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Zitiervorschau

LONE WOLF The Roleplaying Game

Magic of Magnamund August Hahn Introduction

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Cener Druid

17

Herbalish

33

Kundi Mystic

45

Sage of Lyris

62

Shadakine Wytch/Wytch Chylde

83

Shianti Sorcerer

97

Vakeros Knight

Source Author

Joe Dever

Layout & Design

Ian Belcher

Cover Art

Ralph Horsley

Interior Illustrations

Tony Parker

Studio Manager

Ian Barstow

Production Director

111 Advanced Classes

Alexander Fennell

Playtesting

119 Magical Craft

Tanya Bergen, Julie P Blackburn, William T Blackburn, Gloria Egner, Mark Gedak, Tammy Gedak, Patrick Kossman, Murray Perry

123 The Scope of Magic 125 Designer’s Notes

Proofreading

126 Index

Ron Bedison & Sarah Quinnell

128 License

Lone Wolf, Magic of Magnamund is ©2004 Mongoose Publishing under license from Joe Dever. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. Lone Wolf, Magic of Magnamund is presented under the Open Game License. See page 128 for the text of this licence. With the exception of boxed story text and character names, character creation rules detailing the mechanics of assigning dice roll results to attributes and the character advancement rules detailing the effects of applying experience, all text within Lone Wolf, Magic of Magnamund is declared as open content. Printed in Canada.

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Contents

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Introduction It comes to you unbidden – the pure flames of magic. You reach out for the power and it surges to life around your hands. With arcane words you summon it and with mystic gestures, you control it. The flame is part of your very soul and with its might, no force on Magnamund can stand against you. With a spell of destruction on your lips, you enter the fray… own destruction. Because magic is the basic form of all that is, it is by its very nature its own antithesis. This places magic at odds with itself, creating a dangerous and often precarious balance of genesis and oblivion – the star and the void. While one aspect of magic is capable of great creation, it is also empowered to shatter its own accomplishments.

While magic may not seem as prevalent in Magnamund as it is in many other fantasy settings, the arcane forces of spells and supernatural powers lie very much at the heart of every Lone Wolf story. From the extra-dimensional Darklords to the plague-casting druids of Cener, powerful magic and those that practice it have shaped every major event in the history of Magnamund. While it is the struggles of mortal men that mark the ages of the world, it is the magic they strive both with and against that defines those long years.

Many practitioners of magic quantify this dual nature as Right and Left Handed magic, but these terms are merely a simplification of a fundamental concept of Aon. This dichotomy can be seen in the gods themselves, the first act of creation through magic. The gods of Light and Darkness exist as polar opposites because magic is in many ways polarised – right and left hands, so to speak. With this in mind, it is easy to consider the war between both facets of divinity as a logical and perhaps unavoidable reality. The heavens themselves clash because there can be no true unity while there exists anything more substantial than pure, formless magic.

Magic finds many ways to express itself in the world of Lone Wolf. From the simple spells of Sages in the land of Lyris to the beasts of pure power that roam the borders between realms and come at the beck and call of magicians like the Kundi Mystics, magic is more than a simple force in Magnamund. It is very much alive, existing as equal parts ally and skill for those gifted enough to wield some small fraction of its true majesty. For some, like the Brotherhood of the Crystal Star, magic is a power to be codified, studied and treated as a mastery of rote, spell and form. For others, like the Elder Magi of Dessi and their descendents, magic is a part of their very souls and given expression through acts of purest will. Both are correct and neither are quite the whole truth. In the universe of Aon, magic is a primal force and existed long before the gods formed the heavens, the worlds or even themselves.

On Magnamund (and on a hundred other worlds), mortals are left to find their own way through the nebulous mists of existence. Magic, through the devotion and careful study of millennia, has been given hundreds of new forms. Each is but one face of the truth but each is also different and uniquely special. If it is the birthright of gods to hold dominion over mortalkind, it is perhaps the inheritance of mortals to grant new forms to the power of reality itself.

In fact, the true nature of Magnamund, the Astral Plane, Daziarn and the many worlds that make up all of Aon is as manifestations of that power. Magic, in the Lone Wolf setting, is not just the energy of creation; it is Creation itself. It could be said that magic incarnated itself as the gods of Light and Dark, then through them became the universe.

What You Will Find in These Pages Magic of Magnamund is a sourcebook for Players and Games Masters alike; it contains new character classes, spells, magical powers, equipment and even creatures drawn from or expanded out of the Lone Wolf settings. Everything here is in some way part of the magical tapestry that is Magnamund; each one chosen because of the special powers or cultures they represent. While it is quite possible to run a very diverse campaign using just the character classes presented in the Lone Wolf core rulebook, this tome should allow for a much greater range of play – at least where spellcasters are concerned.

In this way, magic as a force and magic as a discipline become one in the same. Because the very truth of existence is that magic is everything and part of everyone, even the most mundane task can be a magical act. Cooking, metalcraft, even the simple art of singing are all expressions of reality and are therefore filled with magic. This makes every part of Magnamund enchanted and for those with the skill or insight to see this, power beckons with every dish, every blade and every song. Magnamund is not a magical world; it is magic.

This book will also be an invaluable tome for Games Masters, offering hundreds of new possibilities for campaign play. While Players will have several options for new characters, everything here is a new tool or resource of the Games Master. The character classes will allow for vibrant and diverse NonPlayer Characters, the new powers and spells will suggest new

With Great Power… This wonderful energy has its terrible price; the same magic that makes up the world contains within itself the seeds of its

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magical effects that can occur in games and the equipment and monsters can only enrich encounters during play.

New Core Classes

New Advanced Classes Not all magic-wielders on Magnamund follow their path exclusively. Though comparatively rare, there are those who walk the path of sorcery and then deviate into politics, espionage or adventuring, diluting their magical prowess with mundane abilities and becoming Emissaries for their orders in the realms of court and trade. The opposite is also true; mundane warriors or thieves who take on the mantle of Agent for a particular occult organisation, gaining a modicum of magical might to supplement their everyday prowess.

New Skills The Magical Craft chapter of this book contains a special section on magical skills. These abilities can be added to any character class with the requisite abilities or features to take them and offer a host of new options. These skills and the items they lead to can change the face of a character, a game

New Equipment The second part of the Magical Craft chapter deals with those most rare of items; magical tools and weapons. While rare on Magnamund, representing the pinnacle of eldritch might and uncanny craftsmanship, a huge collection of these precious items has been collected and carefully described in these pages.

New Monsters In Magic of Magnamund, some characters get the option to mentally bond with a creature, summon beasts from the aether or even transform into a monster themselves. These powers necessitate a small collection of new monsters, each one available for any purpose a Games Master can envision. Throughout this text, you will find creatures like the Shadow Razor, ephemeral figures given life and form by pure magic, and the Kiroqx, tiny forest creatures mutated and enslaved by the power of the Cenerese. A number of monsters await you in the Bestiary; do not underestimate any of them.

In Closing The Magic of Magnamund is first and foremost a reference text for the Lone Wolf core rulebook. It does offer a number of options to Player Characters but even if no Player in a given campaign plays one of the character classes given here or takes even a single rank in one of the mystic skills, a Games Master should be able to work in everything here ‘behind the scenes’. Player Characters do not have to be Herbalish to benefit from the healing balms and spells they possess, after all. Whether this book sees more use in the hands of Players or Games Masters, it should have a profound effect on any Lone Wolf game that uses it. The possibilities of magic in Magnamund are as intricate and varied as the many volumes detailing its arts that lie scattered throughout the land. Every new art has infinite promise and holds infinite danger. Caution brings power. Carelessness invites only death. Here is a new grimoire for your collection. You have been warned.

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Introduction

The core of this book lies in the new classes it presents, of which there are seven. Each one is either iconic to the world of Magnamund or can easily be seen as a living, breathing part of the setting. From the Cener Druids of the fetid Ruel Swamp to the Kundi Mystics high in their trees, they represent the tempestuous forces of life itself. From the Sages of Lyris to the Wytches of Shadaki, they fearlessly delve into the mysteries of life, death and reality. From the rare and wondrous Shianti Sorcerers to the lethally militant Vakeros, they wield their powers for the defence of themselves and those they protect. Lastly, the Herbalish stand ready to combat the threats of dark magic that plague Magnamund, especially the infectious arts of the Cener – their sworn enemies.

session or an entire campaign. Be wary of placing such power in the hands of Players but whether kept as a Non-Player Character option or allowed fully into the game, they greatly expand the varieties of magic in Magnamund.

Cener Druid This world will pay. Once, your people’s power stretched from horizon to horizon. All of life trembled in your shadow. You even brought down the mighty Dessi, the slayers of Agarash, with great and terrible magic. Then the upstarts of Bautar turned on you and used your own spells to shatter all you had made. Their time will come. They will come to know sickness, terror and death. Their lands will wither and their children will come to dust. The Cenerese Druids were once the shepherds of the natural forces of Magnamund. Their power and benevolence were unmatched in the land and in the many years that followed the defeat of the Naar-son Agarash, they were a force for good and healing in the ravaged land. Many cities came to welcome their nearby groves and their flowing robes and silver sickles were symbols of peace and grace famous throughout Magnamund.

these goals, they will do anything, kill anyone and brave any danger. While they are not above using the twisted powers of magic at their disposal no matter the cost, they are just as eager to sacrifice slaves to accomplish their goals. Life means nothing but power to the Cenerese; they hold nothing and no-one sacred in the shadow of their own glory. Any adventure a Cenerese embarks on is sure to leave bodies in its wake and travesty as its legacy.

Then, one fateful night, the Cenerese betrayed the land itself in a great ritual that took place simultaneously across Northern Magnamund. Every Cener grove, with the exception of the one circle near Talon in Bautar, hosted a black rite of blood and darkness. The foul magic released spread through the world, seeking out their greatest enemies – the Elder Magi of Dessi – and bringing them low with a pestilence so foul, no power or Art could stop it. Within one month of the black rite, most of the Drodarin races were dead or dying and many creatures with magic in their blood were doomed to the same terrible fate. It was a dark time – the ascension of the Cener Empire.

Characteristics: The Cener Druids are a foul afterimage of what a Druid should represent. They are generally spindly and emaciated or grossly obese, as their magic makes it difficult for them to maintain even their own good health. Because many dabble in necromancy, even if they do not specialise in its many powers, the lives of the Cenerese are usually a precarious balance. This, coupled with their penchant for disease, leaves most in a perpetual state of near-decay. Not every Cener Druid looks like a pustulent husk but enough appear ill and virulent that it has come to be inescapably associated with their race.

The Cenerese, led by their great circles of Druids, were stopped on the crest of their conquest by the most unlikely of forces. The rebel grove, a small band of Druids that had refused to be a part of the betrayal, repented their previous evils done in the name of their masters and wielded a purer form of druidry against the Cener tyrants. In the Druid Wars that followed, the vast kingdom of the Cenerese fell and their dark power was shattered. Defeated and scattered, the Cener Druids’ bid for power came to naught and they disappeared into the shadows of the night. They were not, however, destroyed. In the darkest corners of the world, their power exists to this day. Fewer in number but not lessened in ambition or hatred, the Cener Druids still practice their dark arts and dream of the moment when their implacable Herbalish foes become vulnerable. Then, like a venomous marsh asp, they will strike again. The Druids of Bautar will die and the path will be paved once again for the Plague Lords of Ruel to rise again. Adventures: Cener Druids are driven by three main ambitions – power, conquest and revenge. In pursuit of

Religion: The Cener truly worship only themselves but they know enough about the cosmology of Aon that they pay homage to the Dark Powers in their purest forms. It is not uncommon to find small shrines to the gods of disease (Vurnos), madness (Tharrayn) and death (Naar and sometimes Xhagvash). Some few even worship the memory of Agarash as a divine shard of the true power of evil in the universe, Naar. Few Cener truly concern themselves much with theology, as power and magic have always been much dearer to their dark hearts. Background: In the ancient times before their betrayal, the Cener Druids could be from any walk of life. Many noble families were quite eager to have their younger children study with these scions of peace. Now, in the aftermath of their treachery, Cener Druids almost exclusively hail from their dark kingdoms in Kaum and Ruel. A few evil souls from other lands seek them out to join their cause but most Cener Druids are the result of generations of inbreeding behind the poison-vine covered fortress walls of their forgotten kingdoms. Other Classes: Cener Druids do not get along with anyone not of their own tradition but they are willing to enslave and

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use anything unfortunate enough to encounter them. Cener Druids are wise enough to know that their skills are vast and powerful but they can be physically very vulnerable. Because of this, they prefer powerful physical slaves to any other and use them as living (or undead) shields. To get to a Cener Druid, heroes may have to make the difficult choice of killing his mind-bound guards first.

Game Rule Information

Abilities: The chief statistic for any Cener Druid is Wisdom, as the mental strength of will it provides is integral in keeping his powers under control. A strong Constitution is also valuable to the Cener Druid because his spells put such a terrible strain on his body and soul. Beyond these two statistics, a Cener Druid can have virtually any range of ability scores. High Charisma is essential for any circle leader, while an impressive Intelligence score will allow mastery of the many skills the class has open (if guarded) access to learning. Endurance Die: d6. Base Speed: 30 feet. Starting Wealth: 120 Gold Crowns.

Class Skills

The Cener Druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (any, taken as separate skills) (Int), Heal (Wis), Intimidate (Cha), Knowledge (any, taken as separate skills) (Int), Occult (Int), Perception (Wis), Profession (any, taken as separate skills) (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex) and Survival (Wis). Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier

Class Features All of the following are class features of the Cener Druid. Armour and Weapons Proficiency: Cener Druids are proficient with the club, dagger, dart, quarterstaff and the sickle, their chosen weapon. They are not proficient with any armour or shield. The Crimson Oath (Su): Cener Druids are far stricter about their membership than they used to be, as they no longer have the numbers or lands to support a diverse culture. Their shadowy existence lends itself only to secrecy and constant concern over betrayal from within. Trust not being a strong suit of the Cenerese (and in fact, a

This vow is taken before an entire Cener Circle, a gathering of at least 11 other Cener Druids with one member acting as its circle leader. This Plague Priest initiates a wouldbe member to the Cener Order by casting a special spell learned only for this occasion. At the completion of the ten minute rite, the initiate uses the High Priest’s sickle to slash open his wrists and bleed into the ritual fire pit while intoning the following oath. If he passes out from blood loss before finishing the vow, he is deemed too weak to be a Cener Druid and left to die. ‘This world is ours. We are the pulse of life itself and our blood is the blood of all. I shed mine now to share in the power that we together possess. May the world taste of my life and choke on it. May the flame drink of my life and be extinguished. May you see my sacrifice and find me worthy. I kneel between life and death, bowing only to the glory that is Cener and vowing to serve only the Black Circle for as long as I live.’ If the initiate is heartfelt in his loyalty to the Cener, the rite will cause the land to shake and the fire to quench. In the tremble of the earth and the guttering plume of the dying fire, the magic of the rite heals the cuts on his wrists and the spell is completed. If the initiate is false, the power roots him to the ground and the slashes keep bleeding until he dies of exsanguination. Assuming the prospective Cener Druid lives through the Crimson Oath, he gains the ability to advance as a Cener Druid. He automatically gets the maximum (6) Endurance for his first level of Cener Druid even if it is not his first character class level. He also receives the benefits of his new Druid’s Circle. These are a +1 bonus to attack and damage rolls when wielding a sickle (stacks with any bonus the sickle or Druid might otherwise possess) and a +2 increase to his Wisdom score as long as there are two or more other Cener Druids within 30 feet of him. Cener Spiral (Sp): The magical powers of the Cener Druids are divided into three Spirals; Death, Disease and Terror. Each Cener Druid picks one Spiral as the focus for his studies but is not barred from the powers of the others. These Spirals are very potent, granting both innate abilities and magical spells to those that walk it. The magic of the Cener is heavily steeped in mysticism and domination; they see the spiritual union of all life for what it is but they choose to force that energy to do their bidding rather than living in harmony with it.

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Cener Druid

The Cener Druid has the following game statistics.

curse word reviled by their race), the only way for them to exist as a group any longer is the terrible bond of souls and blood called the Crimson Oath.

Cener Druids only gain the Gift of their primary Spiral, even if they eventually qualify for and choose a secondary and tertiary Spiral. These later Spirals only grant their Step powers and spells to those who follow them, as they are not the focus of the Druids’ magical study and devotion. As a benefit to this lack of specialisation, secondary and tertiary Spirals of Cener magic also do not inflict their Curses on the Druid either, making them less dangerous than his primary course of study. Magical Combat (Su): A Cener Druid uses his class level as his Base Combat Skill when attacking with his Cener spells and Spiral abilities (as shown in the Base Magical Combat Skill column). This represents his focused training in wielding magical energies during combat. If a Cener Druid takes levels in any other class (an unlikely event, but it could occur), he only adds its class level to this value if that class also has the Magical Combat feature.



Obliviate: An obliviate has a handle of carved and bleached bone and represents the dire forces of death itself. The chosen blade of a Death Druid, it is a necromancer’s tool and while it is only of passable quality, it does carry lethal power coursing through its edge. Any target struck by an obliviate suffers the Druid’s Wisdom modifier (minimum of +1) in additional cold damage. Unlike normal damage, this is the cold hand of death itself and is suffered even if Damage Reduction of any kind would normally reduce the sickle’s attack (though cold resistance would work normally). Undead are not affected by the bonus damage of an obliviate.



Dominiar: The dominiar is the least common of the three Spirit Edges, belonging to the rarest of the three Spirals – Terror. It has a handle of fused iron chain links and represents fear and enslavement. In addition to being the mark of leadership among the Cener, a dominiar is of superior quality (+2 to attack and damage rolls) and has the power to crush the will of that it bites. On a successful critical hit against a sentient target, living or undead, a dominiar penalises the target’s Will saves by –1 until the next sunrise (or 24 hours have passed, whichever comes first). A given target can suffer up to a cumulative –5 penalty this way but all penalties fade at sunrise (or in 24 hours from the onset of the first –1 penalty).

Sickle: When a Cener Druid takes his Crimson Oath, he also declares his chosen Spiral path through the mysteries of dark magic. As a symbol of this choice, he is given a special sickle called a Spirit Edge. This curved blade is both tool and weapon, serving as the primary focus for the powers he will learn in the months to come. Each Spirit Edge is slightly different, with the Druid’s name forever etched into its blade and a handle that represents the Spiral it is dedicated to serving. ♦

Plague Hounds: All Cener Druids revere the powers of rot and decay, even those that do not walk its Spiral as their foremost discipline. This adherence to its magical tenets has benefits of its own, including the loyalty of one or more Cener Plague Hounds, rotting servants that fight and guard the Cener Druid at all times. These beasts come unbidden to the Cener Druid, their loyalty ensured long ago during the original dark rite that nearly doomed all of Magnamund to an eternity of diseased darkness.

Pestilent: A pestilent has a handle of dead, dried wood and represents the power of disease and decay. The weapon of the Plague Druids, these sickles are of mastercrafted quality (+1 bonus to attack and damage rolls) and have a chance of inflicting a deadly disease with every blow. If an attack with a pestilent is a critical hit, there is a 50% chance the victim must make a Fortitude save with a DC equal to 10 + the Cener Druid’s class level or contract the slimy doom disease.

New Weapon: The Cener Sickle

This common farmer’s implement has become a reviled weapon in some parts of Magnamund, recognised as the standard armament of the feared Cener Druids. A bone or wood handle attached to a wickedly sharp crescent moon shaped piece of metal, the Cener sickle is an effective if small weapon. In the hands of a Cener Druid, especially one fighting with the support of his entire circle, the sickle can be very lethal instrument of magical and martial prowess indeed. Weapon Name Cener Sickle1

Cost 20 gc

Damage 1d6

Critical x3

Range Increment —

Weight 2 lb.

Type Slashing

1 A Cener sickle can be used to inflict piercing as opposed to slashing damage, but you take a –2 penalty to the attack roll when doing so. The shape of a Cener sickle gives you a +1 bonus to disarm attacks, including the check to resist being disarmed yourself if you fail.

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Cener Plague Hound

Critical Attack (Ex): A Cener Plague Hound’s bite attack threatens a critical hit on an attack roll of 19–20.

A Cener Druid has the listed number of Cener Plague Hounds as servants at all times, though they can be left behind or hidden if their presence would jeopardise a given mission away from Ruel or Kaum. If a Cener Plague Hound is slain, it is replenished by the land itself (usually at the cost of some poor normal hound’s life) at the next dark of the moon. Any number of Cener Plague Hound can be regained this way and there is no special ritual needed to secure their services. They simply appear to the Cener Druid and obey his every command without question. The hounds granted by this ability are superior to normal Plague Hounds and always master such inferior creatures whenever they encounter them. Cener Druids, strangely enough, cannot create these special Cener Plague Hound intentionally; they only seem to be a side effect of the great magic their ancestors worked long ago. Immunity to Terror (Ex): The power of the Cener magic flowing through the Druid’s veins brings with it terrible nightmares of destruction and madness. At first, these can trouble and disturb a new Druid but over time he becomes inured to the images and emotions. When this callous disregard for life takes hold of the mind, there is little room left for fear. Cener Druids of 3rd level or higher are immune

Diseased Bite (Ex): Those bitten by Cener Plague Hounds must make a Fortitude save (DC 19) or be infected by a particularly virulent form of filth fever – treat this disease exactly as blinding sickness, except for its higher DC to resist and an incubation period of only 1 day. Unnatural Health (Su): A Cener Plague Hound has twice the usual amount of Endurance. to any fear or emotion-based spell or effect, including the frightful presence special quality, as long as the effect is not generated by a Darklord or an Herbalish. Even the Shianti or similarly powerful beings cannot affect the emotions of a Cener Druid or cause him any true terror. The Steps of the Spiral (Sp): With experience comes mastery over the powers of the Cener Druids. Each Spiral has spells and powers related to it; with each ‘Step’ a Druid takes, he learns more of these abilities. The Spirals are listed on page 9 along with their level-based effects; a Cener Druid gains the powers and spells listed for each Step immediately upon gaining this class feature. If a Cener Druid does not meet the ability score prerequisite for a given Spiral, he cannot take Steps in it and this opportunity is lost.

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Cener Druid

Medium Magical Beast Endurance Dice: 3d10+9 (50 Endurance) Initiative: +2 Speed: 40 ft. Armour Class: 16 (+2 Dex, +4 natural), flat-footed 14 Base Combat Skill: +3 Attack: Bite +6 melee (1d6+4 + disease) Full Attack: Bite +6 melee (1d6+4 + disease) Space/Reach: 5 ft./5 ft. Special Attacks: Diseased bite (advanced filth fever – see below) Special Qualities: Critical attack (see below), low-light vision, scent, unnatural health (see below) Saves: Fort +6, Ref +5, Will +3 Abilities: Str 16, Dex 15, Con 16, Int 2, Wis 12, Cha 6 Skills: Athletics +4, Perception +4, Survival +2 Environment: Any (bonded to a Cener Druid) Organisation: Solitary Challenge Rating: 2 Allegiance: Always Evil Advancement: —

down). Each class level, the Druid increases his Willpower total by 1 + his Wisdom modifier (minimum of +1 Willpower per level). The Willpower statistic is refreshed by the Cener Druid’s Charisma score each night, at midnight. If a Druid runs out of Willpower, he is left unable to use any spells or abilities that normally require an Endurance cost until he has at least 1 point of Willpower.

With each new Step after the first at 1st level, a Cener Druid also gains one Step along the path of either of the other two Cener Spirals. This choice is made with each Step gained (at 4th, 8th, 12th, 16th and 20th level) and can be in whichever Spiral the Druid desires. Steps are gained in order; for example, a 4th level Cener Druid might have two Steps of Terror and one Step, the first Step, of Disease. It should be noted that Disease is the only Spiral without an ability score prerequisite and is therefore the most common Step for Druids to have as either a primary or secondary devotion.

Immunity to Disease (Ex): Dark powers are constantly at work in the body of a Cener Druid, brought about by the same ancient rite that creates Plague Hounds. This power has now so corrupted the body of the Druid that while he may never truly be healthy again, he can never truly succumb to any form of disease or ailment. Cener Druids always fail their first saving throw against a disease unless that failure would kill them outright. However, they always make successive saving throws against that disease and always purge it from their systems after three days, even if the disease’s incubation would take longer. Cener Druids therefore only ever suffer the initial damage from a disease and can never, ever die from one.

Spiral’s Curse (Su): It must never be forgotten that Cener magic is an abomination of the true powers of nature. While the art of the Cener does indeed keep such powers under control, the constant pressure this domination exerts against the mind, body and soul of the blasphemous Cener Druid takes its toll. Each time this ‘feature’ is gained, the Cener Druid must suffer the Curse effect of the appropriate level for his chosen primary Spiral. The Druid’s secondary and tertiary Spirals do not inflict Curses upon him, but their effects may also echo in some non-harmful way through his appearance.

Immunity to Death (Su): By the time a Cener Druid is 17th level, there is little about him that could be considered natural or alive any more. Not truly an undead, the Cener Druid is essentially sustained by magic and is forcing himself to live despite nature’s desire that he die. Cener Druids with Immunity to Death gain Damage Reduction 10/magic or Herbalish; they are difficult to hurt unless a weapon is either good in magical nature or wielded by an Herbalish.

Spirit Edge (Su): Because a Cener Druid is constantly channelling energy through his Spirit Edge, that power eventually becomes a part of the weapon and imbues it with a magical enhancement. The Druid’s Spirit Edge gains the listed magical bonus to attack and damage rolls and counts as a magical weapon for purposes of Damage Reduction. The bonus listed supersedes itself; it does not stack. Thus, a 16th level Druid’s Spirit Edge is a +3 magical weapon, not a +6 magical weapon.

Dark Becoming (Su): The ultimate magical expression of a Cener Druid’s chosen Spiral, this is not just another power or the result of some ritual. Instead, the Spiral’s power joins with the Druid and reforges him into a new creature capable of mastering its secrets and surviving its ravages without being destroyed. Each Spiral lists what its Dark Becoming entails and each one is entirely different but the power imparted by this union is immense regardless of the path chosen to reach it.

Psychic Awareness (Su): The greater powers of the mind awaken in an 8th level Cener Druid, allowing him to engage in Psychic Combat as more than just a victim. These powers are a side-effect of the Druid’s powerful soul rather than any real training. At this level he gains the ability to use the Erect a Shield psychic action. As he advances in power, the Druid learns how to use the Focus and Attack psychic actions. At 20th level, the Cener Druid no longer has to expend Willpower to maintain a mental shield – he may do so automatically.

Ex-Cener Druids

Those that, for whatever reason, choose to leave their Cener circle can expect nothing but pain and enraged ex-brethren to follow them for the rest of their days. The Plague Lords do not take betrayal lightly and while the Crimson Oath does not punish an initiate after his 1st level of this class, its benefits immediately end for anyone leaving the circle. In addition, a Cener Druid of 10th level or less that leaves his brethren cannot advance in this class any further. 11th level Cener Druids can continue their studies alone but do so under the threat of brutal and final retribution if their former kindred ever find them.

Willpower: All Cener Druids gain an additional statistic called Willpower at 8th level. This is a measure of their psychic strength and resilience. Though it is not used to power their pestilent magical abilities, it is nevertheless a vital statistic, as even at its basic level it acts as a ‘buffer’ against psychic effects that would otherwise cause serious damage to the character. Willpower is accumulated as a Cener Druid rises in level. At 8th level, a Druid’s Willpower is directly equal to half his Wisdom ability score (rounded

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The Cener Druid Base Magical Damage Special 1d6 Magical Combat, Crimson Oath, Cener Spiral, Sickle +2 1d6 Plague Hounds (1) +3 1d6 Immunity to Terror +4 1d8 The Second Step of the Spiral +5 1d8 Spiral’s Curse I +6/+1 1d8 Plague Hounds (2), Spirit Edge +1 +7/+2 1d8 +8/+3 1d10 Psychic Awareness (Erect a Shield), The Third Step of the Spiral, Willpower +9/+4 1d10 Immunity to Disease +10/+5 1d10 Plague Hounds (3) +11/+6/+1 1d10 Psychic Awareness (Focus 1/day), Spirit Edge +2 +12/+7/+2 2d6 Spiral’s Curse II, The Fourth Step of the Spiral +13/+8/+3 2d6 +14/+9/+4 2d6 Plague Hounds (4), Psychic Awareness (Attack) +15/+10/+5 2d6 +16/+11/+6/+1 2d8 Spirit Edge +3, The Fifth Step of the Spiral +17/+12/+7/+2 2d8 Immunity to Death, Psychic Awareness (Focus 2/day) +18/+13/+8/+3 2d8 Plague Hounds (5) +19/+14/+9/+4 2d8 Spiral’s Curse III +20/+15/+10/+5 2d10 Dark Becoming, Psychic Awareness (Instinctive Shield)

2nd 3rd 4th 5th 6th 7th 8th

+1 +1 +2 +2 +3 +3 +4

+1 +2 +2 +3 +3 +3 +4

+0 +1 +1 +1 +2 +2 +2

+3 +3 +4 +4 +5 +5 +6

9th 10th 11th 12th 13th 14th 15th 16th 17th

+4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3

+4 +5 +5 +6 +6 +6 +7 +7 +8

+3 +3 +3 +4 +4 +4 +5 +5 +5

+6 +7 +7 +8 +8 +9 +9 +10 +10

18th 19th 20th

+9/+4 +9/+4 +10/+5

+8 +9 +9

+6 +6 +6

+11 +11 +12

Cener Spirals

Each of the spells in these dark paths of magic requires the speaking of ancient words of magic power (the same words, incidentally, used by the Brotherhood of the Crystal Star but with a different magical intent behind them). This magical tongue is not always very well mastered by the Cener, making it occasionally difficult or even dangerous for them to cast their ritual magic and certainly making things uncertain in the heat of combat. Using a Cener Spiral spell requires an Occult check to properly pronounce its archaic words and gather the requisite energy needed to empower it. The Difficulty Class of this skill check is 10 + 5 x the Spiral Step the Druid wants to call upon. Each Spiral has five ‘Steps’ of effect, each one creating a more powerful manifestation of its dark power. For instance, Gurrek the Cener Druid wishes to use his mastery of the Death Spiral to slay a charging Durenese Warrior. He knows four Steps along the Spiral of Death

but he has already been sorely wounded and if he does not bring the sentry down, he could easily be slain. He therefore chooses Withering Wind, the first Step power of Death. It has a DC of 15 to cast, since five times one is just five added to the base of ten. A natural 20 on the Occult roll always succeeds in casting a Spiral spell; a natural 1 always fails. Each Step a Cener Druid knows can be cast a certain number of times per day. The first Step of effect can be cast as often as a Druid wishes. Spells of the second Step of effect can be cast once a day, plus a number of times each day equal to the Cener Druid’s Wisdom modifier (minimum of twice per day). Third Step effects can only be cast as often each day as the Druid’s Wisdom modifier (placing them beyond the ability of a Cener Druid without at least a +1 Wisdom bonus). Fourth Step effects can be cast as often as half the Druid’s Wisdom modifier (rounded up) and fifth Step effects can only be cast once a day regardless of Wisdom modifier. If for some reason the Cener Druid’s Wisdom modifier is negative (such as being poisoned by Insanity

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Cener Druid

Level 1st

Base Combat Fort Ref Will Base Magical Skill Save Save Save Combat Skill +0 +1 +0 +2 +1

Mist), he can still always cast each Spiral he knows once at the second Step of effect per day.

fails, the disease leaves the Cener Druid and infects the target instead.

Cener Druid spells are also exhausting to cast and many have a physical damage component to their casting. If a spell has an Endurance cost listed after its name, this damage is taken by the Druid each time the spell is cast successfully. On an Occult roll of a natural 20, the spell costs nothing, even if it has an Endurance cost listed and a natural 1 inflicts the damage listed in addition to the spell failing (minimum of 1 Endurance, even if no Endurance cost is listed).

The Curse The Curse attached to the Spiral of Disease is the mildest of the three Spirals but it is not to be taken lightly. Most Cener will gladly pay what the Spiral asks of them for the power it grants but those in truly poor health may have to refrain from pursuing this magical path to its ultimate ends or risk a slow, painful demise. ♦

Curse I: Every full moon, the Cener Druid becomes automatically infected with a random disease from the Lone Wolf core rulebook. This disease infects him without benefit of an initial saving throw and therefore always inflicts its initial damage. It will stay with the until he either succumbs to it (assuming he does not already possess the Immunity to Disease class feature) or fights it off through successful Fortitude saves (or three days pass, in the case of immune Druids). This disease cannot be transmitted through the Gift of Disease as noted above.



Curse II: The constant toll on the Druid’s health finally makes its permanent mark. The Cener Druid permanently loses 2 Constitution points as a result and takes on a sallow, jaundiced complexion. This ill appearance waxes and wanes, resulting in a variable –1d4 penalty to all Charisma-based skill and attribute checks where the target can see the Cener Druid clearly. Many Cenerese begin hiding their faces and bodies at this level of progression down the Disease Spiral, often wearing cowls and full, concealing robes.



Curse III: The diseases that continuously plague the Cener Druid now leave him with a permanent malaise touch. Any living creature or plant he touches sickens, losing 1 Endurance point per round of contact. This mean that any touch attacks the Druid may make inflict an additional point of lethal Endurance damage. A base Fortitude saving throw bonus of +6 or better prevents this damage, as does immunity to disease, but nothing else prevents or mitigates this sickening dolour from taking effect. While many Druids use this to their advantage in combat, it also makes any personal relationships difficult at best and dooms the Cenerese to a solitary life.

Whenever a Druid spell allows a saving throw to avoid or mitigate its effects, the Difficulty Class for the spell is always 10 + the Cener Druid’s Wisdom modifier + 3 times the Step of the effect. Later, after disintegrating the Durenese Warrior with his Withering Wind spell, Gurrek encounters a group of Hammer Knights at a guard waystation. Knowing that he is too deeply wounded to face them directly, he risks failure by calling forth his most dangerous Death spell, the fourth Step, Ashes to Ashes. The spell has an Occult DC of 30 to cast (10 plus 4 x 5) and if it is successfully cast, the Knights must each make a DC 26 (10 + 4 Wisdom bonus + 3 x Level 4 effect) Fortitude saving throw to avoid the terrible effects of this deadly spell.

The Spiral of Disease

The primary discipline of the Cener and the one that accounts for the majority of their spellcasting membership, the Spiral of Disease is a collection of magical talents and spells devoted to the tenets of illness and pestilence. Contrary to what most would believe, the intention of most Cener Druids choosing Disease as their primary Spiral is not to make their enemies sick. That is a side-effect of their true goal – the mastery over life that comes from being able to infect and weaken it. Infection as corruption is the purest accomplishment any Cener Druid can hope for and with this Spiral as their constant ally, they can easily achieve it. The Gift The Spiral of Disease is a demanding one, constantly testing the health of those Cener with the strength to walk it. Though a high Constitution is recommended, the Spiral of Disease is open to any Druid willing to walk it, making it accessible to all dark Druids. As its Gift, a Cener Druid choosing it as his primary Spiral gains the ability to pass along any disease he is current suffering from to another target by touch. This power requires a living target and a touch attack. The Fortitude save DC to resist the transfer of the disease is the DC of the original disease plus the Cener Druid’s Charisma modifier. If the saving throw

First Step – Touch of Weakness (1 Endurance) This spell can only be cast if the Cener Druid is not currently suffering from any disease himself. The spell has a touch range, is inflicted as a touch attack and takes a free action to cast. The target, which must be living and successfully touched, must make a Fortitude save or lose 1d6 points of Strength immediately. This Strength loss automatically

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returns at the rate of one point per minute after the attack and can be removed sooner with a Counterspell or healed by magic capable of restoring lost ability points.

Third Step – Rotting Gaze (3 Endurance) The power of the Rotting Gaze spell is impressive, as it lasts one round per Cener Druid level of the caster and allows for a gaze attack out to a range of 30 feet. See page 256 of the Lone Wolf core rulebook for details of gaze attacks. Only organic living or non-living (such as corporeal undead) targets may be affected by Rotting Gaze and a successful Fortitude saving throw negates its effects. Failure on this save inflicts the Druid’s base magical damage upon the target. Creatures immune to disease will still take damage from this effect. Fourth Step – Wave of Malaise (4 Endurance) This spell is cast as a standard action and generates a cone of sickness that emanates from the caster stretches to a 30 foot length, 20 foot wide at its furthest limit, filled with reeking, sickening fumes. Living beings exposed to these stinking vapours must make a Fortitude save each round or become nauseated. The fumes fade away in 1d4+1 rounds, or one round if there is a strong wind in effect. Winds of severe strength or more will instantly disperse a Wave of Malaise before it affects any creatures. Wave of Malaise is effective against creatures with resistance or immunity to disease but such beings gain a +4 bonus to the Fortitude saves they must make. Fifth Step – Virulent Reaping (4 Endurance) A spell that takes a full minute to cast and lasts for one full hour thereafter, this magic turns the Cener Druid’s pestilent into a terrifyingly potent weapon of illness and disease. A pestilent so enchanted turns a sickening green colour and glows with a vile radiance. It no longer needs a critical hit to activate its slimy doom attack; it inflicts it every time. The saving throw to resist the effect is the saving throw of this spell instead of the weapon’s normal DC.

The lost Constitution points return at the rate of one per day until they are all restored. Once they are all regained, the change is truly complete and the Cener Druid takes on the following traits and gains the powers of his newly reborn form. ♦

+4 bonus to Constitution score.



Complete immunity to disease of any kind, magical or mundane. This supercedes the Immunity to Disease class feature and renders the first level of the Disease Spiral’s Curse ineffective. The Gift of the Disease Spiral now transmits filth fever, though the Druid is considered a carrier rather than a sufferer of this disease and therefore spreads filth fever rather than transferring it.



Sickly, flushed appearance and a rank stench that makes the Druid’s penalty to Charisma-based checks affect any target within 30 feet even if he cannot be seen. He also suffers a –5 penalty on all Stealth checks and the DC to track the Cener is reduced by 2 (or by 8 if the tracker has the scent special quality).



All Endurance costs for spells of the Spiral of Disease are reduced by one, to a minimum of 0 Endurance.

The Spiral of Death

The Spiral of Death is a taxing and difficult walk for the living, as it deals with energies and concepts best left to the dead. Many Cener Druids try to walk this path for the power it holds but few survive to witness its truest possibilities. The Spiral of Death requires a stout heart and a strong mind; only those with a Constitution score of 13 or higher may pursue it far enough to even obtain its weakest ‘blessings’. For those with the stamina to endure its rigours, the Spiral of Death can grant the greatest gift of all – immortality. Of course, this longevity comes at the cost of the Druid’s mortal life, but this is a small enough price to pay for those attracted to this path in the first place. The Gift Those walking the Spiral of Death have little to fear from the walking dead themselves. Unintelligent (Intelligence

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Cener Druid

Second Step – Staggering Bile (2 Endurance) By calling forth the powers of decay and putrescence into his saliva, the Cener Druids use this spell to expectorate a greenish yellow fluid out to a range of 30 feet. Casting and spitting Staggering Bile is a full-round action and requires a ranged magical attack. Any living target hit must make two Fortitude saving throws. The first is to resist being stunned for one full round by the horrid stench and nausea that accompanies the bilious strike. The second save is to keep from losing 1d6 Dexterity points and dropping anything being currently held because of the foul wave of magic in the attack. This Dexterity loss automatically returns at the rate of one point per minute after the attack and can be removed sooner with a Counterspell or healed by magic capable of restoring lost ability points.

The Becoming – Avatar of the Plague The Cener Druid enters a 24 hour sleep during which time he bleeds from the pores, evacuates his bowels and sheds his outer layer of skin like a rancid husk. The smell and filth associated with this change are so foul that anyone exposed to the sleeping figure or coming within 20 feet of him must save against contracting filth fever. This terrible chrysalis consumes itself, leaving the changed Druid shivering, naked and drained of all but 3 points of Constitution.

2 or less) undead will not attack the Druid unless attacked first. Indeed, the Druid is invisible to such undead unless he comes within five feet of them. This protection is continuous; the Druid could attack an unintelligent undead, retreat out of line of sight and return again to find the undead creature passive again. The Curse Death is not courted lightly and has a tendency to remember those seeking to escape its grasp. Cener Druids on the Spiral of Death must contend with the attentions of Death itself – a difficult prospect at best. For those few able to survive the cold touch of their own mortality ebbing away, great power can be had. First, they have to resist the lethal pull of the grave. ♦

Curse I: The level in which the Cener Druid gains this Curse provides him with only a single Endurance point (as if his Endurance Die roll for this level was a 1 and he possessed no Constitution modifier). This is the first grasp of Death, threatening to extinguish the Druid’s life. While that assault is turned aside this time, it leaves the Druid forever scarred. Most Cener Druids bear some mark of this Curse such as white hair, pale skin or a strange scar over their hearts.



Curse II: The grave reaches out for the Druid again, forcing him to do battle with its eerily seductive call. Again, this level only provides the Druid with a single Endurance point, but he must also choose 2 ability score points to sacrifice in the struggle. These can come from any ability or pair of abilities; they represent the stress of resisting Death itself. Most Cener Druids become very thin and frail at this point in their progress down the Spiral of Death; they eat very little when they do at all and their skin seems almost translucent.



Curse III: The body of the Cener Druid is unable to sustain their life in any normal way, forcing them to resort to truly vile means to remain alive. They must now eat either rotted carrion (1 lb. a day) or drink blood (at least two pints a day, both of which must be fresh) to nourish themselves. If the Druid cannot receive the required nourishment, he suffers a single point of Constitution damage due to starvation. Once the Druid can resume his vile eating habits, the lost Constitution is restored immediately. As a somewhat beneficial side effect, the Druid no longer needs to sleep but this is not entirely without its problems (minor hallucinations and a constant state of near-exhaustion, none of which are severe enough to have game effects but which provide excellent roleplaying possibilities).

First Step – Withering (1 Endurance) This Cener spell is the first true Step towards a mastery of necromancy that might take years to attain. By spending a move action casting the spell and then making a single touch attack (as a standard action), the Druid can sap the life force from a living target and gain some of it himself. Excruciatingly painful, the attack inflicts the Cener Druid’s base magical damage and grants 1d4 Endurance points back to the caster. The pain of the attack also imposes a –1 penalty to all attack rolls and skill checks the target must make for 1 full minute afterward. This pain-induced penalty is not cumulative; further Withering spells only reset its duration. Second Step – Corpsecall (4 Endurance) Another true Step in the study of necromancy, this spell accomplishes a classic of the discipline – the creation of undead. A Cener Druid casting this spell requires one hour and 250 Gold Crowns in materials but the end result is a loyal Undead Servitor as detailed in the sidebar. Druids may have up to their Charisma modifier +1 (minimum of two) in Undead Servitors at any one time and cannot heal them or repair their damage in any way. Lost Servitors must be replaced through the full casting of this spell again. One point of the Endurance cost of this fell magic cannot be regained until the Servitor created by it is destroyed or dismissed by its maker as a standard action (which also instantly destroys it). Third Step – Shadow of the Grave (3 Endurance) This spell draws upon the power of Death to create a spectre of terrible power and send it against any opponent the Cener Druid can see. Shadow of the Grave has a line of sight range and takes a full round to cast but its effect is nearly instantaneous. The Druid’s own shadow takes on a vicious, fearsome appearance and hurtles towards the target as a ranged magical attack. If it successfully hits, the target must make a Fortitude save and a Will save immediately. The Fortitude saving throw is to resist cold damage equal to the Cener Druid’s base magical damage. Success reduces the damage by half. The Will save, if failed, leaves the victim shaken for 1d6+1 rounds – success reduces the duration to a single round. This mental effect is fear-based but the cold damage inflicted by Shadow of the Grave is entirely physical. Fourth Step – Ashes to Ashes (5 Endurance) This spell is very powerful, allowing the Druid to lay waste to large groups of creatures with the intonation of a few mystic words and a single, baleful gesture. Casting Ashes to Ashes is a standard action but the caster cannot move at all during that round before or after the spell. The magic forms a cyclone of ash and dark mist at any point the caster can see, out to a range of 120 feet. The cyclone is 15 feet in diameter, lasts one round per point of caster’s

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Undead Servitor

These creatures are the reanimated remains of a humanoid creature, bound in strips of enchanted leather and embalmed with rare and precious necromantic oils.

Constitution modifier (minimum of one round) and inflicts the caster’s base magical damage each round to all targets within. Those caught within the cyclone’s area of effect may make a Reflex save to take half damage, by literally flinging themselves out of the cyclone’s path. Note that Telchos Warriors are utterly immune to this spell. Fifth Step – Dust to Dust (7 Endurance) The deadliest art in the necromancer’s repertoire, this spell takes a free action to cast and is combined with either a single touch attack or a single ranged magical attack. If the living target makes its Fortitude saving throw, it suffers no ill effect and the caster is stunned for one round by the backlash of necrotic energies. If the living target fails this saving throw, it suffers the caster’s base magical damage immediately. It then suffers this same amount every subsequent round (rolled again each time) with no saving throw to avoid the effect. Only two things will end this spell – the destruction of the caster or a successful Counterspell. Any creature brought to 0 Endurance by this spell is turned into inert dust, utterly slain and scattered into the wind.

The Becoming – Avatar of the Last Breath Mastering Death is never actually a claim any Cener Druid can make in truth but this transformation brings one walking the Death Spiral as close as any can come. This deep comatose slumber lasts 48 hours, during which time the Druid must make a Fortitude saving throw (DC 15) every 12 hours to resist succumbing to the necromantic energies flowing through his body. Failure of any of these saves drains him of 2 Constitution points and failing all four means instant death. Assuming he survives, the Cener Druid benefits in the following ways immediately upon awakening. ♦

The Druid has become partially undead, as much of his body is now sustained entirely by necromantic magic. He does not sleep or need to eat, cannot be put to sleep magically, cannot be affected by poisons or diseases with a DC of 18 or less and gains a 25% resistance to critical hits and sneak attacks (such attacks still do normal damage as if the critical had not confirmed).



The deadened sense of touch provides +2 natural armour and an additional +1 point of Damage Reduction, improving the Druid’s resistance to attacks.

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Cener Druid

Medium Undead Endurance Dice: 4d12 (26 Endurance) Initiative: +2 Speed: 30 ft. Armour Class: 14 (+2 Dex, +2 leather armour), flatfooted 12 Base Combat Skill: +2 Attack: Sword +5 melee (1d8+3/19–20) or Claw +5 melee (1d4+1) Full Attack: Scimitar +5 melee (1d8/19–20) or 2 Claws +5 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Damage Reduction 10/bludgeoning, darkvision, immunity to cold, undead traits Saves: Fort +1, Ref +3, Will +4 Abilities: Str 16, Dex 14, Con –, Int 3, Wis 10, Cha 1 Environment: Any Organisation: Any Challenge Rating: 2 Allegiance: Always Evil Advancement: —



If the Cener Druid is ever slain but not dismembered, he will rise again in 24 hours as a full undead, taking on all of that type’s powers and limitations immediately. These traits supercede all Avatar traits, except for the Endurance reduction to casting Spiral of Death spells – in fact, the reduction increases to 2. Slaying the fully undead Cener will result in his permanent demise.



All Endurance costs for spells of the Spiral of Death are reduced by one, to a minimum of 0 Endurance.

The Curse Druids of the Spiral of Terror are constantly dealing with mental trauma and the darkest parts of their own psyches. While the strongest deal with these inner demons and learn from them, even they cannot escape completely unharmed. Terror’s Curse is not as physically visible or destructive as the effects of the other two Spirals but in many ways it has a much more harmful and profound effect on its victims. ♦

Curse I: The Cener Druid is haunted by dreams of his past and emotional trauma too intense to ignore. These dreams and night terrors recur every night for weeks after this ‘class feature’ is gained. Once they finally stop, the Druid is so traumatised that he permanently suffers a –2 penalty to his Armour Class in Psychic Combat and a –2 penalty to any Will saves required to resist psychic powers from any source. His mind is slightly cracked by the process, a weakness others can exploit.



Curse II: Once again, the mind of the Terror Druid tries to rebel against the dark energies of his chosen Spiral. This time, the emotional and traumatic horrors are all forced into a single night of restless, screaming

The Spiral of Terror

The power of terror is the true energy that binds the Cenerese together and keeps them striving for domination over all of Magnamund. Terror in its many guises motivates, disciplines and ensures that every Druid in every circle remains true to their cause and loyal to their hidden kingdoms. The rulers of the Cener, whether they are in Ruel, Kaum or a sheltered enclave in the shadows of some other land, are always devotees of Terror. Their ability to evoke fear makes them natural leaders of the Cenerese and their power to bind the wills of others provides them all the slaves they might need. Because the powers of the mind are so taxing and difficult to control, a Cener Druid wishing to walk the Spiral of Terror must have both a forceful personality and an agile, insightful intellect. To take this path of Cener magic, a Druid has to possess Charisma and Intelligence scores of 13 or higher. Anything less leaves the would-be master crippled by his own fears and inner doubts. The Gift Cener Druids on the Spiral of Terror gain a powerful presence – an aura of malice and potency. This aura is not truly under their control, though they can dim it if it would compromise something they were trying to accomplish. The aura is invisible, even to magical sight and improves the Druid’s ability to intimidate and impress others around him. The Gift of Terror improves the Druid’s Charisma by +2 points and grants a further +2 bonus to all Intimidate checks. This same skill bonus becomes a penalty to all Charisma-based checks when fear would be detrimental instead of helpful. Terror Druids also gain the ability to bond a small servant with their newfound powers. These creatures are kept by Cener circles for exactly this purpose and tend to be kept caged until they are needed for new initiates on the Spiral. A bonded Kiroqx, as these transformed forest animals are called, can share its thoughts and senses with its master up to 120 feet away and is slavishly loyal to his every whim. Dead Kiroqx are replaced once a year on the anniversary of the Druid’s initiation.

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with an Inbetween with maximum (192) Endurance – see the Lone Wolf core rulebook for the Inbetween’s full statistics. This wraithly nemesis is born of the Druid’s own mental energies and the combat takes place in the Druid’s sleep. It must be fought with no equipment but with the assumption that the Druid is fully rested and refreshed. If he loses the battle, he dies in his sleep instantly. If he wins, he survives the night and can advance to the true heights of the Spiral of Terror.

Curse III: The Druid of Terror must face one last hurdle, the mental equivalent of all his fears and doubts personified. This is a midnight struggle in his dreams

First Step – Shackle of the Mind (2 Endurance) This spell requires a free action and a touch attack against a sentient creature or animal. This spell may only be invoked once per round. If the target of this ability fails a Will saving throw, it must take whatever actions on its next round the Cener Druid wishes. These actions cannot be self-destructive or harm its allies but any actions other than these are perfectly acceptable. Each round the Druid wishes to maintain control over a single target, it gains a cumulative +1 bonus to its Will save. The Endurance cost is only paid for the first round but this spell can only be active on one target; a previous victim must be freed before another can be shackled. A Cener Druid can Shackle a number of minds at the same time equal to his Charisma score (paying the Endurance cost for each mind individually).

Kiroqx

These small furred creatures look something like an unholy cross between a bat and a badger. Viciouslooking and predatory, the Kiroqx is a devoted slave of its master and never dares displease him. Tiny Magical Beast Endurance Dice: 1d10+8 (13 Endurance) Initiative: +7 (+3 Dex, +4 natural) Speed: 20 ft., climb 30 ft., fly 30 ft. (poor) Armour Class: 18 (+2 size, +3 Dex, +3 natural), flatfooted 15 Base Combat Skill: +1 Attack: Claws +4 melee (1d3+2) Full Attack: 2 Claws +4 melee (1d3+2) and Bite –1 melee (1d4+3) Space/Reach: 2–1/2 ft. / 0 ft. Special Attacks: Eviscerating Shriek (see below) Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +5, Will +1 Abilities: Str 14, Dex 16, Con 26, Int 5, Wis 12, Cha 10 Skills: Climb +3, Perception +4 Environment: Warm forests, warm marshes Organisation: Solitary, pair or covey (3–5) Challenge Rating: 1 Allegiance: Usually Evil Advancement: — Eviscerating Shriek (Su): A Kiroqx can perform a full round action to emit a piercing scream, audible up to two miles away in open country. Any creatures within 60 feet of this shriek must make a Will saving throw (DC 11) or be stunned for one round. One creature within 10 feet can be designated the main target of this shriek and suffers 1d6 sonic damage in addition to the stunning effect; there is no saving throw to mitigate or prevent this damage. A Kiroqx can shriek only once every minute.

Second Step – Enthral (3 Endurance) While the Spiral of Terror is based on fear, it also contains the emotion of awe within its sphere of control. This spell takes a full round to cast, during which time the Druid must be clearly visible to every intended target of the spell (though he may be disguised). This magic can affect as many living targets as the Druid’s Charisma score, forcing each of them to make a Will saving throw or stand and listen to the Druid for one minute per class level of the Cener Druid caster. The Druid cannot attack the ‘audience’ or visibly allow them to be attacked; if this occurs, the spell ends immediately. At the end of the spell’s duration, the Druid can make any non-combat request of those under the effect of his Enthral, as long as the requested action would take no longer than one round to complete. If the victims fail a second save, they will comply immediately. A Cener Druid could therefore use this spell to request an audience to donate Gold Crowns to his ‘good cause’ but could not cause a riot (as this would be combat) or recruit them immediately as long-term Cener converts (as this involves actions spanning more than one round). Third Step – Harrowing Voice (5 Endurance) Fear has an edge as sharp as any sickle and with this spell, the Cener Druid can wield it most effectively. As a standard action, the Druid can lend his rage and fury real magical potency, shouting out a scathing insult or commandment so vile that it literally scars the minds of those that hear

15

Cener Druid



sleep. The Druid must make a Will save against the DC of his own third Step spells; failure indicates the night’s events were too great and he suffers a loss of mental function equivalent to losing 1,000 XP and the level that brought this level of Curse upon him (the Cener Druid literally regresses to 11th level). Success keeps the Druid sane and functional but increases his Armour Class penalty in Psychic Combat and Will save penalty against psychic powers to –4.

it. This assault automatically affects every enemy of the Druid within 30 feet, forcing them to make a Will saving throw or suffer the caster’s base magical damage as a sonic effect and lose 1 point of Wisdom. Lost Wisdom points return normally. Fourth Step – Eye of Dominion (10 Endurance) A Terror Druid’s aura becomes far more powerful at this level of knowledge. By enhancing it temporarily with this spell, the Druid can greatly extend and expand its potency. Eye of Dominion takes ten minutes of meditation to cast but has no chance of spell failure and does not require an Occult roll. Once cast, Eye of Dominion lasts until the Druid sleeps again or 24 hours have passed. While active, it adds +2 to the Druid’s Charisma score and makes his Enthrall spell work on every target that can physically see him regardless of the range. His Shackle of the Mind spells last five rounds without offering a second saving throw and additional rounds after this grant no cumulative bonus. Lastly, he can have Shackle of the Mind cast on as many targets as his Intelligence, Wisdom and Charisma modifiers combined (minimum of 5). The Endurance cost on each target must be paid for separately.

Fifth Step – Castigating Wrath (4 Endurance per round) As a free action, this spell lends the full force of the Spiral of Terror to the Druid’s dominiar sickle. This makes even the slightest touch of this enchanted weapon mentally troubling for anyone but the caster and renders its wounds potentially mind-shattering. The weapon’s critical multiplier increases to x4 when wielded against a living target, with the additional damage originating from shock and trauma. In addition, every successful blow forces surviving sentient targets to make a Will saving throw or flee in terror for 1d4 rounds at their highest possible speed. Even undead (sentient and non-sentient) can be affected by this aspect of Castigating Wrath. The Becoming – Avatar of the Iron Mind Cener Druids rising to true mastery over Terror undergo a mental and spiritual chrysalis. This internal rebirth has no outward sign but the aura of command that such Druids possess after the 12 hours of deep meditation end cannot be denied. Transformed Cener Druids of this Spiral are called Terror Lords and together with Plague Lords and Death Lords make up the ruling class of the Cenerese. ♦

All penalties to Psychic Armour Class and Will saves versus psychic powers disappear as the mind of the Cener Druid reintegrates and repairs the flaws it once had.



The Druid’s enforced and empowered will is incredibly difficult to affect or damage. If the Druid so desires, he can clamp down the walls of his mind, rendering him utterly immune to all forms of mental attack, including Psychic Combat (though while he does so he may not use and psychic actions either). Even when the Terror Druid is not using this ability, he effectively has a Damage Reduction score equal to his Wisdom modifier (only applicable to Psychic Combat).



The Druid gains the ability to completely enslave one sentient humanoid, effectively making him a willing ally through the constant, free use of Shackle of the Mind. This power offers one saving throw when it is first used and is permanent thereafter. The Terror Lord may release the individual at any time (in order to control another, for instance). Counterspell can free the victim, as can the death of the Terror Lord; release can be achieved in no other way.



Spells from the Spiral of Terror have their costs reduced by the Druid’s Wisdom modifier (minimum of 1). This can bring the cost of a given Step spell to a minimum of 0. Also, Shackle of the Mind can now be cast as many times per day as the Druid wishes and can afford to pay for, assuming the spell still costs him any Endurance at all.

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Herbalish We have much to atone for, though the land still exists only through the blood of our forefathers and the grace of their magic. We have sinned in the dearest way any people can; we have sinned through the actions of our brothers in the service of darkness. Gather your herbs and prepare your magic. Nature will never truly forgive us until we plough her fields with the bones of the Cener and water her crops with their blood. Violence is not our way but like the wolf that feeds her cubs, we will have to kill to live and kill to preserve all life. and their places of power are brought low by any means necessary. Even the close friends of these normally peaceful nature-worshippers are often surprised at the pure malice and fury that overcomes their companion when the Cenerese are involved. In these moments, when an Herbalish calls forth lightning, thunder and primal forces to scourge their dark brethren from Magnamund, the differences between them become even harder to see.

The Herbalish serve the same role the Cener Druids once held, that of protectors of the land and defenders of the common folk. They no longer concern themselves with politics or crowns, as these ambitions have proven to be corruptive. Now, they live among the wilds of Bautar and other lands, exchanging their healing arts for whatever they need. Some few live in cities and even reside in the capitals of other nations but these are uncommon Herbalish. Most only venture into urban landscapes when their vision quests tell them they must.

Adventures: Older Herbalish do not tend to adventure, as the duties they serve to the land of Bautar or their chosen groves keep them from travelling unless they must. Younger Herbalish on the other hand are expected to wander for a time, as only the experiences of the real world can prepare them for the rigours of their Herbalish training. Natural or not, the true power of the land is rarely tame and it takes a prepared mind and strong body to withstand its primal energies.

At first glance, an Herbalish and a Cener Druid might appear very similar. Both tend to wear heavy, well-worn robes and both carry a sickle as their main focus and tool. The differences lie mostly in their eyes and in their magic. An Herbalish is trained in healing magic and really only holds hostility in his heart for the Cener themselves, whereas the Cener Druid openly hates all life not under his control. While some might confuse the two initially, such misconceptions rarely last long.

Characteristics: Unlike the twisted mockery of their faith that the Cener represent, the Herbalish are true druids and take their worship of the land very seriously. They are never wasteful of its bounty and while many hunt for meat to eat and skins to wear, they are respectful of their quarry and never take more than they need. Some Herbalish are predatory and others simply live in union with the flora of the earth but all of them remain mindful of their place in nature at all times.

The Herbalish are most prevalent in Bautar, their traditional home and the site of the Grand Grove, a circle of stones and ancient trees so powerful that even the combined might of the Cener at their height of their dark empire could not breach its defences. This is a later age however and though the Herbalish do not discuss such things with outsiders, the magical barriers around the Grand Grove are weakening. If the Cener were to organise sufficiently to try another concerted attack, the results could be disastrous for the Herbalish.

Religion: The ‘deity’ of the Herbalish is nature itself, though few choose to personify it any more than this. Some few Herbalish, usually members of a given circle, grant the force of nature a face and form, typically female, but this is not common. A very few Herbalish choose to worship nature solely in a masculine form; these tend to be the hunters and ‘warriors’ of the Herbalish order. While they are not common and must ignore some of the more peaceful and powerful healing aspects of their order, these ‘wolves’ are the violent but respected defenders of their ‘lamb’ compatriots in the Herbalish.

Fortunately, the mandate of the Herbalish order is still strongly upheld. The Cener are fought wherever they rise

Background: In days gone by, before the Cener betrayed the land, there were many noble families that sent their

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Herbalish

For every evil, there must be a good counterpart. So it is in the world of Magnamund with the Cener Druids and the Herbalish. A band of powerful druids and sages gathered together in common cause against the evils of the Cenerese, the Herbalish wield the original powers of the land, sea and sky. These druidical energies are the sword and shield of the Herbalish during times of crisis but usually serve more to heal and restore.

youngest to study with the druids, but that time is past. The Herbalish have no desire to get caught up once again in the politics of men; while they will take anyone that comes to their circles openly and without duplicity, they insist the petitioner forsake his previous name and take up a ‘craft name’ to live as from that day forth. Some Herbalish, especially those living in larger cities, return to a more mundane name for a time but will invariably return to their craft name in time.

Herbalish can accomplish true miracles of potioncraft through their ‘focus of pure spirit’, a technique described below. Constitution is also a bonus for most Herbalish, as many of their special abilities are very physically taxing. Endurance Die: d8. Base Speed: 30 feet. Starting Wealth: 100 Gold Crowns.

Other Classes: The healing gifts of most Herbalish and their ability to craft potions and tinctures make them very popular with virtually any other class in the world of Magnamund. They likewise get along with virtually any class or creed, assuming one is not speaking of a Cener Druid. Those abominations to the natural order and all those who would traffic with them are the sworn enemies of the Herbalish order and are to be slain or captured on sight. Except for this one almost irrational hatred, the Herbalish can work with anyone and make an excellent complement to any wandering band.

Game Rule Information

The Herbalish has the following game statistics. Abilities: The magic of the Herbalish is similar to the Cener Druids in only a few respects but the chief correlation is the need for a very high Wisdom score. Charisma is also important, as it is the force of personality the Herbalish use to infuse their potions with true power. While anyone skilled in the herbal arts can make basic potions, only a trained

Class Skills

The Herbalish’s class skills (and the key ability for each skill) are Concentration (Con), Craft (any, taken as separate skills) (Int), Handle Animal (Cha), Heal (Wis), Knowledge (any, taken as separate skills) (Int), Occult (Int), Perception (Wis), Profession (any, taken as separate skills) (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex) and Survival (Wis). Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Herbalish. Armour and Weapons Proficiency: Herbalish are proficient with all one-handed melee weapons, with the exception of the sickle (for reasons that will be described below). They are proficient with all non-racial ranged weapons, with the exception of the crossbow. They are

New Armour and Shield – The Herbalish Mantle and Stag Shield

The Herbalish have a number of pieces of specialised equipment that better suit their natural lifestyle. Two items are of special significance; the full-body leather mantle given to all newly appointed Herbalish and a hide-and-wood shield decorated with stag antlers called, appropriately enough, the Stag Shield. This item must usually be crafted by an Herbalish for himself, as it is mark of honour to carry one and each is decorated by its owner in its own unique way. Armour/Shield Maximum Armour Spell Failure Armour Cost Bonus Dex Bonus Check Penalty Chance Speed Weight Medium Armour +3 +6 –1 20%2 20 ft. 20 lb. Herbalish Mantle 80 gc1 Shields 65 gc +2 — –2 5% — 5 lb. Stag Shield3 1 Not normally for sale. 2 Herbalish – and only Herbalish – wearing this mantle have a spell failure chance of 0%. 3 Instead of using the shield’s Armour Class bonus in a given round, the user can choose to take an additional attack during a full attack action at a –5 penalty, raking an opponent with the shield’s antlers. This strike has a critical range of 20/x2 and if it hits, the shield inflicts 1d6 piercing damage in addition to half the wielder’s Strength modifier (rounded down).

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The Herbalish Ref Save +0

Will Save +2

Base Magical Combat Skill

+1

Base Magical Damage 1d6

2nd 3rd 4th 5th 6th 7th 8th

+1 +1 +2 +2 +3 +3 +4

+1 +2 +2 +3 +3 +3 +4

+0 +1 +1 +1 +2 +2 +2

+3 +3 +4 +4 +5 +5 +6

+2 +3 +4 +5 +6/+1 +7/+2 +8/+3

1d6 1d6 1d6 1d8 1d8 1d8 1d8

9th 10th 11th

+4 +5 +5

+4 +5 +5

+3 +3 +3

+6 +7 +7

+9/+4 +10/+5 +11/+6/+1

1d10 1d10 1d10

12th 13th 14th

+6/+1 +6/+1 +7/+2

+6 +6 +6

+4 +4 +4

+8 +8 +9

+12/+7/+2 +13/+8/+3 +14/+9/+4

1d10 2d6 2d6

15th 16th 17th

+7/+2 +8/+3 +8/+3

+7 +7 +8

+5 +5 +5

+9 +10 +10

+15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2

2d6 2d6 2d8

18th 19th 20th

+9/+4 +9/+4 +10/+5

+8 +9 +9

+6 +6 +6

+11 +11 +12

+18/+13/+8/+3 2d8 +19/+14/+9/+4 2d8 +20/+15/+10/+5 2d10

also proficient with leather armour, wooden shields and the Herbalish mantle. Note that Armour Check Penalties apply to Acrobatics, Athletics, Climb, Escape Artist, Sleight of Hand and Stealth checks when using shields and armour heavier than leather. Circle Choice (Su): The power of the Herbalish comes from their Circles of Natural Magic. Like the Spirals of the Cener Druids, each one is a devotion that brings with it a series of magical abilities – but that is where the similarity stops. The Herbalish do not cast spells per se; their powers are more innate and function similarly to supernatural abilities. They still qualify as spellcasters for purposes of skills like Craft (alchemy) but they do not have a set number of spells per day and their Circle abilities are not spells for the purposes of interrupting them in combat or negating them with Counterspell.

Special Circle Choice, Magical Combat, Nature’s Thane, The Verdant Vow Circle Choice, Primal Path I Circle Choice, Living Gift Circle Choice Circle Choice, Nature’s Child Circle Choice Circle Choice, Primal Path II Circle Choice, Living Gift, Psychic Awareness (Erect a Shield), Willpower Circle Choice Circle Choice, Nature’s Ally Circle Choice, Psychic Awareness (Focus 1/day) Circle Choice, Primal Path III Circle Choice, Living Gift Circle Choice, Psychic Awareness (Attack) Circle Choice, Nature’s Companion Circle Choice Circle Choice, Primal Path IV, Psychic Awareness (Focus 2/day) Circle Choice, Living Gift Circle Choice Circle Choice, Nature’s Avatar, Psychic Awareness (Instinctive Shield)

The Circles are described fully below. At 1st level, an Herbalish chooses one Circle to advance one Tier. Each successive level, the Herbalish gains another Tier which can be used either to advance a current Circle or begin his path on another. There is no limit to the combination of Circles an Herbalish can draw abilities from but each one must be learned from the first Tier onwards. As there are three Circles and ten Tiers per Circle, few Herbalish of any level are identical in their abilities. Circle abilities often require the expenditure of Endurance, which is paid before the effect of that Tier ability will manifest. Herbalish cannot activate an ability if its Endurance cost would reduce them to 0 Endurance or less (unless the ability specifically notes this as a capability). If a saving throw is allowed against the effects of a given Tier ability, it is calculated as 10 + 2 x the Tier of the ability + the Herbalish’s Wisdom or Charisma bonus, whichever

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Herbalish

Level 1st

Base Combat Fort Skill Save +0 +1

is greater. Unless specifically mentioned otherwise, all Herbalish Circle abilities require a full-round action to perform. Magical Combat (Su): An Herbalish uses his class level as his Base Combat Skill when attacking with his Circle abilities (as shown in the Base Magical Combat Skill column). This represents his focused training in wielding magical energies during combat. If an Herbalish takes levels in any other class (an unlikely event, but it could occur), he only adds its class level to this value if that class also has the Magical Combat feature. Nature’s Thane (Su): The Herbalish are marked by Nature when they join the order. This mark initially is recognised by animals and sentient plants as a sign of friendship and peace. Unless they are attacked first, no normal animal or mobile plant will attack a Nature’s Thane or detain him in any way. If they are forced to do so through magical or psychic control, they immediately get another saving throw using the Thane’s Charisma modifier as an additional bonus (or penalty) to break the control completely before actually attacking. The Verdant Vow (Su): The Herbalish have been shown the true price of betrayal and know well that even the best of intentions can go horribly awry. They are very cautious whenever a prospective new member approaches the Grand Grove and wishes to be admitted into the Order. This is a time of celebration but it is also a careful affair and one that calls for the most serious of commitments on the part of both the petitioner and the Herbalish order itself. After a period of ritual fasting and meditation lasting three full days, the petitioner is brought before gathering of the Grand Grove numbering at least 40 Herbalish strong. There, before a great iron cauldron filled with serpentpoisoned water under the full moon, the petitioner requests membership and pledges himself during a mystic rite lead by the eldest Herbalish in attendance. The petitioner’s words are judged by the power of Nature and if they are heartfelt and true, the water is purified. If not, the water is converted into a deadly poison. Either way, the petitioner must drink after making his oath of fealty. Those that die are judged unfit and their bodies ‘returned to the earth’.

He is invested his leather mantle, a special form of armour worn only by the Herbalish. He is also granted his silver sickle, a symbolic tool for the Herbalish that must never ever be used in combat. While the Cener Druids gleefully strike down their victims with their pestilent sickles, the Herbalish have taken a sacred vow to only use their sickles for foraging and other mundane duties. If a Herbalish ever uses his sickle in combat, even in self-defence, he is in danger of being ousted from his druidic circle and the order entirely. See the Ex-Herbalish section for more details. This rite also imbues him with the ability to draw from the strength of any Herbalish grove. While standing in the confines of an Herbalish druid’s circle or grove, he gains a +4 magical bonus to his Armour Class and his Circle DCs increase by +2. These bonuses improve to +6 and +3 respectively in the Grand Grove and in other places of true natural power. A site does not have to be tended to confer these bonuses but it must be exposed to the air and cannot be within ten miles of any civilised settlement. Primal Path: Herbalish must choose which Path they will walk through the mysteries of Nature and the wild forces of Magnamund. This is not a Circle choice; it is far more spiritual and personal to the Herbalish in question. There are two Paths, with the latter being quite rare among the Herbalish in the present day. The Herbalish say that a Path is not truly chosen; it chooses you (Games Masters can either choose an appropriate one for a Player Character Herbalish or allow them to choose a Primal Path for themselves).

The Path of the Healer Emphasised greatly in the time following the Great Betrayal of the Cener, the Herbalish have almost entirely become druids of this kind. Their skills have polarised to encompass many of the soothing and restorative arts, drawing on the nurturing side of Nature’s power. While any Herbalish can use their magic to heal with the right Circle choice, this path makes them far more efficient and effective at doing so. In addition, true Herbwardens follow the Path of the Healer; it lends strength to their potions and allows them to better harvest the bounty of the land. ♦

Surviving the Verdant Vow is the only test of faith the Herbalish need and immediately upon surviving this trial, the new fledgling is admitted into the order and welcomed as a brother. After a night of wild revelry and abandon, the new Herbalish begins his lifetime of training in the natural arts of magic and life.

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Healer I (Su): Once per day, the Healer Herbalish can choose to heal the maximum amount one of his Circle of Blood and Bone abilities will allow. If this amount would take a target over their maximum Endurance, the excess is lost. In addition, the Healer always adds his Charisma modifier (if positive) to any Endurance healing he performs.

Healer II (Ex): Healers understand the need to remain healthy themselves in order to better serve others. A Healer Herbalish of this level or greater slowly and subconsciously regenerates any wounds he may be suffering at a rate of his Constitution modifier (minimum of 1 point) per hour. This is a constant ability and requires no thought, action or even consciousness on the Healer’s behalf.



Healer III (Su): When using Health Sight, the third Tier ability of the Circle of Blood and Bone, the Herbalish automatically heals his Constitution modifier (minimum of 1 point) to any target he focuses his attention on for the whole round. This ability has a range of 60 feet and instantly stabilises dying creatures. Any given target can only receive this special healing once an hour, no matter how long the Herbalish studies them with Health Sight.



Healer IV (Su): Now considered a true healer in the eyes of other Herbalish and likely a minor legend in any community he chooses to serve, a Healer of this experience can actually return life to the recently dead.

To do this, he must have mastered all ten Tiers of the Circle of Blood and Bone and have 90% of the target’s body available. The body must be sewn back together and carefully anointed with Herbalish oils using the Heal skill (no DC but make a note of the result) and 30 uninterrupted minutes. The corpse cannot have been deceased for longer than one day per point of the Herbalish’s Charisma score. Once a restored body is available, the True Healer meditates for one hour and pays 1 permanent Endurance point for every two character levels of the target (rounded up). The target corpse is resurrected with full Endurance and no loss of level or experience immediately upon the completion of the ritual. The resurrected character may not be quite what he once was, though. Reduce all ability scores by one point but for every five full points the Herbalish scored on his Heal check, one ability score of the Herbalish’s choice does not suffer loss.

The Path of the Hunter Long ago, more than half of the Cener Druids followed this Path, making it almost taboo for Herbalish to walk now. Still, some few are chosen by it and while they often live under the constant suspicion of their fellow druids, they walk it as best they can. Deadly in combat and feared by their prey, Hunter Herbalish sometimes come too close to the powers that corrupted the Cener Druids for their own comfort. It is not an easy Path but the rewards are great for those that remain pure. ♦ Hunter I (Ex): The path of the Hunter is one that emphasises physical prowess and the willingness to kill when the need arises. When fighting with natural weapons (for example, while shapeshifted into an animal form), unarmed or while wielding a bow or spear, the Hunter Herbalish may use his Base Magical Combat Skill. He also gains proficiency in the spear and the scythe. This makes him as deadly as a true warrior with these attack forms. ♦ Hunter II (Ex): Like the beasts of the wild, Hunter Herbalish do not fight to wound; life for him is kill or be killed. He adds one to the critical range of any weapon or attack he makes using his Base Magical Combat Skill. This addition is to the range only, not the multiplier. For example, a bow in the hands of a Hunter Herbalish has a critical threat range of 19–20/x3.

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Herbalish







Hunter III (Ex): Hunter Herbalish learn how to defend themselves using only the things of nature as shield and armour. He gains proficiency in hide armour. Whenever he wears armour made of leather or hide, he may increase its armour bonus by +1. This also applies to natural shields made of wood, hide or other organic materials, so a Hunter Herbalish wearing hide armour and wielding a heavy wooden shield receives a +4 armour bonus and a +2 shield bonus to Armour Class. Small amounts of metal (such as studded leather) do not disrupt this ability but anything more encumbering negates this special bonus. Hunter IV (Ex): Drawing on the incredible power of nature each time he enters combat, the Hunter Herbalish can strike blows of potent force and rend even the strongest of armour or densest of scales. The weapons and attack he makes using his Base Magical Combat Skill all have their critical multipliers increased by 1 and the Hunter may re-roll any single 1 rolled when determining damage from such an attack, whether it is a critical or not. If the re-roll comes up a 1 again, it must be kept as normal.

Psychic Awareness (Su): The greater powers of the mind awaken in an 8th level Herbalish, allowing him to engage in Psychic Combat as more than just a victim. These powers

are a side-effect of the Herbalish’s powerful soul rather than any real training. At this level he gains the ability to use the Erect a Shield psychic action. As he advances in power, the Herbalish learns how to use the Focus and Attack psychic actions. At 20th level, the Herbalish no longer has to expend Willpower to maintain a mental shield – he may do so automatically. Living Gift: Nature rewards her faithful children with children of their own to care for and protect. The first time this feature is gained, the Herbalish is granted 4 Endurance Dice of animals of any type appropriate to the Herbalish’s environment chosen from the Lone Wolf core rulebook in the Animals sub-section. These animals (or animal, if the Herbalish invests them all into one creature) are incredibly loyal when they first arrive but the treatment they receive from the Herbalish will influence this either positively or negatively. Each successive time the Living Gift feature is gained, existing animals can either be given a 1 Endurance Die bonus (along with a +1 bonus to any one ability score, a +1 increase in their Combat Skill and a +1 bonus to any one saving throw) each or four more Endurance Dice worth of new animals can be obtained. Slain animals can be replaced with new ones every full moon, but animals that

22

had been given bonuses previously are replaced with fresh animals with no bonuses.

Nature’s Child (Ex): The Herbalish has proven himself to be a stalwart defender of the land and a devoted mystic of the natural ways. In return, Nature gifts him with good health and provides the maximum number of Endurance points he can gain for the level this feature occurs (8 points plus Constitution modifier, if any). A Nature’s Child is also capable of passing through any natural terrain without being impeded in any way; they may move their full movement with no reduction due to rough ground, overgrowth or even natural hazards like briars or quicksand. This does not allow the Herbalish to actually walk over the quicksand itself; he must still have some kind of safe path to walk, but it does not cost him any extra time to do so. Nature’s Ally (Su): Now a full ally of Nature, the Herbalish has the confidence of the natural world. Even charmed or dominated animals and plants cannot and will not attack him. If he is the subject of a special ability or spell from an elemental or magical beast, he gains a +2 bonus to any saving throw he is normally allowed to make. Effects that do not allow for a saving throw occur normally and this bonus does not apply if the creature also has the Darkspawn subtype. Nature’s Companion (Su): As a proven companion of Nature, the Herbalish once again gains the gift of full Endurance for this level (8 points plus Constitution modifier, if any). His ageing slows to almost nothing as well; the natural world sustains him and keeps him at his current age for as long as he remains alive. Normal diseases are ineffective against him (though the pestilent powers of the Cenerese are still fully potent) and he makes saving throws against natural poisons with a +4 bonus. There is

Nature’s Companions also find themselves occasionally gifted with visions of great events to come, though these images are rarely clear and can be difficult to interpret. This power is never under the Herbalish’s control and only occurs when the Games Master wishes to foreshadow important events during a campaign. When game mechanics are important for this power, it functions like the Magician of Dessi’s Prophecy Elder Art (see page 53 of the Lone Wolf core rulebook) including Willpower costs. Nature’s Avatar (Su): The ultimate expression of an Herbalish’s magic is to become truly one with the land. The power of Nature suffuses the body of a 20th level Herbalish with virility, vitality and a never-before imagined strength of limb and spirit. He immediately gains a +4 bonus to his Strength score and his Constitution increases to 18 (if it was not already higher). A Nature’s Avatar also receives a Damage Reduction score of 10/magic, though Cener weapons and abilities will circumvent this. His type changes to elemental and he gains darkvision to 60 feet, immunity to natural poisons, sleep effects, paralysis and stunning as a result of this. Unfortunately, the loss of his essential humanity does bring with it some detriment. A Nature’s Avatar loses 4 points of Charisma immediately as he is some somewhat disconnected from the world of mortality. Also, their form becomes set, resembling an almost ethereally beautiful version of their human selves. This prevents them from shape changing in any way thereafter; they are now and forever avatars of the world-power of Magnamund. Many Herbalish actually choose not to take this final step, remaining mortal rather than becoming a force of nature themselves.

Ex-Herbalish

Very few Herbalish ever multiclass or choose to leave the order but it has been known to occur. Herbalish that take even a single level of Cener Druid are banned from the groves and circles of the Herbalish forever and can never resume their studies save under the most extraordinary of circumstances. They lose their ability to use any Circle powers above the third Tier and they lose any ability to wield the Circle of the Living Land at all. Their Living Gift companions leave them immediately but all their other class abilities remain (though in a domination sense, with the ex-Herbalish forcing Nature to remain under his command).

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Herbalish

Willpower: All Herbalish gain an additional statistic called Willpower at 8th level. This is a measure of their psychic strength and resilience. Though it is not used to power any of their class abilities, it is nevertheless a vital statistic, as even at its basic level it acts as a ‘buffer’ against psychic effects that would otherwise cause serious damage to the character. Willpower is accumulated as a Herbalish rises in level. At 8th level, a Herbalish’s Willpower is directly equal to half his Wisdom ability score (rounded down). Each class level, the Herbalish increases his Willpower total by 1 + his Wisdom modifier (minimum of +1 Willpower per level). The Willpower statistic is refreshed by the Herbalish’s Charisma score each night, at midnight. If a Herbalish runs out of Willpower, he is left unable to use any abilities that normally require an Endurance cost until he has at least 1 point of Willpower.

no true age limit for a Nature’s Companion; they are only subject to death from accident or violence once they reach this level of union with the forces of Nature.

Also, any Herbalish that uses his sacred silver sickle in combat must make a Will save with a DC of 25. Success means that with adequate contrition on the Herbalish’s part and the permission of his circle’s elders, he may continue as an Herbalish. Failure bars him from continuing in this class, though in this case he keeps all Herbalish abilities at their current Tier or level.

Herbalish Circles

The Circles represent the true power of the Herbalish, granting them their abilities while also defining how they best serve Nature in their own ways. Few Druids ever mimic another’s progress through these Circles exactly, though many choose one or even two paths to fully master. An Herbalish with mastery of two Circles has great power at his beck and call but he gains this at the exclusion of the third Circle altogether. How an Herbalish moves through the Circles is a deeply personal experience and a choice only he, guided by the voice of Nature in his own heart, can make.

The Circle of Blood and Bone

This is the Healer’s Circle and the most common choice for beginning Herbalish druids. Its first few abilities are easy to master and require little or no Endurance to use, making it perfect for even lay Herbalish with little experience or inborn talent. Most Herbalish of low level encountered in Magnamund will be exclusive devotees of this Circle or the Circle of the Living Land (because of its first Tier ability, Herbcraft). Tier I – Fleshmending (1 Endurance) By touching an injured living target, the Herbalish can heal a number of lost Endurance points equal to his base magical damage. Herbalish can perform Fleshmending as many times per day as his Herbalish class level plus his Wisdom modifier (which may, if negative, actually penalise the class level, though this ability may always be used at least once a day). Tier II – Purge the Tainted Blood (1 Endurance) An Herbalish with this Tier ability can actually use his healing art to cleanse a living target of any disease or poison they may be suffering from. Each condition requires a separate use of this power and each use of this power requires a Heal skill check against a DC equal to the DC of the poison or disease +5. A cleansed poison bubbles up out of the pores of the victim and must be wiped away as a standard action or it could poison the target again the next round, while a disease becomes a foul but harmless vapour and is exhaled by the target. Purge the Tainted Blood can

be performed a number of times per day equal to half the Herbalish’s class level, rounded down. Tier III – Health Sight (1 Endurance per round) Occasionally, an Herbalish needs to know precisely what is ailing someone before they can effectively heal them. This ability allows the Herbalish to focus on someone within 60 feet that he has line of sight to. If the target is the subject of any obscuring or non-detection magic, this power fails automatically. If not, the Herbalish gains the immediate knowledge of any health condition plaguing the target, what percentage of his Endurance he has left and whether his Endurance when fully healed is closer to 25, 50, 100 or 200. This knowledge grants the Herbalish a +3 bonus to any Heal checks he might make for that target in the next hour (including the one made for Purge the Tainted Blood or other Circle of Blood and Bone abilities). Tier IV – Accelerate Healing (0 Endurance for self, 3 Endurance for another) The Herbalish with this ability can induce a meditative trance in himself or others that improves the healing rate and bolsters the body against diseases. By making a Concentration check (DC 20 or 25, if doing this for another), the Herbalish can bring about a four hour trance that heals the target’s Constitution modifier in Endurance (minimum of one point) each hour and, if the trance continues to completion without being interrupted, the target gets an additional Fortitude saving throw against any disease he might be suffering from. Success purges the disease immediately. Tier V – Lend Health (2 Endurance, see below) The Herbalish can give of his own life force to bolster and strengthen the health of others. Each use of this ability costs the Herbalish any number of Endurance points he wishes to spend up to his Herbalish class level plus his Constitution modifier. The Endurance point cost of Lend Health is deducted from the amount and the remainder is then transferred to another living target he can physically touch. No target can gain more than twice his Constitution score in bonus Endurance during any single day and all points granted by Lend Health are lost after six hours if they are not consumed by damage first. Tier VI – Song of Life (3 Endurance per minute) By chanting an ancient prayer to the forces of Nature and concentrating on health and vitality, the Herbalish can grant every ally within 30 feet of him Fast Healing 1, allowing them to regain one Endurance every round. A Song of Life can last as many minutes as the Herbalish’s Constitution score. An Herbalish can use this ability as often as he is willing to pay the Endurance for it but even

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if he stops before it Song’s duration limit, he may not start another for a full hour while his voice and spiritual energies recover. Starting the Song of Life is a full-round action but continuing it is a free action.

Tier VIII – Replenishing Breath (Special) Herbalish can sustain the spark of life even in the absence of sustenance or breathable air. By expending one Constitution point per day, an Herbalish can survive without food, drink or air. This does not make the Herbalish immune to harmful environmental effects or toxic gases but he can survive underwater or in the heart of a barren desert. Lost Constitution points are not regained until the Herbalish stops using this power; then they return at the rate of one per day. The Herbalish can use this power to shield another from such privation as well. This requires the Herbalish to expend a Constitution point and be in contact with the target for one full minute. After this time, the target is protected for 24 hours, after which he must return to the Herbalish for the power to be renewed or begin to suffer the effects of starvation or suffocation once more. Tier IX – Purification of Body and Soul (2 Endurance per ability point healed) There are many ailments that do damage to the body or mind that cannot be healed through normal means. This Tier power allows the Herbalish to heal, through physical contact, ability score damage suffered from poison or other magic effects (but not points spent to pay for a special ability or power, such as Replenishing Breath above). Purification of Body and Soul can be used once per point of the Herbalish’s Constitution modifier (minimum of once) per day and the Herbalish can choose to heal fewer points than the target has suffered. It takes a full-round action to heal each and every lost ability point.

The Circle of Sea and Sky

The Circle of the Sea and Sky is uncommon among the Herbalish because of its harrowing costs in Endurance and because many of its devotees were slain during the Druid Wars. With few mentors left to teach the craft, the Circle of Sea and Sky is rarely seen in any great capacity in the modern day. Rarely, an Herbalish will display a great inner talent for this Circle; such Herbalish are treasured and cared for by their peers, as their special gifts of wind, water and the power of storm calling. Tier I – Echoes of Thunder (1 Endurance per round) This is the simple ability to predict the weather and sense disturbances in the air through the Herbalish’s strong tie to the elements of wind and rain. This free action power (which can only be taken on the Herbalish’s turn) allows an Herbalish to detect the impending weather in their local (ten mile) area for the next 24 hours without fail. As useful as that information can be, this power has an even more impressive capability for devotees of Sea and Sky. If the Herbalish has five or more Tiers in this Circle, Echoes of Thunder can be used to detect invisible or hidden objects and creatures around the Herbalish by the disturbance they cause in the air. This has a range of 20 feet + 5 feet per Tier above five the Herbalish possesses in the Circle of Sea and Sky. The Herbalish gets an exact sense of his surroundings and anything in that area, enough to accurately target anything in his radius without penalties caused by concealment or invisibility. Tier II – Call the Rain (1 Endurance per gallon summoned) Not precisely what its name implies, this power allows the Herbalish to summon a small amount of water even in the driest of conditions. He must have a container to hold the water (which will be as much as one gallon per class level of the Herbalish) or it will evaporate instantly. Once

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Herbalish

Tier VII – Limb-binding (2 Endurance) This Tier power greatly enhances the Herbalish’s healing abilities, allowing him to reattach severed limbs – an ability beyond his skills before this point. The severed limb must be present and cannot have been removed from the body for more than three hours. Any appendage but the head can be restored this way; decapitation is not repairable with this Tier ability. Because the Lone Wolf combat system is abstract and such fine points like severing limbs are left to Games Master dramatics, this power also has the additional benefit of adding +1d8 Endurance to any use of the Fleshmending Circle ability if the Herbalish pays the above Endurance cost. Re-attaching severed limbs is a full-round action but augmenting Fleshmending is a free action.

Tier X – Rebirth (7 Endurance + other Tier costs) The pinnacle of the Healer’s art, this power allows an Herbalish to make contact with a wounded victim and focus all of his energies into one massive wave of healing. This takes a full-round action to complete but it grants the Herbalish the ability to, in that time, affect the target with as many of his lesser Tier Circle of Blood and Bone abilities as he desires except Fleshmending, Song of Life or Accelerate Healing. Instead of using Fleshmending, this ability heals the target fully (up to its maximum Endurance points). Rebirth can only be performed once a day and afterwards the Herbalish is exhausted for 30 minutes minus his Constitution score.

summoned, the water is mundane and cannot be countered or dispelled in any way. Called water is pure, clean and refreshing, just like rain water from a spring shower. Tier III – Thunderclap (3 Endurance) By calling forth the fury of a summer storm into his voice, the Herbalish can shout a peal of thunder as a standard action, deafening everyone within 40 feet of him. All living targets within this range must make a Fortitude saving throw or be stunned for 1 round, suffering 1d6 + the Herbalish’s Strength modifier (if positive) as sonic damage and deafness for 10 minutes. Even a successful saving throw leaves the targets deaf for one round and does not negate the sonic damage. Unattended inanimate objects suffer the sonic damage automatically. An Herbalish can only issue a Thunderclap once per minute due to the strain. Tier IV – Storm’s Caress (4 Endurance) This is a powerful attack ability and one of the most potent forms of damage-dealing magic the Herbalish possess. The dominant hand of the Herbalish becomes wreathed in electricity and by making a touch attack, this lightning violently arcs into a target. This causes serious injury or death, inflicting the Herbalish’s base magical damage + his Herbalish class level in electrical damage. A Fortitude saving throw will halve this damage. The Herbalish pays the power’s Endurance cost when he calls forth the corona of lightning around his hand as a free action and can hold it for up to five rounds before using it against an opponent or releasing it in a harmless display of lightning and sparks. Tier V – Eye of the Storm (5 Endurance) Most Herbalish with an affinity for this Circle love to stand in the middle of a downpour or raging thunderstorm, unprotected and unencumbered by armour or weapons. This pure enjoyment of the elements gives rise to this power, an ability to protect himself and his allies from the fury of a storm’s wrath and its magical analogues. This Tier ability generates a 10 foot radius sphere of protection around the Herbalish. No electrical or wind based attack (including hurricanes or cyclones of magical force) can enter this zone, which lasts one minute per use. The sphere moves with the Herbalish and does not impede natural rain or his own Circle abilities. Tier VI – Unfettered Flight (2 Endurance per minute) This is the power most Herbalish of Sea and Sky love beyond all others, as it allows them to slip the coil of gravity and soar into the endless heavens. When used, this free action ability grants the Herbalish a base flight movement rate of 10 feet per Tier of Circle of Sea and Sky the Herbalish possesses, with good manoeuvrability. Unfettered Flight

cannot be shared with others. This power also allows the Herbalish to move gracefully underwater, granting its rate of speed as swimming instead of flight whenever the Herbalish is submerged. While under the effects of Unfettered Flight, an Herbalish may hold his breath for a number of minutes equal to twice his Constitution score, making these underwater sojourns even more enjoyable. Tier VII – Wind Strike (5 Endurance) The first sign of a truly enraged Herbalish of Sea and Sky, this attack is taken as a standard action but prevents the caster from taking any other actions or movement during the given round. It summons the air around him into a spinning sphere of rushing wind that smashes forth into a solid object the Herbalish designates. This blast is a ranged magical attack and automatically achieves a x2 critical hit if it strikes successfully (which increases to x3 if the attack roll is a natural 20). It inflicts the Herbalish’s base magical damage (doubled or tripled) to the initial target. Creatures immune to critical hits do not have the damage multiplied but do lose the benefit of any Damage Reduction they may have. It also inflicts the Herbalish’s base magical damage to all targets and unattended objects within 5 feet of the initial target. Tier VIII – Call of the Deepest Horizon (7 Endurance) An Herbalish of Sea and Sky is never alone. He walks and swims in his beloved elements and they return his devotion with support of their own. With this power, he can call forth a loyal ally from either the air or the sea as he chooses once a day. Following the full-round action required to make the Call, the summoned ally appears 30 feet from the Herbalish at the beginning of his turn in the next round. Called creatures remain for one hour, fading away when their duration ends. The two creatures the Herbalish can summon are the Cloud Dancer and the Wave Hunter. Tier IX – Speed of the Zephyr (3 Endurance per round) By calling forth the powers of the wind, an Herbalish can increase his movement and reaction speed considerably. This power is a taxing one and few Herbalish can maintain the heady pace it grants for long but the benefits from using it for even a short time cannot be denied. The Herbalish gains a +8 bonus to his Initiative, a +4 bonus to his Armour Class and doubles any movement rate he possesses each round. Tier X – Storm of Wrath (7 Endurance to call, 5 Endurance per round once it arrives) This power gives the Herbalish their reputation for being such fearsome opponents under the open sky, prestige that few of them can honestly claim because of the nearly

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This is a heavy price but the power of the Storm makes it worth summoning. For as long as the Storm is maintained, the Herbalish generates the effect of Eye of the Storm for free and can unleash a Wind Strike as a free action a number of time each round equal to his Charisma modifier (minimum once per round). In addition, as an additional free action , the Herbalish can draw down a bolt of lighting to strike any one target within 120 feet he can see or sense with Echoes of Thunder. The bolt offers a Reflex saving throw to avoid entirely; those that fail the save are struck for 10d6 electrical damage. Once a Storm of Wrath is no longer being maintained through the expenditure of Endurance points, the spell ends and the storm shatters. Everyone within 250 feet of the Herbalish (including the Herbalish himself) is then immediately subjected to the effects of a Thunderclap. The raging storm dissipates immediately and the area’s normal weather resumes.

The Circle of the Living Land

Common among the Herbalish and so innate to their philosophy that its primary talent – herbcraft – lends its

Herbalish

lost knowledge of this ability. Less than one Herbalish in a hundred ever reach this particular zenith but those that do can unleash the true fury of Nature itself. Calling forth a Storm of Wrath is a free action but it does not actually appear until 5 rounds later (3 rounds later if the sky is already cloudy, 1 round later if a storm is already occurring). Once it does manifest, the Herbalish must pay 5 Endurance each round to maintain it (an Herbalish can actually continue spending Endurance this way down to –9 Endurance, remaining conscious and capable of using the spell’s abilities until paying the maintenance cost would kill him. Then the spell ends and he passes out, stabilised at –9 Endurance). Maintaining the Storm of Wrath is a full-round action for the Herbalish.

Cloud Dancer

A brightly coloured bird with plumage every hue of the rainbow descends with a piercing cry. Its beak and talons are like shards of glowing crystal and its wings beat down with the force of an autumn gale. Large Magical Beast (Air) Endurance Dice: 7d10+14 (52 Endurance) Initiative: +5 Speed: 20 ft., fly 60 ft. (perfect) Armour Class: 20 (–1 size, +5 Dex, +6 natural), flatfooted 15 Base Combat Skill: +7 Attack: Claw +11 melee (2d6+4) or Bite +11 melee (2d8+4) Full Attack: Bite +11 melee (2d8+4) and 2 Wings +6 melee (1d8+2) and 2 Claws +6 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Rend (2d6+4) Special Qualities: Darkvision, fast healing 3, low-light vision Saves: Fort +7, Ref +10, Will +3 Abilities: Str 19, Dex 20, Con 15, Int 6, Wis 12, Cha 9 Skills: Perception +8, Stealth +8 Environment: Any except underground Organisation: Solitary Challenge Rating: 5 Allegiance: Unaligned Advancement: —

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Wave Hunter

Resembling a large shark with a wide set of side fines that flare out like the wings of a manta ray, this creature moves swiftly through the waves. Its deadly rows of teeth flash underwater, a silent warning to anything that might linger in its path. Large Magical Beast (Water) Endurance Dice: 7d10+21 (59 Endurance) Initiative: +1 Speed: Swim 60 ft. Armour Class: 20 (–1 size, +1 Dex, +10 natural), flatfooted 19 Base Combat Bonus: +7 Attack: Bite +12 (1d8+5) Full Attack: 2 Bites +10 melee (1d8+5) and tail slap +5 melee (1d4+5) Space/Reach: 5 ft./5 ft. Special Attacks: Rive (see below) Special Qualities: Blindsight 90 ft., fast healing 3, scent Saves: Fort +8, Ref +6, Will +3 Abilities: Str 21, Dex 12, Con 17, Int 2, Wis 12, Cha 2 Skills: Athletics +6*, Stealth +7, Survival +4 Environment: Any aquatic Organisation: Solitary Challenge Rating: 5 Allegiance: Unaligned Advancement: — Rive (Ex): Once a Wave Hunter bites hold of a victim it may thresh with incredible speed and ferocity, causing immense damage to the bitten creature. As a special full attack action, the Wave Hunter may make a single bite attack on an enemy. Should the creature be hit by this attack, it is considered to be gripped by the Wave Hunter’s powerful maw. On the Wave Hunter’s next turn it will rive, inflicting piercing and bludgeoning damage equal to its Strength score upon the target. The Wave Hunter will continue to rive until the bitten creature is either dead or escapes. Escaping from a Wave Hunter’s maw is a full-round action with an Escape Artist or Strength check DC of 21. Whilst bitten or being rived by a Wave Hunter, creatures are considered to be entangled. Obviously, a Wave Hunter may only bite or rive one creature at a time. A Wave Hunter has a +8 bonus on any Athletics check when swimming. It can always choose to take 10 on an Athletics check involving swimming, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

name to their very order, the Circle of the Living Land is essential to the vitality of the Herbalish way. This Circle is responsible for the order’s groves of power, the brisk trade they do in potions and tinctures of all kinds and the connection all Herbalish feel with the earth. Herbwardens are the stalwart defenders of the Herbalish people and are greatly respected for the role they play in their order’s continued survival. Tier I – Herbcraft (Special) Herbalish of the Living Land are also sometimes called Herbwardens because of their special skills with herbs and herbalism. To take this first Tier power of the Living Land Circle, an Herbalish must have 4 skill ranks in Profession (herbalist) and 4 ranks in Craft (alchemy). This Tier ability allows the Herbwarden to create potions from nearly any herb or natural ingredient. Several sample recipes and their Endurance cost to create are listed below; the Games Master is encouraged to create more. Each potion has a Craft (alchemy) check associated with it. This check must be made to successfully brew the potion in question. If it is failed, the ingredients are ruined and more must be gathered or purchased. Half the potion’s

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Endurance cost is also lost as a side-effect of the spoiled magical energies dwindling away. An Herbalish must pay 1/5 the market value of a given potion in Gold Crowns (rounded up to the nearest 10 GC) to purchase rare supplies and ingredients. Alternatively, the Herbalish can expend an equal number of experience points to avoid the Gold Crown cost.

Sample Potions Adgana Leaf One dose of this highly addictive substance, which is chewed in leaf form after being awakened through herbal magic, will add a +4 bonus to the consumer’s attack and damage rolls for 10 minutes. Unfortunately, its destructive nature permanently reduces the user’s Endurance by two points after the first dose. Afterward, any subsequent dose of Adgana permanently reduces the user’s Endurance by one once it wears off and only increases attack and damage rolls by +2 for 5 rounds. Bonuses granted by additional doses of Adgana are not cumulative but their durations are added together.

Fireseed A special seed imbued with herbal magic to erupt into flames on impact, these are effective thrown improvised weapons with a range increment of 10 feet. If a fireseed hits its target, it blossoms into a bright ball of light and inflicts 1d4 points of fire damage. The target must then make a Reflex save (DC 15) or catch fire and suffer another 1d4 points of damage the next round at the beginning of the thrower’s turn. Karmo Another destructive potion, this amazing potion doubles the imbiber’s Endurance score and Strength modifier for ten full minutes. Unfortunately, once the duration ceases the imbiber must make a Fortitude save with a DC of 27. Failure means the imbiber takes 6d6 damage immediately due to a massive coronary attack – this damage may not be reduced in any way but a successful save does halve the damage taken. Even if the user survives this painful aftereffect, he is exhausted for an hour thereafter and loses 1 point of Constitution permanently. Larnuma Oil This oil is expelled from the seeds of larnuma fruit, a brightly coloured fruit found in Southern Magnamund. When rubbed into the skin, it generates a lingering healing effect that grants Fast Healing 1 for 12 rounds. Multiple doses of Larnuma oil can be used at one time, up to the user’s Constitution modifier +1 (minimum of 2 doses) – each extra application beyond the first increases the duration by 1 round and the Fast Healing rate by 1 point.

Azawood Leaves Once properly empowered, an azawood leaf can be dissolved in a magical potion (takes one minute) to either: Increase any variable effect it might have to its maximum value or double its duration or add +1 to any fixed effect it might have. An azawood leaf can also be burned to create a cloud of thin smoke 10 feet in diameter that lingers for one full minute. During this time, incorporeal creatures cannot enter the hazed area.

Oede Herb Tea These beautiful golden leaves are actually prepared as is, with the magical potion being a single tea bag filled with the dried leaves themselves. Drinking an Oede potion takes five minutes, as the tea must be brewed and consumed while hot. It is a powerful healing agent substance that immediately cures the disease limbdeath and restores 1d10+5 Endurance points.

Druse Tree Sap A powerful curative agent against diseases once magically distilled and empowered. Druse sap appears as a milky white liquid in its raw form but purifies once enchanted into a completely clear, vaguely sparkling liquid. Anyone suffering from a disease that drinks a dose of this potion is instantly cured. Even those free of disease can benefit from Druse sap as anyone (diseased or not) imbibing this

Potion of Alether A potent brew made of magically enhanced alether juice, this potion adds a +3 bonus to all attack and damage rolls made by the imbiber for 2d6 rounds after consumption. The round after a potion of Alether ends, the drinker suffers a –2 penalty to all attack and damage rolls because of the momentary crash of fatigue that comes with the brew wearing off.

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Herbalish

An Herbalish can make as many potions a week as his Charisma modifier plus one (minimum of two per week). This process reflects the amount of will and force of personality expended to empower such concoctions as well as the time it takes to brew, cook and otherwise prepare the physical potion itself. As a further limitation, the maker must have an Herbalish class level equal to or greater than the Endurance cost of the potion to craft it properly. Otherwise, the formula is simply too complex for his current level of skill.

mixture is rendered immune to further infection for 24 hours.

Herbalish Potions Potion Type Adgana Leaf Azawood Leaves Druse Tree Sap Fireseed Karmo Larnuma Oil Oede Herb Tea Potion of Alether Potion of Gallowbrush Potion of Laumspur Rendalim Elixir Sabito Temeris Potion

Craft DC 22 21 23 15 27 20 16 18 16 15 25 19 30

Endurance Cost 5 3 6 2 12 6 4 3 1 4 10 1 15

Potion of Gallowbrush Gallowbrush is a sleep agent, attributed with dream magic and enchanted sleep that can last months or even years. A potion of Gallowbrush is not that effective but it will force anyone drinking it straight or added to other liquid to make a Fortitude saving throw (DC 16) or fall into a deep sleep for 1d4 hours immediately. Nothing short of acute physical pain can rouse a helpless victim of Gallowbrush; loud noises or discomfort will not awaken them. Potion of Laumspur Probably the most common restorative available to adventurers, this tincture is a bitter tasting liquid that heals 2d10 Endurance after being consumed. Laumspur is the most common healing agent in Magnamund, so common that most places stocking them simply call them healing potions and do not bother to mention that they come from the Laumspur plant. Rendalim Elixir A more powerful healing potion than Laumspur tonic, this milky white liquid has a slightly sweet taste and is made by brewing two Laumspur potions together with Rendalim roots, bark and sap. The resulting potion heals 3d10 points of damage and cures any disease the imbiber might be suffering from. All 1s rolled when determining the healing of a Rendalim potion are re-rolled because of its potency. Sabito This concoction takes the form of small blue pills and are made from the dried and crushed roots of the Sabito plant, a succulent commonly found in the Boari jungle. They enable the imbiber to extract oxygen from water by absorbing it

Market Value 700 gc (illegal in most areas) 400 gc per leaf 600 gc 50 gc each 950 gc 550 gc 400 gc 800 gc 750 gc 350 gc 800 gc 500 gc 2,500 gc

through his skin, allowing anyone who swallows a Sabito root pill to breathe normally underwater for one hour. Temeris Potion An extremely rare potion, this can only be brewed by someone with 10 ranks in Profession (herbalist), 10 ranks in Occult and 10 ranks in Craft (alchemy). One dose of this potion is enough to transport the imbiber and 500 lb. of additional creatures or equipment to any location of the drinker’s choosing within 1,000 miles. If the drinker has never been to this location before, there is a 50% (minus the drinker’s Intelligence score) chance of the potion simply failing to work at all. Tier II – Shadow on the Stone (1 Endurance per round) While the herbal powers of an Herbalish of the Living Land are very impressive, they are only the first step of a very powerful discipline indeed. The Herbalish at this Tier learns to feel the quiet signals given off by the earth. While this free action ability is active, he gains the Tremorsense special quality. Tier III – Whispers of the Wild (1 Endurance per minute) An Herbalish with this talent gains the power to speak with animals and sentient plants as if they could communicate intelligently in his native language. While such conversations may be quite limited due to the target’s limited understanding of sentient concepts, it does allow the Herbalish to gain useful knowledge and make simple requests. While Whispers of the Wild is active, an Herbalish gains a +2 bonus on all Handle Animal and Ride skill checks.

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Tier V – Primal Form (5 Endurance) The sympathy gained between an Herbalish and animals continues to manifest, becoming the ability to take on an animal form of his choice at this level. This power can be used as often and for as long as the Herbalish desires but the Endurance cost must be paid for the change in each direction (meaning an Herbalish could get stuck in animal form if he is wounded to 4 Endurance or less, at least until he heals). The animal form chosen must be from the Animals subsection of the Lone Wolf core rulebook. The Herbalish’s physical ability scores change to match the animal’s but he retains his three mental scores even if the animal’s would be higher. He gains all of the special qualities, movement rates and attack modes of the animal form but cannot use any Herbalish abilities except Tiers II, III, IV, IX and X and higher of this Circle. He loses the ability to speak any normal language unless he takes on the form of a parrot or other animal capable of roughly articulate speech. Tier VI – Tremulous Touch (7 Endurance) By calling forth the slumbering fury of the earth, an Herbalish can unleash its might in a small localised earthquake all around him. To do this, he concentrates and then touches the ground with his unclad hand. The shock emanates out to a distance of 120 feet and lasts until the beginning of the Herbalish’s next turn, during which time creatures on the ground cannot move or attack. Spellcasters on the ground must make Concentration checks (see the revised Concentration skill rules on page 123) or lose any spells they try to cast. The earthquake affects all terrain, vegetation, structures and creatures in the area. The exact effects depend on the terrain and its features: ♦

Cave, Cavern or Tunnel: This ability collapses sections of the roof, dealing 8d6 points of damage to any creature caught in the shock’s area (Reflex saving throw for half damage, DC 15). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.



Cliffs: These crumble, causing a landslide that travels horizontally as far as it fell vertically. An earthquake cast at the top of a 100 foot cliff would sweep 100 feet outward from the base of the cliff. Any creature in the path sustains 8d6 points of damage (Reflex save for half damage, DC 15).



Open Ground: All creatures standing in the area must make Reflex saving throws (DC 15) or fall down. Fissures 50 feet deep open in the ground and every fallen creature has a 25% chance to drop into one (Reflex save DC 20 to avoid the fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.



Structure: Most structures standing on open ground collapse, dealing 8d6 points of damage to those caught within or beneath the rubble (Reflex saving throw for half damage, DC 15).



River, Lake or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Creatures must make Reflex saving throws (DC 15) or sink down in the mud and quicksand. Creatures stuck in quicksand or mud are considered entangled. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Tier VII – Standing Stones (Special) This ability is one of the most important powers the Herbalish possess, though it has little immediate use in combat or during everyday life. It allows the Herbalish to create rings of Standing Stones, the heart of any Herbalish grove. This process takes 13 days, with one stone erected each day in a magical ritual that drains the Herbalish of one Constitution point. Other Herbalish can join with the Herbalish during any of these rites and pay the Constitution cost in his stead but the 13 days must be contiguous and uninterrupted. Constitution points return at a rate of one per day after the rite is fully completed. Once the rite is finished, the 100 foot wide ring of stones is fully empowered and acts as an Herbalish circle for all intents and purposes. This ring grants any Herbalish within its confines their Grove powers as noted under the Verdant Vow class feature and reduces the Endurance cost for any power of any Circle ability its creator uses by 1 point (to a minimum cost of 1 Endurance, unless the ability naturally costs 0 Endurance). If the creator of a ring of

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Herbalish

Tier IV – Earth’s Embrace (0 Endurance) This is a valuable power for the Herbalish to gain, as it makes every night spent sleeping against natural rock and soil incredibly restful and recuperative. An Herbalish with this ability needs to only sleep four hours to gain the equivalent of eight hours of normal rest and regains his Constitution modifier (minimum of 1 point) in additional Endurance healing. For this power to function, the Herbalish must be in physical contact (clothing is acceptable but armour is not) with natural, untainted earth such as a field, a forest or a mountainside.

Standing Stones used Pastoral Passage to travel to or from that grove, the Endurance cost of this passage is reduced to only 2 points. Tier VIII – Pastoral Passage (7 Endurance) This power allows an Herbalish to travel from one Herbalish grove (circle of standing stones) to any other within 120 miles. There is a network of groves that cover most of Northern and Southern Magnamund, though some have been destroyed and none exist within 200 miles of either Kaum or Ruel or within the Darklands at all. The Games Master should decide where any given Herbalish’s grove might be located; each new grove discovered could be the source of an exciting adventure, especially if it is abandoned and its new bestial or vile inhabitants do not take well to being disturbed. Tier IX – Soul of the Earth (6 Endurance) The Herbalish gains a stronger relationship with the land at this level, allowing him to draw forth its great power and imbue himself with its might. If he does not already have the Nature’s Avatar ability (i.e. gained it at the same time as this Circle Tier), he can transform into that perfected form (as a move action) for up to 10 rounds per day. If he does have the Nature’s Avatar class feature or later gains it, he improves its bonus to Strength to +8 and its Constitution score to 20.

Tier X – Earthwarden (8 Endurance a round) The ultimate expression of an Herbalish’s desire to protect the land and the sanctity of life, this ability, invoked as a standard action, allows him to temporarily call upon Nature itself to render himself completely invulnerable. Alternately, the Herbalish may designate another creature within 30 feet to be the focus of this mighty protection. This emanation of power takes the form of a brilliant emerald glow and requires the Herbalish to remain perfectly still and take no action other than deep concentration. This ability can only be used if the Herbalish is in skin contact with solid, natural, untainted ground (earth, rock or soil). This might require the Herbalish to remove his footwear (normally a standard action for shoes or a full-round action for boots). While Earthwarden is in effect, every source of Endurance damage is reduced to 0, no matter where it comes from or how powerful it might be. Even a Darklord’s attack would be completely blocked, though an Herbalish would be hard-pressed to find untainted ground to stand on in the Darklands. Ability score damage is not reduced but no protected creature can have any ability score reduced below 3 while this power is in effect. An Earthwarden can choose to keep paying the Endurance cost even if it would knock them unconscious to do so, whereupon they will automatically stabilise.

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Kundi Mystic Yes, yes, once, many years ago, we did live in another land of all green and peace-joy. Life was good and calm, with no hate-war to trouble us and no death-killing to end our lives before the time of going. Then fire came and our land was lost. Tears for the passing but now joy for the finding of a new land. Here we have new tree-homes and the pain-fear of the past is long gone.

When the Kundi could no longer bear the travesties performed against humanity and the land by Shasarak, they began to wither away his supply lines and make it difficult for him to operate outside Shadaki. This interference would cost them greatly, as the Wytch-King’s fury knew no limits. When he identified the Kundi as the source of these guerrilla attacks, he set the entire kingdom of Lara to the torch, razing it to the ground with magical fire and slaughtering thousands. Only the foretelling arts of the Kundi Mystics gave them any warning of this disaster and allowed them to evacuate in time. Battered, burned and even more determined not to interfere in the lives of others, the survivors of the Kundi race fled through the use of their magic to the jungles of Azanam. Though the climate was different and the wildlife unlike anything they had experienced before, the Kundi were able to swiftly acclimatise to their new home. It was far away from the reach of the Wytch-King, which made it all the better where the Kundi were concerned. High in the azawood trees, the primitive Kundi rebuilt their homes and slowly recovered their numbers. The Kundi are ruled by a King, in turn advised by four Elders of their natural magical tradition. The Kundi have developed an eclectic collection of natural spellcraft combined with their innate gift for magic involving the Daziarn plane. Their lore speaks of a time long ago when the Kundi people came to the world of Magnamund from ‘beyond the Shadows’. While there is little remaining in their

culture to prove such a legend, their ability to manipulate the energies of the Daziarn are beyond question. All Kundi are at least vaguely magical creatures, able to appear and disappear into their jungle habitat seemingly at will and capable of climbing and gliding with great ease. At home in the tops of their immensely tall tree homes, this primitive, somewhat simian-looking race are a force to be reckoned with when they choose to move in common cause. Even alone, they can be very powerful and should never be underestimated. Adventures: When the Kundi travel abroad, they usually use their Sightfool ability to appear as a native of whatever land they roam. The Kundi enjoy travel, though they always prefer the cool breezes and elevation of their sky-realm home in Azanam and rarely stay away from it long. Still, the Kundi have been inexorably drawn into the concerns of the world many times and it is not uncommon for a few hundred of their number to be scattered across Magnamund at any given time. Characteristics: The Kundi rarely wear any clothes other than what is strictly necessary to gird themselves or to carry what meagre equipment they use. Their most recognisable possession would be their kunlari, a double forked staff that all Kundi learn to use at a very early age. Kundi travelling abroad sometimes learn to wear other clothes, but their bodies are ill-suited to heavy garb and they never wear armour of any sort. Their body fur keeps them warm even in the coldest climes and their connection to nature ensures that exposure to the elements is never detrimental. Religion: The Kundi have a complex system of ancestor worship that takes years to learn completely and keeps many of their mystics constantly busy placating and communing with the revered spirits of generations past. When the Kundi wish to pray for any reason, they select either a reputed Kundi spirit concerned with the subject matter of one of their personally related ‘soul fathers’ to speak with. Some few Kundi Mystics can actually communicate directly with the spirits of the dead but most simply pray for guidance and are content not to receive an answer.

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Kundi Mystic

The tale of the Kundi race is one of hardship and survival. Deeply attuned to the living land and capable of great acts of natural magic, the Kundi were once a peaceful humanoid tribe living in the lush forest kingdom of Lara. In their homeland, the Kundi lived behind natural defences of earth and wood, neither needing nor desiring any interaction with the outside world. They were in touch with the forces of life to a degree that even the Herbalish could only marvel at and while they had no wish to interfere in the politics of others, their forest home was open to all needing sanctuary from the tyrannies of others – especially the Shadakine under the rule of the Wytch-King Shasarak.

Background: The Kundi do not really recognise divisions in social class the way other races might. They have a king, but his ability to rule is one of magical right and spiritual ascendancy. His relatives do not automatically bear the right of succession; thus, there is no true royal family to speak of. All Kundi have the ability to study the way of the Mystic, as its powers are part of every Kundi birthright. More than half the race has at least one level of Kundi Mystic but even their common folk are innately magical in their own way. Other Classes: Kundi Mystics are isolationist by policy but intensely curious of the outside world by nature. They can get along well with members of any other class with the exception of people from Shadaki (all of whom are usually still afforded one chance to prove themselves trustworthy), the blasphemous Cener Druids and any class or being that derives their power from Naar and the gods of Darkness. Other than these few apprehensions, the Kundi can work with anyone once they develop a bond of friendship and trust – something they tend to do quickly.

Game Rule Information

The Kundi Mystic has the following game statistics. Abilities: The chief statistic for any Kundi Mystic is Wisdom, as it is experience and common sense that drives many of his skills and magical abilities. Most Kundi are also very dexterous and have the potential to be agile and athletic. Few Kundi are very strong but they are generally bright and quick to grasp new concepts. While they are a healthy race by nature, Kundi magic does not drain Endurance and thus Constitution is not a high priority for them.

Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Kundi Mystic. Armour and Weapons Proficiency: Kundi Mystics are proficient with the bolas, club, kunlari (their preferred weapon), quarterstaff, sling and spear. They are not proficient with any armour; their body shape and natural preferences will not permit them to wear any armour, though they can carry a shield if they must (though they are not proficient in its use). Ancient Promise (Sp): The Kundi forged an ancient pact with the Shianti when that hallowed race took their leave from the world of humanity. As part of that pact, their Mystics swore to watch over the kingdoms of men and protect them from the legacy of power and corruption the Shianti left behind. As part of this oath, no Kundi Mystic can refuse an honest plea for aid from any descendent of the Dessi or those few beings trained by and still faithful to the Shianti way. In return for their pledge, the Kundi were given training in the Lesser Elder Arts (see page 52 of the Lone Wolf core rulebook for more details). Each time the Kundi Mystic gains this class feature, he may choose one Elder Art. He may use this Elder Art at will as per its description. The Difficulty Class for resisting an Elder Art cast by a Kundi is calculated as the Kundi Mystic’s class level + his

Endurance Die: d6. Base Speed: 30 feet (but see the Kundi class feature for more details).

Class Skills

The Kundi Mystic’s class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (any, taken as separate skills) (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, history, nature, religion, the planes, warfare) (Int), Occult (Int), Perception (Wis), Profession (any, taken as separate skills) (Wis), Sense Motive (Wis), Stealth (Dex) and Survival (Wis).

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New Weapon: The Kunlari

A spiral wood staff made from two pieces of limb coaxed naturally into growing together before harvesting, the kunlari is the ritual weapon and spellcasting focus of all Kundi. This staff becomes a magical extension of the Kundi wielding it and is quite effective in his hands. Kunlari can even be thrown but few Kundi Mystics would toss away their most valuable possession without a good reason.

Wisdom modifier. Note that a Kundi Mystic possesses neither base magical damage nor the Magical Combat class feature – they are only dabblers in the Elder Arts. As such their Base Magical Combat Skill is equal to half their character level and their base magical damage is always 1d6.



Glide speed of 40 feet (Su). All Kundi have natural facility for gliding, even though they lack external patagia or wings of any kind. In truth, this ability is more like subtle wind-influencing magic than a natural trick. In order to glide, a Kundi must either be in a Strong or more powerful wind or launch himself from a high vantage point into a Light or stronger wind, with either method being a standard action, followed by a gliding move action. Gliding Kundi have poor manoeuvrability and must make an Athletics check (DC equal to normal Fort save DC) when flying in Strong or more powerful winds or immediately fall (see page 158 of the Lone Wolf core rulebook for wind types). Gliding Kundi may only take move and free actions.



Low-light vision to 90 feet (Ex).



Natural armour bonus of +4 (Ex). The dense, furry hide of a Kundi is remarkably tough.



Fast Healing 1 (Su). A sign of their intense connection to the natural world, all Kundi heal at a fantastically accelerated rate. However, this ability only works whilst the Kundi is in untainted wilderness. Urban areas, magically blasted wastelands or badly polluted sites will temporarily suspend this ability.



Sightfool (Su): Kundi can also use their connection with the Daziarn plane to call forth a simple illusion and cloak themselves with it. This is done (or dismissed) as a standard action and can be maintained as long as the Kundi wishes without concentration, but it fades immediately if the Kundi becomes unconscious or dies. The Kundi can change any facet of appearance, including clothing, armour, weapons and equipment. This supernatural ability can make the Kundi seem one foot shorter or taller, thin, fat or in between. This ability does not provide the abilities or mannerisms of the chosen form; it also does not alter the perceived tactile (touch) or audible (sound) properties of the

Kundi: All Kundi are, to some degree or another, Mystics. As such the first character level every Kundi possesses is in this class. They may then wander down other paths in pursuit of their individual goals but this class is the basic, core step for every Kundi on the face of Magnamund. As such, all Kundi possess the following special qualities: ♦

♦ ♦



+2 Wisdom bonus. A Kundi’s awareness of his surroundings and deep-rooted strength of spirit generally exceed all but the most exceptional of humans. +1 bonus to all Acrobatics, Athletics, Perception, Stealth and Survival checks. Blending (Su). The Kundi are also called ‘forest ghosts’ because of their ability to seemingly disappear and reappear at will. This power is an innate talent, allowing the Kundi to slip his appearance in or out, either wholly or partially, of the Astral Plane at will, as a free action on his turn. Should the Kundi partially close his eyes (and) he gains concealment, though he incurs a –4 penalty on all Perception checks involving sight and a –1 penalty on attack rolls while so concealed. If the Kundi closes his eyes entirely he gains total concealment. Though he is effectively blind whilst doing so, he suffers no reduction in speed or to his Strength or Dexterity based skills. Climb speed of 30 feet (Ex). As such they gain a +8 bonus to all Climb checks and can always take 10 on Climb checks. See page 258 of the Lone Wolf core rulebook for more details.

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Kundi Mystic

Weapon Name Cost Damage Critical Range Increment Weight Type 1 20 gc 1d8 x2 10 ft. 3 lb. Bludgeoning/Slashing Kunlari 1 The Kunlari is an awkward racial weapon and imposes a –4 penalty to attack rolls to those unfamiliar with its use (virtually all non-Kundi). Kunlari come to a forked point on both ends and can be used very efficiently as a disarming weapon (adding +2 to the opposed attack roll made to do so).

Kundi or his equipment. If the character uses this spell to create a disguise, the character gets a +10 bonus on the Disguise check. ♦

that would otherwise cause serious damage to the Kundi. Willpower is accumulated as a Kundi rises in the Kundi Mystic class. At 1st level, a Kundi’s Willpower is directly equal to half his Wisdom ability score (rounded down). Each class level thereafter, the Kundi Mystic increases his Willpower total by his Wisdom modifier (minimum of +1 Willpower per level). The Willpower statistic is refreshed by the Kundi’s Charisma score each day at midnight. No meditation is needed; this happens automatically every 24 hours.

Tracking (Ex): All Kundi count as having the Kai Lord ability of Follow the Trail (see page 39 of the Lone Wolf core rulebook) for the purposes of using Survival to follow trails.

Kunlari Training (Ex): A Kundi Mystic is taught early on in his life that the road he walks can be a dangerous one. Trained in the magical and physical arts simultaneously, he has the ability to defend himself before he is ever allowed to leave the trees of Azanam. When wielding a kunlari he gains a +1 bonus to attack and damage rolls. He also gains a +4 bonus to all opposed checks made to avoid being disarmed while wielding his kunlari; this weapon is practically a part of the Kundi Mystic and he does not relinquish it easily.

Unlike many practitioners of the Elder Arts, a Kundi faces no particular detriment if he runs out of Willpower, as it is not their main focus of magical strength. However, neither does a Kundi gain any increased facility with Psychic Combat, as the Magicians of Dessi or Herbalish do. Spiritsight (Ex): The Kundi can see spirits and incorporeal creatures with just a little bit of mystic training. This sight is as natural to them once they learn it as normal vision and can be used as often as desired. Spirits are everywhere in the natural world, with animal souls and even the emanations of plants and magical objects fully visible to a Kundi Mystic. Spiritsight has a range of only 30 feet; past this distance, the aura of spectral energies is too diffuse to perceive.

Willpower: All Kundi have an additional statistic called Willpower. This is a measure of their psychic strength and resilience. Though it is not used to power their Wyld-Tricks, it is nevertheless a vital statistic, as it enables their use of the Elder Arts and acts as a ‘buffer’ against psychic effects

The Kundi Mystic Level 1st

Base Attack Bonus +0

Fort Save Ref Save +1 +1

Will Save +1

2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

+1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

+1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9

+1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9

+1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9

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Special Ancient Promise, Kundi, Kunlari Training, Willpower Wyld-Trick Spiritsight Shadow Kenning I, Wyld-Trick Totem Animal I Wyld-Trick Green-Gift Shadow Kenning II, Wyld-Trick Spiritspeech Ancient Promise, Wyld-Trick Kunlari Master Shadow Kenning III, Wyld-Trick Totem Animal II Wyld-Trick Windwalking Shadow Kenning IV, Wyld-Trick Spiritbond Wyld-Trick Shadow Mastery Ancient Promise, Wyld-Trick

While active this ability provides the Kundi Mystic with a +4 bonus to all Perception rolls opposed by a living creature’s Stealth check and invisible creatures are clearly apparent.

Kundi Mystic

Wyld-Tricks (Sp): The minor magics of the Kundi, Wyld-Tricks are little spells learned over time that allow the Kundi to affect themselves, others and the world around them. Most Wyld-Tricks are of no use in direct combat, but they can bolster and defend a Kundi with the time to prepare for such a confrontation. Each time this feature is gained, the Kundi Mystic gains knowledge of another Wyld-Trick as described in the special section given below. Shadow Kenning (Su): The Kundi develop a great affinity for the Astral Plane and the mysteries of the Daziarn. This shows in their ability to ‘blend’ but a trained Mystic can do far more. Each Rank of this ability unlocks a new capability for the Kundi learning it, allowing him to perceive special anomalies, transport himself and others and even use extra-dimensional energies for attack and defence. ♦

Shadow Kenning I: Through concentration and a minor gift of prophecy, a Kundi Mystic can detect where the nearest opening or potential opening to either the Astral Plane or the Daziarn lies. There is no roll required and no true range limit, though knowing when and where the closest gate will be does nothing to actually get the Kundi to it or tell him how to open it if it is the kind that requires activation.



Shadow Kenning II: The Kundi can take short ‘jumps’ through the Astral Plane. This allows him to take a move action, a double move action or run through the Astral Plane and appear on the other side without physically crossing the intervening distance. This is extremely useful for crossing wide chasms, moving through walls and avoiding trapped areas. A Kundi Mystic can perform his feat once per day for every Rank of Shadow Kenning he possesses. This ‘jump’ cannot cross barriers of magical force or allow passage through magical areas.



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Shadow Kenning III: The Kundi can now take others with him during an Astral ‘jump’ and such movement is now doubled (so a Kundi with a speed of 30 feet may move through the Astral Plane to a distance of 60 feet as a move action, 120 feet as a double move action or 240 feet when running). A Kundi must be touching the subjects of his shared travel (or they must touch him) and may transport one other creature of Large size or smaller for every point of Wisdom modifier he possesses (minimum of one creature). Creatures who travel with the Kundi must be willing participants. This travel is disorienting for the passengers and leaves them stunned for one round after exiting the Astral Plane (unless they are outsiders, elementals or Kundi).



Shadow Kenning IV: Continued training allows the Kundi to perceive and influence the Astral Plane for what it is – a teeming, infinite source of pure energy. He can, as a standard action, surround himself with silvery Astral power or craft it into a bolt and fire it at an enemy. As a barrier, this energy is immobile and lasts as long as the Kundi concentrates on it as a fullround action; it grants full cover and encircles an area up to 10 feet in radius. As a bolt, it must be thrown (as a physical weapon in which the Kundi is proficient) and inflicts 5d6 magical bludgeoning damage. This attack has a range increment of 30 feet. Both powers can be used a number of times per day equal to the Kundi’s Constitution modifier (minimum of once).

Totem Animal: At 5th Mystic level, the Kundi gains the companionship of a flying or climbing animal at this level, as his spirit reaches out and calls to it a kindred beast. This animal will serve loyally as long as it is treated well and can be any animal of 5 Endurance Dice or less from the Lone Wolf core rulebook with a Climb or Fly movement rate. The Kundi can communicate freely with this animal and all animals of the same species, gaining an empathic bond that lets them both share each other’s emotional state up to a range of 360 feet. When the Kundi gains the Totem Animal II class feature at 13th level, he gains the supernatural ability to shape change into the same animal type as his companion as a full-round action once a day. This functions just like the change shape special quality described on page 254 of the Lone Wolf core rulebook, except it can only last one hour. While shape changed, the Kundi Mystic cannot cast Elder Arts but retains full use of all his other Kundi Mystic class abilities. Spiritspeech (Ex): The Kundi’s spirit has grown to the point of being able to converse with spectral entities and incorporeal undead. This power allows communication even if the Kundi and the target do not share a similar language. The range of Spiritspeech is only 30 feet as the ethereal winds do not carry the voices of the dead well. Spirits are not under any obligation to speak truthfully with a Kundi Mystic but if the Kundi does not act in a hostile fashion towards an incorporeal undead, it must make a Will save (DC 20 + the Kundi’s Charisma modifier) to attack him. This protection only occurs if the Kundi can begin speaking to an incorporeal undead and succeeds in a Diplomacy check (DC equal to the spirit’s Will save bonus) before combat begins. Green-Gift (Ex): The Kundi adore nature and their affection is returned. Plants and natural settings never

impede the movement of a Kundi Mystic of this level and will always provide enough shelter, water and food as he needs to live comfortably. A Kundi Mystic cannot fail a Survival check to find shelter or provide for himself or other Kundi but must still make such checks when tracking or taking care of members of other races. Kunlari Master (Ex): Training with the kunlari continues throughout a Mystic’s career until, at this level of accomplishment, he has mastered all of its basic techniques. A kunlari master doubles the critical threat range of his chosen weapon, adds a +2 bonus to attack and damage rolls with it and increases its bonus to disarm checks to +4 instead of its normal +2. None of these bonuses apply if the Kundi is wielding a kunlari made of any other substance but wood, as their affinity for living things is part of where their incredible skill comes from. Windwalking (Su): The Kundi, through a combination of subtle wind magic and physical skill, gains the ability to fly instead of just gliding. They gain a base Fly movement rate of 30 feet and move with average manoeuvrability. This ability is innate after it is learned and cannot be disrupted or lost. However, for a Kundi to fly instead of glide, there must still be a wind of some kind; this makes it unlikely the Kundi can fly underground. Spiritbond (Su): A Mystic of the Kundi tradition can open himself up to a temporary, limited form of possession with any nearby spirit creature. This must be a willing transaction in both directions and grants both participants great knowledge and mental fortitude at the cost of some reaction time and lack of attention to the real world. While the Games Master is always free to say whether or not a given spirit is close at hand or willing to forge such a bond, it is usually safe to assume the power has a 50% (+2% per class level of the Mystic) chance of working successfully at any given moment. Spiritbond lasts one minute per point of the Kundi’s Charisma modifier (minimum of one minute) and grants the Kundi a +4 bonus to his Intelligence and Wisdom scores. He also enjoys a +1 increase to his Fast Healing rate and may re-roll any failed Will saving throw once, though he must keep the second result even if it is worse than the first roll. This bond is not entirely beneficial; the Kundi also acquires a –2 penalty to his Initiative, suffers a –1 penalty to all attack rolls and Charisma based ability and skill checks, because of the constant distraction that having a second soul within his body can cause.

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Shadow Mastery (Su): The Kundi’s Astral lore is complete and such knowledge brings with it great benefit. The Kundi Mystic gains one additional use each day of the Shadow Kenning II and IV abilities, increases the damage of his shadow bolts to 10d6 and can now triple (rather than double) his ‘shadow jump’ speed.

Ex-Kundi

There is no such thing as an ex-Kundi Mystic, as the paths of magic and lore the race possesses are integral to their

Shadowraith

The shadows all around pool into a deep well and rise up as a column of darkness. Extending arms and dark, feathered wings like a spreading night sky, the creature unfolds and moves to silently attack!

Note that some of the Kundi Mystic’s class features will be gained by all Kundi, even those who deviate from the path of the Mystic. The class features noted in the Multiclassed Kundi table are gained by all Kundi, at the appropriate character level. Note that they will gain these abilities in addition to whatever other class features their current class provides. Note that a Kundi cannot gain a class feature again that he already possesses, so a 3rd level Kundi Mystic/4th level Warrior who decides to take a 4th level in Kundi Mystic cannot gain Shadow Kenning I again – he already gained it at 7th character level. He would gain a Wyld-Trick, however – Wyld-Tricks are the exception to this rule.

Large Undead (Incorporeal) Endurance Dice: 15d12 (120 Endurance) Initiative: +5 Speed: Fly 90 ft. (perfect) Armour Class: 20 (+5 Dex, +5 Cha), flat-footed 15 Base Combat Skill: +7 Attack: Incorporeal Touch +12 melee (1d4 cold plus 1d4 Strength drain) Full Attack: 2 Incorporeal Touches +12/+7 melee (1d4 cold plus 1d4 Strength drain) Space/Reach: 5 ft./5 ft. Special Attacks: Strength drain (Fort save DC 22 to resist, 1d4 Strength drained on failure) Special Qualities: Darkvision 120 ft., incorporeal traits, undead traits Saves: Fort +5, Ref +10, Will +11 Abilities: Str –, Dex 20, Con –, Int 14, Wis 14, Cha 20 Skills: Concentration +9, Intimidate +20, Knowledge (arcana, the planes) +14, Occult +17, Perception +17, Sense Motive +17, Stealth +20 Environment: Any Organisation: Solitary Challenge Rating: 10 Treasure: None Allegiance: Always Evil (but controlled by the Kundi while manifested on Magnamund) Advancement: —

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Kundi Mystic

Also, if his need is great, a Kundi Mystic can summon a Shadowraith to serve him. This creature is a denizen of the Daziarn and comes only reluctantly at the Kundi’s insistent call. A Shadowraith can only be summoned once a day and only serves for a number of rounds equal to the Mystic’s Charisma score before vanishing back to its the ethereal home.

very being. A Kundi can freely return to this class after delving into the mysteries of another if he wishes, but in practice very few ever choose to follow another calling. Kundi never seek the arts of the Cener Druids or the Shadakine Witches, preferring to die rather than take such foulness into their souls. Of all the other classes, the Kundi are most likely to take up studying the Elder Arts of the Dessi, though in practice this is extremely rare.

Multiclassed Kundi Character Level 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

Additional Class Features

Wyld-Trick

Shadow Kenning I Wyld-Trick Totem Animal I Green-Gift Wyld-Trick Kunlari Master Shadow Kenning II Wyld-Trick

Windwalking

Wyld-Tricks

Magical spells taught from elder generations of Kundi Mystics to youngsters, these minor magics are the height of Kundi spellcasting as they do not truly study any real arcane philosophy save the Elder Arts given to them by the Shianti. Wyld-Tricks are always standard actions and never require any components other than the Kundi Mystic’s special kunlari staff, which must be held in at least one hand while the spell is being performed. When a DC is required to evade the effect of a Wyld-Trick, it is calculated as 5 + the Kundi Mystic’s class level + the Kundi’s Wisdom modifier. This makes low level Kundi spells easy to overcome but the majority of Kundi magic is self affecting or beneficial in any case, making this ‘weakness’ less serious than it might otherwise be. A Kundi Mystic can cast as many Wyld-Tricks as his class level plus his Wisdom modifier (minimum of 1) per day and these spells are subject to interruption and Counterspelling as normal. Beast-Tongue The Kundi Mystic can comprehend and communicate with animals. The Mystic is able to ask questions of and receive answers from animals, although the spell does not make animals any more friendly or cooperative than

normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments or ramble about topics of interest only to similarly dim creatures. If the animal is friendly, it may do some favour or service for the character (as determined by the Games Master) but will likely have to be bribed with food or some other service of value to it. Despite its name, this spell does not work on magical beasts or vermin. Casting Beast-Tongue only works on the Kundi casting it and lasts one minute per Kundi Mystic level. Burn-Quench Burn-Quench extinguishes all non-magical fires in its area. The spell also dispels fire spells in the area, though the Kundi Mystic must succeed at a dispelling check of 1d20 +1 per Mystic level against each spell’s DC to dispel it. Fire-based creatures within the area take 1d6 points of damage per Mystic level from the spell (no save allowed). Burn-Quench affects a 20 foot cube area up to 100 feet away and its effect is instantaneous. Echo-Eyes The Kundi have excellent eyesight but it can be difficult for them to manoeuvre in the dense foliage of their tree homes at night without ambient light to see by. Because of this need, they have developed this simple spell that duplicates the echo-location ability of bats and other night fliers. As long as the Kundi can freely speak, he can use the vibrations of his voice to make his way in even absolute darkness. This duplicates the Blindsight special quality and extends out to a range of 30 feet. Echo-Eyes lasts one full minute per class level of the Kundi Mystic and only he can receive the benefit of the magic. Fly-High This spell is a great boon to the Kundi, allowing them to soar like the birds in the sky without worrying about falling to the hard ground 300 feet below their tree-cities. FlyHigh grants the caster the powers of the Windwalking class feature during its duration. If the Kundi already has the Windwalking class feature, this spell improves their flight dramatically. They no longer need any breeze to fly, gain good manoeuvrability and have a base Fly movement rate of 90 feet while this spell is in effect. Once Fly-High ends, the Kundi glides gently to the ground at a rate of 30 feet per round and never needs to worry about plummeting or crashing. Like Echo-Eyes, this spell lasts one minute per class level of the Kundi and has no effect if cast on others, even other Kundi.

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The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient of a message gains no special ability to communicate with the animal or read any attached message. The spell works only on animals with an Intelligence score of 1 or 2. On the off chance that the Tiny animal target of this spell has Magic Resistance, it applies, but otherwise there is no saving throw and the magic lasts one full day per class level of the Kundi Mystic or until its message is delivered (whichever occurs first). Gibber-Jabber This spell imbues a chosen inanimate object within 20 feet with an enchanted Kundi mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be 25 or fewer words long, can be in any language known by the Kundi Mystic and can be delivered over a period of 10 minutes. The mouth cannot trigger other sound-based or magical effects. It does, however, move according to the words articulated. The spell functions when specific conditions are fulfilled according to the character’s command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger but magical darkness, blending, incorporeality or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Note that actions can serve as triggers as long as they are visible or audible. A Gibber-Jabber spell cannot distinguish invisible creatures, allegiances, level, Endurance points or character class except by external garb.

The range limit of a trigger is 15 feet per Kundi Mystic level. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance. If it becomes necessary to determine if the spell has perceived an unobvious trigger, assume the Gibber-Jabber emanation has a Perception bonus of +10 and can make one check each round. GibberJabber lasts until discharged, is automatically ruined and negated by any form of Counterspell and cannot affect a creature of any kind. Keep-Back The Kundi adore all life but there are times when they find themselves opposed to other creatures for some reason. Not wishing to harm any living thing if they can help it, the Kundi have developed magic capable of keeping enemies at bay. This spell brings into being a mobile, 10 foot radius hemispherical field of mental energy that prevents the entrance of most sorts of living creatures. The effect hedges out animals, aberrations, beasts, magical beasts, dragons, fey, giants, humanoids, monstrous humanoids, plants, shapechangers and vermin, but not constructs, elementals, oozes, outsiders or undead. This spell may be used only defensively, not aggressively; forcing a Keep-Back barrier against creatures that the spell keeps at bay collapses the barrier. It is also ineffective against any creature either immune to Mindblast, PsiSurge or psychic attack or creatures currently raising a psychic shield. Such creatures can endure the mental assault long enough to get through the barrier and attack freely. As this magic only lasts one minute per class level of the Kundi casting it, intelligent enemies merely need to wait for its effect to end to be able to assault the spellcaster once again. Leaf-Talk Kundi Mystics can happily spend hours communing with their verdant homes. This spell allows them to comprehend and communicate with plants, including normal plants and plant creatures. The Mystic is able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it will not be able to give (or recognise) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. Plants rarely understand the concept of lying but they are not coerced to answer any question by this magic. Still, most will comply with the Kundi’s request out of a sense of shared kinship. The spell does not make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning

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Kundi Mystic

Friend-Tell The character compels a Tiny animal to go to a spot the Kundi caster designates. The animal cannot be one tamed, trained or acting as a companion to someone else. Using some type of food desirable to the animal as a lure, the Kundi calls the animal to the character. It advances and awaits the Kundi Mystic’s bidding. The caster can mentally impress on the animal a certain place well known to the character or an obvious landmark. The directions must be simple, because the animal depends on the Kundi’s knowledge and cannot find unfamiliar destinations on its own. The Kundi Mystic can attach some small item or note to the messenger (which is generally the point of casting this Wyld-Trick).

plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments or ramble about things of interest only to other dim, unintelligent flowers and plants. If the plant creature is friendly, it may do some favour or service for the character (as determined by the Games Master) but it may have to be bribed with proper tending, trimming or some other service of value to it. Leaf-Talk only affects the Kundi casting it and lasts one minute per Kundi Mystic level. This is usually more than long enough to learn anything relevant that a tree might know and few Kundi ever use the entire duration of the Leaf-Talk spell during any given casting. Life-Joy To the Kundi, all life is to be celebrated and being healthy is the same in their minds as being happy. They take great pleasure in nurturing the lives of their people and themselves. This spell both repairs the body and bolsters the mind, imparting a sense of joy and contentment that can be just as beneficial as the healing it provides. The subject gains an morale based bonus of +1 on attack rolls and Will saving throws. It also regains 1d8 points of lost Endurance per point of Charisma modifier (minimum 1d8) the Kundi Mystic possesses. This Kundi healing magic only works on living creatures, cannot affect targets with the Darkspawn subtype and automatically fails if applied to an unconscious creature with any form of Magic Resistance that would not, if awake, consider the Kundi an ally.

Muddle-Befuddle This Kundi spell is accompanied by a sing-song rhyme spoken by the caster and cannot be used if he is silenced in any way. The single living creature enchanted by this spell, which must be within 30 feet at the time of its casting, is compelled to act randomly for 1 round. Rather than deciding its action for itself, the subject of the spell takes an action determined randomly on the Muddle-Befuddle table. Kundi Mystics are careful with this spell, as they do not generally like to kill their foes and while this spell does not bear a great chance of doing so, it can cause them grievous injury either through their own action or as the result of an accident. Nothing can affect this die roll in any way. It is always entirely random and usually leads to great amusement on the part of the Kundi caster. This spell can also be very deadly in the Kundi’s native habitat if the target flees off the top of a 300 foot tall azawood tree and has no way to fly or glide to safety…

Muddle-Befuddle 1d8 Action 1 Attack self (succeed on any attack roll other than a natural 1). 2 Attack nearest being. 3 Flee away from caster at top possible speed. 4 Drop anything held. 5 Stand motionless (stunned). 6 Do nothing but defend (total defence). 7 Speak (in the subject’s native tongue, usually regarding surface thoughts) or make noises. 8 Attack caster with melee or ranged weapons (or close with caster if attacking is not possible).

Metal-Fade The Kundi Mystic can corrode iron and iron alloys with a glance. Any single iron or iron alloy item within 30 feet the character designates becomes instantaneously rusted, pitted and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3 foot radius, a 3 foot radius volume of the metal is rusted and destroyed. Magical metal items are immune to this spell. The Mystic may employ Metal-Fade in combat by simply staring at the targeted weapon, armour or item. MetalFade used in this way instantaneously inflicts 1d6 points of damage, which ignores hardness, to an item’s Endurance. This loss is permanent and completely destroys the metal item if its Endurance is reduced to 0. Against creatures made of iron, Metal-Fade instantaneously inflicts 3d6 points of damage +1 per class level of the Kundi Mystic (maximum +20) per use of Metal-Fade. This spell only lasts for 1 round, so a Kundi usually must use multiple Metal-Fades to destroy large or particularly enduring items. Non-magical items can be protected if a target has Magic Resistance but this protection only counts for items worn or held in the target’s hands.

Nap-Nap Another testament to the pacifistic ways of the Kundi, a Nap-Nap spell causes a comatose slumber to come upon one or more living creatures, all of whom must be within a 15 feet of each other and within 60 feet of the Kundi. Roll 1d4 and add the Kundi Mystic’s class level to determine the total Endurance Dice of creatures that can be affected. Creatures with the fewest Endurance Dice are affected first. Among creatures with equal Endurance Dice, those that are closest to the spell’s point of origin are affected first. Any leftover Endurance Dice worth of effect that are not sufficient to affect a creature are wasted. Creatures with more Endurance dice or character levels than the Mystic

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This spell can also be cast on the Kundi caster’s personal kunlari. It cannot be cast on another Kundi’s kunlari because part of the magic derives from the intense spiritual connection the caster has with his chosen weapon and instrument of spellcasting. During this spell’s duration, the kunlari cannot be disarmed or sundered; this makes the spell even more valuable to Kundi Mystics and ensures that most Mystics expecting to see much combat learn it as quickly as they can.

are entitled to a Will saving throw to resist its effects – other creatures will fall asleep automatically. Sleeping creatures are helpless and cannot defend themselves properly. Slapping or wounding a slumbering creature awakens them but normal noise does not. Awakening a creature harmlessly is a standard action. Nap-Nap does not target unconscious creatures, constructs, oozes, elementals or undead creatures. Creatures affected by Nap-Nap will stay asleep unless awakened for ten minutes per class level of the Kundi Mystic casting the spell. Creatures with Magic Resistance of any kind are immune to Nap-Nap.

Strong-Heart This mystic spell grants any touched creature (which could be the Kundi Mystic casting the spell) limited protection to damage from whichever one of five energy types the character selects; acid, cold, fire, electrical or sonic. Each round, the spell absorbs the first 12 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient’s equipment as well if it remains in physical contact at all times. StrongHeart can also be cast to absorb any form of elemental damage but in this form it only absorbs 5 points per round as its defence is greatly over-extended.

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Kundi Mystic

Sharp-Fang Sharp-Fang gives one natural weapon of the subject creature a +1 magical bonus to attack and damage rolls. The spell can affect a slam attack, fist, bite or other natural weapon (though the spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage). Sharp-Fang lasts 1 minute per class level of the Kundi Mystic and is instantly disrupted if it strikes a creature with Magic Resistance of any kind and may not be cast on a creature with Magic Resistance.

Strong-Heart absorbs only Endurance damage. The character could still suffer unfortunate side effects. StrongHeart overlaps (and does not stack with) any other form of reduction effect that mitigates elemental damage. As an additional effect, a creature with Strong-Heart gains a +1 bonus to all Fortitude saving throws until the spell ends. Strong-Heart lasts for a number of minutes equal to the Kundi Mystic’s class level. Tree-Skin This is one of the only truly defensive magics a Kundi Mystic can cast, which makes it very common among their sentinels and protectors. When cast, Tree-Skin literally covers a touched, living target (which may be the caster himself) in a thin, seemingly pliable but resilient layer of golden-brown coloured bark. Tree-Skin grants a natural armour bonus to AC equal to half the Kundi Mystic’s class level. Note that this will stack with any other natural armour bonus the recipient may have. This defence lasts 10 full minutes, making it very effective even when cast well before an extended battle. Vine-Dance The Kundi Mystic can animate any organic rope-like object of up to 100 feet in length. The maximum length assumes a rope or vine with a one inch diameter. Reduce the total length by 50% for every additional inch of thickness and increase the length by 50% for each reduction of the vine’s width by half. The possible commands are ‘Coil’ (form a neat, coiled stack), ‘Coil and knot’, ‘Loop’, ‘Loop and knot’, ‘Tie and knot’ and the opposites of all of the above. One command can be given each round as a standard action. The rope can encoil only a creature or object within 1 foot of itself. Since it cannot move or change its location itself, it may need to be thrown near the intended target. Doing so requires a successful ranged attack roll against an Armour Class of 10. The rope has a range increment of 10 feet. A typical rope or vine has 2 Endurance points, AC 10 and can be burst with a Strength check (DC 23). The rope does not deal damage of any type but it can be used to trip or to entangle a single opponent who fails a Reflex saving throw. If the vine is anchored to an immobile object, or naturally rooted, the entangled creature cannot move until it frees itself. Otherwise, it can move at half speed but cannot run

or charge. A creature capable of spellcasting that is bound by this spell must make a Concentration check (DC 15) to cast a spell. An entangled creature can slip free with an Escape Artist check (DC 20). If the Kundi has this spell active, he can use it to climb up the enchanted vine or rope automatically and need not make a Climb check. Also, a Vine-Dance spell grants a +2 bonus to all Escape Artist skill checks made with the item it enchants (such as to tie up an enemy). This bonus only lasts for the duration of the spell but any knots tied in the rope or vine remain as effect as they were against Escape Artist checks even once the magic that made them fades away. The enchanted vine or rope must be within 100 feet of the caster to affect with this spell, which lasts one full minute per class level of the Kundi casting it. Vision-Dream Known only to a few Kundi and considered the mark of an Elder or a Kundi with an old and wise soul, the VisionDream spell is cast just before going to sleep. It can provide the character with a useful piece of advice in reply to a question concerning a specific goal, event or activity that is to occur within one month. The advice can be as simple as a short phrase or it might take the form of a cryptic rhyme or omen but it always occurs within the context of a long, often disturbing dream. In all cases, the Games Master controls what information the character receives. Note that if the Kundi Mystic or the individuals he shares the dream images with do not act on this information, the conditions of the event may change so that the information is no longer useful. There is no way for the Kundi Mystic to know that this has occurred short of casting another Vision-Dream. The base chance for a correct divination is 70% + 1% per class level of the Kundi Mystic. The Games Master adjusts the chance if unusual circumstances require it (if, for example, unusual precautions against divining magic have been taken). If the dice roll fails, the Mystic knows the Vision-Dream failed unless specific magical powers yielding false information are at work. Multiple divinations about the same topic by the same caster use the same die result as the first divination and yield the same answer each time unless conditions have changed and the likely outcome is now different.

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Sage of Lyris Do come in. I have just put a pot of tea on to boil. The leaves come from the Boari Jungle and are known to have a remarkably stimulating effect. Now then, you wanted to talk with me about a strange sword you found in the Wildlands, correct? Ancient inscription, magical red glow, unrecognisable metal and all that? How wonderful.

Because the peasantry of Lyris are protected from this deadly conflict by their supposed rulers, the wealthy elders of the nation are afforded a great deal more respect and wield a considerable amount of political power. It is to them that the Lyrian people take their problems, give their loyalty and provide any service they can. These learned mentors are loved and appreciated by the common folk but they are less than adored by the nobles of their homeland. Unfortunately for these infighting princes, they do not dare move against the Sages of their nation for fear of the civil war being brought to them by their own citizenry. Cared for by the commoners of their land and protected from their rulers’ wrath, the Sages of Lyris have both time and resources at their disposal. While the majority of their money goes to provide for and defend the citizens that keep them alive, the Sages’ time is spent in constant exercises of wit and learning. This wisdom also serves the people of Lyris, as they benefit greatly by the advances in medicine, architecture and the mystic arts made possible by the Sage’s continuing education. For many of the Sages, these practical concerns are of secondary importance. The true focus of their studies is a grand game, an adventure of scrolls, ancient tomes and modern sciences. While many are noble in intention and genuinely wish to serve their nation’s greater good, others are selfish scholars no better than the royalty they profess to oppose. Some are even in the secret employ of the land’s princes and lords, selling knowledge of possible rebellious citizens for coin, lost lore and the promise of a noble title once their regal ally unites Lyris under their joint command.

Adventures: Many Sages adventure simply because their lives of easy means allow them to do so, but others take a more measured approach to travel abroad. Sages tend to seek adventures that will gain them something of interest – objects of forgotten lore or magical treasures. Sages also see value in things that no one else might look twice at, such as rare species of flowers or the only remaining copy of a sonnet by an obscure bard. Younger Sages of Lyris are almost swashbucklers by nature, enjoying the thrill of adventure and the fame of being the common man’s hero, while older Sages either look upon their wild youth with disdain… or long for its return once more. Characteristics: The Sages of Lyris are studious first and foremost. Be they noble and true or duplicitous and only out for their own gain, Sages can always be counted on to think first, think again after that and then possibly act if they have not come up with a better tactic. Sages tend to be wise and well-educated but their physical bodies often suffer for their focus on the cerebral arts. This is not always true, however, and many younger Sages have taken up fencing as a hobby. Like everything else they study, these young scribes and students master the deadly art of swordplay with swift and graceful efficiency. Religion: The chief religion of any Sage is knowledge and they jealously worship at its altar with each turn of a yellowed page or study of a half-restored carving. Few have any need or room in their lives for other devotion, though the more idealistic of their number pay homage to Kai and Ishir. There are temples in every major city in Lyris but while the Sages defend the right of their people to worship in them safely, few actually visit them as penitents. The thirst for knowledge may also overcome a Sage’s better judgement and lead to pacts with the Dark Gods… Background: Sages derive a great deal of their reputation and social influence from the fact that they are not of noble blood. In truth, more than a few are related to the royal lines but they do not reveal this heritage on pain of losing all credibility. Sages are usually the children of other Sages, as their education is a deeply-rooted one that usually comes from childhood and guides them through the rigours

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Sage of Lyris

The nation of Lyris is a kingdom at war with itself. Its nobility, a feuding collection of princes and lords, are constantly at each other’s throats over petty squabbles concerning land, titles and the country’s dwindling wealth. Gentility has become anything but gentle, with a tenuous peace enforced by the intellectual elite of Lyris the only thing that prevents the entire land from being plunged into a vicious, destructive civil war.

of their chosen life. When Sages come to the vocation as a first-generation Sage, it often takes them months or years to earn any respect from their peers or the populace at large. Other Classes: Sages of Lyris, surprisingly, do not tend to get along well with other intellectuals unless the status of equals is made very clear early on in their acquaintance. Similarly, Sages of Lyris are not likely to aid or overtly befriend Kai Lords because of the latter’s predominant status as the sons and daughters of Sommerlund nobility. Secretly, they are capable of working with them or even befriending them given reason, but for the sake of their public reputations, such things are usually kept in the shadows. Sages are more likely to work with fighting classes, typically employing them as bodyguards and hired swords.

Game Rule Information

The Sage of Lyris has the following game statistics. Abilities: Sages of Lyris must have a high Intelligence to function as a member of this class. It is the driving force behind their skills, both magical and mundane. While Wisdom is also very effective and useful for some of the things a Sage does, it is Intelligence that defines and empowers a true Sage. Other than these two statistics, every other attribute is entirely secondary and can even be quite low without affecting the Sage too severely. Those intending to deal with the public very often might wish a high Charisma, while those seeking a life of adventure would do well to develop themselves physically (namely Dexterity and Constitution). Endurance Die: d6. Base Speed: 30 feet. Starting Wealth: 300 Gold Crowns.

Class Skills

The Sage of Lyris’ starting class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Knowledge (any, taken as separate skills) (Int), Occult (Int), Perception (Wis) and Sense Motive (Cha). The class feature Sage’s Lore adds skills to this selection over time. Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Sage of Lyris. Weapon and Armour Proficiency: Sages of Lyris are proficient with all one-handed melee weapons but prefer the rapier. They are proficient with padded and leather armour (often used during fencing) and also with bucklers. They are also proficient with the crossbow. Note that Armour Check Penalties apply to Acrobatics, Athletics, Climb, Escape Artist, Sleight of Hand and Stealth checks when using shields and armour heavier than leather. Arcane Study (Sp): All Sages of Lyris have the ability to wield special forms of magic related to their fields of study. Currently, there are three main ‘obsessions’ among the Sages’ guilds, with each one polarising into a community of like minded Sages believing their art to be the most important and most academically worthy. These divisions of thought rarely become anything more than friendly rivalries however and nothing devastating usually comes of their disagreements. At 1st level, a Sage picks his Primary Field from the ones listed in the Arcane Fields of Study section. This dominates his magical training until 15th level when he finally masters enough of his Primary Field that he feels comfortable

New Weapon: The Poignard

A weapon that masks the barbaric act of killing with elegance and grace, this stylish dagger is the chosen off-hand blade of the nobility in well-to-do of Lyris and other ‘civilised’ nations in Southern Magnamund. They are also renowned for being favoured by high quality assassins. Poignards count as a racial weapon due to their relative rarity and the long days of practise necessary to become proficient in attacking with one at speed and in the off-hand. Weapon Name Cost Damage Critical Range Increment Weight Type 60 gc 1d4 18–20/x2 10 ft. 1 lb. Piercing Poignard1 1 The wielder of a poignard may use his Dexterity modifier instead of his Strength modifier to attack rolls (but not damage rolls) with a poignard of the appropriate size. If a poignard is wielded with a rapier, disarm attempts made by the wielder gain a +2 bonus.

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from here a well-loved asset of the community. Helinian Sages gain a +2 bonus to all Charisma based checks made in their home town and their constant ties to their fellow Lyrians improve their personal interaction skills greatly. Sages of Helin gain a permanent +2 bonus to their Charisma scores.

enough to dabble in another. He will never gain more than a passing familiarity with this Secondary Field but it is usually enough to nicely round out his talents and augment his personal abilities.

♦ Quarlen: The home of many great craftsmen and some of the finest metalwork in all of Lyris, this city has dozens of forges and wood shops that toil long into the night. Sages of Quarlen gain a single Craft skill of their choice as a class skill and a mastercrafted rapier as starting equipment. Their exposure to the lives and lore of creation make them much better prepared to earn a living on their own; they double all final results of Craft or Profession checks to earn a living and begin also play with either a set of mastercrafted leather armour or a single potion or alchemical item valued 800 Gold Crowns or less or an 100 additional Gold Crowns in starting coin. Whenever these Sages visit Quarlen (to a maximum of once a month), they can obtain another potion or alchemical item of up to 800 GC value free of charge from their contacts. When a Sage of Quarlen gains the ability to wield a poignard, the free poignard they receive is of mastercrafted quality. ♦

Soren: A city dedicated to the arts in every form, this community is also very much the breadbasket of Lyris and produces more than a third of all the grain, meat and dairy for the entire nation. Sages of Soren are well cared for and never lack for food or shelter while in their home town. They also lead such a healthy life that they show it in their often prodigious girth. Sages of Soren gain a permanent +2 bonus to their Constitution scores and may re-roll any Endurance Die result of 1 they roll, when gaining a Sage level.



Varetta: The capital of Lyris, this is the city of Sages and the chief position of Most Learned Sage of Varetta is

City of Origin: Each of the five main cities of Lyris are very different, with a considerable different culture in each while all retaining the fierce Lyrian spirit Sages are proud to be a part of and defend. While most Sages are cut from the same cloth, there are subtle differences in their education and backgrounds depending on where they are from. Each city leaves an indelible mark on its native-born children, as follows. ♦

Helin: This rural community is very close-knit and internally supportive of its citizens, making any Sage

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Sage of Lyris

♦ Karkaste: Called the City of Sails in Lyris, this port city is home to many sailors and even those that do not ply the waves of the nearby rivers know a great deal about doing so. Sages from Karkaste gain Profession (sailor) as a class skill. The constant physical activity also benefits them physically; Sages of Karkaste gain a permanent +2 bonus to their Constitution scores.

hotly contested. Gornal, a wise 16th level Sage of Lyris, currently holds the position but he is getting advanced in years and it is likely one of his nimble-minded and idealistic pupils will take his position before another decade passes. The many advantages of growing up in Varetta as a Sage culminate in a +2 bonus to Wisdom and the ability to re-roll any one failed Knowledge skill check each day. This re-roll must be kept, even if it is worse than the initial skill check. Sagacious Concentration (Ex): All Sages of Lyris have the special talent of Sagacious Concentration, regardless of their Arcane Field of Study. This is a magical sense that can be turned on or off is a full-round action and has a range of 30 feet. Within that distance, the Sage can clearly see magical auras, invisible and incorporeal creatures and the true form of shape changed creatures. Magical auras can be further identified by spell name and basic effect if studied for a further two full rounds and a successful Occult skill check (DC 20) is made. Sagacious Concentration is considered by many Sages to be a gift from Ishir and praise her for her great boon. Unfortunately, the Sagacious Concentration ability is extremely draining to use and may only be used for a number of rounds per day equal to the Sage’s ranks in the Concentration skill. The Sword is as Mighty as the Pen (Ex): Sages of Lyris have kept the art of swordsmanship, namely fencing, alive and well in their homeland for centuries. They are the pinnacle of this deadly art and practise it to perfection. Some Sages have only a passing fancy with the art but even their ‘basic’ skills are a match for most Warriors. All Sages of Lyris begin play with a rapier and may use their class level as their Base Combat Skill while wielding it, including when determining how many attacks per round they are allowed. This Combat Skill benefit extends to the poignard when the Sage masters its use.

Path of Heroism

A Sage’s lifestyle is not as sedentary as many believe it to be. Their thirst for knowledge and justice takes them down many dangerous roads, as they delve into dark caverns, do battle with corrupt officials and redeem lost lore. The Path of Heroism reflects a Sage’s physical accomplishments and the hard lessons he has learnt at the Academy of Life. ♦

Step 1 – Evasion: The call of action leads a young Sage into many dark and dangerous situations. A Sage of Lyris with Evasion learns how to best avoid the worst of them. If a Sage of Lyris makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Sage of Lyris is wearing leather, padded or no armour. A helpless Sage does not gain the benefit of Evasion.



Step 2 – Uncanny Dodge: At this Step, a Sage of Lyris retains his Dexterity bonus to Armour Class even when he is flat-footed or struck by an invisible attacker. This skill comes from skill and training as well as always being under the threat of death while fighting for the good of the common people. Only complete immobilisation can negate this ability.



Step 3 – The Long and the Short: The Sages of Lyris enjoy their fencing very much, perhaps more than the nobles they emulate in their flashing swordplay. At this Step, they receive training in an off-hand weapon called a poignard. Sages of Lyris also receive a free poignard of average quality at this level. This slender bladed dagger is wielded in the Sage’s non-dominant hand, aids with disarm attempts and grants him (thanks to his special instruction and quick mind) an extra attack each round with it, at a –5 penalty to his full Base Combat Skill.

Excellence: Sages of Lyris never, ever stop learning. They are the quintessential student, forever probing the limits of their minds, bodies and environment in a never-ending quest for perfection and fresh perspectives. Their focus may be narrow and intense or broad and encompassing – regardless, every Sage follows his own unique path in life. Every level where Excellence is gained, the Sage of Lyris selects to follow one Step down either the Path of Heroism, the Path of Experience or the Path of Rewards. Multiple Paths may be followed at the same time – indeed, most Sages reserve their concentration for their Primary Field of Arcane Study and experiment wildly with other aspects of their careers.

This off-hand attack is often very surprising for opponents not used to such a technique, granting the Sage of Lyris his full Base Combat Skill (without the –5 penalty) in the first round of combat against the first opponent he attacks. This bonus disappears after this strike, successful or not and is not effective against an opponent with the ability to make attacks with his off hand as well (most notably other Sages and the Buccaneers of Shadaki). ♦

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Step 4 – Improved Evasion: At this Step, a Sage of Lyris’ Evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks but henceforth he takes only half damage on a





Step 5 – Improved Uncanny Dodge: At this Step, a Sage of Lyris’ Uncanny Dodge becomes so acute, he can react fully to attackers trying to surround him for an advantage. Sages with this Step cannot be flanked, denying multiple attackers any flanking bonus. A charismatic Sage of Lyris with this ability can be amazing to watch in combat, bounding between crystal chandeliers and back again in a whirlwind of movement and slender, noble steel.



Heroics: There are heroes among the Sages of Lyris and then there are heroes, those that lash out against the injustice of their land’s petty nobility with both skill and style. These Sages are the ones local legends spring up about and whose names (or masked pseudonyms) are heard over alehouse gossip. Sages specialising in Heroics have a certain wit and physical style that make them a cut above the rest as duellists and swashbucklers. They gain a the ability to make a demoralise opponent action (see page 96 of the Lone Wolf core rulebook) once per turn as a free action. In order for this ability to work, the Sage must also be able to carve a letter or simple symbol in any soft substance (a shirt, curtains, clay) with the tip of their rapier (this is considered part of the free action). Bonus Class Skills: Acrobatics (Dex), Intimidate (Cha)



Professional: The Sage of Lyris has long studied the various professions of the common folk of his homeland and could make a passable living at any number of different vocations. He knows at least the basics of a dozen different professions and may well have focused his attention on one or more of them. As such, the Sage is often a mine of useful information that he can impart to his allies. He may always attempt an aid another action to help his allies, even if he does not have ranks in a requisite skill (in which case he makes an appropriate ability check). Also, his aid another actions when helping with skill checks provide a +3 bonus rather than a +2 bonus. Bonus Class Skills: Profession (any, taken as separate skills) (Wis)



Researcher: The many books and sources of information at a Sage of this field of Lore’s disposal is staggering, as is his ability to quote page numbers and find all manner of hidden references and remember pertinent facts about a given topic.

Step 6 – Duelling Mastery: A Sage of Lyris has now engaged in enough mock (and likely real) combats that he is a master of the rapier and poignard both alone and in tandem. He no longer suffers a penalty to his off-hand bonus attack with the shorter blade. The Sage also adds one to his critical threat range with both rapiers and poignards (making them 17–20/x2). Lastly, his Armour Class and Initiative are improved by +2 if he is wielding both a rapier and poignard in combat.

Path of Knowledge

The mundane aspect of a Sage’s abilities, the Path of Knowledge is a summation of the many hours of long study and diligent research he puts into even the most basic of subjects. This Path is not structured like the Path of Heroism or the Path of Rewards – each time the Excellence class feature is invested into this Path, the Sage may choose another selection from the list below. He gains its listed bonuses immediately and may spend the skill points gained at the level he gains this new field as if the skill(s) it grants were already class skills. ♦



Academics: The Sage has made a life’s study of basic academia and knows how to make the most of even trivial-seeming knowledge. This level of skill, which might seem basic or esoteric to others, allows the Sage of Lyris to make Knowledge checks even when he does not have any ranks in the specific skill in question. In addition, he gains a +1 bonus to all Knowledge skill checks but may not apply this bonus if he does not possess at least one rank in a given Knowledge skill to begin with. Bonus Class Skill: Gather Information (Cha) Craftsman: The Sage has developed a keen eye for quality and a hand for making objects of beauty, from pottery and jewellery all the way up to things as grandiose as suits of armour and entire buildings.

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Sage of Lyris

This skill comes at the cost of many days and weeks of intense labour but the results are spectacular. If the Sage of Lyris takes the time and expense to make an item of mastercrafted quality, it is treated as superior in quality instead. The dedication to the crafting arts this takes means a Sage can only produce an item of this superlative quality once a month (assuming the crafting would actually take less time, otherwise use the normal amount of crafting time required). Bonus Class Skills: Appraise (Int), Craft (choose two) (Int)

failed save. A helpless Sage does not gain the benefit of Improved Evasion, nor does a Sage wearing anything other than padded, leather or no armour.

Researcher’s Lore Spontaneous Recall DC 10

Research Research Time DC Required 5 5 hours

20 25 30

15 20 25

10 hours 12 ½ hours 15 hours

Type of Knowledge Common, known by at least a substantial minority of the local population. Uncommon but available, known by only a few people in the area. Obscure, known by few, hard to come by. Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who do not understand the significance of the knowledge.

A Researcher may make a special Spontaneous Recall check, which is 1d20 + his Sage level + his Intelligence modifier, to see whether he knows some relevant information about local notable people, legendary items or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The Sage of Lyris may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The Games Master will determine the Difficulty Class of the check by referring to the Spontaneous Recall DC column in the Researcher’s Lore table. Alternately, a Researcher may truly earns his title and discover information on virtually any topic given enough time. This Research ability is often used when something has piqued a Sage’s curiosity and he cannot currently remember anything through Spontaneous Recall. Using the Research ability requires half an hour per point of DC of the final check noted in the Researcher’s Lore table, minus the Sage’s class level. Hours over 10 roll over into the next day, making these checks sometimes days in the making. The Research roll is identical to a Spontaneous Recall roll, save that a well-stocked library may offer bonuses to a Research roll. Bonus Class Skill: Use Magical Item ♦

Theatre: The skills of acting, dance and performance are a fascination for Sages with this speciality. They can readily quote lines from famous plays, whistle or sing entire ballads and keep step with the latest and most complicated ballroom (or barnyard) dance. While not every Sage with this inclination makes it a habit to take to the stage regularly, those that truly do can make a name for themselves as some of the greatest in their chosen form of expression. All Sages who have studied the theatre may re-roll one failed Perform check per day, as they tend to be very good at masking their mistakes on stage. Sages especially make good orators and public speakers because of their broad spheres of

knowledge but others find music an even more alluring muse. Nearly all Sonomancers have dabbled in the theatre at some point in their careers. Bonus Class Skills: Disguise (Cha), Perform (Cha) ♦

Wilderness: Some Sages, though born in the city, have a yearning for the great outdoors and learn to become as comfortable under the starry sky as they are the broad expanse of a tavern roof. They learn how to live off the land and read its signs and omens as they would the pages of an old and beloved book. Wilderness Sages sometimes relocate to the woods near a major city, while others just travel overland every chance they get. These Sages of Lyris count as having the Kai Lord ability of Follow the Trail (see page 39 of the Lone Wolf core rulebook) for the purposes of using Survival to follow trails. Bonus Class Skills: Athletics (Str), Climb (Str), Survival (Wis)

Path of Rewards

The Path of Rewards is the expression populace of Lyris’ love for the Sage. As Sages are often the figureheads in the resistance against the widely reprehensible nobility, the common folk of Lyris soon come to hold them as champions, ideals and even saviours… and their gratitude knows no bounds. ♦

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Step 1 – Common Friends: An experienced Sage has many friends among the lower class citizens of Lyris and the other lands he commonly visits. As long as he has spent at least one year (which does not have to be contiguous time) in a country, he has a 75% chance of finding a comfortable room and decent meal for himself and as many companions as he has points of Charisma modifier (minimum of 0 companions). This meal and room does not cost the Sage a single Gold Crown. Even when he fails this percentile check, most commoners will not put the Sage out in the street. If he can make a Diplomacy check (DC 15), he can at least get the use

of a nearby stable and enough food not to starve (no Endurance will be healed during this meagre but not painful rest). Step 2 – Hero of the People: The Sage of Lyris has now proven his worth and heroism to the common people of his own land and the peasantry of any nation he has visited. The dedication he shows (or at least pretends to show) is echoed back to him in the adoration of the lower classes and the respect of his peers. He may always take 10 when making Charisma based skill and ability checks with the common citizens of any nation and his ability to find free food and shelter rises to 90%. He may also request simple equipment from any markets and vendors in Lyris, up to five Gold Crowns in value per point of the Sage’s Charisma bonus (minimum 5 GC) per month, and receive it free of charge. If this generosity is abused, it can easily be revoked and a greedy, ungracious Sage of Lyris is quickly disowned by the populace.



Step 3 – Library: In gratitude for all he has given them (or appears to have given them), the Sage of Lyris is gifted with a small tower of stone and wood erected somewhere in or near his home city. Dedicated to him and given free of charge, this newly constructed building is perfect for use as a personal domicile, library and conservatory. The exact layout of the tower should be determined by the Player and Games Master together, but in general it will have two or three floors at the most and cover roughly 2,000 square feet. This does not include the small stable and fenced courtyard, both of which are generally included. Staffing and furnishing the Library is entirely up to the Sage receiving it.

Sage of Lyris



an outward ripple of rumours and black marks made against the Sage’s name to other rulers; any checks made with nobility of other lands are at a –2 penalty as well. ♦

Royal Enmity: In the territorial minds of the corrupt princes of Lyris, the Sages are a necessary evil that must be tolerated at best because of their ability to keep the citizens of their nation under tenuous control. Unfortunately, the gift of land in the form of the citizenbuilt Library gains their unwelcome attention because of the affront to their ‘rightful’ possession of all Lyris. From this level onward, all Charisma based checks made between the Sage and any nobility or military faction of Lyris are at a –5 penalty. This also causes

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Step 4 – Grand Library: The people of the Sage’s home city are once again moved by his deeds and great wisdom to lavish their affections upon him in the form of an improvement to his home. The library gained at 10th level is added on to and now covers twice its previous area in whatever way the Player and Games master can agree upon. The better facilities and small gifts of family heirlooms and old lore that comes with this gift also makes the profession of the Sage easier, granting a +1 bonus to all Intelligence and Wisdom based skill checks (as well as Research rolls) made while the Sage is in residence.

the second check even if it is inferior to the first. As the Sage progresses in level, this ability can be used more often. Sudden Insight: Once per day, the Sage of Lyris can use his great knowledge and wealth of experience to make a single Intelligence or Wisdom based skill or ability check with a bonus of +20 to the normal roll. This allows success of nearly any task, even allowing success for what might seem an impossible mental task. The cerebral effort of this monumental skill takes its toll on the Sage, leaving him fatigued until he can take an hour to rest (allowing normal movement but no other form of effort or exertion beyond the simple tasks of eating or conversing). Lore’s Legacy: The Sage has reached the pinnacle of his craft and is well renowned as both a true paragon of the common man and an expert in his chose Primary Arcane Field of Study. People may come from hundreds or even thousands of miles away to seek out his advice and a life of adventure behind him may be only the beginning of his grand career. The princes of Lyris cannot abide such a man eclipsing their ‘greatness’ and will also make their attentions felt in a far less pleasant manner – if the Sage does not already have the Royal Enmity and Royal Hatred disadvantages of the Path of Rewards, he immediately gains them now.

Royal Hatred: Unfortunately, this gift only antagonises the local nobles more and at some point in the next year, an attack will be made upon the Sage’s home (and possibly the populace of the town if they live too close to the library). This is best handled as a special adventure run by the Games Master but should include troops, special mercenaries hired by the local Lord or a professional assassin targeting the Sage directly. In any case, the attack should make for an exciting and challenging session for the Sage and any allies wishing to assist him. Fortune Favours the Focused Mind: Through preparation, a quick wit and constant readiness for any possible danger, a Sage of Lyris has a contingency plan for every situation. This grants him the ability to re-roll a failed saving throw once per day at 7th level but he must abide by the result of

This level of achievement also brings with it a very tangible benefit in the Legacy of the Sage’s Primary Arcane Field of Study. Only the Primary Field grants this Lore’s Legacy bonus; the Sage’s Secondary Field is only learned in passing and will never become as familiar as his true intellectual and magical passion.

Ex-Sages

The Sages of Lyris do not have just a passing fancy with their studies and while a few leave their path in life to pursue other goals, most do not and would never consider such a thing. A few (especially the treacherous among them looking to better their lot with the nobility) betray the trust of the common folk in private and take levels of Aristocrat, but such a deed if discovered has been the cause of more than one mysterious disappearance in the middle of a long, hot Varettan night. Sages that do take levels in other classes can always come back to this one; nothing officially bars them from doing so and some few do this just to better learn other skills.

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The Sage of Lyris Base Combat Skill +0

Fort Save Ref Save +0 +1

2nd 3rd 4th 5th 6th

+1 +2 +3 +3 +4

+0 +1 +1 +1 +2

+1 +2 +2 +3 +3

7th 8th 9th 10th 11th 12th

+5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4

+2 +2 +3 +3 +3 +4

+3 +4 +4 +5 +5 +6

13th 14th 15th

+9/+4 +10/+5 +11/+6/+1

+4 +4 +5

+6 +6 +7

16th 17th 18th

+12/+7/+2 +12/+7/+2 +13/+8/+3

+5 +5 +6

+7 +8 +8

19th 20th

+14/+9/+4 +15/+10/+5

+6 +6

+9 +9

Will Save Special +2 Arcane Study (Primary Field – Primary Power, Tier I), City of Origin, Sagacious Concentration, The Sword is as Mighty as the Pen +3 Excellence +3 Arcane Study (Primary Field – Tier II) +4 Excellence +4 +5 Arcane Study (Primary Field – Tier III), Excellence +5 Fortune Favours the Focused Mind (1/day) +6 Excellence +6 Arcane Study (Primary Field – Tier IV) +7 Excellence +7 Sudden Insight +8 Arcane Study (Primary Field – Tier V), Excellence +8 Fortune Favours the Focused Mind (2/day) +9 Excellence +9 Arcane Study (Primary Field – Tier VI), Arcane Study (Secondary Field – Tier I) +10 Excellence +10 +11 Arcane Study (Secondary Field – Tier II), Excellence +11 Fortune Favours the Focused Mind (3/day) +12 Excellence, Lore’s Legacy

Arcane Fields of Study

While the many mystic arts come into and out of vogue in Lyris, the last two centuries have been pretty stable in the magical academic community. The three arts a Sage of Lyris can choose from are Sonomancy (song and sound magic), Celestialism (star magic) and Left-Handed Magic. Most Sages in the current day focus on Sonomancy and have the secondary path of Left-Handed Magic, as the study of Celestialism is still somewhat controversial and not always well received, even among their fellow magic-wielding academians. This comes from the assertion of most stargazers that Magnamund orbits its sun and not the other way around, a controversial and somewhat blasphemous claim. The spells of a Sage of Lyris on the Left-Handed Path of magic are quite special, cast through the use of words, occasionally important gestures and the focus obtained through long hours of concentration and complex training. While these spells are not always as powerful or effective as Brotherhood spells or the Elder Arts of the Dessi, Sages

of Lyris following their special Left-Handed Path have the advantage of being able to cast their spells as often as they like without the need to spend Endurance or Willpower (which they likely do not possess).

Celestialism

The study of the stars and the infinite heavens in which they shine is still a controversial science but it does offer great magical power to those willing to brave its risks. Channelling the energies of astrological phenomena can be very trying on the body of a Celestial Sage; this rarely deters those obsessed with following their chosen star to whatever destiny the gods have in store for them. In any case, Sages learning Celestialism never lack for guidance and arcane might; the sun, the stars and the moon itself are theirs to command. Whenever a Celestialism spell allows a saving throw to avoid or mitigate its effects, the Difficulty Class for the

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Sage of Lyris

Level 1st

spell is always 10 + the Tier of the ability or spell + the Sage of Lyris’ Charisma modifier + the Celestial DC bonus associated with the Sage’s Chosen Star (see below). Apart from the Primary Power, Chosen Star and Lore’s Legacy abilities, a Celestial Sage may only use each Tier of Celestialism a number of times per day equal to his 1 + the Sage’s Wisdom modifier (minimum of once per day)

of Burashos feel its courage at all times and may always re-roll a failed Will saving throw, though they must accept the result of the second roll if they do so. Celestial DC Bonus: +2. ♦

Tennos, the Star of Death: A neutral omen that foretells change and mortal passing, Tennos is neither feared nor revered by the Sages of Lyris. Its children are generally as neutral in outlook as its philosophy suggests but they are also strong in the face of death. The power of Tennos allows children of Tennos to continue acting at negative Endurance. Every round a Child of Tennos is injured at –1 or lower Endurance (but not past –10, the Sage still dies at –10 like any other hero), he must make a Will saving throw with a DC of 15. Success costs him an Endurance point and lets him take his normal action(s) for the round. Failure causes him to lose consciousness immediately. Once a Sage loses consciousness, he cannot use this ability until he is healed to positive Endurance again. Celestial DC Bonus: +0.



Naarash, the Dark Star of Destruction: The power and terror of Naarash rising is as palpable as the energies of the Dark God himself. Invisible in the night sky, the presence of Naarash can only be calculated and never seen directly. Children of Naarash are a cursed lot, gaining the Darkspawn subtype. Children of Naarash are always Evil. Celestial DC Bonus: +3.



Magnael, the Star of Earth: The star that rules earthquakes, mountains and the fertility and fury of the land, Magnael is beloved of farmers and travellers alike. Children of Magnael can never lose their way while walking on the ground, gain Survival as a class skill and a +2 bonus to all Survival checks. Celestial DC Bonus: +2.



Veenar, the Star of Evil: The star of true evil, this celestial body is shadowy and indistinct but its pull against all other stellar phenomena is unquestionable. Children of Veenar are always allied with Evil and gain a +2 bonus to any Charisma based skill or ability check made to influence creatures or characters allied with Evil. Celestial DC Bonus: +2.



Kaeymos, the Star of Fate: Those born under Kaeymos are said to be blessed or cursed by fate at the moment of their arrival on Magnamund depending on its position in the night sky. The Children of Kaeymos are the blessed ones, gaining a single re-roll of any one ability or skill check, saving throw, attack or damage roll each day. The second roll must be accepted and cannot be

The Tier abilities of Celestialism are gained at the appropriate class level noted on the Sage of Lyris advancement table. Primary Power – Heaven’s Shield The stars protect their children, both through warnings of ominous portent and subtle magic that shields the body and guides potential harm away from him at all times. This is a constant defence, adding a +3 bonus to the Sage of Lyris’ Armour Class even when he is helpless or asleep. This protection can be temporarily brought down (for 1d4 rounds) through the use of magic like Counterspell or the Eclipse power but otherwise it remains an invisible guardian of the Sage’s well-being. Sages of Lyris cannot forgo this defence even if they wish to do so; children of the Heavens are rarely in control of such great power. Tier I – Chosen Star Each Sage following the path of Celestialism picks a patron star through a complex series of astrological calculations and personal reflection. The choice of a star is both binding and final; a Sage of Lyris can only have one and once he chooses, he cannot change that star even if circumstances in his life might make him wish to do so. The Games Master may decide on a given Sage’s star if desired but this should be the Player’s choice first and foremost. ♦





Iaos, the Star of Air: This star appears in the night sky only during the spring and brings with it the change of breezes that breathes life into Lyris. Children of Iaos are swift and agile, moving like the freedom of the star’s bonded element and receive a +2 bonus to Dexterity. Celestial DC Bonus: +1. Hemet, the Star of Chaos: A twinkling star that never seems to be the same colour from moment to moment, this star’s ascendancy marks the passage of one age and the coming of another. The next apex of Hemet is not scheduled for another 50 years. Children of Hemet are difficult to control, gaining Magic Resistance 20 against any spells that attempt to manipulate his actions or charm his mind. Celestial DC Bonus: +2. Burashos, the Star of Courage: When Burashos rises early in the evening, it is a sign of hope for all who must face terrible odds or crushing adversity. Children

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Pyrasha, the Star of Fire: Pyrasha is a bright star, one of the brightest in the heavens and is said to burn furiously as a beacon to all those following the path of righteousness. Children of Pyrasha gain 5 points of fire resistance. Celestial DC Bonus: +2.

Shuran, the Star of Law: A star existing exactly opposite in the night sky from Hemet, this celestial body burns with a constant, unchanging white glow. Children of Shuran are trustworthy, loyal and disciplined. This focus grants a +2 bonus to all Concentration checks and Will saves. Celestial DC Bonus: +1.





Olosh, the Star of Good: Olosh always rises next to Ishir and is said to be her constant, unwavering companion. The children of Olosh are always allied with Good and gain a +2 bonus to any Charisma based skill or ability check made to influence creatures or characters allied with Good. Celestial DC Bonus: +3.

Karausha, the Star of Lust: A red star burning like a sultry candle in a curtained window, this star is all that is base and carnal in the human soul. Children of Karausha are the beloved of Karaushnith, the Dark Goddess of Desire and gain a +4 bonus to any attempt to seduce others. Celestial DC Bonus: +2.





Alsarah, the Star of Magic: A mystic star that blazes in the heavens and calls out to all workers of the arcane arts, Alsarah is the source of much study and reverence. Children of Alsarah gain a +1 bonus to all Occult rolls. Celestial DC Bonus: +5.





Ishir, The Moon: The moon is the representation of Ishir and brings her protective blessings on those born under her fullest phase at the moment of her brightest light. The children of Ishir are always allied with Good and gain low-light vision of 60 feet. Celestial DC Bonus: +3.





Naian, the Star of Nature: The green star Naian is revered by those that walk the forested paths of the world and is said to always watch over those lost in the wilds. Children of Naian are easily befriended by animals, gaining Handle Animal as a class skill and a +2 bonus to all Handle Animal checks. Celestial DC Bonus: +2.





Ravennos, the Star of Protection: Also called the Raven Star, Ravennos is thought to be the patron star of guardians, sentinels and those charged with the protection of a person, place or thing. Children of Ravennos performing the aid another action to increase an ally’s Armour Class in combat give a bonus of +4 instead of +2. They also gain a +1 bonus to Armour Class when fighting defensively or in total defence, in addition to the normal bonuses. Celestial DC Bonus: +1.





Mortaris, the Star of Spirits: A wispy white star that alternately appears and disappears at night, Mortaris is the star of the departed and is thought to be the doorway to the afterlife. Children of Mortaris will never be attacked by incorporeal creatures of any kind unless they attack first or the creature has the Darkspawn subtype. Celestial DC Bonus: +3.

Ieolde, the Star of Health: Those dedicated to Ieolde, the gracious star that rules over health, life and the bounty of existence, are born healers and never need worry about their own health. Children of Ieolde gain Heal as a class skill and a +2 bonus all Fortitude saves. Celestial DC Bonus: +1. Qui, the Star of Joy: A bright, beautiful star that lightens the heart of all those watching her twinkle at night, Qui is named for a beautiful maiden of Lyris’ distant past. The Children of Qui are blessed with an unshakable good cheer and considered to have Magic Resistance 20 against any spell that directly inflicts pain or sadness as a primary effect. They also add +1 bonus to all Gather Information checks because of their infectious and gregarious temperaments. Celestial DC Bonus: +1. Ouluvan, the Star of Kings: The star of rulers and lords, Ouluvan has become almost taboo to study in the modern political climate of Lyris. The Children of Ouluvan are born leaders and can inspire others to do great things. Children of Ouluvan may affect a number of allies with the aid another action within 30 feet equal to their Charisma modifier (minimum 1), as long as the Sage is donating the same kind of aid to each. Celestial DC Bonus: +1. Lyyran, the Star of Knowledge: The most common star for Sages to be born under, this is the dominant star of learning, wisdom and ancient lore. Children of Lyyran have a prodigious learning rate and gain a bonus choice from the Path of Knowledge (see the Excellence class feature). Despite the great advantages of this star, it represents a focussing on the Sage’s part on his nonmystical studies, which is reflected in Lyyran’s poor Celestial DC bonus. Celestial DC Bonus: +0.

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Sage of Lyris



subsequently re-rolled by some other ability. Celestial DC Bonus: +1.



Kai, The Sun: The blazing sun is the truest symbol of good, justice and wisdom in all of Magnamund and while it has few children, they are very well blessed for the fortune of their birth. Children of Kai may choose any one Kai Discipline to learn at the first Tier only. Half the Sage’s class level is his Kai Lord level for the purposes of this Discipline. They also gain a +1 bonus to all Diplomacy and Sense Motive skill checks targeting Kai Lords. Celestial DC Bonus: +0.



Shen’tu, the Star of Trickery: Shen’tu is a difficult star to find and seems to literally move when no one is watching. Children of Shen’tu are just as difficult to follow, gaining Stealth as a class skill and a +1 bonus to all checks when using it. Celestial DC Bonus: +2.



Agrar, the Star of Tyranny: Also considered an omen of great danger, Agrar is the star of bullies, tyrants and would-be conquerors. While its children may not be the most pleasant of company, they do gain Intimidate as a class skill, a +2 bonus when using the Intimidate skill and to Will saves made to resist the use of Intimidate against them. Celestial DC Bonus: +1.



Ruthym, the Pale Star (Undeath): A milky white star that often rises in opposition to Mortaris, this is the star of necromancers and death magic. Not innately evil, it is usually associated with such things because of its typical followers and their questionable actions. Children of Ruthym always stabilise when brought below 0 Endurance and are never attacked by undead creatures of any kind unless they attack first or the creature has the Darkspawn subtype. Celestial DC Bonus: +2.



Sommal, the Star of Valour: Courage has its star but true valour is the stuff of legends and Sommal marks those ancient tales of glory. The Children of Sommal tend to be first and best in the fray, gaining a +2 bonus to Initiative and attack rolls made to confirm critical threats. Celestial DC Bonus: +1.



Jernash, the Red Star (War): The Red Star is also called the Blood Star or the Soldier’s Star and is an omen of struggle, battle and impending rebellion. Jernash has been seen constantly in the night sky over Lyris for the last century. Children of Jernash are steady in war; they gain a +4 bonus to resist being disarmed, they gain proficiency in medium armour and the use of heavy and light shields as well as all non-racial twohanded melee weapons. Celestial DC Bonus: +0.



Luukos, the Star of Water: A beautiful blue star that lends a tranquil feel to her corner of the sky, Luukos is concerned with the tides, the oceans and all manner of natural water sources. Children of Luukos gain a +5 bonus to Athletics checks made for swimming and may hold their breath for a number of rounds equal to three times their Constitution score. They also gain a +4 bonus to all Handle Animal checks made with aquatic creatures, as the denizens of the deep are well-disposed to them. Celestial DC Bonus: +2.

Tier II – Sign of the Stars By taking a full-round action to trace a magical celestial symbol in the air corresponding to their Chosen Star, a Sage of Lyris can share the benefit that star gives them with any number of allies within 10 feet in all directions. If the star is one that grants a bonus class skill, the Sign of that star simply lets the allies use that skill as if they had half the number of ranks in it the Sage does. Sign of the Stars lasts 1 round per class level of the Sage and continues even if he is unconscious or killed. Tier III – Stellar Fire One constant about the heavens is the idea of shooting stars and the mystique surrounding them. This magical ability simulates the blazing streak of fire of a shooting star, allowing the Sage to call forth Stellar Fire from the sky and strike down an opponent within 120 feet as a standard action. Stellar Fire always hits and does not require line of sight, though the target must be outside and under the sky (though it need not be a clear sky or even night). A successful Reflex save will allow the target to take only half damage. The bolt inflicts 1d4 points of fire damage for every two class levels of the Sage of Lyris and targets who fail the Reflex save will be shaken for 1d4 rounds. Tier IV – Eclipse This is the Celestial Sage’s version of Counterspell, achieved by meditating on the star Alsarah and moving it into a metaphysical form of eclipse. It functions similarly to a Brotherhood wizard’s Counterspell except that it costs no Endurance and a Knowledge (arcana) check is made rather than an Occult check. An Eclipse may be enacted reactively or as a standard action but only one magical effect may be Eclipsed at a time and the target of the spell must be within 30 feet. Tier V – Celestial Ward An extended form of the same mystical energies that protect a Celestial Sage (through their Primary Power), this magic takes a full-round action to invoke and creates a ten foot radius pattern of symbology and glowing constellations.

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The effect of this ten minute duration spell is to provide every ally within the area of effect the benefit of Heaven’s Shield. The Sage does not have to concentrate once this spell is cast to maintain it and is more than capable of casting other spells or fighting while sharing the blessings of the stars with his friends.

The Path of Heaven’s Hall can pass through solid objects and does so without harming them but it will not penetrate more than 30 feet of solid stone, 10 feet of metal or begin or exit in the air; it must have a solid anchoring point on both ends. For all intents and purposes, the Path of Heaven’s Hall is incorporeal and all travellers using it are also incorporeal. Those passing through a Heaven’s Hall often hear a strangely beautiful voice singing to them incoherently; most Sages believe this to be the voice of Ishir herself. Lore’s Legacy – Child of the Beyond The stars have become so much a part of the Sage that he is not entirely human or even mortal any longer. His pupils always seem to be reflecting a night sky even in the middle of daylight and his hair and clothes are often ruffled by a stellar wind only he can feel. Children of the Beyond gain great power and wisdom from their celestial lessons, gifts they still feel inclined to use for the betterment of their people even if they do not really count themselves among them any more. A Child of the Beyond gains Damage Reduction 5/–. It is incredibly hard to sway a Sage of this power to act against his will by any magical or psychic power; he gains a +4 bonus to all Will saving throws. He receives an amazing insight into the use of magical devices, gaining a +4 bonus to all Use Magical Item checks. Lastly, the cosmology he studies endows him with a rare and special gift – he is constantly considered to be under the effects of a psychic shield, though this requires no Willpower expenditure and the Sage is not able to perform any other Psychic Combat actions.

A Sage of Lyris can learn to wield magic of a classic sort, combining their arcane knowledge with the powers of Left-Handed spellcraft to work magical wonders. In general, these spells are inferior to other, more dedicated forms of magic but a Sage gains other benefits to counter this weakening of their chosen path. Sages can cast as many spells a day as their Sage of Lyris class level + their Intelligence modifier (minimum of one spell per day). Unlike Celestialism and Sonomancy, Left-Handed Sage magic does not have Tiered abilities. If taken as a Primary Field of Arcane Study, the Sage begins with knowledge of three spells. If taken as a Secondary Field of Arcane Study, the Sage begins with knowledge of one spell. Every time a Tier is gained at the appropriate class level noted on the Sage of Lyris advancement table, an additional spell is learned. Whenever a Left-Handed Sage spell allows a saving throw to avoid or mitigate its effects, the Difficulty Class for the spell is always 10 + the Sage of Lyris’ Intelligence modifier + half the Sage’s class level. Sages choosing this as their Primary Field of Arcane Study gain an additional +2 bonus to their saving throw DCs, as their dedication makes their magic much harder to resist. Unless otherwise noted, all Left-Handed Sage spells are standard actions to cast. Arcane Mark This spell allows the Sage of Lyris to inscribe the character’s personal rune or mark, or at higher levels short messages, which can be no taller than 6 inches in height and consist of no more than six characters per class level. The writing can be visible or invisible. An Arcane Mark spell enables the character to etch the rune upon any substance without harm to the material upon which the mark is placed. If an invisible mark is made, any ability to ‘see’ magic causes it to glow and become visible (though not necessarily understandable). Any ability to see the true form of things likewise reveals an invisible arcane mark. The mark can be removed by the caster or by a Counterspell. If cast on a living being, normal wear gradually causes the mark to fade in about a month but it is otherwise completely permanent and cannot be removed save as noted here. Blaze of Light This simple spell creates a burst of bright light at any point directed by the Sage out to 50 feet away. If the Sage of Lyris causes the light to burst directly in front of a single creature, that creature is dazzled. The creature recovers in one minute. Sightless creatures are not affected by Blaze of Light. At 5th class level, the dazzling effect lasts for 5

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Tier VI – Path of Heaven’s Hall This magic is a powerful one that uses the true power of the stars above to create a spiralling tunnel of spectral force between the caster’s location and any point on Magnamund he has previously visited. Travel through the tunnel is greatly accelerated and the passage is guaranteed to be safe; every step walked (and travellers can only walk while on the Path) equals a mile on Magnamund. This passage is a glowing cylinder of starlight and is fully open and visible at both ends. It lasts for ten minutes and then collapses, stranding passengers still inside to however far they managed to get before it closed.

Left-Handed Sage Magic

minutes. At 10th class level, a creature failing a Fortitude saving throw becomes blinded and is dazzled if the save is successful. At 15th class level, the blindness is permanent and the dazzling effect lasts 10 minutes. Dazing Beam Much like Blaze of Light, this spell has a range of 50 feet and targets a single creature. The beam of light created by this lesser magical effect unerringly strikes the target and clouds the mind of any opponent of Medium-size or smaller so that he takes no actions for one round. A creature with more Endurance Dice than the Sage, any kind of Magic Resistance, Mindshield (Tier II or higher) or currently raising a psychic shield cannot be affected by Dazing Beam. The dazed subject is not stunned (so attackers get no special advantage against him) but cannot move, cast spells, use mental abilities or take any other focused action. Detection The Sage of Lyris can determine the precise distance and direction of any one of the following within a range of 50 feet; creatures or objects dedicated to or allied with Good or creatures or objects dedicated to or allied with Evil or the nearest poison or the nearest source of magic or the nearest object of a type named or the nearest trap. The Sage can then (in the same action) can determine the exact nature of what he is detecting with a successful Knowledge skill check (DC 20) of the appropriate kind or, if no skill is appropriate, a Wisdom check (DC 20). This spell can penetrate all but magical barriers. Casting Detection takes a full-round action. Elemental Ray A ray of steaming ice, blazing fire, hissing acid, shrieking sonic energy or crackling lightning (Sage’s choice when the spell is cast) projects from the Sage of Lyris’ pointing finger. The Sage must succeed at a ranged magical attack with the beam to deal damage to a target. The ray inflicts 1d6 points of damage of the appropriate type for every four class levels of the Sage casting it (rounding down, minimum of 1d6 damage). Elemental Ray can strike targets up to 50 feet away which must be in line of sight. Targets farther than 50 feet are safe from the spell, as its effects literally dwindle and vanish after passing beyond that distance.

Graveshudder The Sages of Lyris detest the undead, especially as necromancy-trained princes in the past have unleashed them upon their enemies and harmed many innocents in the process. This spell is a direct result of that hatred, directing a ray of bright energy at a single undead foe within 50 feet. No attack roll is necessary but the undead may make a Reflex save to avoid all damage from this spell. If the ray hits an undead creature, it deals 1d4 points of damage to it per class level of the Sage. Graveshudder requires a small piece of bone to be handled by the Sage during casting, though just holding the bone handle of a knife or similar object will suffice.

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Magical Minions Once cast, the Magical Minions spell surrounds the Sage with dozens of tiny, invisible little creatures born of pure magic. These little emanations are totally silent, able to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. Working together, the minions can slowly lift 1 lb. of material. They can colour, clean or soil items in a 1 foot cube each round. They can chill, warm or flavour 1 lb. of nonliving material. They cannot inflict damage or affect the concentration of spellcasters. Magical Minions can also create small objects but they look crude and artificial. The materials created by these little creatures are extremely fragile and they cannot be used as tools, weapons or spellcasting foci. Any actual change to an object (beyond just moving, cleaning or soiling it) persists for only one hour, fading afterward over the course of a minute. Any creature able to see invisible beings can see Magical Minions as vaguely humanoid spirits without form or features milling about the affected area. Minions can never stray more than 50 feet from the Sage at any given time but their permanent effects (coloured items, cleaned rooms) remain. Spell of Light A useful spell for distractions or other creative purposes, the Sage of Lyris creates up to four lights that resemble lanterns or torches (and cast that amount of light) or up to four glowing spheres of light (which look like strange ghostly creatures and might be mistaken as such) or one large faintly glowing, vaguely humanoid shape per Sage level. The summoned lights must stay within a 100 foot radius area in relation to each other but otherwise move as the character desires (no concentration required): forward or back, up or down, straight or turning corners, etc. The lights can move up to 50 feet per round. A light winks out if the distance between the character and it exceeds the 100 feet. Each small light casts illumination as a candle but

each large light acts as lamp (see page 155 of the Lone Wolf core rulebook for details on illumination). The effect of a Spell of Light takes a full-round action to cast and lasts up to an hour. If the Sage wishes to move the emanation of light in any complicated manner (such as performing dance steps or acting in combat), he must make a Perform check at a DC 10. Failure shatters the spell and extinguishes all lights instantly. Wave of Exhaustion A spell used to quell raging crowds without killing them, this is one of the Sage’s signature magics because it shows not only their desire to take care of their communities and oppose the massed armies of the prince-lords of Lyris, it also shows their mercy when such a magic has to be used against an unruly populace during times of rebellion. Both have been achieved quite effectively through judicious use of this spell. It sends out a wave of grey light and thin, translucent mist that fills its entire range, a 20 foot radius centred on the Sage, and forces anything in that area – friend or foe – to make a Will saving throw or be instantly fatigued until they get an hour of full rest. Creatures already suffering from fatigue become exhausted; exhausted creatures fall asleep for one hour. Interestingly enough, Magic Resistance has no effect at all on this vapour and is not even checked when determining if a target has been affected by Wave of Exhaustion. Lore’s Legacy – Brotherhood Spell This Legacy is special in that it is effectively just pure arcana and academics as opposed to creating innate effects and granting the Sage magical abilities. Instead of a form-altering change, the Sage of Lyris instead makes an incredible discovery of magic that grants him great power. Through his long years of study and devotion to LeftHanded magic, the Sage gains the ability to cast a single Brotherhood spell, gaining all three Tiers of its effect when he does so (but not the Word of Power). While most Sages of Lyris come to this discovery on their own, others have been known to contact the Brotherhood directly for teaching and even join it as a dues-paying, loyal supporter. For all spellcasting purposes, this spell and Word of Power follow all the rules for Brotherhood spells given on page 19 of the Lone Wolf core rulebook, including the number of times per day each Tier may be cast, the use of Occult rather then Knowledge (arcana) as the spellcasting skill and Endurance costs. The DC to resist this spell is still 10 + the Sage of Lyris’ Intelligence modifier + half the Sage’s class level (+2 for this being the Sage’s Primary Field of Arcane Study). Note that a Sage of Lyris possesses neither base

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Invigoration This spell is a very valuable tool for the Sage of Lyris expecting trouble. It grants the Sage himself or another creature he touches while casting it a +1 bonus to the next required saving throw and 2 bonus temporary Endurance points for every four levels of the Sage casting it (round down, minimum of +2 temporary Endurance). These Endurance points cannot be spent to pay the Endurance cost for any special ability or spellcasting. This spell lasts 10 minutes. All Tiers and forms of Counterspell directed at the spell’s recipient will disrupt and ruin this spell instantly.

magical damage nor the Magical Combat class feature. As such their Base Magical Combat Skill is equal to half their character level and their base magical damage is always 1d6.

Sonomancy

Sages following the path of Sonomancy require knowledge of the Perform skill and gain it as a class skill immediately upon taking this field of Arcane Study. Most are also professional or at least enthusiastically amateur entertainers and enjoy singing and playing whatever instrument(s) they favour. The path of Sonomancy is a powerful one and can serve the Sage well in his daily life, whether he adventures or just not-so-quietly defends his community. Once per day per class level, a Sage of Lyris Sonomancer can use song or poetics to produce magical effects on those around him. While these abilities fall under the broad category of music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument or playing an instrument in combination with some spoken performance. When performing one of his Sonomancy powers, a deaf Sage of Lyris suffers a 20% chance to fail with this magic. If the Sage of Lyris fails, the attempt still counts against the daily limit. The Tier abilities of Sonomancy are gained at the appropriate class level noted on the Sage of Lyris advancement table. The DC to Counter or resist Sonomancy effects (when applicable and if an alternate DC is not stated) is equal to the Sonomancer’s ranks in the Perform skill + his Wisdom modifier. Primary Power – Haunting Echo The Sage of Lyris can generate a powerful concussive attack. Doing this is a standard action, requires only the Sage’s voice or other method of magic music and has a range of 60 feet. The Echo affects only a single creature and ignores concealment (though the Sage must have at least a good idea of where the target is). The attack automatically hits and inflicts 2d6 + the Sage’s Charisma modifier in nonlethal damage. Deaf creatures are partially immune to this power and suffer only 1d6 + Charisma modifier in damage. Tier I – Inspire Courage A Sage of Lyris with 3 or more ranks in Perform can inspire courage in his allies. To be affected, an ally must hear the Sage sing for a full round. The effect lasts as long as the Sage sings and for 5 rounds after the Sage stops singing (or 5 rounds after the ally can no longer hear the Sage).

While singing, the Sage can fight but cannot cast spells, activate magic items or use the powers of another Arcane Field of Study. Affected allies receive a +2 morale based bonus to Will saving throws and a +1 morale based bonus to attack and weapon damage rolls. Inspire Courage can even affect creatures normally immune to Psychic Combat or currently raising a psychic shield. Tier II – Countersong A Sage with 5 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have a verbal component). As with Inspire Courage, a Sage may sing, play or recite a Countersong while taking other mundane actions but not magical actions. Countersong works similarly to a Brotherhood wizard’s Counterspell, except that it costs no Endurance and a Perform check is made rather than an Occult check. Countersong may be uttered reactively but only one magical effect may be Countersung at a time as a reaction and the target of the spell must be within 30 feet. If a Countersong is uttered as a standard (non-reactive) action, it lasts only a single round and is constructed of jarring dissonance and off-key notes designed to break the pattern of a spell. However, it allows a Sage to make a Perform check against every magical effect (that is affected by Counterspell) within 30 feet. Note that even friendly spells will be affected by a Countersong in this case. Tier III – Fascinate A Sage with 8 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the Sage (and vice versa) and must be within 90 feet. The creature must be able to pay attention to the bard and cannot currently be in the middle of concentrating or consciously maintaining an active magical effect of its own. The distraction of a nearby combat or other danger prevents the ability from working. The Sage of Lyris makes a Perform check and the target can negate the effect with a Will saving throw equal to or greater than the Sage’s check result. If the saving throw succeeds, the Sage cannot attempt to Fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per class level of the Sage. While fascinated, the target’s Perception skill checks suffer a –4 penalty. Any potential threat (such as an ally of the Sage moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat taken by the Sage or any visible opponent, such as casting a

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spell, drawing a sword or aiming a crossbow, automatically breaks the effect. While Fascinating (or attempting to Fascinate) a creature, the Sage must concentrate, as if casting or maintaining a spell. Fascinate is ineffective on any creature immune to Psychic Combat or currently raising a psychic shield. It will only work on Kai Lords if the Kai’s Mindshield + Psiscreen is less than the Sage’s Charisma modifier.

Tier V – Suggestion A Sage with 13 or more ranks in Perform can make a single, simple suggestion to a creature that he has already Fascinated (see above). The Suggestion itself does not count against the Sage’s daily limit on Sonomancy performances (one per day per level) but the Fascination does. A Will saving throw (DC 13 + the Sage of Lyris’ Charisma modifier) negates the effect. The action requested cannot be directly self-destructive and cannot take longer than a minute to perform. Suggestion is ineffective on any creature immune to Psychic Combat or currently raising a psychic shield. It will only work on Kai Lords if the Kai’s Mindshield + Psi-screen is less than the Sage’s Charisma modifier. Tier VI – Inspire Greatness A Sage with 16 or more ranks in Perform can Inspire Greatness in another creature. For every point of Charisma bonus the Sage possesses (minimum of one), he can Inspire Greatness in one additional creature with a single



+2 Endurance Dice (d10s that grant temporary Endurance points). Apply the target's Constitution modifier, if any, to each bonus Endurance Die.



+2 bonus to Base Combat Skill, which may increase the number of attacks per round an ally receives.



+2 bonus to Will saves.



+1 bonus to Fortitude saves.

Lore’s Legacy – Maestro The Sage of Lyris has truly mastered his chosen forms of expression, allowing him to easily accomplish what it takes master performers great effort to achieve. His songs are destined to become legend and his powers of oration are second to none. When he speaks, people listen. When he roars, foes fall before him. A Maestro increases the damage of his Haunting Echoes to 4d6 and may choose to inflict lethal damage if he so wishes (deaf creatures suffer only 2d6 damage). He gains a +2 bonus to all Perform checks and has a 20% chance every time he uses a Sonomancy ability of not actually expending one of his daily uses doing so. Maestros also gain a devoted following of people drawn to the power and passion in his work. This is not entirely a good thing, as it is very difficult for the Sage to go anywhere his performances are known without being recognised and either pleasantly or not-so-pleasantly accosted. The Games Master is encouraged to ensure that the life of a Maestro is never quiet, even when he is not singing.

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Tier IV – Inspire Competence A Sage of Lyris with 10 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the Sage (and vice versa) and must be within 30 feet. The ally gets a +2 bonus on his skill checks with a particular skill as long as he continues to hear the Sage’s music. The Games Master may rule that certain uses of this ability are infeasible (such as increasing an ally’s Stealth skill checks). The Sage can maintain this effect for 2 minutes (long enough for the ally to take 20 if they so wish). Inspire Competence can even affect creatures normally immune to Psychic Combat or currently raising a psychic shield.

use of this ability. To invoke Inspire Greatness, the Sage of Lyris must sing or speak and the creature must hear the performance for a full round, just as with Inspire Courage. The creature must also be within 30 feet of the Sage to initially receive this benefit. A creature inspired with greatness gains temporary Endurance Dice, Base Combat Skill bonuses and saving throw bonuses as long as he hears the Sage continue to perform and for 5 rounds thereafter. Inspire Greatness can even affect creatures normally immune to Psychic Combat or currently raising a psychic shield. The targets gain the following benefits:

Shadakine Wytch or Wytch Chyld There is a power that sleeps, my young apprentice. It writhes in its slumber because of the poison that befouls our land but we dare not speak that darkness or give it a name. Someday, the shadow will pass from Shadaki and we will awaken the true spirit of Briganta. Until then, listen to your lessons well, for this is how we will hide among the Wytch-King’s servants. It is generally believed by those that have encountered the normally hostile Wytches of Shadaki that their terrible powers of sorcery and necromancy are derived from the Wytch-King Shasarak that rules their land uncontested. While it is true that the current form of their magic has been shaped and corrupted by his powerful hand, the Wytches were part of their homeland long before he arrived with his Shianti-born might and conquered them. Long ago, the Wytches lived in harmony with the land and sea, channelling the power of surf, sand, sky and stone to protect, strengthen and heal their countrymen. Every village was the haven of a Wytch or two, be they wives, mothers or daughters. It was a female-dominated craft, though the occasional man was inducted to their secret rites if he showed the proper talent. Being a Wytch was both an honour and an obligation, as their powers were best used when bent to the service of all life in their fair and verdant nation. Then the Wytch-King came and their magical art was tainted from the moment his blighted foot touched Shadakine soil. His ancient power infected the land like a plague, rising up through the many places of magic in Shadaki and driving mad those Wytches that did not turn immediately to serve him. It was a dark day for the sea-faring country – the day their own protectors and brides became forever spiritually tied to a tyrant from ages past. Now the vast majority of Wytches are his eyes and ears, serving as his magical troops to keep the residents of each village and city under his unwaveringly evil control. These Wytches are rotten to the core of their souls, corrupted and forever bound to his will. Generations later, they are as evil by choice as they are by inclination. There is no hope for

them, nor any salvation save that of death. They serve his will, speak with his voice and channel the dark power that emanates from his malevolent, immortal soul. There are however a few born from the line of Wytches that have inexplicably escaped his grasp. These Wytch Chyldren are the latest generation and while they are few in number and less powerful than their fully-enslaved mothers, they have free will and the secrecy of the unknown in which to use it. Shasarak seems unaware that his hold over the Wytches is waning with the passing of so many years. This generation has a few that are born free but there is every indication that the next will be more numerous and so forth until the Wytches of Shadaki slip from his grasp entirely. When that day comes, perhaps a hero will rise up from their number or join with them as an ally and crush the errant Shianti and his regime of terror. Until then, the Wytch Chyldren live in secret and hide their powers, pretending to be loyal when they must and keeping their true gifts to themselves whenever they can. If they are caught and discovered for what they are, Shasarak will surely purge them all. This makes every day a fight for survival – one the Wytch Chyldren of Shadaki can not afford to lose. Adventures: Shadakine Wytches are not adventurers by nature but they are often sent on dangerous tasks by their lord Shasarak or must obtain rare and hazardous components for some of their more esoteric Rituals. With so many of the dark places of Shadaki now tainted by foulness, corruption and violence, most Wytches find it necessary to learn to defend themselves with battle magic and their dark athame (a ritual dagger that, long ago, would never have been used to draw blood).

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Characteristics: Though Shadakine Wytches are not priests of Shasarak in the traditional sense, deep reverence and respect for the dark forces at work in the universe is an integral part of their personalities. Shadakine Wytches draw their power from the personifications and expressions of the tainted but still universal concepts of Aon, invoking their names through Rituals of sound and symbols. This behaviour brings with it a predilection to constantly consider the grand scheme in all things… and a certain arrogance. Such high magical art can serve very base instincts, especially in the case of evil Shadakine Wytches, as they specialise in the channelling of lower beings and dark

energies. Even the Wytch Chyldren, those who try to walk among the heavens and seek to know the greater good through its works, often revel in shows of magical might merely for the sensation of evoking something greater than themselves. They must guard this behaviour carefully but it is a part of all they do. They are, after all, children of magic and while they are secretive, they cannot deny the Wytchcraft in their souls. Allegiance: The Shadakine Wytches are overwhelmingly allied with Evil, though some few of the ones loyal to Shasarak are unaligned due to their distance from him or some inner spark of goodness combating the hate and rage forced into their souls. Wytch Chyldren are not always – or even often – allied with Good, as they usually just want to stay alive and leave such high minded ideals for other wouldbe heroes. They have seen too many noble champions torn apart at the power-wreathed hands of Shasarak to wish the same fate upon themselves. Surprisingly, though the attitudes of the Wytches are much like the minions of the Darklords, they rarely pay the sons of Naar any heed and never place them in higher regard than they do their lord and master Shasarak. Religion: Shadakine Wytches are not a religious lot by nature; they have Shasarak at the centre of their universe and that is enough of the divine for them. This stems from their rejection of the past, when they worshipped and were bound to the grandeur of nature and the many gods of the

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Shadakine Wytch/Wytch Child

Wytch Chyldren have their own reasons to adventure. These range from simple survival to the uncovering of ancient lore. While they are limited to the same powers their darker peers and mothers possess, they are always on the lookout for knowledge of their ancestors’ magic. Many believe the natural magic of old might be the key to defeating Shasarak, while others think that he cannot be defeated and the ancient wisdom should merely be found and evacuated out of their land. In either case, many Wytch Chyldren embark on long, dangerous quests to find and preserve the magic of the past; they may not be able to use it but they can still secure it in the hope that someday, their free-born children will.

firmament. Now that they have betrayed those ancient covenants and despoiled all they held dear in the world, there is no place for them in the heavens and no god would have them. Most Wytch Chyldren hold a secret place in their hearts for two gods: Ishir and Briganta. Ishir is worshipped in private ceremonies under the full moon for her aspect as the magical maiden and for her protection against the freeborn Wytches’ many enemies. Briganta, a minor goddess once worshipped by thousands of Wytches as the Mother of the Land, is their guiding light in these dark times. Her voice is thought to be the one truth of the Wytch Chyldren’s lives; she gives them hope that the land and their souls are not forever lost. Background: Wytches have an inborn gift, one that lets them channel the power of the land. This gift seems to have no regard for the status of a Wytch’s birth and can be found in royalty and peasantry alike. Anyone can be born a Wytch and while it is almost always seen in female children, men are not entirely unknown among their ranks. When a Wytch first comes into her simplest powers, typically at the age of six or seven, she is taken to Shasarak and bound into his service immediately. Only those few fortunate or guarded enough to escape detection at this tender age are safe from his domination. The training of a Wytch is a terrible nightmare, regardless of alliance. For those bound to Shasarak, they experience years of nightmares and pain as his dark power burns a conduit through their natural gifts. They study the darkest of magical rites at his command, honing their spiritual talents with ancient and blood-stained lore. Wytch Chyldren are spared this horror but they have their own to deal with. While their gifts are not forcibly corrupted, they have only other Wytches to learn from. This makes much of their magic just as dark as that of the loyal servants of Shasarak, though they have a much greater freedom in how they use it. Other Classes: The duties of a Shadakine Wytch often force them to ally with others at the behest of their ageless lord. They are best paired with Warriors for protection and other Adepts in the dark arts for magical support. They do not always get along well with the Buccaneers, as these pirates and privateers know a life of adventure and freedom they can only jealously envy. When serving the will of Shasarak, a Shadakine Wytch will work with anyone she is told to, as to do otherwise would be disloyalty. The Wytch Chyldren have a much more open policy of alliance; they take anything they can get whenever they

can get it. It is very rare for a Wytch Chylde to reveal her true class to even trusted allies; they usually pretend to simply be adepts trained in strange but effective magic. Their ability to heal makes them valuable enough that most companions do not question them over much.

Game Rule Information

Abilities: Intelligence, Wisdom and Charisma are equally important traits to a Wytch, as they together determine the effectiveness of her Rituals and rites. An open mind, a strong will and force of personality must all be the Wytch’s allies if she is to understand even an inkling of all there is to know about the dark arts. A Wytch must also have a hardy Constitution if she is to endure the demands that Shasarak’s tainted magic places upon her body. Strength and Dexterity are of little importance to most Wytches; magic is a Wytch’s might and arcane power serves as her only needed alacrity. Endurance Die: d6 or d8 (see the Dark Allegiance/ Independent class feature). Base Speed: 30 feet. Starting Wealth: 160 Gold Crowns.

Class Skills

The Wytch’s class skills (and the key ability for each skill) are Concentration (Con), Craft (any, taken as separate skills) (Int), Heal (Wis), Knowledge (any, taken as separate skills) (Int), Occult (Int) and Sense Motive (Wis). Skill Points at 1st Level: (3 + Int modifier) x 4 Skill Points at Each Additional Level: 3 + Int modifier

Class Features

All of the following are class features of the Shadakine Wytch and Wytch Chylde. Weapon and Armour Proficiency: Wytches are proficient with the dagger and quarterstaff. They are not proficient with any armour or shield. Magical Combat (Su): A Wytch uses her class level as her Base Combat Skill when attacking with her Ritual magic (as shown in the Base Magical Combat Skill column). This represents her focused training in wielding magical energies during combat. If a Wytch takes levels in any other class (an unlikely event, but it could occur), she only adds its class level to this value if that class also has the Magical Combat feature.

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New Equipment: The Athame and Wytches’ Tools

Athame This double-edged dagger is used by Wytches to direct and store the energy released by their invocations while a Ritual is being performed. This tool is normally never used to physically cut anything, so its blade is typically dulled but kept in excellent condition. The hilt of an athame is almost never made from metal; bones, gemstones and other ‘natural’ materials are intricately carved and crafted to form stylised hilts instead. If an athame ever touches fresh blood or is used in combat, it is ritually ruined and can never be used to focus ritualistic energies again. Weapon Name Athame

Cost 20 gc

Damage 1d4

Critical x2

Range Increment 5 ft.

Weight 1 lb.

Type Piercing

Wytches’ Tools A creative Wytch should be able to improvise the tools they need but a Wytch in a true void or simply unable to access anything suitable is rendered incapable of casting Rituals or Rites at all. All Wytches start with a set of tools; new ones can be improvised (Craft (any) DC 15) or bought (generally costing anywhere between 50 and 100 Gold Crowns). Improvised tools impose a –2 penalty on Occult checks to cast Rituals and Rites. Wytches’ Tools, Mastercrafted Mastercrafted versions of Wytch tools do exist at a cost of 350 to 400 Gold Crowns, generally showing their status as exceptional items through gem encrustation, construction from rare and precious metals or exotic materials. Like other mastercrafted items, mastercrafted Wytch tools add a +1 bonus to Occult checks to cast Rituals and Rites. Dark Allegiance/Independent: At 1st level, a Wytch must forge her allegiance to Shasarak or determine that she has escaped this fate (and the benefits and penalties that go with it). This allegiance is made during a grand ceremony held by Shasarak in his palace and is a cause for celebration. Once the choice of alliance or independence is made, it is irrevocable. A Games Master might create some ritual way for a Shadakine Wytch to break her former allegiance but any such possibility should be difficult to accomplish and require some act of contrition for the sins she has committed in Shasarak’s name at the very least. Allegiance or Independence determine which Ritual forms a Wytch can learn; see the Ritual section below for more information. At 1st level, the Wytch chooses one of the Allegiance options listed below: ♦

supernatural power and is blocked by a foot or more of stone or an inch or more of any form of metal. Shadakine Wytches also automatically start the game with an athame of mastercrafted quality. Shadakine Wytches gain Intimidate as a class skill and have a d6 Endurance Die. ♦

Dark Allegiance: Shadakine Wytches choose to ally with Shasarak and receive a small measure of his great power and experience, manifesting in a +2 bonus to Wisdom and a bonus Ritual of her choice. This also makes her as part of the Circle of Shadakine Wytches, allowing her to communicate telepathically with all Wytches allied to Shasarak within 60 feet. This is a

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Independent: Wytch Chyldren are not bound to Shasarak and do not gain these benefits – but they do prosper from the freedom their difficult choice and fate have earned them. They have to work harder for everything they have and their lives are not as ‘soft’ as the lives of their bound peers. They gain a +2 bonus to Intelligence and a +1 bonus to all Ritual Exhaustion checks. Unfortunately, they must make a Knowledge (arcana) check to gain a new Ritual Choice when they would normally automatically receive one after 1st level (DC equal to the class level the Ritual Choice is gained at). This does mean that a particularly unfortunate Chylde might only ever possess the Ritual she begins play with and the Rites of High Summons, Blood, True Attunement and Transcendence, should she become experienced enough. Wytch Chyldren also

Shadakine Wytch/Wytch Child

Wytches require a number of implements to equip their Sanctums and focus the great powers they consort with. The exact nature of these items depends greatly on the scope of individual campaigns but a few things are fairly universal. Wytches always need to carry an athame (a ritual knife that must never actually draw blood unless the wielder is a loyal disciple of Shasarak) and crystals, jewels, candles, chalices and altar pieces of various kinds to act as channels for their abilities.

automatically start the game with an athame, though it is not of mastercrafted quality. Wytch Chyldren gain Survival as a class skill and have a d8 Endurance Die. Note that throughout this chapter the term ‘Wytch’ is used to describe both Shadakine Wytches (those allied to Shasarak) and Wytch Chyldren (those who have achieved independent status). Enhanced Meditation (Ex): Wytches of both kinds have an exceptionally focused mind and train for long hours to perfect their concentration. Indeed, without this training Wytches would find their draining Rituals too much to bear. A Wytch may meditate to offset the effects of fatigue or exhaustion, conditions that regularly occur for these spellcasters. Meditation takes one hour of uninterrupted concentration by the Wytch, who may not take any actions at all during this period (she is considered helpless). At the end of one hour, the Wytch may make a Concentration check (DC 10 for fatigue, DC 15 for exhaustion) – there is a +1 increase to this DC for every meditation check the Wytch has made since she last had eight hours of uninterrupted rest. Success on this check either eliminates fatigue entirely or converts an exhausted state to a fatigued state. Wytches can only meditate a number of times equal to their Wisdom modifier (minimum of once) before they must rest for eight hours – they may not meditate again until they receive this rest. Ritual Choice (Sp): Each time this class ability is gained, the Wytch gains understanding of the lore and functions behind another Ritual form, thus adding it to her repertoire of magic. All Wytches must meet the prerequisites of a Ritual before they can learn it – hence a Wytch Chylde may never learn Baleful Lore but neither can a Shadakine Wytch with a Wisdom score of 9 or less. Once a Ritual is learned, it can be performed at will, assuming the prerequisite resources and conditions are also met, at all Ranks up to the Wytch’s Ritual Spellcasting maximum. Rituals can be learnt in any number of ways, such as direct training from Shasarak himself to ancient scrolls scribed by Wytches of a forgotten age. Ritual Spellcasting (Sp): Wytches are spellcasters but they do not determine their spells known, spells per day or spell save DCs like most other spellcasting classes. Wytches cast a special form of spell: Rituals. The Ritual Spellcasting class feature governs how well versed in Ritual spellcasting a Wytch has become. At 1st level, a Wytch may only cast Rank I versions of any Ritual she knows. As she

increases in power, she will be able to cast higher and more powerful Ranks of any Rituals that she has knowledge of. Each Ritual is described in detail below. Wytches must possess at least a 10 in the attribute each Ritual lists as its focus or she cannot perform any spells from that category. The DC for any Ritual cast by a Wytch that calls for a saving throw is calculated at a base value of 10 + the Rank of the Ritual + the modifier of the linked attribute. Voice of Power (Sp): As a Wytch learns the dark and insidious power that sounds and words possess, comprehension of the connections between the Wytch’s perceptions and reality dawns. At first, this ability is a tenuous one, only functional at times, but its echoing effectiveness cannot be denied. The power of a Wytch over the minds of others is the first echo of this vast potential, as she is able to override the willpower of others, forcing or tricking them into succumbing to her orders. Eventually, the power becomes easier to control and gains a wider scope, finally becoming almost limitless in its influence. While peripherally similar to a Ritual, a Wytch’s Voice of Power is far easier for a Wytch to utter, requiring only a standard action and no Occult check to activate. All uses of the Voice of Power ability require a Ritual Exhaustion check as per the Rituals section below. This ability requires only the Wytch’s voice to activate; she needs neither her normal tools or even her athame to invoke Voice of Power. All Ranks of the Voice of Power ability allow a Will save to resist its effects. The DC to resist Voice of Power is calculated at a base value of 10 + the effect’s Rank + the Wytch’s Charisma modifier. At Rank I, when this class feature is first gained, the Voice of Power can force a single living target within 30 feet to obey a one word command for a duration of one round per point of the Wytch’s Charisma modifier (minimum of one round). This Voice of Power ability cannot force a creature to betray its friends or perform an act that would harm itself. At Rank II, the Voice of Power ability can affect all living targets chosen by the Wytch within 60 feet instead. This Voice of Power ability cannot force a creature to betray its friends or perform an act that would harm itself. At Rank III, the Voice of Power becomes more refined and can either paralyse a single living target within 30 feet for a duration of 1 minute or force it to follow any three word command instead. This Voice of Power ability cannot

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force a creature to betray its friends or perform an act that would harm itself.

At Rank V, the Wytch invokes the powers of confusion, causing every living target within 60 feet of her to wander aimlessly and take no concerted action for 10 rounds. Even a successful Will saving throw against this power results in the targets being confused for one round. They are confused but not helpless and will be able to fully defend themselves (but not attack back). At Rank VI, this ability finally transcends the mental barriers of reality, affecting the physical world as a 30 foot long, 10 foot wide cone of sonic energy capable of smashing through solid stone and vaporising flesh. This inflicts the Wytch’s base magical damage to all within that cone, as sonic damage. Unlike other Voice abilities, the saving throw to avoid this effect is Reflex rather than Will. A successful save completely negates all damage inflicted by the cone of sonic devastation. Magical Weapon: Regardless of her allegiance or chosen independence, all Wytches of Shadaki draw their knowledge from many of the same sources, including ancient texts on runic forms of enchantment and spellcraft. It is common for them to apply this knowledge to their own possessions, as it allows them to enchant a weapon for their own personal protection and use. The chosen weapon receives a magical bonus to attack and damage rolls equal to the bonus listed with this class feature. Dark Wytches use this magic to corrupt and enhance their ritual athame, a dagger of mastercrafted quality, while Wytch Chyldren have the freedom to choose either a normal dagger or a quarterstaff as their imbued weapon. This class feature only works on one weapon at a time. Should that weapon be lost or broken, it will take one week before a new weapon is sufficiently bonded to the Wytch to be affected by this class feature. Forbidden Knowledge: A Wytch’s search for the entities of the nether worlds eventually brings her into contact with forces beyond her understanding and far too alien to be examined for long without going mad. The wise turn away from such things but those with the bravery, skill or foolish desire for even greater power can attempt to bear witness to their discoveries and grow from the encounter. This is not

Upon reaching 10th level, or any class level thereafter, a Wytch can choose to try and gain Forbidden Knowledge. This requires one full month of total seclusion and an Occult check against a DC of 30. Any interruption during this time spoils the attempt and the Wytch must wait until she gains another class level to try again. Failure at this check brings the direst of circumstances; the Wytch is consumed in one way or another by the force she was attempting to contact. This ‘consumption’ always results in the loss of the character, though Games Masters wishing to do so can have the Wytch remain in the campaign as a Non-Player Character, either irrevocably insane or possessed by the will of Naar and changed into a Darkspawn of some sort. In any case, failure of this Occult check results in the destruction, one way or the other, of the Wytch. Success immediately grants the Wytch a permanent +2 bonus to Concentration checks, Knowledge (arcana, the planes) checks, Occult checks and Ritual Exhaustion checks. The mental scars of gaining Forbidden Knowledge are extensive, however – a Wytch must lose either one point of Wisdom, one point of Intelligence, one point of Charisma or lose 5,000 experience points when Forbidden Knowledge is gained. This experience point loss cannot not result in the loss of a level; it merely creates a deficit that must be paid before the Wytch can advance. Multiple successful quests for Forbidden Knowledge will result in the check bonuses stacking and more ability score or experience point loss. Rite of High Summons (Special): A Wytch can, through an intricate Rite with a materials cost of 5,000 Gold Crowns and the expenditure of 1,000 experience points, cast a special form of summoning Rite based on her allegiance. This experience point loss cannot not result in the loss of a level; it merely creates a deficit that must be paid before the Wytch can advance. A powerful planar entity appropriate to the forces the Wytch is allied to appears as the subject of the Rite and is bound by it to the Wytch’s service. The being called by the High Summons does not have to be rewarded for its service and is compelled to serve the Wytch until it is slain in combat or dismissed. Creatures called by a High Summons are essentially servitors to be drawn upon as the Wytch desires but they have notoriously long memories and should be treated well just in case they do get free some day and desire revenge. Unlike the later Rites, the Rite of High Summons has no Occult check and will not cause Ritual Exhaustion – it

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Shadakine Wytch/Wytch Child

At Rank IV, the Wytch’s Voice of Power can invoke a command with as many words as the Wytch’s Charisma score (minimum of 5 words). This Voice of Power ability cannot force a creature to perform an act that would harm itself.

without its risks; even success scars the Wytch for the rest of her existence. The rewards are substantial but the price can be very high indeed.

is automatically successful and takes only 12 hours of meditation and prayer to complete. A Wytch serving Shasarak is given the lore needed to summon a Shadow Razor, a small winged demon from the Daziarn plane that will serve diligently but never with any true loyalty. This small creature should not be underestimated, as it is both powerful and very magical. Shadakine Wytches with a Shadow Razor at their command are something to be feared. Alternatively, Wytch Chyldren learn this Rite as passed down from others like them for the summoning of a Heart Warden. This creature is a small fragment of the goodly power of Ishir and not only can it fight for them in times of trouble but it protects them from detection by other Wytches loyal to the dark lord of their homeland. Heart Wardens are consummate shape shifters and can take the form of any small creature (though their abilities do not change at all), including Shadow Razors. Test of Allegiance: Wytches may believe themselves to be the masters of the energies they channel but many of the extraplanar powers they invoke notice them in return. The

powers of such dark entities are incredibly vast and a Wytch can only draw upon them for so long before she becomes a great enough nuisance that the source of her abilities must react in kind. Eventually, if a Wytch becomes powerful enough to matter to those she taps, a Test of Allegiance will occur. A Games Master may rule that this happens sooner in a Wytch’s career or even occurs more than once but it is automatic at 16th level. For a Wytch to advance any further in this class, she must pass her Test of Allegiance. Failure can be fatal. It is recommended that a Test of Allegiance be roleplayed between a Games Master and a Wytch Player privately or during the downtime of a given gaming session. Other Players can even be given new roles to play during the Test. There are no solid rules for passing or failing such a Test but if a Wytch has been faithful to her allegiance and has not used her powers to the detriment of Shasarak or the machinations of Naar, she should eventually pass. Tests of Allegiance often feature alternate realities, odd perceptions or even trials held on the being’s home plane with outsiders acting as jury and judges. Games Masters are encouraged to be creative with Tests of Allegiance and make them as enjoyable as possible for everyone involved, including themselves.

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Rite of Blood (Special): The first of the three Great Rites, the Rite of Blood is a jealously guarded secret and can only be performed once the Wytch obtains 18th level in this class. To perform a Rite of Blood, the Shadakine Wytch must be in her Sanctum (or in the wilds of Shadaki if she is a Wytch Chylde) and must have her Cabal present if she has one. The Rite of Blood allows a Wytch to essentially cheat death, though its exact form varies depending on the Wytch’s allegiance. Regardless of form, this Great Rite is a powerful working of magic and is not to be performed lightly. Wytches invoking the Rite of Blood essentially draw upon the powers of the Daziarn and become untouched by the hardships of the world until their time on this world is done. A Wytch that performs this Great Ritual can no longer be affected by ageing, poisons or disease of any variety. Even magical spells and supernatural effects that duplicate the effects of ageing, toxins or disease are powerless to harm her. This is a violent Rite in many ways as it requires a sacrifice of blood to perform. Wytches of Shasarak are often ordered to hunt down some traitor to Shadaki and use him for the vessel of her rebirth, while Wytch Chyldren are given leave to stalk a beast of the forest and slay him in the name of Briganta for her newfound vitality. This killing is sanctioned and not punished by the powers of nature, assuming it is done with reverence and respect. Regardless of form, the Rite of Blood costs 10,000 Gold Crowns in materials, 5,000 experience points and takes 24 hours and an Occult check (DC 30) to perform. This experience point loss cannot not result in the loss of a level; it merely creates a deficit that must be paid before the Wytch can advance. The Wytch will also need to make a Ritual Exhaustion check. The Rite lasts from one dawn to the next and all Gold Crowns and experience points are lost if the Ritual is interrupted at all. A Wytch must perform the Rite of Blood at some point before she reaches 19th level. If the Wytch is a solo practitioner (i.e. a Wytch Chylde with no Cabal), she will be required to expend twice the required Gold Crowns and the Rite will take 48 hours to complete.

Shadow Razor

The Wytch raises her elegant hand and points at you. As she does, the shadowy coil of darkness around her arm springs forth, taking the shape of a winged serpent nearly two feet long. Its wings end in vicious claws and as it flies towards you, its ebon fangs drip with venom! Small Outsider Endurance Dice: 4d8 (18 Endurance) Initiative: +8 (+4 Dex, +4 natural) Speed: 20 ft., fly 50 ft. (perfect) Armour Class: 19 (+4 Dex, +4 natural, +1 size), 15 flat-footed Base Combat Skill: +4 Attack: Bite +8 melee (1d4+poison) or Shadow Sting (2d6) Full Attack: 2 Claws +8 melee (1d3) and Bite +3 melee (1d4+poison) or Shadow Sting (2d6) Space/Reach: 5 ft./5 ft. Special Attacks: Poison (see below), Shadow Sting (see below) Special Qualities: Darkvision Saves: Fort +4, Ref +8, Will +4 Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 11, Cha 10 Skills: Acrobatics +11, Concentration +7, Intimidate +7, Escape Artist +7, Knowledge (arcana, the planes) +7, Perception +7, Stealth +11 Climate/Terrain: Underground Organisation: Solitary Challenge Rating: 3 Treasure: None Allegiance: Usually Evil Advancement: — Poison (Ex): The bite of a Shadow Razor is virulently poisonous and inflicts shadow bile upon anything bitten by it. This supernatural poison deals initial damage of 1d6 Dexterity and secondary damage of 2d6 Dexterity. The Fortitude save DC is 12. If a character is reduced to 0 Dexterity or less by the effect of shadow bile, the victim must make a Will save (DC 15) or become immediately allied with Evil (likely causing the loss of the character to Non-Player Character status). Shadow Sting (Su): The Shadow Razor is capable of generating bolts of dark energy from its lashing tail. These small blasts of darkness have a range of 60 feet and inflict 2d6 points of magical damage. Even if a target is protected by Damage Reduction, these bolts ignore such a defence if it belongs to a creature allied with Good. A Shadow Razor can only generate one Shadow Sting bolt per minute.

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Shadakine Wytch/Wytch Child

It should be noted that even Wytch Chyldren must undergo a Test of Allegiance but the standards are quite different. Usually staged by Ishir through the power of Briganta or her mortal emissaries, these are more journeys of discovery and self-empowerment than actual trials but an unfaithful Chylde with a heart of evil will end up just as dead when she fails the test.

Rite of True Attunement (Special): The second of the three Great Rites, a Wytch near the very pinnacle of her power discovers the secrets necessary to truly merge herself with the forces of reality. These culminate in the Rite of True Attunement – a Rite that grafts the Wytch’s will to the framework of Magnamund’s true power and allows her to directly affect it if her mind and body are strong enough to withstand the stress of doing so. Like the previous Great Ritual, this requires a Wytch to be in her Sanctum, assuming she has one and have her Cabal if any present or pay twice the gold (but not the experience) costs for performing it and it will take two weeks to complete rather than one. Rite of True Attunement costs 20,000 Gold Crowns in materials, an incredibly expensive 10,000 experience points and an Occult check of 35 and the Wytch will also need to make a Ritual Exhaustion check. This Rite endows those who succeed in its mammoth undertaking immense power over the fabric of reality. In exchange for the given costs and a full week spent in cloistered seclusion, the Wytch gains the ability to perform any of the following great feats of magic once a month as a standard action. True Attunement must be performed before a Wytch can advance to 20th level.



Duplicate any Brother of the Crystal Star spell of any level or any Word of Power. All DCs and levels of effect are based on the Wytch using this ability and the rules given in the Brother of the Crystal Star chapter of the Lone Wolf core rulebook.



Duplicate any Lesser Magical Art of the Magician of Dessi character class. All DCs and levels of effect are based on the Wytch using this ability and the rules given in the Brother of the Crystal Star chapter of the Lone Wolf core rulebook.



Undo the harmful effects of any other spell or magical effect, regardless of the class or creature it comes from, as long as the effect or spell comes from a source with equal or fewer Endurance Dice than the Wytch.



Create a non-magical item of up to 25,000 Gold Crowns in value.



Remove injuries and afflictions. A single use of this power can aid one creature per point of Charisma bonus the Wytch possesses (minimum of one) and all subjects are cured of the same kind of affliction. For example, the Wytch could heal all the Endurance damage she and her companions have taken or remove all poison effects from everyone in her group but could not do both.

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Transport travellers. A Wytch can teleport one creature per class level from anywhere on Magnamund and place those creatures anywhere else in the world, regardless of local conditions. The Wytch must be familiar with the destination through a detailed description or previous experience but a prior visit is not required. An unwilling target gets a Will save (DC 20 + the Wytch’s Wisdom modifier) to negate the effect and Magic Resistance (if any) applies.



Undo misfortune. A Wytch with this power can rewind time. Time literally moves back to the beginning of the Wytch’s last turn (hence the Wytch may immediately make another action). All actions that occurred in the round that has been lost are undone; all creatures, objects and effects are literally rewound by one round. Only the casting Wytch retains memory of the original round and what happened within it. This effect will not work if there is a Darklord or other immensely powerful semi-divine creature within 1 mile of the Wytch.

Rite of Transcendence (Special): Constant exposure to the corrupt forces unleashed by Shasarak through the land finally threatens to overwhelm the Wytch’s physical existence. Unlike Forbidden Knowledge, this power does not come with a choice. A Wytch does not gain any of the benefits of obtaining 20th level (Endurance Die, saving throw bonuses and so forth) until she performs this final Great Rite, Transcendence. Until then, she is treated exactly as a 19th level Wytch. The Rite of Transcendence requires 45,000 Gold Crowns in materials, plus a 5,000 Gold Crown gemstone of a colour or type appropriate to the Wytch’s allegiance (Player’s choice). This Great Rite does not have an experience point cost but the Games Master is encouraged to have the Wytch undergo another Test of Allegiance before she can complete it.

Heart Warden

Stepping back but not attacking, you are surprised when the shadowy serpent stops in mid air and transforms into a ball of incandescent light. ‘Forgive the test but I had to be certain you were who you claimed,’ the Wytch says in a hushed voice. ‘Follow me. We have much to discuss.’ Small Outsider (Shapechanger) Endurance Dice: 4d8 (18 Endurance) Initiative: +8 (+4 Dex, +4 natural) Speed: 20 ft., fly 50 ft. (perfect) Armour Class: 17 (+4 Dex, +2 natural, +1 size) Base Combat Skill: +4 Attack: Slam +8 melee (1d4) Full Attack: Slam +8 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Echo Special Qualities: Change Shape, darkvision, Mental Ward Saves: Fort +4, Ref +8, Will +4 Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 11, Cha 10 Skills: Acrobatics +11, Concentration +7, Escape Artist +7, Knowledge (arcana, the planes) +7, Perception +7, Sense Motive +7, Stealth +11 Climate/Terrain: Underground Organisation: Solitary Challenge Rating: 3 Treasure: None Allegiance: Usually Good Advancement: — Echo (Su): The Heart Warden is so much a part of the Wytch Chylde that it can use her Voice of Power effects. The Heart Warden can do so as if it were the Wytch herself but only once per hour. The DC to resist a Voice of Power effect is generated by a Heart Warden is always 10 + the effect’s Rank. The Wytch Chylde and the Heart Warden can not both use a Voice of Power ability in the same round. Mental Ward (Su): This power allows the Heart Warden to shield both itself and its summoner from any form of divination magic, granting the Wytch Chylde a Will saving throw against the effect. If this save is successful, the Chylde can send back to the detector whatever image or message she wishes it to see or nothing at all, as she chooses. The Mental Ward can also acts as a psychic shield but the Heart Warden can only maintain this for a number of rounds per day equal to its End Dice.

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Revive the dead. A use of this power can bring a dead creature back to life. This power can revive a dead creature whose body has been destroyed but the task takes two uses of this power, one to recreate the body and another to infuse the body with life again. This feat would therefore be the effort of two months, during which time the restored body remains magically preserved until such time as life is restored (to a maximum time of one year, after which it instantly rots and can never be revived again). The restored creature is resurrected with one Endurance point and other means (natural or magical) must be used to heal it further.

Unlike the previous Rites, the Rite of Transcendence requires a full Cabal of 20 acolytes to perform. Each of these acolytes must be at least a 5th level Wytch, trained for at least one of those levels by the Wytch performing the Rite. As such, Transcendence may be a while in coming after the character reaches the level to cast it. 20th level Wytch Chyldren are exceptionally rare – in fact, there is only one known to exist at the present time. The effort and trouble are well worth it. The Rite takes only one hour but it must occur at an appropriate time selected by the Games Master with regards to the campaign, its cosmology and the Wytch’s allegiance. The Wytch must make an Occult check (DC 40). Failure shatters the gem and ruins it, causing the Rite to sputter and die. Success transforms the Wytch forever. In either case, the Wytch will have to make a Ritual Exhaustion check (DC 20). All Wytches gain the following powers immediately: ♦

An increase to all her ability scores, in the form of the following bonuses: Str +2, Dex +2, Con +2, Int +4, Wis +4, Cha +4.



A natural bonus to her Armour Class of +2.



Darkvision to 60 feet.



Resistance to acid, cold and electricity 10.



Damage Reduction: 10/magic.



A Wytch’s unarmed and melee attacks are treated as magic weapons for the purpose of overcoming Damage Reduction, with a magical bonus equal to +5 (superceding the Magical Weapon class feature).



Magic Resistance 20.

If the Wytch is allied with Good or prefers such a path, she gains the Good subtype. She also gains Fast Healing 2 as Ishir’s blessings and the blessings of the land strive to keep their champion in good health. If the Wytch is allied with the Balance or prefers such a path, she gains the Elemental type. This renders her immune to sleep effects, paralysis, grievous wounds, critical hits and stunning. If the Wytch is allied with Evil or prefers such a path, she gains the Evil subtype. She also gains a 60 foot increase to her darkvision (for a total of 120 feet) and a +4 bonus to her natural armour (for a total of +6). The Wytch’s natural

armour takes the visible form of a layer of sleek black leather replacing her normal skin. The Wytch can will this leather flesh away, returning to a normal appearance, but it takes away the +6 natural armour bonus as it disappears. Making this layer vanish and bringing it back are both free actions which may only be taken on the Wytch’s turn.

Ex-Wytches

There is no such thing as an ex-Wytch as long as they stay in Shadaki or anywhere near it. Shasarak is very jealous of his power and has no intention of letting the bound women of this land out of his tyrannical grasp. Neither does he permit them the luxury of studying any other vocation. Shadakine Wytches are not permitted to multiclass while they are under the control of Shasarak the Wytch-King. Outside his domain, they are free to do as they like but it is the rare Shadakine Wytch that can escape the heritage of bondage and servitude that has long chained her people. Wytch Chyldren are under no strictures against multiclassing but it is still rare for them to do so. Their peculiar status and calling is a rare and precious (if dangerous) lifestyle and few will turn from the Wytch’s path while Shasarak and his brain-washed minions still shackle their kind.

Rituals

A Wytch can perform intricate Rituals while in the safety of her Sanctum, a special place of power with inlaid diagrams, furnished according to celestial alignment and built on magical points of ancient power. Sanctums are essentially strongholds built with whatever system a Games Master wishes to incorporate for such matters with a 10% increase to the total construction cost and an extra 2,000 Gold Crowns dedicated to properly outfitting a Ritual room within. All Sanctums have this epicentre of power and every personalised Ritual room has a special 10 foot radius diagram drawn at its heart. There are three basic casting times possible for the Rituals known by a Wytch: 1. 2. 3.

All Rituals invoked outside of a Sanctum have a casting time of one minute per Rank of effect invoked. All Rituals invoked in a Sanctum have a casting time of one minute. All Rituals invoked in a Ritual room’s diagram have a casting time of one minute. See the special note about Ritual rooms for more details, however.

Those who travel away from their Sanctums should consider constructing Power Stones and carrying Exalted Keys

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The Shadakine Wytch/Wytch Chylde

2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th

+1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2

+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4

+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4

+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9

15th 16th 17th 18th 19th 20th

+7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

+5 +5 +5 +6 +6 +6

+5 +5 +5 +6 +6 +6

+9 +10 +10 +11 +11 +12

Base Magical Damage Special 1d6 Dark Allegiance/Independent, Enhanced Meditation, Magical Combat, Ritual Choice, Ritual Spellcasting I +2 1d6 Magical Weapon +1, Voice of Power I +3 1d8 Ritual Spellcasting II +4 1d8 Ritual Choice +5 1d10 Ritual Spellcasting III, Voice of Power II +6/+1 1d10 Magical Weapon +2 +7/+2 1d8 Ritual Spellcasting IV +8/+3 1d8 Ritual Choice, Voice of Power III +9/+4 1d10 Ritual Spellcasting V +10/+5 1d10 Forbidden Knowledge, Magical Weapon +3 +11/+6/+1 2d6 Ritual Spellcasting VI, Voice of Power IV +12/+7/+2 2d6 Ritual Choice +13/+8/+3 2d8 Ritual Spellcasting VII +14/+9/+4 2d8 Rite of High Summons, Magical Weapon +4, Voice of Power V +15/+10/+5 2d10 Ritual Spellcasting VIII +16/+11/+6/+1 2d10 Test of Allegiance +17/+12/+7/+2 2d12 Ritual Spellcasting IX, Voice of Power VI +18/+13/+8/+3 2d12 Rite of Blood +19/+14/+9/+4 3d10 Rite of True Attunement +20/+15/+10/+5 3d10 Rite of Transcendence

(both described below in the New Magical Items section) as these items can enable Rituals to be cast without . To cast a Ritual, a Wytch must first clear and cleanse her mind. This requires complete stillness of motion and controlled breathing, which renders a Wytch flat-footed for the entire casting time. The Wytch selects one of the Rank effects from the Ritual in question and begins casting it. This requires an Occult skill check, which is only made at the end of the casting time, at a difficulty of 10 + twice the Rank of the effect attempted. Failure causes the Ritual to fail but usually has no other penalty associated with it (there is not even a Ritual Exhaustion check made). Success means the effect of the Ritual (at the Rank cast) manifests immediately. Wytches can perform any number of Rituals, regardless of their Rank, each day. When a Wytch gains a new Ritual Choice, she gains the abilities of that Ritual up to her current Rank of Ritual Spellcasting. No two Wytches are likely to be the same because of the many combinations of Rituals they can learn.

It should be noted that some Ritual Ranks are not spells at all but special abilities gained by those studying the Ritual form. These are marked with a (Permanent) label and are not counted against the number of times a Ritual form can be used each day, nor do they require Occult checks to activate or Ritual Exhaustion checks. Ritual Exhaustion Wytches drain themselves quite severely as part of their method of spellcasting. Some Shadakine traditions actually require bloodletting during the casting process but all of them involve some sort of incredible physical effort. Each time a Wytch casts a Ritual or performs another action noted to cause Ritual Exhaustion, she must make a Fortitude save (DC 5 + the ability or Ritual’s Rank or DC 10 if the action has no direct Rank associated with it). This DC increases by +1 for every Ritual Exhaustion check (successful or not) the Wytch has made since either she received eight hours of uninterrupted sleep or one hour of uninterrupted meditation (see the Enhanced Meditation class feature).

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Base Combat Fort Ref Will Base Magical Level Skill Save Save Save Combat Skill +0 +0 +0 +2 +1 1st

Ritual Rooms

When a Wytch is standing within the diagram of a Ritual room, all Rituals and Rites may be cast as standard actions, though this increases the Occult and Ritual Exhaustion DCs by +2. This allows Wytches to be extremely effective when in their inner Sanctums but it is not an option for the inexperienced or physically weak. Alternatively, a Ritual may be invoked with a normal Sanctum casting time within the diagram and the Occult DC and Ritual Exhaustion check DCs are reduced by –1. Success on the Ritual Exhaustion check means that the Wytch ignores the draining effect of the Ritual. Failure leaves the Wytch in a fatigued state (see page 147 of the Lone Wolf core rulebook). In addition to the normal effects of fatigue, a fatigued Wytch increases the DC of all Occult checks to cast Wytch Rituals and Ritual Exhaustion checks by +2. If the Wytch is already fatigued, whether from Ritual spellcasting or some other effect, she becomes exhausted. In addition to the normal effects of exhaustion, an exhausted Wytch increases the DC of all Occult checks to cast Wytch Rituals and Ritual Exhaustion checks by +6. If the Wytch is already exhausted, whether from Ritual spellcasting or some other effect, she falls unconscious. She immediately takes 1d6 lethal Endurance damage from magical strain and catastrophic over-exhaustion. The Wytch will remain unconscious for 8 hours – her Constitution modifier, whereupon she will awaken in a fatigued state. Only physical, magical or psychic damage can awaken a Wytch slumbering this way, who even then must still make a Will save with a DC of 30 minus the Endurance damage inflicted to wake up (and she will still be exhausted). No matter the result of a Ritual Exhaustion check, the Ritual effect that demanded the check still succeeds. Wytches never have to make Ritual Exhaustion checks if the Occult check (if any) required for the spell effect or class ability fails, as no power was channelled in the first place.



Rank I: (Permanent) The Wytch is never lost if it is night and the sky is visible. Even if the stars are obscured by clouds, the heavens are ‘felt’ by the Wytch. Treat this as an infallible Survival check whenever the Wytch tries to find her way to a known location or designate her current exact position on Magnamund.



Rank II: The Wytch can summon forth the energies of the stars into a ray of solar fire. This beam is a magical ranged attack with a range increment of 30 feet. It can only strike one target and inflicts the Wytch’s base magical damage.



Rank III: Through concentration and careful celestial calculations, the Wytch can determine where any other creature or object she has had physical contact with is, in relation to herself, as long as both she and it are exposed to the sky and so is she. Nothing blocks this power completely, though magically protected areas may partially shield the target and Magic Resistance still applies. If either of these is the case, or if the target is not under the sky, the Wytch cannot locate the target but will know the target exists. Location is expressed in direction and distance only.



Rank IV: The lore of the ancient heavens becomes part of the Wytch’s consciousness when this spell is cast. It allows her to invoke a temporary +6 bonus to her Wisdom score for as many minutes as her Intelligence score.



Rank V: The Wytch can summon a massive flare of light that surrounds her in a corona of brilliance. This light lasts only a moment but it will permanently blind any living creature within 30 feet if it fails its Fortitude saving throw. Success at this save limits the blindness to 1d4+1 rounds instead. Blind creatures are obviously immune to this spell.



Rank VI: By calling down the power of Ishir and the silver moon, the Wytch can channel the goddess’ grace in the form of a cascade of star and moonlight surrounding her to a distance of 30 feet. Inside this radius, all allies have a +2 bonus to melee attacks, melee damage rolls and all saving throws, while enemies suffer a –2 penalty to the same rolls. This spell lasts for a number of rounds equal to the Wytch’s Charisma score.



Rank VII: By pointing at a distant enemy or inanimate target (out to a range of 240 feet) and calling upon her Ritual magic, a Wytch can summon a bolt of stellar fire like a shooting star. The Wytch must be under the open

Specific Rituals Astralis Majora (Independent; Intelligence) The Shadakine were once as interested in the lights of the heavens for their magic as they were for the value they posed in nautical navigation. While many of these ancient insights were lost to Shasarak’s purges, a few Wytches retain the lore.

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Rank VIII: The stars impart their wisdom constantly now but the Wytch requires a Ritual spell to make sense of what they offer. This spell provides the same bonus as the Rank IV ability of this Ritual form except that the bonus lasts for a number of hours equal to the Wytch’s Intelligence score. It does not stack with that Rank ability but it does grant the power to cast that lesser spell on any single willing target the Wytch is touching, as long as the Wytch is under the effect of Rank VIII at the time.



Rank III: This magic is much like the Rank I ability above but it lasts 2d6 rounds and also provides the Wytch with the knowledge of what thing(s) will circumvent the target’s Damage Reduction (if any).



Rank IV: The Wytch has been taught how to call down a wave of desecration around herself like a shadowy explosion. Casting this spell automatically destroys all holy water within a 30 feet radius, renders magical weapons and effects non-magical for 1d4 rounds and improves the enchantment bonus of any weapon held by an Evil-aligned creature (including the Wytch’s own athame) by +1 for the Wytch’s base magical damage in minutes.



Rank V: Knowledge of evil as intimate as that possessed by a Wytch of Shadakine can be a dangerous and self-destructive thing but it is also a power that cannot be denied. By whispering the name of one of the dark entities of the Daziarn after casting this spell, the Wytch can store a blast of pure evil within herself. The Shadakine Wytch may subsequently release this blast at any one creature allied with Good within 60 feet for her base magical damage. Magic Resistance applies in all cases but no saving throws are allowed. Note that if the Wytch does not release the blast at a creature allied with Good within a number of hours equal to her Constitution score, she will suffer 2d6 damage – bypassing any Damage Reduction or Magic Resistance she may possess – as the ravening energies detonate within her.



Rank VI: (Permanent) The Wytch is now fully versed in harming those of good heart. She permanently improves the critical range of her athame to 18–20 and inflicts x3 damage when she scores a critical hit. These increases only take effect if the Wytch is attacking a creature allied with Good.



Rank VII: The Wytch is given a dark gift, the true pronunciation of Shasarak’s secret name. This word is a spell in and of itself that imposes a –2 penalty on the Occult check to cast it correctly. If cast properly, the effects designated on the Shasarak’s Name table are inflicted upon on all creatures allied with Good within 30 feet of the Wytch.

Rank IX: (Permanent) The power of the Heavens is now the Wytch’s to command. She gains a permanent bonus of +2 to her Intelligence score and gains the ability to re-roll any failed Occult or Ritual Exhaustion check once each day. The Wytch must keep the second roll, even if it is worse than the first one.

Baleful Lore (Dark Allegiance; Wisdom) Shasarak brought with him knowledge that humanity was never meant to learn. By teaching these dark lessons to the Wytches of Shadaki, he not only changed their magic forever, he also damned their souls with its foul taint. Baleful Lore is a terrible set of Rituals that impose a +2 increase to Ritual Exhaustion checks incidental to their use because of their nightmarish power and corruption. ♦



Rank I: This spell is a dark one, though it is also deceptively simple. It brings a subconscious knowledge of what will hurt a single target (named by the Wytch – the target need not be present) more than anything else, granting the Wytch a +2 bonus to attack and damage rolls against it the next time she attacks it, upon which the bonuses last for 1d4 rounds. Rank II: (Permanent) The Wytch, through dark pacts and an oath to slay all that is good and pure, gains the permanent ability to Harm Good. Once per day, she can add her Wisdom modifier (minimum of +1) to an attack roll and double the final damage of a melee attack with her athame against a creature allied with Good. The decision to use this power must be made before the attack roll is made and if the attack misses, the use is wasted.

Furthermore, when the Wytch casts this spell, Good outsiders within the area are instantly banished into the depths of the Daziarn Plane. Creatures so banished cannot return for at least 24 hours, assuming they can get back at all. This effect takes place regardless of

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sky for this spell to work. This strike automatically hits and inflicts damage equal to 10 + the Wytch’s base magical damage. A successful Reflex save will halve the damage inflicted. The strictures surrounding this spell make it rarely cast but nevertheless devastating. It can be cast even if the 10 point cost would force the Wytch unconscious.

Shasarak’s Name Effect Deafened Blinded, deafened Paralysed, blinded, deafened Killed, paralysed, blinded, deafened No saving throw is allowed against these effects. Deafened: The creature is deafened for 1d4 rounds. Blinded: The creature is blinded for 2d4 rounds. Paralysed: The creature is paralysed and helpless for 1d10 minutes. Killed: Living creatures die.



Rank I: (Permanent) The Wytch, also occasionally called a Necromancer, has ‘the eyes of the dead’ and can instantly tell when someone is alive, dead or dying just by being within 30 feet and spending a standard action staring at them. This does not work on creatures protected by an illusion but the failure to work tells the Wytch something in any case.



Rank II: The Wytch can channel power from the fading of other’s lives. Upon casting this spell, the Wytch touches a living creature that has –1 or fewer Endurance points. If the subject fails its Fortitude saving throw, it immediately dies and she gains 1d8 temporary Endurance points and a +2 bonus to Strength. These bonuses last for one day.



Rank III: By focusing the power of Death on an opponent, the Wytch can curse him to suffer the worst effects of any possible harm that might befall him. The living target must be within 100 feet and if he fails a Will saving throw, all critical threats against him for the next hour automatically confirm.



Rank IV: The power of Unlife is also the Wytches to control and call forth. By casting this spell over the fleshy or skeletal remains of a medium humanoid, the Wytch can raise a Skeleton or Zombie to serve her faithfully until it is destroyed. A Wytch can have one of these servitors for every point of her Charisma modifier (minimum two), though each servitor requires a separate casting of this Ritual.



Rank V: One look into the eyes of a trained Necromancer of Shadaki and a person can see their own, unsettling demise. By targeting any living creature within 10 feet with this spell, the Wytch can force it to make a Will saving throw or be confronted by a horrible image of his death. This stuns the target for 1d4+1 minutes and causes him to automatically drop anything he was holding and fall prone.



Rank VI: Wytches are always concerned by their own mortality but Necromancers can actually do something about it. They can cast this spell and, as part of it, make a touch attack against a living opponent. This attack, if it hits, drains the target of the Wytch’s base magical damage in Endurance and imparts the same amount to the Wytch as healing. Excess Endurance drained becomes temporary Endurance for one full day.



Rank VII: The ability to command the undead is granted with a special spell at this level. A Wytch can

Endurance Dice Equal to Wytch level Up to Wytch level –1 Up to Wytch level –5 Up to Wytch level –10

whether the creatures hear the name of Shasarak or not. The banishment effect allows a Will save (at a –4 penalty) to negate. ♦



Rank VIII: The knowledge granted by further study of Baleful Lore has brought the Wytch one of the darkest spells she could possibly cast. It utterly destroys any one living target within one mile and line of sight, preventing any form of magic from ever returning it to life. This spell instantly slays the subject and consumes its remains and soul, including all equipment and possessions other than those of sublime quality. If the target’s Fortitude saving throw succeeds, it instead takes the Wytch’s base magical damage, tripled. The only saving grace of this magic is that during the casting time the target becomes immediately aware of the doom about to befall it and should either run as fast as it can or kill the caster before she can finish. Rank IX: (Permanent) The dark Wytch is enlightened by the evil of her master and the power he represents. She gains an immediate +2 bonus to her Wisdom score and receives a +1 bonus to all attack and damage rolls with her athame. She may also re-roll any one failed Knowledge skill check per day, regardless of subject, but she must abide by the result of the second roll if she does so.

Death and Unlife (Both, Constitution) There is a vile attraction between the land of the living and the nether realms of the dead. When the Wytches were first introduced to Necromancy by Shasarak, most of them recoiled at the reek of evil in its spells. Now, centuries later, it is a common though no less perverse art among them.

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Rank VIII: Necromancers are adept at simply and efficiently ending the lives of other creatures. With this spell, the Wytch can slay any one living creature within 120 feet. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of Endurance damage. Rank IX: (Permanent) The Wytch will transcend death when it finally comes for her. Once she reaches –10 Endurance or dies by any other means that leaves physical remains, she will rise up at the next New Moon as a Cabalah (see page 266 of the Lone Wolf core rulebook). This grants the Wytch a natural claw attack, all undead traits (including the loss of Constitution as an ability score), immunity to cold, Damage Reduction 10/bludgeoning, the cold weapon special quality and a +4 bonus to Strength and Dexterity. Should this undead form be destroyed, however, the Wytch will remain dead. However, a Cabalah Wytch loses all effects of the Rites of Blood, True Attunement or Transcendence she possesses and may never perform these Rites (though she retains her class level).

ability to send them forth against her enemies. This standard action spell emits a fan of fire 10 feet long and ten feet wide at its end. All creatures in the area are burned for 2d6 fire damage. Those succeeding at a Reflex save may halve this damage. ♦

Rank III: (Permanent) Those that learn to channel fire also become inured to it and are not so easily burned by its power. The Wytch gains fire resistance 5. This stacks with any other fire resistance the Wytch might gain later in her life.



Rank IV: By seeking the blaze in her own soul, the Wytch learns how to call upon the fires of inspiration. This allows her to invoke a temporary +2 bonus to her Dexterity and Charisma scores for as many minutes as her Intelligence score.



Rank V: This ancient fiery spell is ball of flame that flies from the Wytch’s palms at any point up to 120 feet away. The ball will explode into a roaring inferno of flames at the point of impact – if the ball’s trail is blocked by any solid object, the blast of fire occurs when it contacts this obstruction. The explosion creates almost no pressure but inflicts the Wytch’s base magical damage as fire damage every creature and object within 10 feet of the point of impact. Those succeeding at a Reflex save may halve this damage.



Rank VI: The Wytch can awaken the fires inside others, both healing them in its warm glow and bolstering their minds. This spell lasts for the Wytch’s Intelligence score in minutes and provides Fast Healing 2 and a +2 bonus to Charisma and Dexterity while it is active. The Wytch can cast this spell on herself or one other touched creature but cannot benefit from both this Rank and the Rank IV spell at the same time.

Flames of the Ancients (Both, Charisma) The power of fire is normally a cleansing and healing art with the force of nature and balance to guide it. While many Wytches now wield a dark and ferocious blaze in Shasarak’s unholy name, others have returned to the more traditional path of their ancestors. ♦

Rank I: As a simple Ritual, the Wytch can summon a heatless flame in the palm of her hand. This is a powerful light source, shedding bright illumination out to 60 feet in all directions with a shadowy area stretching 30 feet beyond that. The flame has no damaging effect. The spell lasts 10 minutes per class level, occupies one hand and can be ended prematurely simply by ‘letting go’ of the flame. The Wytch may also choose to send this flame into the body of an injured creature as a standard action, ending the spell instantly but also healing it of 1d8 Endurance.



Rank VII: Fire can come in many shapes and sizes, from torches to massive conflagrations. This spell summons the latter under strict control. An area 30 feet in radius, centred on the Wytch is shot through with sheets of roaring flame. The raging heat and radiance do not harm natural vegetation, ground cover, plant creatures or any allies in the area that she wishes to exclude from damage. Any other creature within the area takes the Wytch’s base magical damage in fire damage. Those succeeding at a Reflex save may halve this damage.



Rank II: The fires of the old ways rage through the veins of a Wytch of this tradition, allowing her the



Rank VIII: Flames have no allegiance, serving only nature, but a Wytch can taint them with the good or

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use this Ritual to try and bind one undead creature to her service, as long as the creature has equal or fewer Endurance Dice than the Wytch. It must be within 30 feet and must fail a Will saving throw but if it does it remains her loyal servitor for the Wytch’s base magical damage in days.

evil in her soul. This spell wreathes a number of weapons equal to her Charisma modifier (minimum of two) she touches during its casting time with a corona of writhing flame. Once cast, these weapons may be wielded freely by others – the flaming effect lasts for the Wytch’s Wisdom score in minutes. This aura inflicts an extra +1d8 fire damage per strike and makes the weapon magical (if it was not already). Wytches of Good allegiance endow the aura with the additional ability to ignore the Damage Reduction of Evil creatures – Evil Wytches endow the aura with the ability to ignore Good creatures’ Damage Reduction. Wytches of the Balance reduce the increase the bonus fire damage to +2d6. ♦

be opposed by a target’s Bluff check, if they are Evil and consciously masquerading as another allegiance. ♦

Rank III: Walking the Hallowed Paths is never easy, especially with the land of Shadaki ruled by the vile Shasarak and policed by his loyal Wytches. This power makes it somewhat easier for a Good-allied Wytch to survive. This spell clads the caster in an aura that reflects back the apparent allegiance of any creature trying to determine the Wytch’s allegiance. Thus, an Evil Wytch would detect the caster of the spell as Evil, while a Good Kai Lord would see the Wytch as allied with Good. This spell lasts for 6 hours.



Rank IV: There are powers of good in the universe of Aon as well as forces of evil. Their names also carry great magical potency. At this level, the Wytch Chylde learns one of these names and can use it wreathe herself in protection specifically designed to repel the creatures of Evil allegiance. Any Evil creature approaching within 30 feet of the caster begins to sicken, suffering a –2 penalty to all rolls, checks and saves for as long as it remains within 30 feet of the Wytch Chylde. Darkspawn and those of the Evil subtype simply cannot approach closer than 10 feet towards the Wytch; they are physically and mentally repelled. This spell lasts for the Wytch’s Charisma score in minutes and also provides the Wytch with an instinctive psychic shield for its duration, though this is only effective against psychic attacks from Evil creatures.



Rank V: The strength of the Hallowed Paths lies mostly in the will of its Wytch Chyldren and their faith. By praying to the forces of Ishir and Briganta for their blessing, the Wytch can heal one creature an amount of Endurance equal to the Wytch’s base magical damage + her class level. This spell does not have a Ritual Exhaustion check. Successful castings of this spell will automatically fatigue a Wytch, or exhaust her if she is already fatigued. It may not be cast by exhausted Wytches.



Rank VI: The Wytch is shielded from the power of evil more securely with this spell. Once the spell is complete, it lasts eight hours. During this time, the Wytch gains Magic Resistance of 20 against spells from Evil-allied creatures and a +4 bonus to her Armour Class. This Ritual stacks with the bonuses of the Rank 1 ability.



Rank VII: The power of those Wytch Chyldren willing to pledge themselves to the fight against Evil increases with Ishir’s gift of her truest name. This blessed name

Rank IX: (Permanent) The Wytch has been so long in the fires of her own soul that she has become tempered by their heat. Her will is stronger than ever before, providing a permanent +2 bonus to all saving throws she must make. Her fire resistance also increases to 10.

Hallowed Paths (Independent, Wisdom) The magic of words, names and true incantations, this magic harkens back to a time when the Wytches truly studied all of the ancient texts of their founders and knew the hearts of the many gods of Magnamund. A forbidden art by the will of Shasarak, many Wytch Chyldren gravitate towards it as a form of power their enemies do not readily possess. ♦



Rank I: Wytches following this Ritual path learn how to cloak themselves in an invisible field of holy energy to bolster their souls against the corruption of their homeland. This spell lasts 24 hours, meaning most Wytch Chyldren with this Ritual have it up at all times. While active, this Ritual spell grants a +1 bonus to Armour Class and grants Damage Reduction 2/magic. More importantly, it allows a Wytch Chylde to mentally communicate with other Wytches, even Shadakine Wytches, as per the Dark Allegiance class feature. Wytch Chyldren without the benefit of this spell are terribly easy to discover, as Shadakine Wytches can recognise their spellcasting but not mentally communicate with them… Rank II: (Permanent) This power is a constant ability to see the flux and ebb of evil itself, something that clings to the land of Shadaki like a virulent infection. By taking a standard action to stare at a given object, effect or creature, the Wytch can make a Perception check to determine if it is aligned with the powers of Evil. The DC of this check is generally 20 but it may

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Ishir’s’s Name Effect Deafened Blinded, deafened Paralysed, blinded, deafened Killed, paralysed, blinded, deafened No saving throw is allowed against these effects. Deafened: The creature is deafened for 1d4 rounds. Blinded: The creature is blinded for 2d4 rounds. Paralysed: The creature is paralysed and helpless for 1d10 minutes. Killed: Living creatures die. is a spell in and of itself imposes a –2 on the Occult check to do so correctly. If cast properly, the effects designated on the Ishir’s Name table are inflicted upon on all creatures allied with Evil within 30 feet of the Wytch. Furthermore, when the Wytch casts this spell, Evil outsiders within the area are instantly banished into the depths of the Daziarn Plane. Creatures so banished cannot return for at least 24 hours, assuming they can get back at all. This effect takes place regardless of whether the creatures hear the name of Ishir or not. The banishment effect allows a Will save (at a –4 penalty) to negate. ♦



Rank VIII: The power of life promised by Briganta comes to fruition at this level with the discovery of an ancient spell that heals the sick, purges poisons and mends even the most grievous wounds. It immediately ends any and all of the following adverse conditions affecting the target; all ability damage, blindness, confusion effects, daze effects, dazzle effects, deafness, disease, exhaustion, fatigue, insanity, nausea, sickness, stunning effects and poison. It also cures 10 Endurance points of damage per class level of the caster. Note that Briganta’s boon is not a selfish one. This spell may never be cast by the Wytch upon herself or any other Wytch – it is for the benefice of the peoples and creatures of Magnamund, not their shepherds. Rank IX: (Permanent) A chosen Wytch Chylde is blessed indeed. Her health need never be in question, as she gains the Fast Healing 1 special quality. This stacks with any other kind of Fast Healing the Wytch may possess.



Rank I: (Permanent) The Wytch is able to subtly manipulate her own magic to give her the bounding abilities of some primitive tribesmen. Her speed increases considerably, giving her a base ground movement rate of 40 feet. If the Wytch somehow gains other permanent movement rates, this +10 foot bonus applies to them as well.



Rank II: The many powers of a Wytch of Shadaki are mysterious, as are the ways of their comings and goings. This spell lasts only a number of minutes equal to the Wytch’s Dexterity score but it adds a +10 bonus to any Stealth checks she makes during that time.



Rank III: The same magic that makes a Wytch of this path so fleet of foot can be focused to provide an even greater bonus to her speed. By casting this Ritual spell, the Wytch doubles her base ground movement rate and gains a +2 bonus to her Dexterity. This spell lasts one minute per class level.



Rank IV: The beasts that creep and crawl are studied by the Wytch at this level and their magic becomes hers. She can now cast a Ritual that gives her Climbing at a base movement rate of 20 feet per round and adds a +10 bonus to all Athletics checks. This Ritual also takes a standard action to cast and lasts one minute per class level.



Rank V: Now the agile creatures that leap and dash along the ground and in the trees are mastered, allowing the Wytch to use their special powers as well. This Ritual spell lasts one minute per class level, during which time the Wytch’s Acrobatics checks all gain a +10 bonus and she receives a x5 multiplier on her Run speed. Wytches under this spell’s effect also cannot become flat-footed (unless she is casting a Ritual).



Rank VI: The Wytch has now grasped the first true secret of this path – the wisdom that being somewhere does not always mean having travelled to it. She can instantly transfer herself from her current location to any other spot within a one mile. She will always arrive at exactly the spot desired – whether by simply visualising the area or by stating direction – but the

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Endurance Dice Equal to Wytch level Up to Wytch level –1 Up to Wytch level –5 Up to Wytch level –10

The Many Ways of Going (Both, Dexterity) Wytches in both the past and present age are often required to travel afar in search of traitors to the Shadow Throne or freedom from its tyranny. Both traditions are equally wellversed in the spells of this Ritual form, able to use them whenever they find themselves in need of a quick escape.

spell fails if this would result in appearing inside a solid object. The Wytch can bring along clothing and objects as long as their weight does not exceed 100 lbs. She may also bring one additional willing Medium or smaller creature (carrying gear or objects up to 100 lbs. each) for each point of Dexterity modifier (minimum of one extra creature). All creatures to be transported must be in contact with one another and at least one of those creatures must be in contact with the Wytch herself. ♦

Rank VII: The birds in the sky are the inspiration for this Rank’s spell, the magic of flight itself. The Wytch gains a spell that can grant her a base Fly movement rate speed of 60 feet. This flight has perfect manoeuvrability and allows hovering.



Rank VIII: (Permanent) The Wytch is now very agile, very swift and capable of feats of movement that border on the supernatural. She gains a permanent +2 bonus to her Dexterity score, her base ground movement rate increases to 50 feet and she gains the Evasion class

feature: If the Wytch makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Wytch is unarmoured. A helpless Wytch does not gain the benefit of Evasion. ♦

Rank IX: This is the greatest magic of the Many Ways of Going and a spell most other wizards and scholars do not believe even exists. The Wytch gains the power to open a 10 foot wide, 10 foot tall portal of darkness and howling winds leading directly into the heart of the Daziarn plane. This rift lasts only one round per point of the Wytch’s Wisdom score, after which time it slams shut. This spell does not have a Ritual Exhaustion check. Successful castings of this spell will automatically exhaust a Wytch. It may not be cast by fatigued or exhausted Wytches.

Passion (Both, Charisma) A surprisingly complicated art, this magical seduction form is used by many Wytches of both traditions to work their will over the gullible and the lustful of their homeland. In the hands of an Evil Wytch, this can be used for the most profane of violations, while more good-natured souls might still have need of its ability to cloud the mind and heart. ♦

Rank I: (Permanent) The Wytch is well versed in the many mundane methods of seduction and attraction, learning make-up and personal grooming before even delving into the supernatural part of this path. She gains Disguise as a class skill and a +2 bonus to all Charisma-based attribute and skill checks when dealing with any living or undead creature that would find her company desirable.



Rank II: This spell is a subtle one and is responsible for much of the power wielded by the Wytches of Shadaki. This charm makes a humanoid creature regard the Wytch as its trusted friend and ally. If the creature is currently hostile to or distrustful of the Wytch or her allies, it receives a +5 bonus on its initial Will saving throw. The Wytch can try to give the subject orders but she must win an opposed Charisma check to convince it to do anything it would not ordinarily do. An affected creature never obeys suicidal or obviously harmful orders but it might be convinced that something very dangerous is worth doing. Any act by the Wytch or her apparent allies that threatens the target breaks the spell immediately. The charm lasts for a number of minutes equal to the Wytch’s Charisma score.



Rank III: (Permanent) With a single kiss to any part of a living humanoid’s body, the Wytch can make it more

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Rank IV: (Permanent) The Wytch has surrounded herself with comeliness magic and charm spells for so long, some of their effect has become innate. She gains a +2 bonus to Charisma when dealing with any living creature that would find her desirable, but suffers a –2 penalty to that ability score when dealing with any creature that would not or could not enjoy such company (such as most undead and monsters).



Rank V: The charming nature of the Wytch of Passion has reached its fruition, allowing the devotee of seduction to cast a spell that turns devotion into power. By engaging in an act of enjoyment with someone emotionally attached to her (such as a long dinner, intimacy or other pleasant activity) and subsequently casting this spell, the Wytch gains a +2 bonus to all Occult checks and Ritual Exhaustion checks she is called to make for the next 24 hours.





Rank VI: The magic of Passion is a powerful incentive for minions to serve faithfully but it can also get out of hand. This spell calms all agitated or emotional creatures within 100 feet; it can stop raging creatures from fighting or joyous ones from revelling. Creatures so affected cannot take violent actions (although they can defend themselves) nor do anything destructive during its duration, which is a number of minutes equal to the Wytch’s Charisma score. This spell allows every affected creature a Will save to avoid its affects and should an affected creature be damaged in any way, it gains an additional Will save to break free of its effects. Rank VII: This extremely subtle Ritual spell affects any single living or undead target within a 120 foot range. For the purposes of spells cast by others during the next hour, that target is considered a foe if it is normally an ally of the caster and vice versa. The target gets no initial save but the caster of each

spell so affected may make a Will save to overcome the emotional confusion and end the spell’s effect (but only for that caster). All other casters must make this save for themselves. Wytches are never affected by this spell, either as targets or casters. ♦

Rank VIII: By increasing the intensity of every emotion felt by every person around the Wytch, she can force a great deal of turmoil and confusion. This spell acts like the Rank V Voice of Power effect, save that it has a duration of the Wytch’s class level in rounds, a radius of 120 feet and all Will saves against this effect suffer a –2 penalty.



Rank IX: (Permanent) A Wytch of this advanced skill and power in the arts of Passion tends to be either beautiful beyond belief or hideous and withered with only her mental domination to secure her paramours as she desires. In any case, her force of personality cannot be denied. The Wytch gains a permanent +2 bonus to her Charisma score. She can, once per day, force any successful Will saving throw made against her Passion spells or her Voice of Power ability to be re-rolled; the victim must take the second roll as his save even if it is worse. If the victim has the ability to re-roll Will saves, he may not re-roll a Will save already affected by this ability.

Cabals – Circles of Power

A Wytch’s abilities are enhanced by being part of or leading a Cabal. A Cabal, a group of Wytches brought together for group Rituals, ceremonies and the sharing of secret knowledge, can be gathered through direct effort or provided by the Games Master as part of his campaign. Player Character Wytches do not automatically gain a Cabal but any steps she takes toward putting one together should be rewarded in game. Lower level Wytches are likely part of an older established Cabal as an acolyte or low ranking member, gaining higher rank and eventual leadership of her own Cabal as she advances in the Wytch class. The Games Master is the final arbiter on exactly what benefits a Cabal grants its membership but access to magical items for purchase and social contacts should definitely be among them. A Cabal always grants Wytches one primary benefit; a bonus to Occult checks. Whenever Wytches cast a spell together in a sanctified Wytch place of power, such as a Sanctum, they can modify the DC of that Ritual by –1 for every member present in the Cabal (to a maximum of –20 to the final DC). Cabals can improve the chances of spellcasting in this as often as they like but casting in a circle requires every participant to make a Ritual Exhaustion check each time.

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Shadakine Wytch/Wytch Child

susceptible to her powers. If the target is resisting the kiss, it is resolved as a touch attack. Those under the effects of a Wytch’s Kiss receive no saving throw to resist it; the kiss itself does nothing malign but it imposes a –4 penalty to the creature’s next Will saving throw made against the next spell generated by the Wytch that targets him (should the spell require one). A Wytch’s Kiss penalty lasts for a number of days equal to the Wytch’s Charisma score or until she casts a spell at that creature. The Wytch may have a ‘stable’ of Kissed humanoids who suffer this effect, though the total who may be affected at one time cannot exceed her Charisma modifier (minimum of one).

New Magical Items: Power Stones, Wytch Keys and Gems of Power

The extended casting times a Wytch must endure when preparing Rituals make most of them less than effective in combat unless she is well stocked with Power Stones and Wytch Keys. As such, a Wytch is most useful when she can efficiently choose her Rituals and the times and places when she must use them. Preparation is as important in adventuring for a Wytch as it is when trying to draw down the powers of true Wytchcraft. All of the items described below are Special Items. Power Stones Extremely useful items that are indispensable to Wytches outside their Sanctums, Power Stones allow them to prepare Rituals before the hectic events of combat, when the necessary minutes are not available for normal Ritual work. If a Power Stone is held by a Wytch during the performance of a Ritual, all but the last word of the Ritual’s mantra can be stored within it for later completion. Finishing the Ritual stored and releasing its effect from within a Power Stone is then just a standard action.

A Wytch can only use Power Stones she made personally. A Wytch can only imbue as many Power Stones with held Rituals as she has Ranks in the Ritual Spellcasting class feature. Any such Rituals within Power Stones are lost once used, destroyed or one full month has passed since they were imbued. Used Power Stones are destroyed in the culmination of the Ritual. Power Stones may not be used to store Rites. Power Stones cost 25 GC x the Rank of the Ritual x the class level of the Wytch (hence a Rank IX Ritual cast by a 20th level Wytch would cost 4,500 GC). Creating a Power Stone does not cost any experience points. Wytch Keys These small, gemstone-inlaid objects usually take the form of small knives or keys made of various precious metals. The exact appearance of a Wytch Key depends entirely on its maker and the type of Ritual it was designed to hold. Crafted for Wytches who must travel away from their Sanctum, Wytch Keys hold the full effects of a lengthy or complex Ritual and allow them to be produced later. To use a Wytch Keys it must be present during the entire casting of a Ritual and attuned beforehand through an Occult check at the same DC as the Ritual being performed.

If this check succeeds, the Wytch Key absorbs the Ritual’s effect. If the check fails, the Wytch Key and the Ritual are both ruined. Once a Wytch Key has stored an effect, it can be used to invoke that effect as a standard action. A Wytch Key can only hold one Rank effect of one Ritual form (such as the Rank II effect of Hallowed Paths) and, once emptied, can be recharged with this effect by any Wytch who knows that Ritual at the required Rank, using the process described above. Any character can try to use a Wytch Key but it requires a Use Magical Item check with a DC of 20 + the Ritual’s Rank to succeed in doing so. Any Wytch may freely use a Wytch Key, as long as it does not contain a Ritual that is barred from them due to their allegiance. All released Ritual effects are under the control of the character using the Wytch Key but use the creator Wytch’s statistics to determine effects. Empty (uncharged) Wytch Keys cost 1,000 GC per Rank of the attuned effect (hence a Rank IX Ritual would cost 9,000 GC). A Wytch Key that currently has a Ritual charged within it costs an additional 500 GC per class level of the Wytch caster who charged it. Gems of Power These vile artefacts are very rare, which is a blessing to the enemies of the Wytch-King as they increase the powers of the Wytches greatly and make it very difficult to resist their magic. Each one is slightly different; some are round, others cubic, while each is also possessed of a varied hue and while some glow, others do not. They all have the same powers, though each one is dedicated to a different Ritual path. Currently, three Gems of Power are known to exist – the Burning Jewel of the Flames of Heaven path, the Mind Gem of the path of Passion and the Dire Stone imbued with the path of Death and Unlife. None of their whereabouts have been revealed, though it is supposed that Shasarak himself holds the Dire Stone. If he does, he never seems to use it openly, though with his great power he would not likely require it. When held by a Wytch with at least one Rank in the Ritual path the Gem is devoted to, it grants her the ability to cast all Ranks on that path as a standard action, regardless of where she is when she casts it. It also inflicts a –4 penalty to any saving throw a target may have to make to resist that Ritual path’s spells. Gems of Power cost 12,000 GC or more, though their true value to a Wytch would be immeasurable.

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Shianti Sorcerer Me? Oh, I am a wandering mage from Dessi. I have long studied the Elder Arts but I thought my services would be better suited to a life on the road. If you’ve room for me in your band, I would travel with you a ways. If not, I am sure my feet can find somewhere else to be. and had to be banished from Magnamund for the good of all. The Shianti knew this to be true but they had also come to love their new homeland so much they could not bear the thought of leaving it. They entreated her for mercy and in her compassionate wisdom, clemency was granted. The Shianti had to leave the lands of mankind but they could remain on Magnamund if they were willing to go into exile on a magical island approachable by no mortal and hidden from the eyes of all those that might come looking for them.

Unfortunately, while the Shianti were of mannish size, they were giants in magical might. One of the first acts they performed upon coming to Magnamund was the near eradication and then enslavement of an entire race of demons (the Ice Demons), something they found regrettable but entirely unavoidable. Whether this was truly the case is lost to the mists of time but it remains unquestionable that the Shianti had a grave impact on the world just by their presence.

This was readily accepted but the ban against contact with humanity was harder for most than they had believed initially. Some, like Shasarak, steadfastly refused to go into exile and broke away from their brethren. Others went with the rest of their race but forever cast their will into the winds of Magnamund, scrying on the generations of their descendants among the races of men. The Shianti were gone but their legacy had only just begun.

This only grew worse over time. While the vast majority of the Shianti were benevolent in personality and wanted only the best for the humans they encountered, they were also arrogant and believed that their power made them fit to rule the ‘weaker’ races of Magnamund. For a time, this seemed to be true and their power and influence created the Golden Age of the Shianti. Mankind lived in harmony in the light of their lord’s greatest treasure, the precious Moonstone secure in its impossibly tall tower in the heart of their grand capital city. Then it all fell apart. One mistake after another led to misunderstanding and war. When a rebellious faction of humans moved against them and was annihilated by the Shianti’s power, the semi-divine visitors from a doomed world saw the error of their ways and withdraw from the eyes of their minions and their faithful. They had brought death when they wished only peace and war where they had wished only harmony. Their dreams of a Golden Age were tarnished with the blood of innocents. In their darkest hour, the goddess Ishir came to them with the stern reproach that they had disrupted the fate of men

Some rare few are blessed with this special attention. They are never recorded in history, as their involvement with fate might be considered a breach of the promise that keeps Ishir from casting the Shianti out of the light of Kai forever. Thus, those with Shianti blood or the gift of their magical training – be it in their dreams or because they have come into contact with one of the last ‘free’ Shianti hidden somewhere on Magnamund – must keep their gifts a secret for their own sake and for the sake of their divine patrons. Fortunately, this is not always difficult. Their lesser abilities are very similar to the Arts of the Dessi, allowing them to masquerade as a Magician with ease. Their more potent abilities are not so easily explained, forcing them to conceal their Greater Arts whenever they can. Shianti Sorcerers are rare and precious, walking between the lines on the pages of history, forever wary of being anything more than a footnote. Adventures: Adventures tend to find Shianti Sorcerers because they are almost always in motion. The forbidden apprentices of the Shianti live in a constant fear of discovery, causing them to move around often. This puts

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Shianti Sorcerer

In an age long past, the bright and shining race of the Shianti came through a rift from another world, braving the dangers of the Daziarn plane to find a home for themselves. Their own world was in peril, its time nearly spent and while many of them managed to make the perilous journey to Magnamund, many others were tragically lost when their home planet detonated and was completely destroyed. Mourning the loss of their kinsmen and their home, the Shianti set about making a place for themselves in the world of men.

them in new lands and exposes them to new contacts on a constant basis – just the atmosphere for any kind of adventure an enterprising Games Master might wish to introduce. Shianti Sorcerers are also never finished with their training and their limited access to their mentor means they must often try to locate sources of lore to complete their education in the mystic arts. Characteristics: Shianti Sorcerers are a mixed lot, as each of this rare breed serves his own agenda while trying to stay out of history’s notice. Some are introverted, others are arrogant, but they are all possessed of a strong spirit, a ready wit and the knowledge of a magic that was old when the Magicians of Dessi were still reeling from the Great Plague. Most Shianti Sorcerers are the distant descendants of the Shianti themselves through human consorts from more than a millennia ago. This can also affect their personalities, making some of them almost inhuman in their emotions and the ways they react to the mundane details of life. Religion: Though it is stopped whenever it becomes too focused, most Shianti Sorcerers worship their ancestors and teachers as if they were truly gods. This is unacceptable to the Shianti for fear that it will bring down the wrath of Ishir on their heads but it is also a natural outgrowth of mortal interaction with their great power. Thus, the Shianti are never harsh in their disapproval yet they have been very direct in their instance that such reverence be saved for those that truly deserve it. Because of this, most Shianti Sorcerers pay at least basic homage to Ishir herself. Background: The intervening centuries have ensured that virtually any human anywhere on Magnamund (Northern or Southern) could be a descendant of the Shianti. Combine this with the fact that other Sorcerers share no blood relation but simply have the (mis)fortune of finding a Shianti in seclusion and it is evident that this class can come from any walk of life and hail from any imaginable social class. Other Classes: The only spellcasters the Shianti Sorcerers do not well get along with are the Magicians of Dessi because these arcanists have the ability to detect their skills as similar – but not exactly alike – to what they can do. This can jeopardise the secrecy of a Shianti Sorcerer, something few can risk. It would take a great deal to form a bond of friendship, much less trust, between a Shianti Sorcerer and a Magician of Dessi, but such is not impossible. Beyond this vague prejudice, Shianti Sorcerers can get along with virtually anyone. Their tolerance of even strange and bizarre beings would be legendary, if there were any legends about them at all.

Game Rule Information

The Shianti Sorcerer has the following game statistics. Abilities: Wisdom above all else is the key to a Sorcerer’s abilities. It represents the force of will that keeps their immense powers in check and the energy of the mind that fuels them to begin with. Many Sorcerers are also scholarly and benefit from a high Intelligence score but it is hardly necessary. Physical development is not a high priority for the Dessi and Strength scores are almost universally low among their population. Charisma, while not essential in Dessi society, is important because a higher score returns their magical strength faster. Endurance Die: d4. Base Speed: 30 feet. Starting Wealth: d10 Gold Crowns.

Class Skills

The Shianti Sorcerer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (any, taken as separate skills) (Int), Heal (Wis), Knowledge (any, taken as separate skills) (Int), Occult (Int), Perception (Wis), Profession (any, taken as separate skills) (Wis), Stealth (Dex) and Survival (Wis). Skill Points at 1st Level: (2 + Int modifier) x 4 Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Shianti Sorcerer. Armour and Weapons Proficiency: Shianti Sorcerers are proficient with the quarterstaff, the traditional weapon of their ancestors, and three one-handed non-racial weapons of their choice. They are not proficient with any type of armour or shield. Forever a Stranger (Ex): The Shianti Sorcerers are rarely content or able to settle in one place and even when they can, some part of their souls will never be entirely at peace. They are not forced to wander but their need for secrecy and their legacy of great power usually work together to make certain the Shianti Sorcerer has a reason to move on. This lifestyle does have its benefits, as a Shianti Sorcerer is always capable of supporting himself on the road and knows many of the secrets of skilled travellers. They gain a +1 bonus to all Survival skill checks, have an overland movement rate of 1.5 times the normal daily amount for

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Shianti Sorcerer

the given terrain type and count as having the Kai Lord ability of Follow the Trail (see page 39 of the Lone Wolf core rulebook) for the purposes of using Survival to follow trails.

admonished that if he must use his great powers they should serve others as best they can. The Shianti have a grave debt to repay humanity, one the Shianti Sorcerers may someday have the power or be in the position to help repay.

Golden Legacy (Su): Some Shianti Sorcerers are the descendants of the Shianti themselves while others have made contact with a Shianti in their dreams or in some remote corner of the world. Regardless, they both have something in common; they were chosen for the road of power they now walk by something greater and unimaginably more powerful than themselves. This legacy is also the mark of a great destiny, one that will make itself known someday.

At this level, a Shianti Sorcerer receives his initial equipment, including a travelling robe, some simple clothes, a backpack, a belt pouch and his greatest tool and asset – a Wizard’s Staff. Unlike the staves of Magicians of Dessi, every Shianti Sorcerer’s staff is slightly different because he is guided to create it himself. The lore of how to do so is telepathically given to the Sorcerer; he is guided through its creation and then the knowledge of it is removed again.

A Shianti Sorcerer always benefits from this hand of fate, which interposes itself on his behalf whenever it can to shield him against the dangers of a hostile world. The Sorcerer gains a +1 bonus to his Armour Class and all categories of saving throw. This functions even when the Sorcerer is not personally aware of the danger or even capable of physically reacting. This class feature is also the mark of a Shianti Sorcerer completing his initial training and being sent out into the world to seek his destiny and his fortune. He is cautioned strongly against the lures of fame and heroism, though

Not that any Sorcerer knows this but building a Wizard’s Staff is actually the last test for a would-be student. If their souls can withstand the stress of channelling the energy needed to imbue such a powerful weapon, they are accepted and their lessons truly begin. If not, the world is spared the existence of an unworthy apprentice whose will would not endure the weight of his magical gifts. Lesser Elder Art (Sp): The true source of their power, the Elder Arts are the great magics handed down to all Sorcerers from the Shianti, a group of semi-divine beings that brought about the great wonders and horrible tragedies

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of the Golden Age. When a Shianti Sorcerer gains the class feature Lesser Elder Art, his innate powers have grown to the point of understanding and wielding a new Art chosen from the Lesser Elder Art section. Magical Combat (Su): A Shianti Sorcerer uses his class level as his Base Combat Skill when attacking with his Elder Arts or his Wizard’s Staff (as shown in the Base Magical Combat Skill column). This represents his focused training in wielding magical energies during combat. If a Shianti Sorcerer takes levels in any other class, he only adds its class level to this value if that class also has the Magical Combat feature. Willpower: All Shianti Sorcerers have an additional statistic called Willpower. This is a measure of their mystical strength and the force of their inner magic. Willpower is used to fuel their Elder Arts (both Lesser and Greater) and the magical items they make for themselves and find in ancient troves. Willpower is accumulated as a Sorcerer rises in class levels. At 1st level, a Sorcerer’s Willpower is directly equal to his Wisdom ability score. Each class level, an additional die is rolled (the type of die is listed on the chart) and its result added to Willpower directly. The Willpower statistic is refreshed by the Shianti Sorcerer’s Charisma score each day at midnight. No meditation is needed; this happens automatically every 24 hours. If a Shianti Sorcerer runs out of Willpower, he is left unable to use any Elder Art (even Alchemy) and cannot move more than his base rate each round. He can still take physical actions but they all suffer a –2 penalty because of his depleted will and near-stupor. Shianti Sorcerers also lose their Magical Combat feature when their Willpower score reaches 0. Arcane Shield (Su): Subtle manifestations of anti-magic occur around a Shianti Sorcerer constantly. He gains the listed value as Magic Resistance that only intervenes when the effect is a hostile or undesirable one. Many Sorcerers have theorised that it is an almost intelligent force that knows his great destiny and only comes into effect when magic would do something harmful to him. Regardless of the truth, this Magic Resistance can never be suppressed or taken away; it is constantly functional and even has a chance to deflect or absorb the powerful emanations of divine minions, Darklords or the spells cast from legendary artefacts. Ancient Power (Ex): When a Shianti Sorcerer wields his Wizard’s Staff using the hallowed combat arts of mystical tutors, he gradually learns how to empower it even further with his personal energies. At 7th level, the critical threat

range of his Wizard’s Staff becomes 19–20. At 13th level, its critical damage multiplier becomes x3. Finally, at 18th level, the Staff threatens a critical hit on an 18–20. This is all a matter of the Sorcerer wielding it directly. These bonuses do not apply if the Staff is handed to someone else or if the Sorcerer has fewer than 10 Willpower points, as they take a certain amount of focus to maintain. Fate’s Blessing (Su): Because fate herself is on the side of a Shianti Sorcerer, an experienced Sorcerer can sometimes call upon this aid directly. When a Shianti Sorcerer fails a d20 roll for any reason or when attempting any kind of check, he may use Fate’s Blessing to re-roll that die result. He may do this once a day at 2nd level, twice at 8th level and three times a day at 14th level. He may only use Fate’s Blessing once on any given roll and he must accept the consequences of the second roll, even if it is worse than the first one. Brilliant Soul (Su): Though Shianti Sorcerers would likely take pride in this trait of their kind, Brilliant Soul is not truly a benefit. The awakening of their Shianti heritage and gifts brings with it a power that simply emanates from their souls at all time. When they are at rest it is a dim radiance at best – but when they cast spells this magical light floods out to the radius listed with the trait. The light of a Brilliant Soul is invisible and cannot be seen by mortal beings yet all creatures of the Dark (those of the Darkspawn or Evil subtype or undead) instantly sense it if they are within its radiance (though if intervening walls or concealment are in the way, the creatures may not be able to discern exactly where or from whom the light originates). The light of a Brilliant Soul lasts 1d4 rounds each time it ‘flares’ due to the Shianti Sorcerer using an Elder Art. During this time, any creature of the Dark in its area gains the listed bonus (which does not stack but rather supercedes itself at higher values) to several different checks. They gain the bonus to attack and damage rolls, Perception and Sense Motive skill checks and Survival checks to track the Sorcerer for up to an hour thereafter. Once the light fades, the bonuses (aside from the improvement to tracking) disappear as well. While the light of a Brilliant Soul is flaring, additional uses of the Elder Arts add another round to the radiance’s duration (in the case of a Lesser Elder art) or another two rounds (in the case of a Greater Elder Art). Creatures of the Dark in the within 5 feet of the Shianti Sorcerer (in other words, right next to him) always gain the listed bonus even if no spells have been cast as they are close enough to see the nimbus of power that constantly surrounds him. The bonus this provides Evil subtype creatures , Darkspawn and undead is considered an emotion

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based effect but is capable of affecting any being that qualifies for it even if it is normally immune to emotional or mental effects.

The Shianti Sorcerer is not balanced against the Magician of Dessi character class, a class it shares a great deal in common with. This is quite intentional, as the true might of the Shianti and their magic is in no way balanced against the spells and powers of the Dessi. While this might cause some initial concerns about game balance should the two of them be represented in the same campaign, there are steps a Games Master can take to make things somewhat more fair and equivocal.

Assimilation (Ex): The magic of the Lesser Elder Arts have now been entirely learned and meditated upon for a full experience level, giving the Shianti Sorcerer time to assimilate what these powers mean to him and how they flow through his soul when he calls upon them. Shianti techniques lying dormant him his soul now activate, showing him how to best express these magical facets of his being. The Willpower cost for any Lesser Elder Art he uses from this point on is reduced by 1 (to a minimum of 0).

The first thing to keep in mind is that Shianti Sorcerers are rare. If one exists in a game at all, it is a cause for wonder, concern and the hatred of every Darkspawn beast he comes into contact with. They shine with a spiritual light that is unmistakably pure and arcane, something any Darkspawn or evil creature is wont to possess, enslave or consume. This makes them the first choice of attack for many creatures and the instant object of hatred for enemies like the Cener Druids and the Nadziranim. Anything that might be attracted to their magic will be, making life for them constantly dangerous and often brutally short.

Greater Elder Art (Sp): The class feature Greater Elder Art is a power only the Shianti Sorcerers and their mentors, the Shianti themselves, can grasp. This comes from the wisdom passed to them in their dreams, their tutelage at the glowing feet of their masters or the inborn fire of their quasi-deific blood. No matter how they gain it, this class feature grants the understanding of one Art chosen from the Greater Elder Art section. Greater Elder Arts are so powerful that no known magical item can hold them or channel them; they cannot be contained in wands, staves or other mortal objects.

Another suggestion is to play up the strengths of the Dessi, which are namely other Dessi. They can lend each other their Willpower and aid each other in magical castings – a benefit the Shianti Sorcerers simply do not share. This may not seem like much but they also possess a level of camaraderie that the Sorcerers can never truly know. While Shianti Sorcerers may have more power and access to magics the Dessi can never grasp, the children of the Elder Magi have something Shianti Sorcerers can only dream of – family.

True Mastery (Ex): At this level, the greatest secrets of the Shianti’s magical talents become available for the Sorcerer to explore. He has mastered all six of the Greater Elder Arts and now possesses the entire vista of Shianti power. His superlative ability to work his will adds a further +1 to the DC of any power he imposes upon others and reduces the Willpower cost for the use of any Elder Art by 1. This combines with the power of Assimilation but it cannot reduce a power’s cost below 0; even the greatest of the Shianti Sorcerers cannot actually heal their souls through the simple feat of casting their spells.

Ex-Shianti Sorcerers

Shianti Sorcerers never truly abandon this class, though they can choose to pursue any other path they wish for as long as they wish. The Shianti cannot and would not ever impose their teaching on someone without their wishes, though the power they offer rarely makes this an issue. Few Shianti Sorcerers ever pursue another course of study; the might of the Elder Arts and the chance to explore the limitless bounds of their own souls are usually enough for any Shianti Sorcerer to continue on this path until their dying day.

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Psychic Awareness (Su): The greater powers of the mind awaken in an 8th level Shianti Sorcerer, allowing him to engage in Psychic Combat as more than just a victim. These powers are a side-effect of the Sorcerer’s powerful soul rather than any real training. At this level he gains the ability to use the Erect a Shield psychic action. As he advances in power, the Sorcerer learns how to use the Focus and Attack psychic actions. At 20th level, the Shianti Sorcerer no longer has to expend Willpower to maintain a mental shield – he may do so automatically.

Note About Game Balance

The Shianti Sorcerer Base Combat Fort Ref Will Base Magical Level Skill Save Save Save Combat Skill +0 +0 +0 +2 +1 1st

2nd

+1

+0

+0

+3

3rd 4th 5th 6th

+1 +2 +2 +3

+1 +1 +1 +2

+1 +1 +1 +2

+3 +4 +4 +5

7th

+3

+2

+2

+5

8th

+4

+2

+2

+6

9th 10th 11th

+4 +5 +5

+3 +3 +3

+3 +3 +3

+6 +7 +7

12th 13th 14th

+6/+1 +6/+1 +7/+2

+4 +4 +4

+4 +4 +4

+8 +8 +9

15th

+7/+2

+5

+5

+9

16th 17th

+8/+3 +8/+3

+5 +5

+5 +5

+10 +10

18th 19th 20th

+9/+4 +9/+4 +10/+5

+6 +6 +6

+6 +6 +6

+11 +11 +12

Base Magical Willpower Damage Score Special 1d6 Wisdom Forever a Stranger, Golden Legacy, Lesser Elder Art (x2), Magical Combat, Willpower +2 1d6 1d4 Brilliant Soul +1 (10 ft.), Fate’s Blessing 1/day +3 1d8 1d4 Lesser Elder Art +4 1d8 1d4 Lesser Elder Art +5 1d10 1d6 Arcane Shield 15 +6/+1 1d10 1d6 Brilliant Soul +2 (30 ft.), Lesser Elder Art +7/+2 1d8 1d6 Ancient Power (19–20), Lesser Elder Art +8/+3 1d8 1d8 Fate’s Blessing 2/day, Psychic Awareness (Erect a Shield) +9/+4 1d10 1d8 Lesser Elder Art +10/+5 1d10 1d8 Arcane Shield 20, Assimilation +11/+6/+1 2d6 1d10 Brilliant Soul +3 (60 ft.), Greater Elder Art, Psychic Awareness (Focus 1/day) +12/+7/+2 2d6 1d10 Greater Elder Art +13/+8/+3 2d8 1d10 Ancient Power (x3) +14/+9/+4 2d8 1d12 Greater Elder Art, Fate’s Blessing 3/day, Psychic Awareness (Attack) +15/+10/+5 2d10 1d12 Arcane Shield 25, Brilliant Soul +4 (120 ft.) +16/+11/+6/+1 2d10 1d12 Greater Elder Art +17/+12/+7/+2 2d12 2d8 Greater Elder Art, Psychic Awareness (Focus 2/day) +18/+13/+8/+3 2d12 2d8 Ancient Power (18–20) +19/+14/+9/+4 3d10 2d8 Greater Elder Art +20/+15/+10/+5 3d10 2d10 Arcane Shield 30, Brilliant Soul +5 (200 ft.), Psychic Awareness (Focus 1/day), True Mastery

Multiclassing into Shianti Sorcerer

The first few lessons of a Shianti Sorcerer usually take one’s entire childhood or at least several adult years to master. This means that most Sorcerers have studied their whole lives just to reach the first level of this class. As such, only a hero that begins 1st level as a Shianti Sorcerer can take class levels as one without some form of special permission by the Games Master. As this kind of crosstraining would require a hidden Shianti heritage or the intervention of grand artefact like the lost Moonstone, such permission should be very rare if it exists at all.

The Elder Arts

Also known in the Elder Magi of the Dessi’s records as the Lesser Magics, these powers are amazing regardless of their relative strength and the Shianti-trained Sorcerers wield them to great effect. Each Art is a path of magic in and of itself and many wondrous things are possible with the use of each. Of all the Elder Arts, only Alchemy does not require the expenditure of Willpower points; the others have a variable cost listed with their different techniques.

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The Difficulty Class for resisting an Elder Art is calculated as 10 or the Shianti Sorcerer’s class level, whichever is higher, plus the Shianti Sorcerer’s Wisdom modifier if it is positive. This makes his spells relatively easy to resist at lower levels but this is balanced by the fact that few of his magical abilities allow a saving throw to avoid at all.

The Lesser Arts

All the Lesser Arts are mentioned below. In some cases there have been no changes from the Lone Wolf core rulebook. In others, the sheer proficiency of the Shianti Sorcerer becomes evident in their increased capability with the Lesser Arts. One bonus a Shianti does not gain, however, is the bonus skill rank that each of these Arts grants a Dessi Magician; a Sorcerer simply does not have the extensive family and background of dedicated learning that Magicians benefit from.

Alchemy

This is almost a scientific discipline rather than a magical art but it does require a magical will to cause the effects that it is capable of creating. By projecting intent and arcane energy into a concoction brewed with the Craft (alchemy) skill, the Sorcerer can create potions capable of restoring health, Willpower or affecting his attributes in other ways. The effects of these potions are generally set but the Games Master is free to allow experimentation in an effort to discover other formulas. This Art is unchanged from its description on page 52 of the Lone Wolf core rulebook.

Elementalism

This calling Art summons aid from the elemental forces of the world. Unfortunately for the Sorcerer, there is never any guarantee what form that help will take. If the Willpower cost is paid, the aid will arrive, though it might take a little while to occur and may not precisely be what the Sorcerer was hoping for. Elementalism is notorious for giving a Shianti Sorcerer exactly what he needs while rarely giving him what he wants, just as it does with the Dessi. This Art is unchanged from its description on page 53 of the Lone Wolf core rulebook.

Enchantment

These magical manifestations bind the thoughts and will of an opponent, causing them to act in a specific way or hallucinate and see illusions placed in their minds by the Sorcerer. This power does three things extremely well but maintaining the effects can get very costly in terms of Willpower. Most Shianti Sorcerers use this power sparingly, keeping it on a single target just long enough to do what they need to and then leave the area before their interference is discovered. As they are more capable at this discipline than the Magicians of Dessi, their power can reveal them for what they are; thus, they use this ability only when they absolutely must. Shianti Sorcerers use this Elder Art as described on page 53 of the Lone Wolf core rulebook with the following exceptions: Mental Coercion (2 Willpower per round) Targets with an Intelligence score of 19+ or a spellcasting class level of 14+ are immune to a Sorcerer’s Mental Coercion. In addition, targets can be as far as 90 feet away. Shianti sorcerers must be visible to their targets and, whenever possible, must make eye contact. Mental Probe (3 Willpower per question) If a target makes its saving throw against this power wielded by a Shianti Sorcerer, it will not know it has been affected unless it makes an additional Will saving throw against the spell’s normal DC. If successful the victim knows what has occurred; otherwise the Sorcerer leaves no trace of having probed his target’s mind at all.

Evocation

The most dangerous Lesser Elder Art to invoke, a Shianti Sorcerer using it is tapping the necromantic magics of Magnamund and reaching across the veil of Death itself to draw upon the powers and wisdom of the deceased. This is never a safe thing to attempt and many Sorcerers have fallen victim to the very spirits they wished to interrogate. Caution, force of will and a magical pentacle engraved on the ground for protection are strongly recommended for any Shianti Sorcerer brave enough or desperate enough to wield the fell power of Evocation. It should be noted that the Shianti expressly forbid the use of this power in any of their apprentices, though it can be a forgivable offence if done for good reasons or completely in self-defence. Possible punishments for infractions of this law include quests performed to receive penance, the sacrifice of valued possessions in atonement, or the loss of any ability to receive further training. This latter penalty

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Shianti Sorcerer

Unless otherwise stated, the use of an Elder Art is a standard action and can be combined with a move action each round. Only one Elder Art can be used in a given round and some require more than one round to take effect. If an Art usage does have a casting time of more than one round, it does not allow movement and the Sorcerer must remain still for the magic to work. This does not render him helpless and he can still defend himself fully; he simply is left unable to attack or move from where he is standing while concentrating on the Elder Art.

is not likely, as any Shianti willing to train an apprentice in the first place is not likely to revoke his tutelage, but gross disregard for the Shianti ban on Evocation cannot be ignored even by the most understanding of this hallowed race.

Prophecy

to use this power requires two minutes as opposed to five for a Dessi and a Concentration check (DC 20). Failure to make the required check, which Sorcerers may take 10 on if they are in a peaceful, undisturbed area, wastes the two minutes of meditation and still requires the Willpower cost.

Placing the Sorcerer in direct contact with the ebb and flow of the future, Prophecy can be the most confusing and difficult of the Lesser Elder Arts, even when wielded by the Shianti themselves. No Sorcerer can be said to have truly mastered Prophecy even when trained by the farseeing prophets of the Shianti but it can be a valuable talent even if it remains untamed. What Prophecy lacks in precision, it makes up for in power. Very little can shield a subject from the powers of Prophecy and even those few things that cannot be seen with this Art reveal a certain level of power just by remaining hidden from its sight.

Sorcery

Any use of Prophecy has a percentage chance of failing (and still costing Willpower) equal to 20% minus the Sorcerer’s ranks in Knowledge (arcana). This improvement over the Dessi’s 30% chance represents the trained mind of a Sorcerer being able to eventually comprehend the confusion of a Prophecy spell. Even so, there always remains a 1% chance of costly failure regardless of the Sorcerer’s percentage chance.

Shianti Sorcerers wield Sorcery as it is described on page 55 of the Lone Wolf core rulebook, except that all ranged attack rolls necessary gain a +1 bonus to hit and any damage inflicted is increased by the Sorcerer’s Charisma modifier. This represents the much easier time a Shianti Sorcerer has in both channelling the incredible power of Sorcery and in directing it against his foes, whatever they might be.

An additional change to the power of Prophecy when used by a Shianti Sorcerer is the reduction of its cost in Willpower when activating Aura Sight. Aura Sight only costs a Sorcerer 2 Willpower points instead of 5. This reduced cost is another side-effect of the rigorous and specialised training a Sorcerer receives but it comes at the price dependence – disconnecting the mortal mind from these enhanced perceptions requires a Will save at a DC of 12. Otherwise the Aura Sight continues and must be paid for in Willpower once again. The Shianti are taught to channel their magical sight effectively but they lack the supportive network of Dessi, that counsels against constant use of this power – and such incredible vision is intoxicating to the Sorcerer.

Psychomancy

A Shianti Sorcerer using this ability can deduce facts about an object and possibly even glimpse moments in its history by handling it while in a meditative trance. This power is very cryptic at times and can be misleading if not used carefully; generally speaking, it is most accurate when the Sorcerer tries to glean specific information and is not too general in his inquiries. Even Shianti-trained Sorcerers cannot get around this limitation. The meditation needed

The mystic Art of conjuring planes and shapes of force, this is an exhausting form of magic and the most costly of the Elder Arts in terms of Willpower. This drain is balanced with the effectiveness of the magic; a Sorcery master can attack, defend, obstruct and manipulate with shimmering tendrils of power that resist the strongest blows for as long as he can afford to keep them going. Sorcery’s four powers are each very potent but they can quickly leave a Shianti Sorcerer exhausted and vulnerable because of their significant Willpower cost.

The Greater Arts

These are the pure, true gifts of the Shianti – the magic they wield as easily as a human breathes or walks. These are the songs of raw magic that echo in their souls and are almost impossible for mortals to grasp. The reason for this division between the spells of mortals and the magics of the Shianti is not a matter of weakness in the human spirit or a failure of magical study; the truth behind the inability of mortals to wield these powers is that of attunement. A mortal’s soul is not open to the flow of power that a Shianti draws the might of a Great Art from; it is a closed vessel capable of holding a vast amount but stoppered because of his mortality. The process of attunement that a Shianti Sorcerer undergoes to assimilate his knowledge of the Lesser Arts also forces open this gateway and allows his Shianti mentor to help him understand his first Greater Art. When this occurs, a fundamental change occurs in the Sorcerer that makes him something more than human. While he will never truly obtain the height of Shianti power, his mortality is slowly shed as he becomes a timeless scion of magic.

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This process occurs as each Greater Art is learned and is represented in the Path of the Aertborn table. The order of assimilation is unimportant; each step brings with it the same result no matter what Art is connected with the step. By the time a Shianti Sorcerer reaches True Enlightenment, it no longer matters whether he had Shianti blood to start with. He has become something greater than his mortal birth; he has joined the ranks of the Aertborn.

This power is the enhanced and far more dangerous, if such a thing could be imagined, form of Evocation. Dealing with the powers of life and death directly rather than through spiritual emissaries, the Sorcerer can perform two very powerful abilities – though both have their risks. The first is the forbidden act of commanding the dead, while the second is the difficult prospect of forming a ward capable of holding back evil in any form. Voice of the Dead (7 Willpower per invocation) This power is forbidden by Shianti law, though this may be of little consequence if the need to use it becomes a true emergency. Even then, most Sorcerers only use it to command undead to return to their graves. By invoking a powerful charm in the painful language of the dead, the Sorcerer forces every undead within 30 feet to make a Will saving throw or immediately fall under his command. A Sorcerer can only command as many undead in this way as his Charisma score; all others are immune to this power until he chooses to release some of those under his thrall or they are destroyed. Once he commands an undead, the Sorcerer can make it do anything he wishes as per the ability True Coercion (but without the undead benefiting from any additional saving throws). This command lasts until the undead is destroyed, 30 days have passed or the Sorcerer chooses to release one or more of his ‘slaves’; whichever condition occurs

At any time while the undead are under his command, he can order them to ‘return to the grave’, which instantly destroys them. Intelligent (Intelligence 3+) undead get an additional Will saving throw to resist the command in this case and will break from the Sorcerer’s control entirely should they succeed. Destroyed undead degenerate instantly to ash (or fade entirely if they were incorporeal). Evil’s Bane (5 Willpower to create, 1 Willpower per round thereafter) This powerful ward is pale white in colour and appears like a floating ring-shaped wall a few feet in height spiralling around the Sorcerer and every companion within five feet in all directions. It takes a full-round action to call forth an Evil’s Bane ward but once in place it prevents the physical passage of any creature allied with Evil, undead and Darkspawn. This physical barrier also stops ranged attacks and spells of all kinds launched by such creatures that attempt to penetrate the barrier. The risk inherent in invoking Evil’s Bane is the chance that its power goes out of control and begins to leech the life force of the caster to sustain itself. Every round after the first in which it manifests, the Evil’s Bane forces the Sorcerer to make a Fortitude saving throw (DC 10). Each round thereafter, this DC increases by +1. A failed saving throw drains the Sorcerer of 1 Endurance point and maintains the wall whether the Sorcerer wishes to keep it up or not (and incurring the usual 1 Willpower cost as well). An Evil’s bane ward will keep draining his life force until he reaches 0 Endurance or less and passes out or 0 Willpower – either eventuality will cause the Evil’s Bane to drop immediately immediately.

Path of the Aertborn Step Taken First Greater Art Second Greater Art Third Greater Art Fourth Greater Art Fifth Greater Art Sixth Greater Art True Enlightenment

Change +2 bonus to Wisdom. Endurance Dice for this and all successive Shianti Sorcerer levels changes to d6. +2 bonus to Dexterity. Skin becomes pale and eyes glow slightly; +2 bonus to Charisma. No longer ages and cannot be affected by non-magical poisons or diseases Divine insight allows one skill check or attack roll per day to be re-rolled; the second roll must be accepted regardless of the result. Sorcerer no longer always touches the ground when standing still. Gains a Fly movement rate, base of 40 feet with good manoeuvrability. Eyes now glow brightly and are solid silver in colour.

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Shianti Sorcerer

Necromancy

first. Another Sorcerer can also usurp this command by using this power and making an opposed Will saving throw against him, though this is a rare occurrence indeed.

Among the Shianti, it is said there is only one safe way to create an Evil’s Bane and that is to create one within the blessed light of the Moonstone. Whether this is true or not is a matter of debate among the few Shianti Sorcerers that exist but since the Moonstone has been lost for generations, the truth will probably never be known.

Physiurgy

No longer limited to merely begging help from the elemental spirits of the world, this Elder Art gives the power of the primal forces of Magnamund to the Sorcerer to do with as he sees fit. Any given use of this power is likely to anger elemental spirits in the vicinity as it somewhat usurps their control but aside from harmless displays of their ire, the elementals will not dare move against a Sorcerer powerful enough to command their own magic without their aid. Physiurgy is always a full-round action to invoke. Air Mastery (5 Willpower) With wind and air at his command, the Sorcerer can literally blow his opponents away, stir up basic weather effects and even remove the air from someone’s lungs, causing them to slowly and painfully expire. The types of effects a creative Sorcerer can do with this power are infinite but these suggested abilities should be used as a rough scale of capability: ♦





Call the Storm: This power allows the Sorcerer to call up any kind of weather that could logically occur given the area and the season. The Willpower is spent immediately but the weather takes 1d10 rounds to arrive. Once it occurs, the weather continues as if it were a natural event and may linger for hours or even days. Suffocate: The Sorcerer chooses one living target within 15 feet and forces him to make a Fortitude saving throw. Failure means he takes 1d4 points of Constitution damage and must repeat the saving throw at the beginning of the Sorcerer’s next turn. This continues until he either makes his saving throw or dies at 0 Constitution from lack of air. Once a target makes its saving throw, it will be nauseated for one round. Constitution points lost this way return at a rate of one each round after the effect breaks. Wind Gust: The Sorcerer creates a blast of wind up to 30 feet long and 5 feet wide. All creatures or objects in the path of it are subjected to a gale of Windstorm proportions (see page 158 of the Lone Wolf core rulebook). The Fort DC to resist this blast is either 18 or the Sorcerer’s save DC, whichever is higher.

Earth Mastery (5 Willpower) The power that sleeps in the solid, eternal earth awakens at the touch of the Sorcerer with this gift. It will make its presence felt through rumbling and in the strength it lends steel, stone or even those living things that rely on it for sustenance and shelter. Earth Mastery is not a subtle art but it more than gets the Sorcerer’s point across when he must call upon it. ♦

Earth Heal: The Sorcerer draws the strength of the nurturing planet into himself and heals Endurance equal to his base magical damage + his Charisma modifier.



Groundstrike: The ground erupts and shakes violently out to a maximum distance of 100 feet around the Sorcerer. All living things and unattended objects touching the ground in that area (as well as any small structures) suffer the Sorcerer’s listed base magical damage plus his Charisma score in bludgeoning damage.



Sundershock: By touching an inanimate metal, earthen or stone object, of a hardness lower than the class level of the Sorcerer, a destructive vibration can be generated that will automatically destroy it within 1d4 rounds. This power can be Counterspelled while it is active but not once the object is destroyed. Magical items cannot be affected with this power. If designated against an area, up to 5 cubic feet per class level may be affected with this spell.

Fire Mastery (5 Willpower) The primal power of fire has fascinated humanity and the other humanoid races since time began. Its glow and heat, both destructive and comforting, have been the light of safety and the bonfires of war for generations uncounted. A Sorcerer mastering fire has a violent ally at his beck and call, though even he must beware its ravenous nature. ♦

Firebrand: The simplest form of this power is a blast of fire that counts as a ranged magical attack affecting only a single target with a range increment of 50 feet. The blast inflicts the Sorcerer’s base magical damage + Constitution modifier as fire damage, has a threat range of 19–20 and a x3 critical multiplier. This attack offers no saving throw and can alternately be used to a far lesser extent to simply start small fires or just ignite the Sorcerer’s hand as an impressive, if brief, display of power.



Flamequench: The truest mastery of fire is not starting one but rather convincing one to cease existing. This power quells all normal fires within 10 feet of the

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Sorcerer, though larger fires may require multiple uses of this ability. Magical fire attacks cannot manifest in or penetrate the 10 foot area of a Flamequench within one minute of its being invoked. ♦

Shianti Sorcerer

Zone of Warmth: The Sorcerer can surround himself with a 30 foot radius field of heat. This can be merely comforting or actually painful, inflicting up to 1 point of fire damage each round to any creature other than himself within its area of effect. Each use of this power lasts a number of minutes equal to the Sorcerer’s Constitution score.

Water Mastery (5 Willpower) Water mastery is a useful boon to any sorcerer as the qualities of this element are of value to any living creature. From its ability to sustain life to the cutting power of its frozen form, water is an ally to those that would value it and a terrible foe to any foolish enough to discount its power. The wise Sorcerer would do well to court its favour. ♦





Freezing Gale: By concentrating his attention on the colder aspects of water, the Sorcerer can touch a nearby breeze and lace it with razor sharp shards of ice. There must be an ambient wind of Strong power or more in effect for this power to work, otherwise it merely begins to snow lightly. Should a Strong or more powerful wind be in effect (see page 158 of the Lone Wolf core rulebook) every creature (except the Sorcerer) in the wind’s path – in other words, not taking shelter – suffers the Sorcerer’s base magical damage in cold and piercing damage. There is no save to resist this, Damage Reduction that is susceptible to either piercing or cold damage is bypassed and cold resistance is only half as effective. Water’s Kiss: The Sorcerer and any one other creature he maintains physical contact with gain a Swim base movement rate of 60 feet and can breathe underwater without difficulty. Both of these boons are lost to the Sorcerer’s companion if contact is broken, so both must be extremely careful. Water’s Kiss lasts one hour per use. Well of Power: The Sorcerer can create small amounts of this element, generating one gallon per class level of water with every use of the ability. This may not sound like much but it will keep him and a small group of people alive in the most arid of conditions and could feasibly be used to drench a foe on a successful magical ranged attack roll, though this would be somewhat ineffective – except against Flame-Men and other creatures of the Fire subtype...

Telergy

Telergy is the advanced form of Enchantment and does everything the Lesser Art can do – but with greater force and ability. Its powers are directly derived from Enchantment but the improved magical control Telergy grants is nearly impossible for a non-magical foe to overcome. Sorcerers using Telergy often sometimes develop serious trust issues as it can be difficult to remember who among his allies is truly loyal and who is simply acting as his will demands. True Coercion (2 Willpower per round) If the target of this ability must be within 120 feet and must have line of sight to the Sorcerer. Should he fail a Will saving throw, the target must take whatever actions that round the Sorcerer wishes. These actions can even be selfdestructive or cause it to harm its allies but such commands allow an immediate saving throw at a +5 bonus to break the effect. Each round after the third that the Sorcerer wishes to maintain control over a single target, it gains both an additional save to overcome the spell and a cumulative +1 bonus when making it. Targets with an Intelligence score of 20+ or a spellcasting class level of 15+ are immune to Mental Coercion.

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True Probe (3 Willpower per question) This power works exactly like True Coercion except that instead of dictating the target’s actions, the Shianti Sorcerer can draw the answer to a single question out of its mind once per round. These answers must be able to be answered within 18 seconds (three rounds); longer questions require four or more rounds of effect and may cause the contact to be broken because of the progressively easier saving throw. Even if a target makes its saving throw, it will not necessarily know it has been affected as the Sorcerer leaves no trace of having probed his target’s mind.

and cease the instant he cannot or will not pay its cost at the beginning of his turn: ♦

Strength is set to 20 (being reduced to 20 if it is currently higher than this).



+6 bonus to Armour Class (this stacks with all other effects).



Damage Reduction 50/magic.



All Endurance damage suffered which required a saving throw (such as evading a Wytch’s Rank V ball of flame flung by a Flames of the Ancients Ritual) is halved, after all other defences (such as Evasion) have been applied.

True Mirage (4 Willpower per round) An incredibly potent ability, this allows the Shianti Sorcerer to create an illusion with visual, audible and even tactile sensations in the mind of one subject. There is no Will saving throw against this effect; the illusion will be seen by the subject but there is no guarantee it will be believed. That depends entirely on how believable the image is and what happens when it disappears. The Mirage vanishes one full round after the Sorcerer stops paying its Willpower cost, allowing it to linger while the Sorcerer uses other magic or simply leaves the area. There is no size or subject limit to what the target can be forced to experience but the more epic and incredible the effect, the easier it will be for creatures to disbelieve it, though the power of this Greater Art makes even the outlandish easier to believe.

Thaumaturgy

An advanced form of Sorcery, this is a magical science of affecting not the outside world but the caster’s own body with mystic energy. This is the same basic principle found in the force effects of Sorcery but the power is internalised into a number of potent and amazing effects. A Shianti Sorcerer with Thaumaturgy is a powerful foe, capable of smashing his opponents and weathering the strongest of blows with the might of his magic as both weapon and shield. Battleforce (4 Willpower per round) A potent ability that gives rise to the legends of unstoppable Shianti warriors during the Golden Age, this power surrounds and suffuses the body of the Sorcerer, giving him near-invulnerability and great strength. While it is active, the Sorcerer glows with a radiance that illuminates everything within a 10 foot radius (the colour is the Sorcerer’s choice). He also gains the following benefits, all of which occur instantly when the power is activated

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Force Flight leaves a glowing trail of either coloured or sparkling clear energy (the Sorcerer’s choice) for a distance of 30 feet behind the Sorcerer at all times (rendering stealth impossible). There is also a low hum emanating from the Sorcerer while he is maintaining this power; it is barely audible but it rises in pitch the faster he moves. Force Transport (10 Willpower + 4 per additional person) The pinnacle of force magic, this power actually disassembles the caster and as many people as he wishes and is touching (up to his Intelligence modifier) and merges them with the power of pure energy. Then, in this disembodied state, they are rushed to any place on Magnamund the Sorcerer wishes to go. He must have a good picture of the location, a detailed description or have previously been there for this power to work, but otherwise there is no range limit and no chance of error. The sheer strain of this power leaves the Sorcerer exhausted on the other end and prevents him from using Force Transport again until he has had at least 8 hours of rest. Sundering Force (4 Willpower) By concentrating on a single object of less than 50 lb. per class level for one full round, the Sorcerer can force enough magical energy inside it to warp, bend or even shatter it as he sees fit. This power does not work on magical objects, as they are already imbued and become immune to its effect. Each ‘attack’ with this power has a range of 30 feet and causes the object to make a ‘saving throw’ – its hardness rating is its only bonus to this roll. Failure means the object is crudely reshaped or sundered as the Sorcerer wishes (as if a pair of giant hands had twisted and squeezed it out of shape). Alternately, this skill can be used at a much less powerful level to open locks, manipulate small objects or affect bindings around the Sorcerer. Treat this as an Occult roll

substituted for the skills of Disable Device, Escape Artist or Sleight of Hand. Each use costs only 1 Willpower point and a failure on the Occult check should be treated as a failure using the skill in question. This use of Sundering Force has a range of only 10 feet.

Theurgy

Theurgy is the advanced form of Alchemy and makes a great deal possible for any Sorcerer (hereafter in this section also called an alchemist) willing to learn its pseudo-scientific ways. While it is directly dependent on finding herbs, reagents and other magical substances to work its magical wonders, it does not require any Willpower to make it function. In fact, its gifts are potent enough that the basic powers of Alchemy are now possible even if the Sorcerer has no remaining Willpower at all. Theurgy unlocks True Alchemy, the most powerful form of science known. True Alchemy is a series of mystical incantations that allows the creation of spell potions duplicating any selfaffecting Elder Art, Left-Handed or Right-Handed spell the Sorcerer either knows or can find a scroll containing. The cost and time-consumption of these concoctions is based on the DC required to resist the spell in question. Thus it may be based on an alchemist’s own abilities or that of a scroll’s creator. For every point of DC, the potion will cost 75 Gold Crowns and take one hour to brew. Brewing a spell potion consumes 1 Willpower point per five points of DC + the Willpower or Endurance cost of any effect being placed within the potion. Note that this may mean that an alchemist spends both Endurance and Willpower when making these advanced potions but this is rarely an issue as the points are generally regained long before the potion is consumed. Successful brewing also requires a Craft (alchemy) check with a DC of 10 + the amount of Willpower and Endurance spent in the creation process. Anyone can use a spell potion; they are not limited to Shianti Sorcerers or spellcasters. While such libations would likely fetch a fine price if sold, most Sorcerers are loathe to do so as other spellcasters have not discovered the secret of their creation and their secret existence could be compromised if a potion were tracked back to them. There is one concoction that must be noted for Theurgy – the famous and incredibly rare potion of Invulnerability. This draught requires rare ingredients such as the zakutsk leaf and demeril roots, both found only in Southern Magnamund and must be consumed as soon as it is mixed. Once imbibed, the Sorcerer (who can only brew this for

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Flight through Force (2 Willpower per round) This power is a visibly impressive feat of magic, as it imbues the Sorcerer’s body with a wave of pure force and allows him to ride it in any direction he chooses over even great distances if his will is strong enough to endure the journey. This effectively grants Fly as a movement rate with a speed of 60 feet (which will stack with any other Fly speed the Sorcerer may have) and perfect manoeuvrability. Because of the mental strain this power causes when it is first invoked, it cannot be initiated if the Sorcerer has 5 or fewer Willpower points. It can be used all the way down to 0 Willpower if the Sorcerer needs to maintain his flight that long but it cannot actually be started unless he is at 6 or greater Willpower to begin with.

himself and never for others) becomes entirely immune to harm of any physical kind for a period of 1d10 minutes. He can still be injured by psychic damage but no Endurance damage of any other sort can affect him. Unfortunately, while this potion is fairly easy to make needing only a Craft (alchemy) check (DC 20), it requires the light of the Moonstone to empower it. As the Moonstone has been lost to the Daziarn plane for centuries, it is likely this potion will never be mixed again on the face of Magnamund.

Visionary

Many Shianti Sorcerers have the gift of prophecy but few pursue it to the role of a true visionary. This power is unsettling and can cause the Sorcerer’s mind to be seized at random moments with images of the past, future and most notably the distant present. A visionary’s life is rarely peaceful but his sleep is even more troubled. There is always a 10% chance that each time he tries to sleep, visions of destruction and evil awaken him prematurely with no appreciable rest gained. For those with the will and endurance to brave this troubling path, the powers of the prophets can be theirs… at a price. True Clairsentience (5 Willpower per minute) This power creates an invisible magical eye, which the Sorcerer’s will sends to a specific location. This ‘eye’

enables the Sorcerer to hear or see as if he was present. The Sorcerer does not need line of sight but the locale must be known; it must be a place familiar to him or one he has been given a detailed description of through an image or exacting text. Once the Sorcerer has selected the placement of the eye, it can be moved anywhere within 10 feet of its initial placement at will and can be rotated in all directions to view the area as desired. This spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically or naturally dark, the Sorcerer can see as if the area were heavily shadowed (and will not even know it was dark to begin with). True Clairsentience functions only on the plane of existence a Shianti Sorcerer is currently occupying, meaning a visionary could not see events on Magnamund if he were in the Daziarn plane or vice versa. Magical fields can interfere with this power but little else can. Even when this power is interfered with or blocked, the visionary Sorcerer at least knows this has occurred and typically gets some idea of the source of the interference (such as spell, personal effect, divine intervention).

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Vakeros Knight By blood and blue steel! The sound of battle reaches my ears and bids me take up arms again in defence of my homeland. If your business with me is truly important, gird yourself for a fight and follow me into the breech. If you will not, I’ve no time for a coward!

Chief among these protections are the Vakeros, the battletrained warrior mages of the Dessi. The highest Knightly order of the Dessi mages, these combat-ready soldiers are versed in both the art of war and the magical traditions of their Magi heritage. They are not as powerful in the Elder Arts as their more focused Magician brethren but their skills with sword and armour make up for their few mystical shortcomings. Chosen during childhood to serve in the Vakeros order, the Dessi warrior-wizards manifest a powerful blend of steel and sorcery. The Vakeros Order is a very exclusive one. Less than a tenth of the children inducted into it are accepted to continue their training after the first year alone. This high standard is imposed for two reasons. First, the defence of the Dessi is contingent on these powerful warriors as they are the generals and Knight-commanders of the Dessi forces as well as their greatest single combatants. It is their strength in battle that keeps the enemies of the Elder Magi at bay during times of war.

training and physical exercise weed out all but the strongest and swiftest, while countless mental exercises and magical break the will of every aspirant to the Order but the most focused and dedicated. By the time a new member of the Vakeros pledges himself to the eternal defence of Dessi, he has proven himself among the elite of his generation and a proud protector of the lands of the Elder Magi. Every Vakeros is a valuable investment and defender of Dessi yet they all serve different roles. Many have ranks in the Elder Magi’s military, while others act as agents, spies and enforcers in distant lands. Some Vakeros even act as ambassadors of a martial sort, bringing the will of the Magi council to the high courts of its allies. It is an uncommon but not unknown event to see a Vakeros, resplendent in his blue steel armour, speaking with the King of Sommerlund or an envoy from Vassagonia on matters of the utmost importance. Adventures: The Vakeros are charged with the safety of Dessi but this does not prevent them from seeking their own adventures elsewhere. Indeed, many Vakeros are sent into hostile lands as emissaries and representatives of the might of Dessi on missions of grave import. When a Vakeros travels abroad, he proudly displays his blue steel armour and blade unless secrecy demands that he hide them. These missions are often incredibly dangerous but a true Vakeros does not shirk from even the direst of challenges.

The second reason so few potential Vakeros ever become full members of the order is a matter of reality. The Vakeros gain their special ability to cast their spells while clad in heavy armour from the mystic properties of the blue steel used to make it and the swords they wield. This special energy field is one that interacts only with certain children of the Dessi bloodline, making this Knightly order as much a matter of heritage as it is talent. Because the ability to bond with blue steel is not always guaranteed even if a child is of the correct bloodline, many join the order only to find that their family’s gift has skipped over them.

Characteristics: Vakeros tend to be men and women of few words and great action. They are trained from childhood in the martial arts and when they speak, it is usually their swords that do all the talking. They often appear stoic, but this comes from their lifetime of spartan military training and only tends to show itself when they feel as if they are on duty. When a Vakeros relaxes, the hard shell he projects during battle falls away and a warm, compassionate humanity is often revealed underneath. Vakeros, like most warriors, live hard, play hard and crave little more than a glorious life and an even more spectacular death in their final battle.

For those that do pass this initial hurdle, graduation at the age of 16 into the Knighthood is still not assured. Years of

Religion: Most Vakeros belong to the Children of Dessi temple, a cult in their homeland that worships the Elder

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The mountains that surround Dessi are filled with barriers, stone walls and all manner of magical and mundane defences. From the many guard towers watching over the natural passes through Dessi’s treacherous range to the fields of magic that prevent the passage of evil into their lands, the mountain fastness of Dessi is well protected against any enemy daring or desperate enough to try to bring battle to the descendants of the Elder Magi.

Magi as minor gods in a pantheon dedicated to magic and their shared heritage. This cult has no official sanction but it is a fraternal order among the Vakeros and most of them at least pay it heed if not actively follow its tenets. Those few Vakeros seeking a different path are usually Kai worshipers or revere Solon, the alternately male/female deity of Battle and War. Of the two, Solon commands more worshippers among the Vakeros, as their entire lives are spent in the pursuit of ever greater combat skills and martial challenges.

Background: Vakeros can come from any walk of life but the majority are born into the homes of one or more extant Knights. The talent runs in the blood, making it important to the ruling council of Dessi to keep Vakeros together and encourage their having families whenever possible. Theirs is a violent life and it is not unheard of for the children of slain Knights to be recruited into the order from one of the nation’s well-funded and maintained orphanages.

New Equipment: Blue Steel Arms and Armour

Forged of Blue Steel, an alchemical compound invented and perfected by the Elder Magi of Dessi, these items are slightly lighter and stronger than steel. They receive an innate +2 bonus to all saving throws made to resist taking damage, cannot be harmed by acid or cold based attacks of any kind and as excellent conductors they take only half damage from electricity and fire based attacks. Because of their odd balance and need for a magical bond to wield properly, Blue Steel weapons are racial weapons and impose a –4 attack penalty on non-proficient wielders (i.e. nonVakeros).

Weapon Blue Steel dagger, rapier, shortsword, trident Blue Steel axe, battleaxe, scimitar, sickle, sword Blue Steel club, flail, mace, morningstar, warhammer Bluevein dagger

Cost1 n/a n/a n/a n/a

Damage Base magical damage2 Base magical damage2 Base magical damage2 1d4

Critical x2

Range Increment —

Weight 3 lb.

Type Piercing

x2



3 lb.

Slashing

x2



3 lb.

Bludgeoning

19–20/x2

10 ft.

1 lb.

Piercing/slashing

Armour/Shield Maximum Armour Armour Cost1 Bonus3 Dex Bonus Check Penalty Speed Weight Light Armour Blue Steel studded leather n/a +4 +5 –1 30 ft. 15 lb. Blue Steel chainmail waistcoat n/a +5 +4 –2 30 ft. 20 lb. Medium Armour Blue Steel scalemail n/a +5 +3 –4 20 ft. 25 lb. Blue Steel chainmail n/a +6 +2 –5 20 ft. 30 lb. Blue Steel breastplate n/a +6 +3 –4 20 ft. 25 lb. Heavy Armour Blue Steel plate mail n/a +8 +0 –7 20 ft. 40 lb. Blue Steel full plate n/a +9 +1 –6 20 ft. 40 lb. Shields Blue Steel shield, light n/a +2 — –1 — 4 lb. Blue Steel shield, heavy n/a +3 — –2 — 10 lb. 1 Such weapons and armour are never for sale, though captured pieces might go for as much as 2,000 to 3,000 Gold Crowns on the black markets in Vassagonia or other lands. Such a sale is certainly a ‘caveat emptor’ situation, as the Dessi do not look kindly on their items in the hands of others. 2 Blue Steel weapons only ever inflict 1d6 damage in the hands of non-Vakeros. 3 All suits of Blue Steel armour are mastercrafted – this +1 bonus is included in the armour’s listed AC bonus.

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Game Rule Information The Vakeros Knight has the following game statistics. Abilities: Vakeros are a very special case where ability scores are concerned. Unlike other classes, they have a certain minimum standard they must adhere to in order to be accepted in the first place. No single ability score of a Vakeros may be below 10, as this weakness would keep him from ever completing their vigorous training. Also, at least one of the Vakeros’ ability scores must be 15 or better and two others must be 13 or better. Only these strengths can bear the Vakeros through the years of difficult lessons leading up to their Knighthood and beyond. Endurance Die: d8. Base Speed: 30 feet. Starting Wealth: 100 Gold Crowns.

Class Skills

The Vakeros Knight’s class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Intimidate (Cha), Knowledge (arcana, geography, history, religion, warfare) (Int), Occult (Int), Perception (Wis), Ride (Dex) and Sense Motive (Cha). Skill Points at 1st Level: (2 + Int modifier) x 4 Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Vakeros Knight. Armour and Weapons Proficiency: Vakeros Knights are proficient with all one-handed melee weapons. They are also proficient with any armour or shield, including the racial armour of the Vakeros fashioned from Blue Steel. Note that Armour Check Penalties apply to Acrobatics,

Athletics, Climb, Escape Artist, Sleight of Hand and Stealth checks when using shields and armour heavier than leather. Cobalt Arms: A Vakeros wields a special weapon, specifically crafted to aid him in pursuit of his duties. These swords are a mark of station and the larger and more ornate the weapon, the more accomplished the Vakeros Knight in question (though some choose to wield a smaller or exotic form of sword out of personal preference). Regardless of the shape or size of a given blue steel sword, it inflicts the Vakeros’ base magical damage (making it very deadly at higher levels). Blue Steel weapons still add a wielder’s Strength modifier to damage rolls. When a Vakeros Knight attacks with his Cobalt Arms he uses his class level as his Base Combat Skill (as shown in the Base Cobalt Arms Combat Skill column). Also, Blue Steel weapons are innately magical – but only when held or carried by a Vakeros. This means it may not be affected by certain spells and counts as a magical for the purposes of penetrating Damage Reduction. It should be noted that while the vast majority of the Vakeros Order wields swords, some of its members actually prefer and train with other forms of melee weaponry. This is a personal preference and while the form (and damage type – see the New Equipment section) might change, the basic statistics of the Blue Steel weapon remain the same. As all Mystic Manoeuvres require a Blue Steel weapon to perform, few Vakeros forsake this gift of their Elders for any other kind of armament. Enchanted Childhood (Ex): The Vakeros are trained from birth to contain and control their power. They have these lessons drilled into them for years and are not even allowed out of their country until they have mastered the simple basics of concentration, self-control and arcane study. Vakeros begin 1st level with one free rank in Concentration and Knowledge (arcane). They also have a +1 bonus to Will saving throws to represent their enforced childhood training. One People (Su): One of the key strengths of the defenders of Dessi is the mystical way they are all tied to each other. At birth, a ritual is performed by the blood relatives of a newly knighted Vakeros that binds him to his heritage and his people through the strength of the Elder Magi and the lineage they all share. This makes him a part of the Dessi and a living link to the past. The practical benefit of this rite is the ability it gives all Magicians and Vakeros of Dessi to share their Willpower

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Other Classes: A Vakeros is a powerful guardian for a Magician of Dessi and is rarely more comfortable than when fighting beside one. They can serve other wizards and do so reluctantly but with great efficiency. Vakeros make a powerful comrade in arms with other warrior-types; their magical abilities are a valuable compliment to the slightly superior battle skills of their more focused peers. The only class Vakeros do not always get along with are the Kai Lords themselves, but only because a constant rivalry between the two as to which one is superior in the martial and magical arts is almost inevitable when they meet.

with each other. Any Dessi character may transfer as many Willpower points each round to another Dessi character as he possesses points of Constitution modifier (minimum of 1 point transferred each round). This requires a full-round action spent touching a willing participant. Transferred Willpower can never take a Magician of Dessi or Vakeros over his normal maximum plus his class level. Additional points fade after 24 hours if they are not used.

themselves. While this is a deadly geas and one the Vakeros are certainly not guaranteed to survive, they are not placed in harm’s way without some measure of protection. Each time this feature is gained, the Vakeros may gain a customfitted mastercrafted quality set of the armour listed. Should he accept the new suit of armour, his previous set is returned to Dessi to be melted down and used to forge new suits for others in the Order.

Partial Magical Combat (Su): A Vakeros Knight uses three-quarters of his class level as his Base Combat Skill when attacking with his Elder Arts or his Battle Magic (as shown in the Base Magical Combat Skill column). This represents his focused yet relatively weak training in wielding magical energies during combat.

A Vakeros normally has to return to Dessi to receive his new armour but extended absences can be accommodated if the Vakeros is away from his homeland on Elder business or some other important mission. In these cases, a messenger Magician will arrive with the Vakeros’ new suit 1d4 days after he obtains the class level needed to wear it. Certain conditions might delay or even negate this delivery (such as being in Helgedad or on a ship deep at sea) but the

Willpower: All Vakeros have an additional statistic called Willpower. This is a measure of their mystical strength and the force of their inner magic. Willpower is used to fuel their Elder Arts and the magical items the Dessi make for them to use on the battlefield. Willpower is accumulated as a Vakeros Knight rises in levels. At 1st level, a Vakeros’ Willpower is directly equal to half his Wisdom ability score (rounded down). Each class level, an additional die is rolled (the type of die is listed on the chart) and its result added to Willpower directly. The Willpower statistic is refreshed by the Vakeros Knight’s Charisma score each day at midnight. No meditation or even rest is needed; this happens automatically every 24 hours. If a Vakeros runs out of Willpower, he is left unable to use any Elder Art (even Alchemy) and cannot move more than his base rate each round. He can still take physical actions but they all suffer a –2 penalty because of his depleted will and sheer fatigue. Vakeros Knights also lose their Arcane Protection and Magical Combat features when their Willpower score reaches 0; their armour is no longer bolstered and their swords have no energy to channel. They may still use some Battle Magic spells, but only those that have no Willpower requirement. Garb of the Vakeros: The Vakeros are intended to stand between the people of Dessi and any harm that might befall them, be it reprisals from the survivors of the Cener or the machinations of the Darklords

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Elder Magi make every effort to keep their warrior mages equipped with the finest garb possible.

The special steel used by the Dessi to craft the weapons and armour of the Vakeros is sympathetic to the unique magical energies that flow through all the descendants of the Elder Magi. As such, Vakeros wearing Blue Steel armour do not suffer from spell failure, no matter how thick their plated armour becomes. As long as a Vakeros Knight is wearing a suit of Blue Steel, regardless of type, he also gains a bonus to its Armour Class value. This bonus starts at +1 at 2nd Vakeros level and increases by +1 for every three class levels thereafter (+2 at 5th, +3 at 8th, +4 at 11th, +5 at 14th, +6 at 17th and +7 at 20th). Note that this bonus applies to any type of Blue Steel armour worn, from studded leather to full plate. If the Vakeros chooses to carry a Blue Steel shield, half this bonus (rounding down) is also granted to the shield as well, making him a paragon of enchanted defence (but unable to cast spells while carrying it). Elder Art (Sp): The true source of Dessi power, the Elder Arts are the powers handed down to them from the Elder Magi, a group of entities that ended the Age of Eternal Night. Though legends state that the Elder Magi mastered their powers and divided true magic into lesser and greater talents, only the lesser magics were ever shared with their descendants. When a Vakeros gains the class feature Elder Art, his innate powers have grown to the point of understanding and wielding a new Lesser Art form – consult page 52 of the Lone Wolf core rulebook for details of the Elder Arts available to Vakeros. This is a rare and precious talent, even among the Vakeros, and as they only get two choices during their entire careers, most put a great deal of thought into which Arts they want to learn. Battle Magic (Sp): The Vakeros are well-schooled in many forms of magic, some of which have come to the Dessi from their treaties with other lands. This distant magical wisdom has been codified and formed into the four colleges of Puuros (Body), Kaenos (Mind), Valos (Motion) and Daernath (Energy). Each Vakeros studies at each of these colleges and draws his magical might from their teachings.

Puuros The College of the Body, located in the capital city of Dessi, is the chosen school of Vakeros looking to serve as guards, sentries and warrior defenders of the realm. Its graduates are capable of healing magic, physical spells that enhance and improve the body and defensive wards to stave off harm. Puuros specialists are superlative bodyguards and have the ability to put themselves in harm’s way to protect their charge, be he a Magician of Dessi, an important noble in a foreign court or a loved one fighting at his side. ♦

Skill Bonus: Puuros specialists gain Athletics as a class skill and one free rank in this skill, as well as a +1 bonus to all Fortitude saves, making them very difficult to affect with poisons or diseases of any mundane sort.



Specialist Ability: The Vakeros Knight can physically interpose himself between another character and any incoming attacks. He must be within 5 feet of the targeted character to do this, aware of the incoming attack and may not be surprised or caught flat-footed. The use of this ability must be declared when an attack is announced but before any attack roll is made. The attack is automatically made against the Vakeros rather than the intended victim, regardless of the attacker’s wishes. This ability may only be used once per round.

Kaenos An isolated monastery dedicated to the Elder Magi and their mental techniques, the Kaenos College is a place of meditation and contemplation. Those who graduate from this place are well centred and understand their place in the grand scheme of all reality. They wield magic of a cerebral nature, able to improve their mental focus, affect the minds of others and even communicate through telepathic means. Kaenos specialists are devoted mystics with the power to protect themselves psychically. ♦

Skill Bonus: A Kaenos specialist never needs to make a Concentration check if the DC is 15 or less; success is automatic. In addition, he gains one free rank in the Concentration skill.

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Each Vakeros is also given the choice whenever this feature is gained to accept a small or large shield along with his new armour. If taken, the shield is gifted along with the armour as long as the Vakeros does not already possess one or is taken back if the Vakeros no longer wishes to use it. These shields increase his Armour Class (see below) but prevents the use of any Battle Magic spell while carried. It takes a full-round action to separate the shield from the Vakeros’ aura and drop it.

Each Vakeros chooses a college to act as his speciality, granting him a skill bonus, a special ability and his first spell. At 3rd level, this spell must come from the Vakeros Knight’s college of choice. As a Vakeros advances in his class, he gains one more magical spell every time he gains the Battle Magic class feature. Spells beyond 3rd level may be from any college but only the spell is learned; the skill bonus and specialist ability can only ever be gained at 3rd level.



Specialist Ability: Most Vakeros are never trained in Psychic Combat and unlike the Magicians of Dessi never unlock the secrets of the mind through experimentation with the Elder Arts. Vakeros of the Kaenos College are the exception to this rule. Knights with this college as their speciality may use the Erect a Shield psychic action. They may also use the Telepathy psychic action (but not the Attack psychic action).

Valos A magical school with the incredible power to move its location to a random mountain peak every morning come the first light of dawn, this college has a reputation for erratic and sometimes utterly chaotic behaviour. The effectiveness of its spells cannot be questioned however and its graduates are some of the swiftest, most agile warriors in all of Magnamund. Its spells of motion and speed are very powerful, leading many young Vakeros to brave the difficulties of finding their classes each day regardless of the effort involved. Skill Bonus: The specialists of this college gain the instant ability to know where the college is whenever they are in Dessi and learn the many arts of tumbling and balance. They receive Acrobatics as a class skill and one free rank in this skill as well as a +1 bonus to any Reflex saves they need to make.

Specialist Ability: Vakeros of the Valos school gain the power to ‘Spellstep’. This is a supernatural power usable once per day for every three full class levels the Knight possesses. A Spellstep is a full-round action that allows the Vakeros to move anywhere within 60 feet without physically crossing the intervening distance. The Vakeros simply shimmers, vanishes and reappears where he wishes to be. The destination must be in contact with a solid surface big enough to stand on and must be visible to the Vakeros at the time of the Spellstep. Daernath A towering edifice in the northern lands of Dessi, this college is considered the ‘true’ school of the magical arts for the Vakeros and its graduates are afforded slightly more respect from the Elder council of their homeland. Many Daernath specialists receive high ranks in the Dessi military, while others serve as living siege engines with the incredibly destructive energy magic at their disposal. Skill Bonus: As the school that most grooms its specialists for service as officers in the military, it might seem incongruous that these destructive battle experts gain Diplomacy and Knowledge (nobility and royalty) as class skills as well as one free rank in each of these skills. Still, they are the ones relied on most heavily to provide representation in other courts or tactical brilliance on the battlefield. These Vakeros also receive a +2 bonus to their Initiative.

Keron (The Hidden School)

There is actually a fifth college of magic hidden from the eyes of the world by the direct decree of the Elder Magi. Early in their training, a few Vakeros initiates are chosen by their personalities and their magical talents to join the Keron school. This college trains the spies, infiltrators and agents of the Dessi – those Vakeros who do what others should never know about. Their magic is a stolen art, raided from the highest tomes of lore of the Crystal Star. As such, these Vakeros never openly reveal their specialist abilities unless the need arises and there is no choice. Keron specialists do not receive a Battle Magic spell at 3rd level but this is compensated by their impressive increase in flexibility. Skill Bonus: Keron Vakeros gain Appraise, Bluff, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Sleight of Hand, Stealth and Survival as class skills and one free rank in each of these skills. In addition, for this (3rd) Vakeros level and every class level hereafter, the Keron specialist receives 5 + Intelligence modifier in skill points. Specialist Ability: The Keron School has no spells per se but it does teach its specialists Words of Power as per the magic of the same name in the Brother of the Crystal Star chapter. At 9th and 15th Vakeros levels the Keron specialist forgoes his Battle Magic spell and instead learn a Word of Power. Vakeros may never select a Grand Word of Power and may only learn the usual Battle Magic spells at 6th, 12th and 18th class levels. When a Keron specialist learns a Brotherhood Word of Power he may only cast that effect – the lower Tiers of power and that Word’s Grand effect are not available. Each Word known may only ever be pronounced once per day and a Keron specialist’s stolen lore is far from complete – he must succeed at an Occult check (DC 20) for the spell to work correctly with the full Endurance cost being paid whether this check succeeds or not. The DC to resist a Keron specialist’s Word effect is 10 + his Wisdom modifier + half his Vakeros level.

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Counterspell (Sp): All Vakeros know the Counterspell, learning it automatically at 3rd level. They cast Counterspell just as if they were a Brother of the Crystal Star, including Endurance costs. Mystic Manoeuvre (Su): Vakeros Knights are trained in Vakama’Re, the art of combining their swordplay with the magic that signs in their very souls. This combat style is irreproducible for those not born with the special gift of bonding with Blue Steel, making it exclusive to the Vakeros. While it might be possible for a similar form of magical fighting style to be developed in another land by another culture, the combat art of Vakama’Re is the result of hundreds of years of perfected techniques and cannot easily be emulated by anyone without the kind of magical heritage the Dessi possess.

so vicious the target loses 2 Endurance points every round on its turn until it receives either a Heal check (DC 15) to stop the bleeding or benefits from any form of healing including Fast Healing, curative magic or regeneration. This ability does not work against creatures immune to critical hits. ♦

Shadow Strike: By making a special full attack action, a Vakeros can make a single attack targeting a creature’s shadow instead of its physical body. The Shadow Strike has the same effect as attacking the target itself but its Armour Class is calculated without the benefit of any worn armour or shield (all magical bonuses apply).



Disenchanting Parry: Whenever the Vakeros with this ability engages in combat with an opponent using any form of magical melee weaponry, his parrying spells allow him to automatically reduce the magical bonus of the weapons used against him. Every time an attacker fails a melee attack roll that targeted the Vakeros, the bonus his magical weapon provides is reduced by 1 until the end of the combat. A magical weapon can be reduced all the way down to a +0 bonus if its wielder repeatedly misses the Vakeros. This ability has no effect on mundane weapons or spell attacks of any sort. Disenchanting Parry may not be used in the same round as Lightning Riposte or Wall of Might.



Thunderous Blow: By making a special full attack action, a Vakeros can make strike a single Thunderous Blow against an enemy. Should he hit, this blow automatically threatens a critical hit and inflicts maximum damage. If the attack is a successful critical, the extra damage roll is made normally and the strike unleashes a peal of thunder that forces everyone within 30 feet (including the target but excluding any Vakeros and Magicians of Dessi in the area) to make a Fortitude save (DC equal to 10 or the Vakeros’ class level, whichever is greater) or be deafened for 1 minute.



Battleblade: A simple charm the Vakeros meditates upon when engaged in combat, this ability adds a +1 bonus to all attacks and damage made with a blue steel weapon. This bonus takes the form of radiant blue-white lightning playing over the weapon and is automatically active if the Vakeros desires it whenever he wields a weapon of this kind. Battleblade stacks with all other forms of attack or damage bonus.



Lightning Riposte: A countercharm easily invoked in battle when the Vakeros is missed in melee combat. Once a round when an attack swings at the Vakeros

Each time this class feature is gained, the Vakeros Knight may choose one of the special skills listed below. These skills may only be chosen once each and become an immediate part of his combat abilities. Mystic Manoeuvres cannot be used if the Vakeros’ Willpower score falls below 5 points, as they require a certain amount of inner strength just to invoke during battle. Mystic Manoeuvres only function when the Vakeros is armed with a Blue Steel weapon. ♦



Combat Alacrity: The speed and grace of a Vakeros in combat is breathtaking, matching the skills of a deft Buccaneer or the swiftness of a Telchoi Warrior strike for strike. When taking the full attack action, a Vakeros can channel his talents into a burst of speed that allows him an additional melee attack at his full Combat Skill bonus –5. This ability can be used once every three rounds. Bleeding Wound: A magical trick drawing on the darker side of magic, this allows the Vakeros to make a special Bleeding Wound attack as a special standard action. Should this single attack hit, it creates a wound

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Specialist Ability: Even without a suitable Left-Handed spell to use in combat, a Daernath specialist is never without firepower. A Daernath Vakeros can always take the power of his spells and turn them into a mage bolt of pure arcane power. These bolts are a ranged magical attacks that inflict the Vakeros’ base magical damage. This bolt is not subject to Magic Resistance, offers no saving throw and can be of any of the following damage types, chosen by the Vakeros at the time of casting (bludgeoning, piercing, slashing, fire, electrical, cold, acid, sonic or force). Appearance of the bolt is affected by the type chose and can be further modified by the Vakeros at will.

Knight and misses his Armour Class by more than 5 points, he can make an immediate attack at his Base Combat Skill –5 against that foe. This riposte, should it hit, will inflict +1d6 electrical damage as lightning crackles down the Blue Steel weapon’s length and grounds into the victim. Lightning Riposte may not be used in the same round as Disenchanting Parry or Wall of Might. ♦







Twin Blades: This ability allows the Vakeros to wield two Blue Steel weapons at once, provided they are both Medium size or smaller and he does not use a shield or otherwise occupy his ‘off’ hand. A second blade (which is gained at the same time as this manoeuvre for free) offers an additional attack at the Vakeros’ full Base Combat Skill but all attacks made in the same round the Vakeros takes this bonus attack incur a –2 penalty. A Vakeros cannot cast Battle Magic spells (or any other Left-Handed magic) whilst wielding Twin Blades. Wall of Might: This technique channels a great deal of glowing, magical force into the Vakeros’ Blue Steel shield (and can only be used with a Blue Steel shield), making it a deadly surprise for anyone fighting him in melee combat. This technique is constant and active whenever the Vakeros is wearing his shield unless he willingly chooses to let it down (to use Lightning Riposte, for instance). If a melee attack misses him by the amount equal to the total bonus the shield provides (i.e. the Vakeros would have been hit had he not been wearing his shield), the attacker takes 1d4 sonic damage from the shocking reverberations that travel up its arm. If the attacker was holding a weapon, it must make a Reflex save (DC equals 5 + the Vakeros’ class level) or drop it immediately. The opponent gains a +4 bonus to the save if the weapon in question is wielded in two hands. Wall of Might may not be used in the same round as Lightning Riposte or Disenchanting Parry. Winged Weapon: This technique allows the Vakeros to treat his weapon as a ranged weapon with no penalty to the attack roll (as opposed to the –4 penalty normally ascribed for throwing a non-ranged weapon). In addition, the range increment for this attack is 20 feet, not 10 feet. For the cost of 1 Willpower point, the Vakeros can draw the weapon back into his hand along a band of shimmering magical energy. It is a free action to perform the return and the weapon returns at the start of the Vakeros Knight’s following turn. Song of Steel’s True Form: While most Vakeros are content to focus their skills with a single weapon type,

other Knights enjoy the flexibility of having many forms at their disposal. This magical talent allows the Vakeros to pay 1 Willpower point and take a standard action to change the form of his Blue Steel weapon to any other type found in the weapon listing in the Lone Wolf core rulebook. The weapon’s damage does not change but its damage type may (which is typically the purpose of using this gift). See the New Equipment section for details of Blue Steel weapon damage types. Cobalt Freedom (Ex): The long years of training with armour that moves and slightly reshapes itself to suit the wearer allows Vakeros more freedom of motion. Blue Steel Armour has its Maximum Dexterity Bonus improved by +2 when worn by a Vakeros and he regains 5 feet per round of lost movement rate (if any has been lost, such as with heavy armour). If the Vakeros is a specialist of the Valos college, this regained movement is increased to 10 feet, typically negating all movement penalties from the armour they wear. Power of Pure Focus (Ex): In combat, a distracted Knight is a dead Knight. While engaged in melee combat with an opponent intending to kill or incapacitate the Vakeros, the Dessi Knight gains a +2 bonus to all Concentration checks and can take 10 on all Acrobatics and Athletics checks, provided he has at least one rank in the respective skills. The Power of Pure Focus requires the Vakeros to have a current Willpower score of 10 or better; if his total drops below 10, he temporarily loses this gift until his mental reserves are replenished in some way. Soaring Companion: The Vakeros are not typically mounted Knights but theirs is a large nation and the more capable of their number must often cross considerable distances over mountainous terrain to report where they are needed most. By the grace of the Elder Magi, Vakeros that have proven themselves are given a special mount – a Veerok. These giant eagles are fiercely intelligent and naturally lair in the mountains of Dessi. They do not often bond with a human but when they do, as with the ceremony that links a Vakeros to his feathered steed, it is for life. If a bonded Veerok is killed, the Vakeros can regain one when he achieves his next level in this class but the new mount will have only the normal statistics and will lose any additional Endurance Dice the previous mount might have gained through the Vakeros Bond special quality. Because of this, most Vakeros are very protective of their mounts, especially in other lands and will often hide them and use mundane transport to keep them out of harm’s way.

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Battle Magi are also taught a special spell reserved only for those truly trusted members of their Order because of its potential for abuse. This is a Left-Handed spell but its power is such that it can never be scribed or held in any form of magical item. Battle Magi can only cast Might of the Vakeros once per day because of the drain it puts on their magical talents.

Veerok

The Knight slings one leg over the feathered crest of the giant bird’s neck and pats it gently along its side. Instantly, it responds by unfurling its massive, resplendent wingspan and taking to the sky! Large Magical Beast Endurance Dice: 7d10+14 (52 Endurance) Initiative: +4 Speed: 20 ft., fly 60 ft. (average) Armour Class: 17 (–1 size, +4 Dex, +4 natural), flatfooted 13 Base Combat Skill: +7 Attack: Claw +11 melee (2d6+4) or Bite +11 melee (2d8+4) Full Attack: Bite +11 melee (2d8+4) and 2 Wings +6 melee (1d8+2) and 2 Claws +6 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Aura sympathy (see below), darkvision 120 ft., low-light vision 120 ft., scent, Vakeros bond (see below) Saves: Fort +7, Ref +9, Will +3 Abilities: Str 19, Dex 18, Con 15, Int 8, Wis 12, Cha 10 Skills: Knowledge (geography) +1, Perception +7, Stealth +7 Environment: Warm mountains (found only in Dessi) Organisation: Solitary, pair or flight (3–6) Challenge Rating: 7 Allegiance: Usually Unaligned, always follows the allegiance of its bonded master Advancement: 8–10 ED (Large); 11–14 ED (Huge) Aura Sympathy (Su): If a Veerok is ridden by any Dessi with a class feature that adds a bonus to his saving throws, the Veerok also gains that bonus. This allows a Vakeros or Magician of Dessi rider to share their innate protective abilities with any Veerok they are riding (they need not be bonded). Vakeros Bond (Ex): The special bond between a Veerok and its Vakeros master is virtually unique; as a Vakeros grows in experience and power, so too does his Veerok become stronger and more powerful. The Veerok gains one additional Endurance Die every time its Vakeros master gains an even class level (+1 ED at 12th, 14th, 16th, 18th and 20th Vakeros levels). If a Veerok increases to 11 ED, its actual size increases to Huge.

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Vakeros Knight

Battle Magus: At the pinnacle of their powers, a Vakeros can be a terror on the battlefield and a formidable foe in any court or dark corner of the land. They are usually generals and commanders back in their homeland as well as being great heroes in their own right. In Dessi, a Battle Magus is afforded much the same respect as a master Magician or a member of the ruling council (+4 to all Charisma based skill and attribute checks when dealing with the Dessi or their close allies). All Battle Magi are gifted with a superior set of Blue Steel armour of their choice upon reaching this exalted rank and a superior Blue Steel weapon of their choice.

Might of the Vakeros This spell takes a full-round action to cast and may only affect the caster. A brilliant blue-white radiance surrounds the Vakeros, protecting them from attacks, granting them increased resistance to spells cast by Evil creatures and causing Evil creatures to become blinded when they strike the Battle Magus. This special Battle Magic has four effects, all of which are constant and require no concentration from the Vakeros casting it, though they will cease should he be knocked unconscious. Otherwise, this spell lasts 10 rounds. ♦

First, the Vakeros gains a +4 bonus to Armour Class and a +4 bonus on all saving throws.



Second, the Vakeros gains Magic Resistance 30 against spells cast by creatures aligned with Evil creatures. This also applies to Darkspawn creatures even if they are somehow not allied with the forces of Evil and all Cener magic and Right-Handed spells.



Third, the bright radiance surrounding the Vakeros blocks possession and mental influence, negating instantly any effect that would cause the Vakeros to behave in a manner contrary to his wishes.



Finally, if an Evil or Darkspawn creature succeeds at a melee attack against a warded creature, the offending attacker is blinded for one hour, unless it succeeds at a DC of 20 + the Knight’s Charisma modifier, in which case it is dazzled for 10 rounds..

Ex-Vakeros

The Vakeros are Dessi warriors and their heritage is not something they can simply leave behind as they please. Few Vakeros ever take another class as their vows and oaths of featly are very binding and incredibly personal. Those few given leave to study other ways are typically considered less than exemplary Vakeros and tend to be treated accordingly. This is not to say a Vakeros cannot study other paths, though they almost always choose to fully embrace the ways of the Magicians of Dessi when they do. A Vakeros can technically come back to this class whenever he wishes, though this is rarely put to the test and a Games Master can certain bar the Vakeros from further advancement in the Knighthood if the conditions of his leaving warrant such censure.

Multiclassing into Magician of Dessi

It takes Dessi blood to become a Vakeros and virtually every member of this class has been raised from childhood studying its ways. That said, there is no reason that a

Magician of Dessi or someone from that realm could not become one later in life given extraordinary circumstances. It is not common for this to occur but occasionally marks of honorary membership are given to those Dessi performing exceptional deeds in the name of the Elder Magi. NonDessi simply cannot become Vakeros at all as the magical talent of bonding with Blue Steel is a hereditary gift.

The Drakkaros

It is a terrible thing to so utterly betray your land, your lieges and your people the way a dozen Vakeros Knights once did, long ago. Their tale is one whispered as legend and dark myth in the halls and homes of the Dessi late at night. None are certain of the circumstances of their defection to the Darklords or what possibly madness could drive a dozen noble warriors to the service of Naar, but their base betrayal left a permanent stain on the Order’s honour and ensured that every inductee is checked thoroughly for any trace of treachery. Whether any of the ‘Drakkaros’ still survive is a mystery none of the Elder Magi will reveal but every border fort and guard post in Dessi is constantly on alert for the appearance of any Drakkarim with techniques like theirs or Naartainted midnight blue weapons crackling with the power of black flame and baleful hate-magics.

Battle Magic of the Vakeros

While the spells of the Vakeros are indeed of the LeftHanded path, there are several key differences to how they are cast. The Vakeros literally channel their spells down their swords, meaning that they cannot cast any spells from their Battle Magic teaching if they are not armed with a Blue Steel weapon. While many believe a Vakeros can only use the one weapon he is issued as a Knight because of some mystic bond, the truth of this is somewhat different. Most Vakeros do form a special bond with their sword (or other implement of destruction) but they can technically use any Blue Steel weapon to channel their spells. In fact, all Vakeros are issued a bluevein dagger before leaving the Order’s halls for the first time as a Knight. This weapon is a simple dagger (1d4 piercing/slashing damage, 19–20 threat range) and does not count as a Blue Steel weapon for any purpose (such as inflicting base magical damage) but one – its thin core of Blue Steel may still serve as a spellcasting tool, should the Vakeros be disarmed or find himself in some situation where his true weapon is not available. Many Vakeros keep this weapon hidden to give the illusion of being ‘powerless’ when such an appearance would be helpful.

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The Vakeros Knight Base Combat Level Skill +0 1st

Base Cobalt Arms Combat Skill +1

Base Magical Fort Ref Will Combat Save Save Save Skill +2 +0 +1 +0

+1

+2

+3

+0

+1

3rd

+2

+3

+3

+1

+2

4th

+3

+4

+4

+1

+2

5th

+3

+5

+4

+1

+3

6th 7th 8th

+4 +5 +6/+1

+6/+1 +7/+2 +8/+3

+5 +5 +6

+2 +2 +2

+3 +3 +4

9th 10th 11th

+6/+1 +7/+2 +8/+3

+9/+4 +10/+5 +11/+6/+1

+6 +7 +7

+3 +3 +3

+4 +5 +5

12th

+9/+4

+12/+7/+2

+8

+4

+6

13th 14th

+9/+4 +10/+5

+13/+8/+3 +14/+9/+4

+8 +9

+4 +4

+6 +6

15th 16th 17th

+11/+6/+1 +12/+7/+2 +12/+7/+2

+15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2

+9 +10 +10

+5 +5 +5

+7 +7 +8

18th 19th 20th

+13/+8/+3 +18/+13/+8/+3 +11 +14/+9/+4 +19/+14/+9/+4 +11 +15/+10/+5 +20/+15/+10/+5 +12

+6 +6 +6

+8 +9 +9

Casting Battle Magic Spells Vakeros need one free hand to cast their spells but they do not actually have to intone any incantations. The spells they learn are all cast through gestures of hand and blade; they can be gagged or otherwise silenced and still be perfectly able to cast their spells. This advantage is also

a disadvantage because a Vakeros must be free to move with both weapon and off-hand; any binding of either arm prevents them from using their Battle Magic. This is the reason why Vakeros are taught a pair of Elder Arts during their career; it keeps them from being helpless in such situations.

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Vakeros Knight

2nd

Base Magical Willpower Damage Score Special 1d6 Half Cobalt Arms, Wisdom Enchanted Childhood, One People, Partial Magical Combat +1 1d6 1d4 Garb of the Vakeros (Studded Leather/+1) +2 1d6 1d4 Battle Magic, Counterspell +3 1d6 1d4 Elder Art, Mystic Manoeuvre +3 1d8 1d4 Garb of the Vakeros (Chainmail Waistcoat/+2) +4 1d8 1d4 Battle Magic +5 1d8 1d6 Cobalt Freedom +6/+1 1d8 1d6 Garb of the Vakeros (Scalemail/+3), Mystic Manoeuvre +6/+1 1d10 1d6 Battle Magic +7/+2 1d10 1d6 Power of Pure Focus +8/+3 1d10 1d6 Garb of the Vakeros (Chainmail/+4), Soaring Companion +9/+4 2d6 1d8 Battle Magic, Mystic Manoeuvre +9/+4 2d6 1d8 Elder Art +10/+5 2d6 1d8 Garb of the Vakeros (Breastplate/+5) +11/+6/+1 2d6 1d8 Battle Magic +12/+7/+2 2d8 1d8 Mystic Manoeuvre +12/+7/+2 2d8 1d10 Garb of the Vakeros (Plate mail/+6) +13/+8/+3 2d8 1d10 Battle Magic +14/+9/+4 2d8 1d10 Mystic Manoeuvre +15/+10/+5 2d10 1d10 Battle Magus, Garb of the Vakeros (Full plate/+7)

All Battle Magic spells are a standard action to cast. Using a Battle Magic spell requires an Occult check to properly make the combined off-hand/sword gestures and gather the requisite energy needed to empower it. The default Difficulty Class of this skill check is 20. Some spells have higher or lower DCs, as specified in their description. The Occult DC can be lowered for every full round of casting the Vakeros wishes to spend in addition to its normal casting time (down to a DC of 10). Each spell has only one level (or Tier) of effect. A natural 20 on the Occult roll always succeeds in casting a Battle Magic spell; a natural 1 always fails. A Vakeros cast a certain number of Battle Magic spells per day equal to his class level. A Vakeros can cast any spell he knows any number of times per day but the total number of Battle Magic spells he can cast each day is equal to his class level. This includes Counterspell but not the Might of the Vakeros spell (which may only be cast once per day, above and beyond the normal spells per day a Vakeros may cast). Some Battle Magic spells are also exhausting to cast and many have a physical damage component to their casting as well as a Willpower cost. If a spell has an Endurance cost listed after its name, this damage is taken by the Vakeros each time the spell is cast successfully. The Endurance cost may not reduce a Vakeros to 0 or lower Endurance; should he attempt this, the spell will automatically fizzle and die. If the Occult roll made to cast the spell is a natural 20, the spell costs nothing even if it has an Endurance cost listed and a natural 1 inflicts the damage listed in addition to the spell failing (minimum of 1 Endurance lost, even if no Endurance cost is listed). Willpower costs are always paid, whether or not the Occult check is successful. Whenever a Battle Magic spell allows a saving throw to avoid or mitigate its effects, the Difficulty Class for the spell is always 8 + half the Vakeros Knight’s class level + his Intelligence modifier. This DC is further modified if the spell comes from the Vakeros’ speciality college; this additional bonus is +2. Keron specialists do not receive this bonus, even when casting their Words of Power. As an example, Lairo the 13th level Vakeros Knight needs to get past a guard on a narrow bridge. He does not wish to risk a combat, as the rope bridge looks very unstable. He knows the Movement spell Penetrate, however, which will be of great use. Stepping out from his hiding place near the bridge – a move action – Lairo brandishes his Blue Steel sword and casts his spell. Lairo spends the required two Willpower points and three Endurance points

to cast Penetrate. Needing to be swift, he does not opt to take longer than the standard action Battle Magic spells require. This means the DC for the Occult check remains 20; he rolls a 14 and adds his total Occult bonus of +10 for a 24; success! The spell unleashes a column of rushing force at the guard. This unfortunate target at least receives a Reflex save but as the DC is set at 18 (8 + half Lairo’s Vakeros level (+7) + Lairo’s Wisdom bonus of +3) and the guard only has a Reflex bonus of +3, his chances are not good. The Games Master rolls a 7 for the guard, giving him an insufficient save of 10. The Penetrate spell smashes into him, inflicting its damage and knocking his still twitching corpse over the bridge into the chasm below.

Puuros, The College of Body – Spells

Spells of this college tend to be very swift to cast and have either a personal effect or directly affect a single living target. Specialists of this school are very body-proud and usually exercise and watch their diet regularly. Vakeros that gain knowledge of all three Puuros spells immediately receive a +2 bonus to their Strength ability score as a sign of this physical devotion. Hold Enemy (Occult DC 16, 2 Willpower per round) This spell allows the Vakeros to make a ranged magical attack against a single living opponent within 60 feet and line of sight. If the attack hits, the target is automatically stunned for one round. Every round thereafter, at the beginning of its turn, the target may make a Fortitude saving throw to keep from being stunned again. A successful save completely breaks the spell, enabling the creature to act normally. Maintaining Hold Enemy is not an action on the part of the Vakeros and costs him 2 Willpower per round (paid just before the target must make its Fortitude saving throws) – should he choose to relinquish the spell, the victim is freed immediately. While an opponent is affected by this spell, it is surrounded by a flickering grey glow; this makes it very difficult for an enemy to pretend to be held if it shakes off the effect. Knight’s Vigour (Occult DC 21, 2 Willpower, 4 Endurance) The Knight draws the power of Body magic into himself, increasing his physical might and making him more resistant to harm. Once cast, the Vakeros gains an instant +4 bonus to his Strength score and a +2 natural bonus to his Armour Class. This bonus to Armour Class occurs even if he is not wearing Blue Steel armour of any kind. He also gains Damage Reduction 3/– and has a 25% chance of resisting any critical threats that confirm against him.

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masters. Those Vakeros gaining enlightenment in all three of its spells receive a +2 bonus to their Intelligence ability score.

Clarity (Occult DC 20 2 Willpower, 2 Endurance) With a supreme effort of both body and mind, the Vakeros can cast this spell to gain a +20 bonus to his next skill check, Will saving throw or attack roll he is called upon to attempt. Clarity only lasts 1 round per point of Constitution modifier the Vakeros possesses (minimum of one round) and if the bonus is not used at the end of that time, it is wasted. While a Clarity spell is ‘holding’, it can be Counterspelled if the wizard doing so targets the Vakeros himself. This event automatically disrupts the Clarity and consumes the Counterspell; no check is necessary.

Knight’s Vigour lasts 6 rounds and surrounds the Vakeros with a cracking blue-white aura of power while it is in effect. Lifesteal (Occult DC 22, 2 Willpower per round) This powerful battle spell, if cast successfully, surrounds the Vakeros’ Blue Steel weapon with a dim, crimson glow and drains 2 Willpower each round to remain active, unless the Vakeros chooses to let it go. While active, the spell lets the Vakeros Knight heal the base damage he rolls against any living opponent he successfully attacks with his Blue Steel weapon. Critical hits and high Strength modifiers do not heal additional amounts; only the weapon’s base damage is regained.

Kaenos, The College of Mind – Spells

The College of the Mind is almost a monastic order and its graduates are some of the most introspective of the Vakeros Order. Its spells enlighten the caster, bewilder opponents and provide a clarity of focus and skill that allows even novices to – for a brief moment – rival the greatest of

Understanding (Occult DC 22, 4 Willpower) This spell opens the hidden potential of the Vakeros’ mind, providing an instant +2 bonus to both Intelligence and Wisdom scores for the space of 10 rounds. During this time, the Vakeros can re-roll any one failed skill check made each round but must accept the result of the second roll even if it is inferior to the first. The Vakeros also gains a +4 bonus to his Initiative due to the speed at which he can assimilate and react to battlefield information. After this spell ends, the drained Vakeros is fatigued.

Valos, The College of Motion – Spells

Always in motion, never constant or still, the Valos College is reputed to be both the toughest and least comprehensible of the Battle Magic specialties. Among its graduates, the school is appreciated for the speed its complex spells provide and its teaching of body control, kinetic energy and agility. Those who gain all three spells in the Valos school unlock their body’s potential for grace and receive a +2 bonus to their Dexterity ability scores. Battledance (Occult DC 15, 2 Willpower per round, 2 Endurance per round) This spell is actually more of an enchanted meditative focus – once cast, it requires a Concentration check (DC 18) to

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Vakeros Knight

Baffle (Occult DC 17, 1 Willpower, 1 Endurance) Baffle forces a single intelligent (Intelligence 3+) opponent to make an immediate Will saving throw. Success merely leaves it dazed for one round – failure is far more detrimental. An intelligent creature that fails the Will save is automatically considered to fall for the most rudimentary of feints; it is denied its Dexterity modifier to Armour Class against the Vakeros for a number of rounds equal to his class level (minimum of 4 rounds). The Vakeros does not need to make Bluff checks to ensure this occurs.

maintain every round thereafter. While active, Battledance makes the Vakeros impossibly swift and graceful, doubling his Dexterity modifier to his Armour Class, increasing his Blue Steel armour’s Dexterity maximum bonus to +12 and improving his base movement speed to 40 feet while negating any limit his armour might place on this. This spell can last as long as the Vakeros is willing to spend Endurance and Willpower and makes his Concentration checks. Penetrate (Occult DC 20, 2 Willpower, 3 Endurance ) This spell conjures up a glowing column of force and sends it hurtling towards a foe or structure with incredible (and devastating) results. Penetrate flies unerringly at its target and requires no attack roll. If the target is a creature, it receives a Reflex saving throw to completely avoid the attack. Failure on this save means the target takes the caster’s base magical damage as a bludgeoning damage and is automatically moved 10 feet away from the caster, unless it is of Huge size or larger. If the target is a structure or unattended object, it suffers the same damage and is moved (if it weighs less than 300 lbs. or is not securely attached to the ground/wall/fixture) 10 feet away from the Vakeros. Splinter (Occult DC 18, 1 Willpower, 2 Endurance) Motion is a wonderful tool and a marvel to behold but it can also be harnessed as a destructive force. By casting this spell at an object with a weight of less than 10 lb. per class level, the Vakeros can cause it to splinter from conflicting fields of motion inside its own mass. This power may target items held by a creature but magical items are not affected by this spell. The Vakeros caster inflicts Endurance damage to the item equal to his base magical damage minus the item’s hardness. If the Occult check result was equal to or greater than twice the item’s hardness (plus any mastercrafted or superior bonus), the item detonates in a shower of broken shards. If the item was on a creature’s person, they must make a Reflex save (DC 15) or suffer 1d6 piercing damage.

Daernath, The College of Energy – Spells

Often referred to as the Lord-General’s College by the Vakeros, this school trains the Dessi’s tacticians and war wizards in the use of powerful energy for attack and

defence. There is nothing subtle about this college or its teachings, but it is brutally effective. Vakeros mastering the three spells it has to offer gain a +2 bonus to their Charisma ability scores from their constant exposure to leadership classes and the force of personality required to invoke such powerful magic. Blazing Aura (Occult DC 22, 4 Willpower per round) When this spell is cast on the Vakeros’ turn, his aura ignites with lethal power. He is suddenly surrounded by a burning, blue-white radiance and gains a +2 bonus to all Intimidate checks as a side-effect of his fearsome appearance. Blazing Aura lasts for a number of rounds equal to the Vakeros’ class level and while it is in effect, any opponent successfully striking the Vakeros with a melee attack (armed or unarmed) must make a Reflex save or take the Vakeros’ base magical damage as fire damage. This only occurs when the Vakeros is being attacked, not when he is actively attacking an opponent. Additionally, all Vakeros within 10 feet of the caster gain a +1 bonus to attack rolls and Will saves whilst the Blazing Aura is active, as the Daernath expert exudes dedication and leadership. A Vakeros may only benefit from this bonus once at any give time (so multiple Blazing Auras would not stack). Flameshaft (Occult DC 16, 1 Willpower, 3 Endurance) This is a very straightforward spell; it conjures up a shaft of pure fire and fires it at a single target within 120 feet of the Vakeros. This counts as a ranged magical attack and if it hits, it inflicts the Vakeros’ base magical damage plus his Charisma modifier in fire damage. This attack also sets combustibles on fire and can cause considerable collateral damage if allowed to blaze unattended. Many Vakeros use this spell during sieges as its effect can be devastating when cast through an open window into an enemy stronghold. Power Grasp (Occult DC 20, 4 Endurance) A dangerous spell that makes a Vakeros even more deadly in combat, this conjuration creates a pulse of lightning in the palm of the Knight’s off-hand. The Vakeros can use this pulse as a touch attack and inflicts his base magical damage plus his Charisma modifier if it hits. This damage is electrical and can affect incorporeal creatures without penalty. The Vakeros is free to combine the touch attack with normal weapon attacks but takes the usual –4 penalty to all attacks when he does so (see page 143 of the Lone Wolf core rulebook).

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Advanced Classes

These are the Emissaries and the Agents, magicians and loyal servitors of the most powerful brotherhoods and magical cultures on the planet. While they have considerable magical power, the former much more so than the latter, they both divide their focus between the magic that flows through their souls and the concerns of the physical world. While they do not possess the raw power of magic that others of their Orders command, they are trained to act within the mundane world far more effectively than their magical comrades. They may not have the same amount of spellcasting talent, but they wield power on a different, more grounded level. Emissaries are spellcasters that begin their careers as focused wizards and acolytes and then receive a calling either within their own minds or at the behest of their tradition to act as a servant for less mystical tasks. This comes at the cost of their studies but it gives them the chance to explore the normal forms of power that come with worldly experience; they gain training in skills that would not otherwise be open to them and are granted the

Taking an Advanced Class

Characters have many options for advancement each time they increase their level but in the end near the highest levels of the game, characters begin to feel quite similar. To this end, The Darklands first presented the idea of advanced classes. Magic of Magnamund continues this trend with the Agent and the Emissary – these character classes can be taken by any character that fulfils a certain number of prerequisites. The rules for level advancement apply to this system, meaning the first step of advancement is always choosing a class. If a character does not meet the Requirements for an advanced class before that first step, that character cannot take the first level of that advanced class.

kind of freedom only journeymen of other less scholarly crafts normally ever receive. Agents are the opposite end of the scale. Non-spellcasters with experience in the real world of flesh and blood, battle and subterfuge, these men and woman pledge themselves to serve a magical Order in return for training in their arts. This fusion of abilities makes them very versatile and while they will never reach the heights of power that a ‘pure’ follower of either the profession they have left behind or the magic they study now might achieve, they have a wide array of talents and can deal with virtually any challenge that might come along. They may never master any single discipline but they gain a basic knowledge of many.

Agent

Agents of the various magical Orders of Magnamund are comrades of Emissaries and often get sent on exactly the same kinds of missions. The key difference between the two types of operatives is in how they approach magic. Whereas an Emissary is a spellcaster that chooses to learn more of the outside world, an Agent is typically an adventurer of any other sort that decides or is convinced to serve a magical organisation. These are generally welltrained heroes of other disciplines, often martial, with a curiosity for all things arcane and the inborn talent to see that interest to its mystical and inevitable conclusion. It is that desire that fuels the abilities and the advancement of a mystic Agent. Their primary benefit for swearing fealty to an Order is the ability to begin learning the magical arts. Spellcasting, once the province of lifelong students, becomes theirs to command. Of course, their skills are far from the carefully practices talents of those students, but their power can be impressive indeed. A veteran warrior with the ability to augment her prowess on the battlefield with Lightning Hand is no one to be taken lightly. The drawback of this great boon is the loss of other abilities an Agent would have gained had he continued down his original path. This is not a true consideration for someone with the heart of an Agent however; he is drawn to magic and is willing to sacrifice whatever temporal power he must to grasp its hidden secrets. Most Orders and brotherhoods are eager to take in Agents of any background so long as they can show an effective level of proficiency and bring something unique or useful to the group they wish to join.

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Advanced Classes

This book is all about magic and the many cultures of Magnamund that embrace it and give it form. There are several full character classes in this sourcebook for trained workers of magic and the wonders they are capable of invoking. There are others in the world of Lone Wolf with a passion for magic but not necessarily the singleminded devotion to the art that their more studious or gifted brethren possess. These beings may serve the magical Orders of the world but they do not directly fit within their hierarchy of tutelage.

Agents comprise some of the most effective members of any magical organisation; what they lack in spellcasting prowess, they more than make up for in practical abilities. Endurance Die: d6.

Requirements

To qualify to become an Agent, a character must fulfil all the following criteria. Ability Scores: Wisdom of 12 or higher. Magical Orders place a lot of trust in their Agents and cannot afford to take fools or the inexperienced into their confidence. Skills: Any two of Bluff, Diplomacy, Disguise, Gather Information or Intimidate at 4 ranks, Occult 2 ranks. Special: A prospective Agent must be of at least 3rd character level and may not have any class levels in Brother of the Crystal Star, Cener Druid, Dark Cultist, Herbalish, Kundi Mystic, Magician of Dessi, Sage of Lyris, Shadakine Wytch or Shianti Sorcerer. A Vakeros Knight may only become an Agent if he is a Keron college specialist. The character must also pass a special test to gain acceptance into their Order. For example, the Brotherhood of the Crystal Star’s Order of the Star administers a test called the Trial of Two Stars. This ordeal involves a complicated mission with at least two objectives, both of which are difficult to achieve and almost impossible to accomplish together. The point of the Trial of Two Stars is not to succeed, though the prospective member is not told this, but rather to see how well he or she deals with the stress of such a difficult assignment.

Class Skills

The Agent’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Disarm Device (Dex), Disguise (Int), Escape Artist (Dex), Gather Information (Cha), Knowledge (any, taken as separate skills) (Int), Occult (Int), Perception (Wis), Perform (Cha), Profession (any, taken as separate skills) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Stealth (Dex) and Use Magical Item (Cha).

Weapon and Armour Proficiency: Agents gain no new proficiency in any weapons, armour or shields. Affiliated Order: Every Agent has an Affiliated Order, the magical society that sponsors him and teaches him the rudiments of their mystical crafts. The specific Orders that an Agent can be affiliated to are noted below, along with the specific gifts that they gain when joining that Order. The Grey Order The Order attached to the Dessi, this fraternity is set aside for purely human allies of the Dessi looking to study their arts and willing to swear fealty in return. Distinctive for their grey garb and choice of the quarterstaff as a weapon, members of the Grey Order are the only group of humans not descended from the Elder Magi blessed with training in the Elder Arts. Gift: Agents of the Grey Order receive a special quarterstaff made roughly like the Wizard’s Staves given to true Magicians of Dessi. In truth, these grey metal staves are the closest the Elder Magi can come to duplicating a Wizard’s Staff, but it is far less potent. It is basically a mastercrafted quarterstaff. At the beginning of his turn, the Agent may spend 1 Willpower point as a free action and increase the staff’s damage die from 1d6 to 1d10 for the remainder of that round. Groveguard These Agents are dedicated to protecting the Herbalish from threats the druids could not deal with directly very effectively – threats from the cities and courts of the land. Groveguard are often urban elite with very few wilderness skills yet possessing a devout love of nature. Becoming a Groveguard involves a painful tattooing procedure that places a knotwork mark somewhere hidden on the Agent’s body. This tattoo is both an identifying mark and a bodily focus for the Agent’s magic. ♦

Skill Points at Each Level (Order of the Star, Grey Order, Groveguard): 5 + Int modifier Skill Points at Each Level (Order of Libris): 7 + Int modifier

Class Features

All of the following are class features of the Agent.

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Gift: Groveguard are allowed free rein in the forests of the Herbalish. In these woods, they come across many interesting creatures and gain sympathy for them during their training. Groveguards gain Handle Animal, Ride and Survival as class skills. They also receive an animal companion of 4 Endurance dice or less to serve as cohort, fellow spy and even protector depending on the beast. Though they receive no other ability to speak with animals, a Groveguard has an empathic connection to his beast and always has a +8 bonus to all Handle Animal checks in regards to it. If a Groveguard’s animal dies, he may (at the Games Master’s discretion) receive another on the first day of the following spring.

The Agent

Order of Libris The Sages of Lyris have a small cluster of operatives and trusted allies that are allowed to study their secret lore. In return, the Agents of the Order of Libris often act as connections, spies and enforcers for the Sages when they cannot personally deal with an issue. The Order of Libris uses a book shaped pin as their token of membership, often wearing it under a lapel or equally discrete location. Gift: The Order of Libris has access to the finest libraries in all of Lyris. As such, they are very well learned and gain a +1 bonus to all Knowledge checks, so long as they have at least 1 rank in the requisite Knowledge skill. They also gain a mastercrafted rapier and full training (proficiency) in how to wield one. At 3rd Agent level, they also gain the Sagacious Concentration ability. At 5th Agent level they gain the Long and the Short Step of the Path of Heroism, along with a mastercrafted poignard. Order of the Star This Order is dedicated to the Brotherhood of the Crystal Star and is dedicated to promoting peace and safety in Sommerlund and the lands of its allies. Based primarily in Toran, the Order has small chapterhouses near or within the guild houses of every major Brotherhood city. ♦

Gift: All members of the Order of the Star are given a special version of the Crystal Star Pendant, referred to as their Star Talisman. Rather than the usual Pendant abilities, the an Agent’s personal Talisman gives him a constant +1 bonus to all saving throws and he gains low-light vision to 60 feet, as a ‘blessing of the stars’.

Magical Ward (Su): An Agent is given training in how to avoid or mitigate magical attacks. This takes the form of constant charms, simple spells, and an almost reflexive ability to turn aside magical assaults using the power of the Agent’s own enchantments. An Agent can always reduce any magical attack that inflicts damage by a number of points equal to his Agent level. If the attack does not inflict damage, he may add his Agent level as a bonus to any saving

throw it might allow. This ability even works against traps and standing effects that are spell-like in nature. Tricks of the Trade (Ex): An Agent is expected to be able to get into places he should not be. To do this, he is given extensive training in the use of thieves’ tools, magical devices and instruments that break locks and disable traps. Firstly, an Agent has mastered the art of improvisation where his tools are concerned. As long as the Agent has access to at least some rudimentary materials, he can fashion enough tools from simple, common items to serve as a basic set of thieves’ tools. The Games Master may rule that a situation does not allow for the use of this ability. Secondly, the feats an Agent can achieve with a true set of thieves’ tools are nothing short of incredible. As long as the Agent is not using improvised tools, he gains a +2 bonus to all Disable Device checks. If the tools in question already offer a bonus (for being of mastercrafted quality, for instance), this ability stacks with it. Thirdly, the Agent’s nascent mystical training provides its elementary benefit – the Agent may attempt to disarm magical traps as a spellcaster. Evasion (Ex): Finely honed reflexes allow the Agent to react to threats more swiftly than others. If the Agent makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an Agent is wearing light armour or no armour. A helpless Agent does not gain the benefit of Evasion. Should the Agent already have Evasion from another class (but no other source, such as a magical item) he now gains Improved Evasion – even a failed Reflex save will now result in only half damage. Spellcraft (Sp): Agents are taught magic appropriate to their Order and cast their spells just like a member of the class their Order is devoted to. In all respects, including

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Class Level Base Combat Skill Fort Save Ref Save Will Save Special +0 +0 +1 +1 Affiliated Order, Magical Ward, Tricks of the 1st Trade, Trust nd +1 +0 +1 +1 Evasion, Spellcraft 2 +2 +1 +2 +2 Expanded Spellcraft, Skill Mastery 3rd +3 +1 +2 +2 Spellcraft, Uncanny Dodge 4th th +3 +1 +3 +3 Expanded Spellcraft, Master Agent 5

calculating effects and saving throw DCs, an Agent is treated just like a character of the same level as his class level in the Agent advanced class. An Agent may only ever cast one spell per day (of any Tier) per Agent level, even if his Order’s class normally has no spells per day limitation. All Endurance or Willpower costs must be paid as normal. Note that an Agent possesses neither base magical damage nor the Magical Combat class feature. As such his Base Magical Combat Skill is equal to half his character level and his base magical damage is always 1d6. When Spellcraft is gained, the Agent learns the following, dependent on their Order:

The Grey Order When a member of the Grey Order gains the Spellcraft class feature, he learns how to use one form of a Dessi Elder Art, such as Powersense for Psychomancy. The DC to resist this Elder Art is equal to 10 + the Agent’s Wisdom modifier + half the Agent’s class level. He also gains a Willpower score equal to half his Wisdom score (rounded down). Should the Agent already have a Willpower score (such as when gaining the Spellcraft class feature the second time at 4th Agent level, for instance), he gains bonus Willpower equal to his Wisdom modifier (minimum of +1 Willpower). The Willpower statistic is refreshed by the Agent’s Charisma score each day at midnight. No meditation is needed; this happens automatically every 24 hours. If an Agent runs out of Willpower, he is left unable to use any Elder Arts until he has at least 1 point of Willpower but is otherwise unimpaired (unless another class he possesses has other Willpower strictures). Groveguard When a Groveguard gains the Spellcraft class feature, he learns Tiers I and II of a single Circle (see page 24 for details of these Circles). The DC to resist these Tiers is equal to 10 + 2 x the Tier of the ability + the Agent’s Charisma bonus. Order of Libris When a member of the Order of Libris gains the Spellcraft class feature, he learns any one Left-Handed Sage spell (see page 53 for details of these spells). The DC to resist this spell is equal to 10 + the Agent’s Intelligence modifier + half the Agent’s class level. Order of the Star When an Agent of the Star gains the Spellcraft class feature, he learns how to cast a single Brotherhood spell at Tier I. Brotherhood spells require Occult rolls to activate as normal and the DC to resist the spell is equal to 10 + the Agent’s Intelligence modifier + the Tier + half the Agent’s class level. Expanded Spellcraft (Sp): This class feature allows the Agent to improve his fledgling magical abilities. The exact effect of this depends on the Agent’s Order: The Grey Order When a member of the Grey Order gains the Expanded Spellcraft class feature, he learns how to use one more form of a Dessi Elder Art. The Agent must already know one form of the chosen Art. Therefore an Agent may only take the Pastsense form of the Psychomancy Art if he already possessed knowledge of Powersense.

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Trust

Both Agents and Emissaries are afforded enough trust by their Order that they are given the right to walk anywhere they wish in the halls of power, no matter where they are in Magnamund. This faith is represented in the trust class feature that both classes possess. Every Order of magical note in Magnamund has both allies to their cause and enemies that would harm them or destroy them if they could. Agents and Emissaries are right in the middle of this complicated chessboard and must quickly learn how to play the game before getting crushed by it.

Trust Order Brotherhood of the Crystal Star Cener Druids Dark Cultists Herbalish

Allies Kai Lords, Knights of Sommerlund, Nobility of Northern Magnamund Minions of the Darklords Cener Druids, Minions of the Darklords The Dessi, Nobility of Southern Magnamund

Enemies Minions of the Darklords, Shadaki

The Dessi, Herbalish Brotherhood of the Crystal Star, Kai Lords Cener Druids and the Giants of Kaum, Minions of the Darklords Magicians of Dessi Kai Lords, the Borese and Drodarin races Cener Druids and the Giants of Kaum, Minions of the Darklords, Vassagonians Sages of Lyris Brotherhood of the Crystal Star, Peasantry of Lyris Nobility of Lyris Shadakine Wytches Denizens of Korli, Shadaki and Suhn, Sadi Denizens of Forlu, Kundi, Wytch (not Wytch Chyldren) Nomads Chyldren Vakeros Knight Kai Lords, the Borese and Drodarin races Cener Druids and the Giants of Kaum, Darkspawn, Vassagonians Allies of a given Agent or Emissary react favourably to him, granting him a +1 bonus on all Charisma based ability and skill checks. This advantageous reaction can also translate into free accommodations, minor financial help and information or assistance that would not otherwise be offered. Enemies react very unfavourably to Agents or Emissaries of their hated nemeses; a –1 penalty is applied to all Charisma based ability and skill checks and they are 50% likely to target the Agent or Emissary first in any given combat situation. Unless a good campaign reason is given to the contrary, members of an Agent or Emissary’s own Order are always considered allies. Groveguard When a Groveguard gains the Expanded Spellcraft class feature, he learns Tier III of a single Circle (see page 24 for details of these Circles). The Agent must know Tiers I and II of the chosen Circle in order to do this. Alternately, the Agent may learn Tier IV of a single Circle. The Agent must know Tier III of the chosen Circle in order to do this. Order of Libris When a member of the Order of Libris gains the Expanded Spellcraft class feature, he learns any one Left-Handed Sage spell (see page 57 for details of these spells).

Order of the Star When an Agent of the Star gains the Expanded Spellcraft class feature, he learns how to cast the Tier II version of any Brotherhood spell he knows. The Agent must know Tier I of the chosen spell in order to do this. Alternately, the Agent may learn how to cast the Tier III version of any Brotherhood spell he knows. The Agent must know Tier II of the chosen spell in order to do this. Skill Mastery (Ex): The Agent gains the ability to take 10 with any one of the skills listed next to his Order in the Skill Mastery table. The Agent may take 10 even when circumstances would normally deny him the right to do so.

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Trust is always effective in any nation where their particular Order wields political power but other nations may be more restrictive. Any abuse of Trust is sure to meet with stiff punishment ranging from reprimands to imprisonment and removal from the Order (and a subsequent inability to increase in character levels of either class). The Games Master is encouraged to define exactly which groups a particular Order is allied or opposed to, but suggested groups are listed on the Trust table.

Skill Mastery Order Grey Order Groveguard Order of Libris

Viable Mastered Skills Concentration, Diplomacy, Disguise Handle Animal, Ride, Survival Bluff, Disable Device, Escape Artist, Use Magical Item Order of the Star Diplomacy, Disguise, Gather Information, Stealth Uncanny Dodge (Ex): The Agent retains his Dexterity bonus to Armour Class even when he is flat-footed or struck by an invisible attacker. Only complete immobilisation can negate this ability. Should the Agent already have Uncanny Dodge from another class (but no other source, such as a magical item) he now gains Improved Uncanny Dodge – he cannot be flanked now, denying multiple attackers any flanking bonus. Master Agent (Ex): At 5th level, the Agent has developed his infiltration and espionage skills to an almost supernatural degree. His training is complete and he stands as one of the most skilled members of his Order. He masters one more skill associated with his Order from the Skill Mastery table from 3rd level and can apply a +2 bonus when he makes checks with these two mastered skills. He also gains the ability, once per day, to immediately attempt a re-roll on either of his mastered skills. If this result of the second roll is worse than the first result, it must still be accepted.

Emissary

The world of Magnamund is a magical place but spells and powers cannot always solve the problems of spellcasters and the organisations they form. While the magic of this world is potent indeed, some situations call for skills and steel over the ability to work a particular spell. Some beasts are resistant to magic and some social entanglements cannot be untied even with the strongest charms. When the travails of life cannot be solved with sorcery, it falls upon those in power to find another approach. That is where the Emissary comes in. Skilled in magic and trained for long years, these minions of the powers that be are further taught in skills that have little to do with the mystical and more to do with dealings in the mortal realm. Spells of destruction are traded out for diplomacy and impressive powers give rise to interpersonal skills and force of arms. While an Emissary will never be a true match for a lifetime of training with the blade, an Emissary quickly becomes proficient with the tools of men at arms. Armour, however cumbersome, is no longer a mystery and

a blade of steel becomes as comfortable as a magician’s wand. Emissaries are valued Agents of the magical societies of Magnamund. Their skills are highly sought after and their efforts are richly rewarded. These skilled members of the Brotherhoods and Orders of the land wield both metal and magic, skills and spells alike to serve the greater good of their people. While not every member of any given mystic fraternity can handle the rigours of training to be an Emissary, those with the right attitude and aptitudes can greatly expand their role as heroes of the realm. Endurance Die: d6.

Requirements

To qualify to become an Emissary, a character must fulfil all the following criteria. Ability Scores: Charisma of 12 or higher. Skills: Any one of Bluff, Diplomacy, Disguise, Gather Information or Intimidate at 4 ranks, Perception 4 ranks. Special: A prospective Emissary must be of at least 3rd class level in one of the following spellcasting classes; Brother of the Crystal Star, Cener Druid, Dark Cultist, Herbalish, Magician of Dessi, Sage of Lyris, Shadakine Wytch (not Wytch Chylde) or Vakeros Knight.

Class Skills

The Emissary’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (any, taken as separate skills) (Int), Occult (Int), Perception (Wis), Sense Motive (Wis) and Stealth (Dex). Skill Points at Each Level: 5 + Int modifier

Class Features

All of the following are class features of the Emissary. Weapon and Armour Proficiency: Emissaries gain proficiency in two non-racial weapons of his choice, all light armour and bucklers. Note that Armour Check Penalties apply to Acrobatics, Athletics, Climb, Escape Artist, Sleight of Hand and Stealth checks when using shields and armour heavier than leather. Investigation (Ex): Even as an Emissary begins his exploration of the mundane world, his ability to use the skills he already has becomes well honed. He can take in physical evidence and minute details and deduce a great

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The Emissary Base Combat Skill +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save +1 +1 +2 +2 +3 +3 +3 +4 +4 +5

Will Save +1 +1 +2 +2 +3 +3 +3 +4 +4 +5

deal of information from it. This effectively gives the Emissary a +2 bonus to Perception and Gather Information checks. Operative of the Order: As an Emissary for one of the magical Orders of Magnamund, a member of this class is given certain allowances for the equipment and items he may need during the course of his missions. This allowance also provides him with fine equipment purchased by the Order he serves and given as a gift for excellent service. This includes a mastercrafted version of any single one-handed melee weapon the Emissary is proficient in wielding, 2,000 Gold Crowns worth of items listed in the Potions and Oils section (on page 127) of the Lone Wolf core rulebook and a light horse with riding saddle. Operatives of the Order are given a stipend of 100 Gold Crowns per level of this advanced class each time they take on a mission for their Order. They are expected to handle all necessary expenses for completing their assignments out of these funds and to return what they do not use. Emissaries are trusted to keep careful track of their expenditures and are trusted to obey the spirit of this rule but many take slight advantage of this laxity by pocketing whatever monies are left over at the end of an adventure. Note that an Emissary may not freely multiclass out of this advanced class. If the character takes a level of anything other than this advanced class or a spellcasting class he possessed before becoming an Emissary, he may never take another level of the Emissary advanced class or the spellcasting class he possessed before becoming an Emissary. Continued Training: An Emissary continues to gain magical abilities and training as if he was advancing in

Special Investigation, Operative of the Order Continued Training, Trust Cross-Training Continued Training, Perception Mastery True Emissary Continued Training, Gather Information Mastery Cross-Training Continued Training, Diplomacy Mastery Responsibility and Power Awareness, Continued Training

his previous spellcasting class but at a reduced rate. Thus, when every even-numbered Emissary level is gained, the character also gains all the class features he would have gained had he advanced a single level in his Order’s spellcasting class. The Emissary does not gain any other bonuses (such as Endurance Die, skill points, saving throw or Combat Skill bonuses). This essentially means that he adds the number of even levels of Emissary to the levels of his Order’s spellcasting class that he already possesses. For example, a 4th level Sage of Lyris/4th level Emissary would have a Base Combat Skill of +6/+1, base Fort save +2, base Ref save +4, base Will save +6 plus all the class features of a 6th level Sage of Lyris. When his Sage class level is calculated (to determine spell effects or save DCs, for instance), he is counted as a 6th level Sage. Cross-Training: This ability is gained twice by an Emissary – once at 3rd class level and once at 7th class level. Each time, the Emissary can choose one of the following abilities to gain as part of his split instruction provided by both his magical Order and the often violent world he is expected to operate in constantly. These abilities are permanent but can only be chosen once each. ♦

Armour Skills (Ex): While armour is not very conducive to magical skill, it can be a lifesaver if the Emissary finds himself in combat. This skill allows the Emissary to wear any form of medium armour proficiently and subtracts 5% from the Spell Failure chance of any armour he wears. This choice also allows the Emissary to use shields (other than the Sommerlund Greatshield) proficiently and subtract 5% from the Spell Failure chance of any shield he bears.

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Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th



Instruction (Ex): An Emissary often finds himself in need of greater skills and skill choices than he currently has. This in turn drives those Emissaries to learn everything they can in as short a period of time as possible. By selecting this Cross-Training feature, the Emissary adds two new class skills (and can use skill points gained this level to buy ranks in them if desired) of his choice to his Emissary class skills. He also gains a bonus 4 skill points to spend at this level.

accordingly. This appreciation and fame is shown as an increase to the bonus and penalty associated with Allies and Enemies increasing to +3 and –3 respectively. It also gains the Emissary a gift – a superior and jewelled (+1 magical bonus) version of the Emissary’s preferred weapon or a Brotherhood Wand of any chosen spell or a Fire Rod. The choice of gift is up to the Games Master and may include something different but of roughly equivalent value at his discretion.



Personal Training (Ex): An Emissary hones his body and mind to perfection, constantly trying to challenge himself to greater feats of stamina, cleverness, and inventive thought. By selecting this feature, the Emissary gains an immediate, permanent +1 bonus to any one ability score he chooses. This increase happens before any ability dependent scores are determined (such as skill points and Endurance gain), so an increase in one of these ability scores will have an immediate impact.

Diplomacy Mastery (Ex): The recognition the Emissary has gained paves his way in negotiations and diplomatic matters. He is far less likely to make social gaffes or unwise comments. This familiarity with common and current events allows an Emissary to automatically ‘take 10’ on a Diplomacy check regardless of circumstances.



Weapon Skills (Ex): When this ability is chosen, the Emissary has shown a desire and commitment to becoming a better fighter. This dedication reaps excellent martial benefits as the Emissary gains the proficiency in a further two non-racial weapons of his choice. Alternately, he may gain proficiency in a single racial weapon associated with either his homeland or any of his allies’ homelands. This Cross-Training choice also provides one of these chosen weapons for the Emissary (and 30 rounds of ammunition for the weapon if it is ranged). In addition, the Emissary can choose a single weapon he is proficient in and gain a +1 bonus to attack and damage rolls when wielding it.

Perception Mastery (Ex): The trained senses of an Emissary are so acute, much of what they can tell him occurs without him even needing to focus them. This casual level of awareness allows an Emissary to automatically ‘take 10’ on a Perception check regardless of circumstances. Gather Information Mastery (Ex): Experienced Emissaries develop an extensive network of contacts and rarely have to try hard to accumulate general information. This familiarity with common and current events allows an Emissary to automatically ‘take 10’ on a Gather Information check regardless of circumstances. True Emissary: The Emissary has proven his worth in combat and in court rooms time and again. He is seen as a fine example of his Order and given a great deal of respect

Responsibility and Power: At this high level of rank within his Order, an Emissary is given missions of great import and trusted to go virtually anywhere in the pursuit of his duties. The Emissary’s allies are instructed to treat him as one of their own and rarely if every block or bar his passage when he must deal with them. His greater fame increases his stipend to 200 Gold Crowns per Emissary level for each mission. Magical support is always available unless unforeseen reasons demand otherwise. This takes the form of a 10th level member of the Emissary’s Order. This spellcaster is handled by the Games Master and acts as a loyal aide and assistant, dependent on the Emissary for lodging, transportation and expenses. If this aide is ever slain, a full one month investigation will be conducted into the matter. If the Emissary is not found at fault for the aide’s demise, a new one is made available at the end of that period. If the Emissary is at fault, no aide will ever be granted to him again and he may well face expulsion from the order. Awareness (Su): The pinnacle of Emissary awareness, a member of this class is trained to use his magic to aid him directly when dealing with the ever-changing world of Magnamund. Since Emissaries are expected to get involved in all manner of difficult situations and knowing who to trust and what is really occurring around him is an absolute must, an Emissary is trained in subtle magics of detection and divination. This translates to a +2 bonus to Initiative and the Emissary may never be caught flatfooted or be surprised, unless he is helpless, immobilised or asleep. This awareness is particularly useful when dealing with people of all kinds and translates as a +2 bonus to all Sense Motive checks.

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Magical Craft

Keep in mind that these rules are for ‘normal’ magical items that one might find during the course of an adventure or (rarely) for sale in some of the richest cities of Magnamund. These rules will not allow characters to craft weapons like the Sommerswerd or ancient wonders like the Lorestones of Varetta. Such divine treasures are gifts from the gods and while it is likely the grace of Kai could imbue another blade with the power to slay the Darklords, it is very unlikely that he would take so direct a hand in the affairs of mortals again. As such, the state of magical crafting in the Age of Man is limited to containing spells cast by the many mages of the realm, alchemical achievements and lending a magical enhancement to weapons and armour. While there remain legends of great powers from a bygone age where the Kai could create blades and maces with the power to strike down certain types of creatures, such fancy is considered a myth at best. For now, the people of Magnamund must make due with their own skills and what fantastic items can be crafted with them. This chapter is divided into three sections. The first is devoted to the Scribing skill, the second to the Jewelcraft skill and the third holds some example items of both magical crafts.

Buying Itemcraft Skills

Itemcraft skills are not like the normal skills in the Lone Wolf core rulebook. They have prerequisites that must be met before they can be purchased (though they may be selected the same level a Player Character meets its prerequisites). Also, unlike normal skills, they are not measured in ranks and cost more than 1 or 2 points to purchase. Itemcraft skills are selfinclusive; once they are purchased, a character can perform any task they describe without having to buy additional ranks to increase their chances of success. The skill point cost for these Scribing or Jewelcraft can be paid over the course of several character levels in whatever increments the character wishes but its abilities cannot be used until it is purchased in full. A character cannot start paying for one of the Itemcraft skills until he meets its prerequisites. A character can choose to spend all of his skill points per

level, just one or any increment he wishes until the balance of the skill is paid for. Each skill has its own basic system for creating items.

Scribing (Itemcraft)

Prerequisites: Character level 10+, Profession (scribe) 5 ranks. Cost: 8 skill points. Creating scrolls is a difficult affair, one that consumes costly inks and precious personal energies for the purpose of making portable magic. Scrolls, by their nature, are usable by anyone capable of reading the complex script they are written in. This does not even require spellcasting ability but it does require a Use Magical Item skill check with a DC equal to half the scroll’s Resist DC. Those with 5 or more ranks in Knowledge (history) gain a +2 bonus to this check. Spellcasters who already know the spell contained within the scroll may use it automatically, without a Use Magical Item check. Using a scroll is a standard action and can be combined with retrieving the scroll from a container as a move action in the same round. Scrolls commonly sell for at least twice their GC cost to create but often as much as three or four times this amount The Scriber must know the spell being imbued into the scroll. In addition to the Gold Crowns and experience points that the system detailed below charges for a scroll to be created, the crafter must go through the Scribing process. Every step must be satisfied before a scroll can be finished. If any step along the way (after the first one) is failed, the entire creation process must begin again and the materials (the Gold Crown cost) are wasted. No experience is lost as this is spent as a personal energy cost when the scroll is finally imbued during the last step. ♦

Preparation: The Scriber must determine what formula to write for the spell he wishes to Scribe. This takes ten minutes per point of Resist DC and requires an Occult check (DC 5 + the Resist DC of the spell) to perform correctly. The caster gets a +2 bonus to his skill check if he has 5 or more ranks in Knowledge (arcane) or Use Magical Item. This can total a +4 bonus if he has 5 or more ranks in both.



Ink Creation: Each scroll has to be written with just the right formula of ink. While this does not vary from scroll to scroll, it is different for each spell. It is assumed that a character learns the ink recipe for a given spell when he learns the spell itself but there is still an element of chance in the brewing process. Ink creation requires a Craft

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Magical Craft

In the lands of Magnamund, magical items are rare and precious things, with each one the result of painstaking effort and great work on the part of its devoted maker. Few Player Characters will have the time or energy it takes to create a magical item in the course of a standard campaign but for those Games Masters wishing to incorporate such creation into their games, these rules should allow Player Characters and Non-Player Characters alike to create such treasures.

saving throw (Resist DC) or lose the experience point and cost for the scroll. Only one spell can be placed on a given scroll and only one scroll can be imbued at a time.

Base Cost to Scribe a Scroll Resist DC 1-10 11-15 16-20 21-25 26+

Cost in Gold Crowns and Experience 50 GC + 50 XP 100 GC + 100 XP 200 GC + 200 XP 400 GC + 400 XP 800 GC + 800 XP

Jewelcraft (Itemcraft)

Prerequisites: Character level 10+, Craft (jewellery) 10 ranks. Cost: 10 skill points.

(alchemy) check with a DC equal to the spell’s Resist DC. The Scribe himself does not need to make this ink but must be involved in directing an alchemist to do so. Each ink takes two hours to brew but up to ten batches of ink can be made in this time. ♦

Scribing: The main body of the work is done with the Profession (scribe) skill (DC 5 + the Resist DC of the spell). Scribing a scroll takes one hour per point of Resist DC. Only one spell can be Scribed by a single mage in a given day. A roll of a 1 always fails and the Scriber may not take 10 or 20 on this check.



Imbuing: After a scroll is finished, the Scribe must imbue it with magical energy. This process is something of a ritual, as the Scriber casts the spell over a period five times as long as it normal casting time. If the spell requires a check of some sort to succeed, this must be achieved at this point. Failure on this check ruins the scroll entirely (total loss of GC cost) and forces the Scribe to make a Will

An esoteric art that is not followed in the modern day by nearly as many craftsmen as once worked its wonders, Jewelcraft makes magical treasures capable of a wide variety of effects. The power behind this form of magic item lies in the stones of power and mystic metals used in their construction along with arcane script and rituals that complete their transformation from ornate accessories into used and powerful equipment. Unlike scrolls, magical gems and jewellery have very set forms and are not typically just vessels for known spells. This chapter contains a collection of suggested items; the Games Master is welcome and encouraged to create more to suit the campaign. Each item is listed with a Base Cost and a Resist DC for purposes of Counterspelling (which is possible if the item is specifically targeted) or resisting their powers. The Resist DC also determines the DC of the final Occult check necessary to enchant the item. There can be no mistakes during Jewelcraft creation, which is why wizards and shamen interested in making magical jewellery must usually undertake the project from beginning

Basic Rules for Item Creation in Magnamund

These are just guidelines to keep in mind if Games Masters want to make Itemcrafting a part of their campaigns. The creator needs a fairly quiet, comfortable and well-lit place in which to work which has all the requisite tools and materials he will need. Itemcrafters are assumed to work for eight hours each day and cannot rush the process by working longer. A character can only work on one item at a time. Resting: During rest periods, a character in the midst of Itemcrafting is considered fatigued. The caster can take a short break from working (for naps and the like) as often as he likes, so long as the character spends at least eight hours out of every 24 working on the item. The character cannot take a day off – working less than eight hours out of every 24 working on the item results in the materials (and GC cost) being wasted.

Quality of Items

Mastercrafted, superior and sublime items are extraordinarily well-made examples of their kind. They are more expensive but they benefit the user with improved quality. They are not magical in any way. However, only mastercrafted and better items may be enchanted.

Resist DC

Both Itemcraft skills mention Resist DCs as a key portion of their formulae. Simply put, the Resist DC of the spell is the DC a target must meet with a saving throw to resist or negate the effect of that spell. All spellcasting classes have a unique formula for determining the Resist DCs for their spells. When a spell is imbued into an item or scroll, the Resist DC is what will be used to determine the duration and difficulty of the imbuing process and the power of the item’s magical effect (targets of an Instant Friendship scroll make Will saves versus the item’s Resist DC).

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to end and let no one else touch the work until it is finished. While the occasional rare piece of mastercrafted jewellery might be enchantable after it has been crafted, virtually all Jewelcraft items are the creation of one mage from beginning to end. If any step along the way (after the first one) is failed, the entire creation process must begin again and the materials (the Gold Crown cost) are wasted. No experience is lost as this is spent as a personal energy cost when the scroll is finally imbued during the last step.







Research: Each piece of magical jewellery has a specific form, though small personal variations are possible. Before a Jewelcrafter can make a specific magical item, he must determine the stone(s) and metal(s) of its design as well as any engraving or ornamentation its magic requires. This is an exacting process, requiring 1d10 days of study and a Knowledge (arcane) check (DC 25). It is possible to shortcut this step by locating a teacher that already knows the process for the item in question; this is best done as a special interaction between Games Master and Player. Research for a specific item only needed to be done once; a Jewelcrafter can make any number of that item once he knows the right design. Creation: The crafting process is much the same as it would be for any jewellery, with dozens of tools and painstaking effort. Consult the Craft skill on page 88 of the Lone Wolf core rulebook. A character with the Jewelcraft skill need not have the usual +15 or +20 Craft bonus necessary to create mastercrafted or superior items. If the Itemcrafter is using a mastercrafted or superior piece of jewellery made by someone else, he may skip this tsage. Dousing: Magical gems and jewellery much be alchemically awakened through a process called dousing. This is a soaking and oiling step, with very specific tinctures and oils used to rouse the magics dormant within the metal and jewels. Creating the fluids is a single Craft (alchemy) check (DC 20) while actually applying them to the finished piece is a Concentration check (DC 25). Dousing takes one day for every 1,000 Gold Crowns of the final piece’s Base Cost. Fortunately, the Jewelcrafter does not have to perform this step himself but he must be constantly present to supervise. The down side to having aid in this step is that the alchemist in question must also be the one to make the Occult check, making it rare for a skilled Jewelcrafter to be able to rely on truly skilled help. Imbuing: This is the quickest and most hazardous step, as the finished and awakened piece of jewellery must now be filled with magical power in order to function. Imbuing is a ritual taking only one hour and an Occult check (DC equal to the Resist DC of the item). If the Itemcrafter did

Magical Craft



not create the mastercrafted item being enchanted, raise the DC by +4 (or +2 if the item is of superior quality). Success causes the item to glow brightly and become a permanent magical piece of equipment (almost always a Special Item). Failure causes the item to shatter and be permanently ruined. If the creator of a shattered item fails a Will save (DC 20) a catastrophic explosion occurs. This deals 10d6 fire damage to everyone within 10 feet, always including the Itemcrafter in this radius. The actual game effect of a Jewelcrafted item is largely left up to the Games Master and the Player. The environs of Magnamund and its magical items are simply too broad and unique to bundle neatly into effect levels or mystical domains. The examples given below should help orientate the relative powers of Jewelcrafted items – a mighty bracelet capable of blasting foes asunder will have a higher Gold Crown and experience point cost – and probably a hellishly high Resist DC. In comparison, a simple ring that keeps a wearer free from dust and dirt is relatively low in cost. In either case, because of the high costs and rarity of Jewelcrafted treasures, there is no purchase price listed for any of Jewelcrafted items. Most items should sell for two or three times their Base Cost at a minimum; their creation does, after all, involve severe risk to their makers. Amulet of Enhancement: This jewelled amulet is a golden disk on a chain. It usually bears the image of a lion, dragon or other creature of great and legendary attributes. The amulet grants the wearer a magical bonus to a single ability score of +2, +4 or +6. Like all such items, this bonus immediately fades if the amulet is removed for any reason. Base Cost: 1,000 GC/100 XP (+2), 4,000 GC/400 XP (+4), 12,000 GC/1,200 XP (+6). Resist DC: 20 (+2), 25 (+4), 30 (+6).

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Amulet of the Talon: This amulet is usually made of a carved crystal in the shape of a claw or fang and is typically made from a blood ruby or other red jewel. It grants a magical bonus of +1 to +5 on attack and damage rolls with unarmed and natural weapon attacks. These amulets can be placed on any living creature of Huge or smaller size; they are insufficient to enhance the prowess of any larger animal or monster. Base Cost: 2,000 GC/200 XP per +1 bonus. Resist DC: 20 (+1), 25 (+2), 30 (+3), 35 (+4), 40 (+5). Circlet of the Sun: Ancient items used by Kai Lords of old, these circlets and tiaras are now rare beyond measure and can fetch a high price when they surface at all. More than a dozen still rest in the vaults of the Kai; they are taken out and used only when the need is great. On command (a standard action), this elaborate gold and sunstone headband projects a blast of pure, burning sunlight which inflicts 8d6 fire damage on a single target (Reflex save for half damage). The light automatically full damage (48 points) to any Darkspawn it strikes (24 points if it makes its Reflex save). This power may be used up to three times per day. Base Cost: 25,000 GC/2,500 XP. Resist DC: 35. Defender’s Brooch: These items are made in Sommerlund and often adorn the cloaks and robes of its most powerful Knights and wizards. One of these powerful items appears to be a piece of silver or gold jewellery used to fasten a cloak or cape. In addition to this mundane task, it can absorb fire, cold, sonic or electrical energy attacks sort generated by spells or spell-like abilities. A Defender’s Brooch can absorb up to 101 points of such damage before it shatters and becomes useless. As it absorbs damage, it becomes visibly spent as its jewels flaw and turn to inert, worthless powder and its metal tarnishes. Base Cost: 1,500 GC/150 XP. Resist DC: 15. Gem of Kai: This crystal appears to be a long, faceted prism in a handgrip of carved gold. Upon utterance of a command word, the crystal emits bright light of one of three sorts. One command word causes the gem to shed light as a hooded lantern. Another command word causes the Gem of Kai to send out a bright ray to a distance of 60 feet. This strikes as a ranged magical attack and any creature struck by this beam is blinded for 1d4 rounds unless it makes a Fortitude save. The third command word causes the gem to flare in a blinding burst of light that fills a 30 foot radius. Although this glare lasts but a moment, any creature within the radius must make a Fortitude save or be blinded for 1d4 rounds. A newly created Gem of Kai has 50 charges – the beam effect uses 1 charge per use and the burst effect uses 5. When all its charges are expended, the gem becomes completely non-magical. Base Cost: 10,000 GC/1,000 XP. Resist DC: 30. Periapt of Good Health: The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases. In addition, the full power of the periapt can be

summoned forth, allowing the wearer to suspend its functions for a week in order to cure any one target suffering from any form of disease. This is not assured but it gives the victim a Fortitude saving throw (DC 20) immediately to overcome any disease it is currently ailing from. Base Cost: 3,500 GC/350 XP. Resist DC: 20. Periapt of Life: This stone is bright red and dangles on a red or dark yellow gold chain. The wearer of this periapt automatically becomes stable if his Endurance drops to between –1 and –9 inclusive. The periapt also doubles the wearer’s normal rate of healing (but is not powerful enough to increase Fast Healing or Regeneration rates). Base Cost: 7,500 GC/750 XP. Resist DC: 20. Scarab of Warding: This device appears to be a silver medallion in the shape of a Telchoi death beetle. If it is held for 1 round, an inscription in the language of the desert folk appears on its surface letting the holder know that it is a protective device. The scarab’s possessor gains Magic Resistance 30. The scarab can also absorb death effects and attacks that inflict negative levels or level drain. Upon absorbing 12 such attacks, the scarab turns to inert powder and is destroyed. Base Cost: 30,000 GC/3,000 XP. Resist DC: 30.

Magical Rings

These items are also made using the Jewelcraft skill but their similar form warrants them being grouped together in a single list. Magical rings can be very dangerous to wear or even own, making more folk in the land of Magnamund very hesitant to even touch such an item. This comes from the legends of ancient Shianti rings that, while they gave their chosen bearers great powers, brought terrible curses and painful deaths to anyone else donning them. Invisibility: By activating this simple silver ring set with the crystal star symbol of the Brotherhood of the same name, the wearer can benefit from any of the powers of the Magnakai Discipline Invisibility at no Endurance cost. This ring is one of the few physical marks remaining of the once-close ties between the Brotherhood of the Crystal Star and the Kai Monastery through Sun Eagle’s sister Androphynos (a wizard and healer of great beauty and power). Crafted for her with her brother’s aid to keep her safe in her journeys, the formula used to be common knowledge but has since faded into obscurity. Base Cost: 15,000 GC/1,500 XP. Resist DC: 25. Regeneration: This white gold ring never appears damaged or scuffed, as it constantly heals any minor damage that does not actually sunder it. It grants its wearer Regeneration 2, as per the special quality on page 261 of the Lone Wolf core rulebook. Fire damage will harm the wearer normally (though some Regeneration Rings are susceptible to cold or sonic energy types instead). Base Cost: 50,000 GC/ 5,000 XP. Resist DC: 40.

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The Scope of Magic

Base Magical Damage and Multiclassing

Some magic-using orders on Magnamund – notably the Magicians of Dessi, the Brotherhood of the Crystal Star and the Shadakine Wytches, among others – have a statistic referred to as ‘base magical damage’. Along with the Magical Combat class feature, this is a representation of a character’s sheer magical might and in most cases slowly increases as a spellcaster increases in their class level. However, on rare (though not unheard of) occasions a mage of one order sometimes finds himself indoctrinated into another. Unlike the Magical Combat class feature, which may stack with any class that possesses the same feature, base magical damage will always supercede itself. Multiclassed spellcasters will always use the highest value (the base magical damage dice that could, at a maximum result, produce the highest value) when casting spells or using abilities of either class. Simply put, base magical damage does not stack. Therefore a 10th level Shadakine Wytch/2nd level Brother of the Crystal Star would have a base magical damage of 1d10 when casting either Rituals or Left-Handed spells. The exceptions to this rule are some Advanced Classes. If an Advanced Class has special rules concerning how its base magical damage is combined or applied, it will be described in its Magical Combat or Partial Magical Combat class feature.

Concentration (Con)

This skill is used whenever a character must employ a calm temperament and steady hands in challenging conditions. Check: You must make a Concentration check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action

that requires your full attention. Such actions include casting a Brotherhood spell, concentrating on an active spell, directing a spell, using a magical ability or using a skill that takes longer than a single action. In general, if a non-magical action only takes a standard action or less to perform, you need not make a Concentration check to avoid being distracted. If the Concentration check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is lost but its Endurance or Willpower cost is still paid. If you were concentrating on an active spell, the spell ends as if you had ceased concentrating on it. If you were directing a spell, the direction fails but the spell remains active. If you were using any other kind of extraordinary, spell-like or supernatural ability, that use of the ability is lost and any Endurance or Willpower cost is still paid. A skill use also fails and in some cases a failed skill check may have other ramifications as well. The Concentration table summarises various types of distractions that cause you to make a Concentration check. If more than one type of distraction is present, make a check for each one; any failed Concentration check indicates that the task is not completed and further checks are redundant. Action: None. Making a Concentration check does not take an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). Try Again: Yes, though a success does not cancel the effect of a previous failure, such as the loss of a spell you were casting or the disruption of a spell you were concentrating on.

Counterspell

The Brotherhood spell Counterspell is effective against nearly all of the magical arts described in this tome, unless the text specifically mentions otherwise. As a rule of thumb, nearly all spell-like (Sp) abilities may be Counterspelled while those of s supernatural nature (Su) may not. Those learned in Counterspell may therefore freely counter: ♦ ♦

A Cener Druid’s Spiral magic. An Herbalish’s Circle magic.

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The Scope of Magic

Magnamund’s magical fraternities and sororities are incredibly diverse, tapping into the wellspring of creation from many different angles and with radically differing philosophies. Yet there are constants between them, as they all access the same fundamental power of magic. To help represent this within the game, compiled here is a list of clarifications and expanded rules that deal with magic and sorcery in the Lone Wolf world.

♦ ♦

A Kundi Mystic’s Wyld-Tricks. A Sage of Lyris’ Arcane Studies abilities – Sonomancy, Celestialism1 and Left-Handed magic. A Shadakine Wytch’s Voice of Power and Rituals2. A Shianti Sorcerer’s Elder Arts3. A Vakeros Knight’s Battle Magic.

♦ ♦ ♦

But a Counterspell can never nullify of alter the effect of a Sage’s Chosen Star. 2 These are notoriously difficult to counter, however. Raise the DC of Counterspell attempts by +2 to reflect this, which may therefore also increase a Counterspell caster’s Endurance cost. 3 Countering the Lesser Arts of a Shianti Sorcerer are dealt with as normal. Greater Arts are virtually impossible to Counterspell, even for a Grand Master of the Crystal Star. The Shianti Sorcerer may immediately decide to bolster the structure of his Greater Art spellcasting if a Counterspell is attempted upon it. For every the 2 Willpower the Shianti Sorcerer decides to expend, the spell’s Counterspell DC is increased by +3. Note that this will also affect the amount of Endurance required to Counterspell the Greater Art effect. This means that Brotherhood wizards may well be devastated by attempting a Counterspell against a Greater Art, as they cannot choose to ‘drop’ the Counterspell once they have attempted it… 1

Touch Attacks

This type of attack reflects how some of the more diverse or powerful spellcasting classes have developed a method of bypassing the armour of their opponents. A touch attack ignores the any armour or shield bonus the target may possess, including any mastercrafted, superior or sublime quality bonuses. The bonuses these items apply to a target’s Armour Class simply do not apply in the case of touch attacks. Magical bonuses any armour or shield may possess do apply versus touch attacks, and any other bonuses (due to a high Dexterity or fighting defensively, for example) also still apply. A touch attack is not a magical attack, however. It will always use the attacker’s Base Combat Skill, not his Base Magical Combat Skill. It may also inflict damage as normal for an unarmed strike. For example, Thaymor the Sommerlund Knight of the Realm is being targeted by a Cener Druid’s Withering spell (from the Spiral of Death). Thaymor, resplendently clad in magical plate mail armour, normally has an Armour Class of 22 (+1 Dex, +8 plate mail, +2 superior, +1 magical). Against the Withering spell, his Armour Class is only 12 (as both the +8 plate mail and +2 superior bonuses are ignored).

Concentration Concentration DC 10 + damage dealt DC is equal to the DC to resist the spell being cast 10 15 20 15 5 10 Distracting spell’s save DC

Distraction Damaged during the action1. Taking continuous damage during spellcasting2. Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat in rough water, belowdecks in a storm-tossed ship). Violent motion (on a galloping horse, taking a very rough wagon ride, in a small boat in rapids, on the deck of a storm-tossed ship). Extraordinarily violent motion (earthquake). Entangled or otherwise severely restricted. Weather, such as a high wind carrying blinding rain or sleet. Weather, such as wind-driven hail, dust or debris. Distracted by non-damaging spell or ability3 or weather caused by a spell or power, such as Reap the Whirlwind3.

Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an activity that takes more than a single full-round action (such as Disable Device). Also, damage stemming from a readied attack made in response to the spell or ability being used (for spells with a casting time of 1 standard action) or the action being taken (for activities requiring no more than a full-round action). 2 In effect, the spellcasting creature must make a Concentration check with a DC equal to the spell’s own DC to resist. 3 If the spell or ability allows no save, use the save DC it would have if it did allow a save or use the DC presented in the ‘taking continuous damage during the action entry, above (Games Master’s choice). 1

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Designer’s Notes That is the joy of Joe Dever’s world for me as a writer. Magnamund is such a diverse place with so many cultures and powers of magic, it is hard to find only a few classes and spells to detail. I could easily have created a book twice this size and not expanded on even a fraction of the many spellcasters in the world. I did not have room for the ancestor-channelling ritualists of the southern oriental empires or the sun and sand mages of the Telchoi. There just was not room in this book to do them all and do them justice. The seven that did make it in were the result of a painstaking selection process involving careful deliberation, opinion polling and a hat full of paper slips. Very clinical, I assure you. The selection process out of the way, next came the work of actually fleshing out the classes themselves. While everything about the basics of each spellcaster had been noted in the many gamebooks of Magnamund somewhere, the details were always subsumed. That is the joy of being a true storyteller and the welcome agony of turning such well-woven plots and characters into fully functional character classes in a roleplaying game. Somewhere along the way, I just pray I managed some of the latter. The best proof of that hope is found in your home campaigns. If you see something here you like, work it into a scenario or create a character using one of the class options. See how it works in relation to the rest of the game. Adjust things you like and omit things you do not. Never fall into the trap that says, ‘Well, it’s in the book. That makes it official’. Nothing in any game or sourcebook is ever official until you decide it is. That is where you get to experience the thrill of storytelling; it is your game, your story. Make it what you want, using anything you like from these pages. The other section of the book – the Crafting rules – are the result of something many Games Masters and Players have requested but I did not wish to add to the main rulebook. Item creation of any kind is barely touched on in the gamebooks for a very good reason; it does not make for an exciting adventure. Even when item crafting did take the stage in Lone Wolf’s ability to make Kai weapons, it did not appear until 21 books into the series and existed as a background element only. Thus, the rules here are harsh, expensive and not at all conducive to incorporating item making into a Lone Wolf campaign. While Scrolls might be made by those adventurers with the time, only a fool or a desperate person would ever risk Jewelcraft without a very good reason and an extremely pressing need. This was done intentionally, as was the extreme cost involved in the smithing of magical arms and armour. There had to be a reason such things were rare and precious in a world as rich in magic as Magnamund. The dangers inherent in containing such power go a long way towards explaining that. Here, at the end of Magic of Magnamund (possibly the first in two or more similar volumes if I get the chance to revisit the subject), I can only hope you have seen a class or two you really want to play and found some interesting elements to seed into your campaign. I certainly do not expect you to try and make everything in this book available in a Lone Wolf campaign; its focus is on diversity and trying to place all this whole cloth risks diluting both. Use what you like, use what you need and leave the rest for future games. Sooner or later, everything in Magic of Magnamund might have a use for you… …or not. Either way, I hope you have enjoyed this – another visit to Magnamund. Kai and Ishir willing, maybe we will do it again some time. Take care, fellow travellers. Take care.

August Hahn

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Designer's Notes

And a third Lone Wolf book is complete. This one was even more challenging to write than The Darklands and I honestly did not think that would be possible. The volume of work involved in putting together character classes fitting to the world of Magnamund and diverse enough to offer you, the Players and Games Masters of Lone Wolf, a wide enough range of choices to keep you happy and gaming for a while was daunting, to put it mildly. To be more honest, it was downright terrifying and made it hard for me to find a place to even start.

Index A

C

Advanced Classes 111 Taking an Advanced Class 111 Agent 111 Agent Advanced Class Table 113 Grey Order, The 112 Groveguard 112 Order of Libris 113 Order of the Star 113 Arcane Fields of Study 53 Celestialism 53 Lore’s Legacy – Child of the Beyond 57 Primary Power – Heaven’s Shield 54 Left-Handed Sage Magic 57 Lore’s Legacy – Brotherhood Spell 59 Sonomancy 60 Lore’s Legacy – Maestro 61 Primary Power – Haunting Echo 60 Athame 65

Cener Druid 4 Cener Druid Class Table 9 Ex-Cener Druids 8 Cener Plague Hound 7 Cener Sickle 6 Cener Spirals 9 Death, The Spiral of 11 Avatar of the Last Breath 13 Curse 12 Gift 11 Disease, The Spiral of 10 Avatar of the Plague 11 Curse 10 Gift 10 Terror, The Spiral of 14 Avatar of the Iron Mind 16 Curse 14 Gift 14 Cloud Dancer 27 Concentration Skill Expansion 123 Counterspell 123

B Base Magical Damage and Multiclassing 123 Battle Magic of the Vakeros 106 Casting Battle Magic Spells 107 Daernath, The College of Energy – Spells 110 Kaenos, The College of Mind – Spells 109 Puuros, The College of Body – Spells 108 Valos, The College of Motion – Spells 109 Blue Steel Arms and Armour 98

D Designer’s Notes 125

E Elder Arts, The 88 Greater Elder Arts 90 Necromancy 91 Physiurgy 92 Telergy 93 Thaumaturgy 94 Theurgy 95 Visionary 96 Lesser Elder Arts 89 Alchemy 89 Elementalism 89 Enchantment 89 Evocation 89 Prophecy 90 Psychomancy 90 Sorcery 90 Emissary 116 Emissary Advanced Class Table 117 Example Magical Items 121 Magical Rings 122

126

S Sage of Lyris 45 Ex-Sages 52 Heroism, Path of 48 Knowledge, Path of 49 Rewards, Path of 50 Sage of Lyris Class Table 53 Scope of Magic, The 123 Scribing (Itemcraft) 119 Shadakine Wytch 62 Cabals 81 Ex-Wytches 72 Shadowraith 39 Shadow Razor 69 Shianti Sorcerer 83 Ex-Shianti Sorcerers 87 Multiclassing into Shianti Sorcerer 88 Note About Game Balance 87 Path of the Aertborn 91 Shianti Sorcerer Class Table 88

H Heart Warden 71 Herbalish 17 Ex-Herbalish 23 Healer, Path of the 20 Herbalish Class Table 19 Hunter, Path of the 21 Herbalish Circles 24 Blood and Bone, The Circle of 24 Living Land, The Circle of the 27 Sea and Sky, The Circle of 25 Herbalish Mantle 18 Herbalish Stag Shield 18

J Jewelcraft (Itemcraft) 120

K Kiroqx 15 Kundi Mystic 33 Ex-Kundi 39 Kundi Mystic Class Table 36 Multiclassed Kundi Table 40 Kundi Racial Qualities 35 Kunlari 35

M

T Touch Attacks 124 Trust 115

U Undead Servitor 13

V

Poignard 46 Potions of the Herbalish 29 Power Stones 82

Vakeros Knight 97 Battle Magic Class Feature 101 Daernath 102 Kaenos 101 Keron 102 Puuros 101 Valos 102 Drakkaros, The 106 Ex-Vakeros 106 Multiclassing into Magician of Dessi 106 Vakeros Knight Class Table 107

R

Veerok 105

Magical Craft 119 Basic Rules for Item Creation in Magnamund 120 Buying Itemcraft Skills 119 Quality of Items 120 Resist DC 120

P

Rituals 72 Astralis Majora 74 Baleful Lore 75 Cabals 81 Death and Unlife 76 Flames of the Ancients 77 Hallowed Paths 78 Passion 80 Ritual Exhaustion 73 Ritual Rooms 74 The Many Ways of Going 79

W Wave Hunter 28 Wyld-Tricks 40 Wytches’ Tools 65 Wytch Chyld 62 Wytch Chylde Cabals 81 Ex-Wytches 72 Wytch Keys 82

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Index

G Gems of Power 82

License OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights Reserved. 1. Definitions: (a)’Contributors’ means the copyright and/or trademark owners who have contributed Open Game Content; (b)’Derivative Material’ means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) ‘Distribute’ means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)’Open Game Content’ means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) ‘Product Identity’ means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) ‘Trademark’ means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) ‘You’ or ‘Your’ means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and

You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorised version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Lone Wolf, Magic of Magnamund is (C) 2004 Mongoose Publishing under license from Joe Dever and related logos, character, names, and distinctive likenesses thereof are trademarks of Mongoose Publishing under license from Joe Dever unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorised User.

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