Switch Theme:

[WFRP 2nd ed] Dark elves magic  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in it
Regular Dakkanaut




Hi, maybe you can help me out.
Rules wise, what arcane lore would you give to dark elf mages? I know they use dhar, but afaik the only two dark lores detailed in 2nd edition are chaos and necromancy, which aren't really appropriate in this case imho.
I'm open to unofficial stuff, if there's any (dark elves are pretty much unofficial anyway).

Thanks!

 Etna's Vassal wrote:
*Rolls d6, gets... kumquat?* Damn you, Fateweaver!!!
 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

Well fluff-wise Dark Elf sorcery is more a way of controlling magic to maximise your power than an actual lore itself.

Many Dark Elf sorceresses have used Chaos magics, especially that of Slaanesh, due to Morathi and the Slaaneshi cults of pleasure and the lore of Necromancy is based on Dark Elf magic which Nagash learned from a captured Sorceress.

The lores of Death and Shadow are also perfect for counting as Dark Elf sorcery. Create a mix of spells from both (probably focusing on dealing damage and weakening the enemy), give them new descriptions and voila! Dark Magic.

This message was edited 2 times. Last update was at 2012/09/27 14:24:29


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in it
Regular Dakkanaut




So just hand pick the blasts and powerful spells from those 4 lores. I like the idea, it's just simple and elegant. Thanks.

 Etna's Vassal wrote:
*Rolls d6, gets... kumquat?* Damn you, Fateweaver!!!
 
   
 
Forum Index » Board Games, Roleplaying Games & Card Games
Go to: