capacity to track their quarry. When the fog finally lifts, the pursuers will be scattered and lost themselves, permitting those blessed by this virtue to escape, unobserved and unmolested.

BLESSING OF MANDOS Nàmo (Mandos), Judge of the Dead and the Master

of Doom Range: 30 metres Duration: Instantaneous POW Cost: 2 POW Spell Speciality: Secret Fire

The Blessing of Mandos draws on the residual power of Nàmo (Mandos) the Judge of the Dead and the Master of Doom and the keeper of the souls of elves.

This Blessing allows the bestowal of a protection over the body of a deceased person or animal. The body will decompose as normal, however it will not be able to be interfered with or otherwise violated by such vial acts as necromancy.

The fear of Mandos will drive any wishing harm to the body well away from the body of the deceased and will cause nature to cover over the body and provide a place of peace and solemn reflectance. For as long as the body remains (or its skeleton), this Blessing will remain upon it and the landscape immediately

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.21

around its burial or location of rest (in a 30 metre radius around the protected body).

BLESSING OF TULKAS Tulkas, the great warrior of the Valar

Range: Touch Duration: 1 hour POW Cost: 2 POW Spell Speciality: Secret Fire

The Blessing of Tulkas draws on the residual power of Tulka the Great Warrior of the Valar. He was the last of Vala to descend to Arda, and came to assist in the subjugation and defeat of Melkor. Tulkas fights with no weapons and rides no steed into battle. He delights in contest of strength and laughs in battle. He is a steadfast friend but slow to forgive.

While this blessing is active, it grants the following boons:

i) a +50% bonus to the recipients Physical skills.

ii) the recipient doubles their normal movement rate (so for Mannish races, their Movement Rate goes from 10 to 20).

iii) all the recipients Combat skills gain a bonus of +50% for the duration of this blessing. If, however, the recipient is unarmed or armed only with an improvised weapon (see Improvised Weapons Spot Rule on p225 of the BRP core rulebook), their Combat skills are raised to +80% and the recipient gains an additional +1D6 damage bonus for the duration of the blessing.

Any attempt to dominate or demoralise the recipient will also fail as they will be too elated by the joy of testing their strength in combat and at routing their enemies and the foes of the Free Peoples.

BLESSING OF LORIEN Irmo (Lórien), Lord of Dreams and Visions

Range: 30 metres Duration: Instantaneous POW Cost: 2 POW Spell Speciality: Secret Fire

The Blessing of Lórien draws on the residual power of Irmo the Lord of Dreams and Visions. Irmo, also known as Lórien, is one of the Fëanturi, whose dominion is the souls of those that dwell in Ëa. For together with his elder brother Nàmo (Mandos), they are the masters of spirits. Unlike his brother Nàmo he does not pass judgement on the disembodied spirits in Arda nor does he offer prophecies or words of Fate. His pastures are solace, his house is peace; and the groves of

Lórien where Valar and Maiar, and Iluvatar’s Firstborn go to ease the burden of Arda, are dreamlike in their harmony. His place is called Lorien and thus his name, as the Lord of Lorien, is often simply remembered in Middle-earth as Lorien. His name in the Quenya language of the Elves of Valinor however is Irmo. He is sixth of the Lords of the Valar, but yet is not one of the Aratar.

This Blessing bestows on the blessed, and all those friendly to them within a 30 metre radius, a renewal of body and spirit. Any fatigue or diminished willpower is instantly fully recovered. In game terms this means that all those allied to the one blessed, within a 30 metre radius around them, have all their lost Fatigue Points and Power Points instantly restored to their full value. If their POW or CON have been wounded by the vile sorceries of the Shadow these too will be healed instantly.

This is a very powerful blessing that renews both the body and spirit. When the blessing is granted, it appears to all present as though a strong breeze suddenly springs up for the West and swirls around them. Even within doors or underground, it will be as though a fresh breeze suddenly greets those blessed and they feel renewed and invigorated.

BLESSING OF YAVANNA Yavanna, Queen of the Earth and Giver of Fruits

Range: 1 kilometre Duration: Permanent POW Cost: 2 POW Spell Speciality: Secret Fire

The Blessing of Yavanna draws on the residual power of Yavanna the Queen of the Earth and Giver of Fruits. Yavanna Kementári, Queen of the Earth and Giver of Fruits, is spouse of Aulë. She created the Two Trees, and is responsible for the Olvar and Kelvar (plants and animals). After Eru allowed Aulë's creations, the Dwarves, to survive, Yavanna feared that they would cut down all the trees in Middle-earth. Aulë, in reply, told her that even Elves and Men, the true Children of Ilúvatar would have need of her trees as well. Yavanna lamented to Manwë, questioning whether anything she had made would be free from the dominion of others. Manwë brought her concerns before Ilúvatar in prayer, and Eru did indeed have pity upon Yavanna: He answered her plea by creating the Ents to protect the trees.

The Blessing of Yavanna brings growth and restoration to the land. Blighted lands will heal and restore, over time, to their healthy state. Over time too, natural creatures of the wild, untainted by the Shadow, will return to the healed landscape. Blighted crops will produce healthy and fruitful produce and even though weeds and brambles may still be

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.22

present within the landscape, these will be of natural varieties untainted by the blight of the Shadow.

Such a change takes time however, and that time is dependent upon how long the Shadow has held sway over the landscape. The healing may take a season, or it may take years but certainly within a year a very visible change will be present within the landscape where this blessing has been granted.

The area of affect of this blessing will extend 1 kilometre in a radius around the one who calls for the blessing. The effects of this blessing is permanent, however should the Shadow take sway over the area again, it will become blighted over time. For this reason, the influence (or cause) of the Shadow must first be blunted before this blessing can be called for, otherwise its effects will be pointless.

BLESSING OF ESTE Estë, healer of hurts and of weariness

Range: Touch Duration: 1 hour minimum POW Cost: 3 POW Spell Speciality: Secret Fire

The Blessing of Estë draws on the residual power of Estë the “healer of hurts and of weariness”. Referred to as the Gentle, her name means Rest. "Grey is her raiment, and rest her gift." She is the wife of Irmo, and lives with him in his Gardens of Lórien in Valinor. She sleeps at day on the island in the Lake Lorellin.

This Blessing bestows on the blessed a renewal of body. Any wound is fully recovered. In game terms this means that the one touched has all their lost Hit Points restored to their full value. If they have been wounded by the vile sorceries of the Shadow (such as in the case of a Morgul wound) this too will be fully healed. If they have suffered wounding to their STR, CON or POW (in fact, to any of their Characteristics), such as through the effects of disease, poisons or vile sorceries, these too will be fully healed back to their original Characteristic values.

This is a very powerful blessing that renews both the body and spirit. When the blessing is granted, the one touched will fall instantly into a deep sleep and their body will begin to glow with a faint ethereal light. Their wounds will heal and their body will be restored when they awaken. This blessing will not replace lost limbs however, unless the severed part is present and held against the body. At which time it will seem as though a shining dust surrounds the severed part as it reattaches itself perfectly to the body again.

The blessing itself is instantaneous; however the one blessed will fall into a deep sleep for some time. The amount of time they remain asleep depends upon the degree of damage they have suffered. As a rule of thumb, gamemaster’s should assign 1 hours sleep to heal and regain each lost Characteristic point, and around 1 hours sleep to regain all lost Hit Points. Thus the one blessed could be asleep from anywhere for one hour to several days. This blessing will not raise the dead.

BLESSING OF VAIRE Vairë the Weaver

Range: 30 metres Duration: Instantaneous POW Cost: 3 POW Spell Speciality: Secret Fire

The Blessing of Vairë draws on the residual power of Vairë the Weaver. She is the wife of Mandos, and is responsible for weaving the story of the World. Vairë is counted among the Valier, the Queens of the Valar; though not as great in power or prestige as some. Her "storied webs" cover the Halls of Mandos, where she lives. With the passage of time and its many ages, her woven tapestries are expanding and will in time cover all of the walls of the Halls of the Dead.

Through this blessing, one gains insight into the life of another. The major events of that individual’s life may suddenly pass before the eyes of the one seeking the blessing. These events, if revealed, appear as rapidly moving visions. The visions focus on the major deeds of moral choice undertaken by the individual examined, deeds fair or foul. In this way, the one seeking the Blessing of Vairë may discern quickly if the individual is worthy of trust or a servant of the Enemy. They may even be able to learn hidden secrets surrounding that individual’s actions, desires and schemes.

This blessing is not automatic however, as the one seeking the Blessing of Vairë must first overcome their intended target’s POW with their own in a resistance roll on the Resistance Table. Success means that the seeker of Vairë’s Blessing will gain a sense of the moral character of their target, discerning if they are either fair or foul. A special success will reveal the major moral choices their target has made in life, thus gaining insight into just what kind of person they are dealing with. A critical success will reveal not only the same information as a special success, but will also reveal hidden secrets of the individual under examination (gamemaster’s are left to embellish just what may be revealed and what remains hidden). A failure or fumble on the Resistance Table results in no information being

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.23

gathered regarding the individual they are wishing to discern more about.

BLESSING OF NESSA Nessa, the Dancer

Range: Touch Duration: 1 hour POW Cost: 1 POW Spell Speciality: Secret Fire

The Blessing of Nessa draws on the residual power of Nessa the Dancer. She is the wife of Tulkas and is noted for her agility and speed, able to outrun the deer who follow her in the wild, and for her love of dancing on the ever-green lawns of Valinor.

When called upon, this Blessing grants the one blessed with an increase in their speed. For the duration of the blessing, the recipient gains the ability to run ceaselessly without fatigue. Their movement rate becomes double that of their normal running rate for that hour and no Fatigue Points are expended.

In addition, whilst the blessing lasts, the recipient instantly increases their DEX to the maximum DEX possible for their race. For men, this means that their DEX will instantly become 21. Once this Blessing ceases the recipients DEX and running movement rate will return to normal again.

BLESSING OF NIENNA Nienna, She who weeps

Range: 30 metres Duration: Instantaneous POW Cost: 3 POW Spell Speciality: Secret Fire

The Blessing of Nienna draws on the residual power of Nienna. Her name means “She who weeps.” She lives in the far West of Arda, grieves for the suffering of the world, and comforts the spirits of the dead who wait in the halls of Mandos. Nienna is considered one of the most powerful of the female Valar, alongside Varda and Yavanna. Although she represents Mercy, Compassion and Healing, her powers seem to include growth, as she was instrumental, together with Yavanna, in making the Two Trees.

Nienna’s Blessing can be granted in one of two ways, depending upon the request of the one interceding for the blessing.

Firstly, it has the power to release trouble spirits from their bondage or binding to an area. In this way, the spirits of those who are under the bondage

of the Shadow, but are not minions of its will (such as Shades or the spirits of those who have fallen into despair and been trapped within the mortal world when they died), will be released from their imprisonment within the physical realm and freed to pass beyond the Vale.

Fell Spirits and other spirit minions of the Shadow (Fell Spirits, Dark-waters, Ghosts, Mewlips, Ghouls, Shades, Spectres, Fell Watch-stones, and Wights) may also be cast from the physical realm. To do this, the one seeking Nienna’s Blessing must first overcome the spirit being’s POW with their own in a resistance roll on the Resistance Table. Success means that the spirit is instantly cast from the physical realm. The one seeking the blessing may attempt to cast out all such beings, one at a time, that are within range of the blessing (i.e. 30 metre radius around the one being blessed).

Secondly, should the one seeking the blessing posses the Songs of Power spellcasting method, they may engage in song whilst seeking Nienna’s Blessing. Their song will seem as a song of hope protecting against the effects of the Black Breath and reviving those who have fallen under its darkness. All within the blessings range of the singer (i.e. 30 metre radius around the one being blessed) will be protected or revived by this blessing. The singer is free to move about whilst their song lasts, and all within range will be protected or revived. The song lasts for no longer than 1 turn.

BLESSING OF MELIAN (Girdle of Melian)

Melian the Maia Range: 100 metres Duration: 1 hour POW Cost: 3 POW Spellcasting Method: Song of Power only Restrictions: Elves and Dúnedain only Spell Speciality: Secret Fire

The Girdle of Melian draws on the residual power the Maia Melian and is only available to Elven and Dúnedain player characters. This blessing is a much weaker version, and a shadow of the power that Melian used to defend Doriath in Beleriand.

Melian is a Maia of the race of the Ainur. She served both Vána and Estë. Among all, none were more wise, more beautiful, nor more skilled in singing enchanting songs than Melian. Nightingales went with her wherever she went, and she taught them their song. When the Elves awoke on the shore of Cuiviénen she departed from Valinor and went to Middle-earth, where she filled its silence with her singing and the singing of her birds. While in the

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.24

forest of Nan Elmoth she met and fell in love with the Elven-king Elu Thingol, and later she ruled the kingdom of Doriath by his side. She was the mother of Lúthien, and Melian's main line of descent is of the half-elven, and through her daughter the Maian blood passed to both Elves and Men.

The Girdle of Melian is only available as a blessing if the one seeking the blessing is able to utilise the Song of Power spell casting method. It takes 5 minutes to sing this blessing, and the singer must touch the ground designated to be the centre of the blessing at some time during the song. Once the song has been sung, an area 30 metres in radius around where the caster touched the ground will come under the protection of the Girdle.

Whilst the Girdle is active, any creature of the Shadow that attempts to entre that area will become dazed, confused and disoriented, at which time it will wonder away from the area of the Girdle and be unable to return to that area whilst this blessing remains active. The Girdle does not prevent wild animals from entering the blessed area only creatures of the Shadow are prevented from entering. The Girdle also prevents any creature of Shadow from remembering what they see, smell or hear of anything inside the Girdle. So such creatures will not immediately return to the area of the Girdle once the Girdle is no longer active.

The Girdle will be active for 1 hour after the song has been completed. However the singer, and others assisting the singer by joining in the singing, may extend the duration of the Girdle by expending power points. For every 1 power point expended during the song, the Girdle’s duration will be extended an additional hour. For example, if the singer expends two power points during the singing of this blessing, the total duration of the Girdle will be three hours.

In addition, the singer can chose to increase the area that is protected by the Girdle. For every power point expended during the singing of this Blessing, the Girdle can be extended 10 metres in radius. For example, if the singer expends ten power points during the singing of this blessing to increase the Girdles area of effect, the radius of the Girdle will grow by 100 metres (for a total radius of 200 metres around the Girdle’s point of origin).

The singer or his companions are free to enter and leave the Girdle whilst it is active, but once outside the Girdle’s defence, they can be tracked, found and attacked by any creature of Shadow.

CALL FELL BEASTS [DARK SORCERY]

Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

This spell allows a sorcerer to call to their side fell beasts and birds, creatures that are tainted by the Shadow (Crebain, Dire Wolves, Giant Spiders, Wargs, etc.). When cast the sorcerer should specify the type of creature to be summoned, otherwise every fell creature within the range of the spell, that is able to travel, will be summoned (this however may be the sorcerers desire and so being specific is not necessary).

Any fell creature within the range of the spell, fitting the description of the creature type to be summoned, will make their best possible speed to the caster whilst the spell remains in effect. Some fell creatures, such as the Watcher in the Water will only be able to travel through water and so may not be able to comply with the summons. Once they arrive at the sorcerer’s location, they will wait near him until the duration of the spell expires, at which time they will go about their normal activities.

This spell can be highly dangerous to sorcerers without great power and the means to defend themselves. Many fell beasts summoned by this spell turn wrathful when compelled to do anything at all, even if it consists of no more than travelling to the sorcerer’s side. These creatures often have their own dark agenda and will not readily comply with the sorcerer’s wishes. Those vile enough to cast this spell may be able to bargain with those they summon on equal footing, offering treasures, slaves, or other valuable considerations in return for services rendered to the sorcerer.

This spell confers no ability to command these fell creatures. If the sorcerer asks the summoned beasts to perform some task, the creatures will likely not understand the caster. Spells like Beast Speech or Animal Messenger would need to be utilised in order to communicate with these creatures.

Additional levels in this spell can be used to either increase the range, or the duration, of the spell.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.25

CALLING Range: Touch Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Mysticism

Spellcasting Method: Standard

With this spell, the caster can grant to another person the ability to call upon them, even over vast distances, to seek the spell casters aid. The caster must touch the recipient of this spell and intone over them for one minute for this spell to take effect. From that time on however, the recipient will be able to call on the spell caster wherever they are within Middle-earth.

The recipient makes use of this spell by calling out the spell casters name whilst wishing the spell caster to hear them. Wherever the spell caster is located within Middle-earth they will suddenly hear the voice of the one calling them as though that voice is nearby them. The spell caster will instantly know who is calling them, and knows that person is in peril – and roughly what type of peril is besetting them – regardless of how far away the caller is. The caster will also have a good idea of where the caller is located at the time the caller is crying out their name.

Of course the distance to the caller will affect the casters ability to provide the caller with timely aid as the spell caster will still need to travel to the location where the caller uttered the casters name. In addition, if the caller has been moved from the location where they called out the casters name, the caster will not be aware of this. The caller will need to call out the casters name again for the spell caster to again know where the caller is currently located.

CHANGE HUE Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard

Through this spell, a spell caster can alter the colour of a targets skin, hair, eyes, and even clothing. Within the duration of the spell the caster, or their target, may change the hues of any or all of these things as often as they desire to. This change of colour aids in the camouflage of the caster when they are located outdoors in the natural environment. The spellcaster can cast this on another person by touching them.

Anyone under the effects of this spell will gain temporarily a +05% bonus to their Hide and Stealth skills. In addition, all Spot rolls made against them are considered to be Difficult. Once the effects of this spell wear off they will lose the effects of being camouflaged thereby also losing the temporary skill bonuses granted by this spell.

Additional levels can be used to increase the duration of this spell by an additional 15 minutes for each level of the spell. Also a caster can increase the bonus granted to their Hide and Stealth skill rolls by an additional +05% per level of this spell.

This spell works best in natural environments, and so anyone casting this spell in the streets of Minas Tirith will not only appear very strange, changing to hues of stone, they may even draw attention to themselves.

CLOAK OF SHADOW Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard, Song

This spell is not the work of Dark Sorcery, despite what the name might suggest. It dims the outline of the caster, blending their edges into the shadows. The caster then becomes harder to see when they are hiding in shadow.

The spellcaster can cast this spell on others, by touching them. For the duration of this spell anyone affected by it gains a bonus of +05% to their Hide and Stealth skill rolls when they are hiding in the shadows. In addition, all Spot rolls made against them are considered to be Difficult. This is all contingent on the caster, or someone having the Cloak of Shadow upon them, remaining in the shadows. Should they venture into the open, where there are no shadows, they will be as easy to spot as any other person.

Additional levels in this spell can be used to increase its duration. Also a caster can increase the bonus granted to their Hide and Stealth skill rolls by an additional +05% per level of this spell.

Regardless of how many levels they place into this spell, if they venture out of the shadows, they will become as easy to spot as a person not under the cover of Cloak of Shadow.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.26

CLOUD BREAK Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Air and Storm

Spellcasting Method: Standard, Song

Even in the darkest times, the breaking of sunlight through the clouds can encourage those of the Free Peoples, emboldening them and giving them hope. The Wise know that this spell can change the fortunes of battle, granting strength of will to those who resist the shadow.

This spell opens the thickest of cloudbanks to allow through a little sunlight (or moon and starlight during the night). As such, it can be used to punch a gap through clouds formed by Veiling Shadow. The gap is a 30 meter diameter hole in the cloud that allows sunlight to fall to the earth, centring on the spellcaster.

Where this sunlight falls, the caster and their allies will not be affected by darkness or semi-darkness (refer to Spot Rules: Darkness on page 220 of the BRP Rulebook for more details). For the duration of the spell, whilst they remain in the sunlight, they will receive a +30% bonus to all characteristic and resistance rolls as their hope is renewed and strengthened.

Any creature of Darkness that enters the area of light and that is adversely affected by the light from the sun (such as Orcs and Trolls) will suffer the penalties for being exposed to sunlight. For example, in the case of a number of Troll species, they will instantly be turned to stone.

Additional levels in this spell can be used to increase the duration of the spell by an extra 15 minutes per level, or the area of sunlight by an increase of +30 meters diameter per level of the spell.

COLD BLAST Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Water

Spellcasting Method: Standard, Runes

This spell is exactly the same as the Blast spell on page 94 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. The blast produced by this spell is a bolt of cold air and ice.

COLD-WARD Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Air and Storm

Spellcasting Method: Standard

This handy spell first appeared in the North of Middle-earth in the days when the Númenorean kingdoms traded and exchanged knowledge with the Lossoth of Forochel. It combines the magical skill of the Dúnedain with the survival craft of the Snowmen, and it protects the caster from all effects of cold and falling snow. It does not alter the weather itself, but instead forms a protective barrier against the elements around the caster.

Unfortunately, this spell cannot protect against focused bursts of ice and intense cold. So it will not provide protection against spells like Blast of Cold, Cold Blast or Ice Spray. This spell will also become ineffective if the icy winds of the north become too strong (i.e. Windstorm or stronger winds, refer to the Spot Rule: Weather Conditions – Winds on page 235ff of the BRP Rulebook for more details).

The spellcaster can cast this on another person by touching them. Additional levels in this spell can be used to increase the duration of the spell by one extra hour per level. Anyone under the effects of this spell will not suffer from exposure to cold weather (as detailed in Spot Rule: Cold, Exposure, Hunger and Thirst on page 219 of the BRP Rulebook)

COMMAND [DARK SORCERY]

Range: Within the targets hearing distance Duration: 1 hour Power Point Cost Per Level: 3 Corruption Points gained by use: 5 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

This dreadful spell, one of the vilest and most manipulative known to sorcerers, allows the caster to overwhelm the will of another, dominating their mind and forcing them to do the caster’s bidding. The effect may seem gentle – seemingly kindly and wise advice, fine oratory from an elegant and powerful speaker, gentle words spoken by a passing stranger – but the effect is nothing less than the ultimate power of the Shadow.

Depending upon the force of power exerted by the caster (i.e. how many levels they use to power this spell), the effects will be subtle – the target will

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.27

believe that what has been said is their very own opinion or view – to overt – the target acts as though they are within a deep trance.

The target must be within the range of hearing of the caster, and must be able to properly hear the casters voice. The casters voice cannot be muffled, or the target may miss some of the words spoken and the spell will not work.

Once the caster has successfully cast this spell, they must then attempt to overcome their target. This is done by the caster matching their POW against the targets INT on the Resistance Table. If the caster loses the Resistance Table roll, the target, through strength of will and conviction, shakes off the spell and any influence the caster wished to have over the target. If the caster succeeds in the Resistance Table roll, the target falls under the casters influence for the duration of the spell.

This influence will be subtle – the target will believe the caster to be full of wise and persuasive advice and good guidance and will be inclined to agree with the caster and follow their council. At the end of the spell, the target will not realise that they have been under the subtle sway of the caster. By repeated use of this spell the sorcerers guile can be shown as the target falls more and more under the control of the caster.

The caster may also chose to increase the levels used for this spell. For every additional level of this spell, the caster can do the following:

I. Add an additional 1 hour to the duration of the spell, or

II. Add another target to be influenced at the same time, or

III. Add +05% to the casters chance of success on the Resistance Table roll to overcome the targets INT.

Any additional targets added to this spell must be dominated individually by the caster, using the casters POW against each targets INT on the Resistance Table.

The effects of this spell become more overt on the target as the caster places more levels into its success. If the caster adds levels in order to gain a bonus on the Resistance Table roll (option iii above), and this ends up giving the caster a chance for success on the Resistance Table of 70% or more to dominate the target, then the target will become mesmerised by the spell if the caster succeeds in their Resistance Table roll.

For the duration of the spell the target becomes dazed, mesmerised, and must do as the caster says, even if carrying out the orders given could cause the target or other person harm.

Gamemasters note: this spell is different from Voice of Command and Word of Command.

CORRUPT SURFACE [DARK SORCERY]

Range: Touch Duration: 5 combat rounds Power Point Cost Per Level: 2 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard

This powerful sorcery wears away at any single, discrete, contiguous, solid surface on which it is cast, be it of wood, stone, metal or even flesh. Some examples of a contiguous surface include a single door, a chair, a table, or a hit location.

In the case of inanimate objects, this spell will do 1D3 points of damage every combat round, for a total of five combat rounds. Only magical forms of protection will help to protect it from damage.

If the target of this spell is a living creature or person, they must pass a Stamina roll every combat round until Corrupt Surface expires. If they fail the roll, they will suffer 1D3 points of damage to the hit location affected by the spell. This damage eats through armour first (including natural armour) before damaging any hit points at that affected hit location, so a Stamina roll is required only when the flesh is affected. All armour damaged by this spell is destroyed when its armour points reach zero.

This sorcerous damage is caused through a manifestation of a powerful corrosive over the surface of the target. Immersing the target of this spell in water stops its progress; in effect, it negates any further power it has to cause damage. In the case of a structure, dousing a large area is sufficient to stop any further damage.

Additional levels in this spell can be used to increase the corrosive damage of this spell by +1D3 per level.

COUNTERMAGIC Range: 100 metres Duration: 5 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard, Song

This spell is exactly the same as the Countermagic spell on page 96 of the Basic Roleplaying Rulebook.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.28

Refer to the Magic section of Chapter 4: Powers, for more information.

CRAFTING-SPELL Range: Touch Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Alteration

Spellcasting Method: Standard, Runes,

Song

This spell, favoured by Dwarves (who inscribe it as Runes on their crafting hammers and tools), enhances and augments the caster’s skill as a craftsmen. When cast, it provides a bonus of +5% to any one Craft skill roll (e.g. Carving, Painting, Sculpting, Smithcraft, Stonecraft, Tapestry, Woodcraft, etc) that involves the forging or creation of an item, object, or work of art.

Each additional level in this spell grants an additional +5% to the Craft skill roll.

CREATE LIGHT Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard, Runes,

Song

This spell is exactly the same as the Light spell on page 99 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

CREATE DARKNESS Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard, Runes,

Song

This spell is exactly the same as the Dark spell on page 96 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

DARK STENCH [DARK SORCERY]

Range: Touch Duration: 5 combat rounds Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

This vial sorcery enables the sorcerer to exude a cloud of stench that sickens all within it except for him. It affects every living thing within its area of effect, whether friend or foe.

The cloud extends up to one metre in radius around the caster and is greenish in colour. Anyone within that cloud must pass a Stamina roll or begin chocking and retching (refer to Spot Rule: Choking, Drowning and Asphyxiation, on page 218 of the BRP rulebook).

Once the spell abates, the cloud will dissipate naturally. Additional levels in this spell can be used to increase the range of the cloud by an additional metre per level of the spell. Additional levels can also be used to increase the duration of the spell by an additional combat round per level of the spell.

DETECT FOE Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Secret Fire

Spellcasting Method: Standard

This bit of magical craft helps the caster divine the presence of servants of the Enemy. It was first developed by the Elves to alert them to the presence of Orcs and other foul beings in their woods, and it is presently popular among those Dúnedain who possess dwimmer-craft.

When casting Detect Foe, the caster names one type of enemy—Orcs, Wargs, Trolls, or any such. For the duration of the spell, the caster receives a +5% bonus to all Spot and Track skill rolls related to finding their chosen foe. The caster can cast this spell on another person by touching them.

Additional levels in this spell can be used to increase the duration of the spell, or they can be used to increase the boon granted by this spell by an additional 5% per level of the spell.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.29

DIMINISH [DARK SORCERY]

Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

This spell is exactly the same as the Diminish spell on page 96 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

DISARM Range: 5 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Alteration

Spellcasting Method: Standard

This spell causes a single target to lose his grip on one weapon or shield (caster’s choice) that he is presently wielding. The item leaps from his hand, and he may not pick it up until the next combat round.

If the item is enchanted, the wielder is entitled to a resistance roll against the caster, matching their POW against the casters POW on the Resistance Table. If the caster wins, the spell has its normal effect; if the wielder wins, he retains his grip on the item. The size of the item has no bearing on the effectiveness of the spell.

Additional levels in this spell can be used to increase the range of the spell by 5 metres per level, or to add one additional target per level of the spell.

DISPEL Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell is exactly the same as the Dispel spell on page 96 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

DISPLAY OF POWER Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Mysticism

Spellcasting Method: Standard, Song

With this spell, the caster summons forth their power, displaying it in ways that all can see and none will mistake. The effects depend upon the situation and the casters mood: a clap of thunder may crack from in the sky; a fiery wrath will burn in his eyes; they will appear to all watching to grow suddenly larger and more foreboding; or a great light may surround the caster. Many effects are possible, but they will be unmistakeable to all witnessing the event.

For the duration of this spell, the caster gains a +20% bonus to all Command and Persuade skill rolls made to communicate with those witnessing the display of the casters power.

Additional levels in this spell can be used to add an extra +10% bonus on top of the basic bonus granted by this spell. So two levels in this spell will grant a total bonus of +30% to the caster’s Command and Persuade skill rolls. As additional levels are added to this spell, the effects of the display of power will increase and become more dramatic and intimidating to those witnessing it. Examples of such a display include: unnatural darkening of a room, a clouds shadow falling over the caster outdoors, a thunderclap booms from the sky, howling winds swirl around the caster, etc.

DIVINE TRUTHFULNESS Range: Touch Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 3 Spell Speciality: Secret Fire

Spellcasting Method: Standard

Through this spell the caster may compel another to tell the complete truth. If the caster succeeds in a resistance roll, matching their POW against a target’s INT on the Resistance Table, the target will come under the casters thrall. The target will answer questions put to them as truthfully as possible whilst the spell is in effect. They will be in a trance like state and so can only answer a question directly put to them. The target will not offer information they must be asked direct questions. The target will not speculate answers but will only disclose what they know to be true.

Additional levels in this spell can be used to increase the duration of the spell.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.30

DULLBLADE Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard, Runes,

Song

This spell is exactly the same as the Dull spell on page 97 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. Despite the name, this spell will affect any weapon, not just bladed weapons.

DULL SENSES Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell allows the caster to hamper one target’s ability to sense what is going on around him.

The caster must engage their target in a resistance roll matching their POW against the targets POW on the Resistance Table. If the caster succeeds their target will suffers a -5% penalty to all Perception based skills (Insight, Listen, Navigate, Research, Sense, Spot and Track) for the duration of the spell. Dull Senses may be cast on any living creature, including beasts, whether wild, domesticated, or fell.

Additional levels in this spell can be used to increase the range of the spell, or its duration, or the penalty inflicted by this spell (at an additional -5% per level).

DUMBNESS [DARK SORCERY]

Range: 100 meters Duration: 1 hour Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

This spell strikes a victim dumb. For one hour, the victim will be unable to speak, though they may make muted sounds with their mouth. The victim may also find other ways to communicate through gestures or writing, etc.

The spell caster must overcome the targets CON in a resistance roll using their POW on the Resistance Table for this spell to take effect. Otherwise the caster succeeds in casting the spell, but the target was able to resist its effects.

Additional levels in this spell will increase the spells duration with each level adding an additional hour to the spell.

ENHANCE FOOD Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Restoration

Spellcasting Method: Standard, Song

This spell, a favourite of travellers, enhances the taste and quality of food. It will even purify spoiled food so that it is edible once again (though perhaps not as tasty as it was when it was fresh). When used to improve food, the spell lasts as long as the food would naturally. It is a reversible spell (Spoil Food) in that it can also be used to cause ale to sour, milk to curdle, spoil meat, etc. When used to spoil food, the effects happen immediately and duration is permanent.

ENSLAVE BEAST [DARK SORCERY]

Range: 100 meters Duration: 1 day Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

This spell allows the caster to enslave a single large animal (such as a bear or horse), or two medium animals (such as wolves, dogs, tigers), or a “pack” of small animals (such as a rat pack, bats, fish, or a flock of birds). For the duration of this spell the animals will follow the commands given to them regardless of the danger to themselves.

The animals will need to be able to understand the sorcerer before they can be commanded, so the sorcerer will need to also cast Beast Speech to communicate with these animals, otherwise the animals will be enslaved but will not understand the casters commands. In addition, spells like Beast Summoning can aid the caster in gathering the right kind of animals they wish to enslave.

Page 31: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.31

Additional levels in this spell will add a day’s duration to the spells effects. Also, the caster may add levels to this spell in order to enslave animals larger than the bear or horse. For example, two levels of this spell could be used to enslave a creature the size of a whale. Three levels of this spell could be used to enslave a beast the size of a Mûmak.

ENTANGLE Range: 30 metres Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard, Song

This spell creates an area where plants suddenly grow wild and entangle anything within their grasp. If the strength of these entangling plants is not resisted, any creature within the area of effect of the spell will become ensnared and captured within the web of tangled plants. The area of entanglement is one metre in diameter.

Casters can use levels of this spell to affect an area one metre in diameter per level of Entangle. Alternatively the caster can use levels to increase the strength of entanglement. For each level of this spell, the combined STR of the plants will equal a total of 5 points of STR. So, for example, three levels of this spell will cause an effected area 3 metres in diameter with a combined STR of 5, or will create entangling plants 1 metre in diameter with a combined STR of 15. Levels can be combined to cause various effects, such as five levels can be used to cause plants in a two metre diameter to entangle with a STR of 15. The plant growth is sudden (consider it to be instant in its effect) and the duration of the spell is one minute. Additional levels of this spell may also be used to increase to duration of the spell by an additional minute per level.

Any creature within the area of effect must use their STR to overcome the entangling plants STR on the Resistance Table, or be held fast and completely unable to move their limbs, body or head. If they succeed in the resistance roll, they break free of the plants and can escape. However a resistance roll must be made for every entangled metre the creature passes through in order to leave the area of affect of this spell. Once the spell ceases, the plants will quickly unwind releasing any entangled captive.

EVOKE AWE Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Secret Fire

Spellcasting Method: Standard

This spell functions identically to Evoke Fear, but it is not a form of Dark Sorcery. This spell only works to inspire awe and dread in those who serve the Shadow and are confronted by the caster. All who serve the Shadow witnessing the caster under the effects of this spell must make a Difficult Luck Roll or become intimidated by fear. If the Luck Roll is a fumble, the target will become incapacitated by fear.

Also for the duration of this spell, the caster gains a +50% bonus to all Command and Persuade skill rolls made to communicate with those of the Free Peoples witnessing this display of awe. If these Free Peoples are suffering from the effects of fear, this spell will break that fear and provide encouragement and strength of will when it is most needed. Thus it will cancel the effects of the Evoke Fear spell.

The subtle magic of Middle-earth will reflect the use of this spell. A shaft of light may break through the clouds and fall on the caster; a warm breeze may suddenly blow in from the West breaking a chill in the air, or the like.

Additional levels in this spell can be used to add an extra +10% bonus on top of the basic bonus granted by this spell. So two levels in this spell will grant a total bonus of +60% to the caster’s Command and Persuade skill rolls to influence the Free Peoples. As additional levels are added to this spell, the effects of the display of power will increase and become more dramatic and intimidating/awe inspiring to those witnessing it.

EVOKE FEAR [DARK SORCERY]

Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard

This dreadful spell of sorcery inspires terror within the hearts of anyone the spell caster confronts. This spell functions identically to Evoke Awe, but it is not a form of Secret Fire. This spell only works to inspire fear and dread in those of the Free Peoples who are confronted by the caster. All Free Peoples witnessing the caster under the effects of this spell must make a

Page 32: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.32

Difficult Luck Roll or become intimidated by fear. If the Luck Roll is a fumble, the target will become incapacitated by fear.

Also for the duration of this spell, the caster gains a +10% bonus to all Command and Persuade skill rolls made to communicate with those who serve the Shadow witnessing this display of awe. If those serving the Shadow are suffering from the effects of fear, this spell will break that fear and provide intimidation, coercion and command, forcing them to overcome their fear. Thus it will cancel the effects of the Evoke Awe spell.

The subtle magic of Middle-earth will reflect the use of this spell. Storm clouds gather over the caster and thunder rumbles from on high; a chill wind blows in from the East or North; plants wither around the caster, or the like.

Additional levels in this spell can be used to add an extra +05% bonus on top of the basic bonus granted by this spell. So two levels in this spell will grant a total bonus of +15% to the caster’s Command and Persuade skill rolls to influence those who serve the Shadow. As additional levels are added to this spell, the effects of the display of power will increase and become more dramatic and intimidating/fearful to those witnessing it.

EXCLUSION Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard, Runes

This spell is a favourite amongst the Dwarves who use it as Runes to protect their halls and their treasures. It works a prohibition and exclusion upon those the caster does not wish to enter the area (or door, open a lock, or the like). The caster places the spell upon the area, door, or thing they wish to protect, and the caster defines who may entre (or open, etc) though it. Possible definitions include ‘no one,’ ‘anyone who has received my permission,’ ‘any Elf,’ or the like.

The definition must be such that anyone can easily determine who does and does not qualify to pass through. The spell cannot be used as a way of detecting things the average person could not know. For example, the caster cannot define the spell by stating: ‘Anyone who serves the Shadow may enter freely.’ Since the average person cannot quickly or easily determine whether someone serves the Shadow, the exclusion is too vague and variable.

The effects of a prohibition and exclusion can be twofold:

i) Firstly, anyone prohibited from entering must first overcome the power points that have been invested into this spell. The prohibited person must match their current power points against the spells power points in a Resistance Table roll. In order to pass through (or open the lock) the prohibited person must engage in spirit combat with the spell as though the spell where a ghost (refer to ghostly combat on page 343 of the BRP Rulebook). Failure will mean that the prohibited person will lose power points and not be able to pass. If the prohibited person succeeds, the spell will lose power points and the prohibited person will be able to pass through the exclusion. In this way, the spells potency may be reduced in strength.

ii) Secondly, anyone who breaks through the prohibition may also come under the effects of a curse, if a curse has been placed through using this spell. Spell casters usually leave a message proclaiming the curse when the cast the Exclusion spell. Such a curse may be engraved on the door or a crypt inscribing a warning that all who entre will suffer the curse.

In order for this spell to have any potency, the caster must invest power points into it. Each level of the spell invests 1 power point into the spells potency to resist any prohibited person (as detailed in I above). Spell levels may be added over time to any existing Exclusion spell the caster has previously cast. In this way, the spells potency may be increased, or refreshed over time.

The spell caster also has another intriguing option. They may attempt to place a curse on anyone breaking the exclusion. To do this the caster must sacrifice 1 point of POW at the time of the casting of the spell. This will cause a specific curse to be laid on the place (or object) of exclusion. Any prohibited person who violates the exclusion (as detailed in I above) must then succeed in a Luck roll or be cursed. The nature of the curse should be determined with the gamemaster’s guidance, but will be mild in effect.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.33

FARSEEING Range: Touch Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Mysticism

Spellcasting Method: Standard, Song

This potent spell allows a caster to see places far away. To cast it, the spell caster requires a reflective surface – a pool of calm water, a mirror, a bowl of water, or the like. The spell will show any location within 100 kilometres that the caster can mentally navigate to (i.e. the caster must be able to mentally trace a path from where they currently are to the place they wish to scry). This spell only grants sight to a designated area, not a person.

To find a specific person in that area, the caster would then need to undertake Spot and/or Track skill rolls to mentally track that person across the landscape. All such skill rolls would be considered to be Difficult.

The only exception to this would be if the caster was summoned by the Calling spell. In such a case the caster would be able to fairly quickly scry the location of the person calling them as long as that person is in the current range of the spell. If the person using the Calling spell is beyond the current range of the Farseeing spell, the caster will not be able to view the caller unless they can place enough levels into Farseeing to reach the distance to the caller.

The caster cannot hear any sound from the location they are scrying, and the visibility will be limited by the ambient light that exists in the area they are remotely viewing. So if the location is covered in thick fog, or the caster is viewing into a dark tunnel or cave that has no illumination, then the caster will be limited in what they can see, possibly seeing nothing at all.

Each additional level in this spell adds another 100 kilometres to the spell casters scrying range, so two levels in this spell will give the spell caster a range of 200 kilometres.

FAIR-SEEMING [DARK SORCERY]

Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard

The Enemy and his servants have long known that beguilement is sometimes the only way short of brute force to bend the Free Peoples to their will.

This sorcery does not alter the physical appearance of the caster, but subtly twists the minds of those who come into contact with him, so that they are more likely to view him favourably—or at least to give him the benefit of the doubt. Fair-seeming temporarily masks the less appealing parts of the sorcerers character (namely the personality traits that reflect their desire for power and control over others, but it can even mask a lack of hygiene) and grants the sorcerer a +5% bonus to all their Communication skills for the duration of the spell.

Additional levels in this spell can add to the duration of the spell, or they can be used to increase the boon granted by this spell by an additional 5% per level of the spell.

FARSPEAKING Range: Touch Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Mysticism

Spellcasting Method: Standard

With this spell the caster can cause their voice to issue from an object that they have touched, such as a mirror, stone, piece of jewellery, etc. The object must be within the current range of the spell and the caster must have touched the object at sometime in the past. The basic range of this spell is 100 kilometres, so for the caster to speak through the object it must be within a 100 kilometre radius of the caster.

The object will emit the casters words but does not “speak” itself, nor can it be programmed to repeat the casters words when a given situation arises. The caster must speak through the object in real-time and the conversion is one way only, with the caster doing the talking. The caster can cast Voice of Suasion or Voice of Command through this spell if desired, though their inability to see those to whom the caster is speaking to may hinder in this regard.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.34

Each additional level in this spell adds another 100 kilometres to the spell casters Farspeaking range, so two levels in this spell will give the spell caster a range of 200 kilometres.

FATIGUE [DARK SORCERY]

Range: 5 metres Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard

This work of Sorcery tires the body of a single victim. The target of the spell must pass a Stamina roll to resist its effects. If he succeeds, he suffers no effect. Failure, however, causes the target to become instantly incapacitated by exhaustion, and incapable of any action.

If the optional Fatigue Point system is being used, the targets Fatigue Points become negative to the total of their STR+CON. They are not unconscious, but they cannot cast spells or undertake combat actions.

Additional levels allow the sorcerer to affect extra targets with this spell.

FIERY BLAST Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard, Runes

This spell is exactly the same as the Blast spell on page 94 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. The blast produced by this spell is caused by fire.

This is particularly nasty if a targets clothing has been set on fire. The spot rules for Fire and Heat on page 223 of the BRP Rulebook will also apply to any object; creature or person set on fire by this spell.

FIERY MISSILE Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard

This spell, a lesser version of Fiery Blast, grants a caster the power to make small flammable objects, such as pinecones or small branches, burst into flame so that they can be thrown as burning missiles. The caster of this spell can make the colour of these missiles any colour they desire. The caster must use their Throw skill in order to throw the fiery missile at a target to do damage.

Each level of this spell produces one missile that does 1D6 fire damage to everything in a circle 1 meter in diameter. Additional levels can be used to make additional missiles, all of which do 1D6 and must be thrown separately, but there must be enough flammable objects close at hand for the caster to pick up and turn into missiles or they will not be able to cast the spell.

The spell lasts only 1 combat round. If something is set on fire however, the fire will continue to burn as any normal fire would. This may cause additional damage to anyone or anything within the 1 metre diameter circle, doing 1D4 points of damage each combat round until extinguished. This is particularly nasty if a targets clothing has been set on fire. The spot rules for Fire and Heat on page 223 of the BRP Rulebook will also apply to any object; creature or person set on fire by this spell.

FINDING AND RETURNING Range: Touch Duration: 1 day per level of spell Power Point Cost Per Level: 2 Spell Speciality: Mysticism

Spellcasting Method: Standard, Runes

This spell protects a traveller, making it more likely that they can find their way to their destination, safe and unhindered. If cast on an animal (such as a horse, donkey or dog for example) this spell is sometimes known to be called ‘words of guiding.’ The spell effects one target only.

Whilst active, it grants the recipient the virtue of a bonus of +20% to all skill rolls for Climb, Knowledge (Wilderness Survival), Navigate, and Swim. It also grants a +20% bonus to all Stamina rolls.

Additional levels in this spell can be used to increase its duration (at one extra day per level), and/or to increase the bonus granted by this spell by +05% per

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.35

level. For example, three levels of this spell could be added to increase the duration by one extra day (i.e. two days duration) and the bonus by +10% (for a total of a +30% bonus to the above skills and the travellers Stamina rolls).

FIRE OF UDUN [DARK SORCERY]

Range: 15 metres Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 3 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

This sorcery calls upon the fearsome power of the underworld, Udûn, to consume in flame every living thing in its path, whether friend or foe. It produces a cone of fire emanating from the caster and extending the range of the spell. This cone, at its base, will be half as wide as it is long.

Each living thing within this cone takes 3D6 damage from the spell. In addition, the sorcerer must make a Stamina roll; if the sorcerer fumbles the roll, they are also subject to the spell’s damage. The spot rules for Fire and Heat on page 223 of the BRP Rulebook will also apply to any object; creature or person set fire by this spell.

Alternatively, the sorcerer can cause an area around them to suffer this fire damage. The area is a circle whose diameter is the range of the spell, with the sorcerer at the centre of the circle. All within this circle of fire, including the sorcerer, will suffer the spells damage and be set on fire.

Additional levels in this spell can be used to increase the spells range.

FIRESHAPING Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard

Casters use this spell to shape fire, creating pleasing images of flame. For the most part, Fireshaping is cast simply for the idle amusement of onlookers (such as children). However, under the right conditions (i.e. when the gamemaster deems so) this spell can add a bonus of +20% to a casters, or their ally’s, Command, Fast Talk, Perform,

Persuade or Teach skill rolls for the duration of the spell.

This spell will effect a hearth, or campfire sized fire or smaller. Two levels of this spell are needed to affect a small bonfire, and three levels are needed to affect a large bonfire. Larger sized fires will require additional levels, but just how many will be up to the gamemaster to decide.

Additional levels in this spell can also be used to either increase the range of the spell by 30 metres per level, or increase the duration of the spell by 15 minutes per level of the spell.

FLAME ARROW Range: 15 metres Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard, Runes

This spell differs from Fiery Missile in that it is specifically designed for missile weapons and not for burnable objects that can be thrown by a caster.

This spell turns any one projectile, whether an arrow, a bolt, a quarrel, or a boulder thrown by a siege catapult, into a thing of fire. It can be cast on a projectile before it is launched, in which case it causes no damage—whether to bow, hand, catapult, or even an enemy—until it is shot or thrown, or one minute (5 combat rounds) passes and the effect fades. Alternatively, it can be cast on a projectile in range just as it is hurled.

A projectile so enchanted causes an additional 1d6 points of fire damage to whatever it strikes. This damage is in addition to the missile weapons normal damage. So, for example, an arrow shot from a longbow enchanted by this spell would do its normal damage of 1D8+1+½db plus an additional 1D6 points of fire damage.

Projectiles with this spell will also set alight any flammable object or structure they strike (refer to the spot rules for Fire and Heat on page 223 of the BRP Rulebook). In any case, the projectile’s fire is extinguished after it strikes home.

Additional levels in this spell can be used to either increase the range of the spell, at an additional 15 metres per level, or can be used to affect one additional missile per level of the spell.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.36

FLAME OF ANOR Range: 15 metres per level of spell Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Secret Fire

Spellcasting Method: Standard

The spell, one of the most powerful weapons the Wise have against the Shadow, projects a beam of white light bright enough to pierce any gloom. The beam harms the servants of the Enemy – ranging from Orcs to Nazgûl - and other evil creatures as well.

After succeeding with the skill roll for this spell, the caster will blast their foe for 5D6+5 points of damage. Rules for special and critical successes apply to this skill roll. On a special success, this spell will do knockback damage.

Shields, armour and sturdier forms of cover (stone walls, boulders, etc) will grant protection against the damage inflicted by this spell. Magical protection spells will also provide protection from the damage inflicted by this spell.

Additional levels of this spell can be used to increase its range.

FOG-RAISING Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Air & Storm and also Water

Spellcasting Method: Standard, Song

This spell belongs to both the Air and Storm and the Water Spell Specialities as similar spells have been created under both specialities. They are identical spells regardless of the speciality the caster uses it under.

It allows the caster to create a thick bank of fog, but the natural conditions must be right for fog to be able to be produced; namely there must be a nearby water source or the air must have a high enough humidity to produce the mist. Even on hot days, if there is a large enough water source near to hand, or the air is very humid, a mist can be raised.

The clouds of fog raised by this spell can have a radius of up to 30 metres. Once raised, the fog or mist will remain until the end of the spells duration, or the natural weather conditions allow (if the weather conditions are right, the fog could last for several hours or all night). The fog will move normally, according to the wind and lay of the land.

The caster has no control over the fogs movement once it is created.

Additional levels of this spell can be used to increase the duration and radius of the spell. Each level can either increase the spells duration by 15 minutes, or increase the fogs radius by 30 metres. However a fog made in windy conditions will be blown away and dissipate very quickly and so the desired size of the fog bank may not be achievable under such conditions.

FOG-WEAVING Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Air & Storm and also Water

Spellcasting Method: Standard, Song

This spell belongs to both the Air and Storm and the Water Spell Specialities as similar spells have been created under both specialities. They are identical spells regardless of the speciality the caster uses it under.

With this spell, a caster can shape fogs and mists, whether natural ones or ones they have created with the Fog-weaving spell. The caster can form phantoms of men, dragons and beast, or wondrous tableaus out of the fog. Ordinarily this is done simply for amusement or to distract enemies, however under the right conditions (i.e. when the gamemaster deems so) this spell can add a bonus of +20% to a casters, or their ally’s, Command, Fast Talk, Perform, Persuade or Teach skill rolls for the duration of the spell.

Additional levels in this spell can also be used to either increase the range of the spell by 30 metres per level, or increase the duration of the spell by 15 minutes per level of the spell. However, for the spells duration to be increase, fog must still be present.

FORGETFULNESS [DARK SORCERY]

Range: 30 meters Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 3 Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

This foul spell allows the sorcerer to cloud a single person’s memories with darkness, preventing the target from recalling who they are, where they live,

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.37

who they know, or anything else about their life including their own name. They will not even recognise their closest relatives.

Once the spell is cast, the sorcerer must then engage their target in an resistance roll on the Resistance Table, matching their own POW against the POW of their target. The caster’s POW is used to determine the active characteristic on the Resistance Table and the opponent’s POW is used as the passive characteristic.

If the caster succeeds in overcoming their opponent’s POW, the spell takes full effect. A special success will result in the victim being unable to remember how to speak for 1D10 days. A critical success will result in the victim swooning and falling unconscious for 1D12 hours and then being unable to remember how to speak for 1D10 days. A failure means that the spell does not take effect.

The effects of this spell are permanent until the victim is treated by magic, or the sorcerer releases the victim from the spells grasp. The victim will lose all memories of their skills, with the exception of their native language (once they can speak again, if they have temporarily lost the power of speech). The victim will be as a child in many ways and will need to relearn their skills. They will go back to their basic chance with all their skills and start the process of learning skills all over again.

Should this spell be broken, the victim will suddenly remember all their past history as well as what has transpired since they lost their memory. Any new skills they have learnt will remain, but skills they knew before will be at the highest skill level they know (either previous to loss of memory, or after relearning the skill).

Additional levels can be used to increase the range of the spell by 30 metres per level of spell.

FORTIFY WORKS Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard, Song

This spell enchants large objects such as towers, walls, gates and bridges to ward them against damage.

Fortify Works acts in the same manner as the Protection spell, with one level of Fortify Works providing one point of armour to the object. However Fortify Works acts to protect inanimate objects, not people or animals.

Fortify Works may also be cast as a counter-spell to prevent the casting of spells that damage or destroy objects (both large and small), such as Shatter and Sundering. A caster can simultaneously cast Fortify Works if they see another spellcaster attempting to cast Shatter or Sundering. Both casters will engage in a resistance roll pitting their POW against each other on the Resistance Table. The winner of the resistance roll is the spellcasters whose spell takes effect.

If the counter-spell attempt fails, and the object to be attacked by Shatter or Sundering has already been protected by an existing Fortify Works spell, the magical armour provided by that existing Fortify Works spell will still provide protection to the object fortified.

Just as in the Protection spell, additional levels in this spell will add additional points of armour to the object to be protected.

GUARDING-SPELL Range: Touch Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Mysticism

Spellcasting Method: Standard, Runes

This spell makes the caster, or any upon whom the caster confers its virtues, more difficult to hurt and injure. Any attack made against someone protected by a Guarding-spell is considered to be Difficult. In addition, the target will receive a bonus of +20% to all Dodge and Parry skill rolls made whilst this spell is active.

Additional levels in this spell can only be used to increase the spells duration by 15 minutes per level.

HEAL Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Restoration

Spellcasting Method: Standard, Song

This spell is exactly the same as the Heal spell on page 98 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

Page 38: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.38

HEX-SPELL [DARK SORCERY]

Range: 15 metres Duration: 1 day Power Point Cost Per Level: 1 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard, Runes

This spell inflicts ill-luck upon its target. Whenever the target of this spell is required to undertake a Luck roll, their chances of success will be reduced to just their POW x1.

In addition, the target is also likely to fall victim to cruel turns of fate while this spell is in effect. At the gamemaster’s discretion the target must make frequent skill rolls (far more frequent than his non-hexed comrades) to avoid tripping over tree roots, putting his foot in his mouth, and suffering similar misfortunes. Anything that can go wrong, will.

Additional levels in this spell can be used to increase the duration of the spell.

HIDES VIRTUE Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard, Song

This spell calls upon the caster’s familiarity with beasts that have tough hides to grant their protection upon a single animal target. Hide’s Virtue has no visible manifestation, except perhaps for a soft glow around the target while the spell infuses into the animal. It doubles the natural armour of an animal. This effect is permanent for the duration of the animal’s life, and can only be done once per animal. If an animal does not poses any natural armour, then this spell will permanently grant 1 point of armour to all hit locations of the animal. Spellcasters usually cast this on their familiars.

This spell was specifically designed for animals only and does not work on fell creatures. Nor will it work on the races of Dwarves, Elves, Hobbits, Men, Orcs or Trolls. Even the Beornings whilst in bear-form are not able to receive this virtue.

HOLDING-SPELL [DARK SORCERY]

Range: 100 meters Duration: 15 minutes Power Point Cost Per Level: 2 Corruption Points gained by use: 1 Speciality: Dark Sorcery

Spellcasting Method: Standard

With this spell, a sorcerer can paralyse another person, using great fear and terror to freeze him in place so that he cannot move or flee. The victim may fall to the ground and cower, but they are otherwise incapacitated.

Once the spell is cast, the caster must then engage their target in a resistance roll on the Resistance Table, matching their own POW against the POW of their target. The caster’s POW is used to determine the active characteristic on the Resistance Table and the opponent’s POW is used as the passive characteristic. If the caster succeeds in overcoming their opponent’s POW, the spell takes full effect paralysing the target. A failure means that the spell does not take effect.

Additional levels in this spell can be used to target additional victims, however the sorcerer must overcome each victims POW separately on the Resistance Table. Also, additional levels can be used to increase the duration of the spell by 15 minutes per level.

ICE SPRAY Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Water

Spellcasting Method: Standard, Runes

This is a lesser version of the spell Cold Blast. It produces a spray of sharp ice shards blasting forth from the casters outstretched fingers. Up to eight razor sharp shards are created by this spell and each one does 1D4 damage. All are capable of critical and special (Impaling) hits.

The caster rolls their Ice Spray skill roll and if they succeed in hitting, they then roll 1D8 to determine how many shards strike the target. For each hit, roll the targets location (if the optional hit point location rule is being used) and 1D4 for damage. The target can attempt a Dodge roll to avoid being struck by these shards of ice, if they succeed, none of the shards will strike the target.

Page 39: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.39

If the caster rolls a critical when casting this spell, and the target is facing the caster, then the target has been hit by ice in the face and will become temporarily blinded (refer to Spot Rules: Darkness on page 220 of the BRP Rulebook for more details). If the option hit point location rule is being used, the hit location rolled must be a 20 for the target to be blinded.

IMITATION-SPELL Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Illusion

Spellcasting Method: Standard

This spell enhances a caster, or their targets, ability to imitate the voices of others. It grants the recipient a +05% bonus to their Disguise skill, when using their voice, for the duration of the spell.

At the gamemaster’s discretion, this spell may also provide the same temporary bonus to the targets Perform skill. This will depend on the situation but will only be applicable if the target is using their voice.

Additional levels in this spell will increase the bonus by +05% per level.

INTERCEPT MISSILE Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard, Runes

This spell causes one single fired missile, of any kind of the caster’s choice (whether it be an arrow, a javelin, a boulder, etc), to suddenly splinter or shatter apart destroying it completely. The caster must be able to see the missile and the missile must be within the range of the spell. The missile can be in flight at the time, but it must be within the range of the spell.

If the projectile is enchanted by a spell from another spellcaster, the caster must first engage that spellcaster in a resistance roll matching their POW against the other spellcaster’s POW on the Resistance Table. If the caster succeeds, the missile they wish to intercept is destroyed as per the spell’s normal effect, however if the other spellcaster wins the resistance roll, the incoming missile is not destroyed.

Additional levels can be used to destroy additional missiles (at one missile per level) or to extend the range of the spell (at 30 metres per level).

ITHILDIN-FIRE Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard

Ithildin is the magical substance Elven smiths make of the metal Mithril (True Silver). Ithildin will only mirror starlight and moonlight and it sleeps until either the stars or the moon become visible, when it then reveals its true silvery beauty.

This spell permits the caster to activate Ithildin when either the moon or stars are not visible. In this way the caster can read or make out symbols scribed (including Moon-letters) or inlaid with Ithildin any time they desire.

KEEN SENSES Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell sharpens the five senses and allows the target of the spell to eliminate environmental distractions. For the duration of the spell Keen Senses confers a temporary bonus of +05% per level of the spell, to the targets Listen, Sense, Spot, and Track skills. This spell may not be cast on beasts of any kind.

Additional levels can be used to either increase the bonus conferred by the spell by an additional +5% per level, or increase the duration by 15 minutes per level of the spell.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.40

KINDLE FIRE Range: Touch Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard, Runes

By touching a small readily flammable object – typically a bit of kindling, stick of wood or branch of a tree – the caster can cause it to burst into flame. Living flesh does not count as being flammable, however hair, fur, or clothing might be flammable (gamemaster’s discretion). Once the fire is kindled, it will burn normally and is not magical in nature. This means that the fire can also be quenched normally.

The size of the fire is considered to be that of a burning torch. Additional levels can be used to increase the size of the fire kindled. Two levels will ignite a campfire or hearth sized fire. Three levels will ignite a small bonfire and four levels will ignite a large bonfire.

LAME [DARK SORCERY]

Range: 30 metres Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard

This cruel work of Sorcery can cripple even the mightiest warrior.

The target of the spell must resist the sorcerers POW by matching their own POW on the Resistance Table. If they fail the resistance roll, they will be stricken in one of the following ways chosen by the sorcerer:

• The target loses full use of one arm, or

• The target loses full use of one leg, or

• The target is blinded in one eye making all Combat and Perception skill rolls Difficult.

The target of the spell will regain the full use of their body once this spell abates.

Additional levels in this spell can be used to increase the duration of the spell.

LIGHTNING Range: 60 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Air and Storm

Spellcasting Method: Standard

This spell is exactly the same as the Lightning spell on page 99 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

LIGHTNING-BLADE Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Air and Storm

Spellcasting Method: Standard

Through this spell the caster summons a bolt of lightning energy to the tip of their blade which then courses with the energy from the lightning bolt.

The energy stays with the weapon until the caster’s next melee attack. If the caster’s attack succeeds in hitting a target, the target will receive the weapons damage, +2D6 electrical damage (plus the casters damage bonus if applicable).

Should the caster score a special success the target, in addition to suffering the weapons normal special success damage, will also suffer the effects of Knockback due to the electrical discharge. Should a critical success be scored, not only will the target suffer from Knockback, but the target’s clothing, fur, etc, if flammable will be set on fire from the electricity. The spot rules for Fire and Heat on page 223 of the BRP Rulebook will apply to any object; creature or person set on fire by this spell.

If the caster’s melee attack misses, the electricity dissipates before their next attack and the weapon receives no additional damage bonus.

Any metallic melee weapon can receive the effects of this spell, not just bladed weapons. However, wooden weapons without any metal fixtures will be shattered by this spell and the caster will receive 2D6 damage to their weapon arm.

There must be at least some cloud present in the sky for this spell to work and the caster must have access to the sky for the lightning to reach their weapon. As such, it will not work underground or in-doors where there is no clear access to the sky.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.41

MASTERY OF SHAPES Range: Touch Duration: 1 hour Power Point Cost Per Level: 3 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard

A caster who knows this spell can change their shape to that of any normal bird or beast, but not to that of a fell creature – such as a Warg, Fell Beast or Dragon – that serves the Shadow. The creature must be a normal animal or bird.

When the caster changes form, they retain their INT and POW, however their other characteristics will become that of the creature they have transformed into. This will also affect the casters hit points and hit locations.

The caster will retain the use of all their skills, though a lack of hands with opposable thumbs will prevent the caster from performing certain skills. Likewise, the inability to articulate the appropriate sounds with their voice box may also impair the casters ability to communicate. Some bird forms, such as parrots, will allow the caster to communicate intelligibly, albeit in a stunted manner.

The caster may change back to their normal shape at any time, ending the spell. They may not, however, shift from one animal form to another. The caster must first change back to their normal form and then cast the spell again.

When a spell caster changes form, all items and objects they are wearing or carrying disappear, becoming part of the casters animal form. These items and clothing then return once the caster resumes their normal shape. However, certain powerful magical items will resist being transformed and therefore will be dropped as the caster transforms. These items will need to be carried by the caster in their new form, or they will remain behind where the caster changed form. The gamemaster has the final say as to what will or will not transform with the caster as they change into an animal form.

A caster may transform an ally, if the ally is willing to be transformed, but this spell will have no effect on anyone not willing to be transformed or unaware that the caster is attempting to transform them. This is because the person being transformed must concentrate on the shape of the animal or bird they wish to become whilst the transformation is taking place.

Dark rumours whispered among spell casters speak of a sorcerous version of this spell that permits the sorcerer to assume the shape of another person, or

the shape of a fell creature. Whether these rumours are true, or just tales, remains unknown.

Additional levels in this spell will add to the spells duration, with an additional hour being added per level of the spell.

MIND BARRIER Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell wards the caster against intrusions into the workings of his mind, such as the spells Command and Voice of Command.

If the intrusive spell involves a resistance roll to resist its effects, Mind Barrier grants the caster a bonus of +5%, per level of the spell, to their chances on the Resistance Table.

Even if the intrusive spell does not involve a resistance roll to resist its effects, Mind Barrier grants its caster a resistance roll in order to defend against the intrusive spell. This resistance roll also receives the benefit of the +5% per level bonus as outlined above.

A spellcaster may cast Mind Barrier on another person, or animal. This is especially useful when protecting the caster’s familiar.

Mind Barrier may also be cast as a counter-spell against any of the spells against which it wards. When casting it as a counter spell, match Mind Barrier’s level against the level of the spell it is countering on the Resistance Table. If the intrusive spell succeeds in the resistance roll, it will take effect normally. If Mind Barrier wins the resistance roll, then the intrusive spell fails and is dispelled immediately.

Additional levels in this spell can be used to increase its duration, increase its bonus to the resistance roll, or they can be used to bolster the spell when Mind Barrier is used as a counter spell.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.42

MIND SHIELD Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell absorbs spells that are designed to intrude into the workings of his mind, such as the spells Command and Voice of Command.

For each level of Mind Shield, the spell will absorb 1 level of an incoming spell that is designed to intrude into the casters mind. The intrusive spell is absorbed and dissipated into the Ainulindalë where it merges with the music of The Song of Creation.

As such, Mind Shield is a very useful mental protection spell. Mind Shield can be cast on others, including animals, and is compatible with Mind Barrier. It is not unheard of for spellcasters to cast both spells on themselves in order to shield their minds from undue influences.

Additional levels in this spell can be used to either increase its duration, or they can be used to increase the strength of the Mind Shield.

MIND-SPEECH Range: 100 metres Duration: 10 combat rounds Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

With one exception this spell is exactly the same as the Speak to Mind spell on page 100 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. The difference is that the other mind spoken to must be of average intelligent and not an animal. In order to communicate to an animal, and creatures of animal intelligence (such as some trolls), the caster will need to utilise the Beast Speech spell.

MISDIRECTION Range: 100 metres Duration: 1 hour Power Point Cost Per Level: 3 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell sets a web of enchantment about an area, causing those who entre it to become

confused and lost or even to draw closer to the spellcaster, regardless of their wishes.

Misdirection affects an area around the spellcaster with a radius of 100 metres per level of the spell. While the spell remains in effect, the caster automatically knows if someone enters the area, and can choose whether or not to affect them with this spell’s magic. The caster will not be aware who the individuals are that have entered the spell area (ie Hobbits, Dwarves, Orcs etc), but will know that the spells area of effect has been breached and by how many individuals.

Affected people lose all sense of direction with skills such as Navigate and Knowledge (Wilderness Survival) being of no aid to the misdirected person. Even when the misdirected person thinks they have chosen the proper path or direction – for example, by following the setting sun – in fact they have not.

Once per hour, the misdirected person may attempt to engage the spellcaster in an resistance roll on the Resistance Table, by matching their own INT against the POW of the caster. The caster’s POW is used to determine the active characteristic on the Resistance Table and the misdirected person’s INT is used as the passive characteristic. This is because the misdirected person will be unaware that they have been under the influence of this spell (the savvy gamemaster may conduct the resistance roll in secret so as to keep the targets unaware that they are hopelessly lost).

If the spellcaster wins the resistance roll, for that hour the caster may direct the victim toward themselves or towards another person or place within the affected area. If the victim wins the resistance roll, they will be free to determine directions normally for that hour.

Additional levels in this spell can be used to either increase the duration of the spell by 1 hour per level, or increase the area of effect by an additional 100 metres radius per level.

MIST OF SPEED Range: 30 metres Duration: 1 hour Power Point Cost Per Level: 3 Spell Speciality: Mysticism

Spellcasting Method: Standard, Song

This spell, the working of great power, creates a cloud of thick, white mist. The cloud covers an area with a radius of 30 metres centred upon a person, object, or point of the caster’s choosing. While within the cloud, runners, riders and their horses, birds, etc can run/ride/fly nonstop at full speed, without becoming any more tired than they would when

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.43

travelling at normal speeds over the same period of time.

Moreover, their passage makes no noise, and no one outside the cloud can see those within (even if using the Farseeing spell). Those within the cloud can see out of the cloud as though looking through a thin misty veil. If the centre point of the cloud becomes mobile, then the cloud will move along with it.

Additional levels in this spell can be used to either increase the duration of the spell by 1 hour per level, or increase the area of effect by an additional 30 metres radius per level.

MORGUL WOUND [DARK SORCERY]

Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 5 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard, Runes

This dark sorcery deepens a wound caused by a weapon upon which it is cast and corrupts the surrounding flesh. Morgul Wound targets one weapon each time it is cast and the sorcerer must touch that weapon when they cast this spell.

The next time that weapon hits a target and inflicts damage, if that damage is sufficient enough to get through armour and cause hit point damage, an additional 1D2 points of damage will be inflicted to the victim’s CON (i.e. not total hit points or hit location hit points). For example; a target is hit with a weapon that scores 5 points of damage to the targets left arm. The target has 3 points of armour at that hit location and so 2 points of damage pass through the armour to cause damage to the targets hit points on their left arm. As this damage passed through armour however, an additional 1D2 points of damage are scored directly to the targets CON.

This 1D2 damage is caused by a sliver of the blade breaking off the weapon. This sliver is imbibed with Morgul sorcery and cannot be healed by normal means (i.e. First Aid skill, healing herbs, etc), nor by the application of the Heal spell. It can only be healed by the application of the powerful Purify Shadow-wound spell. The victim will be able to feel this sliver within their body as though it was an icicle, and they will begin to feel a creeping coldness start to pervade their body.

The sliver off the Morgul blade will work its way through the victim’s body towards their heart. As such the victim must pass a Stamina roll for every

day that the wound is not treated by Purify Shadow-wound. If the victim fails the Stamina roll they suffer an additional 1 point loss to their CON. This damage also cannot be healed by any means other than the application of the spell Purify Shadow-wound. However, the application of the herb Athelas will stave off the need to pass a Stamina roll for one day, thus prolonging the victim’s demise and preventing the loss of a point of CON that day.

The repeated daily use of Athelas can help keep the victim alive long enough to receive the proper treatment for the Morgul Wound but the patient’s condition will remain one of feeling icy cold (even on the hottest of days) and their movement rate will be slowed to half that of their normal rate. In addition, the victims eyes will start to lose colour and become pale, as though cataracts covered the eye and the victim will begin to be able to perceive objects that are in the shadow world. To the victim, Elves will appear as though surrounded and imbibed with light, Wraiths will be revealed in their true form, and the real world around them will start to begin to fade into shadows.

Should the target’s CON be reduced by this Morgul sorcery to the point where they die, the target’s spirit will become trapped in the shadowy world of the Wraiths.

Morgul Wound may never be cast on a weapon of Elven origin. Once the weapon imbibed with the Morgul Wound spell has inflicted hit point damage to a victim, the weapon’s blade will dissolve as a result of the corruptive sorcery that was placed upon it.

MOVE AS THROUGH WATER

Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard

This spell makes the target (a character, beast, or monster) of the caster’s choice sluggish and slow to act. The target’s movement rate is halved for the duration of the spell.

Additional levels in this spell can be used to increase its duration.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.44

MURDER OF CROWS [DARK SORCERY]

Range: 100 meters Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 1 Speciality: Dark Sorcery

Spellcasting Method: Standard

This spell must be cast at a single opponent. Once the spell is cast, the caster must then engage their target in an resistance roll on the Resistance Table, matching their own POW against the POW of their target. The caster’s POW is used to determine the active characteristic on the Resistance Table and the opponent’s POW is used as the passive characteristic.

If the caster succeeds in overcoming their opponent’s POW, the spell takes full effect. A failure means that the spell does not take effect.

This spell produces a cloud of phantasmal Crebain spawned through a purple mist that originates in front of the caster. The Crebain fly out at the target and surround it causing the targets senses to be completely overwhelmed by the noise and sight of the birds flapping around their head. In addition, the target of the spell will flail about attempting to protect their face and ward off the Crebain. Any onlookers will not see these phantasms or hear them. All they will notice is the person affected by the spell is acting in a hysterical way and frantically attempting to defend themselves.

While the target’s senses are completely overwhelmed by the phantasms, the target can do no more than attempt to protect their head and ward away these creatures. The target loses all defensive bonuses whilst under the influence of the spell. In addition, to the target of this spell these Crebain are real so their frantic effects to protect themselves means they can make no actions other than to attempt to flee the Crebain and the spell caster. The target is otherwise unharmed but they cannot protect themselves if attacked.

If the target manages to flee beyond the spells range from the caster, the phantasmal Crebain will suddenly disappear and the target of the spell will be left bewildered and confused by the Crebain’s sudden disappearance. Whilst fleeing, they suffer all the penalties of attempting to flee through combat if this is occurring around them, and they will have their eyes closed and so should be treated as though running blind (i.e. as in complete darkness).

Additional levels in this spell add to the number of targets that can be affected by this spell. Each

target must be overcome on the Resistance Table separately.

NAMING Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard

With this spell, a caster can give a name to any domesticated beast, such as a horse, cow, donkey, or dog. For the rest of its life, that animal will answer to its name, clearly understanding it whenever anyone uses it. It also becomes more likely to understand and obey commands, provided the person uttering the commands treats the animal kindly.

The animal will become devoted to the caster and those who know its name and treat it well in a kindly manner. As such, the caster and those who know the animals name and treat it well, will receive a +30% bonus to their Command, Fast Talk, Persuade, Ride and Teach skill rolls whenever they attempt these skills with the animal.

NECROMANCY Necromancy is the vilest of the Dark Sorcery arts. It centres around the animation of the dead and the trapping of Fell Spirits to do the sorcerers bidding. Only the most skilled, and the most fallen, of sorcerers would dare attempt such atrocities. The use of necromancy utterly corrupts the sorcerer beyond hope of redemption.

WHAT IS NECROMANCY Necromancy is the summoning, binding and control of evil Fell Spirits and the animation of the bodies of the dead. Often, those called necromancers by the races of Middle-earth are really sorcerers who employ illusion spells to play on the fears of the mortal races. For the main weapon of the necromancer is fear, the fear of death and what may lay beyond, including the Final Judgement.

True necromancy however employs powerful Dark Sorcery magic to animate the rotten corpses of those long departed. Such mindless minions will strike fear into the hearts of any mortal (Elves do not fear the spirits of the mortal dead), but are mindless rotting automatons that can easily be destroyed.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.45

More powerful necromancers however, are skilled in the summoning and binding of vile Fell Spirits. Such spirits are truly terrifying and posses a mind of their own and a terrible malice towards all that is living, pure and good. Such spirits can be used to inhabit the decayed bodies of the dead. The dreaded Barrow-wights are an example of the horrors that result from this infusion. These horrors have long plagued and terrorised the Free Peoples and they are some of the greatest servants of the Enemy.

LEARNING NECROMANCY To learn true Necromancy takes time. There are many horrid rituals that must be precisely learned and the collection of essential body parts and corpses to practice on is often a difficult endeavour. In addition, there are few tomes that one can learn this dark art from.

In most cases, a sorcerer aspiring to become a necromancer must seek out one who practices this vile art and persuade the necromancer to take them on as an apprentice. Such a venture is dangerous enough, and has led to the deaths of more than a few sorcerers who sought to learn this abominable practice. Usually the death of the sorcerer came at the hands of the necromancer’s minions, but rest assured, the corpse of the sorcerer was put to good use afterwards.

MINIMUM REQUIREMENTS Only the most vilest and most corrupt of sorcerers would dare violate the sanctity of the bodies of the dead. As such, only sorcerers whose Corruption Allegiance is at least 100 points more than their Honour will be vial enough to be able to employ such dark arts as the animation of the dead. This is because the sorcerer must both attract the attention of the Dark Lord but must also prove their allegiance to the Dark Lord’s ways.

A sorcerer however, can begin learning necromancy as an apprentice when their Corruption is 50 points greater than their Honour. Though finding a teacher of necromancy will be an arduous undertaking and fraught with danger.

Finally, most necromancers will not take on an apprentice unless the sorcerer has a POW of at least 15. This is because in order to learn necromancy spells, it costs the sacrifice of POW.

GAINING NECROMANCY SPELLS Apart from meeting the minimum Corruption Allegiance requirements above and the learning of rituals that accompany the casting of necromantic spells, in order to learn a necromancy spell a sorcerer must sacrifice some of his POW when learning the spell for the first time. This is only done once and after that time the spell will be

permanently imbedded within the sorcerer’s memory.

The amount of POW that must be sacrificed to learn a new necromancy spell is equivalent to the amount of power points it costs to use one level in that spell. For example, to learn the necromancy spell Circle of Summoning, usually the first necromancy spell learned by a sorcerer, they must spend time in study to learn the rituals associated with that spell (this will generally take one game week) and then the sorcerer must sacrifice 3 points of permanently POW to finally learn the spell.

This loss of POW is due mostly to the corruptive twisting of the Song of Creation causing a drain on some of the life force of the sorcerer. Such acts of evil, such as the learning of this vilest of arts, does not go unpunished.

USEING NECROMANCY Dealing with Fell Spirits is a dangerous thing. More than a few necromancers have succumbed to the minions they have tried to create. There is always a chance that a ritual will not work properly, or a summoned spirit will be too great for a necromancer to contain, or the minion created will turn on the necromancer. Only the most powerful of necromancers can be assured that their summoned minions will not be strong enough to turn against them.

Gamemasters should feel free to throw in a dangerous situation or two when summoning such fallen spirits or creating such mindless undead servants. It always helps to keep the player characters on their toes.

ANIMATE SKELETON [DARK SORCERY]

Range: 15 metres Duration: Instantaneous POW Cost: 2 POW Power Point Cost Per Level: 2 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery

This spell is intimately linked to a ritual that lasts for several hours (four hours if the player characters get pushy and insist on knowing). Once the ritual is completed, this spell is cast over the bones that have been the focus of the ritual.

This spell creates one animated skeleton per level of the spell. However, the necromancer must have all the bones necessary to create a complete skeleton in order for the skeleton to become animated. The necromancer can use bones from a variety of creatures but these bones must be able to fit together and move correctly within sockets and joints of the

Page 46: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.46

bones. In this way, necromancers have made strange unnatural skeletons to invoke increased fear amongst those who encounter these automatons. Skeletons will only be able to understand very basic instructions (“guard this”, “patrol here”, “guard me”, etc).

CIRCLE OF SUMMONING [DARK SORCERY]

Range: 15 metres Duration: 2 minutes (10 combat rounds) POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

Through this spell, a necromancer can contain a Fell-spirit, or a creature within which a Fell-spirit has been infused, preventing that spirit from attacking the necromancer. It will also contain other minor spirits and also Spectres.

The spirit cannot engage the necromancer in psychic combat (refer to Psychic Combat on page 114 of the BRP rulebook) whilst it is confined within the circle created by this spell. Nor could a creature with a Fell-spirit within it attack the necromancer.

The necromancer, however, is free to initiate psychic combat with the spirit if they wish too, but the spirit is bound within the circle an unable to initiate psychic or melee combat whilst the spell remains in effect.

Necromancers often will use their sorcery to summon a Fell-spirit and then lock them within the circle created by this spell. This gives the necromancer time to attempt to either negotiate with the spirit or attempt to force it to submit to their will through engaging the Fell-spirit in psychic combat.

The benefit of this spell is that the necromancer can initiate or cancel psychic combat as freely as they desire, as long as the spirit remains trapped within the circle. Once the spell ceases however, the spirit will be free to initiate combat (either psychic or melee).

Additional levels in this spell (through the use of power points) can be used to increase the duration of the spell by two minutes per level. The caster can also increase the range of the spell by an additional 15 metres per level, up to a maximum range of 90 metres.

CREATE ZOMBIE [DARK SORCERY]

Range: 15 metres Duration: Instantaneous POW Cost: 2 POW Power Point Cost Per Level: 2 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery

This spell is intimately linked to a ritual that lasts for several hours (four hours). Once the ritual is completed, this spell is cast over the preserved corpse that has been the focus of the ritual.

This spell creates one animated zombie per level of the spell. However, the necromancer must have enough preserved corpses necessary to create the number of zombies desired to be created. The necromancer can use preserved body parts from a variety of creatures but these parts must be able to fit together and move correctly within sockets and joints or they will be just useless appendages. In this way, necromancers have made strange unnatural zombies to invoke increased fear amongst those who encounter these automatons.

Zombies will only be able to understand very basic instructions (“guard this”, “patrol here”, “guard me”, etc). This spell can also be used to animate severed body parts, such as limbs, either for the necromancers amusement or for placing in out of sight areas where the body part can launch surprise attacks on the unweary.

CREATE ZOMBIE (HEADLESS)

[DARK SORCERY] Range: 15 metres Duration: Instantaneous POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 3 Spell Speciality: Dark Sorcery

This spell is intimately linked to a ritual that lasts for several hours (four hours). Once the ritual is completed, this spell is cast over the preserved corpse that has been the focus of the ritual.

This spell creates one animated headless zombie per level of the spell. However, the necromancer must have enough preserved corpses necessary to create the number of headless zombies desired to be created. These corpses must also be prepared (namely the heads must be removed and appropriate incisions made to the corpse) before the four hour ritual and this spell are utilised.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.47

The necromancer can use preserved body parts from a variety of creatures but these parts must be able to fit together and move correctly within sockets and joints or they will be just useless appendages. In this way, necromancers have made strange unnatural zombies to invoke increased fear amongst those who encounter these automatons. Zombies will only be able to “understand” very basic instructions (“guard this”, “patrol here”, “guard me”, etc).

ENSNARE SOUL [DARK SORCERY]

Range: Touch Duration: Instantaneous POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 10 Spell Speciality: Dark Sorcery

This spell allows a necromancer to bind the soul of a wicked person to their body at the moment of their death. This spell can only work upon a person whom has fallen under the sway of the necromancer and does not work on any person who rejects the ways of the Dark Lord.

This is because the necromancer must persuade the victim to trust them into permitting them to cast this spell upon them in the promise of avoiding death. As such, the necromancer must succeed in both a Persuade skill roll and also a Necromancy skill roll. Often necromancers play of the fears of the dying and promise them life and power if they only choose allegiance to the Dark Lord. Any who choose such an allegiance are then able to fall victim to this passive but powerful spell. Because the victim is a willing subject, the necromancer does not need to undertake a resistance roll to overcome the victim.

This spell is often cast when the victim is near death and results in the victim’s soul becoming imprisoned within their dead body. The necromancer may then cast other spells, such as Preserve Corpse or embalm or preserve the victim’s body, or even permit the corpse to rot. The victim’s soul remains trapped within their dead body and will slowly go mad. Necromancers utilise this process and spell to create Wights. The soul of the victim will remain bound to their dead body as a Wight until their body is destroyed, at which time the soul will be freed and may move on.

PRESERVE CORPSE [DARK SORCERY]

Range: Touch Duration: 1 day POW Cost: 1 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

This spell preserves the corpse of a deceased creature or person. The natural decomposition processes, including the onset of rigor mortis, are brought to a halt if this spell can be cast before such decomposition has taken too great a hold. The corpse will remain in this state for the duration of the spell. Additional levels in this spell will preserve the body longer.

Necromancers use this spell to temporarily preserve corpses they wish to use for their nefarious purposes (i.e. making zombies). To fully preserve the body so that it remains in a state of non-decay the necromancer will then need to enact an hour long ritual that properly prepares the body. At the end of that hour’s ritual, this spell must be cast on the corpse again. Once this is done the corpse is preserved and will not undergo decay into the future.

The corpse will then be ready to undergo ritual preparation to be turned into a zombie (or some other abomination). If the zombie, once it is made, is ever “killed” in combat, the body will then start to decompose again naturally and will not be able to be preserved or used again.

SPAWN MORNEN [DARK SORCERY]

Range: 15 metres Duration: Instantaneous POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery

This spell creates the watery shell of a Mornen (i.e. a Dark-water) over the surface of a body of water. Into this shell a spirit can take up residence and abide there within. The Mornen can then sink back into the body of water and remain housed within that water body. When the spirit desires, it can rise from the water as a dreaded Dark-water.

For a spirit to take up residence within the body of water, it must bind itself into that water body. In order for this to happen, the spirit must either choose freely to enter the empty shell of the Mornen, or it can be

Page 48: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.48

thrust into the shell through use of the Spirit Binding spell.

This spell only creates a specialised shell into which a spirit can be bound. In order for a Dark-water to truly exist, a spirit must be accessible to reside within the shell of the Mornen. Otherwise the necromancer will only be creating dreaded shapes out of the water.

SPIRIT SUBJUGATION [DARK SORCERY]

Range: 15 metres Duration: 2 minutes (10 combat rounds) POW Cost: 1 POW Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

This spell grants the necromancer the capability to engage a disembodied spirit in psychic combat (refer to Psychic Combat on page 114 of the BRP rulebook).

For the duration of this spell, the necromancer can engage and disengage in physic combat at will. The spirit is at the mercy of the necromancer’s attack. But should the necromancer be reduced to zero power points, they will fall to the ground unconscious and if the spirit is able to, it may chose to possess the body of the necromancer. Should the spirit be reduced to zero power points, however, it will cease to exist as an entity. Due to this, a spirit will often choose to submit to the will of the necromancer rather than be destroyed.

Necromancers predominantly utilise this spell to engage spirits into a force of willpower (psychic combat) in order to subjugate the spirit into doing the necromancers will. Additional levels in this spell can be used to increase the range or the duration of the spell.

SUMMON FELL-SPIRIT [DARK SORCERY]

Range: 15 metres Duration: 15 minutes POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 5 Spell Speciality: Dark Sorcery

Through this spell a necromancer can summon a Fell-spirit to appear before him. This spell compels the Fells-spirit out of the netherworld. As such, the Fell-spirit will be unable to resist the call and will be malignant towards the one who called it unless the necromancer is far more powerful than it.

If the power of the necromancer is greater than that of the Fell-spirit it will likely submit to the necromancer’s will rather than risk being destroyed by the necromancer. However, should the necromancer be weaker in power than the Fell-spirit, the necromancer will risk being attacked by the spirit in psychic combat and potentially becoming possessed by the Fell-spirit. As such, most necromancers will contain the Fell-spirit within a Circle of Summoning spell and then attempt to subdue the spirit through the Spirit Subjugation spell.

By casting this spell again it permits the necromancer to be able to dismiss a Fell-spirit they have summoned. However, things do not always go well for necromancers when they attempt this kind of dismissive action. Should the necromancer fumble their Sorcery skill roll the Fell-spirit will not be dismissed but will become freed to take whatever action it desires.

This will happen despite what containment and control spells have been placed on the spirit in order to rend it temporarily harmless. This is because when the spirit is being dismissed all spells placed on it within the physical realm lose their grip on the spirit as it is returning to the netherworld. As such, if the necromancer fumbles with the attempt at dismissing the spirit, it will be suddenly able to return to the physical realm without the impedances of these spells that bound it before.

This spell’s range indicates the location where the Fell-spirit will appear before the necromancer and not the distance where the necromancer can call a spirit from. The spirit exists normally within another realm or dimension and so the spells range only applies to the spirits appearance within this realm. The spells duration refers in this case to the time it takes for a summoned spirit to manifest itself. The spell will draw the “nearest” Fell-spirit it can reach and so the necromancer cannot use this spell to summon a specific Fell-spirit. This spell therefore summons Fell-spirits randomly.

Page 49: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.49

SUMMON SPECTRE [DARK SORCERY]

Range: 15 metres Duration: 15 minutes POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 5 Spell Speciality: Dark Sorcery

Through this spell a necromancer can summon a Spectre to appear before him. This spell compels the Spectre out of the netherworld. As such, the Spectre will be unable to resist the call and will be malignant towards the one who called it unless the necromancer is far more powerful than it.

If the power of the necromancer is greater than that of the Spectre it will likely submit to the necromancer’s will rather than risk being destroyed by the necromancer. However, should the necromancer be weaker in power than the Spectre, the necromancer will risk being attacked by the spirit. As such, most necromancers will contain the Spectre within a Circle of Summoning spell and then attempt to subdue the spirit through the Spirit Subjugation spell.

By casting this spell again it permits the necromancer to be able to dismiss a Spectre they have summoned. However, things do not always go well for necromancers when they attempt this kind of dismissive action. Should the necromancer fumble their Sorcery skill roll the Spectre will not be dismissed but will become freed to take whatever action it desires. This will happen despite what containment and control spells have been placed on the spirit in order to rend it temporarily harmless.

This spell’s range indicates the location where the Spectre will appear before the necromancer and not the distance where the necromancer can call a spirit from. The spirit exists normally within another realm or dimension and so the spells range only applies to the spirits appearance within this realm. The spells duration refers in this case to the time it takes for a summoned spirit to manifest itself. The spell will draw the “nearest” Spectre it can reach and so the necromancer cannot use this spell to summon a specific Spectre.

SPIRIT BINDING [DARK SORCERY]

Range: 15 metres Duration: Instantaneous POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 3 Spell Speciality: Dark Sorcery

Through this spell, a necromancer may permanently bind an unwilling spirit (including Fell-spirits) into an object. Such an object may be a Watch-stone or it could be a preserved corpse, or it could be any other object that the necromancer has prepared for this purpose (gamemaster’s discretion in the choice of object is recommended here).

The spirit will remain housed within the object until that object is destroyed. Depending upon the object, the spirit may be able to attack nearby beings in psychic combat, or the spirit may be able to animate the object, such as in an Animated Watch-stone, a Dark-water or a Barrow-wight.

Additional levels in this spell permit the necromancer to bind multiple unwilling spirits into any number of objects (even the same object) or to extend the range of this spell. The unwilling spirit must be present, within range of the spell, with the necromancer as must the object in question for this spell to take effect. Willing spirits do not require this spell in order to bind to an object.

Gamemasters should keep in mind that certain types of objects, such as Watch-stones and Dark-waters will require some form of preparation before a spirit can enter into the object. In the case of a Dark-water, the Spawn Mornen spell is required before this spell can be cast. Watch-stones will have certain preparation rituals that will involve blood sacrifices and other abominable practices before a spirit can be housed within. However, other objects, such as the desiccated body used to house a Barrow-wight will generally require little preparation before a spirit can be bound into it.

SPIRIT SUMMONING [DARK SORCERY]

Range: 15 metres Duration: 15 minutes POW Cost: 3 POW Power Point Cost Per Level: 3 Corruption Points gained by use: 5 Spell Speciality: Dark Sorcery

Through this spell a necromancer can summon a wondering spirit to appear before him. This spell

Page 50: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.50

compels the lost and wondering spirit out of the netherworld. As such, the wondering spirit will be unable to resist the call and will be malignant towards the one who called it unless the necromancer is far more powerful than it.

If the power of the necromancer is greater than that of the spirit it will likely submit to the necromancer’s will rather than risk being destroyed by the necromancer. However, should the necromancer be weaker in power than the spirit, the necromancer will risk being attacked by the spirit in psychic combat and becoming possessed by the spirit. As such, most necromancers will contain the spirit within a Circle of Summoning spell and then attempt to subdue the spirit through the Spirit Subjugation spell.

By casting this spell again it permits the necromancer to be able to dismiss the spirit they have summoned. However, things do not always go well for necromancers when they attempt this kind of dismissive action. Should the necromancer fumble their Sorcery skill roll the spirit will not be dismissed but will become freed to take whatever action it desires.

This will happen despite what containment and control spells have been placed on the spirit in order to rend it temporarily harmless. This is because when the spirit is being dismissed all spells placed on it within the physical realm lose their grip on the spirit as it is returning to the netherworld. As such if the necromancer fumbles with the attempt at dismissing the spirit, it will suddenly be able to return to the physical realm without the impedances of these spells that bound it before.

This spell’s range indicates the location where the spirit will appear before the necromancer and not the distance where the necromancer can call a spirit from. The spirit exists normally within another realm or dimension and so the spells range only applies to the spirits appearance within this realm. The spells duration refers in this case to the time it takes for a summoned spirit to manifest itself. The spell will draw the “nearest” wondering spirit it can reach and so the necromancer cannot use this spell to summon a specific spirit. This spell therefore summons spirits randomly.

Gamemasters should note that the kind of wondering spirit summoned will generally come from the wondering and lost spirits of dead orc’s or men who have fallen under the sway of the Shadow. As such, the spirit will possess the INT and POW of its former physical personage (and very likely their temperament as well). Such spirits reside for a time within the netherworld before they are summoned by Mandos to appear before Eru for Judgement. As such, they can be ensnared through

this spell and forced to do the bidding of a necromancer. The spirits of living beings that have not fallen under the sway of the Shadow do not suffer this fate as they go straight to the Halls of Mandos upon their death.

OBSCURE Range: Touch Duration: 1 month Power Point Cost Per Level: 2 Spell Speciality: Illusion

Spellcasting Method: Runes

This spell helps the caster conceal any object that they wish to remain secret and safe. It inscribes a rune on the object, and for the duration of the spell, that object is hidden from all except the caster himself and one other character, whom the caster names at the time of casting Obscure.

Anyone other than those two receives a –80% penalty when conducting any Spot or Track skill rolls in an attempt to locate the object. The rune disappears when the spell expires, or after the caster, or the one other authorised person, finds the object. It is possible to obscure an item that contains other items—an envelope, bag, or box, for example—to hide all of the items contained within.

OPENING-SPELL Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard

This spell allows a caster to open locked doors, whether they are held by magic or simple, mundane latches. The spell will open any normal, simple lock automatically. Magically sealed locks often prove harder to open however.

Against magically sealed locks (such as in the case of the Shutting-spell), additional levels in this spell can be utilised to increase the power of this spell against the lock. Some magical locks will require a resistance roll on the Resistance Table to overcome the POW or Shutting-spell level of the lock. In this case, the spells level, or the casters POW must be matched against the lock’s POW or Shutting-spell level on the Resistance Table, with success meaning the lock opens. Depending on the magical lock, the gamemaster will have to determine just what will open the lock. The caster will then need to apply the

Page 51: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.51

correct level of the spell or use their POW (or power points) in the resistance roll to attempt to open it.

Some doors have been magically sealed with particularly powerful enchantments worked into their structure. Only the right “key”, such as the correct password, or a spell especially designed for that lock, will ever open it. No amount of levels in this spell will ever hope to open such locks. The correct “key” will be required before it can be opened.

Some “magical” locks are not magical in nature at all, but very skilfully and intricately designed mechanisms that will require the use of additional levels of this spell to overcome. As a guide, 10 levels of this spell would be required to open a Difficult lock, and 20 levels of this spell would be required to open an Impossible lock (if indeed it can be opened).

Should the gamemaster be utilising any of the adventures from Deciphers: Lord of the Rings roleplaying game, look at the Target Number (TN) of the lock in question and see if this number can be used as the Passive Characteristic on the Resistance Table. In this way a resistance roll can be utilised to open the lock.

Should the gamemaster be using any of the adventures or campaigns from Iron Crown Enterprises: Middle-earth Role Playing (MERP) system, utilise the following table as a guide for how many levels in this spell is required to open the MERP system lock.

OPENING SPELL AND MERP DIFFICULTY

MODIFIERS

MERP

Modifier

Levels in Opening-spell

required to open lock

Routine 1 Easy 2 Light 4

Medium 8 Hard 10

Very Hard 12 Extremely Hard 14

Sheer Folly 18 Absurd 20

This spell is a version of the Unseal spell on page 101 of the Basic Roleplaying rulebook. However, unlike that spell, the Opening-spell works on opening locks, doors or containers that have been sealed together. Opening-spell is a specifically tailored version of the broader Unseal spell in the BRP rulebook.

Should another caster attempt to counter this spell by using the Shutting-spell at the same time as the

Opening-spell is being applied, the two spellcasters will engage one another in a POW versus POW resistance roll on the Resistance Table. The victor determines which of these competing spells succeeds.

PRESERVE FIRE Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard, Song

This spell allows the caster to protect any fire, whether mundane or magical, from attempts to extinguish it.

Any non-magical attempt to put out the fire being guarded, such as by throwing water or a blanket on it, cannot succeed as long as the caster maintains concentration. The caster cannot attempt to preserve only part of a fire, such as one particular log within a campfire; they must preserve all of it.

The caster must maintain their concentration on the fire at all times. If they become distracted, such as being engaged in combat, the casters concentration will be broken ending the spell and permitting the fire to be extinguished naturally.

If another caster uses magically manipulated water or air to try to extinguish the preserved fire, the two casters must engage in a resistance roll, matching their POW on the Resistance Table. If another caster tries to put out the fire by casting Quench Fire or some other spell that directly affects it, the two casters must engage in a resistance roll as outlined above, with the victor determining the fate of the fire. Using the Song of Power spellcasting method against another caster grants a bonus of +20% to their chance on the Resistance Table. Preserve Fire may also be cast as a counter-spell against Quench Fire.

Additional levels allow the caster to preserve larger fires. The number of levels required to quench a fire of a particular size is detailed in the table below.

PRESERVE FIRE TABLE

Fire Size Levels

Candle or Lantern 1 Torch 1

Campfire 1 Small bonfire 2 Large bonfire 3

Bigger fires

+1 level for each size increase

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.52

PROTECTION Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard, Runes,

Song

This spell is exactly the same as the Protection spell on page 99 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

PURIFY SHADOW-WOUND

Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Restoration

Spellcasting Method: Standard, Song

This powerful spell can be used to heal the deep, festering wounds caused by Dark Sorcery and the power of the Shadow. It can only be cast on people, animals or creatures.

Any application of this spell however takes time. For the wounds caused by the Shadow are often deep and take time to heal. The caster must remain in close proximity to the one to be healed as they will need to apply this spell every hour when healing someone wounded by the power of the Shadow.

Healing is slow, and typically will take several days to reverse the effects of the poisonous sorceries of the Shadow. The caster must remain focused on their subject. As such, they cannot engage in other activities, other than eating and the short occasional sleep, between healing sessions with this spell. Short distractions, such as being engaged in combat for a short time, are permissible if the caster is attempting to heal someone whilst in a dangerous location. However, due to the difficult nature of healing wounds caused by the Shadow, a caster will prefer to remove the subject to a safe haven so they can focus their attentions fully on the patient and rest when they have the brief opportunity.

This spell would be utilised to heal damage and afflictions caused by Dark Sorcery and the Shadow (such as Morgul Wound) that cannot be healed by the application of the Heal spell.

Gamemasters note: The time it takes to heal a subject is deliberately kept vague as the various wounds of the Shadow will cause different afflictions. As a rule of thumb, for each point of damage caused by Dark Sorcery or the power of

the Shadow, allow at least one hour to be healed by this spell. This spell must be applied each hour, and only 1 point of Dark Sorcery or Shadow damage is healed in this time. More powerful sorcery inflicted wounds, such as those cause by Morgul Blades and the spell Morgul Wound, will take longer to be healed at 1 point of damage per day. This spell will still need to be applied every hour.

POWER OF THE LAND Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Air & Storm, Beast & Birds,

and Water

Spellcasting Method: Standard, Song

There are various versions of this spell belonging to the Air and Storm, Beasts and Birds and Water Spell Specialities as similar spells have been created under these specialities. They are identical spells regardless of the speciality the caster uses it under.

When cast, this spell allows a caster to call upon the subtle magic of the land and cause it to rise up against the casters foes within the spells area of effect. The effects of this spell may be subtle: brambles may hinder those attempting to chase the caster through a forest, or tree roots may trip unsuspecting feet and hinder the pursuer’s progress. Or the effects may be more overt: wild animals attack the casters enemies, or suddenly the water rises at a ford and a raging torrent thunders down upon the casters foes as they attempt to cross. The exact conditions will vary from situation to situation, but the gamemaster will have the say as to how the land rises up against the casters enemies.

This spell has its limitations in that lands tainted by the Shadow will not rise up to defend a spellcaster of the Free Peoples. Likewise lands that are hallowed will never defend a spellcaster who is in league with the forces of Shadow.

Additional levels can be used to increase the area of effect of this spell, at 1 level per 100 metres radius increase, or they can be used to increase the duration of the spell, at an extra 15 minutes per level.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.53

QUENCH FIRE Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard

A spellcaster can use this spell to extinguish fires. If the caster desires, they can make a campfire sized (or larger) fire emit huge gouts of smoke when the fire is quenched. This smoke will fill an area with a maximum size of 30 metres cubed, and is considered as dense smoke. In this circumstance, the Spot Rules: Choking, Drowning and Asphyxiation, Darkness, and Fire and Heat will have an impact on all persons within that area.

Additional levels allow the caster to quench larger fires. The number of levels required to quench a fire of a particular size is detailed in the table below.

QUENCH FIRE TABLE

Fire Size Levels

Candle or Lantern 1 Torch 1

Campfire 1 Small bonfire 2 Large bonfire 3

Bigger fires

+1 level for each size increase

RAIN-WARD Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Air & Storm and also Water

Spellcasting Method: Standard

This spell belongs to both the Air and Storm and the Water Spell Specialities as similar spells have been created under both specialities. They are identical spells regardless of the speciality the caster uses it under.

This minor spell gives great comfort to travelling spellcasters, granting the caster the ability to keep them from getting wet in the rain. It doesn’t alter the weather or stop the rain from falling, but somehow no raindrops hit the caster, no matter how strong the storm. Unfortunately, the spell does not protect the wizard from getting wet by stepping in puddles.

Additional levels in this spell can be used to increase the duration of the spell. Anyone can be protected by this spell, the caster only need touch the recipient of the spell to receive the ward.

READING THE HEART Range: Touch Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell allows a spellcaster to gaze into the eyes of another person and read the surface thoughts of their heart. Only those hopes, dreams, fears, worries, loves, hates, and temptations that are immediately in the mind of the target of this spell can be read, not deeper hidden thoughts. If the target of this spell can bury their thoughts deep enough, or fill their mind with nonsense or distraction, the spell caster will only be able to see things on the surface of the mind and heart, nothing deeper.

The Wise use this power to find the ills that immediately plague a person’s soul, ill’s that may be treated and cured. Sorcerers however will use this spell to determine their victim’s fears and so know how to better torment their enemies in order to learn their secrets.

RENEW Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard, Song

This spell will “heal” and renew a wilting or dying plant or area of vegetation. The area affected by the spell is 1 metre in diameter. Within that circle, all vegetative matter, that is not already dead, will be reinvigorated by the restoring power of the Song of Creation. If this spell is cast at a tree or plant that covers an area larger than 1 metre diameter, the entire tree or plant will be renewed and not just part of it.

This spell will not restore a plant that has died, only plants close to death or blighted by disease can be renewed. It will also restore plants affected by frost, providing that those plants are still alive. Renew can be cast as a counter-spell to the Blight spell.

Additional levels can be used to increase either the range of this spell by an additional 30 metres per level; or its radius of affect by 1 extra metre per level.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.54

RESIST FEAR Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Secret Fire

Spellcasting Method: Standard

As the servants of the Shadow can cause fear and dread, so the spellcasters of the West can counter it. This spell strengthens the hearts and banishes terror, allowing those affected to stand and face their foes. The caster may use it in one of two ways.

Firstly, it can counter the effects of the Evoke Fear spell by allowing those under the influence of that spell to undertake their Luck roll to resist its effects as though it were a normal roll and not as a Difficult roll.

Secondly, certain creatures of the Shadow exude an aura of fear around them and so anyone encountering such creatures will suffer from an Aura Attack (see Spot Rule: Aura Attacks on p214 of the BRP rulebook) induced by that fear. The Resist Fear spell can aid in such encounters by granting those experiencing such fear (including the spellcaster) a +05% bonus in their resistance roll against the attack, per level of this spell. So with two levels of Resist Fear spell the caster could add +10% to their roll on Resistance Table to defend against the attack.

This spell is centred on the caster and radiates out in a 30 meter radius. All those within the radius will receive the benefits of this spell.

Additional levels in this spell can be used to resist Aura Attacks as noted above, or increase the duration of this spell by 15 minutes per level, or increase the radius of this spell by 30 metres per level.

RESIST FIRE Range: Touch Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 1 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard, Runes

This cunning example of spell-craft harnesses the knowledge of fire to resist its power. Resist Fire allows its target not only protection from the damage caused by fire, but also prevents any secondary effects caused by choking and breathing super heated air caused by fire (see Spot Rule: Choking, Drowning and Asphyxiation on page 218 of the BRP Rulebook).

For every level in Resist Fire the caster, or their target, will receive the equivalent of 1 point of magical armour that protects against damage caused by fire. This armour does not protect against other forms of damage, only damage caused by fire. Resist Fire will also prevent any flammable item the target is wearing or holding from bursting into flame.

Additional levels in this spell can be used to increase the magical armour of this spell by 1 point per level, or levels can be used to increase the duration of the spell by one extra minute (5 combat rounds) per level.

REVIVE Range: Touch Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard

This spell will revive a weary or tired creature (animal, beast or fell creature) strengthening the creatures limbs and invigorating the beast with renewed energy. Such an animal is then capable or renewed actions as though it were not fatigued at all. In addition, if this creature is suffering from the effects of a natural disease, the creature may be cured and restored to strength. Casters often use this spell on their beasts of burden or riding animals when great hast is required and they cannot afford for their animal to tire and become weary.

If the optional Fatigue Points rule is being used, the target of Revive is considered to have their fatigue points fully restored. If the option Weariness Levels system from the ME-BRP Spot Rules Chapter is being used, all the creature’s weariness levels are instantly restored.

When Revive is used to treat diseases, this spell can aid the creature’s resistance roll by +5% per level of this spell when undertaking any Stamina or CON roll in order to overcome the disease (refer to Spot Rule: Disease on page 221 of the BRP Rulebook). Additional levels in this spell can be used to increase this bonus.

The spell can only reinvigorate a creature, reviving their flagging metabolism. As such, it can only be cast on the same animal a maximum of once per hour. Any more than this will cause the creature to have to pass a Stamina roll where failure means the creature goes into metabolic shock and collapses, very possibly dying. If the caster is attacked by a creature, this spell could be employed several times on that creature in order to attempt to cause it to go into metabolic shock. However a sword is possibly a

Page 55: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.55

more efficient way of dispatching such unwarranted attentions.

RUIN [DARK SORCERY]

Range: Touch Duration: 15 minutes Power Point Cost Per Level: 2 Corruption Points gained by use: 1 Speciality: Dark Sorcery

Spellcasting Method: Standard, Runes

This spell of sorcery enhances the destructive effects of siege weapon ammunitions, missile weapon ammunitions and melee weapons.

A siege engine with the spell of Ruin cast upon it will do 1D6 extra points of damage per level of the spell. All ammunition placed onto that engine will receive this increase effect whilst the spell is active.

Likewise, any missile weapon can have its damage increased by +1 point of damage per level, for the duration of the spell.

Finally, Ruin can be cast onto a melee weapon and that weapon will receive a +1 point of damage enhancement, per level of this spell, for the spells duration.

The sorcerer must be able to touch the siege engine or weapon for this spell to be able to take effect.

Additional levels in this spell can be used to increase the duration of the spell by 15 minutes per level of the spell, or increase the damage by +1D6 per level for siege engines, or +1 damage point per level for missile and melee weapons.

SANCTUM POWER Range: 100 metres Duration: 1 day Power Point Cost Per Level: 3 Spell Speciality: Alteration

Spellcasting Method: Standard

This powerful spell is cast in conjunction with any non-combat spell from the Air and Storm, Dark Sorcery, Illusion, Secret Fire or Water spell specialities. Sanctum Power uses the effects of the spell it is cast with. These effects become infused to the location where the spell is cast, becoming a more permanent feature of that landscape. For example, if Sanctum Power is cast in conjunction with Fog-raising, then the caster can infuse an area

with fog and that fog will perpetuate for a greater length of time than if the caster just used the Fog-raising spell.

Each level of Sanctum Power can be used to either increase the area of effect by an additional 100 metres or increase the duration of the desired spell effect by one day. Thus Sanctum Power greatly increases or extends other spell effects. Spell casters often use this spell to assist in creating a sanctum around their place of abode; hence the spell’s name has become to be known as Sanctum Power.

Through this spell, sorcerers can imbibe an area with permanent cloud cover, blight a landscape or have a sense of fear and terror emanate from the very rocks. Elven spellcasters have often used this power to heal a withered landscape or cause a refreshing of the spirit and a renewing of vigour. They have imbibed rivers with healing properties and cause the air within their sanctums to capture and reflect the light in an ethereal way.

The power of this spell is limited only by the spell it is combined with and the rulings of the gamemaster as to whether Sanctum Power can be combined with another spell. Sanctum Power cannot be combined with spells that cause physical harm, though it may be combined with spells that impede characters and creatures, such as by causing sleep or entanglement.

Sanctum Power must be cast into the landscape the spellcaster wishes to affect. Casting the spell takes ten minutes per level of Sanctum Power. Once Sanctum Power is cast, the spellcaster casts the companion spell whose effects they wish to imbibe the landscape with. Therefore the casting time of both spells can take considerable time.

Gamemasters note: Players should always consult with the gamemaster as to which spells they wish to combine with Sanctum Power and the purposes they wish to achieve in this combination. The gamemaster’s ruling is final however.

SAP STRENGTH [DARK SORCERY]

Range: Touch Duration: 2 minutes (10 combat rounds) Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

This spell is exactly the same as the superpower Diminish/Enhance Characteristic on page 152 of the Basic Roleplaying Rulebook. Refer to the Super Power section of Chapter 4: Powers, for more information. The only clarification being that this

Page 56: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.56

sorcerous power can only diminish the Strength characteristic of the target. Additional levels in the spell can be used to increase the duration of the spell by an additional 2 minutes (10 combat rounds) per level.

SCRIBE MOON-LETTERS Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard, Runes

A caster who knows this spell can scribe moon-letters, a magical way of writing hidden messages. Some moon-letters can only be read when the paper they are written on is held up to the moon, so that the moonlight shines through the paper. More cleaver types of moon-letters are scribed so that they can only be read when the moon shines behind them on the same night of the year or when the moon is of the same phase: crescent, full, gibbous, or waning.

A spellcasters who knows this spell may attempt a Spot skill roll when examining any parchment for moon-letters. A critical or special success means that they can tell if moon-letters are written on the parchment, though the caster will not be able to read them unless they correctly utilise the light of the moon.

Some moon-letters are written using an ink with Ithildin dissolved within it. The spell Ithildin-fire can be utilised to detect the presence of some moon-letters though its effectiveness will be dependent on the use of Ithildin in the ink used to scribe the moon-letters. Should Ithildin be present in the ink, the spell Ithildin-fire will reveal the moon-letters and the caster will be able to read them.

Additional levels in this spell will increase the time period that the caster can scribe moon-letters, with an extra 15 minutes being granted for each level of the spell.

SENSE POWER Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

With this spell, a spellcaster can perceive the presence of power. This spell simply allows the caster to determine the presence of power, but not

necessarily its precise location. The spell will detect power emanating from another spellcaster, a creature of power, the subtle magic in an area, an item possessing power or magical qualities, or the like. Merely being and Elf or Elf-friend confers upon someone power sufficient enough for this spell to detect.

The spell will detect that power is present, but not the exact nature of that power. However, power that is used for good and noble ends will feel different to the caster than power that is tainted by the Shadow. This spell can be used to detect the general location of another powerful being, as long as it is within the range of the spell. In this way, spellcasters can become vulnerable to detection from those who can sense power.

Additional levels in this spell can be used to either increase the range of the spell, by 30 metres per level, or the duration of the spell, by 15 minutes per level.

SHADOW OF FEAR [DARK SORCERY]

Range: 100 metres Duration: 1 hour Power Point Cost Per Level: 1 Corruption Points gained by use: 10 Speciality: Dark Sorcery

Spellcasting Method: Standard

Through this dreadful spell a sorcerer can sap the strength of will of another, sending them down the slippery slope of despair into hopelessness.

To initiate this spell, the sorcerer must first be able to see their victim. This can be done through magical means such as a Farseeing spell or by spying the victim from a distance.

The sorcerer then must succeed in their Sorcery skill roll to cast the spell. If they are successful, the sorcerer then engages their target in a resistance roll matching the sorcerers POW against the victims POW on the Resistance Table. If the sorcerer overcomes their victim in the resistance roll, the victim will lose 1 power point.

This loss of power points is due to the victim thinking negative, depressive thoughts. The victim starts to show signs of despair and starts to lose their will for life. They lose interest in things they enjoy, and the light of life goes out from them as their thoughts become more and more darkened.

For each hour after the first resistance roll, the sorcerer can continue their assault by continuing the spell for another hour. The sorcerer’s victim must remain within the range of the spell (again, this can

Page 57: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.57

be done through casting Farseeing and maintaining the spells range through that visual link).

The sorcerer must continue to engage their victim in a resistance roll for each hour they wish to keep up their assault. Success in the resistance roll will mean that their victim loses another power point due to despair. Failure means that the victim does not lose a power point, but they remain under the sorcerer’s assault. Only if the sorcerer fumbles in their resistance roll will the spell be broken and the victim freed from despair.

Over time, the victim loses power points and falls more and more into despair. When the victim falls to zero power points, they will collapse unconscious. The sorcerer can then either release their victim, who will remain unconscious until they regain positive power points, or the sorcerer can maintain their assault for another two successful resistance rolls. At this time, the sorcerer must then sacrifice one point of POW. By doing this the sorcerer severs their victim’s will to live and the victim finally dies.

The sorcerer will be limited in their actions whilst using this spell, due to the fact that they must keep concentrated on their victim, sending them mental images of despair. The sorcerer can eat, drink, walk around a room, sit and stand or lay down but not much else. Should the sorcerer be engaged in combat, their concentration on the victim will be broken and the spell will likewise be broken, freeing their victim from despair.

This spell can be maintained by expending 1 power point for every hour of the spells duration. Should the sorcerer run out of power points, they will collapse and their victim will be freed from the sorcerers assault.

SHADOWS AND PHANTOMS

[DARK SORCERY] Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Speciality: Dark Sorcery

Spellcasting Method: Standard

With this spell of deception and manipulation, a sorcerer can weave illusions: shadows and phantoms of magic to befool and temp his enemies.

This spell is essentially the same as the Illusion spell on page 98 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information.

Sorcerers most often use this spell to create illusionary disguises for their servants and so this spell can function in the same way as the spell Wizards Guise. After the sorcerer creates the phantom, the person covered by it may go where they wish without dispelling the image.

This spell can also aid the sorcerer in concealing them whenever they wish to hide by weaving shadows and phantoms around them. The sorcerer must remain still, and the spell does not counteract or conceal any noise they make.

Sorcerers can also create completely illusionary persons to trick the unweary or beguile another with the phantoms beauty. Sorcerers have used this trick in particularly when fooling another that an absent, or deceased, loved one has returned. They also use this trick to create the illusion of the dead returning back from the grave. In this way they can fool the living, weaving their lies and deceptions.

Shadows and Phantoms differs from the Illusion spell on page 98 of the BRP rulebook, in that the phantoms created by this spell can speak and make other sounds as the sorcerer desires. However, the sounds are a projection of the voice of the sorcerer and so if the sounds do not match the phantom’s image, onlookers may become suspicious that what they are looking at may not be real.

Finally, sorcerers are also known to cast this spell in order to create the illusion that the landscape is not what it actually is. They can make a healthy forest seem dying and decayed, or make a run down house appear to be a fine mansion, etc. The phantom will cover an area of 30 metres (in radius or square, as the sorcerer needs it to be) per level of this spell. Additional levels can also be invested into this spell to increase its duration by 15 minutes per level.

In all cases, the phantoms can be exposed as an illusion by any of the means outlined in the Illusion spell on page 98 of the BRP rulebook.

SHATTER Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Alteration

Spellcasting Method: Standard

This spell grants the caster the ability to shatter small objects. In many ways it is a similar spell to the Dark Sorcery Bladeshattering spell, but the Wise created this spell as a means of fighting back against this dark sorcery.

This spell allows a caster to cause one object of SIZ 18 or smaller to suffer 1D6 worth of damage per level

Page 58: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.58

of the spell. If the caster’s skill roll in casting this spell is a critical success then the object will instantly shatter or melt into smoke.

In general, this spell will automatically work on non-magical objects and it can affect weapons as well as any other inanimate object, even doors.

Against magical items the caster must first use their POW to overcome the objects SIZ, or its level of magic (whichever is greater) on the Resistance Table. If they succeed, the object will suffer damage. Otherwise the spell will have no effect.

Additional levels in this spell can be used to increase the range of the spell, or add additional damage (at 1D6 per level) to the spells effects. Any objects greater than SIZ 18 will not be affected by this spell.

SHEATH OF ICE [DARK SORCERY]

Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 3 Corruption Points gained by use: 2 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard

This unusual sorcery spell imitates a power of the dreaded Helegrogs, the fearsome ice-demons that troubled the far North of Middle-earth in times past. It is a spell not often seen in the latter days of the Third Age; for knowledge of it was more common when the Witchking ruled Angmar and terrorised the Northern lands. Yet it remains a potent tool for servants of the Enemy.

Sheath of Ice encases a single target in a block of solid ice. It takes one combat round to create the sheath around a man sized victim, longer if against larger targets. The target is then immobilised for 1D6 minutes before the ice melts enough for the victim to escape. During the time of immobilisation, each minute the victim must succeed in a Stamina roll or suffer 1D6 damage directly to their total hit points from the effects of this sorcerous cold. The ice sheath does not fully form around the target and so they are still capable of breathing.

Additional levels of this spell can be used to increase the range of the spell, by 30 metres per level.

SHIELD OF THE AINUR Range: 2 metres Duration: Instantaneous Power Point Cost: 5 only Spell Speciality: Secret Fire

Spellcasting Method: Standard

The Ainur are the “holy ones”, the thoughts of Ilúvatar (Eru) to which he gave eternal life through the power of the Flame Imperishable. Of the Ainur, those that came to Arda as its keepers and custodians are known to the Wise as the Valar.

By the grace of the Valar a spellcaster may gain their protection at times of great peril. This protection is given in the form of the Secret Fire spell known as the Shield of the Ainur. This shield forms a sphere of light around the caster, to which no attack or vial sorceries of the Enemy can penetrate. It shelters the caster for one attack only absorbing the attack in a shower of sparks, and then dissipates.

In addition to the shielding effects of this spell, if a weapon is used in the attack against the caster, the weapon will suffer the effects from the spell Shatter as though it were a level 3 spell.

The spell will remain in effect until an attack of any type (physical or magical) is made against the caster. This is a potent spell, like no other available to a spellcaster.

Powerful spellcasters, such as the Istari (the Wizards) who are Maiar in nature, are able to maintain this spell for multiple attacks made against them. In this case, it will only be negated if the one attacking the caster is able to overcome the casters POW on the Resistance Table when they attack. Should this happen, the spell will still absorb the attack, but will then dissipate in a shower of sparks as noted above. In addition, the Shatter effects from such powerful spellcasters are greater in potency than that listed above.

No additional levels in this spell are permitted.

Gamemasters note: Nothing prevents the spellcaster from casting this spell to defend themselves against an attack each combat round. However this spell’s effects depend on the good graces of the Valar and Maiar and so gamemaster’s may wish to limit their player characters from casting this spell to only when they really are in great peril and not when they are attacked by a band of Orcs. Gamemasters should feel free to impose when, and when not, this spell may be cast. Alternatively, gamemasters may wish to have the player undertake a Luck roll when they wish to cast this spell any more than once per gaming session, to see if they are given grace by the Valar to use this spell. Such a

Page 59: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.59

Luck roll should be very hard (i.e. POW x2 or POW x1) to pass.

SHUTTING-SPELL Range: Touch Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard, Runes

With this spell, a caster can magically lock a door or container, preventing anyone from opening them. The door or container becomes permanently sealed and can only be opened by the application of magic (such as the Opening-spell), or by destroying the door or container.

This spell is almost identical to the Seal spell on page 100 of the Basic Roleplaying rulebook. However, unlike that spell, the Shutting-spell works on sealing doors and containers only, and causes them to be sealed permanently. This spell should be considered to be a specific application of the Seal spell.

The caster can specify a command word that will open the lock when anyone speaks it. Additionally the caster can increase the strength of the door or container as outlined in the Seal spell in the BRP rulebook.

Should another caster attempt to counter this spell by using the Opening-spell at the same time as the Shutting-spell is being applied, the two spellcasters will engage one another in a POW versus POW resistance roll on the Resistance Table. The victor determines which of these competing spells succeeds.

SILENCE Range: 100 metres Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

With this spell a caster can silence another person, preventing them from making audible sounds. If the target of this spell is another spellcaster, they will be unable to cast spells for the duration of their silencing. The caster must be able to see their target in order to cast this spell.

The caster must overcome the targets POW in a resistance roll matching the casters POW to the targets POW on the Resistance Table. If the caster

wins the resistance roll, the target will be silenced. Otherwise, the target will remain unaffected and able to communicate normally.

Levels in this spell can be used to increase the spell’s duration by an additional minute per level of the spell.

Additional levels of this spell can also be used to affect more than one target at the same time, with one additional target per level of the spell. However each target must be overcome separately by the caster. If all targets lose their resistance rolls, they will all be silenced at the same time.

SLUMBER Range: 100 metres Duration: 8 hours Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard, Song

With this spell, a caster can place one person into a deep sleep from which they cannot awake on their own. Others can awaken the sleeping person in the usual ways: jostling them, shouting at them, splashing water on their face, and the like.

After eight hours the effects of this spell will cease, permitting those affected by it to wake normally. They will suffer no ill effects from their slumber as this spell induces normal, deep sleep. Should the sleeping person be physically attacked whilst under the affects of the spell, they will instantly awake and be alert to the peril they face from their attacker.

The caster must overcome the targets POW in a resistance roll matching the casters POW to the targets POW on the Resistance Table. If the caster wins the resistance roll, the target will fall asleep. Otherwise, the target will remain awake and unaffected.

Additional levels of this spell can be used to affect more than one target at the same time, with one additional target per level of the spell. However each target must be overcome separately by the caster. If all targets lose their resistance rolls, they will all fall asleep at the same time.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.60

SMITE Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell strengthens the sword-arm (or weapon arm) of one engaged in battle and enables him to make one especially mighty blow. The target of Smite receives a +5% bonus on their next melee weapon, or unarmed combat skill roll — whenever they may deliver it.

In addition, if they succeed in their combat roll, they will be able to double their damage bonus for that attack. If they do not normally have a damage bonus Smite grants them a bonus of +1D4 for that attack only.

Additional levels can be used to increase the range of this spell, or increase the bonus to the targets melee/unarmed combat skill roll. However additional levels will not increase the damage bonus.

SMOKE-WEAVING Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Air and Storm

Spellcasting Method: Standard

With this spell, a caster can shape smoke, affecting its colour, shape and movement. Spellcasters can give smoke rings all the colours of the rainbow and set them to chasing one another, and they can craft dragons, sailing ships, and other shapes out of smoke. But the caster cannot create smoke out of thin air, increase the amount of smoke present naturally, or make the smoke significantly thicker and denser than it already is.

Ordinarily this spell would be used for the amusement of others but under the right conditions (i.e. when the gamemaster deems so) this spell can add a bonus of +20% to a casters, or their ally’s, Command, Fast Talk, Perform, Persuade or Teach skill rolls for the duration of the spell.

Additional levels in this spell can also be used to either increase the range of the spell by 30 metres per level, or increase the duration of the spell by 15 minutes per level of the spell. However, for the spells duration to be increase, smoke must still be present.

SORCERY WARD Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Secret Fire

Spellcasting Method: Standard, Song

This powerful spell shields the target from the baleful effects of dark magic. It grants the target a bonus of +05%, per level of Sorcery Ward, to all resistance rolls that they must make as a result of sorcery spells being cast against them.

If the sorcery in question allows no resistance roll, the target may initiate a resistance roll against the sorcerer by matching the target’s POW against the sorcerer’s POW on the Resistance Table. If the target wins, he suffers no effect from the sorcery spell. If the sorcerer wins, the spell generates its normal effects.

In addition, if the target of Sorcery Ward is attacked by a weapon enchanted by one or more sorcery spells, or a sorcery spell that does physical damage (such as Blast of Sorcery), he gains the benefit of 1 point of magical armour, per level of Sorcery Ward, to protect against the damage (both normal and magical damage) inflicted by that sorcery. This magical armour only protects against weapons enchanted by sorcery and damage inflicted by sorcery. As such it will not provide any protection against normal non-sorcery enchanted weapons or non-sorcery magical damage.

Sorcery Ward is compatible with other spells that provide protection against damage and defences against sorcery, so for example, a caster could cast on the same target both Sorcery Ward and Protection.

Additional levels in this spell can be used to increase its duration by an additional 15 minutes per level, or increase its benefit to resistance rolls by +05% per level, or increase the magical armour protection against sorcery by +1 point of magical armour per level, or any combination of these.

SPELLBINDING Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Mysticism

Spellcasting Method: Standard

Through this spell, the caster can bind a person (or another living creature such as an animal or Troll) holding them still with only very limited movement. The binding will prevent the target from movement or attacking, but not from breathing or speaking and the

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.61

target is permitted some very limited and slow movement of their limbs. The targets movement rate however effectively becomes zero for the duration of the spell.

The target can attempt to break the binding once per minute (i.e. every 5 combat rounds) by succeeding in a resistance roll using their STR against the casters POW on the Resistance Table. If the bound person (or animal) succeeds, the Spellbinding spell is broken. If unsuccessful, the target can try again in another minute/5 combat rounds.

Additional levels in this spell can be used to either increase the range by 30 metres/level or duration by 15 minutes/level.

SPIRIT SIGHT Range: Touch Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell allows the caster to see into the realm of the spirits. This realm is a veiled reflection of the physical world, but living creatures are seen as mere shadows. Beings of a spiritual nature, such Elves, spirits or wraiths, become clearly visible through this spell. Elves appear to be surrounded by a very bright halo of light whereas spirits and wraiths appear as pale, but clearly visible beings. The wearing the One Ring granted this power to Bilbo and Frodo and other less powerful artefacts may also confer this power to the wearer.

This spell allows the recipient to clearly see spirits and therefore permits them to operate freely in combat against such beings. However as physical creatures will appear as shadowy figures, the caster will be at a disadvantage when engaged in combat against such physical beings when under the effects of this spell. The recipient of this spell (unless it is conferred by the use of an artefact) may cancel its effects at any time before the duration of the spell expires.

SPRINGTIME Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Restoration

Spellcasting Method: Standard, Song

This spell bears great power of healing and restoration and the Wise know that its power can break the bonds of sorcery’s hold over a victim.

Through this spell the power of Command and Shadow of Fear are instantly broken, freeing the victim from a sorcerer’s controlling influence or despair. To those effected by diseases or poisons, this spell grants them a +50% bonus to any resistance roll or Stamina roll to overcome their ailments. And to those who are fatigued (including the caster themself), this spell grants sudden vitality and renewed energy restoring all lost fatigue points (if this option is being used).

The effects of this spell are so potent, that even those who show the signs of worry or burden on their faces, or who are aged before their time, will see a change and restoration of their features to that of one who is carefree and their true age. Some have even seen scared or burnt skin restored to normal.

STEADY CRAFT Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Water

Spellcasting Method: Standard, Song

Sailing upon any of Middleearth’s great waters, whether on the river Anduin or on the Bay of Belfalas, or even the inland sea of Rhûn, has its hazards. This spell grants a +5% bonus to all Pilot Boat and Pilot Ship skill rolls needed to sail the target vessel. Steady Craft must be cast on a vessel; it has no effect if cast on someone who pilots the vessel.

STEADY HAND Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Mysticism

Spellcasting Method: Standard, Song

This spell allows the caster to aid his comrades (or himself) in any situation where manual dexterity will prove helpful. It confers an instant bonus to any Physical skill roll.

When this spell is cast on a target any Difficult skill roll belong to skills of the Physical skill category may be treated as though it were a Normal skill roll, and any Normal skill roll may be regarded as an Easy skill roll. The affects of this spell are instantaneous and so only one skill roll can be affected when Steady Hand

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.62

is cast. This spell may not be cast on beasts or monsters.

STORM SUMMONING Range: 1 kilometre Duration: 1 hour Power Point Cost Per Level: 2 Spell Speciality: Air and Storm

Spellcasting Method: Standard, Song

With this spell, a caster can summon the formation of a storm. It takes time for the upper wind currents generated by this spell to cause humidity and updraft to form significant enough clouds to form a storm.

At the end of one hour, a small storm cell will have formed. The caster must devote that entire time to creating the storm. So if the caster is distracted enough, such as in being attacked, the spell will be broken. The storm cell whilst forming will move to anywhere the caster desires, within the range of the spell. Should the caster not extend the duration of the spell past one hour, the storm cell will dissipate over the next coming hour.

To produce a much larger and more powerful storm, the caster will need to devote additional time to the duration of the spell. The caster must remain focused on producing the storm and cannot be distracted. It would take around three hours to develop a significant storm, but for every hour devoted to summoning, the storm will become larger and more powerful and will take an equal number of hours to dissipate after this spell has run its course. For example, four hours spent summoning will mean that the storm becomes a large storm and will remain for four more hours after the summoning has finished, at the location assigned by the caster, within the range limit of the spell.

Additional levels can be devoted to increasing the range of the storm (at an additional kilometre per level of the spell), or the duration of the summoning and therefore longevity of the storm (at an additional hour per level).

STOUT BODY Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard

This spell allows the caster to fortify himself or one of his comrades in a situation where powers of endurance are important. It grants a +5% bonus, per level of the spell, to all Stamina rolls that the target must make for the duration of the spell. This spell can be cast on animals and creatures.

Additional levels can be used to increase the bonus to the Stamina roll at a rate of an additional +5% per level of Stout Body.

STRENGTH OF LIMB Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard, Song

This spell allows the caster to aid his comrades (or himself) in any situation where the force of muscle and sinew will prove helpful. It grants a +5% bonus, per level of the spell, to all Effort rolls that the target must make for the duration of the spell. This spell can be cast on animals and creatures.

Additional levels can be used to increase the bonus to the Effort roll at a rate of an additional +5% per level of Strength of Limb.

SUNDERING Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Alteration

Spellcasting Method: Standard, Song

This potent spell allows a caster to shatter and destroy large objects: towers, walls, bridges, and the like. Large objects include anything over SIZ 18. The targeted object suffers 1D10 points of damage per level of this spell. The structures armour, if it possesses any, will provide protection against this damage.

Although this spell functions at range, it is far more effective if the caster actually is in contact with the object they wish to destroy. This of course, can place the caster in danger of being injured in the collapse. If the caster can touch, or make contact with the object in some other way, they will do 2D10 points of damage to the object, per level of the spell.

The spells range can also be increased by 100 meters per level of the spell.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.63

SWIFT OF FOOT Range: Touch Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Beasts and Birds

Spellcasting Method: Standard, Song

This spell grants fleetness of foot to a character, beast, or monster of the caster’s choice. The target’s movement rate is doubled for the duration of the spell.

Additional levels can be used to increase the duration of the spell by an additional 15 minutes per level of Swift of Foot.

TRANSFORMATION Range: 30 metres Duration: Instantaneous Power Point Cost Per Level: 2 Spell Speciality: Illusion

Spellcasting Method: Standard, Song

Through this spell a spellcaster can make any inanimate object appear to look like anything else they wish. The illusion is permanent until it is either dispelled by using Dispel, or the caster dismisses the spell.

Should someone touch the object, they will notice ripples around where they touch, as their hand comes into contact with the illusion. Likewise, should an object strike the illusion, the air will appear to ripple where the object was struck. This should be a hint to any observer that what they are looking at is an illusionary cover for what is actually there.

This spell will cover one object of SIZ 18 or less. For every object 5 SIZ points higher than SIZ 18, an additional level in this spell will be required to cover the object in the illusion. The illusion will drape around the object so that from all angles, the object will appear to be what the spellcaster wishes it to appear like. The object can be moved, and the illusion will continue to surround the object.

VEIL Range: Touch Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell shields the caster, or their target, from the effects of Farseeing and Sense Power.

Any who try to observe the caster with Farseeing will not be able to find them, though perhaps they may catch some trace of his passing, such as an abandoned camp fire.

Whilst veiled, in order for the caster to be detected by the Sense Power spell, a spellcaster will need to engage the veiled caster in a resistance roll matching the two spellcasters POW on the Resistance Table. If the veiled caster succeeds, they will remain undetected by the Sense Power spellcaster. The spellcaster using Sense Power will be unaware that they have not detected the veiled caster (they simply don’t detect any powerful presence) however the veiled caster will be aware that someone is trying to detect them.

Additional levels in this spell can be used to increase the duration of the spell or add additional people to the protection of the veil.

VEILING SHADOW [DARK SORCERY]

Range: 1 kilometre Duration: 1 day Power Point Cost Per Level: 3 Corruption Points gained by use: 1 Speciality: Dark Sorcery

Spellcasting Method: Standard, Song

With this spell, a sorcerer can call dark heavy clouds to cover an area one kilometre in diameter in deep shadow. The effect is that of heavy rainclouds blocking out the sunlight and casting a gloomy darkness within their shadow. Within this shadow, the creatures of Darkness can operate without penalty as they are not affected by sunlight. Trolls that are affected by sunlight will not turn to stone under this shadow, nor will Orcs suffer any penalty for operating in daylight.

The cloud cover will be centred on the sorcerer or one of their minions, and will move as they move. The clouds are so thick that being within their shadow will count as semi-darkness (refer to the Spot Rules: Darkness on page 220, and Weather Conditions – Cloud Cover on page 235ff of the BRP Rulebook for more details) with all skill rolls being considered Difficult to those not adapted to low light vision.

Additional levels in this spell can be used to either increase the spells area of effect or its duration.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.64

VICTORY-SPELL Range: Touch Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 2 Spell Speciality: Mysticism

Spellcasting Method: Standard, Runes

This spell grants the caster or anyone they touch the boon of increasing their missile and melee attack skills by half again. It also increases their Throw skill by half again for the duration of the spell.

So for example, a character with a weapon attack skill of 50% will for the duration of this spell increase their attack chance by half again to 75% (skill of 50% + spell boon of 25% = 75%).

However, during this time, a character affected by this spell will be so euphoric in battle and so focused on vanquishing their foes, that they will forgo defending themselves. As such, they will become fearless and rush headlong into battle believing themself to be unstoppable. As such, all of their combat parry skills will be halved for the duration of this spell.

Should the recipient of this spell be unwilling to have it cast on them, the caster can attempt to cast it on the person anyway through matching their POW to the recipients POW in a resistance roll. If the caster succeeds, the Victory-Spell is cast.

Additional levels can be used to increase the duration of the spell, or they can be used to grant the spell’s boon to more than one target (at one person per spell level).

VIRTUE OF FINDING Range: 1 kilometre Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell allows the caster to pinpoint the location of any object that belongs to him, as long as it is within range at the time of casting. The caster must name a specific object as he casts the spell, such as ‘the front door key to Bag End.’ If the item has been enchanted with Obscure, the caster must make a successful resistance roll against the caster who enchanted it, by matching their POW on the Resistance Table. Virtue of Finding may not be used to locate persons, beasts, or monsters.

Additional levels in Virtue of Finding can be used to increase the range of the spell by an additional kilometre per level of the spell.

VOICE OF COMMAND Range: 1 kilometre Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard

This spell grants the caster the ability to project their voice over the range of the spell. Their voice will boom forth so that all can clearly hear it, even over the noise of battle. The caster can, for the duration of the spell, choose when to speak in a normal manner and when to project their voice forth. In this way, commands and encouragements can be issued to troops on the battlefield, or friends can receive instructions from a distance, and the caster can also maintain a normal dialogue with a person next to them.

Due to the booming projection of their voice, the caster is granted a bonus of half their skill again in the skills Command, Fast Talk and Persuade. So a caster with a Command skill of 30% will, for the duration of the spell, have this skill increased to 45%.

The caster can grant the Voice of Command to anyone they touch. Additional levels can be used to increase the duration or increase the range of the spell.

VOICE OF SUASION Range: 30 metres Duration: 15 minutes Power Point Cost Per Level: 3 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell increases the caster’s powers of persuasion. The casters every word seems sweet and reasonable, their opinions and advice most worthy of consideration.

Anyone listening to the spellcaster must pass a Luck roll. If they fail their Luck roll, the spellcaster’s words become appealing to them. For the duration of the spell, this gives the caster a boon to all their Communication skills when talking to those who are eager to listen. The spellcaster gains +50% to any of their Communication skill rolls involving those who find his words sweet to listen to.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.65

Some spellcasters are so proficient in this spell that it has become like a natural ability to them. The wizard Saruman the White is a good example of a spellcaster whose proficiency in this spell has meant that it is now become a natural ability for him. For such proficient spellcasters, the Luck roll of all who listen to their words may be adjusted to INT x4 or INT x3 instead of the usual INT x5.

Additional levels in this spell will add to the duration of the spell, or permit the spellcasters voice to travel clearly across a larger range than 30 metres. For every extra level of this spell, it can be extended another 15 minutes, or its range extended another 30 metres.

VULNERABILITY TO FIRE Range: 15 metres Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 3 Spell Speciality: Fire, Smoke and Light

Spellcasting Method: Standard

This spell calls upon the primeval power of fire to cause harm to a single target for the duration of the spell. While this spell is in effect the target will suffer double the damage caused by fire, up to the maximum possible damage that the fire can cause.

For example, a target affected by Vulnerability to Fire is hit with a flaming torch that does 1D6 damage. The damage rolled is 3 points, but because the target is affected by the spell, they receive 6 points of damage. This is also the maximum possible damage that the flaming torch can do, so should the roll have been a 4, 5, or 6, the target would not suffer any more than the maximum of six points of damage that the torch is capable of doing.

Additional levels in this spell can be used to increase the range or duration of this spell.

VULNERABILITY TO SORCERY

[DARK SORCERY] Range: Touch Duration: 1 minute (5 combat rounds) Power Point Cost Per Level: 1 Corruption Points gained by use: 1 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard

This spell daunts anyone who would resist the power of the Shadow, making them more susceptible to the use of Sorcery. Vulnerability to

Sorcery affects the sorcerer by granting them a +5% bonus, per level of the spell, to resistance rolls the sorcerer engages in whilst the spell is active.

This bonus only affects the sorcerer when they engage a target in a resistance roll (such as when casting other sorcery spells), not when they are engaged by another in a resistance roll. In other words, the sorcerer must be the ‘Active Characteristic’ on the Resistance Table.

Additional levels in this spell can be used to increase the bonus conferred by this spell.

WASTE [DARK SORCERY]

Range: Touch Duration: 10 combat rounds Power Point Cost Per Level: 1 Corruption Points gained by use: 3 Spell Speciality: Dark Sorcery

Spellcasting Method: Standard

This spell saps strength from the body and limbs of a single victim. This spell is almost exactly the same as the Diminish/Enhance Characteristic superpower on page 152 of the Basic Roleplaying Rulebook. Refer to the Superpower section of Chapter 4: Powers, for more information.

There are only two differences between the power described on page 152 and this spell. Firstly, Waste can only diminish the STR characteristic. Secondly, only 1 point of STR can be diminished per level of this spell.

Additional levels in this spell can be used to either increase the duration of the spell by an additional 10 combat rounds per level, or increase the amount of STR diminished by 1 point per level.

WATER BOLT Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Water

Spellcasting Method: Standard, Runes

This spell is exactly the same as the Blast spell on page 94 of the Basic Roleplaying Rulebook. Refer to the Magic section of Chapter 4: Powers, for more information. The blast produced by this spell is caused by a bolt of water. The caster must be within 100 metres of a source of water that is at least as large as a bucket or pale of water for this spell to be able to be used.

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.66

WATER-FEAR Range: 100 metres Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Water

Spellcasting Method: Standard, Song

This spell is an enchantment first woven in Imladris to protect the river borders that separate it from the outside world. Whether Master Elrond himself created it, tales of lore do not say. It affects characters and creatures alike.

The target of the spell must pass a resistance roll, matching their POW against the casters POW. If the target fails their resistance roll, they will suffer having all their skill rolls becoming Difficult for as long as they remain within 30 metres of a substantial body of water such as a river, stream, lake, or sea. They may not cross the water in a vessel, on foot, or on horseback; they can cross at a bridge however.

If a target of Water-fear suffers a fumble from their resistance roll to resist this spell, they will be paralysed by fear of the water for the duration of the spell.

Additional levels can be used to increase the duration or casting distance, by 1 hour, or an additional 30 metres, per level of the spell.

WATERSHAPING Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 1 Spell Speciality: Water

Spellcasting Method: Standard, Song

This spell grants the caster power over nearby waters. The caster can shape the waves as they desire, transforming them into elaborate shapes and depictions of mounted warriors, dragons, ships, or whatever else the caster wishes.

This spell is not powerful enough to create waves big enough to smash or suck down ships, but it could be used to create a surface wave that a ship can ride upon to travel faster than normal. Alternatively, it could be used to create a sub-surface wave that would slow a ship’s movement down. The spell is powerful enough to create a wave that could knock a person down and wash them away, or overboard a ship.

Under the right conditions (i.e. when the gamemaster deems so) this spell can add a bonus of +20% to a caster’s, or their ally’s, Command,

Fast Talk, Perform, Persuade or Teach skill rolls for the duration of the spell.

Additional levels in this spell can also be used to either increase the range of the spell by 100 metres per level, or increase the duration of the spell by 15 minutes per level of the spell.

WIND-MASTERY Range: 100 metres Duration: 15 minutes Power Point Cost Per Level: 2 Spell Speciality: Air and Storm

Spellcasting Method: Standard, Song

This spell allows the caster to control the winds, altering their speed and direction, causing them to arise where the air is calm, and stilling them where the air is windy.

The caster can only influence the winds within the area of the range of this spell. Consider the caster to be at the centre of this range and the radius of 100 metres will extend outwards from the caster.

Any winds conjured by the caster will be Light Winds (refer to the Spot Rule: Weather Conditions – Winds on page 235ff of the BRP Rulebook for more details). To make stronger winds the caster must add additional levels to the spell. Moderate Winds will require two levels of this spell; Strong Winds will require three levels, and so on up to Tornado-Force Winds which requires a total of seven levels in this spell.

Regardless of the levels used in this spell all winds will start off as Light Winds and progress to become as strong as the caster wishes them to be, up to Tornado-Force Winds. It takes 1 minute (i.e. 5 combat rounds) for the spell to generate Light Winds, 1 more minute for it to generate Moderate Winds, and so on. In order to reach Tornado-Force Winds a total of 7 minutes (i.e. 35 combat rounds or roughly 1½ Turns) must transpire.

If the caster does not wish to extend the spell’s duration, these winds will start to abate in the following manner: Hurricane-Force Winds after 8 minutes, Windstorm after 9 minutes, Severe Wind after 10 minutes, Strong Winds after 11 minutes, Moderate Winds after 12 minutes and then finally Light Winds after this for minutes 13, 14 and 15, when the spell ceases.

If the caster is attempting to reduce the winds experienced within the range of the spell, use the formula above in the reverse order.

Additional levels in this spell can be used to extend the range of the spell, or the duration of the spell, or

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.67

increase/decrease the intensity of the winds as defined above.

WIZARDS GUISE Range: Touch Duration: 1 hour Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard

This spell allows a caster to alter their appearance so that they may pass unnoticed and unmarked among other folk.

It is not an illusion, but a temporary alteration of their features. They cannot change form with this spell, only their appearance is altered. The caster retains the overall human shape and their SIZ, so a mannish spellcaster could disguise himself as an Elf, Man or Orc, but not a Hobbit, Dwarf or Troll.

To anyone who has reason to suspect the caster is not what they appear to be, this spell effectively grants the caster a bonus of +50% to their Disguise skill. The caster may still however need to pass Etiquette, Fast Talk, Perform, Persuade or Status skill rolls to talk their way out of being exposed as a fraud.

Additional levels in this spell can alter additional persons, at one person per level. Additional levels can also be used to increase the duration of the spell.

WIZARDS HAND Range: 15 metres Duration: Instantaneous Power Point Cost Per Level: 1 Spell Speciality: Alteration

Spellcasting Method: Standard

With this spell, a caster can ‘grasp’ and object at a distance and move or fling it. The effect is instantaneous, so while the caster can fling the object away from themself or draw it swiftly to their hand, the caster cannot move the object back and forth or cause it to dart about a room.

The caster can move an object up to and including 5 SIZ points per level of the spell. So two levels can be used to grasp a person or object of SIZ 10 or smaller. No resistance roll is required if the grasped object is free to move. Should a person resist being grasped, use the Resistance Table to match the persons SIZ against the maximum SIZ of object this spell can lift. If the person successfully resists, they

will not be moved. The caster however, can use additional levels of this spell next combat round to try again to move the resisting person.

The caster can retrieve or fling the object the range of the spell. If the caster is flinging the grasped object at someone or something, use the caster’s Throw skill to determine whether the caster hits or misses the target. Use the Knockback Special Success rules on pages 194 and 197 of the BRP Rulebook to determine any damage suffered by the object.

Once an object is grasped, as outlined above, the caster can pin that object (including a person) to a wall or floor for 1 combat round. After that time the spell abates and the person or object is free to move.

Additional levels can be used to increase the range of the spell, or the maximum SIZ of the object grasped.

Gamemasters note: Although this spell is not normally known for its ability to manipulate objects back and forth, it has been rumoured that very powerful spell casters are in fact able to do just that. By using this spell, only the most accomplished and powerful spell casters are said to be able move objects back and forth or cause them to dart or spin about a room.

WIZARDS RUIN Range: Touch Duration: Instantaneous Power Point Cost Per Level: All Spell Speciality: Alteration

Spellcasting Method: Standard

This spell represents to most desperate action that a spell caster can take. When all else seems lost, the spell caster can cast this spell, sacrificing themselves in an explosion of power, hopefully taking the casters enemies to the grave with them.

Wizards Ruin is the option of last resort, for the spell caster summons the Song of Creation to surge through them, making the caster the focal point for a massive release of energy from the Song.

When cast, no power points are deducted as in when casting other spells. Instead, the casters current power points, along with any remaining power points available to the caster from their magical items (i.e. any power point storage devices such as crystals and their own staff) are added together.

To this number, add the result of +1D6 if this spell’s Spell Casting Method skill roll was a success, +2D6 if the skill roll was a special success, or +3D6 if the skill roll was a critical success. This dice roll represents

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John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.68

the Song of Creation’s power surging forth from the caster.

Once the total amount of power points have been determined, this becomes the amount of damage that is released from the caster as they explode in a white flash of energy. This power point value is used as the power of the blast, and the spell caster is the epicentre for the explosion. Refer to page 222 Explosions in the Spot Rules chapter of the BRP rulebook for the effects of this damage. Depending upon the situation and what material may be around the caster, shrapnel may result from the explosion (potentially producing additional damage) and Knockback damage may also occur.

It goes without saying that the spell caster is killed by the explosion with their body completely vaporised. Their spirit is not destroyed however, and will pass on into the afterlife, possibly content in the knowledge that those who sought their death were themselves also taken to the grave.

WORD OF COMMAND Range: Touch Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Mysticism

Spellcasting Method: Standard

This spell is amongst the most potent known to sorcerers or the Wise. It unleashes the potential of the Ainulindalë, which streams through the caster into their spell casting. Such a release of raw energy can have unexpected side effects.

It is different from the spells Command and Voice of Command. By invoking a Word of Command, a caster can enhance the power of any other spell in a special way. This power comes at a price, however. For once Word of Command has been used; the spellcaster becomes completely exhausted and unable to cast another spell for 5 full turns (25 minutes).

When the spellcaster utters a Word of Command in conjunction with another spell, they may choose to do any one of the following to that other spell:

• Double the spells normal range. This new range becomes the basis for any calculations involving that spells range and levels added to increase the range. For example: if a spells basic range is 15 metres, Word of Command will temporarily change that to double (ie 30 metres). This then becomes the basic range of the spell for any calculations involving adding levels to that spell.

• Double the spells normal duration. This new duration becomes the basis for use with the spell for any calculations involving adding levels to that spell. For example: if a spells basic duration is 30 minutes, Word of Command will temporarily change that to double (ie 1 hour). This then becomes the basic duration of the spell for any calculations involving adding levels to that spell.

• Cause the spell to do maximum damage. If a spell that causes damage (such as Fiery Blast) successfully hits its target, instead of rolling the damage dice indicated in the spells description, the spell automatically does its maximum damage.

• If the spell provides a boon to a skill roll or characteristic roll, Word of Command causes any attempt with the skill or characteristic roll to automatically succeed.

Word of Command is considered to be cast at the same time that the spell it augments is cast, and it can only aid the spellcaster, not another person attempting to cast a spell. As such, Word of Command’s range affects the caster only and it is considered to be an instantaneous spell.

There are unknown side effects for casting Word of Command that few can guess. These side effects may be beneficial or they may not. Such side effects could be the cause of an adventure, or they may summon great peril in pursuit of the spellcaster. At the very least, this will give the gamemaster something interesting to throw at the player characters after they have cast this spell.

YOUR STAFF IS BROKEN Range: 100 metres Duration: Instantaneous Power Point Cost Per Level: 3 Spell Speciality: Alteration

Spellcasting Method: Standard

This spell was designed by powerful spellcasters to limit the spell casting ability of other casters with whom they come into conflict with. Essentially it allows a spellcaster to engage another spellcaster in a contest of willpower. Should the spellcaster succeed their opponent’s staff, a powerful symbol of their spell casting ability, will be instantly destroyed.

This is because spellcasters are able to use their staff to act as a focus for their power and spell casting. By overloading that ‘focus’ in such a contest of mental energies, the staff will not be able to contain those energies flowing through it and it will

Page 69: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.69

suddenly shatter. Not only will this prove in a very visible way which spellcaster is the stronger, but it will also rob the loosing spellcaster of a powerful tool in the casting of spells.

When this spell is cast, the caster engages their opponent in a resistance roll matching their current power points (including any they can muster from power point storage devices such as crystals and their own staff) against their opponents current total power points (including any the opponent can muster from power point storage devices). The victor of the resistance roll then can instantly overload the losers staff and cause it to shatter, destroying it instantly.

Because this spell can result in the caster loosing the resistance roll, and therefore their own staff, this spell is rarely used by spellcasters.

Additional levels in this spell can be used to increase the range of this spell by an additional 100 metres per level.

Page 70: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.70

GRIMOIRE OF MIDDLE-EARTH

NAME RANGE DURATION POWER

PTS / LEVEL

SPECIALITY METHOD

Animal Messenger Touch 1hr / level 1 Beasts & Birds Standard Animate Skeleton 15m Instantaneous 2 POW Dark Sorcery Necromancy Bane-spell Touch 15min / level 2 Alteration Standard, Runes,

Song Beast Cloak Touch 1hr / level 1 Beasts & Birds Standard, Song Beast Speech Touch 15min / level 1 Beasts & Birds Standard Beast Summoning 100m 15min / level 1 Beasts & Birds Standard, Song Biting Wood Touch 15min / level 1 Alteration Standard, Runes Blade Preservation Touch Permanent 1 POW Alteration Standard, Runes,

Song Bladesharpen 100m 15min / level 1 Alteration Standard, Runes Bladeshattering 100m Instantaneous 2 Dark Sorcery Standard Blast of Cold 30m 15min / level 3 Air & Storm Standard, Song Blast of Sorcery 30m Instantaneous 3 Dark Sorcery Standard, Song Blinding Flash 30m Instantaneous 2 Fire, Smoke &

Light Standard, Song

Blight 30m Instantaneous 2 Dark Sorcery Standard, Song Break Binding 15m Instantaneous 1 Mysticism Standard Burning Sparks 30m Instantaneous 2 Fire, Smoke &

Light Standard

Blessing of Aulë Touch Instantaneous 1 POW Secret Fire Blessing Blessing of Elbereth Touch 30 min 2 POW Secret Fire Blessing Blessing of Oromë Touch 1 hour 2 POW Secret Fire Blessing Blessing of Manwë Touch Instantaneous 3 POW Secret Fire Blessing Blessing of Ulmo 1 km Instantaneous 2 POW Secret Fire Blessing Blessing of Mandos 30m Instantaneous 2 POW Secret Fire Blessing Blessing of Tulkas Touch 1 hour 2 POW Secret Fire Blessing Blessing of Lórien 30m Instantaneous 2 POW Secret Fire Blessing Blessing of Yavanna 1 km Permanent 2 POW Secret Fire Blessing Blessing of Estë Touch 1 hour min. 3 POW Secret Fire Blessing Blessing of Vairë 30m Instantaneous 3 POW Secret Fire Blessing Blessing of Nessa Touch 1 hour 1 POW Secret Fire Blessing Blessing of Nienna 30m Instantaneous 3 POW Secret Fire Blessing Blessing of Melian 100m 1 hour 3 POW Secret Fire Blessing Song Call Fell Beasts 100m 15min / level 1 Dark Sorcery Standard, Song Calling Touch Instantaneous 2 Mysticism Standard Change Hue Touch 15min / level 1 Alteration Standard Circle of Summoning 15m 10 CR 3 POW Dark Sorcery Necromancy Cloak of Shadow Touch 15min / level 1 Alteration Standard, Song Cloud Break 30m 15min / level 3 Air & Storm Standard, Song Cold Blast 100m Instantaneous 3 Water Standard, Runes Cold-Ward Touch 1hr / level 1 Air & Storm Standard Command Hearing 1hr / level 3 Dark Sorcery Standard, Song Corrupt Surface Touch 5 CR 2 Dark Sorcery Standard Countermagic 100m 5min / level 1 Mysticism Standard, Song Crafting-Spell Touch Instantaneous 2 Alteration Standard, Runes,

Song Create Light 100m 15min / level 1 Fire, Smoke &

Light Standard, Runes, Song

Create Darkness 100m 15min / level 1 Fire, Smoke & Light

Standard, Runes, Song

Create Zombie 15m Instantaneous 2 POW Dark Sorcery Necromancy Create Zombie (Headless)

15m Instantaneous 3 POW Dark Sorcery Necromancy

Page 71: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.71

NAME RANGE DURATION POWER

PTS / LEVEL

SPECIALITY METHOD

Dark Stench Touch 5 CR 1 Dark Sorcery Standard, Song Detect Foe Touch 1hr / level 1 Secret Fire Standard Diminish Touch 15min / level 1 Dark Sorcery Standard, Song Disarm 5m Instantaneous 2 Alteration Standard Dispel 100m Instantaneous 1 Mysticism Standard Display of Power 100m 15min / level 3 Mysticism Standard, Song Divine Truthfulness Touch 5 CR 3 Secret Fire Standard Dullblade 100m 15min / level 1 Mysticism Standard, Runes,

Song Dull Senses 30m 15min / level 1 Mysticism Standard Dumbness 100m 1hr / level 1 Dark Sorcery Standard, Song Enhance Food Touch Instantaneous 1 Restoration Standard, Song Enslave Beast 100m 1 day / level 3 Dark Sorcery Standard, Song Ensnare Soul Touch Instantaneous 3 POW Dark Sorcery Necromancy Entangle 30m 5 CR 1 Beasts & Birds Standard, Song Evoke Awe 100m 15min / level 3 Secret Fire Standard Evoke Fear 100m 15min / level 3 Dark Sorcery Standard Exclusion Touch Instantaneous 1 Mysticism Standard, Runes Farseeing Touch 15min 3 Mysticism Standard, Song Fair-Seeming Touch 1hr / level 1 Dark Sorcery Standard Farspeaking Touch 15min 2 Mysticism Standard Fatigue 5m Instantaneous 3 Dark Sorcery Standard Fiery Blast 100m Instantaneous 3 Fire, Smoke &

Light Standard, Runes

Fiery Missile Touch Instantaneous 1 Fire, Smoke & Light

Standard

Finding and Returning Touch 1 day / level 2 Mysticism Standard, Runes Fire of Udun 15m Instantaneous 3 Dark Sorcery Standard, Song Fireshaping 30m 15min / level 1 Fire, Smoke &

Light Standard

Flame Arrow 15m 5 CR 2 Fire, Smoke & Light

Standard, Runes

Flame of Anor 15m Instantaneous 3 Secret Fire Standard Fog-Raising 30m 15min / level 2 Air & Storm,

Water Standard, Song

Fog-Weaving 30m 15min / level 1 Air & Storm, Water

Standard, Song

Forgetfulness 30m Instantaneous 3 Dark Sorcery Standard, Song Fortify Works Touch 1hr / level 1 Alteration Standard, Song Guarding-Spell Touch 15min / level 3 Mysticism Standard, Runes Heal Touch Instantaneous 3 Restoration Standard, Song Hex-Spell 15m 1 day / level 1 Dark Sorcery Standard, Runes Hides Virtue Touch Instantaneous 1 Beasts & Birds Standard, Song Holding-Spell 100m 15min / level 2 Dark Sorcery Standard Ice Spray 30m Instantaneous 1 Water Standard, Runes Imitation-Spell Touch 15min / level 1 Illusion Standard Intercept Missile 30m Instantaneous 1 Alteration Standard, Runes Ithildin-Fire Touch 15min / level 1 Alteration Standard Keen Senses Touch 15min / level 1 Mysticism Standard Kindle Fire Touch Instantaneous 2 Fire, Smoke &

Light Standard, Runes

Lame 30m 5 CR 3 Dark Sorcery Standard Lightning 60m Instantaneous 3 Air & Storm Standard Lightning-Blade Touch Instantaneous 3 Air & Storm Standard

Page 72: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.72

NAME RANGE DURATION POWER

PTS / LEVEL

SPECIALITY METHOD

Mastery of Shapes Touch 1hr / level 3 Beasts & Birds Standard Mind Barrier Touch 1hr / level 1 Mysticism Standard Mind Shield Touch 1hr / level 1 Mysticism Standard Mind-Speech 100m 10 CR 1 Mysticism Standard Misdirection 100m 1hr / level 3 Mysticism Standard Mist of Speed 30m 1hr / level 3 Mysticism Standard, Song Morgul Wound Touch Instantaneous 3 Dark Sorcery Standard, Runes Move as Through Water 100m 15min / level 1 Beasts & Birds Standard Murder of Crows 100m Instantaneous 3 Dark Sorcery Standard Naming Touch Instantaneous 1 Beasts & Birds Standard Obscure Touch 1 month / level 2 Illusion Runes Opening-Spell Touch Instantaneous 1 Alteration Standard Preserve Corpse Touch 1 day / level 1 POW Dark Sorcery Necromancy Preserve Fire 30m Instantaneous 2 Fire, Smoke &

Light Standard, Song

Protection 100m 15min / level 1 Alteration Standard, Runes, Song

Purify Shadow-Wound Touch Instantaneous 3 Restoration Standard, Song Power of the Land 100m 15min / level 3 Air & Storm,

Beasts & Birds, Water

Standard, Song

Quench Fire 30m Instantaneous 2 Fire, Smoke & Light

Standard

Rain-Ward Touch 1hr / level 1 Air & Storm, Water

Standard

Reading the Heart Touch Instantaneous 2 Mysticism Standard Renew 30m Instantaneous 2 Beasts & Birds Standard, Song Resist Fear 30m 15min / level 2 Secret Fire Standard Resist Fire Touch 5 CR 1 Fire, Smoke &

Light Standard, Runes

Revive Touch Instantaneous 2 Beasts & Birds Standard Ruin Touch 15min / level 2 Dark Sorcery Standard, Runes Sanctum Power 100m 1 day / level 3 Alteration Standard Sap Strength Touch 10 CR 1 Dark Sorcery Standard, Song Scribe Moon-Letters Touch 15min / level 1 Alteration Standard, Runes Sense Power 30m 15min / level 1 Mysticism Standard Shadow of Fear 100m 1hr / level 1 Dark Sorcery Standard Shadows & Phantoms 30m 15min / level 1 Dark Sorcery Standard Shatter 100m Instantaneous 2 Alteration Standard Sheath of Ice 30m Instantaneous 3 Dark Sorcery Standard Shield of the Ainur 2m Instantaneous 5 only Secret Fire Standard Shutting-Spell Touch Instantaneous 1 Alteration Standard, Runes Silence 100m 5 CR 1 Mysticism Standard Slumber 100m 8 hours 1 Mysticism Standard, Song Smite 30m Instantaneous 1 Mysticism Standard Smoke-Weaving 30m 15min / level 1 Air & Storm Standard Sorcery Ward Touch 15min / level 1 Secret Fire Standard, Song Spawn Mornen 15m Instantaneous 3 POW Dark Sorcery Necromancy Spellbinding 30m 15min / level 2 Mysticism Standard Spirit Binding 15m Instantaneous 3 POW Dark Sorcery Necromancy Spirit Sight Touch 5 CR 1 Mysticism Standard Spirit Subjugation 15m 10 CR 1 POW Dark Sorcery Necromancy Spirit Summoning 15m 15min / level 3 POW Dark Sorcery Necromancy Springtime Touch Instantaneous 3 Restoration Standard, Song

Page 73: WORDS OF PPPP UNES OF MIGHT: MAGIC · 2017-12-17 · Runes are highly sought after and prized, for they give non-spell casting professions the ability to use magic. Any item with

John 1:5 John 1:5 John 1:5 John 1:5 ---- The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness The light shines in the darkness, but the darkness has not overcome it.has not overcome it.has not overcome it.has not overcome it.

Genesis 1:3 Genesis 1:3 Genesis 1:3 Genesis 1:3 ---- And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light.And God said, “Let there be light,” and there was light. Magic – page.73

NAME RANGE DURATION POWER

PTS / LEVEL

SPECIALITY METHOD

Steady Craft Touch 1hr / level 1 Water Standard, Song Steady Hand Touch Instantaneous 3 Mysticism Standard, Song Storm Summoning 1 km 1hr / level 2 Air & Storm Standard, Song Stout Body Touch 15min / level 1 Alteration Standard Strength of Limb Touch 15min / level 1 Alteration Standard, Song Summon Fell-Spirit 15m 15min / level 3 POW Dark Sorcery Necromancy Summon Spectre 15m 15min / level 3 POW Dark Sorcery Necromancy Sundering 100m Instantaneous 3 Alteration Standard, Song Swift of Foot Touch 15min / level 2 Beasts & Birds Standard, Song Transformation 30m Instantaneous 2 Illusion Standard, Song Veil Touch 15min / level 1 Mysticism Standard Veiling Shadow 1 km 1 day / level 3 Dark Sorcery Standard, Song Victory-Spell Touch 5 CR 2 Mysticism Standard, Runes Virtue of Finding 1 km Instantaneous 1 Mysticism Standard Voice of Command 1 km 15min / level 1 Alteration Standard Voice of Suasion 30m 15min / level 3 Mysticism Standard Vulnerability to Fire 15m 5 CR 3 Fire, Smoke &

Light Standard

Vulnerability to Sorcery Touch 5 CR 1 Dark Sorcery Standard Waste Touch 10 CR 1 Dark Sorcery Standard Water Bolt 100m Instantaneous 3 Water Standard, Runes Water-Fear 100m 1hr / level 1 Water Standard, Song Watershaping 100m 15min / level 1 Water Standard, Song Wind-Mastery 100m 15min / level 2 Air & Storm Standard, Song Wizards Guise Touch 1hr / level 1 Alteration Standard Wizards Hand 15m Instantaneous 1 Alteration Standard Wizards Ruin Touch Instantaneous All Alteration Standard Word of Command Touch Instantaneous 3 Mysticism Standard Your Staff is Broken 100m Instantaneous 3 Alteration Standard