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Made in gb
Slippery Scout Biker






cornwall UK

Hi guys,

i know this topic may get alot of flack from people as it is against the LOTR lore, however i have play tested these rules and they do work. i hope you can enjoy them in your game!



THE RULES:

The below characters represent unnamed wizards in the LOTR universe who have been trained under the watchful eyes of the many well known wizards throughout middle earth. These wizards have no actual magical powers; rather they have harnessed the gifts of lesser talismans, which by a regime of harsh and constant training has allowed them to become wizards of sorts.

Below is a list of armies in LOTR and where each wizard is able to ally himself. Wizards may only ally into these factions e.g. a good wizard cannot go into Angmar.

Good wizard
Arnor, the Riders of Eorl(Horse required), Theoden's Host, The Tower of Ecthelion, Minas Tirith, The Fiefdoms, the Army of the High King, the Rangers of Ithilien

Evil wizard
Angmar, the Legions of the White Hand, Isengard Raiders, Dunland, Ciritth Ungo, Dol Guldor, Minas Morgul, Barad-dur, The Easterlings, Variags of Khand, Harad, Far Harad, Umbar

Elf wizard
Rivindell, the Grey Havens, Eregion, Lothlorien, Thranduil's Halls

Dwarf Rune smith
Durin's Folf, Khazad-dum, Erebor.


Highly respected and often renowned throughout the land of man, human mages range from powerful battle wizards fighting the enemy in the midst of combat to subdued healers who aid wounded and care for the needy.

Good Wizard Points= 60
F S D A W C M W F
3/4+ 3 4 1 2 4 1 2 1

War gear:
Human wizards are armed with a staff (two hand weapon) and a hand weapon, in combat they may use one or the other, they may also choose any of the following:

Bow = 2pts
Horse = 10pts
Armour = 5pts
Shield = 5pts

Magic Powers:

Signature spell, Name of spell:…………….……..: dice roll to use…..+

Spell 1, Name of spell:…………………………...: dice roll to use…...+

Spell 2, Name of spell:…………………………...: dice roll to use…...+












Twisted and corrupt, these wicked men strayed to their dark lord long ago. Since then their powers have been entwined with the fate of the one ring and the form of their dark master, Sauron. Their time is spent hunting for the one ring hoping to please their dark master and access greater power.

Evil Sorcerer Points= 60
F S D A W C M W F
3/4+ 4 3 1 2 3 1 1 2

War gear:
Evil Sorcerers are armed with a staff (two hand weapon) and a hand weapon, in combat they may use one or the other, they may also choose any of the following:

Orc Bow = 1pts
Horse or Warg = 10pts
Armour = 5pts
Shield = 5pts

Magic Powers:

Signature spell, Name of spell:……………….…..: dice roll to use…..+

Spell 1, Name of spell:…………………………...: dice roll to use…..+

Spell 2, Name of spell:…………………………...: dice roll to use…..+


One of the oldest races inhabiting middle earth, they are one of the first users of magic however their age and diminishing race has made them suspicious and untrusting of younger races. They use their powers to protect their lands and people.

Elven Enchanter Points = 70
F S D A W C M W F
5/3+ 3 4 1 2 6 1 3 1

War gear:
Elven enchanters are armed with an Elven blade and a Staff (two handed weapon) that is used to cast their spells, they may use one or the other in combat. They may also choose any of the following:

Elven Bow = 2pts
Horse = 10pts
Elven cloak = 10pts
Armour = 5pts

Magic Powers:

Signature spell, Name of spell:…………….……..: dice roll to use…..+

Spell 1, Name of spell:…………………………...: dice roll to use…..+

Spell 2, Name of spell:…………………………...: dice roll to use…..+









There are a few dwarves who are expert rune smiths, these dwarves have learnt to ability carve ancient texts and symbols into their favoured materials and channel these ancient markings into what some would call magic. However due to their perishing race these rune smiths have become rare and somewhat sort after.

Dwarf Rune smith Points = 35
F S D A W C M W F
4/4+ 4 7 1 2 5 2 1 1

War gear:
Dwarf rune smiths are armed with a hand weapon and armour. They may also choose any of the following:

Throwing Axe = 5pts
Two Handed Weapon = 5pts
Shield = 5pts
Heavy Armour = 10pts
Runes = See dwarven rune craft (you may only have up to one of each kind of rune)

Magic Powers:

Battle rune, rune name:

Armour Rune, rune name:

Command rune, rune name:






























Rules

Lesser Mages:
These wizards are only a shadow of more powerful wizards such as Gandalf and Saruman; unlike these more powerful wizards they have not got an unlimited supply of willpower, however through their talismans and staffs they have harnessed a minor level of willpower regeneration. To represent this when a wizard reaches 0 willpower they may attempt to regain one single point of will power. This ability is done when a spell would normally be cast, the player must roll a D6 and on a score of 5+ they regain 1 point of will next turn, this can only be done when the wizard reaches 0 will. If your staff is broken spell is successful on any of these characters this rule ceases to exist!

Your Staff is Broken against runes:
Runes are made out of hardened materials inscribed with ancient and mighty symbols. Therefore the your staff is broken spell has no effect against dwarf runes!

Will:
Wizards have a complex and powerful minds; this gift allows them to learn at an exponential rate. To represent this skill they have attained they may buy and extra point of will power for 10pts up to a maximum of 5. When a wizard has 5 will power the score needed for his lesser mage roll is reduced to 4+ for the rest of the game.

Woodland creature:
Elves only see Legolas entry in main rulebook.

Signature spell:
A signature spell is the wizard first learnt spell. This is a spell they have master to an almost perfection and can cast it with relative ease. Every wizard has signature spell, you may choose a single spell on the below table to suit the wizards background or your own personal preference. Any character who uses a signature spell adds +1 to the dice score needed to use.

Learning the will of magic:
Magic is truly mysterious and difficult to predict, however seers and mages have learnt this mysterious force to a very limited extent. To represent this skill a mage may pick two extra spell on the table below along with his signature spell, these spells are then written on the characters profile:

Several of the names below have been changed to accommodate good or evil spell user, they function in exactly the same way as described in the rulebook except for the fact that they have a different name and would work for the users army even if not stated in the rulebook e.g. Inspire is the good version of Fury and would work on elves if the caster is an elf etc.

Name of spell Dice roll to use on
Aura of command / Fear 4+
Aura of dismay 5+
Black dart / Spear of Light 6+
Blinding light / Veil of Darkness 4+
Chill soul 6+
Command / Enslave 5+
Drain courage 4+
Fury / Inspire 5+
Natures wrath / Elemental servitude 6+
Immobilize/transfix 4+
Panic steed (cannot be used if mounted) 4+
Renew 5+
Sap will 5+
Sorcerous blast 6+
Strengthen will 5+
Terrifying aura 4+
Your staff is broken 5+

Dwarven rune craft
Dwarves do not use magic; rather they inscribe powerful materials such as granite and steel with ancient symbols and insignia which, in turn, cause a magical affect boosting themselves and others around them.

Dwarves do not roll on any table; however they may purchase any of the following runes once as if normal equipment; rune smiths may only have as may runes as will points e.g. 5 will allows up to 5 runes. The purchased rune go in the associated area e.g. Rune of Battle. These runes are used like normal magic spells; any number of dwarf runes may be automatically activated at any time during the game at the cost of 1 will, a rune can only be used once if successfully cast.

Dwarves follow all the normal rules for will but do not benefit from the lesser mages rule.

Battle Runes Points Type Effect
Rune of Smiting 20 pts Passive This rune adds +2 strength to the user.
Rune of Honour 15 pts Active When in combat with an enemy monster and/or hero the caster can re-roll any dice when in combat with that particular model.
Rune of Burning Sacrifice 10 pts Active
If the rune smith dies while outnumbered in combat all enemies that were in base contacts suffer an immediate S5 hit.
Rune of Swiftness 15 pts Passive This doubles the user fight value.

Armour Runes Points Type Effect
Rune of Iron 30 pts Passive In combat the caster adds +2 to his defence.
Rune of Deflection 25 pts Passive All ranged attacks (excluding magical powers) can only wound on a 6+.
Rune of Resistance 10 pts Active All magical powers used against this character for 1 turn are automatically resisted
Rune of Invisibility 15 pts Passive See Elven cloak in main rulebook

Command Runes Points Type Effect
Rune of Power 30 pts Passive All dwarves within 6” including the caster may knock down enemies whose base size is equal or smaller than theirs.
Rune of Unyielding Courage 15 pts Active All units including the caster may re-roll failed courage tests this turn.
Rune of Skill 25 pts Passive All dwarves within 6” of the caster gain +1 to their dice roll in combat.
Rune of Precision 20 pts Active All dwarves within 12” that have ranged or thrown weapons may fire twice this turn.

Rune Types:
There are two types of runes that dwarves have mastered; passive runes, these powers are always active and have a constant effect empowering the user and those around him. Other runes however harness ancient and greatly powerful spells, however due to the power of these runes they can only be used once at the most dire moments, when used these rune are either destroyed or need to recharge their power, this can take hundreds of years until they are ready to use again.

The effects of passive runes last throughout the game, whereas active rune may only be used once per game. However a passive rune will still require 1 will point to use/equip and an active rune use a will point to activate as stated above.


C&C welcome!
 Filename wizards lotr.doc [Disk] Download
 Description LOTR wizard
 File size 96 Kbytes

   
 
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