Arcane career for high-elves?

By Dionysius2, in WFRP Rules Questions

Hello,

I am new to the game and bought the 4 in one set. Now i am a great fan of high elves and couldn't find a 'basic career' for high elves to join a arcane order? Is it possible to do magic with high elves in this game?

Gr.

So the race of Ulthuan can not practice magic in this game?

There are no rules for High Elf magic yet. They are presumed to be on their way this year in an elf product.

IMO, elven high magic for apprentice elf PCs shouldn't be more powerful than for other races, so you could look at the Witch Rules from witch's song and instead of using corruption, just use insanity instead.

Another quick and easy rule would be that high elves can choose from any school, but that there is some other penalty to cast in trade-off (for example: it takes an extra maneuver).

jh

Additionally, I always reference from the Warhammer Fantasy Battles books (from which WFRP is drawn). In the High Elves book, the following fluff is noted (especially note BLESSINGS OF ISHA, as it gives an idea into what a PLAYER CHARACTER elven mage would look like). There is the largish-implication that it isn't any safer for an ELVEN mage to cast spells than it is for a human, so the side effects of chaos star rolls should still be in effect.

"Any High Elf Mage or Archmage may choose his spells from one of the eight lores of magic..Alternatively, you can choose to select his spells from teh Lore of High Magic contained here, in which case the Mage or Archmage alutmatically knows the spell Dragin Magic.

Blessings of Isha

"Before a promising young mage is taught the dangerous path of the True Mage, he will be shown some simple prayers and enchantments to bring down the blessings of the divine Isha. These are far less dangerous for the caster and can be safely employed even the most untutored Elven mage.

These blessings are of limited use upon the battlefield, intended as they are to ease the burden of daily chores carried out by the aspirant, and allow the tutor-mages to assess the potential of their charges, showing who is most favoured by the gods."

HIGH MAGIC

Spells listed (along with a lot of magic items, armor, arcane items, etc.):

Shield of Saphery

Curse of Arrow Attraction

Courage of Aenarion

Fury of Khane

Flames of the Phoenix

Vaul's Unmaking

Drain Magic - "Manipulating the swirling tides in the Winds of Magic with a skill won through years of practice, the Mage becalms the raging winds, making even the simplest magical task an arduous labour."

Elven magic is also "mentioned" in the Winds of Magic boxed set, but there's not much to go on. Better you'd 'get a hold of the High Elf fantasy battles book instead.

jh

Letting your player be an elf spell-caster will likely involve house-ruling, and if not you'll treat him like a human spell-caster, which is also fine I'd say.

House-ruling would be my preferred approach though. Many ways to do it, and I guess it boils down to "You give a little, and get a little".

I considered the following house-rules, but haven't tested them, as my players prefer playing humans:

1) Quick-Casting option is gone, but they ignore Chaos Stars if only one is rolled (1 becomes 0, 2 is still 2 etc...).

2) If a channel roll would take you above twice your equilibrium, you get no power at all.

3) You can pick from all colleges, all spells costs 2 advances, but you add 1 fortune dice to all spell rolls (including channelling).

4) You get no college specific talent, instead your talent is being a High Elf caster (kinda like Witch).

I should add, though, that I favour non-humans stat-wise, so it's possible for a high elf to get wp 7, but that said, none of my players have chosen a non-human yet happy.gif

Thanks for these wonderful answers. If i get a little used to the game, i will consider the houserules ;)

Our elve character hasn't begun in an arcane career. She's an Envoy>Waywatcher (for uber-archer)>Witch.

We use the Witch>Warlock path from The Witch's Song and it's really fine because she may learn any color. I offered her 1 color talent when she entered in the career.

Let's keep in mind that elven wizards in Warhammer have to be beginners because the true elven wizard from the White Tower are mastering power too strong to let the GM run an adventure (make a castle appears, destroy a whole army...).

PS : There are cards offered at creation if you satisfy pre requisite. If you satisfy them only later you don't gain these cards if you play by the book. We houseruled it otherwise... So a character entering later in an arcane or blessing career gain the basic spells/bless cards... But the GM gives them 1 per session to get a "discovery" feeling. It works great. It's the same for active defense (requiring AGI, STR, and TO 3+)

I agree with Emirikol and willmanx. Use the Witch career path from Witch's Song supplement, and merely ignore the restriction on Channeling and Corruption gain, and it should work well.

I quote Jericho from another post

Jericho said:

They could easily create a high magic mechanic.

For example:

Elven apprentices get a High Magic order card which states that using this one slot, Elven mages can pile all 8 order cards as they learn them, all in the same talent slot.

Then have apprentices buy all 8 order talents (if the talent limit per career is around 3, then you would need 3 different careers to buy the initial High magic order and then the 8 other order cards).

Add to that that they need to learn at least one spell per rank for each order before being allowed to buy another order card, and you have a pretty long process to reach High Magic.

Also, the High Magic spells could often be lengthy rituals unfit for combat but with tremendous powers.

This said, these rules would mostly be used by NPCs, probably... or very high level campaigns.

Since dealing with High Magic means weaving the combined winds of magic together (Qhaysh), I think that is a better aproach than just treating high elf mages as simple Witches and Warlocks.

I agree.

My elf player is a girl fond of nature who wants to cast green magic - so no question.

Wfbattle has somehow à limited HE magic too compared to fluff. Quite similar to humans