The following document details a Magic System
for the HERO System that will closely model
the classic Warhammer FRPG Magic System. |
WARHAMMER MAGIC
SYSTEM |
The original, classic Warhammer Fantasy
Role Play Magic System was fairly simple
and generally low-powered, which was appropriate
to the grittier Low Fantasy feel of the
Warhammer setting. |
TYPES OF MAGIC
USERS |
There are two specific kinds of Spellcasters
in the Warhammer setting; Magicians and
Priests. Magicians include Alchemists and
Wizards. Wizards are further variegated
into basic Wizards, plus specialists in
the form of Illusionists, Elementalists,
Necromancers, and Demonologists. Priests
include both Clerics, who follow the new
Gods, and Druids that follow the Old Faith. |
The types of Magic were divided into seven
different categories: General, Illusion,
Elemental, Necromancy, Demonology, Clerical,
and Druidic.
|
ALCHEMISTS |
Alchemists are essentially the same as Wizards,
save that their Spellcasting is retarded
by one Spell Level, and in return they know
Chemistry and Metallurgy skills, which allows
them to make a living by making gunpowder
or assisting smiths if they so chose. Generally
speaking they are simply weaker versions
of Wizards, gaining no significant ability
as compensation. |
All of the following guidelines apply to
Alchemists as ably as they do to Wizards. |
SKILL ROLLS BY TYPE OF MAGIC |
As part of the conversion to the HERO System,
each type of magic has a Power Skill associated
with it, as indicated on the following table.
These Power Skills serve both to learn new
spells of that type, but also as a Knowledge
Skill for that type of magic. |
All types of Spellcasters must take Power
Skill: General Magic, which is analogous
to the Cast Magic ability in Warhammer. |
Petty |
Power Skill: General Magic |
EGO
|
3/2 |
Battle |
Power Skill: General Magic |
EGO |
3/2 |
Illusion |
Power Skill: Illusion Magic |
INT |
3/2 |
Elemental |
Power Skill: Elemental Magic |
PRE |
3/2 |
Necromancy |
Power Skill: Necromancy Magic |
CON |
3/2 |
Demonology |
Power Skill: Demonology Magic |
EGO |
3/2 |
Clerical |
Power Skill: Clerical Magic |
EGO |
3/2 |
Druidic |
Power Skill: Druidic Magic |
PRE |
3/2 |
|
ARCANE LANGUAGE |
All Spellcasters must know the "Arcane
Language", which can be treated as
a 3 point language with literacy included
in the HERO System. |
Arcane Language (fluent conversation;
literate); Real Cost: 3 points |
LIMITATIONS BY TYPE OF SPELLCASTER |
Some types of magic are incompatible in
Warhammer, as summarized in the following
list. |
- Elementalists can't learn Necromancy or
Demonology
- Necromancers can't learn Elementalism
- Demonologists can't learn Elementalism
- Non Clerics can't learn Clerical spells
- Non Druids can't learn Druidic spells
- Clerics may only know Cleric and General
spells
- Druids can only know Druidic and General
spells
|
SPELLS |
Some sample Spell Conversions are provided
here
as an example. |
Spells in Warhammer were broken into four
Levels, plus "Petty" magic, and
were bought with Experience Points; thus
Spellcasters rarely knew a huge number of
spells. spells in the Warhammer setting
conformed to a pretty consistent model across
all types of Magic, as part of a single
Magic System. |
CASTING SPELLS |
Casting spells in Warhammer generally took
a full action, required incantations and
gestures, and left the caster at a combat
disadvantage. This translates into the HERO
System easily via the Extra Time, Incantations,
Gestures, and 1/2 DCV Concentration Limitations.
Further, spells generally required ingredients,
which were consumed via casting the spell.
This can be handled in the HERO System via
Expendable Foci.
|
CASTING FREQUENCY |
Unlike many other FRPGs of the same era,
Warhammer Spellcasters could cast the few
spells they knew as often as they had "Magic
Points" to pay for them. Spellpoints
could be regained throughout the day by
Meditating and more uncommonly via some
other more esoteric means. Magic Points
can be equivalated with Endurance Reserves
with limited Recoveries in the HERO System. |
Every Spellcaster must have a Magic Point
Endurance Reserve to cast spells. The amount
of END in the Reserve will vary from Spellcaster
to Spellcaster, but the Recovery must be
limited as indicated below by type of Spellcaster. |
If maintaining the relative reoccurrence
in effect in Warhammer, the Magic Endurance
Reserve Recovery should be equal to 10%
of the Reserve. Thus if a Spellcaster has
a Reserve of 100, then they should have
a REC of 10; likewise a Spellcaster with
a Reserve of 50 should have a REC of 5. |
WIZARD MAGIC POINT RESERVE |
Magic Point Endurance Reserve: Endurance
Reserve (? END, 4 REC); Limited Recovery
(Only When Sleeping Or Meditating; -1 1/2),
Requires A Meditation Skill Roll (-1/2)
|
CLERIC MAGIC POINT RESERVE |
Magic Point Endurance Reserve: Endurance
Reserve (? END, 5 REC); Limited Recovery
(Only When Meditating; -2), Requires A Meditation
Skill Roll (-1/2)
|
DRUIDIC MAGIC POINT RESERVE |
Magic Point Endurance Reserve: Endurance
Reserve (? END, 5 REC); Limited Recovery
(Only When Performing A Ritual; -2), Requires
A Meditation Skill Roll (-1/2)
|
CONVERTING MAGIC POINTS |
To convert Magic Points into END in a Magic
Point Endurance Reserve, multiply the character's
Magic Points by 2.5. Thus if a character
had 30 Magic Points in Warhammer, they would
have 75 END in their HERO System Magic Point
Endurance Reserve. |
Endurance Reserve END = (Magic Points *
2.5) |
NOTE: This formula is simply an approximation;
a working convenience if you will. If an
individual GM feels that characters convert
over with too much or too little END in
their Endurance Reserves, they are more
than welcome to adjust the formula to something
that suits them better. |
SPELLS AND MAGIC POINTS |
All spells must cost END from the Magic
Points END Reserve. Spells may take Increased
END Cost |
SPELLCASTERS AND ARMOR |
Unlike some FRPG's of it's era, Spellcasters
could wear armor in the Warhammer setting,
but it caused the Magic Point cost of their
spells to sky rocket. This can be modeled
in several ways in the HERO System, but
perhaps the most easily managed method is
with a custom Disadvantage. |
Armor Fatigue: Looses 2 END from
Magic Points Reserve For Each Point of DEF
Granted By Armor When Casting Spells; 10
Points |
RESISTING SPELLS |
Many Warhammer spells allowed a target to
make a Willpower test to avoid the effects;
a saving throw of sorts in the parlance
of other games. Spellcasters could also
pay extra Magic Points to make the roll
more difficult. This mechanic can be accomplished
in the HERO System with a Partially Limited
Limitation defined as "Target May Make
EGO Roll at -1/10 Active Points Plus -1
Per 5 END Extra To Avoid Effects" for
a -1/2 Limitation. |
Willpower Resist: Target May Make
EGO Roll at -1/10 Active Points Plus -1
Per 5 END Extra To Avoid Effects; -1/2 |
ACQUIRING SPELLS |
All spells are bought separately with character
points by a character, without the benefit
of any Power Frameworks.
|
SPELL DESIGN LIMITS |
The following chart indicates the Real Cost
Limits for spells of each Spell Level, and
also the minimum level of skill a Spellcaster
must have in the applicable skill for a
given spell. |
Thus a spell with a Real Cost of 22 is a
Level 3 spell, and to learn and cast it
a Spellcaster must have the applicable Power
Skill for that type of spell at 14- or better.
I.e., if the spell in question were a Druidic
spell, then a Spellcaster must have Power
Skill: Druidic Magic 14- or better. |
Petty spells |
1-10 |
11- |
Level 1 spells |
11-15 |
12- |
Level 2 spells |
16-20 |
13- |
Level 3 spells |
21-25 |
14- |
Level 4 spells |
26-30 |
15- |
|
NUMBER OF SPELLS KNOWN |
Spellcasters can know a number of spells
determined by their (INT-10) x (Highest
Spell Casting Skill Roll-10) spells.
|
Example: A character with 17 INT,
KS: General Magic 15- as their highest Spell
Casting Skill roll could know up to 7 x
5 = 35 spells |
THE TOLL OF MAGIC |
Some Wizards that meddled with dangerous
magic accumulated Magical Disabilities over
time. These are easily modeled in the HERO
System with appropriate Disadvantages. |