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===MAGIC=== The mysterious powers of Magicka, the crop of Aetherius, the secrets that hold the world of Nirn together, are often drawn from upon the battlefield. Harnessing them can be the key to victory. ====Power Dice==== Spells are cast using Power Dice, representing the current amount of Magicka that a mage has concentrated his mind upon and is channeling. Each model begins the game with Power Dice equal to its Magicka characteristic(Mg). The number of Power Dice a model currently holds is its Power Dice Pool. "Replenishing" Power Dice means to gain that number of Power Dice up to a model's Magicka characteristic. To "gain" Power Dice is to simply gain that number. At the start of each of your turns, before any other action is taken, empty the Power Dice pools of all your units. Replenish their Power Dice Pools up to the maximum number allowed by their Magicka characteristic. To keep track of how many Power Dice a model currently has, it may be beneficial to keep a die next to it with the correct number on it. For most models, however, the number of Power Dice will be quite simple to remember, especially for those that will never use them. When in doubt, mark a model or unit to keep track of an unusual number or distribution of Power Dice. ====Casting a Spell==== Spells in Scrollhammer can range from mundane utilities giving a wizard an slight edge in battle, to world-shifting sorceries. Spells are cast as needed, as required by their individual rules. As noted in the Equipping section of the rules(see page XX), a model with a hand open for spellcasting may cast any variety of spells from that hand, the same spell any number of time from that hand, different spells from different hands, and use a staff in that hand in addition to spells cast, as long as it continues to have enough Power Dice to do so. Casting Cost: Each spell has a Casting Cost. These costs can range from a simple charm (3+) to a grand inferno of fire and ice(20+ or perhaps even higher). A model attempting to cast a spell must roll equal to or higher than the casting cost to cast it. A spell's rules will say when it is appropriate to cast. A spell that can be cast "at any time" may be cast at any time, during a model's rolls, or between a model's rolls to hit and to wound. However, spells can be cast in response to another spell; in this case, the latest spell to be cast always resolves first, and is followed by the rest in the reverse order they were cast. Rolling to Cast a Spell: If a model declares itself to be casting a spell, its controller decides how many of that model's Power Dice will be expended upon that spell. Remove that many Power Dice from the model's Power Dice Pool. Roll the Power Dice as d6s. If the result is equal to or higher than the casting cost, the spell goes off! If the result is lower than the casting cost, the spell sputters and dies: it fails to go off. Surge: If a model fails to cast a spell, it may attempt to pour more magicka into it, in a final attempt to cast it. That model's controller may take one last chance to assign any additional number of Power Dice from the model's Power Dice Pool to the spell. Remove those dice from the pool. They must be rolled as d3s, however: the mage is in a rush to gain control of the magicka around him! Casting Cost is Too High?: If a model does not have the power dice necessary to reach the minimum cost to cast a spell, and no other abilities can allow him to possibly reach the casting cost, he may not attempt to cast that spell. His brain is simply unprepared to handle such dangerous energies! Magical Shooting Attacks: Certain Spells are resolved as Shooting Attacks. These spells must be used in the Shooting Phase just as one might fire a ranged weapon, unless stated otherwise in the rules. When a unit is declared to be shooting, any number of models in that unit with spells equipped may attempt to make magical shooting attacks if able to. Those models attempt to cast the spells(see above). If a model succeeds, and has Power Dice left over, it may continue to cast magical shooting attacks if it wishes too, making multiple magical shooting attacks that phase(including multiples of the same one!). After the model's controller is satisfied with the number of magical shooting attacks made, or no further magical shooting attacks can be made, roll to hit with the magical shooting attacks as normal, along with any other models in the unit that are firing. Multiple Casters: If there are multiple spellcasters in a unit, using their spells at the same time, roll different colored dice for each one to differentiate them. Of course, if a group of spellcasters are are using the same spell with the exact same profile of requirements and effects, and are each rolling a single die, you may simply roll them all at once, counting each die as a different model's spell! The same differentiations apply for rolling for Surging. ====Damage Types and Magical Effects==== There are a vast number of magical effects found across all Nirn. Certain ones are found in the list of Universal Special Rules on page XX. Others are noted here, having certain conditions applied to them: Damage Types: There are many types of damage that exist in Scrollhammer. A weapon may have more than one damage type: Mundane: All attacks are Mundane by default. This represents raw physical strength. *Otherworldly: A weapon that is Otherworldly is considered Mundane, except that its controller may choose to count it as magic or as mundane at any time(thus bypassing any resistances a model might have to either). Magic: Attacks, hits wounds caused by Magic items, Artifacts, and spells deal Magic damage. Magic Items, Artifacts and spells are always Magic: if they would have Otherworldly, they lose that ability. Spell: Attacks, hits and wounds caused by Spells deal Spell damage. Elemental: Certain attacks have an element to their damage, an unusual means of harming the enemy that can be both a blessing and a curse at times. Not all elemental attacks deal Magic damage. *Flame: The element of Flame is used for cleansing the foe with fire. *Shock: The element of Shock is used for melting enemies with lightning. *Frost: The element of Frost is used for freezing, piercing and tearing apart the unprepared with ice, snow and chill. *Poison: The element of Poison is used to weaken and destroy the enemy with toxins. Virtually everything that uses Poison has the Poisoned special rule(see page XX), in addition to the Poison element. Multiple Damage Types: An attack may have one element, and may either be Mundane, Otherworldly, Magic or both Magic and Spell. If an attack has both Mundane and Otherwordly, it is Otherworldly. If it has either Mundane and/or Otherworldly and Magic, it is Magic. If it deals Spell damage, it always deals both Magic and Spell damage. An effect with a single element always uses that element. If an effect has multiple elements, the controlling player chooses which element to use. It may only use the Poisoned special rule(if it has it) if Poison is the chosen element. Other Effects: Most spells have unique effects to them. Magical effects found in these rules have special things to be noted. Many other effects will be found in the list of Special Rules on page XX. Healing: An effect that "Heals" on a certain roll(i.e. "Heals on a d6 4+") immediately restores a single wound to a model if the roll succeeds. Only one Healing roll may be made per model per turn, regardless of outcome. Lower Resists: Damage against a model with Lowered Resists may be treated as not having any element if it would normally have one(the damage does not lose Poisoned if it has it), and/or may be treated as magic, mundane or otherworldly regardless of the source(even if it's from a spell!) at the discretion of the opponent of the controller of the model with Lowered Resists. Disease: Diseases are negative effects that can be placed on models. They never deal magic or spell damage, even if caused by a spell, unless specifically stated to deal magic or spell damage in their rules. Diseases usually have unique effects with their own rules. If an effect "cures" a disease, remove the disease from the model cured; if it is a constant outside effect, that model simply ignores the effect until end of turn. If a model is unaffected by disease, he does not count as having that disease should it have an in-game means to spread. ====Summoning==== Some models are capable of summoning other models to their side during battle. A Summoned model is always taken with no upgrades, unless specifically given the option of upgrades. When a Summon spell is cast, if you have a model to place, proceed as follows: *If there are no other Summoned units in your army within 12" of caster, place the Summoned model in a legal location within 6" of caster as a new, single model unit using the Horde formation. Independent Characters can join this unit. The summoned unit counts as having arrived by Deep Strike this turn. *If there is another Summoned unit in your army within 12" of caster, place the Summoned model in a legal location as part of that Summoned unit, in coherency with it. The summoned unit counts as having arrived by Deep Strike this turn. Each model may have up to one Summoned model in play at any given time. Summoned models can never hold objectives, and nor will eliminating them grant kill points to your opponent. If the summoner is removed as a casualty, the summoned model is immediately removed a casualty as well. If you do not have a model to place as a summoned model, then the spell has no effect. Summon Horde: There is no limit to the number of models summoned by Summon Horde spells any one model may have in play, as long as the controlling player has enough models to place. A Summoned Horde is not removed as a casualty when the summoner is slain.
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