So, I've been pondering quite a bit about different new schools of magic to add to the Frostgrave experience. The premise: they should be unique and provide a new approach to the spectrum of magic in Felstad. With that said, here's is the first (of three) installments of
New Schools - the
Iron Monger.
C&C are, of course, much appreciated.
The Ferromancer
Aligned Schools: Elementalist, Enchanter, Thaumaturge
Neutral Schools: Chronomancer, Summoner, Witch, Necromancer, Soothsayer, Sigilist, Illusionist
Opposed School: Voidalist (in "New Schools II")
The Ferromancers’ power stems from their vast knowledge of metals – mostly iron – and their uses. In their understanding of creation and destruction, they share a lot of insights with the Elementalists, but have taken their magic skills one step further by specialising them. Unlike other magic users, they prefer wearing helmets and bracers, even Ferromancers in full plate armour are not unheard of! If they choose not to wear cumbersome armour, they stick to grey colours and carry heavy iron rods as their staffs. Ferromancers tend to be stubborn since, as the old saying goes, “An Iron Monger’s decision never rusts or falters.”
Also known as: Iron Mongers, Steel Mages
Symbols: anvils, gauntlets, helmets
Spells
Iron Steps
Ferromancer / 8 / Line of Sight
This spell may be cast on any terrain feature within 12” that has a flat side, such as most ruins. Place a token next to the terrain feature to represent the Iron Steps. For the rest of the game, climbing movements up the terrain feature can be taken without any movement penalties.
Brigandine
Ferromancer / 10 / Line of Sight
The target receives +3 Armour for the rest of the game, but suffers -1 Movement. Multiple spells on the same target have no effect.
Tempered Metal
Ferromancer / 8 / Touch
A target weapon is given a temporary boost by the spellcaster and, after a successful attack, reduces the opponent’s armour by 2. This spell is not applicable to bows and crossbows, but can be used to enchant one arrow or quarrel. This gives the effect to a ranged attack, but only for the next shot.
Shackles
Ferromancer / 12 / Line of Sight
Iron shackles appear around the target’s ankles and hands, binding them together. The target moves at half speed, cannot jump or climb anymore and suffers -2 to its Fight and Shoot stats. The shackles can be fought by the target or others. The shakes have Fight +0 and Health 3, if the shackles are destroyed, they vanish and the target is free.
Spear Trap
Ferromancer / 12 / Touch
The spellcaster enchants an area of 2”x2” of a wall or the ground. A marker should be placed on the table to represent the spell. If any character or creature that was not part of the warcaster’s warband at the start of the game steps closer than 2” in front of the wall or onto the marked ground, the trap is triggered and every figure, friend or foe, 6” in front of the wall or on the marked ground, suffers an immediate +5 shooting attack. A spellcaster may have up to two spear traps in play at any time. At the end of any turn, he may choose to cancel any or all of his traps. If the spellcaster is removed from play, any traps he placed are also removed.
Summon Living Armour
Ferromancer / 12 / Out of Game OR Touch
This spell can be used both ‘Out of Game’ and during the game. If successful, the spellcaster adds one Living Armour to his warband (see below). If the spell is cast before the game, the Living Armour can be deployed normally. If it is cast during a game, the Living Armour appears within 4" the spellcaster. A warband may only have one Living Armour at any one time. If the Living Armour is destroyed during a game, Summon Living Armour can be cast again to create another. A summoned Living Armour does not count towards the warband size limit and remains with a warband until the end of the game, at which point it falls apart.
Living ArmourIn the vast ruins of Felstad, large amounts of armour pieces are trapped within the icy depths. Feromancers in their magic understanding of all metals use these pieces to animate floating combinations of helmets, mail, pauldrons and gauntlets. Living Armour comes in many forms with its sole purpose to aid its master in the battle at hand.
M | F | S | A | W | H | Notes |
7 | +2 | +0 | 13 | +0 | 10 | Construct, agile (treats rough terrain as normal terrain) |
Steel Bands
Ferromancer / 16 / Line of Sight
The spellcaster selects any treasure token within 16” and line of sight and binds it to the ground with steel bands. The treasure is held fast and cannot be moved, not even by magic forms of movement. The steel bands can be attacked and vanish if they are destroyed. They have Fight +0 and Health 5.
The Iron Mask
Ferromancer / 20 / Line of Sight
This spell may target a figure within 10”. The target must make a Will roll versus the casting roll or immediately lose the ability to cast spells and turn blind (gaining the “Lost Eye” disadvantage twice). The target may empower their Will roll to resist this spell. The spellcaster immediately loses 2 Health upon attempting this spell (even if it is cast successfully), plus any additional loss incurred by failure or empowerment. There can only be one Iron Mask active at a time.