Introduction r> Q
Welcome to More Magic & Mayhem! This book contains loads of new magic and technological material for your World of Warcraft: The Roleplaying Game campaign.
This book is broken down into the following chapters:
This chapter presents three new magic-related rule sets. Any character with the right headspace and skill selection can learn to create potent alchemical concoctions from rare herbs and other plants. These brews are not magical, but their effects are reminiscent of magic: they heal damage, they recover spell slots, they provide protection. (They call to mind certain trade skills in the World of Warcraft computer game.) Such chemical puissance is not limited to spellcasters; a few skill points, a few feats, and your character will be competing at the next alchemy brew-off.
If permanent items are more your style, look to the next section: enchantments. Certain characters can use enchantments to improve weapons and pieces of equipment. Enchantment-provided bonuses stack with all other bonuses and abilities, making enchanted items sought after, and enchanters valued companions.
Finally, the chapter includes a section on runes: ancient designs that mimic the patterns of the ley lines that pass invisibly through Azeroth. Master these, and you've tapped into a safe and powerful form of arcane magic.
This chapter contains' three new base classes: the inscriber, the runemaster and the witch doctor. The inscriber is an arcanist path; whereas other arcanists focus on destructive magic or truck with dark forces, the inscriber seeks to master the mysterious and ancient powers of runes. Seeking a similar goal from a very different perspective, the runemaster is a mighty melee combatant who scribes runes on his own body to increase his combat potential. The witch doctor follows the healer path, mon; she uses special brews and voodoo mojo to improve her spells. Each of these classes is suitable for a beginning World of Warcraft RPG character and serves as an alternative to the base classes presented in the WoW RPG book.
Also in this chapter are four prestige classes. The Argent Dawn Templar gives up many of his previous abilities for potent divine powers. The enchanter siphons the strength from magic items and uses it to create her own item enchantments (those of you familiar with the World of Warcraft computer game may recognize aspects of this process). The ley walker taps the mysterious ley lines that cross the world, and the steam warrior drives piston-pumping, steam-spouting battle armor into war.
This chapter closes with a selection of feats focused on magic and technology.
This chapter includes a bushel of new spells for the WoW RPG game. You'll find spells inspired by the computer game, as well as some that are completely original. The prestige classes each have a few spells unique to them, and the chapter also includes spells for all the base spellcasting classes.
The chapter also presents three new spell descriptors that describe certain types of spells. Blessings are cast as move actions and improve an ally for 5 minutes. Seals, also cast as move actions, enhance the caster for a brief period — 30 seconds — but that's enough time to dish out some serious hurt in combat. Finally, totem spells allow the caster to create a physical object — a totem — and plant it in the ground. The totem affects nearby creatures until it dissipates.
You may haveflipped through the World of Warcraft RPG book and thought, "Hmm, magic items? Magic items sound cool! I want to buy some! I want to make some! I want some that are more interesting than these magic weapons and armor listed in these oh-so-brief sidebars!" If you indeed thought along these lines, then look no further than Chapter 4. Within you'll find a host of magic items — armor, weapons, potions and oils, rings, rods, scrolls, staffs, wands and wondrous items. You'll find item sets — like the master's regalia and the battlegear of valor — composed of several different items that work together to provide benefits greater than the sum of their parts. You'll find artifacts: items so powerful that mortal magic cannot create them; items like Sulfuras, Ragnaros's mighty hammer, and Thunderfury, Blessed Blade of the Windseeker. You'll find special materials, like dark iron and truesilver, out of which to construct uniquely powerful arms and armor. The chapter also includes rules and suggestions for creating your own magic items, so the options are limitless.
The WoW RPG book included a selection of technological devices... but nowhere near the trove found in this chapter. Chapter 5 includes new rules for battle armor, allowing you to take to the field in the steam-driven creations. You'll also find a hoard of new technological devices, including chaos chickens, probability generators, exploding sheep and gnomish death rays.
What's the Deal with the Old Magic & Mayhem?
Since you're holding this book in your hands, odds are you've already flipped through it and realized how new and valuable it is. However, you may not be thinking along those lines. Perhaps you notice this book on the shelf and think, "Uh oh." You think, "Gee, they just came out with a new edition of the game's core book, and now they're coming out with a new edition of the magic and tech book." If you are particularly up on your Warcraft RPG trivia, you may also be thinking, "And there's this new developer in charge of the line." In any case, your primary concern is: "They're going to come out with new editions of all the old books. This bodes ill."
Well, if you are thinking along those lines, allow me to put your fears at rest. While More Magic & Mayhem is related to the original Magic & Mayhem it is composed, primarily, of new popular and ultra runchy material. Use both books. Crush your foes.
This section includes three new base classes: the inscriber (an arcanist path), the witch doctor (a healer path), and the runemaster. These classes supplement the base classes presented in the WoW RPG book, and each is suitable for a character just starting her career.
Description: Inscribers are arcanists who have discovered the strange arts of rune-casting: a technique for channeling the arcane energy inherent in the world without the risk of arcane corruption. The inscriber is not a runemaster, for he pursues the arcane knowledge and spellcasting techniques of all arcanists; he seeks to add the powers of runes to his repertoire, as well.
Runemasters look upon inscribers with some measure of hesitation, for they are proof that there is a connection between the "pure" arts of runecasting and the more vulgar magics of mage, warlock and necromancer. In the meantime, inscribers seek out runemasters to teach them new runes, as well as written works that describe the power of the rune patterns. Also unlike runemasters, inscribers are more likely to use runes to enhance their companions and their possessions; runemasters focus on developing a personal connection to the world's natural magic, and tend to scribe runes predominantly on their own bodies.
Inscribers still use spellbooks, though these spellbooks may contain impressive formulae for channeling the power of runes that other arcanists can't make heads or tails of.
Races: Inscribers are most often found among humans and gnomes, for these races are most likely to have aptitude as well as exposure to runic magic (generally through association with dwarven runemasters); some
Forsaken who have dealt with tauren
runemasters have come to seek these secrets, as well.
Alignment: Inscribers may be of any nt, though many are lawful.
Affiliation: Inscribers are found more of in the Alliance, but can be of any affiliation. Abilities: Like all arcanists, Intellect is of paramount importance for inscribers.
Class FearuRes Additional Class Skill: Spot (Spt). Arcana: Inscribers gain the following arcana abilities: • 1st Level—Inscribe Runes: An inscriber has the ability to create and empower runes. Unlike the runemaster, he does not learn whole patterns; instead, an inscriber may prepare individual runes as though they were arcane spells. He keeps runes in his spellbook, just like other arcane spells.
Like other arcanists, the inscriber gains one free spell of his specialty per level; the inscriber chooses these spells from the runes he knows.
At the beginning of every day, when the inscriber prepares his spells, he may attune himself to a rune pattern from which he has prepared at least one rune (see Chapter 2: Enchantments, Runes and Brews, "Rune Patterns" for the benefits of attunement).
• 4th Level—Lesser Runic Mysteries: The arcanist can cast any 0, 1st or 2nd-level arcanist spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell. See the "Arcane Spells as Runes" sidebar for details.
• 8th Level—Runic Mysteries: The arcanist can cast any 3rd, 4th or 5th-level arcanist spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell. See the "Arcane Spells as Runes" sidebar for details.
• 12th Level—Runic Attunement: The inscriber gains Runic Attunement as a bonus feat. (This feat is found with other, new rune feats at the end of this chapter.)
• 16th Level—Greater Runic Mysteries: The arcanist can cast any 6th, 7th or 8th-level arcanist spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell. See the "Arcane Spells as Runes" sidebar for details.
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