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D&D IN THE OLD WORLD physical corruption but do suffer increase insanity

instead. I already have a mutation system that is


Guidelines for adapting D&D 5e to the Warhammer suitable for the setting. A fantasy suitable mechanism
setting. for becoming corrupt and then mutating is another
matter.
– LORE –
The best source for lore that would be relevant to an Fate Points. Having said that, heroes in the Old World
Old World D&D setting would be one of the WFRP are made of sterner stuff than a normal D&D character
Roleplaying editions. There have been three but I due to the harshness of the setting. Use the Hero Point
would argue the 2nd edition had the most useful option on DMG pg. 264.
setting information you can use to build the world.
There is also plenty of lore in the tabletop miniature – COSMOLOGY AND GODS –
supplements as well but it’s pretty scattered. The RPG The setting has its own powers in the form of the gods
books from every edition are the most useful source and the Ruinous Powers – the ever present enemy of
IMO – one stop shop for the RPG details you need to humanity and civilization. Most D&D settings fit into
flesh out the Old World. You can also find most of this the cosmology of the D&D universe in some way.
information on the web but it tends to be disjointed There are two D&D cosmologies – The Great Wheel and
because of the nature of how its pot together in the World Axis. You can use either but I would argue
encyclopedic form. that the World Axis is the better fit. This makes the Old
World essentially the centre of the multiverse giving
– SETTING – reason to the “Great Game” the Ruinous Powers play in
The Old World is a grim and more realistic fantasy trying to turn it into a realm of chaos. The Ruinous
setting. Much more akin to Greyhawk then any of the Powers would easily fit into chaotic evil Primordials
other settings in the D&D universe. It is essentially a and the setting’s gods didn’t win the Dawnwar outright
fantasy version of Renaissance Europe – even the map allowing the remaining Primordials a bit more of a free
looks very similar. All pluses in my mind. There are hand in the cosmos.
two moons – Mannslieb & Morrslieb – which is another
noticeable difference from Earth, otherwise, I suspect Or you could ignore it all and not worry about the rest
most 14th Century humans from Earth would find the of the D&D universes. That works too.
Old World very familiar.
One thing is that the gods in the Old World setting are
The Dungeon Master’s Guide (DMG) has a few optional all non-evil and actively working against the Ruinous
rules which fit this setting well : Powers who are all chaotic and neutral evil and
actively trying to destroy the world. The Ruinous
Low Magic Setting. 5e is already pretty low magic but Powers are much more overt than the gods – though
the rule of thumb in WFRP is that the most powerful of one could argue that the fact there is divine magic in
heroes would have no more than 3 magic items. And the world is a big boon to the forces of Order.
even this would be unusual.
– MAGIC –
Firearms and Explosives. The Old World has Ahh magic. This is a big one. All magic is a
technology equivalent to about the Renaissance level. manipulation of the Winds of Magic which are
Use the Firearm rules on pg. 267 as a starting point. essentially generated by the Chaos Gate in the North
Pole. This makes magic inherently chaotic and
Injury and Healing. Combat hurts in the Old World and dangerous. A big part of being an arcane spell caster in
it can take weeks to recover from serious wounds. Use the Old World is using magic without killing yourself
the Slow Natural Healing and Gritty Realism Rest (or others). The only arcane caster that fits the bill
variants on DMG pg. 266 and 267. right out of the Player’s Handbook (PHB) is the Wild
Magic Sorcerer. This would need an entirely separate
Sanity. Confronting the Ruinous Powers can article as the magic system would have to be changed
permanently mar a hero with insanity. Use the Sanity to make it fit the setting well. This is all further
Ability Score on DMG pg. 265. complicated by the fact that different races each have a
different relationship and aptitude towards magic.
Corruption and Mutation. This is another pillar of the
setting. The Winds of Chaos cause corruption and – RACES –
mutation. Each race would have a threshold of how The Old World races are generally unchanged,
much corruption they can take before they become mechanically, from those in the PHB. However, they
chaos spawn and are handed over to the DM to become tend to have quite different view points than typical
NPCs. Humans are the most susceptible to this D&D fantasy races. Only the following races are
corrupting force while elves and dwarfs are the most eligible to be used by player characters.
resistant. In fact, elves and dwarfs never suffer
Men of the Empire (Humans). The most susceptible to Chaos/Disorder. Even the non-Chaos forces like the
corruption but also the most versatile and potent magic Vampire Counts and Greenskins are expressions of this
users. They are both the most effective force against by being focused on destruction. This means the
Chaos and its greatest agents. setting fits better in the Sword and Sorcery genre
(Conan,
Dwarves (dawi). The dwarf race does not have any
arcane magic users of any kind. They do have Before going into monster specific here is a little
runepriests and runesmiths. Essentially, dwarves, primer on monsters in the old world in broad strokes.
bond magic into runes and then applying those runes The key difference between a standard D&D campaign
to items. Dwarf rune magic never misfires. The dwarf world – which tends to see monsters as part of the
race comes from one of the many beleaguered dwarf natural order – is that monsters in Warhammer are
holds. They are also inherently magic resistant and so nearly always an expression of the underlying enemy –
have the additional trait of magic resistance gaining Chaos/Disorder. Even the non-Chaos forces like the
advantage on saving throws vs magic effects. Vampire Counts and Greenskins are expressions of this
by being focused on destruction. This means the
Elves. The elven race comes in three types – the Asrai setting fits better in the Sword and Sorcery genre
(wood elves), the Asur (high elves) and the Druchii (Conan,
(dark elves) – of these, only the wood elves are native
to the Old World. High elves are even rarer still and The key difference between a standard D&D campaign
generally only visit the Old World on specific missions world – which tends to see monsters as part of the
(like diplomacy). Characters can play either type of elf natural order – is that monsters in Warhammer are
though a High Elf will need a story reason to be away nearly always an expression of the underlying enemy –
from Uthuan for an extended period. Chaos/Disorder. Even the non-Chaos forces like the
Vampire Counts and Greenskins are expressions of this
Halflings. Halflings are a small but dexterous race who by being focused on destruction. This means the
look like Human children to the untrained eye. The fact setting fits better in the Sword and Sorcery genre
that they cannot grow beards only reinforces this (Conan, Fahfhrd and the Grey Mouser etc) than High
impression. Although they tend to be pot-bellied, since Fantasy. The characters don’t necessarily go on a
they eat twice as often as any other race, they are hero’s journey, they fight disorder wherever it raises
capable of great stealth. When combined with their its ugly head, have a short respite, and do it all over
well-known skill with the sling, Halflings can prove to again. Just like in Beowulf an adventure is actually
be surprisingly stubborn opponents. They are, built around a single monster which is tailer made to
however, largely a peaceful people, content to farm, be overcome by whatever means the characters use to
eat, and smoke pipe weed. They are proud of their overcome disorder (fighting for the fighter, magic for
families and all Halflings can recite their family lineage the magic-user etc). But just like Beowulf there should
back ten generations or more. Much like the dwarves always be a twist – kill Grendal then you have to enter
they have no arcane casters and are too irreligious to the lair of Grendal’s mother and kill it – a far more
have divine casters as well. dangerous task. Keep that in mind when designing
adventures and encounters in the Old World.
Much like the dwarves they have no arcane casters and
are too irreligious to have divine casters as well. The characters don’t necessarily go on a hero’s journey,
However, they are highly resistant to Chaos corruption they fight disorder wherever it raises its ugly head,
in all its forms and gain advantage against corruption, have a short respite, and do it all over again. Just like in
madness and any kind of corrupting based spell attack. Beowulf an adventure is actually built around a single
monster which is tailer made to be overcome by
– CLASSES – whatever means the characters use to overcome
Another big one as WFRP uses careers allowing, in disorder (fighting for the fighter, magice for the magic-
D&D parlance, very easy multiclassing. For now, the user etc). But just like Beowulf there shoudl always be
default D&D classes are fine as is. a twist – kill Grendal then you have to enter the lair of
Grendal’s mother and kill it – a far more dangerous
– MONSTERS – task. Keep that in mind when designing adventures
Any monster normally seen in the D&D world can be and encounters in the Old World.
found in the Old World. However, they would
generally be much rarer or even unique creatures in Beastmen. Any animal/human hybrid monster in D&D
the Old World. While other creatures would be cast in fits this category. This would include minotaurs, gnolls,
a different way (like centigors/centaurs). The key centaurs, harpies and so on. They are forces of Chaos
difference between a standard D&D campaign world – and implacable foes of civilization which they love
which tends to see monsters as part of the natural despoiling. Wood elves, in particular, hate them.
order – is that monsters in Warhammer are nearly
always an expression of the underlying enemy –
Greenskins. This includes all orcs and goblins – illusions or transmute lead into gold. At the same time,
basically, you can fit all goblinoids in this category. he may bring disaster, or attract the attention of
unseen eyes. Many whisper that Daemons ride the
Skaven. This is a unique monstrous race to Winds of Magic, ever keen to spot those who tarry in
Warhammer and their really isn’t an equivalent in their domain. Whatever the truth of this may be, it is
D&D. However, just like there are always beastmen in commonly accepted that magic is a fickle mistress, with
the woods, there are always skavens in the sewers so faces both cruel and kind.
you do, as a DM, have to make an effort to create
something workable as a replacement. You could – THE WINDS OF MAGIC –
conceivably re-badge kobolds as skaven with a little bit Just as the emblem of Chaos has eight arrows, so does
of work since they fit the same ecological niche and magic have eight winds. They blow across the world,
have similarities – small, fast multiplying, live in the carrying the energy of Chaos with them. While raw
underground, win by numbers and have a technical magic is unified within the Realm of Chaos, when it
genius – kobolds with traps (which you can leave in comes into this world it refracts into eight “colours”,
there) and skaven with warpstone technology (guns, known collectively as the Winds of Magic. Spellcasters
mutations, breeding etc). For my Iron God’s campaign, gain their power by tapping into these Winds of Magic.
I did a conversion of Paizo’s ratfolk as they were in the Some do so by joining an Order dedicated to study of
first adventure and made them skaven – so more rat one colour of magic. Others do so by prayer, luck or
than the mouse Paizo seems to have in mind. Here are instinct. Since they are playing with the essence of
the skaven scrapper and ogre. Chaos itself, whatever their methods, all spell casters
risk their lives and even their souls when they practice
Daemons. Any and all fiends found in the D&D Monster magic.
Manual can be used as daemonic agents of the chaos
gods. The one catch is that they take a lot of effort to Winds of Magic provides details on the eight winds. It
summon and they can only remain in the world for a includes the colour of each wind, its common name,
certain amount of time before they are pulled back to runic name, and the name of the arcane order that
the realm of chaos. This can happen once their task is studies that wind. Any human practitioner of magic
complete or they are killed – similar to normal D&D. must be a member of the College of Magic. Rogue
However, just being present in the Old World slowly magic users are dangerous as they can become
saps them of power until they are no more. This affects uncontrolled conduits to the Realm of Chaos.
every daemon from the mightiest demon prince to the Witchunters are tasked with the job of hunting down
smallest imp. To reflect this add the following trait to rogue casters and ending their lives. Though it is not
every fiend if it is in The World. unheard of for a witchunter to bring in a particularly
talented or young witch or hedge wizard to Altdorf for
Daemonic Instability. Each day the fiend spends in The training in the College of Magic.
World it must make a DC 10 Charisma saving throw.
Each time it fails it loses 1 HD worth of hit-points – TYPES OF MAGIC –
reducing its maximum hit-point total. It can not regain There are two main types of magic: arcane and divine.
these lost hit-points until it returns to the Realm of Arcane spellcasters, typically known as Wizards, use
Chaos. Pass or fail the DC of the saving throw increases magical formulae and personal will power to command
by 1 for each day. and control the Winds of Magic. Divine spellcasters,
typically known as Priests, use faith and religious
D&D AND THE WINDS OF MAGIC rituals to work magic. Thus Wizards believe that their
own inner strength powers their spells, while Priests
believe that their spells are gifts from the Gods in
Magic in the Old World is quite different from your return for devotion and prayer. Divine Magic tends to
standard D&D world. Short of rewriting the magic be safer than Arcane Magic because it is so highly
system – which I don’t see the point of if you want to ritualised. All magic has its risks, however, as is amply
play D&D – here are some rules to have more of the feel demonstrated by Dark Magic. This is a subset of Arcane
of Old World magic in a D&D campaign. First a primer Magic, whose practitioners are willing to take even
on Warhammer Fantasy Magic. greater personal risks for increased power.

– THE NATURE OF MAGIC – In terms of D&D, divine spellcaster remains unchanged


As Magisters (aka magic users) see it, to use magic is to and play as written with the one exception of adding
give shape to the stuff of raw Chaos. A wizard uses his the “Wrath of the Gods” check when casting. Arcane
will and his very flesh to form a conduit between this casters get their own treatment below.
world and the immaterial realm (known as the Aethyr
and the Realm of Chaos), drawing power from the – MAGIC AND THE RACES –
“winds” of magic. Through training, willpower and Halflings and the Dwarfs seem to possess a resistance
inborn talent, a Magister may summon fire, create to the influence of the Aethyr, and they do not have
spellcasters like the other races. Dwarfs should have overview of the magic in the Old World and, where
access to a type of rune magic. If you don’t want to possible, D&D rules. I am not 100% satisfied with
create something from scratch (personally I am a these rules, but, until I actually play test them I can’t
proponent of not reinventing the wheel) you could use make a judgment call. Would also make custom spells
the rules from Storm Kings Thunder or the Kobold for each Lore if a player actually chose to play one.
Press Rune Magic rules. Both work fine. Otherwise, these high level rules should be fine.

Amongst the Elves, the ability to manipulate this power – ARCANE LORES –
seems commonplace, if not “natural” to their highborn The knowledge and power of the Orders of Magic are
kind. In Humans, only a few are born with the power contained in the Arcane Lores.
to see and use the Winds of Magic. Of every thousand
babies born, perhaps one may possess a talent with THE LORE OF BEASTS
magic. Of every thousand with talent, one may have a The Lore of Beasts is the most feral of sorceries. It is
remarkable talent, and for every ten thousand with a the magic of animals and primal savagery. It is based
remarkable talent, there may be one powerful enough on manipulation of Ghur, the Brown Wind of Magic.
to become one of the legendary Battle Wizards. In Magisters of this lore are known as Amber Wizards and
most, lack of training means that their abilities never they cleave to the wild places that are the source of
emerge, or manifest as minor strangeness and “hedge” their strength. As they gain in power, Amber Wizards
wizardry. grow ever more aloof and restless with human society
— their thickly sprouting hair, ragged nails and pointed
– CASTING SPELLS – teeth mirroring the wild nature of their souls. The
When you want to cast a spell, you must draw upon the Sorcerer class is nearly always part of the Lore of
power of the Winds of Magic and focus it into your Beasts.
desired effect (the chosen spell). To do this make a
concentration check with a DC equal to 10 + Spell PHB Archetype: Sorcerer/any or Wizard/Conjurer with
Level. If you fail this check the spell fizzles and is a focus on nature summoning and poison damage.
wasted. If you critically fail you have drawn the eye of Bonus Skill Proficiency: Animal Handling
a Chaos power and must additionally roll on the
Tzeentch’s Curse table for arcane casters and the THE LORE OF DEATH
Wrath of the Gods for divine spellcasters (alternatively The Lore of Death is the magic of mortality, endings,
you can just use the Wild Magic Table provided with and the passage of time. It is based on manipulation of
the Wild Magic Socerer in the Player’s Handbook). To Shyish, the Purple Wind of Magic. Magisters of this lore
make up for this unreliablity and personal risk are known as Amethyst Wizards and they are rightly
involved in the casting of arcane spells, a successfully feared. While often contacted with Necromancers,
cast spell either increases its damage die by 1 or Amethyst Wizards are quite distinct. They embrace the
impose disadvantage on the saving throw. natural ending of all things, whereas Necromancers
seek to conquer death with the darkest of magics. As
– VARIABLE WINDS – they grow in power, Amethyst Wizards grow more
Spellcasting assumes an average amount of energy is silent, though not grim. The breath of the grave follows
available from the Winds of Magic, but this is not them, and even the fattest turns to lean; however they
always the case. There are places of power, where retain a wicked wit and respect for life.
magic is infused in the landscape, that spellcasting is
easier. Conversely, in some areas, the winds blow but PHB Archetype: Wizard/Necromancy but they do not
lightly, making it more difficult. Certain times of the animate or deal with the undead in any way outside of
year can provide similar boons and penalties. When destroying them. Replace the 6th level class feature
the Chaos moon Morrslieb is full, for example, magic is with any healing orientated class feature of equal or
in the air. lower level. They may never learn the animate dead
spells or related abilities.
DMs can reflect these variable winds in two ways. Bonus Skill Proficiency: Intimidate
First, the DM can give a bonus or penalty to the
concentration check or even grant advantage. Second, THE LORE OF FIRE
the DM can provide a proficiency die to roll (DMG pg. The Lore of Fire, or Pyromancy as it is sometimes
263) or take them away. Spellcasters can detect such known, is the most aggressive school of magic. It is
areas with a successful Intelligence (Arcana) check. based on manipulation of Aqshy, the Red Wind of
Magic. Magisters of this lore are known as Bright
D&D AND THE ARCANE LORES Wizards and are frequently found on the battlefield
since they command an array of impressively
This section focuses on the Arcane Lores and fitting destructive spells. As they grow in power, Bright
them into the D&D 5e ruleset with the end goal of Wizards grow ever more quick-tempered and
running an Old World campaign using D&D. Here is an hyperactive. Their hair and eyebrows turn to flaming
red and flicker in an unseen breeze. They are quick to Bonus Skill Proficiency: You gain proficiency in the
take offence and quick to feel the cold. Bright Wizards Survival skill.
often take on facial tattoos as they progress in ability.
THE LORE OF LIGHT
PHB Archetype: Wizard/Evoker. Bright Wizards The Lore of Light is the magic of physical and mental
always pick fire based spells before any other type. illumination. Based on manipulation of Hysh, the White
They never use cold based spells. Spells of any other Wind of Magic, this lore is about truth, wisdom, radiant
damage type are automatically converted to fire power, and life-giving energy. Magisters of this lore are
damage when cast by a Bright Wizard. known as Hierophants or Light Wizards and they are
Bonus Spell: You gain command as a bonus spell. wise philosophers, potent healers, and fearless
Daemon banishers. As these Wizards grow in power,
THE LORE OF THE HEAVENS they tend towards dry intellectualism and wit, rather
The Lore of the Heavens is the magic of the sky and than humour. The colour leeches out of their skin and
stars, of portents, fate, and the movement of heavenly hair, growing lighter and semi-transparent in some
bodies. More commonly known as Astromancy, it is cases, whilst the eyes tend towards milky whiteness or
based on manipulation of Azyr, the Blue Wind of Magic. a golden luminescence. Most spend their spare time
Magisters of this lore are known as Celestial Wizards reading or in solemn contemplation. Lore
and they are famed oracles, diviners, and masters of
the skies and stars. PHB Archetype: Wizard/Abjuration or Theurgy. You
may replace elemental damage to radiant when casting
As they grow in power, Celestial Wizards grow ever a damaging spell.
more unearthly and dreamlike. Their eyes turn to a Bonus Skill Proficiency: You gain proficiency in the
glowing blue, and their hair tends towards white. Full Medicine skill.
of slow, graceful movements, Celestial Wizards seldom
hurry anywhere. THE LORE OF METAL
The Lore of Metal is the magic of transmutation, logic,
PHB Archetype: Wizard/Divination. applied knowledge, empirical investigation and
Bonus Skill Proficiency: You gain the unique skill experimentation. More commonly known as alchemy, it
Intelligence (Astronomy) dealing with anything to do is based on manipulation of Chamon, the Yellow Wind
with celestial bodies. of Magic. Magisters of this lore are known as Gold
Wizards or Alchemists and they are amongst the most
THE LORE OF LIFE learned folk of the Empire. Alchemists make frequent
The Lore of Life is the magic of nature, the growing use of ritual magic and their most legendary
earth, and the seasons. It is based on manipulation of transmutations are spells of this type. As they grow in
Ghyran, the Green Wind of Magic. Magisters of this power, Gold Wizards become more conservative in
lore are known as Jade Wizards and they are most at their attitudes, preferring to deal with tangible,
home in the countryside. They visit cities when they pragmatic, measurable things, rather than fancy new
must, but prefer to be surrounded by the majesty and ideas. Mirroring this consolidation, their bodies grow
power of the wild. ever slower and stiffer, the joints seizing and the skin
growing thick and calloused with a goldish hue. Many
Powerful Jade Wizards go barefoot, that they might be elder Wizards resort to contraptions to get their frozen
in constant contact with the earth. As they progress in bodies about.
their Order they take on aspects of the seasons,
growing tired in Winter, sombre in Autumn, excited in PHB Archetype: Wizard/Transmutation.
Spring and vibrant in Summer. Their hair and
fingernails grow very fast, and they seldom suffer from THE LORE OF SHADOW
illness. The Lore of Shadow is the magic of concealment,
illusion, confusion, and occasionally unseen death. It is
Many Life spells require natural earth to function. is based on manipulation of Ulgu, the Grey Wind of Magic.
means the area speci ed must consist of dirt or even Magisters of this lore are known as Grey Wizards and
mud and can’t be covered with wood, stone, ooring, they are an enigmatic lot. They are so cloaked in
cobbling, etc. Essentially, such spells can’t be cast deception that their true feelings and agendas are
inside buildings unless they have dirt oors. rarely known. Grey Wizards are sometimes known as
illusionists or trickster Wizards. As Grey Wizards grow
PHB Archetype: Wizard/any. You may replace in power, they take on an enigmatic presence and a
elemental damage to poison when casting a damaging wolfish look to them. With long wiry grey hair and a
spell. lean, light-footed stance they begin to seem almost
Bonus Spells: You gain the cleric Nature domain spells roguish, but for their storm grey eyes. Even with these
as part of your spell list. distinctive features, folk find it hard to describe a
powerful Shadow Wizard, as their faces seem grow
vague and indistinct. Some claim they subtly change to penalty to your Charisma checks in all social situations,
fit their surroundings, but this seems too far-fetched, but gain a +1 bonus on Intimidate checks.
even for High Magisters. Debilitation: You permanently lose 1d10 hit points.
Disfigurement: You gain a repulsive disfigurement to a
PHB Archetype: Wizard/Illusion or Enchantment random part of your body. This can be nearly anything,
Bonus Skill Proficiency: You gain proficiency in the from unsightly sores to scaly skin to the growth of fur.
Stealth skill. Unless you can disguise the disfigurement, you suffer a
disadvantage on all Charisma checks in all social
– HIGH MAGIC – situations.
While most Arcane Magic is powered by one of the Disturbing Presence: Your aura becomes so malignant
Winds of Magic, there are two types of magic that that children and animals refuse to go near you and
manipulate all eight winds at once. High magic, or you suffer a –1 penalty to your Charisma checks in all
Qhaysh, is magic in its purest and most undiluted form. social situations.
It is so difficult to master than only the High Elves of Madness: You gain a random madness (DMG pg. 258).
Ulthuan have the skill to use it regularly. It starts with short term madness if you already have a
short term madness you gain a long term madness. If
Whenever a high elven wizard gains a class feature he you already have a short and long term madness you
or she may choose a class feature from any of the Lores gain an indefinite madness. If at this point you gain
of Magic of equal or lower level. another madness the cycle starts all over again.
Remember, that each time a character gains a madness
– DARK LORE – their Sanity score is reduced by 1 (DMG pg. 265).
If Qhaysh is the eight colours in harmony, Dhar is the Mutation: Your body is wracked by Chaos energy and
eight colours in discordance. It is the magic of you develop a mutation. You must roll on the Mutations
destruction, domination, and pollution. The Dark Lores tables.
of magic are based on the manipulation of Dhar. They Palsy: You become prone to periodic fits of shaking. At
are the province of evil and desperate men, those the start of any stressful situation (combat, a verbal
willing to risk their lives and souls for power. There confrontation, etc.), you must make a Wisdom saving
are two main types of Dark Lore, Chaos magic and throw (DC determined by the DM or 15 by default) or
Necromancy. Like Arcane Lores, they have associated suffer a fit that lasts 1d10 rounds. During the fit, you
skills. Casting Dark Lore spells follows the normal suffer disadvantage to your Dexterity, Intelligence,
rules with an additional complications. Wisdom, and Charisma ability checks and all related
checks derived from those abilities (to-hit, saving
Whenever you are required to roll on the Tzeench’s throws, skills etc). You also are slowed as the spell.
Curse table and you roll doubles you are also exposed Stench: You develop a most unpleasant odour. For
to an additional side effect if you roll doubles. each instance of this side effect, it takes 1 application of
perfume to mask the stench for a day. If you had gotten
SIDE EFFECTS stench three times, for example, it’d take three
Descriptions of the various side effects follow. You can applications of perfume a day to hide the smell. When
gain each side effect multiple times and effects are the smell is noticeable, you suffer a -2 penalty to your
cumulative. The DM is responsible for determining the Charisma ability and skill checks in all social situations.
details of each side effect (what allergy is gained, how Weakness: You permanently lose 1d4 from your
you are disfigured, etc.) Strength Characteristic.
Roll twice ignoring a roll of 12.
Allergy: You have an extreme allergy to a common
material, like leather or fur. When in contact with it, THE LORE OF CHAOS
you suffer a –1 penalty to your attack rolls and The Lore of Chaos is the magic of change, destruction,
Dexterity saving throws. If you roll this side effect temptation, and decay. It is based on manipulation of
more than once, you either get a new allergy or your Dhar, also known as dark magic. The practitioners of
existing allergy becomes more severe. Chaos magic are known by many names—sorcerer,
Aversion: You develop an aversion to a common witch, and cultist to name but a few. As with all
element of daily life, like light, water, or the crying of followers of Chaos, these mages are the enemy of
infants. When forced to be around it, you suffer a –1 civilisation and all that it stands for. They seek the
penalty to your Wisdom saving throw and Charisma overthrow of the Empire and all nations of the Old
Ability and Skill checks. If you roll this side effect more World and their vision of the future is one of darkness,
than once, you either get a new aversion or your blood, and endless change.
existing aversion becomes more severe.
Cadaverous Appearance: You begin to look like a PHB Archetype: Wizard/any (but usually conjuration),
corpse. At first, you simply grow pale and develop rings Warlock and Sorcerer. You may convert any damage
around your eyes but eventually you become type to necrotic when casting a damaging spell.
indistinguishable from a real cadaver. You suffer a –1
Bonus spells: You add the Demon Summoning spells to Clerics who often call upon Manann find their tempers
your spell list. becoming fickle and tempestuous, and their moods
Bonus Language: You gain proficiency in the daemonic waxing and waning of the moon.
language (equivalent to abyssal and infernal) skill.
CLERIC: MANANN DOMAIN
THE LORE OF NECROMANCY Manann Domain Spells
The Lore of Necromancy is the magic of death. Unlike
Amethyst magic, Necromancy is an unnatural art. It is Cleric Level Spells
based on manipulation of Dhar and involves extending 1st fog cloud, shape water*
life and conquering death in violation of the natural 3rd water breathing, wall of water*
order. Necromancers make frequent use of ritual magic 5th water walking, tidal wave*
and their most infamous abilities are spells of this type. 7th maelstrom*, watery sphere*
They are widely reviled and are forced to practice their 9th conjure water elemental (CR 10)
sorcerous arts in secret. They must stay one step * Temple of Elemental Evil Player Companion
ahead of crusading Priests, templars, and Witch
Hunters. Necromancy is strictly forbidden in the Bonus Proficiency
Empire and those caught can expect no mercy. You gain the Sea Vehicle proficiency and can use your
Wisdom or Religion skill to navigate from 1st level.
PHB Archetype: Wizard/any (but usually necromancy,
Warlock and Sorcerer. If the arcane tradition chosen Blessed Voyage
was originally necromancy then the restriction on the At 1st level, you pray for Manann’s blessings at the
use of undead is lifted. In addition, when choosing beginning of a sea voyage. Any navigation related
your class feature you may instead choose a Death checks are made with advantage for the entirety of the
Domain feature of equal or lower level (DMG pg. 96). trip. If you are aboard the ship during the voyage the
Bonus spells: You add the Death Domain spells to your chance of bad weather is reduced by half and the
class spell list. chance of good weather is doubled.
Bonus Skill Proficiency: You gain proficiency in the
Religion skill. Channel Divinity: Firebane/Waterboon
At 2nd level, you may turn or destroy creatures of the
D&D AND THE DIVINE LORES fire and water type. You may also take command of a
Posted on March 1, 2017 by solomani freewill or summoned water elementals if they fail a
Previous posts in this series: Charisma saving throw against your Spell Save DC (if
free-willed) or a contested check against the
D&D and the Old World summoner using your Wisdom for the test. Finally, you
D&D and the Winds of Magic may bolster a water elemental that is under your
D&D and the Arcane Lores control. For 1 minute it gains your level in temporary
hit points and adds your proficiency to its attack,
This post focuses on the Divine Lores and fitting them damage and saving throws.
into the D&D 5e ruleset with the end goal of running an
Old World campaign using D&D. Divine Lores are Water Blast
easier to fit into D&D with a minimum of change since Starting at 6th level as a bonus action you may convert
they are essentially Cleric Domains. Historically, in the damage type of any combat spell you cast to
WFRP, the Divine Lores are customised on a per god bludgeoning as the attack’s element is replaced with
basis and add a lot of flavour to priest character. I have seawater. In addition to the damage type change the
included two examples of a wholly customised domain attack automatically extinguishes nonmagical fire and
as they are quite unique and nothing in the default any magical fire of equal or lower level than the spell.
setting fits these particular powers well. For the rest, If the target is a creature it must make a Strength
for simplicity sake, I used the Player’s Handbook ability check vs your spellcasting DC or fall prone.
Domains for.
Blessing of the Sea Sprites
– DIVINE LORES – At 8th level, you gain a swim speed equal to your
Priests receive magical power through prayer and normal movement speed and water breathing as a
devotion. permanent trait. In addition, the duration of your
domain spells are doubled (where applicable).
THE LORE OF MANANN
Manann is the God of the Sea. He is the patron of all Curse of the Albatross
those who make their living on the sea, from fisherman At 18th level, you can call down doom on enemies of
and sailors to marines and pirates. Priests of Manann Manann. Pick a point you can see, all creatures you
use spells from their deity to help worshippers weather designate within a 20-foot sphere are automatically
the capriciousness of the sea and Manann himself. cursed. All attacks against the designated creatures
have advantage and those attacks critical threat range
is doubled for the next minute. Channel Divinity: Sleep of Death
At 18th level, you cause a group of enemies within a
THE LORE OF MORR 20-foot sphere centred on you to slumber like the dead.
Morr is the God of Death and Dreams. He is the lord of Those affected fall asleep (as the sleep spell) unless
the underworld and protects the dead and dreamers. they make a successful Wisdom saving throw. This
His Priests provide funerary rites to the dead and do miracle is often used to calm the bereaved. Particularly
Morr’s work in the world. Those who call upon Morr’s the noisy ones. If any of the targets are undead they
miracles often find themselves becoming pale and must make a Constitution saving throw or take 10d8
somewhat distracted from this world. They often feel radiant damage or half as much on a successful save.
duty bound to aid ghosts or other trapped spirits.
THE LORE OF MYRMIDIA
CLERIC: MORR DOMAIN Myrmidia is the Goddess of Soldiers and Strategists,
You see death not as something to be feared, but as a and patron deity of Estalia and Tilea. She offers a
final rest and reward for a life well spent. The taint of counterpoint to the fury of the barbarous Ulric,
undeath is a mockery of what you hold dear. promoting the art and science of warfare. Her Priests
spread her teachings amongst armies and mercenaries
Morr Domain Spells bands and use their spells to prove the superiority of
Myrmidia’s way of warfare. Those who call upon
Cleric Level Spells Myrmidia often become quick to act, uncaring of
1st sending (via dreams only), gentle repose overwhelming odds, and very loud in their speech.
3rd speak with dead, death ward
5th dream, undeath to death (as circle of death but PHB Domain: War
only affects undead) THE LORE OF RANALD
7th ethereal Jaunt (as the monster trait of the same Ranald is the God of Good Fortune. He is often
name, finger of death associated with thieves, rogues, gamblers, and other
9th astral projection, foresight unsavory characters, but the common folk also view
Ranald as a patron. Priests of Ranald are tricksters by
Destroy Undead nature and use their spells as they think Ranald
At 1st level, you gain the ability to infuse your weapon intended. Those that call upon Ranald often find
with radiant damage. Once per round, you may add a themselves obsessed with change, gambling and telling
proficiency die’s worth of radiant damage to your tall tales.
weapon attack as well as your Wisdom modifier if the
target is an undead. PHB Domain: Trickery

Channel Divinity: Gentle Rest THE LORE OF SHALLYA


At 2nd level, your touch can fill a creature with Shallya is the Goddess of Healing and Mercy. In a world
lethargy, causing a living creature to become stunned beset by war, disease, and pain, Shallya offers comfort
for 1 round as a melee attack. If you touch a stunned and for that, she has the love of the common folk. Her
living creature, that creature falls asleep (as the sleep Priests use spells to give aid to those in need. Those
spell) instead. Undead creatures touched are stunned who call upon Shallya often become placid and peaceful
for a number of rounds equal to your Wisdom modifier. in nature, prone to weeping in their sleep, and
If the undead is already stunned and has a CR lower possessed of a powerful pain threshold.
than your level it must make a Spell Save DC or be
utterly destroyed. PHB Domain: Life

Sign of the Raven THE LORE OF SIGMAR


Starting at 6th level as a bonus action once per day you Sigmar is the legendary founder of the Empire and its
may summon a ghostly raven (the symbol of Morr) that patron power. Sigmar protects his people and gives
casts the shadow of death over the field. You and all them the power to smite their enemies. Priests of
your allies within 60 feet add +1 to all your damage Sigmar use spells from their patron to further the
rolls. This ability can be used once per day for 1 purposes of the church, defend the Empire, and combat
minute. At 14th level, the damage increases to +2. heresy. Those who call upon Sigmar often find that they
tend toward leadership and protection of the common
Vision of Morr folk.
At 8th level, you pray to Morr and ask for a vision
relating to a problem you are currently experiencing. PHB Domain: Light, War or Tempest
This works as the commune spell but will answer 1
question in some detail (as opposed to 3 yes and no THE LORE OF TAAL AND RHYA
questions).
Taal is the Lord of Nature, and husband to Rhya, the
Mother of the Earth. He watches over the creatures of
the wild places, whilst Rhya holds guardianship of the
earth and its fertility. Taal and Rhya are worshipped as
joint, yet distinct deities. Their Priests must protect the
huge tracts of land Rhya calls her own, and defend
Taal’s children from destruction by Man or Chaos.
Those who often call upon Taal and Rhya’s aid find that
they are seldom ill and have near-boundless
enthusiasm, but become melancholy in cities and
towns.

PHB Domain: Nature

THE LORE OF ULRIC


Ulric is the God of Battle and Winter. He has been
worshipped since ancient times; indeed Ulric was the
patron of Sigmar himself. His Priests are as fierce as
wolves and they use spells to win more glorious
victories in Ulric’s name. Those who call upon Ulric
often find that they prefer cold to heat, and seldom feel
at home in civilized areas.

PHB Domain: Tempest

THE LORE OF VERENA


Verena is the Goddess of Learning and Justice. All those
who seek to redress an injustice pray to her, as do
many scholars and Wizards. Priests of Verena use her
spells to punish tyrants, criminals, and wrongdoers of
all sorts and to bring justice where there is none. Those
who call upon Verena often tend to judge themselves
very harshly and possess good memories for detail.

PHB Domain: Knowledge

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