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Author Topic: Resurrection: DDC#13 - The Magic of Mordheim  (Read 4379 times)

Offline Eliazar

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Resurrection: DDC#13 - The Magic of Mordheim
« on: January 24, 2011, 03:19:24 PM »
Seems like I forgot to upload the rest years ago, I'll see how much time I get on my hands to finish what I have begun. Perhaps this will give folks here some motivation to get the forum going again ;)

Devil's Den Challenge #13 - Winner Declared!
Topic author: Ethlorien
Subject: Devil's Den Challenge #13 - Winner Declared!
Posted on: 19/06/2008 10:52:01
Message:
Well, it seems we've covered many aspects of Mordheim in the last 12 challenges, but one we haven't devoted near enough time on is Magic.

For this challenge, I'd like to see entries focused on the Magic of Mordheim.

Submissions can be in the form of new/variant spell lists for warbands, magic-wielding hired swords, new magical artifacts . . . Anything, so long as it is magic-based.

Good luck to everyone!

Reply author: Chad
Replied on: 20/06/2008 09:27:37
Message:
Looks like I'm first again... *sigh*

Chad's oficial entry:

Daemon Blade
Price: 60GCs Rarity: 12

May be modelled as an oversized axe or sword, the model should be covered in twisting lightning and incandescence. Any warband with a daemon blade may not hire or purchase any model capable of casting any prayers. Any model with a daemon blade counts as a spell caster for the affects of hatred from other models. You may only have one daemon blade per warband. Only warbands capable of hiring any non-elf spell caster may have a daemon blade.

The height of achievement for a Dwarf smith and rune-crafter is to entrap a daemon within a regular blade; making it into one of the most dangerous weapons known to both man, and dwarf, kind. The possibility of the daemon escaping and turning its wrath of being imprisoned, sometimes for many centuries, against all within range of its fiendish powers, is a very real one.

    Range                Strength
 Close-Combat                   6

Special rules: Trapped Daemon, Incredible Parry.

Incredible parry: the daemon recognises that its only way to kill for it gods is with the aid of the blade’s wielder, so it does all it can to protect him; lest the blade (and its daemon) fall into sigmarite hands… may make two parries per turn.

Trapped Daemon: if you ever make a successful parry against an opponent with a strength of 6+ then roll on the chart below:
D6 roll of:
1-2 Blade shatter: the blade splinters into a thousand shards releasing the angered daemon place the small (3’) template over the model with the blade and any model even slightly covered takes a S 4 hit that negates armour saves. The blade is destroyed permanently. Place an Angered Daemon (stats below) model 2D6 inches away from the blade wielder in the direction of the scatter die.

3-4 Daemon pull the daemon drags the sword through the air hitting anything within reach the blade wielder and all models in base contact with the blade wielder take one S5 hit.

5-6 Daemon strength the daemon becomes angered and sends huge surges of inhuman strength up and down the blade, some of which reaches the wielder driving him into an incredible rage of bloodlust the blade wielder gains D3 extra attacks with the Daemon Blade this turn but may not parry.

Angered daemon

M WS BS S T W I A LD
4  5 0  5 3 1 4 2  7

Non-player-controlled (NPC): after every turn (both players!) the angered daemon moves its full movement in a random direction, running on D6 roll of 4+. If this move takes it within3’ of another model it will charge them.
Insubstantial: every time the Angered Daemon does anything it must pass a leadership test or take a S3 hit.
Daemonic: immune to psychology and poison.

Reply author: StyrofoamKing
Replied on: 21/06/2008 10:37:04
Message:
STYROFOAM KING'S OFFICIAL ENTRY:

NEW SKILL: DISPELL
Academic skill, which may be learned by any Spell or Prayer Casters. Dwarf Warbands are unique, in that their Leader may always learn the Skill Dispell, even if they cannot access Academic Skills and are not a caster.

During an opponent's turn, when a Spell Caster within 24" is attempting to cast a spell, once per turn, your hero may attempt to dispell it. After the caster roles his or her two Difficulty Dice, roll 2D6 for the Dispell. If you roll a higher result than your opponent, the spell is not cast this turn. Each hero with the skill Dispell may only attempt to Dispell once per turn, regardless of how many spellcasters are within 24".

If you roll a natural 2 to dispell, your hero is drained, and cannot Dispell any other spells this game. If you roll a natural 12 to dispell, and rolled higher than your opponent (meaning, they didn't roll a 12 too), the spell is dispelled, and an additional effect also occurs. Roll 1D6 to find out what happens:

1 Mental Block - The Caster being dispelled cannot cast any more spells this turn, and any spells they are maintaining each turn are automatically dispelled as well.
2 Escape - The dispeller may choose, if they desire, to move up to 12" closer to the Player's starting table edge, ignoring all terrain in between. They may not charge with this extra movement.
3 Mental Duel - The Caster and the Dispeller both roll a D6 and add their Leadership. The loser takes a S4 hit.
4 Destroy Spell - The spell being dispelled cannot be cast again for the next 1D6 turns.
5 Drain Magic - Any lingering spells in play are immediately dispelled. Any Wizard to cast a spell in the next Round rolls 3 Difficulty dice, and chooses the two lowest dice.
6 Rebound - The Dispeller, if they are a Wizard, may automatically cast any spell during their next turn, provided that the spell is equal or lesser in difficulty than the spell dispelled.

Reply author: MyLittlePwny
Replied on: 22/06/2008 17:42:11
Message:
Played quite a bit of Dark Messiah lately and loved the magic, thought I'd convert it into some useful mordheim magic:


MyLittlePwny's official entry:

Lesser magic part 2

When hiring a hero/hired sword/anyone who have access to lesser magic or using the tome of magic, choose either the original lesser magic list or this one.

The list is as follows:

1) Chain Lightning.
The wizard charges vast amounts of electrical energy in his body and unleashes it in a powerful bolt which jumps from target to target and deals tremendous damage. It is, as all lightning, though a bit unstable.
Difficulty: 9
Range: 24"
Affected target suffers a strength 3 hit and the nearest model, if within 4", suffers a strength 2 hit. The closest model (except original target) within 4" of the second target suffers a strength 1 hit. (yes, it CAN hit your own models so be careful)
Unstable: When succesfully casting chain lightning, roll a d6. On a roll of 1 the electrical energy overcharges and is unleashed within the wizards body, causing himself a strength 4 hit. On a roll of 2-5 the spell is cast normally. On a roll of 6, the wizard pushes the energy to the very limit and throws a perfect bolt at the target, adding 1 to the strength and adding the possibility of an extra target on the bouncing bolts (that being a strength 1 hit instead of a strength 0)

2) Brambles
The wizard creates a swarm of brambles that shoots from the ground in a circular area to grasp the feet of anyone passing through.
Difficulty: 8
Range: 12"
The spell creates a circular area of 3" across (grenade/something marker i think) which counts as difficult terrain. Additinally, any models running through the brambles takes a strength 1 hit for each started inch. The area lasts until the wizard casts another or suffers a wound.

3) Corrupt
The wizard channels negative energy into foes.
Difficulty: 9
Range: 16"
The affected target must take a strength test or suffer a wound. If the target is standing in brambles the difficulty of the spell is reduced by 1.

4) Soulmark
The wizard marks the soul of an enemy, making them radiate with an inner red glow and making their soul open and vulnerable.
Difficulty: 8
Range: 16"
The target glows red and cannot hide. Additinally he will give an additional xp if a hero takes him OOA.

5) Stealth
The wizard dissapears into the darknes and becomes invisible to the naked eye.
Difficulty: 8
Range: Self
The caster becomes invisible and counts as hidden until he is within an enemys initiative range or makes an offensive action (casting another spell, shooting or charging)
Any enemy model within 16" of the stealthed wizard with line of sight when he (the wizard) makes a run, may take an initiative test to spot the vague blur. If the test succeeds, the wizard is unstealthed and may not recast the spell in the same turn.

6) Drill Arrow
The wizard shoots a magical arrow with a drill-head against his for with frightening speed and armor piercing capabilities.
Difficulty: 8
Range: 18"
The closest enemy target suffers a strength 3 wound with no armor saves allowed.

Reply author: Johan Willhelm
Replied on: 24/06/2008 05:01:00
Message:
Johan WIllhelm's Official Entry

Summoner - New Accademic Skill - Possessed and Beastmen only.

Mordheim rightly wears the crown of "City of the Damned" creatures of blasphemy walk where men once did. While the Shadowlord exerts his presence over what he feels is his domain, the Four Great Chaos Gods have their followers in the city of murder. And if beseeched may grant them one of their immortal servants.

You may only gain the "Summoner" skill if you are able to cast spells. The sorceror has pledged himself to one of the great Gods and has fathomed how to summon a daemon temporarily to aid him.

The following rules apply to summoning:

When you gain the Summoner skill you must declare your (warbands) allegiance to one of the Four Chaos Gods. Each allegiance summons a different type of daemon. Once decided you may not retract otherwise your entire warband will be crushed by eldritch forces (just want to make sure people aren't chopping and changing between daemons  )

Summoning is a spell with Difficulty 12. Howeverby appeasing the Chaos Gods you may make it easier to Summon. For carrying out the following tasks reduce the difficult by 1 to a minimum of 7. A summoned daemon must be placed within 10" of the summoner but may move freely thereafter.

A Summoned Daemon counts as a member of the warband for the purposes of rout tests but does not count towards the maximum number of models in the warband. Once the battle is ended the daemon dissipates. Summoned Daemons do not gain experience.

If the Summmoner is killed then the daemon dissappears. Remove from the Table. All Summoned Daemons cause Fear. You may only summon one Daemon per game. If you have multiple summoners they may each summon one (and only one) Daemon per game.


Khorne is the God of martial prowess. Reduce the difficulty by 1 for each unsaved wound in combat. (note the enemy does not have to be taken OOA just lose a wound)

Bloodletter of Khorne

M 4, WS 5, BS 0, S 5, T 3, W 1, I 4, A2, Ld 8

Special Rules:Hell Blade - The Bloodletter is equipped with a weapon suffused with chaotic power. Each wound inflicted becomes D3 wounds.


Tzentch is the God of Sorcery. Reduce the difficulty by 1 for each spell you succesfully cast.

Flamer of Tzentch

M 6, WS 3, BS 3, S 4, T 4, W 1, I 4, A2, Ld 8

Special Rules Flames of Tzentch - A Flamer may shoot flames in the shooting phase. Flames have a range of 12" S4 and are unaffected by any target modifiers


Nurgle is the God of Decay and Destruction. Reduce the difficulty by 1 for each unsaved wound you inflict.

Plaguebearer of Nurgle

M 4, WS 4, BS 0, S 4, T 4, W 1, I 5, A2, Ld 8

Special Rules Flies - Plaguebearers are surround by swarms of flies that distract their foes. Enemies are at -1 to hit in close combat. Undead and daemons ignore this rule.


Slanesh is the God of obscene pleasures. Reduce the difficulty by 1 for each combat currently been fought.

Daemonette of Slanesh

M 5, WS 4, BS 0, S 4, T 3, W 1, I 5, A2, Ld 8

Special Rules Soporific Musk - When in combat with a Daemonette a warrior may be enticed by the sensual scents they exude. Each Warrior must take a Ld test each turn when in combat with a Daemonette. If failed the warrior is reduced to WS 1 that turn and may not attack.


Optional Rule: If you "Captured" an enemy Warrior and decide to kill him the GOds are appeased and you may start with the Daemon automatically.

Reply author: Onisuzume
Replied on: 24/06/2008 05:41:15
Message:
Onisuzume's official entry:
Xaosmage
30 gold crowns to hire + 15 gold crowns upkeep
Alternatively, a warband may give him a random object from their stash as hiring or upkeep fee.
Cast you me to spells want?
-Sivrit, a Xaosmage.
Living in the city of the damned has left this soul slightly unhinged. And in his madness he found a way to live, if a bit random one. People usually avoid him since he's easily spotted because of his brightly coloured clothes.
May be hired: A Xaosmage may be hired by all warbands who can tolerate his randomness. So Witch Hunters, Sisters of Sigmar, Shadow Warriors, Dwarven and similiar warbands are unable to hire him.
Rating: The Xaosmage increases a warband's rating by 20 plus 1 for each point of experience he has.
Profile: M-WS-BS-S-T-W-I-A-Ld
Xaosmage: 4-3-3-3-3-1-4-1-7

Equipment: A Xaosmage never carries the same equipment.
Roll three times a D6 and consult the chart below:
In addition, he will always carry whatever you gave him as hiring or upkeep fee.
1: Axe
2: Flail
3: Bow
4: Light Armour
5: Sling
6: Fish (counts as a club)

Special Rules:
Wizard: Xaosmages are magicians and can cast spells.
Xaos: At the beginning of each turn, roll a D6 and consult the chart below. He can only cast that spell during that turn and loses it and the end of his turn. Spells which can only be cast before or after a battle are unusuable for him.
1: The Xaosmage knows one random spell from the Necromancy spell list.
2: The Xaosmage knows one random spell from the Chaos Rituals spell list.
3: The Xaosmage knows one random spell from the Lesser Magic spell list.
4: The Xaosmage knows one random spell from the Magic of the Horned Rat spell list.
5: The Xaosmage knows one random spell from the Amazone Rituals spell list.
6: The Xaosmage knows one random spell from the Nurgle Rituals spell list.

Whenever he wants to cast a spell, roll a D6 and consult the chart below:
1: The spell counts as having a difficulty of 10.
2: The spell counts as having a difficulty of 9.
3: The spell counts as having a difficulty of 8.
4: The spell counts as having a difficulty of 7.
5: The spell counts as having a difficulty of 6.
6: The spell counts as having a difficulty of 11.

Whenever you roll a double when casting a spell, roll a D6 and consult the chart below:
1: The spell works as normal and a pair of butterflies appear near the target of the spell.
2: The spell fails and it starts to rain fish.
3: The spell works as normal and it starts to rain fish.
4: The spell fails and a white rabbit appears near the target of the spell.
5: The spell works as normal and the sun suddenly starts to shine.
6: The spell fails and the Xaosmage is teleported 2D6" to a random direction. (use a scatter die to determine the direction, if you don't have a scatter die, use the random table-edge found on page 133 to determine the direction) If this would place him in impassable terain, place him at the nearest point to it instead.

Skills: Xaosmages may choose skills from the Academic spell list when he gains new skills.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

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Re: Resurrection: DDC#13 - The Magic of Mordheim
« Reply #1 on: January 24, 2011, 03:20:49 PM »
Reply author: Master
Replied on: 24/06/2008 10:26:36
Message:
Note: This is now my unofficial entry.

Circia Countess of Magic
"We mere mortal wizards sprinkle in our glory of magic, but compared to Circia we are like children playing with a bonfire" - Amadeus Al-Utra Wizard lord of the bright order


A page found near the last rest of Konrad The Valiant, witch hunter of sigmar.
Day #1: Walked from Altdorf, our informants told us that the chaos worshipper Circia is nesting just south of there. Following the information she has been seen using a simple spell, known as protection from rain, and healing the wounds of a fallen warrior without permission, this is a rutine case, this chaos worshipper most be slain.
Day #2: Martin, a bright order wizard, whom I'm keeping in a short leash to ensure that he doesn't dabble in chaos-worshipping, Informed me that he saw an augmented raven, probably the familiar of this witch.
Day #3: Nothing of notice, dinner was a rabbit, shot by Arthur the handgunner, this was his first test of his new long rifle, which he purchased for no less than 350 gold pieces in Altdorf.
Day #4: Heinrich our White wolf knight informs me that he's hearing wolf-howls when he sleeps, it's a sign of warning from Ulric. The wolves tell him... (This text is unreadable by a bloodstain).
Day #4 (continued): This evening we saw a tree, next to the road, from the tree seventeen bodies were hanging upside down, all of them bore the sigil of sigmar, sign of the witch hunter license. The stench from the tree was horrible, and we could not recognize the bodies, surely this chaos worshipper is more powerful than we expected, but it didn't matter, we are a handle group.
Day #5 We travel a bit further, this night Arthur noticed a hut down ahead, so we sat up camp, in order to be ready to take her tomorrow, we have readied ourselves, and our gear is ready. In sigmar Blesses... (The rest of the page is covered in frenzied writing repeating what was seventeen will now be twenty-one, the same writing over and over again).

Like bugs to a flame everything in the market square were drawn to Circia, even the summoned daemons could not resist, all she draw in like a spider in a web, even the wind came to her, and when they came near her, they ripped eachother apart. - Scribbled on a wall in Mordheim, near a large market square.

Excerpt from the Liber Chaotica:
It seems that the unbroken four works in odd ways, examples are Morghur and Circia, these are the two spirits that counterbalance eachother, Morghur is constantly rebirthing but keeping the same form for years, while Circia can change her appearance almost at will, even though she only have one body it is said to be immortal. No one truly knows, but she too is believed to be a spirit of chaos, released unto this world in ages past.

May Be Hired: Circia & her daemon wolf Gel'y'thrus may be hired by any warband, that does not include a warrior that can use prayers.

Rating:
Hire Fee: 111+8d6 gold pieces and a lucky charm. (exactly!)
Upkeep: See Special Rules

Profile:
Circia
M WS BS S T W I A LD
4 4  4  3 3 3 6 2 10

Skills: Circia has no skills, her special rules should explain all that is needed.
Equipment: Circia Carries a staff. In addition she has a snake around her neck that counts as a scorpion tail mutation (from the possessed warband).

Gel'y'Thrus
M WS BS S T W I A LD
6 5  -  5 4 2 6 4 7

Skills: Gel'Y'Thrus has the following skills: Pit Fighter, Combat Master, fearsome, lightning reflexes & Unstoppable Charge.
Spceial Rules:
Bonded: If Circia leaves the table for any reason Gel'y'Thrus will disappear into the daemonic realm until she re-appears. Gel'Y'Thrus and Circia Cannot be more than 12" apart, Gel'y'Thrus may not make a charge or move if that move would bring him more than 12" from Circia. If at any point, for any reason they are more than 12" apart, Gel'y'Thrus will move as fast as possible toward Circia.
Invincibility: Although no'one knows whether Circia is an amazon priestess that have drunk from the spawning pool of lord Kroak himself, or a spirit of chaos, it is known that she is utterly invincible, should she be removed from combat any injury roll she makes can be turned into a full recovery. No matter what, if she was removed from combat she will stop working for your warband, and you'll have to hire her again, but you must play one game without her.
Upkeep: Circia doesn't really value money, but one of her joys is taking things that people hold sacred, for upkeep she will accept any of the following:
An item your leader has had and used for at least 6 games.
A magical artefact.
If you do not have or wish to give one of these items you may try to trick her, by giving her a common item.
To see if your fraud worked, divide the market price of the item by 10 and add 2d6 to the roll, if you roll a total of 9 or more, you have tricked Circia, if not, She leaves the warband and turns a random hero into a harmless critter (permanently) like a squirrel or a frog, such a hero may continue to aid your warband, but his strength and toughness are reduced to 1 and he may not carry any weapons. (armour can actually be manufactured in such small sizes).
Countess of Magic: Circia is an embodiment of pure magical energy, she may cast d3 spells per turn, though not the same spell twice (roll at the beginning of each shooting phase), she gains +2 on any difficulty rolls she makes. She also knows all the lesser magic spells, the lure of chaos (chaos ritual) and the sorcerors curse spells (skaven), in addition she knows her own four spells, detailed below.

Directing the winds: Dif 8
If succesfully cast, Circia scries on the mind of a nearby caster, and steals some of his knowledge of the winds. Circia may immediately attempt to cast one spell that a wizard within 12" has, even though this is effectively two spells, it only counts as one for the purpose of her spell allotment per turn.

Polymorph: Dif 9
This spell is Circia's favorite spell, it has a range of 12" and can be used in two (three) ways:
To boost the combat prowess of a friend, increasing D3 of his stats by 1 (except for wounds), to a maximum of 10. At the beginning of each of his own recovery phases this warrior must pass a leadership test to keep these bonuses. (think polymorphing his muscles giantic, his feet like a deers or something similar).
To decrease the combat ability of an enemy, decreasing D3 of his stats by 1 (except for wounds), to a minimum of 1. This spell last until the warrior can pass a leadership test with -1 in his recovery phase.
For the purposes of this spell, warriors can only use their own leadership, not the one of their leader.
This spell can carry on through games, where the warrior keeps testing each recovery phase. He can also test once between games. He can elect to stop this effect if he does not search for rare items, in which case it ends automatically. (which means henchmen will automatically end this effect as they cannot search).
It can also be used to polymorph the warrior to his own form, thereby restoring his wounds, and rising him up from a knocked down position.

Shield of Magic: Dif 7
Until Circias next recovery phase, she gets a 2+ armour save.

Lure of The ancients: Dif 8
Designate a point or a model within 12" any warrior that comes within 18" of the point within this spells duration must move as fast as possible towards that points, unless he can pass a leadership test with a -1 modifier. If the warrior comes into close combat with a model this way, he counts as charging. A warrior moving over an edge will try to climb down. This spell lasts until Circias next shooting phase.

Reply author: StyrofoamKing
Replied on: 27/06/2008 10:24:52
Message:
Unofficial Entry: Magical Books!

In any scenario that involves wyrdstone tokens to be placed and gathered, the players may decide to use the rules for Magical Books instead. Or, players may decide to add them to an existing scenario (Wizard's Mansion comes to mind). Magical Books can be picked in the Movement phase by any warrior that comes in contact with them. If carried by a hero at the end of the game, the hero gains +1 Experience per book. Each Book may be sold for 1 Wyrdstone piece (or Valuable, etc.)

Whenever any model comes in contact with a Magical Book Counter, roll 1D6 to see how the book is protected:

1 - Crippling Curse! The Hero loses -1 point from a random stat for the rest of the game. If Wounds is rolled and the Hero has only 1 wound, he is treated as stunned.
2 - Poof! The hero is teleported 1D6" away from the book, and may not move any more this turn. From now on, any warrior trying to take the book must roll a 5+ on a 1D6: Otherwise the book will continue to poof the grabbing warrior 1D6" away.
3 - Bleeding Ink! The book bleeds scarlet blood through the pages. The warrior must pass a Fear check or he drops the book immediately. From now on, any warrior attempting to pick it up must pass a fear check.
4 - Stop the Presses! The book flies 2D6" in a random direction from the warrior picking it up, ignoring all models in its path (but not obstacles). It only has the energy for one flight, and can be caught as normal the next time someone tries to pick it up.
5 - Temporal Tweek - The book energizes the hero. He may make another immediate move (run, walk, sprint, charge) this very moment. If not used immediately, the extra move is wasted.
6 - Blessed Boon - The Hero gains +1 to a random stat for the rest of the game.

Reply author: Master
Replied on: 27/06/2008 19:17:28
Message:
The Arena Magicus!
A Mordheim mini-game
All over the old world, wizards battle for supremacy, and although outlawed in the empire, there are some arenas in which these magical skills are tested. The duels are wild and ferocious, and the battlefields are random from time to time, in mordheim these battles are done at a daily basis, as the mages train their skills to survive in the city of the damned.

This game can be played in two ways, players may try to combine though that is not suggested.

Option #1: Mages from scratch!
Each player starts as a basic warlock, and choose one spell from any lore in the rulebook. (any other lores which your gaming group agrees upon can also be used).

Option #2: Existing mages.
In this type of the game, each player chooses a magic user in their warband, and fields him in the arena.

No matter what kind of character option your group goes for, there are several things that are in common.

Each game should be played in an octagion, with mages in as many corners as there are players, and the field should be sprinkled with buildings and rubble, probably blown to bits by the earlier magic users.

Each game is played, and experience is awarded, so far there are three scenarios present, but there is nothing stopping you or your gaming group from creating more scenarios, the mages are often finding new odd ideas, the most amazing was probably the year 1233 and the battle of the raining sharks! (in which Theodore a bright wizard archmagi was consumed by a shark that suddenly appeared above him, to much happiness of the crowd).

The scenarios also give gold and this can be used to purchase equipment for the wizards (the familiar is a popular choice), which can increase their combat potential and magic ability, this was a rule abused by Arthur Thusman, in 1111 and he immediately equipped himself with full plate, and two swords, using his spells merely to protect him from enemy wizardry and healing his wounds, he hacked his ways all the way through the Wizards Cup tournament. Alas he was disqualified after the last match and the Cup of flaming liquid was taken by the leader of the game, to be awarded again in the game at the year 2222. The Wizards cup masters were very sad that they could not give away the cup, but alas it didn't go to a chaos worshipper like Arthur Thusman.
For the purposes of looking for rare items any wizard you are fielding counts as a hero.

Serious Injuries: The wizards suffer from severe injuries from their battles, any wizard taken out of action counts as a hero for the purposes of determining serious injuries.
The most tragic of these serious injuries was al'nyrman which lost an eye, a hand and a leg to the same spell, miraculiously he survived, and he won the wizards cup that year, but he was never the same again, as he kept babbling about the strange voices he heard.

Experience: Wizards aquire experience rapidly in the Arena for a more fast paced game, all these experience bonuses are noted under the specific scenario, all wizards advance as if they were heroes, and any time they attain a level they may choose to randomize a spell from a chosen lore, should they roll a double, they may choose the spell freely, they may do this after rolling the increase. (So if Bob the magician already has the Sword of rezhebel, he could attain a level, and roll 8, rolling again he achieves an initative increase, Bob decides this isn't really needed and instead chooses to randomize a spell on the chaos rituals list, he gets the eye of god, making his sword of rezhebel possibly even more of a potent spell.)

Wizard Rating: In order to calculate the exact power of the wizards fighting eachother, an inricate rating system is used. Each wizard takes his experience and times it by 3, and adds the total cost of his equipment, in addition he adds his upkeep cost (if any, mainly for warlocks), and his number of spells timed by 10. This is his wizard rating. This means a starting warlock would have a rating of 15+3+2*10 = 38 ; While a starting magister would have a rating of 20*3+10*1=70.
A wizard facing a severely more powerful opponent will learn more, and therefore gain the underdog bonus, any wizard partaking in a battle in which a wizard with the required more amount of rating also partakes in gets this bonus.
The table for wizard rating and bonus experience is presented here:
Difference in rating             Bonus Experience
         0-25                          +0
         26-50                         +1
         51-75                         +2
         76-125                        +3
         126-200                       +4
           201+                        +5 (good luck, wannabe wizard)


Miscasting in the Arena:
When in the Arena so much magic energy is collected in a single spot, therefore whenever a double one is rolled to cast a spell, it is a miscast. Roll a D6 and consult the following table:
1: Agy! The wizards mind shrinks, and he is stupid for the rest of the game. In addition he adds +1 to the difficulty roll for any spell cast in this game from now on, as he has problems sayiing the command words properly.
2: Angry daemon summoning: Tzeentch the father of magic has decided to take part in the magic duel as well, and he creates 2d3 horrors (use the stats for zombies) on the field they are placed within 2d6" of the miscasting wizard in a random direction, and will always try to charge the closest wizard.
3: A powerful explosion: The spell succeeds as if 2 sixxes was rolled, but the wizard momentarliy loses the knowledge of the spell and may not use it for rest of the game.
4: Until the end of the game, the wizard takes a S3 hit every time he fails to cast a spell.
5: The Wizard attain a random mutation from the power in the stones table, this mutation is consistent. If you do not have access to the power in the stones table, the wizard instead suffers from a S5 hit.
6: Wraaagh! The wizard is frenzied. In addition he adds +1 to the difficulty roll for any spell cast in this game from now on, as he has problems sayiing the command words properly.

Scenarios:
#1 Free wizard fight: The wizards start in each corner of an octagon or similar design (8 pointed stars are popular these days in the mordheim wizard tournaments). The last wizard standing wins, some groups/tournaments allow teams to win together, as long as they are not larger than a third of the players, some do not, it is entirely up to the players to agree on before starting.
Any player partaking in this game achieves d6X10 gc. The winner earns a bonus of 10gc.
The experience boni are as follows:
+3 Exp for winning.
+2 Exp for taking out another wizard
+2 Exp for surviving
+1 Exp for casting a spell on a double.

#2 Monster Fight: The objective of this game is double sided, the wizards must take down a monster, far to powerful for them to take down on their own, but still they must battle till the last wizard standing. The monster is often the result of a terrible miscast from a wizard, turning him into a spawn. The wizards are placed in each corner of the Octagion and the spawn is placed in the middle. The winner is decided when one wizard is left standing and the monster is dead, again, some tournaments/groups allow players to win as teams, but again a team cannot consist of more than a third of the players.

Spawn M    WS BS S T W I A LD
      2d6  4  -  5 5 7 1 4 7

(these stats are far greater than the stats of a regular spawn, but this spawn is specially enhanced by the court of wizards, as to enhance the "fun" of the match)
The spawn is attracted to magial outbursts, and therefore whenever a spell is cast within 12" of it make a note of it, and the difficulty rolled on the 2d6 to cast the spell. In the spawns turn, after each wizard has had his turn, it will move 2d6 towards the wizard that rolled the highest roll for casting since its last turn. If no wizard cast a spell since the spawns last turn, it will move 2d6 in a random direction. If the spawn for any reason comes into close combat with a wizard, it counts as charging.
+2 Exp for taking the spawn out of action.
+2 Exp for taking out another wizard
+1 Exp for wounding the spawn.
+1 Exp for casting a spell on a double.
+1 Exp for winning.

#3 The random events: This is in effect a regular free wizard fight, but each turn a random happening occurs (yes, each players turn! let the fish rain, and the flies swirl.).

---

Tips from the author: The game is most fun when played as a campaign, although one off games with set number of gold and experience (that you roll advances for) can also be great fun.
The starting spell is pretty hard to choose, some like the children of the horned rat, that gives you some extra warriors to command, while some others like the silver arrows of arha that has a nice range and some nasty arrows. I myself prefer the sword of rezhebel, gnawdoom and shield of faith (we allowed prayers too, but this might not be a good idea, although they are great fun!). The two first have a lot of damage potential and the shied of faith protects you pretty well, as spells are your main source of damage, although the spawn will surely eat such a character pretty hastily.

"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

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Re: Resurrection: DDC#13 - The Magic of Mordheim
« Reply #2 on: January 24, 2011, 03:21:22 PM »
Reply author: Baiken
Replied on: 28/06/2008 02:35:03
Message:
Baiken's UNofficial entry:


Reliquary of Greshz

A gift from a darker power, this small smoking ornate object glows with unearthly light. It will contain the soul of a fallen Leader, and preserve it for it's return to the world of the living. The dark and unholy nature of the rituals involved are the essence of all that is corrupt and forbidden.


Cost: 100+4d6

Rarity: 11 to buy item, 6 to find a host (see below)
Who: Undead, Possessed, Carnival of Chaos, any other appropriately themed evil warband.


The essence of the warband's dead Leader is maintained in a small relic that is guarded closely by one of the warband's heroes. If the Leader goes Out of Action and rolls 11-15: DEAD on the Serious Injury chart, the soul's essence will instead return to the relic as the material body perishes from it's injuries. It can remain in this form as long as the relic survives.

A leader can be resurrected during the equipment buying phase. All heroes are required to take part in the rituals required to reanimate their dead leader, and so may not be sent to look for rare items, though common items may still be purchased.

An appropriate host is acquired during the exploration phase, and is Rare 6 to locate. This means that the leader cannot be resurrected the same turn that the host is found. The host has no stats and is treated as equipment that stays in the warband's stash. If the hero in possession of the relic is taken OOA, roll a d6 IMMEDIATELY. The relic is destroyed on a 1-2, and will still be lost if the hero dies (11-15).

A warband is not required to ressurrect the Leader immediatley, and pays for the host only during the equipment purchasing phase. The host is treated as equipment and is logged as equipment in the treasury until the warband is ready to bring their leader back.

To Bring the leader back, a warband MUST possess a reliquary, an appropriate host, and spend all their rare item search time on one single turn performing the rituals. At the end of the equipment buying phasem roll 1d6 to represent your efforts.

1: Fatal Mistake!: Host and soul are lost and the leader cannot be brought back (Undean can of course hire a new Vampire instead, but may never have more than one Vampire at a time)
2: Catastrophie!: Host is lost and must be replaced before another attempt can be made.
3-5: Reanimated: The ritual was a success, but the resurrected leader must rest and recuperate while it finishies assimilating with the host. Misses next game.
6: Returns to life and is fully merged. The Leader has successfully merged with it's host, and regains his faculties.

Any Skills, Spells and experience the Leader had before it was killed are retained! All stat bonuses, injuries, and equipment are lost. Ailments due to injuries (ie Causing Fear from having Horrible Scars or being Frenzied due to Madness) are removed.

Reply author: Johan Willhelm
Replied on: 28/06/2008 07:54:35
Message:
Johan Willhelm's UN-Official Entry

Evil Hypnotist

Hired Sword
Hire Fee: 20 GC
Upkeep Fee: 10GC

There were many charlatans and tricksters dwelling in Mordheim the night the comet fell. Some try to apply their nefarious skills still on the murderous streets.

M 4, WS 2, BS 2, S 3, T 3, W 1, I 4, A 1, Ld 8

Weaponry: None, nada, nothing. The Evil Hypnotist "fights" with his bear hands!

Equipment: Black Top Hat,

Black Top Hat: Counts as a Helmet.

Special Rules:

Creepy Walk - The Evil Hypnotist prances around like a vaudville villain. He is at minus 1 to hit in close combat and shooting.

Hypnotise - when in close combat The Evil Hypnotist may swap his single (rather poncy) attack in favour of trying to hypnotise his opponent. Each player rolls two dice and add the Leadership values of their models. If the defending player wins there is no effect. If The Evil Hypnotist succedes he has taken control of the model.

In each recovery phase the model must try and fail a Ld test on The Evil Hypnotists Ld to regain control. If the model "passes" the Leadership test The Evil Hypnotist retains control.

The model is counted as member of The Evil Hypnotist's warband for the duration of his control. If The Evil Hypnotist is taken OOA he loses control.

Reply author: Ethlorien
Replied on: 30/06/2008 09:56:27
Message:
Okay, it's time for judgement.

First off, I want to say wow, good effort! Lots of great entires, both official and unofficial. Really enjoyed reading these ones, thanks.

While I know this doesn't make you the winner of the challenge, I figured I'd run quickly through the unofficial entires first, just because I enjoyed them so much and felt some of them needed praise and acknowledgement.

Unofficial entries:

Third Place: Johan's Evil Hypnotist.
I couldn't help but laugh when I read this one. It's awesome! Black top hat, creepy walk, what's not to enjoy?

Second Place: Baiken's Reliquary of Greshz.
This was a nice one. Brings me back to the good old days of D&D: hunting down those damn phylacteries for pesky Liches. Good work.

First Place: Master's Circia Countess of Magic.
This entry was excellent! I loved the idea, enjoyed the fluff, and thought the whole character was well done and quite unique. I've got that damned Mariana Chevaux kicking around I never use, and would sooner just convert her to the Countess. Excellent work, Master.

Now on the the official entries...

Official Entries:

Now this is where it got very difficult. Some good entries here, and even once I'd chosen the top three, I had a hell of a time deciding who stood atop the rest.

Third Place: Styro's New Skill - Dispel.
This was a good one. Granting warbands, especially dwarves, the ability to dispell their opponents spells is a powerful tool. I really enjoyed it because it was not something I expected; adding a new skill that dealt with magic. Very original and useful I felt.

Second Place: Master's The Arena Magicus.
Lot of work went into this one, for certain. I do love mini-games, that's for certain. This one reminds me of the old Magic: The Gathering novels, stepping into the arena and slamming the other with magic. Lots of fun, I'd definately like to give this game a go.

Okay, after all that, let's get to the winner of the 13th Devil's Den Challenge...


First Place/Winner: MyLittlePwny's Lesser Magic Part 2

A great piece of work. I liked the idea of giving spellcasters new options to choose their spells, and in a competition about magic, it doesn't get more magical then an entire new spell list. Soulmark, that spell definately stood out for me and I thought was quite a good one for certain. As I have often used the warlock myself, this is definately a list I could see him studying. Bravo and congrdulations MLP.

For those I did not mention, I say thank you and well done. As I said earlier, I truly enjoyed this competition and judging it was quite difficult. All good efforts, all good entries, official or otherwise.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline StyrofoamKing

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Re: Resurrection: DDC#13 - The Magic of Mordheim
« Reply #3 on: January 26, 2011, 02:20:51 AM »
Eliazar, you rooooooooooooooooooooooooooock!