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Tolkien-Inspired Magic Rules

The document provides rules for casting spells in a Middle-Earth Roleplaying (MERP) system. It outlines rules for casting rolls, spell resistance, boosting spells, recovering magic ability, and racial modifiers. It then provides descriptions and game mechanics for specific sample spells like Animal Speech, Armorcraft, Banish, Befuddle, Breed, Cold Fire, Dispel, Dread, Encrypt, Ensorcel, Fiery Breath, Geomancy, Grow/Shrink, Heal, Hex, and Hydromancy. Racial modifiers and examples from Tolkien's works are provided for most spells.

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0% found this document useful (0 votes)
108 views7 pages

Tolkien-Inspired Magic Rules

The document provides rules for casting spells in a Middle-Earth Roleplaying (MERP) system. It outlines rules for casting rolls, spell resistance, boosting spells, recovering magic ability, and racial modifiers. It then provides descriptions and game mechanics for specific sample spells like Animal Speech, Armorcraft, Banish, Befuddle, Breed, Cold Fire, Dispel, Dread, Encrypt, Ensorcel, Fiery Breath, Geomancy, Grow/Shrink, Heal, Hex, and Hydromancy. Racial modifiers and examples from Tolkien's works are provided for most spells.

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MERP: the simple rulez

Magic

Casting a spell
CASTING ROLL: D6+(average of spell rating and attribute)-spell difficulty (+bonus-penalty)
SPELL RESISTANCE: If the spell can be resisted, the target rolls a DET check of average difficulty. Any SPs decrease the SPs of the
casting roll. Spell resistance is automatic and doesn’t require an action.
BOOSTING A SPELL: The magician may add +1 to the casting roll for every point of Magick he expends (up to +3).
RECOVERING MAGICK: Used Magick is recovered at the rate of one point per day. While the magician has 0 Magick, he can’t cast any
spell.
RACE: Some races are better in casting certain types of magic than others. Each spell may have modifiers to the casting roll
according to the magician’s race.
EXAMPLE: All spells are inspired from instances in Tolkien’s books where magic was used. This ensures that magic used in the game
is genuinely “Tolkien-ish”. There are examples for most spells that point to instances in the books, so that the GM can get an idea of
what the spell feels and looks like.

Racial modifiers to magic


Some Races are inherently magical (like the elves) or non-magical (like hobbits or orcs). These general modifiers are applied to all
casting rolls made by a magician according to his race. The casting roll may also be modified according to race by a certain type of
spell.
Dwarves, Umli –2 Orcs –3 (Half-orcs –2)
Hobbits –3 Uruk-hai –2
Men –1 (Dunedain and Woses +0) Trolls –4 (Half-trolls –3)
Noldor +1 Olog-hai –3

Animal speech
ATTR: INS
DIFF: -2
RESIST: NO
RACE: Elves (+2), Woses (+2)
EXAMPLE: Radagast has been described as having the power to converse with any animal.
This spell enables the magician to converse with animals in their spoken tongue. It lasts for 1 hour per SP.

Armorcraft
ATTR: INT
DIFF: -6
RESIST: NO
RACE: Dwarves (+2), Elves (+1), Dunedain (+1)
Enchants an armor suit, thereby increasing its abilities. The SPs are typically divided between increasing the protection (+1 per SP,
up to +3) or decreasing the encumbrance (1 point per SP, down to 0). Other powers may also be added at a cost that is decided by
the GM (a power that resembles another spell means that the magician must have the other spell too). The enchantment is
permanent but only one spell can affect a certain armor.

Banish
ATTR: INS
DIFF: -2
RESIST: YES
RACE: Valar (+4), Maiar (+4), Elves (+2)
EXAMPLE: There are frequent occasions in LotR when the name of Elbereth was used to repel Nazgul. There is also the example of
Tom Bombadil using magic rhymes to banish the barrow-wight that held the hobbits captive in the barrow-downs.
This spell is only used by the Free People against servants of darkness, to instill fear in their heart and cause them to flee. Many
different forms of this spell are known; for example elves use the name of Elbereth against the Nazgul. With 1-2 SPs, the servant of
darkness cannot advance towards the magician for 3 turns. With 3-4 SPs, the evil creature will actually flee from the magician, not
returning for at least 1 hour. With 5+ SPs, the spell additionally causes actual damage, branding the minion with the holy words. It
inflicts damage equal to the SPs-1 that bypasses any physical armor.
Befuddle
ATTR: INT
DIFF: -3
RESIST: YES
RACE: Dragons (+2), all others (-1)
EXAMPLE: In the Silmarillion, Glaurung put a spell on Turin’s sister through his glance so as to cause amnesia.
This spell erases a portion of the target’s memory. It’s usually capable of causing the target to forget a single event per SP
obtained. If the SPs exceed 5, the magician can choose to inflict total amnesia. The duration is one week, except if the magician
spends some SPs on extending it: 1-1 month, 2-1 year, 3-permanent.

Breed
ATTR: INT
DIFF: -8
RESIST: NO
RACE: Only fallen Valar (+0) and Maiar (-2)
EXAMPLE: Perhaps the best example is the creation of Orcs by Morgoth, who were a perversion of his elf captives.
This evil spell enables the magician to create a new race of creature by perverting other life forms, much like Morgoth bred the
Orcs from Elves. The spell requires a lot of time, from decades to centuries, to work, along with great experimentation on a lot of
subjects. The result is determined by the SPs; dragons certainly took more to create than Orcs.

Cold fire
ATTR: INT
DIFF: -2
RESIST: NO
RACE: --
EXAMPLE: This is the magic Gandalf most often used in LotR. He used it for illumination in Moria and also to start a fire in the
snowstorm neat Caradhras.
This spell creates a sphere of illuminating light at the end of a staff, rod or other pointy device. The light resembles a blue flame,
but it’s not hot and is bright enough to illuminate an area of 20 m per SP radius. Under the will of the magician, the cold fire can
also be used to start up a fire under the worse conditions. The spell lasts for 1 hour per SP.

Dispel
ATTR: DET
DIFF: -2
RESIST: NO
RACE: --
This spell cancels out existing magic. The difficulty of dispel is increased by the rating of the magician who has cast it in that spell. A
failed dispel roll means that the spell is beyond the magician’s skill to dispel and that he needs to increase his dispel rating before
trying again.. A magician can always dispel his own spells with no roll necessary.

Dread
ATTR: DET
DIFF: -3
RESIST: YES
RACE: Nazgul (+4), other undead (+2)
EXAMPLE: The dreadful effect of the Witch-King’s presence on the Gondorian soldiers after the gates of Minas Tirith were battered
down. Only Gandalf was able to face him; all others fled.
This spell emits waves of terror, causing others to cower or even flee in fear. The spell affects an area of 20 m radius per SP.
Anyone in the area who fails to resist has –1 to all actions and –2 in any action that directly opposes the caster. Those that score
more than 2 FPs in their resistance roll are overcome by terror and flee the presence of the caster for the duration of the spell.
The spell lasts 10 minutes per SP.

Encrypt
ATTR: INT
DIFF: -2
RESIST: NO
RACE: Dwarves (+2), all others (-2)
EXAMPLE: The dwarven moon-letters in which the map to the Lonely Mountain was written in Hobbit.
This spell conceals the information in a document, so that it is only revealed when certain conditions are met. An example are
moon-letters, which can only be read under the light of a certain phase of moon.

Ensorcel
ATTR: DET
DIFF: -3
RESIST: YES
RACE: all undead (+1)
EXAMPLE: The paralysis spell used by the barrow-wight on the hobbits when it took them captive in LOtR.
This spell severely deters movement, causing the target to act as if some invisible force is holding him down. Each SP gives +1
Encumbrance, reduces movement by 100% and makes running impossible. More than 3 SPs means that the target is completely
immobilized. Duration is 5 minutes per SP.

Fiery breath
ATTR: DET
DIFF: -4
RESIST: NO
RACE: Only dragons (+2) and balrogs (+0)
EXAMPLE: This is one of the dragons’ natural abilities. I have chosen to make it a spell available to them. This is also what I did with
the Balrogs’ ability to cover themselves in flames (see Immolation below).
This spell is used by dragons to produce their infamous attack, the blast of fiery breath. The flames summoned burst forth from the
creature’s mouth and travel at a straight line up to 10 meters per SP away. Whoever is within 5 m of the flames takes damage equal
to 2+the SPs, but has a chance to dodge the flames if he immediately declares a defensive action. This is done by succeeding in a
dodge skill check with a difficulty equal to the SPs of the spell.

Geomancy
ATTR: DET
DIFF: -6
RESIST: NO
RACE: Valar (+0), all others (-4)
EXAMPLE: The raising of the Misty Mountains by Morgoth to deter the elves’ journey to Aman.
This spell allows the magician to manipulate the earth. He may open cracks, cause earthquakes or landslides. With a giant number
of SPs, the magician may be able to raise entire mountains, like Morgoth raised the Misty Mountains.

Grow/Shrink
ATTR: INT
DIFF: -4
RESIST: NO
RACE: Ents (+0),all others (-2)
EXAMPLE: The entish potions that were drunk by Merry and Pippin and which made them strong and larger.
This spell changes the size of the magician or that of a willing subject. For every 4 SPs (or fraction thereof), SIZ is modified by +1 or
–1, up to a maximum of +/-2. The spell lasts until the magician wishes to dismiss its effects, but only one spell may affect a single
target at any given time.

Heal
ATTR: INS
DIFF: -2
RESIST: NO
RACE: Elves (+2), Dunedain (+1)
EXAMPLE: The removal of the Nazgul’s knife and healing of Frodo by Elrond.
This spell can accelerate the healing rate of an injured person and it can also cure some afflictions and poisons. In the case of
injuries, it accelerates the healing rate by x1 per SP (so the healing rate becomes x4 for 3SPs) and removes the possibility of
worsening for serious wounds (ie the injured person doesn’t have to roll VIT checks). When used against poison, the strength of the
poison is added to the difficulty of the spell. A successful casting neutralizes the poison. The same is done for diseases, but the
recovery period is greater, ranging from 1 week to 1 month, depending on the severity of the disease.
Hex
ATTR: DET
DIFF: -2
RESIST: YES
RACE: --
EXAMPLE: The curse put on the Dead of the Dunharrow.
This spell allows the magician to put a curse on someone (or possibly on a large number of people). The player describes the details
of the curse, including effects and duration, and the GM determines the cost in SPs. Note that a hex is cast on someone that has
wronged the magician. If the magician casts the hex on a “neutral” person, he receives an additional penalty.

Hydromancy
ATTR: DET
DIFF: -4
RESIST: NO
RACE: Valar (+4), Maiar (+2), Elves (+0), all others (-2)
EXAMPLE: Ulmo’s control over the waters.
This spell allows control over water and its movement. The magician can cause sea storms or floods and with many SPs he may
perform real miracles like parting the waters.

Immolation
ATTR: DET
DIFF: -4
RESIST: NO
RACE: Only balrogs and other spirits of fire (+0)
EXAMPLE: Any appearance by a balrog in the books.
This spell is used by balrogs and other spirits of fire to cloak themselves in flames. Due to the flames, an immolated balrog inflicts
+2 damage in melee combat and anyone coming within 2 meters of him is scorched for +3 damage. The spell lasts for one hour per
SP.

Invisibility
ATTR: INT
DIFF: -5
RESIST: NO
RACE: Nazgul and undead (+2), all others (-2)
EXAMPLES: Why, the Ring itself of course!
Renders the magician unseen to normal vision, although he can be easily seen in the shadow world (ie undead and wraiths can
easily perceive him). An invisible character gets a +2 bonus on attack rolls. Others can attack him if they have a vague idea where
he is, but they do so with a –3 penalty. The duration of the spell is 5 minutes per SP. The spell usually affects only the magician, but
by sacrificing 1 SP, the magician may turn invisible another willing subject.

Itemcraft
ATTR: INT
DIFF: -6
RESIST: NO
RACE: Dwarves (+2), Elves (+2), Dunedain (+1)
EXAMPLE: The creation of the Rings of Power by the smiths of Eregion with the help of Sauron.
Enchants an item so as to provide it with various magical powers. The cost (in SPs) for these powers is decided by the GM. A
guideline is 1 SP for every +1 bonus the item gives to a roll. Other powers are also possible at a cost determined by the GM. If the
power approaches the effect of a spell, then the magician must possess that spell at some rating. The spell is permanent and an
item may only be enchanted by a single spell.

Longevity
ATTR: INT
DIFF: -6
RESIST: NO
RACE: Men and Dunedain (+0), all others (-3)
EXAMPLE: The Mouth of Sauron.
This spell allows the magician to cheat time and halt ageing, perhaps forever. For each SP, the magician will not age a single day for
the next year. The spell may be cast again and again, rendering the magician immortal. Longevity is considered an evil spell
(cheating the will of Illuvatar) and each casting, whether successful or not, requires foul rituals that involve spilling the blood of the
innocent.

Presence
ATTR: DET
DIFF: -2
RESIST: NO
RACE: Silent watchers (+4)
EXAMPLE: The sorcery of the Silent Watchers in the gates of Cirith Ungol.
This spell causes the magician to emit waves of presence, repelling other creatures away from them. To consciously approach the
magician, someone needs to score more SPs on a DET check than the casting SPs. Only one attempt to overcome the spell may be
made each turn. The spell lasts for 1 minute per SP.

Plague
ATTR: INT
DIFF: -4
RESIST: NO
RACE: --
EXAMPLE: The Great Plague unleashed by Sauron.
This spell afflicts someone (or possibly a large area) with a disease. The SPs needed depend on the severity of the disease and the
area affected. With a great number of SPs, it’s possible for the magician to re-create the Great Plague unleashed by Sauron.

Pukel-magic
ATTR: INS
DIFF: -4
RESIST: NO
RACE: only Woses (+0)
EXAMPLE: There is a short story about this spell in the Unfinished Tales.
This spell allows the magician to take control of a specially prepared stone statue (engraved with the proper runes) and use it as
an extension of his body, utilizing its senses and moving it around. Such stone statues typically have PHY +4, LIT that of the magician
–1, VIT +4 and REF that of the magician –3. They possess +4 natural armor and their fists strike as maces. The magician can take
control of the statue from up to 50 miles per SP away for up to 10 minutes per SP. While in control, the magician needs to remain
absolutely still. Wounds inflicted to the statue are transferred over to the magician and if the statue is destroyed while he’s
controlling it, the magician dies with it.

Shapeshift
ATTR: INS
DIFF: -4
RESIST: NO
RACE: Vampires (+3), Beornings (+2), Faeries (+3), all others (-2)
EXAMPLE: Beorn’s transformation into a bear in the Hobbit.
This spell transforms the magician into the semblance of an animal. Each Shapeshift spell can transform the magician into one
animal only; a separate spell must be developed for a new form. The transformed magician gains the physical attributes, the
natural attacks and abilities and the senses of the beast, but retains his reasoning and mental attributes. Wounds suffered while in
beast form remain upon passing to human form and may knock out or even kill the magician, if he has less VIT than the beast. The
spell lasts for as long as the magician wishes.

Slumber
ATTR: INS
DIFF: -2
RESIST: YES
RACE: Huorns (+2), Faeries (+1)
EXAMPLE: The spell put on the hobbits by Old Man Willow in the Withywindle.
This spell causes drowsiness and finally sleep to the target. If the spell is successful, the target will get sleepy over the course of
the next 5 minutes and will finally fall into sleep for 1 hour per SP. The spell causes deep sleep and only loud noises will wake up the
target. The spell can be cast only when the target is at a relatively relaxed state; casting it in the middle of a combat for example,
has no effect.

Spell of closing
ATTR: DET
DIFF: -2
RESIST: NO
RACE: Dwarves (+4), all others (-2)
EXAMPLE: The gates of Moria, which opened only if one spoke the correct word.
This spell seals a gate or other kind of portal so that it can only be opened by someone who speaks the right password. Lockpicking
a sealed door is impossible. Breaking down such a gate is also difficult; the PHY and VIT rating of the door is increased by +1 per SP
of the casting roll. Only one such spell may affect a portal at any given time and the effect is permanent.

Weathercraft
ATTR: DET
DIFF: -6
RESIST: NO
RACE: Maiar (+3), Nazgul (+2)
EXAMPLE: The sea storm summoned by the Witch-King to sink the ship of the last king of Arthedain in the bay of Forlorn.
This spell brings changes in the weather according to the magician’s wishes. Small changes require 1 SP, moderate changes 3 SPs,
while severe ones need 5 SPs. The magician also needs to spend SPs on the area to be affected (basic area is 50 miles
radius+another 50 miles per SP) and duration (basic duration is 1 hour+another hour per SP). The magician can affect areas up to
50 miles per SP away from him.

Weaponcraft
ATTR: INT
DIFF: -6
RESIST: NO
RACE: Dwarves (+20, Elves (+1), Dunedain (+1)
Enchants a weapon so as to enhance its abilities. The SPs of a typical casting may be divided among increasing the damage of the
weapon (+1 per SP, up to +3) or its Offense (+1 per SP, up to +3). Other powers may also be instilled in a weapon (such as glowing
when Orcs are near) but the GM has to decide how many SPs are required. The spell is permanent, but each weapon can be under
the effect of only one spell.

White lightning/Dark flame


ATTR: DET
DIFF: -4
RESIST: NO
RACE: Valar, Maiar and fallen Maiar (+2), all others (-2)
EXAMPLE: Gandalf demonstrated this spell to drive off the Nazgul outside the gates of Minas Tirith.
This spell directly damages the target using raw magical energy. The version used by “good” beings takes the form of white
lightning, while the attack of “evil” beings is a dark flame. The attack can hit any being within clear sight of the magician, if he
successfully attacks with the throw skill (with a +2 bonus). The attack does damage equal to 2+the SPs and ignores any physical
armor, but the damage isn’t increased by the SPs of the attack roll.

Wraithcraft
ATTR: INS
DIFF: -4
RESIST: NO
RACE: Nazgul and Vampires (+2)
EXAMPLE: The infection of the Barrow-downs by wights caused by the Witch-king.
This spell summons evil spirits to inhabit a dead body and re-animate it. Thus, the magician creates an undead creature under its
command. The SPs needed to depend on the type and the power of the undead creature. Mindless skeletons and zombies are fairly
easy to create (1-2 SPs), but barrow-wights are considerably harder (4-5 SPs).

Visions
ATTR: INS
DIFF: -2
RESIST: NO
RACE: --
EXAMPLE: The power of the Palantiri, Frodo’s visions of Minas Tirith and Barad-dur.
This spell allows the magician to view distant lands as if he was there. The range of the spell is up to 100 miles per SP and it lasts
for 1 minute. The spell can only be used to view open spaces; the magician is unable to see areas inside buildings, caves etc.

Unlight
ATTR: DET
DIFF: -2
RESIST: NO
RACE: Ungoliant (+8), giant spiders (+2)
EXAMPLE: The web of darkness woven by Ungoliant to conceal herself and Morgoth.
This spell destroys the ambient light in an area, cloaking it in thick darkness. For the duration of the spell (10 minutes per SP), no
light source can illuminate an area up to 10 m per SP in radius. The magician on the other hand is perfectly able to se inside the
darkness he created.

Common questions

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The 'Dispel' spell cancels out existing magic, with its difficulty increasing based on the rating of the magician who cast the original spell. A failed dispel attempt indicates that the magician lacks the skill required and must enhance their dispel rating before reattempting. However, a magician can always dispel their own spells without any roll required. This shows the spell's reliance on the caster's proficiency and an inherent advantage in self-dispelling .

The 'Spell of Closing' seals a gate or portal, making it accessible only through a specific password, effectively resisting lockpicking and enhancing its difficulty to breach. The spell, exemplified by the gates of Moria, imbues the sealed portal with an increased PHY and VIT by +1 per SP, rendering its effect permanent. Thematically, this spell represents trust, secrecy, and protection, emphasizing the mystical securing of spaces against unwanted intrusion .

The 'Hex' allows a magician to curse an individual or group, contingent on the magician's perceived grievance against the target. The spell's effects and duration are player-defined, while the necessary SPs are GM-determined. Casting a hex on someone deemed 'neutral' imposes a penalty on the magician, suggesting that the spell's potency is influenced by personal vendetta, thereby intertwining magical practice with emotional bias .

Geomancy exemplifies profound magical influence over the earth, allowing for manipulation of geographical features such as creating cracks, causing earthquakes, or landslides. Morgoth's use of geomancy to raise the Misty Mountains, intended to obstruct the elves' journey to Aman, underscores its significant application in altering landscapes. This act not only showcases the raw power and creativity inherent in geomancy but also highlights its potential to serve strategic or malicious objectives, altering physical realities in response to magical will .

The 'Weaponcraft' spell permanently enhances a weapon's attributes by allowing SPs to be allocated to increase either damage (+1 per SP, up to +3) or offense (+1 per SP, up to +3). Additional powers, such as glowing when Orcs are near, can also be instilled, though these require GM-determined SPs. Its permanent nature compels combatants to strategically choose enhancements that best complement their fighting style or anticipated battle scenarios, offering lasting advantages .

The 'Ensorcel' spell significantly hinders physical movement by imposing an invisible force on the target. With each Spell Point (SP) used, the target's Encumbrance increases by +1, movement is reduced by 100%, and running becomes impossible. When 3 or more SPs are cast, the target becomes completely immobilized. The spell's duration is 5 minutes per SP, illustrating a progressive and compelling method of physical restraint .

The Free People use a fear-inducing spell specifically against servants of darkness to invoke terror and cause them to retreat. The spell's intensity and effects vary based on the Spell Points (SPs) used. With 1-2 SPs, the servant of darkness cannot advance towards the magician for three turns. Using 3-4 SPs, the evil creature is compelled to flee, not returning for at least an hour. With 5 or more SPs, the spell not only repels but also inflicts damage, branding the minion with holy words that bypass any physical armor, inflicting damage equal to the SPs-1 .

The critical difference between 'White Lightning' and 'Dark Flame' lies in their alignment symbolism and damage expression. 'White Lightning,' used by good beings, and 'Dark Flame,' used by evil beings, both inflict damage using raw magical energy. The attack strikes any target within sight, supported by a throw attack skill, and does damage of 2 plus the SPs, ignoring physical armor. This elemental duality not only contrasts moral alignments but also impacts confrontation outcomes by employing contrasting thematic elements of light and dark .

The 'Breed' spell allows a magician to create a new race of creatures by perverting existing life forms, exemplified by Morgoth's creation of Orcs from elves. The process requires extensive time, ranging from decades to centuries, and involves experimentation on many subjects. More complex creatures like dragons require significantly more SPs than simpler ones like Orcs. This spell raises significant ethical concerns, as it involves the deliberate manipulation and distortion of existing beings, challenging moral boundaries and highlighting potential for abuse in magical practices .

'Wraithcraft' involves summoning evil spirits to animate dead bodies, creating undead servants. The SPs required depend on the creature's complexity, with simple skeletons needing fewer SPs and more formidable entities like barrow-wights demanding more. This process poses ethical dilemmas by manipulating the dead for control by the living, often aligning with malevolent ends. Strategically, employing undead serves as both a force multiplier and psychological weapon, but risks backlash from moral entities or forces opposed to necromancy .

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