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Zweihander Revised Core Rulebook- a read-through
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<blockquote data-quote="Some Dude" data-source="post: 7838783" data-attributes="member: 6980080"><p><strong>CHAPTER 10: GRIMOIRE (part one)</strong></p><p></p><p></p><p>In this chapter, we learn all about Zweihander's Magick system. Such systems can make or break a game for many people.</p><p></p><p></p><p>So far, Zweihander has shown itself to be a game with moderate crunch, and a fairly intuitive, streamlined system. Let's see if this applies to the Magick system as well.</p><p></p><p></p><p>Chapter 10 begins, well, at the beginning, with an explanation of where Magick comes from in the Grim & Perilous world of Zweihander. You see, there isthe Material Realm, where your Zweihander Characters live and die. There is also the writhing, churning unfettered horror of the Abyss. And in between, there is the Aetherial Veil, a membrane comprised of kaleidoscopic energy and particles of Chaos itself. Now, I'm not completely clear on this (I tried. believe me), but I think that Aetherial Winds blow from the Abyss in 9 different directions. These winds are the very winds of Chaos, which, though indescribably dangerous, are largely dissipated by the Aetherial Veil. But, traces do remain. Invisible to all but a few, Unknown by most, these winds each have a different hue, that is7 visible only to those with Magickal sight, and each has a different kind of power, which may be wielded - with caution - by the brave or the insane. Indeed, those who manipulate the Aetherial winds may possess great power, but they must also pay a great price.</p><p></p><p></p><p>Magick in the world of Zweihander is not to be taken lightly. Each casting, even of the simplest and least powerful spell, can have unintended, even dangerous consequences for the caster. And even those who grow adept at manipulating the Aetherial Winds to their benefit, if they avoid immediate harm, are all but guaranteed a slow, creeping decline brught about by the forces they so foolishly sought to control.</p><p></p><p></p><p></p><p><strong>INNER WORKINGS OF MAGICK</strong></p><p></p><p></p><p>Much like in other fantasy RPGs, Magick in Zweihander is not merely the result of saying a few words. There are elements to spellcasting that are Verbal, Somatic and Material. So, as in other games, a spellcaster must have the ability to speak, gesticulate, see and you must have the necessary Reagents (Material components).</p><p></p><p></p><p>Spellcasters can wear armor, but only if it does not have the Heavy Quality.</p><p></p><p></p><p>Magick in Zweihander comes from one of two mutually exclusive traditions: Arcane Magick, practiced by Arcanists, and Divine Magick, granted by gods to their worshipers.</p><p></p><p></p><p>I neglected to mention earlier (well, actually, I didn't know) that during Character creation, if your Character can use Magick, they will have one of two Special Traits: Arcane Magick or Divine Magick. As stated above, these are mutually exclusive. Once you have had one of these, you may never have the other.</p><p></p><p></p><p>I also hadn't figured out how many spells a starting Character gets. Looking back on Chapter 4: Professions, it seems to work like this: When you roll a Magick-using Profession, you immediately gain three Generalist Spells (the simplest and lowest level, or "Principle", of Zweihander's Magick system). Later, if you move into another Magick-using profession, you gain another Generalist Spell. After that, you have to beg, borrow or steal your spells. More on that in a bit.</p><p></p><p></p><p></p><p><strong>ARCANE MAGICK</strong></p><p></p><p></p><p>Here we get a brief explanation of how Arcane Magick works. The Arcanist uses words, gestures and materials to "weave" tendrils of the nine Winds into a tapestry of Magick. Arcanists do not rely on the Gods to supply them with their power, they reach boldly, some would say impiously, into the very air around them to manipulate it with their own hands!</p><p></p><p></p><p>Arcanists record their spells in books, which must be jealously guarded against loss or theft.</p><p></p><p></p><p>Each of the nine Winds, or Arcana, is named, along with its color and a description of its particular sphere of influence. Unsettlingly, there is also a description of the physical and mental toll that the Wind takes on those who would seek to harness it. As I said before, Magick in Zweihander is both dangerous and unforgiving. The Arcana are:</p><p></p><p></p><p>-Arcana of Animism (Gevurah, the Brown Winds): concerns living things, i.e., creatures and animals, and their Magick potential.</p><p></p><p>-Arcana of Astromancy (Binah, the Blue Winds): Arcana of the stars and heavens.</p><p></p><p>-Arcana of Elementalism (Chesed, the Green Winds): power of earth, water, plants and weather.</p><p></p><p>-Arcana of Luminescence (Keter, the White Winds): Illumination, often confused for Divine Magick.</p><p></p><p>-Arcana of Morticism (Tifferet, the Purple Winds): communication with the dead, bringing them to rest.</p><p></p><p>-Arcana of Necromancy (Yesod, the Onyx Winds): raisers of the dead, dabllers in the darkest of energies.</p><p></p><p>-Arcana of Pyromancy (Hod, the Red Winds): powers of flame.</p><p></p><p>-Arcana of Shadowmancy (Netzach, the Grey Winds): invisibility, obfuscation, confusion.</p><p></p><p>-Arcana of Sorcery (also Yesod, see above): a blending of winds, most dangerous and vile.</p><p></p><p>-Arcana of Transmutation (Chokhmah, the Yellow Winds): alchemical Magick that seeks to transform.</p><p></p><p></p><p>There is a brief explanation of the two diametrically opposed energies that may underlie all magic, indeed, even all of creation. They are:</p><p></p><p></p><p>Malkuth, the Void: perhaps the birthplace of Yesod, it is all stillness, darkness, anathema to life itself.</p><p></p><p></p><p>Da-at, the Silver Winds: created by refracting the energy of the Void, this is Magick free of Corruption, but incomprehensibly difficult, which has been woven into perfect Order.</p><p></p><p></p><p>The section on Arcane Magick closes with an overview of how such Magick fits into society. And it doesn't, really, not in the lore of Zweihander (to the extent that it can be said to have lore). Magick is unpredictable and not trusted by many of the ignorant and superstitious people your Characters will encounter. Reactions to Magick will run the gamut, from misunderstanding to fear to downright hostility.</p><p></p><p></p><p>Some practitioners may find official Sanction for their wizardry. And they would be wise to do so. For not only will such sanction likely grant them access to resources that may make their studies safer, it will also keep them from meeting their end on the blade of an Inquisitor, or at the hands of an angry, fearful mob.</p><p></p><p></p><p>Overall, however, Magick-using characters are much rarer in Zweihander than in other games. And, given the inherent danger of spellcasting, there are probably going to be times when they will prefer to stick to more mundane methods of combat.</p><p></p><p></p><p></p><p>Okay, tha's it for now. I said I was gonna start breaking this up into pieces, and I meant it. I will also be starting new posts, or "continuing" previous posts in a new and different post, rather than editiing them, for clarity's sake.</p><p></p><p></p><p>Next, time, I hope to cover Divine Magick, and possibly even how spells are cast in game terms. See you then!</p><p></p><p></p><p><strong>TO BE CONTINUED...</strong></p></blockquote><p></p>
[QUOTE="Some Dude, post: 7838783, member: 6980080"] [B]CHAPTER 10: GRIMOIRE (part one)[/B] In this chapter, we learn all about Zweihander's Magick system. Such systems can make or break a game for many people. So far, Zweihander has shown itself to be a game with moderate crunch, and a fairly intuitive, streamlined system. Let's see if this applies to the Magick system as well. Chapter 10 begins, well, at the beginning, with an explanation of where Magick comes from in the Grim & Perilous world of Zweihander. You see, there isthe Material Realm, where your Zweihander Characters live and die. There is also the writhing, churning unfettered horror of the Abyss. And in between, there is the Aetherial Veil, a membrane comprised of kaleidoscopic energy and particles of Chaos itself. Now, I'm not completely clear on this (I tried. believe me), but I think that Aetherial Winds blow from the Abyss in 9 different directions. These winds are the very winds of Chaos, which, though indescribably dangerous, are largely dissipated by the Aetherial Veil. But, traces do remain. Invisible to all but a few, Unknown by most, these winds each have a different hue, that is7 visible only to those with Magickal sight, and each has a different kind of power, which may be wielded - with caution - by the brave or the insane. Indeed, those who manipulate the Aetherial winds may possess great power, but they must also pay a great price. Magick in the world of Zweihander is not to be taken lightly. Each casting, even of the simplest and least powerful spell, can have unintended, even dangerous consequences for the caster. And even those who grow adept at manipulating the Aetherial Winds to their benefit, if they avoid immediate harm, are all but guaranteed a slow, creeping decline brught about by the forces they so foolishly sought to control. [B]INNER WORKINGS OF MAGICK[/B] Much like in other fantasy RPGs, Magick in Zweihander is not merely the result of saying a few words. There are elements to spellcasting that are Verbal, Somatic and Material. So, as in other games, a spellcaster must have the ability to speak, gesticulate, see and you must have the necessary Reagents (Material components). Spellcasters can wear armor, but only if it does not have the Heavy Quality. Magick in Zweihander comes from one of two mutually exclusive traditions: Arcane Magick, practiced by Arcanists, and Divine Magick, granted by gods to their worshipers. I neglected to mention earlier (well, actually, I didn't know) that during Character creation, if your Character can use Magick, they will have one of two Special Traits: Arcane Magick or Divine Magick. As stated above, these are mutually exclusive. Once you have had one of these, you may never have the other. I also hadn't figured out how many spells a starting Character gets. Looking back on Chapter 4: Professions, it seems to work like this: When you roll a Magick-using Profession, you immediately gain three Generalist Spells (the simplest and lowest level, or "Principle", of Zweihander's Magick system). Later, if you move into another Magick-using profession, you gain another Generalist Spell. After that, you have to beg, borrow or steal your spells. More on that in a bit. [B]ARCANE MAGICK[/B] Here we get a brief explanation of how Arcane Magick works. The Arcanist uses words, gestures and materials to "weave" tendrils of the nine Winds into a tapestry of Magick. Arcanists do not rely on the Gods to supply them with their power, they reach boldly, some would say impiously, into the very air around them to manipulate it with their own hands! Arcanists record their spells in books, which must be jealously guarded against loss or theft. Each of the nine Winds, or Arcana, is named, along with its color and a description of its particular sphere of influence. Unsettlingly, there is also a description of the physical and mental toll that the Wind takes on those who would seek to harness it. As I said before, Magick in Zweihander is both dangerous and unforgiving. The Arcana are: -Arcana of Animism (Gevurah, the Brown Winds): concerns living things, i.e., creatures and animals, and their Magick potential. -Arcana of Astromancy (Binah, the Blue Winds): Arcana of the stars and heavens. -Arcana of Elementalism (Chesed, the Green Winds): power of earth, water, plants and weather. -Arcana of Luminescence (Keter, the White Winds): Illumination, often confused for Divine Magick. -Arcana of Morticism (Tifferet, the Purple Winds): communication with the dead, bringing them to rest. -Arcana of Necromancy (Yesod, the Onyx Winds): raisers of the dead, dabllers in the darkest of energies. -Arcana of Pyromancy (Hod, the Red Winds): powers of flame. -Arcana of Shadowmancy (Netzach, the Grey Winds): invisibility, obfuscation, confusion. -Arcana of Sorcery (also Yesod, see above): a blending of winds, most dangerous and vile. -Arcana of Transmutation (Chokhmah, the Yellow Winds): alchemical Magick that seeks to transform. There is a brief explanation of the two diametrically opposed energies that may underlie all magic, indeed, even all of creation. They are: Malkuth, the Void: perhaps the birthplace of Yesod, it is all stillness, darkness, anathema to life itself. Da-at, the Silver Winds: created by refracting the energy of the Void, this is Magick free of Corruption, but incomprehensibly difficult, which has been woven into perfect Order. The section on Arcane Magick closes with an overview of how such Magick fits into society. And it doesn't, really, not in the lore of Zweihander (to the extent that it can be said to have lore). Magick is unpredictable and not trusted by many of the ignorant and superstitious people your Characters will encounter. Reactions to Magick will run the gamut, from misunderstanding to fear to downright hostility. Some practitioners may find official Sanction for their wizardry. And they would be wise to do so. For not only will such sanction likely grant them access to resources that may make their studies safer, it will also keep them from meeting their end on the blade of an Inquisitor, or at the hands of an angry, fearful mob. Overall, however, Magick-using characters are much rarer in Zweihander than in other games. And, given the inherent danger of spellcasting, there are probably going to be times when they will prefer to stick to more mundane methods of combat. Okay, tha's it for now. I said I was gonna start breaking this up into pieces, and I meant it. I will also be starting new posts, or "continuing" previous posts in a new and different post, rather than editiing them, for clarity's sake. Next, time, I hope to cover Divine Magick, and possibly even how spells are cast in game terms. See you then! [B]TO BE CONTINUED...[/B] [/QUOTE]
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