hey guys,
ive been playing strategy battle game for a little while now and i mainly got into it while working in GW but one thing that always bothered me was the there was only named wizards and no generic wizards, to be honest i know gandalf is mighty cool but sometimes you dont quite have that many points to spare, also it is quite nice to convert your own magician, anyways i decided to make some rules for good wizards, evil sorcerors, elven enchanters and dwarf battle mages. it would be nice to have some feedback on what you think, please dont tear me a new one if you dont like it
, thanks!
The below characters represent generic wizards in the LOTR universe who have been trained under the watchful and powerful eye of the more well known wizards such as Gandalf and Saruman.
Highly respected and often renown, human mages range from powerful battle mages with the ability to annihilate enemies in one fell swoop to the more subdued magician who prefers to heal and aid his allies.
Good Wizard Points= 60
F S D A W C M W F
3/4+ 3 4 1 2 4 1 2 1
War gear:
Human wizards are armed with a Staff (two handed weapon) and a sword, they may use either or in combat. They may also choose any of the following:
Bow = 2pts
Horse = 10pts
Armour = 5pts
Shield = 5pts
Magic Powers:
Immobilise. Dice score to use: 2+
Sorcerous Blast. Dice score to use: 4+
Signature spell (see rules). Dice score to use: 5+
Dark and twisted these wicked sorcerers strayed to darkness long ago. Since then their powers have been entwined with the fate of the one ring and their dark lord form. They dedicate their time trying to find the one ring for their master and receive greater power as reward.
Evil Sorcerer Points= 60
F S D A W C M W F
3/- 4 4 1 2 3 1 1 2
War gear:
Evil wizards are armed with a Staff (two handed weapon) and a sword, they may use either or in combat. They may also choose any of the following:
Horse or Warg = 10pts
Armour = 5pts
Shield = 5pts
Bow = 2pts
Magic Powers:
Black Dart. Dice score to use: 2+
Sorcerous Blast. Dice score to use: 4+
Signature spell (see rules). Dice score to use: 5+
One of the oldest races inhabiting middle earth, they were one of the first users of magic, however their age and diminishing race has made them suspicious and untrusting, they use their powers to protect their lands and people.
Elven Enchanter Points = 70
F S D A W C M W F
4/3+ 3 3 1 2 5 1 3 1
War gear:
Elven enchanters are armed with an Elven blade and a talisman that is used to cast spells. They may also choose any of the following:
Horse = 10pts
Elven cloak = 10pts
Elf Bow = 5pts
Armour = 5pts
Magic Powers:
Terrifying Aura. Dice score to use: 2+
Sorcerous Blast. Dice score to use: 4+
Signature spell (see rules). Dice score to use: 5+
Shunned and viewed with much suspicion from their peers, dwarven mages often relocate to allied and more accepting settlements to harness and be trained in the use of magic. However in recent times they have been more accepted in dwarven society due to their ability to cast a blinding light turning cave trolls to stone in an instant!
Dwarf Battle Mage Points = 60
F S D A W C M W F
4/4+ 3 4 1 2 4 2 1 1
War gear:
Dwarf mages are armed with an Axe (hand weapon) and a runic talisman that is used to cast spells. They may also choose any of the following:
Armour: 5pts
Throwing axe: 5pts
Shield: 5pts
Dwarf Bow = 5pts
Magic Powers:
Blinding Light. Dice score to use: 2+
Sorcerous Blast. Dice score to use: 4+
Signature spell (see rules). Dice score to use: 5+
Rules:
Wizard in Training:
These young wizards have much to live up to in the way of their masters, and unlike their masters who have the ability to always retain 1 will point these young trainees have not quite got the harnessed power or been blessed with potent talismans that allow them to do this. However their training has allowed them to have a minor level of will regeneration. Therefore when a wizard runs out of will they may attempt to restore a single will point, this is done when a magic spell would nominally be cast, the player must roll a 4+, if this is successful then they gain 1 will point next turn, this can be done whenever a wizard runs out of will points.
Will:
Wizards have powerful and complex minds, this gift allows then to learn at an exponential rate, and to represent a wizard may buy an extra point of will for 10pts up to a maximum of 5. When a wizard has 5 will point his score needed to regain a will point via wizard in training is reduced to 3+ rather than 4+.
Woodland creature:
Elves only see Legolas entry in main rulebook
Signature spell:
Often a wizard will model their powers on their idols who trained them and thus they often choose a spell in their trainer’s honour as a matter of respect. All wizards have a single signature spell. You may choose a single spell from the spell list as your wizards signature spell, this spell will always casts on a 5+