Runic Chants

horrors usually created by the foul magic of the .... been designed to reweave the structure of the air ... Being a magic missile this Chant automatically hits its.
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RU N IC P A T T E RN S

Name: Pattern of the Hunt Level: Minor Rune Points: 3 Runic Factor: 12 Range: 64 yards Duration: Instantaneous

M IN O R C H A N T S Name: Pattern of Rain Protection Level: Minor Rune Points: 2 per day Runic Factor: 5 Range: 3 yards radius Duration: A day+

This Chant has been designed to provide the Chanter who is low on supplies with food. It can be targeted at any animal within 64 yards - providing that this animal is no larger than a dog. The Chant will fry the brains of the animal, thereby causing an immediate and painless death. If targeted at a flying bird, the Chant will also reduce the falling speed of the bird, ensuring that the animal is not crushed to a pulp when it hits the ground. Being a magic missile this Chant automatically hits its target.

Designed for use with a moving army, this Minor Chant can often be found dormant in the ancient Rune Weapons. This Chant stops rain from falling on the caster and anyone/anything within a 3 yards radius. Even in the heaviest downpour the specified area around the Chanter will remain perfectly dry. The effect lasts for 2 days, or until dissolved by the Chanter.

Name: Pattern of the Warm Travel Level: Minor Rune Points: 2 per day Runic Factor: 5 Range: 3 yards radius Duration: A day+

Name: Pattern of the Warming Fire Level: Minor Rune Points: 2 Runic Factor: 8 Range: 24 yards Duration: 8 hours or until dissolved by Chanter

Yet another Chant designed for use with a moving army, this Minor Chant can originates from Norsca, and was first introduced into the arsenal of the Chanters from the Worlds Edge Mountains when the Imperial Highway was built during the Golden Age of the Dwarves.

This is a much favoured Chant by the travelling Rune Chanter, because no matter if the rain is pouring down, this Chant will work. Logs and pieces of woods from the immediate vicinity will fly towards a spot marked by the Chanter, position themselves in a perfect pile and ignite. And what is even better, this special camp fire cannot be extinguished by neither wind nor water. It will simply burn - radiating heat and light for 8 hours, or until the caster dispels it. When the camp fire's duration time expires, or it is dissolved, it will turn cold immediately, thereby making any tracking from the heat of the camp fire impossible. This has proved especially useful when small Dwarven reconnaissance teams were close to being discovered by Goblinoid scouting parties.

The Chant creates a zone with a radius of 3 yards, centered on the Chanter. Within this zone, the temperature is raised to an acceptable level - meaning 1520 degrees centigrade in Dwarven language. The effect lasts for 2 days, or until dissolved by the Chanter.

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horrors usually created by the foul magic of the Dwarven enemies.

Name: Pattern of Understanding Level: Minor Rune Points: 2 per hour Runic Factor: 7 Range: Hearing Duration: An hour+

If the Chanter decides to employ the first effect, the wave of energy will provide all friendly creatures within the area of effect, with a +20 bonus to their Cool and Will Power for the duration of the Chant. In addition, all creatures affected will be immune to the effects of fear and will immediately recover from any effects induced by fear and receive a chance to recover from the mind-blasting effects of terror (i.e. a new Cool Test may be made).

This Chant affects the Chanter only, enabling the speaking and understanding of any language heard. The effects have proved especially useful during negotiation with foreign enemy forces about the terms of their surrender.

If the Chanter wishes to use the second possible effect, the wave of energy will boost the fighting abilities of all friendly creatures within the area of effect, for the duration of the Chant. They will receive the following bonuses to their characteristics scores:

Name: Pattern of the Stone Level: Minor Rune Points: 3 per turn Runic Factor: 5 Range: 8 yards Duration: a turn+

WS +15

This Chant allows the Chanter to “talk” with the earth. He will be able to speak to the rocks, the earth and any earth-based material in their own ancient Elemental tongue. On a successful Intelligence Test with a +20 modifier, the Chanter will be able to sort through the constant whispering of the element in question and learn what has happened in the area around the material some D12+6 hours earlier.

BS +15

S +2

T +1

Any attempt to direct a new Chant on the same character results in the older Chant being automatically dissolved, the new Chant works as normal. Name: Pattern of Rock Upheavals Level: 1 Rune Points: 8 Runic Factor: 35 Range: 72 yards (See Text) Duration: D3 turns

L EV EL O NE C H ANTS Name: Pattern of Faith Level: 1 Rune Points: 6 Runic Factor: 20 Range: 50 yards radius Duration: D6*10 turns

This Chant allows the Chanter to create an earth quake on a small scale, making the ground open and swallow up enemy troops and equipment and generally destabilising the enemy before the Dwarven troops move in to finish the job. The Chanter must designate a point within 72 yards of himself, where the Chant is to take effect. This point will then become the epicentre and the effects of the earthquake will spread out in a rough circle with a radius of some 15+3D6 yards. This “circle” is going to become the central catastrophe area, but the land in the immediate area of the induced earthquake will also be affected. As the main shockwave travels with a speed of 7 miles/second, no escape will be possible unless a way of levitation is

This Chant creates a wave of positive energy which surges out from the Chanter and flows over a large area, creating one of two effects in all friendly creatures. The Chant has been designed specifically for encounters with entities from other spheres (i.e. Daemons, Elementals, etc.), allowing even young and inexperienced fighters to stand face to face with the

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-5% for every AP worth of metal armour the individual is wearing.

available (e.g. the First Level Battle Spell Flight) and thus enabling the individual to hover above the affected area. Anyone within the “circle” who wish to remain standing will have to make a (Strength*10) + Initiative 4

When the duration of the Chant expires, the land affected by the earth quake will magically “regenerate” and return to its former state of being within D3+1 hours.

Test

Name: Pattern of Destruction Level: 1 Rune Points: 4 Runic Factor: 25 Range: 72 yards Duration: Instantaneous

If this Test is not successful, the individual will be thrown to the ground and receive 1 automatic point of Falling Damage on all locations (See GamesMaster's Section - Falling, page 75). Small buildings and larger wooden constructions have a 30% cumulative chance per turn of collapsing. All smaller objects (tents, small wagons, etc.) will automatically collapse and will very likely be destroyed or at least severely damaged. Anyone who wishes to move can do so at their Cautious Movement Rate, providing that they make the above described Test successfully every round.

This Chant creates a powerful pattern of energy, which can blast enemies from afar. The Chant has been designed to reweave the structure of the air around the target, heating it up to unbearable degrees of heat, damaging the enemy both outside and inside. The effects of the Chant can be directed at both an individual or a group. If targeted at a group, it will automatically hit 2 people per Level of the Runic Chanter. The Chant will hit targets at a Strength of 5 and cause 1D10 Wounds, irrespective of any armour. Metal armour worn directly on the skin, will increase the damage on the location by 2 Wounds per AP worn. The target is allowed a Initiative Test to see whether his reflexes makes him shut his mouth and not breathe air in, when the energy hits him. If the Test is not successful, he will suffer 1D8 Wounds irrespective of Toughness and any armour worn, as the superheated air streams down his throat and scorches his lungs. Being a magic missile this Chant automatically hits its target.

After the first turn, major cracks will open in the ground and both inanimate objects as well as living creatures will risk falling into these cracks. There is a 45% chance each round that a crack will open directly under something - either as a new shock-wave from the earth quake hits the surface or as an extension of an already existing crack. Inanimate objects falling into such a crack will be automatically destroyed, as will living creatures who are not able to stop their fall and attempt to crawl up on the surface again (such as Horses, Dogs, etc.), thus escaping the horrible death of being crushed by the all-powerful embrace of Mother Earth. Such an escape calls for two successive Tests in a row of the kind described above. These Tests must be made within 2+D2 rounds (with no more attempts per round than the individual has Attacks). If this is not done, the individual will shaken down into the bottom of the crack and crushed to death. If anyone should wish to jump across a crack, a such will be some 2+D4 yards wide. Anyone within 15 yards of the circle will have to make a Strength Test in order to remain standing every turn. If the Test is not successful, they will be thrown to the ground and will have to make a Toughness Test to avoid receiving 1 automatic point of Falling Damage on all locations. This Test is modified by

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The Chant can be targeted at an individual or a group consisting of a maximum of 5+2D10 individuals per Level of the Chanter. The target(s) will be rendered completely immune to all psychological effects induced by the enemy  including those induced by magic - for the duration of the Chant.

Name: Pattern of Metal Reweaving Level: 1 Rune Points: 3 Runic Factor: 22 Range: 72 yards Duration: Instantaneous

L EV EL T W O C H ANTS

This Chant allows the Chanter to render an enemy without weapons and the protection of armour - providing that said items are made from metal - excluding Mithril, Gromril and alloys incorporating large quantities of either of the two metals (i.e. 45% 100%).

Name: Pattern of Shredding Level: 2 Rune Points: 12 Runic Factor: 19 Range: 72 yards Duration: Instantaneous

The Chant can be targeted at an individual or at a group consisting of a maximum of 3D10 people. If targeted at groups larger than that, it will affect the group in a direct line after its point of striking, spreading out to its sides if the maximum number of enemies hit cannot be fulfilled by its current course. The Chant will reweave the molecular structure of any metal worn by the targeted enemy (unless it is constructed as described above), making it unstable and finally turning it into dust which will fall from the enemy and very probably leaving him with nothing to fight with except his hands.

This Chant allows the Runic Chanter to destroy enemy constructions from afar. It has several times ensured Dwarven victory, when a Runic Chanter has torn down a heavily defended strongpoint and entrance to an enemy fortress, allowing the Dwarven forces to enter it without much difficulty. The Chanter has to target a structure within the range of the Chant. At the end of the Chant, the Runic Chanter make a gesture with his hands mimicking the moves made when tearing a piece of paper apart. Then the structure will be torn apart, as if grabbed by huge hands. The structure chosen, must maximum be the size of a two-storey house or the equivalent of a fortress wall or tower (meaning some 20*25*5 yards). The structure will be torn completely apart and anyone trapped within are very likely crushed to death by the weight of the collapsing structure.

As the Dwarven reputation for hoarding treasure is well-known, it can come as no surprise that this Chant does not affect the molecular structure of the precious metals (e.g. silver, gold, platinum, etc.) and if such metals have been used to decorate a weapon or a piece of armour, these amounts of metal will be to find amongst the dust. Name: Pattern of Courage Level: 1 Rune Points: 6 Runic Factor: 17 Range: 72 yards Duration: 2+D10 turns This Chant is another example of the special designs needed for wars against races who employ sorcery and thus, might have the ability to summon entities from other spheres (i.e. Daemons, Elementals, etc.).

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incorporated in the construction on the Imperial Highway.

Name: Pattern of Protection Level: 2 Rune Points: 8 Runic Factor: 15 Range: Personal Duration: 1 hour per Level

A tunnel created by the Chant is magically stabilised, will not collapse and causes no damage to structures, as the material is ordered by the Chant to move its mass and material to other points. The Chanter may tunnel through solid rock, earth, soft sand, mud and even quicksand using this Chant. The tunnel created can be either circular or cubic, depending on the preferences of the Runic Chanter. It can be either Dwarf-sized (2*2 yards), dimensions usually used for maintenance tunnels, or it can be settlement-sized (7*3 yards), dimensions used amongst others in the construction of the Imperial Highway. The tunnel is constructed at the normal walking pace of the Runic Chanter. Other persons may follow the Chanter, but will have to form a line behind him as the tunnel is created. Once the tunnel is completed the Chanter may dissolve it at any time – instantly killing anyone inside - if not the tunnel will remain in existence forever. In the Tunnels of Old, special Runes were carved and gems inserted into the walls, ensuring that the stability of the tunnel and preventing an accidental dissolving of the tunnel.

This Chant provides the Chanter, or an individual he wishes to protect in stead, with a coat of Elemental Energy. This “coat” of energy is invisible, but can be felt as static electricity when around a person protected by a such. The coat will damp the force of blows directed at the wearer. For the duration of the Chant, the wearer is gifted with 5 additional AP points worth of Spirit Armour, with no burden on the wearer what so ever. Since the coat is a specifically weaved pattern of energy, designed to ward a Dwarf from the dangers of the battle field, it cannot be dispelled by magical means (unless specifically made for the purpose of dispelling other spheric energy-forms), neither is it dispelled by the automatic innate ability of a magic weapon to destroy auras on touch. The Spirit Armour provides protection from magical (including Spells) and non-magical attacks. If the Spirit Armour is attacked specifically for the purpose of removing it, the wearer is allowed a Will Power Test to keep it consistent.

The Chanter may also command the earth to rise, providing shelter against enemy fire. This aspect of the Chant has been especially useful in war, when Dwarven units were pinned down by heavy fire from Goblin bowmen. When the Chanter completes the last syllables of the Chant, he must raise one of his hands with the palm turned upwards. A wall of earthen material will rise to a height of 3 yards. This wall will rise from the point of the Chanter and will then move to either sides of him on half the normal walking pace of the Runic Chanter. The Chanter may command the wall to follow a certain path or to stop at any point. Once the wall has been completed the Chanter may dissolve it at any time  instantly causing the risen ground to return to its original form and state.

Any attempt to direct a new Chant on the same character results in the older Chant being automatically dissolved, the new Chant works as normal. Name: Pattern of Earth Moulding Level: 2 Rune Points: 15 per turn Runic Factor: 22 Range: Special (See Text) Duration: 1+ turns This Chant allows the Runic Chanter to tunnel through ground, or walls, or to command the very earth to rise in order to provide the Chanter with shelter from enemy fire. This Chant is amongst the oldest in the spread available, used to create many of the tunnels in the Dark Beneath the World and even

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Name: Pattern of Rage Level: 2 Rune Points: 5 Runic Factor: 7 Range: 72 yards Duration: For the duration of the encounter

Name: Pattern of Mind War Level: 2 Rune Points: 5 (But See Text) Runic Factor: 13 Range: 144 yards Duration: See below

This Chant has been in the spread of available Chants since the tactical importance of the presence of Slayers in an army was recognized. It is said to have been developed by the Chanters of KarakKadrin - the fabled stronghold of the Slayer Clans.

This Chant brings the Chanter into immediate opposition with an enemy Spellcaster (who may not evade the mental contact and duelling) If this Chant is mistakenly directed at a non-spellcaster, the Runic Power Points are still expended and the Chant is wasted.

The Chant induces frenzy in an individual or group targeted by the Chanter, providing of course that the target(s) are within the range of the Chant. The target is allowed a Runic Resistance Test if it will not willingly enter frenzy.

On the first round of the Mind War, each combatant rolls a D6 and adds his proficiency Level. If the Chanter's total score is higher than that of his enemy, the enemy loses 6 Magic Points; if lower or equal, the Runic Chanter loses 6 Runic Power Points.

Name: Pattern of the Shield Level: 2 Rune Points: 15 per turn Runic Factor: 22 Range: Personal Duration: 1 turn+

This Chant is dangerous, for once the Mind War is begun, neither combatant may stop until on or the other is reduced to zero Runic Power Points/Magic Points or below, or until one who wishes to evade the duel makes a successful Magic Test/ Runic Resistance Test. No other Chants/Spells may be used during a Mind War and no combat actions or movement are possible either. The duellists are wholly absorbed in their battle and oblivious to other happenings. However, a combatant who is attacked by another source is allowed a Magic Test/ Runic Resistance Test to escape the Mind War (which may permit two such Tests in one round if the individual is already trying to evade the Mind War).

This Chant weaves a powerful shield of Elemental Energy, visible only when an attack is directed at the Chanter - this being a blow, an arrow or a Spell  at which static electricity will spring from the place of the hit. The Spirit Shield completely surrounds the Chanter and no one can come closer than one yard, before they are repelled by the power of the Spirit Shield.

A combatant reduced to zero Runic Power points / Magic Points or below by this Chant will fall unconscious for 2D10 hours, gains D3 Insanity Points/ D10 Psychosis Points, and must make a successful Magic Test/ Runic Resistance Test or have his Power Level / Runic Power Level reduced by 6 points permanently.

The Shield completely protects the Chanter from any ordinary attack  no matter how powerful  but when the Shield is hit by an attack of magical nature (e.g. a Spell, a blow from a magical weapon, a blow from a Daemon, etc.), the pattern may or may not be disrupted. The Runic Chanter is allowed to make a Runic Resistance Test (which may of course be augmented) in order to maintain his Shield. If the Test is failed, the Shield is instantly dissolved but the force of the final attack is nullified and thus the Chanter cannot be harmed by it. If the Test is successful, the Shield is still up and functioning  until of course the next attack of a magical nature.

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L E V E L T H RE E C H A N T S

Name: Pattern of Doom Level: 3 Rune Points: 18 Runic Factor: 18 Range: 72 Duration: D6*10 turns

Name: Pattern of Power Level: 3 Rune Points: 15 Runic Factor: 12 Range: 72 yards Duration: Instantaneous

This Chant reweaves the Faith pattern of a specific enemy, thus cursing him extremely bad luck for the duration of the Chant  or until the Chanter dissolves the Chant. Only a single individual can be targeted for this spell and the Runic Chanter must have a clear line of sight to the enemy, in order to target him for the Chant.

This Chant allows the Chanter to create a pattern of energy which is designed to reweave the molecular structure of the target's blood, causing it to boil. The effects of this Chant are quite horrible to behold, as the veins of the target begins to protrude, the skin changes colour and some places even smoulders and sometimes the eyes even explode. So the effects are of course much more horrible to experience, than they are to observe. Thus the psychological effects by using this Chant are not to be underestimated.

The enemy is of course entitled to a Runic Resistance Test, in order to avoid the effects of the Chant. If this Test is not successful, he will suffer the consequences. This has been the downfall of many enemy leaders who were to successful on the field of battle, in the eyes of some Runic Chanters.

The Chant can be directed at an individual or a group within the range of the Chant. The blood of the target will become increasingly hotter until it begins to boil and in the final stages of the reweaving, turns to steam. Enemies are very likely to die from this attacks, but some have actually managed to survive. Of course those who are already dead (i.e. Skeletons, Zombies, Liches, etc.) cannot be affected by the Chant, as is also the case with those who do not have any blood  such as Elementals.

The enemy suffers the following effects for the duration of the Chant: • All attacks directed at the Cursed enemy, receives a +30 bonus for the duration of the Chant. • All hits scored on the Cursed enemy, receives a +5 bonus to Dam. • All attacks made by the Cursed enemy have a –30 modifier for the duration of the Chant. • In order to cast Spells, the Cursed enemy has to spend twice the amount of Magic Points normally needed for the Spell.

The reweaving of the blood's molecular structure, stretches over 3 rounds and so does the effects of it. Each round the target receives D10 Wounds at a Strength of 5(first round), 7(second round) and 10(third round) in boiling damage. As the boiling happens inside the body, neither Toughness nor armour may be deducted from the damage sustained. Being a magic missile this Chant automatically hits its target.

Any attempt to direct a new Chant on the same character results in the older Chant being automatically dissolved, the new Chant works as normal.

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This Chant allows the Chanter to create an earth quake on a larger scale than was previously available to him in the Level 1 version of this Chant. The ground will shake and crack open, swallowing and crushing material, animals and men alike, Mother Earth raging against those who dare to attack a wielder of her power.

Name: Pattern of Striking Level: 3 Rune Points: 10 Runic Factor: 9 Range: Personal Duration: 1 hour per Level

The Chanter must designate a point within sight, where the Chant is to take effect. This point will then become the epicentre and the effects of the earthquake will spread out in a rough circle with a radius of some 70+3D6 yards. This “circle” is going to become the central catastrophe area, but the land in the immediate area of the induced earthquake will also be affected. As the main shock-wave travels with a speed of 7 miles/second, no escape will be possible unless a way of levitation is available (e.g. the First Level Battle Spell Flight), and thus enabling the individual to hover above the affected area. Anyone within the “circle” who wish to remain standing will have to make a

This Chant may be directed at the Runic Chanter or at any other creature within touch. It endows the targeted individual with increased fighting potential, making an ordinary warrior lethal and a lethal warrior undefeatable. The target receives the following bonuses to combat for the duration of the Chant: WS +30

BS +30

S +3

A +2

I +20

Dam +5

The effect lasts from the moment the Chant is focused at the target and until the duration of the Chant expires, or the Chanter dissolves the Chant. Any ttempt to direct a new Chant on the same character results in the older Chant being automatically dissolved, the new Chant works as normal.

(Strength*10) + Initiative 6

Test

If this Test is not successful, the individual will be thrown to the ground and receive D6 automatic points of Falling Damage on all locations (See GamesMaster's Section - Falling, page 75). Buildings and constructions of any kind which are not bed-rock solid, will collapse within 3 rounds. All inanimate objects are hit by intense shock-waves which will most likely destroy or at least severely damage them. Anyone who wishes to move can do so at half their Cautious Movement Rate, providing that they make the above described Test successfully every round.

Name: Pattern of Sphere Striking Level: 3 Rune Points: 13 Runic Factor: 12 Range: 72 yards radius Duration: D6*10 turns This Chant can be directed at any individual or group within the range of the Chant. For the duration of the Chant, the weapon(s) of the target will function as standard 0 ability magic weapon(s) (See Magic Section - page 188). If a weapon in the targets possession is already magical, the energy pattern of the Chant will merely pass it over.

After the first three rounds, major cracks will open in the ground and both inanimate objects and living creatures will risk falling into these cracks. There is a 65% chance each round that a crack will open directly under something  either as a new shock-wave from the earth quake hits the surface or as an extension of an already existing crack. Inanimate objects falling into such a crack will be automatically destroyed, as will living creatures who are not able to stop their fall and attempt to crawl up on the surface again (such as Horses, Dogs, etc.), thus escaping the horrible death of being crushed by the all-powerful

Name: Pattern of Major Rock Upheavals Level: 3 Rune Points: 20 Runic Factor: 22 Range: Within sight Duration: 6+D6 turns

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embrace of Mother Earth. Such an escape calls for three successive Tests in a row of the kind described above. These Tests must be made within 2+D2 rounds (with no more attempts per round than the individual has Attacks). If this is not done, the individual will shaken down into the bottom of the crack and crushed to death. If anyone should wish to jump across a crack, a such will be some 6+D4 yards wide.

target for the effects of this Chant, it does not matter if the enemy moves out of its range after it has been recited. A vent will open directly under the enemy and spray a thick, red-hot stream of magma up on him, very likely roasting him instantly. The enemy will receive D3 Strength 10 hits on all D3 locations determined randomly by the GamesMaster. An additional 4D6 Wounds will be delivered if the enemy is flammable. Furthermore, if the enemy does not make a successful Initiative Test, he will be flung 4+D6 yards into the air by the stream of magma, as his central-nervous system shuts down and thus he does not manage to throw himself aside to avoid the stream of magma. If the enemy is shot into the air, he will of course receive Falling Damage on all locations as appropriate (See GamesMaster's Section - Falling, page 75).

Anyone within 30 yards of the circle will have to make a Strength Test in order to remain standing every turn. If the Test is not successful, they will be thrown to the ground and will have to make a Toughness Test to avoid receiving D6 automatic points of Falling Damage on all locations. This Test is modified by -5% for every AP worth of metal armour the individual is wearing.

Name: Pattern of Lightning Attack Level: 4 Rune Points: 20 Runic Factor: 12 Range: Sight Duration: Instantaneous

When the duration of the Chant expires, the land affected by the earth quake will magically “regenerate” and return to its former state of being within D6+1 hours.

L E V E L F O UR C H A N T S

By means of this Chant, the Runic Chanter is capable of calling down lightning to slay his foes. The Chant can of course only be employed when there are some clouds on the sky. If this is the case, they will suddenly turn pitch black and a mighty lightning bolt will strike from the clouds and very possibly turn the enemy into blackened ashes. Usually the lightning bolt will only hit a single person, but if used upon a group it will hit D10 persons. The lightning bolt will cause 4D6 Wounds at a Strength of 10, plus an additional 4D6 Wounds on flammable targets.

Name: Pattern of Hellfire Level: 4 Rune Points: 20 Runic Factor: 18 Range: 72 yards Duration: Instantaneous This Chant is especially useful to terminate the existence of particularly annoying individuals or groups. During the reciting of the Chant, vents to the bowels of the World are being opened, vents going right down to the magma. The vents will be directed at the enemy chosen by the Chanter  even if said enemy moves  and as the magma is directed to the spot magically, the enemy will know nothing before streams of magma shoot up from the ground at an incredible velocity.

Being a magic missile this Chant automatically hits its target.

The Chant can be directed at an individual or group within the range of the Chant. Once designated as

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Rate. If attacked they may fight back at half their normal combat abilities. An additional Will Power Test, at half the normal score, must be made to determine if manage they hold on to what they have in their hands. Affected enemies may not attack, nor make any decisions while affected by this Chant.

Name: Pattern of Combat Level: 4 Rune Points: 20 Runic Factor: 18 Range: Personal Duration: 1 hour per Level

The effects of the Chant last until it expires, or until the Chanter dissolves it.

This Chant may be directed at the Runic Chanter or at any other creature within touch. It endows the targeted individual with increased fighting potential, making an ordinary warrior lethal and a lethal warrior undefeatable.

Name: Pattern of Slashing Level: 4 Rune Points: 15 per turn Runic Factor: 13 Range: 72 Duration: 1 turn+

The target receives the following bonuses to combat for the duration of the Chant: WS +40

BS +40

S +4

A +3

I +30

For the Runic Chanter to recite this Chant with any effect, he must be holding a melee weapon in his hand (i.e. no missile weapons). The Chant will weave a temporary pattern of energy completely identical to the weapon of the chanter. This energy pattern will materialise at a point within 72 yards of the Runic Chanter. The Chanter can then attack an enemy which he can see by striking with his own weapon, upon which the energy version will copy his moves.

Dam +6

In addition, the Attacks of the individual will count as being magical and he will thus be able to harm creatures who are normally immune to non-magical attacks, whether or not he has a magical weapon. The effect lasts from the moment the Chant is focused at the target and until the duration of the Chant expires, or the Chanter dissolves the Chant. Any attempt to direct a new Chant on the same character results in the older Chant being automatically dissolved, the new Chant works as normal.

Apart from the energy weapon being magical and thus enabling the Chanter to cause damage to creatures normally immune to non-magical attacks, the energy weapon has every ability of the Chanter's weapon, enabling the Chanter to use powerful Runic artifacts outside the range of the enemy. Except for the fact, that the enemy which the Chanter engages in melee cannot attack and damage the Chanter, the attack is carried out as normal.

Name: Pattern of Mind Crushing Level: 4 Rune Points: 25 per turn Runic Factor: 15 Range: 60 yards radius Duration: 1 turn+

The energy weapon will be in existence until the duration of the Chant expires, until dispelled by enemy Sorcerers or until the Chanter dissolves it.

This Chant generates a wave of energy which flows out in a 60 yards radius, with the Runic Chanter as its centre. The wave of energy is designed to attack the minds of all enemies it passes over. The enemies are of course entitled to a Runic Resistance Test. If this is not successful, they are fully affected by the Chant. Victims suffer complete disorientation and will walk in a random direction each round (GM rolls a D6 to determine the direction) at their Cautious Movement

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Name: Pattern of Dispelling Level: 4 Rune Points: 25 Runic Factor: 17 Range: 70 yards radius Duration: Instantaneous This Chant causes a wave of destabilising energy to wash out from the Chanter, affecting all within a 70 yards radius of the Chanter. The effects are as follows: • Creatures which are subject to instability (i.e. Ethereal Undead, Daemons, Elementals and some Undead), must make a Runic Resistance Test or be instantly dispelled. • The magical effects of magic weapons, armour, wands and all other magical items cease to function for a round, unless their owner makes a successful Runic Resistance Test. No magic item is permanently disenchanted by the effects of this Chant. • Any Spell effect, or Chant effect, within the range of the Chant may be destroyed. If the Spellcaster / Chanter is within 12 yards of it when this Chant is recited, he may make a Runic Resistance Test to prevent it from being dispelled. • Any Spellcasters / Runic Chanters struck by this Chant must make a successful Magic Test/ Runic Resistance Test or any Spells / Chants currently maintained are dispelled/dissolved.

From the Magick Section at the Warhammer Forever site. http://www.pip.dknet.dk/~madman/Warhammer_forever/ Written By Kenneth Madsen [email protected] Comments are welcome MADness Ventures DesignStudio  1994-1998

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