Magic In Middle-Earth



Presence - this is seen in a number of instances, and is largely associated with the Eldar and their allies, though it is probably attributable to the Maia we see in Arda as well. Examples include Glorfindel driving the Nazgûl before him at the Ford of the Bruinen; any time that Aragorn reveals himself as the King; any time that Gandalf or Saruman appear at their most potent.

(Yelling ‘Elbereth’ at orcs or trolls while charging them has a similar effect, but this is a matter dealt with under those races)

Exactly how this works is up to question just yet. Appearing intimidating would require one turn of acting so and a POW vs. POW contest on the part of the character using their presence (alternatly, you could use CHA vs. POW, depending on the effect your after); in the case of multiple targets, roll once and compare the result to each opposing POW. Exact effects are somewhat hazy, as context would largely dictate the response of the affected persons. For complex or subtle effects, other skills, such as Oratory, may be a necessary adjunct.

Cost - 100 skill points



Pûkel-magic - the craft of the Woses encompasses the empowering of Pûkel-stones.

Pûkel-stones are carved representations of the Woses that carved them. Creating a Pûkel-stones requires a Craft (Stone-carving) [this is a seperate skill from Masonry or Sculpture] skill of 100% or more. One week’s work, a successful roll, and the permanent sacrifice of 1 point of POW will create a Pûkel-stone; any given Woses may have only one Pûkel-stone at a time, and creating a new one will ‘deactivate’ their current stone.

The Pûkel-stone has the same STR, CON, DEX, SIZ and Hit Points as it’s creator. Due to it’s stony nature, it weighs considerably more and has 10 points of armour in all locations. The stone also possesses all of the Perception skills of it’s creator. They are used as guardians and watchmen. The creator will always be vaguely aware of what the Pûkel-stone is percieving (ie. ‘nothing unusual’, ‘being rained upon’, ‘strangers nearby’). For a moment’s concentration and one MP, the Wose can make use of the Pukel-stones senses.

Perhaps more impressive than these powers, the Pûkel-stone will fight under conditions set by it’s creator (ie. ‘defend this place from orcs’). It attacks with it’s fist and feet, using either it’s creator’s skills, or 75%, whichever is higher. It’s fists do 1d6 damage plus it’s creator’s damage bonus; it’s feet do 2d6 damage plus it’s creator’s damage bonus. The downside to this is that the creator will feel the damage taken by the Pûkel-stone, to the extent that they take half damage to themselves from any attack that harms the stone made in their image.

Once their creator dies, the Pukel-stone becomes inactive, but a fragment of their presence remains, often imbuing the forests they inhabit ith a spooky feeling, as if someone were watching you...

Requires a POW of 18, costs100 skill points, and is only avaiable to Woses.



Sense - the ability to sense the underlying magic of the world. This is most common in Elves; rarer in the other people of Middle-Earth. In some cases the power is so obvious that even those without the Sense can feel it (such as the presence of a Nazgûl). At other times, such as when Aragorn, Gimli and Legolas were tracking the Orcs across Rohan, it was Legolas who could feel the magic of Saruman driving the orcs on.

This is a nebulous ability, and acts in many ways like a perception skill. It begins at a percentage equal to the character’s POW. The GM should keep in mind just what it is that the character’s Sense may be percieving - if it is potent enough, it may modify the roll, or even bump up the level of success.

Costs 100 skills points



Crafting - this is the magic that is likely to have the most effect upon a game set in Middle-Earth, although that effect is most llikely to be indirect; given the time and commitment necessary, PCs are unlikely to be creating many magical items.

Details on how Crafting works will be dealt with later.

Requires POW 18, at least one mastgered Craft skill, and 100 skill points.



Foresight - visions, premonitions and portentious statements, Foresight works in two ways; 1) it allows a PC to say something weighed down in portent, and have the GM think about how to fit the foreboding into the game; and 2) it provides the GM with a blatant but contextual plot device.

Costs 50 skill points.



Healing - works in conjunction with Healing Lore to repair the bodies and minds of the afflicted. A successful Healing Lore roll will immediately restore 1d3 Hit Points, and natural healing will restore an additional 1d3 per week. Magical healing effects can boost this in a number of ways.

Healing wounds: the healer engages in a POW contest vs. the total hit points of damage the character has taken. If successful, the natural healing rate is doubled to 2d3 HP a week; a critical success will increase this by an additional 1d3 to 3d3 per week. Healer expends one MP, and can spend additional MP to boost their POW.

Curing diseases and poisons: the healer engages in a POW contest vs. the POT of the disease or poison. If successful, the damage from the disease or poison will be regenerated at a rate of 1d3 Hit Points or stat points per week; a critical success will double the rate of recovery to 2d3 per week. If multiple stats are affected, divide the points among them equally. Healer expends one MP, and can spend additional MP to boost their POW.

Costs 100 skill points.



Wizardry & Sorcery - not really in the realm of Second or Third Age PCS, but highly useful to some of their opponents and/or patrons. For that reason, it will not be detailed here.



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