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The use of “magician” in this supplement may seem

Magic for problematic given the word’s common reference to a


person who performs counterfeit magic through
The One Ring tricks and slight of hand. But Tolkien provides no
Adventures Over the Edge of the Wild other general term for those who cast spells or
A Fan Supplement perform magical deeds (“wizard” as Tolkien uses it
cannot be generalized and “sorcerer” is often used
Version 1 | © 2012 the1whowas with a negative connotation3 and by characters who
have reason to be suspicious and distrustful of
Magic in Middle-earth ...............................................1 magic4—a usage echoed in other fantasy works).
Backgrounds ..............................................................2
Elf-minstrel’s Protégé ...........................................2 Some of the magic presented here is similar in effect
Touched ................................................................2 to that performed by Tolkien’s iconic characters, but
Wizard’s Pupil ......................................................2 lesser in scope and power. For instance, player-
Calling: Magician ......................................................3 heroes will be able to create artefacts, but making
Speciality Trait: Magic-lore ..................................3 objects such as the Rings of Power or the Seeing-
Shadow Weakness: Lure of Expediency ...............3 stones is far beyond their ability; they will be able to
Virtues: Spell-crafts ...................................................3 cast Blasting Spells, but would not be able to throw
Conjuration ...........................................................4 down the walls of Dol Guldor. The Loremaster
Dwimmer-craft......................................................4 should feel free to disallow specific uses of magic if
Enchantment .........................................................5 he feels they will unbalance or detract from the game.
Glamoury ..............................................................5
Mind-sight.............................................................6 This supplement draws upon Tolkien’s familiar
Reward: Magician’s Staff ..........................................7 works and his lesser-known writings with the aim of
Undertakings..............................................................7 providing a magic system usable by player-heroes
Master Spell-craft .................................................7 that brings to The One Ring a play experience
Learn Spell ............................................................8 common to other fantasy roleplaying games while
Artificer’s Apprentice ...........................................8 remaining thematically attuned to Tolkien’s world.
Create Artefact ......................................................9 Players must decide if such a system is appropriate to
Acknowledgements and Notes ................................ 10 their vision of roleplaying in Middle-earth.

Preface Magic in Middle-earth


“I’ve often wanted to see a bit of magic, like “For this is what your folk would call magic, I
what it tells of in old tales…”1 believe; though I do not understand clearly
what they mean; and they seem to use the same
Present evidence indicates that J.R.R. Tolkien, author word for the deceits of the Enemy.”5
of The Hobbit and The Lord of the Rings, never
developed a fully fledged “theory of magic” for his The sages tell how the One spoke into existence the
legendarium. He continued to work out the World envisioned in the Great Music made by the
philosophical implications of his narratives even after Lords of the West at the beginning of time. The
their publication, often re-envisioning the meanings Lords were granted the power to shape the World
and contexts of scenes and lines of dialogue to fit his according to the Music, and all the Children of the
latest thoughts on the cosmology and history of his One—Elves, Dwarves, Men, and Hobbits—share to
fictional world. His feelings on “magic” in Middle- greater or lesser degrees in this power of sub-
earth were perhaps most clearly articulated in the creation. Many among Men call this power “magic.”
draft of a letter from 1954, in which he stated that
magic was an inherent ability of certain peoples of All Children of the One have the facility to realize
Middle-earth (like the Elves) and thus could not be their will in the World. The commonest way to bring
learned, and that for the most part the inhabitants of an idea to life is to perform the necessary physical
Middle-earth (even beings like the Wizards or labour. But in Middle-earth, minds can reach out to
Sauron) lived by non-magical means. However, he affect the substance of the World and to touch other
also noted that his published works suggested that minds.6 The will can sculpt the physical world, be
magic was not wholly unobtainable by Men.2 invested into an object or place, or influence other
wills.

Magic for The One Ring 1 © 2012 the1whowas


The translation from thought to reality is direct for whose guidance helped you to discover the true scope
the Lords and their kindred. The Elves also possess of your hidden potential. Now, you must venture
an inherent gift for bringing the visions of their minds forth to seek out your part within the Great Music.
into tangible form by speech, craft, and art7;
descendents of the kings of Westernesse, Men in Requirement: You must be a member of an Elf
whose veins runs Elven-blood, have also inherited a culture, or of a culture closely associated with Elves.
measure of this gift. Rumours abound that the
enigmatic Wizards hold great magical powers— You may substitute Story-telling for one of your
though they seldom exhibit them openly. cultural Speciality Traits.

A rare few among the Children possess the talent to Basic Attributes: Body 3, Heart 7, Wits 4
train their wills to harness and direct their sub- Favoured Skill: Song
creativity to achieve great feats of magic.8 These few Distinctive Traits (choose 2): Eager, Cunning, Fair-
are known in the Common Tongue as “magicians.” spoken, Merry, Proud, Secretive, True-hearted, Wary

Magic’s chief advantages are that it reduces the time Touched


and labour needed to achieve certain ends and that it …He was no longer quite respectable. He was
allows the user to more precisely create that which he in fact held by all the hobbits of the
has envisioned.9 Yet magic cannot violate the order neighbourhood to be “queer”….12
of the World as laid down by the One. A creature
who does not have wings cannot fly (though he may You have a reputation for oddness among your folk,
take on the shape of a creature possessing wings); a who’ve noted the peculiar things, both beneficial and
man who does not know something must glean his dangerous, that happen around you. A fire might
knowledge from a source, such as another mind spring up near you, an object might appear to move
holding the information he desires; magic cannot on its own, or you might know what someone else is
truly create or destroy anything, only transform it. thinking. You’ve lived somewhat on the fringes of
your community, never quite truly accepted but not
For the Children of the One, magic is a subtle art, one overtly shunned either. You’ve never known whether
that requires the practitioner to give something of you are blessed or cursed, and it seems your answers
himself to enact his will.10 Magicians face perils from may await you only in distant lands.
the realms of the Seen and the Unseen alike. Magic is
neither good nor evil, but its application always Basic Attributes: Body 4, Heart 6, Wits 4
carries a moral weight. Those who use magic Favoured Skill: Insight
unwarily may find themselves falling into Shadow. Distinctive Traits (choose 2): Clever, Determined,
Forthright, Merciful, Patient, Reckless, Suspicious,
Such terrible magics as necromancy—the unnatural Vengeful
prolongation of life and the enslavement of the
twisted spirits of the dead—fall under the province of
the Shadow. These practices are often referred to in Wizard’s Pupil13
the Common Tongue as “sorcery.” He became a friend of Gandalf the Wise, from
whom he gained much wisdom. With him he
made many perilous journeys….14
Backgrounds
When you were a child, one of the Wise visited your
Elf-minstrel’s Protégé district. Seemingly by chance, the two of you crossed
…The gift of the Elf-minstrels, who can make paths, bringing to his attention the unusual air of
the things of which they sing appear before the magic about you. Since then, he has made occasional
eyes of those that listen.11 and unexpected visits to your area, and has imparted
some insight into your magical nature. You have
From an early age, you were able to manifest the occasionally carried his messages to nearby areas and
forms of ancient heroes and their foes and the images helped him to investigate local problems. Recently he
of places far off and long gone to those who listened prompted you to travel abroad and put your talents to
to your songs and tales. In order to nurture this use in the struggle against the growing Shadow.
marvellous gift, your elders placed you in the care of
learned Elf-minstrels, who taught you much about the Work with the Loremaster to determine who would
power of words and will to shape the world and be an appropriate character for you to have met (he

Magic for The One Ring 2 © 2012 the1whowas


need not be one of the Wizards). If you wish to
formally gain this character as a patron, you must still Shadow Weakness: Lure of Expediency17
perform the Meet Patron undertaking; he or she will “He has a mind of metal and wheels; and he
likely be more open to granting you patronage than does not care for growing things, except as far
someone you’ve never met. as they serve him for the moment.”18

Basic Attributes: Body 4, Heart 7, Wits 3 The uncertainties and frustrations of ordinary life
Favoured Skill: Lore may tempt an adventurer with the power to realize his
Distinctive Traits (choose 2): Adventurous, Curious, will with magical ease to replace honest craft and
Generous, Gruff, Hardened, Just, Steadfast, Trusty labour with needless enchantments or to subvert the
free will of others to assure a desired outcome.
Calling: Magician
It was plain that many people regarded them Flaws
now as the companions of a travelling magician
of unknown powers and purpose.15 Impatient
The impatient adventurer finds lengthy councils
For as long as you can recall, you have exhibited or too much mundane labour tiresome and insists
strange abilities that common folk call “magic.” that the quickest and easiest solution is best.
Stories of Wizards and wonder-workers have drawn
you into the wider world, seeking to understand these Prideful
powers and how you might use them to impede the The prideful hero treats the non-magical skills
Shadow that creeps ever closer to your homeland. and talents of others with contempt, and regards
You face the dangers of the Seen and the Unseen, other Magicians or practitioners of magic with
testing the limits of the possible in pursuit of self- secret envy.
knowledge.
Aloof
Magicians gain access to a type of Virtue called An aloof adventurer isolates himself from his
Spell-crafts. companions’ friendship and concerns, instead
obsessing over the “improvements” that his
The Magician calling is unusual among all cultures, powers can provide for himself and his people.
particularly among Hobbits.16
Indifferent
Magicians may generate deliberate or accidental The adventurer who has become indifferent cares
minor magical effects intended to enhance the flavour little for the feelings or needs of others and will
of play or to support a character’s personality or not balk at harming them in the name of the
backstory; they should only have important narrative “greater good,” whatever he believes that to be.
or mechanical consequences when they are approved
by the Loremaster. As examples, a Magician might Virtues: Spell-crafts
cause a toy to dance briefly for a child’s amusement,
cause a candle to flare to punctuate a speech, or Spell-crafts are a type of Virtue in which an
experience a fleeting mental connection to a distant adventurer with the Magician calling can train. Each
loved one. The characters around the Magician may Spell-craft represents a type of magical talent that
react negatively or positively to these effects, and the may be honed over time by the hero. During
Loremaster is free to veto them if he feels they are character creation, a hero with 2 ranks in Wisdom
disruptive or to judge them as Misdeeds if may choose a Spell-craft as his starting Virtue. He
appropriate. gains one Spell from that Spell-craft as a Special
Ability; the chosen spell may not include Shadow
Favoured Skill Groups: custom, vocation points in its Toll.

Speciality Trait: Magic-lore Whenever an adventurer with the Magician calling is


Having experienced instances of magic all your life entitled to a new Virtue, he may perform the Master
and having yourself trained in Spell-craft, you Spell-craft undertaking to gain access to Spells as
recognize when magic is at work and may have some Special Abilities. Each of the Spell-crafts need only
insight into dispelling or countering the sorcery of the be trained once. Heroes may also perform the Learn
Shadow.

Magic for The One Ring 3 © 2012 the1whowas


Spell undertaking to gain a new Spell in a Spell-craft
they have mastered. Blasting Spell
As if stricken by some blasting spell, it
To cast a Spell, a hero spends 1 Hope point and pays burst asunder; there was a flash of searing
the Toll listed for that Spell. Casting a Spell counts as lightning, and the doors tumbled in riven
an action unless otherwise noted. fragments to the ground.24

Some Spells call for an assured Common skill roll to You create a flash like lightning that can kill or
determine their effectiveness. This is a normal skill maim an opponent or damage an object within
roll, except that it is assumed to be at least a standard sight.
success regardless of its numerical value. If only the
Feat die is rolled for the skill roll, the Gandalf-icon Cast this Spell to make a TN 14 Battle roll. On a
counts as one success-icon. success you may destroy a wooden door, topple
a large tree, shatter a large stone, or produce a
Conjuration19 similar effect as approved by the Loremaster.
Gandalf had made a special study of
bewitchments with fire and lights.…20 Cast this Spell during combat against one
Adversary engaged with you. Make an assured
Conjuration is the calling forth of the non-living Battle roll. You deal damage to the Adversary
elements of nature, such as light and fire, stone and equal to the Feat die result (the Gandalf-icon
water, or wind and lightning. Those skilled in counts as 12, the Eye of Sauron-icon counts as
Conjuration are sometimes called conjurors. 11) plus your Damage bonus. On a great success,
add your Wisdom bonus. On an extraordinary
Illumination success, add your Wisdom bonus and the attack
…he held his staff aloft, and from its tip counts as a Piercing Blow.
came a faint radiance…21 and… a shaft of
white light stabbed upwards.22 Toll: 1 Shadow point

You cause the end of your staff or another item Dwimmer-craft25


held in your hand to shine with a white light. “…A worthy Wizard, a master of shapes and
You may thus provide light in a cave or similar changes of hue.”26
environment. The light will remain until you put
it out or until you become Weary or Miserable. Dwimmer-craft is the weaving of illusion, the
alteration of appearance, and the reshaping of
You make Weary for the remainder of the physical forms. Those skilled in Dwimmer-craft are
current combat one Adversary with the Hate sometimes called illusionists.
Sunlight Special Ability.
Sudden Appearance
Uncanny Fire “Halt,” cried Gandalf, who appeared
…this was a most horrible and uncanny suddenly, and stood alone…and his staff
fire…and …they were soon all in flames.23 blazed forth with a flash like the
lightning.27
You cause a flammable object such as a pine
cone or stick to burst into flame. You may thus You move with such surprising speed and
light a campfire, torch, or brazier. furtiveness that to observers you seem to have
instantly shifted from one place to another.
During combat when in Rearward Stance cast
this Spell to create a flaming missile. Make an If Adversaries hold combat initiative, cast this
assured Battle roll. For each degree of success, Spell to take one action before those Adversaries
you cause one Adversary (to a maximum of begin their first turn. Casting this Spell does not
three) to catch fire and take 3 Damage at the end count as an action.
of each round. An adversary may use an action
to make a TN 14 Survival roll to put out the Shroud
flames. They…could not be seen among the tree
stems, unless they moved suddenly.28
Toll: 1 Damage

Magic for The One Ring 4 © 2012 the1whowas


You or your target abruptly take on the colours,
textures, and lighting of an environment in which You lay hands upon a companion and share
you wish to go unnoticed, fooling the eyes of some of your own spiritual fortitude with him.
those around you.
A companion spending a Fellowship point to
One target in your sight receives a +6 bonus to recover Hope receives additional Hope equal to
his next Stealth roll. This Spell may be cast only your Valour or Wisdom rank, whichever is
once in any given circumstance as defined by the higher. You may not cast this Spell if you are
Loremaster. The effect ends when the Stealth use Weary or Miserable, nor can you cast it upon
is resolved or you become Weary or Miserable. yourself.
You may also end the effect voluntarily.
Disarmament
Toll: 1 Damage The bow and arrow fell from Legolas’
hands…Gimli’s axe leaped from his grasp
Semblance and…the sword of Aragorn …blazed with
“Saruman could look like me in your eyes, a sudden fire.32
if it suited his purpose with you.”29
You reach out with your thoughts to wrench the
You take on the appearance and voice of another weapons from your enemy’s grasp or to imbue
person whom you have met before or the them with a quality that will cause him to let
nonspecific look and sound of someone of a them fall to the ground.
particular race and culture. You do not acquire
any of the knowledge or memories of a person During combat when in Rearward Stance cast
whom you are imitating. this Spell against one Adversary, who will
immediately drop all weapons he carries. It
During Encounters, the Loremaster determines requires one round to pick them back up.
what effect the guise has on other characters. If
they have reason to suspect something is amiss, Toll: 1 Damage
Loremaster characters may make a TN 16 Insight
roll to discover the deception. Word of Command33
“Elrond commanded it,” answered
During combat cast this Spell to confuse your Gandalf. “The river of this valley is under
enemies by appearing as an authority figure or his power, and it will rise in anger when he
someone else who might affect their behaviour. has great need….”34
Make an assured Awe roll. For each degree of
success, one Adversary (to a maximum of three) You invoke the power of the World itself to
loses his next turn. hinder your enemies with wind, rain, snow,
insect swarms, quaking, or other effects drawn
You may revert to your natural appearance at from your immediate surroundings.
any time, and are forced to do so if you become
Weary or Miserable or are killed. Cast this Spell against Loremaster characters
involved in an Opposed Action with your
Toll: 1 Shadow point company or Adversaries involved in combat with
your company. Make an assured Song roll. The
Enchantment targets receive a -4 modifier to all rolls for a
“…Work of Westernesse, wound about with number of rounds equal to your degree of
spells for the bane of Mordor.”30 success (to a maximum of three).

Enchantment is the art of investing a part of one’s Toll: 1 Shadow point


will into an object, place, or creature in order to
change its qualities or behaviour. Those skilled in Glamoury35
Enchantment are sometimes called enchanters. For many the sound of the voice alone was
enough to hold them enthralled; but for those
Rekindled Heart whom it conquered the spell endured when they
…He felt a new strength of heart…and were far away, and ever they heard that soft
found fresh hope and vigour.31 voice whispering and urging them.36

Magic for The One Ring 5 © 2012 the1whowas


Cast this Spell during an Encounter to gain a
Glamoury is the pitting of one’s will against Tolerance bonus for the remainder of the current
another’s to thwart their actions or to influence their Encounter. Make an assured Courtesy roll. On a
behaviour. Those skilled in glamoury are sometimes standard success, your bonus equals your Wits
called beguilers. score; on a great success, your bonus equals your
favoured Wits score; on an extraordinary success
Daunting Stance your bonus equals your favoured Wits score plus
“You cannot pass. The dark flame will not the value of your Courtesy skill rating.
avail you.”37
Cast this Spell against one Adversary during
You stand against an enemy in direct challenge, combat. Make an assured Courtesy roll.
compelling them to face your might. Beginning on his next turn, that Adversary will
attack the Adversary with the most Endurance
During the Engagement phase of combat, cast remaining (excluding himself) for a number of
this Spell against one Adversary engaged with rounds equal to your degree of success (to a
one of your companions. That Adversary must maximum of three). After the Spell has ended,
instead engage you. Casting this Spell does not the Adversary behaves normally. An Adversary
count as an action. can only be affected by this Spell once.

Outside of combat, cast this Spell to make a TN Toll: 1 Shadow point


14 Song roll to bar a hostile creature from
crossing over a bridge, through a threshold, or Mind-sight40
across another physically demarcated line. You For they did not move or speak with mouth,
must be able to see the target of this Spell and it looking from mind to mind; and only their
lasts only as long as you do not take another shining eyes stirred and kindled as their
action or until you become Weary or Miserable. thoughts went to and fro.41

Counter-spell Mind-sight is the art of seeing into or through the


“The counter-spell was terrible. It nearly minds of other creatures or objects invested with will.
broke me. For a moment the door left my Those skilled in Mind-sight are sometimes called
control and began to open!”38 seers.

You strive with an enemy who is about to Far-sight


unleash a powerful ability against your company, He saw many visions: small and clear as if
dissipating the ability before it can take effect. they were under his eyes upon a table, and
yet remote.42
Cast this Spell against one Loremaster character
or one Adversary after the Loremaster declares You open your mind to the minds of birds,
that he is about to activate one of its Special beasts, and other thinking creatures to glean
Abilities. No Special Abilities may be used by important details about the road ahead.
the target during the current round. This Spell
does not work against passive Special Abilities. Cast this Spell after a companion has failed a
Lore roll during the Planning Ahead phase of a
Toll: 1 Damage Journey episode. Your company does not add the
extra day onto the journey. This Spell may only
Enthralling Voice be cast once during a single Adventuring Phase.
…It was a delight to hear the voice
speaking, all that it said seemed wise and Discernment
reasonable, and desire woke in them by “…You were half in the wraith-world
swift agreement to seem wise themselves.39 yourself…. You could see them, and they
could see you.”43
You speak dramatically and eloquently,
hypnotizing your audience into agreement with The true nature of your foe is revealed to you as
whatever you propose. you look briefly into the world of the Unseen.

Magic for The One Ring 6 © 2012 the1whowas


Cast this Spell if you or a companion is required 16 Inspire roll; if the roll fails, the Magician may not
to perform a Fear test. The target receives a +1 try to replenish the staff again until the next
bonus to his roll for every rank in Wisdom you Fellowship Phase.
possess. You may cast this Spell only once
against the same source of fear. Casting this The staff may be used as a weapon, and its bearer
Spell does not count as an action. gains a rating of 1 in the Staff Weapon skill (Damage
3, Edge Gandalf-icon, Injury 16, Encumbrance 1, 1-
Toll: 1 Damage or 2-handed).

Penetrating Gaze If the staff is destroyed or irretrievably lost, the hero


She held them with her eyes, and in silence receives 1 Shadow point. A mentor or another patron
looked searchingly at each of them in turn. might be able to provide a replacement, though the
None…could long endure her glance.44 Loremaster may require the hero to complete some
task to acquire it.
You peer into the heart of another, weakening his
resolve to oppose you.
Undertakings
Cast this Spell during an Encounter to gain a +6
bonus to your next Insight roll. This use of the Master Spell-craft
Spell does not count as an action. “He was…always eager to listen. I told him
many things that he would never have found
Cast this Spell during combat to reduce out by himself.”46
Adversary Hate ratings by your Heart rating.
Make an assured Insight roll. You may target Heroes with the Magician calling must hone their
one Adversary for each degree of success (to a emerging magical talents in order to put them to good
maximum of three). use. By seeking out the wisdom of those who hold
great knowledge or experience in spellcasting, these
Toll: 1 Shadow point heroes may train in a Spell-craft.

When a Magician has chosen to acquire a Spell-craft


Reward: Magician’s Staff Virtue, he must locate and request the help of a
He raised his staff. There was a roll of thunder. mentor to aid in the development of his talent.
The sunlight was blotted out from the eastern Mentors may be chosen from the table below, or
windows.45 from among characters created by the Loremaster.
The mentor will test the hero’s current level of ability
Requirement: The hero must have the Magician calling. by asking him to perform a small task represented by
a roll in a Skill related to the mentor’s favoured
A Magician’s Staff serves as a focus and aid for Spell-craft. The success or failure of the roll
casting Spells. It also identifies the bearer as a determines the difficulty of the hero’s training.
Magician to all those he meets, for good or ill as
determined by the Loremaster. Mentors
Favoured Spell-craft Mentor Test Skill
The staff holds Hope points equal to one-half Conjuration Gandalf Lore
(rounded down) the Magician’s Wisdom or Valour Glóin Craft
rank, whichever is higher. A Magician trained in at Dwimmer-craft Beorn Awe
least one Spell-craft may spend the staff’s Hope Radagast Awareness
points instead of his own to cast a Spell he knows. A Enchantment Alatar* Search
Magician not trained in any Spell-crafts may spend Elrond Healing
the staff’s Hope points to allow himself to cast any Thranduil Song
Spell that does not include a Shadow point in its Toll; Glamoury Glorfindel Persuade
he must also spend one of his own Hope points to Saruman Courtesy
cast the Spell. Both Magicians must still pay the Mind-sight Cirdan Inspire
Spell’s Toll. The Magician may replenish the staff’s Galadriel Insight
Hope points by visiting an inspiring place of personal Pallando* Riddle
significance during the Fellowship Phase and *Only with the Loremaster’s permission.
engaging in restful meditation, represented by a TN

Magic for The One Ring 7 © 2012 the1whowas


During training, the hero will face not only the place magical enchantments upon objects to create
physical and mental strain of perfecting his magic, artefacts for himself or his companions.
but also the spiritual challenge of learning to use his
magic wisely. This is represented by a TN 16 The hero must seek out an artificer, a craftsman
Corruption test, with the following cumulative specialized in making artefacts, to instruct him in the
modifiers: art of imbuing objects with his own will. The names
 Training in the mentor’s favoured Spell- of artificers are italicized on the Mentors table above.
craft: TN -1
 For each level of success on the test Skill Permanently enchanting objects differs from casting
roll: TN -1 (to a maximum of -3) Enchantment Spells; the Magician must physically
 Failed test Skill roll: TN +2 inscribe the object with runes that focus and infuse
his will into it. Under the instruction of his mentor,
If the hero passes the Corruption test, he has the hero makes a Lore roll representing his attempt to
mastered the Spell-craft. If the hero fails the comprehend the intricacies of the runes’ usage and
Corruption test, he has still mastered the Spell-craft forms, which are ancient and strange. The success or
but has experienced a moral or personal setback failure of the roll determines the difficulty of the
caused by the development of his magical abilities hero’s apprenticeship.
and receives 1 Shadow point.
During his apprenticeship, the hero will face not only
When training in the Spell-craft is complete, the hero the physical and mental strain of learning to correctly
chooses one Spell from that Spell-craft as a new inscribe an object, but also the spiritual challenge of
Special Ability. The chosen Spell may not include learning to permanently separate from himself a part
Shadow points as part of its Toll. of his own power This is represented by a TN 16
Corruption test, with the following cumulative
While training in his first non-starting Spell-craft, the modifiers:
hero’s mentor will present him with a Magician’s  Possessing the Old lore or Elven-lore trait
Staff (see Reward: Magician’s Staff above). (or both of them): TN -1
 For each level of success on the Lore roll:
Learn Spell TN -1 (maximum -3)
“I once knew every spell in all the tongues of  Failed Lore roll: TN +2
Elves or Men or Orcs….”47
If the hero passes the Corruption test, he successfully
A hero may work to enhance his facility with a Spell- completes his apprenticeship and receives a Book of
craft and learn a new Spell by spending Experience Sigaldry (see below) from the artificer. If the hero
points. The Spell must come from a Spell-craft that fails the test, he receives the Book of Sigaldry but has
the hero has mastered. The Experience point cost is suffered from the dissipation of his personal power
determined by a roll in one of the Skills associated and receives 1 Shadow point. In either case, the hero
with the Spell-craft in question (see the Mentors table may now be known as an artificer.
above), representing meditation and practice carried
out by the adventurer. If he succeeds, the Spell costs Book of Sigaldry49
2 Experience points if it includes Shadow points in its A Book of Sigaldry is a large tome in which are
Toll, or 1 Experience point if it does not. If he fails, written runic inscriptions that an artificer marks on an
the cost doubles. If the hero does not have enough object as part of the enchanting process. Such books
Experience points to learn the Spell during this are very old, and each is unique and specific to its
Fellowship Phase, they remain unspent, and the hero culture, having been compiled and annotated by
may attempt another undertaking. master craftsmen and enchanters of that culture. The
book has an Encumbrance of 2. A hero possessing a
Artificer’s Apprentice Book of Sigaldry may perform the Create Artefact
Elrond knew all about runes of every kind.48 undertaking.

Whenever an adventurer with the Magician calling If the book is destroyed or irretrievably lost, the hero
spends Experience points to reach rank 3 or higher in receives 1 Shadow point. The artificer with whom the
Valour or Wisdom, he may choose to become an hero apprenticed or another patron might be able to
artificer’s apprentice as his Reward or Virtue. provide a replacement, though the Loremaster may
Completing this undertaking will enable the hero to require the hero to complete some task to acquire it.

Magic for The One Ring 8 © 2012 the1whowas


Create Artefact If a hero can see the artefact, he and his company
“…For he made the Ring himself; it is his, and receive a +2 bonus to any Common skill rolls to
he let a great part of his own former power pass determine if the company is Surprised. This
into it….”50 bonus is not cumulative for multiple Illumined
artefacts.
A hero-artificer may perform this undertaking to
place a permanent enchantment on an object, Toll: 4 Experience points, 1 Hope point
transforming it into an artefact.
Hallowed
The hero needs to make or refine the object he wishes The artefact emanates an aura of purity, peace,
to enchant. He must be in a location with the proper goodness, and beauty.
facilities for such work, and the item must embody
the finest ideal of its kind in order to serve as a vessel When the artefact is in the possession of its
for the hero’s will. To purchase fine and rare rightful owner, his company’s Fellowship pool
materials and to pay for the use of facilities and increases by a number equal to one-half (rounded
assistance from local craftsmen, he must spend 100 down) of the owner’s Valour or Wisdom rank,
Treasure points. The effort is represented by a Craft whichever is higher. Beings under the sway of
roll to determine the quality of the workmanship, the Shadow are spiritually burned by handling
which later influences the success of the the artefact; Adversaries lose Hate points, and
enchantment. If the hero fails the Craft roll, he may Heroes in a bout of madness lose Hope points,
spend another 20 Treasure points to salvage the work equal to the Fellowship pool bonus.
and achieve a standard success. If he does not spend
the additional Treasure, the item cannot be Toll: 5 Experience points, 1 Hope point
enchanted. A newly crafted item may still be used,
bartered, or sold as a very finely made item of its Bound
type; a refined item retains its existing properties. The artefact bears the intentions of the artificer
to carry out a simple command, thus gaining a
In the final stages of manufacture, the hero consults rudimentary will of its own.
his Book of Sigaldry for the proper runic inscriptions
used during the transferral of his will into the object. The effect of this enchantment must be approved
He may only place one enchantment on an object by the Loremaster, who will adjudicate the
with each undertaking. To enact the transferral, the item’s behaviour during play. Examples of
hero pays the enchantment’s Toll. For each degree of empowered artefacts are a door that opens only
success above standard achieved on the Craft roll, the to a specific password or at the command of a
Experience point cost is reduced by 1 (maximum -2). specific person, a pouch that emits an alarm if
stolen, a pair of cufflinks that opens or closes on
Enchantments command, or a rope that unties on command.

Exalted If the empowered artefact is ever destroyed, its


This enchantment may only be applied to creator receives 1 Shadow point.
weapons. The wielder’s spiritual force shines
forth in battle through his weapon, causing it to Toll: 5 Experience points, reduce your Hope
flash brightly as if with flame, ice, or lightning. rating by 1 until your total Experience is raised
by 5 points
When he hits an Adversary with this weapon, the
wielder may spend a Hope point to do extra The Loremaster may at his discretion offer an artefact
Damage equal to the sum of his Valour and with one of these enchantments as a Reward or place
Wisdom ranks. one in a hoard discovered by the company in the
course of their adventures.
Toll: 4 Experience points, 1 Hope point

Illumined
Anyone looking at this artefact will see it glow
when creatures under the power of the Shadow
are in the immediate vicinity.

Magic for The One Ring 9 © 2012 the1whowas


Acknowledgements and Notes Númenor and Middle-earth. Christopher Tolkien, ed.
The author was inspired to undertake this project Boston: Houghton Mifflin, 1980. ISBN 0618154043.
after reading the admirable endeavours to create a 381-2.
11
magic system for The One Ring by “Robin The Return of the King. Second edition, revised
Smallborrow” and “Kaltharion” on the Cubicle 7 impression, Boston: Houghton Mifflin, 1999. ISBN
TOR forum. 0618002243. Appendix A, 1033.
12
The Hobbit. Fourth edition, Boston: Houghton
Online sources that proved useful during research: Mifflin, 1999. ISBN 0618002219. xix, 271.
13
RK, V, iv, 795.
14
“Death and Language: Keysprings of the The Lord of RK, App. A, 1035.
15
the Rings.” Chris Seeman. The Lord of the Rings FR, I, ix, 157.
16
Fanatics Plaza. 24 Dec. 2008. FR, Prologue, 1.
17
“Magic in Middle-earth.” Steuard Jensen. The A phrase inspired by the Hazard card “Lure of
Tolkien Meta-FAQ. n.d. Expedience.” Middle-earth: The Wizards
“Magic in Middle Earth: An Analysis.” Tom de Customizable Card Game. Iron Crown Enterprises,
Mayo. Documents About Tolkien and Middle 1995.
18
Earth. 2001. TT, III, iv, 462.
19
“Magic in the Third Age.” Finduilas’s J.R.R. Tolkien FR, I, i, 24.
20
Page. 29 Oct. 2009. H, vi, 88.
21
FR, II, iv, 302.
22
RK, V, iv, 792.
23
1 H, vi, 95.
The Fellowship of the Ring. Second edition, revised 24
RK, V, v, 810.
impression, Boston: Houghton Mifflin, 1999. ISBN 25
TT, III, ii, 426.
0618002227. II, vii, 352. 26
FR, II, ii, 250-1.
2
The Letters of J.R.R. Tolkien. Humphrey Carpenter, 27
H, xvii, 251.
ed. with the assistance of Christopher Tolkien. 28
FR, II, vi, 334.
Boston: Houghton Mifflin, 2000. ISBN 29
TT, III, x, 562.
9780618056996. letters 144 and 155. 30
TT, III, I, 405.
3
The Sindarin words morgul and guldor combine the 31
FR, II, iii, 283.
element gûl, glossed as “sorcery,” with the words for 32
TT, III, v, 482-3
“black” and “dark”; one can infer then that “sorcery” 33
FR, II, v, 319.
need not have an inherently evil connotation. The 34
FR, II, i, 218.
Silmarillion. Christopher Tolkien, ed., Second 35
The Lays of Beleriand. Christopher Tolkien, ed.
edition, Boston: Houghton Mifflin, 2001. ISBN Boston: Houghton Mifflin, 1985. ISBN 0395394295.
0618126988. 359. 226.
4
The Two Towers. Second edition, revised 36
TT, III, x, 564.
impression, Boston: Houghton Mifflin, 1999. ISBN 37
FR, II, v, 322.
0618002235. III, ii, 422. 38
FR, II, v, 319.
5
FR, II, vii, 353. 39
TT, III, x, 564.
6
“Osanwe-kenta by J.R.R. Tolkien.” Carl F. 40
Morgoth’s Ring. Christopher Tolkien, ed. Boston:
Hostetter, ed. Vinyar Tengwar 39. Elvish Linguistic Houghton Mifflin, 1993. ISBN 0395680921. 399.
Fellowship, 1998. 41
RK, VI, vi, 963.
7
"Their ‘magic’ is Art, delivered from many of its 42
FR, II, x, 391.
human limitations; more effortless, more quick, more 43
FR, II, i, 216.
complete (product, and vision in unflawed 44
FR, II, vii, 348.
correspondence). And its object is Art not Power, 45
TT, III, vi, 503.
sub-creation not domination and tyrannous re- 46
TT, III, iv, 462.
forming of Creation." Letters, letter 133. 47
FR, II, iv, 299.
8
FR, II, vii, 357. 48
H, iii, 49.
9
Letters, letter 155. 49
Lays, 226. Tales from the Perilous Realm. Boston:
10
“Agham laid his hand upon it…. ‘See, I have left Houghton Mifflin Harcourt, 2008. ISBN
with it some of my powers...If some power passes 9780547154114. 192.
from you to a thing you have made, then you must 50
FR, I, ii, 50.
take a share in its hurts.’” Unfinished Tales of

Magic for The One Ring 10 © 2012 the1whowas

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