You are on page 1of 91

were magician, sorcerer, conjuror

PART ONE: MAGIC IN THE and wizard.

ONE RINGi Sorcery is 'evil magic' - and perceived


as such by most races (although not
by all), and refers to spirit- based
magic, i.e. necromancy, but also to
Magic is a difficult concept to define
magic that is about domination,
clearly in Middle-earth, because it
control, terror and destruction.
represents different things to different
However, the correct definition is that
races and cultures. To most humans
Sorcery is actually any magic that
and hobbits the term is used for any
uses the mordo (which is the
type of phenomena that does not
corrupted part of Arda, legacy of
seem 'normal', i.e. mystical,
Morgoth) to achieve something, and
paranormal or supernatural. Yet a lot
could even be something as mundane
of what is natural to elves is
as opening a door, what matters is
considered 'magic' by humans. The
where is the power coming from to
land of Middle-earth itself seems
achieve this. Morgoth was originally
different to ours in that a sort of
the most powerful of the Ainur, but he
'subtle magic' exists throughout - thus
rebelled against Eru, and in his
the place where Smaug fell in the
rebellion became the first 'Dark Lord',
Long Lake is avoided by most as a
and spent most of his innate power
shadow seems to be upon the water,
attempting to dominate Middle-earth
or where Snowmane's body was
and everything in it.
buried flowers forever bloom.
A spell is a formula or routine to aid
the caster's memory when using the
Standard method for magic, usually
The Two Types of involving words that need to be
Magic chanted and physical gestures that
need to be made (see Grimoire in Part
Two below).
Wizardry is defined as the type of
magic that is practiced by the Istari
and their followers - this is the
traditional concept of 'magic' - i.e. Where does magic
spells, incantations, rituals etc. come from?
Terms used for those that practised
this type of magic varied in Middle-
earth, but the most commonly used The power or ability to bring magic
forth depends on what is being

1
attempted and what methods are and opposing the Shadow, because
being used, as in Middle-earth there they regard themselves as better than
are varying methods and ways of 'normal men'.
performing magic and/or magic-like
In game terms the subtle magic of
abilities. The most common is that it
Middle-earth is reflected by the
is an innate power or talent that is
existence of Blighted places
shared across most races of Middle-
(corrupted by the Shadow) and
earth. An innate power is particularly
Sanctuaries (places of healing etc.).
common with regards to magic that
For individuals in Middle-earth, if a
affects one's self in some way.
magical ability is not a Cultural
The elves also believed that magic Virtue or Ability, but a spell,
comes from the original Music of the incantation etc., the power required
Ainur (or Song of Creation) that for the magical effect must either
created Middle-earth in the come from the surrounding land
beginning. According to the elven around the caster (being the legacy of
myth of creation, Eru the One True the Music of the Ainur, which is how
God in the beginning created the most Elves are able to use magic), or
Ainur, the Holy Ones, who are it must come from the caster's own
powerful, immortal spirits, and then internal energy. This is why magic is
Eru & the Ainur together made a great very fatiguing, and the main
Music, which led to the creation of explanation for why overt displays of
Arda, of which Middle-earth is the magic are rare in Middle-earth. The
main continent. The Song of Creation exception to this rule is Sorcery -
exists throughout Middle-earth, and because it taps an external source, the
is referred to as the 'subtle magic' of mordo) it is not very fatiguing to cast -
the land, possessing certain qualities a major reason why Sorcery is
not found in other places. seductive!

These qualities include: displaying, In TOR innate powers are termed


reflecting or reinforcing a 'right' or Cultural Virtues or Abilities, to be
'wrong' action, such as flowers always bought as per other Cultural Virtues.
blooming at a place where love is Otherwise, the energy cost to cast
sworn, or a fine day for a king's spells is represented by every spell
coronation, or the very air feeling costing at least 1 Endurance point
defiled in Mordor. Other cultures AND the Fatigue TN the caster must
believe variations on the Elven myth roll after attempting a spell (whether
of the Music of the Ainur - for successful or not).
example, the Dunedain believe that
they are the 'inheritors' from the elves
of continuing to uphold Eru's laws

2
How does magic work However, if utilising an item that has
permanent runes of power on it (such
and what methods as most weapons), no roll is usually
can be used? necessary, only a knowledge of the
language the runes are in so the user
can voice them - the best known
How magic works in Middle-earth example of this is The One Ring itself!
really depends on what method(s) are This does vary depending on item and
being used and what cultural group what spell(s) have been inscribed.
the magician is from.

The 'Spell or Standard method' is to


use a spell or other routine form of
incantation, words & gestures etc. to
achieve the desired effect.

If utilising a cultural virtue then the


Who can perform
ability is usually always 'there' and magic?
character just declares that they are
using said ability and spend a Hope
point to ‘trigger’ it, although some In theory, because magic is all-
virtues require special circumstances pervading throughout Middle-earth
(see below in descriptions). anyone can perform magic.

If using a Song of Power (favoured by In practice the most important factor


Elves) then the caster needs to make a is what race and cultural group the
Song roll based on the Fatigue & Skill character has come from. Human
TN difficulty, indicated in the Spell's cultures generally are suspicious of
description. All elves can use this magic and magicians as being 'out of
ability, it is up to the Loremaster's the ordinary', which is another reason
discretion as to what Songs of Power why practitioners learn restraint,
a non-elven minstrel might be able to although 'high men' (Dunedain, Black
learn, but it should be culturally Numenoreans) are more known to
significant. practise magic due to their elvish
ancestry.
If using Runes (favoured by Dwarves)
then the maker needs to make a Craft Hobbit cultures are even more
roll (at Fatigue & Skill TN for spell) if suspicious than mannish ones of
scribing runes onto an object for the magicians - it is perfectly possible for
first time. This also means that the a conjuror to be banished from The
rune caster must have some materials Shire if discovered or blamed!
available to scribe the required runes. Humans and hobbits are more likely

3
to have some Cultural Virtues that etc (who are unfortunately more
seem magical. common).

New Cultural Virtue for Hobbits:


Common Sense:

To reflect this suspicion of all things What types of magic


magical, all Hobbits get a +2 racial are there?
bonus to Wisdom tests to resist any
magic.
Apart from the methods of magic
Dwarven cultures are suspicious of
already mentioned, dwimmercrafters
any magic that does not use Runes
have categorised magic into different
and actually label all such magic as
groupings or Specialties, the term
'elf-magic' (and not in a nice way!)
used for a grouping of similar type
Elven characters can learn any type magical effects.
of magic they wish, since for them it is
The known ones are (there maybe
not perceived as magic but simply a
more, with the relevant Pillar of
different way of doing something,
Magic in brackets):
although elves prefer to use Songs of
Power. Sorcery (none) - the 'dark arts', magic
that tends towards domination,
Orc magicians are very rare, when
destruction and control, just as
found they are usually in positions of
Morgoth tried to do with Middle-
power or close to power.
earth, e.g. Command, Evoke Fear,
A Dwimmercrafter (or magician, Ruin. This type of magic is also
conjuror, wizard etc.) is one who has different to the others in that (usually)
decided to leave behind former the caster taps the mordo to achieve
cultural ties and actually practise the desired affect - the mordo is the
magic as a profession, usually 'corrupted Middle-earth', found
because they became a follower of throughout Arda as part of Morgoth's
one of the Istari, and this would attempts to dominate and control
usually only occur because they had a Arda, although it is more prevalent in
latent innate ability to perform magic certain areas (Mordor, the Far North)
at a young age (see below). The and in certain substances (gold but
Middle-earth grimoire (see below) is not silver, for example).
actually the writings of those that
Note that possession of such magic in
followed in the Istari's footsteps in
itself does not grant any Shadow
Middle-earth. A true
points - what matters is how such
dwimmercrafter is also a loremaster,
magic is used, so to that affect here is
as distinct from tricksters, con-men

4
a revised Misdeeds Table which such as Evoke Fear, Enslave
includes the use of Sorcery: Beast

Table 1 – revised Misdeeds tableii Unprovoked Aggression, 3


ACTION SHADOW abusing authority to
GAIN influence or dominate, use
of blatant sorcery such as
Accidental misdeed Blast of Sorcery, Morgul
Wound
Violent threats 1
Breaking an oath, treachery, 4
Lying purposefully, subtly 1
use of the Command sorcery
manipulate others wills, use
spell
of subtle sorcery such as
Forgetfulness, Holding Spell, Torment and torture, 5
Ruin etc murder or Sorcery that
causes these
Cowardice, Theft and 2
plunder, more overt sorcery

Air & Weather (Air) - magic related to Fire & Light (Fire) - all magic related
weather, storms, clouds, wind etc., to fire and light types, such as
such as Fog-raising, Lightning etc. Blinding Flash, Create Light, Kindle
Fire etc. -this area of magic is
Beasts & birds (Water) - magic
recognised as Gandalf's specialty.
pertaining to beasts, birds and plants,
such as Animal Messenger, Beast Protection and Manipulation (Air) -
Speech and Beast Summoning - this magic related to protection such as
area of magic is recognised as Guarding Spell, Disarm and magic
Radagast's specialty. that uses air to manipulate matter,
such as Opening Spell, Wizard's Hand
Communication & Disguise (Air) -
etc.
magic pertaining to communication
such as Farseeing & Farspeaking, and Secret Fire (Fire) - this is anti-evil
magic pertaining to hiding/disguise Magic and only granted to those who
such as Veil & Wizard's Guise - this directly oppose the Shadow (i.e.
area of magic is recognised as upholds the Balance of Things and
Saruman's specialty. the Valar and actively opposes the
Shadow and all the Shadow's
Craft & materials (Water) - magic
servants). In game terms this means
pertaining to craft and crafted objects
that a character that is Miserable or
or Body-related skills, such as Blade
has a permanent Shadow point
Preservation, Shatter, Steady Hand
etc.

5
cannot learn this sort of magic, spells Elves of Mirkwood and have the same
such as Evoke Awe & Flame of Anor. Axani.

Spirit Enhancement & What is impossible in Middle-earth


Enchantments (Fire) - magic (all these can be bypassed by Eru and
pertaining to spiritual only Eru, if Eru wills it):
enhancement/wellbeing such as
1. Nothing can be truly created or
Healing Spell, Mind Shield, or
destroyed, only transformed,
enchantments such as Slumber,
reshaped etc - energy has to come
Misdirection etc. These magics are
from somewhere and go somewhere!
often learned by elves (as Songs of
Power). 2. Nothing can pass the Walls of
the World - otherwise Morgoth would
Water (Water) - all magic related to
be able to come back! (this does not
rivers, seas and water in general,
stop him trying, of course). This also
such as Watershaping, Rain-ward etc.
means that apart from Manwë no-one
A dwimmercrafter will tend to have can converse with Eru.
concentrated most of the magic
3. Time travel is impossible.
he/she has learnt in one or two
Also, no power can relocate (teleport)
specialties only.
to another point in space without
passing normally through the
intervening space. Flight is
What restrictions impossible without the normal means
or limitations are (such as wings) to do so -
shapeshifting to a bird is possible but
there on magic? dangerous.

4. 'Unnatural Healing' is
A. The Unati & the Axani impossible - severed body parts
cannot be restored etc - healing magic
The elves call 'Unati' those things that
relies on the body's natural powers to
are considered impossible to do in
be able to restore itself with
Middle-earth and 'Axani' what things
assistance.
are considered to be 'unlawful' or
'immoral' (but possible). Other 5. Knowledge must come from
cultures may have different 'Axani' - it some source - a mind cannot know
is up to player characters to either something unless it has been exposed
know these or find them out! For to such knowledge. Finally, mind
loremasters it is strongly suggested control, mind reading etc. is
that the existing cultures copy the impossible unless the mind is willing

6
(of course this can be done by 8. The Gift of Death to Men will
deception, torture etc.). not be denied (Beren was an
exception granted by Eru) - a human
In regards to the laws and customs or
Dwimmercrafter will live much longer
'Axani' of the Elves, all
than normal humans, but will still
Dwimmercrafters learn the following
have to die eventually, once their
as part of their training:
labours are considered finished.
1. Worship of any being but Eru is
9. Those that are living should
forbidden. Such worship is regarded
not speak with those that are dead -
as ignorant and could easily lead to
this is an injunction against
other crimes. Compelling worship
necromancy etc. This particular
from all free peoples was and is one
law/custom is not held by many
of the main motives of the Shadow.
human cultures such as Easterlings
2. To seek dominion over others etc., where ancestor worship is
is a crime (another main motive of considered important.
The Shadow)

3. Taking from another what is


B. The Subtle Magic of Middle-
theirs by right is a crime (i.e. thou
earth - the Music of the Ainur & how
shalt not steal, etc.)
magicians are viewed
4. All use of force only when
As mentioned earlier, magic is all-
necessary and restrained -
pervasive in Middle-earth, being the
unrestrained use of power is a crime
result of the Music of the Ainur in the
5. Do not use the name of Eru in beginning (the Song of Creation).
vain - underlines the consequences of How does this limit the practice of
oaths in Middle-earth! magic? This subtle magic will tend to
reward and assist 'right' or heroic acts
6. No-one can enter the Blessed - Bard being assisted in slaying the
Realm unless invited first - this was dragon Smaug, the Anduin river
the law that Ar-Pharazon broke at the protects Boromir's body etc, and will
end of the Second Age. Both Frodo tend to hinder any 'wrong' or
and Bilbo 'got permission' to enter malicious acts, especially the abuse of
because of their deeds. magical power. This is something
7. The souls (spirits) of the dead that all dwimmercrafters are taught
should pass into the West - staying in during their training, other characters
Middle-earth is unnatural, a who utilise magic must find this out
perversion of the natural order. by bitter experience!

7
There are no actual game 'rules' for and able to spend enough time with
this aspect of Middle-earth as such, as the character to learn new magic. In
it is deemed better for the Loremaster order to do this, a Dwimmercrafter PC
to judge each individual case on its must first roll their Lore vs. a TN listed
merits as to whether a dice roll on Table below to see if a Master is
penalty or gain of Shadow is present to Take Counsel with, failure
necessary. Furthermore, from a means that the character must choose
Standing point of view most people another undertaking for this
and cultures in Middle-earth will Fellowship Phase (either because the
regard practitioners of magic as Master is not present or too busy etc),
'wandering conjurors' of zero OR discuss with the Loremaster if the
Standing until proven otherwise! new magic can be learned without a
See also the consequences of failure Master – this may require a specific
below for some more ideas. Undertaking to journey to a specific
site such as Minas Tirith etc.
C. Learning Magic requires both
Time and a Teacher

Apart from elves, acquiring a new


spell or magical ability usually
requires a lot of arduous study and
practice, not to mention the
availability of a willing teacher
and/or books and scrolls etc., and
also requires that the character is at a
sanctuary or other such place where
he/she can learn the new magic in
peace. Furthermore, specific types of
magic and/or spells might only be
learned at specific places and/or from
specific people - for example, the
more complex and advanced Beasts
& Birds magic would only be known
by Radagast himself.

For a Dwimmercrafter PC, he/she


must choose a Fellowship Phase
Undertaking called 'Take Counsel'
(see Part 3 below), which is basically
where a character spends his/her
fellowship phase with a Master of
Magic and the Master is both willing

8
Table 2 Availability of Masters Table
MASTER SANCTUARY & TN DIFFICULTY

Radagast - TN for Beasts & Birds magic Rhosgobel (TN 12), Woodmen Town (TN
reduced by 2 14), Woodland Hall & Mountain Hall
(TN 16), Beorn's House (TN 18), Elven
King's Halls (TN 20), anywhere else
requires an Epic roll!

Gandalf - TN for Fire, Smoke & Light Rivendell (TN 16), Grey Havens (TN 18),
magic reduced by 2 Minas Tirith (TN 20), anywhere else
requires an Epic roll

Saruman - the TN for all rolls varies Isengard (TN 12), Minas Tirith (TN 18),
depending on type of magic PC wishes Dol Amroth (TN 20), anywhere else
to learn, as Saruman has by this time requires an Epic roll
(2946 TA) become more secretive in
regards to his knowledge and learning
(Loremaster should role-play this!)

Elrond - TN for Healing and/or Air & Rivendell (TN 12), anywhere else
Storm reduced by 2, all other magic requires an Epic roll
increased by 2

Galadriel - TN for Water and/or any Caras Galadhon (TN 12), anywhere else
Protective-type magic reduced by 2, all requires an Epic roll
other magic increased by 2

Elven-king of Mirkwood - TN for elven- Elven King's Halls (TN 12),


type magic (enchantment) reduced by 2, Esgaroth/Dale (TN 16), Erebor/Beorn's
all other magic increased by 2 House (TN 18), anywhere else requires
an Epic roll

Other master not specified - TN for Home Sanctuary will be TN 12 if there


specialty (if any) will be reduced by 2, most of the time or TN 16 if only there
other magic should be harder to get a some of the time
teacher for

After spending the necessary time, both the spell and the method being
the character must make a skill roll learned - thus a Song of Power
against the Difficulty TN indicated by requires a Song roll, runes requires a
the spell, the skill to use depends on Craft roll etc (for standard method

9
unless indicated in a specific spell's magic being used, if close enough
description this is a Lore roll). even the use of a Cultural Virtue can
Failure means that the character has be detected! Legend has it that the
not learned the new spell or magical Necromancer could detect any magic
ability in this Fellowship Phase. that was used in Mirkwood as far
north as the Mountains of
Mirkwood. iii
This means that
D. Using Magic is dangerous as practitioners are taught the
is both tiring and can be detected importance of discretion early in
their training, because you never
Using a spell or magic ability in know who might be listening
Middle-earth does not require a skill nearby.....
roll as such - once a character has
learned said ability, he/she can use it
provided the requirements for the
specific spell or ability are met. What is Dwimmer-
However, unless the ability learned is craft, and who are
a Virtue (which requires Hope), then
the caster loses points of Endurance
Dwimmer-crafters?iv
as per specific spell description,
always at least 1 point of Endurance,
All races and cultures in Middle-
AND must then make a Fatigue TN
earth have some magical lore and
(as per normal Fatigue tests) or
traditions, even if (as with Hobbits)
increase Fatigue score accordingly.
they are only nursery rhymes for
So practitioners learn to use magic
children. But some have expanded
sparingly to avoid being Weary too
on these traditions to the point of
often.
actually practising magic as a
Secondly, using magic that is not a profession or craft – the term for this
Virtue means that the caster is (amongst the learned) is Dwimmer-
(unless specific in spell description) craft or Dweomer-craft, and one who
also utilising the subtle magic from is so learned is called a Dwimmer-
the environment around the caster, crafter.
which can lead to the caster's use of
Amongst the common folk and most
magic being detected by anyone else
cultures these terms are not used –
nearby who has similar power.
instead such individuals are called
Thus, nearby characters who have
magicians, conjurors, sorcerers etc.
the Dwimmer-crafter (or similar)
In TOR, a Dwimmer-crafter is one
Cultural Virtue or other magical
who has learned or is learning the
power can make an Awareness roll
mysteries & magic of Middle-earth,
modified by the Pillar Rating of the

10
also referred to as ‘The Dwimmer Dwarves of Lonely Mountain: Far
Road’ in the profession. Trader (recommended), Eloquent
Orator, A Penetrating Gaze
In TOR, to become a Dwimmer-
crafter a character must meet four Elves of Mirkwood: any since as
requisites: previously mentioned all elves can
use magic as Songs of Power, but
1) The character must have some
Envoy of the King is recommended
accumulated Wisdom and life
experience, in game terms this Hobbits of the Shire: none – has to be
means a Wisdom score of 3 or more, something extraordinary to convince
and at least one rank in the following the Loremaster, as Hobbits are
skills: Awareness or Explore, Travel notoriously non-magical
& Lore. This means that no starting
Woodmen of Wilderland: The
player characters can be Dwimmer-
Hound, Wizard’s Pupil
crafters – this is because to be a
(recommended), Fairy Heritage
Dwimmer-crafter requires that a
character has ‘gone out’ of his own The actual event can be something as
culture and experienced other simple as getting an Extraordinary
cultures and places besides his own. Success on an Awareness roll to
sense some sort of magical power, or
2) There must be an event in the
as significant as meeting one of the
character’s background to indicate
Istari (Radagast etc.) in person when
that the character has an innate
young and spending some time with
ability or aptitude for magic, and this
them.
is best done by the player in
discussion with the Loremaster when 3) Furthermore, if we look at the
designing the character initially. In starting cultures again, the following
game terms if we look at the starting Cultural Virtues need to be chosen as
cultures provided in the rulebook the a prerequisite (one only is necessary):
following backgrounds could be
chosen, with one recommended - Barding: Birthright, Woeful
Foresight
Barding: Wordweaver, Gifted
Senses, Healing Hands, Dragon-eyed Beorning: Brothers to Bears, Night-
(recommended) goer, Twice-baked Honey Cakes

Beorning: Child of Two Folks, Keeper Dwarves of the Lonely Mountain:


of Tales (recommended), Voice from Broken Spells
the Past Elves of Mirkwood: Wood-elf Magic

11
Woodmen of Wilderland: Herbal Dwimmer-crafter, keeping in mind
Remedies, Hound of Mirkwood, the old saying that ‘The Master will
Staunching Song appear when the Student is ready’.

Other cultures will have similar 5) Character must successfully


requisites or recommended participate in a season long Take
backgrounds. Counsel Undertaking during a
Fellowship Phase (see above pp 7-8
4) The character selects a new
and below in Part Three, Additional
Cultural Virtue, ‘Dwimmer-Crafter’,
Virtues/Rewards & Fellowship Phase
indicating the character has begun
rules).
serious training and study of magic,
and must either have a willing
teacher available (such as Radagast,
Saruman or Gandalf) OR have access What does it mean
to a body of magical lore that would
enable the character to learn by
to be a Dwimmer-
his/her self (such as the library at crafter?
Rivendell).

The choices available to a character Characters without the Virtue:


all have pros and cons. For example, Dwimmer-Crafter can only use magic
Gandalf is a notoriously bad teacher as Cultural Virtues, or as Songs of
by reputation, not because he does Power if an elf, or as Runes.
not have a lot of magical knowledge Dwimmer-crafter (the Virtue),
(he does, especially in regards to Fire represents knowledge, training and
& Secret Fire magics), but because it experience in the practice and lore of
is well known that he rarely spends magic, so those characters without
much time in one place, and also this virtue can only take ‘magical
that he requires any would-be effects’ that are inherent abilities –
followers to take an Oath of Loyalty each spell description will list what
to the Elder King & the Valar. The requisites are required.
library at Rivendell is unrivalled in
regards to Healing & Enchantments, Once a character has fulfilled all the
but contains little other magical lore. necessary requisites and gained the
Virtue: Dwimmer-Crafter, the
These examples are given so that character gains the following benefits
Loremasters can determine other and limitations:
potential restrictions and/or
limitations for their own campaigns  Permanent Hope Score raised
and explain them to any players who by 2, and current Hope score
are considering becoming a

12
is refreshed back to full  Gains the Trait Folk-lore (if not
amount already), enables character to
do basic speech with other
 Gains the first magical path,
cultures
known as 'The Path of the
Conjuror', and chooses one  Character can no longer use
Pillar of Magic: Water, Fire or Treasure to raise Standing
Air, starts with a Rank of 3 in
Once a character raises his/her
this Pillar of Magic (see below)
Wisdom score to 4 and gains
and 3 points to spend amongst
Mastery (Rank 5) in the first Pillar of
that Pillar’s associated spell
Magic chosen, the character must
groups, and choose one spell
then during a season long Fellowship
group as favoured
Phase participate successfully in a
 Gains innate protection of 1d Take Counsel Undertaking and
(if not wearing any armour), spend 5 Experience Points to take the
and learns Sorcery counter second Path, the 'Path of the
spells of Pillar Rating 1 or less Magician', to gain the following:
(see below)
 Choose a second Pillar of
 Gains admittance to the White Magic, with a rank of 2 in
Council IF teacher is also a that Pillar and 2 points to
Council member (this also spend amongst associated
assumes that the Council is spell groups
operating at the time of
 Choose a second favoured
campaign, which it was in
spell group (can be either
2946 TA). Standing rating
with any Council member is 1, from new Pillar or old one)
also with any Elves  Innate protection increases to
2d (if not wearing any
 When carrying a staff
armour), and learns Sorcery
character’s Parry rating is
counter spells of Pillar Rating
equal to skill rank with Staves
2 or less
Weapon skill
 Standing with Council & Elves
 Standing amongst Men,
Dwarves and Hobbits drops to increases to 2
zero as character is now seen Finally, once character has Mastered
as a ‘wandering conjuror’ of this second Path of magic (Rank 5)
dubious repute and has a Wisdom score of 5,
character can then during a season
long Fellowship Phase participate

13
successfully in a Take Counsel other languages as part of
Undertaking and spend 10 their wanderings.
Experience Points to gain the final
Path, the' Path of the Wizard':

 Gain final Pillar of Magic and What are the


rank 1 in that Pillar, with 1 Pillars of Magic
point to spend to one of
associated spell groups
and Pillar
Ratings?
 Innate protection increases to
3d (if not wearing any
armour), and learns Sorcery The Wise of Middle-earth (of various
counter spells of Pillar Rating races and cultures) have over many
3 or less millennia tried to standardise the
practice of magic, and to this end
 Choose a third favoured spell
have determined that non-sorcery
group (can be from any pillar)
magic (Wizardry) in Middle-earth
 Standing with Council and can be divided into three main areas:
Elves increases to 3 Water, Fire & Air which are called the
‘Pillars of Magic’. Note, however,
In addition to being able to cast that this is an arbitrary definition for
spells, traditionally dwimmer- classifying, learning and training
crafters are associated with the purposes – a specific spell can
following skills: belong to more than one of these
 Awe (necessary to enhance areas, all three or not seem to belong
many spells) to any particular Pillar!

Water is seen as being governed by


 Craft (being able to make
the Body Attribute, Fire by Heart and
elixirs etc.)
Air by Wits. This means that when
 Healing spending Hope to gain an Attribute
Bonus for magic in the Water Pillar,
 Insight a character will use their Body
 Inspire number to add to the dice roll.
Where there is more than one
 Lore, with Lore becoming a governing attribute for a spell a
new favoured skill (if not character can use either. A character
already) can use a favoured attribute score if
the spell used belongs to a favoured
 Dwimmer-crafters are
spell group.
expected to be familiar with

14
The recognised Masters of each Pillar 5 5 16
of Magic: Radagast for Water,
6 6 25
Gandalf for Fire & Saruman for Air,
see also Table 2 Availability of
Masters above.
These points are cumulative – thus
A Dwimmer-crafter’s Pillar Rating is the experience point cost to obtain a
equal to the sum of points spent on a Pillar Rating of 3 in a spell group that
Pillar’s Associated Spell Groups. A is zero is twelve experience points.
Dwimmer-crafter begins with a rank EXCEPTION: The Sorcery spell group
of 3 in one Pillar of Magic, this is cost is halved, thus would only cost
his/her initial Pillar Rating. This six experience points to gain a Pillar
means that he/she could spend all 3 Rating of 3 in Sorcery. This is
points in just one spell group, or put because Sorcery spells are much
2 in one & 1 in another, or put 1 in easier to learn (another reason for
three different groups. their seductiveness).
In order to increase Pillar Ratings, a Once a Dwimmer-crafter’s Pillar
character needs to spend Experience Rating = 5, he/she gains the
Points (see New Fellowship Phases in following benefits:
Part 3 below). The cost to raise the
Pillar Rating of a Spell Group is the 1/ Considered a Master of this Pillar
same as for increasing Wisdom or of magic, no longer requires a
Valour: teacher or other form of instruction
to advance in this Pillar, character
Table 3. Experience Point Costs should mark the Mastery box in the
VALOUR WEAPON EXPERIENCE appropriate Pillar on character sheet
AND SKILL POINT COST
2/ All spells cast using that Pillar’s
WISDOM LEVEL TO ATTAIN
associated spell groups require 1 less
RANK, NEW RANK
Endurance to cast, although must
SPELL OR LEVEL
still cost at least 1 Endurance (unless
GROUP
a Sorcery spell)
PILLAR
RATING 3/ Gain 1 rank in Standing with the
White Council (if appropriate, or
1 1 2
similar body)
2 2 4
4/ Gain Title of Path Mastered (i.e.
3 3 6 Conjuror, Magician or Wizard)

4 4 10

15
How are Spells Elven Lords can consider to even
attempt such a spell (without aid, at
learned, and what least).
are the Associated
These spells also tend to be difficult
Spell Groups? to classify because they require a lot
of energy, skill and knowledge of all
three pillars of magic to cast. At the
A spell group’s Pillar Rating has no other extreme, a few spells have a
effect on game play, other than all Pillar Rating of 0 - these spells are
spells within this particular group a considered so easy to learn that such
character has learned up to this
spells are often learned as children
rating. Each spell also has a Pillar
before being actually trained.
Rating – this represents how difficult
a particular spell is to master – once As mentioned earlier, an ‘Associated
a character’s Pillar Rating equals or Spell Group’ or Specialty is a
exceeds a particular spell’s Pillar grouping of similar type spells
Rating, that character is considered because they deal with roughly
to have learned how to use this similar types of magic.
particular spell or other method of
So for Water they are Beasts and
magic.
Birds, Crafting and Materials, Water;
Rigunth the Woodman has decided for Heart they are Fire & Light, Secret
to take the Dwimmer Road to master Fire, Spirit Enhancement &
the magics that he has seen Radagast Enchantments; and for Air they are
perform over the wood and its Air & Weather, Communication &
creatures. If he desires to use Beast Disguise, Protection & Manipulation.
Speech or Beast Summoning he only
Sorcery is considered a specialty on
needs a Pillar Rating of 1 in the
its own, and there are also certain
Beasts & Birds spell group (of the
spells that are considered generic
Water Pillar of Magic) as these spells
and can be learned within any of the
have a Pillar Rating of 1, but if he
specialties indicated above (see the
wants to learn the Mastery of Shapes
Grimoire in Part 2 below).
spell he needs a Pillar Rating of 3 in
Beasts & Birds, as this spell has a A character can attempt to 'learn' a
Pillar Rating of 3. new spell that has not been written
down previously (or has been
The most complicated and powerful
forgotten, a more likely scenario in
spells are those with a Pillar Rating
late Third Age Middle-earth). To do
of 6 – thus Power of the Land is
so, the player indicates to the
such a spell – only a true master of
Loremaster the desired magical
magic such as the Istari or one of the

16
effect, the Loremaster then decides to How are spells
which Spell Group (if any) the new
spell belongs to, a Pillar Rating for
etc. cast?
the spell and a Fatigue/Skill TN.

However, even if the player’s Step 1: Choose a Method: as


character already knows the relevant mentioned earlier under the different
Spell Group and has the required methods, a character first decides
Pillar Rating rank, the character does what method to use, Standard,
not automatically ‘know’ this spell Virtue, Song of Power or Runes to
because he/she is bringing in a new achieve a desired magical effect.
spell or formula, so to represent this
All methods except using Virtues
in the game the character must first
cost Endurance to cast as indicated
choose the Take Counsel
in the spell's description, and a
Undertaking in a Fellowship Phase
subsequent Fatigue test based on
and spend the entire Winter season
the spell's Fatigue TN. This is to
learning and practicing, then at the
reflect the fact that most of the power
end of this Undertaking the character
required for the magic comes from
must make a skill roll for the new
the caster directly. Fatigue tests are
spell based on the new spell’s
handled as per the rules in the
Fatigue/Skill TN, and must get a
Loremaster's book, p.29 (i.e. Travel is
Great or Extraordinary Success to be
used).
considered to have mastered the new
spell sufficiently to be able to cast Step 2: Check Requisites; the
normally. An ordinary success character needs to check that all
indicates that the character will need requisites for the spell/magical effect
to do more study, practice etc. in a (as indicated in the description) are
further Fellowship Phase (or an met.
Extraordinary Success if just
practicing during a short period of Step 3: Invoke Automatic
rest will also indicate success). A success or make a skill roll or spend
failure indicates that the character Hope: the character then uses the
must start again from the beginning magical method chosen, possibly
in the following Fellowship Phase, an making a skill roll as required, and
Eye result means that the proposed can spend Hope to add an attribute
magical effect will not work for this bonus to the roll if desired.
character. Step 4: Resolve caster consequences:
Finally the character must resolve
any consequences of the magic to the
character, such as Endurance cost,
Fatigue tests etc.

17
Step 5: Loremaster resolves other Table 3 above) he selects Animal
consequences: such as magic failure, Messenger as a new Virtue.
damage to targets etc.

B. Songs of Power: If using a


Step 1 – Choosing A Method Song of Power then the caster needs
to make a Song roll based on the
Fatigue & Skill TN difficulty as
A. Virtues: If utilising a indicated in the Spell's description, if
cultural virtue then the ability is Song is a favoured skill character can
usually always there, to trigger it a spend a point of Hope to add
character spends a Hope point as per favoured Body score to the roll,
other Cultural Virtues, although otherwise just the basic Body score to
some virtues require special the roll.
circumstances (see below in
descriptions). All elves can use this ability, if an
elven character’s Song rank = Pillar
Sometimes a character will want to Rating of spell, and any Endurance
make a skill roll for the said ability to cost is reduced by 1 and any
obtain a Great or an Extraordinary subsequent Fatigue tests are at +2
success, in this case the character bonus (this is to reflect the greater
will use the stated Fatigue/Skill TN as inherent power and control that
listed for the spell, and can spend a elves have over magic).
point of Hope (in addition to the
Hope spent to trigger the Virtue) to It is up to the Loremaster's discretion
add the relevant Attribute score as a as to what Songs of Power a non-
bonus to the roll. elven minstrel (with no innate
magical ability) might be able to
Which spells can be taken as Virtues learn, but any such Songs of Power
and for which Cultures are indicated should be of low Pillar Ratings and
in the individual descriptions in the need to be considered as part of
Grimoire in Part Two. character’s background. It is also
strongly recommended that the
Example: Agilfrid the Beorning
Endurance cost and Fatigue tests still
already has the Cultural Virtue
apply!
Brothers to Bears, and he decides he
wants to take Animal Messenger as a
Virtue, which he can as Brothers to
Bears is listed as a possible requisite, C. Runes If using Runes
so when he has the requisite then the maker needs to make a Craft
Experience Points (4 as Animal roll (at Fatigue & Skill TN for spell) if
Messenger is Pillar Rating 2, see scribing runes onto an object for the

18
first time, and can spend a point of Virtues above, no roll is necessary to
Hope to add Body Attribute bonus to obtain success (as per the rules for
the roll, favoured if Craft is a Traits), however, the caster may want
favoured skill. The character must to achieve a Great or Extraordinary
have a Craft skill rank = Pillar Rating Success, so in these cases the caster
of spell to be able to do this, and also makes a skill roll based on the
assumes that the rune caster must Fatigue/Skill TN listed for the spell.
have some materials available to What skill the caster uses depends on
scribe the required runes. the specific spell, if none is indicated
then the caster uses Lore skill. If the
However, if utilising an item that
spell belongs to a favoured spell
already has runes of power on it
group, caster can add the relevant
(such as most weapons), no roll is
favoured Attribute score to the roll if
usually necessary, only a knowledge
spending Hope, otherwise adds basic
of the language the runes are in so
Attribute bonus.
that the user can read and voice
them, e.g. The One Ring itself! This The caster must whilst casting the
does vary depending on the item and spell be able to speak the necessary
what spell(s) have been inscribed (see words & incantations, and make the
Part 4 below for more on Magic required physical gestures. A spell
Items). caster who is bound & gagged
cannot usually cast any spells, or
only some of them. For example, to
D. Standard (Spells) 'Standard cast Kindle Fire requires that caster
method' is to use a spell or other picks up and holds the object to be
routine form of incantation, words & set aflame.
gestures etc. to achieve the desired
To end a spell or magical effect prior
effect.
to the end of its duration time, the
The caster can cast any spells that character merely wills it to end.
belong to the associated Pillar of
Magic (s) that he/she knows and are
of equal or lesser Pillar Rating to his
own, provided he/she also knows the
Can spells be
requisite spells listed, some of which combined or
may be in a different Pillar of Magic countered, or have
to the caster.
more than one in
The caster then spends the necessary
use?
casting time as indicated in spell's
description to cast the spell - as with

19
A caster can combine more than one who cast the original spell wins then
spell into a single casting. To do this, spell functions as normal, if
select the spell with the highest Pillar opposing caster wins then the
Rating & add +2, if this new Pillar counter spell takes effect.
Rating is equal to or below the Pillar
Many sorcery spells are taught to
Rating of the caster (and he knows
Dwimmercrafters during their
the other spells as well) then all
training solely as counter spells. This
spells are cast at the same time,
does, however, make
taking effect in a sequence chosen by
dwimmercrafters particularly
the character. However, the
vulnerable to The Shadow, as from
subsequent Endurance cost is
an early stage in their training
increased by 2 and the Fatigue test
dwimmercrafters are familiar with
(use the highest) also by +2. The
how easier and less demanding
Loremaster must always approve any
sorcery is - the temptation is always
proposed spell combinations first,
there.
they should be both logically
appropriate and dramatically A dwimmercrafter can have more
appropriate. than one spell in operation at any
one time, however, the Fatigue TN for
A dwimmercrafter as part of his
subsequent spells becomes
training automatically knows a
progressively greater, depending on
counter spell for any of the spells he
the time elapsed between each spell.
knows. Counter spells are usually
For each spell cast within one
just spoken and gestures made in
minute of casting a previous spell,
reverse, however, they cannot reverse
the Fatigue TN increases by 2 each
or repair any permanent effects
time. Furthermore, if a dwimmer-
caused by a spell, such as wounds
crafter has one spell in operation or
inflicted or physical destruction.
'active' and casts another spell, there
Casting a counter spell requires the
is a subsequent increase to the
same casting time, Pillar Rating &
subsequent Fatigue TN of 3 for each
Fatigue/Skill TN as the spell being
active spell. These effects are
countered.
cumulative!
A dwimmercrafter can declare that
For example: Belengol is a dwimmer-
he is 'preparing any counter spell' at
crafter travelling in Mirkwood with
the start of a combat round, but this
his fellowship- because it is very dark
means that he cannot take other
he casts Create Light (Fatigue TN 10)
actions and he must be in Rearward
and loses 1 Endurance. But the light
stance to do this. If the other caster
attracts spiders, which attack the
is present, both casters now make
party within one minute of his
simultaneous Awe tests, if the caster
casting! He casts Lightning at one of

20
the spiders and loses 3 Endurance, example, Create Light normally
and then has to make the subsequent creates a light that illuminates a 20ft
Fatigue Test at TN 21! (normally 16, radius, but with a Great Success this
but +2 for casting a previous spell radius is doubled to 40ft, for an
within one minute, and +3 for having Extraordinary Success radius is
another spell active). He fails so his tripled to 60ft. Or instead he/she
Fatigue score increases by 1, and could choose to increase the duration
because he has already lost 4 of the spell, or decrease the Fatigue
Endurance his Endurance score now TN (by 2 for a Great Success, by 4 or
equals his Fatigue, so he is now more for an Extraordinary Success).
Weary for the remainder of the
Whenever a caster scores a Great or
combat. He hopes that the warriors
Extraordinary Success with a
will be able to protect him...
particular spell, he/she is considered
to be Practiced, and for subsequent
castings he/she can choose to receive
a bonus of +1 to the Fatigue TN, or
choose to enhance one of the
Can spells be parameters of the spell (Duration,
improved? And area of effect etc.). If the caster
obtains 2 consecutive Great or
what happens with Extraordinary successes for the same
failure? spell he/she is considered to be an
Expert and can now cast this spell
with no Endurance cost, and gains
A. IMPROVING SPELLS +2 to Fatigue TN or can enhance two
parameters of the spell. If the caster
Spells are like traits and unranked,
obtains 3 or more consecutive Great
so normally they cannot be
or Extraordinary successes for the
improved, only the Pillar Rating of
same spell, he/she has now
the whole Spell Group can be
Mastered this spell to the point that
increased with Experience Points.
the spell has now become a magical
However: Ability (now works just like a Virtue
but no Hope expenditure required)
1) Increasing with dice rolls: If a
and can now use this subsequently
caster chooses to make a skill roll for
with no words/gestures, Endurance
the spell rather than an automatic
cost & Fatigue TN necessary.
action, and scores a Great or
Character should mark his character
Extraordinary Success for the spell,
sheet of these accordingly.
the caster can increase one of the
parameters of the spell. For

21
2) Increasing by increasing Is this just an ordinary failure or was
character's own Pillar Rating (this an Eye result rolled on the Feat die?
option is only available to
What was the character trying to
Dwimmercrafters): When a
achieve, and was he/she only being
Dwimmercrafter's Pillar Rating is 2
affected or were there others
or more levels higher than spell's
involved?
Pillar Rating, he/she is Practiced (as
above). And finally but most important of
all, Was the character's use of this
When a Dwimmercrafter's Pillar
magic an 'appropriate use of magic'
Rating is 3 or more levels higher than
as Gandalf & others would consider
spell's Pillar Rating, he/she is now an
it? (i.e. was the character being 'good'
Expert (as above). And when a
or were they actually breaking some
Dwimmercrafter's Pillar Rating is 4
Middle-earth laws??)
or more levels higher than a spell's
Pillar Rating, he/she has Mastered Generally, the consequences of
this spell and can use them as failure for a character are more
magical Abilities. severe if: Standard method was
being used rather than another; an
B. RULES OF MAGIC FAILURE -
Eye result was rolled; this was the
WARNING, THIS SECTION IS
first attempt by character to use this
UNPLEASANT READING FOR PLAYER
ability; character was trying to affect
CHARACTERS, REQUIRED READING
some other target than just self, and
FOR LOREMASTERS ONLY!
especially if character was (in the
But what happens when things don't loremaster's view) abusing his/her
go so well? Although spells are powers in some way.
formulas that have been developed,
However, the loremaster should
tried and tested over a lot of time,
warn the character in advance of
sometimes things can and do go
the consequences of any serious
wrong. When this happens the
failure if the loremaster feels this is
Loremaster needs to consider what
'abuse of power', and should check
consequences (if any) occur. The
with the other players as well!
Loremaster needs to consider the
following questions when The only other rule of thumb for
determining the consequences of failure of magic is this: a normal
magic failure: failure usually means that the
desired effect does not happen, but
What method was being used?
character still loses Endurance and
Was this the first time character tried must still roll for Fatigue (since they
to use this ability? still used some of their inner energy).

22
Also, be creative! Whatever makes a Example 3: Rigunth the Woodman
good story should be considered! and the Fellowship have just arrived
at the outskirts of a town, tired and
Looking at some suggested examples:
desiring rest, but are obstructed by
Example 1: Agilfrid the Beorning has an over-officious guard from
just learned a new ability, Beast entering. Rigunth unfortunately has
Speech, so decides to try it out on the the Wrathful trait, so player decides
first animal he meets - a buck (a male that Rigunth loses his temper and
deer)! As he is anxious to make a decides to cast Lightning on the
good impression, he decides to try unfortunate guard. The loremaster
his luck and roll, but unfortunately points out the consequences of this
he does not succeed, and worse he action: it is a clear sky, there are
rolls an Eye result! The buck decides many witnesses nearby, this is a spell
that Agilfrid is only trying to lure him that Rigunth has only just learned
closer to capture and eat him, so etc. to give the player time to
runs away as fast as possible, reconsider - the other characters try
spreading the word that a dangerous to dissuade Rigunth from this course
hunter is nearby - Agilfrid will have of action, but the player decides to
no luck with hunting for awhile... 'role-play it out'. Rigunth does roll
(not automatic due to what
Example 2: Later that same day with Loremaster has said), scores an Eye
the Fellowship now hungry, Belengol result! Lightning comes down from a
the Dwimmer-crafter decides to try clear sky and blasts Rigunth, not the
his spell Beast Speech on another guard: Rigunth does enter the town,
deer to lure it close enough to be but not as he envisaged it....
killed. The loremaster warns the
player of Belengol that this use of
Beast Speech is not really
appropriate, and there could be
serious consequences if there is a
failure, he also rules that Belengol
must roll in this case as an automatic
success is not assured. Belengol's
player does roll, and gets an Eye
result! Suddenly Belengol can no
longer speak human, only deer
noises, the fellowship are going to
have to get help for Belengol
somehow...

23
Secondly, for each Pillar of Magic
two skills are marked with a
diamond - these are the
recommended ones to be chosen as
favoured, as either many spells
within the pillar are governed by
these skills, or they fit with the type of
study & learning required.

PART TWO: THE MIDDLE-


EARTH GRIMOIRE

A. The Dwimmer-
crafter Character
Sheet

Below is a copy of a Dwimmer-crafter


character sheetv. The changes are:
extra circles for the Pillar Ratings for
Water, Fire & Air, with a smaller
circle for Mastery of these, and
underneath are three circles each for
the Skill Groups. As with the use of
the normal skills, a Dwimmercrafter
can be awarded an Advancement
Point when he uses magic based on
one of these skill groups and
succeeds (or fails) in a distinctive or
memorable way, as per the rules for
awarding Advancement Points on
p.30 of the LRB.

24
25
such as Broken Spells etc.
B. THE MIDDLE- Dwimmercrafter means that the
EARTH GRIMOIRE - Cultural Virtue Dwimmercrafter
needs to be taken to be able to cast
GENERAL TERMS such a spell. 'Virtue' means a
relevant Cultural Virtue, such as
Brothers to Bears for Beast & Bird
spells etc.
The spells listed below are grouped
Skill or Skill Group
into each Pillar of Magic as follows:
Water, Fire & Air, then general spells, This is the governing skill or skill
then Sorcery. Each spell is listed group for the spell when Standard
according to the following template: method used, and is used if
character decides to make a skill roll
Name
for the spell, or is required to by the
The spell or Virtue's most commonly Loremaster. If none is listed, defaults
known name to Lore.

Effect Fatigue/Skill TN

How does the spell work - both This is both the target difficulty for
generally (as a guide) and in game the subsequent Fatigue test when
terms. using Spell, Song or Rune methods,
and also the TN difficulty for the skill
PR (Pillar Rating)
roll (Craft if Runes, Song if Song of
A value between 0-6, indicating how Power, otherwise Skill above) if a
difficult spell is to master and learn. skill roll is required or desired by
To use a Song of Power the caster's player.
Song rank must be equal to or
Attribute
greater than the spell's Pillar Rating.
To use Runes the caster's Craft rank The governing attribute for the spell,
must be equal to or greater than the used to determine what Attribute
spell's Pillar Rating. For Spell bonus is added if a point of Hope is
method the Dwimmercrafter's Pillar spent. Note that although a spell
Rating must be equal to or greater might be classified as belonging to
than the spell's Pillar Rating. one Pillar of Magic, its governing
attribute may well belong to a
Requisite
different Pillar of Magic.
Any requisites required to cast this
Cast
spell, these maybe other spells (in
italics), or could be Cultural Virtues

26
The time required to cast spell or the spell such as damage etc. may
activate the Virtue (if not always on). linger for much longer. Many are 'x
A '1' or '2' indicates number of minutes/Awe rank' - this means that
combat rounds required. If cast via the spell lasts for a certain number of
Runes or Songs of Power, the casting minutes for each rank in Awe the
time is equal to one minute or double caster has.
the listed time, whichever is longer.
Method
End
How characters can cast the spell. As
The cost in Endurance to cast if using mentioned in Part One, 'Spell'
indicates the spell is cast using a
Spell, Song or Rune method, and will
'spell' with words, gestures etc.
always be at least 1 Endurance.
'Runes' means it can be cast using
Endurance costs can be lowered or runes. 'Song' means spell can be cast
raised in certain circumstances, for as a Song of Power. 'Virtue' means
example it is much easier to cast a the spell can be chosen as a Cultural
Fire spell if close to an already large Virtue, and can also be developed
fire etc. These are up to the into an Ability by a Dwimmer-crafter
given enough study and experience.
Loremaster to decide (thus for
example, the spell that Gandalf uses Race/Cultures
in The Fellowship of the Ring to drive
Which races and cultures in Middle-
away the wargs was easier because
earth would be familiar with this
the tree was already aflame).
spell/magical effect. ‘Any’ means
Range can be learned by any race/culture,
whereas ‘None’ means the
The effective range of the spell,
knowledge is lost and/or only known
usually in yards, beyond this the
to a few powerful individuals. For
spell won't function. 'Self' means
sorcery spells ‘none’ means only The
spell only works on caster. 'Touch'
Enemy has this knowledge.
means the caster must touch the
target or recipient of the spell, which
may require a successful Unarmed
attack (using Dagger skill) as part of
the casting, the attack is considered
part of the action of casting the spell.

Duration

How long the spell's effects last. If


Instant, such as with dangerous
spells like Lightning, the spell takes
effect at once, though other effects of

27
to understand even if normally not
able to understand the animal.

Pillar Rating: 2
Requisite: Beast Speech or Beast
Summoning.
C. SPELLS OF THE Skill Group: Custom
Fatigue/Skill TN: 10
WATER PILLAR OF Attribute: Wits
MAGIC Cast: 2
End: 1
Range: Touch
Duration: Awe rank x 2 hrs.
1. Beasts & Birds
Method: Spell,Virtue
Races/Cultures: Beornings,
These spells deal with the natural Dunedain (Rangers of the North
world and especially the kelvar (Q. only), Elves, Woodmen of
'animals') and olvar (Q. 'plants'). As Wilderland.
a result, many of them are known as
Cultural Virtues by many cultures in
Middle-earth, especially those such Beast Speech
as the Beornings and the Elves &
Effect: The caster gains the power to
Woodmen of Mirkwood who have
speak with birds & animals, if any
close dealings with the natural
are close enough to hear then such
world. The recognised master for
creatures will automatically
these spells is Radagast, and the
understand the caster and respond
governing Vala is Yavanna
as if intelligent, whereas any other
Kementari.
beings listening only hear normal
animal sounds. If this is used as a
standard spell the caster can grant
Animal Messenger
this to another character by touch (if
Effect: With this spell the other character willing).
caster can use a beast or bird as a
PR: 0
messenger, imparting to it
Requisite: Dwimmer–crafter, or as a
words/and or information & sending
virtue a relevant Cultural Virtue such
the animal to deliver this to someone
as Brothers to Bears
else - the creature must be present to
Skill Group: Custom
be touched by the caster (either as a
Fatigue/Skill TN: 8
pet, companion or has been
Attribute: Wits
summoned previously). The
Cast: 1
recipient of the message will be able
End: 1

28
Range: Self or Touch Races/Cultures: Beornings, Elves,
Duration: 2 minutes/Awe rank. Woodmen of Wilderland.
Method: Spells, Virtue
Races/Cultures: Beornings, Elves of
Change Hue
Mirkwood (Nandor), Woodmen of
Wilderland. Effect: A caster can alter the colour
of his skin, hair, eyes & clothes so as
to blend in with his surroundings,
Beast Summoning giving a bonus of +3 to Stealth tests.

Effect: This spell allows the caster PR: 1


to call to him beasts & birds, the type Requisite: Dwimmer-crafter or Virtue
the caster wishes to summon (either Skill: Stealth
specific or a broad range) must be Fatigue/Skill TN: 12
nominated prior to casting (as this Attribute: Wits
will modify the Fatigue TN). Once Cast: 2
creatures arrive they will wait near End: 1
him as long as the spell continues, Range: Self
and will not attack or harm the Duration: 20 mins/Awe rank
caster unless they are threatened or Method: Spell, Virtue
hurt, but this spell does not confer Races/Cultures: Beornings, Elves,
the ability to command any beast - Woodmen of Wilderland, Dunedain
instead, the caster must make a (Rangers of the North or Rangers of
Persuade TN 10 test to get a creature Ithilien).
to perform any task.

PR: 1
Hide's Virtue
Requisite: Dwimmer-crafter or
Virtue Skill Group: Personality Effect: Caster is able to grant the
Fatigue/Skill TN: base of 12, but protection of natural armour (hide)
varies depending on what is being upon a single target, granting that
summoned and where the caster is target an extra 1d Protection for
(e.g. TN 10 to summon Eagles in Protection tests.
mountains, etc.)
Attribute: Any PR:2
Cast: 2 Requisite: At least one other Beast
End: 2 spell or Beast-related virtue
Range: 400 yards x Awe rank Skill Group: Survival
Duration: (Awe rank x 2)minutes. Fatigue/Skill TN: 10
Method: Spell,Song Attribute: Body
Cast: 1

29
End: 2 PR: 1
Range: Touch Requisite: Dwimmer-crafter or Virtue
Duration: 2mins/Awe rank OR ends Skill Group: Perception
if target takes a wound (successful Fatigue/Skill TN: 10
piercing blow) Attribute: Body or Wits
Method: Spell,Virtue,Song Cast: 1
Race/Culture: Beornings, Elves of End: 1
Mirkwood, Woodmen. Range: Touch
Duration: 20mins/Awe rank
Method: Spell, Virtue
Horse Bond Races/Cultures: Any

Effect: Caster is able to link his/her


senses with a target horse, giving Mastery of Shapes
caster a bonus of +3 to Athletics
Effect: The caster can change
whilst on horseback, and can make
shape into any normal bird or beast
Awareness tests using the horse’s
(not any fell beast or sentient being,
senses instead of caster’s own.
nor any unique or specific creature).
PR: 1 The caster retains his/her Wits &
Requisite: As a virtue, a relevant Heart attributes, but Body now as per
Virtue/Trait such as Horseman creature, & caster retains knowledge
Skill Group: Personality of all skills. He/she can return to
Fatigue/Skill TN: 12 normal form at any time but cannot
Attribute: Heart or Body move from one shape to another,
Cast: 1 must always first return to normal
End: 1 form. When in changed form most
Range: Touch items & clothes carried disappear but
Duration: 2 mins/Awe return when back in normal form
Method: Spell,Song,Virtue (exceptions would be powerful or
Race/Culture: Any Horse cultures significant items such as Rings of
Power etc.). If taken as a cultural
virtue this gives the power to change
into one animal form only (e.g. bears
Keen Senses
for Beornings).
Effect: This spell sharpens the
five senses of the target, giving the Dwimmer-crafters only: If caster is of
target a temporary bonus of +2 to a Pillar Rating 2 or higher the caster
Awareness, Search, Hunt & Explore can change the shape of another
skills. This spell can only be cast on willing target by touching them. If
caster is of a Pillar Rating 1 higher
beings, not beasts.
the caster can assume the form of a

30
sentient being - Orc, Free Peoples Cast: 1 minute
etc., and if so what he wears remains End: 1
on his new form, however, the spell Range: Touch
does not allow caster to Duration: Permanent
imitate/mimic behaviour etc - this Method: Spell, Virtue.
spell is a visual illusion only. Races/Cultures: Elves of Mirkwood,
Woodmen, Hobbits of the Shire and
PR: 4
other cultures that uses domesticated
Requisite: Change Hue
animals a lot, such as the Rohirrim
Skill: Lore (relevant creature)
Fatigue/Skill TN: 14
Attribute: Wits
Power of the Land
Cast: 1 minute
End: 2 Effect: This powerful spell allows the
Range: Self or Touch caster to call upon the land itself to
Duration: 2hrs/Awe rank rise up against his enemies, and
Method: Spell, Virtue applies to any area the caster is
Races/Cultures: Beornings, Elves of currently in (i.e. the plants, animals,
Mirkwood, Woodmen. terrain and weather all act to hinder
caster's foes, such as Elrond's use of
the Bruinen river against the
Naming
Ringwraiths etc.).
Effect: A caster can give a
PR:5
name to any domesticated beast
Requisite: Master Dwimmer-crafter
(horses, dogs etc.), and for the rest of
and at least 6 other spells from the
its life the animal will answer to that
Air, Water or Beast & Bird specialties
name, and also becomes more
Skill Group: Personality
amenable to obeying commands,
Fatigue/Skill TN: Base difficulty is
provided it is treated kindly. The
16, the Fatigue test must be rolled
animal is devoted to the caster, so
each minute spell lasts, variable
any Persuade tests are at +4. Note:
this attempts to duplicate the bond between
difficulty depending on how similar
Sam & Bill the Pony, hence is available as a the environment the caster is in
Virtue to Hobbits compared to home environment
Attribute: Any
PR: 1
Cast: 4
Requisite: Beast Speech or relevant
End: 5
Virtue
Range: 1 mile radius
Skill Group: Personality
Duration: Concentration, up to a
Fatigue/Skill TN: 10
maximum of 2 minutes/Awe rank.
Attribute: Heart
Method: Spell, Song

31
Races/Cultures: None, this is a recognised master for these spells,
spell known only to a few masters. governing Valar are Aulë (craft) and
Tulkas (Athletics).

Shell's Virtue

Effect: Similar to Hide's Virtue (but Bane-Spell


better), this spell draws upon the
Effect: The caster lays
caster's knowledge of beasts that
upon a weapon the power to cause
have shells etc. to grant protection to
special harm to a particular type of
a single target of 1d+2 protection for
creature or being, the caster must
protection tests.
specify the type of creature affected,
PR: 3 examples would be ‘orcs’, ‘spiders’,
Requisite: Any two other Beasts ‘wolves’ etc. By increasing the
spells, or two related virtues Fatigue/Skill TN & Endurance cost by
Skill Group: Survival 2, the caster can expand the target
Fatigue/Skill TN: 10 group to cover more than one type of
Attribute: Body being, for example ‘Orcs & Trolls’,
Cast: 1 ‘beasts’, ‘servants of Sauron’, ‘the
End: 4 Free Peoples’, etc.
Range: Touch
A weapon with this spell causes an
Duration: 2rds/Awe rank
automatic Piercing Blow against the
Method: Spell, Virtue, Song
target type of creature (in addition to
Races/Cultures: Beornings, Elves of
any other effects). Additionally (if the
Mirkwood, and Woodmen, possibly
Loremaster agrees), such a weapon
others.
cancels or diminishes any protective
magic laid on the target, such as
2. Crafting, Materials & Body Bladeshattering or Guarding-spell.

PR: 4
These spells/magical effects focus on Requisite: Dwimmer-crafter for Spell,
being able to physically enhance or or Cultural Virtue such as Broken
change either material objects in Spells etc. for Runes
some way, or the physical body (not Skill: Lore (of target race)
the spirit or mind), and include many Fatigue/Skill TN: 14
rune magics because they involve Attribute: Wits or Body
putting magical power into objects Cast: 1 minute
and/or utilising some form of Craft, End: 3
thus this spell group is the one most Range: Touch
commonly known by dwarves. No Duration: 2 minutes/Awe rank

32
Method: Spell, Runes Crafting-Spell
Race/Culture: Any, although
Effect: This spell, often
particularly known amongst
used by Dwarves, enhances the
Dwarves & Noldor elves
caster’s skill when crafting an object.
It gives a +6 bonus to the use of the
Blade Preservation Craft skill for the forging or creation
of one item, object or artwork, and
Effect: This spell preserves
all items created successfully with
swords, daggers and other bladed
the use of this spell are considered
weapons, keeping them from
masterworks, but enchantments can
becoming dull, rusted, pitted etc. by
still not be added to them without
the passage of time and weather. A
Loremaster’s permission (see Magic
weapon protected by this spell can
Items in Part 4 for more).
still be harmed or damaged directly.
This spell affects one blade per PR: 1
casting – the caster can cast this on Requisite: Craft or Song skill rank 3+
more than one blade at once by Skill: Craft
increasing Endurance cost by Fatigue/Skill TN: 16
1/blade, and at +2 for each blade to Attribute: Body or Wits
the Fatigue TN. It is rumoured that Cast: 5 minutes
the Dwarves in ancient days End: 1
perfected a more general version of Range: Touch
this spell that could be used on all Duration: lasts until item completed
weapons, but this secret has been Method: Spell, Rune, Song
lost. Race/Culture: Any, especially
Dwarves & Noldor elves.
PR: 0
Requisite: Dwimmer-crafter for spell
only (none required for other Exclusion
methods)
Effect: This spell, a favourite of
Skill: Craft
the dwarves (who used it to protect
Fatigue/Skill TN: 8
their halls and treasures) prohibits
Attribute: Body or Wits
and excludes any that the caster does
Cast: 5 minutes
not wish to enter an area or go
End: 1
through a door, or open a lock, by
Duration: 100yrs/Awe rank
the caster placing the spell upon the
Range: Touch
area, door or other object that caster
Method: Spell, Rune, Song
wishes to protect and defines also
Race/Culture: Any that use bladed
who can enter or open the door/lock.
weapons
Examples might include: ‘nobody’,

33
‘any who have my permission’, ‘any
Elf’ etc., but the definition must be Fortify Works
clear so that it can easily be
Effect: This spell
determined who can enter and who
protects large objects such as towers,
is excluded. This spell cannot be
walls and bridges against damage,
used to try to detect things that
such that any mundane physical
cannot be detected normally – for
attacks against a protected structure
example, ‘Anyone who does not serve
are at -3, whilst magical attacks or
the Shadow can enter’ is not
attacks with better-quality equipment
permissible as too vague a definition.
are at -2. Against spells such as
The effects of the spell are as follows: Sundering or Shatter the caster of
any tests required to enter or open these suffers a penalty on all
the area are at -6. Secondly, anyone necessary tests equal to the Awe skill
who knowingly violates the rank of the caster of this spell, and
exclusion comes under a curse, this spell can also be cast as a
defined by the caster when this spell Counterspell against these types of
is first cast, but Loremaster must spells.
approve the curse. Because the curse
PR: 4
only takes effect on intentional
Requisite: Blade Preservation &
violators, casters usually leave a
Shatter
message proclaiming what will
Skill: Craft
happen to those who break the
Fatigue/Skill TN:16
exclusion, such as ‘ Any who enter
Attribute: Wits
here shall suffer the curse of the dead
Cast: 2
for disturbing their rest’.
End: 3
Range:Touch
PR: 2
Duration: 2 hrs/Awe
Requisite: Dwimmer-crafter or
Method: Spell, Rune, Song
relevant Virtue such as Broken Spells
Race/Culture: Only those
Skill: Lore
considered to have reached a higher
Fatigue/Skill TN: 16
stage of civilisation, such as Noldor
Attribute: Wits
Elves, Dwarves & Dunedain.
Cast: 10 minutes
End: 2
Range: Touch Ithildin-Fire
Duration: 2 years/Awe rank
Method: Spell,Rune Effect: This spell activates
Races/Cultures: Only Dwarves & ithildin, a magical, metallic
Noldor elves known to use this. substance that the Elves made out of
mithril, which mirrors only starlight

34
and moonlight and sleeps until Extraordinary success to possibly
touched by one who knows the spell. succeed in locating the object. The
Until activated ithildin remains rune disappears when the spell
invisible, if activated in sunlight only expires or after an authorised
appears to be faint lines of tracery character finds the object. It is
(this is how the outlines of the West- possible to obscure an item that
door to Moria was made). The contains other items, such as an
secret of this spell has been lost to envelope or box, so as to hide the
the dwarves by the time of late Third items within the container. This
Age, but there are still a few who spell is an advance on the Cultural
know it (such as Gandalf & Elrond). Virtue Spells of Secrecy

PR: 3 PR: 2
Requisite: Create Light or a Virtue Requisite: Spells of Secrecy or
that creates Light another Rune spell
Skill: Lore Skill: Craft
Fatigue/Skill TN: 8 Fatigue/Skill TN: 10
Attribute: Wits Attribute: Wits or Body
Cast: 1 minute Cast: 2
End: 1 End: 2
Range: Touch Range: Touch
Duration: Concentration, or 20 Duration: 2 years/Awe
minutes/Awe Method: Runes
Method: Spell, Virtue Races/Cultures: Any that use runes
Race/Culture: Noldor elves or Elves
of Rivendell only
Scribe Moon Letters

Effect: A caster can


Obscure
scribe moon-letters with this spell, a
Effect: This spell magical way of writing that was
conceals any object the caster wishes invented by the Dwarves long ago.
to remain secret and safe by Some moon letters can only be read
inscribing a rune on the object, so for when the paper they are written on is
the duration of the spell the object is held up to the moon so the
hidden from all except the caster moonlight shines through it, more
himself and one other character who difficult versions can only be seen
the caster must name when casting when the moon is the same as the
this spell. All other characters one when written. A character who
receive a -5 penalty to any Search or knows this spell can detect with a TN
Awareness tests and must roll an 14 Awareness test if a piece of paper

35
has any moon letters written on it, Method: Spell
but will not be able to actually read Race/Culture: Only races/cultures
them until the conditions are right. who deal regularly with such objects,
such as Dwarves & Noldor elves.
PR: 1
Requisite: Lore 3+ or relevant Virtue
Skill: Lore
Steady Hand
Fatigue/Skill TN:10
Attribute: Body or Wits Effect: This spell allows the
Cast: 1 minute/10 letters caster to enhance either himself or
End: 1 someone else physically in any
Range: Self situations where manual dexterity
Duration: Permanent will be helpful, as it confers a
Method: Spell, Rune, Virtue temporary bonus of +2 to Craft,
Race/Cultures: Noldor elves, as the Ranged Combat attacks or other
knowledge has been lost to dwarves applicable tests. This spell cannot be
by late Third Age cast on beasts or monsters. Song of
Shatter Power cannot be used on self, only
on others. Rune has to be in the form
Effect: This spell
of a tattoo on the skin of intended
shatters small objects made of wood,
target.
glass, horn, stone or similar
substances, but not metal – any PR: 1
object targeted cannot be so large or Requisite: Dwimmer-crafter or Virtue
heavy that a strong man could not such as Deadly Archery
lift the object with one hand, and if Skill: Athletics
another is holding the target object Fatigue/Skill TN: 8
then caster and holder must make an Attribute: Body
opposed Awe test, although caster Cast: 1
gets +2 bonus, and if caster wins, End: 1
object shatters, otherwise object Range: Touch
remains whole. Duration: 2 rds/Awe
Method: Spell, Rune, Song
PR: 1
Race/Culture: Any, especially elves
Requisite: Dwimmer-crafter
(Songs) and mannish cultures such
Skill Group: Vocation
as Woses that use runic tattoos on
Fatigue/Skill TN:10
the skin, especially as a ritual prior
Attribute: Heart or Wits
to battle.
Cast: 1
End: 3
Range: 10ft/Awe rank
Strength of Limb
Duration: Instant

36
Effect: This spell allows the gate in a wooden stockade the caster
caster to enhance either himself or should not suffer any negative
someone else in terms of strength, modifications to Endurance &
and confers a temporary bonus of +2 Fatigue/Skill TN, whereas there
to the target’s Body score, this spell certainly should be for the Outer
can be cast on beasts and monsters Wall of Minas Tirith! Smart casters
as well as beings. Song of Power of this spell target smaller (more
cannot be used on self. Rune refers achievable) objects – doors, spans,
to tattoos engraved on the skin of one section of a wall etc., as it is very
target. fatiguing. Runes refer to relevant
objects such as battering rams etc.
PR: 1
This is also a more effective spell if
Requisite: Dwimmer-crafter or
cast as a ritual (see Part 4 below)
Virtue/Trait such as Great Strength
Skill: Athletics PR: 5
Fatigue/Skill TN: 8 Requisite: Shatter
Attribute: Body Skill Group: Personality
Cast: 1 Fatigue/Skill TN: 20
End: 1 Attribute: Heart or Wits
Range: Touch Cast: 2
Duration: 2 rds/Awe End: Base of 5, higher or lower
Method: Spell, Rune, Song depending on structure
Race/Culture: Any, especially elves Range: 2ft/Awe
with Song, or mannish cultures that Duration: Instant, although may
use runic tattoos on skin. take a few rounds for damage to
become clear to observers
Method: Spell, Rune, Song
Sundering Race/Culture: None in late Third
Age Middle-earth, although there are
Effect: This powerful rumours of this secret being buried
spell allows a caster to shatter and in secret tomes
destroy large objects: towers, walls,
bridges etc. It is up to the
Loremaster how effective this spell is, Swift of Foot
depending upon how close the caster
is to the structure (as it is more Effect: The spell allows the
effective if the caster is touching the caster to enhance either himself or
object, +2 bonus to Fatigue/Skill roll someone else in terms of speed,
& costs 2 less Endurance), and on the temporarily giving the target the
type of object that is being targeted – Distinctive Feature – Swift for the
for example, for an ordinary wooden duration of the spell, and can be cast

37
on beasts and monsters as well as the caster from all effects of cold and
beings. Song of Power cannot be falling snow. The spell does not
used on self. Rune refers to tattoos prevent the weather but instead
engraved on the skin of the target. forms a protective barrier against the
elements around the caster.
PR: 1
Requisite: Dwimmer-crafter or PR: 1
relevant Virtue or Distinctive Feature Requisite: Rain-ward or Virtue
Skill: Athletics Skill: Explore
Fatigue/Skill TN: 8 Fatigue/Skill TN: 8
Attribute: Body Attribute: Any
Cast: 1 Cast: 1
End: 1 End: 1
Range: Touch Range: Self
Duration: 2 rds/Awe Duration: Concentration
Method: Spell, Rune, Song Method: Spell, Song, Virtue
Race/Culture: Any, especially elves Race/Culture: All Far North
with Song, or mannish cultures that cultures, Nth Dunedain
use runic tattoos on skin.

3. Water spells

Fog-Raising
These spells relate to rivers, seas and
to water in general. Governing Vala Effect: Creates a thick bank of
is Ulmo. fog, but natural conditions must be
fair for fog – i.e. source of water
nearby, right temperature, still wind
etc. – no spell caster, no matter how
Cold-ward
powerful, can create a fog from
Effect: This spell, a nothing on a warm, sunny day. The
modification of Rain-ward, first cloud of fog created can have a
appeared in the Far North of Middle- radius up to 60ft x caster’s Awe rank.
earth in the days when the Kingdom Once created the fog lasts until either
of Arnor (& later Arthedain) traded caster stops concentrating or fog
and exchanged knowledge with the disperses naturally, whichever
Lossoth of the Forochel. The spell occurs first. This spell will modify
combines the magical skill of the any tests inside it by ± 3 (usually
Dunedain with the survival negative, depends on the test
knowledge of the Lossoth to protect

38
attempted). Caster has no control Method: Spell, Song
over the fog once created. Race/Culture: Elves, fog-familiar
cultures
PR: 1
Requisite: Dwimmer-crafter or
relevant Virtue such as Wood-elf
Move As Through Water
Magic
Skill: Explore Effect: This spell makes a character,
Fatigue/Skill TN: Base of 10, beast or monster of the caster's
modified by how optimum are the choice sluggish and slow to act (by
conditions Attribute: Any making target believe they are
Cast: 1 minute surrounded by water). The target
End: Base 2, increases if conditions must make a successful TN 14
not optimum Athletics test at the start of each
Range: 100ft/Awe round OR TN to attack is increased
Duration: special see text above by 2 and TN to be hit is decreased by
Method: Spell, Song 2 for that combat round.
Race/Culture: Elves or cultures
familiar with fog conditions PR: 3
Requisite: Any 2 other water spells
Skill Group: Personality
Fog-Weaving Fatigue/Skill TN: 16
Attribute: Heart or Wits
Effect: This spell is an enhancement Cast: 1
of Fog-Raising, where the caster can End: 1
shape fogs and mists into phantom Range: Touch
shapes of men, dragons etc., and can Duration: 2rds/Awe
also control the direction of the fog Method: Spell, Song
created. Race/Culture: Water-based cultures
such as Elves of Lindon etc.
PR: 2
Requisite: Fog-raising
Skill: Explore Power of the Land
Fatigue/Skill TN: Base 12, depends
on direction of wind compared to Effect: This powerful spell allows the
desired direction caster to call upon the land itself to
Attribute: Body or Wits rise up against his enemies, and
Cast: 2 applies to any area the caster is
End: Base 1, increases if wind is in currently in (i.e. the plants, animals,
wrong direction terrain and weather all act to hinder
Range: 40ft/Awe caster's foes, such as Elrond's use of
Duration: 2 min/Awe

39
the Bruinen river against the Attribute: Any
Ringwraiths etc.). Cast: 1
End: 1
PR:5
Range: Touch
Requisite: Master Dwimmer-crafter
Duration: 2 minutes/Awe rank
and at least 6 other spells from the
Method: Spell, Song
Air, Water or Beast & Bird specialties
Race/Culture: Any
Skill Group: Personality
Fatigue/Skill TN: Base difficulty is Rain-ward
16, the Fatigue test must be rolled
Effect: This is a simple spell but
each minute spell lasts, variable
gives great comfort when travelling,
difficulty depending on how similar
as it prevents the caster from getting
the environment the caster is in
wet in any rain. The spell does not
compared to home environment
alter the actual weather conditions in
Attribute: Any
anyway, but somehow no raindrops
Cast: 4
hit the caster no matter how strong a
End: 5
storm. The spell does not protect the
Range: 1 mile radius
caster from water on the ground
Duration: Concentration, up to a
(puddles etc.). On a Great success
maximum of 2 minutes/Awe rank.
with the skill roll (or Practiced) caster
Method: Spell, Song
can extend protection to one other
Races/Cultures: None, this is a
target, on an Extraordinary success
spell known only to a few masters.
(or Expert) to two targets, or if caster
has a Pillar Rating in Water of 3 or
more (as per rules above for
increasing a spell’s effect).
Purity of Water
PR: 0
Effect: This spell allows the caster to Requisite: Dwimmer-crafter (spell),
check if a source of water is safe to or relevant Virtue or Background
drink – if the water turns green the Skill: Explore
water is fresh and pure, if blue then it Fatigue/Skill TN: 8
is sea water. The less pure the water, Attribute: Body
the darker the colour – fatal water Cast: 1
will appear black. End: 1
Range: Self
PR: 1 Duration: Concentration
Requisite: As a virtue, relevant Method: Spell, Virtue
Virtue/Trait such as Wood-elf Magic Race/Culture: Any except desert
Skill: Explore cultures (those not familiar with rain)
Fatigue/Skill TN: 10

40
yards of any substantial body of
Steady Craft water (river, stream, lake or sea) for
the duration of the spell. Affected
Effect: This spell duplicates the
targets cannot cross the water except
Boating Trait from p.96 of AB: "You
by flying or crossing at a bridge. If a
know how to handle a boat in the
target suffers a Gandalf result on the
running waters of a river, or in the
dice roll (if an adversary) that target
tricky currents of a lake" - and also
is affected for double the normal
gives a +3 bonus to any Athletics or
duration of the spell.
Craft tests to calm a vessel, even in a
storm at sea. This spell has to be cast PR: 4
on the actual vessel being used - it Requisite: Watershaping
has no effect if cast on the person Skill Group: Personality
piloting the vessel. Fatigue/Skill TN: 14
Attribute: Any
PR: 1
Cast: 1
Requisite: Athletics or Craft 3+ or a
End: 3
culture that uses watercraft
Range: 40yds/Awe
Skill: Athletics
Duration: 20mins/Awe
Fatigue/Skill TN: 10
Method: Spell, Song
Attribute: Body
Race/Culture: Elves of
Cast: 2
Rivendell/Lorien
End: 1
Range: Touch
Duration: 2 hours/Awe
Method: Spell, Song, Virtue
Race/Culture: River or sea cultures
Water Fear Watershaping

Effect: This is an enchantment, Effect: Caster gains the power to


believed to have first been woven at control nearby waters, shaping
Rivendell to protect the river borders waves as desired into warriors,
of Rivendell from the outside world, dragons, horses etc, although cannot
although forgotten is whether Master use this spell to smash boats or
Elrond or another cast this spell. The physically drown foes, it can be used
caster can target one character or to make Swim tests harder (+2 to
creature per Awe rank. All targets of Athletics TN), and can be used to
the spell must make a Fear (Wisdom) speed up or slow down vessels. This
test at TN 14 + Caster's Awe rank, spell in certain circumstances gives
those targets who fail suffer a -5 +2 to Inspire or Awe tests.
penalty to all subsequent dice rolls
as long as they remain within 10 PR: 2

41
Requisite: Steady Craft idea of ‘fire’ as being at the heart of
Skill: Explore things(the Flame Imperishable),
Fatigue/Skill TN: 14 although ‘Secret Fire’ spells are a
Attribute: Body or Wits special category (see below).
Cast: 1 Gandalf is recognised as a Master of
End: Base of 2 (increase depending these spells, governing Vala is Varda
on desired effects) (Elbereth).
Range: 100ft/Awe
Duration: Concentration
Method: Spell, Song Blinding Flash
Race/Culture: Water-based cultures.
Effect: Creates a bright flash
of light that the caster can use to
temporarily blind foes – a target is
blinded for 1d6 combat rounds, but
can make an Athletics TN 16 test to
reduce the duration of the blindness
by half, rounded up (if successful this
means the target blinked or turned
head in time to avoid full effects. A
blinded target suffers a -2 penalty to
attacks and all actions that require
sight. Increased effects for this spell
(as per rules above): with a Great
Success or Practiced, the caster can
cause the flash to effect an area
within a five foot diameter, with all
targets in that area effected. With an
D. SPELLS OF THE
Extraordinary Success or Expert, the
FIRE PILLAR OF caster can create an area of 10ft in
MAGIC diameter OR double the duration of
blindness to 2d6 rds.

PR: 2
1. Fire, Smoke & Light spells Requisite: Create Light
Skill Group: Survival
Fatigue/Skill TN: 14
These spells deal with the element of
Attribute: Heart
fire, smoke & also light, being all
Cast: 1
related. They are considered
End: 2
governed mainly by Heart due to the
Range: 10 yards/Awe

42
Duration: Instant Candle 1 N/A
Method: Spell, Song
Race/Culture: Only those with a Torch 3 10
long magic tradition such as Elves,
Campfire 5 12
Dunedain.
Small 8 14
Bonfire/Charcoal
Burning Sparks Brazier
Effect: Caster can cause an existing Large 12 16
fire to flare suddenly and emit Bonfire/Funeral
deadly, burning sparks at those near Pyre
the fire – anyone within 10ft of the
fire may suffer injury, but the caster Bushfire/Dragon 16 18
can ‘target’ which to hurt and which Fire
to spare. What damage is caused
depends on the size of the original
fire, see table below. Damage can be PR: 2
reduced to half for any targets Requisite: Kindle Fire or similar
affected with a successful Athletics Virtue/Trait
TN 14 test. This spell does not Skill Group: Survival
extinguish the fire (except for a Fatigue/Skill TN: 10
burning candle). If the initial Attribute: Any
Protection Test is failed the target has Cast: 1
caught on fire and must make a End: 2
Protection Test each round (at -2 Range: 10ft
penalty) to avoid further Endurance Duration: Instant
Loss each round, a success indicates Method: Spell, Virtue
the fire has gone out. Race/Culture: Only those with
advanced fire technology, such as
Dwarves & Dunedain of Gondor.

Damage Table (This is a modification


of the normal Fire Damage Table on
p.51 LRB): Create Light
FIRE SOURCE END PROTECTION Effect: Caster creates light, usually
TEST TN on his hand or at the end of his staff.
LOSS
Caster can vary intensity and colour
of the light as he/she wishes, though

43
only as powerful as the light from a Body; Long Range = 10 + Body. A hit
lantern at most (lights a 20ft radius, on a target causes 3 Endurance
or slightly larger at night or Damage and target must also make a
underground). Increased effect: Protection Test TN 12 or catch fire
With a Great Success or Practiced (and thus must make a Protection
caster can increase light’s intensity Test TN 14 every round or take
so it lights double the normal area, Endurance damage each round).
with an Extraordinary Success or
PR: 2
Expert this area is tripled.
Requisite: Kindle Fire, Flame Arrow
PR: 1 Skill: Lore or Craft (depends on
Requisite: Dwimmer-crafter or missile)
relevant Virtue/Trait (e.g. Broken Fatigue/Skill TN: 10
Spells) Attribute: Any
Skill Group: Survival Cast: 1
Fatigue/Skill TN: 8 End: 3
Attribute: Heart Range: see above
Cast: 1 Duration: see above
End: 2 Method: Spell
Range: Touch Race/Culture: Only those with
Duration: 40 minutes/Awe advanced fire technology such as
Method: Spell, Song, Rune Dwarves
Race/Culture: All, especially Elves &
Dwarves (as lightstones)
Fireshaping

Effect: Allows a caster to shape an


Fiery Missile
existing fire with pleasing flame
Effect: The caster causes small images. The Fatigue/Skill TN
flammable objects such as pinecones assumes the flame is small, burning
or small branches to burst into torch size. This TN increases by 1
flame, so they can be thrown as incrementally for a campfire or
burning missiles, he/she can create bonfire and by 2 for a funeral pyre or
two missiles per Awe rank, and with large bonfire. These images can be
any colour flame desired. The used to possibly give a +2 bonus to
missiles continue to burn for up to 2 Awe or Inspire tests.
minutes/Awe rank, and shed light as
PR: 1
per a burning candle. If allowed to
Requisite: Kindle Fire
continue to burn the missiles just
Skill: Inspire
burn down to cinders. The missiles
Fatigue/Skill TN: Base of 8
have a range of: Short Range = 2 +
Attribute: Heart
Body (in yards);Medium Range = 5 +

44
Cast: 1
End: 1
Kindle Fire
Range: 2ft/Awe
Duration: Concentration Effect: Caster causes any readily
Method: Spell flammable object such as kindling or
Race/Culture: Only those with a piece of wood to burst into flame by
strong magic tradition such as Elves touch, even if wet – note that objects
such as living flesh are not ‘readily
flammable’, although at
Flame Arrow
Loremaster’s discretion hair, fur or
Effect: Causes any one projectile clothing might be. Once kindled the
such as an arrow, rock or a boulder fire burns normally and can be put
to be set aflame. It can be cast on a out normally.
projectile before it is launched and Increased effect: With a Great
no damage results until projectile is Success or Practiced a caster can
shot or thrown, or after one minute affect such an object at a range of up
has passed. It can also be cast on a to six feet per Awe rank, but must
projectile in flight if within range. A first make a successful Ranged
projectile with this effect on it will Combat attack test if using as an
cause an automatic Piercing Blow if attack. With an Extraordinary
the attack is a success. It will also set Success or Expert, a caster can affect
alight any wooden object or structure more than one object – up to two
it strikes (such as a shield), but has objects/Awe rank. Maximum range
no effect on non-flammable is equal to four times caster’s Awe
substances such as stone, metal etc. rank in feet. Fatigue & Endurance
Note: this spell is different from Fiery costs assume standard weather
Missile in that it only sets on fire a conditions – in freezing snow or with
projectile, and will only burn with a sodden kindling these costs will
natural flame. increase.

PR: 1 PR: 0
Requisite: Kindle Fire Requisite: Dwimmer-crafter or
Skill Group: Survival relevant Virtue/Trait such as Fire-
Fatigue/Skill TN: 10 making
Attribute: Any Skill Group: Survival
Cast: 1 Fatigue/Skill TN: base 8
End: Base 2, increases for distance Attribute: Any
Range: 3 yards Cast: 1
Duration: 1 minute End: 1 base
Method: Spell, Song, Rune Range: Touch
Race/Culture: Any

45
Duration: Until flames put out or Campfire 2 12
burn out naturally
Method: Spell,Song,Rune Small 3 14
Race/Culture: Only those with fire Bonfire/Charcoal
technology (dwarves) Brazier

Large 4 16
Bonfire/Funeral
Preserve Fire Pyre
Effect: Allows the caster to preserve Bushfire 5+ 18+
any fire from going out and from
attempts to put it out, whether
normal or magical. Caster cannot
preserve only part of a fire such as
PR: 2
one burning log. Non-magical
Requisite: Quench Fire
attempts to put the fire out (water,
Skill Group: Survival
blanket etc.) will not succeed as long
Fatigue/Skill TN: see table
as caster keeps concentrating.
Attribute: Any
Magical attempts to extinguish the
Cast: 1
fire such as magically-manipulated
End: see table
water or air require an opposed Awe
Range: 4 yards/Awe
test, with the victor determining the
Duration: Concentration
fire’s fate, and use of Song of Power
Method: Spell,Song,Rune
method gives +2 bonus. This spell
Race/Culture: those with fire
can also be used as a counterspell
technology (dwarves etc.)
against Quench Fire. The
Fatigue/Skill TN & Endurance cost
depends on the size of the fire the Quench Fire
caster wants to preserve, see table
below: Effect: Caster can put out fires of any
size, the Fatigue/Skill TN &
Endurance cost depends on the size
of the fire caster is trying to quench,
Preserve Fire Table:
see table below. If the caster desires,
Fire Size Endurance Fatigue/ he can cause a larger fire to emit
Cost Skill TN large amounts of smoke, filling an
area of two cubic yards per Awe rank
Candle 0 6
and modifying any tests by -2.

Torch 1 10 Quench Fire Table:

46
Fire Size Endurance Fatigue/Skillfire, and also a further test of TN 14
Cost TN (+ opposed caster’s Awe rank) to only
suffer half the damage from a
Candle 1 8 magical fire, but must make this test
again to avoid being set alight (if
Torch 2 10
target fails they can still roll a
Campfire 3 12 Protection Test).

Small PR: 4
4 16
Bonfire/Charcoal Requisite: At least 2 other Fire spells
or relevant Virtues/Traits
Brazier
Skill Group: Survival
Large 5 18 Fatigue/Skill TN: 16
Bonfire/Funeral Attribute: Body
Pyre Cast: 1
End: 3
Bushfire 6+ 20+
Range: Touch
Duration: 2 mins/Awe
Method: Spell,Virtue
PR: 1 Race/Culture: Woodland or Fire
Requisite: Kindle Fire technology cultures
Skill Group: Survival
Fatigue/Skill TN: see table
Attribute: Any Smoke-weaving
Cast: 1
End: see table Effect: This allows a caster to control
Range: 10 yards/Awe colour, shape and movement of
Duration: Instant smoke – can be used to make
Method: Spell, Song coloured smoke rings, or images
Race/Culture: Woodland cultures such as ships and dragons of smoke.
(Elves of Mirkwood, Woses, Caster cannot create smoke from
Woodmen etc.) that have to deal with nothing, increase the amount of
bushfires. smoke already present or make the
smoke thicker. Caster can use this
spell to gather smoke around a
Resist Fire target’s head, requiring the target to
Effect: This spell harnesses the make an Athletics test TN 14 or be at
knowledge of fire to resist its power, a penalty of -2 for the duration of the
and allows the target of this spell a spell due to being choked and
Fatigue TN 14 test to negate any blinded by the smoke. Caster can
damage suffered from a non-magical

47
also use this spell to send smoke Duration: 2 mins/Awe
signals via a pre-arranged pattern. Method: Spell, Song
Race/Culture: None, only rare
PR: 1
individuals like Gandalf
Requisite: Dwimmer-craft. or
relevant Virtue/Trait such as
Smoking
Skill Group: Personality
Fatigue/Skill TN: 8 2. Secret Fire Spells
Attribute: Body or Wits
Cast: 1
These spells manifest the powers of
End: 1
goodness and freedom, the powers
Range: 2ft/Awe
that the Wise serve, and the Flame
Duration: Concentration
Imperishable (the secret fire at the
Method: Spell,Virtue
heart of the world and in all living
Race/Culture: Those that are
things), and focus on rallying the
familiar with smoking (hobbits,
forces of good and harming Shadow-
dwarves etc.)
forces. These spells cannot be used
(in any method) if the user is either
Vulnerability to Fire Miserable or has a permanent
Shadow point. Governing Vala
Effect: Calls upon the element of fire depends on each spell, mainly
to daunt anyone who tries to resist, Elbereth (Varda).
and affects a single target, who must
make a Fear Test at TN 14 + Caster’s
Awe rank, or suffer a -2 penalty to all
Blessing of Aulë
tests related to resisting any fire-
based attacks directed against him Effect: This spell grants a temporary
for the duration of the spell. Also, +1 bonus to Craft tests by chanting a
fire-based attacks against the target blessing to Aulë the Smith, the Vala
such as a Combat attack with a who created the dwarves and is the
flaming torch receive a +2 bonus. patron of Crafting & Forging. If
either the target or the caster (or
PR: 3
both) are dwarves the target receives
Requisite: Two other Fire spells
an additional +2 bonus to Craft. This
Skill Group: Personality
spell cannot be cast on the Shadow’s
Fatigue/Skill TN: 14
servants.
Attribute: Any
Cast: 1 PR: 1
End: 2 Requisite: As a virtue, a relevant
Range: 6 yards/Awe Virtue/Trait such as Broken Spells

48
Skill: Craft Effect: Grants a temporary bonus of
Fatigue/Skill TN: 10 +1 to all the target’s Survival skills,
Attribute: Body Athletics & Weapon Skills. If either
Cast: 2 the target or caster is Rohirric (or
End: 1 both, or similar culture) the target’s
Range: Touch bonus is +2. This spell cannot be
Duration: 2 hours/Awe cast on the Shadow’s servants.
Method: Spell,Song,Virtue
PR: 1
Race/Culture: Dwarves, Noldor
Requisite: As a virtue, a Virtue/Trait
such as Horseman
Skill Group: Survival
Blessing of Elbereth
Fatigue/Skill TN: 10
Effect: Grants a temporary bonus of Attribute: Any
+1 to Wisdom/Fear tests to resist Cast: 2
Sorcery spells and their effects by the End: 1
caster chanting a blessing to Range: Touch
Elbereth. If either the target or caster Duration: 2 hours/Awe rank
(or both) are Elves, all attacks made Method: Spell,Song,Virtue
against the target suffer a -2 penalty. Race/Culture: horse cultures such as
This spell cannot be cast on the Rohirrim & those that worship
Shadow’s servants. Oromë (Araw).

PR: 1
Requisite: As a virtue, a Virtue/Trait
Breath of Life
such as Wood-elf Magic
Skill Group: Personality Effect: This spell reduces the
Fatigue/Skill TN: 10 recovery time for healing from being
Attribute: Heart Wounded, and also gives a +1/level
Cast: 2 of success to Fatigue tests or any tests
End: 1 to avoid gaining shadow points from
Range: Touch Anguish, for the duration of the spell.
Duration: 20 minutes/Awe
PR: 1
Method: Spell,Song,Virtue
Requisite: Healing-spell or Reading
Race/Culture: Elves or other cultures
the Heart and Healing 3+
that worship a manifestation of
Skill: Healing
Varda such as many Haradrim.
Fatigue/Skill TN:16
Attribute: Heart
Cast: 1 minute
Blessing of Oromë
End: 1
Range: Touch

49
Duration: Instant Effect: Caster is able to detect the
Method: Spell,Song,Virtue presence of the Shadow’s servants,
Race/Culture: Any (especially those this was first developed by Elves to
with Healing lore) alert them to the presence of orcs and
other foul creatures in their woods,
and it is also popular with the
Create Light Rangers of the North. When this is
cast, the caster names any one type
Effect: Caster creates light, usually
of enemy: orcs, wargs, trolls etc., and
on his hand or at the end of his staff.
for the spell’s duration caster gains a
Caster can vary intensity and colour
+5 bonus to all Awareness & Search
of the light as he/she wishes, though
tests related to finding the chosen
only as powerful as the light from a
foe, & +2 to Hunting to track the
lantern at most (lights a 20ft radius,
chosen foe.
or slightly larger at night or
underground). Increased effect: PR: 2
With a Great Success or Practiced Requisite: As a virtue, a Virtue/Trait
caster can increase light’s intensity such as Enemy-lore
so it lights double the normal area, Skill Group: Perception
with an Extraordinary Success or Fatigue/Skill TN: 10
Expert this area is tripled. Attribute: Any
Cast: 1
PR: 0
End: 1
Requisite: Dwimmer-crafter or
Range: Self
relevant Virtue/Trait (e.g. Broken
Duration: 2 hours/Awe rank
Spells)
Method: Spell,Song,Virtue
Skill Group: Survival
Race/Culture: Elves or other cultures
Fatigue/Skill TN: 8
that fight the Shadow such as
Attribute: Heart
Woodmen of Wilderland.
Cast: 1
End: 1
Range: Touch
Evoke Awe
Duration: 40 minutes/Awe
Method: Spell, Song, Rune Effect: This spell grants the caster a
Race/Culture: All, especially Elves & bonus to Awe of +5, and what it does
Dwarves (as lightstones) is create awe and fear in any servants
of the Shadow that the caster
confronts. At the loremaster’s
discretion it might also be usable
Detect Foe against those a hero wishes to awe
into assisting him/her (for example,

50
the way Gandalf revealed himself to use) hit an unintended target such
Theoden). If this spell is used as a friend.
appropriately the loremaster might
PR: 6
also note how the subtle magic of
Requisite: 3 other Secret Fire spells &
Middle-earth itself will reflect this
no sorcery spells
spell, such as a shaft of light
Skill: Inspire
breaking through the clouds, etc.
Fatigue/Skill TN: 14
PR: 1 Attribute: Heart
Requisite: Awe 4+ Cast: 2
Skill: Awe End: 7
Fatigue/Skill TN: 14 Range: Short – 10ft/Awe rank;
Attribute: Body Medium – 25ft/Awe rank; Long –
Cast: 1 40ft/Awe rank
End: 2 Method: Spell
Range: see text Race/Culture: None
Duration: 2 rds/Awe
Method: Spell,Song,Virtue
Race/Culture: Those that are Healing Spell
fighting the Shadow, such as Elves of
Mirkwood etc. Effect: Caster gains a bonus to
Healing skill of +5 for long enough to
treat one subject for a major wound,
Flame of Anor illness or disease.

Effect: This is a powerful spell and PR: 1


one of the most powerful weapons Requisite: Dwimmer-crafter or
the Wise have against the Shadow, in Virtue/Trait such as Leechcraft
the form of a bolt of intense white Skill: Healing
light (bright enough to pierce any Fatigue/Skill TN: 14
gloom) that harms a servant of the Attribute: Heart
Shadow or any evil creatures. The Cast: 1 minute
caster must make a Ranged Combat End: 1
attack to hit a target, base TN 12 + Range: Touch
target’s Parry rating, modified by Duration: see text
Range. A successful attack roll means Method: Spell,Song,Virtue
the target takes 18 Endurance Race/Culture: Any
damage and must also make a
Protection Test TN 25 to avoid being
Wounded. A disastrous failure with Invigorating Power
the attack roll may (depending on the

51
Effect: After casting this spell caster Method: Spell,Song,Virtue
then makes an Inspire Test TN 18 Race/Culture: Elves & other cultures
and if successful all non-corrupt that worship Elbereth/Varda (such as
characters within the spell’s range Near Haradrim).
(except caster) temporarily ignore
any Weary, Miserable or Wounded
effects for the duration of the spell. Light of the Valar

PR: 3 Effect: This spell can have 3 effects


Requisite: Resist Fear or similar (caster chooses which to use when
Virtue/Trait casting): firstly, it gives +2 to any
Skill: Inspire Protection tests for spell’s duration;
Fatigue/Skill TN: 16 secondly, it allows the caster to
Attribute: Heart automatically parry/block any
Cast: 2 ranged attacks by caster wielding a
End: 3 staff or similar weapon (this effect
Range: 20ft/Awe rank costs +3 to the Fatigue/Skill TN roll);
Duration: Awe rank in minutes thirdly, a globe of brilliant white light
Method: Spell,Song, Virtue surrounds the caster, that
Race/Culture: ‘Good’ cultures illuminates an area with a radius
equal to caster’s Awe rank in yards
and imposes a penalty to all attack
Invocation of Elbereth rolls against the caster equal to
caster’s Awe rank.
Effect: This spell grants an extra
Hope point to be used as the target PR: 3
wishes, although target must use this Requisite: Blinding Flash and Flame
Hope point within the spell’s of Anor
duration, otherwise point is lost. Skill Group: Personality
This spell cannot be cast on the Fatigue/Skill TN: 14 (+3 for second
Shadow’s servants. effect)
Attribute: Any
PR: 2
Cast: 2
Requisite: As Virtue, a Virtue/Trait
End: 2
such as Wood-elf Magic
Range: Self
Skill: Inspire
Duration: Awe rank in rounds
Fatigue/Skill TN: 10
Method: Spell, Song
Attribute: Heart
Race/Culture: None
Cast:2
End: 1
Range: Touch
Duration: 2 hours/Awe rank

52
attacked by a sorcerous weapon or
other item he can also make an
Resist Fear
opposed Awe test to ignore effects of
Effect: This spell counters the fear any sorcerous enchantments (but not
and dread caused by the servants of mundane effects such as normal
Shadow, by either giving a bonus of damage).
+5 to caster’s Inspire test to help
PR: 4
others, or by providing all
Requisite: 2 other Secret Fire spells
friends/allies of the caster within
Skill: Inspire
4ft/Awe rank a bonus of +2 to Fear
Fatigue/Skill TN: 16
tests, including caster.
Attribute: Heart
PR: 1 Cast: 2
Requisite: Dwimmercrafter or End: 3
Virtue/Trait such as Wood-elf Magic Range: Touch
Skill: Inspire Duration: 2 mins/Awe
Fatigue/Skill TN: 10 Method: Spell, Song
Attribute: Heart Race/Culture: Only those cultures
Cast: 1 with sorcery lore (Noldor etc.)
End: 1
Range: Self
Duration: 2rds/Awe rank Springtime
Method: Spell,Song,Virtue
Effect: This spell shatters the bonds
Race/Culture: Any
of extreme weather conditions,
bringing a brief touch of a fine spring
day’s weather to an area of 100ft
Sorcery Ward radius/caster’s Awe rank. Within
Effect: A powerful good spell that this area frozen waters instantly
shields the target from baleful effects melt, the sun shines brightly,
of sorcery, it grants the target a temperature warms up to that of
bonus equal to target’s Wisdom spring and flowers bloom, whilst in
rating + the caster’s Awe rank to any hot/desert areas water, plants and
tests required (such as Fear tests) due animals become available and the
to sorcery spells. If the sorcery spell temperature becomes cool. All
normally does not allow any rolls to characters within the area affected
reduce or negate its effects, the target regain lost Endurance at twice
can make an opposed Awe test normal rate, recover at least one
against the caster of the sorcery spell Hope point (perhaps more at
– if target wins they suffer no effects Loremaster’s discretion) and any
from the sorcery spell. If the target is Weary or Miserable characters lose

53
their condition whilst remaining in
the area of effect. The area affected
Dull Senses
does not move with the caster, who
can leave the area without dispelling Effect: Caster can hamper one
the magic so long as he maintains target’s ability to sense what is going
concentration. *Legends suggest that on around. The target can oppose by
one of the prime powers of the Three making a successful Wisdom (TN 14
Elven Rings was to confer this spell +Caster’s Awe rank). If the target
on the wielder (see Part Four)*. fails, they are at -2 to all Perception
skills for the duration of the spell.
PR: 5
This spell can be cast on any living
Requisite: Power of the Land or
creature, including beasts & fell
Sanctum Power (a new Cultural
beasts.
Virtue, see Part 3)
Skill Group: Survival PR: 2
Fatigue/Skill TN: Base 16, varies by Skill Group: Personality
±2 depending on real conditions Fatigue/Skill TN:10
Attribute: Any Attribute: Wits or Body
Cast: 1 min Cast: 1
End: Base 4, increases for harsher End: 3
conditions and/or blighted places Range:6yds/Awe
Range: see text Duration: 20 minutes/Awe rank
Duration: Concentration Method: Spell, Song
Method: Spell,Song,Virtue Race/Culture: Those that have good
Race/Culture: None beast lore such as Beornings, Elves
etc.

3. Spells of Spiritual Enhance Food


Enhancement & Enchantment
Effect: This either improves the taste
& quality of food, or can do the
These spells deal directly with the reverse and sour food. When
spirit, either by enhancing the spirit’s souring food the spell’s effects occur
powers, or changing them in some instantly and are permanent. When
way. Governing Valar depends on improving food, the spell’s effects
the spell (e.g. Tulkas for Might of last as long as the food would
Tulkas) normally last, e.g. if cast on a meal
the spell would last for a day or two
at most, if on beer could last for up to
a year if beer kept stored in a keg.

54
PR:0 treat one subject for a major wound,
Requisite: As a Virtue, a Virtue/Trait illness or disease.
such as Wood-elf magic
PR: 1
Skill: Travel
Requisite: Dwimmer-crafter or
Fatigue/Skill TN: 8
Virtue/Trait such as Leechcraft
Attribute: Heart
Skill: Healing
Cast:1 minute
Fatigue/Skill TN: 14
End: 1
Attribute: Heart
Range: Touch
Cast: 1 minute
Duration: see text
End: 1
Method: Spell,Song,Virtue
Range: Touch
Race/Culture: Any
Duration: see text
Method: Spell,Song,Virtue
Finding and Returning Race/Culture: Any

Effect: Target of this spell gains the


ability to always be able to tell north,
Might of Tulkas
south etc., and will never get lost if
travelling to or through a place Effect: Caster can choose 2 from
previously visited. these possible effects: target
increases Endurance by 1&+1/level
PR: 1
of success; target’s Body increases by
Requisite: As a Virtue, a Virtue/Trait
1 & +1/level of success; target gains
such as Broken Spells
bonus to Unarmed Combat (Dagger)
Skill: Travel
of 1 & +1/level of success. Also, any
Fatigue/Skill TN: 14
damage taken by target during
Attribute: Heart
spell’s duration is negated when
Cast: 1 minute
spell ends.
End: 1
Range: Touch PR: 3
Duration:2 months/Awe rank Requisite: As a Virtue, a Virtue/Trait
Method: Any such as Great Strength
Race/Culture: Those that travel a lot, Skill: Inspire
such as dwarves Fatigue/Skill TN: 16
Attribute: Heart
Cast:2
Healing Spell End:2
Range: Touch
Effect: Caster gains a bonus to
Duration: see text
Healing skill of +5 for long enough to
Method: Spell,Song,Virtue
Race/Culture: Those that value

55
Unarmed Combat (Beornings) or as the spells Divine Truth, Reading
worship a manifestation of Tulkas the Heart & Voice of Suasion. This
spell gives a +2 bonus to resistance
tests (if intrusive spell allows
Mind Barrier
resistance). If intrusive spell
Effect: Caster is warded against any normally forbids any resistance, this
serious intrusions into his mind, spell allows caster an opposed
such as the spells Command and Wisdom test against the caster of the
Voice of Command and also the intrusive spell to resist, although the
spells warded against by Mind Shield caster of the intrusive spell gets a +2
(see below). If the intrusive spell bonus. This spell can also be used as
allows a target to resist, this spell a counterspell against the spells it
grants a +2 bonus to such tests. If wards.
the intrusive spell does not normally
PR: 1
allow a resist test roll, this spell
Requisite: As Virtue, a Virtue/Trait
allows caster to make an opposed
such as Secretive
Wisdom test vs. the caster of the
Skill: Insight
intrusive spell, although caster of
Fatigue/Skill TN:10
intrusive spell gets a +2 bonus. This
Attribute: Heart
spell can also be cast as a
Cast:1
counterspell against any of the spells
End: 1
it wards.
Range: Self
PR: 4 Duration:20 minutes/Awe
Requisite: Mind Shield Method: Spell,Song,Virtue
Skill: Insight Race/Culture: Only advanced lore
Fatigue/Skill TN:18 cultures (Noldor, Dunedain).
Attribute: Heart
Cast:1
Misdirection
End: 3
Range: Self Effect: Sets a web of enchantment
Duration:20 minutes/Awe about an area, causing any who
Method: Spell,Song,Virtue enter it to become confused and lost,
Race/Culture: Only Advanced Lore or even to get closer to the caster,
cultures (Noldor, Dunedain). regardless of their wishes. It affects
an area around the caster with a
maximum radius of one mile per
Mind Shield
Awe rank, and whilst in effect the
Effect: Caster is warded against caster automatically becomes aware
minor intrusions into his mind, such of every Man,Dwarf,etc. (all
intelligent beings), and he/she can

56
choose whether or not to affect them PR: 2
with the spell’s magic. Those Requisite: Wisdom 4+ & Insight 4+
affected lose all sense of direction, Skill: Insight
and any skills, traits & virtues such Fatigue/Skill TN:12
as Travel etc. are of no use, even if Attribute: Heart
the target thinks they are travelling in Cast:1 minute
the right direction. End: 2
Range:10ft
Once per hour, victims can attempt
Duration: Instant
an opposed Wisdom test against the
Method: Spell,Virtue
caster. If the caster wins, he/she can
Race/Culture: Any
direct the victim in a desired
direction. If the victim wins, for that
hour they shake free of the spell and Renew
can determine directions normally.
Effect: This renews the vigour of a
PR: 3 character or beast by giving the
Requisite: Finding & Returning target the caster’s internal energy, as
Skill Group: Personality a result it does tax the caster
Fatigue/Skill TN: 16 severely. The target regains
Attribute: Wits or Heart Endurance to the point that they are
Cast: 1 minute no longer Weary (or regains 1d6
End: 4 Endurance if not Weary), and also
Range: see text reduces Fatigue score by 1, but the
Duration: 2 hours/Awe rank caster loses the same amount.
Method: Spell, Song Increased effect: With a Great success
Race/Culture: Elves or Practiced, target regains full
Endurance and Fatigue score
reduced by 2, and caster suffers only
Reading the Heart
half the effects. With an
Effect: Allows caster to gaze into the Extraordinary success or Expert,
eyes of another and read what lies target regains full Endurance,
within their heart: Fatigue score reduced by 3 and caster
hopes,dreams,fears, etc. The Wise suffers no loss of Endurance.
use this power to find ills that lie
PR: 2
within a person’s soul, so that they
Requisite: Revive
can be minimised or cured, but it is
Skill: Healing
rumoured that the Shadow knows
Fatigue/Skill TN:10
this spell, too, and uses it to better
Attribute: Heart
torment their victims later.
Cast:1
End: see text

57
Range: Touch Effect: A caster places one person
Duration: Instant into a deep sleep, from which they
Method: Spell,Song,Virtue cannot awake on their own for the
Race/Culture: Those with healing spell’s duration, although the target
lore can still be woken up by others by
shouting, jostling etc. Caster &
target make an opposed Wisdom test
Revive
with caster getting a +2 bonus, if
Effect: This spell puts strength back caster wins target falls asleep,
into the tired limbs of a single otherwise no affect. Increased effect:
character or beast by putting caster’s With a Great Success or Practiced,
strength into target, thus it saps caster gets a +4 bonus to the opposed
caster equally. The target regains Wisdom test and can target two
Endurance to the point they are no individuals. With an Extraordinary
longer Weary, caster loses the same success or Expert, caster gets +6 to
amount of Endurance. Increased the opposed Wisdom tests and can
effect: With a Great success or target up to 1d6 individuals.
Practiced, target regains an
PR: 1
additional 1d6 Endurance and caster
Skill Group: Personality
loses only half normal loss, even if
Fatigue/Skill TN: 14
not Weary. With an Extraordinary
Attribute: Heart or Wits
Success or Expert, target is restored
Cast: 2
to full Endurance and caster suffers
End: 2
no loss of Endurance.
Range: 10ft/Awe rank
PR: 1 Duration: 2 hrs/Awe rank
Requisite: As a Virtue, Virtue/Trait Method:Spell,Song
such as Leechcraft Race/Culture: Elves
Skill: Healing
Fatigue/Skill TN:8
Attribute: Heart Stout Body
Cast:1
Effect: Caster can fortify himself or
End: see text
one of his comrades where
Range: Touch
Endurance is going to be important –
Duration: Instant
grants a +2 to all Fatigue tests (except
Method: Spell,Song,Virtue
those from spellcasting) to the target
Race/Culture: Those with Healing
for spell’s duration.
lore
PR: 1

Slumber

58
Requisite: As Virtue, a Virtue/Trait This spell is (according to rumour) a
such as Hardy favourite of sorcerers who use it to
Skill: Travel torment helpless victims, although it
Fatigue/Skill TN: 10 is not a sorcery spell. The Wise and
Attribute: Heart their allies only use this spell rarely,
Cast:1 if at all.
End:1
The better known version of this spell
Range: Touch
only affects the self, and in this form
Duration: 2 min/Awe
can also be learned as a Virtue.
Method: Spell,Virtue
Race/Culture: Any PR: 6 (5 for Self only)
Requisite: At least 10 other spells if
Spell or Song, if Virtue, a Virtue/Trait
Transformation
such as Night-goer
Effect: This powerful spell allows Skill: Lore (of both initial and desired
caster to transform self or another shapes)
living creature (usually a person) into Fatigue/Skill TN: Base 18 (increases
another type of creature or an object, for difference between old form and
although caster cannot alter the new form)
creature’s sentience (i.e. a deer Attribute: Wits
turned into a man retains the mind Cast: 2
of a deer, a hobbit turned into a frog End: Base 4 (increases for difference
remains as smart, but no longer able b/w old & new form)
to speak intelligibly. Nor can this Range:2ft/Awe rank
spell be used to kill a target by Duration: 2 hours/Awe rank
transforming it into a block of wood, Method: Spell,Song,Virtue (self only)
for example (such a target remains a Race/Culture: The self version is
living being, just unable to move). known by some cultures, such as
Beornings
The target retains Endurance, Wits &
Heart scores, but may become more
vulnerable to attack. A target Victory Spell
transformed into a block of wood
Effect: Grants caster or a target +2 to
may be harder to hurt, possibly
all Weapon skills and on Valour
gaining an extra die of protection,
(Fear) tests. Also, if the target spends
but one transformed into parchment
a Hope point to enhance his attacks,
could be easily hurt by fire etc. The
uses favoured Body score.
Loremaster must evaluate any use of
this spell to make sure that PR: 1
characters do not abuse it.

59
Requisite: As Virtue, a Virtue/Trait
such as Shadow Bane
Skill: Battle or Lore
Fatigue/Skill TN: 16
Attribute: Heart or Wits
Cast: 1 minute E. SPELLS OF THE
End: 2
Range: Touch
AIR PILLAR OF
Duration: 2 minutes/Awe MAGIC
Method: Any
Race/Culture: Any, most commonly
as runes on weapons etc. 1. AIR & STORM SPELLS

These spells deal with manipulating


the element of air and weather
conditions. The governing Vala is
Manwë (also Morgoth for cold)

Blast of Cold

Effect: This spell summons the


primeval cold airs from the North to
harry one’s foes, it was originally
created by the Lossoth of the
Forochel, but the Dunedain of the
North learned it (and also the
Shadow). The caster conjures a blast
of freezing air that affects an area 6
yards in radius, centred on a point
caster chooses. All living things
within this area of effect must make a
TN 14(+ Caster’s Awe rank) Fatigue
test, or suffer a -2 penalty to all
physical tests for the spell’s duration.
Any targets that roll an Eye (or
Gandalf if adversaries) are affected
for double duration (they copped the
worst of it)

PR: 2
Requisite: Wind-mastery

60
Skill Group: Survival Duration: Concentration
Fatigue/Skill TN: Base 16, increases Method: Spell, Song, Virtue
or decreases depending on initial Race/Culture: All Far North
weather conditions cultures, Nth Dunedain
Attribute: Body or Wits
Cast:2
End: Base 2, increases with hotter
conditions
Range: 40 yds/Awe rank Fog-Raising
Duration: 2 rds/Awe rank Effect: Creates a thick bank of
Method: Spell, Song fog, but natural conditions must be
Race/Culture: Far North cultures fair for fog – i.e. source of water
(Lossoth, Dunedain of Nth) nearby, right temperature, still wind
etc. – no spell caster, no matter how
Cold-ward powerful, can create a fog from
Effect: This spell, a nothing on a warm, sunny day. The
modification of Rain-ward, first cloud of fog created can have a
appeared in the Far North of Middle- radius up to 60ft x caster’s Awe rank.
earth in the days when the Kingdom Once created the fog lasts until either
of Arnor (& later Arthedain) traded caster stops concentrating or fog
and exchanged knowledge with the disperses naturally, whichever
Lossoth of the Forochel. The spell occurs first. This spell will modify
combines the magical skill of the any tests inside it by ± 3 (usually
Dunedain with the survival negative, depends on the test
knowledge of the Lossoth to protect attempted). Caster has no control
the caster from all effects of cold and over the fog once created.
falling snow. The spell does not PR: 1
prevent the weather but instead Requisite: Dwimmer-crafter or
forms a protective barrier against the relevant Virtue such as Wood-elf
elements around the caster. Magic
PR: 1 Skill: Explore or Search
Requisite: Rain-ward or similar Fatigue/Skill TN: Base of 10,
Virtue modified by how optimum are the
Skill: Explore conditions Attribute: Any
Fatigue/Skill TN: 8 Cast: 1 minute
Attribute: Any End: Base 2, increases if conditions
Cast: 1 not optimum
End: 1 Range: 100ft/Awe
Range: Self Duration: special see text above

61
Method: Spell, Song half & lower Protection Test TN by 4
Race/Culture: Elves or cultures if they succeed with a TN 20 Athletics
familiar with fog conditions test (means they were able to avoid
the full force of the bolt).

PR: 4
Fog-Weaving
Requisite: Create Light and one Air
Effect: This spell is an enhancement spell
of Fog-Raising, where the caster can Skill Group: Personality
shape fogs and mists into phantom Fatigue/Skill TN: Base 16, increases
shapes of men, dragons etc., and can or decreases depending on weather
also control the direction of the fog conditions
created. Attribute: Heart or Wits
Cast:2
PR: 2
End: Base 5, increases or decreases
Requisite: Fog-raising
depending on weather conditions
Skill: Explore or Search
Range: 10ft/Awe
Fatigue/Skill TN: Base 12, depends
Duration: Instant
on direction of wind compared to
Method: Spell
desired direction
Race/Culture: None
Attribute: Body or Wits
Cast: 2
End: Base 2, increases if wind is in Power of the Land
wrong direction
Effect: This powerful spell allows the
Range: 40ft/Awe
caster to call upon the land itself to
Duration: 2 min/Awe
rise up against his enemies, and
Method: Spell, Song
applies to any area the caster is
Race/Culture: Elves, fog-familiar
currently in (i.e. the plants, animals,
cultures
terrain and weather all act to hinder
caster's foes, such as Elrond's use of
the Bruinen river against the
Lightning
Ringwraiths etc.).
Effect: Caster looses a bolt of
PR:5
lightning from his hand or staff,
Requisite: Master Dwimmer-crafter
powerful enough to slay most
and at least 6 other spells from the
targets. No Ranged Test is required,
Air, Water or Beast & Bird specialties
the bolt hits automatically and does
Skill Group: Personality
15 Endurance damage, target also
Fatigue/Skill TN: Base difficulty is
must make a Protection Test TN 20.
16, the Fatigue test must be rolled
Target can reduce the damage by
each minute spell lasts, variable

62
difficulty depending on how similar End: 1
the environment the caster is in Range: Self
compared to home environment Duration: Concentration
Attribute: Any Method: Spell, Virtue
Cast: 4 Race/Culture: Any except desert
End: 5 cultures
Range: 1 mile radius
Duration: Concentration, up to a
maximum of 2 minutes/Awe rank.
Method: Spell, Song Wind-Mastery
Races/Cultures: None, this is a
spell known only to a few masters. Effect: This spell allows the caster to
control the winds, altering speed &
direction, or rising in calm air and
stilling also. The caster can only
Rain-ward
cause destruction if dealing with
Effect: This is a simple spell already strong winds or if achieving
but gives great comfort when an Increased Effect (Great/Practiced
travelling, as it prevents the caster etc.) If used to propel a sailing ship,
from getting wet in any rain. The ship is considered to be sailing with a
spell does not alter the actual strong wind for travel purposes.
weather conditions in anyway, but
PR:1
somehow no raindrops hit the caster
Skill: Lore or Travel
no matter how strong a storm. The
Fatigue/Skill TN: Base of 14,
spell does not protect the caster from
increases with difference b/w initial
water on the ground (puddles etc.).
& desired winds
On a great success with the skill roll
Attribute: Heart or Wits
caster can extend protection to one
Cast: 2
other target, on an extraordinary
End: Base 2, increases with
success to two targets, or if caster has
difference b/w initial & desired
a Pillar Rating in Air of 3 or more (as
winds Range:100ft/Awe rank
per rules above for increasing a
Duration: Concentration, but must
spell).
make an additional Fatigue test each
PR: 0 hour – failure means spell ends
Requisite: Dwimmercrafter (spell), or Method: Spell, Song
relevant Virtue/Trait or Background Race/Culture: Sailing cultures (such
Skill: Explore or Travel as Elves of Lindon)
Fatigue/Skill TN: 8
Attribute: Any
Cast: 1

63
2. SPELLS OF Requisite: As Virtue, a Virtue/Trait
COMMUNICATION & such as Wood-elf Magic
DISGUISE Skill Group: Personality
Fatigue/Skill TN:14
Attribute: Wits
These spells deal with Cast: see text
communicating & locating people & End: 1
things, and the converse of Range: see text
disguising and masking people & Duration: see text
objects. Saruman is recognised as a Method: Spell, Song, Virtue
Master of these spells. Governing Race/Culture: Any
Vala depends on spell.

Calling

Effect: This spell grants the target the


ability to call upon the caster for aid,
Farseeing
even over long distances. Caster
casts this by explaining to the target Effect: This spell allows the caster to
how to call upon him, usually this see places far away, but in order to
takes at least a minute, and requires do so caster needs a reflective surface
speech or some sort of sounds, often of some kind, such as a pool of calm
is a simple rhyme or song that water or a mirror. The caster can see
includes the caster’s name. When any location within 100 miles that
calling this is assumed to take at can be specified by name or a
least 2 rds, possibly longer. Once reasonable description. He cannot
taught, the target remembers the call focus his farsight on a specific person
forever unless stronger magic takes or object (but see below Increased
away the memory of it. When target effect), only on a place, nor can he
uses the call, the caster hears it and attempt to scry ‘the area where so-
knows who is calling him, also that and-so is right now’, and the spell
the target is in danger and roughly only grants sight of the designated
what sort of danger, regardless of area. The spell does not grant the
how far away, although distance caster the ability to hear anything,
may obviously affect the caster’s and cannot penetrate darkness.
ability to respond to the call, as this
Increased effect: With a Great success
spell does not grant any ability to
or Practiced, the caster can double
travel quickly.
the focus on a specific person or
PR: 1 object. With an Extraordinary
success or Expert, the caster can

64
quadruple the distance to 400 miles listen to what is said in response and
(or further), can focus on a specific respond accordingly. With an
person or object, and can specify an Extraordinary Success/Expert, caster
area by naming a desired can ‘program’ an object by speaking
person/object. into it various commands etc, or
responses to certain conditions. In
PR: 3
stories, this spell is often confused
Requisite: Search 4+
with the use of spirits that inhabit
Skill: Search
stones etc., which is more favoured
Fatigue/Skill TN:18
by the Shadow.
Attribute: Wits
Cast: 5 minutes PR: 2
End: 2 Requisite: As Virtue, a relevant
Range: see text Virtue/Trait such as Broken Spells
Duration: 2 minutes/Awe rank Skill: Search
Method: Spell, Song Fatigue/Skill TN: 12
Race/Culture: Noldor elves or other Attribute: Wits
cultures that have a tradition of Cast: 2
scrying End: 2
Range: 2 miles/Awe rank
Duration: Concentration
Farspeaking
Method: Spell,Runes,Virtue
Effect: A caster can use this spell to Race/Culture: None, although
have his voice issue from an object, legends indicate that dwarves &
such as a mirror or stone, so long as pukel-men used to have this
this object is within two miles per knowledge
Awe rank, and the caster must have
seen this object before, either with
Imitation Spell
his own eyes or with Farseeing. The
object repeats his speech as he Effect: Caster’s ability to imitate
speaks it, it does not speak on its others’ voices is enhanced by this
own and cannot be ‘programmed’ to spell, granting a +6 bonus to any
talk under certain conditions (but see tests involving this. Also, this spell
below). The caster can cast spells allows the caster to imitate two
such as Voice of Suasion or Voice of voices at once, so that some listeners
Command through this spell if hear one voice whilst others hear a
desired, although being unable to different voice.
see and hear the people to whom
PR: 1
he’s speaking may hinder him in this
Requisite: As Virtue, a Virtue/Trait
regard. Increased effect: With a
such as Wood-elf Magic
Great success/Practiced, caster can

65
Skill: Persuade Race/Culture: Any, particularly
Fatigue/Skill TN:10 those that use tattoos
Attribute: Wits
Cast: 2
Mind Speech
End: 2
Range: 6ft/Awe rank Effect: Caster has the power to talk to
Duration: Concentration another by communicating directly,
Method: Spell,Song,Virtue mind to mind, although this spell
Race/Culture: Elves & other cultures only works with other persons who
that value speech also know this spell or have it as a
Virtue. Communication takes place
at normal rate, and all persons
Mask Power
involved in the conversation must
Effect: This spell makes it harder for maintain line of sight.
others to determine how powerful the
Increased Effect: With a Great success
caster is, with the Fatigue/Skill TN for
or Practiced, range can be extended
this spell = the difference between the
to 2 yards/Awe rank. With an
Insight TN to detect caster’s true
Extraordinary Success or Expert,
identity (usually TN 14) and what the
range can be extended as far as
caster would like the Insight TN to be
either party can see, or instead can
+5, e.g. if Insight TN is 10 but caster
be used without having clear line of
wishes this to be increased to TN 20,
sight. Legend has it that the Palantir
then the Fatigue/Skill TN = 20-10+5 =
were permanently enchanted with a
TN 15. If successful, for the spell’s
powerful version of this spell.
duration others perceive the caster as
the power level intended. As a rune PR: 2
this spell can be painted/engraved Requisite: Spoken Thoughts
on a small charm worn by the caster, Skill Group: Custom
or tattooed on caster’s body. Fatigue/Skill TN: 14
Attribute: Wits
PR: 2
Cast: 1 minute
Requisite: As Virtue, a Virtue/Trait
End: 1/minute
such as Secretive
Range: 2ft/Awe rank
Skill: Persuade
Duration: Concentration
Fatigue/Skill TN: see text
Method: Spell,Virtue
Attribute: Wits
Race/Culture: Elves – it is not known
Cast: 2
that any mannish cultures knew of
End: 1
this ability
Range: Self
Duration: 2 hrs/Awe
Method: Any

66
Spoken Thoughts traces of caster, may only be able to
see major effects of caster's travel
Effect: A caster with this spell can
such as smoke & ashes from fires etc.
overcome his ignorance of another’s
language, because it reveals to him PR: 3
the thoughts in the mind of another Requisite: As Virtue, a Virtue/Trait
as expressed in their speech. For the such as Secretive
duration of the spell, it is as if the Skill: Stealth
caster is a native in any language Fatigue/Skill TN: 14
spoken to him. This spell does not Attribute: Wits
grant the caster the ability to read Cast: 1 minute
writing he has not learned normally, End: 1
nor speak an unfamiliar language. Range: Self
Increased Effect: With a Great Duration: 2 hrs/Awe
success/Practiced, caster can (by Method: Spell, Song, Virtue
touch) cast this spell on another Race/Culture: Rangers of the North
person, allowing a two-way (Dunedain) & other cultures that try
conversation. With an Extraordinary to hide their location
success/Expert, caster can cast this
spell on a small group.
Virtue of Finding
PR: 1
Effect: Caster can pinpoint the
Requisite: As Virtue, a Virtue/Trait
location of any object that belongs to
such as Wood-elf Magic
him, as long as it is within range at
Skill: Insight
the time of casting. The caster must
Fatigue/Skill TN: 10
name a specific object as he casts
Attribute: Heart or Wits
this spell, such as 'the front door key
Cast: 2
to Bag End'. If the item has been
End: 1
enchanted with a spell such as
Range: Self
Obscure, the caster must make a
Duration: 2 hrs/Awe
successful opposed Awe test vs. the
Method: Spell, Song, Virtue
caster of the Obscure. This spell can
Race/Culture: Elves
only be used to locate objects, not
beings etc.
Veil
PR: 0
Effect: Caster is shielded from the Requisite: As Virtue, a Virtue/Trait
effects of Farseeing or Awareness such as Keen-eyed
rolls (-6 penalty) to detect power. Skill: Search
Any who try to observe caster with Fatigue/Skill TN: 10
Farseeing cannot see him or any Attribute: Wits

67
Cast: 2 giving a +6 bonus to any applicable
End: 2 tests. Other persons who have some
Range: 20 miles/Awe reason to be suspicious of the caster
Duration: Instant can make a Wisdom or Insight test
Method: Spell, Song, Virtue (default is TN14 + Caster's Awe rank)
Race/Culture: Any to see through the disguise.

PR: 1
Voice of Suasion Requisite: As Virtue, a Virtue/Trait
such as Art of Disappearing
Effect: Increases caster's skill with
Skill: Persuade
Persuade, as his every word sounds
Fatigue/Skill TN: 10
sweet, reasonable etc., gains a +6
Cast: 1 minute
bonus to Persuade, although the
End: 1
victim can make an opposed Wisdom
Range: Self
test to 'see through' the deception .
Duration: 2 hours/Awe rank
PR: 2 Method: Spell,Virtue
Requisite: As Virtue, a Virtue/Trait Race/Culture: Any
such as Fair-Spoken
Skill: Persuade
Fatigue/Skill TN: 14 base, may be
more/less depending on whom 3. Spells of protection and
caster is trying to persuade manipulation
Attribute: Wits
Cast: 1
End: Base 2, more/less depending on These spells alter physical reality
target of Persuade test slightly by altering the air around the
Range: Within the sound of caster's target of spells, whether target is
normal speaking voice caster, another person or an object,
Duration: 2 minutes/Awe this is where they differ from Heart-
Method: Spell,Song,Virtue based spells that affect the Spirit
Race/Culture: Dorwinrim or other directly.
cultures noted for their skill with
words
Break Binding

Wizard's Guise Effect: This spell dispels the effects of


Holding-spell or Spellbinding, freeing
Effect: Allows caster to alter his/her
those trapped by the magic. If the
appearance slightly, enhancing a
caster of these spells is present and
disguise so as to avoid being noticed,
wishes to stop these spells being

68
dispelled, the two spellcasters must Range: Touch
engage in an opposed Awe test to see Duration: 2 rounds/Awe rank
which prevails. Method: Spell,Song,Rune
Race/Culture: Any, especially elves
PR: 4
Requisite: Spellbinding
Skill: Lore Disarm
Fatigue/Skill TN: 10
Effect: This spell causes a single
Attribute: Wits
target to lose their grip on one
Cast: 2
weapon or shield (caster's choice)
End: 4
that they are currently wielding, with
Range: 10 feet
the item leaping from wielder's hand
Duration: Instant
to the ground, with target unable to
Method: Spell, Song
pick up the item until the next round.
Race/Culture: Any with a magical
If the item is either enchanted or of
tradition
quality make, the wielder is entitled
to a Wisdom test (TN 14 + Caster's
Cloak of Shadow Awe rank) to successfully hold onto
the item. Size of targeted item has no
Effect: This spell is not a sorcery
bearing on this spell. Increased
spell despite name (so named due to
effect: With a Great
the elven cloaks that often have this
success/Practiced, caster can either
spell enchanted into them), it instead
double the range or duration of this
dims the form of the target, creating
spell, or increase Wisdom test by +2.
a hazy halo surrounding the target's
With an Extraordinary
body, making target harder to see
Success/Expert, caster can either:
and thus harder to successfully strike
affect more than one item at once;
in combat. All Awareness, Insight
triple range or duration; increase
and Weapon skill tests against the
Wisdom test by +4. Note: This spell
target suffer a -2 penalty. This spell
can also be used on any items, not
does not affect magical attacks
just weapons.
against the target, although it will
affect physical attacks by enchanted PR: 0
or quality weapons. Requisite: Craft, Lore or Battle 3+
Skill Group: Vocation
PR: 1
Fatigue/Skill TN: 7
Skill Group: Perception
Attribute: Any
Fatigue/Skill TN: 10
Cast: 1
Attribute: Any
End: 1
Cast: 1
Range: 4 yards/Awe
End: 1
Duration: Instant (1 round)

69
Method: Spell, Song make an opposed Awe test vs. the
Race/Culture: Any with a magical firer of the missile in order for this
tradition spell to destroy the missile, with the
attacker receiving a -1 penalty if the
missile is from a siege engine (or
Guarding Spell
similar device). Note that an arrow
Effect: This spell manipulates the air fired from an enchanted or quality
around caster or target so that target bow is not itself enchanted or quality
of this spell is much harder to hit in for the purposes of this spell.
combat, all such tests are at -2. Also,
This spell can be treated as a
any Hope the target uses during
counter-spell to the act of firing or
combat to avoid being hit in any way
throwing a missile, and to spells that
(protection tests, Battle tests etc.) uses
fire/throw missiles as well. As a
favoured Attribute for the test.
rune, this spell can also be cast on a
shield or suit of armour, causing any
ranged attacks against the wearer to
PR: 1 suffer a -1 penalty. The rune method
Requisite: As Virtue, a Virtue/Trait lasts for 20 minutes/Awe rank, and
such as Elusive then the runes will disappear (as
Skill: Battle or Lore usual). This spell cannot be cast
Fatigue/Skill TN: 16 more than once as a rune on the
Attribute: Wits or Heart same item.
Cast: 1 minute
PR: 1
End: 1
Skill Group: Vocation
Range: Touch
Fatigue/Skill TN: Base 10 (arrow),
Duration: 2 minutes/Awe rank
increases for heavier missiles
Method: Any
Attribute: Any
Race/Culture: Any
Cast: 1
End: variable, depending on weight
Intercept Missile of missile (1 = arrow, 3= large
boulder) Range: 6 yards/Awe rank
Effect: Caster affects the air around (measured from caster to source of
any single fired missile to destroy it, missile) Duration: Instant
whether an arrow, javelin, boulder Method: Spell, Rune
etc. The caster must be able to see Race/Culture: Most (those with
the source of the missile (e.g. sling, siege craft knowledge)
catapult, bow etc.). If the missile is
either enchanted or of quality-make
(Cultural Reward) the caster must
Move As Through Water

70
Effect: This spell makes a character, should be at least TN 20 for such
beast or monster of the caster's doors.
choice sluggish and slow to act (by
PR: 2
making target believe they are
Requisite: Shutting-spell or Spells of
surrounded by water). The target
Opening & Shutting
must make a successful TN 14
Skill: Lore
Athletics test at the start of each
Fatigue/Skill TN: 10
round OR TN to attack is increased
Attribute: Wits
by 2 and TN to be hit is decreased by
Cast: 2
2 for that combat round.
End: Base of 1 (standard door),
PR: 3 increases for heavier doors (the gates
Requisite: Any 2 other water spells of Minas Tirith would cost 4, for
Skill Group: Personality example)
Fatigue/Skill TN: 16 Range: Touch
Attribute: Heart or Wits Duration: Instant
Cast: 1 Method: Spell, Song, Rune (e.g.
End: 2 lockpicks)
Range: Touch Race/Culture: Civilised cultures
Duration: 2rds/Awe (that are familiar with locks)
Method: Spell, Song
Race/Culture: Water-based cultures
Shutting -spell
such as Elves of Lindon etc.
Effect: Caster can magically lock
doors etc., preventing anyone from
Opening-spell opening them. The door, chest
etc.remains shut for the spell's
Effect: Caster is able to open locked
duration, not even the correct key
doors, whether locked by magic or
will open the door. However, the
normal means, and will open any
caster when casting this spell can
normal lock automatically, even if
specify a command word that will
caster does not possess the right key.
open the door when this word is
For magically sealed locks, the caster
spoken by anyone, and of course the
of this spell must first make an Awe
door can still be broken through by
test at a difficulty based on the Awe
strength or with weapons. When
rank of whomever magically sealed
casting this spell, a caster must first
the door. Some doors (especially
make a TN 14 Wisdom test, this test
dwarven), have even more powerful
result becomes the TN for Wisdom
enchantments placed on these, the
tests made by opposing spellcasters
Loremaster would need to rule on
using Opening Spell to counter a
this, but the suggested Awe test
magically-locked door. If the

71
Wisdom test is failed then so does the Smite
spell. Many Shutting-spells
Effect: Strengthens the sword arm of
actually last much longer than the
a combatant engaged in battle,
normal duration, this is because the
enabling him to make a mighty blow
caster has decided to do this; - for a -
- the target of this spell gains a +2 on
1 penalty to the Wisdom test, the
his next Weapon or other Attack test
caster can change the spell's
and a damage bonus of Favoured
duration from the listed hours to
Body + Caster's Awe rank in
years; for a -2 penalty to the Wisdom
Endurance inflicted if successful.
test increase spell's duration from
hours to decades; for a -4 penalty to PR: 1
Wisdom test increase duration from Requisite: Disarm
hours to centuries. Some more Skill: Battle or Lore
powerful Shutting-spells also make Fatigue/Skill TN: 16
the actual door stronger, becoming Attribute: Wits or Heart
more difficult to break down. To Cast: 1
open a magically sealed door that End: 2
has a codeword, the character Range: Line of Sight (caster needs to
attempting to open the door must be able to see intended target)
either know the codeword and speak Duration: see text
it aloud, or make a Lore test to try to Method: Spell, Song, Rune
determine it, with the TN for the Lore Race/Culture: Any
test being usually 20 or more, such a
test would take at least one hour.
Spellbinding
PR: 1
Requisite: Rune only: Spells of Effect: Caster temporarily binds
Opening & Shutting or similar another person's limbs with this
Virtue Skill: Lore spell, preventing target from moving
Fatigue/Skill TN: 8 or attacking but not from talking.
Attribute: Wits The caster must first engage in an
Cast: 1 minute opposed Awe test with the target - if
End: Base 1(standard door, 3 for the caster wins, the target becomes
Minas Tirith doors or similar) paralysed and drops any objects
Range: Touch carried in hands. Otherwise, the spell
Duration: 2 hours/Awe rank (but see has no effect. This spell lasts for as
above) long as the caster concentrates, up to
Method: Spell,Song,Rune a maximum of 2 rounds/Awe rank of
Race/Culture: Civilised cultures that caster, or if caster or another attacks
are familiar with locks or physically threatens the target - if
this occurs target is freed.

72
Increased Effect: For a Great when determining range to throw an
Success/Practiced, caster can affect object. The caster can use a Ranged
more than one target, no. of targets Weapon skill to aim the object,
=Awe Rank/2, but all these targets although such a test is not necessary
must be within caster's Awe Rank in to draw an object to him. This spell
feet from each other. With an cannot normally be used for fine
Extraordinary Success/Expert, caster manipulation. If another person is
can double either the range, holding the object, that person may
maximum duration or no. of targets make an opposed Athletics test to
of this spell. counter the spell's effects and retain
the object, although caster is
PR: 4
considered to have an effective skill
Requisite: Disarm
of 6 in Athletics for this contest.
Skill: Lore
Increased Effect: With a Great
Fatigue/Skill TN: 14
Success/Practiced, caster can double
Attribute: Wits
the range of this spell or move the
Cast: 1
object in a desired direction. With
End: 4
an Extraordinary Success/Expert,
Range: 10 feet/Awe rank
caster can: lift an object he would not
Duration: Concentration (up to max-
normally be able to do; fine
see text)
manipulation of an object (such as a
Method: Spell, Song
lock); target more than one object
Race/Culture: Those with a magical
(maximum = Awe ranks).
tradition
PR: 3
Requisite: At least 2 other
Wizard's Hand
Protection/Manipulation spells
Effect: This spell allows a caster to Skill: Lore
'grab' an object at a distance and Fatigue/Skill TN: Base 14 for an
either move or throw this object. The object such as an arrow,
object must normally be one that the increases/decreases depending on
caster would be able to lift weight of object
ordinarily, such as a pitcher of ale, a Attribute: Wits
weapon etc. The effect of this spell is Cast: 1
instantaneous, either allowing caster End: Base 2 (arrow, increases for
to fling object away or drawing heavier objects)
object to his hand - caster cannot Range: 10 feet /Awe rank
move object back and forth or Duration: Instant
around about a room. For this spell Method: Spell
caster is assumed to have a Body of 6 Race/Culture: None
or his own (whichever is greater)

73
F. general spells

These spells cannot be readily


classified into a particular pillar of
magic, as they combine many
aspects of magic. A Dwimmer-crafter
can learn any of these spells equal to
or below his own Pillar Rating. As
can be seen below, most of these
spells require Mastery of one Pillar.

Display of Power

Effect: The caster brings forth his


internal power, displaying it in ways
that all observers can see and cannot
be mistaken for something else -
what effects depend on situation and
mood; e.g. thunder and lightning
flashing from caster's staff or hands,
or surrounded by fire or a great light,
etc. As a result of this spell, caster
gets a +5 to any Awe, Inspire &

74
related tests made that round, +2 for Requisite: Mastery of one pillar and
the following 1d6+1 rounds, two spells from two other pillars, and
although bonus only works when Fograising or Fogweaving
working with or against those who Skill Group: Personality
witnessed the Display. Fatigue/Skill TN:16
Attribute: Any
PR: 4
Cast: 1 hour
Requisite: Any five other spells
End: 6
Skill Group: Personality
Range: 20 miles/Awe rank
Fatigue/Skill TN: 14
Duration: 2 hours/Awe rank
Attribute: Heart
Method: Spell, Song
Cast: 1
Race/Culture: None
End: 3
Range: Self(see text)
Duration: 1 round
Method: Spell, Song, Virtue
Race/Culture: None

Voice of Command
Mist of Speed
Effect: Caster gains a brief, limited
Effect: This powerful spell creates a ability to force others to comply with
cloud of thick, white mist, covering his will. It is very limited as it only
an area with a radius of 200ft x the uses the caster’s internal energy &
caster’s Awe rank, centred upon a surroundings, not the mordo, so it is
person, object or a point of the not a sorcery spell like Command,
caster’s choice. While within the but it is still considered a forbidden
cloud, riders, horses or other spell by the Wise, who use this spell
movement can move nonstop at full as little as possible. It allows the
speed, without becoming any more caster to issue a single instruction,
tired than if they had travelled at order or command – it must be
normal speed over the same time simple, easily expressed and
period. Also, their passage makes no understood, such as “Come back
noise, and any outside the cloud here”, “Leave this place” or “Drop
cannot see those within, not even your weapon”, and it must be a
with Farseeing or other magical single order. Caster cannot
scrying. If the centre point of the compound two or more orders, such
cloud moves, the cloud moves with as “Drop your weapons and
it. surrender”. The command only
affects one person/being, who must
PR: 6
be able to hear it. The command’s

75
effects last until fulfilled or until two Word of Command
hours/caster’s Awe rank passes,
Effect: This spell is among the most
whichever comes first. If desired, the
powerful in Middle-earth, but quite
caster may follow the spell with an
different to both Command and
Awe test to convince the target of the
Voice of Command, because it affects
value of continued obedience. Under
other spells. By invoking this spell a
no circumstances can this spell be
caster can enhance the power of any
used to order someone to knowingly
other spell (Loremaster must
cause themselves direct harm.
approve). But this spell uses a lot of
Increased effect: With a Great
caster’s internal energy – caster
success/Practiced, caster can
automatically is considered to have
combine two simple commands.
failed the Fatigue test, and his/her
With an Extraordinary
Fatigue score increases by double the
Success/Expert, caster can either
usual amount, any fatigue gained
issue up to three commands or affect
from the subsequent Fatigue test is in
up to three targets with this spell.
addition to this. When a character
utters a Word of Command in
conjunction with another spell,
PR: 4 caster can choose to do the following
Requisite: Awe 4+, Wisdom 3+, Voice to the other spell: Double the spell’s
of Suasion or Persuade 4+ range; Double the spell’s duration;
Skill Group: Personality cause the spell to do maximum
Fatigue/Skill TN: Base 14, may damage; provide a +4 bonus for any
increase/decrease depending on test needed to cast or use the other
intended target (e.g. using this on a spell, except the Fatigue/Skill test.
king would probably be TN 20 or The duration and range of a Word of
more, whereas on a peasant perhaps Command is the same as the spell it
TN 12) affects, and Word of Command
Attribute: Wits or Body finishes when the other spell ends.
Cast: 1 A Word of Command can have
End: Base 3, increase/decrease unintended side effects, such as the
depending on target and desired shattering of the door when Gandalf
command tried to use one with a Shutting-spell
Range: Within hearing of caster’s on the door in the Chamber of
normal speaking voice Mazarbul. Such side effects are up to
Duration: see text the Loremaster and are more likely to
Method: Spell occur if the character fails the
Race/Culture: Those with a magical Fatigue/Skill test or fails an
tradition associated test.

76
PR: 5
Requisite: Mastery of one pillar and
at least ten other spells
Skill: Lore
Fatigue/Skill TN: 16
Attribute: Wits
Cast: 1
End: 5
Range: see text
Duration: see text
Method: Spell
Race/Culture: Those with a magical
tradition

G. SORCERY SPELLS

As discussed in Part One, the Wise


divide magic into two main types
that are termed wizardry and
sorcery. Sorcery is perceived
(wrongly) by most as ‘dark magic’, a
tool of the Shadow. The correct
definition of sorcery is any magic
that uses the mordo, being the
dissipated essence of Morgoth (the
evil Valar) that exists throughout
Middle-earth, rather (or in addition
to) the caster’s own internal energy.
It is because sorcery uses an ‘evil’
source that it is often seen as evil and
corrupt magic, but like a gun, sorcery
is a tool, so the main consideration
for Loremasters should be this :

Always keep in mind that it is how


sorcery is used that is a more

77
important consideration, End: 1
particularly when assigning Range: 10 yards
Shadow Points. Duration: Instant
Method: Any
Dwimmer-crafters as part of their
Race/Culture: Any
training are taught the more simple
Sorcery spells (PR 2 & below) in order
to be able to counter them, but the Blast of Sorcery
more powerful sorcery spells are
Effect: Caster fires a blast of
nearly always discovered and learnt
sorcerous power at a foe to hurt or
alone. As can be seen in the
slay him, by making either a skill test
descriptions below, there are two
with the spell (can learn as per other
new statistics introduced:
skills, see Part 3) or an Athletics test,
Hate and Shadow. Hate means the with a TN to hit the foe = 10 +
number of Hate points an adversary Target’s Parry rating. Shields
requires to spend to use as a Special provide no defence for the target,
Ability, termed Ability in the although more sturdy structures
descriptions. (walls, rocks etc.) may provide the
target a cover bonus. If the blast
Shadow is the number of Shadow
hits the target, target takes 20
points a character would usually get
Endurance damage and must make a
for casting such a spell (keeping in
Protection Test TN 22. Normal rules
mind the main rule above). If these
for extra successes apply.
characteristics are not mentioned,
spell does not require them. Shadow: 3
PR: 5
Requisite: At least 5 other sorcery
Bladeshattering spells
Skill Group: Personality
Effect: Caster causes one blade, Fatigue/Skill TN: 14
whether axe, dagger or sword to Attribute: Heart
shatter and melt into smoke, Cast: 2
although no harm is caused to the End: 3
wielder of the blade. Range: 20 yards/Awe rank
Hate: 1 Duration: Instant
PR: 1 Method: Spell, Song
Skill Group: Vocation Race/Culture: None
Fatigue/Skill TN: 10
Attribute: Heart Burden of Evil
Cast: 1

78
Effect: This spell creates an aura of on the caster. The Wise report that
oppression around the caster, the Enemy would often use some sort
affecting all within range. After of bribe to get the fell beasts’ co-
casting this spell caster then makes operation.
an Awe test at TN 14 against all non-
Hate: 2
corrupted characters within range –
Shadow: 1
all within the range have their
PR: 3
Fatigue score increased by one/level
Requisite: Beast Summoning or
of success by the caster.
related Ability
Hate: 1 Skill Group: Personality
Shadow: 1 Fatigue/Skill TN: 14
PR: 2 Attribute: Any
Skill: Awe Cast: 2
Fatigue/Skill TN: 14 End: 1
Attribute: Heart Range: see text
Cast: 2 Duration: see text
End: 2 Method: Spell, Song
Range: 20ft/Awe rank Race/Culture: Only those familiar
Duration: Awe rank in minutes with fell beasts
Method: Ability, Spell, Song
Race/Culture: ‘evil’ only (orcs etc.)
Command

Effect: This spell is considered the


Call Fell Beasts
most evil of all sorcery spells, as it
Effect: This spell compels all fell allows the caster to overwhelm the
beasts within 400 yards x Caster’s will of another, dominating target’s
Awe rank, to travel immediately as mind and forcing target to do the
fast as possible to the caster, where caster’s bidding. The effect may
they must then remain for a number seem gentle, such as gentle words of
of minutes equal to double caster’s kindly advice, but ultimately use of
Awe rank. This spell confers no this spell is considered a tool of the
ability to speak or control the beast(s) Shadow. Caster engages target in an
summoned. The caster may be able opposed Wisdom test, but caster
to make a subsequent Awe test to get gains a +4 bonus to the roll. If caster
the beasts to obey him/her. This wins, then target must do as the
spell can be very dangerous to caster says for the spell’s duration,
casters without great power and the even if carrying out such orders
means to defend themselves, as the could cause the target harm. If target
creatures summoned can easily turn

79
wins then target has shaken off the Duration: 2 rds/Awe
spell. Method: Spell, Song, Rune
Race/Culture: Any familiar with
Hate: 3
structures (such as dwarves)
Shadow: 4
PR: 5
Requisite: Wisdom 5+, Voice of Corrupting Affliction
Command
Effect: This very evil spell can only
Skill Group: Personality
be used whilst torturing a victim, as
Fatigue/Skill TN: 18
a result of this spell a victim gains
Attribute: Any
Shadow Points = levels of success
Cast: 2
with this spell (default of 1 for
End: 3
automatic success). Failure with this
Range: 10 yards
spell results in victim being
Duration: 2 hrs/Awe
wounded. According to some legends
Method: Spell,Song,Ability
the Enemy used this spell to create
Race/Culture: None (that will admit
the orcs and other evil races.
to such knowledge!)
Hate: 3
Corrupt Surface Shadow: 3
PR:5
Effect: This spell wears away at any
Requisite: Loremaster characters
single, discrete solid surface, whether
only (i.e. corrupted)
wood, stone or even flesh. Targets
Skill: Lore (of the victim’s race)
would include a door, structure or a
Fatigue/Skill TN: 14
creature. If a creature, target must
Attribute: Wits
make a TN 14 + Caster’s Awe rank
Cast: 1 minute
Fatigue test every round, failure
End: 2
means target suffers 1d6 Endurance
Range: Touch
damage and is Wounded (armour
Duration: Indefinite (but Loremaster
gives no protection). Immersing
may require additional rolls to keep
target in water (or dousing target
spell going)
with sufficient water) ends the spell
Method: Any
and prevents further damage.
Race/Culture: None –only the Dark
PR: 1 Lords and those close to them know
Skill: Lore this spell
Fatigue/Skill TN: 14
Attribute: Wits
Dark Stench
Cast: 1
End: 1
Range: 3 yards

80
Effect: Caster sends forth a cloud of PR: 1
stench that sickens all within the Skill Group: Personality
cloud except for caster, and affects Fatigue/Skill TN: 10
every living being within the area of Attribute: Any
effect (whether friend or foe). All Cast: 1
such beings must make a TN 14 + End: 1
Caster’s Awe rank Wisdom test to Range: 20 feet/Awe rank
resist the stench. Those who fail this Duration: 2 minutes/Awe rank
test suffer a -2 penalty to all Method: Any
subsequent dice rolls for the spell’s Race/Culture: Any
duration, those who roll an Eye of
Sauron (or Gandalf if adversary) are
Enslave Beast
affected for double the spell’s
duration. Effect: Caster enslaves a single Large
animal (e.g. Mumak, bear or horse),
Hate: 1
1d6+1 medium sized animals (e.g.
PR: 1
wolves, dogs), or up to 50 small sized
Skill Group: Perception
animals (bats, birds etc.). The
Fatigue/Skill TN: 12
animal(s) can understand caster’s
Attribute: Any
commands and must follow them
Cast: 1
regardless of any danger to
End: 1
themselves.
Range: 10 yard radius
Duration: 2rds/Awe rank Hate: 2
Method: Spell,Song,Ability Shadow: 2
Race/Culture: Any PR: 2
Skill: Lore (of target creatures)
Fatigue/Skill TN: 12
Dumbness Attribute: Wits
Cast: 2
Effect: Caster strikes a victim dumb
End: 1
with this spell, victim cannot speak
Range: 10 feet/Awe rank
for two minutes per Awe rank caster
Duration: 2 days/Awe rank
possesses, although victim may be
Method: Any
able to communicate in other ways,
Race/Culture: Any
gestures or writing. If the victim
succeeds with a TN 18 Wisdom test
the spell has no effect. Evoke Fear

Hate: 1 Effect: This spell inspires fear &


Shadow: 1 terror within the hearts of any the

81
caster confronts, granting the caster Fatigue/Skill TN: 8
a +3 bonus to Awe tests to intimidate Attribute: Body or Wits
and cow those the caster wishes to be Cast: 2
intimidated. End: 1
Range: Self
Hate: 1
Duration: 10 minutes/point of Wits
Shadow: 2
or Body
PR: 1
Method: Spell, Ability
Skill Group: Personality
Race/Culture: Only evil
Fatigue/Skill TN: 12
cultures/races
Attribute: Any
Cast: 1
End: 1 Fatigue
Range: see text
Effect: This spell makes a victim feel
Duration: 2 rds/Awe rank
tired, victim must make an
Method: Spell, Ability
immediate Fatigue test (TN 14 +
Race/Culture: Any
Caster’s Awe rank) to resist this spell.
If victim succeeds, spell has no effect.
If victim fails, target is automatically
Weary, and also gains Fatigue: 1 for
failure, 2 if test result more than 5
Fair-seeming below, 3 if victim rolls an Eye (or
Gandalf if adversary). Victim must
Effect: One of the common ways the recover from Weary normally (i.e.
Enemy uses to get the Free Peoples to rest).
do their will is by trickery – this spell
does not alter the actual physical Hate: 2
appearance of the caster, instead it Shadow: 1
subtly twists the minds of those who PR: 1
confront the caster, making them Skill: Travel
more likely to view caster favourably Fatigue/Skill TN: 12
or to give caster benefit of any doubt Attribute: Heart
–caster gets a temporary bonus of +2 Cast: 1
to all custom skills, and a +1 End: 2
Tolerance rating. This spell cannot Range: 6 yards/Awe rank
be used by Adversaries who have 5 Duration: Instant
Hate or more. Method: Spell, Rune
Race/Culture: Any
Hate: 1
PR: 1
Skill: Awareness or Stealth Fire of Udun

82
Effect: This spell calls upon the Dark live etc. The caster must first engage
Fire of the primeval underworld of the target in an opposed Wisdom
Udûn (Morgoth’s original abode) to test, caster gets a +3 bonus. If caster
consume in flame all within its path, wins, spell takes effect. With a Great
whether friend or foe, by producing a Success/Practiced, target cannot even
cone of fire that emanates from the speak or walk for 1d6 days and
caster, extending 6 yards/Awe rank – suffers a -1 penalty to all Perception
the cone is half as wide as it is long. tests. With an Extraordinary
All creatures within this cone take Success/Expert, target cannot speak
2d6 Endurance damage and must or walk for 2d6 days and suffers a -2
roll a Protection Test as per Fire penalty to all Perception tests.
Damage table on p.51 of
Hate: 2
Loremaster’s Book, treat fire as a
Shadow: 2
Funeral Pyre. The caster must make
PR: 2
a Weapon Skill test using Dagger (or
Requisite: Spoken Thoughts
actual spell) at TN 14 - if caster rolls
Skill Group: Personality
an Eye (or Gandalf if Adversary)
Fatigue/Skill TN: 14
caster also suffers damage.
Attribute: Any
Hate: 4 Cast: 2
Shadow: 2 End: 2
PR: 3 Range: 10 feet/Awe rank
Requisite: Kindle Fire and at least Duration: 2 weeks/Awe rank
two other Sorcery spells Method: Spell, Song, Ability
Skill Group: Personality Race/Culture: Only evil
Fatigue/Skill TN: 14 cultures/races
Attribute: Heart
Cast: 2
Hex-spell
End: 3
Range: 6 yards/Awe rank Effect: This spell inflicts ill-luck on
Duration: Instant its target, so that whenever the target
Method: Spell,Ability,Song next tries to use Hope or Hate to gain
Race/Culture: Only evil an Attribute bonus, the bonus gained
cultures/races is one less than normal. This spell
has no effect on other uses of Hate or
Hope. In addition to reduced
Forgetfulness
Hope/Hate, the target is more likely
Effect: This spell allows a caster to to fall victim to cruel fate whilst this
cloud a person’s memories with spell is in effect, at the Loremaster’s
darkness, preventing the victim from discretion, e.g. target must make
recalling who they are, where they tests to avoid tripping, stumbling etc,

83
as anything that can go wrong will. away. Otherwise, spell has no effect.
Increased effect: With a Great Increased effect: Great
success/Practiced, a caster can success/Practiced – caster can affect
choose to inflict a minor curse on a multiple targets, up to Awe rank/2,
target. With an Extraordinary with all targets being within a range
Success/Expert, caster can either of each other – triple caster’s Awe
make a minor curse permanent, or rank in feet. Extraordinary
inflict a medium-type curse on a Success/Expert – caster can affect
target. Only really powerful multiple targets up to Awe rank, with
sorcerers can cast major curses with all targets being within a range of
this spell. each other = double caster’s Awe
rank in yards
Hate: 1 for the basic spell, 2 for
Increased effect Hate: 2
Shadow: 1 or 2 (increased effect) Shadow: 2
PR: 3 PR: 2
Requisite: For Ability, a relevant Requisites: Evoke Fear, Spellbinding
Special ability, or Sap Strength (or similar special abilities)
Skill: Insight Skill: Awe
Fatigue/Skill TN: 14 Fatigue/Skill TN: 14
Attribute: Heart Attribute: Body
Cast: 2 Cast: 2
End: 1 End: 2
Range: Touch Range: 20ft/Awe rank
Duration: 2 minutes/Awe rank Duration: 2 rounds/Awe rank
Method: Any Method: Spell,Song,Ability
Race/Culture: Any, this spell is Race/Culture: only evil cultures
particularly practised by shamans
(i.e. Easterlings, Haradrim etc.)
Lame

Effect: caster chooses a target, who


Holding-spell
must make a successful Wisdom TN
Effect: Caster can paralyse another 14 (+ Caster’s Awe rank) or will be
person by using great fear & terror to stricken in one of the following ways
freeze target in place, incapable of chosen by the caster: loses full use of
moving or fleeing. Caster must one arm (-2 to all Athletics & Body
engage target in an opposed Wisdom tests that use arms); loses full use of
test (caster gets +3 bonus), if caster one leg (same as for arm and also all
wins victim is paralyzed for spell’s movement halved); blinded in one
duration, unable to defend or to run

84
eye (-2 to all Ranged Weapon skills & Cast: 1
Perception skills). End: 2
Range: 3 yards
Shadow: 1
Duration: Instant
PR: 1
Method: Spell, Runes
Requisite: Sap Strength
Race/Culture: None –only the Enemy
Skill: Insight
has this knowledge
Fatigue/Skill TN: 12
Attribute: Heart
Cast: 1 Ruin
End: 2
Effect: This spell enhances the
Range: 4 yards/Awe rank
destructive effects of siege engines
Duration: 20 minutes/Awe rank
etc. A siege engine with this spell on
Method: Spell, Song
it does extra damage (+1d6 in
Race/Culture: Any
combat and increases the Protection
Test by 2), a normal weapon
Morgul Wound enhanced with this spell does +1
damage and +1 to the Edge rating.
Effect: This evil spell makes a
This spell can only be cast once upon
wound caused by a weapon upon
a particular weapon at any given
which this spell is cast worse and
time.
corrupts the surrounding flesh,
targets one weapon each time it is Shadow: 1
cast. Once cast, the next time target PR: 1
weapon inflicts any Endurance Skill: Craft
damage, causes an additional 1d6+ Fatigue/Skill TN: 14
Caster’s Awe rank points of damage Attribute: Body
to the victim, victim must also make Cast: 2
a Protection Test TN 20 or suffer -2 End: 1
penalty to all subsequent test results Range: Touch
for Caster’s Awe rank x 2 minutes. Duration: 2 rounds/ Awe rank
This spell cannot be cast on any Method: Spell, Runes
elvish or ‘good’ weapons. Race/Culture: Any

Shadow: 3
PR: 4 Sap Strength
Requisite: Blade Preservation,
Effect: This spell affects a single
Corrupt Surface
target, making them less fit for tasks
Skill: Craft
that require Body. The target must
Fatigue/Skill TN: 8
make a Wisdom (TN14 + Caster’s
Attribute: Body

85
Awe rank), or else suffers a -2 penalty but can make a TN 18 + Caster’s Awe
to Body and a -1 penalty to all rank Athletics test to try to get free.
Weapon skills, and must make a Target is otherwise unharmed. This
Fatigue test (also TN14 + Caster’s spell lasts either for spell’s duration,
Awe rank) to avoid Fatigue or until a hot flame is applied to the
increasing. This spell can be cast ice for at least one round.
upon the same target multiple times
Hate: 2
to increase effect, although can never
PR: 1
reduce target’s Body below 0. This
Requisite: Blast of Cold or
spell can also be cast on beasts and
Watershaping, or an ice/cold related
fell beasts.
ability
Hate: 1 Skill: Explore
PR: 0 Fatigue/Skill TN: Base 14 (less if
Skill: Travel surrounding air cold, more if
Fatigue/Skill TN: 5 surrounding air hot)
Attribute: Heart Attribute: Body
Cast: 1 Cast: 1
End: 1 End: Base 2, less if colder, more if
Range: 4 yards/Awe rank warmer
Duration: 2 rounds/Awe rank Range: 3 yards
Method: Spell,Song,Ability Duration: 2 minutes/Awe rank
Race/Culture: Any Method: Spell, Song, Ability
Race/Culture: Lossoth, Ice orcs etc.

Sheath of Ice Shadow of Fear

Effect: This unusual spell imitates the Effect: This spell enhances the
ability of the helegrogs (ice demons) caster’s ability to use fear & terror to
that troubled the far north in times affect others. It has two possible
past, not often seen by the late Third effects. Firstly, caster can now cast
Age (although known by Angmar). Evoke Fear on targets normally out of
This spell encases a single target in a range or too protected to be affected
solid block of ice, the target must by that spell, as range is now
make a TN 14 + Caster’s Awe rank extended to 200ft/Awe rank, and
Athletics test to avoid this occurring. caster can inflict fear upon targets
Target is then unable to move, use regardless of whether caster is aware
weapons etc. or even speak to be of them or not. This spell has a
heard outside the ice block (which duration = Evoke Fear duration upon
means cannot cast most spells also), which it is used, when that spell ends

86
so does this one. Secondly, instead person is not who they appear to be
of enhancing range of Evoke Fear, can make an Insight test (TN 14 +
this spell instead enhances duration Caster’s Awe rank, or use skill roll
if caster touches the intended target. caster used as TN) to see through the
This version lasts as if the caster was disguise.
present for 2 weeks per Awe rank
This spell can also be used to aid the
caster has, and within this duration
caster when using Stealth to hide, by
the target cannot use any time-
weaving an illusion around himself
related bonuses to Wisdom to shake
he gets a +3 bonus to Stealth tests,
off the spell.
but must remain still. Caster can
Hate: 1 also create a completely illusionary
Shadow: 2 person or creature (often duplicates
PR: 3 of themselves) to trick unwanted
Requisite: Awe 5+, Evoke Fear or observers. These phantoms can
related ability speak and make any sounds the
Skill Group: Personality caster would normally make himself.
Fatigue/Skill TN: 14 Anyone observing such a phantom
Attribute: Any can make a Wisdom test to realize
Cast: 2 the deception, (at TN 14 + caster’s
End: 1 Awe rank or caster’s casting skill
Range: see text roll). Such phantoms need to remain
Duration: see text within 200 ft/Awe rank of the caster
Method: Spell, Ability or will vanish. Caster can also
Race/Culture: None, only The Enemy change the appearance of the
surrounding environment with this
spell (just like mirages in a desert) –
Shadows and Phantoms
a healthy forest can appear dead and
Effect: This spell allows caster to decayed, or the image of an oasis in
weave illusions to fool and tempt his a desert, etc. This effect works over
enemies. This spell is most often an area of 2000 ft/Awe rank, with
used to create illusionary disguises line of sight being the range.
for the caster’s servants, the spell Observers can make TN 16 Wisdom
works just like Wizard’s Guise, but it tests to see through the illusion, or
can also affect other persons besides anyone who enters the affected area
the caster if caster touches the will discover the illusion. The
intended targets. Once cast, the Loremaster can allow other uses for
person covered by the illusion can go this spell (if fits the story). But
wherever they want without phantoms should be obvious when
dispelling the illusion. Others who touched, nor can they cause damage
have reason to suspect that the etc.

87
Hate: 1 of Sauron. With an Extraordinary
PR: 1 Success/Expert, caster can summon a
Requisite: Wizard’s Guise or related more powerful spirit to create a
ability, Virtue or Trait Vampire (assumes a willing or
Skill: Stealth coerced living human victim)
Fatigue/Skill TN: 12
Shadow: 3
Attribute: Wits
PR: 4
Cast: 1 minute
Skill: Lore (specifically Demon &
End: 1
Beast Lore)
Range: see text
Fatigue/Skill TN: 14
Duration: 2 hours/Awe rank
Attribute: Wits
Method: Spell, Song, Ability
Cast: 2
Race/Culture: Any with a
End: 2
magical/illusion tradition
Range: 3 yards
Duration: Instant
Spawn Were Method: Spell, Song
Race/Culture: None (Enemy only)
Effect: Werewolves are Wargs that
are inhabited by fell spirits that can
change shape to seem either wolves
Spawn Undead
or as men (according to desire).
Caster summons a dreadful spirit Effect: This dreadful spell enables a
with this spell to inhabit a warg, caster to bind a fell spirit to a corpse,
transforming it into a werewolf. The transforming this corpse into an
caster must be within 3 yards of the Undead, usually a wight (although
target warg in order to be successful, other types of undead also possible).
and must also make a successful TN This spell can only be used on the
14 Awe test. If the caster rolls a corpses of Men, orcs, dwarves &
Gandalf rune on either casting the hobbits, turning the corpse into an
spell or the Awe test, both spirit and Undead creature. If the caster
warg refuse to undergo the suffers a Gandalf rune on his skill
transformation and the caster must roll (if rolling) he is attacked by the
make a TN 18 Wisdom test; if he fails spirit instead.
this, he suffers 1d6 pts of damage
Shadow: 3
(from the departing spirit) and is
PR: 5
immediately attacked by the warg.
Requisite: Spawn Were
Increased Effect: With a Great
Skill: Lore (Undead)
Success/Practiced, caster can
Fatigue/Skill TN: 16
summon a more powerful fell spirit
Attribute: Wits
to create a Werewolf Chief or Hound
Cast: 2

88
End: 2 Attribute: Wits
Range: 3 yards Cast: see text
Duration: Instant End: 1/day
Method: Spell, Song Range: Touch
Race/Culture: None (enemy only) Duration: Indefinite (see text)
Method: Spell,Song,Rune
Race/Culture: None (Enemy only)
Twisting Shadow

Effect: This is the most evil of all


Veiling Shadow
sorcery spells! It requires the caster
and target to make an opposed Effect: Caster creates a cloud of
Wisdom test (caster gets +3 bonus). darkness, which covers an area with
With a normal success target gains 1 a radius of 20ft per Awe rank of
Shadow point. With a Great success, caster. The caster can increase this
one special ability of caster’s radius by increasing the TN of the
choosing is given to the target, an subsequent Fatigue test by 1 for every
extraordinary success caster can 10ft increase. The shadow is
grant two special abilities. These considered ‘darkness’ for the
special abilities cannot have an purposes of determining modifiers,
Experience, Hate or Advancement although not ‘complete darkness’ or
Point cost greater than the caster’s ‘unlight’ (what Shelob could do).
base Wisdom, rounded down. This
Hate: 2
process takes one day/spell or ability
PR: 2
bestowed, and because the process is
Requisite: ability to see in darkness
mentally and physically tiring, the
or related ability
caster must make a Fatigue TN 10
Skill: Explore
each day or stop the casting. If 2
consecutive Fatigue tests are failed, Fatigue/Skill TN: Base 14, less if
the spell is broken and must be already night-time, more if during
begun from the beginning, but the daylight, up to TN 20 for noon
Fatigue TN is now increased by 2. It Attribute: Body
is said that this spell, once a target’s Cast: 1 minute
will had been broken, was used by End: Base 2, 1 if night-time, 3 if
Morgoth & others to enslave during day, 4 at noon
creatures to do their will. Range: 200ft/Awe rank
Duration: 2 hours/Awe rank
Shadow: 4
Method: Spell, Song, Ability
PR: 6
Race/Culture: Any that have night
Skill: Lore (relevant target & abilities
vision or similar abilities, and feel
intended)
comfortable in the dark
Fatigue/Skill TN: 14

89
Shadow: 2
PR: 3
Vulnerability to Sorcery
Requisite: Fatigue
Effect: This spell daunts any that try Skill: Travel
to resist the Shadow by making them Fatigue/Skill TN: 14
more susceptible to Sorcery. This Attribute: Heart
spell affects a single target, who must Cast: 1
make a Wisdom TN14 + casters’ Awe End: 3
rank to ignore this spell. If target Range: 6 yards/Awe rank
fails, target suffers a -2 penalty to all Duration: Instant
subsequent tests to resist further Method: Spell, Rune
sorcery spells or uses of sorcery for Race/Culture: Only evil cultures
the duration of the spell, and all
weapon tests against target that use
sorcery-enchanted weapons get a +2 Words of Poison
bonus.
Effect: Caster puts enchantment on
Shadow: 2 his voice to overcome another’s will,
PR: 1 a successful casting reduces the
Skill: Lore (of target’s race) victim’s attributes & other stats by
Fatigue/Skill TN: 12 1/level of success, and the victim is
Attribute: Wits unable to resist any subsequent
Cast: 1 Persuade tests by the caster, victim
End: 1 will ignore all attempts of logic and
Range: 6 yards/Awe rank debate by others to sway their view.
Duration: 2 minutes/Awe rank The spell lasts for as long as the
Method: Spell caster successfully makes a Fatigue
Race/Culture: evil cultures only test, up to a maximum no. of weeks =
Wits ÷ 2.
Waste
Hate: 1
Effect: This spell makes the target Shadow: 2
feel very tired, worse than the Fatigue PR: 4
spell. The target of the spell must Requisite: Evoke Fear, Voice of
make a Fatigue test (TN 16 + Caster’s Suasion
Awe rank) to resist. If target fails Skill Group: Custom
target is Weary and gains Fatigue: 2 Fatigue/Skill TN: 14
if a failure, 4 if failed by 5 or more, 6 Attribute: Any
if rolled an Eye (or Gandalf if Cast: 1 minute
adversary). End: 2
Hate: 3 Range: 5ft

90
Duration: See text
Method: Spell, Song, Ability
Race/Culture: Any

iThe One Ring: Adventures over the Edge


of the Wild, hereafter referred to as TOR.
iiii
This is a revision of the Table on p.58 of
LRB)
iii
Not true, but most PC's will have heard
of this legend!
ivMuch of the material in this section is
owed to Robert Cooper’s The Dwimmer
Road: Magic Rules for The One Ring
Roleplaying Game, which unfortunately
he did not complete – see the Thread
“My Homebrew Magic System” on the
One Ring forum for more.
v Grimoire to fit on the character sheet is
still to be completed at this stage.

91

You might also like