My first campaign game is next Friday. I am working on the adventure as well as fleshing out the remaining orders of magic that are missing. In addition, I wanted to be able to let my players have the possibility of being high elf or wood elf mages. (One of my players expressed an interest in this)
WIth the super amount of material this is not a difficult task other than trying to bring the spells and orders in line with the existing three in the basic box.
I plan on having my files and what not available for download on my website when finished, though I hardly would claim them as the to be all of fillers. But that's all I am using them for, filling us in while we wait for the official items (and man we may have a long wait)
So far I have frameworked Amber magic, High magic, and Athel Loren magic (wood elf). I do not have any supplements with the elf lores in them so I am using my tabletop army books as a frame of reference plus the old tabletop 5th edition magic set.
By skeleton framework I mean I do not have them fleshed fully out with boon/bane crit results, just the basic end result. Mainly these are rough sketchings typed up.
I will post what I have here to give an example and maybe spark some discussion. I need four more spells for both high magic and the wood elf lore. These are by far not finished yet. This is just a framework I drew up, and there is still work to do on the remaining four colleges (Amethyst, Jade, Light, Gold as well as Ice as I'm incorporating Kislev Witches)
I also plan on having a basic runesmith career tree but I know that won't be ready by next week and I'm not going to rush it.
Petty and Lesser Magic
All of these are covered in the “cantrip” card. However the below lists previous edition lesser magic and some mechanics to give you ideas on how to work with the cantrip ability.
Glowing Light
Causes an item to glow like a lantern for an hour
Sounds
Causes phantom noises
Drop
Causes target to drop something in their hand. Opposed Willpower check to add difficulty.
Marsh Lights
Causes tiny lights to appear and move in any direction.
Sleep
Causes an opponent to fall into a slumber. Opposed Willpower check. This is a touch spell.
Move
Can move light objects up to 12 yards. Can open or close any unlocked door, or knock over items with an encumbrance of 50 or less within 24 yards of you.
Aethyric Armour
Gain +1 Soak for a number of rounds equal to the caster’s WIL rating.
Blessed Weapon
Enchants one melee or thrown weapon, or up to five missiles. Makes the items count as magical, which are useful against certain foes.
Power 2 Cantrips
Magic Lock
You enchant one lock or bolt within 2 yards. This lasts for one week. The lock cannot be picked or forced open.
Magic Alarm
Creates a silent alarm on one spot that you touch. Whenever a creature comes within 2 yards of this spot you will be mentally alerted instantly no matter how far away you are.
Silence
You magically silence one character within 24 yards of you. The target can resist the spell (opposed Will). Otherwise he cannot make any noise for as many rounds as your WIL characteristic.
Skywalk
You walk on air, moving up to triple your movement and then returning to the ground. You can reach a height of up to 6 yards.
Power 3 Cantrips
Dispel
You cause a spell within 12 yards of you to end prematurely. This is an opposed WIL characteristic of the target caster you are trying to dispel.
High Magic
High magic is the magic of the high elves of Ulthuan. A high elf mage is master of many magics. High elves may choose any spell cards from any of the eight colleges of magic. In addition they may also choose spells from the High Magic list.
Drain Magic - Ongoing
Power: 3/6/8
The caster drains the winds of magic around him. For each level of the spell cast, all other casters (friend or foe) add ? to their dice pools when attempting to channel the winds of magic and also to cast their spells.
Shield of Saphery - Ongoing
Power: 4
The caster casts a shield around himself or another target within medium range. The shield adds ?? to any attack roll against the target.
Curse of Arrow Attraction - Ongoing
Power: 4
The caster marks a target within long range. Allies that attack that target may add ? to their missile attacks. This spell has no effect on melee attacks.
Courage of Aenarion
Power: 4
The caster marks a target within close range. The target may add ? to any fear or terror test that they may need to make.
Fury of Khaine
Power: 3/5/7
The caster attacks a target at long range. If caster is engaged in combat, add one ?. Attack does POWER + Int damage. For example, if the caster put forth 5 points of power into the attack, it would do 5 + Int damage.
Flames of the Phoenix – Ongoing – Rank 2
Power: 7
The caster attacks a target at long range.
Vaul’s Unmaking – Rank 2
Power: 7
The caster chooses a magic item within close range. That item’s effects are nullified for the rest of the encounter.
Lore of Athel Loren
Tree Singing - Ongoing
Power: 4
The caster calls to the trees around him. This can be used in a variety of ways. Once cast, place a number of tokens on the spell card equal to the caster’s WIL score. The caster may remove tokens from his card to do one of the following (effects last until the beginning of the caster’s next turn)
(1) provide cover for himself or an ally within medium range. Opponents wishing to target an ally protected with this spell add a ? to melee attacks or ?? to ranged attacks.
(1) allow a target to be moved one range increment for free as the trees carry them.
(1) May target an enemy with an attack. Target suffers a hit that does 3 + INT damage.
Fury of the Forest
Power: 6
The caster unleashes the savage fury of the forest, doing 4 + INT damage.
The Hidden Path
Power: 4
The caster makes himself or an ally ethereal until the beginning of his next turn. During this time the target is not affected by difficult terrain and may ignore all non-magical missile attacks. If the target is engaged in melee, the spell ends early.
The Twilight Host
Power: 4
The caster makes the target cause Fear. A critical success allows the target to be Terrifying instead.
Ariel’s Blessing
Power: 3
The caster heals wounds based on the number of successes. Can also heal critical effects on Critical Success rolls.
The Call of the Hunt
Power: 5
The caster casts this on a target within close range. The target gains a ? to any melee attack rolls made. In addition the target gains a +1 damage modifier.
Amber Order (Beasts)
Calm the Wild Beast
Power: 3
Calms an animal within medium range. You may approach the beast without fear. If a mount, you may ride it. The animal remains friendly towards you for a number of hours equal to your WIL characteristic. If you attack the animal, the enchantment is broken.
Nature’s Form
Power: 5
You transform yourself (and all equipment you are carrying) into the form of an animal for 1 hour. You cannot talk or use magic while in this form. You may end this spell at any time and resume your normal form. The spell ends if you take a Critical Hit.
The caster may transform into a raven, destrier, bear, or wolf.
Claws of Fury - Ongoing
Power: 3
Your fingernails transform into fierce claws. These are treated as a melee weapon with the Fast quality. They have a DR equal to 2 + your STR characteristic, and a CR equal to 3.
The Beast Unleashed – Rank 2
Power: 3 + number of characters to affect
Any friendly character within medium range goes into a Frenzy. Frenzied characters may add ? to their melee attack rolls. Frenzied characters gain +1 fatigue point every round that they are Frenzied. Frenzy lasts a number of rounds equal to the caster’s WIL score.
Characters may choose to not be affected by the spell if they wish.
The Boar’s Hide
Power: 5
Gain +2 soak. You may also ignore one critical hit while this spell is in effect, though once you take a critical hit the spell is ended. While this spell is in effect, your Ag score is reduced by 1. This spell lasts a number of minutes equal to your WIL score.
Cowering Beasts – Rank 2
Power: 6
All enemies within close range of the caster Fear him. Opponents trying to strike the caster add ? to their attack rolls. This spell is based off of an opposed WIL check of the creatures the caster is trying to cow. In the instance of mixed WIL scores, the caster may choose the highest WIL score that he wishes to test against, and if successful, all creatures of that WIL score or lower are affected.
Leather Bane – Rank 2
Power: 7
You touch a character, creature, or animal, and all leather goods he is carrying, belts, pouches, straps, scabbards, and even armor, shrivel immediately and turn to dust. This is a touch spell vs Ag.
The Ox Stands
Power: 4
You shout out to an ally within long range of you. That ally is no longer afflicted by Fear from any creature currently on the battlefield. Any creature that causes Terror now simply causes Fear to the target. Any additional fear causers that arrive afterward are feared as normal.
The Talking Beast
Power: 3
If you cast this spell on yourself before taking on an animal form, you may speak. In addition, if you use this on an animal within medium range of yourself, it may speak for a number of minutes equal to your WIL score.
Crow’s Feast – Rank 2
Power: 7
A flock of crows descends up to medium range, and attacks all creatures in that target grouping, doing 3+int damage