Note: The contents of this chapter may, at some point in the future, have to be reduced from that which you see present. If that becomes the case, it will still contain basic information that could be ferreted out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material as is here at present. The reason for the potentiality of removing this information is that a sourcebook that might, just possibly, get published sometime is in development at this time, that may yet (we still don't know quite yet) contain some as yet unofficial information broadly similar to some of that that presented here. Due to publishing constraints, and to keep open the possibility of publishing that information, I reserve the right to remove it from view here in due course.
The following is based on an adaption of the magic from Warhammer Fantasy Battle by Hal Eccles, and which can be found in the Warhammer Archives (see the project appendices). There is a section on Goblinoid Magic in the official (as opposed to Ken Rolstens' unofficial) Realms of Sorcery supplement, published by Hogshead Publishing in late 2001, written by Ken Walton. The information in there is broadly similar and compatible with the information presented here, though there are differences. Follow the information and magical rules presented in the Goblinoid chapter of Realms of Sorcery if you want to stay "official".
Many renowned human and elven scholars have tried to study the magical ways of the goblinoids, few with much success. Several have published papers and scrolls in their respective academic communities, the content often less than one part truth to 4 parts conjecture (or outright lies).
The truth is that goblinoid magic does not work like that of other races, causing a large problem in the theories of most of these scholars who assume that they bear some basic resemblence. Where other races draw upon the winds of magic, goblinoid magic seems to draw from other goblinoids themselves. Perhaps this is latent psychic energy being generated, perhaps is the winds of magic (or raw Warp energy) washing through the goblinoids and emitting it with an orcy twist - no-one knows, least of all the goblinoids themselves. Their power seems to come from this energy, generated, emitted or otherwise transmitted when the Goblinoids round them get excited, the more frenzied and excited the mob the more energy the shaman gains. Other Goblinoids seem to exude a kind of latent magical or psychic energy that Shamans have a tendency to absorb. Shamans act as valves that vent all that fluxing magical energy. Shamans call this 'Waaargh' energy and it is short lived, quickly degrading and dissipating away. One of the best analogies for the energy is that of electric current in an electrical circuit.
This is just as well, since too much of this energy is also dangerous to the shamans and those around them, especially as the more powerful the Shaman, as he attracts more of the psychic energy from further afield. Shamans too close to large gangs of excited orcs can't always safely channel such raw power and must get rid of it somehow. Fortunately, the energy seems to have an affinity with the earth, direct contact with which seems to channel it safely away. Wise shamans thus go around barefoot or carry a metal staff or rod by which to earth themselves.
If a shaman cannot earth it into the ground, his only other way to release it is to cast a spell - actually not so much "casting" as a kind of innate release mechanism. Experienced shamans can learn to control how this energy gets released, and to produce specific supernatural effects in doing so. Some rare shamans also learn to rote cast magical spells of other races that they manage to learn.
The most powerful Shamans live furthest away from the main living areas of the tribe. In terms of the electrical analogy, they become better conduits for the energy, and virtual lighting rods attracting the stuff at high levels.
Because of Waaargh energies apparent affinity with the earth, elementalism is a school of magic that some rare shamans follow. Such goblinoid elementalists often specialise in spells concerned with the elements of earth and fire.
Shamans also draw some energy from the immediate surroundings just like Human wizards. Shamans thus follow a hybrid system of magic, designed to be halfway between that of other humanoid races and that set out in WFB. It goes as follows:
Shamans have two pools of MPs: Basic Magic Points (or BMP) and Temporary Magic Points (TMP). Together, they make up the Shamans' Current Magic Points (CMP).
BMPs are determined by the standard way: Acolytes get 2D4 BMPs, Shamans gaining an additional 2D4 BMPs per level. The Shamans Power Level is determined as normal.
TMPs are those generated by the Goblinoids around the Shaman, especially when they are excited. TMPs are kept only for the round they are gained in, and are lost if not used for spell casting at that time. They cannot, under any circumstances, be stored away in any sort of magical object. The number of TMPs gained is determined by the number of fellow Goblinoids within a certain distance of the Shaman (if there are many, only a rough count is necessary), as follows:
The radius of catchment of this energy for a given Shaman is 12 yards, plus 12 yards per level of the Shaman. So a young 'Eadbanger would capture energy within 12 yards, while a powerful 4th level Shaman needs to be about 60 yards (12 + (4 times 12)) away from the main Goblinoid camp!
In interesting thing occurs when a Goblinoid is in range of two or more Shamans. All the Shamans he in area of get energy from him (if he an Orc, all concerned get 1/2 TMP, for example). In the same way an electrical circuit somehow reacts to the power output devices (bulbs, motors, etc.) on a circuit and adapts its current and voltage accordingly, so the unsuspecting Gobbo does the same and provides TMPs to all Shamans in zone. If several Shamans all got together, absorbed energy from the same individuals, and pooled their energy, quite a sizable pool of energy could be formed. Pity the poor Shaman who had to channel that raw power, however, as he would very likely 'Eadbang from the raw energy channeling through him. This is probably why such pooling of power and exploitation of the effect happens rarely, if ever.
Also, consider the following: do Shamans emit/transmit this energy to other Shamans they are in area of? The answer is NO. The psychic energy the Shamans themselves generate is channeled internally, forming part of their BMP score.
Simply sum the numbers - any Gobbos in combat or who are otherwise 'excited' count for twice the number stated. Multiply the result by the Shamans level (or 1 if not a full Shaman yet), and drop all fractions from the final sum. The result is the number of TMPs gained that round. If, for example, our Shaman is surrounded by 5 not particular excited Orcs escorting a dozen Goblin slaves (who are in no hurry to get where they're going either), he gets (5*1/2)+(12*1/4) = 2.5+3 = 5.5 TMPs this round. At the end of each turn the Shaman can choose to drain all TMPs away from his body by simply touching the ground directly with his body, or with a metal staff (copper is a popular metal to use if available, Shamans seem to feel an affinity to it, for some reason). The only other way to get rid of it is to cast spells or do a Power Vomit (more on this skill in the Careers and Skills chapter). If at any point the Shaman moves away from any Goblinoids such that none are within his "catchment area" for attracting the Waaargh energy, then no TMPs are gained. If at any point a Shamans CMP (remember, this is his BMP+TMP) exceeds his Power Level, then he must take an 'Eadbanger test which is described below.
An 'Eadbanger test involves the following: Subtract the Shamans' Power Level from his CMPs, and the result is the percentage the Shaman must exceed on D100 to pass the test. If the roll is below the threshold, however, the Shaman has failed. Often this simply means the GM has a blank cheque to make any low-scale weird effect occur in the immediate area (such as objects flying across the room, or that bush opposite the Shaman bursting into flames), and the Shaman losing all TMPs that round. If however, the failed roll is a double, the Shaman has 'Eadbanged badly: gain D6 insanity points and, if the roll was 66 or higher, a disorder, immediately. A roll of 00 indicates the Shamans head explodes in spectacular fashion (the squishy bits of brain go out in a 2D4 yard radius), killing him instantly.
Shamans are an odd lot as a rule. They spend most of their time in an area segregated from the rest of the tribe, due to Waaargh magic being dangerous - for those incautious enough to visit the shaman huts as well as the Shamans themselves. Once a foolish Orc has found himself hurled to the floor or set on fire by the unconscious urges of a sleeping Shaman, he rarely makes the mistake twice. Shamans avoid other tribe members, and others avoid them, since if too many others flock around a Shaman, the raw energy the Shaman is forced to absorb from them must find a way out somewhere - don't be surprised if the straw hut opposite the Shaman curiously catches fire... A Shamans' powers, uncontrolled, are dangerous to all around the Shaman and most learn to avoid the Shamans unless they have a very good reason to see them. This suits the Shamans just fine.
Secluded in their huts, tents, etc., Shamans generally spend their time either communing with the Orcy Gods, or making various magical potions and contraptions. Large quantities of hallucinagenic mushrooms are left discreetly outside the Shamans huts, when the mushroom is in supply, which the Shamans consume to enter a dream-like state and commune with what they believe to be the Orcy gods Gork and Mork (and other minor demons and lesser members of the Goblinoid pantheon). Whether or not Gork and Mork are actually there, the Shamans believe so, and it keeps them out of harms way.
Shamans to be are usually quickly noticed. They are the ones whose eyes start popping out of their sockets when crowds other Orcs are about, whose noses and ears expel electric sparks when they get agitated, the ones that are softly levitating in their beds at night from all the latent magical energy they absorb. Soon enough they are taken away to the Shamans enclave to be trained in the way of the Shamans. There they are trained to at least control their powers, to channel it, and to commune with the Orcy gods (if they weren't crazy when they entered the Shamans tutelage, they will be after eating all those mushrooms). As they grow in power, Shamans for some reason tend to accumulate and attract the latent energy from further away.
Much day to day shamanistic magic, aside from the flashy battle spells that Shamans believe come from the power of Gork and Mork, is down to calling on lesser spirit entities. These entities can take all kinds of forms. They include elementals, the spirits of the dead (especially the great goblinoid heroes and shamans of old), a multitude of Warp entities, a large number of Warp demons (including, rarely, some Chaos ones), many minor totem spirits of animals or of the land, and so on.
Information on Shaman careers is available here.
The following spells are by Hal Eccles, based on material in the Warhammer Archives. They could do with some revision %%%, but will suffice for now.
'Eadbutt
Spell Level: Gobbo 1
Magic Points: 3
Range: 36 yards
Duration: instantaneous
Ingredients:
The Shaman smashes the head of an single enemy with a bolt of Gobbo magic. Anyone
struck by this attack must make a percentile Toughness test. If the Victim fails this
test then he suffers he suffers D4 wounds and is knock prone for D3 rounds.
Mork Save Us!
Spell Level: Gobbo 1
Magic Points: 4
Range: 12 yard radius
Duration: One hour/level of caster OR until caster moves
Ingredients:
This spell creates an zone of magical protection around the caster and an Goblinoids
within a 12-yard radius.The zone lasts for one hour per level of the caster or until
the caster moves. All Goblinoids within the zone may not be affected in any way
through magic. Also magic weapons/items don't work within the zone and the zone may
not be entered by any creature with magical origin i.e. undead.
Mork Wants Ya
Spell Level: Gobbo 1
Magic Points: 4 per turn
Range: 24 yards
Duration:Until caster stops or until victim escapes
Ingredients:
A Giant magical hand descends from the sky and lifts a single enemy within 24 yards
into the air. The victim can do nothing but try to escape every round. To escape the
victim must pass a percentile Strength test. Even when the victim is freed they still
suffer falling damage. Use common sense when deciding height that victim is carried,
i.e. they could be pinned to the roof of a cavern for example.
Die Yer Git
Spell Level: Gobbo 1
Magic Points: 1 per Fire ball
Range: 48 yards
Duration: Instant
Ingredients: Ball of Sulphur
The Shaman can hurl balls of flaming death (read fire) at his opponents. One ball
may be thrown per level of the caster. Fire balls hit automatically, has a strength 3
and causes D10 wounds. Flammable targets suffer an extra D8 wounds. If fired into a
group it will hit 1D3 creatures.
I'm Well 'Ard
Spell Level: Gobbo 1
Magic Points: 2
Range: Personal
Duration: D6x10 turns
Ingredients:
This spell endows the caster with increased hand to hand fighting potential. The
Shaman can choose which of his characteristics he wishes to improve, either WS and BS
+10 or twice as many attacks or wounds by +D6.
Eat Dis
Spell Level: Gobbo 1
Magic Points: 1 per ball
Range: 48 yards
Duration: Instant
Ingredients:
Like a fireball instead a gunk ball made up of various unsavoury and typically Gobbo
rubbish. One ball may be cast per level of the caster. Each ball causes D3 hits S2
each causing D4 wound. If it hits a group it hits D3 Creatures
You Yella Bugger
Spell Level: Gobbo 1
Magic Points: 4
Range: 48 yards
Duration: 2D6 rounds
Ingredients:
This spell induces a fear reaction in any individual or single group in range.
Unless the victim/s make a successful WP test then they will be forced to flee combat.
BOOOMM!!
Spell Level: Gobbo 2
Magic Points: 3
Range: 48 yards
Duration:Instant
Ingredients:
An ear shattering blast of sound envelopes the target creature/group if a WP test is
failed target is stunned for D6 rounds
BURP!!! Sorry I Ate A Curry
Spell Level: Gobbo 2
Magic Points: 3
Range: Hand-to-Hand combat only
Duration: Instant
Ingredients: A Large Squig curry which is hastily eaten
The Caster belches a sickly cloud of green vapour which causes a stinging sensation
in the eyes which affects the character by dropping all percentile characteristics by
-5% and if a WP test is failed then the target may be forced to vomit making them
prone for D3 rounds.
Brain Bursta
Spell Level: Gobbo 2
Magic Points: 2
Range: 48 yards
Duration: Instant
Ingredients:
This spell causes a bolt of Gobbo power to speed away from the Shaman for up to 48
yards. If fired into a group it will hit D3 creatures Each target hit causes 1D10
wounds at Strength 4 irrespective of armour.
'Ere We Go
Spell Level: Gobbo 2
Magic Points: 5
Range: 60 yards
Duration: 1 turn
Ingredients:
This spell may be cast on any single group of Goblinoids within 60 yards. For the
next turn the Goblinoids gain +1 toughness and always hits first in combat even if
they are charged.
Fists of Gork
Spell Level: Gobbo 2
Magic Points: 5
Range: Hand-to-Hand
Duration: Instant
Ingredients:
In hand to hand combat the Shaman can inflict D6 Strength 6 hits hits amongst his
close combat opponents. Critical Hits may not be caused.
Gaze of Mork
Spell Level: Gobbo 2
Magic Points: 4
Range: 100 yards
Duration: Instant
Ingredients:
The Shaman's head begins to swell, his eyes widen and grow larger. Suddenly a blast
of pure waaargh magic erupts from the Shamans eyes in a searing gaze of destruction.
The gaze is aimed a single opponent and inflicts D3 S5 hits unless the opponent can
dodge out of the way using their I.
The Hand of Gork
Spell Level: Gobbo 2
Magic Points: 4
Range: 20 yards (moves 200 yards)
Duration: Instant (moves at M5 running)
Ingredients:
From the sky descends a large hand which picks up friendly models (including the
Shaman) or friendly groups and moves them 200 yards in any direction (vertical or
Horizontal).
Da Krunch
Spell Level: Gobbo 3
Magic Points: 6
Range: 35 yards
Duration: Instant
Ingredients:
From the sky descends a large Orc foot some 10 ft long and 4 foot wide. It aims for
a single model or group and attempts to stamp on them. The targets can attempt to
dive out of the way using their I. Any opponents (or friends!) caught underneath the
foot take damage from a Strength 4 attack and there is the risk that items such as
backpacks my be destroyed (GM's decision).
WAAARGH!
Spell Level: Gobbo 3
Magic Points: all
Range: 100 yards
Duration: 1 turn
Ingredients:
The Shaman summons up all the Gobbo power he can muster and lets it all go in one
terrific burst of energy. All non-Goblinoid spellcasters within 100 yards are knocked
flat by this burst and lose half remaining magic points from the shock unless they
pass an INT test. Also All Orcs/Goblins within 100 yards can add +1 to their WS and
can re-roll percentile based mental tests (Cl, INT, WP, LD, FEL) for the next turn.
Dizpel
Spell Level: Gobbo 3
Magic Points: 3
Range: Personal
Duration: Instant
Ingredients:
The Shaman can use this spell instantly when a spell is cast either directly at him
or at a group he is with. If the Shaman passes a WP test then all effects of the
spell are nullified. NB; the only exception to this rule is if a magic missile i.e. a
fireball was cast at a group containing ... ??
These spells and the magic rules in the former half of the chapter are from a first draft adaption of rules presented in Warhammer Fantasy Battle, with a few of mine and Hals' own bits thrown in for spice (not to mention a bit of good measure). No spell ingredients have been added largely because neither I nor Hal know what to put. Generally mud, Squigs, beer, mushrooms, hair, toenails and other disgusting stuff would probably be used. Think like a Goblinoid (a novel experience for anyone!), I'm sure you'll come up with interesting ingredients...