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Credits

Author: Douglas Sun


Additional Material: Mike Mearls
Development and Editing: Jeff Tidball
Additional Editing and Proofreading: Chris Seeman and Janice M. Sellers
Line Development: Jeff Tidball
Creative Direction: Christian Moore and Owen Seyler
Product Development, Tolkien Enterprises: Laurie Battle
Product Development, New Line Cinema: John Mayo
Asset Coordination, Weta Digital: Glen Sharah

Visual Creative Direction: Dan Burns


Art Direction: Jesse Cassem
Graphic Design (Cover): Kieran Yanner (Interior): Jesse Cassem
Production Design: Owen Seyler and Kieran Yanner
Illustration, Weta Workshop: Daniel Falconer
Illustration: Kieran Yanner
Endpapers: Daniel Reeve

Playtest Coordinators: Bryan Barlow, Matthew Birch, Jason Durall, and Jim Johnson
Playtesters: Billy Arnold, Richard Bachmann, Greg Beyerlein, Angela Curl, Mark Dohring, Barry
Drennan, Jennifer Greene, Seth Greene, Andi Johnson, Sam Johnson, Art Loeffler, Alan Matthews,
Katherine McCann, Bob Norris, Travis Price, Alex Thomas, and Jessie Weeks

Special Thanks: Doug Burke


Author’s Dedication: For Steven and David Okuno, who first showed me the hidden paths that run
West of the Moon, East of the Sun

Produced by Decipher Inc.

w w w . d e c i p h e r . c o m

© MMV New Line Productions, Inc. All Rights Reserved. The Lord of the Rings and the names of the characters, items, events and
places therein are trademarks of The Saul Zaentz Company d/b/a Tolkien Enterprises under license to New Line Productions, Inc.
Decipher, Inc. Authorized User. TM, ®, & © 2005 Decipher Inc., P.O. Box 56, Norfolk VA, USA 23501. All Rights Reserved.
Table of
Contents
Introduction: The Affairs of Wizards 4
Chapter One: Magical Middle-earth 6
Chapter Two: Expanding the Orders 20
Chapter Three: An Increase of Dwimmer-craft 46
Chapter Four: Tools of the Trade 62
Chapter Five: Storycraft 88
Introduction

The Affairs
of Wizards
hough warriors may brave fierce battle, rogues amass precious trea-

T sure, and nobles achieve fantastic glory, loremasters and magicians


lie closest of all these to the heart and soul of Middle-earth. It is the
business of these, the learned orders, to comprehend the rich layers
‘For not in doing or contriving . . . can of tradition, custom, and history that characterise Middle-earth. They under-
I avail; but only in knowing what was stand most fully what lore the tides of time and calamity have left untouched,
and is, and in part also what shall be.’ and they feel the keenest pangs over what has been lost to those tides. They
know better than anyone else what it means to live in Middle-earth.
— Galadriel, The Fellowship
of the Ring

And yet, it is easy to overlook many imagine, for it is easier than


them. Magic is uncertain and subtle in doubters reckon to translate knowl-
its workings. Lore-craft seems a poor edge into power.
weapon, compared to swords of steel,
to wield against the Enemy. What
have learned characters to offer? But Overview
only the foolish dismiss magicians
and loremasters, for those who com-
mand the power of spellcraft may ‘I fancy now that she could do some
turn the tides of battle or undo the wonderful things, if she had a
most baneful curses. And in Middle- mind. I’d dearly love to see some
earth, all manner of knowledge—even
lore from the distant past written Elf-magic, Mr. Frodo!’
in languages no longer spoken—may — Sam, The Fellowship of the Ring
unlock mysteries of the present. The
virtue of magicians and loremasters
lies not in doing or contriving, but in
knowing. That is a greater virtue than P aths of the Wise: The Guide to
Magicians and Loremasters will


enrich your understanding of learned learned PCs. You will find new order Chapter Four: Tools of the
characters in Middle-earth wheth- abilities and new elite orders here, as Trade describes more rules centred
er you are a Narrator tailoring your well as 20 new traits designed with around learned characters. You will
chronicle to your players’ abilities or magicians and loremasters foremost find here rules for creating enchant-
a player interested in the full range of in mind. Wizards in particular receive ed items more detailed than those
possibilities these orders offer. It pro- new order abilities to complement in the core rulebook. You will also
vides new rules to enhance the abili- the Wizard’s Staff ability in the core find rules by which spellcasters can
ties of learned characters, background rulebook and the Staff of Power abil- gain and keep familiars, as well as
information to help explain how they ity in Fell Beasts and Wondrous Magic. detailed rules for incorporating
fit into the fabric of Middle-earth, This chapter also presents important libraries, archives, scroll hoards, and
and storycraft suggestions to guide enhancements of the rules govern- other such aggregations of written
Narrators and players alike in inte- ing Language and Lore skills. They knowledge in your chronicle. They
grating them into the chronicle. supersede the rules laid out in the include optional rules by which PCs
Chapter One: Magical Middle- core rulebook and have a substantial may gain ranks in certain skill groups
earth provides an overview of how effect on the design and use of knowl- without having to allocate advance-
lore and magic fit into the cavalcade edge-based characters. ment picks. Finally, you will find
of races and cultures of Middle-earth. Chapter Three: An Increase new information on herb-craft and
You will also find a discussion of of Dwimmer-craft presents 50 new a selection of herbs found across the
how to get the most out of play- spells to add to the Middle-earth breadth of Middle-earth.
ing magician, wizard, and loremaster Grimoire contained in the core rule- Chapter Five: Storycraft dis-
player characters. Players will find book. Narrators will also find two cusses how Narrators can build chron-
this information useful during char- optional rules that allow them to adjust icles full of interest and excitement for
acter creation and over the course of the difficulty and peril with which PCs learned heroes. It addresses the roles
the chronicle. can use magic in their chronicle. of the various learned orders, provides
Chapter Two: Expanding the tips for creating magic-wielding vil-
Orders provides a broad range of rules lains, and imparts advice about how
enhancements that give players many to avoid the pitfalls that can arise in
additional options for developing chronicles whose protagonists include
learned PCs.


Chapter One

Magical
Middle-earth
he first half of this chapter provides an overview of the roles that
‘Songs we have that tell of these
things. . . . And now the songs have come T magic and lore play in the various cultures of Middle-earth. You will
also find five sample beginning magician and loremaster characters
from a broad range of backgrounds, to serve as both examples and
down among us out of strange places, ready-for-use PCs and NPCs.
and walk under the Sun.’ The second half provides advice for players on how their learned characters
— Théoden, The Two Towers can contribute to adventures and chronicles. You will also find advice for han-
dling magicians and wizards, especially when it comes to avoiding the bane of the
spellcasting profession, losing Weariness Levels from trying to casting spells.

Lore and
Magic F rom the Grey Havens to the
Sea of Rhûn and points farther
east, from Forochel to Umbar
and Far Harad, Middle-earth encom-
passes a breathtaking range of races
and cultures. Each has its own lan-
‘You shall sit beside me, and tell me all guage, its own history, its own tra-
that your hearts desire: the deeds of your ditions and cultural practices. This
grandsires . . . and we will speak also of diversity describes the lore that each
distinct culture keeps, both what it
Old Tobold and his herb-lore.’ remembers about itself and what it
— Théoden, The Two Towers knows of the outside world. It also
describes the extent to which each
culture has refined the practice of



Paths of the Wise

magic. Peoples ancient and recent,


high-born and humble, noble-hearted M íriel
and corrupted live in one another’s
company, no matter how hard they Race: Elf (Noldo)
may try to close themselves off, and Racial Abilities: Noldorin Lore, Inner Light, The Art, Beast-skill,
their understanding of lore, learning Comfort, Elven Form, Elven-sense, Farsightedness, Ghost-scorn,
and spellcraft varies according to their Lightfootedness, Swift Healing
nature and humour. Attributes: Bearing 12 (+3)*, Nimbleness 8 (+1), Perception 9
Among the Free Peoples of (+1), Strength 6 (±0), Vitality 9 (+1), Wits 10 (+2)*
Middle-earth, the Elves—especially Reactions: Stamina +1, Swiftness +1, Willpower +3*, Wisdom
the few Noldorin lords and ladies +3
who remain in the Third Age—pos- Defence: 11
sess the greatest knowledge of magic Orders: Magician
and lore, and the most facility with Order Abilities: Spellcasting
them. For them, what other races call Advancements: 0
magic has been an essential part of Skills: Healing +5, Insight +3, Intimidate +4, Language: Quenya
their nature since the beginning of +6, Language: Sindarin +6, Language: Westron +5, Lore/
days, and so it will be until the end. It Races: Elves (Noldor) +5, Lore/Realms: Lorien +4, Observe
runs effortlessly through all that they +3, Persuade +4
do and all that they have wrought. Edges: Fair, Swift Recovery, Wise
Likewise, for them lore is a matter of Flaws: None
lived experience rather than knowl- Spells: Animal Summoning, Beast Speech, Enhance Food, Fog-rais-
edge gained through study of dusty ing, Spoken Thoughts
tomes or yellowed scrolls. The great Health: 9
Elf-lords of Middle-earth were born Courage: 3
in the First Age, and all of its momen- Renown: 0
tous events from the overthrow of Gear: Dagger, robe
Morgoth to the War of the Ring are The daughter of a Noldorin lord and lady, Míriel is relatively
part of their living memory. young for one of her kind in Middle-earth, having been born late in
The Elves are conscious of their the Second Age. Her youth is hardly ever mentioned by the Elves of
superiority, and as dearly as they her native Lothlórien, who scarcely note the toll of years except as
value those non-Elves whom they measured by the passing of things fated to wither and die. But there
call friend, it is hard for them to treat are times when she is acutely conscious of having lived through fewer
their powers and knowledge without of the great events of Middle-earth than her fellow Noldor. This is
a little condescension. For they under- especially true when Míriel comes to Caras Galadhon, as she must
stand that other races must labour to often, since the Lady Galadriel has recently chosen her to serve as
achieve what comes to them with one of her Ladies Attendant. In this position, she waits on the Lady
scarcely a thought. It is an unthinking of the Golden Wood and helps her weave the enchantments that
response, and rendered with as much keep Lothlórien beautiful and safe from intruders.
grace as possible, as one who has mas-
tered a game would treat the efforts
of a novice. They mean no ill will by lore, for they are too varied in their Minas Tirith, and the great White
it. Among their friends, they regard ways. In Gondor and its tributaries, City boasts of some valuable private
the Order of Wizards with genuine reverence for history runs deep, and collections of books of lore and spell-
respect, especially Gandalf the Grey. the people take great pride in their craft, but not all of its treasures are
The Elves of Imladris also treat the status as inheritors of the glory of perfectly understood. The Men of
Dúnedain almost as mortal kindred, the Númenorean kingdoms. But their Gondor also know surprisingly little
since something of the greatness of pride often exceeds the true depth of the world outside their borders,
the Eldarin lives on in them, and since of their knowledge, and in the latter except of their long-time allies, the
the sons of Elrond keep company days of the Third Age much that Rohirrim. Until the War of the Ring
with the Rangers of the North. was known by their great ancestors began they had no firm knowledge
The nations of Men defy any such is lost to them. The Ruling Steward of the Hobbits of the Shire, and
universal characterisation when it keeps good care of the Archive of the even such a personage as Boromir,
comes to how they treat magic and White Tower, the old royal library in heir to the Stewardship, regarded


Magical Middle-earth

the Elves of Lothlórien with deep


suspicion. C iriondor
Ironically, one can argue that the
intellectual and cultural inheritance Race: Man (Middle Man: Gondorian)
of the Númenorean kingdoms runs Racial Abilities: Adaptable, Dominion of Man, Skilled
more strongly through Dúnedain of Attributes: Bearing 9 (+1), Nimbleness 8 (+1), Perception 9
the North, even though they lead (+1)*, Strength 6 (±0), Vitality 7 (±0), Wits 12 (+3)*
rougher lives than their kindred in the Reactions: Stamina +2, Swiftness +2, Willpower +3*, Wisdom
South. Truth be told, the Dúnedain +1
merit the title of Elendili (‘Elf-friends’) Defence: 11
more than their southern cousins; Orders: Loremaster
the Rangers pass frequently through Order Abilities: Scroll Hoard
Rivendell, which breeds in them a Advancements: 0
healthy respect for Elf-magic and lore. Skills: Debate +4, Healing +4, Insight +2, Language: Quenya
Since the fall of the last northern +4, Language: Sindarin +4, Language: Westron +6, Lore/
kingdom, the heir of Isildur has lived History: Gondor (Wars) +6, Lore/Realms: White Mountains
in Master Elrond’s house until com- +6, Observe +3, Persuade +2
ing of age. Because they no longer Edges: Curious, Wise
have a kingdom of their own, they Flaws: Crippling Wound (left arm useless)
cling all the more tenaciously to what Health: 6
they and the Elves of Imladris have Courage: 4
preserved of the glorious past. One Renown: 0
may also say of the Rangers that they Gear: Dagger, robe, parchment, writing implements
must rely on craft and subtlety to fight The son of a prominent family from the vales of Lebennin,
the Enemy, knowing that they no lon- Ciriondor lost the use of his left arm as a youth when Corsairs from
ger have the swords and strongholds Umbar devastated the coastal village where he was visiting with rela-
upon which Gondor may still rely. tives. After that, he took to scholarly pursuits and showed an unusual
Rangers who have spent much time in gift for learning historical lore, favouring chronicles of Gondor’s wars
the Wild acquire bodies of lore almost against the Dark Powers from the East. He showed such gifts that his
by default, as they have no choice but family sent him to Minas Tirith to further his education. There, he
to immerse themselves in the beasts caught the attention of the Ruling Steward Denethor, who appointed
and beings, places and things of the him a Junior Librarian of the White Tower. This allowed him access
North-lands they guard so diligently. to the Archive of the White Tower in return for modest service
The Dúnedain prefer to trust to their maintaining the archives and cataloguing its treasures. His ambition is
blades and loremastery, but a few of to gain an audience with Mithrandir, the famed but mysterious Grey
them also turn to the magic of beasts, Pilgrim, when next he comes to the White City.
birds, and plants for aid.


Paths of the Wise

A faint echo of the Kingdom of


Arnor also lives on farther north, in E r -A nnath
the icy wastes of Forochel. There, the
semi-barbaric Lossoth, or Snowmen, Race: Man (Wild Man: Losson)
still retain distant and fragmen- Racial Abilities: Adaptability, Dominion of Man, Skilled
tary memories of their contact with Attributes: Bearing 11 (+2)*, Nimbleness 7 (±0), Perception 8
Arthedain, the last of the northern (+1), Strength 8 (+1), Vitality 9 (+1), Wits 10 (+2)*
kingdoms. The two peoples met only Reactions: Stamina +3, Swiftness +1, Willpower +2*, Wisdom
occasionally throughout the middle +2
centuries of the Third Age, but when Defence: 10
the Witch-king of Angmar overran Orders: Magician
Arthedain in TA 1974, Arvedui Last- Order Abilities: Spellcasting
king took refuge with the Lossoth Advancements: 0
on the shores of the Ice Bay. The Skills: Healing +3, Insight +2, Intimidate +4, Language:
Snowmen were awed by the craft and Lossothren +6, Language: Westron +5, Lore/Group: Lossoth
knowledge of the heirs of Númenor, +6, Lore/Realm: Forochel +5, Observe +3, Persuade +4
and some of their leaders gleaned Edges: Hardy, Rank
what they could from the brief friend- Flaws: Arrogant
ship between their peoples. They Spells: Change Hue, Cold-ward, Create Light, Finding and Returning,
passed the knowledge on through Fog-raising
the generations, even to the end of Health: 10
the Third Age. Arvedui perished in Courage: 4
a shipwreck, sailing into the Ice Bay Renown: 0
of Forochel against the counsel of the Gear: Staff, fur robe, longsword
chieftain of the Lossoth. But after Er-Annath is the son of a tribal elder of the Lossoth, the Snowmen
that the Dúnedain wisely learned of the far North. As such, he has learned some of the powers of
from the Snowmen what they could magic passed on through the generations among the high-born of his
about how to survive in the frozen people. He sometimes comes far enough south to meet Rangers of
wastes—knowledge that they could the North hunting creatures of the Enemy in the frozen wild. (His
apply to any place ravaged by snow ancestors commonly did so in the days of the Kingdom of Arthedain,
and cold and ice. but few Lossoth do now.) The Dúnedain he meets welcome him, but
The Men of Rhovanion—those of they also find him haughty and jealous of his rank.
Long Lake and Dale, the Woodmen
of Western Mirkwood, and the
Beornings—are eminently practical The Men who dwell in the fertile Like their distant kindred in
folk. Only rarely do any of them wine-country of Dorwinion are more Rhovanion, the Rohirrim place their
learn dwimmer-craft (Beorn’s fabled open to outside influences than their trust in tangible things—strength of
shapechaging ability being a notable neighbours to the west. Dorwinion arms, in their case—rather than any-
exception), and the lore that they has long done a vibrant trade with thing that smacks of craft or cunning.
cherish most applies to the things the Wood-elves of Mirkwood, the They prize cold steel and faithful
that closely affect their daily lives. Men of Erebor, and Easterling tribes mounts above all else, and they pro-
The descendants of Beorn under- alike, and these constant and varied fess to have little use for book learn-
stand the ways of wild beasts (though contacts continually bring them new ing. Few among them learn magical
not as well as the Rangers), and also knowledge and ideas. Loremasters craft, knowing that their kith and
food. The renown of their honey- in Dorwinion are mostly experts in kin would treat them warily for tak-
cakes throughout the North-lands agriculture and the domestication of ing an interest in such things. They
suggests that they possess knowledge beasts of the land, but some have respect knowledge of horses and
of cooking that others lack. They their curiosity about the outside other domesticated beasts. They also
are, however, suspicious of outsiders world piqued by contact with their preserve the deeds of their great kings
and reluctant to exchange knowledge. neighbours. Seeing Elven magic from and warriors from Eorl the Young to
One may also say of the Men of Mirkwood inspires some of them to the present day in heroic poems that
Dale that they learned more about learn spellcraft, as does—unfortu- easily qualify as rhymes of lore.
Dragons in the late years of the Third nately—exposure to the darker magi- The Men of Dunland have fallen in
Age than ever they had wanted. cal practices of the Easterlings. estate since their days of glory in the

10
Magical Middle-earth

Second Age; when the Númenoreans


still lived halfway across the Western
Sea, their ancestors occupied the vales
of the White Mountains and built
the great stronghold at Dunharrow.
The wars that followed the coming of
Sauron to Middle-earth decimated
them, and then the Ruling Steward
Cirion of Gondor granted much of
their ancestral land to the Rohirrim.
They fled west, and at the time of the
War of the Ring, their remnants live
no better than barbarians in the hills
of Dunland. They retain a deep sense
of grievance against the Rohirrim,
the hated ‘straw-heads,’ for living on
land that once belonged to them,
and Saruman has had little difficulty
exploiting their resentment to further
his war aims. Another facet of that
ancient grievance is a stirring curios-
ity about their lost history. Any scrap Dwarves revere the memory of Hollin by Dwarven and Elven crafts-
of knowledge about the builders of their ancestors. They pine for the men working together have not been
Dunharrow—their culture, their loss of their ancient mansions, which matched in Middle-earth since then.
wisdom, their craft—is as prized as they remember now only in tales and Dwarves who learn magic are most
gold to them, and there is even less rhymes of lore. They pine also for likely interested in crafting enchanted
of it to go around. A handful of their secrets of smithcraft long lost, and the items, and their ambition is to become
folk collect and enshrine this lore; wonders that their ancestors wrought expert artificers.
such is what passes for loremastery with mithril. Anyone who can remem- Hobbits—especially those of the
among them. Magical knowledge is ber the venerable legends of Durin the Shire—embody a curious paradox.
quite rare among the Dunlendings, Deathless and the mansions of Moria Most lead mundane lives and main-
but valued all the more for its rar- well enough to tell of them com- tain a parochial outlook. They know
ity. At the end of the Third Age, mands their deep respect. Any Dwarf little of the wide world and few travel
Saruman’s power holds them in awe, who could, by some miracle, recover abroad; most in the Shire treated
and their reverence for his spellcraft ancient techniques of smithing and Bilbo Baggins as an eccentric because
plays an important role in their deci- forging from out of the depths of he had been to places most Hobbits
sion to ally with him. time would instantly become a prince had scarcely heard of. With the nota-
The Púkel-men of the Drúadan of his race. The Dwarves’ collective ble exception of Gandalf, they regard
Forest (or Woses, as they are also longing for their lost glories exerts anyone who practices magic with
known) have never learned the Elvish such a pull that it lured both Thorin deep suspicion—and even Gandalf
alphabets and have no written lore. Oakenshield and Balin son of Fundin earned the dubious title ‘disturber of
What they remember of their his- to their deaths. The depth of their the peace’ after he aided Bilbo’s dra-
tory they have passed through spoken feeling is something that they rarely matic final departure from the Shire
tales down through the generations. reveal to outsiders, but it is no less in TA 3001 (SR 1401). Hobbits have
Likewise, they have little spellcraft real for that. a similar take on book learning; any
of their own except for a few tricks As enthusiastic smiths, Dwarves lore that originates from outside the
that fall under the Beasts and Birds take an interest in magic only as it Shire is as likely as not to be treated as
spell speciality. Ever wary of outsid- allows them to create more powerful dangerous nonsense. Expanding one’s
ers for as long as they can recall (or and beautiful handiwork. In this, the horizons, whether through reading
anyone can recall of them), they have Dwarves and Elves shared a common or practical experience, is not some-
absorbed little or no knowledge from interest, and one of the most unfortu- thing a sensible young Hobbit goes
others, although they have lived for nate consequences of the estrangement out of his way to do. Gaffer Gamgee
many centuries as neighbours of more of those two races in the Third Age is remarked on at least one occasion that
advanced cultures. that artefacts such as those wrought in Bilbo had taught his son Samwise to

11
Paths of the Wise

read, ‘meaning no harm, mark you,


and I hope no harm will come of D aisy B olger
it.’ Even tales of Elf-magic may get
short shrift from the less credulous. Race: Hobbit (Fallohide)
These tendencies are less pronounced Racial Abilities: Six Meals a Day, Small Folk, Soft-footed, Sure at
among Hobbits in Buckland and Bree, the Mark, Tough as Old Tree-Roots
who live in the busier parts of Eriador Attributes: Bearing 9 (+1), Nimbleness 7 (±0), Perception 10
and have acquired more worldliness (+2)*, Strength 6 (±0), Vitality 8 (+1), Wits 11 (+2)*
as a result. Reactions: Stamina +1, Swiftness +2, Willpower +2, Wisdom
On the other hand, Hobbits value +2*
a story well told as much as any- Defence: 10
one in Middle-earth, and they esteem Orders: Loremaster
local and family history in particular. Order Abilities: Accurate Recall
There is no such thing as mere gossip Advancements: 0
to a Hobbit. Indeed, Hobbits seem Skills: Craft: Cooking +2, Games (Riddles) +1, Healing +3,
to have an innate gift for serving as Inquire +4, Insight +3, Language: Quenya +3, Language:
chroniclers of events both great and Westron +6, Lore/History: Shire (Family Histories) +5, Lore/
small, and as recorders of lore. The Race: Hobbits +5, Lore/Realm: Shire +5, Observe +3,
single most valuable source of the his- Persuade +2, Ranged Combat: Sling +1
tory and lore of the late Third Age is Edges: Hoard 1
the Red Book of Westmarch, which was Flaws: None
begun by Bilbo Baggins, continued Health: 8
by Frodo, and eventually completed Courage: 3
by Sam Gamgee. After his return Renown: 0
from the War of the Ring, Meriadoc Gear: Writing tools, parchment
Brandybuck became (among other Daisy Bolger’s mother Dora is one of the most skilful (some
things) a scholar of note, producing would say most notorious) gossips in the Shire. Young Daisy there-
treatises on such topics as herb-lore fore grew up within hearing distance of a steady stream of the
of the Shire, the etymology of Shire latest news about all of the Shire’s prominent families, mixed in
place-names, and calendars used by with healthy (and accurately rendered) doses of regional and clan
various peoples of Middle-earth. history. Her native wit moulded those early experiences into a for-
Of the Enemy, it is easily said midable body of Hobbit and Shire-lore, especially for one so young.
that Sauron is the master of sorcery, She has also befriended Bilbo Baggins through her cousin Fredegar
and that all who follow him wor- (a boon companion of Bilbo’s nephew Frodo), and the elderly
ship his craft and power. But among squire of Bag End has taught her a bit of Quenya as a kindness.
those who have allied themselves with
Sauron in the late Third Age, there
are subtle differences in how they something of the geography of the Bound by their ignorance and
treat the powers granted by knowl- areas surrounding his tribal territory, cruelty, Orcs only very rarely craft
edge of spellcraft and lore. and to comprehend at least a little bit enchanted items for themselves. The
A vile mixture of fear, awe, and about his enemies. Likewise, these lieutenants of Sauron and Saruman
hate binds the Orcs to Sauron, and senior tribal leaders may also know typically supply them with whatever
they know that they could never, in enough magic to cast a few spells and sorcerous artefacts they need. Their
countless ages, replicate for them- craft some minor enchanted items reaction to enchanted items of other
selves the awesome power with which (although they are, at best, mockeries manufacture depends on their source.
he drives them on. The Orcs them- of Elf-magic). It would be extraordi- Elf-magic inspires hatred in them,
selves lack the wit to acquire and nary for an Orc-spellcaster to know and fear among the weaker members
preserve great bodies of lore, nor are complex and powerful spells, but the of their race. The works of Men and
many of their race capable of spell- ones he did know would be sorceries Dwarves, on the other hand, may
casting beyond a rudimentary level. that would inflict as much cruelty as inspire curiosity, especially if an item
Nonetheless, each Orc-tribe has a possible for their simplicity. Sauron resembles something they recognise
chieftain (or a handful of chieftains) (and Saruman, too) bred the Orcs, as a gift from their own patron.
who makes it part of his job to under- after all, not for intelligence, but for Although Orcs lack aptitude for
stand the ways of Sauron, to know the malice in their hearts. lore and enchantment, they are not

12
Magical Middle-earth

without craft secrets of their own. hard and cruel) and the more fear- seduced in his attempt to ruin the Men
The Red Book of Westmarch and other some creatures native to their lands. who had befriended Elves and profit-
sources note that Orcs produced a They revere predatory animals, as ed so handsomely by it. Even after the
unique brand of restorative elixir, the well as awe-inspiring beasts such downfall of Númenor it remained so,
recipe for which varied slightly from as their legendary mûmakil, seeing as the remaining Black Númenoreans
tribe to tribe, but was quite similar them as manifestations of spirits on took refuge there. After Elendil and his
across the board. The Orcs who held par with the Valar. Haradrim who followers came to Middle-earth and
Merry and Pippin captive for a short practice magic prefer spells from the established the kingdoms of Gondor
time at the beginning of the War of Beasts and Birds specialty, as well as and Arnor, Umbar was rarely at peace
Ring used it on them, and the two sorceries learned from Sauron. with them. Twice Gondor conquered
Hobbits reported that it tasted foul The practice of spellcasting Umbar, and twice Umbar broke away
and hot, and burned when applied to and knowledge of lore among the by force—for the last time in TA 1448
wounds. It seems to have served a pur- Haradrim is generally restricted to after the renegade faction of Castamir
pose similar to that of miruvor, but was revered elders and their offspring. turned it into their stronghold follow-
not as efficacious or nearly as pleasant. In some places, there is a distinct ing the civil war remembered as the
(Orc-liquor is described on page 96 of split between political and military Kin-strife. These rebels were called
Fell Beasts and Wondrous Magic.) leadership on one hand and mastery Corsairs in Gondor. King Telumehtar
The Men of Harad also bind of magic and lore on the other. A re-conquered Umbar in TA 1810, for
themselves to Sauron out of awe of his respected warrior may hold formal which he earned the name Umbardacil
might. Brave and fell they are in arms, leadership, but the greatest knowledge (‘Umbar-victor’), but shortly thereaf-
but the Haradrim are also unlearned of magic or lore resides in an equally ter tribes from Harad swept in and
and superstitious. Through contact respected elder. In some places, only took it for themselves. Since then,
with their ethnic kin, the Corsairs matriarchs learn magic or lore. these new Southron Corsairs have
of Umbar, they have acquired some The Corsairs of Umbar inhabit warred against the southern king-
knowledge of the Valar, their role in land that once belonged to Númenor, dom, with Sauron’s aid.
the shaping of Middle-earth, and the which established outposts there early
significance of the Undying Lands in the Second Age as the tall ships
across the Western Seas. But to of the Edain returned to Middle-
them, these are foreign legends, to earth. By 2280 the Haven of
be regarded with scepticism. Most Umbar was Númenor’s chief
Haradrim prefer their traditional settlement in Middle-earth.
objects of veneration, the spirits of As such, it was a stronghold of
their dead ancestors (who are all the the Black Númenoreans, the
more worthy of reverence for being majority of whom Sauron

13
Paths of the Wise

The Corsairs, though not of Middle-earth defy easy general- ing the Third Age, whether out of
Númenorean stock, occupy lands isation because they are too var- service to the Enemy or for their
thickly layered with centuries of ied in nature and outlook. Indeed, own pursuit of land and plunder.
Númenorean and Gondorian history. because so much of the East remains These tribes care for little except
The present port-citadel of Umbar unknown in the West-lands, no one their own selfish interests. They live
is built over ruins upon ruins of a knows exactly how many nations exist as nomads, staying in one place only
civilisation much greater than their there. Rumours sometimes reach so long as they can find forage for
own. As a result, the Corsairs have the West-lands (always through the their animals, and they prize new
acquired an air of sophistication that traders of Dorwinion) of tribes of grazing lands above all else. They
one does not find in their inland Men who revere the Valar and know hold settled folk, even those who live
cousins, as if the ghosts of Umbar tales (however distorted) of the glo- on simple farms and in small villages,
have imbued them with a hint of the ries of the works and deeds of the in contempt, and will pillage and
achievements of the past. They lack Noldor, and of the storied history of destroy settled communities without
the mastery of lore and magic that the kingdoms of Arnor and Gondor. remorse. To the extent that they
belonged to those they supplanted, More certain knowledge exists of understand the glories of the West-
but understand the significance of the Easterling tribes that made war lands and reverence for the Valar
what they inherited by force. As a on the Númenorean kingdoms dur- and the Uttermost West at all, they
result, some Corsairs have dedicated
themselves to unearthing pieces of
Umbar’s Númenorean past, whether G orhan
in the form of fragments of lore
or ancient artefacts, knowing that Race: Man (Man of Darkness: Southron)
in either case the next nugget they Racial Abilities: Adaptable, Dominion of Man, Skilled
uncover could lead them to profit, Attributes: Bearing 7 (±0), Nimbleness 9 (+1), Perception 9
power, or both. Corsairs who have (+1)*, Strength 8 (+1), Vitality 8 (+1), Wits 12 (+3)*
found a bit of magical knowledge, Reactions: Stamina (+1), Swiftness (+1), Willpower (+5)*,
or know someone who has, may well Wisdom (+1)
become magicians. It is worth not- Defence: 11
ing in this regard that the practice Orders: Loremaster
of sorcery holds no stigma among Order Abilities: Ancient Scripts
the Corsairs. Their long alliance Advancements: 0
with Sauron has seen to that, and in Skills: Appraise +6, Armed Combat: Blades +3, Craft: Calligraphy
any event, they make no distinction +2, Inquire +2, Language: Khand +4, Language: Southron
between the corrupt practices of the (Umbar) +6, Language: Westron +6, Lore/History: Gondor
Black Númenoreans and the magical +5, Lore/Realms: Harad (Umbar) +6, Observe +2, Persuade
craft of those who opposed them. +2, Search +4
The Variags of Khand, even more Edges: Curious
than the other nations of Men who Flaws: None
fought against the Free Peoples in Health: 9
the Third Age, revere Sauron. By the Courage: 4
late Third Age, the Black Speech of Renown: 0
Mordor has thoroughly infiltrated Gear: Shortsword, cloak, traveller’s backpack
their native tongue, and direct wor- A son of Umbar, Gorhan is an unusual fellow among the Southron
ship of the Dark Lord of Barad-dûr people, for he is more comfortable poking through ruins and deci-
has replaced the traditional rever- phering ancient inscriptions than in the time-honoured practices of
ence of their dead ancestors. Variag war and pillage. Like his fellow Corsairs, however, he is interested in
clans studied the lore of Mordor as the marvels of the past only inasmuch as unearthing an artefact of
closely as they kept their own his- Umbar’s Númenorean or Gondorian history can gain him riches or
tory and knowledge of their own power. He knows that every day he walks upon centuries of history
native lands. Likewise, their under- left behind by civilisations mightier than his own, and that finding a
standing of magic was largely lim- thing of powerful enchantment could make him an important figure
ited to sorcery. among folk who value a strong sword arm and a ruthless disposition
The many tribes of Men that more than they do keen wits.
inhabit the uncharted East of

14
Magical Middle-earth

scorn it. It was not hard for Sauron some basic wisdom for players C o n t r i b u t i n g to
to seduce them to his purposes. whose characters place their trust A dv e n t u r e s
Lore and the practice of magic in knowledge rather than stealth or
among the Easterling tribes are lim- physical strength. It also includes
ited to those few in positions of more advanced advice about how
authority. As with the Haradrim, to get the most out of spellcasters ‘I could think of nothing to do but to try
only those who hold senior positions and put a shutting-spell on the door. I
within a tribe have much skill at know many; but to do things of that kind
either, and in many tribes, it is only
elder women who take much inter- rightly requires time. . . .’
est in them. Easterlings revere — Gandalf, The Fellowship of the Ring
spirits of the earth and sky, and
they are most comfortable with
the Air and Storm spell spe- The sections that follow provide
cialty, although close associa- advice on how loremaster, magician,
tion with Sauron has given and wizard characters can contribute
them knowledge of sorcery most effectively to the adventures
as well. Their knowledge they find themselves involved in.
of lore is mostly limited to While most of this informa-
war-craft and the martial tion will be of use to players of
deeds of their ancestors, any background, some is par-
such as the wars fought ticularly useful to seasoned
against Gondor by the roleplayers, as it highlights
Wainriders, and the some of the most impor-
Balchoth’s conquest of tant differences between
Rhovanion. magic-using characters in
other fantasy roleplaying
games and the magicians
and wizards of Middle-
earth.

L oremasters
At first glance,
loremasters seem not
to possess any of
P l ay i n g a the basic talents one
Magician, often associates with
high-fantasy role-
Wizard, or playing characters:
Loremaster they aren’t particu-
larly skilled at wielding
weapons, they don’t use
‘This Mithrandir was, I now guess, more stealth to their advantage,
they aren’t necessarily all that
than a lore-master: a great mover of the nimble, and they can’t learn spells
deeds that are done in our time.’ in The Lord of the Rings Roleplaying as easily as magicians. Don’t let that
— Faramir, The Two Towers Game. If you handle a loremaster fool you, and don’t underestimate
properly, always looking for ways the importance of two key aspects of
in which he might contribute to a the loremaster order.

I t may not be obvious at first


how learned characters such as
loremasters may contribute to an
party’s success, he can prove just
as useful—if not more—than a
doughty fighter or nimble rogue.
The first thing to keep in mind is
that the differences between orders
in The Lord of the Rings Roleplaying
adventure, so this section contains Game are subtle, and the rules don’t

15
Paths of the Wise

trade off strengths and weaknesses


very dramatically in differentiating
between orders. That is to say, many
of the same capabilities are available
across many or all orders. For example,
though Gandalf ’s greatest strengths
were his spellcraft and command of
lore, he could also put Glamdring to
excellent use. Although Denethor cul-
tivated mastery of lore, he too could
swing a blade well enough to kill a
man. A PC who is a loremaster is not
by definition useless in combat.
The second thing to remember—
and as a player with a loremaster PC,
you are well advised to remember this
at all times—is that your particular
skills are of paramount importance
in Middle-earth. The Free Peoples
encompass different races and many
different cultures separated not only
by distance, but also by distinctive
languages and mores. If you journey
to the East or the South, these differ- Similarly, PCs in a strange land Lore skills can also prove useful
ences will become even sharper and may need to summon cunning and in combat situations. If you have
the cultures will seem even more alien lore-craft to pass safely through it. Lore/Spellcraft skills, you can try
to one who knows nothing of them. Consider again Ciriondor’s dilemma. to identify spells as they are being
Wherever your party goes, therefore, Even if he and the Elf-soldiers of cast and communicate the informa-
Language and Lore skills are abso- Lothlórien communicate success- tion to whomever will attempt to
lutely necessary to social navigation in fully, how does he persuade them counter-spell them. At the very least,
unfamiliar curcumstances. that he means no ill to the Golden knowing what sort of magic is com-
Imagine, for example, that Wood? If he had the skill Lore/Race: ing your way may help you avoid or
Ciriondor, Junior Archivist of the Elves, or something similar, he might mitigate its effects. Also, if you have a
White Tower, has secured permission know enough about how they think Lore skill that includes understand-
from Lord Denethor to journey north and the kinds of suspicions they har- ing of some foe you are fighting, your
to Imladris, to seek a tome of lore that bour against outsiders that he could Narrator may allow you to make a
resides only in Master Elrond’s library avoid doing or saying something to skill test to gain insight into their
in Rivendell. On its way north, his party antagonise them. Or he might know tactics, their equipment, or the likely
passes Lothlórien, where it encounters what sort of sentiments would draw composition of their force by order
a patrol of Silvan Elves, who have left a favourable response from them, or or expertise. If you have the skill
the Golden Wood to pursue maraud- the name of an individual he could Lore/Race: Orcs, for instance, you
ing Orcs. The Elf-soldiers are suspi- mention to gain their favour. could use a skill test to gain insight
cious of all Men, and treat Ciriondor With all of these things in mind, from the Narrator about how a band
and his party warily. They are also try to anticipate where your next of Orcs rushing at your party will
numerous and heavily armed. None of adventure might lead you. If you strike, and on whom they are likely
them speaks the Common Tongue, so think your party might need to know to focus their attack. That sort of
in order to communicate with them, certain languages, or understand the knowledge can help your party pro-
Ciriondor must rely on his knowl- history, geography, or culture of a cer- tect its most vulnerable assets and
edge of Sindarin and hope that he is tain race or region, use any advance- figure out tactics of your own that
smart enough not to make any fatal ment picks you have to add skill can capitalise on their weaknesses.
errors. The fate of Ciriondor’s party in ranks in relevant areas. Remember
this particular situation—detainment, that it’s easier for you to add ranks in
imprisonment, or worse—may hinge Language and Lore skills than it is for
on his Language skill. members of most other orders.

16
Magical Middle-earth

M agicians and W izards give the warriors on your side a deci- avoid selecting spells with Weariness
It’s more obvious how magicians sive advantage, or at least minimise the TN 10 or higher, unless you have other
and wizards can contribute to a party’s risk involved in fighting him at close test modifiers (through edges or order
success. Spellcasting is part and par- quarters. On the other hand, cast- abilities) that give you bonuses to your
cel of most any high-fantasy roleplay- ing such spells on a foe while he still spellcasting Weariness tests. If your
ing setting—indeed, it’s one of the has time to recover from them before Stamina modifier is only +1 and you
defining marks of high fantasy. Even engaging your party is essentially a have no such bonuses, you will have to
so, it’s worth pointing out some of waste of spellcraft. roll at least a 9 to cast a Weariness TN
the characteristics of spellcasting and As a spellcaster, it is very impor- 10 spell (such as Blinding Flash) suc-
spellcasters in Middle-earth so you can tant to manage your Weariness Level. cessfully and avoid losing Weariness
avoid running afoul of the limitations The Lord of the Rings Roleplaying Levels. In such a situation the odds are
imposed by the game system. Game places no limit on how many definitely against you. The chances are
One important point to remember spells of what sort you can cast in less than 1 in 3 that you will succeed
when using magic in a combat situa- any given period of time, but it does without spending Courage points to
tion is that there are very few offen- impose practical restrictions on spell- nudge the probabilities in your favour.
sive area-effect spells in The Lord of casting activity through the Weariness You certainly don’t want to have to
the Rings Roleplaying Game. If you’re tests that magicians and wizards must spend valuable Courage every time you
used to fantasy roleplaying systems in make when using their spells. Every cast a spell.
which spellcasters have the power to time you cast, you run the risk of fail- If you have a low Stamina, use
harm many different foes at once, you ure, and every time you fail you lose advancement picks to raise it. This
will have to think differently here and at least one Weariness Level. (And if costs only two picks if Stamina is your
choose your targets with discrimina- your Narrator is using the optional favoured reaction, leaving you with
tion. As a general rule, destroying your Weariness determination rules pre- enough for a Spellcasting order ability
strongest individual foe often turns the sented in Chapter Three on pages improvement in the same advancement.
tide in an encounter. Even if you don’t 46–8, you can lose Weariness Levels Also consider edges or order abili-
cause your strongest opponent direct from successfully casting a spell, too!) ties (such as Tireless or Spellcasting
physical damage, you can weaken or Suffering from lost Weariness Levels Specialty) that will give you bonuses to
distract him, depriving him of the full makes you less effective in all sorts Weariness tests associated with spell-
extent of his abilities. of important activities, and trying to casting. Do this before you start add-
In this regard, it’s important to use cast spells when weary makes it more ing spells with high Weariness TNs to
spells that handicap the target in co- likely that you will fail, lose even more your repertoire; you should be able to
ordination with the efforts of the other Weariness Levels, and enter a spiral add at least +3 to your Weariness tests
party members. Spells such as Disarm to exhaustion. before you start using Weariness TN
and Blinding Flash cause little lasting Avoiding Weariness problems 10 spells on a regular basis. Until then,
harm by themselves. But in the midst begins with selecting carefully the stick with spells that have Weariness
of a hand-to-hand fight, blinding a foe spells that you learn. If you have a TN 8 or less.
or depriving him of his weapon can Stamina modifier of less than +2,

17
Paths of the Wise

Once you have selected spells and succession is a sure way to exhaust give you the equivalent of a couple
are ready to use them, take care to yourself; needless to say, you ought of ranks in them. Assuming that
avoid Weariness in combat encoun- not to try it unless you are in a desper- you have paid due attention to your
ters. Combat is an intense activity ate situation. In all situations, if you Bearing score, taking ranks in these
and you will often find yourself want- do lose Weariness Levels in combat, skills can turn you into your party’s
ing to cast spells one right after the weigh the possibility of casting failure natural leader, rather than the one
other. However, you would be well and incurring further Weariness loss who is trotted out only when there
advised to pace yourself; indiscrimi- before you decide what to cast, or if are spells to be cast.
nate spellcasting, especially early in a you will cast again at all.
fight, can sap you of Weariness Levels Another characteristic of magi-
quickly and render you ineffective cians and wizards that can help C o n t r i b u t i n g to
for the remainder of the encounter. them contribute to adventures is the the Chronicle
Trying to cast when you are fatigued fact that, ideally, they ought to have
only makes it more likely that you good Bearing modifiers. Bearing
will exhaust yourself before the battle is an important factor in deter-
is won. mining the effectiveness of many ‘That is the business of wizards: wizards
In other words, cast judiciously. spells, especially those that require are always troubled about the future.’
You might try sticking to spells with opposed tests against the target, so — Treebeard, The Two Towers
low TNs at the beginning; although it behooves spellcasting characters
they may not be the most power- to have high scores in that attribute
ful, they offer the lowest chance of anyway. Bearing is also the attri- Figuring out how your magician
casting failure and losing Weariness bute upon which all Social skills or loremaster character can contrib-
Levels. If you do choose to cast a are based. Therefore, magicians and ute to the larger chronicle is largely
spell with a high TN, make sure the wizards are natural candidates to a matter of understanding why he
effect will hurt your enemy greatly take on important diplomatic tasks, stays on the professional path he
if you succeed, or that the target is such as Interrogate, Intimidate, has chosen, and combining that
important enough that harming him and Persuade skill tests. Even insight with the attitudes and
is worth the higher risk of casting if you have to use these skills beliefs he draws from his native
failure. Casting a handful of Lightning untrained, your Bearing culture. If this seems like a
(Weariness TN 12) spells in rapid modifier by itself should more abstract exercise than

18
Magical Middle-earth

figuring how your character can to Orcs, and so, lacking the strength might call vanity? Do you assume
contribute to the immediate needs of limb to wield a sword, he learns as that nowhere in Middle-earth is as
of a given adventure, it is so. But tak- much as he can about them to find important as Gondor in the ongo-
ing part in a chronicle is more than some other way of exacting retribu- ing struggle against Sauron? Do you
a matter of using your knowledge to tion? Fleshing out your character make a greater effort than others
solve a riddle or casting a spell that in this way not only helps you run of your people to learn the ways
sets a foe at a fatal disadvantage. your character with a firm hand, but and lore of the other Free Peoples?
Your character’s ambitions, dreams, sharing your decisions with your How you answer this question could
and passions will help your Narrator Narrator can help him create spe- determine how you respond in cer-
chart the course of the chronicle cific challenges for you. tain situations, and how you treat
by giving him an understanding of Once you have established this in other characters, both PCs and
what could inspire your magician your mind, consider also how your NPCs. Boromir, like all of his coun-
or loremaster to great deeds. Before character’s race and ethnicity influ- trymen, regarded the Hobbits in the
your Narrator can do that, you must ence the way he views Middle-earth. Company of the Ring with utter
determine your character’s identity Not all of the Free Peoples think astonishment when they first met.
and establish what drives him as an alike, or even possess much fondness He also underestimated their quali-
actor in the epic story of which he for each other. Not all of them view ties at first. Yet his puzzlement over
is a part. the continual struggle against the these curious halflings made his will-
At first glance, creating a char- Enemy in quite the same way. Take ingness to die in their defence all the
acter for The Lord of the Rings a look at the discussion that opens more heroic.
Roleplaying Game might not seem this chapter and go from there. Is One of the most dramatic
like a complicated matter. Your char- you character a product of his cul- instances of how two characters
acter will be one of the Free Peoples ture’s dominant attitudes, or does striving toward the same end can
of Middle-earth, and defending your he cut against them? Does he accept look at the same problem very dif-
way of life against the depredations some of what his native culture gives ferently is seen in Gandalf ’s long-
of the Enemy will underlie what him while he wishes to figure out simmering quarrel with Denethor,
you do in the chronicle. It seems other things for himself? the Ruling Steward of Gondor. Each
pointless—or at least pointlessly For instance, Elves are notori- holds a radically disparate view of
difficult—to pretend otherwise. But ously aloof from the movements Gondor’s role in the defence of the
within that framework, many varia- of the world; in the late Third West. The Steward, proud yet laden
tions on the Free Peoples theme are Age, they sense that their time in with misgiving, sees his realm as the
possible, and recognising that range Middle-earth is passing no mat- only foundation upon which that
helps bring Middle-earth to life as a ter what they do, and in any event defence can rest, and that assump-
game setting. Diversity among PCs their immortality gives them a dif- tion leads him to fatal despair when
can and should make for an inter- ferent perspective on events than Sauron’s army lays siege to his city.
esting chronicle in the same way the mortal folk. They may not attri- Gandalf, on the other hand, takes a
diversity among the Company of the bute the importance to minor events wider view, seeing that many realms
Ring created such a gripping epic. that Men do. Yet, might not an Elf and peoples may contribute to the
Consider, first of all, how your have sympathy for a mortal’s way of struggle against the Enemy, and in
character’s temperament, his way of viewing things? Dwarves are said to any event refuses by temperament
thinking, and his personal experi- be closed and suspicious. Yet, once to give up hope. The consequences
ences may influence both his choice upon a time, Gandalf convinced of this disagreement are tragic, of
of order and the decisions he makes Thorin Oakenshield and his fol- course, but it highlights how differ-
while following his profession. Does lowers to take a naïve young Hobbit ing attitudes between characters on
he have a specific goal, such as forging with them on the most important the same side can create high drama
an enchanted item to last the ages, or quest of their lives. It is possible to within a chronicle.
assembling a collection of lore than be a product of circumstance and However you answer these ques-
will bring him wide renown? Does conditioning while deviating from tions about how your character
he pursue learning or spellcraft as them at times. thinks and feels, remember that the
an expression of personal ambition, If you are a loremaster of Gondor deeds you do today, no matter where
or to serve his people in an idealistic (such as Ciriondor, the young lore- you come from or what order you
way? Revenge as a motivation usu- master of the Archive of the White belong to, will shape tomorrow’s
ally makes for high drama. Did your Tower), how much do you share your rhymes of lore.
character lose someone dear to him people’s pride of place, which some

19
Chapter Two

Expanding
the Orders
any of the most fascinating characters in The Lord of the Rings are
‘I’ve often wanted to see a bit
of magic like what it tells M those whose greatest strengths are knowledge and wisdom, such as the
Wizards Gandalf and Saruman, the ancient Half-elven lord Elrond,
and the equally venerable Queen of the Golden Wood, Galadriel. Even
of in old tales. . . .’ Denethor, the fey Ruling Steward of Gondor, attracts fascination.
— Sam, The Fellowship of the Ring

In this chapter, you will find revise and adjust the rules set forth in
new tools for bringing to life your the core rulebook.
own magician, wizard, or loremas-
ter character, including new order
abilities, new traits designed espe- New Order
cially for learned characters, and new
elite orders. The new order abilities
Abilities
Charm of Power, Robe of Authority,
and Wizard’s Charm will be of spe-
cial interest to players with wizard ‘He was mighty book-learned was dear
characters, since they conjure pow- old Mr. Bilbo. And he wrote poetry.’
ers similar to those of the Staff of — Sam, The Fellowship of the Ring
Power order ability described in Fell

L
Beasts and Wondrous Magic and the
Wizard’s Staff order ability described oremasters, magicians, and wiz-
in the core rulebook. In addition, ards have knowledge and cun-
you will find new rules governing the ning at their command, quali-
use of Language and Lore skills, and ties that make them just as valuable
these bear special attention, since they as any doughty soldier or stealthy

20
21
Paths of the Wise

rogue. The following sections detail may add significantly to your body
P erfect R ecall
additional order abilities that sup- of knowledge. Of course, you must Long practice in studying tomes
plement the ones listed in the core also trust to your wisdom to weed and scrolls, and in listening to long
rulebook and are available to mem- out what is true from what is errant tales and intricate songs, has honed
bers of the appropriate orders. nonsense. your memory to a keen edge. You now
When you choose this ability, find it trivial to recall in detail all of
make four TN 10 tests, adding both the decrees laid down by King Elessar
N e w L o r e m a st e r your Wits and Perception modifiers. at the Field of Cormallen, or the steps
O r d e r A bi l i t i e s You may not spend Courage on this in preparing athelas to heal a wound.
roll. See Table 2.1: Learning From Even odd scraps of knowledge you
Folklore to determine the result of picked up by the by rest more easily
‘Your pardon, lord! . . . each test. in your head.
R equisite : Bearing 9+, You receive a +1 bonus to all
I see you are a lore-master, not merely Perception 9+. Academic skill tests, except for Lore
a captain of war.’ Improvement: You may take this tests, for which you receive a +2
— Gondorian herb-master, ability any number of times. bonus.
Requisite: Wits 9+.
The Return of the King
Table 2.1: Learning From Folklore
E ntish Test Result Result
Through truly prodigious effort, Complete or Disastrous Failure False information fools you! You lose 1 rank
you have acquired a rare skill indeed: in an existing Lore skill of your choice.
mastery of the ponderous Entish Failure You fail to learn anything; no change to your
tongue. This ability allows you to Lore skills.
have Language: Entish as a skill, Marginal Success You may add 1 rank to an existing Lore skill.
something that is otherwise prohib- Complete Success You may add 1 rank to a new or existing
ited to non-Ents. (Gaining ranks in Lore skill.
this skill, however, requires you to Superior Success You may add 1 rank to a new or existing
spend advancement picks as usual.) Lore skill or choose a new speciality for any
Requisite: Wits 12+; 8+ in any existing Lore skill.
Lore skill that directly involves the Extraordinary Success You may add 2 ranks to a new or existing
Ents or Fangorn Forest (for instance, Lore skill or choose a new speciality for any
Lore/Races: Ents or Lore/Realms: existing Lore skill.
Fangorn).

F olklorist
You have developed an ear for the
wisdom and tales of common folk.
You understand the things they take
for granted as everyday knowledge
and you hear the stories they tell
among themselves of deeds both
great and small, near and far away.
You also have a keen, patient ear
for gossip and traveller’s tales that
circulate at important crossroads,
such as Bree. Many of your wise col-
leagues scoff at you for indulging the
lowly, as Saruman ridiculed Gandalf
for spending so much time among
the unimportant Halflings, but by
keeping your wits about you, you

22
Expanding the Orders

Improvement: This ability may Table 2.2: Degrees of Teaching Success


be improved up to three times to gain
additional +1 bonuses to all Lore Test Result Result
tests. Improvement does not increase Complete or Disastrous Failure Student misunderstands completely! Student
your bonus to other Academic skills. loses 1 rank in the Language or Lore skill
being taught.
Failure Student fails to learn anything; no change to
the student’s Language or Lore skill ranks.
S tudent of the S hadow Marginal Success Student adds 1 rank to an existing Language
You have immersed yourself in the or Lore skill being taught. (If the teacher
study of the Enemy. You are eager to was trying to teach a new skill, nothing is
learn everything you can about him, learned.)
his history and lore, his works, and Complete or Superior Success Student adds 1 rank to a new or existing
his servants. There is no doubt that Language or Lore skill being taught.
you do so with the finest of motives, Extraordinary Success Student adds 2 ranks to a new or existing
since understanding one’s foe makes
it easier to defeat him. But you must pick, you also incur a –2 penalty for substantial contact between teacher
have a care, lest you admire—or even each Corruption test you must make and student; exactly what this means
become—the thing to which you as a result of using this ability. in context of a chronicle is some-
devote your studies. thing the Narrator must decide, but
This ability gives you a +2 bonus as a default, the Narrator may assume
to any Lore test involving knowledge
T each that it takes a solid week’s worth of
of Sauron, his servants and allies, the You have exceptional skill at instruction, whether that be evening
One Ring, and any Language: Black imparting your knowledge to others. tale-telling by the fireside or snatches
Speech test. If you use this ability This is not a talent to be taken lightly, of conversation about the subtleties of
(you may opt not to take the bonus for not everyone with learning has the pipeweed while travelling, highlighted
before rolling for such tests) and gain time or temperament to help another by samples savoured along the way.
a successful test result, however, you learn a new subject. At the conclusion of the period of
must also make a Corruption test, This ability allows another char- instruction, the teacher makes a TN
and you must do so whether or not acter to add a new Lore or Language 12 test, adding his and his student’s
using the bonus made any difference. skill, or improve an existing one, if Wits modifiers. The consequences
Improvement: You may devote up you can successfully teach him. You depend on the degree of success or
to three additional picks to this ability, must possess more ranks than your failure (see Table 2.2: Degrees of
gaining a further +2 bonus for every student in the skill you attempt to Teaching Success).
pick. However, for each additional teach. Proper instruction requires

23
Paths of the Wise

Requisite: Bearing 9+, Perception


D istil D r aught cian’s charm grants you a +1 bonus
8+. You can create elixirs that mimic to Stamina tests to resist Weariness
Improvement: Each improve- the effects of certain spells, essentially from spellcasting. It cannot provide
ment of this ability allows one addi- bottling the essence of your magical this benefit to anyone else, and is use-
tional student to be taught at a time, craft. Magical draughts may mimic less to anyone who takes it from you.
though all students taught at once the effects of any one of the follow- Before you use this ability you must
must be learning the same skill. A ing spells: Change Hue, Dull Senses, acquire a charm of masterwork qual-
different roll on Table 2.2 is made for Enhance Food, Guarding-spell, Keen ity (if you do not have one already).
each student when more than one is Senses, Rain-ward, Renew, Revive, This can be any item small enough
taught at a time. Slumber, Steady Hand, Stout Body, to wear around your neck. You must
Strength of Limb, and Swift of Foot. then wear it for an entire day, during
Determine the amount of time need- which time you may undertake no
V ersatilit y ed to distil an enchanted draught strenuous activity other than attun-
You have an exceptionally agile according to the rules for enchanting ing the charm to your magical power.
mind, and the breadth of your knowl- items on pages 62–71. Draughts are Doing so imbues the charm with your
edge could astound your peers if you considered small items for purpos- power of spellcraft.
studied diligently enough. Your secret es of determining size factor. Note Requisite: Spellcasting.
is that you have figured out how to that a draught of Enhance Food must
grasp new subjects quickly. Whenever be poured onto the food that it is
you add a new Lore skill, you start intended to improve. No more than
S ervant of U dûn
with 2 ranks instead of 1. one enchantment may be laid into a Terrible things lie hidden in the
Requisite: Wits 12+. single draught. deeps of Middle-earth, things so
Requisite: Wits 9+, Craft: ancient and obscure that not even
Cooking 4+ (you create draughts Sauron has full knowledge of them.
N e w M ag i c i a n through distillation, boiling herbs You have become acquainted with
O r d e r A bi l i t i e s or other ingredients to extract their these fearsome sources of power and
essence before imbuing them with have learned something of how to
your spellcraft), Spellcasting. shape and wield them for your own
‘There he sat down and worked up the purposes. Along with that knowledge,
however, comes the sense
best magic he could in the shadows.’ M agician ’ s C harm that using it has dan-
— The Hobbit A talisman worn around your gers all its own.
neck aids you in casting your You gain a
spells. This magi- +2 bonus to all
tests needed
to cast spells
from the Fire,

24
Expanding the Orders

Smoke, and Light spell specialty and exclusive; both may be used at once as create a spell’s effects without placing
Sorcery spell speciality. However, long as both have been activated. proportional strain on you.
you also suffer a –2 penalty to all A Charm of Power may not be Effect: Choose any spell that you
Corruption tests. destroyed by ordinary physical means, already know with Weariness TN 5
Requisites: Spellcasting; Fire, although some particularly power- or lower. You may cast that spell once
Smoke, and Light spell speciality or ful spell or some other great magical per day without making a Stamina
Sorcery spell speciality. force, such as a Dragon’s breath, might test to resist Weariness. Furthermore,
Improvement: For each addition- do so, at the Narrator’s discretion. If a the spell does not count for purposes
al pick you devote to this ability, up Charm of Power is destroyed or lost, of determining the Weariness TN of
to three, you gain an additional +1 you may gain a new one by re-pur- spells that you subsequently cast. You
bonus to tests needed to cast spells chasing the Charm of Power order may therefore use this charm ability
from the Fire, Smoke, and Light spell ability, though you must re-activate and immediately cast another spell
specialty and Sorcery spell specialty. its powers in the normal way. If, how- without suffering the standard test
You also suffer an additional –2 pen- ever, for whatever terrible reason, you result penalty for casting too many
alty to all Corruption tests for each are cast out of the Order of Wizards, spells in a short period of time or
additional pick. your charm loses all of its abilities and for having multiple spells in effect at
becomes inert. You may not under one time.
such circumstances get a new, func- Manifestation: You must attain
New Wizard Order tional Charm of Power by selecting a superior success on the Weariness
A bi l i t i e s this order ability again. test made when casting the spell
In order to select Charm of Power you wish to imbue into the charm.
as an order ability, you must already When you do so, the charm gains
possess a magician’s charm. It becomes this capability.
‘[Gandalf’s] knowledge was deep, his a Charm of Power as soon as you
thought subtle, and his hands manifest one of its abilities. It retains
the spellcasting Weariness test bonus
Q uick C aster
marvelously skilled. . . .’
described under the magician’s charm Hard experience, gained by striving
— Aragorn, The Two Towers order ability after this activation. against other spellcasters, has taught
Requisites: Magician’s Charm, you how to read the intentions of a
Wizard Spellcasting, Wizardly Power. foe and counter them with dexterity.
Whenever you cast a counter-spell,
C harm of P ower you gain a +2 bonus to the Weariness
Just as the Staff of Power order
Defence test and a +2 bonus to the subsequent
ability (described on pages 88–90 A Charm of Power not only sus- opposed Bearing test.
of Fell Beasts and Wondrous Magic) tains your magic, it also helps ward R equisite : Nimbleness 8+,
enhances the power of a wizard’s off the blows of your enemies. Wizard Spellcasting.
staff and exemplifies the deep iden- Effect: A Charm of Power Improvement: You may improve
tification between a spellcaster and increases your Defence by +2 against this ability up to three times to gain
this important personal possession, all attacks. additional +1 bonuses to both of the
so too does Charm of Power amplify Manifestation: This capa- tests this ability modifies.
the capabilities and importance of a bility activates when a foe suffers a
magician’s charm. complete or disastrous failure in an
A Charm of Power has two dis- Armed Combat or Ranged Combat
R obe of A uthorit y
crete capabilities: Defence and Spell test directed against you. This must Like a Staff of Power or a Charm
Patterns. These do not immediately occur in a genuine battle, not while of Power, a Robe of Authority is
manifest when this order ability is you practice physical combat or spar both an order ability and an item
purchased, however. Rather, a wiz- with a friend. that enhances the wizard’s power and
ard must activate each through an exemplifies the deep identification
exceptional deed or accomplishment between a spellcaster and a personal
before he can command them. Once
Spell Patterns possession—in this case, the garment
activated, using either of the Charm You may use a Charm of Power that he wears.
of Power’s capabilities requires a sin- to focus and channel your spellcraft. A Robe of Authority has three
gle action. These capabilities are not Over time, exposure to your spells discrete capabilities: Blinding Light,
subtly changes its form, allowing it to Defence, and Hue Shift. These do not

25
Paths of the Wise

immediately manifest when this order of Authority as soon as you manifest Manifestation: Blinding Light
ability is purchased, however. Rather, one of its abilities. activates when you cast Blinding Flash
a wizard must activate each through Requisites: Wizard Spellcasting, or any spell from the Secret Fire spe-
an exceptional deed or accomplish- Wizardly Power. ciality against a servant of the Enemy
ment before he can command them. and achieve a superior success.
Once activated, using any of these
capabilities requires a single action.
Blinding Light
These capabilities are not exclusive; It was said of Gandalf the White
Defence
more than one may be used at once as that he could cast aside his tattered A Robe of Authority acts as
long as they have been activated. traveller’s cloak to reveal a dazzling enchanted armour, deflecting blows
A Robe of Authority may not light that seemed to emanate from directed against you.
be destroyed by ordinary physical his body, and that it dismayed his foes Effect: A Robe of Authority
means, although some particularly and inspired his allies, even though increases your Defence by +4 against
powerful spell or some other great the latter, too, had to shield their eyes all attacks.
magical force, such as a Dragon’s from it. Manifestation: This ability acti-
breath, might do so, at the Narrator’s Effect: You may cast aside whatev- vates when a foe suffers a complete
discretion. If a Robe of Authority is er garments you are wearing over your or disastrous failure in an Armed
destroyed or lost, you may gain a new Robe of Authority to reveal a flash of Combat or Ranged Combat test
one by re-purchasing the Robe of bright light. All servants of the Enemy directed against you. This success
Authority order ability, though you within 10 feet of you are affected as if must come in a genuine battle, not
must re-activate its powers in the exposed to the spell Blinding Flash, while you practice physical combat or
normal way. If, however, for whatever except that their Swiftness TN to spar with a friend.
terrible reason, you are cast out of the halve the duration of the effect is 10 +
Order of Wizards, your robe loses all your Bearing modifier. Allies within
of its abilities and becomes inert. You the area of effect are blinded for only
Hue Shift
may not under such circumstances 1d6–2 rounds (results of less than 1 A Robe of Authority conceals
get a new, functional robe by selecting indicate no blindness at all), and their your physical form when you wish to
this order ability again. Swiftness test is TN 10. This particu- remain unseen, blending you into the
In order to select Robe of Authority lar power achieves the same degree of background. It also muffles the sounds
as an order ability, you must possess a effectiveness whether you use it in the that you make when you move.
masterwork robe. It becomes a Robe dark or in bright daylight.

26
Expanding the Orders

Effect: This ability grants you a Requisite: Wits 10+. to all tests related to casting spells
+5 bonus to all Stealth tests. Also, Effect: You receive a bonus of +2 from the Secret Flame speciality.
all Hear, Sense Power, and Spot tests to all Lore tests.
executed against you suffer a –5 pen-
alty.
N atur al A rchivist
Manifestation: This ability acti-
C lear S peech You feel comfortable around col-
vates when you achieve superior suc- You have a gift for enunciating lections of written works, and you
cess in any Stealth test executed to clearly, even in tense situations. You have a relatively easy time finding the
hide yourself from a servant of the are more persuasive and more likely information you want among librar-
Enemy or some other genuine foe (in to be understood when speaking. You ies, scroll hoards, and the like.
other words, you may not ‘practice’ also find it relatively easy to cast spells Requisite: Perception 9+, Wits
concealing yourself just to activate that require speaking an incantation. 9+.
this ability). Requisite: Bearing 8+. Effect: You receive a +4 bonus to
Effect: You gain a +2 bonus to all Search tests when trying to locate
all Debate, Language (when speak- a particular document (tome, scroll,
New Tr aits ing), and Persuade tests, as well as to and the like) in an archive or scroll
Perform tests that involve speaking hoard, and also when trying to locate
(Tell Stories and so on). You also a particular bit of information in a
gain a +1 bonus to all Weariness tests document.
‘Quite simple. Too simple for a learned when casting a spell that requires
lore-master in these suspicious days.’ speaking words of command.
S chol arly L ineage
— Gandalf, The Fellowship of the Ring
You come from a long line of
H idden S trength scholars, bards, or other such masters

E very hidden path that runs has its


own twists and turns; every career
you may choose will bring out your
As a spellcaster, you have hidden
reserves of strength upon which you
may call in times of need. For a brief
of lore. Your family being what it is,
your early memories swim with the
sort of knowledge that others must
strengths and weaknesses in differ- period each day, you may redouble travel widely or work diligently to
ent ways. The new edges and flaws your efforts and weariness will not acquire. It is that much easier for you
described here are best suited for touch you as you use your magical to master lore as a result.
loremasters, magicians, and members powers. Effect: Choose any one Lore skill
of related elite orders, although you Requisite: Spellcasting order abil- grouping, such as Lore/Realm or
may also use them with characters ity. Lore/Race. When you add specialties
belonging to other orders. Effect: For a period of 1 round to tests on skills in that group, you
per point of your Vitality score, you add +3 rather than +2.
receive a +6 bonus to all spellcasting Improvement: This edge can be
Edges Weariness tests. Afterward, however, improved with up to two addition-
you automatically lose 2 Weariness al picks, with each pick granting an
Levels. You may use this ability only additional Lore skill grouping.
‘For you are proud, Gandalf—and not once per day.
without reason, having a noble mind and S eniorit y
eyes that look both deep and far.’ K eeper of A nor Your mastery of learning has given
— Saruman, The Two Towers You are steadfast and incorrupt- you at least one very palpable benefit:
ible at heart, a true friend to the Free a position of respect within your soci-
Peoples and the Middle-earth that ety. You may have won an appoint-
is so dear to them. The Enemy may ment as an Archivist of the White
A ccur ate R ecall defeat you by force, but he can never Tower in Minas Tirith, so that you
You have an unusually good mem- win you over. Power and dominion spend your days in the greatest library
ory, even for someone of exceptional over others hold no attraction for in Middle-earth, the archive that once
intelligence. Whether you read some- you. belonged to the Kings of Gondor. Or
thing in a tome or hear it in a rhyme Requisite: Bearing 9+. perhaps you are a tribal elder of the
of lore, it remains with you, even Effect: You receive a +4 bonus to Haradrim or the Easterlings.
when you are under duress. all Corruption tests and a +2 bonus

27
Paths of the Wise

Requisite: Bearing 9+, Wits 9+, cal displays of fire, such as fire- in your presence, with TN 10 +
and 8+ ranks in any Lore skill. The works, set you on edge. caster’s Bearing modifier.
Narrator also has the discretion to Effect: You receive a –4 penalty
make the Rank edge a prerequisite, to spellcasting Weariness tests for
depending on the position the char- casting any spell from the Fire,
C it y - dweller
acter wishes to assume. Some high Smoke, and Light spell speciality, You have spent your days buried
positions may require noble birth, as well as any sorcery spell that in urban areas, whether the great
others not. involves conjuring fire. You must city of Minas Tirith, a more modest
Effect: You receive a +4 bonus also make a Fear test whenever city like Dale, or even a crossroads
to all Social skill tests that involve someone else casts a spell that fits town like Bree. Seldom, if ever,
gaining access to bodies of knowledge either of these descriptions in your have you walked in the woods or
(entering a library without official presence, with TN 10 + caster’s travelled through the wild lands of
permission, for example, or persuad- Bearing modifier. Middle-earth. Nor have you sailed
ing a reluctant bard to sing a song its great waters. Should fate cast
of lore). You also receive a +2 bonus you into the wilds or onto the sea,
to all Persuade tests that involve cit-
A fr aid of the S ea you will be at a disadvantage.
ing facts related to a Lore skill you While dry land is solid and safe, Effect: You suffer a –2 penalty
possess. (People are more likely to seas and other large bodies of water to all Lore/Realm tests involving
believe you because of your position.) are not so comforting. Their waters the East of Middle-earth (Harad,
Like the Rank edge, Seniority may suffocate and their murky depths Mordor, and the like), the forests
also have substantial story effects, as conceal all manner of dangers. You and sparsely populated areas of
NPCs may have to show you defer- can ford a small stream without dif- the West (such as Mirkwood and
ence due your station. ficulty, but wide rivers, lakes, and Eriador, which was severely depop-
seas truly terrify you. ulated by the late Third Age), and
Effect: You receive a –4 penalty large bodies of water. You receive a
W oodswise to spellcasting Weariness tests for –4 penalty to all Lore/Wilderness
You have spent much time in woods casting any spell from the Water tests. You also suffer a –2 penalty
and fields, or perhaps in the wild. As spell speciality, as well as any sor- to all tests required when casting
a result, the ways of beasts and plants cery spell that involves conjuring spells from the Beasts and Birds
hold little mystery for you. or manipulating water, fog, or the and Water specialities.
Effect: You receive a +2 bonus to like. You must also make a Fear test
all Lore/Wilderness tests, Weather- whenever someone else casts a spell
sense tests, and all tests required that fits either of these descriptions
D ark H eart
when casting spells from the Beasts in your presence, with TN 10 + You have studied the One Ring,
and Birds speciality. caster’s Bearing modifier. the Enemy, and his minions. You
may have done so with the sensible
intention of understanding your
F l aw s A fr aid of the S torm foe, but your knowledge of great
Whenever a tempest rages on evil has had the unintended effect
the sea, or wind and rain howl on of fascinating you and seducing
‘[Saruman’s] knowledge is deep, but his the land, it sets your nerves on you with the lure of power. Perhaps
pride has grown with it, and he takes ill edge. A modest downpour or a stiff Sauron himself has sensed your
to any meddling.’ wind does not bother you, but you presence and seeks to win you over
lose heart whenever the weather by whatever means he can com-
— Gandalf, The Fellowship of the Ring becomes truly angry. mand. You must beware the desires
Effect: You receive a –4 penalty of your own heart, because they are
to spellcasting Weariness tests for your true weakness.
casting any spell from the Air and E ffect : You must make a
A fr aid of F ire Storm spell speciality, as well as any Corruption test whenever you
For whatever reason, fire makes sorcery spell that involves conjur- acquire a rank in a Lore skill related
you distinctly uneasy. Spending the ing whirlwinds, tempests, and the to the One Ring, Mordor, Sauron,
evening by the fireside causes you no like. You must also make a Fear test or his servants. To make matters
undue anxiety, but large and magi- whenever someone else casts a spell worse, you suffer a –2 penalty on all
that fits either of these descriptions Corruption tests you make.

28
Expanding the Orders

F orgetful I ncredulous Forochel. Conversely, one of the


You don’t have much of a head Intelligent though you are, you Snowmen would suffer the same pen-
for facts and dates. Even if others have an unfortunate tendency to alty to a Lore/Group skill test about
reckon you wise, that doesn’t alter doubt the simplest explanation and the Rohirrim and a Lore/Realm skill
the fact that you just aren’t very the clearest logic. When it comes to test about Rohan.
good at remembering details. It all interpreting obscure knowledge, you
goes in one ear and out the other, prove too clever for your own good. In
they used to say about you as a short, you have a habit of outthinking
T iresome
child, and even now your memory yourself. You know a great deal. In fact,
can fail you at inopportune times. Effect: You suffer a –2 penalty to you know too much for your own
Effect: You suffer a –4 penalty all Lore/History skill tests and a –1 good when it comes to social situa-
to all Lore tests, and a –1 penalty to penalty to all other Lore skill tests. tions. You tend to tell people more
all spellcasting Weariness tests. than they care to know, even in casual
meetings.
P rovincial U pbringing Effect: You suffer a –6 penalty
F umble - fingered Your upbringing exposed you to to all Intimidate and Perform (Tell
Whether due to age, nerves, or very little of the world outside your Stories) tests, a –4 penalty to all
excitement, your fingers sometimes home, even by the sheltered standards Persuade tests, and a –2 penalty to
get away from you when you most of Middle-earth in the late Third all Inquire tests. You may not take
need them to be steady. Age. Now, everywhere you go outside Fast Talk as a specialty of Persuade.
Effect: You suffer a –2 penalty the circumscribed bounds of your If, however, you already have the
to all Nimbleness tests requiring youth seems strange, the folk alien to Fast Talk specialty when you take
fine manipulation. In addition, each you. Understanding these places and Tiresome as a flaw, you do not lose it.
time you cast a spell that requires their peoples is therefore difficult for
the use of gestures (see page 168 of you; it is not impossible, but you will
the core rulebook) you must make always have to work harder at it than
T ongue - tied
a TN 5 Nimbleness test (factoring most of your peers. You find it unusually difficult to
in the –2 penalty) to get the spell Effect: You suffer a –2 penalty let words roll off of your tongue, no
underway. If you fail your action to all Lore/Realm and Lore/Group matter what language you are speak-
is wasted, though you need not tests involving a realm or group other ing. Your audience often has difficulty
attempt the spell’s Weariness test. than the one to which you are native. understanding you, and you are not
For instance, a warrior of Rohan with a very persuasive speaker as a result.
this flaw would suffer a –2 penalty to You also find it difficult to cast spells
a Lore/Group test about the Lossoth that require speaking an incantation.
and to a Lore/Realm skill test about

29
Paths of the Wise

Effect: You suffer a –2 penalty to


all Debate, Language (when speak-
ing), and Persuade tests, as well as to
Perform tests that involve speaking
(Tell Stories, and so on). You also suf-
fer a –2 penalty to all Weariness tests
when casting a spell that requires
speaking words of command.

U nnerving M anner
Your pursuit of obscure lore or
magical craft has made you a lit-
tle eccentric in the eyes of others.
Perhaps it is something in the way
you dress, the way you carry yourself,
or the manner in which you address
other folk. Whatever it is, your quirk-
iness hampers you whenever an elo-
quent tongue or polished demeanour
is needed. Many of the languages of Middle- from the North. If a Knight of the
Effect: You suffer a –2 penalty to earth are related to one another, shar- Mark were to find himself in Dale,
all Social skill tests except for Insight ing common words and similarities in he could, with minimal effort, under-
tests. grammatical structure. As a general stand the native speech of the locals
rule, related languages are regional or (assuming they chose not to commu-
tribal offshoots from a parent language nicate in Westron, that is).
Skills spoken by different ethnic groups’ For a graphical representation of
common ancestors in the distant past. how the languages of Middle-earth
As time and geography deepened the are related to each other, see Table
‘Of lore and manners have they learned distinctions between ethnically simi- 2.3: Languages of Middle-earth.
what they would, and their lords speak lar groups, the languages that they Beneath each race, the languages com-
our speech at need.’ spoke developed their own distinctive monly used by its members are listed,
characteristics. followed by the major dialects of the
— Faramir, The Two Towers For instance, all Elves once spoke language, if any.
the same language. Then the Noldor Each language is a possible

T his section expands upon the rules


governing the use of Language
and Lore skills, and presents some
and the Sindar separated from the
Silvan Elves by migrating to what was
then the West of Middle-earth. The
Language skill, and each major dia-
lect is a potential specialty of that
skill. For instance, if you acquired skill
modest (but useful) modifications to Noldor further separated themselves in the tongue of Rohan, you would
them. by departing Middle-earth for the describe it as ‘Language: Northman
Undying Lands. Over the course of (Rohiric)’ in your skill list.
uncounted years of physical separa-
L a n g uag e s o f tion, all three developed variations
M i d d l e - e a rt h on their original tongue that became
so different that by late in the Third
Age, they were distinctly different
languages, none easily comprehen-
‘Why then do you not speak in the sible to speakers of the other. On
Common Tongue, as is the custom in the the other hand, the Rohirrim left the
West, if you wish to be answered?’ North-lands recently enough so that
their language, Rohiric, has not yet
— Gandalf, The Two Towers evolved significantly from the original
Northman tongue they once shared
with other nations of Middle Men

30
Expanding the Orders

Speakers of languages without and cannot converse in Westron. One


dialects—Westron, for example— of the brightest Rohirrim knows a
receive, by default, the +2 specialty few words of Language: Dunlendish T able 2.3:
bonus to tests when using that lan- (Dunlendish) and tries to put this L anguages of
guage. (Otherwise they would effec- question to the sullen prisoner. The M iddle - earth
tively be penalised due to the fact that Narrator determines that this is a
their language has not fragmented Routine test (TN 10). With a roll M en
into dialects.) In order to remember of 7, his test result is 12 (7 + 2 skill Westron
this bonus in play, players may wish ranks + 2 specialty bonus because Northman
to record these languages on their there are no Dunlendish dialects + 1 Beorning
character sheets after the fashion of from his above-average Wits score). Dalish
‘Language: Westron (Westron).’ He successfully words the question. Lakeman
Since the captive has 6 ranks in that Rohiric
language, he does not need to make Woodman
L anguage S kills in P lay a test to understand. Whether he Dunlendish
Although they are similar to other chooses to answer, of course, is anoth- Drúadan
skills in game terms, language skills er question entirely, and if he does, Southron
are also clearly different from them. the farmer will have to make another Far Southron
While it would be possible to conduct test to understand the response. Near Southron
a test for each attempt at communica- When particularly difficult topics Umbarean
tion between two characters, it would are discussed, even native speakers Variag
also bring the chronicle to a screech- may have trouble following the con- Easterling
ing halt. The following rules provide versation. Examples include magic, Tribal Dialects
a number of useful generalisations technical procedures, obscure histori-
about when characters can freely con- cal topics, and tricky verse. In such D warves
verse with one another, and when cases, the Narrator may set an equiva- Khuzdul
tests are necessary. lent native-speaking threshold which
One who has 6 skill ranks in a is higher than 6. E lves
given language is as fluent as an aver- Example: A Dwarf-craftsman Quenya
age native speaker. Those who meet sells a Dwarf-toy he has created to an Silvan
this threshold are thus referred to as adventurous Hobbit from Buckland. Sindarin
native speakers even though they may The procedure for activating the
not, technically speaking, be natives toy is tricky, so the Narrator rules E nts
of that culture. As long as all of the that one would need 8 skill ranks Entish
parties of a conversation are native to understand perfectly without a
speakers, they may communicate test. While the Hobbit has 8 ranks O rcs
freely. Specialty bonuses do not help in Westron, the Dwarf has only 6. Black Speech (Mordor-orcs)
determine whether a given individual Communicating the procedure, the Orkish
is a native speaker. Narrator decides, is a Challenging Tribal Dialects
In any case where communica- test (TN 15). The Dwarf rolls 3,
tion is attempted by a party without for a test result of 11 (3 + 6 skill
6 ranks in the applicable language, ranks + 2 specialty bonus because
however, a test must be made by that there are no dialects of Westron).
party. Target numbers to communi- He botches the explanation, so even
cate and understand ideas of various though the Hobbit need not roll to
complexity are listed on page 129 of understand him, he gets the wrong
the core rulebook. idea. Note that had the Dwarf suc- another. Though two such speakers
Example: A group of Rohiric ceeded, no test would be needed may have difficulty penetrating each
farmers survive a Dunlending raid on on the Hobbit’s part, because he others’ accents and use turns of phrase
their lands and manage to take one meets the equivalent native-speak- that are unfamiliar, the only game
of the attackers prisoner. They want ing threshold of 8 skill ranks. effect is that they simply do not gain
to know whether additional raids are Clearly, it is possible for those who the benefits of their specialty bonuses
planned, but they discover that their speak different dialects of a given when talking to each other.
captive does not understand Rohiric language to communicate with one

31
Paths of the Wise

Example: A Man from Dale trav- get by with simple phrases. Even the vors of the downfall of Númenor to
elling far from home encounters a Men of Dunland and the Woses of Middle-earth in SA 3320, Westron
party of Rohirrim. They wish to the Drúadan Forest can speak a little. had become a language with its own
exchange news of the road. Although The enemies of the old Númenorean distinct identity, although the ancient
the Man from Dale speaks Language: kingdoms—the tribes of the East and Númenorean tongue remained at its
Northman (Dalish) +6 and the Riders South, such as the Haradrim and core. As Elendil and his descendants
speak Language: Northman (Rohiric) Variags of Khand—absorbed the lan- spread their authority across the
+6, they can still communicate with guage of their foe as well, although Westlands, their language became the
each other as native speakers. After they also retained their traditional standard language of their realms.
exchanging news, they decide to camp languages (see below). Most Elves
together for the night. Around the speak at least a little Westron as a
campfire, one of the Rohirrim recites second language. All Hobbits and
Elvish Languages
a rather obscure Rohiric proverb—in Dwarves of the Westlands speak it as At the beginning of the Elder
verse—about the fortunes of chance their native tongue. Days, before the sundering of their
meetings. The Narrator decides that Westron is a compound of various race, all Elves spoke the same lan-
this verse, being particularly diffi- languages. It traces its roots to the guage. But after the Valar sum-
cult, requires 10 skill ranks of flu- ancient tongue of Men spoken by the moned the Three Houses of the
ency to avoid tests. As none of the Edain, the Three Houses of Men who Eldar to the Undying Lands, leav-
parties meet this requirement, tests came into Beleriand in the First Age ing the Silvan Elves in Middle-
are required. The Narrator rules that and befriended the Elves. When the earth, their tongues changed over
the task is Challenging (TN 15). Valar rewarded their friendship by time so that they became quite
The Rider telling the story rolls 7 + granting them the island of Númenor, different from one another. The
6 (skill ranks in Northman) + 2 (his they brought their language with speech of the Elves divided further
specialty in Rohiric) for a test result them, though they allowed Elvish when some of the Third House of
of 15. He succeeds in delivering the words to mingle with it and soften the Eldar, the Sindar, or Grey-elves,
verse. The Daleman rolls 7 + 6 (skill it. The Númenoreans brought it back stopped on the shores of Beleriand,
ranks in Northman) for a test result to Middle-earth when they began to deciding at the last moment that
of 13. He does not add his specialty colonise its coastal lands early in the they could not bring themselves
bonus, because it applies only to con- Second Age. This brought them into to leave Middle-earth altogether.
versations in the dialect of Dale. He contact with lesser Men, and their The Sindarin tongue evolved along
does not understand the verse, but words entered the language as well. a path of its own, while its cous-
smiles politely to avoid offending his By the time Elendil led the survi- ins, graced by the Undying Lands,
camp-mates.

L anguage D escriptions
The following sections discuss the
languages listed on Table 2.3 and the
dialects they encompass.

Westron
By the end of the Third Age,
Westron had become the standard
language of interaction for all of the
West of Middle-earth, and even much
of the East. For this reason, it is often
referred to as the Common Speech.
All who live in what was once the
old kingdoms of Arnor and Gondor,
from the Lossoth of Forochel in the
North, to the Hobbits of the Shire, to
the Corsairs of Umbar in the South,
speak at least enough Westron to

32
Expanding the Orders

retained something closely akin to


Languages of Men S outhron : Westron speakers
its original speech. Northman: During the Third who have heard the Southron tongue
Sindarin: Sindarin was the uni- Age, descendants of peoples closely describe it as oddly melodic, though
versal spoken language of the Elves related to the ancient Edain still its tonalities sound dark and disso-
of Middle-earth in the Second lived near Erebor and in the upper nant to their ears. There are, in fact,
and Third Ages. When their cous- vales of the Anduin: the Men of three regional dialects of Southron,
ins the Noldor returned from Long Lake and Dale, the Woodmen each identified by the land in which
the Uttermost West at the end of Western Mirkwood, and the it is spoken: Near Harad, Far
of the First Age, they ultimately Beornings. All of them preserved Harad, and Umbar. Three thousand
adopted Sindarin as their language, regional dialects of the ancient lan- years of Númenorean domination,
being lesser in number than the guage of the North, which differed followed by a further millennium
Grey-elves. Sindarin is also spo- from Westron in that they had been of Gondorian occupation, exerted
ken by non-Elves who traffic with less influenced by Elven tongues and a profound and lasting influence
Elvenkind or take an interest in the speech of lesser Men. One may on the Umbarean dialect, which is
their lore. add to this family Rohiric, the lan- heavily inundated with Adûnaic and
Q uenya : Quenya represents guage of the Rohirrim. Also, most Westron loan-words. It is there-
the closest living link to the origi- of these Northman dialects are at fore the most distinctive dialect of
nal language of the Elves that is still least passing familiar to the Men Southron. All are descended from
spoken in the West-lands, and it is of Dorwinion. The communities of an older Southron language spoken
the first language to be recorded in Dorwinion trade frequently with by the lesser Men of Harad in the
writing. After the first two Houses those of Erebor, and folk from both Second Age.
of the Eldar came to the Undying regions intermarry. Westron is the Variag: The fierce but enigmatic
Lands, their language entered native tongue of Dorwinion, but dia- Variags of Khand speak a language
a state of changelessness, so that lects from Erebor frequently become that, as far as anyone can tell, is com-
when the Noldor at last returned second or third languages. pletely unlike any other tongue of
to Middle-earth, it seemed to their Dunlendish: By the time of the Men spoken in Middle-earth, both
kindred the Grey-elves that they War of the Ring, only the fierce Men in sound and structure. It seems to
spoke a tongue out of the distant of Dunland still spoke Dunlendish. borrow substantially from the Black
past. After the Noldor adopted Long before the Númenorean exiles Speech—no doubt the product of
Sindarin as their spoken tongue, arrived in Middle-earth, it was their long association with the Lord
Quenya became a language of lore the language of the folk who built of Mordor. Of course, the language
and ceremony only. It was also used Dunharrow. It was also spoken in of Khand has been studied sparsely
by the Númenorean kings. Bree before Bree became part of the at best by the loremasters of the
Silvan: The Silvan Elves spoke Kingdom of Arnor. West-lands. Only the soldiers of
a language of their own that, though Drúadan: Even more ancient and Gondor have heard it spoken, and
closely related to Sindarin, was dis- arcane than Dunlendish is the harsh, they report that the Variags’ speech
tinct from it, as was Sindarin from guttural speech of the Woses, the has a high, wailing sound to it, at
Quenya. After the Eldar began their reclusive Púkel-men of the Drúadan least when uttered in battle.
journey west, it was the only Elven Forest. The origins of their language Because of the close relation-
speech heard in much of Middle- go back beyond the Third Age, pos- ship between their languages, native
earth. But after the destruction of sibly beyond the Second and into the speakers of Khand may use the skill
Beleriand, the Noldor and many First, when their ancestors occupied Language: Black Speech untrained.
of the Sindar returned east and lands near the White Mountains Easterling: Just as a full tally
brought their languages and culture that later belonged to Gondor and of the tribes of lesser Men who live
with them. They ruled over the Rohan. By the time of the War of the in the lands to the east has never
Silvan Elves and, in Lórien, sup- Ring, they had withdrawn entirely been made by anyone in the West of
planted their language for the most into the Drúadan, not daring to leave Middle-earth, no full accounting of
part. In the Third Age, Silvan is but also making the old forest their the languages spoken by those tribes
still spoken by the Wood-elves of own. At the beginning of the Fourth exists. However, all of the Easterling
Mirkwood and Lórien. Age, King Elessar decreed that the tribes that assailed the Númenorean
Drúadan would belong to them in kingdoms in the Third Age, including
perpetuity in return for services those whom Sauron seduced to his
that they had rendered Gondor and side for the War of the Ring, speak
Rohan in the war. what appear to be dialects of the same

33
Paths of the Wise

basic language. This suggests that


The Black Speech dialect of its own, adding elements
they are all ethnically kin, or at least Although it has never been from the tongues of those around
that their ancestors once lived in close proved, there is little doubt that them until dialects became scarcely
proximity to each other. Traders from Sauron devised the language of intelligible to the others. Most Orkish
Dorwinion and those few among the Mordor during the Dark Years, dialects share words from the Black
peoples of the West who have heard when he used the Rings of Power Speech, but by the Third Age they
it describe it as choppy and abrupt in to establish dominion over Middle- had become so linguistically diffuse
its sound. earth for the first time, and that he that Orcs from different tribes could
intended to make it the language of communicate with each other most
all who served him. After the Last reliably through Westron (although
Khuzdul Alliance of Elves and Men over- they use a degenerate form profi-
The Dwarves have a strange and threw him, only the Nazgûl used cient only in abuse and curses). Each
secret language of their own, called the Black Speech. When Sauron Orkish dialect is therefore treated as
Khuzdul. It is an ancient tongue that rose again and re-entered Barad- a separate Language skill, much as
has changed little through the course dûr, it at once became the tongue Quenya and Sindarin are separate
of many generations. The Dwarves of Mordor and its captains. The skills although both are spoken by
speak it among themselves, but it Trolls appearing in Mordor and Elves and originally descended from
emerges into the wider world only Mirkwood at the end of the Third the same language. Because of the
through old place-names, such as Age also use the Black Speech, but long historical relationship between
Khazad-dûm and Zirak-zigil, and they are capable of learning only its Orkish and the Black Speech, native
in the traditional war cry uttered rudiments. speakers of Orkish may also use
by Gimli at Helm’s Deep: ‘Baruk The inscription on the One the skill Language: Black Speech
Khazâd! Khazâd aimênu!’ (‘The axes Ring uses the Black Speech in its untrained.
of the Dwarves! The Dwarves are classic and most ancient form. The An Orkish dialect is identified
upon you!’). Even the names by which Orcs of Isengard call Saruman by the name of the tribe that speaks
they present themselves to outsiders ‘sharku,’ which means ‘old man’ in it. For instance, the Gorbakh tribe,
are Mannish in form and derivation. the debased form of the language which takes as its territory a stretch
As the vagaries of war forced the used by them. of the Misty Mountains between the
Dwarves to flee their ancient man- Old Forest Road and the Gladden
sions, they took up the speech of Fields, speaks the Gorbakh dialect.
the Men among whom they lived,
Orkish When expressing it as a skill, write it
so that by the Third Age, practically There is no single Orkish language. as ‘Language: Orkish (Gorbakh).’
all Dwarves spoke Westron. In fact, Most bodies of lore that now exist say
many spoke it at least as well as they that the first Orcs had no language
spoke their own language. of their own. Instead, they impro-
Entish
Dwarf-scribes modified the old vised, taking what they needed from The tongue of the Ents is like no
Elvish runic alphabet, the Angerthas others and reshaping it in their own other in Middle-earth. It is slow and
Daeron, to reflect their aesthetic barbarous way. As they spread across sonorous, and its phrases are impos-
preferences in writing both Khuzdul Middle-earth, tribes became geo- sibly drawn-out; it is the language of
and Westron alike (as may be seen graphically isolated and each evolved a a truly ancient race that has seen the
in the bilingual inscription on Balin’s passing of more years than one can
tomb in Khazad-dûm. Each major
Dwarf-settlement, such as Moria
and Erabor, has its own varia-
tion or ‘mode’ of writing
this alphabet.

34
Expanding the Orders

Lore
W riting in M iddle - earth
‘I do not know anything
about this country.’
‘The letters are Elvish, of an ancient mode, but the language
‘Then you’d better learn something
is that of Mordor, which I will not utter here.’
if you wish to understand
— Gandalf, The Fellowship of the Ring
what’s going on.’
— Merry and Gandalf,
In the Third Age, all of the languages in the West of Middle-earth
used cursive and runic alphabets of great antiquity, both developed The Two Towers
by the Elves deep in the Elder Days. The Noldor developed the
cursive script, known as the Tengwar, before they left Middle-earth The Lore skill groups cover the
for the Undying Lands. They invented it for use with pen and brush, improbable art of knowing everything
although skilled craftsmen could learn how to inscribe it (for instance, there is to know under the sun that
the inscription in the One Ring is made out in Tengwar). The Grey- shines on Middle-earth—improbable
elves developed the runic Cirth for carved inscriptions, since its because the bodies of lore that course
straight lines and angles were easier to set in stone or cast metal. The through it run so vast and so deep.
inscription on Balin’s Tomb in Moria, for instance, was carved in a The rules set out here both amplify
Dwarven variation of the Cirth. and modify the brief description of
Narrators and players alike should note that the fact that all lan- Lore in the core rulebook. There, Lore
guages use the same basic alphabets does not mean that the ability to is described as a single skill group
read those alphabets unlocks every language. The characters in the covering five different skills—Group,
Elvish alphabets represent sounds, and each language arranges letters History, Race, Realm, and Other—
to form words out of those constituent sounds. The ability to sound and each skill contains within it a
out a word from its written depiction helps very little unless one also range of possible specialities limited
knows what that word means. only by the imagination.
Passages in any given language, thus, can be written in any script But the range of possibilities by
the author prefers. The Tengwar inscription on the One Ring, for which one can describe knowledge
example, is of the Black Speech, and though all of the Book of of some facet of Middle-earth—its
Mazarbul is written in Westron, Óin’s passage is scribed with the races and its realms, its beasts and its
Tengwar rather than Cirth, for—as The Fellowship of the Ring magic—is so vast that it really ought to
records—‘[Óin] could write well and speedily, and often used the be expanded into a number of different
Elvish characters.’ Identifying the language any textual passage is writ- skill groups if the coda rules governing
ten requires a TN 10 test in the appropriate Language. skills are to do it justice. Accordingly,
‘Lore’ is now represented by seven dif-
ferent skill groups: Lore/Group, Lore/
count, and never hurries to make up ‘Forestmanyshadoweddeepvalleyblack History, Lore/Race, Lore/Realm,
its mind. Its structure is so alien that Deepvalleyforested Gloomyland.’ Lore/Spellcraft, Lore/Wilderness,
not even the loremasters of the Elves For game purposes, Entish refers and Lore/Other. Each group, which
felt that they could master it. to the native and secret tongue of contains a multitude of skills (each of
For their part, the Ents are avid the Ents, which the Elves regarded which contains many possible special-
students of language and have adapt- as impossible to learn. It cannot be ties), is described in the sections that
ed both Sindarin and Quenya to learned by non-Ents save Loremasters follow.
their purposes. According to Merry who choose the Entish order abil-
Brandybuck and Pippin Took, who ity (see page 22). The adaptation of
conversed extensively with them, Elvish tongues mentioned above is
L ore /G roup
the Ents compounded Elven words both an academic exercise for the The Lore/Group skill group repre-
into long strings. So when Treebeard Ents and an attempt to replicate their sents knowledge of the many different
meant to say, ‘There is a black shadow language in a way that is at least partly cultures and sub-cultures in Middle-
deep in the dales of the forest,’ he comprehensible to non-Ents. earth. It represents understanding of
used compounds of Quenya words the various political, historical, eco-
that one may literally translate as nomic, and cultural elements that

35
Paths of the Wise

shaped them. Recent historical events


(those within living memory) are also
a part of such bodies of lore, as is
knowledge of famous individuals still
living or only recently passed away.
Lore/Group skills are classified by
the culture that they describe, such as
Lore/Group: Noldor, or Lore/Group:
Istari. Specialities within those skills
can describe just about any facet of a
group’s culture, such as Lore/Group:
Shire Hobbits (Entertainments), or
Lore/Group: Rohirrim (Agriculture).
Specialities can also cover knowledge
of a prominent individual or small
collection of individuals belonging to
that group, as in Lore/Group: Istari
(Gandalf the Grey) or Lore/Group:
Rohirrim (Marshals). In the latter
instance, this speciality covers both
knowledge of the current Marshals of
Rohan and an understanding of their refer to prominent individuals. If you
L ore /R ace
office and duties. specialise in Lore/History: Dwarves The Lore/Race skill group
One may come to the knowledge (Durin the Deathless), for instance, describes knowledge of Middle-earth’s
represented by the Lore/Group group that means you know the tales of races, and each skill in this group rep-
by study, but most acquire it by prac- the life and deeds of the legendary resents one of Middle-earth’s distinct
tical experience. Travellers who visit first King of the Dwarves. Other racial groups. Therefore, there are
a place often or stay for a long time specialities cover a specific aspect of a six: Lore/Race: Dwarves, Lore/Race:
acquire the bits of understanding that nation or group’s history; if you have Ents, Lore/ Race: Elves, Lore/Race:
make up familiarity with a culture. the speciality Lore/History: Gondor Hobbits, Lore/Race: Men, and Lore/
Of course, the best way to acquire a (Kings), that means you have learned Race: Orcs. Specialities within these
Lore/Group skill is to be a native of at least some of the lore surround- skills may be nationalities or regional
a particular culture, to grow up in it ing the royal succession of Gondor groupings within these races, such
and live in it for much of one’s life. It from Anárion down to the last king, as Lore/Race: Men (Rohan), Lore/
is entirely possible to acquire skills in the ill-fated Eärnur. Lore/History Race: Dwarves (Iron Hills), and
this group simply by absorption. skills may also encompass general Lore/Race: Orcs (Gorbakh Tribe).
classes of historical events such as They may also be generic subjects of
wars (Lore/History: The War of study as delineated by that race, such
L ore /H istory the Ring), natural disasters (Lore/ as Lore/Race: Elves (Food), Lore/
The Lore/History skill group rep- History: The Long Winter of TA Race: Hobbits (Recreations), and
resents knowledge of past events, both 2758-9), and so on. Lore/Race: Men (History).
near and ancient, and the great figures Lore/History is most commonly You can acquire knowledge of
who moved and shaped them by their learned through study, whether for- Middle-earth’s races through one of
deeds. This includes knowledge of mal or informal. While it is possible three ways: being one of them, living
individuals very old or long dead, such to learn a lot of history by listen- among them, or reading or hearing
as Elrond Half-Elven, Beren One- ing to tales told by those who know about them through written accounts
Hand, and even Sauron himself. them well, more frequently, one must or tales. The first two are the most
Lore/History skills are classified read history in tomes and scrolls. The reliable and most popular means, as
by political entities (Lore/History: more ancient the knowledge you seek, the third may provide knowledge
Umbar, Lore/History: Lothlórien, the more likely it is that you will have from unreliable sources.
and so on), or races or cultural to read it, rather than listening casu-
groups (Lore/History: Hobbits, ally to bards and loremasters.
Lore/ History: Lossoth, and so on).
Specialities within these skills often

36
Expanding the Orders

L ore /R ealm spells from a certain speciality behave beasts and plants, whether wild or
The Lore/Realm skill group cov- in theory, and that you can identify domesticated; the ways of the water,
ers geographical knowledge. This is them when they are cast. If you wish air, and earth; and craft that enables
defined as knowing the landscape of to identify a spell being cast by one one to survive in the wilderness.
a particular region, where its major of your foes so that you may coun- This group consists of a hand-
features are in relation to each other, ter-spell it, you may make a Lore/ ful of skills. Lore/Wilderness: Fell
what regions border on it, and wheth- Spellcraft test with a TN equal to the Beasts refers to creatures that are dis-
er the terrain consists of mountains spell’s Weariness TN + its number of tinctly evil in nature, such as Wargs,
or marshes, farmland or wilderness. If spell picks. or monstrous beings that have ever
you have a Lore/Realm skill, you are The principal skills of the Lore/ tormented the Free Peoples, such
able to picture a map of that place in Spellcraft group are each defined as dragons. Lore/Wilderness: Wild
your mind. by a different spell speciality: Lore/ Beasts covers all other creatures that
Skills in this group represent Spellcraft: Beasts and Birds, Lore/ live in the wild. Lore/Wilderness:
regions of Middle-earth defined by Spellcraft: Sorcery, and so on. Domesticated Beasts covers animals
contemporary political boundaries, Specialities within these skills cover in the service of Men, such as hors-
such as Rohan, the Shire, and Umbar. individual spells. Spells with no spe- es, cattle, pets, and familiars. Lore/
They may also represent regions ciality are covered by the skill Lore/ Wilderness: Herbalism covers all
defined by tradition and convention, Spellcraft: Other. The skill Lore/ manner of plant life, whether found
such as Rhûn and Forochel, or by Spellcraft: Runes allows you to recog- in the wild or cultivated. It includes
political boundaries that no longer nise magical inscriptions, while the knowledge of healing plants, such as
exist, such as Arthedain and Rhudaur. Lore/Spellcraft: Songs of Power skill athelas, but excludes Ents, who con-
Specialities within these skills repre- enables you to recognise a spell being stitute a race. Lore/Wilderness: Star-
sent smaller geographical units within cast using the Songs of Power method lore covers knowledge of the stars in
these regions. They may be cities, such simply by listening to it. Specialities the sky, their names, and the courses
as Minas Tirith in Gondor and Bree in for Lore/Spellcraft: Runes and Lore/ that they follow. Those who know it
Eregion, or significant individual fea- Spellcraft: Songs of Power include also understand the movement of the
tures of the landscape, such as Mount all of the various spell specialities. sun and moon across the sky. Finally,
Doom in Mordor and the Emyn Muil The skill Lore/Spellcraft: Enchanted Lore/Wilderness: Survival describes
in Gondor. Lore/Realm skills may Items encompasses all magical weap- knowledge of how to preserve life
also encompass types of landscape ons and artefacts; specialities include and limb in a difficult spot. It over-
features, such as Lore/Realm: Cities classes of items, such as weapons and laps to some extent with the Survival
and Lore/Realm: Rivers, rather than staves, or enchanted items produced skill group (and has similar special-
individual realms. by different races, such as Elves and ties), but is distinguished from it by
Realm lore may be acquired by Dwarves. the fact that one may know Survival
either experience or formal study. Lore/Spellcraft skills are almost Lore from having read or heard of
Travelling frequently or for extend- never acquired except by long and certain procedures without having
ed periods through a certain part of arduous study. much skill at putting that informa-
Middle-earth will give you knowledge tion into practice.
of that realm’s geography. You may Lore/Wilderness is the one cat-
also learn it by studying maps and
L ore /W ilderness egory of knowledge that is most com-
other such documents. The Lore/Wilderness skill group monly acquired through hard experi-
covers all manner of knowledge of ence, for it is certain that the easiest
way to learn about a wild beast is
L ore /S pellcr aft to study it face to face. Those who
The Lore/Spellcraft skill group travel long or frequently through
comprehends the practice of magic uninhabited lands, such as Rangers,
in all of its forms, whether of nature may learn much wilderness lore over
or craft, or for good or evil. It is by the course of a lifetime. Even so,
no means the same as knowing how it is not impossible to learn Lore/
to cast spells, since one may have Wilderness through the study of
a Lore/Spellcraft skill without pos- books or tales. For instance, some
sessing the order ability Spellcasting. among the Dúnedain of the North
Having a Lore/Spellcraft skill means have left written accounts, both nar-
that you know something about how rative and analytical, of their experi-

37
Paths of the Wise

ences as Rangers, and these constitute appear obvious how they differ. For
useful bodies of lore. Nor should one instance, what is there to distinguish Elite Orders
overlook Merry Brandybuck’s essay the skill Lore/History: Dwarves from
on pipeweed, written after his return the speciality Lore/Races: Dwarves
from the War of the Ring. (History)? In practical terms, very ‘It is ill dealing with such a foe: he is
little. All of the skills and speciali- a wizard both cunning and dwimmer-
ties presented or suggested here are, crafty, having many guises.’
L ore /O ther after all, abstractions of what facts,
Any Lore skill that does not fit tales, rhymes of lore, and so on char- — Éomer, The Two Towers
into one of the aforementioned six acters might actually know. Both
groups belongs in the Lore/Other
group. You should therefore feel free
to add your own Lore skills and speci-
Lore/History: Dwarves and Lore/
Races: Dwarves (History) represent
the same basic body of knowledge;
O f all of the elite orders described
in Chapter Four of the core
rulebook, only one—wizard—pro-
alities as your chronicle presents you the difference in how they are classi- vides a comfortable fit for magi-
with the need to do so. fied, if it represents anything, dem- cian and loremaster characters. Even
onstrates that two different charac- then, it is pointed out that only the
ters might come to it by different five Istari who came to Middle-earth
O verl apping L ores routes. Therefore, Narrators should during the Third Age to contest the
Inevitably, this system of handling demonstrate flexibility in determin- designs of Sauron properly deserve
Lore skills will create many areas of ing whether a possible Lore test fits a that title. Aside from them, a scarce
overlap between different skill groups, character’s specific skills. few magicians ever earned the hon-
skills, and specialities, and it will not our of calling themselves Wizards.
To redress this lack, here are several
new elite orders that reflect career
T r acking the H eavens paths often followed by those who
favour learning over fighting.
‘[I]n secret chambers withered men compounded
strong elixirs, or in high cold towers asked
questions of the stars.’
— Faramir, The Two Towers

In Middle-earth, belief in prophecy sometimes mixes with lore about


the stars that illumine the night sky. Those with the newly introduced
Lore/Wilderness: Star-lore skill who also have the Foresighted edge are
at a great advantage when attempting to see the course of events to
come. Such characters may add their skill ranks, in addition to their
Wits modifier, when attempting to foretell the future as described on
page 146 of the core rulebook.
As an optional rule, Narrators may allow those with Lore/
Wilderness: Star-lore 6+ (but who do not have the Foresighted
edge) to read a doom once each month in the night sky. Such
characters are at a disadvantage, though. They must meet or
exceed TN 15 (or higher, at the Narrator’s option) rather
than the standard TN 12 described on page 146 of the core
rulebook.
As always, a successful test result doesn’t mean the Narrator
must provide a clear-cut answer. Prophetic visions should always
be couched in riddles, puzzles, or symbolic images, for tracking the
heavens is more art than science, and more inexact than definite.

38
Expanding the Orders

A n t i q ua r i a n sorts than any other race. Elves do not inspire them to study matters of
seek out ancient lore; for many of the antiquity, but too few spend enough
Noldor who remain in the Third Age, time outside of Eriador to have their
‘But it seemed then only a matter that most of the history of Middle-earth curiosities piqued.
concerned only the seekers after ancient lies within their living memory. But
learning.’ some may become nostalgic enough
to seek to recapture what has been
R equisites
— Faramir, The Two Towers lost. Dwarves revere the glories of To become an antiquarian, you
their ancient past, but spend little must have Wits 9+ and any three
In Middle-earth, so much of what effort trying to recover them. (Balin’s Lore/History skills at 8+.
once was is now lost, disappeared ill-fated expedition to Moria in the
into the shadows cast by uncounted late Third Age is a noteworthy excep-
years. Few are now alive who can con- tion.) What antique knowledge they
O rder S kills
template the full weight of this loss retain, they keep to themselves. Of The antiquarian’s order skills
without despair, but antiquarians Hobbits, time abroad will are: Appraise (Wit), Debate (Wit),
believe that what was lost may pique their Inquire (Brg), Insight (Per), Language
yet be found again through curiosity and (Wit), any Lore (Wit), Observe
study, recovery, and deduc- (Per), Perform (Brg), Persuade (Brg),
tion. If it once existed, they Search (Per).
say with utter conviction, it
may yet be found again—
or at least the knowledge of
O rder A bilities
how to craft it and use it may The antiquarian’s order abili-
be recovered. ties are as follows.

A dventures Expert Historian


Scholars though they Your interest in lost knowledge
are, not all antiquarians gives you keener insight into histori-
pass their time buried in cal matters than your fellow loremas-
scroll hoards or huddled in musty ters. You may use all Lore/History
archives. Above all else, they desire skills untrained and gain a +2 bonus
knowledge that others believe lost, to all tests involving Lore/History
and they may brave considerable skills in which you do possess ranks.
danger to pursue it. Even a rumour Improvements: For every addi-
of an ancient artefact or forgotten tional pick you devote to this skill up
tome can draw them to ruins in to three, you gain an extra +1 bonus to
the wilderness, or lands under tests involving Lore/History skills in
the shadow of the Enemy. which you possess ranks. However,
During the Fourth Age, you gain no bonus when using a
many antiquarians devote Lore/History skill untrained.
themselves to preserving in
tome, song, and memory the
works and deeds of the Elves
Identify
who left for the Undying Lands at
the end of the Third Age.
Enchantment
In these latter days, so many
of the enchanted items that
B ackground remain in Middle-earth,
As a general rule, antiquarians are whether misplaced and for-
made by long devotion to the study gotten or still in use, have
of lore. Most antiquarians are from an ancient
the race of Men, since Men are more
avid for obscure knowledge of all

39
Paths of the Wise

history that surrounds them. You


Persuasive Arcana branches of craft, but may also work
have enough knowledge of magical Your long study of largely for- with other spellcasters and crafts-
craft and history so that when you gotten knowledge has taught you men to produce particularly large or
come across an enchanted item or how to be more convincing in debate complex artefacts.
structure you may be able to iden- and when giving counsel. You have
tify it just by examining it. learned how to marshal lore that few
Whenever you come across an others know or understand to suit
Adventures
unfamiliar enchanted item, make your purpose. You receive a +4 bonus It may seem that artificers
a Lore/History or Lore/Spellcraft to Debate and Persuade skill tests if devote themselves to craft, and that
check to divine its powers, assuming you can cite knowledge covered by therefore they rarely have adven-
you have a skill from either of those one of your Lore skills in support of tures, if ever. But a skilled crafts-
groups that would apply to this your argument. man finds himself ever in demand,
item. The Narrator should set the Requisites: Any three Lore skills and an artificer of sufficient skill
TN according to the rarity of the 8+. and renown might be called to sup-
item, the number of enchantments ply his services to far-off places.
laid into it (the more there are, the Perhaps Dwarven craftsmen in the
more difficult the task of analysing
Scholarly Reputation newly re-established kingdom of
it), and its antiquity (the older it is, Few now alive possess great knowl- the Lonely Mountain require his
the more difficult it is to identify edge of the wonders and great events help, or the Steward of Gondor
it). If you fail, you cannot identify of past ages. You have acquired enough wishes to commission an artefact
the item, and if you fail disastrously mastery of ancient lore to make you from him. Artificers may also take
the Narrator should provide you famous among the Free Peoples, and adventures upon themselves, per-
with misleading or confusing infor- your reputation has spread beyond haps to search for a new source of
mation. If you succeed, you can the borders of your native region. You mithril or lost craft-lore that would
identify the enchantments woven gain 2 Renown. help them refine their art.
into the item and the exact powers Requisites: Any three Lore/
they confer. If you achieve superior History skills 8+.
or extraordinary success, you also Improvements: You may apply
Background
know something of the item’s back- a number of additional picks to this Many artificers are Dwarves and
ground, whether individual (a par- ability, up to a number equal to your Noldorin Elves, inheritors of the
ticular Westernesse shortsword, for Bearing modifier. You gain 2 Renown legacy left by the smiths and other
instance) or generic (shortswords for every pick. (If your Bearing modi- craftsmen of their races who dwelt
forged in the North-kingdom in fier is ±0 or less, you may not improve in Hollin in the Second Age. Men,
general). this order ability.) ever crafty and curious, become
Requisites: Perception 9+, any artificers because they seek inno-
Lore/History skill 9+, any Lore/ vative ways of expressing magical
Spellcraft skill 8+. A rt i f i c e r power.

Improved Ancient ‘They are made of the fair tree Requisites


Scripts lebethron . . . and a virtue has been set To become an artificer, you
on them of finding and returning.’ must have Wits 10+, any Craft
This ability functions as the skill 8+, and Spellcasting or Wizard
Loremaster class ability Ancient — Faramir, The Two Towers Spellcasting.
Scripts (see page 86 of the core
rulebook), except that you receive a Enchanted items are rare and
+2 bonus for every Language skill truly wondrous things in Middle-
Order Skills
that you have, instead of +1. earth, but by the same token, the The artificer’s order skills are:
Requisites: Any five Language understanding of how to craft them Appraise (Wit), Craft (Nim),
skills 6+, the Ancient Scripts lore- must reside with someone, for Inquire (Brg), Language (Wit),
master order abillity. they do not appear out of nothing. any Lore (Wit), Observe (Per),
Artificers study and practice the Sea-craft (Wits), Smithcraft (Str),
craft of enchanted items. They usu- Stonecraft (Str).
ally specialise in only one or two

40
Expanding the Orders

Order Abilities Determined Craftsman


The artificer’s order abilities are Experience has taught you that
as follows. temporary setbacks in the process of
weaving enchantments into physical
objects should not discourage you.
Artificer Masterwork Whenever you spend a Courage
This order ability functions iden- point to modify a Weariness test
tically to the Craftsman’s Masterwork associated with crafting an enchant-
order ability on page 84 of the core ed item, you receive a +5 bonus
rulebook, save that an artificer may instead of the usual +3.
only create masterworks with a
Craft skill he possesses at 8+ ranks.
Additionally, artificers with Craft:
Enchanting Skill
Cooking 8+ can create draughts with The less skilful you are at
double the effectiveness of those cre- working enchantments into
ated using the Magician order ability an item, the more likely it
Distil Draught (see page 24). is that the process will tire
R equisites : Any Craft 8+. you out. This ability grants
(Artificers do not need to have one you a +2 bonus to all Weariness
other Craftsman order ability to tests associated with the process of
learn Masterwork.) enchanting an item.
Improvements: For every addi-
tional pick that you apply to this
Craft Imitation ability, up to three, you gain an
You have such wit and skill at additional +1 bonus.
craft that you can look at an enchant-
ed item, figure out how it was most
likely crafted, and make an attempt
Weaving Sorcery
at duplicating it even if you do not You have studied the dark arts
know the spells with which it was of sorcery, and although this gives
enchanted. you a talent for crafting enchanted
You may attempt to craft a rep- items with sorcerous power, it also
lica of any enchanted item to which opens your heart to manipulation by
you have access, even if you do not the Enemy. Whenever you attempt
know the spell(s) with which it was to enchant an item with a sorcery
enchanted, provided that it falls spell, you receive a +2 bonus to all
under the classification of any Craft Weariness tests associated with the
skill in which you have 10+ ranks. process. However, whenever you
For instance, you may not attempt to must make a Weariness test as a
replicate an enchanted helm unless result of crafting such an item, you
you have 10+ ranks in Smithcraft. must also make a Corruption test.
However, for all Weariness tests Requisites: Sorcery spell spe-
required during the process of laying cialty.
in the enchantments, the TNs for Improvements: For every addi-
all spells that you do not know are tional pick you apply to this skill,
double their normal value. up to three, you gain an additional
Requisites: Nimbleness 10+, +1 bonus to the Weariness tests
Wits 10+, any Craft skill 10+. associated with crafting an item
enchanted with a sorcery spell. You
also suffer a –1 penalty to the con-
sequent Corruption test, however.

41
Paths of the Wise

P i lg r i m

‘Many are my names in many


countries, he said. Mithrandir
among the Elves, Tharkûn to the
Dwarves . . . in the South Incánus,
in the North Gandalf. . . .’
—Faramir, The Two Towers

A traveller’s staff, an inquisitive


mind, and the open road bring you
happiness beyond all other things.
Your quest for learning and lore has
led you to most if not every corner
of Middle-earth that is fit for travel,
and even some that are not. You are
known in many different lands, by
reputation if not in person, and in
return your travels have blessed you
with a breadth of knowledge that only
the Wise can rival. You know the ways
and tongues of many different nations
and you feel at ease wherever you go.

A dventures
Adventure comes naturally to pil-
grims; indeed, they are happiest when
they feel that their lives consist of
nothing but travel. Their loremastery
earns them the admiration of most
common folk wherever they go, and
sometimes folk ask them to help solve
their problems. If anyone knows what
to do, surely they do! Life on the road
also provides plenty of excitement,
especially while travelling through the
wildlands of Middle-earth.
Anyone taking a long journey, or
planning on many journeys, could
benefit from having the wisdom of a
pilgrim handy.

B ackground
Some pilgrims are loremasters
who would rather learn a little
about many different topics than
delve deeply into a few. Others are
magicians touched by wanderlust,
who wander far and wide in search

42
Expanding the Orders

of different approaches to spellcraft.


Almost all pilgrims, however, are
Men, since no other race in Middle-
earth exhibits the curiosity to which
Men are prone or the versatility
that is one of their greatest gifts.
Extraordinary indeed would be the
Elf, Dwarf, or Hobbit who would
leave the familiarity of his home
for the rigours and hazards of con-
stant travel. This is doubly true for
Elves, as members of this race who
become restless simply head for the
Grey Havens and leave Middle-
earth altogether.

R equisites
To become a pilgrim, you must
have Bearing 8+, Vitality 8+, and any
three Lore/Realm skills 6+.

O rder S kills
Climb (Str), Healing (Wit),
Inquire (Brg), Jump (Str), Language makes you stronger. You gain a +2 language imperfectly at best, you will
(Wit), any Lore (Wit), Observe (Per), bonus to all spellcasting Weariness find a way to fit in and you will find
Persuade (Brg), Ride (Brg), Run (Str), tests, and a +4 bonus to all other tests it quickly. You gain a +2 bonus to all
Search (Per), Survival (Per), Swim that determine whether or not you Social skill tests, and you may use any
(Str), Weather-sense (Per). lose Weariness Levels. Language skill untrained.
Requisite: Bearing 9+, Wits 9+.
Improvements: You may apply
O rder A bilities Sense of Place additional picks to this ability until
The pilgrim’s order abilities are as You have studied so many maps you have accumulated a number equal
follows. of Middle-earth and traversed so to your Bearing modifier. Each addi-
many leagues that you have devel- tional pick adds +2 to your Social
oped an instinct for the lay of land. skill test bonus, but nothing when
Cross-Order Skills You have heard so many tales that you use a Language skill untrained.
In your travels, you have learned you are familiar even with places you
much that you did not expect when have never visited. Thus, you may
you first took to the open road— use all Lore/Realm skills untrained.
Widespread Fame
mostly as a consequence of find- Furthermore, you gain a +2 bonus to You have travelled through many
ing yourself in situations you never all Lore/Realm tests, even when using lands, leaving in your wake memories
dreamt of encountering. Versatility a skill from that group untrained. of one whose excellence in lore-craft
is your virtue, in any event. You may R equisites : Bearing 9+, is unmatched. Now, wherever you go,
choose four non-order skills and treat Perception 9+. your reputation precedes you. You
them as order skills for purposes of gain 2 Renown.
skill acquisition and advancement. Requisites: Bearing 9+, any three
Ways of Folk Lore/Realm skills 6+.
Your travels wide and far have Improvements: You may apply
Hardy Constitution taught you how to pick up as you go additional picks to this ability until
Constant travel has had a salutary the manners and customs of a strange you have accumulated a number equal
effect on your stamina. Far from wear- land. Even if you have never been to a to your Bearing modifier. You gain 2
ing you down, the regular exercise place before and even if you speak the Renown for every pick.

43
Paths of the Wise

M aster of the W ild B ackground O rder A bilities


There are some Dúnedain who do The master of the wild’s order
not pursue a Ranger’s life, whether abilities are as follows.
The hobbits gazed at Strider. It seemed from infirmity or choice, and many
that he was learned in old lore, as well as of them become masters of the wild.
They study such knowledge as has
Camouf lage
the ways of the wild.
been written down, and listen care- Your acquaintance
— The Fellowship of the Ring fully to the tales of Rangers return- with beasts and birds
ing from their travels. Elves may allows you to borrow
Not all loremasters devote them- become masters of the wild simply from their secrets to
selves to learning the deeds of ancient because they live in the woods for improve your chanc-
kings or the customs of folk. There years beyond the counting of Men. es of hiding in the
are those who find the ways of beasts A few masters of the wild may also wilderness. A suc-
and plants, of the earth, the wind, and be found among the Haradrim and cessful TN 8 Guise
the sea more worthy of their study. the Easterlings, as well as among the or Mimicry test (your
Masters of the wild may receive scorn Rohirrim, whose close knowledge choice) gives you a +1 bonus
from those who pursue more ‘civilised’ of horses sometimes qualifies them. to your next Stealth test to hide
studies, much as Saruman dismissed Many Rohirrim in this elite order are in the wild, with each level of success
one of his peers in the Order of women who understand the ways of above marginal granting an additional
Wizards as ‘Radagast the Bird-Tamer.’ their animals well, but are not permit- +1.
But the wildlands of Middle-earth ted to ride them into war. Improvement: If you allot an
may prove deadly to those who know additional pick to this ability, you may
little of the world outside cities and use it to conceal other characters or
towns, and the lore at the command
R equisites objects. The TN in this case is 12.
of a master of the wild may prove just To become a master of the wild,
as useful as a ranger’s craft. you must have Wits 9+ and any one
Lore/Wilderness skill 8+.
Curative Herb Lore
Your study of plants gives you
A dventures unusual insight into how to find them
Anyone who journeys into the
O rder S kills in the wild, as well as how to use them
forests of Middle-earth, or the wil- The master of the wild’s order to soothe hurts and ailments. You
derness abandoned by folk and now skills are: Guise (Wit), Healing (Wit), gain a +4 bonus to all Search tests
claimed by fell beasts, could benefit Language (Wit), any Lore (Wit), that involve looking for a particular
from the presence of a master of the Mimicry (Brg), Observe (Per), Ride plant, even if you are using the skill
wild. (Brg), Survival (Per), Track (Wit), untrained. Also, when you spend a
Weather-sense (Per). Courage point on a Healing test, you
gain a +5 bonus instead of the usual
+3.
R equisites : Perception 9+,
Healing skill 4+, Lore/Wilderness:
Herbalism skill 8+.

Imitate Beasts and Birds


Whether you have gained your
knowledge of the wild from study or
practical experience, it has taught you
how to imitate the cries of beasts and
birds exceptionally well. You gain a +2
bonus to all Mimicry tests involving
imitating the utterances of animals.
Requisites: Bearing 10+, Mimicry
skill 4+.

44
Expanding the Orders

Improvement: If you allot an addi-


tional pick to this ability, you gain an
additional +1 bonus to the appropriate
skill tests.

Nature Magic
Your knowledge of the wild gives
you unusual facility when it comes to
casting spells that draw upon the pow-
ers of beasts, birds, and the elements.
Choose one spell speciality from Air
and Storm, Beast and Birds, and Water.
When you spend a Courage point on
any test associated with casting a spell
from that speciality, you receive a +5
bonus instead of the usual +3.
Requisites: Spellcasting or Wizard
Spellcasting.
Improvement: You may pick this
ability multiple times to add additional
specialities to your repertoire.

Survival Skills
Your knowledge of the ways of
the wild gives you exceptional skill at
woodcraft. When you spend a Courage
point to improve a Survival, Track, or
Weather-Sense test, you receive a +5
bonus instead of the usual +3.

45
Chapter Three

AN Increase
of
Dwimmer-craft
he rules covering the use of magic in the core rulebook began the
‘Do not let him speak, or put a spell
upon us! Shoot first!’ T process of exploring dwimmer-craft in Middle-earth. Here, that
process continues. This chapter contains two optional rules for bal-
ancing the effects of magic in Middle-earth and 50 new spells to add
— Gimli, The Two Towers to the Middle-earth Grimoire, representing all spell specialities.

gerous, to rein in rampant magic-use


Perils
of if it arises in their chronicles.

Spellcasting
G r e at e r W e a r i n e s s

T he core rulebook enjoins


Narrators to rein in the use of
magic since Middle-earth is a
world in which magic is subtle—used
rarely, but powerful in ways that are
‘I have never felt such a challenge.
The counter-spell was terrible.
It nearly broke me.’
not always obvious at first. Players
with the ability to cast spells reliably — Gandalf, The Fellowship of the Ring
and quickly under the rules, how-
ever, may want to make use of their It stands to reason that even the
capabilities as often as they can. The most powerful spellcasters eventually
following pair of rules can be used tire from their work, no matter how
by Narrators to make spellcasting in wildly they succeed. This optional
Middle-earth more difficult and dan- rule requires more rolling of dice than

46
47
Paths of the Wise

the method described in the core of three Weariness Levels. Weariness this optional rule, however, it is
rulebook, but helps restrain the use Levels lost from failure at the clearly appropriate for some of those
of magic. Weariness test are in addition to bonuses and penalties to apply to the
The optional rule is simple. Where any lost from the Spellcasting test. Spellcasting test instead. A Narrator
normally only one test—the Stamina- Both tests must be made any time a using this optional rule will thus be
based Weariness test—is needed to spell is attempted, though only the called on to judge whether a given
determine whether a spell is success- Spellcasting test determines whether bonus or penalty ought to apply to the
fully cast, under this optional rule, the spell takes effect. Note that though Spellcasting or Weariness test. This
two tests are needed every time a spell two tests take the place of one under judgement must be made on a case by
is attempted. The first test the caster this optional rule, the casting time of case basis. Generally speaking, modi-
must make, called the Spellcasting test, spells is unaffected and no additional fiers which affect the technical diffi-
is a Willpower test against the spell’s penalties are imposed for the extra culty of casting a spell should modify
Weariness TN. If this test is success- roll, such as the –5 penalty for taking the Spellcasting test, and modifiers
ful the spell is cast. If it is not cast the additional actions in a round. which make the caster more or less
caster loses Weariness Levels: one for Of course, the spellcasting test likely to be exhausted by the effort
failure, two for complete failure, and modifiers described in the core rule- should modify the Weariness test.
three for disastrous failure. The sec- book (as well as this and other The The bonus from the order ability
ond test, called the Weariness test, is a Lord of the Rings Roleplaying Game Dwimmer-crafty or the bonus from
Stamina test and is also against the supplements) always call for modifi- being Practised in a spell, for example,
spell’s Weariness TN. Success cations to the Weariness test. would both modify the Spellcasting
results in no additional loss When using test because they arise from becom-
of Weariness Levels, but ing better at using a particular spell
failure results in the than other magicians. On the
loss of one Weariness other hand, the penalties for cast-
Level, complete fail- ing many consecutive spells or
ure results in the loss having many spells active at once
of two Weariness would apply to the Weariness test
Levels, and disas- because they arise from the drain
trous failure on the spellcaster’s endurance. In
results in the cases where is it not clear whether
loss the bonus derives from greater
facility or greater endurance, the
Narrator may either make a sub-
jective judgement or allow the
player to choose which test will be
affected. Once the choice is made
for any given modifier it should
remain the same in the chronicle
ever after.
Example: Ciriondor, the
loremaster of Gondor, acquires
the ability to cast spells later
in his career. He leaves Minas
Tirith to visit kinfolk in the
coastal village where raiders from
Umbar crippled his arm as a
child. He and his companions
are waylaid by Corsairs on the
way. Now, however, he casts
Disarm at their leader, hoping to
set him back a bit while the oth-

48
An Increase of Dwimmer-craft

ers wield their swords. He makes his On a marginal Observe (Sense Table 3.1: Spell
Spellcasting test first, rolling a 7 and Power) test the observer learns noth- Detection Distance
adding his Willpower +3 for a test ing other than that a spell has been
result of 10. He is successful against cast somewhere within his capacity to
the spell’s Weariness TN 5; the most detect it. On a complete success, the Sum of Picks Distance
menacing Corsair stops in his tracks observer also knows in which general 1–3 1 mile
as his scimitar leaps from his hand direction the spellcaster is located. On 4–6 5 miles
and falls to the ground. Now, however, a superior success, the approximate 7–10 20 miles
Ciriondor must make his Weariness distance to the caster is known. On 11–15 50 miles
test. His dismal roll of 2, even com- an extraordinary success the identity 16–20 100 miles
bined with his Stamina +2, does not of the caster can be divined if ever 21–30 300 miles
meet the Weariness TN 5. He must, before the observer has witnessed that 31+ Middle-earth
alas, spend the remainder of the fight spellcaster’s handiwork and connected
down at least 1 Weariness Level even it to him. For any level of success, a If the spellcaster already has one
though he cast Disarm successfully. TN 10 Lore/Spellcraft: Appropriate (or more) spells active when he
Spell Specialty test can be made to casts again, the distance bracket
identify the spell that was cast. over which the spellcaster can be
‘G a n da l f I s H e r e ’ Clearly, the peril represented by detected increases by one incre-
this rule is based completely on the ment for each active spell. For
proximity of the spellcaster’s enemies example, if Er-Annath attempts
‘If there are any to see, then I at least with the capacity to Sense Power. The Fog-raising while he has both Cold-
am revealed. . . . I have written Gandalf locations and statistics of malevo- ward and Create Light active,
is here in signs that all can read from lent foes such as Saruman and the he can be detected up to 20
Nazgûl are well-described in the core miles away, even though he has
Rivendell to the mouths of Anduin.’ rulebook and supplements such as only devoted one pick to the
— Gandalf, The Fellowship of the Ring The Fellowship of the Ring Sourcebook, Spellcasting order ability.
The Two Towers Sourcebook, and
Fell Beasts and Wondrous Magic. he is not the most stealthy indi-
Although this optional rule does Statistics for the Enemy himself vidual, Er-Annath casts Fog-raising
not increase the immediate harm to are not presented. Whether Sauron to cloak his approach. He succeeds
spellcasters as they cast spells, nor himself takes interest in a particular in the appropriate tests and a heavy
make spellcasting more difficult, it spellcaster’s activities (in the Third bank of fog rolls in off the water.
can increase a magician or wizard’s Age, anyway) depends on only two What Er-Annath does not know
peril many times more than any rule factors: whether the distance of the is that in addition to the well-fed
can inflict, for it allows the minions of spell’s emanation reaches Barad-dûr Hobbits gathered around their cosy
the Shadow—even the Enemy him- (or Dol Guldur prior to TA 2941) campfire, one of the Black Riders
self—to sense the activities of any and whether the Narrator believes watches them from elsewhere in the
who invoke dwimmer-craft. Sauron’s notice would enhance the ruins. Because Er-Annath has only
Under this optional rule, any time story. Even so, Narrators who wish to one pick of Spellcasting, those with
a spellcaster attempts to cast a spell— frighten spellcasting characters may the ability to Sense Power must be
whether successful or not—anyone choose to roll a pair of dice while within 1 mile to sense his magic.
within a given range who has the mumbling about the likelihood the As the Black Rider is within that
capacity to Sense Power is allowed Lidless Eye is turned in their direc- distance (and has Sense Power as
a test to detect this use of magic. tion. If Sauron did note spellcasters an ability), it is allowed a TN 12
The base TN is 20 minus the spell’s unknown to him casting spells of he Observe (Sense Power) test. The
Weariness TN. The distance over would certainly—at the least—dis- target number is 12 because the
which the test may be attempted patch one of his Black Riders or other Weariness TN of Fog-raising is 8,
depends on two factors: the number sorcerous minions to investigate. and 20 – 8 = 12. The Narrator
of spells the caster has active and E xample : Er-Annath, the rolls 8. Adding the Lesser Nazgûl’s
the total number of picks the spell- Lossothren prince, finds himself trav- Observe 9, superior success has
caster has invested in Spellcasting and elling at night, skirting Lake Evendim been achieved. The Nazgûl knows
Wizard Spellcasting combined. Exact very near Annúminas, when he the direction and distance to Er-
distances are listed on Table 3.1: Spell spies a campfire in the ruins ahead. Annath, with results that may well
Detection Distance. Wishing to learn more but realising be dire.

49
Paths of the Wise

cifically, the frozen blasts that sweep


B lessing of A ulë
New Spells down from the far North—to harry Casting Time: 2
one’s foes. It is primarily a creation of Range: Touch
the Lossoth of Forochel, but knowl- Duration: 1 hour per point of
‘Naur! An edraith amen! Naur dan I edge of it has disseminated south- Bearing
ngaurhoth!’ [Gandalf] cried. ward, through the Dúnedain of the Weariness TN: 8
‘There was a roar . . . and the tree about North and even to some servants of Cost: 1 spell pick
the Enemy. The caster conjures a blast Method: Standard, Ability, Song
him burst into a leaf and bloom of blind- of freezing air that affects an area 6 Specialty: Secret Fire
ing flame.’ yards in radius, centred on a point of Effect: This spell draws on the
— The Fellowship of the Ring the caster’s choosing, within the range residual power of Aulë the Smith,
limit of the spell. All living things the Vala who created the Dwarves
caught in the area of effect must make and is the Guardian of Forging and
a TN 10 + caster’s Bearing modi- Crafting. It grants a temporary +2
B east C loak fier Stamina test. All who fail suffer a bonus to the target’s Smithcraft
Casting Time: 2 –4 penalty to all physical tests for the tests and a +1 bonus to his Craft
Range: Touch duration of the spell. Those who suf- tests. If either the target or the
Duration: 1 hour per point of fer disastrous failure suffer the pen- caster is a Dwarf (or if both are
Bearing alty for twice the duration of the spell Dwarves), the target receives a fur-
Weariness TN: 8 (that is to say, they continue to suffer ther temporary +2 bonus to his
Cost: 1 spell pick the effects of the spell even after the Smithcraft tests. This spell may not
Method: Standard, Ability, Song freezing blast has died away). be cast on servants of the Enemy.
Specialty: Beasts
Effect: Travelling long distances in
Middle-earth is fraught with hazards,
B lessing of E lbereth
as much of it, deserted by Man, Elf, A N ote on S pell Casting Time: 2
and Dwarf alike, has fallen into wilder- D ur ations Range: Touch
ness by the late Third Age. This spell Duration: 10 minutes per point of
aids travellers by shielding them from Because it is difficult Bearing
the eyes (and other senses) of wild to cast new spells while a Weariness TN: 8
and domesticated beasts. Whenever spellcaster’s previously cast Cost: 1 spell pick
such beasts try to spot the target of spells persist, it is impor- Method: Standard, Ability, Song
this spell, they suffer a penalty to their tant to know precisely when Specialty: Secret Fire
Observe tests equal to the combined previously cast spells end. Effect: This spell draws on the
Bearing modifiers of the caster and Typically, spells end when residual power of Varda the Exalted,
the target. (When casting on himself, their duration expires, but known in the Sindarin tongue as
the caster applies his Bearing modifier some spells’ effects cease Elbereth. It grants a temporary +2
twice.) This spell has no effect on fell before the end of their bonus to the target’s tests to resist
beasts, whether they serve the Enemy duration. Hide’s Virtue , sorcery spells and their effects. If
or their own ends. for example, lasts 1 min- either the target or the caster is an
ute per point of the cast- Elf (or if both are Elves), all Armed
er’s Bearing, but can end and Ranged Combat tests made
B l ast of C old earlier if its target sustains against the target suffer a –2 penal-
Casting Time: 2 enough damage. Similarly, ty (in which case the Narrator may
Range: 20 yards per point of Bearing the effect of Invocation of require the Elf involved to invoke
Duration: 1 round per point of Elbereth ends once the tem- the traditional plea, ‘A Elbereth
Bearing porary point of Courage has Gilthoniel!’). This spell may not be
Weariness TN: 12 been spent. Spells whose cast on servants of the Enemy.
Cost: 2 spell picks effects cease before the end
Requisite: Wind-mastery of their duration count as
Method: Standard, Song expired when determining
Specialty: Air what penalties apply to new
Effect: This powerful spell summons spells’ Weariness tests.
the primeval force of the air—spe-

50
An Increase of Dwimmer-craft

Table 3.2: Paths of the Wise Master Spell List


Spell Name Time Range Duration TN Cost Requisite Method Specialty
Beast Cloak 2 Touch 1 hour* 8 1 — Standard, Ability, Song Beasts
Blast of Cold 2 20 yards* 1 round* 12 2 Wind-mastery Standard, Song Air
Blessing of Aulë 2 Touch 1 hour* 8 1 — Standard, Ability, Song Secret Fire
Blessing of Elbereth 2 Touch 10 minutes* 8 1 — Standard, Ability, Song Secret Fire
Blessing of Oromë 2 Touch 1 hour* 8 1 — Standard, Ability, Song Secret Fire
Call Fell Beasts [S] 2 ** ** 12 2 — Standard, Song Sorcery
Cloak of Shadow 1 Touch 1 round* 8 1 — Standard, Song None
Cold-ward 1 Self Concentration 5 1 — Standard Air, Water
Corrupt Surface [S] 1 3 yards 1 round* 12 2 — Standard Sorcery
Dark Stench [S] 1 10-yard radius 1 round* 10 1 — Standard, Song Sorcery
Detect Foe 1 Self 1 hour* 8 1 — Standard Secret Fire
Disarm 1 2 yards* Instant 5 1 — Standard None
Dull Senses 1 3 yards* 10 minutes* 8 1 — Standard None
Fair-seeeming [S] 2 Self 10 minutes* 8 1 — Standard, Ability Sorcery
Fatigue [S] 1 3 yards* Instant 10 1 — Standard Sorcery
Fire of Udûn [S] 2 3 yards* Instant 12 3 — Standard, Ability, Song Sorcery
Flame Arrow 1 3 yards ** 8 1 — Standard, Runes Fire
Fortify Works 2 Touch 1 hour* 12 2 — Standard, Song None
Hex-spell [S] 2 Touch 1 minute* 12 2 — Standard, Runes Sorcery
Hide’s Virtue 1 Touch 1 minute* 8 1 ** Standard, Ability, Song Beasts
Intercept Missile 1 3 yards* Instant 8 1 — Standard, Rune None
Invocation of Elbereth 2 Touch 1 hour* 8 1 — Standard, Ability, Song Secret Fire
Keen Senses 1 Touch 10 minutes* 8 1 — Standard Beasts
Lame [S] 1 2 yards* 10 minutes* 10 2 — Standard Sorcery
Mind Barrier 1 Self 10 minutes* 15 3 Mind Shield Standard, Ability None
Mind Shield 1 Self 10 minutes* 8 2 — Standard, Ability None
Morgul Wound [S] 1 3 yards Instant 8 2 — Standard, Runes Sorcery
Move as Through Water 1 Touch 1 round* 12 1 — Standard None
Obscure 2 Touch 1 year* 8 1 — Runes None
Preserve Fire 1 2 yards* Concentration ** 1 — Standard, Song Fire
Renew 1 Touch Instant 8 2 Revive Standard, Song None
Resist Fire 1 Touch 1 minute* 12 2 — Standard, Ability Fire
Revive 1 Touch Instant 5 1 — Standard None
Sap Strength [S] 1 2 yards* 1 round* 5 1 — Standard, Song Sorcery
Sheath of Ice [S] 1 3 yards 1 minute* 12 2 — Standard, Ability Sorcery
Shell’s Virtue 1 Touch 1 round* 8 1 ** Standard, Ability, Song Beasts
Smite 1 3 yards ** 12 2 — Standard None
Sorcery Ward 2 Touch 1 minute* 15 3 — Standard, Song Secret Fire
Spawn Were [S] 2 3 yards Instant 12 2 — Standard Sorcery
Spawn Wight [S] 2 3 yards Instant 15 3 — Standard Sorcery
Steady Craft 2 Touch 1 hour* 8 1 — Standard, Song Water
Steady Hand 1 Touch 1 round* 5 1 — Standard, Song None
Stout Body 1 Touch 1 minute* 8 1 — Standard Beasts
Strength of Limb 1 Touch 1 round* 5 1 — Standard, Song None
Swift of Foot 1 Touch 1 round* 5 1 — Standard, Song None
Virtue of Finding 2 10 miles* Instant 8 1 — Standard, Ability None
Vulnerability to Fire 1 3 yards* 1 minute* 10 1 — Standard Fire
Vulnerability to Sorcery [S] 1 3 yards* 1 minute* 10 1 — Standard Sorcery
Waste [S] 1 3 yards* Instant 12 2 Fatigue Standard Sorcery
Water-fear 1 20 yards* 10 minutes* 10 1 — Standard, Song Water
‘Time’ is Casting Time. ‘TN’ is Weariness TN. ‘Cost’ is the spell’s cost in spell picks. ‘[S]’ denotes a Sorcery spell.
*Per point of Bearing. **See spell description.

51
Paths of the Wise

B lessing of O romë the means to defend themselves. E ffect : This handy spell first
Casting Time: 2 Many fell beasts summoned by this appeared in the North of Middle-
Range: Touch spell turn wrathful when compelled earth in the days when the
Duration: 1 hour per point of to do anything at all, even if it con- Númenorean kingdoms traded
Bearing sists of no more than travelling a and exchanged knowledge with the
Weariness TN: 8 few hundred yards. Lossoth of Forochel. It combines the
Cost: 1 spell pick The Narrator should keep in magical skill of the Dúnedain with
Method: Standard, Ability, Song mind that each fell beast described the survival craft of the Snowmen,
Specialty: Secret Fire in the core rulebook and in Fell and it protects the caster from all
Effect: This spell draws on the resid- Beasts and Wondrous Magic has effects of cold and falling snow. It
ual power of Oromë the Great, the goals and instincts of its own which does not alter the weather itself,
Vala who, it is said, came often to may be at odds with those of the but instead forms a protective bar-
Middle-earth in the days before the caster. On the other hand, those rier against the elements around
Eldar awakened and stocked it with vile enough to cast this spell may the caster.
noble animals of all kinds. It grants well be able to bargain with those
a temporary +2 bonus to the target’s they summon on equal footing,
Survival and Ride tests and a +1 bonus offering treasures, slaves, or other
Corrupt Surface (S)
to his Armed and Ranged Combat valuable consideration. Casting Time: 1
tests. In ages past, Oromë was revered Range: 3 yards
by the Men of the North; if either Duration: 1 round per point of
the target or the caster is Rohiric,
C loak of S hadow Bearing
Dúnadan, or a Mannish native of Casting Time: 1 Weariness TN: 12
Rhovanion the target instead receives Range: Touch Cost: 2 spell picks
a +2 bonus to his Armed and Ranged Duration: 1 round per point of Method: Standard
Combat tests. This spell may not be Bearing Specialty: Sorcery
cast on servants of the Enemy. Weariness TN: 8 E ffect : This powerful sorcery
Cost: 1 spell pick wears away at any single, discrete,
Method: Standard, Song contiguous, solid surface on which
C all F ell B easts (S) Specialty: None it is cast, be it of wood, stone, or
Casting Time: 2 Effect: In spite of what its name even flesh. Example targets include
Range: See text might suggest, this spell is not a a single door, structure, or creature.
Duration: See text work of sorcery. Rather, it dims the The target of this spell must make
Weariness TN: 12 target’s form, blending its edges into a TN 10 + caster’s Bearing modi-
Cost: 2 spell picks a hazy halo that surrounds its body. fier Stamina test every round until
Method: Standard, Song The target of the spell thus becomes Corrupt Surface expires. If it fails
Specialty: Sorcery harder to see, and therefore harder it suffers 1d6 points of damage.
Effect: This spell compels all fell to strike in combat. All Observe In the case of living targets, this
beasts within 200 yards times the (Spot) tests and physical attack tests damage bypasses armour’s damage
caster’s Bearing to travel immedi- against the target suffer a –4 pen- absorption. Inanimate targets, how-
ately at the best possible speed to alty. Cloak of Shadow does not affect ever, receive the full benefit of their
the caster’s presence, where they magical attacks against the target, Protection characteristic. Immersing
must remain for a number of min- but it does affect physical attacks by the target of this spell in water stops
utes equal to the caster’s Bearing. enchanted and heroic weapons. its progress; in effect, it negates any
This spell confers no ability to further power it has to cause dam-
converse, communicate with, con- age. In the case of a structure, dous-
trol, or compel the beast or beasts
Cold-ward ing a large area is sufficient.
summoned. Depending on the situ- Casting Time: 1
ation, the caster may be able to Range: Self
Intimidate the summoned beast into Duration: Concentration
doing its bidding, or may be able to Weariness TN: 5
dominate it in a contest of will (see Cost: 1 spell pick
page 222 of the core rulebook). Method: Standard
This spell can be highly dangerous Specialty: Air, Water
to casters without great power and

52
An Increase of Dwimmer-craft

D ark S tench (S) bonus to all Track tests related to


D ull S enses
Casting Time: 1 trailing the chosen foe. Casting Time: 1
Range: 10-yard radius Range: 3 yards per point of Bearing
Duration: 1 round per point of Duration: 10 minutes per point of
Bearing
D isarm Bearing
Weariness TN: 10 Casting Time: 1 Weariness TN: 8
Cost: 1 spell pick Range: 2 yards per point of Bearing Cost: 1 spell pick
Method: Standard, Song Duration: Instant Method: Standard
Specialty: Sorcery Weariness TN: 5 Specialty: None
Effect: This sorcery enables the Cost: 1 spell pick Effect: This spell allows the cast-
caster to exude a cloud of stench Method: Standard er to hamper one target’s ability to
that sickens all within it except for Specialty: None sense what is going on around him.
him. It affects every living thing with- The target must make a successful
in its area of effect, whether friend TN 10 + caster’s Bearing modifier
or foe. Each must make a Willpower test, or else he suffers a –2
TN 10 + caster’s penalty to all Observe, Search, Track,
Bearing modi- and Weather-sense tests for the dura-
fier Willpower tion of the spell. Dull Senses may be
test to resist cast on any living creature, including
its effects. beasts, whether wild, domesticated,
Those who fail or fell.
the test suffer a –2
penalty to all of their
test results for the dura-
F air - seeming (S)
tion of the spell. Those Casting Time: 2
who suffer disastrous failure Range: Self
are affected for twice the dura- Duration: 10 minutes per point of
tion of the spell. Wits modifier
Weariness TN: 8
Cost: 1 spell pick
D etect F oe Method: Standard, Ability
Casting Time: 1 Specialty: Sorcery
Range: Self Effect: The Enemy
Duration: 1 hour per point of and his servants
Bearing have long known
Weariness TN: 8 that beguile-
Cost: 1 spell pick ment is
Method: Standard Effect: sometimes
Specialty: Secret Fire This spell the only
Effect: This bit of magical craft causes a single tar- way short of
helps the caster divine the presence get to lose his grip on brute force to
of servants of the Enemy. It was first one weapon or shield (cast- bend the Free
developed by the Elves to alert them er’s choice) that he is presently Peoples to their
to the presence of Orcs and other wielding. The item leaps from his will. This sorcery
foul beings in their woods, and it hand, and he may not pick it up until does not alter the phys-
is presently popular among those the next round. If the item is enchant- ical appearance of the caster,
Dúnedain who possess dwimmer- ed or heroic, the wielder is entitled to but subtly twists the minds of those
craft. When casting Detect Foe, the an opposed Willpower test against who come into contact with him, so
caster names one type of enemy— the caster. If the caster wins, the spell that they are more likely to view him
Orcs, Wargs, Trolls, or any such. For has its normal effect; if the wielder favourably—or at least to give him
the duration of the spell, he receives a wins, he retains his grip on the item. the benefit of the doubt. Fair-seem-
+8 bonus to all Observe and Search The size of the item has no bearing ing grants the caster a temporary +4
test results related to finding the on the effectiveness of the spell. bonus to his Bearing modifier.
chosen foe. He also receives a +2

53
Paths of the Wise

F atigue (S) ing thing in its path, whether friend and the effect fades. Alternatively, it
Casting Time: 1 or foe. It produces a cone of fire ema- can be cast on a projectile in range
Range: 3 yards per point of Bearing nating from the caster and extending just as it is hurled. A projectile so
Duration: Instant 3 yards per point of caster’s Bearing. enchanted causes an additional 1d6
Weariness TN: 10 This cone is half as wide as it is long. + caster’s Bearing modifier points of
Cost: 1 spell pick Each living thing within this cone fire damage to whatever it strikes. It
Method: Standard takes 3d6 damage from the spell. In also sets alight any wooden object
Specialty: Sorcery addition, the caster must make a TN (such as a wooden shield) or struc-
Effect: This work of Sorcery tires 10 Ranged Combat test; if he suffers ture it strikes. If it strikes an object
the body of a single victim. The target a disastrous failure, he is also subject or structure made of a non-flam-
of the spell must make a Stamina test to the spell’s damage. mable substance such as stone, how-
(TN 10 + caster’s Bearing modifier) ever, it causes no additional damage
to resist its effects. If he succeeds, and starts no fire. In any case, the
he suffers no effect. Failure, however,
F l ame A rrow projectile’s fire is extinguished after it
causes the target to lose Weariness Casting Time: 1 strikes home.
Levels: 1 for failure, 2 for complete Range: 3 yards
failure, and 3 for disastrous failure. Duration: See text
Weariness TN: 8
F ortif y W orks
Cost: 1 spell pick Casting Time: 2
F ire of U dûn (S) Method: Standard, Runes Range: Touch
Casting Time: 2 Specialty: Fire Duration: 1 hour per point of
Range: 3 yards per point of Bearing Effect: This spell turns any one pro- Bearing
Duration: Instant jectile, whether an arrow, a thrown Weariness TN: 12
Weariness TN: 12 rock, or a boulder thrown by a siege Cost: 2 spell picks
Cost: 3 spell picks catapult, into a thing of fire. It can Method: Standard, Song
Method: Standard, Ability, Song be cast on a projectile before it is Specialty: None
Specialty: Sorcery launched, in which case it causes no Effect: This spell enchants large
Effect: This sorcery calls upon the damage—whether to bow, hand, cat- objects such as towers, walls, and
fearsome power of the underworld, apult, or even an enemy—until it is bridges to ward them against damage.
Udûn, to consume in flame every liv- shot or thrown, or one minute passes Any non-enchanted physical attacks

54
An Increase of Dwimmer-craft

against a structure protected by Fortify Weariness TN: 8 the projectile is not enchanted or
Works suffers a –4 test penalty. Any Cost: 1 spell pick heroic, the spell succeeds (unless a
physical attacks against a protected Requisite: Beasts and Birds spell spe- counter-spell is cast) without any
structure using an enchanted or hero- cialty tests. Note that an arrow fired from
ic weapon suffer a –2 penalty. If spells Method: Standard, Ability, Song an enchanted or heroic bow is not
meant to damage large objects (such Specialty: Beasts itself enchanted or heroic for the
as Sundering) are directed at the pro- Effect: This spell calls upon the cast- purposes of this spell.
tected structure, the caster suffers a er’s familiarity with beasts that have When reckoning the timing of
penalty on all necessary tests equal to tough hides to grant their protection actions, treat Intercept Missile as a
the Bearing modifier of the caster of upon a single target. Hide’s Virtue counter-spell to the act of firing a
Fortify Works. has no visible manifestation, except missile or throwing a projectile.
Fortify Works may also be cast as perhaps for a soft glow around the Intercept Missile may be cast
a counter-spell to spells that damage target. It forms a magical shell that can on a shield or suit of armour using
or destroy objects (both large and absorb a number of points of damage the Rune method. In this case, all
small), such as Shatter and Sundering. equal to the caster’s Bearing score. ranged attacks against the wearer
Damage points marked off against the or wielder of the enchanted item
effect of this spell do not go through receive a –1 penalty. This effect
H e x - spell (S) to the target. Once the shell suffers lasts for 10 minutes per point of
Casting Time: 2 total damage exceeding the number of caster’s Bearing. When the spell
Range: Touch points it can absorb, the target takes expires, the runes disappear. This
Duration: 1 minute per point of damage normally. When the duration spell may not be cast more than
Bearing of Hide’s Virtue expires, all unused once on the same item for cumula-
Weariness TN: 12 points of damage protection disappear tive effect.
Cost: 2 spell picks with it.
Method: Standard, Runes
Specialty: Sorcery
I nvocation of E lbereth
Effect: This spell inflicts ill-luck
I ntercept M issile Casting Time: 2
upon its target. Whenever the target Casting Time: 1 Range: Touch
uses Courage to gain a test bonus Range: 3 yards per point of Bearing Duration: 1 hour per point of
the bonus he gains is three less than (measured from caster to source of Bearing
it otherwise would be. In most cases, missile) Weariness TN: 8
this completely nullifies the effects of Duration: Instant Cost: 1 spell pick
Courage, but those with edges or abil- Weariness TN: 8 Method: Standard, Ability, Song
ities such as Bold or Battle-Hardened Cost: 1 spell pick Specialty: Secret Fire
still gain a reduced benefit. This spell Method: Standard, Rune Effect: This spell grants one tem-
does not affect other uses of Courage, Specialty: None porary Courage point to be used as
such as the cost to activate the effects Effect: This spell issues a blast that the target sees fit. The target must
of the Warrior-born order ability. destroys any single fired missile use this Courage point within the
In addition, the target is also of any kind of the caster’s choice, duration of the spell, otherwise it is
likely to fall victim to cruel turns of whether it is an arrow, a javelin, lost. This spell may not be cast on
fate while this spell is in effect. At the or a boulder. The caster must be servants of the Enemy.
Narrator’s discretion the target must able to see the source of the mis-
make frequent tests to avoid trip- sile. If the projectile is enchanted
ping over tree roots, putting his foot or heroic, the caster must make
K een S enses
in his mouth, and suffering similar an opposed Willpower test against Casting Time: 1
misfortunes. Anything that can go the character, creature, or beast fir- Range: Touch
wrong, will. ing or throwing it. If the caster Duration: 10 minutes per point of
wins, the missile is destroyed as Bearing
per the spell’s normal effect; if the Weariness TN: 8
H ide ’ s V irtue attacker wins the attack is resolved Cost: 1 spell pick
Casting Time: 1 normally. If the enchanted projec- Method: Standard
Range: Touch tile is fired by a siege engine or Specialty: Beasts
Duration: 1 minute per point of similar device, assume an attack- Effect: This spell sharpens the five
Bearing er Willpower modifier of –1. If senses and allows the target of the

55
Paths of the Wise

spell to eliminate environmental tests. If the intrusive spell does of the intrusive spell receives a +4
distractions. Keen Senses confers a not allow a test to resist it, Mind bonus in this test.
temporary +2 bonus to Observe, Barrier allows its caster an opposed Mind Shield may also be cast as a
Search, Track, and Weather-sense Willpower test against the caster counter-spell against any of the spells
tests. This spell may not be cast on of the intrusive spell to resist the against which it wards.
beasts of any kind. intrusive spell, though the caster
of the intrusive spell receives a +4
bonus in this test.
M orgul W ound (S)
L ame (S) Mind Barrier may also be cast Casting Time: 1
Casting Time: 1 as a counter-spell against any of the Range: 3 yards
Range: 2 yards per point of Bearing spells against which it wards. Duration: Instant
Duration: 10 minutes per point of Weariness TN: 8
Bearing Cost: 2 spell picks
Weariness TN: 10
M ind S hield Method: Standard, Runes
Cost: 2 spell picks Casting Time: 1 Specialty: Sorcery
Method: Standard Range: Self Effect: This dark sorcery deepens
Specialty: Sorcery Duration: 10 minutes per point of a wound caused by a weapon upon
Effect: This cruel work of Sorcery Bearing which it is cast and corrupts the sur-
can cripple even the mightiest warrior. Weariness TN: 8 rounding flesh. Morgul Wound targets
The target of the spell must make a Cost: 2 spell picks one weapon each time it is cast. The
successful TN 10 + caster’s Bearing Method: Standard, Ability next time that weapon inflicts wound
modifier Willpower test, or else he is Specialty: None damage, it causes an additional 1d6
stricken in one of the following ways Effect: This spell wards the caster + caster’s Bearing modifier points of
chosen by the caster: he loses full use against relatively minor intrusions damage to the victim. In addition, the
of one arm (–4 to all Nimbleness into the workings of his mind, such as victim must make a TN 20 Stamina
tests and loss of the Ambidexterity the spells Divine Truthfulness, Reading test, and if he fails he suffers a –2
edge), he loses full use of one leg (–4 the Heart, and Voice of Suasion (any penalty to all subsequent test results
to all Nimbleness tests and all move- such spell that costs only 1 spell pick for a number of minutes equal to the
ment rates and paces are halved), qualifies as ‘relatively minor’). If the caster’s Bearing score. Morgul Wound
or he is blinded in one eye (–4 to intrusive spell allows the target a test may never be cast on a weapon of
Ranged Combat and Spot tests). to resist it, Mind Barrier grants a +2 Elven origin.
bonus to such tests. If the intrusive
spell does not allow a test to resist M ove as T hrough
M ind B arrier it, Mind Barrier allows its caster an
Casting Time: 1 opposed Willpower test against the
W ater
Range: Self caster of the intrusive spell to resist Casting Time: 1
Duration: 10 minutes per point of the intrusive spell, though the caster Range: Touch
Bearing Duration: 1 round per point of
Weariness TN: 15 Bearing
Cost: 3 spell picks Weariness TN: 12
Requisite: Mind Shield Cost: 1 spell pick
Method: Standard, Ability Method: Standard
Specialty: None Specialty: None
Effect: This spell wards the cast- Effect: This spell makes a charac-
er against serious intrusions into ter, beast, or monster of the caster’s
the workings of his mind, such choice sluggish and slow to act. The
as the spells Command and Voice target’s movement rate is halved for
of Command (any such spell that the duration of the spell. He must
costs more than 1 spell pick quali- also make a TN 10 Swiftness test at
fies as ‘serious’) as well as the spells the beginning of each round or lose
warded against by Mind Shield (see 1 action that round. (Additional
below). If the intrusive spell allows actions may be attempted as nor-
the target a test to resist it, Mind mal, at the normal penalties.)
Barrier grants a +2 bonus to such

56
An Increase of Dwimmer-craft

Song of Power method against anoth-


O bscure P reserve F ire er caster grants the caster of Preserve
Casting Time: 2 Casting Time: 1 Fire a further +2 bonus. Preserve Fire
Range: Touch Range: 2 yards per point of Bearing may also be cast as a counter-spell
Duration: 1 year per point of Duration: Concentration against Quench Fire.
Bearing Weariness TN: See text The TN for the Stamina test
Weariness TN: 8 Cost: 1 spell pick required to cast the spell depends on
Cost: 1 spell pick Method: Standard, Song the size of the fire the caster wishes to
Method: Runes Specialty: Fire preserve (see Table 3.3).
Specialty: None Effect: This spell allows the caster to
Effect: This spell helps the caster protect any fire, whether mundane or Table 3.3: Preserve Fire
conceal any object that he wishes to magical, from attempts to extinguish Weariness TN
remain secret and safe. It inscribes a it. Any non-magical attempt to put
rune on the object, and for the dura- out the fire being guarded, such as
tion of the spell, that object is hidden by throwing water or a blanket on it, Size of Fire Weariness TN
from all except the caster himself and cannot succeed as long as the caster Candle 3
one other character, whom he names maintains concentration. The caster Torch 5
at the time of casting. Anyone other cannot attempt to preserve only part Campfire 7
than those two receives a –8 pen- of a fire, such as one particular log Small bonfire 9
alty when conducting Search or Spot within a campfire. Large bonfire 12
tests that might locate the object. If another caster uses magically Raging conflagration 15+
The rune disappears when the spell manipulated water or air to try to
expires, or after an authorised char- extinguish the preserved fire, the two
acter finds the object. It is possible to casters must engage in an opposed
R enew
obscure an item that contains other Willpower test, with the caster of Casting Time: 1
items—an envelope, bag, or box, for Preserve Fire receiving a +4 bonus. If Range: Touch
example—to hide all of the items another caster tries to put out the fire Duration: Instant
contained within. by casting Quench Fire or some other Weariness TN: 8
spell that directly affects it, the two Cost: 2 spell picks
casters must engage in an opposed Requisite: Revive
Willpower test, with the victor deter- Method: Standard, Song
mining the fate of the fire. Using the Specialty: None

57
Paths of the Wise

Effect: This spell renews the vigour


S ap S trength (S) so that it may be heard outside the
of body and limb. It provides welcome Casting Time: 1 ice (therefore, the target cannot cast
relief to a single character or beast Range: 2 yards per point of Bearing spells, either). It does not, however,
worn with the labours of the road or Duration: 1 round per point of suffocate or otherwise harm the vic-
hard fighting, though it saps the caster Bearing tim. This effect lasts for the duration
greatly. If successfully cast, the target Weariness TN: 5 of the spell or until a hot flame is
recovers 2 Weariness Levels, but the Cost: 1 spell pick applied to the ice for one full round.
caster sustains 3 Weariness Levels (in Method: Standard, Song The target may also make a TN 15
addition to any Weariness he may suf- Specialty: Sorcery Strength test to free himself.
fer from casting the spell). Effect: This spell taxes the muscle
and sinew of a single target, making
him less fit for tasks that require phys-
S hell ’ s V irtue
R esist F ire ical strength. The target must make a Casting Time: 1
Casting Time: 1 successful TN 10 + caster’s Bearing Range: Touch
Range: Touch modifier Willpower test, or else he Duration: 1 round per point of
Duration: 1 minute per point of temporarily suffers a –2 penalty to Bearing
Bearing his Strength score and a –1 penalty Weariness TN: 8
Weariness TN: 12 to all Armed Combat and Unarmed Cost: 1 spell pick
Cost: 2 spell picks Combat tests. This spell may be cast Requisite: Beasts and Birds spell spe-
Method: Standard, Ability upon the same target multiple times cialty
Specialty: Fire to increase its effect, although it may Method: Standard, Ability, Song
Effect: This cunning example of never reduce the target’s Strength Specialty: Beasts
spell-craft harnesses the knowledge score below 0. This spell may also be Effect: Similar to Hide’s Virtue, this
of fire to resist its power. Resist Fire cast on beasts and monsters. spell calls upon the caster’s familiar-
allows its target a TN 10 Stamina test ity with beasts blessed with shells or
to negate totally any non-magical fire tough hides to grant their protection
damage it might suffer. The spell also
S heath of I ce (S) upon a single target. Shell’s Virtue,
allows its target a TN 10 + opposed Casting Time: 1 however, is more useful in sustained
caster’s Bearing modifier Willpower Range: 3 yards combat. The magical protection cre-
test to negate any magical fire damage Duration: 1 minute per point of ated by this spell absorbs a number
it might suffer, as from a spell or an Bearing of damage points equal to the caster’s
enchanted item. If successful, it suffers Weariness TN: 12 Bearing modifier in each round of
only half damage, but must make the Cost: 2 spell picks the spell’s duration. Damage points
same test to avoid each possible sec- Method: Standard, Ability marked off against the effect of this
ondary effect, such as being set aflame. Specialty: Sorcery spell do not go through to the target.
Effect: This unusual sorcery imitates If the target suffers more damage
a power of the helegrogs, the fear- points in one round than the shell
R evive some demons that troubled the far can absorb, the spell does not dis-
Casting Time: 1 North of Middle-earth in times past. sipate; the excess damage simply goes
Range: Touch (Helegrogs are described on page 17 through to the target as it normally
Duration: Instant of Fell Beasts and Wondrous Magic.) It would. At the beginning of the next
Weariness TN: 5 is a spell not often seen in these latter action round, the shell may absorb
Cost: 1 spell pick days of the Third Age; knowledge of it the prescribed number of damage
Method: Standard was more common when the Witch- points all over again.
Specialty: None king ruled Angmar and terrorised the
Effect: This spell gives the caster the North-lands. Yet it remains a potent
power to infuse strength into the tired tool for servants of the Enemy.
S mite
limbs of a single character or beast, Sheath of Ice encases a single tar- Casting Time: 1
though it saps his own strength in equal get in a block of solid ice. The tar- Range: 3 yards
measure. If successfully cast, the target get must make a TN 10 + caster’s Duration: See text
recovers 1 Weariness Level, though the Bearing modifier Swiftness test. If Weariness TN: 12
caster of this spell sustains 1 Weariness he fails, he is encased in ice. He is Cost: 2 spell picks
Level in addition to any Weariness he then immobile, and cannot move, use Method: Standard
may suffer from casting Revive. weapons or enchanted items, or speak Specialty: None

58
An Increase of Dwimmer-craft

Effect: This spell strengthens the fers no effect from the sorcery spell. he somehow suffers a disastrous fail-
sword-arm of one engaged in battle If the caster of the sorcery wins, the ure, both the dread spirit and the
and enables him to make one espe- spell generates its normal effects. Warg refuse absolutely; the caster
cially mighty blow. The target of If the target of Sorcery Ward must make a TN 15 Willpower test.
Smite receives a +4 bonus on his next is attacked by a weapon enchanted If he fails, he suffers 1d6 points of
Armed Combat, Ranged Combat, or by one or more sorcery spells, he damage and the Warg immediately
Unarmed Combat test—whenever may make an opposed Bearing test attacks him. See pages 51 and 52
he may deliver it—and a damage against the wielder of that weapon of Fell Beasts and Wondrous Magic
bonus of 1d6 + caster’s Bearing score to negate the effects of its sorcerous for more information on Wargs and
if he succeeds. enchantments. All other effects of the Werewolves, respectively.
enchanted weapon are not affected.
S orcery W ard S pawn W ight (S)
Casting Time: 2
S pawn W ere (S) Casting Time: 2
Range: Touch Casting Time: 2 Range: 3 yards
Duration: 1 minute per point of Range: 3 yards Duration: Instant
Bearing Duration: Instant Weariness TN: 15
Weariness TN: 15 Weariness TN: 12 Cost: 3 spell picks
Cost: 3 spell picks Cost: 2 spell picks Method: Standard
Method: Standard, Song Method: Standard Specialty: Sorcery
Specialty: Secret Fire Specialty: Sorcery Effect: This hideous sorcery enables
Effect: This powerful spell shields Effect: Werewolves are Wargs inhab- a spellcaster to bind a malevolent, dis-
the target from the baleful effects ited by dreadful spirits, fell creatures embodied spirit to a corpse, transform-
of dark magic. It grants the target a that can change shape to seem as ing it into a wight. This spell may be
bonus of his own Willpower modi- wolves or as men, according to their cast only on the corpses of Men, Orcs,
fier plus the Sorcery Ward caster’s desire. This spell summons a malevo- Dwarves, and Hobbits, and it turns a
Bearing modifier to all tests that he lent spirit to inhabit a Warg and single corpse into a Barrow-wight (see
must make as a result of sorcery spells transform it into a Werewolf. The page 294 of the core rulebook and
being cast against him. If the sorcery caster must be within 3 yards of the page 14 of Fell Beasts and Wondrous
in question allows no tests to reduce target Warg in order to use it success- Magic). In addition, the caster suffers
or negate its effects, the target may fully. He must then make a TN 10 a –2 penalty to the Corruption test
make an opposed Bearing test against Bearing test. If successful, the Warg that he must make as a result of hav-
the caster. If the target wins, he suf- immediately becomes a Werewolf. If ing cast a sorcery spell.

S teady C r aft
Casting Time: 2
Range: Touch
Duration: 1 hour per point of
Bearing
Weariness TN: 8
Cost: 1 spell pick
Method: Standard, Song
Specialty: Water
Effect: Sailing upon any of Middle-
earth’s great waters, whether the River
Anduin or the Bay of Belfalas, or even
the inland sea of Rhûn, has its haz-
ards. This spell grants a +4 bonus to
all Sea-craft skill tests needed to sail
the target vessel. Steady Craft must be
cast on a vessel; it has no effect if cast
on someone who pilots the vessel.

59
Paths of the Wise

S teady H and Effect: This spell allows the caster spell, such as ‘the front door key
Casting Time: 1 to aid his comrades (or himself ) to Bag End.’ If the item has been
Range: Touch in any situation where the force enchanted with Obscure, the caster
Duration: 1 round per point of of muscle and sinew will prove must make a successful opposed
Bearing helpful. It confers a temporary +2 Bearing check against the caster
Weariness TN: 5 bonus to the target’s Strength score. who enchanted it. Virtue of Finding
Cost: 1 spell pick This spell may be cast on beasts may not be used to locate charac-
Method: Standard, Song and monsters as well as characters. ters, beasts, or monsters.
Specialty: None If the caster wishes to use the Song
Effect: This spell allows the caster to of Power method, he must choose
aid his comrades (or himself ) in any whether the 50% bonus that it
V ulner abilit y to F ire
situation where manual dexterity will grants will apply to the duration or Casting Time: 1
prove helpful. It confers a temporary effect of the spell. The caster may Range: 3 yards per point of Bearing
+2 bonus to Craft, Legerdemain, and not use Song of Power when cast- Duration: 1 minute per point of
Ranged Combat tests. This spell may ing Strength of Limb on himself. Bearing
not be cast on beasts or monsters. Weariness TN: 10
If the caster wishes to use the Song Cost: 1 spell pick
of Power method, he must choose
S wift of F oot Method: Standard
whether the 50% bonus that it grants Casting Time: 1 Specialty: Fire
will apply to the duration or effect Range: Touch Effect: This spell calls upon the
of the spell. The caster may not use Duration: 1 round per point of primeval power of fire to daunt
Song of Power when casting Steady Bearing anyone who may try to resist that
Hand on himself. Weariness TN: 5 power. Vulnerability to Fire affects
Cost: 1 spell pick a single target, who must make a
Method: Standard, Song TN 10 + caster’s Bearing modifier
S tout B ody Specialty: None Willpower test. If he fails, he suf-
Casting Time: 1 Effect: This spell grants fleetness of fers a –5 penalty to all tests relat-
Range: Touch foot to a character, beast, or monster of ed to resisting fire-based attacks
Duration: 1 minute per point of the caster’s choice. The target’s move- directed against him for the dura-
Bearing ment rate is doubled for the duration tion of the spell. Also, fire-based
Weariness TN: 8 of the spell. If the caster wishes to use attacks against the target that can-
Cost: 1 spell pick the Song of Power method, he must not normally be resisted with tests
Method: Standard choose whether the 50% bonus that (such as an Armed Combat attack
Specialty: Beasts it grants will apply to the duration or with a flaming torch) receive a +5
Effect: This spell allows the caster to effect of the spell. The caster may not test bonus.
fortify himself or one of his comrades use Song of Power when casting Swift
in a situation where powers of endur- of Foot on himself. V ulner abilit y to
ance are important. It grants a +4
bonus to all Stamina tests—except
S orcery (S)
Weariness tests to cast spells—
V irtue of F inding Casting Time: 1
that the target must make for the Casting Time: 2 Range: 3 yards per point of Bearing
duration of the spell. Range: 10 miles per point of Duration: 1 minute per point of
Bearing Bearing
Duration: Instant Weariness TN: 10
S trength of L imb Weariness TN: 8 Cost: 1 spell pick
Casting Time: 1 Cost: 1 spell pick Method: Standard
Range: Touch Method: Standard, Ability Specialty: Sorcery
Duration: 1 round per point of Specialty: None Effect: This spell daunts anyone
Bearing Effect: This spell allows the caster who would resist the power of
Weariness TN: 5 to pinpoint the location of any the Shadow, making them more
Cost: 1 spell pick object that belongs to him, as long susceptible to the use of Sorcery.
Method: Standard, Song as it is within range at the time Vulnerability to Sorcery affects a
Specialty: None of casting. The caster must name single target, who must make a
a specific object as he casts the TN 10 + caster’s Bearing modifier

60
An Increase of Dwimmer-craft

Willpower test. If he fails, he suf- fers no effect. If he fails, he loses 2 point of the caster’s Bearing modi-
fers a –5 penalty to all tests related Weariness Levels. If he suffers com- fier. The targets of the spell must
to resisting sorcery spells directed plete or disastrous failure, he loses 3 make a TN 10 + caster’s Bearing
against him for the duration of this or 4 Weariness Levels, respectively. modifier Willpower test. All who
spell. Also, all Armed Combat or fail suffer a –6 penalty to all tests as
Ranged Combat tests against the long as they remain within 10 yards
target using weapons enchanted by
W ater - fear of a substantial body of water such
one or more sorcery spells receive a Casting Time: 1 as a river, stream, lake, or sea. They
+5 bonus to the test result. Range: 20 yards per point of may not cross the water in a vessel,
Bearing on foot, or on horseback; they must
Duration: 10 minutes per point of either fly or cross at a bridge. If a
W aste (S) Bearing target of Water-fear suffers a disas-
Casting Time: 1 Weariness TN: 10 trous failure from his test to resist
Range: 3 yards per point of Bearing Cost: 1 spell pick the spell, he suffers its effects for
Duration: Instant Method: Standard, Song twice the duration of the spell.
Weariness TN: 12 Specialty: Water
Cost: 2 spell picks Effect: This spell is an enchant-
Requisite: Fatigue ment first woven in Imladris to pro-
Method: Standard tect the river borders that separate
Specialty: Sorcery it from the outside world. Whether
Effect: This spell saps strength Master Elrond himself created it,
from the body and limbs of a single tales of lore do not say.
victim. The target of the spell must It may affect one char-
make a Stamina test (TN 12 + acter or creature per
caster’s Bearing modifier) to resist
its effects. If he succeeds, he suf-

61
Chapter Four

Tools of
the
Trade
he learned orders have just as many tools of their trade as do war-
‘It was not even remembered among
Elves or Men that such things had ever T riors, minstrels, and rogues. Here you will find descriptions of
things, creatures, and places that magicians and loremasters use
both to help them in their labours and to express what they do as
been, save only in a Rhyme of Lore members of their orders.
preserved among Aragorn’s folk.’
— Gandalf, The Two Towers

Enchanting things into which enchantments had


Items been laid were lost to catastrophes
wrought by time and malice. In many
cases, even the knowledge of how to
fashion and use them was forgotten.
‘Are these magic cloaks?’ asked Pippin, In these latter days, only expert
looking at them with wonder. craftsmen, spellcasters, and the Elves
‘I do not know what you mean by that,’ (using their Art racial ability) can craft
enchanted items. Of these, the Elves
answered the leader of the Elves. can forge only minor items without
— The Fellowship of the Ring order abilities, and neither crafts-
men nor most spellcasters can make

O
powerful items without each other’s
bjects infused with the help. Only artificers (see pages 40–1)
power of magic are rare and can make powerful magic items from
wondrous in Middle-earth. scratch using only the order abilities
By the late Third Age, many fine at their command.

62
63
Paths of the Wise

The expanded, optional rules for also meet the normal requirement E n c h a n t m e n ts
crafting enchanted items that follow that they be masterworks.
are more rigorous than those pre- Miscellaneous Items: Once a vessel is chosen for
sented in the core rulebook, though Enchantments are not woven into enchantment, the spells which will be
they preserve the structure and intent arms and armour only, but into all woven into it must be selected. There
of the basic rules. manner of useful items. Enchanted are a number of restrictions related to
cloaks and staves do valuable service these enchantments. Whoever wishes
to travellers on the road, and phials to craft an item with the powers of a
T h e V e s se l containing magical light can prove spell must know the spell. More than
useful in dark places. Talismans one spell may be woven into an item
Only items of the finest work- and items of everyday use may also to give it greater power, but only at
manship may hold enchantments. receive enchantments. This category the cost of greater time and effort
Therefore, the first requirement of includes any item that is not a weap- invested in the making. As a general
any vessel for enchantment is that it on, structure, or piece of armour. rule, enchanters may not weave the
must be a masterwork. See page 84 of S tructures : Enchantments same spell into an item multiple times
the core rulebook for more informa- may be woven into structures dur- to compound its effect. Also, sor-
tion on how masterwork items are ing their building, but only at great cery spells and non-sorcery spells may
created. expense. To enchant a door or a gate never be mixed in the same item.
There are four basic types of items may prove a manageable task for one Not every spell may be woven into
that may be enchanted. or a small team of craftsmen, but an enchanted item, for not all spells
Armour: This includes body weaving magic into an entire build- in the Middle-earth Grimoire are fit
armour, shields, and helms. ing may take years, even genera- for such use. Some spells may only
Weapons: Any device used pri- tions, unless a large team of talented be woven into certain types of items,
marily to make Armed Combat or enchanters is assembled for the pur- while many spells are not suitable for
Ranged Combat tests qualifies as a pose. No one in Middle-earth— enchantments at all. Table 4.1: Spells
weapon. Note that some weapons not even Sauron himself—has had for Enchanting Items lists which
with special characteristics are leg- such resources since the Númeorean spells may be used for this purpose,
endary rather than magical (though kingdoms were at their heights, but and enumerates the items to which
a weapon may be both legendary and theoretically it is possible to enchant they may be applied.
magical at the same time). For more an entire tower or fortification. Generally speaking, placing a spell
information, see ‘Weapons’ on page into an item bestows the effects of
90 of Fell Beasts and Wondrous Magic. the spell upon the item. This is not
Legendary weapons may be the case for all spells, however, as
enchanted normally, some do not grant the items they
though they enchant exactly the same powers that
must they display when cast by a spell-
caster. Most cast spells have limits
on their duration, for example, and
when they become a permanent part
of an item, it dilutes their potency.
Others function differently when
woven into an item than they do
when conjured by a spellcaster.
The differences between cast
spells and enchanted spells are
enumerated below.
Bane-spell: One enchant-
ing a weapon with Bane-spell
must declare the type of foe
the weapon is created to slay.
Such an item may not target
more than one type of foe in
exchange for +3 to the spell’s
TN, as when casting Bane-spell

64
Tools of the Trade

normally. Furthermore, a weapon


enchanted with Bane-spell may impart
a bonus no higher than the Bearing
modifier of the spellcaster weaving
the spell into it. The bonus may not
exceed +5, in any event. The enchant-
ment may be made less powerful than
the enchanter is capable of to decrease
the amount of time needed to com-
plete it.
Beast Cloak: This spell may be
woven into a cloak. Beasts attempt-
ing to detect one wearing a cloak so
enchanted suffer a penalty to their
Observe tests equal to the Bearing
modifier of the enchanter.
Blade Preservation: The dura-
tion on this spell is so long that it
functions normally when woven into
an enchanted weapon.
Bladeshattering: Anyone who
Table 4.1: Spells for Enchanting Items makes an Armed or Ranged Combat
test against a person protected by
Type of Item Allowable Spells armour with this enchantment upon it
Armour Beast Cloak (body armour only), Bladeshattering, Change must make a TN 5 Nimbleness test. If
Hue (body armour only), Cloak of Shadow (body armour that test is unsuccessful, the attacker’s
only), Dark Stench, Guarding-spell, Hide’s Virtue (body weapon is shattered. Anyone using a
armour only), Intercept Missile, Keen Senses (helm only), shield or weapon with this enchant-
Mind Barrier (helm only), Mind Shield (helm only), Resist ment upon it may force a similar test
Fire (body armour only), Shell’s Virtue (body armour by successfully parrying an attack.
only), Sorcery Ward, Veil (body armour only) Blast of Cold: A horn enchant-
Weapon Bane-spell, Blade Preservation, Bladeshattering, Corrupt ed with this spell can be blown to cre-
Surface, Detect Foe, Fatigue, Fire of Udûn, Flame Arrow ate effects identical to the spell. The
(projectiles only), Flame of Anor, Lame, Lightning, duration, however, is only as long as
Morgul Wound (bladed and pointed melee weapons the horn continues to sound. Each
only), Ruin (siege engines only), Sap Strength (melee round past the first that the blower
weapons only), Smite (melee weapons only), Sundering, continues, he must make a Stamina
Victory-spell, Vulnerability to Sorcery test against a TN equal to the num-
Miscellaneous Item Beast Cloak (cloak), Blast of Cold (horn), Blessing of ber of rounds he has been blowing
Aulë (smithing tools), Blinding Flash (phial), Change Hue consecutively or his lungs give out and
(cloak), Cloak of Shadow (cloak), Cold-ward (cloak), he must rest (and do nothing else) for
Create Light (phial), Crafting-spell (smithing or crafting one round.
tools), Detect Foe (talisman), Farseeing (looking-glass, Blessing of Aulë: This spell may
crystal sphere), Finding and Returning (boots, map, be woven into a set of smithing tools.
staff), Guarding-spell (talisman), Ithilden-fire, Keen Senses Such tools confer permanently the
(circlet), Mind Barrier (circlet), Mind Shield (circlet), bonuses described by the spell.
Obscure, Opening-spell (talisman), Rain-ward (cloak), Blinding Flash: When a phial
Resist Fear (talisman), Resist Fire (cloak), Smoke-weaving enchanted with this spell is thrown, it
(pipe), Sorcery Ward (cloak), Springtime (phial), Veil explodes at the point of impact. Every
(cloak),Wizard’s Guise (cloak) target within a 10-foot radius must
Structure Exclusion, Fortify Works, Guarding-spell, Hide’s Virtue, make a TN 10 Stamina test. Targets
Misdirection, Resist Fire, Scribe Moon-letters, Shell’s that fail are blinded for 1d6 rounds.
Virtue, Sorcery Ward Throwing a phial requires a Ranged
Combat: Thrown Weapons test as if

65
Paths of the Wise

point of entry (such as the open end


of a hallway) into an area the crafter
wishes to forbid. The spell functions
normally.
Farseeing: This spell may be
woven into any object for which look-
ing into it is a common use (such as
looking-glasses and crystal spheres).
The spell functions normally, with the
user of the item taking the place of
the spellcaster (that is, the user must
have a Perception of 10+ and make a
successful TN 15 Weariness test in
order to use the item properly).
Fatigue: Anyone who loses a
number of Wound Points equal to
his Health from a single strike of a
weapon enchanted with this spell also
loses one Weariness Level.
F inding and R eturning :
Holding a staff enchanted with this
throwing a stone. If the test is unsuc- Craft, Smithcraft, or Stonecraft skill spell grants you the benefits of Finding
cessful, the phial misses by 2 feet per tests. These bonuses are not cumula- and Returning. The staves given by
range increment the phial was thrown, tive if more than one such enchanted Faramir’s Rangers to Frodo and Sam
deviating from the intended target in a tool is used to craft a single item. were thus enchanted. Finding and
randomly determined direction. Create Light: A phial enchanted Returning can also be enchanted into
Change Hue: Cloaks enchanted with Create Light illuminates a 10- boots or maps, though in the latter
with Change Hue grant a +3 bonus foot-radius area as if it were a strong case, the effects of the spell work
to Stealth (Hide) tests. Body armour torch. The phial must be activated by only for travellers passing through the
enchanted with the spell grants a +1 a command word or action (such as region depicted.
bonus. tapping it three times) determined by Fire of Udûn: Weapons enchant-
Cloak of Shadow: All physi- whoever crafts the item. It provides ed with this sorcery burst into flame
cal attack tests against one wearing a light for 10 hours per point of the when they strike a foe, causing an
cloak enchanted with this spell suffer enchanter’s Bearing score. The crafter additional 1d6 points of fire damage.
a –2 penalty. Magical attacks are not may not increase the phial’s area of This damage cannot cause flammable
affected, but attacks by enchanted effect by weaving Create Light into it objects to burn, however.
and legendary weapons are. multiple times. Flame Arrow: This enchant-
Cold-ward: Weaving this spell Dark Stench: Armour enchant- ment may be woven into any projec-
into a cloak enables it to protect ed with this Sorcery has the constant tile—that is, into any weapon that can
its wearer from cold as crippling as effect of the spell. be thrown, shot, or hurled (such as
Middle-earth ever sees, even in its far Detect Foe: A weapon or talis- spears, arrows, and stones). Projectiles
North. The cloak need not be woven man enchanted with Detect Foe glows thus enchanted do additional damage
from heavy material; it will still pro- with light when members of the spec- and start fires according to the normal
tect its wearer from the effects of chill ified race near the item. This glow is functioning of the spell.
and falling snow. Melting snow will first noticeable (but very faint) when Flame of Anor: Enchanting
never soak into it and it will never get the designated foes approach within a weapon with this powerful spell
wet, no matter how long it is exposed 500 yards, and increases to tremen- enables it to do an extra 1d6 +
to the elements. dous brightness when the foes are enchanter’s Bearing modifier of dam-
Crafting-spell: This spell may be within sight. Weapons and talismans age whenever it strikes a servant of
woven into any type of tool used for enchanted with Detect Foe do not the Enemy. A weapon thus enchanted
smithing or crafting, such as hammers, provide their wielders any bonus to will not grant this bonus, however,
chisels, weaving instruments, and cut- Observe, Search, or Track tests. if it is wielded by a character with
ting implements. An enchanted tool Exclusion: This spell may be Corruption points.
grants a +5 bonus to any appropriate woven into a gate, portal, or similar

66
Tools of the Trade

Fortify Works: If this spell is ed (stand still, walk east, turn around
woven into a structure, all physical and go back the way they came, and
attack tests (including those using so on) until they are permitted anoth-
magic or legendary weapons) made er Wisdom test.
against it suffer a –2 penalty. Magical Morgul Wound: A weapon that
attacks are not affected. has had this spell laid into it works
Guarding-spell: All physical deep and hurtful evil on whomever
attack tests to strike one wearing body it strikes. A weapon thus enchanted
armour enchanted by a Guarding-spell causes additional damage equal to 1d6
suffer a –2 penalty. The penalty to + enchanter’s Bearing modifier. The
strike one carrying a helm, shield, or weapon also causes a wound so painful
talisman so enchanted is –1. When a that the victim suffers a –2 penalty to
structure is enchanted with Guarding- all subsequent tests until he is healed,
spell, all physical attack tests against it Mind Barrier: A helm, circlet, which is cumulative with any penalties
suffer a –1 penalty. or any other type of headgear with he suffers from lost Wound Levels.
Hide’s Virtue: When woven into Mind Barrier woven into it confers Damage from a weapon enchanted
armour, this enchantment increases its benefits as per the spell’s normal with Morgul Wound requires a success-
ability to absorb damage by one point. function. ful TN 25 Healing test to heal, but only
When a structure is enchanted, its Mind Shield: A helm, circlet, or one Healing test is required, no matter
Protection is increased by one point. any other type of headgear with Mind how many times the victim was struck.
Intercept Missile: All ranged Shield woven into it confers benefits It should also be noted that a
attacks against someone wearing as per the spell’s normal function. weapon permanently enchanted by
body armour permanently enchanted Misdirection: Misdirection may Morgul Wound cannot withstand the
by this spell suffer a –2 test penalty. be woven into a structure as it is touch of the sun, even if it has been
All ranged attacks against someone being built. The enchantment has an enchanted by other spells. Its blade
wearing a helm or wielding a shield area of effect of 25 square feet per withers into smoke and disappears if
permanently enchanted by this spell point of enchanter’s Bearing score, it is exposed to daylight.
suffer a –1 test penalty. and the enchanter must specify the Obscure: This spell may be woven
Ithildin-fire: This spell may be location of the affected area at the into any miscellaneous item to keep
used to enchant just about any hard time of construction. All intelligent it secret and safe. Anyone searching
object in order that one may use it as beings who enter the enchanted area for the object receives a –4 penalty to
a ‘key’ to activate ithildin. This object suffer the spell’s normal effects. In Search tests that might locate it. The
behaves as the spell when touched to addition, once per hour, each target enchanter receives no special privilege
that magical substance. of the enchantment must make a TN if he forgets where he put the item and
Keen Senses: A helm or circlet 10 + enchanter’s Wisdom modifier must search for it; in this regard an item
enchanted with this spell provides Wisdom test. Those who fail act in a permanently enchanted with Obscure at
permanently the bonuses described fashion determined by the enchanter the time of its making differs from an
by the spell. at the time the enchantment is creat- item that has the spell cast on it.
Lame: Those struck with weap-
ons permanently enchanted with this Table 4.2: Weapon of Laming Results
cruel sorcery must make a TN 10
Stamina test. Failure indicates that the Die Roll Result
target suffers a temporary crippling 1 Blinded in one eye. A character who is blind in one eye suffers a
wound, the nature of which is deter- –5 penalty to ranged attack rolls, a –3 penalty to Observe (Spot)
mined randomly, according to Table tests, and cannot aim in ranged combat.
4.2: Weapon of Laming Results. This 2-4 One arm crippled. A character with a crippled arm is incapable
effect lasts until the victim is fully of using that arm to wield a shield or weapon. The character’s
healed. No one can suffer more than strength is reduced by 2 and he suffers an additional –5 penalty to
one crippling wound at once from a all Strength-based tests.
single weapon so enchanted. 5-6 One leg crippled. A character with a crippled leg has his move-
Lightning: Weapons enchanted ment reduced by half and cannot move faster than a walk. Because
with this spell crackle with lightning the character is no longer capable of moving with full adroitness, his
when they strike a foe, causing an Nimbleness is reduced by 2 and his base Defense falls from 10 to 7.
additional 1d6 points of damage.

67
Paths of the Wise

Opening-spell: This spell may be Scribe Moon-letters: Since this effects replicate the normal functions
used to enchant any hard object per- spell is permanent, it need not be of the spell, with an area of effect
manently. Touching that enchanted woven into an item at the time of its determined by the Bearing score of the
object to any normal lock opens it forging. It is simply cast as described. enchanter. These effects last for a total
automatically. It cannot open magi- Shell’s Virtue: When woven of 1 hour per point of the enchanter’s
cally sealed locks, however. into armour, this enchantment Bearing score, no matter how many
Rain-ward: Any reasonably well- increases its ability to absorb dam- times the phial is used. Once it has
made cloak can keep the weather age by three points. When a struc- been used for the prescribed number of
at bay, but even the finest will soak ture is enchanted, its Protection is hours, its powers disappear.
through with rain eventually and increased by three points. Sundering: Whenever a weapon
chill its wearer. As with Cold-ward, Smite: Melee weapons that have enchanted with this spell is used to
weaving Rain-ward into a cloak will had this spell laid into them grant a make a successful Armed Combat
keep water from soaking into it, no +2 bonus to all Armed Combat tests or Ranged Combat test against a
matter how hard the downpour or made with them. They also cause structure, it causes additional dam-
how long it is left out in the ele- additional damage equal to the wield- age in structure points equal to the
ments. The cloak will always remain er’s Bearing modifier when they strike enchanter’s Bearing score.
dry to the touch. their target. Veil: This spell may be woven
Resist Fear: This spell may be Smoke-weaving: This spell may into cloaks and body armour. Items
woven into talismans to give the bear- be woven into a pipe to allow the user thus enchanted replicate the normal
er heart in the face of the Enemy’s to blow smoke exactly as if casting the effects of the spell.
works and designs. The enchanter spell. Note, however, that using a pipe Victory-spell: A weapon with
must invoke the name of one of the thus enchanted to make a show out Victory-spell woven into it grants a
Valar at the time of making the item of blowing smoke is considered cheat- +2 bonus to all combat tests made
to imbue it with his or her blessing. ing among those fond of pipeweed. with it.
The talisman grants the bearer a +5 Its use is particularly frowned upon Vulnerability to Sorcery: A
bonus to all Willpower tests associ- when engaged in contests of smoke- weapon enchanted with this spell
ated with resisting fear effects. If the weaving, whether friendly or serious. inflicts the effects of the spell itself
enchanter also knows any of Blessing Sorcery Ward: This spell may upon anyone who sustains even a
of Aulë, Blessing of Elbereth, Blessing of be woven into any type of armour. single point of damage from it.
Oromë, or Invocation of Elbereth, the Body armour permanently enchanted Wizard’s Guise: This subtle and
talisman grants a +8 bonus. by Sorcery Ward grants a bonus equal clever bit of spellcraft may be woven
Ruin: This sorcery may be woven to the enchanter’s Bearing modifier into a cloak. A cloak thus enchanted
into siege engines at the time of their to all tests made by the wearer of the replicates the normal functions of
construction to enhance their power armour to resist the effects of sorcery the spell.
to damage structures. A siege engine spells. If the sorcery in question allows
thus enchanted causes addition- no tests to reduce or negate its effects,
al damage equal to the enchanter’s the wearer may make an opposed The Enchanting
Bearing modifier. This spell may not Bearing test against the caster, using Process
be woven into other types of weapons the enchanter’s Bearing modifier
as a permanent enchantment. instead of his own if he wishes. If the Once an enchanter has chosen
Sap Strength: Anyone who target wins, he suffers no effect from a spell or spells to weave into an
receives damage from a weapon the sorcery. If the caster of the sorcery enchanted item, the process is begun.
that has had this spell laid into it wins, the spell generates its normal If the enchanter is able to maintain his
must make a TN 15 Willpower effects. Shields and helms perma- focus over the long weeks required,
test. Failure results in a temporary nently enchanted by this spell work in the item will be successfully created.
loss of 2 points of Strength. One the same way, except that they grant a
struck more than once must make bonus equal to half of the enchanter’s
additional Willpower tests or suf- Bearing modifier.
T ime
fer additional losses, although one’s Springtime: A phial enchanted Enchanting an item requires much
Strength may never drop below 0 with this spell contains the essence of time and patience and cannot be done
as a result of being struck by this the spell, which is released when it is casually. There is, however, a formula
weapon. This effect lasts until the activated by a command word or action for calculating the amount of time
victim is fully healed. (such as tapping it three times) deter- that this process will require, and it
mined by the enchanter. The phial’s consists of three elements.

68
Tools of the Trade

Size Factor: The larger the item, Spell Factor: An item’s spell fac- them rarely. They are as precious and
the longer it takes to weave a per- tor is the sum of the spell picks asso- valuable as heirlooms, not commodi-
manent enchantment into it. Table ciated with all of the spells woven into ties to be traded on the open market.
4.3: Size Factors defines the size fac- the item, plus one-tenth the summed An enchanter weaving a spell into
tors for various items based on their Weariness TN of all spells woven an item must work at this process
weapon size category (see page 206 into the item (rounded as described continuously, eating and sleeping
of the core rulebook) or the size on page 217 of the core rulebook). little, taking no time whatsoever for
of an equivalent creature (see page For instance, Flame of Anor requires relaxation or tales by the hearth. If
219 of the core rulebook and page 6 2 spell picks and has a Weariness TN more than four hours passes when
of Fell Beasts and Wondrous Magic). of 10. An item enchanted only with the enchanter cannot devote his full
Narrator judgement may be required that spell has spell factor 3. attention to the process of laying
to properly categorise some items, but The time in weeks required to in the enchantment, the process is
in most cases, the appropriate size enchant an item is equal to the sum of fatally disrupted and he must start it
factor should be obvious. the size and effect factors, multiplied all over again.
Effect Factor: An item’s effect by the spell factor. In the case of struc-
factor is based on the general mag- tures, this length of time is also multi-
nitude of its magical capabilities. It plied by the structure’s structure attri-
F atigue
is determined by adding up all of bute (see pages 242-3 of the core rule- A working enchanter must make a
the test bonuses and penalties caused book). For instance, weaving Morgul Stamina test at the beginning of every
by the item (penalties represented Wound into a longsword would take week during the process of weaving an
as positive numbers) and all of the 15 weeks based on its size factor 2, enchantment. The TN is the sum of
dice of additional damage it causes effect factor 3, and spell factor 3. the Weariness TN for every spell he
in combat. For instance, a weapon If that seems like rather a long is weaving into the item. For instance,
enchanted with Morgul Wound would time, remember that part of an the TN for a cloak with Change Hue
have an effect factor of 3 because it enchanted item’s power in Middle- would be 8, since that is the Weariness
causes its victim 1d6 points of addi- earth is its rarity. A character may TN for that spell. However, the TN
tional damage and a –2 penalty to never possess one in his lifetime, and for a cloak with both Change Hue and
test results. Spells with additional will probably only see a few. They are Rain-ward would be 13, since the TN
damage measured by the enchanter’s not easy to make, especially in the for Rain-ward is 5.
Bearing modifier add 1 to the effect latter days of the Third Age, when so
factor, as do spells that cause no dam- much ancient knowledge of craft has
age or do not bestow test bonuses or been forgotten, and so one encounters
penalties (such as Ithildin-fire).

69
Paths of the Wise

Failing a Stamina test causes the


enchanter to lose Weariness Levels
based on his degree of failure: 1 for
failure, 2 for complete failure, and 3 for
disastrous failure. This represents the
physical and mental strain required to
sustain one’s concentration on laying in
enchantments. If the spellcaster rests
to recover lost Weariness Levels at any
point before he has finished enchant-
ing the item, he disrupts the process
and must start all over again (unless,
as described below, other spellcasters
are also working on the enchantment).
On the other hand, the process also
comes to a premature end if he loses all
of his Weariness Levels and becomes
Exhausted before he can complete the
item. If the enchanter can make it
through the requisite number of weeks
without interruption, however, the ers enslaved by Sauron were to weave (While they were working together
item is completed and ready for use. Morgul Wound into a longsword for three weeks, they collectively accu-
instead of one, the process would take mulated six of 15 ‘spellcaster-weeks,’
seven and one-half weeks instead of and nine more remain to be finished.)
T eamwork 15. Three such enchanters could com- If, at any point, there are no spellcast-
Spellcasters may work as a team plete the work in five weeks. ers working on the project, it fails and
to reduce the time needed to lay an When dividing the work in this must be started over.
enchantment into an item. All of the way, each spellcaster must make A team of spellcasters may also
enchanters involved must know all of Stamina tests against the normal collaborate on a single item that is
the spells being woven (even if they Weariness TN each week. If one to contain multiple enchantments by
divide the labour and work on different enchanter falters at some point in the dividing the work between them so
spells as described below), and none process, he ‘falls out’ of the process that each member is responsible for
must be away for more than four hours and may not rejoin the effort, and the laying in different spells. In this case,
to sustain their contribution to it. remaining time must be made up by calculate the time needed to complete
Each spellcaster effectively contrib- those who remain. For instance, if one the enchantment separately for each
utes one ‘spellcaster-week’ to the total of two enslaved dark enchanters could spell used. The various lengths of time
number of weeks required to create not sustain his efforts beyond three then run concurrently. An additional
the item for each week of work he con- weeks, it would take the remaining benefit is that each enchanter need
tributes. For instance, if two enchant- enchanter nine more weeks to finish. only make his weekly Stamina test

Table 4.3: Size Factors


Size Equivalent Equivalent
Factor Weapon Size Creature Size General Description

1 Small Miniscule, Tiny, Little Items less than one pound, shorter than 18 inches, or defined as small
weapons on page 205 of the core rulebook. Most items a Hobbit could
hold comfortably in one hand.
2 Medium Small, Medium Items between two and five pounds, between 18 inches and two and
one-half yards, or defined as medium weapons on page 205 of the core
rulebook. Most items a Man could hold comfortably in both hands.
3 Large Large Portable items heavier than five pounds, between two and one-half
yards and five yards, or defined as large weapons on page 205 of the
core rulebook.
4 — Mammoth or larger Portable items larger than size factor 3 and all structures.

70
Tools of the Trade

Making this process even more


F l awed A rtefacts
E nchanting complicated is the fatigue that sets The physical stresses involved in
P rocess S ummary in over the course of weaving a spell enchanting items are severe. These
into an enchanted item. It is strenu- prompt some enchanters to take
1. Identify the item to ous work, and it cannot be assumed shortcuts which ultimately allow hurt-
be enchanted (page 64). that an enchanter will complete the ful power to infuse the enchantment.
2. Determine the spell(s) task without complication, or even Any time an enchanter fails a Stamina
to be woven into the item complete it at all before exhaustion test in the course of enchanting an
(pages 64–8). overcomes him. item, he may choose—after the roll
3. Determine item’s size has been made—to add a +5 bonus
factor, effect factor, and to his test result. Such a bonus saves
spell factor (page 69). A cc u r se d I t e m s him an entire Weariness Level and
4. If necessary, look up can easily spell the difference between
a structure’s structure value success and failure. Each time the
(pages 242–3 of the core ‘[S]uch things do not breed peace among caster takes this bonus, however, the
rulebook). confederates, if aught may be learned item is infused with a flaw, chosen by
5. Determine number of from ancient tales.’ the Narrator. Common flaws associ-
weeks required (page 69). ated with items are Grasping (the
6. Make a Stamina test at — Faramir, The Two Towers bearer seeks to retain the item at all
the beginning of each week costs), Battle-fury (found frequently
until the item is finished or Although most Free People capa- in enchanted arms), Arrogant (the
the process is interrupted. ble of enchanting wondrous items bearer believes the item makes him
wish only to bring beauty, utility, and better than others of his kind), Craven
promise into the world, others have (the bearer becomes easily frightened
against the TN of the spell he is work- fouler and subtler motives. As the that his prize will be taken from him
ing on. For instance, imagine two arti- One Ring was forged with evil intent by force of arms), and Proud (at
ficers from Minas Tirith collaborat- to dominate the other Rings of Power, his possession of such a marvellous
ing to weave both Change Hue and and as it corrupted the hearts of those item). The flawed nature of magic
Rain-ward into the same cloak. If they who came into its possession, so too items is recorded after the fashion of
divided the labour so that one concen- may other artefacts of power lead to ‘Flawed: Grasping.’
trated on Change Hue and the other on suffering and loss. The flaw or flaws associated with
Rain-ward, the former would require Accursed items are rare. PCs an enchanted item automatically
11 weeks to finish his part, while the may find them misplaced in treasure afflict any character who carries or
latter would need only six weeks. hordes or buried in barrows with uses the item as if that character
It is even possible for multiple their unfortunate owners. They may himself had the flaw in question. If
enchanters to collaborate on a single encounter them as gifts given out of the bearer already has that flaw he
enchanting task which has already malice rather than friendship. Or they suffers its improved effects, if any. A
been divided by spell. For instance, if may not realise—until it is too late— character who wishes to act in a man-
a third spellcaster from Minas Tirith that they themselves have unwittingly ner opposed to the nature of the flaw
joined the enchanter laying Change fashioned such items. must make a TN 10 Willpower test
Hue into the cloak described above, Accursed items are created using to do so.
the two of them would complete that the same process by which other
enchantment in five and one-half enchanted items are made. Their
weeks. The whole cloak would thus accursed nature may be reflected C orruption
be done in six weeks (because that’s in two ways. First, those who carry,
how long the Rain-ward would take). wield, or use them may suffer the Even the most well-meaning wiz-
Teams of enchanters become espe- effects of one or more flaws that are ard may accidentally create items
cially important when weaving spells part of the item’s fibre. Second, they which will corrupt those who use
into large structures. It would take a may cause their owners to gradually them. The potential of an enchanted
single spellcaster decades of constant become Corrupt, just as the One Ring item to corrupt depends on the mag-
effort to lay an enchantment into a tainted Sméagol, Bilbo, and Frodo. nitude of its power. At the begin-
tower the size of Orthanc; setting ning of the enchanting process the
more than one to the task would make Narrator secretly tests the enchanter’s
such a project much more feasible. Wisdom against a TN equal to the

71
Paths of the Wise

effect factor of the item being cre-


ated. Succeeding at this test is not
difficult for wise characters creating
relatively minor enchantments, but
as more powerful items are made
the chance of the subtle influence of
corruption increases. That the test is
secret is important; it is impossible to
know whether a newly created item
of power has a corrupting influence
until it is used.
If the enchanter does not pass
his Wisdom test the item gains the
trait corrupting. Any time the magi-
cal powers of a corrupting artefact
are used the bearer of the item must
make a Corruption test. The TN
for this test is equal to the item’s
effect factor plus its spell factor. To
keep track of this information the
Narrator should record an item’s cor- forge an unusually close bond with There are no absolute restrictions
rupting potential after the fashion of an individual beast, so that the crea- on what creatures may or may not
‘Corrupting (TN X).’ ture functions in many ways as an be familiars. In practice, however,
Any enchanter who wishes may extension of his will. Gandalf formed aquatic creatures, insects, vermin,
automatically imbue items he cre- a particularly close friendship with livestock, and game animals rarely
ates with the corrupting trait without the mear Shadowfax during the War become such.
making the Wisdom test described of the Ring, so that the great steed
above. When this is done it is that would answer only to him, and even
much more difficult to resist the item’s accompanied him across the Western
corrupting influence; the Corruption Seas at the close of the Third Age.
test TN associated with the item is Saruman the White also had a par-
the effect factor + the spell factor + 3. ticular affinity with carrion birds,
Anyone who creates a corrupting item which served him as spies. Radagast
on purpose must immediately make a the Brown kept company with many
Corruption test himself, against the beasts and birds in and around his
TN the corrupting item will have. home of Rhosgobel, and although
This test is made even if the item is history does not record a familiar rela-
not successfully completed. The mal- tionship with any individual creature,
ice involved eats away at those who it seems inconceivable that Radagast
work baneful magic whether they suc- did not keep familiars during his stay
ceed or fail. in Middle-earth.
In order to keep a familiar, a
character must meet certain requi-
Familiars sites: Bearing 8+; the order ability
Spellcasting or Wizard’s Spellcasting;
and the order ability Spell Speciality
‘That is Shadowfax. . . . He has come (Birds and Beasts) or the skill Lore/ Introducing the
for me: the horse of the White Rider. We Wilderness Lore: Wild Beasts 8+. Familiar
are going to battle together.’ Note that this restricts keeping a
familiar to magicians, wizards, and Gaining a familiar is a matter of
— Gandalf, The Two Towers loremasters who have taken the spell- making friends with a beast, gaining
casting order ability. its trust, and establishing a relation-
In Middle-earth, it is not unknown A spellcaster may keep one famil- ship with it. But one cannot simply
that a powerful spellcaster should iar per point of his Bearing modifier. snap one’s fingers and expect a famil-

72
Tools of the Trade

iar to appear, or go hunting in the that are physically impossible for it


wild for one. A player who wishes to accomplish—a cat cannot scribe
for his character to gain a familiar a note, for instance. And while many
should discuss the matter with the familiars are brave, they do not put
Narrator and figure out how such an themselves in danger’s way without
animal might enter the chronicle, if cause. A character who abuses the
no obvious candidates already exist. friendship and unduly jeopardises the
It might also be an animal whose life life and limb of his familiar is likely to
the character saves by driving away a find himself abandoned.
predator, or one found wounded and
then healed. It could be as simple a
matter as encountering a creature of
The Abilities of Familiars
the woods while travelling; it follows Familiars and their keepers gain
the character and refuses to go away. access to the following special capa-
In a town or city it may be a stray cat bilities that reflect their bond.
or dog that won’t leave the charac- I ntuitive C ommunication :
ter alone. In the case of Shadowfax, Familiars and their keepers share
Gandalf chose him to ride among all test modified by Bearing rather than an intuitive ability to communicate
of the King of Rohan’s horses; he then Wits. The TN is equal to the creature’s with each other, effectively reading
bore Gandalf on crucial errands and total Wound Levels (when uninjured) each other’s thoughts as long as they
became his trusted companion. The times three, plus its advancements. For remain within 50 yards of one anoth-
bottom line is that the appearance example, a cat with 3 Wound Levels er. Additionally, keepers may call their
of the familiar should be an element and 1 advancement would require a familiars to them by whistling, sing-
of the unfolding chronicle rather test against TN 10. ing, calling out, or executing some
than something that occurs outside Success indicates that the char- other mutually understood signal.
it, and in any event, there must be acter and animal become keeper and The familiar must make an Observe
some material basis for the animal to familiar. On a failure, the creature (Hear) test, adding also the keeper’s
become that character’s familiar. rejects the character and continues to Stamina modifier (representing how
The species and advancements of act of its own accord. The character loudly the keeper can call out). The
the familiar are up to the Narrator may never try to make that particular Narrator should determine the TN
alone, though wise Narrators will con- creature his familiar ever again. based on distance and environmen-
sider the player’s desires and charac- tal conditions. The subtle magic of
ter’s personality when introducing the Middle-earth assists these callings,
familiar. In any case, before the next T he F amiliar in P l ay however, and the noise may be heard
steps in the bonding process can occur, and understood over many leagues if
the Narrator must determine the crea- Although the familiar and its keep- circumstances are dire or conditions
ture’s statistics according to the rules in er share a close bond, the familiar is are ideal.
Fell Beasts and Wondrous Magic. ultimately controlled by the Narrator Talking With Beasts: Familiars
as a non-player character. Although can communicate with other beasts of
their close friendship colours every their species, and can use this ability
Bonding interaction between them, the familiar to gather information and recruit help.
retains a distinctive animal identity. It Saruman used this ability to spy on the
Once a suitable period of acquain- is a friend and constant companion Company of the Ring as they headed
tance has passed, the character must whose bond is in some ways more south from Rivendell. Only one crow
make a bonding test to see if he has intimate than those that its keeper served Saruman as a familiar, but it
persuaded the creature to follow him will share with his fellow heroes. A could communicate with other crows
on a permanent basis. It is ultimate- player character who abuses this bond and recruit them to the task.
ly up to the Narrator to determine may find himself abandoned by his Ability Extension: A familiar
when a suitable period of acquain- familiar, with consequences identical and its keeper can serve to extend
tance has passed, but the conclusion to those if the familiar had died. each other’s senses. When within
of the adventure in which the creature Unless there is a compelling rea- 50 yards of each other, they may
appeared is a good general rule. The son, however, a familiar carries out cooperate when making Search or
bonding test is a Lore/Wilderness its keeper’s bidding to the best of its Observe tests. Any time one of the
(Wild Beasts or Domesticated Beasts) abilities. It can’t, of course, do things pair is entitled to a make a test, both

73
Paths of the Wise

may do so. In addition, while each character’s input, perhaps) according to


Caru, a Crow, Familiar
rolls separately, both tests use the the rules on page 69 of Fell Beasts and A ttributes : Bearing 2 (–2),
higher of the pair’s number of skill Wondrous Magic. The familiar does Nimbleness 8 (+1), Perception 10
ranks (though each uses his own not track experience points, nor does it (+2)*, Strength 3 (–1), Vitality 5
attribute modifier). count as a character when dividing up (±0), Wits 4 (±0)*
Spell Coverage: Any spell cast experience points among the members Reactions: Stamina ±0, Swiftness
on a familiar or its keeper automat- of an adventuring company. +2*, Willpower ±0, Wisdom +2
ically affects the other if they are If a familiar (or keeper) should Defence: 11
within 50 yards of each other when die, either from age or unnatural Movement Rate: 3
it is cast, unless the keeper is casting causes, a relationship that runs deep- Advancements: 4
the spell and chooses only to affect ly and strong is abruptly severed. Skills: Armed Combat: Natural
himself. This includes spells which The shock this causes goes beyond Weapons (Beak) +4, Observe
cause direct damage to either. In the grief. The surviving party immedi- (Spot) +7, Survival (Plains) +5
case of spells (such as Rain-ward) cast ately becomes Exhausted (though Special Abilities: Flight (8 yards),
by the keeper that last as long as the can recover normally), suffers a –4 Natural Weapon (beak, 1d6)
caster maintains concentration, the modifier to all tests for one week, and Size: Small (4 Wound Levels)
keeper may terminate the spell’s effect may—according to the character’s Health: 4
on the familiar while sustaining the temperament and Narrator’s ruling Saruman the White has little love
effect on himself. He cannot, however, based on the situation—be unwill- for animals in and of themselves, but
terminate the effect on himself and ing to bond with another familiar (or he does employ them as servants when
maintain the effect on the familiar. keeper) ever again. he thinks they are useful. The crow
he calls Caru (although he named
the bird, he scarcely gave the name a
F amiliars O ver T ime thought after doing so) serves him as
Each time a familiar’s keeper gains
an advancement, the familiar does as
well. The resulting advancement picks F ell B easts as F amiliars
are applied by the Narrator (with the
While it is possible to make a fell beast into a familiar, those
who do so are looking for trouble, as forming a bond with a
creature friendly to the Enemy leaves one vulnerable to his
wiles. Those who succeed in making a fell beast into a familiar
must immediately make a Corruption test with a –10 penalty.
Furthermore, every time the fell beast’s keeper makes use of
one of the four familiar capabilities, he must make an additional
Corruption test. While these tests are of little consequence to
NPC spellcasters who are already in league with Sauron, they are
a quick path to Corruption for heroes.

74
Tools of the Trade

Ormenel served her as a familiar, and


that she directed the others using a
familiar’s ability to communicate with
other beasts of its kind.

Wulfstan, a Warhorse,
Familiar
A ttributes : Bearing 5 (±0),
Nimbleness 7 (±0), Perception 6
(±0), Strength 15 (+4)*, Vitality
12 (+3)*, Wits 4 (±0)
Reactions: Stamina +4*, Swiftness
+1, Willpower ±0, Wisdom ±0
Defence: 10
Movement Rate: 12
Advancements: 1
Skills: Armed Combat: Natural
Weapons (Bite, Kick) +6, Intimidate
(Power) +3, Jump +9, Observe
(Spot) +5, Run +11, Stealth
a spy and a messenger. Caru recruits According to legend, Queen (Sneak) +2, Survival (Plains) +4,
other crows to help him. Travelling Berúthiel of Gondor kept nine black Swim +5
as a flock, they can both disguise cats that served her by spying on her Special Abilities: Mount: Steady,
their spying—a flock of small carrion subjects, and one white cat, which Mount: War-trained, Natural
birds not being an unusual sight—and spied on the black cats. Ormenel was Weapon (bite, 1d6), Natural
intimidate their master’s foes. the name she gave to her white cat. Weapon (kick, 2d6), Trample
Berúthiel’s cats were notorious for Size: Large
Ormenel, a Cat, their stealth and cleverness. Health: 16 (2 levels Healthy)
As they are described in the leg- Wulfstan is a warhorse kept by
Familiar end, all ten cats functioned more or Tornhelm, a son of Rohan who prac-
A ttributes : Bearing 5 (±0)*, less as the queen’s familiars. To the tices the magical arts. Although he
Nimbleness 14 (+4)*, Perception extent that the old tales have a basis has chosen a highly unusual pursuit
13 (+4), Strength 2 (–2), Vitality 5 in fact, it is more likely that only for a Rohirrim, Tornhelm has chosen
(±0), Wits 5 (±0) to serve his king in the traditional way,
Reactions: Stamina ±0, Swiftness taking up arms to fight the enemies
+4*, Willpower ±0, Wisdom +4 of Rohan. His usefulness as a war-
Defence: 14 rior—aided in no small part by his
Movement Rate: 1 ability to use his spells in battle—has
Advancements: 9 made him a knight of the Mark and
Skills: Armed Combat: Natural a lieutenant to the Marshal of the
Weapons (Claws, Fangs) +5, Climb Third Éored.
+10, Observe (Spot) +9, Run +3, It’s no surprise, then, that
Stealth (Sneak) +8, Survival: Cities Tornhelm should treat Wulfstan, the
+4 horse that he has ridden his entire
Edges: Night-eyed 2 life in the king’s service, as a familiar.
Special Abilities: Multiple Attacks Their relationship has proven use-
(claws, fangs), Natural Weapon ful on patrols, when their ability to
(claws, 1 point), Natural Weapon communicate even when operating at
(fangs, 1 point), Raking Claws (see distance from each other helps them
page 59 of Fell Beasts and Wondrous scout for Orcs. Wulfstan’s ability to
Magic) communicate with the Éored’s other
Size: Little (3 Wound Levels) horses and rally them also helps in the
Health: 3 heat of battle.

75
Paths of the Wise

Significant Works in the Archive of the White Tower in


B ooks of L ore of Lore Minas Tirith and written in Westron,
it covers Lore/History: Gondor at
The following is a selection of the quality +6.
‘[B]ooks and tablets written on most significant tomes of lore still Chronicle of the Mark: A
withered parchments, yea and on stone, extant in Middle-earth in the late chronicle of the history of Rohan,
and on leaves of silver and gold, beginning with the Battle of the Field
of Celebrant in TA 2510. It records
in divers characters.’ important events in the king-
— Faramir, The Two Towers dom’s history in succinct
prose, though interspersed
with the heroic verse for
Books have an important role which the Rohirrim
in Middle-earth, for they are famous. Kept
record information for all under lock and
posterity on the great depth key in a special
and breadth of lore known chamber of the
to the Free Peoples and their Hall of Meduseld
adversaries. in Edoras, it is
Books are described in written in Rohiric
both narrative terms (‘A his- and covers Lore/
tory of the travels of one Milo History: Rohan at
of the Buckland,’ for example) quality +5.
and by the specific Lore skill Chronicles of
to which their contents cor- the Northern
respond (Lore/Race: Hobbits, K ingdoms :
for example). A book is fur- These volumes
ther defined by the language (which func-
in which it is written and the tion mechanically
quality of the information as a single larger
within it. Quality is measured work), kept in the
by the bonus the book can House of Elrond
give to Lore tests related to at Rivendell, con-
its field, and ranges from +1 tain exhaustive
to +6. treatments of the
Books are used in play to Kingdom of Arnor
help those who read them and its successor
make Lore tests. To use a book realms, Arthedain,
in this way, a character may Cardolan, and
spend any number of hours, Rhudaur. The
up to the book’s quality, study- circumstances of
ing the book. Once that time their composition
has been spent, the character have been forgot-
may simply add the number ten, but it seems as
of hours spent to the Lore test if each was written
he has been researching. This in retrospect by a
bonus, however, is limited to single hand. Before
the number of skill ranks the charac- Third Age and early Fourth Age. Elrond departed Imladris at the
ter has in the Language in which the Chronicle of the Kings of end of the Third Age, he passed the
book is written. Note also that the Gondor: A detailed history of the entire collection on to King Elessar
nature of the question must have been Kings of Gondor, updated at the con- and it became a valued heirloom of
known when the research was begun. clusion of each King’s reign. It is the his house ever after. It is written in
pre-eminent single work on the his- Sindarin, concerns the skill Lore/
tory of the realm of Gondor. Located Realm: Arnor, and is of quality +6.

76
Tools of the Trade

Red Book of Westmarch: The cates that no progress has been made. self can help you recall bits of lore you
Red Book of Westmarch is a relic of Marginal or complete success adds 1 once learned but have forgotten.
the Fourth Age. It is the definitive to the book’s quality, complete suc- A good book of lore is also an
chronicle of Bilbo Baggins’ finding of cess adds 2, and extraordinary success item of value that can be traded or
the One Ring and the events of the adds 3. Additional six-month periods given away. A character who writes
War of the Ring. It did not become may be spent to expand the book, a book of quality +3 (or more) and
available to the public until Mayor with each success contributing to the presents it as a gift to a major library
Samwise Gamgee, its final author, book’s total quality as described. The (such as the Archive of the White
passed the original manuscript to his TN, however, increases by one with Tower) or the ruler of a realm or
daughter Elanor before he departed each additional six-month period other suitable personage (such as
over the Western Seas in Year 60 spent by a given author in his life- Elrond) gains 1 Renown.
Fourth Age. At that point, it was time, so it becomes harder and harder
assumed that the last of the book’s to improve a book even as more effort
authors had finished writing it. Three is spent. Regardless of any successes, Libraries
years later, King Elessar commis- the overall quality of a book may
sioned a fair copy for the Archive of never surpass one-half of the ranks
the White Tower, which was delivered (rounded up) possessed by the author ‘Less welcome did the Lord Denethor
to him in person by Thain Peregrin in the relevant Lore. show me then than of old, and grudg-
Took when he retired to Gondor at A book is only finished when ingly he permitted me to search among his
the end of his life. This book is writ- its author stops writing, and aban-
ten in the Common Tongue, concerns doned books can be resumed by their hoarded scrolls and books.’
the skill Lore/History: The War of authors—or any other author, for — Gandalf, The Fellowship of the Ring
the Ring, and is of quality +4. that matter—at any time.
What is the practical benefit of
writing and possessing a book of lore? Though they are few in the late
S c r i bi n g B o o k s Keeping a written record of every- days of the Third Age, when so much
of Lore thing you know of a particular subject knowledge has been lost and memo-
can help you with Lore tests, assum- ries of ancient deeds has faded, there
In addition to benefiting from ing you have the time to look through still exist in Middle-earth important
the knowledge others have record- it under the pressure of the moment, collections of written lore. Some,
ed through the ages, characters may because even books you wrote your- such as the Archive of the White
scribe their own books, scrolls, and Tower in Minas Tirith, are gathered
the like. Any character who can read
and write—not just spellcasters and
loremasters—can scribe a book.
The first choice a character must
make is what subject he will write
about and what language he will write
in. The subject must be defined in
narrative terms and by Lore skill, as
described above. The Lore skill cho-
sen must be one in which the char-
acters has ranks, and the description
must logically fit within the domain
of the Lore. The language chosen may
likewise be any in which the character
has ranks.
Once these decisions have been
made, the character starts writing. For
every six months during which the
character works on the book (which
may be concurrent with other studies,
adventures, and enterprises), he makes
a TN 10 Language test. Failure indi-

77
Paths of the Wise

under the hands of mighty rulers and


passed down through the generations
as treasures of the kingdom. Others,
such as the library of the House of
Elrond, are private collections belong-
ing to the wealthy, wise, or noble.
Smaller libraries also exist in impor-
tant towns and lesser municipalities
of Gondor, as well as in tributary fiefs
like Dor-en-Ernil, and fair copies of
materials kept in the Archive of the
White Tower may also be found in
the hands of private individuals in
Minas Tirith.
Typically, libraries enter the
chronicle as places where a character
can go to answer particularly difficult
questions regarding matters of lore.
If he fails a Lore test on his own, or
if an important piece of informa-
tion that will advance the storyline
does not fall under any of his Lore
skills, then a visit to a library could
solve the problem. Gandalf ’s urgent
errand to the Archive of the White
Tower, which he described at the
Council of Elrond, provides a quint-
essential example of such a quest. He R evised L oremaster O rder
needed to confirm in his own mind A bilit y : S croll H oard
the defining marks of the One Ring,
and so he sought the information he With the additional attention paid to tomes and libraries here, it
needed among the ancient accounts makes sense to revise the Scroll Hoard loremaster order ability. The
that he knew he would find in Lord following definition replaces that on page 87 of the core rulebook.
Denethor’s collection. Far from being Through long years of careful searching and purchasing, or
the only use of libraries and similar perhaps as an inheritance from your master, you have acquired an
collections of knowledge, however, extensive library of books, scrolls, and other records of learning.
characters can also spend time study- When you purchase this order ability, choose one Lore skill, such as
ing general topics related to Lore or Lore/Groups: Hobbits or Lore/History: Gondor. You can research
even Craft and thereby improve their questions in your scroll hoard that fall under your chosen Lore
overall facility. The following sections according to the rules on pages 79–80 under ‘Answering Questions
describe in detail the various uses to in Libraries.’ You need no one’s leave to research your own sources,
which libraries can be put. and gain +2 to your Search test because of your familiarity with
It bears noting that although librar- your horde. You can also study your scroll hoard to increase your
ies are composed of books, enumerat- own skill rank in the Lore your scroll hoard covers as described on
ing the specific books contained in any pages 80–1 under ‘Accumulating Lore in Libraries.’
but the smallest libraries is beyond Improvement: You may pick this ability multiple times. Each addi-
the scope of these rules. The rules tional pick allows you either to select an additional Lore skill that can
for libraries presented here and the be researched using your scroll hoard or add +2 (maximum +6) to
rules for books (presented above) are the Lore tests made in a covered Lore subject when trying to answer
entirely separate from one another. a question using the scroll hoard. There is no cap on the number
of picks that may be spent improving your scroll hoard, though,
as stated, you may not spend more than three picks increasing the
bonus it provides to Lore tests in a given subject.

78
Tools of the Trade

library owner’s behalf. But a character In the case of a large library, such
fortunate in his acquaintances or rela- as the Archive of the White Tower
tions might not have such problems. or Master Elrond’s vast library in
Once the character has gained Rivendell, resident loremasters may be
access to the library, he is faced with able to help identify appropriate sourc-
the task of finding the specific books, es of lore. Such resident experts—if
scrolls, or other materials that will best they can be persuaded to help—may
answer his query. He must make a make Search tests on the character’s
Search test, with the TN determined behalf, adding an additional bonus
according to Table 4.5: Searching for (from +1 to +10, at the Narrator’s
Tomes of Lore. Once the test is rolled, discretion) based on their experience
the degree of success is referenced on and familiarity with the library.
Table 4.6: Library Success or Failure Even once the character finds the
and the results recorded for the Lore tome or tomes most likely to contain
A n sw e r i n g test that is to come. the knowledge he desires, they are of
Q u e st i o n s i n no use unless he can understand what
L i br a r i e s
Table 4.5: Searching for Tomes of Lore
Whenever a character needs to
run an errand such as Gandalf ’s quest TN Description of Library or Knowledge Sought
to discover information about the 5 A very small collection or well organised small collection.
One Ring in Minas Tirith, the follow- 10 A small collection that is poorly organised or a large collection that is
ing procedure is used. well organised.
First, the Narrator must decide 15 A large collection whose organisation is a bit sloppy.
whether the library where the char- 20 A large collection that is poorly organised.
acter seeks his answer even contains 25 A collection that looks as if it has been ransacked.
the information in question. A vast
collection such as the Archive of the
White Tower would contain some- Table 4.6: Library Success or Failure
thing about almost every topic under
the sun of Middle-earth. Even top- Test Result Consequences
ics about which most present-day Disastrous Failure Lore test fails automatically.
Gondorians know absolutely noth- Complete Failure –4 penalty to Lore test.
ing—such as the early history of the Failure –2 penalty to Lore test.
Shire—are probably represented. But Marginal Success No modifier to Lore test.
a small library, such as a private col- Complete Success +2 bonus to Lore test.
lection belonging to a lesser noble Superior Success +4 bonus to Lore test.
of Minas Tirith, would have a much Extraordinary Success Lore test succeeds automatically.
more limited range. A collection of
scrolls possessed by a hermit of Rohan
which contains only information on Table 4.7: Obscurity of Lore
the breeding of horses would be of
no use to questions on other subjects. TN Description of Knowledge Sought
In any case, if the character is looking 10 Knowledge that is so general or widely known that many different
in the wrong place, the Narrator may sources will have it, such as the names of the five most recent Ruling
rule that the following process may Stewards of Gondor.
not even be attempted. 15 Knowledge that is particular or somewhat obscure in nature, such as
Second, the Narrator must deter- instructions on casting a rarely used spell.
mine whether the character can gain 20 Knowledge that is precise and/or quite obscure or forgotten, such as
easy access to the library. Even Gandalf the verse engraved on the One Ring.
found Lord Denethor jealous of his 25 Knowledge that is either unreasonably precise or so old as to be com-
hoard of lore. Gaining access might pletely forgotten, such as the name of the sword wielded by a certain
require one or more Persuade tests, or Noldorin noble who fought in the War Between Elves and Orcs in the
even the completion of quests on the Second Age.

79
Paths of the Wise

a Lore test that determines whether A cc u m u l at i n g


N ew S pecialt y : he can put the new information into L o r e i n L i br a r i e s
R esearch the framework of what he already
knows about the subject to answer
Use of the Search skill by definitively the question he came to ‘[M]uch is still preserved of ancient lore
characters seeking to locate ask. The Narrator determines the TN
obscure information within according to Table 4.7: Obscurity of among the Rulers of the city that is not
libraries and scroll hordes Lore. The test result combines the spread abroad.’
suggests a new Search skill character’s skill ranks in the relevant — Faramir, The Two Towers
specialty: Research. Any Lore, Wits modifier, and the results
character with the Search of his prior Search test and Language
skill may select or gain this test as taken from Tables 4.5 and 4.6. In addition to searching for the
new specialty as they would If this test is successful, the question answers to specific questions, charac-
other. is answered. Failure (and complete ters may also engage in general study
failure) indicates that the question is at libraries in the hopes that, over
not answered, and the character may time, they will improve their overall
is written in them. Thus, the character not attempt to find the same answer at knowledge.
must next make a Language test in this library again. Disastrous failure, A character with access to a library
the language in which the information however, indicates that the character may designate any Lore skill about
sources (or at least most of them) are has come to the wrong conclusion which the library contains informa-
written. The Narrator determines the altogether, with consequences deter- tion and dedicate time to improving
TN for this test according to the rules mined by the Narrator. his knowledge of it. He must spend
regarding language comprehension on It may, in some cases, be important one month in research for each skill
page 129 of the core rulebook. Again, for the Narrator to know how long rank he already has in that Lore skill,
the degree of success is referenced on the process of answering a question or one month if he has no ranks.
Table 4.6: Library Success or Failure in a library takes. The number of Learning Lore is no speedy task, and
and the results recorded. days of research is equal to the sum the more one knows, the more dif-
Once the information has been of the Search test and Lore test TNs, ficult it is to expand the scope of one’s
found and the sources understood, the divided by five. knowledge. Adventuring loremasters,
character must make one final test: especially, may simply be unable to

80
Tools of the Trade

find sufficient time between their E x pa n d i n g C r a f t Learning Spells


travels to study as they might like. i n L i br a r i e s f r o m L i br a r i e s
Once the appropriate amount of
time has been spent (and if inter-
rupted, accumulated time is lost) ‘We have done well. . . . But in metal- ‘Will you have power with me, and all
the character must make a Wits test.
The TN for this test is three times work we cannot rival our fathers, many the aid that my knowledge, founded in
the character’s existing ranks in the of whose secrets are lost.’ long years, can bring?’
Lore, with the exception that char- — Glóin, The Fellowship of the Ring — Saruman, The Two Towers
acters with no existing ranks must
roll against TN 10 to gain their
first. The results of this test deter- Many libraries also contain much Characters gain the ability to cast
mine how many ranks are gained useful craft-lore, and the more exten- new spells by spending advancement
(or lost!) according to Table 4.8: sive the collection, the more likely picks, but the rules in the core rule-
Accumulating Lore. one is to find knowledge about fash- book also tell Narrators that they
There is one potential obstacle to ioning things that are not commonly may require spellcasting PCs to learn
learning Lore skills in this way. A char- known. At their option, Narrators them—within the game—from actu-
acter may not advance his ranks in a may allow characters to improve their al, physical sources.
Lore skill past his knowledge of the Craft, Healing, Sea-craft, Siegecraft, If the Narrator wishes, the rules on
Language in which his sources are writ- Smithcraft, and Stonecraft skills by pages 79–80 for answering questions
ten. For example, a character studying studying in the same way the rules in libraries can be used by spellcast-
Sindarin sources on Lore/Group: Elves above allow the improvement of ers to learn spells. Once the Narrator
in Rivendell may not gain a seventh Lore skills. has determined that a given spell can
skill rank in that Lore if his Language: If allowed, there are two addition- be learned from the library where the
Sindarin is only 6. al restrictions. The first is that it is character is seeking it, the character
This rule makes it considerably not possible to first learn any of these must gain access to the library, locate
easier to acquire Lore skill ranks, since skills from a library. They are only the spell within it, comprehend the
it allows players to circumvent the useful in imparting new techniques language in which it is recorded, and
normal advancement procedure. Not to those with adequate background make a Lore test to finish the process.
only does it allow the enhancement knowledge. The second is that there is The only differences are that the Lore
of Lore skills outside the normal pro- a limit to how much one can improve test uses the character’s ranks in the
cess, it may have a displacement effect such skills by reading from tomes Lore/Spellcraft skill that governs the
on other aspects of character advance- and scrolls. Over the course of his spell being learned (Lore/Spellcraft:
ment. Characters who no longer need lifetime, a character may only gain a Birds and Beasts, Lore/Spellcraft:
to spend advancement picks on Lore number of ranks in a given skill by Sorcery, etc.) and the Lore test TN is
skills, for example, may use their picks studying equal to his Wits modifier. equal to the spell’s Weariness TN.
to enhance other skills, or buy new For example, a character with Wits This rule can be used in two ways.
order abilities or edges, without hav- 9 could gain one rank in his lifetime. The first option makes it more difficult
ing to neglect their mastery of lore It doesn’t matter whether the rank for spellcasters to learn new spells, for
as a consequence. For these reasons, gained is his first or twelfth. it imposes an extra step on the process:
Narrators may choose to disallow this after a character spends spell picks on
option entirely. the spells he wishes to learn, he must
study them in a library as described
above before he can cast them.
The second option makes it easier
for spellcasters to learn new spells,
Table 4.8: Accumulating Lore as it does not require them to spend
spell picks as they typically must. The
Degree of Success Effect on Lore Skill process described above is followed
Disastrous Failure 1 rank lost each time the character wishes to
Complete Failure, Failure No effect learn a new spell, with no require-
Marginal Success, Complete Success, Superior Success 1 rank gained ment that spell picks be spent at all.
Extraordinary Success 2 ranks gained (Only characters with an appropriate
order ability may learn spells in this

81
Paths of the Wise

way, however. Warriors and rogues Table 4.9:


will find spellbooks of little use even Random Herb Effects
when this rule is in effect.) Under
the second option, the only check on Random herb effects are the
how many spells (and which spells) equivalent of poisons. Roll 1d6
may be learned is the Narrator, once on each sub-table below
who can control the process by rul- to determine all of the poison’s
ing that certain spells are or are statistics.
not available at certain libraries. If
this second option is chosen, the
Narrator may still allow characters Onset Time
to learn spells in the usual way: Herb-craft 1 1 round
by spending advancement picks and 2 1 minute
gaining knowledge of the spell with- 3 20 minutes
out using a library. When the black breath blows 4 1 hour
Either option adds detail to the and death’s shadow grows 5 6 hours
process of learning spells so that it and all lights pass, 6 1 day
reflects more closely the work that
spellcasters must devote to learning come athelas! come athelas! Potency
spells, and also encourages spellcast- Life to the dying 1–2 ±0 TN
ing characters to take to the open road In the king’s hand lying! 3–4 +5 TN
in search of libraries, where adventure 5 +10 TN
may find them along the way. — The Return of the King 6 +15 TN

In the hands of a skilled natural- Treatment


L earning S pells from ist a clump of weeds can draw out 1–2 ±0 TN
poisons, halt the progress of a dis- 3–4 +5 TN
O ther S pellcasters ease, or remove the crippling fatigue 5 +10 TN
If spellcasters are allowed (or of a long march. In game terms, the 6 +15 TN
required) to learn spells from librar- Lore/Wilderness: Herbalism skill is
ies, it also makes sense that they be used to gather and prepare the vari- Effect/Secondary Effect
allowed to learn them from oth- ous plants described below to unleash 1 Nausea: Reduce Vitality
ers who already know them. This their virtues. by 1/No effect.
process is compatible with both of To put herbs to use, one must 2 Weakness: Reduce
the options presented for learning first find them. This requires one Strength by 1/No effect.
spells from libraries. The only dif- hour of time and a Lore/Wilderness: 3 Befuddlement: Reduce
ference lies in whether the char- Herbalism test against a Find TN Wits by 1/No effect.
acter learning the new spell must that varies by the herb sought. The 4 Extreme Nausea: Reduce
spend spell picks beforehand. Find TN represents the difficulty of Vitality by 1d6/Reduce
Learning a spell from a fellow finding enough of the herb for one Vitality by 1.
spellcaster who is willing to teach dose, identifying it among similar 5 Extreme Weakness:
it is a matter of spending a day in plants, and properly harvesting it. A Reduce Strength by 1d6/
his company, practising the appro- character searching for an herb where Reduce Strength by 1.
priate gestures and incantations, it does not grow automatically fails at 6 Extreme Befuddlement:
and making the appropriate Lore/ this test. Marginal and complete suc- Reduce Wits by 1d6/
Spellcraft test against a TN equal cess both indicate the searcher finds Reduce Wits by 1.
to the spell’s Weariness TN. If the a single dose of the herb sought.
teaching spellcaster has the order Superior success results in one addi- Stages
ability Teach, the student may also tional dose being found, and extraor- 1–3 1
add the teacher’s Wits modifier. If dinary success results in 1d6 extra 4–5 1/2-d6
the test is successful, the character doses. On a disastrous failure the 6 1d6
learns the spell. searcher mistakes some other herb—
determined by the Narrator—for the
one sought. If the herbalist winds up

82
Tools of the Trade

preparing and applying this herb, roll if the one explaining has the Teach (in either state) for only a finite period
on Table 4.9: Random Herb Effects loremaster order ability. As with herb of time, which varies from herb to
to find out what happens. preparation, there is no mechanical herb. These periods are known as the
Once an herbalist has gathered an difference between the various ways fresh term and prepared term.
herb, he must make a second Lore/ herbs can be applied or consumed, Skilled herbalists can try to ‘revive’
Wilderness: Herbalism test against its though the Narrator may wish to an herb even after it is past its prime,
Prepare TN to ready the herb. Failure describe characters chewing on bark, which requires a Lore/Wilderness:
wastes one dose worth of the plants inhaling vapours, applying poultices, Herbalism test against a TN equal
gathered but does no other harm. On and so on. to 5 x the number of full or fractional
a disastrous failure, however, things Unless otherwise noted, consum- terms that the herb is older than
go wrong but the herbalist fails to ing more than one dose of a given one. For example, if a given herb’s
realise his mistake and must roll on herb does not increase its effects. The fresh term was one week, reviving a
Table 4.9: Random Herb Effects to Narrator may rule that, in fact, con- dose harvested three weeks ago would
see what happens. The procedures suming extra doses requires Stamina require a TN 10 test, because the herb
used to prepare different herbs vary. tests to avoid sickness. is two full terms older than one term.
Although the Narrator may wish to Consuming more than one type of On a complete or disastrous failure
specify what is being done for narra- herb at once or consuming a second the herbalist does not realise he has
tive effect, there is no game difference herb while a previously consumed failed to revive the herb. If eventually
between brewing an herb, crushing an herb is still active in one’s system consumed, these herbs cause effects
herb, and so forth. requires a TN 10 Stamina test. (An determined by rolling on Table 4.9.
Once an herb has been prepared, herb is active in one’s system for four
it can be applied for effect with a hours or until its effects wear off,
Lore/Wilderness: Herbalism or whichever is longer.) If successful, the
S ample H erbs
Healing test (TN 5). Although nei- second herb takes effect as normal. If The following descriptions detail
ther of those skills can typically be failed the second herb causes random a variety of sample herbs found
used untrained, any character who effects per Table 4.9. Consuming even throughout Middle-earth. They serve
has had the procedure for applica- more herbs past the second type is both as herbs that can be sought and
tion explained to him can use either certainly possible, though each addi- used by characters and as creative
skill untrained for the purposes of tional herb increases the Stamina springboards for Narrators who wish
application. Giving an explanation to test’s TN by +5. to create additional herbs.
an unskilled character requires only a It is possible to purchase, trade for,
TN 10 Lore/Wilderness: Herbalism and receive as gifts doses of fresh or
or Healing test, with a +5 bonus prepared herbs, but an herb will keep

83
Paths of the Wise

eaten, it induces vomiting that cleans- Location: Banks of the Entwash.


es the system and purges it of venom, Find TN: 9
rendering inactive any poison in the Prepare TN: 10
victim’s body. Fresh Term: 2 days
Prepared Term: 3 months
Effect: Valued by messengers,
scouts, and others who must toil for
hours at a time without rest, blu-
ereed banishes sleepiness and allows
those who take it to go a day without
sleep. While this herb has no effect
on a patient who is already exhaust-
ed, if taken as a preventive measure
it staves off the need for sleep. For
Aelgus 24 hours after consuming a properly
Aelgus is a small, green, leafy fern prepared dose of this herb, a charac-
that grows in thick patches. It is a ter does not need sleep and suffers
common herb, and like athelas was no penalties for going without it.
originally grown and used by the After 24 hours have passed, though,
Númenoreans. Shepherds and farm- fatigue’s toll returns and tests to
ers consider it a nuisance and work to resist weariness from lack of sleep are
uproot and burn it. The knowledge made as normal (see page 249–50 of
of its use has been lost in the mists of the core rulebook) counting the full
time to all but the wisest herbalists; numbers of hours awake. Bluereed
only those with Lore/Wilderness: has no noticeable effect on Elves.
Herbalism 8+ know of its beneficial
effects.
Location: Throughout Arnor.
Find TN: 6
Bluereed
Prepare TN: 10 Bluereed is—as its name implies—
Fresh Term: 1 week a tall, thin reed with a slight blue tinge.
Prepared Term: 1 month It is well known among the Rohirrim,
Effect: Aelgus is used to treat poi- who use it to sustain their scouts and
son. When properly prepared and messengers.

Carnestad
This short, squat mushroom has
a bright red cap and a thick, brown
stem. When collected and properly
prepared, carnestad (Sindarin for ‘red
healing’) neutralises diseases, breaks
fevers, and clears up the bothersome
symptoms of most sicknesses. The
Elves of Mirkwood jealously guard
the areas where carnestad flourishes.
Many intruders such as Men and
Orcs venture into Mirkwood to
recover as many of the mushrooms

84
Tools of the Trade

as possible. While the Men do so to brave the forest to gather eater’s leaf Prepared Term: 1 month
sell them or make use of their healing on a dare. Effect: Well-suited to calming ani-
properties, the foul Orcs seek only to Location: Old Forest. mals, equial has no effect on human-
deny others access. The giant spiders Find TN: 10 oid creatures or fell beasts. For 2d6
of Mirkwood commonly build nests Prepare TN: 8 hours after consuming a dose of this
above patches of these mushrooms Fresh Term: 1 week plant, a creature benefits from a +5
or lurk near them, eager to fall upon Prepared Term: 2 weeks bonus to resist the effects of fear or
those who seek to gather them. Effect: Consuming this leaf prior to panic. During that time, horses and
Location: Mirkwood a meal protects the digestive system other mounts are also easier to ride;
Find TN: 10 from distress and the (unpleasant) their riders receive a +2 bonus to all
Prepare TN: 8 effects of alcohol. Additionally— Ride tests. Using this herb too fre-
Fresh Term: 1 month although the Hobbits do not realise quently can prove deadly, however. For
Prepared Term: 4 months it—eater’s leaf gives a +4 bonus to each dose past the third consumed in
Effect: After taking a dose of this Stamina tests against any poison for a single week, the creature must make
herb, a character may immediately four hours after it is consumed. a TN 10 Vitality test. Failure results
make a Stamina test (TN 10) to in the loss of 1d6 points of Vitality.
recover from any diseases he currently A creature reduced to 0 Vitality by
suffers. If this test fails additional equial perishes.
doses have no effect on the existing
diseases. Recovery is a gradual pro-
cess which takes place over the course
of 1d6 days.

Fresh Dew
Equial Fresh dew—known as amrúnan,
Equial, also known in Sindarin or ‘sunrise-gift,’ in Sindarin—is a
Eater ’s Leaf as sídhroch (‘horse-rest’), is a hardy, small, leafy plant with a tough, white,
Greatly valued in the Shire, this thick-stemmed weed that is diffi- woody stem and small, circular leaves
herb strengthens and fortifies the cult to find because many wild ani- that develop purple bruises when
digestive system, allowing those who mals feed on it for its mildly narcotic handled. When crushed, fresh dew
take it to consume great quantities properties. It is valued by the Men creates a pungent, invigorating odour.
of food and alcohol without suffer- of Rohan as a mild anaesthetic that Fresh dew grows too high in the
ing gastric distress or becoming ill. calms their horses’ nerves and allows mountains for anyone but an experi-
The Brandybucks gather it for sale beasts to relax under even the most enced woodsman or tracker to reach
across the Shire, though the daunting trying circumstances. it. The Houses of Healing in Minas
prospect of entering the Old Forest Location: Eastern slopes of the Tirith sponsor a yearly expedition to
prevents this trade from becoming Misty Mountains. recover stores of this herb, despatch-
too widespread. Still, young, adven- Find TN: 7 ing a small band of warriors, scouts,
turous Hobbits have been known to Prepare TN: 10 trackers, and herbalists to find suffi-
Fresh Term: 1 week cient quantities for the coming year.

85
Paths of the Wise

Location: High in the Misty


Mountains near regions where snow
remains on the ground throughout
the year.
Find TN: 15
Prepare TN: 7
Fresh Term: 1 week
Prepared Term: 1 month
Effect: A single dose of fresh dew
immediately removes all the effects,
including unconsciousness, caused by
stunning attacks (see pages 231-2 of
the core rulebook). Additionally, it
Gwathlas
can be administered to one who has Gwathlas (Sindarin for ‘shadow-
Naurant
fallen to the Exhausted Weariness leaf ’) is a leafy plant whose thick, round Naurant (Sindarin for ‘red-vein’) is
Level; doing so returns the subject to root can be compressed to produce an a large, leafy fern with bright red veins
Spent. oily fluid that is consumed. In Gondor, running throughout its leaves. It is
this plant is associated with the forces used by the healers and herbalists of
of the Shadow, whose sorcerers use it Gondor as a sedative.
to fortify themselves against their rivals Location: Gondor, east of the Sirich
and improve their ability to study their River.
master’s dark lore. It was first cultivated Find TN: 7
by the Black Númenoreans, who were Prepare TN: 12
taught its virtues by Sauron himself. Fresh Term: 3 days
In Gondor, possessing, extracting, or Prepared Term: 2 months
consuming gwathlas is a crime punish- Effect: A single dose of naurant
able by death. causes drowsiness, resulting in a –2
Location: Eastern reaches of the penalty to all tests until the charac-
White Mountains. ter goes to sleep. This effect can be
Find TN: 7 resisted with a TN 10 Stamina test,
Prepare TN: 10 though a character may choose to
Fresh Term: 3 weeks forgo this test and accept the herb’s
Hwanestad Prepared Term: 1 year effects. Once asleep, the character
A thin, pale green fungus. Its name Effect: When consumed, this nox- recovers lost Weariness levels at
means, literally, ‘healing fungus’ in ious drink sharpens the mind and double the normal rate.
Sindarin. gives speed to thoughts and ideas,
Location: This mould grows only increasing one’s Wits score by 2 for
upon the Ents of Fangorn Forest. two hours.
The smell and feel of its growth
pleases most Ents and makes them
loath to allow its harvest, but it
is not unheard of for Ents to gift
those in need with it.
Find TN: 10
Prepare TN: 10
Fresh Term: 1 year
Prepared Term: 1 decade
Effect: Hwanestad is a powerful
antidote to most poisons. When
Norrog
consumed, it grants a +4 bonus to A puffy, brown fungus with a grit-
resist poison effects for the next 24 ty, dusty taste. Because of its taste, it
hours and immediately cures half is easy to hide poisons within the pre-
the damage caused by any poisons pared fungus. Many an Orc-chieftain
in the last 1d6 rounds. has achieved his office by slipping a

86
Tools of the Trade

dose of poison into his former leader’s


supply of these mushrooms.
Location: In deep underground
caverns throughout Middle-earth.
Find TN: 10
Prepare TN: 8
Fresh Term: 1 year
Prepared Term: 1 year
Effect: A mere handful of norrog
(one dose), even unprepared, can sus-
tain a Man for a day. In addition,
when properly gathered and prepared,
norrog’s natural virtue to lend vigour
to those who consume it is ampli-
fied. After eating prepared norrog a
character gains a +2 bonus to Vitality
tests for a number of hours equal to
his Vitality score. find it. Anyone who consumes soldier’s as it has a tremendous ability to lift
root must make a Willpower test (TN spirits and impart renewed vigour
15) or be affected as with the Battle- to weary limbs. Spirit fire is highly
fury 3 flaw, for the duration of the sought-after throughout Middle-
herb’s effect. Furthermore, in a stressful earth, and the Men of Laketown
situation, those under the herb’s influ- rely on its trade for much of their
ence must make a Willpower test (TN income. Competition for prime
10) or resort to violence to resolve any gathering areas is both vicious and
problem that presents itself. intense. Business rivals have been
known to resort to swords when
their jealousy and resentment grow
too strong for words. The Orcs of
the Misty Mountains also use spir-
it fire in their foul liquors. Bands
Soldier ’s Root of those creatures frequently sally
Description: One of the rarest and forth to gather supplies of the herb,
most treasured herbs in all of Middle- making an already dangerous trade
earth, soldier’s root is a small, stringy more perilous.
plant whose stem and leaf are no larger Location: The shores of the Long
than a clover. The plant’s orange, pulpy Lake.
root is greatly valued for its ability to Find TN: 9
lend strength to those who eat it. It Prepare TN: 10
is known as dagorthond (‘battle-root’) Fresh Term: 1 week
among the Elves at Imladris. Prepared Term: 1 month
Location: Among the rocks along- Effect: A single dose of spirit fire
side the Loudwater near Rivendell. halves test penalties due to weariness.
Find TN: 12 (Apply any modifiers to a character’s
Prepare TN: 15 Weariness penalty before halving it.)
Fresh Term: 1 hour It also gives a +2 bonus on all Stamina
Prepared Term: 1 week tests made to resist Weariness. Both
Effect: When prepared by an herb- effects last until the one who con-
alist, a dose of soldier’s root imparts sumed it sleeps.
a +2 bonus to one’s Strength score
for 24 hours. Soldier’s root has one
Spirit Fire
serious drawback that leads most cap- The Men of the region surround-
tains to forbid its use and the Elves of ing the Lonely Mountain risk many
Rivendell to purge the plant when they dangers to gather this tall, thin reed,

87
Chapter Five

Storycraft
earned characters present their own challenges to the players who
‘[N]ot we but those who come after will
make the legends of our time.’ L take them on, but so too do they offer unique opportunities to
Narrators. This chapter offers suggestions to Narrators for incor-
porating learned characters into the chronicle so they have as much
— Aragorn, The Two Towers a chance to use their distinctive abilities as characters belonging to
other orders. It also contains Narrator advice on building magician and lore-
master NPCs who can present a suitable challenge to your players.
While it is written with the Narrator in mind, there is no reason players
cannot also read this chapter.

M agic in Y our
C hronicle F ashioning your chronicle to
incorporate spellcasters and
loremasters isn’t always easy.
You can keep characters who live by
their sword-arms involved simply by
‘Many things can I command the Mirror providing them with things to find
to reveal . . . and to some I can share and fight. But characters for whom
what they desire to see.’ knowledge is their stock in trade exert
a more subtle influence on the course
— Galadriel, The Fellowship of an adventure.
of the Ring

88
89
Paths of the Wise

The Language skill plays a more speak Sindarin. Loremasters are most
O r d e r S t r e n gt h s important role than you might suspect. likely to have the best language skills
Middle-earth is a place where many in their party, so posing challenges of
mutually unintelligible tongues co- this sort can help keep them involved
‘Few now have the skill in healing to exist, side by side. Although Westron, in the action.
match such evil weapons. the Common Tongue, comes close Lore skills are also more impor-
But I will do what I can.’ to being a universal language, not tant than they might seem at first
everyone can speak it equally well. For glance, if you take advantage of how
— Aragorn, The Fellowship of the Ring many, it is a second or third language, they reflect a character’s understand-
not a native tongue. This allows you ing of Middle-earth. The multitude
Giving learned PCs a satisfying to take what might otherwise be a of skills in the Lore/Group and Lore/
role in your chronicle is, in many mundane occurrence in an adventure Races skill groups reflects the diver-
ways, a matter of understanding their and turn it into a chance for a lore- sity of Middle-earth, populated as it
strengths. All of the orders have their master to make himself valuable. is with a jumble of cultures and races,
strong points. What are a loremaster’s Furthermore, tribal and racial many of which differ dramatically
strengths? tongues play important roles in spite from each other. Knowing the man-
Loremasters may learn spells if of the prevalence of the Common ners, mores, and traditions of one
they wish, and that alone makes them Tongue. Many texts are written and tells nothing about the same aspects
useful among the orders. It’s not as inscriptions carved in languages other of another. This can be a problem late
important to their profession as it is to than Westron, especially if they are in the Third Age, when different races
magicians, but even a little spellcraft ancient. When the Fellowship of the and nations live in isolation from
can come in handy. But the Language Ring came to the Gate of Moria, they each other, and what relations exist
skill and the various Lore skill groups would have been quite stuck if they between them are strained, if not out-
form the core of a loremaster’s exper- had not had with them at least one right hostile. Strangers who show up
tise, all the more so because they play who could read the most venerable unannounced and who do not look or
an important role in qualifying him of the Elvish tongues. Nor could they behave in a familiar manner are not
for many of his order abilities. have solved the riddle of how to open always greeted politely.
the gate without knowledge of how to

90
Storycraft

Consider the elaborate verbal ous danger of making enemies unnec- provides many scenes in which great
jousting that often occurs in The essarily, it might be worth a Lore skill personages take counsel with each
Lord of the Rings between characters test to see if he knows something that other. Both Gandalf and Aragorn
who are not familiar with each other. can pull them out of trouble. offered King Théoden persuasive
When strangers of different races and In addition to advising other char- advice as the opening battles of the
lands meet for the first time, exchang- acters in their companies in situations war were being fought. Conversely,
ing a simple ‘How do you do’ hardly that arise in the course of play, learned one of the conflict’s great tragedies
ever suffices. When Éomer and his characters can also serve as conduits was that Gandalf could not turn the
men come across Aragorn, Gimli, and through which you introduce back- Ruling Steward Denethor from his
Legolas in the Gap of Rohan, or when ground material to the players. You despair over the future of Gondor.
Gimli comes before Celeborn and might meet privately with your party’s In fact, what was the Council of
Galadriel at Caras Galadhon, both loremaster and explain what he knows Elrond, but an epic council of war,
sides question and prod the other of a given situation’s background, with the fate of Middle-earth hinging
to establish identity and intentions. then allow the loremaster character’s on the decisions made therein? The
During this process, a rash word or an own perspective and idiosyncrasies major participants tested their social
offhand remark taken the wrong way to colour the way the information skills and the depths of their knowl-
can lead to disaster, especially if one is passed on to the other characters. edge of lore, and debated with each
party or the other is heavily armed. Such a technique can make the intro- other to forge a consensus on a course
No doubt, at least some of your duction of exposition and backstory of action. It is possible to analyse that
PCs will find themselves in strange much more involving for everyone. entire chapter of The Fellowship of the
lands at some point or another in Creating situations in which Ring and isolate the points at which,
your chronicle. In situations such as debate and persuasion figure promi- in game terms, the participants could
these, it helps to have someone who nently should also involve loremas- have been required to make skill tests
possesses good social skills and also ters, since Debate and Persuade in Social and Academic skills at which
someone who understands the other are two of their order abilities. In loremasters would excel.
side’s culture. Depending on how Middle-earth, great deeds are rarely Magicians and wizards frequent-
much relevant lore he actually pos- done without the approval—or at ly excel at Social skill tests as well.
sesses, he might know the right thing least the knowledge—of others who Bearing is one of their favoured attri-
to say at any given moment, or at least are in positions of authority. The butes; it helps with the casting of
what the party ought to avoid saying. War of the Ring would not have some spells to have a good, strong
He might also know a name or two been won without Bearing modifier. This also means
to drop that might help convince the cooperation between that they can become competent at
other side that the party’s intentions rulers and heroes, Social skills with a minimal invest-
are relatively friendly. At the and The Lord of ment of skill ranks. Integrating social
very least, if the party is the Rings encounters into your chronicle, in
stuck or in seri- which the party’s challenge is to talk,
bargain, threaten, or cajole its way
through to achieving its goal, is a good
way of keeping your spellcasting PCs
involved in between combats.
You can also tailor combat situ-
ations to make things particularly
interesting for your spellcasting PCs,
if you wish. Pitting the party against
at least one capable magician will
make its spellcasters all the more
important. No one else can cast
counter-spells, after all, and with-
out that to worry about, there is
little that will keep a hostile magi-
cian from having his way. Assuming
that you know what spells your PCs

91
Paths of the Wise

are capable of casting, you may also detriment of the other players, then But if you can’t quite pull that off,
design antagonists specifically to pit to the detriment of the setting. For and you judge that your PCs are get-
them against their strengths. Part of instance, under the rules governing ting too many enchanted items for
the drama of the Fellowship of the enchanted items, it is possible for the good of your chronicle and that
Ring’s flight through Moria, after all, an artificer (or even a magician with they are violating the spirit of magic
comes from Gandalf ’s sense that he easy access to masterwork items) to in Middle-earth, you should consider
is pitted against a spellcaster that is spend so much of his time enchanting allowing Middle-earth to extract some
every bit his equal. At one point, he items that he floods your chronicle revenge. Wherever your player charac-
talks about using a shutting-spell to with them. Since enchanted items are ters go, you can create a plausible (and
keep a door sealed against a power- quite rare in Middle-earth, especially entertaining) way of liberating their
ful opening-spell. You could tailor late in the Third Age, turning them excessive enchanted items.
a hostile NPC to recreate a similar out in assembly-line fashion violates For instance, if they must journey
opposition. By the same token, creat- the spirit of the setting, and it could to Middle-earth’s outlying areas, to
ing an antagonist with great capacity unbalance your chronicle so that the the East or South, they will encounter
to create fear would give a PC who challenges you’ve fashioned for your Men for whom enchanted items are
can cast Resist Fear an important role players present them with little chal- treasures of even greater worth than
in the encounter. lenge after all. they are in the West-lands. Many
You should also keep track of your Easterlings and Southron Men have
PCs’ actions as they navigate your never seen such things before in their
chronicle, and search for any oppor- lives, and will never see them again.
tunities that they create for you to Cunning and ruthless as they are,
make their lives more interesting. A it is easy to imagine them resorting
loremaster may suddenly acquire an to desperate measures to take what
interest in a certain subject. How can they could never fashion for them-
you accommodate his desire to learn selves. Even if they did not rob or
more about the history of the Shire, steal outright, they might demand an
or the secrets of Dwarven weapon- enchanted item as a toll for entering
smithing? A magician may have to their lands, or take a PC captive and
embark upon a quest to find a source demand an item as ransom.
from which he can learn a spell that he The fact that the tribes of Men
wants to add to his repertoire. And by in the East and South also serve the
all means, keep track of Corruption. Enemy makes them, if anything, even
A magician who dabbles dangerously more intent on taking treasures fash-
with sorcery spells is a magician who ioned by the Free Peoples by what-
is asking for the Narrator to throw all ever means they can. Sauron and his
manner of temptation at him. lieutenants are ever curious about the
works of their foes. Perhaps a ser-
vant of Sauron, comparable in rank
A Surfeit of One way to avoid this, of course, to the Mouth of Sauron, happens to
Enchanted Items? is to keep your PCs so busy with be among the Haradrim when the
adventures and urgent errands that the PCs come to Near Harad. He would
party’s overly ambitious artificer never certainly take an interest in whatever
‘[A]ncient tales teach us also the has time to finish more than a hand- worthy items the PCs had, and order
ful of items. Remember, fashioning his minions accordingly. For the same
peril of rash words concerning an enchanted item requires constant reasons, Orcs would covet enchanted
such things as heirlooms.’ effort, so if you can arrange an unavoid- items in the party’s possession, and
— Faramir, The Two Towers able interruption, all the work that he they may be found in parts of the
has put into an item to date goes for West-lands, as well as in Mordor and
naught. The more powerful an item is the East.
Although more often than not meant to be, the longer it will take to Even among those who are not
loremasters are marginalised party finish it, so the greater his ambition the allied with the Enemy, ways may be
members, it is possible for spellcast- more opportunities you have to force found to foil characters who have
ing characters to play too dominant him to terminate his work. abused the ability to enchant items
a role in a chronicle—if not to the for their own use. If your PCs pass

92
Storycraft

Riddles in the Dark


... a n d i n t h e L i g h t

‘Open open!’ [Gandalf] shouted, and


followed it with the same command
in every language that has ever been
spoken in the West of Middle-earth.
— The Fellowship of the Ring

Riddles, puzzles, and prophecies


all form an important aspect of the
epic sagas of Middle-earth. They
can appear anywhere. Riddling con-
tests are a popular pastime in the
Shire—as they also were, apparently,
among the Rhovanic fisher-folk who
were kin of Sméagol. Puzzles set into
through the Drúadan Forest, the the business end of an Elven bow. enchanted doors can serve as locks
ancient Púkel-men will certainly con- Suppose a patrol of Silvan Elves to keep unwanted visitors away, such
front them. The most primitive of all comes across the party and finds in as the subtle poser engraved into the
the nations of Men in Middle-earth, their possession an enchanted item Gate of Moria. Dreams also beg to
the Woses might regard enchanted of Elven make, knowing (as the party be read as if conundrums, especially
items wielded too obviously with dis- does not) that a marauding band of if they contain auguries or important
trust, as witchcraft beyond their com- Orcs from Moria recently slew one visions. Feel free to use any excuse
prehension. They might insist that of their own who had the same man- to place such mental challenges in
the PCs abandon them, or the PCs ner of item in his possession. They the way of your players. They’re very
might find themselves in a situation might claim it as their own—and much a part of the setting.
where they should destroy them, lest who would dare deny soldiers who Don’t worry about stumping your
the Wild Men of the Wood take them serve the Lady of the Golden Wood? players with especially difficult riddles
for evil sorcerers and kill them. Conversely, suppose that they had and holding up the story. Certainly,
Or, if they pass along the Old doubts about the party’s identity and the players should figure out your
South Road near Dunland, they may intentions. Wouldn’t they confiscate puzzles on their own, if they can, but
run afoul of the Dunlendings, who items of power as the price of allow- you may find yourself in the position
could exact a toll for passing safely ing them to pass through their land? where the players themselves aren’t as
through their land. The Dunlendings If the party carries items of a style of learned or as wise as their characters
also harbour a fascination for their craft that the Elves do not recognise, are supposed to be. The Lore skill
distant ancestors, the nation of Men it might make them even more suspi- groups provide you with a way to
that build the great stronghold at cious, as well. move them past the obstacle without
Dunharrow. They might mistake a Note that some of these sugges- feeling as if you have spoon-fed them.
PC’s enchanted item for an artefact of tions contain not only tips on how Allow them to make a test using any
their ancestors and insist on keeping to conceal a play balance mechanism of their Lore skills that might cover
it as a relic that belongs to them. in the Narrator’s normal craftsman- the sort of knowledge needed to solve
Elves would not treat strangers ship, but also seeds for adventures. the puzzle. In the end, it is no more
with ignorance and malice unless they Suppose an Easterling tribe were to necessary for a player to know every-
were servants of the Enemy, but in hold a PC hostage, demanding the thing that his character knows than
these latter days, they are not above party’s brand-new enchanted weap- it is for him to have the same level
harbouring suspicions. Not even the ons as ransom. Or that a Dunlending of skill as his character at climbing a
Fellowship of the Ring, filled with tribe takes a magical talisman and cliff-face.
notable personages from all of the won’t give it back, claiming that it is
Free Peoples, could pass through their ancestral birthright. What does
Lothlórien without looking down your party do?

93
Paths of the Wise

will prove useful to him. If he wants Social skill tests (such as Arrogant)
C r e at i n g to evade them, then something like won’t hurt him much. Adding one
Villains Fog-weaving or Watershaping can do
the trick. And so on.
allows you to take another edge that
can help with spellcasting (such as
When choosing spells for an Tireless, which helps avoid losing
antagonist, it is also worth remem- Weariness Levels). If you don’t expect
‘Saruman could look like me in your bering that servants of the Enemy them to exert themselves physically,
eyes, if it suited his purpose with you. show the most enthusiasm for the Reckless is a flaw that probably will
And are you yet wise enough to detect vilest sorceries. It’s no good creating a not hurt much. If they will always
spellcaster to give your players trou- surround themselves with followers
all his counterfeits?’ ble if you aren’t going to give him the who have keen senses and can warn
— Gandalf, The Two Towers tools with which to threaten them. them of danger, then Dull-Eared and
In any case, a magician doing the Dull-Eyed may be chosen without
bidding of the Shadow in the East serious consequences.

A s you approach greater levels of


detail in designing your chronicle,
you will have to work up the antago-
wouldn’t give a fig for play balance
issues or what your players would
say if their characters were slain. He’s
Having a familiar (or two or three)
can also prove helpful for villains, for
all the reasons described on pages
nists against which your PCs must going to choose for himself powerful 72–4. Familiars extend your antago-
struggle. Here are some suggestions spells that can crush his foes. If you’re nist’s senses and spy for him without
for creating learned hostile NPCs, going to create a villainous magician alerting the party to the fact that they
especially ones with spellcasting abili- with, say, seven advancements, use are being observed. In certain circum-
ties. The purpose of this discussion those advancements to create some- stances, they may enhance the villain’s
is not to turn your antagonist NPCs one who can present your players spellcraft, making him that more dan-
into beings of unstoppable might, but with a real challenge. gerous. Enemy familiars can also spice
to help you create villains of genuine Another trick that you should up the storytelling aspect of your
menace, so that your players will feel keep in mind when you try to get the chronicle, adding a colourful detail to
as if they have had a real challenge in most out of your spellcasting villains the goings-on and making the party’s
striving against them. is that you can load them up with foes more vivid and distinctive.
The first and most important flaws that don’t bear directly on the Also, don’t discount the possibil-
thing to do when creating a villain is purpose for which you’re designing ity that your spellcasting antagonists
to figure out what you need him to them. This allows you to choose more may have less-accomplished magi-
do in your chronicle. Ultimately, do edges that are likely to prove helpful. cians as apprentices or followers, just
you want him to take on your play- If you want a villain whose main pur- as wizards may attract occasional dis-
ers in a stand-up fight? Then he will pose is to excel at ciples. These lackeys can cast spells
need spells that are helpful in combat, spellcasting in alongside their mentor in battle (but
and unless he has armed followers to combat, flaws make sure you adjust your tactics
help him, he ought to have a good that affect to make best use of their abilities).
Health score and skills that would If you wish to have this antagonist
enable him to survive an encounter create an enchanted item over the
in which there will be fighting. He course of the chronicle (assuming
should in all circumstances have a that he plays a recurring role) these
high Stamina modifier, so that he assistants can share the labour, thus
stands a good chance of casting spells credibly decreasing the amount of
in rapid succession without losing time that laying in the enchant-
Weariness Levels. ments would take. In fact, if your
On the other hand, if you need a main antagonist meets an untimely
villain who will dazzle and fool your death at some premature point
PCs, you should give him spells that in the chronicle, these secondary
exert influence over their hearts and figures could take over at least
minds, such as Mastery of Shapes and some aspects of the role that you
Voice of Command. Try to anticipate had intended for him, including
exactly how he will deal with the finishing the item.
party in any given situation. If he
wants to capture PCs, Holding-spell

94
Storycraft

Daughter of Shadow Sacred Flame +5, Lore/Spellcraft: Orcs and warriors of Khand who
Sorcery +5, Search +4 will do her bidding, but she herself
Race: Man (Middle-Man: Gondorian) Edges: Command (see below), answers to the Mouth of Sauron.
Racial Attributes: Adaptability, Tireless, Wary Her mind has been twisted to hate
Dominion of Man, Skilled Flaws: Arrogant, Hatred (Elves) all things living and fair, but in par-
Attributes: Bearing 12 (+3)*, Health: 8 ticular she regards the Elves with
Nimbleness 8 (+1), Perception 8 Courage: 4 malice; Sauron has convinced her
(+1), Strength 6 (±0), Vitality 8 Renown: 3 (falsely, of course) that treachery by
(+1), Wits 12 (+3)* Corruption: Corrupt Elves led to the fall of Osgiliath and
Reactions: Stamina +3, Swiftness Gear: Longsword, scale mail, staff her family’s death.
+1, Willpower +4*, Wisdom +3
Defence: 11
Orders: Magician
History Usage
Order Abilities: Spellcasting 3, The Daughter of Shadow was The Daughter of Shadow is a
Spell Specialty (Sorcery), Wizard’s not always a thrall of Sauron; once, combat-oriented NPC magician. Her
Heart she was one of the last, desper- spells are, for the most part, sorcer-
Spells: Bane-spell, Bladeshattering, ate residents of Osgiliath before ies meant to injure other characters
Blast of Sorcery, Evoke Fear, Lame, the minions of the Enemy con- directly, cripple their morale, or at least
Leech Strength, Morgul Wound, quered the ruined city in TA 2374. interfere with their ability to fight. Her
Veiling Shadow, Victory-spell She was taken captive by the Orcs order abilities and the Tireless edge
Advancements: 7 and brought to Mordor, where she grant her, in total, a significant bonus to
Skills: Armed Combat: Blades went mad in her captivity, exactly her Stamina tests to avoid Weariness,
+2, Inspire +5, Intimidate +5, as her jailers had intended. Broken allowing her to cast spells in relatively
Language: Black Speech +5, in mind, the Dark Lord remade rapid succession, and also to cast more
Language: Sindarin +4, Language: her as one of his minions, her body powerful spells with little risk. The
Westron +8, Lore/Race: Men preserved by dark magic so that, as edge Hardy enables to endure wounds
(Gondor) +4, Lore/Realm: Mordor with many of Sauron’s other lieu- with less penalty to her abilities. Her
+5, Lore/Spellcraft: Air and Storm tenants, she has attained by unnat- Lore/Race: Men (Gondor) specialty
+4, Lore/Spellcraft: Beasts and ural means a life span beyond that helps her identify at a glance any foes
Birds +5, Lore/Spellcraft: Fire, of normal Men. from her native land by order, allowing
Smoke and Light +4, Lore/ She serves now as a sub- her to devise tactics according to their
Spellcraft: Other +5, lieutenant; she has at her likely strengths and weaknesses. She
L ore / Sp e l lc ra f t : disposal a band of uses her Lore/Spellcraft skills to iden-
about 50 tify spells as her foes cast them, allow-
ing her to counter-spell them.

95
Paths of the Wise

G ru m h a l Along the way, he has travelled opposed if necessary, to determine


throughout Dunland and knows Grumhal’s ability to influence or
Race: Man (Wild Man: Dunlending) the lay of the land quite well. control your PCs. He has learned
Racial Attributes: Adaptability, He has also acquired knowledge to use a wide variety of rhetorical
Dominion of Man, Skilled of spellcraft, and can practice it tricks and flourishes to command
Attributes: Bearing 11 (+2)*, a little himself. His greatest pas- his audience, from genial persuasion
Nimbleness 7 (+0), Perception 8 sion, however, is enchanted items, (as reflected by the edge Honey-
(+1), Strength 8 (+1), Vitality 8 especially items of great antiquity. Tongued) to harsh intimidation (as
(+1), Wits 12 (+3)* He is obsessed with the glory of reflected by the edge Stern, and sup-
Reactions: Stamina +3, Swiftness the Dunlendings’ distant ancestors, ported when necessary by the spells
+1, Willpower +3, Wisdom +3* the Men who lived in the vales Display of Power and Evoke Awe).
Defence: 10 of the White Mountains in the He knows how to switch from one
Orders: Loremaster Second Age and built the fortress to the other without any warning.
Order Abilities: Spellcasting 4, of Dunharrow. He knows all of In fact, all of his spellcraft aims
Accurate Recall the traditional stories about these to exert control over minds and
Spells: Display of Power, Evoke Awe, people and the great works that hearts, rather than bind his foes
Farseeing, Farspeaking, Spoken they wrought. through physical means or harm
Thoughts, Voice of Suasion them directly. Even Farseeing and
Advancements: 7 Farspeaking are, for him, tools that he
Skills: Armed Combat: Clubs +2,
Usage uses in a carefully wrought method
Debate +5, Healing +4, Insight Grumhal is a loremaster NPC for controlling fellow tribesmen and
+2, Inspire +6, Intimidate +6, who can present a party with a outsiders who dare to pass through
Language: Dunlendish +9, Social-skill-based stumbling block. his lands. He uses the former spell
Language: Northman (Rohiric) When using him (or someone simi- to track and observe such folk, and
+6, Language: Westron +8, Lore/ lar), you should consider augment- then uses the latter to project his
History: Dunlendings +9, Lore/ ing any roleplaying of encounters voice through one of a number of
Realm: Enedwaith (Dunland) with Social skill tests, pre-set points (large rocks, cave
+6, Lore/Spellcraft: Enchanted mouths, trees that he
Items +8, Observe +4, Perform has marked with a
(Tell Stories) +5, Persuade +4 rune) and ‘talk’ to
Edges: Honey-tongued, Rank, Stern them. This trick
Flaws: Hatred (Rohirrim), Reckless never ceases to
Health: 9 amaze the semi-
Courage: 4 barbaric folk he
Renown: 5 lives among, but
Gear: Longsword, leather armour, its effectiveness
staff in cowing out-
siders depends
on the sophisti-
History cation of their
Grumhal is a tribal elder spell-lore.
among the Dunlendings. He is
unusually learned for one of his
people; he knows much of the
history of Dunlendings from
tales told to him by his elders. In
turn, he does the best he can to
pass his knowledge on through
the telling of traditional tales
and reciting rhymes of lore,
and he is much respected
among his folk.

96
‘And he that breaks a thing to find out what it is has left the
path of wisdom.’
—Gandalf, The Fellowship of the Ring

Prepare to explore realms of fantastic magic and ancient lore…

T he richness of Middle-earth lies in the depth of its histories, the detail of its languages,
and the breadth of its cultures. Paths of the Wise: The Guide to Magicians & Loremasters
brings the abundance of the land’s magic and lore to your The Lord of the Rings Roleplaying Game
chronicle. It provides everything you need to portray mighty spellcasters and characters of awe-
some learning and great wisdom. It is a treasure trove of new rules, background material, and game
advice for player and Narrator alike.

Paths of the Wise includes:


• 4 new elite orders, 8 new edges, 12 new flaws, 6 new loremaster order abilities,
3 new magician order abilities, and 3 new wizard order abilities.
• 5 0 new spells to expand the Middle-earth Grimoire, and new options that
allow the Narrator to customise the way spells are cast.
• N
 ew rules for herb-lore, including a dozen sample herbs that can be found
throughout the lands of Middle-earth.
• N
 ew rules for enchanted items, accursed items, familiars, books of lore, librar-
ies, and more.
• D
 etailed information on the roles of spellcasters and their place in a chronicle,
as well as five sample characters, ready for use as NPCs or player characters.

UPC

w w w . d e c i p h e r . c o m

ISBN 1-58236-964-X

 © MMV New Line Productions, Inc. All Rights Reserved. TM The Saul Zaentz Company d/b/a Tolkien Enterprises under license to New Line Productions, Inc. 
All Rights Reserved. Decipher Inc. Authorized User. TM, ®, & © 2005 Decipher Inc., P.O. Box 56, Norfolk, Virginia U.S.A. 23501. All rights reserved. No. 103600

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