|
Forbidden Lore
a collection of magical tomes and
grimoires
by Leif U. Schrader
Slukka
Realm: Ice Magic
Description
and History: This is one of the few magic tomes about
Ice Magic that are known to exist. The author and history
remain a mystery. The only facts known are that the original
version was written more than three hundred years ago. Afterwards
the book was copied at least a dozen times. The copies vary
considerably in quality and content. Three copies are rumoured
to be in the possession of the Tzar of Kislev. Four are said
to be lost, including the original. The remaining may be in
the possession of magical colleges or individuals. As far
as we know no practioner of Ice Magic has access to a copy,
but given the reclusive nature of Ice Wizards, this may be
false. Ice Magic is traditionally an oral form of magic and
the knowledge is given from master to pupil. Therefore Ice
Magic is very different from magic told in the Colleges of
Magic, where a more or less coherent canon is taught. Some
masters teach other spells or modified spells than others
and some experts can even tell by which master the wizard
was educated. Thus the spells in the Slukka can vary from
the spells known by other Ice Wizards. Although ice wizards
are a reclusive lot, they would be very eager to get hold
of a copy to supplement their knowledge and to prevent that
anyone not suitable for this knowledge (which generally means
everyone except for them) gains access to the book. Most copies
are bound with crude strings and the text written on tree
bark.
Language: Slukka is written
in a mixture of Classical and Norscan. The Spells are all
written in Classical. Due to the rather sketchy nature, it
is necessary to pass a language test to successfully learn
any spell. Should the reader only be able to read Classical,
the test is modified by -20. Learning spells without Classical
is impossible and the reader can only get information on the
nature of Ice Magic.
Spells: Slukka contains all
first level Ice Magic Spells. Since the versions vary very
much, there is a base chance of 20% for any second level Ice
Magic Spell and 10% for any third level Ice Magic Spell. The
reader also gains general information on the nature of Ice
Magic.
Risks: The reader has a 10%
chance for every hour of reading (cumulative) to lose the
feeling in the tips of his fingers. This feeling goes away
after three days unless the reader continues. Should the reader
loose the feeling in the tip of his fingers he suffers a -45%
penalty in test requiring nimble fingers. Additionally the
reader looses 1d6 insanity points unless he passes a cool
test. This does not apply when the reader does not understand
Norscan.
Availability: See description
Theodor Mundt's Großes Magiebuch
Realm: Petty Magic and Battle
Magic
Description and History: Theodor
Mundt was a notorious boaster and self-proclaimed master wizard.
The book was written not more than twenty years ago and has
enjoyed great popularity among the not so gifted wizards and
those that want to be wizards. The exact number of copies
is unknown, but there are certainly more than a few hundred
circulating the Empire (the Colleges of Magic were infuriated
when the discovered that someone dared to use a printing machine
in copying the book). It can be found in most bookshops, but
it is unwise to ask in the libraries of any reputable place
of magical learning. The book appears like a "how to
do"-Guide. It is written in a very simple and plain language
and lacks any kind of theoretical background. Theodor Mundt
had a very simple motto: "It is better to make a joke,
than being precise." Therefore some spells have not really
the correct descriptions, words that need to be spoken may
be slightly different from the correct words and the effects
may be given in very general terms. The heads of the Colleges
of Magic have tried to ban the book. Their first attempt failed,
when they reasoned that studying the book is hazardous not
only to the reader, but also to his neighbourhood. The Grand-Theogonist
vetoed against this move on the basis that every fool less
is a step forward (although his real motive seemed to be to
bully the masters of the colleges a little bit). After months
of inner-college deliberation, the masters of the colleges
have shifted their position and they now state that studying
this book may spread knowledge in magic not only without the
appropriate training as it can only be done in the colleges,
but also without the fees that are paid to the colleges and
given to the Imperial Treasury. This move is more likely to
succeed, since the Exchequer's voice speaks louder than that
of the Grand-Theogonist.
Language: The Großes
Magiebuch is written in Reikspiel. Some parts may be difficult
to understand, since the author has a rather liberal idea
of orthography and grammar.
Spells: It contains all Petty Magic Spells and all first level
Battle Magic Spells. However all of the spells are given in
Theodor Mundt's new and improved way of magic practise, which
basically means that they slightly miss the truth. When a
spell is learned from this book, it has a 20% chance of a
complete and utter failure.
Risk: None, except for the
aforementioned chance of misfire.
Availability: Common.
Liber Emeraldis
Realm: Alchemy & Elementalism
Description and History: The
Liber Emeraldis or The Emerald Book is one of the most common
books on alchemy and elementalism. Although almost anyone
dealing with alchemy and elementalism has read at least parts
of the book, it can generally only be found in places of learning.
These copies are often hundreds of years old. The origin of
the book dates back long before the founding of any nation
of today's Old World. The book was transcribed over the ages
and only two original copies are known to exist. One is in
the possession of the Golden College and the second in the
possession of the Temple of Myrmidia in Magritta. Whether
there are more original copies is unknown. The other copies
are incomplete and contain only a part of the spells of the
original copy (at GM's discretion). The book mainly deals
with alchemy and only to a part with elementalism. It is,
as one alchemist described it, the "high book of alchemy",
since it contains all the theoretical background of alchemy
and was probably the first written transcription of alchemy.
The name originally derived from the green ink in which the
book was written. Most copies are written in standard form,
but the book kept the name. The book is always signed with
the name Semre Sotigmensir, but the identity of this person
was never revealed.
Language: The Liber Emeraldis
is written in a very archaic form of Classical. It can be
read by anyone with the Classical skill, but under great difficulties
and requiring three times the normal time.
Prerequisites: Fully understanding
the book requires that some experiments can be done. Thus
it is necessary to either have access to a laboratory or appropriate
supervision. Without doing the experiments all alchemy spells
have a reduced chance (-25%) of being learned (XPs are lost,
even if failed).
Spells: All first to third
level spells in alchemy and first and second level spells
of elemental magic. (see description)
Risk: Studying the book involves
no risks.
Skills: Besides gaining knowledge
of the background of alchemy, the student also learns the
chemistry skill, unless he already has that skill.
Availability: Rare, see description.
The Book of Thousand Pleasures
Realm: Chaos
Description
and History: The Book of Thousand Pleasures appears
to be a rather ordinary pornographic book, as there are hundreds
of others circulating. The writing is too lame to be neglected,
the spelling imaginative (at best) and the quality of the
binding an insult for any bookbinder. When the Book of Thousand
Pleasures first appeared is unknown, but no one really tries
to keep track of these kinds of books. However what appears
to be blatant pornography is a little more sinister (and not
only for the eyes of the conservative). Upon closer examination,
it is quite obvious that the book is associated with Slaanesh.
Trying to swim with the tide, some cultist has once decided
to put down his wet dreams in a book to lure a wider audience
into the cult. However it appeared that the plan has had a
few disadvantages. First of all, the cultist was not a very
gifted author, even compared with similar books. Secondly
the market is much bigger than expected, so the net effect
remained very limited. Last but not least, a great deal of
attention is necessary to be caught by the book and very few
readers are able to develop the necessary attention when reading
it. Thus the book can be considered to be a failure of the
intention.
Language: The book is written
in a distorted form of Reikspiel.
Prerequisites: None. With
any knowledge skill of Chaos and after an Int-test, the book
can be identified as what it is. This however requires that
the reader pays attention to what is between the lines, which
requires a cool-test.
Spells: None.
Risks: Should the reader pass
a cool-test while reading the book, he will have vivid dreams
the following night. The dreams will repeat when the book
is read the following day. After three days of reading, the
reader feels an urgent need to pray to Slaanesh, unless a
test against willpower is passed. The effect of these prayers
is at the GM's discretion.
Availability: Uncommon
Summa Magica
Realm: Petty Magic, Battle
Magic and all Colours of Magic
Description and History: The
Summa Magica is probably the most ambitious project in the
history of magic. The aim is to write a book containing the
whole knowledge on magic. The works began 150 years ago. The
project is supported by the Emperor, which is the only reason
why all colleges of magic agreed to contribute, although some
of them are spending more energy on hindering it, rather than
working on it. The book, should it ever be finished, would
be the canon of all magic that is sanctioned in the Empire.
All attempts to widen the knowledge would be considered heresy
(probably the main reason, why any religious rituals are excluded
and the Grand-Theogonist originally supported the project,
although his successor has lost interest, as well as the imperial
bureaucracy, therefore the funds are running low). The first
120 years were spent with lengthy discussions on theoretical
background, during which time the only things noteworthy were
when a wizard died and a successor had to be found. The background
parts are finished, but appear to be almost incomprehensible
by even brightest wizards. The rest is in a state of almost
finished, about to get done next week. This means that more
than a dozen wizards are working on it, but they always find
some things that need to be redone. However papers continuously
arrive in the Imperial Chancel, while two librarians do their
best to sort the pages under the keen eyes of an old wizard,
who still bears a grudge for not being selected and has no
scruples to "loose" papers or make some short corrections.
Ad hoc versions are printed about every two years. Despite
the fact that these are incomplete and sometimes very sketchy,
every college tries to get hold of a copy. Unfortunately only
three copies of every ad hoc version are printed. From these
three copies one goes into the imperial library (where, as
some cynics say, only the mice will have a look at it), one
to the temple of Sigmar (which is probably the copy most entirely
examined). The third is planned to go through all colleges
for revision. Maybe it is simply sloppiness or intention,
but of this third copies more than one was "lost"
or had pages torn out. All investigations to the whereabouts
were futile. Therefore a few copies have appeared outside
the walls of the colleges of magic.
Each copy of the book weighs at least 10kg. The paper is bound
in heavy leather. On the cover are the remains of many seals,
each broken and replaced with a new one. All copies circulating
outside the official places has the last seal broken. A heavy
lock secures the book, but poses no obstacle for someone with
enough muscles and few scruples to damage the leather.
Language: Classical and Reikspiel
Spells: So far all Petty Magic
Spells and all Spells of first and second level of all Colours
and Battle Magic have been written down. The copies circulating
in the public however have only a chance of 90% for any Petty
Magic Spell and 45% for any other spell to contain the spell.
Risks: None. Since any copy
found outside the walls of the Imperial Palace, the Temple
of Sigmar and the Colleges of Magic must have been stoles
or acquires unlawfully, the bearer may face prosecution should
he be found with the book.
Availability: see above.
The Forbidden Books of Nasahn
Realm: Unknown
Description and History: The
Forbidden Books of Nasahn first appeared in the Old World
about a hundred years ago. The complete set is comprised of
four volumes. They came with a ship from Ind in an unmarked
box. The sender and receiver were never identified. A few
years after the first set arrived in Marienburg, other copies
appeared, this time from the east where they were brought
in by Kislevite hunters who said that they found the books
in the woods. However the Marienburg copy remained the only
copy where all four books apparently belonged together. Of
the other copies not more than two had identical binding and
books not belonging to the same set differ somewhat in the
content, but not as much to make them unusable.
After the priests of Mannan had their first glance at the
books, they assembled a gathering of all temples of Marienburg
and even the second in command of the temple of Sigmar travelled
to Marienburg (thanks to the special relations between Marienburg
and the Empire, he had to travel incognito). Although most
of them are considered to be gasbags, they reached an agreement
in three days and banned the book. However the book appeared
again and again, especially on the eastern borders of the
Empire and in Kislev. Every copy that is found is brought
to a temple and purified by rituals before it is burned in
a sacred flame. The Marienburg copy was not destroyed, but
locked away in the highest tower of the temple of Mannan.
Little is known of the content of the book. The little information
is that the book tells a story about a monk from Ind. He preaches
of a single godlike entity and how to summon this entity in
one's head, which will reveal all wisdom of the world. He
also preaches how to tame death, so that no one will ever
die, but continue his existence.
The books differ in appearance. All books belonging to the
same set have the same look. The only thing all copies have
in common is that they are bound is a wax-like material. The
origin of the material was never discovered. It may be the
hide of a beast of Ind. The book has no illustrations or ornaments
of any sort. However the writing is exquisite and finely made.
Language: The book is written
in the language of Ind.
Spells: The book contains
no spells in the strict sense of the word. It merely contains
a single ritual, although this ritual is discussed on more
than two hundred pages. The ritual requires a lot of meditation
and similar mental disciplines and the result appears to be
the invocation of the mentioned god-like entity. So far no
one has tried this ritual, mostly because the ritual is lengthy
and difficult to conduct.
Risks: The reader suffers
1d3 insanity points for reading (and understanding) a single
volume. Only devout followers of Ranald and Haedryk do not
suffer from this effect. Any follower of a lawful good receives
twice the aforementioned insanity points.
Availability: Rare
Tablet of Kroy
Realm: Chaos
Description and History: The
Tablet of Kroy is the only thing left of a mountain city of
chaos, raided by dwarves more than three centuries ago. It
originally was the breastplate of the sorcerer-king of this
city. His name and the name of the city, as well as all other
traces were annihilated by the dwarves, so today no one remembers
them and those that may remember would not even speak under
torture. The tablet was named after the warhammer with which
the sorcerer-king was killed and which was destroyed in the
last blow.
The tablet appears to be a piece of metal, although of unknown
origin, that is ornamented with fine lines. Upon closer inspection,
the fine lines turn out to be letters and words. The writing
is alien, but the font resembles the dwarven runes and can
be read by anyone capable of reading the runes. This may be
the reason why the tablet is guarded in the deepest tunnels
of the dwarven kingdom and only half a dozen dwarves are allowed
to look at it. Although clearly alien and evil, the dwarves
read the tablet and made one single copy of what is written
on it. This copy is kept by a runesmith who has sworn never
to reveal it to anyone, save his successor. Even though the
text can be read by almost any dwarves, it is extremely difficult
to fully comprehend. The first runesmith who had an eye on
the text, needed to study it for three years before he was
able to understand it.
The tablet speaks of a dwarven god of chaos and slaughter
and how to worship this god. However the text is not complete,
only the front of the breastplate was saved, the rest is lost.
Therefore the exact nature of this underground god remained
a mystery and no dwarf is too eager to find out more. Whether
this god is worshiped or even familiar to the chaos dwarves
was never found out.
This alone would make the tablet peculiar, but little more.
However the existence of the table could not be concealed.
Even dwarves tend to talk too much when they are drunk and
the news spread, although slowly, through the Empire and finally
reached the southern shores of the Old World. Unconnected
to these events, a group of people in Bilbali began to form
a cult. Not connected to any of the identified chaos gods,
they worshipped another entity. The inquisition, who took
a rather indifferent interest in it, investigated the events.
The results looked as if they were pinned down from other
similar events: The worshiped god was deemed to be an aspect
of Tzeentch, all worshippers were incarcerated and finally
burned. This information, although not very interesting for
anyone, reached the dwarves (although it was a little distorted
on its way) and finally the few people that know of the tablet.
These are currently in a state of anxiety. Nobody knows whether
the tablet and the group in Bilbali refer to the same entity
or not. However the dwarves have begun to take an interest
in Bilbali and the few that always manage to escape the inquisition.
The tablet is of deep crimson. It is made out of metal, although
the exact nature of the metal was never discovered. The writing
is made with hair thin letters, that can be identified as
dwarven runes, but that look more like handwriting.
Language: Dwarvish (see above)
Spells: see description
Risks: Anyone taking a closer
look on the tablet gains 1d2 insanity points, even if he cannot
understand the language. Anyone capable of reading it suffers
from an additional 1d4 insanity points. Anyone fully comprehending
the text suffers again from 1d4 insanity points. Successful
tests on WP prevent the loss on the third and half it on the
second level.
Availability: Unique
The Tree Trunk
Realm: Elementalism
Description and History: The
Tree Trunk is a very special book. It is a book indeed, although
the name suggests otherwise. It got its name from the first
book that arrived in Magritta. The explorer Juan Carlos Benedicto
de la Fuentes sailed from Magritta to the Southlands. He claimed
that great treasures wait there to be found. What he found
instead of treasures were a number of sharp rocks that damages
his ship. He had to repair the ship on some distant beach
and was forced to use parts of the local vegetation. Among
them was a tree that was used as a bowsprit. When he returned
to Magritta, half of his crew was lost and the ship in a very
bad shape, the ship was sold in an auction to pay at least
a part of his debts. The buyer of they ship wanted to turn
some parts into firewood, when he discovered that the bowsprits
had luminescent writings. These were only visible under new
moon. He found an alchemist to have a look at it and who immediately
informed an elementalist. The text was copied and later, with
the help of scholars and two slaves from the Southlands, translated
into Estalian.
It turned out that the trunk, as it was known afterwards,
contained spells and wisdoms similar to that of elementalism.
Contrary to the elementalism taught in the Old World, the
approach is much more intuitive and has a less strict separation
of the elements. Instead all elements flow into each other.
The spells resemble those already known in the Old World,
but they involve different gestures, words and the effects
differ a little bit, so that it is obvious for any elementalist,
that they are not the standard spells when he sees these spells
in action.
The book was, after translation, spread over most parts of
the Old World. However it remained more of an oddity rather
than became part of the canon. Therefore it never found entrance
in the teachings and the copies generally only gather dust
in some far off shelf of the libraries. Other expeditions
looked for similar trunk, but they were not successful. Who
has written down the original text was never found out.
So although he did not know it, Juan Carlos Benedicto brought
home a treasure. He never knew it, because he died just three
months after returning to Magritta.
Language: Most copies are
in Estalian, but most other Old World languages can also be
found.
Spells: Equivalents of 1st
level: Wilt Vegetation, Cloud of Smoke, Zone of Hiding; 2nd
level: Cause Rain, Heal Vegetation, Wither Vegetation, Foul
Air, Change Weather, Summon Swarm; 4th Level: Swell River.
Risks: None.
Availability: Uncommon.
Spirit of the Sea
Realm: Elementalism & Priest
Description and History: The
Spirit of the Sea is somewhat of an all purpose spellbook
for the magic users of Marienburg. The importance of sea trade
for Marienburg does not need to be detailed. Marienburg consists
nearly of two parts: the city and the lands that surround
it on the one side and the large part of the population (and
wealth) that is on the ocean. The sea trade and Marienburg's
influence in it is too important to be lost. This would mean
the eventual downfall of Marienburg. This has led to a close
alliance between the city and its servants and the trade houses
- best illustrated in the city's council. However any ship
not in the harbour is under threat. Storms, pirates, the fleets
of other nations and monsters are more than enough to make
even the hardest merchant sweat. To protect ships on their
journeys the priests of Mannan had the idea to equip every
ship, that is every ship belonging to one of the mayor trade
houses, with a magic user or a priest. Since priests and wizards
are not very numerous, new ones were recruited. Lacking the
year long training, they were given only a few numbers of
spells, boiled down to the very basic. These wizards, not
unalike the hedge wizards, were called acolytes of the sea.
They number not more than forty. They cannot be found on all
ships. Generally they are only used on ships that either travel
further from Marienburg or in waters notoriously known for
their dangers (which e.g. includes all of the coastline of
Tilea).
Due to their rudimentary training, the acolytes need a book
were the few spells that they know are written down. These
spells are very limited. Most are reduced to the use on the
sea. This means that, although they all work in a very large
scale, they give the caster less control. It can be compared
with longbowmen recruited from the peasantry. They are taught
to use the bow, but they can hardly match a true marksman.
When a ship returns to Marienburg, the books are confiscated
by the port authorities and locked in a safe room. This has
not prevented a number of books circulating. However only
a handful has ever left Marienburg.
Language: Reikspiel (Marienburg
dialect)
Spells: 2nd Level: Cause Rain
(Duration: 3 rounds, Range: 50 yards); 3rd Level: Banish Elemental
(Range: 10 yards, Elemental may test against 150% of its WP
to prevent banishing); 4th Level: Change Weather (the diameter
affected is only 2 miles and casting takes 72 hours)
Risks: None.
Availability: Uncommon (outside
Marienburg rare)
A modest treatise into the nature
of magic
Realm: Battle Magic
Description and History: The
"modest treatise", which is also know as the "Puchta",
deriving from the author's name, or shoulderbreaker, mostly
by students, is a great example of how far a term can be stretched.
The book contains no less that 1974 pages and with the weight
of the leather binding it is more than difficult to carry.
It was written around seventy years by Gotthilf Puchta in
Altdorf. Shortly afterwards the book became a fundamental
part in the training of almost any wizards. Everyone who got
through the great colleges of magic, whether its Atldorf,
Middenheim, Marienburg or Nuln, will remember the book. Although
most students and some teacher say that the book is almost
useless for practising magic and is only used to scare off
the lazy and test out the stupid students. Outside places
of learning the book never gained much popularity. Those that
practise magic have neither the time nor the will to read
through the behemoth. Those that research magic may have the
book, but it is more often used as a paperweight.
The book contains no spells. What it does spread out on so
many pages, is that Puchta has created an in itself coherent
dogma for magic. He uses an inductive proof for his work.
When reading the book, a scholar however may have the impression
that Puchta never cast a spell himself. The book is very theoretical
and even experienced wizards have great difficulties when
they try to follow Puchta's reasoning. About fifty years after
the first publications, other scholars have begun to write
commentaries to the book, explaining on two pages what occupies
just a few lines in the book.
Language: Classical (Reading
the book takes the normal amount of time, fully understanding
it can take a few years)
Spells: None
Risks: None, except for feeling
totally undereducated.
Skills: The reader gains a
more than great in-depth knowledge on theoretical magic, although
that is of little help outside the colleges, where it may
be used to impress other scholars.
Availability: Rare (see description)
|