• No results found

ADDITIONAL MAGIC

In document Codex Nordica (Page 72-74)

The many magical beings listed in the previous chapter can also be given assorted Faery abilities to enchance them if the Castle Keeper wishes to add that extra exotic spice to the game. These can be found in the Codex Celtarum, and the two codices are easily interchangeable in this way.

Nordic myths do not have a plethora of spells described, but there are a few that have been written about. These spells are mighty and a little beyond the normal experience levels of the average player character. The following three offer a sample. FROÐI’S PEACE: This is a 5th level spell (wizard) that al- lows the caster to magically force a non-violent and peaceful aura in their range (caster’s experience level in miles radius). All who are in this spell range are unable to fight or harm another in any way for its duration (caster’s experience level in hours) if they fail their Magic Resistance. Weapons can be touched but not used, although the urge is there. All who fall victim to this can speak threatening and harmful words but little more.

OÐIN’S FETTERS: This is a spell that can hold and bind its targets, denying them all movement. It is a 5th level wizard spell that takes only a handful of straw and, once thrown on the breeze, holds the enemy if they fail their Magic Resistance. It will last for the caster’s experience level in minutes and has a radius of 150 ft. The targets within the radius cannot move in the slightest, not even their lips. DOOM DOOR: This is a rare spell only taught by elders to the chosen who can successfully make it a reality and survive the dangers. Doom Door is a spell that traps a Draugr in its tomb permanently once cast, but this procedure is not so simple as it seems. It can only be learned and cast by a spell caster that is 5th level or higher .anything less is not powerful enough to contain the undead draugr). The spell caster must first learn this ritual in a period that takes no less than a week from a master and then gather the components. The components are a mix of herbs, stones and incense that has to be gathered in a cauldron near the tomb in question. A chant and mantra that will take an hour to complete and cannot be broken once the process starts   must be recited. In the meantime, the Draugr must be present in the tomb while the spell is being cast, or it will not work. The dangerous part of this is surviving the draugr while casting the spell to trap it within the tomb.

More on the gods and how they are served is in the following chapter. The myriad of methods of worship and offerings will be detailed and how blessings and curses apply .. in this next section.

These oaths can be used against the oath maker just the same and force them into doing things that are questionable or against their character or alignment, creating a dilemma. If the oath is broken, however, there are very few ways it can be fixed or redeemed. Coming to some agreement or concord with the giver of the oath can solve the after effects to come but also the blessing of the gods (if isn’t already divine in nature) or powerful magic by the Völva or Seiðkona.

CHARMS

Another additional ability that magic users and holy figures can do is to impart a charm for another. This is placed into an object, typically either a small, metallic item (i.e. pendent, ring, etc.) or by some other physical means.

The means to do this is, essentially, the same way that Rune Masters create rune objects. The magic on this and its effects are very different, however, from the craft of the rune masters but similar in places.

The blessing’s strength is based on the caster’s experience level, as shown in the table below. This charm’s effect is permanent and constant, and it does not go away unless the charmed item is gone or broken. How this charm works is simple. Its bonus is added to all rolls made by the charmed. Whether in battle or for skill roles or for anything else the charmed actively gets involved in, this charm affects the possessor of the item.

EXP. LEVEL CHARM BONUS

1-2 +1

3-4 +2

5-6 +3

7-8 +4

9-10 +5

This charmed item must be in the possession of the charm mak- er for a day and in contact with them unbroken for that time. Once the appropriate prayers and rituals are done over this ob- ject and the time has passed, it is blessed. Note that a player character can only possess one charmed item (with bonus) at a time – unless the Castle Keeper chooses to give them more. This charm is not apparent at a glance and would appear as a trinket unless a See Magic spell is cast over it. Its glow would shine if seen through magical means. The charm only works for its owner, however, since it was custom made for them by the maker. There are charms so constructed that can be generally charmed and able to used by all alike, but these are rare.

A powerful magic user or holy figure can dispel the effects of a charm if they find one. To do this, they need to declare the

W

ithin the hierarchy of the Nine Worlds in the universe, there ex- ist at the top the divine beings  – the gods who rule over all others. Among the gods were the two groups, the Æsir and Vanir, that ruled over the other peoples, dispenced justice, blessings, curses and other alterations to the universe as they saw fit. These gods behaved very human-like at times, some joyful and others dark and dreadful, but they ascended to power rapidly and hold the monopoly on the Nine Worlds.

These gods were not alone in their control of the Nine Worlds. The Jötnar were first to rule when the universe consisted of the two primal worlds Múspellsheimr and Niflheimr. After the Sons of Borr challenged their might and dominion and slew their greatest leader, Ymir, this reign was over abruptly. Jealous of this loss, the giants steamed with jealousy and bitterness, seeking a return to their former place or the complete destruction of the Nine Worlds if they cannot have it again.

The universe is caught in between the two forces, the gods and giants, forever locked in a fierce battle to control the Nine Worlds as their own. Many races and peoples, unfortunately, are often the casualties in this war while others contribute and aid either side to survive this conflict.

Much of what happens in the universe is a result of this di- chotomy. If traced to its origins, one can find either the hand of the gods or the schemes of the giants behind it all. This chapter details the many gods, spirits and giants that rule over the Nine Worlds and cause events to transpire and ad- venturers to journey.

This chapter also includes the rules to have divine aid or ‘god calls’ and how blessings, miracles and curses from these gleam- ing beings come about. Prayers, offerings and sacrifices and how they benefit the worshipper are explained in this section of the Codex Nordica.

Nordic holy sites are explained and able to be used in game- play as well in this chapter. They have been simplified for a quick and speedy use in the scope of a game for reference.

In document Codex Nordica (Page 72-74)