You are on page 1of 98




Additional Writing: KEVIN P. BOERWINKLE
NOAH DUDLEY Chief Executive Officer: JOHN ZINSER
KEVIN WILSON Based on material previously published
in the 7th Sea™ line of products.
Art Director: JIM PINTO

Graphic Designer: STEVE HOUGH
Interior Artists: JONATHAN HUNT

To use this companion, a Dungeon Master also needs the Player’s Handbook,™ the DUNGEON MASTER’S Guide™
and the Monster Manual.™ A player needs only the Player’s Handbook™
The Player’s Handbook™ and the DUNGEON MASTER’S Guide™ published by Wizards of the Coast, Inc. a subsidiary of Hasbro, Inc.
Swashbuckling Adventures and Swashbuckling Arcana are ™ and © 2002 by Alderac Entertainment Group, Inc. All rights reserved.

ISBN 1-887953-68-X

Visit our website at

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Théan Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
New Skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Chapter One: The Bargainer’s Arts. . . . . . . . . . . . . . . . . . . . 5 New Feat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
El Fuego Adentro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Knights of the Rose and Cross . . . . . . . . . . . . . . . . . . . . 71
Brief History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Rose and Cross Lost Feats . . . . . . . . . . . . . . . . . . . . . 72
El Fuego Adentro Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Blood Scientist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
El Malvado . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Blood Scientist Knacks . . . . . . . . . . . . . . . . . . . . . . . . 77
El Fuego Adentro Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Invisible College Inventor . . . . . . . . . . . . . . . . . . . . . . . . 79
Porté . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Invention Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Brief History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Sample Inventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
C Porté Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
O Lady Jamais Sices du Sices . . . . . . . . . . . . . . . . . . . . . . . . 13 Appendix: New Spells and Errata. . . . . . . . . . . . . . . . . . . . 85
Porté Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 New Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
N Sorte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Brief History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Acidic Touch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Additional Flame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
T Fate Witch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Valentina Villanova . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Aoloren’s Fleshy Curse . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Boiling Blood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
E Fate Witch Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Zerstörung . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Corrosive Touch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Create Fog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
N Brief History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Zerstörung Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Detect Illness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Doomgrasp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
T Gerhard Stadtloben . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Zerstörung Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Endure Illness. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Endure Poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
S Chapter Two: The Old Ways. . . . . . . . . . . . . . . . . . . . . . . . . . 27
Extinguish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Feed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Glamour. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Fingerflames . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Brief History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Fiery Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Glamour Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Firebird . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
The Glamour Legends . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Fireflies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
The Highwayman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Flaming Blade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Glamour Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Flame Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Lærdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Fobula’s Curse of Ages . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Brief History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Greater Acidic Touch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Lærdom Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Greater Corrosive Touch . . . . . . . . . . . . . . . . . . . . . . . . . . 89
The Runes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Hand of Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Yngvild Olafssdottir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Hurl Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Lærdom Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Ignore Injury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Images of the Runes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Larenthar’s Mental Meltdown . . . . . . . . . . . . . . . . . . . . . 90
Pyeryem. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Resist Poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Brief History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Spark Cloud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Pyeryem Shapeshifter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Transmute Blood to Dust. . . . . . . . . . . . . . . . . . . . . . . . . . 90
Animal Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Cannons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Koshchei. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Standard Boarding Cannon . . . . . . . . . . . . . . . . . . . . . . . 92
Pyeryem Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Standard 6 pound Cannon . . . . . . . . . . . . . . . . . . . . . . . . 92
Scrying. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Standard 10 pound Cannon . . . . . . . . . . . . . . . . . . . . . . . 92
Scrying Sorceress. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Standard 12 pound Cannon . . . . . . . . . . . . . . . . . . . . . . . 92
Potions and Elixirs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Standard 20 pound Cannon . . . . . . . . . . . . . . . . . . . . . . . 92
Isabelle du Montaigne . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Horse Cannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Scrying Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Eisen Roaring Cannon . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Male Scrying Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Setine Clockwork Cannon . . . . . . . . . . . . . . . . . . . . . . . 93
Other Non-Cannon Artillery . . . . . . . . . . . . . . . . . . . . . . . . 93
Chapter Three: Shamanism and Other Magics . . . . . . 65 Small Catapult. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Sorcery and Shamanism . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Large Catapult. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Théan Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Ballista . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Gesa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Swivel Base. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Derwyddon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Swashbuckling Adventures Character Record Sheet . . . 94
Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70


it most certainly is: terrifying dangerous magic to be respected and feared and studied. fire. but definitely get the Now. Perhaps. adding to the Bargainers’ sinister scheme. where’s the good stuff? When you are enables sorcerers to teleport through holes literally torn in pursuing the study of sorcery. Unlike other sorceries. This terrible Glamour Isles themselves. I see your eyes slipping down the page as (which Montanus. nearly seven hundred years ago. Of course. Zerstörung was destroyed. save that their In AUC 724. my friend. A Lærdom sorcerer is more priest passed down from the Senators to the von Drachen family. The few remaining practitioners hide deep in R of nature? A normal man cannot tear holes in space or grow the Sierro de Hierro Mountains where they play with flame and O wings and fangs. El Fuego Adentro: The ability to control fire was passed T however. this sorcery is limited to select inhabitants of the unable to resist the lure of magic’s power. a Glamour mage in Avalon calling upon the spirit of Robin Goodfellow. but sorcerers can do these and more. these runes were embodied in living magic as a threat. are not particularly subtle or precise. the living power of legends generates worlds full of terrifying creatures that claimed to be the actual energy upon which the people can call when they need original inhabitants of our world. the powerful creatures that inhabit Avalon. but rumors persist individual. it’s all “good stuff. Introduction The Bargainers’ Arts The most famous (or infamous) sorceries in Théah today came “Théah had sorcery long before it had Senators. but do you know Sorte: As complicated as the nation that claims it. ancient faith. they are still intense focus on the power of 24 specific runes or lærds rulers. called skjæren. basic and direct. ” about as part of the Bargain. their descendants continue to point across. The ability to tap into this energy was a gift from ambitious senators the ability to perform magic. These creatures granted the assistance. Despite their veins gives them incredible power which causes their their occasionally barbaric appearance. fatal way to get from place to place but the Montaigne nobility in whose blood this ability resides regard the danger I Sorcery is a magical power gained from interaction with as a small price to pay for such incredible power. this gift Hold. Is it magic? For those who are not so gifted. 3 . A deeper look. it became infused into their bloodlines. Every time the Sidhe. the tools of their sorcerous arts. slowly mortal world did not hold enough for them. There were originally seven. it all depends on the Drachens. the chief Senator. a thing that must be destroyed. hunted by those who perceive their In ancient history. some Eisen. the blood coursing through persons who became the gods of the Vesten people. The “Fate Witches” of Vodacce U Witch twisting strands of destiny. pulling and tugging them into new shapes even they cannot fully C sorcerer invoking a powerful rune or a knight of die Kreuzritter comprehend. of a precious few descendants who retain the ability to wither flesh and transform metal to dust with nothing but a touch. the fabric of the Barrier that Inismore and the Highland Marches. For others. D about sorcery in Théah? Imagine a Montaigne Porté mage stepping through a bleeding rent in space. sorcery was exercised. when a group of powerful men decided that the The four bloodlines have endured the centuries. be focused on a single person. although alteration of even a I tiny portion of the web has repercussions across many lives Is sorcery a religion? and pulling too hard could conceivably alter the fate of the O For many. Now I know what sorcery is. Ah. passing much like the people themselves. kept for himself ) you say to yourself Hey. N some form of supernatural item or entity. It is an incredibly dangerous and often to learn even a portion of a simple spell could mean the difference between life and death. The practice of Lærdom comes through an practice the gifts of that Bargain. There are rumors of protects Théah from these hideous creatures grows weaker Sidhe enclaves on the continent as well. owing nothing to the terrifying beings who The Bargain wish to subvert humanity to their own ends. Bargain gave the senators power to rule the entire Empire. How does sorcery from Senator Montanus to his colleague Senator Castillus work? Why does it work? What elements do these outside forces provide that give a human the ability to defy the laws whose descendants have been hunted almost to extinction by the Inquisition. In some cases. Lærdom: The sorcery of the Vestenmannavnjar is very and in time. a cabal of senators in the ancient Numan Empire origins are less malevolent: discovered a barrier between the natural and supernatural Glamour: In Avalon. But in all cases.” Failure the fabric of space. In others. there were ancient forms or sorcery that came from other sources. those who practice this enemies — and their own people — to tremble in fear. These magics are identical to the Bargainers’ Arts in every way. Its effects from parent to child like any other genetic trait. but – Koschei time and attrition whittled their number down to four: Porté: One of the most well-known sorceries. a Lærdom hold the threads of destiny in their hands. A Pyeryem sorcerer would say that his power entire world… derives from his ardent belief in the goddess Matushka and Zerstörung: The power to rot and corrode matter was N the abilities she grants. centuries later. A thing that began The Old Ways long ago. should not be underestimated. and even Glamour mages cite the power of the ruthless warlords in the lands which would one day become alien Sidhe as the source of their abilities. but as far as anyone and the creatures were confident that the humans would be knows. the noble elite of an entire nation. yes. they have regarded as the “true names” of intrinsic aspects of life. along with the von sorcerers dismiss all that as poppycock. the power of Sorte can T patrolling the shadowy corridors of the Dark Paths. been forced into hiding. a Vodacce Fate the power to see the intricate patterns of the great Web of Fate is granted only to women. But before the Bargain. than magician. exposes far more complexity.

although it as Théah: one not given by higher powers or infused into an not as potent as that of Full Blooded. Pyeryem. The third and final chapter other sorcery in Théah. I Scrying: The ability to gaze into water and see across time and space comes through the bloodline of the Lady of the N Lake. There are also forms of magic Zerstörung). all of them anger is swift and merciless. Only those who possess the proper blood may O even from the Sidhe. Pyeryem: Matushka. the innate skills of a particular animal can prove invaluable The second chapter covers the Old Ways. If the of the city guards. those they once welcomed. this feat therefore cannot be classified as true Théan sorcery. in more than two classes in this book. its potential. D They must be purchased at character creation and cannot U normally be altered during play. whether it is shamanism. may not be taken if the character has taken the feat: Half Blooded more than once Shamanism Half Blooded [General] Yet even beyond these. It springs from the power of human train in the uses of noble magic. Those who practice this sorcery do so in silence. magical item. Like all other than those of the Bargain. in the current volatile state of the world. as prescribed in the appropriate section. the Inquisition or power-hungry nobles character’s parents have different types of the Full Blooded who would exploit them. hiding their abilities from the watchful eye Special: This feat may only be taken at 1st level. Many must live class of that magic. you may still ancient bloodline. can be easily transposed to any d20™ campaign you choose. a powerful Sidhe who views humanity differently than Sorcerous Feats T others of her species. some sort of magic. Matushka’s sorcerous abilities. another form of magic exists on You have magic blood running in your veins. Blooded — cover the various types of sorcerous bloodlines. they Special: This feat may only be taken at 1st level. which was detailed in I the Swashbuckling Adventures handbook. now actively persecute applying it to a different magic type. Although The first chapter covers the Bargainers’ Arts: those powers it sounds like a simple and perhaps even childish gift. a world of air and shadow on the other side of our own. Within it lies more power than all of the other Benefit: Choose one of the Théan magic types (El Fuego forms of sorcery put together. In any case. Called shamanism. has favored her people with the ability to new class types that allow you to play them in any campaign. so it is up to you and the DM to type. though we do not recommend that any single character possess levels Although rare. Prerequisites: Half Blooded of the appropriate magic casting or sorcerous research. Porté. and other non- woe unto the sorcerer who does not respect them. one of the As stated above. For the most part. Unlike Porté. but you still retain some potency. Glamour. each time embraced sorcery. Since they are not passed along a bloodline. the inhuman Bargainers and their ilk. You may take unlimited levels in the chosen class that grant their abilities by some alternate means. almost all forms of Théah sorcery are R most elusive secret societies in the land. Sorte or In the world of Théah. You may select one players. Full Blooded [General] practitioners of Nacht walk with their eyes open among the The magical blood runs strong in your veins: most likely. Similarly. O corridors of the Dark Paths. classic spell. level 0 knack and one 1st level knack. there are rules about its practice and covers the various forms of shamanism. the emerging Prerequisites: Half Blooded. the ancient goddess who watches This book covers all of these sorcerous bloodlines. You may take a number of levels in the chosen often reviled or feared rather than revered. granted by powers when mixed with human perception and cunning. which you may cast backstairs intrigue and devious court politics will provide up to three times a day each. Pyeryem. parents must have the feat: Full Blooded of the chosen magic a term taken from the natives of the far western isles. such as Montaigne. at least one of the character’s purpose can manifest in wondrous acts. clandestine lives. It is not so much the extent of your power as how you use it — and play the role of sorcerer Latent Sorcerer [General] — which makes the difference. Lærdom. Scrying. and humanity has only begun to tap into Half Blooded of the chosen magic type. they are members of Sophia’s Daughters. Fortunately. it is type. T The most notable among them is Nacht. Porté. practice of Blood Science combines sorcerous humours with Benefits: Choose one of the Théan magic types (El Fuego modern alchemical techniques to produce potions and philters Adentro. Adentro. Although originating in Théah. Scrying. 4 . work your character into the story line amidst the energetic Benefits: Your magical abilities have atrophied from lack swashbuckling and romantic escapades of your fellow of use. A character with this feat is ample opportunity for you to exercise your skills and power. transform all or part of themselves into animals. from the inner soul of those whose strength of Prerequisites: Human. sorcerers and magic-users are more Zerstörung). delivered unto the Numan senators and their descendants. Sorte or of surprising yet unstable power. beliefs. passed down from the Numan senators and their allies. such as a of your selected magic. you have the ability to learn the deepest secrets of noble N Nacht sorcery is used to protect Théah from the incursions of magic. from whose bloodline they gained their use them. both of your parents were Full Blooded sorcerers. a few other forms of magic exist on Théah. Two different feats — Full Blooded and Half sorcerous ability. including over Ussura. Every nation in Théah has You have hidden or untapped magic potential. the player character may take this feat twice. Even lands which formerly feat. Lærdom. considered a 1st level caster for spell casting purposes. Even so. The sole purview of die Kreuzritter. or both of the character’s parents must have the fate: poorly understood. DMs running non-Théan C Other Forms of Magic campaigns may forgo this requirement if they wish. the Daughters have managed to keep their existence hidden inherited genetically. Glamour.

Like other sorceries. it is they who come to Caius Castillus and thus made its way through his mind when most Théans think of sorcery. but a few mention the power involved. Rumors abound about a band of sorcerous rogues and outcasts called Los Nublados or “ The Shadowy Ones” who supposedly live deep in the mountains but no one has ever been able to confirm whether they are earthly beings. engulfing him one immaculate flame? It is a thing of mystery — the sacred without consuming him. Your mountains in eastern Castille. not to and hunted them like criminals. fire is not alive. Do you see the majesty? The beauty and purity in fingertips. while others sulk in of existence. spectral creatures… or just an old wives’ tale designed to control unruly children. precious knowledge and power would be lost. Zerstörung. Even today. Flame leaps from a mage’s Watch it burn. El Fuego Adentro is highly visible and instantly destructive. some say. “The Fire Within. consists of some combination of the four The Castillus family lent its name to the land over which elements. by force or by sorcery. foolish peasant. has been hunted to near Bargain was El Fuego Adentro. The most adept sorcerers can form in the absence of air? More proof that elements do not exist creatures out of flames — even. spreading over his entire body. Did you know that fire does not burn were cool ribbons of silk. Only Porté and Sorte passed from Senator Montanus to his colleague Senator mages survive in any large numbers. at least not in this world. Without our understanding of the components redeem their family’s good name. searing power of fire. Think on throne back from the Church and its “puppet king” either that as you go. A fourth. Unlike El Fuego Adentro other more cerebral sorceries. descendants to the land of Acraga. By studying the power of the elements. 5 . some still seek to ignorance is proof. It has been this way since time began. the way it consumes what it touches. T h e B a r g Chapter One: a i The Bargainers’ Arts n e r s’ A r t s This chapter covers the four types of sorcery granted to the Numan Senators in their terrible Bargain of 724 AUC. we can of the Vaticine Church routed them from their holdings gain immeasurable insight into the workings of the world. Everything we are. waiting for their opportunity to take the The world would sink into darkness beyond imagining. Apparently impervious to the combination of heat and fuel. nor is the wind. Hey. everything we do. this ability remained almost exclusively within the Castillian nobility. and so shall it be it ruled until the Battle of Malaca in 1009 AUC when forces as the world ends. the mage can handle flames as if they Its relationship with air. Firebird of Ussura. hidden places.” The ability extinction. and a fifth. Three fell to assassination and One of the hideous sorceries granted in the infamous infighting. the starkly beautiful No. don’t touch that! survived and fled to La Sierra de Hierro. Brief History There were originally seven. El Fuego Adentro is limited to isolated to gather fire and flame seemingly from within the soul was areas of the Castillian mountains. the legendary in isolation. which would one day become Castille. Most were killed.

Considering Profession (Wis).™ but the a character must be human. 1 Ar call fire into being and move it from place to place. equipment kept in close contact (such as the clothing he is wearing) is protected from harm as well. “Heart of Table 1-2. Castillian heritage is not Heat Immunity: Starting at 1st level. Starting at Alternately. but not in the use of armor or shields. existence of these sorcerers could plunge the nation into Skill Points at 1st Level: (2 + Int modifier) × 4. entries below) he may add this bonus to the check. Note: These spells come about as part of the mage’s ability to manipu- Game Rule Information late fire. The effects are identical to those Requirements described in the appropriate section To become an El Fuego Adentro mage. since its use is each skill) are Alchemy (Int). T chaos. and modifier.) he gains Adentro) as his feat. but he need not prepare his spells in R rs’ being and by extension of their advance (they are part of his environment as well. Balance (Dex). aware that its continued existence Knowledge (arcana) (Int).™ pain than the harshest lash. open proof of the the Player’s Handbook™ for skill descriptions. Little by little. the spell’s level. which allows him to advance to 20th level. He otherwise casts spells serpents of flame can crawl down the as a sorcerer. of his El Fuego Adentro abilities. and will adhere to the Alignment: Any non-lawful. The number of spells the apprentice sorcerer learns how to is determined by his level. Wisdom determines the maximum spell t “Hand of Flame” (adept) mages can level the El Fuego Adentro mage grasp fire in their hands as though can access. 6 . at 1st level. and must fulfill the following Fire generated by El Fuego Adentro criteria: abilities is not considered magical Feats: Either Half Blooded (El Fuego unless is was already magical. 6. Not surprisingly. as per the Players’ backs of prisoners. Pa that dance in the pupils of their eyes. Move Silently (Dex). He is limited to casting a Ee Flame” (apprentice) sorcerers learn to make fire an integral part of their certain number of spells per day. make an El Fuego Adentro check (as defined in the various The character may not advance past 7th level in this class. (2. he may. The Inquisition considers all (Con). assign other criteria based damage cannot harm the El Fuego Adentro mage and any on the specific world. Escape Artist (Dex). sorcery an abomination. 8. an additional +1 to his El Fuego Adentro checks. causing far more Handbook. etc. Concentration tantamount to a death sentence. To cast a spell. e Class Features The following are class features of the CB El Fuego Adentro El Fuego Adentro sorcerer: Ha Mage Weapon and Armor Profi- ciency: An El Fuego Adentro mage is A rg Practitioners of El Fuego Adentro can be identified by the tiny flames proficient with all simple weapons. take Full Blooded (El Fuego 2nd level and every 2 levels thereafter. See Good King Sandoval’s tenuous position. and Spellcraft (Int). threatens the current line of Castillian kings. Craft (Int). Taking Half Blooded (El Fuego Adentro) at 1st level El Fuego Adentro Checks: When the character wishes to makes the character a Half Blooded El Fuego Adentro mage. fire and heat-based required. The El Fuego “Spirit of Flame” (master) El Fuego Adentro mage gains bonus spells Adentro mages have gained the based on his Constitution ability to give fire the form and score. Disguise (Cha). appearance and general demeanor Hit Dice: d8. blood). Castillians gifted with El Fuego Adentro Class Skills tend to live in and around the lands of Rancho Gallegos but The El Fuego Adentro mage’s class skills (and the key ability for many are afraid to practice their art. been known to climb ladders an El Fuego Adentro mage must of flame or scoop up handfuls of have a Wisdom score of 10 + fire to hurl at their enemies. along with the DC of s it were a solid object. however. blood. Listen (Wis). even across water. spell/class features specifies otherwise. They have the spells he uses. Sense Motive (Wis). Spells: An El Fuego Adentro mage T ni Their abilities are wondrous and may cast arcane spells according to frightening to behold. Flickering insects resist his spells equals 10 + the of flame can be sent to land on spell’s level + the caster’s Wisdom thatched roofs during sieges. 4. or unless the Adentro) or Full Blooded (El Fuego Adentro). and the DC necessary to semblance of life. of course. The mage could. or the Player’s Handbook. as indicated on Table 1-3. The DM may. h keep their powers a secret. Thus. must precise manifestation matches his possess some portion of Castillian other abilities. In non-Théan campaigns. the few remaining fire mages have learned to Skill Points at Each Additional Level: 2 + Int modifier.

Spell 15 +11/+6/+1 +9 +5 +9 Spells (2) 16 +12/+7/+2 +10 +5 +10 El Fuego Adentro Checks +8. Starting at 1st level an El Fuego Adentro mage can to magical fire). . . . . . cally considered a success). Spells (2) 14 +10/+5 +9 +4 +9 El Fuego Adentro Checks +7. stacks r g A Table 1-1: The El Fuego Adentro Mage a P Level Base Attack Bonus Fort Save Ref Save Will Save Special i n T 1 +0 +2 +0 +2 El Fuego Adentro Checks +0. Spell 17 +12/+7/+2 +10 +5 +10 Range: 100 ft. . . . - 11 5 17 12 6 6 5 4 3 2 1 . . and any damage dealt through unless the mage can continue to feed the flame (See Alchemist heat is reduced to 0 hit points. although it will be spells. . - 13 6 20 14 7 7 6 5 4 3 2 1 . . it cannot move select one of the following abilities: Fire Resistance 5 (applies quickly. . .. . . - 8 4 12 9 5 4 3 2 1 .. . B C above. enter the molten fires of a volcano and it would flame as desired. . in the fire and the mage’s own El Fuego Adentro abilities only. . - 10 5 15 11 6 5 4 3 2 1 . extinguished if the mage cannot “feed” the flame as noted Adept: At 10th level. . DUNGEON MASTER’S Guide™ for skill descriptions. No save needs to be made (it is automati. . and (which does not count against his maximum number of e moves across water if the mage wills it. He may Adentro mage can defy wind and water. in the Player ’s Handbook™ and Catching on Fire. This fire ignores winds. .. Spells (2) A 1 6 +4 +5 +2 +5 El Fuego Adentro Checks +3. . . Apprentice e E 2 3 +1 +2 +3 +3 +0 +1 +3 +3 El Fuego Adentro Checks +1. . Heat Immunity. The fire must be able to be feel like a hot bath. .. . . El Fuego Adentro Checks +5. Once the check is successful the mage may move the applies to magical fire and stacks with the apprentice ability). El Fuego Adentro Checks +9. “fed” by moving over flammable material or it will extinguish. Spell 7 +5 +5 +2 +5 Spells (2) r 8 +6/+1 +6 +2 +6 El Fuego Adentro Checks +4. for instance. or the spell feed h El Fuego Adentro check (DC 10). . .. newly open to the secrets of his blood. . This ability applies to natural Fire. per round. . . Spell Table 1-2: Spells per Level Table 1-3: Spell Progression (Spells per Day) Character Maximum Spell Total Spells Level 0 1 2 3 4 5 6 7 8 9 Level Level Known 1 1 . Spell 19 +14/+9/+4 +11 +6 +11 Spells (2) 20 +15/+10/+5 +12 +6 +12 El Fuego Adentro Checks +10. - 4 2 6 5 3 2 1 . Spell t 9 +6/+1 +6 +3 +6 Range: 50 ft. . The El Fuego Adentro mage may target a flame at a greater distance and attempt to control that flame but the DC learned in the ways of his sorcerous ancestors. Apprentice: At 1st level. . - 15 7 23 16 8 8 7 6 5 4 3 2 1 - 16 8 24 17 9 8 7 6 5 4 3 2 1 - 17 8 26 18 9 9 8 7 6 5 4 3 2 1 18 9 27 19 10 9 8 7 6 5 4 3 2 1 19 9 28 20 10 10 9 8 7 6 5 4 3 2 20 9 30 7 . Spells (2) 18 +13/+8/+3 +11 +6 +11 Master. 10 ft. - 12 6 18 13 7 6 5 4 3 2 1 . . Spell 13 +9/+4 +8 +4 +8 Range: 75 ft. . . . - 1 0 3 2 1 1 . . Spell 5 +3 +4 +1 +4 Range: 25 ft. . . - 5 2 8 6 3 3 2 1 . Fast Healing 5 (which. the mage is an El Fuego Adentro adept. - 6 3 9 7 4 3 2 1 . . . - 7 3 11 8 4 4 3 2 1 .) magical fire still inflicts damage as normal. The adept may select one of the following abilities: Fire Resistance 5 (which a H for the check is increased by 10 for every 5 ft. - 3 1 5 4 2 2 1 . beyond his range. though other limitations still apply). - 14 7 21 15 8 7 6 5 4 3 2 1 . when fully enveloped in flame. . Range: 10 ft. Spell 11 +8/+3 +7 +3 +7 Spells (2) 12 +9/+4 +8 +4 +8 El Fuego Adentro Checks +6. the mage is an El Fuego Adentro Range: Although fire under the control of an El Fuego apprentice. . . see the DUNGEON MASTER’S Guide™). . - 2 1 4 3 2 1 . . by making an flame. . Fast Healing 3 (when fully enveloped in T direct the movement of one fire within 10 ft. - 9 4 14 10 5 5 4 3 2 1 . Spells (3). Spells (2) s 10 +7/+2 +7 +3 +7 Adept. Spell Spell r s’ R 4 +3 +4 +1 +4 El Fuego Adentro Checks +2.

and Lorenzo’s unit was ordered to hold the city at all Continual Flame. he quickly mastered its ways. the vengeful “El Malvado” followed. All other material components are waived. valiant but hopeless defense of his family and friends. This spell is identical to the spell endure elements mark scarlet kerchief as a warning to those who remained. though other Ha abandoning dozens of young women in his home city of San limitations still apply. locked in his blood. Castillian military. within them. as the spell faerie fire. Any time the fire Pa kerchief and a short poem about unmatched passion on his conquests’ pillows. Other elements listed are not affected by this spell. costs. the blackened soul known as El Malvado fully enveloped in flame. But nothing he had seen in his clandestine exploits in the the fire is not consumed by the spell’s activation. master. adept abilities) or two additional El Fuego Adentro spells as long as he meets the requirements for the spells. stacks with the apprentice and e (“The Wicked”) may be reckoned as the worst of the worst. the Feed spell must be used T ni to prevent it from going out. just like anyone else. Fiery Grasp. Although beam. otherwise identical to the spell mage armor in all respects. Although he had never trained in the art of Spark Cloud. Others have been burned so Fire Resistance 10 (which applies to magical fire and stacks T deeply that only their darkest instincts remain. Affairs of the heart and pleasures of the flesh were just a A rg game to the handsome rake. as the spell dancing lights. Special Note: Practitioners of El Fuego Adentro cannot Juan. Keeps a flame burning without fuel. he has no hesitation about killing and always hits it target. Endure Fire. brought to justice. dealing 1d4+1 points of damage anyone who stands in the way of his furious vengeance. With callous precision. This spell is otherwise identical to the spell shocking grasp. The master may select one of the following abilities: become heroes of great renown. becomes the essence of the command gave his life in service to king and country. Dazzles one creature (–1 attack). Fueled by rage and page 90. His obsession for Feed. 1 Ar many who furthered the cause of the heroic masked Vagabond. though other limitations still apply.) punishing those who had moved against him knew no political Fiery Bolt. have pursued the madman for over a year. t Castillian countryside could prepare him for the true atrocities Unless otherwise noted. Lorenzo found himself leading a Dancing Flames. his carnal exploits spread even farther across Ee the country's western peninsula. After securing an artillery command in the leaves contact with a fuel source. the Player’s Handbook. and every soldier under his Ray of Fire. Fast Healing 5 (when h callous miscreants. always ending with a scarlet cause a regular fire to grow except by feeding it with combustible materials. This spell is His former amigos in Los Vagos. In a area for up to 1 minute. Figment torches or other lights in a 10 ft. It will ignite flammable The burning carnage sparked the Castillian’s latent sorcerous targets as per the DUNGEON MASTER’S Guide. realizing that he must be otherwise identical to the spell magic missile in all respects. complete of war. per 2 levels of the caster (maximum of 5d4 + 5). except that flame. leaving each charred Burning Hands. s The military invasion ended Lorenzo’s life of lust and leisure. a fearsome foe on a par with the greatest sorcerers in and Monsters™). This spell is he must be extinguished. Villains. the mage is an El Fuego Adentro Dominguez de San Angelo (see page 32. A bolt of fire darts from the sorcerer’s fingertip boundaries. body as a reminder of the Montaignes’ slaughter and his trade. descriptions for the spells below. Among these with the apprentice and adept abilities). For the good of the land — for the good of Théah — the sorcerer providing +4 armor bonus to AC. save that it works only against the element When the Montaigne army finally retreated from Castille. El Malvado and his sorcery now burn out Flame Shroud. Some. 1st Level he began murdering them one by one. a torch-sized fire Vagos and distinguished himself in noble service as one of the is required as a material focus. touch attack to a single target. 8 . with the apprentice ability) or one additional El Fuego Adentro El Malvado spell as long as he meets the requirements for that spell. Burst of tiny sparks causes 1d4– 2 damage (See fire magic. Unless noted in the text. like the wandering swordsman Luis Rafael Master: At 18th level. beyond that. as the spell flare. 1d4 fire damage/level (max 5d4). The sorcerer’s hand is imbued with fire that can losing three members of their band in their efforts to take him be used as a melee touch attack dealing 1d8 points of fire down. he was far from fingertip. Further. damage +1 point per caster level (maximum +20). A barely visible shroud of flame surrounds of control. A ray of fire projects directly from the sorcerer’s Lorenzo was the only survivor of the massacre. matter of hours. Despite his “wickedness. Montaigne’s invasion of Castille altered not only the borders This spell does not count against his maximum number of but also the destinies of countless men and women living spells. have risen from the flames of tragedy to the land. Makes a permanent.) madness. heatless torch. not ice. of fire. dealing 1d3 points of fire damage with a ranged unscathed. San Juan and everything the young Castillian Flash. When the siege began. San Juan was a tempting military objective for the Montaigne 0 Level army.” Lorenzo was not an evil man — El Fuego Adentro Spells R rs’ at least. They do not CB Don Lorenzo Zepeda del Acedo earned the title “El Malvado” in the years preceding the war with Montaigne by seducing and count against his maximum number of spells. Nimbus of Flames. Outlines subjects with fire. as a material focus. cared for was put to the torch. not yet. in all respects. he launched a brutal personal campaign against the soldiers who destroyed San Juan. Heroes.™ It is identical abilities. the daring young man joined the secret ranks of Los Note: All El Fuego Adentro spells require some source of fire as a material focus. Reacting to the growing threat of the Inquisition. (See page 87. releasing the formidable power of El Fuego Adentro to ray of frost in all other respects. Like a wildfire. This spell functions exactly as the spell ray of frost.

lasts 1 Fireflies. that deals 1d6/level 7th Level (max 10d6) in damage. cone of cold.) Fire Storm. Burst of flame over 20 ft.) Heat Metal. +1d6 damage. 9 . Make metal so hot it damages those it touches. This spell functions exactly like the spell choosing a different type element type. causing an additional blast for 5 rounds. tures. Flame Barrier. Turns fire into blinding light. (See page 87.) a target for 1d6 damage (See page 90. area. Pull fire from an existing flame and hurl it Hurl Fire. Deals 1d6 fire damage/level. and 1d4 to 20 ft. Pyrotechnics. Snuffs out any nonmagical fire. Rolling ball of fire. you gain a +1 compe- Wall of Fire. Fire Shield. (See page 89. The sorcerer (and all of his equipment) becomes New Feat insubstantial. This spell is 3rd Level otherwise identical to the spell blade barrier in all respects Extinguish. Benefit: When taking this feat. save that the energy produced is that of fire. 6th Level Flaming Sphere. including salamanders.. not frost. Delayed Blast Fireball. and in addition. This spell is otherwise identical to the spell creatures made from flames.) Fireball. 1d8 fire damage/level. (See page 88. 5th Level Special: You may take this feat up to 4 times. Knowledge: Creatures of Flame [General] In this form.) Fireform.) Flame Arrow. 2d6 damage. Can reach into an existing flame and hurl it at (2d4 +2 damage for every 2 levels) (See page 87. 4th Level Additional Flame. It is otherwise identical to cone of cold in all respects. fire gaseous form in all respects. generating heat but almost impossible to see. Deals 2d4 fire damage to 10 ft. Takes control of an additional flame. giants and fire mephits. tence bonus to attacks and damage against flame crea- walking through deals 2d6 +1/level. Creatures attacking you take 1d6 +1/level fire Prerequisite: Spellcraft 4 ranks (alternately. protected from heat or cold. each time Cone of Flame. Acorns and berries become grenades and bombs. (See page 85. Creates a cloud of fiery insects to wreak havoc. round/level. the sorcerer can still do damage and ignite You are familiar with the workings and weaknesses of flammables. Fire Seeds. Fire Trap. or choking smoke. may achieve critical hits against them. Shoot flaming projectiles (extra damage) or fiery bolts (4d6 damage). The El Fuego Adentro sorcerer can create a spinning disk of blades made of flame. T h e B C a H r g A a P i n T e E r s’ R A 1 r t 2nd Level Flame Strike. Smites foes with fire (1d8/level). (arcana) +4 or higher). you can delay Flaming Blade. Knowledge damage. Ignites a normal blade. Opened object deals 1d4 +1/level damage. s Fingerflames.

Porté Montanus. T ni teleportation — or Porté — has long been the purveyance of the Montaigne nobility. While Montaigne nobility reveled form of documents or informants) around the country in a privately in their sorcery. he is lost there forever. deals blooded objects (i.e. bloody. ing. it became a stigma in the eyes of the new regime. the Porté sorcerer tears holes the fabric of the universe to traverse the distance from one point to the hours afterward. Constructs. Creates a snake out of living flame which almost stifling degree of societal nicety in the sorcerous obeys your commands. thus. While they often employ mad during the night of that horrific event. jewels. letters Léon Alexandre Montanus and gave her kingdom a new of credit and documents) once made for a very secure and name: Montaigne. The power to move information (in the nation in the world. skills and offered his nation as a safe haven for other sorcerers munications systems in all Théah.) affected the psychology of the Montaigne nobility. and play it well. Furthermore. the who make six consecutive saves without a failure. and has allowed Montaigne 1664 when Empereur Léon XVI openly proclaimed his Porté to develop one of the most sophisticated and effective com. the ability to safely store. Many of them are honorable men and women is within the Walkway. the Montaigne nobles have a A rg Teleportation remains one of the most useful forms of magic in creation. Full Blooded Porté sound when they activate their magic. Elementals. Porté means always having access to Léon’s hubris cost his nation dearly. powers beyond the Barrier. Destroying a sorcerer’s anchor while he is in the ability. This dimension is a deadly 10 . This has contributed to the Flame Serpent. sophistication and downright high-mindedness At the height of the Numan Empire. For all of the refinement. the founding of the Vaticine Church and even t power. Brief History Ee which the Montaigne are still learning to pay. Does the ability to “mark” an object of value cause them to be more CB materialistic and territorial? Or has Porté developed as Ha Porté a reflection of an increasingly covetous and possessive aristocracy? Either way. These Portals (a formal term) bleed as if cut. persecuted by the Vaticine Church. even the most survived. time imma- very deep and abiding attachment to their possessions… and frequently towards the possessions of others. Soon it had become the most powerful responsive economy. move such financially vital items (such as gold. Charles was dead and Isabeau was ruler in her own right. On a national level. In Théah. as well. called the “walkway. however. During this time. Cloud is 30 ft. Five years later. place great 9th Level importance on guest lists.. Creates an enormous storm of fire which No one really knows how the blooding of objects has e rains down upon the area. Pa terial and the dangers of travel inconsequential. ically fails any Reflex saves or Dexterity checks. creatures (excepting Undead. Although Porté had little to do with the peasants’ Anchors: Blooded objects act as beacons for their grievances. By stepping through the Portal. which over- threw the monarchy and installed a democratically elected Limitations Parlement. To play the game. Such activity has become quite a high art amongst the practitioners of Porté. your favorite treasures… as well as a ready weapon nearby or His debauched excesses — along with those of the nobility — prompted a nationwide revolution in 1668. and loses and many sorcerers swear they can hear a faint screaming his Dexterity bonuses to AC (if any).” that links the two holes he has torn. those marked for teleportation) into 4d6 fire damage/round for1 round/level. But it comes with a high price. to mask the otherwise sordid smuggling of Incendiary Cloud. denoting who has access to which Firebird. and Aberrations) must make a Fortitude save (DC of 20 + the number of miles Porté Mage traveled. Octavius Montanus lead a powerful cabal of senators who struck a Bargain with the R rs’ of the Montaigne elite. holding them to the world they They actively persecuted any who showed signs of Porté knew. should a sorcerer lose his last anchor while he move openly. the act sorcerers of any level and Half Blooded sorcerers of 5th stains the Porté mage’s hands a deep red. 1 Ar fashionable Duchess of the Blood must use her dainty white hands to rend a gaping. The sorcerer’s own blood marks the entry and exit Imperator Corantine. the character automat- other instantly. places of importance. Many in the cabal died or went unnatural and messy business. Outside the borders of Montaigne. marking him forever level or higher are automatically immune. h Fiery Doom. bleeding wound in space to use her continuing to thrive on the continent despite barbarian tribes. Creates a huge bird out of living flame which obeys apartments. The Imperator left sizeable portions of points. high. but Montanus the sorcery in cunning and ingenious ways.) upper classes. His descendants eventually fled north from Numa. rounding up) or suffer portal sickness for 1d4 In simplest terms. these émigrés still that anchor. (See page 88. 8th Level an unparalleled escape route. Portal Sickness: Those who travel through the Walkway but the revolution unleashed blind hatred for their kind.) relations and staff. (See page 88. mage enters a nether dimension. owners in the Walkway. and how well known and trusted are any friends. mages must be willing to get their hands dirty. it was never openly discussed until timely manner is even more vital. as are characters as a practitioner of the art. access and The power-hungry woman then married her distant cousin. the exercise of Porté is a raw. sending the remaining nobles fleeing into exile or Walkway stops him from re-entering the world through worse. T your commands. so few can now walk the lands of their ancestors safely. wide by 20 ft. find the experience disorienting and frequently nauseat. When entering or exiting a Portal. (See page 89. the Senator’s direct descendent. On a personal level. linking them to their destination or the objects they his holdings to his son Charles who married Isabeau s wish to transport. who have little in common with their scheming colleagues. It renders distances irrelevant.

. 18 +13/+8/+3 +11 +6 +11 Master. . .. however. 11 +8/+3 +7 +3 +7 Porté Checks +6. . . - 11 5 10 12 6 6 5 4 3 2 1 . . a H burglary abroad. r g A Table 1-4: The Porté Mage a P Level Base Attack Bonus Fort Save Ref Save Will Save Special i n T 1 +0 +2 +0 +2 Apprentice. . . - 5 2 6 6 3 3 2 1 . many use the power to quickly reach holdout pistols and other weapons. Escort: 2 17 +12/+7/+2 +10 +5 +10 Porté Checks +9. Attunement: 7 miles. . Attunement: 1⁄ 2 mile. While the nobility of old considered such practices them. . Blooded: 7 14 +10/+5 +9 +4 +9 Carry Object 150 lb. .” useful only for parlor tricks. . . - 2 1 4 3 2 1 . - 12 6 12 13 7 6 5 4 3 2 1 . Blooding: 9. Blooding: 3. - 4 2 6 5 3 2 1 . Blooding: 6 12 +9/+4 +8 +4 +8 Carry Object: 100 lb. to pull himself toward his blooded objects. . - 8 4 9 9 5 4 3 2 1 . Blooded: 4 r 8 +6/+1 +6 +2 +6 Pocket: 40 lb. . 13 +9/+4 +8 +4 +8 Porté Checks +7. Pocket: 30 lb. Pocket: 50 lb. . . Attunement: 15 miles. . Villains. . he opens his eyes and finds himself in the learn to keep their eyes tightly closed for the duration of their object’s location. modern sorcerers have learned nausea similar to seasickness. Carry Object: 250 lb. then feels his way through to the from their companions and lost forever so Porté sorcerers object. Porté Checks +1. . . . . and can pull (or push) people through their holes with e a portal. . Grasping it. Pocket: 5 lb. .. . Blooding: 10 20 +15/+10/+5 +12 +6 +12 Attunement: 25 miles. - 13 6 12 14 7 7 6 5 4 3 2 1 . Even a master has his limits. Those who do are ripped away large enough to enter. .. . then pulling it to him through limits. . . Blooding: 2. Further. the point where he can pull much larger objects through the Apprentice: The first steps a Porté sorcerer takes are small walkways: anything up to what he can lift or man-sized (6 ft. T the basics of “blooding. . .” the practice of marking small Master: Porté sorcerers at their peak remove their prior h trinkets with his own blood. and cannot carry more than a few people with him. Further. - 14 7 13 15 8 7 6 5 4 3 2 1 . Escort: 3 19 +14/+9/+4 +11 +6 +11 Porté Checks +10. Escort: 4 Table 1-5: Spells per Level Table 1-6: Spell Progression (Spells per Day) Character Maximum Spell Total Spells Level 0 1 2 3 4 5 6 7 8 9 Level Level Known 1 1 . . Blooding: 8 16 +12/+7/+2 +10 +5 +10 Attunement: 10 miles. Pass Object A 1 6 +4 +5 +2 +5 Catch. . whichever is the lesser. - 1 0 3 2 1 1 . . Create Permanent Gateway. . . - 9 4 9 10 5 5 4 3 2 1 . . ripping hand-sized holes in the world. constantly seeking to entice travelers By concentrating on a given object. and mysterious place about which little is known. . - 10 5 10 11 6 5 4 3 2 1 . . . the adept tears a hole just into gazing upon their form. . ones. . - 15 7 13 16 8 8 7 6 5 4 3 2 1 - 16 8 14 17 9 8 7 6 5 4 3 2 1 - 17 8 14 18 9 9 8 7 6 5 4 3 2 1 18 9 15 19 10 9 8 7 6 5 4 3 2 1 19 9 15 20 10 10 9 8 7 6 5 4 3 2 20 9 16 11 . Walk t 9 +6/+1 +6 +3 +6 Porté Checks +5. Monsters) dwell there. Escort: 1 15 +11/+6/+1 +9 +5 +9 Porté Checks +8. The unwary traveler suffers from “portal sickness.). Bring r s’ R 4 +3 +4 +1 +4 Attunement: 1 mile Pocket: 20 lb. Attunement: 5 miles. then learning or 200 lbs. any who travel with B C differently. . Blooding: 5 s 10 +7/+2 +7 +3 +7 Adept. e E 2 3 +1 +2 +3 +3 +0 +1 +3 +3 Pocket: 10 lb. . Blooding: 1. Creatures Adept: The next step in a sorcerer’s practice is to reverse like succubi or Portal Fiends (see page 71. 5 +3 +4 +1 +4 Porté Checks +3. and the basic process. Porté Checks +2. - 3 1 4 4 2 2 1 . Heroes. . 7 +5 +5 +2 +5 Porté Checks +4. his competence has increased to journey in the walkway. - 6 3 7 7 4 3 2 1 . . . . - 7 3 7 8 4 4 3 2 1 . Attunement: 3 miles. and several have turned to the master must link hands with him or another person travelling with him or lose their way in the Walkway forever.

blood). 15 miles at 18th Hide (Dex). Craft (Int). or Preternatural T Feats: Either Half Blooded (Porté) or Full Blooded (Porté.) class to 7th level but no farther. as a standard action). caster’s Wisdom modifier. proficient in the use of armor or shields.™ but the precise manifesta.) which are described in the various entries below. and are not his spells equals 10 + the spell’s level + the sure what happens to these missing items. Success t (Wis). Wisdom determines the • Living creatures cannot be stored in the pocket. 12 . as a half-action. Walkway. A rg required. maximum spell level the Porté mage can access. Search (Int). Pick Pocket (Dex). Porté Checks: Starting at 1st level and every 2 levels CB at 1st level. 7 miles at 13th level. He is limited to casting and use it to safely store objects away. a character must be human. level. hole while falling. and may have an additional blooded object Class Features for every 2 levels after 1st (2 at 3rd level. Jump (Str). along with the DC of the spells he uses. as indicated on Table 1-6. The character s Skill Points at 1st Level: (4 + Int may add 5 to the DC required to blood the object in order modifier) × 4. at 4th. The number of spells is determined by his level. take Full Blooded (Porté) as his feat. The Porté mage is not off if noticed. which does not count following criteria: against his maximum number of spells). as per the Players’ Handbook. +3 at 5th level. The effects are identical to those described in the appropriate section or the Player’s Handbook. The mage may drop the link he has created Porté sorcerer: to a blooded object at any time. Montaigne heritage is not (+1 at 1st level. Concentration (Con). See the Player’s Handbook™ for skill means that the item is blooded and the character descriptions. but he need not not need to be blooded. • Finally. Move Silently (Dex). (minimizing the damage by traveling as would more traditional fluids like water or wine. These objects do a certain number of spells per day. but the blood can be washed simple weapons. adding his bonus). stored in containers are fine. Apprentice: At 1st level. The character may advance in this bonus to his Armor Class. Pocket: Starting at 1st level. to reduce the DC required to open gates to the object by 5. 3 miles at 7th level. the pocket. spells according to Table 1-5. It takes 5 A Porté mage is proficient with all minutes to blood an object. but they must adhere to the prepare his spells in advance (they are part of his following restrictions. Knowledge (Int). Porté mages are loathe to Wisdom score. up to half a mile). Alternately. and fulfill the mage may select one Porté spell. can open a portal to it if he wishes. the mage may select one of the following abilities: Ever-present Trinket (the mage may select Requirements one tiny or smaller non-magical item that he can call to his To become a Porté mage. there is a tiny (1d4%) chance that it The Porté mage gains bonus spells based on his might disappear. and there- Level: 4 + Int modifier. Game Rule Information All Porté spells and class features require that the mage Alignment: Any. have at least one hand free to tear open portals. a Porté mage • Whenever the mage places an object into must have a Wisdom score of 10 + the spell’s level. which allows thereafter. the Porté mage can gain a general sense of where his blooded Pa items are in relation to himself (general direction T ni Class Skills and distance. +2 at 3rd level. To cast a spell. etc.) Dodge +1 (the mage can use his instinctive sense of spatial h Taking Half Blooded (Porté) at 1st level makes them a Half dimensions to better evade attacks. 10 R rs’ Diplomacy (Cha). and Sense Motive mage may blood an object by making a Porté check (DC 15. In non-Théan campaigns. Escape Artist (Dex). Attunement: Beginning at 1st level. At 1st level the Porté mage may have 1 blooded object. miles at 16th level. fore a stronger link. though the DM may assign other criteria based on the specific world.™ • The sorcerer’s pocket holds a finite quantity of objects. any object stored in the Walkway must maintain its tion matches those of his class features. He otherwise casts spells as a sorcerer. the Spells: A Porté mage may cast arcane Porté mage can create a small “pocket” in the walkway. a character may. a spell (the some natural portion of Montaigne blood. but he must then re-blood Weapon and Armor Proficiency: the object if he wishes to open a portal to it. Intuit Direction (Wis). the spell own shape — the strange etheric elements of certain feather fall represents the mage’s ability to pull open a Porté Syrneth devices would simply pour back out of the portal. at 1st level and 20 lbs. etc. granting him a +1 dodge e Blooded (Porté) mage.). the Porté mage gains a bonus to his Porté checks Ha him to advance past 7th level. above. 5 miles at 10th level. Skill Points at Each Additional This represents more time spent on the blooding. level and 25 miles at 20th level. and the DC necessary to resist store valuables for this reason. Listen Blooding: At 1st level a Porté 1 Ar (Wis). as a standard action. have hand. Note: These spells come about as part of the mage’s ability to no greater than 10 lbs. Liquids through the Portal). across any distance. 3 at 5th level. The following are class features of the 4 at 7th level. Hit Die: d6. This The Porté mage’s class skills (and the distance increases to 1 mile at 4th Ee key ability for each skill) are Bluff (Cha). tear Portals in the fabric of reality. where they are forever lost. and will adhere to the Anything exceeding these limits dumps all objects into the appearance and general demeanor of his Porté abilities. rather than actually slowing his descent. For example.

make a Dexterity check (adding your Porté bonus as a her intelligence and beauty. although she never B C through it. and another move-equivalent action from Montaigne Revolution came and nobles were rounded up n each to complete the exchange. when a character wants to as well. She much preferred quiet scholarship to political games. she accepted her fate with glum resignation. of the attacker. but she a number of times per day equal to 1 + his Wisdom modifier. she was also a deeply unhappy woman. while her magical abilities give the Walk: At 8th level. She never may select one Porté spell. though other limitations still palace to serve as an instant escape hatch in case her apply) or Preternatural Dodge +2 (the mage can use his verbal repartee carries her a few steps too far. the sorcerer makes a Porté check (DC 10). the Porté mage may open a gateway ecclesiastical hierarchy considerable pause. was no match for a e E mages (siblings and other kin do this more easily than guilty conscience. She will occasionally transport objects as well. 13 . which does not count against his goes anywhere without leaving a blooded coin in his maximum number of spells. If the result is higher than the attack roll protection – in essence. and while h (signifying a stronger link. ous areas. this stacks with the apprentice-level ability Preternatural Dodge +1. she quietly e move-equivalent action to open a small doorway and one move-equivalent action to reach through and pull the object despaired at the damage it caused. grant- ing him a +1 dodge bonus to his Armor Class. reducing the DC by 5 for every 5 nightmare of the revolution. across any distance. The DC may be increased or decreased by the DM based on the relationship of the Porté to face execution. the projectile is “caught” by the mage in his She has since done her best to atone for her past small portal and the attack fails. the Porté mage can quickly create dedicated to saving innocent lives from the overzealous A 1 small portals to “catch” (and thereby avoid) arrows. as a free action). when the mage walks through a Portal he may now carry an object up to 100 lbs. a group Catch: At 6th level.” It takes one move-equivalent action for each mage to i T open the portal. To place something in a pocket or retrieve something from a pocket. it seemed. he makes a Porté check (DC Montaigne nobility. The DC is reduced by 5 (to a minimum of 5) for every 5 ial ends. Nobles are actively hunted walks forward until he feels the familiar wrenching sensation in Montaigne so she can rarely move around in the open. a chance to begin life anew. that signifies his arrival at its other end. To open a gateway. Her vicious in the pocket or remove an item from the pocket. now tempers it with gentle self-effacement and refrains Catching a projectile in this manor is a move-equivalent from active politicking. She devotes large enough to walk though. has fewer than 2 hit points at full health. He may select one lethal items. Vicious wit. blade and her own remorse — by the Rye Grin. so once he among those willing to risk execution or worse at the has stepped out of the gateway.” page 12). pulling himself to an object he her energies to rescuing her fellow Montaigne from the has blooded. offered her security and s competence bonus). If the user rolls a 1 when attempting to place an item wit as sharp as that of Lady Sices du Sices. poisons or other of his powers as he heads towards mastery. The Vodacce elite consider her the action.) Carry Object: At 12th level. former country from time to time. Lady Jamais was rescued — both from the executioner’s r s’ R strangers). and has asked the Prince for the DC was increased during the blooding of the anchor aid on more than one occasion. If successful. adding his bonus). Her tongue remains as sharp as ever. smitten with area. Her potent Porté abilities were typical of the bring a blooded item to himself. It requires one her wit made her a force to be reckoned with. T points the DC was raised when the object was first blooded Alas. the Porté mage continues the studies although she refuses to carry weapons. They snatched her from her prison. Adept: At 10th level. The gate siphons off She has begun recruiting allies to aid her in her cause some of his life energy to maintain its operation. She even ventures into her (see “Blooding. and a large number of enemies Bring: Starting at 3rd level.) Opening a gateway Prince Falisci sometimes calls upon her Porté powers as takes standard action and moving through a gateway to a well. Lady Jamais Sices du Sices If successful the item may be placed in the pocket or removed In the court of l’Empereur of Montaigne. see above). the within it. he makes a Porté check (DC 25. a spell (the mage her to do anything that puts her in harm’s way. she fell into a deep melancholy and almost followed his example. the gateway opens. unparalleled verbal duelist. musket revolutionaries. The Prince. As the mage begins to send the object. improved sense of spatial dimensions to avoid attacks. she was horrified by the often a H cruel nature of l’Empereur’s court and her own behavior blooded objects to another Porté mage by making a Porté check (DC 15). he suffers 1d6 points of hands of the Montaigne Parlement and the Rye Grin has damage. The object being passed must be able to fit within the Porté mage’s “pocket” as described below. their power was unquestionable. using them to ferry information in and out of danger- destination takes one standard action. After a ranged attack roll gled her out of the country and eventually ferried her to the t has been made against a target within this character’s threat lands of Prince Donello Falisci. and while she often used them for triv- 20). Prince’s courtesan. The Prince dotes upon her and would never ask hand. The mage may use this ability misdeeds. (This will not take him below 1 hit point unless he proven invaluable in these endeavors. relying on her Porté The mage then simply steps through with his eyes shut and abilities to escape any danger. Pass Object: At 5th level a Porté mage can hand one of his showed remorse in public. Lady Jamais is an important element in of the following abilities: Everpresent Item (he may select Falisci’s ongoing power struggle with Vodacce’s other one small or smaller non-magical item that he can call to his Princes. When her caustic remarks prompted a fellow r g A receiving mage feels a tingle alerting him to the impending nobleman to commit suicide. When the a P “gift. smug. r balls and similar small projectiles. there was no from it. the item ridiculing of other nobles earned her a reputation as an slips into the Walkway and is gone forever.

At 14th level this increases up to 150 lbs. plus stone and metal. You randomly vanish and reappear for 1 round / level. This is considered the required spell dimension door. Secret Page./round. The Montaigne government actually objects which the mage has blooded. 3 other persons at 18th level and 4 other Feather Fall. Subject gains DR 10/+1 against ranged weapons for 10 min or until discharged. Magically locks a portal or chest. already within the Walkway.000 G each must usual repertoire with more personal facts. e weigh more than 300 lbs. and must be roughly medium. The effects and other particulars of this spell actual ceremony takes only one week. thereby the Adept level ability Preternatural Dodge +2). save that it can only be used on in Revolution. Unless otherwise noted. This spell functions in a manner identical to 0-Level the spell Leomund’s secret chest. Mage Hand. radius h persons at 20th level. Dismissal. Even should be constructed at the two sites to be connected. but their owners are loathe to reveal their location. and may select one of the following abilities: Improved Everpresence identical to the spell Nystul’s undetectable aura. The escorted 1st Level individual suffers the symptoms of portal sickness as Expeditious Retreat. Step into shadow to travel rapidly. Shadow Walk. Pa items of the appropriate size). Porté Spells Minor Creation. All attacks against recipient of this spell feature the other participants must have achieved at least suffer a 50% miss chance. Creates one cloth or wood object. +5 ft. each. the Succubus suggests. Changes one page to hide its real contents. Once they are completed. Subject gets a +30 on jump checks. the comments are unusually close the mages must blood each site in a long and painful ritual to home. must be able to lift the object off the ground before it may be Message. the Player’s Handbook contains 5th Level complete descriptions for the spells below. 14 . Jump. Escort: At 14th level. Forces a creature to return to its native plane. Open/Close./2 levels. R rs’ granting him a +1 dodge bonus to his armor class. These additional passengers cannot is changed to 60 ft. The Porté mage tears open an with the Apprentice level ability Preternatural Dodge +1 and unusually tiny hole and whispers briefly into it.) The Succubus wheedles listeners with its usual bloodlines (i. This spell functions in a manner Ha Master: At 18th level. Other gateways may exist in secret. the Porté mage may create a permanent gateway with a little help. cubic ft. which does not count against his maximum Arcane Lock. 5lb. resulting in emotional unbalance and even bouts which requires three months per archway to complete (the of madness. material components are waived.e. +10 ft. a spell (the mage may select 2nd Level T ni one Porté spell. Opens or closes small or light things (in this case.000 XP from 3rd Level each of the Porté mages participating. Arcane Mark. but it be affected by this spell. Major Creation. As minor creation. the Porté mage may take one other person through the doorway with him. giants. and 3 cubic ft. Note: All Porté spells require a small amount of the spell. and has no sized or smaller (i.. This spell functions in a manner identical to Théah. CB transported. instantly. but the preparations are identical in nature to the spell Tasha’s hideous laughter. This spell functions in a manner identical to the caster’s blood to function. Dimensional Anchor. Delivers a short message anywhere. Attacks miss subject 20% of the time.) Undetectable Aura. Protection from Arrows. all other required lbs. A rg (the mage may augment his Everpresent Trinket and/or Everpresent Item abilities by allowing them to affect magical No other objects may be affected by this spell. number of spells. a dangerous but sometimes necessary t It actually requires at least five master Porté mages of different maneuver. Whispered conversation to 1 person/level for 10 carried through the portal. Senses direction toward object (specific or type). but the mage fortifies the strange creature’s s Actual stone archways costing no less than 5.. are significantly longer. telekinesis at 25 ft. Ee Preternatural Dodge +3 (the mage can use his increased sense of spatial dimensions to more readily anticipate attacks. Rate of falling for any creatures in 10 ft. different families) to build the gateway. At 16th level the mage may escort 2 minute/level. No other objects may maintains one gate linking Charouse to the city of Kirk. min/level at 100 ft. at 17th level.e.. and 5 Prestidigitation.) The ritual requires a permanent sacrifice of 5. The mage Detect Secret Doors. master status (18th level). per level with him. Porté Door. and to 250 lbs. may only be used with the direct permission of Parlement. plus 10 lbs. nor can horses. the Porté mages involved needs to have this Displacement. Reveals hidden doors within 60 ft. the mage can carry no more than 100 material component for all these spells. Bars extradimensional creatures. allows you to reach into those objects as if they were 6th Level open or closed). though other limitations still apply) or Blur. attracting the attention of a Portal Fiend (if the mage is 1 Ar Create Permanent Gateway: At 20th level. only a handful exist and most of them were destroyed the spell nondetection. T other persons. lest the revolutionaries 4th Level discover them and have them destroyed. he simply calls a Succubus’ attentions./level. Locate Object. pleadings. the mage is a Porté master. leviathans and the like cannot be maximum jump distance.. Permanent gateways are rare in Nondetection. Although only one of Blink. Doubles your speed for 1 described on page 11. Performs minor tricks. Inscribes a personal rune (visible only). except that it can only be used on objects which the mage has blooded. and 9 cubic ft. Hidden Chest. Sending. These will listeners succeed in ignoring the self-destructive urgings serve as the fulcrums for the ritual. this stacks Sound of the Succubus.

however. for example and to recognize the impact they have on people’s behavior. ceived by dealing the cards in a traditional pattern. basically as a representation of the core Hide the magic in the room. They represent the strengths and weaknesses that lurk in the Sing the shuttle. which often proves just as effective. into 4 suits. + 25 lbs. opening. but rather depict universal concepts like Strength or A 1 Refuge. A deck consists of 78 cards. they learn to do more than just notice the strands. The relationships among the Lesser cards can be per. Ethereal passage. and some B C 8th Level can even kill. their wedding night has turned connection to the Witch class described on pages 40–44 of into a cold and powerful woman who can change — or end the Swashbuckling Adventures™ handbook. Vodacce men envy their noble A Cup strand indicates an emotional connection. plus 15 lbs. however. Teleport. they command is both very specific and very powerful. It is only There are 56 lesser cards in a sorte deck which are divided found in Vodacce. In this manner. Fate Witch a P Fate Witches often use a Sorte deck to help them read and i T 9th Level interpret the strands of fate. Staves and Swords. Terrified of these Coins: Coins appear as yellow strands. Men who treat Fate Which Witch is Which? Witches callously often discover too late that the tear-stained It is important to note that Fate Witches have no girl they beat on. something about her subject’s true nature. a fabric that is elastic e Phase Door. when broken willingly. its potency is unprecedented. suits. Witches draw their strength from the natural world. These “fate lashes” cause deep and lasting scars. The Porté version of this restricts the user to no By tugging at the web. through wood or stone. Then they take courtesans as connection or business dealing. per Porté mage Court Cards: Squire. demanding and jealous. The Greater cards serve a more general purpose. Fate Witches who master the craft can 7th Level even create and destroy strands of their own. representing Sorte Fate Witches. Traps subject in an interdimensional maze for a time varying based on the INT score. they can influence the destiny of those they see. although Hide the magic from them all. drawing links between people. Each e E spell teleport without error. Each suit t corresponds to a specific strand type. T the user to no more than 200 lbs. steering them in desired directions. cards or “Arcana” are numbered from zero to 21 and have no Gate. she cannot alter their pattern as she can with Lesser cards. more than 150 lbs. their craft. a H Maze. and the magic them to a great web stretching the length of the world. dance the loom. these two classes have nothing in differentiate between a thread of passion and one of hatred. they can alter the nature of the threads. The spell version of this restricts and among the most feared women in the world. Porté mage level. It tampers with the very fabric of reality. Connects two planes for travel or summoning. The Lesser cards consist of four suits: Coins. Queen and King. You act freely for 1d4+1 rounds. hearts of other people. Cups: Cups appear as blue strands. h plus 20 lbs. r you. The Greater level. n Circle of the Chariot. but affects touched object. Vanish. and emotions. essence of their being. Creating and destroying fate strands is extremely dangerous./level and has been known to snap back at those who tamper with deep. 1 ft. 5 ft. Brief History The Lesser Cards Fate magic is one of the rarest sorceries in Théah.™ teleport) This spell functions in a manner identical to the divided into Lesser and Greater sections. of additional equipment. As they delve deeper and deeper into the nuances of 15 . and Sorte practitioners begin their training by learning to sense their magic is simple and mundane in nature. per Porté mage level. x 8 ft. Alters item to instantly transport its possessor to Death. lovers. and only in women of noble blood. usually counterparts their power and go to great lengths to keep their a strong one (be it love or hate). often blatantly and without concern for the insult to their wives. weave a wall. This spell functions in a manner extremely dangerous. Once the Fate Witch under- s Sorte stands these patterns. Those identical to the spell Drawmij’s instant summons. r g A Time Stop. Greater cards can show a Fate Witch Fly my fingers. As teleport. of additional equipment. the connections between people binding Witches carry Sorte blood in their veins. bearing the title of “Nonna Atropos” are master Fate Witches Teleport without Error. learning to Other than the name. objects. Traditional — their lives with a twist of fate. — an ancient Vodacce weaving song She can use her knowledge to manipulate others. she can manipulate them according to her will. They can identify the different types of threads. and thus can receive the full benefits of culture and education without becoming a threat to Vodacce men. Courtesans do not carry Sorte blood. save that the mage may carry suit contains cards numbered from one to ten. (See the Player’s Handbook. as well as four r s’ R with him no more than 220 lbs. Vodacce society is incredibly cruel to its women. A Fate Witch must consider the consequence of using her power carelessly. common. representing Passion. noblemen make them virtual Commerce. noblewomen illiterate and uneducated. Fate the strands of fate. Knight. or strega. Cups. Harsh. Although Instant Summons. A Coin strand indicates some sort of financial prisoners in their own homes. per making some stronger and others weaker. it.

She is limited to casting a certain number of spells per day. for few have a destiny of such obvious and undeniable power. Listen (Wis). and Sense Motive (Wis). A character may. The exception to this rule is the Legion card. Fate Witches cannot alter Arcana. they can merely perceive t them. See the Player’s Handbook™ for skill descriptions. T The Greater Cards h There are 22 Greater cards in the Sorte deck. Class Features The following are class features of the Fate Witch: Weapon and Armor Proficiency: A Fate Witch is proficient with all simple weapons. Not everyone Ha radiates an Arcana. These images appear on the cards either right side T ni up in their “proper aspect” (usually indicating a strength or positive destiny) or upside down in an “inverted aspect” Ee (usually indicating a weakness or negative destiny).” Each Greater card corresponds to a type of Arcana. Staves: Staves appear as green strands. a character must be a human female and possess some portion of Vodacce blood. Spells: A Fate Witch may cast arcane spells according to Table 1-8. representing Conflict. A Sword strand indicates some sort of feud or clash (emotional or physical) exists between the subjects. Decipher Script (Int). The character must also take Half Blooded (Sorte) as her 1st level feat. which makes her a Half Blooded Fate Witch. although the DM may assign other criteria based on the specific world. whose strength R rs’ is always read inverted. Intimidate (Cha). Requirements To become a Sorte Fate Witch. Hit Dice: d6. Vodacce heritage is not required. Search (Int). rules for using them with your character can be found on pages 148-156 of 1 Ar the Swashbuckling Adventures™ handbook. As noted above. Arcana appear as a ghostly image looming over the person in Pa question. Craft (Int). She may advance to 7th level. Arcana are considered a special kind of feat. Skill Points at Each Additional Level: 4 + Int modifier. Scry (Int). she is not proficient in the use of armor or shields. Knowledge (Int). representing Authority. In non-Théan campaigns. Gather Information (Cha). which comprise e what Fate Witches call “The Great Tale. but she need not prepare her spells in advance (they 16 . Class Skills The Fate Witch’s class skills (and the key ability for each skill) are Bluff (Cha). representing the core CB essence or destiny of those attached to them. but no farther. Skill Points at 1st Level: (4 + Int modifier) × 4. Fate Witches learn to spot those marked A rg by the Greater Cards and can learn a great deal about them. s Game Rule Information Alignment: Any non-chaotic. Swords: Swords appear as red strands. Diplomacy (Cha). at 1st level. take the feat Full Blooded (Sorte) as her additional 1st level feat which allows her to advance past 7th level. A Staff strand indicates a connection based on status or respect (forced or otherwise) rather than on emotion or commerce.

. . Destroying Strands. - 10 5 9 11 6 5 4 3 2 1 . . - 2 1 3 3 2 1 . . The number of spells is determined ability to tug the strands of fate and manipulate events so that by her level. . . B C in the appropriate section or the Player’s Handbook. . and Sorte Checks: When a Fate Witch wishes to make a Sorte e will adhere to the appearance and general demeanor of her check (as defined in the appropriate rules) she may add this Sorte abilities. Spells (2) 13 +6/+1 +4 +4 +8 Sorte Checks +8 14 +7/+2 +4 +4 +9 Sorte Checks +9. . . i n T 2 +1 +0 +0 +3 Spells (2) Sorte Checks +1. . Black Spread 18 +9/+4 +6 +6 +11 Master. . . - 13 6 11 14 7 7 6 5 4 3 2 1 . - 5 2 5 6 3 3 2 1 . . - 15 7 13 16 8 8 7 6 5 4 3 2 1 - 16 8 14 17 9 8 7 6 5 4 3 2 1 - 17 8 14 18 9 9 8 7 6 5 4 3 2 1 18 9 15 19 10 9 8 7 6 5 4 3 2 1 19 9 15 20 10 10 9 8 7 6 5 4 3 2 20 9 16 17 . The Arcana. giving her a dodge bonus of +1. him through magic as in a standard fantasy campaign. - 7 3 6 8 4 4 3 2 1 . - 4 2 5 5 3 2 1 . and the one die roll by +1 or –1 once per day). Spell 17 +8/+3 +5 +5 +10 Sorte Checks +11.) h read the Sorte cards and manipulate the strands of fate. . those with the largest impact on r g A Table 1-7: The Fate Witch Level Base Attack Bonus Fort Save Ref Save Will Save Special a P 1 +0 +0 +0 +2 Apprentice. . To cast a spell. the following abilities: Fate’s Friend (the mage may alter any She gains bonus spells based on her Wisdom score. . Spell e E 3 4 +1 +2 +1 +1 +1 +1 +3 +4 Sorte Checks +2 Sorte Checks +3. Staves Spread. the Fate Witch may select one of Witch must have a Wisdom score of 10 + the spell’s level. - 3 1 3 4 2 2 1 . Swords Spread. are part of her blood). Spell A 1 7 +3 +2 +2 +5 Blessings and Curses 8 +4 +2 +2 +6 Sorte Checks +5. A Fate Apprentice: At 1st level. - 12 6 11 13 7 6 5 4 3 2 1 . - 6 3 6 7 4 3 2 1 . when a Fate Witch looks at another person she can see that person’s most a H For example. . Sorte Checks +12. Wisdom deter. . - 1 0 2 2 1 1 . Sense Strands: Beginning at 1st level. Spell Table 1-8: Spells per Level Table 1-9: Spell Progression (Spells per Day) Character Maximum Spell Total Spells Level 0 1 2 3 4 5 6 7 8 9 Level Level Known 1 1 . . Sense Strand: 1. below. Spells (2) r s’ R 5 +2 +1 +1 +4 Sense Strand: 2 6 +3 +2 +2 +5 Sorte Checks +4. . - 11 5 9 12 6 6 5 4 3 2 1 . . which does not count against her the caster’s Wisdom modifier. . . along with the DC of the spells she uses. Sorte Checks +6. - 9 4 8 10 5 5 4 3 2 1 . Spells (2) r 9 +4 +3 +3 +6 Tugging Strands t 10 +5 +3 +3 +7 Adept. . Spell 15 +7/+2 +5 +5 +9 Arcana Spread 16 +8/+3 +5 +5 +10 Sorte Checks +10.™ but the precise manifestation matches her other class features. . . Sense Strand: 3. . Cups Spread.™ apply) or Preternatual Dodge +1 (the Fate Witch catches T Note: These spells come about as part of the mage’s ability to glimpses of the future. . . - 8 4 8 9 5 4 3 2 1 . spell (the mage may DC necessary to resist her spells equals 10 + the spell’s level + select one Sorte spell. . . Spell 19 +9/+4 +6 +6 +11 Sorte Checks +13 20 +10/+5 +6 +6 +12 Creating Strands. rather than directly coercing mines the maximum spell level the Fate Witch can access. . as indicated on Table 1-9. Spell s 11 +5 +3 +3 +7 Stretching Strands 12 +6/+1 +4 +4 +8 Sorte Checks +7. . . . . . . . the spell suggestion represents the Fate Witch’s important strands (that is. the subject behaves as she wishes. - 14 7 13 15 8 7 6 5 4 3 2 1 . Coins Spread. . though other limitations still sorcerer. Sorte Checks +0. . . . . . . She otherwise casts spells as a maximum number of spells. . Black Strand. The effects are identical to those described bonus to the check. . as per the Players’ Handbook. .

By doing so. Sensing the blessings (and bestow final curses upon their enemies) before CB strands is a move-equivalent action. hated enemies who pass on a blessing or a curse do so at the risk of great s since birth. She simply within a 24-hour period pulls all of the Cups cards from her Sorte deck. in essence casting a temporary love at which point it is discarded. Should she be interrupted. Vodacce women love of a lifetime. The cost is high. This adds deck. but the target will find his average income increase by the the appropriate bonus) versus a DC 10 + the target’s level. She need only make a Sorte check (adding lap. but it Reading a spread takes at least 2 minutes to perform. she herself gains one curse die for every 10 points rolled (associated with the chosen strand). Coins Spread: At 6th level. but a character may out all the Swords cards. ambitions. Reading recipient’s income (in guilders) over one month following a spread takes at least 2 minutes to perform. This spread may be performed as often temporarily. the DM has the final say as to which rolls fall points. The Fate Witch (adding her bonus). he will sell more goods. passing on. The DM decides the precise information. representing how strong or binding the strand is. shuffles them together. action. A common trend among literary and historical tragedies is Pa Strand Strength Emotional Level the result of an inadvertent insult to a sorte strega. The die Hubris or Virtue he or she possesses. his or her life). To perform the spread. and the third to the right of those two. When the ritual is complete. either the Fate Witch must spend lay one curse within a 24-hour period. The more 10 Nearly unbreakable connection (the t she alters fate. ranging from as often as the cost can be paid. shuffles them together. she hopes to cause fortune in blades. laying the second lengthwise across the first. The Witch must the spread. distant rivals) Firm connection (typical Vodacce blessing fails. a Fate Witch may make a Sorte check (DC 15) to a Swords blessing would give him an extra die to roll with determine if a person has an Arcana and if so. the greater the consequences. and chooses three at random. other magical and extraordinary weapons. This spread may be performed tangible piece of information about the target. A character who receives a blessing die rolls one extra 1d20 The Arcana: Starting at 2nd level. the Fate Witch learns the either the Fate Witch must spend 40 experience points or the Coins spread. The Fate Witch make a Sorte check Checks bonus (rounded down. adding the total times 1d4 to the may cancel at will any Destiny dice that she bestows. political adversaries) 5 points rolled. The DM within moments of the birth. The superstitions about Fate Witches extend beyond Vodacce’s borders. but instead of together. A character may not be the thing he loves or hates the most to his immediate targeted twice by the same Fate Witch’s Coins spread. the treasure he finds important in the target’s life. Thus if the target is a merchant. every roll involving a conflict. the recipient receives Sword Spread: At 8th level. etc. harm to their own fate. A common e the check is successful. brief flirtation) Casual connection (students in the another. 20 experience points or the recipient must spend 40 experience In both cases. which allows her to instill a powerful destiny target for one month following the spread. either the Fate Witch as the cost can be paid. the Fate Witch may T not already know. To perform this spread. twins). based on the guidelines below: rarely find the courage to look into the eyes of a Fate Witch. shuffles them Curse dice work identically to blessing dice. and new mothers likewise bless their children Ha All fate strands have a strength rating from 1 to 10. are all monetary endeavors that will increase the recipient’s income immune to this effect. as a move-equivalent for every roll linked to the appropriate strand. maximum 5). one “Destiny die” to the weapon. the strega makes a Sorte check (adding her bonus) and names a strand. A Witch may only attempt to spell.) remains until it rolls a natural 1 or a natural 2. under the effects of the blessing or the curse. However. A Witch may only attempt to lay one blessing spread which is considered the easiest to perform. she hopes to increase the attraction of a particular effect). The die remains until it rolls a natural 19 or natural 20. For every 10 points the Fate Witch rolls. Reading a spread takes at least 2 minutes to perform. the Fate Witch learns the a +3 circumstance bonus when making Cha checks against the Swords spread. person to the recipient. which one. This money will not simply fall into the target’s make the following checks to imbue a weapon: 18 . and chooses not be targeted twice by the same Fate Witch’s Cups spread. At 12th level she can see the third tradition is for dying mothers to grant their children final most important strand of the target as well. and the third above those two. she pulls performed as often as the cost can be paid. dracheneisen above those two. and it is then Cups Spread: At 4th level. assuming her favor. but often well worth it. For every marriage. and which highest roll of the 2 dice. and the other has no effect. lowest (while the highest rolled die is ignored without By doing so. immediate family members) die. and chooses three at random. She pulls all the Coins cards from her Sorte person the sword is intended for must spend 80 XP. but the total number of Destiny dice must spend 10 experience points or the recipient must spend the Fate Witch has bestowed cannot exceed half her Sorte 20 experience points. T ni Even those only passingly familiar with this ability 1 Weak or tenuous connection (one recognize its use — the witch gazes into the eyes of Ee 3 time meeting. so foreigners A rg determines the precise effects within the game. and then kisses him (a full-round action). laying the second keeping the highest rolled die. and the third must be an ordinary weapon — puzzle swords. the curse or R rs’ 5 same class. three at random. The weapon to be enchanted laying the second lengthwise across the first. To perform this spread. the player must keep the lengthwise across the first. At 5th level the Fate Witch may also look bestow blessings and curses upon those she finds in or out of h at the second most important strand to the target. If successful the DM must tell her what strand is most if the target is a professional adventurer. the Fate Witch learns the Cups discarded. total. if any. speaks his name three times. This usually translates into a will be increased by the total. To perform this spread. the recipient gains a blessing die or a curse 8 Strong connection (passionate 1 Ar lovers. The blessed player keeps the (The Arcana reveals the character’s alignment. should at least tell the character something which she does Blessings and Curses: At 7th level. The Fate Witch makes a Sorte check (adding her bonus). This spread may be in a weapon used by others. For example.

ing in pain and rage. which gave her a chance to exercise her brilliant mind. Valentina was She tried to show them the error of their actions. your life becomes worse Villanova and the hated life Vodacce forced upon them. the Fate Witch causes interference in e damage(. Valentina Villanova did not Even for someone as brilliant as Valentina. r s’ R Valentina Villanova soon developed a secret cipher by which the two of them A 1 When you are born with the gift of Sorte and even a could communicate undetected by her husband’s many r shred of intelligence. Similar to the first two spreads. In order to increase or decrease the strength 2 Dice DC 15 of a strand. On those rare occasions when He tracked the two women as they tried to flee Vodacce the wife and the mistress encountered each other in and cornered them. or roll the die immediately before he is attacked (to the targeted relationship. Tugging a strand Destiny die may use the die as a free action to do one of three is limited to once per bound person per day. raise his AC by the roll until his next action). to their care. felling them until they lay on the carpet like Most Vodacce noblemen employ the services of puppets bereft of string. Valentina behaved as any Villanova would not take the death of his heirs lightly. T things: roll 1d6 when attacking and add it to hit roll. After hearing their gleeful admission to poisoning a Falisci Although such a relationship was forbidden in Vodacce’s merchant. The relationship a H the day. face to their father. producing two sons. and chooses three at random. Destiny dice are considered enhancement bonuses. Valentina learned to read and write. contact as they grew into womanhood. nunnery hoping that the stern sisters would beat the She might have taken even longer to make her plans but knowledge out of her. But he under- particularly dramatic display of hysterics at the ball where estimated his enemies. This takes a standard action. the air was filled with taunts and insults. Only one Destiny die may be used per combat grows stronger. and the two women left the prince bellow- ordered into seclusion. courtesans but Giovanni took a permanent mistress. Staves Spread: At 10th level the Fate Witch learns the a P Tugging Strands: At 9th level. if a die is used on the fourth hour of poetry sounds uncommonly flattering. her DC would be 20. Valentina made friends with a commoner named Giulia. her horrified mother swept the child off to a and she knew that the third time he would prove fatal. only a matter of time before he finds them. it cannot be used again until the fourth hour of the next day). always mindful to show a dutiful and docile Valentina responded by flying into a murderous rage. even as he was beating her – which he Using her Sorte powers. she must make a Sorte check and name a strand 3 Dice DC 20 (DC 10 + 5 for each point she wishes to alter the strand’s 4 Dice DC 25 strength up or down). a happy accident occurs. Juliette took his eye out with a Villanova publicly introduced his mistress Valentina was sharp dagger. household spies and toadies. than miserable. sickened by an amazingly beautiful and talented young woman named what she had done. the two women plotted and planned their escape from t To then be married to one of the most powerful — and s truly evil — men in the world. by her husband. After a most hideous and painful manner possible. or a wife rediscovers her absent husband’s love letters to her.Number of Dice Difficulty Class and Court Card strands are beyond a Fate Witch’s meddling 1 Die DC 10 tugs in any case. using their code. at least until the magic wears off. deck. the two managed to stay in from their father’s influence had been for naught. shuffles them together. A weapon may for instance. devising and know to keep her precocious grasp of knowledge to implementing an ironclad escape was difficult. Juliette. she knew that her attempts to protect them highly stratified society. r g A round. Coins and Cups spreads. intent upon watching them die in the public. Infuriated at the insult. not in its physical practice. the Fate Witch pulls out all of the Staves cards from her Sorte e E destruction or creation of a strand is impossible at this level. the two women had a secret. She devoted herself much like he had seen his father do countless times. noble Vodacce wife should. Valentina’s Fate magic keeps them hidden. She They plan to be ready for him. she learned to her horror that her two sons were well on As Fate would have it — and it always does — young their way to becoming monsters in their father’s mold. and can only strengthen or weaken strands in this manner. All they managed to do was teach on the eve of the Prophets’ Mass in late Decimus last year. This change lingers for a number of days Destiny Dice: The character with a weapon imbued with a equal to the Fate Witch’s Sorte checks bonus. She had herself. she utterly destroyed their Fate did regularly. roll the Tugging does not bring forth spectacular or immediate h die when dealing damage (thereby adding the die to the consequences. If she strengthens a Passion strand. Juliette was none unknown. threads. but in the n Fate Witches can only tug strands that they can see. If she were 5 Dice DC 30 trying to change a strength 10 strand to a strength 8 strand. The DM may interpret the exact effects as he sees fit. but they married to the despicable Villanova scion and did her duty were too far gone. Actual Sorte power required. Day by day. Thanks to them. the Fate Witch may begin Staves spread which is much more complicated than the i T tugging on the strands in order to alter those bound to them. your life is doomed from the start. When her daughter’s stunning intellect began to come close to death twice before at her husband’s hands assert itself. When she regained her senses. Valentina to become a mistress of subterfuge. but they know Villanova hasn’t forgotten about other than Valentina’s girlhood friend Giulia. When the eldest slapped and beat her. but it is the courtesan’s help. Their present whereabouts are However. 19 . As a child. she fled the palace with her beloved friend. Rather. Perhaps an admirer’s B C have up to 5 destiny dice which do not refresh more than once a day (for example.

the Fate Witch can achieve this effect by T influence other’s opinions and/or actions (such as Bluff. determine if there is another dramatic life-altering condition all previous successes vanish. This effect is learns to destroy fate strands. a spell (the mage may select one Sorte is a move-equivalent action. stretched. Thus. Fate Witches who learn A Skull deck costs 100 G. spell which does not count against her maximum number of Arcana Spread: At 15th level. No one would even dream of side benefit. The costs and mechanics involved do not but a character may not be targeted twice by the same Fate change. the Fate Witch may laying one above the other. If successful the DM the following abilities: Master of Fate (the mage may alter any must tell her when the target player will die or if a black one die roll by +3 or –3 once per day. Ha to perform.) for one month following the spread. adding her bonus). or practicing h Diplomacy. connected to her. Reading a spread takes at least 2 minutes. and the third to any Arcana the targeted character might normally possess for the left of those two. the Fate Witch may select one of these alternate mediums are rarely (if ever) seen. money. often as the cost can be paid. the most powerful Sorte effect known. and chooses two cards at random. though other limitations apply) or Preternatural Arcana spread. and is usually only available this skill can see black strands when they form (as a possible through special channels. 1 Ar stretch a strand that currently has a Court Card attached to it. giving the target the Arcana of her choice for 10 Crescent Empire from existence — both she and her entire months. it is seldom performed by any but the most powerful Fate Witches. making than lay out an actual spread of cards.™) Depending on her natural age. moment after the strand snaps where both sides remain but often not before significant damage is done.) blindfolds herself. She tears at them like she would so powerful that it can temporarily change the target’s a web. she selects a single Major Arcana from her Sorte adept level ability Preternatural Dodge +2). Once it is woven. In so doing. sculpting a statue. this stacks with Fate’s strand is attached to a character close to her. Reading a spread takes at least 2 minutes Witches learn any sort of artistic expression besides weaving.e. etc. she removes 3 years from or –3 circumstance penalty until the end of the day. (To determine the effects of aging. However. composing a piece of music. and always for them- Pa to allow two rolls to be altered).. targeted character. personality. her age. she hopes to temporarily the duration of the spell. This takes a standard action. making a cowardly man brave or a holy woman This is terrifically dangerous. only the medium. To destroy a strand. the Fate Witch must spend 50 or bonus to all rolls involving the named strand. making her harder to hit and granting a +2 dodge bonus. the effects of all previ- (adding her bonus) and declares a strand. the chosen Arcana replaces check (DC 20). The Fate Witch shuffles these cards together. However. To perform it. depicting Destroying Strands: Also at 18th level. which is rarely seen in Théah. with the apprentice level Preternatural Dodge +1 and the To do so. this Cards. the Fate Witch learns of the A rg the following abilities: Fate’s Ally (the mage may alter any one die roll by +2 or –2 once per day. This spread may be performed as increase the recipient’s fame and influence over others. If successful. Sensing a strand Friend and Fate’s Ally). the Fate her harder to hit and giving her a +3 dodge bonus. This dire younger than she actually is. If the check is 20 . created or cut. She cannot ritual is to keep the Fate Witch young beyond her years. it also must include the Tower card from the Major Arcana. s standard action. Eventually the original personality reasserts itself. she too suffers from her destructive Weaving the tapestry takes two months of uninterrupted desires. Adept: Also at 10th level. however. but she may grant a bonus or penalty to another character Although it does not actually extend her life span. see the Player’s Hand- Black Strand: At 14th level the witch learns about the book. make a Sorte check (DC 15 + the target’s Cha Modifier. The purpose of this secretive stretch the strands to alter those bound to them. though other limitations apply) or Preter. For every 15 experience points. For every 5 points she rolls. Tales abound of the “Mad Queen” must spend 1. t by pulling and altering the strands. so the Fate Witch must often as the cost can be paid. In addition to the standard 1–10 cards and normal Court Ee natural Dodge +2 (the mage catches glimpses of the future. laying the second lengthwise across the first. If successful the target gains either a penalty To perform this spread. the Fate Witch use this ability regularly. but a Fate Witch may only have To perform this spread. some other means of creative expression involving the e This spread may be performed as often as the cost can be paid. the Fate Witch learns the spells. a powerful strega who tried to wipe the entire into it.000 experience points to weave the fate strands Marietta. either the Fate Witch must spend 80 three tapestries active at the same time. She makes a Sorte check However. this stacks Witch weaves a tapestry and incorporates fate strands into it. This takes a ous black spreads are instantly undone. For every 10 points she rolls. and experience — are gone).) The Fate Witch targets a character and makes a Master: At 18th level. minus the target’s Cha Modifier. Black Spread: At 17th level. She makes a Sorte check (adding her points rolled the target gains either a +3 circumstance bonus bonus). +3 circumstance bonus when making skill checks to Alternately. the Fate Witch may select one of Sorte check (DC 20. as there is a brief greedy. can even bring nations to their knees. Rather Dodge +3 (the mage catches glimpses of the future. and must be started anew (i. Deceptively simple. points. since so few Fate CB Witch’s Cups spread. and if the Sorte check fails. the Fate Witch uses a special suit T ni one Sorte spell which does not count against her maximum of cards called the Skull suit. The G and XP are experience points or the recipient must spend 160 experience spent when the tapestry is started. R rs’ stacks with the apprentice level Preternatural Dodge +1. the same age. but if any roll ever comes up a 1. and the user again appears to be attached to its formation. this stacks with Fate’s Friend black spread. the Fate Witch him or her in front of the picture on the card. Then she must family were destroyed in the attempt. she may retain her youthful appearance until the day she dies. number of spells. The Fate Witch then makes a Sorte check (adding her the tapestry is ruined. the Fate Witch must make a Sorte adding her bonus). her own age. they seem to remain young longer than those of selling it to anyone but a Fate Witch. the recipient receives a listed costs — in time. a spell (the mage may select selves alone. and only the most reckless or vengeful Fate Witches labor and 500 G of materials. This spread may be performed as sign does not always indicate death. if the Tower card is chosen. however. all the bonus). Black strands cannot be tugged. Stretching Strands: At 11th level. deck and weaves a tapestry of her intended target. she will appear black strand which represents impending change. and with effort.

Obscure Object. and checks. Misdirection. successful. and the consequences are entirely unpredictable. grow or fade away. the Fate Witch must make a Sorte check (DC 25). Masks object to divination. Identify. Detect Thoughts. Creature loses next action. h the outcome is no more stable. See Invisibility. All other material components are waived. 2nd Level Blindness/Defense. the DM has the final say on how such a relationship might develop. quarter circle emanating from you. The effects of this power are legendary and almost always final — close lovers immediately grow cold and distant or a once-friendly rivalry becomes deadly earnest. Determines the most basic function of a magic item. many a Fate Witch has found an abusive and jealous master when she sought only to make another love her. Remove Curse. Misleads divinations for one creature or object. 3rd Level Bestow Curse. she names a strand between two targets and that strand snaps. Unless otherwise noted. the Fate Witch’s use of a s Sorte deck serves as the material component for each of these spells. –6 to an ability. Although less deadly than destroying strands. All other somatic components are waived. Creating Strands: At 20th level. Creating new strands is very difficult. A 1 The effects are achieved by stretching or pulling the strands r in a desired direction. Mundane or magical writing vanishes. saves. This forces the subjects into e unnatural activities and unfamiliar emotions. 21 . Makes one person your friend. Suggestion. Compels subject to follow stated course of action for 1 hour/level or until complete. Makes subject blind or deaf. at least in the beginning. she names r g A a strand and two targets. The Fate Witch does not merely impose her will on fate. As time advances the relationship between the two n targets may change. the Fate Witch learns to create fate strands. and the subtle manipulation thereof. Holds one person helpless for 1 round/level. Daze. If successful. a H To create a strand. This takes a standard action. Clairaudience/Clairvoyance. Allows listening to surface thoughts in 60 ft. Similarly. –4 on attacks. Nondetection. Learns whether an action will be good or bad. Hear or see at a distance for 1 min/level. and while a well-tended Passion strand may show all the signs of a natural B C romance. 0 Level Augury. 1st Level Erase. or 50% chance of losing actions. Hides subject from divination/scrying. As always. Frees object or person from curse. Reveals invisible creatures or objects. on the named i T strand. the Player’s Handbook contains complete descriptions for the spells below. The two targets will move towards a a P relationship based. e E Fate Witch Spells r s’ R Note: These spells are all enabled by the Fate Witch’s vision of the great web of fate. Charm Person. which serves as the physical t components of the spell in question. but creates a new fate itself and forces everything else to realign around T her desires. Hold Person.

Subject is immune to mental/emotional magic bloodline has endured through the centuries: a few select and scrying. a character must be human. The tumultuous history of Eisen is marked by internal battles Emotion. hidden away in the darkest corners of the world. Reveals deliberate falsehoods. At lower levels Zerstörung affects paper. Its practitioners were it causes. As sending. Arouses strong emotion in subject. R rs’ Demand. back the assault that they never saw the shadowy movements of the Rilasciare within the castle itself. So intent were they on holding A rg Foresight. Controls a humanoid telepathically. It should be noted that magical items. causing matter corrode simple materials. Object or location attracts certain creatures. even from trusted friends. but no farther. Creatures cannot approach you. Releases creature suffering from imprisonment. earth.) simply To become a Zerstörung mage. non-good. turning a youthful child into a withered husk older. Symbol. Most Zerstörung sorcerers enjoy the effect Zerstörung. the mage learns to Zerstörung accelerates the aging process. Subject suffers continuous confusion. such as paper. instantly. intimating that the von Drachen Mind Blank. At higher levels it can affect Game Rule Information metal. Targets in fog receive a –10 to Wis and Will saves. however. Mind Fog. With that act. Undead. When the sun rose that morning in AV 918. 1 Ar 8th Level The DM has the final say on whether this form of sorcery is indeed extinct. The core of the CB 6th Level bloodline gathered at the von Drachen castle to defend itself Ha Eyebite. Pa Repulsion. lands as his own. sometimes in the space of a few such as food. shrug off its power. Water cannot be affected by it either. hunt them down mercilessly if they ever learned of their Imprisonment. As he progresses. Working with disgruntled h Nightmare. s Sympathy. perhaps none was so terrible as presence. This is not aging in the sense of growing living beings. Zerstörung masters can inflict their horrors on exposed to the air. Entombs subject within fate threads. “Sixth Sense” warns of impending danger. The affected object literally rots in place. Syrneth artifacts and Sidhe equipment are immune to Zerstörung. Brief History Discern Lies. sicken. wood and other perishable items. In the early stages of development. dracheneisen. destroyed. fatigue. While it can be explained away as poor health or the like. Zerstörung Mage Trap the Soul. Alternately. Hit Dice: d6. or sleep one subject as gaze attack. kingdoms. among petty nobility trying to establish their personal feudal Modify Memory. Delivers a short message anywhere. Zerstörung mages are a rare breed indeed. and have learned to keep their abilities hidden. t Antipathy. Practitioners of this art can be identified by a dry. Turns you invisible and created illusory double. stories that a few of their descendants may still exist. the seed of Zerstörung was purged forever… or so it seemed. Object or location repels certain creatures. the secret society known as the Rilasciare would Freedom. not a single T ni member of the von Drachen family was alive to greet the day. subtle manipula- 5th Level tions and devastating cruelty. Triggered runes has array of effects. the power to corrode matter. the Rilasciare undermined the von Drachens’ power by e Sending. wear and decay. or perishable materials to corrode and collapse. he learns to apply his powers seconds. their demise hastened by the actions of the secret T Dream. 9th Level In Théah. society known as the Rilasciare. Alignment: Non-lawful. 7th Level The Rilasciare had wiped them out. becoming to more durable materials: stone. The fabled Balm of the Westmoreland — have some natural portion of Eisen blood (though he need the immortality potion of Sophia’s Daughters — may render not be entirely Eisen) and fulfill the following criteria: those who drink it immune to Zerstörung as well. and Sieger claimed their Ee Insanity. Of all of them. weapons. Taking Half Blooded (Zerstörung) at 1st level makes the character a Half Blooded Zerstörung mage. murdering extended family members and working their way towards the seat of the family’s strength. But they were ultimately Dominate Person. serfs. and even flesh. a character may. Traps newly dead soul to prevent resurrection. gray pallor to their skin. Makes subject behave oddly for 1 round/level. From time to time. etc. or armor and dry and brittle like a centuries-old skeleton that is suddenly weapons. against the combined forces of rebelling peasants and a rival nobleman named Karl Sieger. the von Drachen family was perhaps most infamous for their iron will. Charm. families of Eisen as well. Sends message to anyone sleeping. Changes 5 minutes of subject’s memories. it makes others decidedly uneasy in the mage’s Of all the Bargainers’ gifts. existence. Feats: Either Half Blooded (Zerstörung) or Full Blooded (Zerstörung). rumors sprang up. The character may advance in the Zerstörung mage class to 7th level. Imprisons subject within Sorte deck. as would the Vaticine Church and several ruling Soul Bind. and ageless Requirements supernatural monsters (Outsiders. but they must be cautious lest their death-like thought by most to be long dead but here and there. Sends vision dealing 1d10 damage. one hears countenance reveal the secret in their blood. Mislead. members. 22 . which worsens as their skills Zerstörung progress. but rather an increase in the natural entropy that causes or a fresh corpse into a dust-blown skeleton. 4th Level Confusion. fear. plus you can send suggestion.

- 9 4 9 10 5 5 4 3 2 1 . and Sense Motive (Wis). . as indicated T Craft (Int). . - 6 3 7 7 4 3 2 1 . . Knowledge (Int). . - 3 1 4 4 2 2 1 . below. Spell 19 +14/+9/+4 +11 +6 +11 Zerstörung Focus 20 +15/+10/+5 +12 +6 +12 Zerstörung Checks +10. . He is limited to casting a certain number of The Zerstörung mage’s class skills (and the key ability for each spells per day. . . - 2 1 4 3 2 1 . . Ride spells he uses. . - 5 2 6 6 3 3 2 1 . . . Profession (Wis). Spell 17 +12/+7/+2 +10 +5 +10 Zerstörung Focus 18 +13/+8/+3 +11 +6 +11 Master. . armor or shields. . on Table 1-12. . Listen (Wis). The number of spells is determined by his level. To cast a spell. . . - 8 4 9 9 5 4 3 2 1 . - 7 3 7 8 4 4 3 2 1 . Spells: A Zerstörung mage may cast arcane spells according Class Skills to Table 1-11. The Zerstörung mage B C skill descriptions. Spell (2) 13 +9/+4 +8 +4 +8 Corrode Life 14 +10/+5 +9 +4 +9 Zerstörung Checks +7. Weapon and Armor Proficiency: A Zerstörung mage is although the DM may assign other criteria based on the proficient with all simple weapons. - 12 6 12 13 7 6 5 4 3 2 1 . . . - 10 5 10 11 6 5 4 3 2 1 . . Corrode Simple Material. at 1st level. Zerstörung Checks +5. . . .™ r g A Table 1-10: The Zerstörung Mage a P Level Base Attack Bonus Fort Save Ref Save Will Save Special i n T 1 +0 +2 +0 +2 Apprentice. Zerstörung Checks +0. Wisdom determines the maximum spell h Jump (Str). He otherwise casts spells as a sorcerer. - 14 7 13 15 8 7 6 5 4 3 2 1 . Climb (Str). Spell 15 +11/+6/+1 +9 +5 +9 Distant Touch 16 +12/+7/+2 +10 +5 +10 Zerstörung Checks +8. . . . . Concentration (Con). along with the DC of the e Perform (Cha). Spells (2) t 9 +6/+1 +6 +3 +6 Corrode Hard Materials s 10 +7/+2 +7 +3 +7 Adept. - 13 6 12 14 7 7 6 5 4 3 2 1 . take Full Blooded (Zerstörung) as an additional Class Features feat. . as per the Players’ Handbook. Open Lock (Dex). Skill Points at 1st Level: (4 + Int modifier) × 4. . the caster’s Wisdom modifier. . The following are class features of the Zerstörung mage: In non-Théan campaigns. which allows him to advance past 7th level. . Escape Artist (Dex). Spells (3) e E 2 3 +1 +2 +3 +3 +0 +1 +3 +3 Zerstörung Checks +1. - 4 2 6 5 3 2 1 . Spell Table 1-11: Spells per Level Table 1-12: Spell Progression (Spells per Day) Character Maximum Spell Total Spells Level 0 1 2 3 4 5 6 7 8 9 Level Level Known 1 1 . . - 1 0 3 2 1 1 . . Spell 7 +5 +5 +2 +5 Disintegration r 8 +6/+1 +6 +2 +6 Zerstörung Checks +4. - 15 7 13 16 8 8 7 6 5 4 3 2 1 - 16 8 14 17 9 8 7 6 5 4 3 2 1 - 17 8 14 18 9 9 8 7 6 5 4 3 2 1 18 9 15 19 10 9 8 7 6 5 4 3 2 1 19 9 15 20 10 10 9 8 7 6 5 4 3 2 20 9 16 23 . See the Player’s Handbook™ for Wisdom score of 10 + the spell’s level. . . Spells (2) 5 +3 +4 +1 +4 Fast Application A 1 6 +4 +5 +2 +5 Zerstörung Checks +3. . bucklers or any other fencing equipment. . . level the Zerstörung mage can access. - 11 5 10 12 6 6 5 4 3 2 1 . Disguise (Cha). . skill) are Alchemy (Int). . Spell Focused Effect r s’ R 4 +3 +4 +1 +4 Zerstörung Checks +2. . gains bonus spells based on his Wisdom score. . . . a Zerstörung mage must have a (Dex). Eisen heritage is not required. but he need not prepare his spells in advance. . but not in the use of specific world. . and the DC necessary to resist his spells equals 10 + the spell’s level + a H Skill Points at Each Additional Level: 4 + Int modifier. . Spell 11 +8/+3 +7 +3 +7 Indirect Touch 12 +9/+4 +8 +4 +8 Zerstörung Checks +6. . . Zerstörung Checks +9. Pick Pocket (Dex). . Hide (Dex).

As a result. instantly slain if the mage succeeds at a touch attack. used a number of times per day equal to the mage’s Wisdom modifier + one-fourth the mage’s Zerstörung level (rounded up). reduces the item to -10 hit points then the item is corroded T ni the sorcerer must begin again.” above). He may select one of the following abilities: one-fourth the mage’s Zerstörung level (rounded up). Failure indicates the object completely saving throw to the victim. though other limitations apply) or natural shatter represents the mage’s ability to destroy objects through armor +1 (the power of corruption flowing through the accelerated erosion. resistant to damage.) h Zerstörung Checks: Beginning at 2nd level. Success means that only the desired s touch via a spell. sized or smaller non-living item to become brittle and Ha after the bonus is increased by 1. e Zerstörung mage wishes to make a Zerstörung check (as the Zerstörung mage learns to affect fragile objects — paper.. or a man’s hand 1 Ar contact (a touch) between the mage and his prey.) focus his powers in order to corrode a small part of a given Because Zerstörung magic requires intimate physical object — just one page of a book. The sorcerer causes a single Medium- CB the check. Note: These spells come about as part of the mage’s ability to Corrupt Touch (the mage’s touch kills small plant and animal manipulate natural forces of entropy. when a Corrode Simple Material: Starting at 1st level. If contact is broken for any reason. he t it is almost impossible to resist. a touch attack conducted without gloves or gauntlets). The character makes a Zerstörung check (DC 10). this may The effects are identical to those described in the appropriate be done once per day). use the grappling rules in the and turns to dust). For example. This ability may be used a number of Apprentice: At 1st level. and will adhere to the life: any plant or animal weighing less than one-half pound is appearance and general demeanor of his Zerstörung abilities. rather than sonic emissions as would be mage’s veins has caused his skin to toughen and become T the case in a standard fantasy campaign. To use this ability. which does not count against his maximum tion matches his other class features.e. defined in the appropriate ability) he may add a +1 bonus to foodstuffs and the like. the hardness of the item is reduced by 5 A rg touch to take effect (i. Zerstörung only affects creatures of Large size or smaller. 24 . This ability may be Ee break contact. the Zerstörung mage learns to much mass for the magic to work. any Zerstöruing makes a Zerstörung check (DC 15) in order to limit the effect spell or class feature that involves actual physical contact (not to the desired location. Limitations: Zerstörung sorcery requires the sorcerer’s unusable. Zerstörung spell. the spell number of spells. it is harder to resist than most other forms of sorcery — in fact. it takes 1 full-round action of unbroken (minimum 0) and the hit points of the item are halved. If successful. a spell (the mage may select one section or the Player’s Handbook. The mage must meet all the condi- tions for corroding the object normally. R rs’ (Creatures the size of drachen and leviathans simply have too Focused Effect: At 3rd level. Distant Touch or Indirect Touch) affords no area is affected. the mage is a Zerstörung times per day equal to the mage’s Wisdom modifier + apprentice. At 4th level and each additional even level there. instead of his entire body.™ but the precise manifesta. corrodes as normal. or the mage may cause the item 1d4 points of damage (if this Pa contact to work. It takes 1 full round of contact for the Player’s Handbook™ to determine if a resisting opponent can corrosion to work (see “Limitations. for example.

however the Zerstörung wishes to make a Zerstörung check. and careful observers will notice the modifier + one-fourth the mage’s Zerstörung level (rounded ring that never leaves his right index finger… a ring bear- up). working as a cargo loader on the river docks. 25 . He makes unwanted individuals disap. etc. the Zerstörung mage years ago. they have yet to find anyone willing (a breastplate. small fortune in illicit gains. He may r produced him was cut short when his father was killed in select one of the following abilities: Corrupt Aura (the mage’s t mere presence kills small plant and animal life: any plant or the War of the Cross. he may make a Gerhard Stadtloben B C Zerstörung check (DC 15 + 1 per cubic foot of material to be disintegrated) to turn the remains to dust. The character may inflict his services to whichever of the city’s half-dozen gangs a P an additional +1d8 damage by increasing the DC by 5 before will pay the most. But his gray eyes a number of times per day equal to the mage’s Wisdom hide untold secrets. Among the smugglers and thugs who a H Corrode Hard Materials: Starting at 9th level. The mage inflicts 1d8 hit points of damage to the target opponent by The lucky ones leave Prachtig. the mage has greater no one has ever seen him directly threaten anyone.” above). and Gerhard like) add an additional 5 to the DC for every five ft. e E Others call him the Gray Post. As a free action. the object becomes pitted and nance and humorless demeanor. and the Word of the incident quickly spread.) The cabin in which they lived burned down about a dozen Indirect Touch: Starting at 11th level. or If successful the sorcerer may use his Zerstörung class even boatloads of cargo. No one has yet tied Gerhard to the extinct until the corrosion takes effect. While the city guard has r s’ R rusted. Gerhard corruption flowing through the mage’s veins has caused grew up at the foot of the Drachenberg mountains. Adept: At 10th level. and the union which A 1 studies of his powers as he heads towards mastery. animal weighing less than one-half pound is instantly slain if however. a panzerhand. i T he makes his check. This ability may be used shortage of dangerous men in Eisen. No one knows how he does it. Zerstörung class feature.” be it individuals. never to return. Trees. An animate subject will not feel anything by name. He carries no weapons. h mage learns to disintegrate an entire object. touching the target. Starting at 7th level. this by a great uncle who kept the boy isolated from outsiders. + 5 for every additional piece of material between the The gang disappeared several days later. later. He may inflict an disappear. Gerhard appeared in Prachtig several months learns to focus his powers through other objects. similar “disappearing acts. and Corrode Life: Starting at 13th level. For thicker material (walls. spell (the mage may descended from the von Drachen line: a reviled family who select one Zerstörung spell). But his power then he has ever known. If successful. objects. Using Fast Application the sorcerer makes a Zerstörung check before using another requires a simple Zerstörung check (DC 15). his pier received some unwelcome attention from a local As a free action. when the mage T mummy. After the mage has corroded something down to –10 hit points. he may choose to take 10. he took it upon himself to solve the problem. This effect lasts some reputation among the Prachtig underworld. but contact must be sorcery and indeed. hiring r g A making a Zerstörung check (DC 5). of solid learned that he could make a prosperous living by pulling matter between the sorcerer’s flesh and the target object. the mage may inflict 1d8 hit points of damage to a target item by frequent its streets is a man named Gerhard Stadtloben. and arranges for n each additional +1d8 damage increases the DC by another 5 (keep in mind that the item’s hit points cannot be reduced “accidents” to befall certain important pieces of cargo. human beings can be aged with Corrode Life. and a until the end of his chosen class feature’s effect. sorcerer’s flesh and the target object). he may not even possess it. long term perspective. before using another been seen since. He works as a freelance assassin and extortionist. the rest just making a Zerstörung check (DC 10). the Zerstörung mage to quicken his actions. He has since amassed a fear- features as if he were touching the target. when asked. etc). This effect lasts until the end of his Disintegration: Zerstörung tends to leave evidence in its relevant class feature.” each additional +1d8 damage increases the DC by another 5. A single piece of armor can be affected in this manner a reward on his head. when he learned that both of his parents s it comes within 1 foot of the mage). and have not sorcerer’s flesh and the target object). the sorcerer makes a Zerstörung check (DC 5 street gang. take magic to efficiently dispose of bodies. turning it into e dust that blows away in a stiff breeze. failure means that the sorcerer must maintain contact for the the sorcerer may use his Zerstörung skills as if he were full combat round. If successful. It came as no surprise to him. raised his skin to toughen and become resistant to damage. Success Zerstörung class feature (DC 10 + 5 for every foot between the indicates that the effect takes only a single standard action. a skeletal Zerstörung Focus: Starting at 17th level. It doesn’t maintained for the entire round (see “Limitations. stacks with the apprentice level ability natural armor +1. Zerstörung is practically unknown within this province: It takes 1 full round of unbroken contact in order for the only the very learned or the very observant could recall it power to work. animals and even targets never cause any trouble after he pays them a visit. ing the forgotten seal of the von Drachen family. to claim it. Fast Application: At 5th level the Zerstörung mage learns Distant Touch: Starting at 15th level. The Eisen town of Prachtig has always had a strong criminal element. pear. This may be done any number of times. the Zerstörung mage continues the His parents met quite by accident. It takes only a single touch (one melee learns to use his powers at range. When allowing him to affect items without directly touching them. he additional +1d8 damage by increasing the DC by 5 before he gives a horrid grimace and says “I simply show them a makes his check. natural armor +2 (the power of became extinct some seven hundred years ago. disposes of incriminating evidence. due to his leathery counte- below –10). touch attack) to use his power. wake — the pitted remains of a suit of armor. and there’s no unless using Fast Application. This may be done any number of times.

™ Ghoul Touch.) Corrosive Touch. (See page 86. One subject/level takes only partial actions. he may choose to take 10 Antiplant Shell. Master: At 18th level. 9th Level Aeloren’s Fleshy Curse. Indirect Touch and Distant Disintegrate. Reveals undead within 60 ft. such as Corrode Hard round. save that instead of healing damag. Finger of Death. Kills one tough subject or many weak hp. This spell functions in a manner identical to the Unless otherwise noted. and +1 level. Subject gains 1d4 negative levels. 3rd Level Contagion. –2 all melee rolls. caster gains damage as hp. (See page 85. as the spell R rs’ Note: In all cases. (See page 86. Touch deals 3d6 damage. Kills dying creature. The Zerstörung variant of this spell Enfeeblement. Rusting Grasp.) T ni Metals. in which case a ranged (See page 87.) touch attack must be made. He may use this ability once per day. –2 AC. and gains 1d4 points of Str. taking 10 or 20 does not incur any of the Vampiric Touch. Essentially. It is affects twice as many HD/hit points/levels of victims as otherwise identical in all respects to the spell ray of enfeeblement. Touch causes 1d10 points of damage rolls in 10 ft. Touch is achieved by making a melee touch attack. Dex. the spell described in the Player’s Handbook.) Doom. (See page 89. This spell’s effective range is Touch. Zerstörung requires no other s components to function. Drives target insane. Touch deals 1d4 damage. (See page is the same as if the Zerstörung mage had rolled the 10 or 20 89. Target loses 2d8 points of Wis. you gain 1d8 temporary Power Word. Subject gains 2d4 negative levels.) 2nd Level Implosion. Subject loses all but 1d4 hp. Mass Harm.. natural armor +3 (the power Corrosive Barrier. The time it takes to complete the action Greater Corrosive Touch. At 19th level. 3 ft. t Touch can be used with spells.. 1st Level Int. the range of every spell is changed to touch. and checks. Touch deals damage equal to 3d8 +1 CB this stacks with the apprentice level ability natural armor +1 per level. the Player’s Handbook contains spell mass heal. skin to toughen and become resistant to damage. unless otherwise noted. Infects subject with disease. causing 2d6 damage per Pa damage die of all of his class features. Touch deals 1d6/two caster levels in standard time penalties. Doomgrasp. and the target is 7th Level 1 Ar changed to the creature touched. Hand of Doom. Deals 2d12 points of negative energy damage. when he 4th Level wishes to make a Zerstörung check. Boils target’s blood.Paralyzes one subject. Chill Touch. exudes stench (–2 to Fobula’s Curse of Ages. Kill. and removes 1d10 points from a random ability. Slow. A rg is unsurpassed. (See page 85. complete descriptions for the spells below. and T may select one of the following abilities: a spell (the mage 5th Level h may select one Zerstörung spell). a Zerstörung sorcerer can only exercise his horrid wilting. by one die type. twice per day.) Death Knell. Makes one creature vanish forever. the mage is a Zerstörung master. Target must make a Fort save damage. Deals 1d8 damage/level within 30 ft. A successful saving throw halves the effects. and Cha. Keeps animated plants at bay. (See page 89. 1d6 becomes 1d8. i. are. and Con. Energy Drain. This spell is identical to blade barrier e of corruption flowing through the mage’s veins causes his in all respects. etc. etc. Greater Acidic Touch. saves.) Detect Undead. damage. Your touch corrodes iron and alloys.) Harm.) Ha and the adept level ability natural armor +2) or Essence of Corruption (the mage’s ability to corrupt and destroy matter Unholy Blight. In addition the Zerstörung mage may choose to Enervation. take 20 once per day. Sonic vibration damages objects or crystalline creatures. Sees how wounded subjects within 30 ft. Damages and sickens good creatures. One subject suffers –2 on attacks.e.) (See page 90. (DC 20) or die. radius) for 1d6+2 rounds. (See page 90. power by making physical contact with the target. the mage permanently loses 1 point of Charisma and Constitution and in return increases the 6th Level Boiling Blood. ones. Shatter. +2 Str. Deals 2d10 points of negative energy Ee Zerstörung Spells damage. levels. Touch deals damage equal to 1d6 + 1 per 2 Larenthar’s Mental Meltdown. Kills one creature/round. damage.) on the first roll. 26 . it reduces the target to 1d4 hit points. all material 8th Level components are waived.) Wilting. 1 touch/level deals 1d6 and possibly 1 Str Transmute Blood to Dust. It is in all other respects identical 0 Level to mass heal. radius spread over target. Deathwatch. (See page 89. Acidic Touch.

He was so successful that the Sidhe gave power of all those words. T h e O Chapter Two: l The Old Ways d W a y s The following schools of sorcery spring not from the Bargain of the Numan Senators. alongside you. the rascal Jack. were as strong as the mightiest warrior. moved to conquer the isle. taking the Graal with them. depending on the season. as cunning as the general who won a desperate In 1028. Left alone. So it was even back to the time of the great Sidhe. these beings are fairly benevolent Like their neighbors to the east. Glamour has returned with a vengeance. 27 . Elilodd. my boy. knew the story of the Stone Knight. nated by these intruders and. and in Avalon. In the years since. is an offshoot of the survivors sailed into the magic land of Bryn Bresail. when they loves its stories. The Sidhe knew the location of the only island to survive the flood — a place called Avalon — Glamour and told their new friends how to reach it. comes from the Ussuran goddess flood when (according to myth) a boat of bedraggled Matushka. So it remained until tell. The Sidhe fled. bearing the Graal with her. Vestenmannavnjar. Avalon Numan empire could not pierce their isolation. In most cases. set about unifying the land Think about what might happen if you could draw upon the under one throne. remained for six hundred years. Avalon’s ascent has brought immense benefit to those touched by Glamour’s mark. So it Dark — then you could make it happen. Avalon is a land where a (or at least not actively malicious towards humanity). They guide your future as Avalon split into kingdoms that made alliances with each permanently as they shaped your past. They permeate the air. Glamour and Scrying. made a pact with them. Legends never die as long as other or went to war with each other and sometimes did a people recount them. Lærdom. the Sidhe surrounded it with Those stories live and breathe in Elaine’s kingdom. until Queen Elaine That’s Glamour. come from the alien a king’s ransom. Through it. A third. king of Eastern Avalon. and their godlike ancestors known as The inhabitants. and the fourth. thief in history. finding them entertaining. bard’s skill at recounting the Time of Legends can earn him Two of them. If the Sidhe smiled upon you — and if you on the throne. there’s always another tale to bit of both. Think about what you could do if you him a special gift: the Graal (see nearby sidebar). They walk fierce storms which did not abate or decades. Mightier than any sword ever made. appeared. Even the sword?” Glamour mages are living proof of that. but from other powerful Brief History beings. as clever as the greatest the land flourished… and Glamour came to Avalon. who called themselves Sidhe were fasci- the Living Runes. So the survivors found their way to safety and for Have you ever heard the saying “the pen is mightier than the centuries believed they were alone on Théah. the Montaigne invaded and placed a new king battle against all odds. and it now ranks among the most powerful sorceries in Théah. Pyeryem. my boy. and the Sidhe of Bryn Bresail love them even more. or Robert the and their Glamour magic vanished from the land.

At 2nd level the mines the maximum spell level the Glamour mage can access. a poodle might sound like a water Sidhe blood. y Alignment: Any. the more powerful the effects. which allows him to advance past 7th level. If the tale involves a fearsome monster. but not in the use of mage protects himself from harm by virtue of his good looks. or a portal to another world might disappear alto- Sidhe’s mercurial temperments. The effects are identical to those described in the Skills appropriate section or the Player’s Handbook. The power of this sorcery resides in Avalon’s legends: tales the otherworldly folke who inhabit those lands. take Full Blooded (Glamour) as He otherwise casts spells as a sorcerer. Search (Int). it Requirements is as the druids claim: Look at the whole world with a single To become a Glamour mage. feature) he may add this bonus to the check. as indicated on Table 2-3. or equipment used in fencing (bucklers. aspects — rather than simply coercing the monster through and Spot (Wis). When trying to understand Glamour. In Avalon. Taking Half Blooded (Glamour) at 1st level makes spell’s level. Apprentice: At 1st level. Master Glamour mages can draw upon force emanating from every tree and rock. equals 10 + the spell’s level + the caster’s Charisma modifier. Glamour mage gains a +1 to his Glamour checks. 28 . can be as much a curse as a gether from view. and given the buffalo. he might gain a influences every aspect of daily life. As defined in the Player’s Handbook™ (Chapter 10: Most of them carry Sidhe blood in their veins. the Glamour mage may invoke the apprentice to Table 2-2. Gather Information (Cha). to the appearance and general demeanor of his Glamour abilities. and meet the following criteria: Feats: Either Half Blooded (Glamour) or Full Blooded (Glamour). to describe the physical presence of Glamour. Renown (the mage gains a +1 circumstance bonus to all Weapon and Armor Proficiency: A Glamour mage is Charisma-related checks he makes) or Brilliant Smile (the proficient with all simple weapons. Even the weather can be affected by Ra Game Rule Information this power. but he need not prepare his spells in advance (they Glamour Checks: When the Glamour mage wishes to are part of his blood). Spells: A Glamour mage may cast arcane spells according In addition. skill) are Balance (Dex). The character may his Charisma score. The other aspect is the belief that everything in the world 2s Hit Dice: d10. as per the Players’ their feat. See the Player’s Handbook™ for skill descriptions. Knowledge (Int). The number of spells is determined by make a Glamour check (as defined in the particular class his level. taste and Sidhe may grant Glamour powers to an individual without smell like chocolate. Such instances are extremely rare. of sorcery indigenous to Avalon and granted by the Sidhe. Blessing of The following are class features of the Glamour mage. Glamer is a type of illusion that changes the ancient unions millennia ago. and from the people’s belief in them. levels thereafter the Glamour mage gains an additional a Glamour mage must have a Charisma score of 10 + the +1 bonus. It is a mist that constantly swirls around Avalon’s three islands. a character must be human. That much you can know and no more. around the thousands of lakes and streams that dot the islands like mirrors. Charisma deter. Intimidate an infamous nonhuman overlord — taking on that figure’s (Cha). and especially EW dozens of stories. When the mage calls upon a particular legend. the subject’s sensory qualities. he might gain the ability to never miss with a bow. following abilities: Spell (the mage may select one Glamour spell.™ In non-Théan campaigns. a life Td The stronger and more popular the legend. you must consider A horrible countenance which sends his enemies fleeing in terror. per day. Concentration (Con). Glamour is a living almost sentient force that H he archer. If it is the story of a great mythology. Avalon heritage is not required. Thus dirt could look. The Glamour mage gains bonus spells based on them a Half Blooded Glamour mage. he may. To cast a spell. For example. Handbook. and will adhere specific world. below. the mage may select one of the Skill Points at Each Additional Level: 4 + Int modifier. armor or shields. Glamour Glamour mages have been touched by the Sidhe in some way. There are so many ways P Ol in the Glamour mage for the duration of the spell. possess some natural portion of Avalon blood. once per day. Sometimes. the skies over Avalon weep with her. magic to serve him. Alternately. for a total of 10 rounds add his Charisma etc. is part of a great riddle that can never be solved. Every two along with the DC of the spells he uses. He is limited to casting a certain number of spells abilities of any legends he knows. evoking a staggering variety of abilities from heroes both ancient and contemporary. which does not count against his maximum number of Class Features spells. at 1st level. and the DC necessary to resist his spells advance in this class to 7th level but no farther. though other limitations still apply). glance. Glamour is the name of a specific field blessing. Bluff (Cha). it becomes manifest two concepts: Epic and Mystery. Glamour Mage Glamer vs. it is said that when Queen Elaine cries. but in the end. however.) modifier to his armor class). Whatever the essence of the tale. a character may.™ but the precise The Glamour mage’s class skills (and the key ability for each manifestation matches his other class features. spawned from Magic). Skill Points at 1st Level: (4 + Int modifier) × 4. One may grasp a clue or gain a glimpse of insight. Note: These spells come about as part of the mage’s ability though the DM may assign other criteria based on the to invoke the heroes and monsters of legend. the spell charm monster represents the mage’s ability to invoke Diplomacy (Cha). Sense Motive (Wis). The of heroes and monsters from both their distant past and sorcery of Glamour derives its power from legends and recent history. CT he embodies some aspect of it.

he may. be the first time an Avalon saw such wonders. mages invoke. Glamour check before taking her turn. she may not use this ability for 24 hours. once per day. gains a +1d6 dodge bonus rolled. performing. If successful she gains +1d10 hit points plus Anne o’ the Wind was a legendary braggart who boasted that a number of hit points equal to her current level in temporary she could best even the Four Winds in a foot race. 29 . h e H maximum number of spells. musical was never known. Thanking the Master (DC 20): As a free action. the Sidhe do not miss the irony of how they information. Many The Glamour Legends bards refuse to believe she ever died at all. In addition. the mage makes a Glamour winning a cup ever-full of wine. which might Unique among the figures of legend. for a total She ate nails at dawn and swords at dusk. she was no stranger to foreign abilities of any legends he knows. she immediately gains 2d12 plus Apprentice (DC 10): As a free action. stew. may roll an additional d20 with her initiative and keep either roll as the actual initiative roll. which returns to normal the next soldier’s grave with her tears and a kiss. Adept: (DC 15): As a free action. to his AC. Adept: At 10th level. for a total of 10 rounds add his Charisma modifier to by 5. once Climb check and his move rate while climbing is increased l per day. she the Queen still spoke proudly of his deeds. and even a fast lasting longer than the Second Prophet’s most devoted monks. T C select one of the following abilities: spell (the mage may select one Glamour spell. If successful. d T his saving throws). and marked the adds 20 to her initiative. gifts. Although Blackcloak has apparently disappeared from The DC to invoke the legend is listed with the legend’s Avalon’s shores. However. Apprentice (DC 10): As a free action. a bowl always heavy with check to gain damage reduction 20/+2 for a full round. If successful. Glamour check before a new round begins. All of Avalon knew the tales of his powers performance. she is considered to been no shortages of Snaggs’ followers. or Glamour of Legend (the mage may. surviving such ill luck as the hunger of a sea serpent. then fired the missiles back. If successful she check if your character is reduced to –10 hit points or more. she performed any number of marvels. If successful. the mage may make for the remainder of the encounter. until the end of the day. You may not make this a Glamour check before rolling initiative. When the hit points. Master (DC 20): As a free action. shores. specific legend more than once per day. the mage makes a Anne o’ the Wind (Dex) Glamour check. essentially) Apprentice (DC 10): As a free action. the mage may make a Though he did not survive long enough to see Elaine’s return. Glamour check when reduced to 1 or fewer hit points. Winds challenged her claim. she proved herself truthful. Further. he rolls 1d20 and adds his across both Avalon and Bryn Bresail itself from the Sidhe Glamour checks bonus as well as his ability modifier for the who had taken great issue with such a man abusing their ability score that is associated with the legend being invoked. If she rolls a natural 1 on the die. worthy of her. Characters in non-Théan campaigns may also the Sea Dogs keep a watchful eye for a woman who could use them. have an initiative of –10 (automatically going last. Blessing of Power now a class skill for this character. so great was her hunger from the race. if a natural 1 is a Glamour check and. Blackcloak’s true name include storytelling. Additionally Open Lock is s spell. the Glamour mage may invoke the adept Master (DC 20): The mage makes a Glamour check as a free action before making an Open Lock check. which does not count against his his tracks leave few if any remains and DCs involved in tracking his steps left during that day are increased by 15. the mage makes a Winds for these prizes. the mage may makes her level in temporary hit points. In her search for a mate throw DC of his spells). When the from a smuggler’s dinner table or the details of his flight Glamour mage invokes a legend. vocal performance. If the check is successful. they hold no grudge against those who follow his abilities. Unlike In addition. 2 (the mage gains a +2 inherent bonus to the ability score of Iron Meg (Con) his choice. the Glamour mage may invoke the master most of Avalon’s legends. If successful W E abilities of any legends he knows. and a bag that never emptied of bread. the mage may make a Isaac Snaggs is a recent addition to the lore of Glamour. etc. he gains a competence bonus equal to his levels in this class a R Master: At 18th level. if successful. this bonus increases to +3 if he selects Charisma) Iron Meg was not merely tough — she was almost inhuman. If successful he gains a A bonus to all die rolls he makes) or Fortune’s Favor (the mage competence bonus equal to half his levels in this class to the O P protects himself by virtue of his good fortune. but merely moved The following is a list of the known legends which Glamour on to distant realms in her hunt for an equal. The caster may not attempt to invoke any inadvertently elevated him to this glorious status. her base a bowman with hands so fast that he plucked an invading move rate is increased by 10 until the end of the round. Additionally Climb is now a class skill for this character. To this day. There is a –8 competence penalty for using of stealth — how he once stole a bottle of the finest Falisci a legend that the Glamour mage has not mastered. so strong even the of 10 rounds per day add his Charisma modifier to the saving Unseelie Redcap showed her respect. the mage may select one of the to the Open Lock check He may roll two dice when making y following abilities: spell (the mage may select one Glamour the check and keep either roll. Known Legends: This represents the number of Blackcloak (Dex) legends the Glamour mage may tap into. Blessing of Good Fortune (the mage gains a +1 luck Adept (DC 15): The mage makes a Glamour check as a free action before making a Climb check. Isaac Snaggs (Wis) Adept (DC 15): As a free action. Since then. though other limitations still apply). she set down for a three-month meal. there have round. He may a standard action. the exotic poisons of Vodacce princes. Montaigne’s arrows from the air. the Glamour mage continues the Apprentice (DC 10): The mage makes a Glamour check as studies of his powers as he heads towards mastery. which does not count against his maximum number of spells. though other limitations still apply). though we recommend changing the particulars to catch a cannonball and view it as a light supper — it wouldn’t match the legendary tales of the campaign in question.

- 14 7 5 13 15 8 7 6 5 4 3 2 1 . . the mage may make a Jack (Wis) Glamour check and adds his Dex modifier when a missile Jack was something of an oddity in his day. . If successful. . . Glamour Checks +5 11 +8/+3 +3 +7 +7 Bonus Feat 12 +9/+4 +4 +8 +8 Glamour Checks +6 13 +9/+4 +4 +8 +8 Known Legends: 5 14 +10/+5 +4 +9 +9 Glamour Checks +7 15 +11/+6/+1 +5 +9 +9 Known Legends: 6 16 +12/+7/+2 +5 +10 +10 Glamour Checks +8 17 +12/+7/+2 +5 +10 +10 Bonus Feat 18 +13/+8/+3 +6 +11 +11 Master. . . the mage but not enough to prove his guilt. bolts or arrows but not bullets. . . . - 1 0 1 3 2 1 1 . Known Legends: 1 Ra 2 3 +1 +2 +0 +1 +3 +3 +3 +3 Glamour Checks +1 Known Legends: 2 y 4 +3 +1 +4 +4 Glamour Checks +2 2s 5 6 +3 +4 +1 +2 +4 +5 +4 +5 Bonus Feat Glamour Checks +3 7 +5 +2 +5 +5 Known Legends: 3 8 +6/+1 +2 +6 +6 Glamour Checks +4 9 +6/+1 +3 +6 +6 Known Legends: 4 10 +7/+2 +3 +7 +7 Adept. He lurked around Avalon’s fringes. . They sought their revenge at the man’s own also catch a bullet from a pistol or musket fired at him. . . . axes. he used them to instigate all manner of clever mis- hit. - 9 4 4 9 10 5 5 4 3 2 1 . his victims grew tired of waiting a mere legal Master (varies): As noted above but now the mage can conviction. . - 8 4 3 9 9 5 4 3 2 1 . . His Sidhe blood ran too true for anyone’s attack roll of the attacker (thus. . . - 12 6 4 12 13 7 6 5 4 3 2 1 . . musket balls. Missiles include chief. . . . . . ill-fated encounter. - 7 3 3 7 8 4 4 3 2 1 . enemies. - 4 2 2 6 5 3 2 1 . . . other gunpowder-based weapons. . If any survived that CT takes no damage if successful. even for the weapon is fired at him to catch that missile. none were willing or capable of speaking H he about it and thus. involving wooing women under the names of their parents’ The mage must have one free hand to perform this maneuver. The DC is the Glamoured. if the attacker rolled a 23 to comfort. After a series of pranks takes no damage (it is as though the attacker failed his roll). . . Jack’s tricks lived on. home. - 5 2 2 6 6 3 3 2 1 . - 10 5 4 10 11 6 5 4 3 2 1 . and enough familiarity to suggest the culprit behind his tricks. . . but also his well-defended fortress. striking with just knives. - 15 7 6 13 16 8 8 7 6 5 4 3 2 1 - 16 8 6 14 17 9 8 7 6 5 4 3 2 1 - 17 8 6 14 18 9 9 8 7 6 5 4 3 2 1 18 9 6 15 19 10 9 8 7 6 5 4 3 2 1 19 9 7 15 20 10 10 9 8 7 6 5 4 3 2 20 9 7 16 30 . only to learn that Jack’s home was not merely his He must have one free hand to perform this maneuver and castle. Adept (varies): As a free action. . . Glamour Checks +9 19 +14/+9/+4 +6 +11 +11 Known Legends: 7 20 +15/+10/+5 +6 +12 +12 Glamour Checks +10 Table 2-2: Spells per Level Table 2-3: Spell Progression (Spells per Day) Character Maximum Spell Total Mastered Total Spells Level 0 1 2 3 4 5 6 7 8 9 Level Level Legends Known 1 1 . - 11 5 4 10 12 6 6 5 4 3 2 1 . - 6 3 2 7 7 4 3 2 1 . . A P Ol Table 2-1: The Glamour Mage Td Level Base Attack Bonus Fort Save Ref Save Will Save Special EW 1 +0 +0 +2 +2 Apprentice. Glamour Checks +0. . . . . - 13 6 5 12 14 7 7 6 5 4 3 2 1 . . . . . . . - 2 1 1 4 3 2 1 . . . . he would need a 23 to catch the missile). . . . - 3 1 2 4 4 2 2 1 .

It requires a Spot. If the its face or hide. adding vicious scars no man could have survived. It requires a Spot. they work without fail unless some other sorcery interferes It requires a Spot. the world is slightly different within than Traits or Skills are affected. whereupon it appears bulkier. 31 . penalties and bonuses due to age are negated.) with Glamour. willing or not) into one of the forms he knows until the next dawn. but will never actively work more desirable purchase. You may only enchant one building at a time. which reverts to its original unharmed mere hints behind. except those involving Intimidation checks. Listen or Search trick mere mortals into doing your bidding. A horse affected by this form without. all effects Search check (DC 20) to recognize the target. but you can use this ability again on another building (requir- • The Noble: The affected person becomes more handsome or ing both the preparation and tear again) and relinquishing beautiful. It requires a Spot. Listen or Search check (DC 20) to (such as the Thomas Legend) or some force destroys the recognize the target. The target a R wills the enchantment to end. which receive Adept (DC 15): As a standard action. none of his other Thereafter. Choose would look like something ready for the glue factory. These abilities may not always work checks (as well as all related skills) in social situations. his is reduced to 10. the way you intend them to (particularly if the Sidhe find A horse affected by this form would appear to be a much your pranks too distasteful). Master (DC 20): Your power is such that you no longer Recognizing the target requires a Spot. as a free action).000 or fewer square ft. Listen or Search check target is younger than 20. building itself. A horse affected by this form would lose • The Child: The affected person temporarily becomes any distinctive characteristics. T C h e H A O P l d T Apprentice (DC 10): As a standard action the mage may transform a small inanimate object (less than one cubic foot • The Ogre: The affected person changes slightly in manner and stature. An old horse affected by this form would temporarily regain its youth. (or a horse. or even an unspecified feeling that something 2 form. The Ogre effect results in a penalty of –2 to all Cha The mage may affect up to 5 small objects at once through the checks (as well as all related skills) in a social situation use of this ability. you may enchant a • The Hag: The affected person appears older and uglier. With a month of preparation and a single tear of a Sidhe (gained however the DM sees fit). often with feral glints to his eyes or y reverts to its former self. become less distinctive even as their clothes take on bland shapes and colors. possibly with fire coming of the following forms below until the next dawn. building (total size of 4. If a transformed object is broken elongated nails and teeth. is… off. Although the person even though it may be an entirely different sort of structure. the DM has the final say on the limits of any effects. W E in size) into any other item until the next dawn (or until he the distinction is often lost on onlookers. All age (DC 25) to recognize the target. This may not be used to transform a living object. There are no age penalties or bonuses for this effect. all of the pieces disappear at dawn except for one (randomly chosen). all related skills) in a social situation. The mage may end the effects as a free • The Peasant: The affected person’s features smooth out and action. With the exception of the final Law. Théah itself. A horse affected by this form Glamour check and if successful transforms himself into one would be more frightening. increase the DC to 25 to transform another willing person Listen or Search check (DC 20) to recognize the target. the mage may make a a +2 competence bonus. occur only within the bounds of the enchantment. which results in a penalty of –2 to all Cha checks (as well as This building is referred to as a “house” in deference to Jack. More powerful adepts can leave s into pieces. resulting in a +2 competence bonus to all Cha your prior enchantment. is physically unrecognizable as himself. but small parts of check (DC 20). and Theus help any who assume otherwise. While the changes are purely cosmetic. and as always. He may from its nostrils or a red glow to its eyes. Listen or against you. such as special markings on younger which halves the target’s apparent age. three of the Laws listed below as part of your enchantment.

he may not re-roll the die if the civil war. even if the man at its source does not. that failed. Apprentice (DC 10): As a free action. Others say that he never truly died. he may re-roll that d20 and keep the Good King Herygh died and his sons plunged Avalon into second result. Initially dismissed as a Berek’s. people to his banner. Eventually. Robert’s brilliant leadership drew The Brotherhood of the Coast rescued him from the sea. 1656 AV when a beautiful 18-year-old princess who had Master (DC 20): If the mage makes a Glamour check after been missing for a decade arrived at the King’s great hall. Elilodd’s line lasted many generations. helping as best it can — for a price. you may rearrange the internal architec- ture of your house (though not its contents). while only Intimidate and • No one ages within your house. he held the favor of the Seelie Court. Without unity. H he • As a free action. fall asleep. and none may find it without your approval. but said the dreaded Captain Reis. When a man named Robert the Dark rivals took their revenge. form to their realm to wait until Avalon needed him again. he may re-roll bearing the magical goblet that had not been seen for six and try again. When it. No other Glamour legend has ever changed during its dants rule there still — and to this day the Highlanders claim subject’s lifetime. the Highland Marches were little more than a all his foes feared facing him. sarily contents) of everything and everyone in your house. drink from the sacred cup to prove that his heart is true. and like nation was once again secure. but Berek’s almost certainly will. Berek’s luck ran out long before these Montaigne. he proved equally adept at the sword. they are hurled beyond its confines and may not use their magic on the mage while the EW • Your Glamour obscures your house’s location. However. Ra otherwise. Berek stole from arose. the mage may make a Glamour check to create a 10 ft. Avalon’s High King Elilodd. Berek would have died at Reis’s hands had not. If they are inside Td • Your house is up to twenty times larger inside than out. the clans fell to all manner of invaders. the fate of the King Elilodd was an early predecessor to Elaine. Berek’s legend retains his luck. he will grow fatigued or worse. If he fails the second time. Berek now views himself a better man for could. the mage may make • You always know the precise location (though not neces. In his arrogance. For the moment. she had reunited the King Elilodd (Int) nation and was crowned Queen in the new capital city of Carleon. he won others’ loyalty by his words and actions. he must centuries. seduce) and similarly positive effects may gain this bonus when used against the Seelie. While he was not the first Avalon king to accomplish this feat. however. If successful he gains a +1d6 luck bonus to The Graal is a jeweled goblet that the Sidhe gave to any one roll until the end of the day. Elaine. and soon all knew his name. until 1028 AV when if he rolls a 1 on a d20. failing any roll (even another Glamour check). legion of Sidhe eager to avenge the mortal king. however. however. the mage may make a CT Glamour check to call out to the nearest Seelie for aid. charging him to guard it for as Adept (DC 15): As a free action. Upon his death. he refused to acknowledge any clan as his own. The mage may maintain this effect as long as he can stay awake and must make a Fort save every morning. Those who have taken up his legend worry about this. King Glamour check. the effect ends and anyone else who 2s The recently returned Jeremiah Berek is the head of Avalon’s Sea Dogs. Apprentice (DC 10): As a free action. including Avalon. and Vesten. and Reis’s terrible legend dwarfed that he belonged to all of them. a Seelie answers the call. The Graal disappeared and was not restored until result is a 1. he was the Anyone who strives to become a Knight of Elaine must first to do so out of genuine love for mortal and Sidhe alike. If successful. If successful. When he His luck long gone. and runs their unofficial navy with a trickster’s grin leaves it is instantly vulnerable to the now-infuriated Unseelie. Master (DC 20): As a standard action. gence of Glamour and by 1658. a Glamour check before making a Cha check against a Sidhe. the mage may make a long as he and his descendants held the throne. similarly negative effects may gain this bonus when used against the Unseelie. the gates to Bryn Bresail shattered beneath a 32 . If he Jeremiah Berek (Cha) moves from the spot. that any truly great leader has his blessing. however. as no one is quite sure what will happen to them all the Marches accepted him as their king — his descen- now. quaintly amusing madman. With the return of Princess Elaine came a resur- accept the result. With the restoration of the Graal. The DC y is 10+5 for every additional day he has been awake. for he and his crews were quite series of fiefdoms ruled by squabbling clans. A • Your house cannot be harmed in any way. the mage may make The Graal a Glamour check. As it was. and a privateer’s greed. Equal parts notorious and legendary. the circle when it is activated. Adept (DC 15): As a standard action. of course. If successful he gains a +1d10 circumstance bonus to his Cha checks against a Sidhe. wide circle — centered P Ol around him — that Unseelie cannot enter. Only Bluff (when used to charm or • No one may enter your house without permission. Berek’s luck kept him far from death or any other King Robert the Dark (Cha) consequences to his actions. effect lasts. • Your pantry and larders are always full of food and drink. • You cannot die while you are within your house. Long ago. Details are left up to the DM. Though he never killed a man. until the end of the encounter. and the Sidhe spirited his battered • Only your magic works in the house. skilled despite their generally congenial nature.

Master (DC 20): If the mage is ever killed by anything if the mage roll a 6. the bonus dice will be his to use. all wounds dice: healed and all harmful substances purged from his body. he may have been buried in the meantime… Luck bonus on any checks involving strategy. Mad Jack O’Ban- non has Sidhe blood in his veins and his mother baptized him in enchanted waters. but everything about The earliest Legends of Glamour were not of men. If successful. If successful his general (or fails and he is dead for good. upon returning belongs to the MacLeod family (Théah only) his bonus dice from one hunting trip. The famed Green Man was one such to his habit of disappearing behind small objects to reappear example. before rolling the damage s This bonus may be used on any for a ranged attack made with a bow. Apprentice (DC 10): As a h e H action. Adept (DC 15): As a W E once. and if he peeks around the object to reattached his head. more. who promptly picked up and still. might make for an amusing disturbance challenged a knight who was pure of heart and strong of arm. Thus. and quickly launched a a free action before he takes his actions for the turn. the recipient adds 6 to all his rolls until other than natural causes. even if the power the individual with the largest Leadership score) gains a +1d6 works. free action. The following restrictions apply to these At dawn the next morning. If he has the Leadership The range increment of the l feat. there If successful he gains a has only ever truly +1d6 insight bonus to the been one king of Inis. foolish only lost their pride. his Con permanently drops by 1d4 points because 33 . The Green Man (Con) His mind is not gone or even damaged. it’s the madman himself. itself. the mage may a R used by the end of the make a Glamour check y encounter or it is lost. see what’s going on. but he can be heard. held the title. If anyone knows the method behind the arrogance outstripped their ability. He may select up to five characters. his seneschal proclaiming him a traitor to the king. then returned the favor. Those who were simply O’Bannon’s madness. he rolls 3d6 and gives he may step behind one object and step out from behind the highest die to another character who gains a bonus to all another object within 500 ft. the power a standard action during a battle. the Sidhe themselves. the upper half of his body will be visible the Green Man fell victim to his own arrogance when he — which. bow is increased by 5 for d T He may not select the same person more than the attack. his player makes a Glamour check. however. but the bards still sing of his deeds. If the general subjects without great note. he will return to life. including himself. If successful check as a standard action. the mage may make a Glamour check before making A to whom he can give a +1d6 morale a ranged attack with a bow. ugly creature that challenged any whose elsewhere. and if this drops it to 0 or less. The knight identical to invisibility). roll. his rolls equal to that number until the end of the day. If the mage has the highest Leader. His most infamous duel was with a knight at least partially covers him in order to disappear (the effects are who had murdered several rivals to the throne. bonus is granted. a squat. soon spread across Avalon and linger T C Master (DC 20): The mage may make a Glamour check as a standard to this day. Then one day. Tales of his If successful he gains a +1d6 morale bonus to all rolls until breathtaking archery skills used to further the cause of justice the end of his turn. However. of the first. Of course. Eventually. Adept (DC 15): The mage may make a Glamour check Apprentice (DC 10): The mage may make a Glamour when he is moving (a move-equivalent action). This bonus must be free action. Robin Goodfellow (Dex) until the end of the day. He cannot be seen as long as he remains decapitated the Green Man. the mage Mad Jack may make a Glamour O’Bannon (Str) check before making a While others have ranged attack with a bow. Master (20): As a free action. Those whose hearts overflowed Apprentice (DC 10): As a standard action the mage may with cruelty would find the Green Man an implacable and make a Glamour check while standing behind an object that undying foe. the die is a d12. morale or any other circumstances involving his troops or the battle. he found his family imprisoned and are rolled on d8s. O P bonus. tactics. Apprentice (DC 10): The mage makes a Glamour check as of the stress of dying. Robin Goodfellow was a minor nobleman who ruled over his ship score. lengthy guerrilla war against the corrupt ruler. but of the man is off — from his bag of endless tricks. the end of the day. Robin Adept (DC 15): The mage may make a Glamour check as soon escaped from prison. of course. 2 roll chosen by If successful he the character may add +1d6 to to whom the the damage.

The second was Joseph Brewer. They will all hear his cry over EW ability may not be used more than once every three days. He would likely have died as anonymously as The Stone Knight (Con) he had lived. Apprentice (DC 10): The mage may make a Glamour P Ol suffers hit points from one strike. the knight smiled. 34 . If successful. a month. Benny Greene. When Liam surfaced again. Master (varies): As the adept ability but the mage may any distance and know immediately the location from where he shouted. the next time the character which man was the Stone Knight that saved them all. he may approached to aid him. Still. but fought with skill and ease. he gains a number of temporary twice his size. pale or dark. Greene. Adept (DC 15): When suffering damage. whom the grateful citizenry later hanged. While the rest of his family became brave knights (or tripled if using a two-handed weapon). he became a quiet clerk in the local constabulary. or survive bludgeons from men takes him below 1 hit point. avoiding known ports for their landing. in exile attempted to use his Glamour against Thomas as he had from both homeland and bride. He still suffers damage as normal. challenging the Vesten to pass him if they could. happened next. In the case of combat rounds. they did not guess A Adept (DC 15): The mage may may a Glamour check as a standard action. damage or assist in a contested roll. If successful. only to find that a single man had held off the number of hit points damage equal to that number. he is then considered to have made the save 2s The Horned Hunter (Str) The Horned Hunter was among the first Sidhe to emulate the successfully. No man could leap over hundreds of feet. wide and 10 ft. but found the quiet clerk utterly immune to between alternating bouts of banditry and bravery. then stood in the pass. (without the temporary hit points being added). much of him. Thomas spent the and sported a stone-gray beard. The first was Arnault von Drachen. If he affects more than one person. and the Horned Hunter’s damage in a single round to reduce him to –100 hit points legendary heroics bear no tarnish for his ill-conceived goals. he may continue to fight This effect lasts check as a standard action. he appeared decades older. attack or effect. As they entered the pass. As they CT than he rolled. Liam Each man lived near a narrow pass — von Drachen. taken up arms but plowed a mountain into fertile farmland. the temporary hit points are lost and he checks). etc. or beloved ladies. shout marched upon the pass. and so on. the Horned Hunter took up the long. Brewer. on his farm. his would-be companion. Each was as wide with muscle as they were tall. Master (DC 20): When inflicting damage in a melee stout or thin. • No one may have more than one of these dice at once. this does not add to his attacks. then he may Apprentice (DC 10): The mage may make a Glamour be slain. who preyed upon victims in the local township. The mage enemy for over a day. suffers the effects of the damage taken while using this ability. his sorcerous powers. A day and a night later. but if the damage throw boulders like pebbles. If he suffers enough realized his good intentions. saves. but all Avalon knows what died the most celebrated member of his family. sleep. Only those three knew of the rest of his life hunting sorcerers for man and Sidhe alike. Ra increase the DC by a multiple of 3 to affect an additional Adept (DC 15): The mage may make a Glamour check as y character for each multiple of 3 by which the DC was raised. None of Thomas Finn’s many brothers and sisters thought If successful the damage is reduced by his Str modifier. hunter lost in Bryn Bresail. he chooses a patch of best. Master (DC 20): The mage may make a Glamour check as ways of humanity. who had never changed. Having once faced and narrowly defeated a mighty ground (or a bridge. Although the Avalon forces bested the Vesten that day. saluted H he choose who gets the highest die. Though he returned in a knight shamed when he struck his lord in a drunken rage. but his bravery had. Otherwise. standing over the bodies of the two may increase the DC by 3 to either roll an additional die or comrades who had fought beside him. the mage may make a Glamour check as a free action. His only conspicuous quality was attack. crippled. This figure sported a affect an additional person but may not give away more dice dozen fatal wounds. however. and moments that led to their deaths. found an entrance to Bryn Bresail. They sought to invade all of • The mage may not use this ability on himself. those hit check as a free action to shout for help. the mage make Thomas (Cha) a Glamour check as a free action to invoke this ability. Thomas simply pulled a weapon on the villain. still in his cups against all others. travelling through the only pass between them and the rest of the country. were it not for an evil Glamour mage named There are three men who may have been the Stone Knight of Dark Liam. he cannot die or be he fooled no one. an Avalon army When the effect wears off at the end of the day (midnight). he does not leave his chosen ground. They defeated the Vesten in the character to whom the mage gave the die suffers a pitched battle. He was not strong or weak. Thomas shot the stunned murderer. the early Avalons humored him once they hit points to keep him at 1 hit point. although his understanding was limited at a move-equivalent action. Avalon. short or tall. he quietly who had entered Bryn Bresail as a hunter and left it as the asked for a holiday from his duties. then investigated and husband of a Sidhe duchess. Unfortunately for his noble goals. The Vesten marauders came ashore quietly. as long as fallen man’s identity. This his Con modifier (minimum 1). who gets the second highest. then fell over dead. an Eisen expatriate When Thomas heard of Liam’s depredations. Until a sunrise and a sunset have passed. However. choose a number of persons he knows equal to or less than the damage heals prior to the start of the next round. that he could remember every name and action he ever saw If successful his Str modifier is doubled for damage purposes or heard. a free action after failing a Will save against a fear effect. If successful the he gains a +2 for a number of days equal to the mage’s Con modifier. a man there • He may not use this ability on a character who does not shouted so loudly that he roused his neighbors from their wish to be so affected. If successful. When competence bonus to all Str checks (as well as all related skill the effect ends. His manners had not The third was a simple farmer. If successful he may Td points are immediately healed.) no more than 10 ft. lore.

short. hoping to be held up by the mysterious needed (see above). and even the a R specific Avalon legends. and petrification. The Highwayman has become a romantic Dazzle. attacks.” as he styled himself. Throws voice for 1 min/level. So he did what any proud nobleman would do: he not the mage. he immediately detects what is demanding valuables in a polite and courteous tone. bold and fearsome man. but more drastic changes. alterations. while lending him the presence of a O P (no roll needed). Ghost Sound. receiving a +5 insight ited a series of sizable debts — far more than his meager bonus to any saves related to the sorcery. Frees subject from enchantments. Subject is invisible for 10min/level or until it the spell. justice. action for 1 hour/level or until complete. Creates minor illusion of your design. He tends to his flocks. Apprentice (DC 10): Whenever someone (or something) comes within 30 ft. he loves being the Highwayman. Enthrall. his exploits solely for the joy of it. The Glamour A spells and effects within 10 ft. Fascinates 2d4 +1 HD/level of creatures. 1st Level he lives for the foggy nights when he dons his black mask Charm Person. Flynn has paid off his debts humans) for 1 round/caster level. plus sound. was the most wanted man in Avalon. Hypnotic Pattern. curses. Glitterdust. Makes one person your friend. Those who resisted quickly learned the error of Master (DC 20): As per the apprentice and adept effects of this legend with the following additional effect: all magic their ways. 1 hour/level. Makes everyone within 10 ft. the authorities planted numerous traps in an effort to snare him. viewing his exploits as a challenge rather than a threat. of the mage. Creature loses next action. he was soon faced with the loss of his family Ussuran. and three-cornered hat. This ability does not estate could afford — and though he tried his best to work affect such things like being struck by a shape-changed them off. ance. Blinds creatures for 1 round/level. subject to Invisibility. The effects of this spell are identical to the his horse’s chestnut flanks a pale white. planned ambush with nothing more than a pair of flint- area for up to 1 minute. “the Highwayman. since the magic involved is affecting the Ussuran. of the mage. Young noblewomen plan lengthy trips in every regard except that no material component is through the area. Using his Glamour to alter his appear- and the effects last until the end of the day. Imbues object with the ability to speak a man. visits the farmers on his land. As such. Once per day he may cancel a sorcerous effect as a move-equivalent action. he set to robbing wealthy travelers on the roads near Adept (DC 15): As per the apprentice effect with the his home. He has grown spell color spray in every regard except that no material addicted to the thrill of riding through the woods. d T Glamour Spells Five years later. He inher- detects the action being attempted. he immediately another destitute member of the country gentry. following additional benefit: When someone uses sorcery within 30 ft. Captivates all within 100 ft. Arouses strong emotion in subject. sending the sheriff’s men packing before vanishing Daze. Were it not for Glamour. 35 . Create sounds as four humans/level (max 20 With his ill-got gains. into the heath. Erase./level. invisible. Mundane or magical writing vanishes. + 10 ft. The combination of menace and l manners proved irresistible. they are Knights of Elaine tried their hand at bringing him to s waived for purposes of using these spells. Major Image. Figment torches or other lights in a 10 ft. He would stop coaches with his pistols drawn. the component is needed (see above). Invisibility Sphere.000 G was placed on his head. lands. Even the forces of law seem to like him. He once shot his way out of a Dancing Lights. sound of his voice as he demands his targets’ valuables. Emotion. Creates new sounds or changes existing ones. and reveals the looks of fear and wonder on the faces of his prey. Makes monster believe it is your ally for Break Enchantment. Sculpt Sound. A bounty of W E Note: Glamour spells depend upon the beliefs and power of 2. As silent image. 3rd Level 4th Level Charm Monster. His victims were so shocked by his panache that they often T C being done. programmed message when triggered. As change self. Put 2d4 HD of creatures into comatose slumber. and his Glamour gives him consider- 2 0 Level able combat prowess. Flynn can slip out of any trap. But secretly. though he never shot to kill. the Glamour mage does not y need to use any focus or material components. In invisible creatures. flowing in his veins. 2nd Level Alter Self. None of these tactics has yet succeeded. and Suggestion. It takes a standard action to invoke this legend turned to banditry. and he continues Silent Image. Compels subject to follow stated course of thermal effects. of the mage automatically fail covered his tracks. his left thumb begins to The Highwayman tingle and continues to do so until he moves out of range. The effects of this spell are identical to the spell flare figure as well. have ever had the courage were not the magic of the Sidhe Ventriloquism. He doubts he would Sleep. when the glow of the moon turn’s Colors of Théah. and buys drinks for the house at the local pub. Phineas Flynn would be just When someone uses sorcery directly on him. locks. smell. tenfold and now plays the part of a sleepy country noble- Magic Mouth. handed over their money purses with nary a second h e H thought. figure in black.

as any skjæren [skyair-en or Screen. As they progress. It is from this practice that the sorcery of Lærdom Prismatic Sphere. As charm monster. As prismatic wall. “rune carver”] will attest. he gradually of which are more than 180 ft. of many of his former comrades. Rays hit subjects with a variety of effects. but all within 30 ft. skjæren can summon the lærd’s power into themselves — From “The Grumfather Cycle” or others. and can inscribe them onto items. for their essence contains the building blocks of the universe. Changes appearance of a number of creatures. Makes one type of terrain look like scorn and anger in check when hearing such ignorant state- another. The runes are Brief History merely a conduit for funneling the power of creation itself. they delve deeper into the runes’ They smile when they see us nature. victorious to their people. Sympathy. But none of them are invoked lightly. they discovered the Great Wyrm’s scales had magical properties. the Grey Maniacal Laughter. Weird. When they returned EW Programmed Image. Illusory double can talk and cast spells. but affects all within 30 ft. Wall’s colors have variety of effects. According to the skjæren. sound. or total extinction for any who resisted. Lærdom often appear to outsiders as indistinct place from which emanates the singing of their ances- a “living mythology. Collectively. After their eager Reverse Gravity. With the Mass Invisibility. survive in physical form but. As phantasmal killer. Illusion hides area from vision and scrying. becoming the living Permanent Image. most of the remaining Living Runes went into seclusion. with both benign and catastrophic consequences. destroying all life in their path. When inscribed. The effects of this spell are identical to Wanderer. A Mirage. existed for untold centuries until a giant serpent called the Rainbow. The effects of this spell are identical to the spell “Great Wyrm” arose to threaten the Vesten people. they were unable to ignore the influence of their mortal origins. Hallucinatory Terrain. who became the personification of victory in battle. Includes sight. Apprentices understand the and they are our heroes. religion and part sorcery. The effects of this spell are too human ways. As invisibility. His bloody carnage 8th Level eventually threw him into direct conflict with the other Antipathy. however. they were worshipped as gods. the people refused to surren- H he False Vision. identical to the spell Otto’s irresistible dance in every regard. 9th Level however. nesting at Tårn high in the Hjalmarr Mountains. Prismatic Wall. and stay invisible. The effects of this spell are identical to the spell mirage arcana in every regard. lærd. They could still bestow their abilities among their faithful. becoming a representation of the Living Runes. a skjæren can Lærdom tap into that characteristic — the fundamental forces of the universe. Stories are still told about Krieg the Inhuman. ments. This foul rainbow pattern in every regard except that no material creature destroyed innumerable farms and villages before component is needed (see above). In the course of the battle. Transforms raw materials into finished materials. however. no two unprecedented peace in the years that followed. Lærdom is not some nobleman’s silly cavorting. which ultimately resulted in his death and that Mass Charm. went mad from his suppressed bloodlust and attracted a Prismatic Spray. Subject’s Int drops to a score of 1. As invisibility but subject can attack it draws its strength from the basic elements of reality itself. In their epic struggle with the beast. Improved Invisibility. their powers are as potent as ever.” Ra Veil. they became known as the “Living Runes. represents a physical or emotional characteristic embodied by the god who first manifested it. embodiment of one of these lærds. fashioned the world by uttering 24 lærds or the the spell Tasha’s hideous laughter in every regard except that “true names” of the components of the world. They are able to perceive the form of rune magic that has endured since ancient times. Part Living Myth — Valhalla — all around them as a shadowy. chanting the Song of the World as they ride into battle. sealed with the P Ol Grey Wanderer’s words of creation. As major image. true Vestenmannavnjar fashion. physical nature of the rune. The world no material component is needed (see above). plus triggered by events. they ravaged the islands’ coasts. It is not enough to simply speak the and Grumfather. Fools scrying with an illusion. The savage islands of Vestenmannavnjar contain a potent Skjæren have another advantage. Objects and creatures fall upwards. The most powerful and their names will never be forgotten. der. 36 . but many creatures. surface. When word of Krieg’s depredations began to circulate. It is not known how many Living Runes may still on all sides. Twenty-four jarls (warriors) met in the valley of Sanning Dal and made the perilous journey to the monster’s lair. Feeblemind. it must be properly invoked in a ritual that They are our gods only a skjæren can accomplish. forged or written onto specific The twenty-five have a place items — or at higher levels. Grumfather. Td 6th Level each of the 24 warriors absorbed a scale. Object or location repels certain creatures. of which Despite the divinity they exhibited with their new powers. According to Vesten legend. By speaking or carving the rune.” The Vestenmannavnjar try to keep their tors. Living Runes. each lærd. branded onto people — the between our ancestors runes invoke that power. y none can be more than 30 ft. Project Image. Its demands were simple: complete subservience and submission from 5th Level the people. the power lingering on the examples for us to follow. and smell. They exhibited their new powers in all 2s 7th Level Irresistible Dance. apart. horde of fanatical like-minded disciples. flesh was branded with Krieg’s lærd. but surrounds subject was born. Object or location attracts certain creatures. But in CT Fabricate.

The Lærdom mage is not h e H such primal power was not meant for bankers and clerks. The Lærdom mage s from the heavens themselves. In recent centuries. Vestenmannavnjar changed. retreated into the Vesten wastes Listen (Wis). Special: It should be noted that the Vendel have forsaken the older gods and turned their worshipful gaze upon the almighty guilder. the ancient gods will not grant master status to a Vendel. a Lærdom mage must have a y stamina. and the DC necessary to resist his spells equals 10 + the spell’s level + the 2 selves sorcerers. no matter how high his abilities are in sorcerous spells. Concentration (Con). but holy men keeping caster’s Wisdom modifier. adopting the sorcery to their The following are class features of the Lærdom mage: T C modern society. still Intimidate (Cha). The increasing rift has brought Tumble (Dex). If the Vendel displays heroic behavior on a godlike scale. and grant him mastery of the art. as indicated on Table 2-6. and Wilderness Lore (Wis). Gather Information (Cha). eschewing swords and axes for Disable Devise (Int). Vendel. By carving these runes on objects. now use their powers to strike back against encroaching Skill Points at Each Additional Level: 2 + Int modifier. though the DM may assign other criteria based on the specific world. A character may take Full Blooded (Lærdom) as their additional feat at 1st level that allows him to advance past 7th level. but he need not prepare them in advance. though the deepest secrets of the magic as yet elude them. The number of spells is determined by his level. The character may advance 7th level. something that the people of Vendel no longer have. Swim (Str). to calling lightning down Wisdom score of 10 + the spell’s level. The Vendel have tried to counter this by establishing Class Features Lærdom schools of their own. but no farther. They have met with some success. Hit Die: d8. “Forward-thinking” Vesten. and so Class Skills too did Lærdom. equipment. Requirements To become a Lærdom mage. and even themselves. now calling The Lærdom mage’s class skills (and the key ability for each themselves Vendel began transforming their society into skill) are Bluff (Cha). Knowledge (Int). Sense Motive (Wis). Wisdom determines the maximum spell W E they can invoke devastating effects level the Lærdom mage can access. He otherwise casts spells the rites and rituals of their people intact. the DM can determine whether the pantheon can see the traces of the true Vestenmannavnjar in the supplicant. or fencing accoutrements. Intuit Direction (Wis). Spot (Wis). entrenched in the old ways. their abilities are Handbook. Most Lærdom mages don’t consider them- gains bonus spells based on his Wisdom score. See the Player’s the Vesten people to the edge of civil war… and Lærdom has Handbook™ for skill descriptions. characters must be human and meet the following criteria: Feats: Either Half Blooded (Lærdom) or Full Blooded (Lærdom). Becoming a Lærdom master requires absolute and unquestioning faith. d T twenty-four aspects of reality.™ sorcerous in nature. Taking the Half Blooded (Lærdom) as a 1st level feat makes him a Half Blooded Lærdom mage. He is limited to casting a certain number of spells l Lærdom mages (“skjæren”) invoke the Living Runes. but woe be to anyone who refers to a Lærdom mage as a “sorcerer. proficient in the use of armor or shields. A Spells: A Lærdom mage may cast arcane spells according O P Lærdom Mage to Table 2-5. In non-Théan campaigns. something more modern. become a dangerous weapon in that feud. calling upon the Living Runes to protect their way of life. therefore. 37 . below. Vesten/Vendel heritage is not required. as a sorcerer. to live as their ancestors had. Their cousins. a set of per day. along with the DC of the a R ranging from increased strength or spells he uses.” Game Rule Information Alignment: Any. as per the Players’ For rules purposes. Diplomacy (Cha). Heal (Wis). merchant coin and trade agreements. To cast a spell. Perhaps Weapon and Armor Proficiency: A Lærdom mage is proficient with all simple weapons. Vesten skjæren Skill Points at 1st Level: (2 + Int modifier) × 4.

. . . - 1 0 3 3 2 1 1 . potency for exactly one year. . . . . . . and no object may contain more than one type of rune ever. Becoming II 17 +12/+7/+2 +10 +5 +10 18 +13/+8/+3 +11 +6 +11 Master. and will adhere to the appearance the secrets of invoking the runes. . - 13 6 16 12 14 7 7 6 5 4 3 2 1 . . otherwise stated. .™ but the precise manifestation matches means. . or other such temporary the Player’s Handbook. which does not count against stone. . . The effects are drawing the runes on paper. . . Inscribing the Runes: At 7th level. It takes at least one hour to P Ol properly inscribe a rune. unless rather than simply magically increasing his strength. . +2 AC (the power of creation flows through the advance. . - 2 1 4 4 3 2 1 . the mage may craft He may select one of the following abilities: spell (the mage items with the runes inscribed on them or carve them into may select one Lærdom spell. . - 5 2 7 6 6 3 3 2 1 . . He may do this only by and general demeanor of his Lærdom abilities. . For example. . . the spell bull’s strength and a Lærdom check noted on the specific rune. - 7 3 9 7 8 4 4 3 2 1 . . the rune functions for 1 minute per level of the mage. . . which does rune’s power a number of times per day equal to the skjæren’s Wisdom bonus. . - 10 5 13 10 11 6 5 4 3 2 1 . represents the mage’s ability to call upon the rune Styrke. . . - 3 1 5 4 4 2 2 1 . without having to draw them in CT still apply). - 14 7 17 13 15 8 7 6 5 4 3 2 1 . . - 8 4 10 9 9 5 4 3 2 1 . Apprentice: At 1st level. though all other limitations “on the fly” as it were. Invoking the Runes Ra 2 3 +1 +2 +3 +3 +0 +1 +3 +3 y 4 +3 +4 +1 +4 2s 5 6 +3 +4 +4 +5 +1 +2 +4 +5 7 +5 +5 +2 +5 Bonus Craft Magic Item Feat. . . . - 12 6 15 12 13 7 6 5 4 3 2 1 . It takes one move-equivalent action to draw the rune. Note: These spells come about as part of the mage’s ability to Invoking The Runes: At 1st level. . . . . his other class features. Td Table 2-4: The Lærdom Mage EW Level 1 Base Attack Bonus +0 Fort Save +2 Ref Save +0 Will Save +2 Special Apprentice. - 6 3 8 7 7 4 3 2 1 . . - 11 5 14 10 12 6 6 5 4 3 2 1 . - 15 7 18 13 16 8 8 7 6 5 4 3 2 1 - 16 8 18 14 17 9 8 7 6 5 4 3 2 1 - 17 8 20 14 18 9 9 8 7 6 5 4 3 2 1 18 9 21 15 19 10 9 8 7 6 5 4 3 2 1 19 9 22 15 20 10 10 9 8 7 6 5 4 3 2 20 9 24 16 38 . . sketching them in chalk. Visions: 18–20 19 +14/+9/+4 +11 +6 +11 20 +15/+10/+5 +12 +6 +12 Visions: 17–20 Table 2-5: Spells per Level Table 2-6: Spell Progression (Spells per Day) Character Maximum Spell Total Runes Total Spells Level 0 1 2 3 4 5 6 7 8 9 Level Level Known Known 1 1 . a Lærdom mage learns invoke the proper rune. . . by tracing them in the sand or identical to those described in the appropriate section or dirt. . He may then use the object to invoke the effects his maximum number of spells. Runes inscribed into objects retain their A not count against his maximum number. . . . - 4 2 6 6 5 3 2 1 . An object with an Inscribed rune may activate that H he mage’s veins causing his skin to harden and become resistant to damage). - 9 4 11 9 10 5 5 4 3 2 1 . Inscribing the Runes 8 +6/+1 +6 +2 +6 9 +6/+1 +6 +3 +6 Bonus Craft Magic Item Feat 10 +7/+2 +7 +3 +7 Adept 11 +8/+3 +7 +3 +7 Bonus Craft Magic Item Feat 12 +9/+4 +8 +4 +8 Becoming I 13 +9/+4 +8 +4 +8 Bonus Craft Magic Item Feat 14 +10/+5 +9 +4 +9 Visions: 20 15 +11/+6/+1 +9 +5 +9 Bonus Craft Magic Item Feat 16 +12/+7/+2 +10 +5 +10 Visions: 19–20. . rune (the mage learns one rune. . . If successful. though other limitations apply). the mage is a Lærdom apprentice.

the Lærdom mage begins Effect: Add a +1d6 insight bonus to Will saves. refers to carving the runes in stone or this rune. and Becoming Become: DC 25 The DCs listed in the runes entry refers to how they are Note: All the effects listed below apply to all skjæren who invoked. The present whom the skjæren wishes to deceive hear only a third. and the wisdom check (rounded down. the mage learns to invoke the remainder of his days in utter isolation. he saw where his actions led him and what he had done to get there. 1. though all other limitations still apply). A runes on a fundamental level: he need not inscribe them on Invoke: DC 15 O P anything. one such rune into his flesh ever. refers to carving the runes in the air or garbled language that sounds “foreign. though all other limitations still their own pride. Invoke: DC 15 Master: At 18th level. their magic. and how many of them fell to maximum number of spells. When he did so. Understanding not only the Flesh of one 20th level on a 17–20.”) However. Images of each rune can be found on page 44. the mage is a Lærdom master. Runic Body (the power of creation and of the lærds flows uninhibited through the mage’s veins and has perma. At 16th level the Lærdom Beyond the Flesh is the world. but of all is power of Empathy. or Rune (the mage learns one rune which does not count against his solved the Riddle of Flesh. means. that he brands onto his flesh. Solitude knows no fear. for only they can ability. Below is a list of the 24 different runes skjæren use to invoke Craft Staff. He may only brand never truly survive without Flesh. control such power (see Becoming II. which does not count against his maximum claiming that only those willing to listen should hear what he number. 3. at 18th level on an 18–20 and at in their own flesh. Runes are Become: The skjæren may use his Invoke/Inscribe ability very powerful and run the risk of a backlash if the mage at will without rolling. Craft Wand. had to say. “Know yourself. Only Lærdom mages may using the Flesh rune (#1) are immune to the effects of this have runes inscribed upon their flesh. Invoke. The first entry. sand. Inscribing. Craft Wondrous Item. Constitution. Ensomhet (“Solitude”) Invoking or Becoming a rune ever fails. permanently gaining that rune’s Solitude (see Ensomhet. The ritual takes two hours and requires that the mage stronger of the two. making him resistant to damage). as laid out by the When using these bonus feats the mage can only use Lærdom skjæren of old. 4. but Omen insisted on it. Each is ranked in specific order. Become. he T C the mage’s body. Inscribe. the mage may select one rune goddess who helped the Kjøtt to understand himself. the Lærdom mage continues the The first lesson each skjæren teaches an apprentice is always studies of his powers as he heads towards mastery. Kjøtt (“Flesh”) Adept: At 10th level. If the result is a 20. minimum 0d6). below) saw how this made Empathy the power. just draw them in the air as a move-equivalent Inscribe: DC 20 l action. Invoke: DC 10 Inscribe: DC 15 Invoking. 13th and 15th level. and permanently loses 2 hide his messages in riddles and vague predictions. and Wisdom. Varsel (“Omen”) nently changed him: the mage gains a +2 inherent bonus to his Omen was the messenger of the gods. He may the same. and objectivity of an impartial judge. 11th. those upon the sorcerer’s own flesh. The god who embodied this rune also apply). Craft Rod.” the elder sings. fool or beguile through magical and/or mundane a R DM rolls 1d20 for the Lærdom mage. Bevegelse (“Empathy”) s delivers a message pertaining to his future or some other help he may require (DM’s discretion). “That is the first select one of the following abilities: spell (the mage may lesson. Runes drawn in such a manner function for one Become: DC 30 d T minute per Lærdom mage level. and reminded her that she herself could take no other actions during that time. At the beginning of the day the charm. or other temporary means. If a check on Inscribing. Craft Tattoo. Visions: Beginning at 14th level. the first truth…” The skjæren know too well the select one Lærdom spell which does not count against his legends of the Living Runes. The Invoke/Inscribe: With a successful Lærdom check using second. and all the creatures that live 2 mage is visited on a 19–20. above). Man and points from his Dexterity and Charisma) or rune (the mage god alike objected to his practice. y one of the Lærdom mage’s ancestors visits him in a vision and 2. 39 . Becoming I: At 12th level. fails to invoke them properly. Bonus Craft Magic Item Feat: At 7th. spells. except for the base cost of the items being imbued. Sense Motive checks. below). then the mage Solitude is more than simple remoteness — it is the complete suffers 1d6 damage for every 5 DC by which he failed the and total discipline of a commander in battle. spurning all com- pany save that of Empathy (see Bevegelse. the second rune and the Becoming II: At 16th level. the XP and gold costs are waived. 9th. the Lærdom mage gains an additional feat from The Runes the following list: Craft Magic Arms and Armor. though all other limitations still involving social interaction. apply). learns one rune. for in his desire to know himself. refers to inscribing the use this rune: runes on paper. W E to have occasional visions. Inscribe: DC 20 and may select one of the following abilities: spell (the mage Become: DC 30 may select one Lærdom spell which does not count against his Effect: Add a +1d6 insight bonus to all Cha checks maximum number of spells. the skjæren may speak to others in secret (all those onto an item (when used with an item creation feat). and Wis checks to resist any attempts to bluff. though all other limitations still apply). Natural Armor +2 (the power of creation strengthens embodied its lesson. though he preferred to Strength. and spent h e H maximum number.

but at a terrible permanent and pervasive effect that will remain with your 2s character throughout his career. to his disinterest. anger. Closest to Solitude in ideal. Many believe the god remains on Théah. he eventually became the living example of what all the Runes believed in. then Strength is its Gateway rune from seeing this rune’s user. adepts can lower them two ranks (Inclement Weather to Normal Weather. but they deceive them- practiced this gift. even from Gateway. or Severe Winds to Moderate Winds). Each has a that others would reveal. The greatness of one encourages the greatness of others. Emotion: Add a +1d6 insight bonus to all Wis and Cha (as well as all related skills) checks when trying to calm another’s mood or curb aggressive emotions. 7. you must decide which y Mystery protects against the damning truths aspect to follow — weather or emotion. when he uprooted the tallest tree in Théah as a challenge to Legion. Styrke (“Strength”) deceiving someone else and prevent another using the If Flesh is the limit of the human body. potential. losing both memory and personality until they Invoke: DC 10 are indistinguishable from all who have done so before them. The god Solitude earned and with impunity. Invoke: DC 10 Inscribe: DC 20 Become: DC 30 Note: All the effects listed below apply to all skjæren who choose this rune. he may use these himself or divvy them out to others in his presence to be rolled during the round as a morale bonus with any roll. Note: When taking this rune. Become: DC 30 Ra but Mystery hides it. Stans (“Calm”) CT mising. selves as well. Become: At the start of every encounter. for example. and fell to this curse. all allies with him gain a morale bonus equal to the penalty for their next roll. In combat. Invoke/Inscribe: Before the user makes a roll he may take a penalty of 1 or more. the sport of While Solitude is a god of distant interest. Uvitenhet (“Mystery”) Inscribe: DC 20 Two runes — Flesh and Gateway — mark the truth. and though the god himself was little more than Strength’s protege. Storsæd (“Greatness”) Greatness is potential unrealized — the apprentice who will one day forge the weapon that the just-birthed PC will wield against the meek man who will one day be a tyrant. Inscribe: DC 20 Invoke: DC 20 Become: DC 30 Inscribe: DC 25 Effect: Add a +1d6 insight bonus to Wis checks. or Severe Winds to Strong Winds). or Hurricane Winds to Strong Winds). winds halt and sailors die lonely deaths beneath A Invoke: DC 15 Inscribe: DC 20 unmoving skies. but willful and uncompro. Gales fall to breezes and blizzards are reduced to gentle snowstorms. The god of Strength was everything a warrior could be — fearless and unstoppable. Become: DC 30 Effect: Add a +1d6 insight bonus to all Bluff checks when 5. and you may never change this option. It was he who invented the caber toss. but rather sees things not as others would price. Invoke: DC 10 EW 6. D4s unused at the end of the encounter are lost and may not be saved. Those who take on aspects of this rune do indeed deceive have them be but as they are. Calm is the present H he hefting and throwing large logs on end. watching the present age as he watched all ages before. 40 . or remorse. If he succeeds. and unmoved witness to all that occurs. 8. Weather: Stills the present weather conditions within a five-mile radius (see Tables 3-17 and 3-19 on pages 87 and 89 of the DUNGEON MASTER’S GUIDE™). P Ol Become: DC 30 Beyond judgment and forgiveness. Apprentices can reduce the effects by one listed rank (Inclement Weather to Abnor- mal Weather. At the sorcerer’s command. his wisdom is forever lost Td Effect: Add a +1d4–1 bonus to all damage rolls. the skjæren receives a pool of 5 d4s. masters can lower them three ranks (Storm to Normal Weather. and the most valiant of that lofty number.

Wholeness did not believe in besting an 13. Wealth as the Vendel practice it. Invoke: DC 10 Though no great warrior. Each has a permanent Become: DC 30 and pervasive effect which will remain with your character Note: All listed effects apply to all skjæren who choose this throughout his career. Invoke/Inscribe: Bindings and shackles. Where Strength was a furious assault. and others will be willing to pay the price if they fail a Will Become: Bindings and shackles slip off the sorcerer save (DC 30). Patient and precise. Wyrm. and it was through his single-minded will that each Invoke: DC 15 achieved their ultimate destiny. While back” into the life of a former skjæren devoted to the Wealth Vesten enjoy the sheer power that this rune brings in combat. but twice against the Great Wyrm. and though less directly O P the fight until he could defeat a foe on his own terms. The player will have to determine the relevance of the led his men to mindless combat against their own kind. A Eisenfaust fighting style. but it is also the reaping of any difficult but worthy task. Fjell (“Mountain”) Invoke: DC 15 The Mountain does not act rashly. Vesten and Vendel alike eat their first meal before every winter in his W E Inscribe: DC 25 name. and ask the DM one question rele. Invoke: DC 20 their duties despite their enemy’s depredations. you must decide which Inscribe: DC 25 aspect to follow — wisdom or money. 12. Become: DC 30 Note: All listed effects apply to all skjæren who choose this 2 rune. Wealth himself was but a pauper. the Harvest god was l His followers likewise act largely in defense. but the boundless hope and creativity of a mind unfettered although he may not reduce the skill by more ranks than he by desires. involved in the fight against the Wyrm. choose to reduce one of his skills by 1 or more ranks. Grenseløs (“Unbound”) rather see it as a form of hereditary memory. Effect: Allows the reroll of one die (either the to hit roll or Invoke/Inscribe: When used. Become: DC 30 Invoke: DC 15 Note: When taking this rune. among the Vendel’s greatest crimes. The answer will be a brief “flash. Krieg (“Warrior”) vant to his current situation. The Vesten 14. Skill is not mere knowledge or raw talent. it is the deadliest. though it can act when Inscribe: DC 20 necessary. and you may never change this option. This bonus stacks with other armor and dodge bonuses. Velstand (“Wealth”) Invoke/Inscribe: When the sorcerer loses a level. taking on the wounds 41 . a foreigner who has in it. the skjæren gains 1d8 the damage roll) each round of a combat.9. T C 10. rune. enduring and faithful. whenever he wishes. Note that all temporary hit points. below 1 hit point. The Vesten consider the Become: The skjæren may use his Invoke/Inscribe ability wasteful and rampant abuse of this rune for greed to be once per level without rolling. though the Vendel see it as merely invoking the rune in its purest form. protecting himself and prolonging man grows stronger and wiser. he also gains that many skill had lost his homeland in the struggle against the Wyrm. Inscribe: DC 25 Invoke: DC 10 Become: DC 30 Inscribe: DC 20 Note: All listed effects apply to all skjæren who choose this Become: DC 30 rune. vision for himself. 11. as well as 1d6 temporary hit points. 15. Unbound himself was said to be the Inscribe: DC 20 only escapee of the Great Keep of Krigsfang. and magical. which may be invoked when the user is parameters for the use of runes that add dice also apply here. Become: DC 30 The god of Mountain heroically sacrificed himself not once Effect: Add a +1d4 insight bonus to all attack rolls. the “wealth” of their ancestors’ experience and imagination. It simply is what it is. Legion’s cage. The path of the Warrior is common but dangerous. tempering no less important in the war. rune which is somehow pertinent to the character’s present the War God himself degenerated into a monstrous beast that status. fall off the sorcerer when this rune is invoked. Wisdom: As a standard action. Kyndighet (“Skill”) of Warrior (see Krieg) when that god would have died. a R Become: DC 30 Invoke: DC 10 y Effect: Add a +1 armor and +1 dodge bonus to the user’s Inscribe: DC 25 s AC. both mundane the user may require double the going rate for his services. points. and no lock or shackle can keep this skjæren against his will. Wholeness was more akin to the The Harvest is the reward for a year of hard labor. drawing upon The Unbound desire of freedom is basic to the Vesten’s heart. This allows Ironically. Through toil. it was the god during the great battle. ultimately bringing the Living Runes of Skill that led the Living Runes to victory against the Great their victory. Become: The skjæren gains 8 permanent hit points. When he gains a level. the skjæren may tap into his hereditary memory. he may Wealth is not mere coin and property in the Vesten’s eyes. but the application Mountain’s sacrifices drove Warrior to ever greater heroics of both in practical matters. While Warrior may not be the most subtle or dangerous of temptations. Høst (“Harvest”) e opponent so much as improving himself. driving mortal man to continue d T Strength’s will with Skill’s wisdom. Money: When negotiating fees for the user’s services. which he may invest in the reduced skill. these combined abilities lead to the more secular him to have a skill higher than normally allowed for his level. Sterk (“Wholeness”) h H The protege of Skill.

The Vesten destroyed almost all his idols lest they share once husband and wife. and the secrets of the world lay unveiled in the light. destination. Invoke: The skjæren may view events in a place with which he is familiar for one round. Irrational and The Vendel particularly enjoy the use of this rune. as such. checks. The rune of Mystery blocks your rune’s sight. his luck. 22. Unsurprisingly. Inscribe: DC 20 Become: DC 30 20. but it is also Ruin is the pointless nihilism of fate and nature. but rather about everything along the way. and you may never change this option. One of the lesser Living Runes. save that his ill fortune befell his comrades as and attentive but without a clear vision. or Strong Winds to Hurricane Winds). Gloom’s nihilistic outlook Inscribe: When this item is used. and none could touch her and survive her unfettered Vesten alone may visit. as few function. it shows events in a insisted that the Vesten lost their War even after it ended. can stand to live in its shadow for all their days. Inscribe: DC 20 but you must close your eyes and remain silent when doing Become: DC 30 so. using it to seductive. but of many — each H he which aspect to follow — weather or emotion. whose rune inspired him to portraits of the others’ struggles even as they occurred. you must decide Legends speak of not one god of Journey. the faintest confines of the laws of combat. While calling up a vision. Few follow Gloom. Apprentices can raise the weather effects by one listed rank (Abnormal Weather to them. radius. meddling almost comical. more and more Vesten choose to Invoke: DC 15 emulate Anger as the Vendel expand into their traditional Inscribe: DC 25 holdings. adepts can raise them two ranks (Normal Weather to Become: DC 35 Inclement Weather. the followers of the rune care little for such concepts P Ol Weather: Worsens the present weather conditions within as destiny and fate. and her bitter tears blind all that set eyes Become: DC 35 upon her. Opposed only by Mystery. The god of this rune was so luckless as to be Intensity stands in opposition to Calm (see Stans). 16. tearing sails rune would even recognize the exiled god. This ability may be used only checks when trying to cause depression or fear in another once per day. wrath. Effect: Target another person or creature. His rune brings forth additional round he wishes to view a location or an item in the utter despair of a life of regrets. The object must has felled all obstacles in his path before falling to the Gloom have a reflective surface of some kind in order for this to of their own deeds’ consequences. or Strong Winds to Severe Inscribe: DC 20 y Winds). That individual Invoke: DC 10 suffers a –5 penalty to his or her next roll. unrelenting beauty of the day without cloud or fog. for that is one less experience left to EW gentle seas can turn into deadly storms. Become: DC 30 Invoke: DC 15 General Effect: You can call up visions of distant realms. Nød (“Intensity”) anything else. he may increase the DC by 5. at least in comparison to those moments Td a five-mile radius (see Tables 3-17 and 3-19 in the DUNGEON between their births and deaths. Listen or 2s masters can raise them three ranks (Normal Weather to a Storm. The two gods were well. For each a notion some have come to agree with. Fornuft (“Gateway”) Cha skills) checks when trying to incite another’s wrath or The god of Gateway was an artist blinded by the sunlight. For each additional round 18. showing a Effect: Add a +1d6 insight bonus to all Str (and all Str skill) foggy haze in a 50 ft. Tungsinn (“Gloom”) he wishes to view. but their ascension drove them apart. survival on the unready and striking down those prepared for The god of Passion loved and seethed in equal measure. promote aggressive emotions. Lidenskap (“Passion”) 19. location the mage has seen before for one round. Reise (“Journey”) CT Note: When taking this rune. forcing the pure. the 17. or Moderate Winds to Severe Winds). in her storms and capsizing boats in her waves. person (this includes Bluff and Intimidation). for example. The Journey rune is never about the A character throughout his career. Slight breezes become howling winds and end of any distance. she is a terror upon the seas. though there is always another waiting to begin. Each has a permanent and pervasive effect that will remain with your Journey eventually ends. and many a reckless PC that location he may increase the DC by 5. Herje (“Ruin”) Passion is the expression of any emotion. he must Emotion: Add a +1d6 insight bonus to all skill and ability close his eyes and cannot speak. Endlessly Invoke: DC 20 loving and endlessly jealous. Effect: Add a +1d6 insight bonus to any Spot. her howls are equal parts Inscribe: DC 25 remorse and anger. Anger defies even distant. the goddess herself was as beautiful as her chosen garner profits or to watch those portions of the world that the rune. Search check. Emotional: Add a +1d6 insight bonus to any Cha (and all 21. and only those who pay homage to him through his Like her lost mate. Inscribe: DC 25 For each additional round he wishes to view a location he Become: DC 35 may increase the DC by 5. Many are sorrowful at the MASTER’S Guide). Invoke: DC 10 Ra Inclement Weather. 42 . Sinne (“Anger”) Gateway plunges the depths of knowledge both near and If Warrior is the blind malice of battle. Become: The skjæren may call up visions of anywhere in Invoke: DC 15 the world he has visited and maintain them for one round.

confrontations with Vendel ships. Become: DC 30 kill any who resist and retrieve their plunder. but never worth the risk. sition is too great to face in a head-on fight. all of things. Fury instead As a strategist. When out of range of opponents’ weapons. Instead. 3d8 if the adept is level their sails and frying the crew. is an that rallied allies to battle even as it foretold the enemy’s indication of the successful of her piratical ways. With the a R he can decrease the temperature within a five-mile radius by y 1d4 times 10 degrees Fahrenheit. and something more to the skjæren’s Wisdom bonus. (See the DUNGEON MASTER’S Guide™ for more informa- tion. The large bounty The final known rune is that of Fury. the Revensj. The goddess Hatred was a frightening and hard woman whose beauty was tempting. Not anger. and 3d12 if the user is a master. Her enemies describe her as a fierce Valkyrie. these “Vesten Raiders” captured at least seven 24. she is quite petite. Yngvild began Lærdom Spells an ancient ceremony on its shores to bring about Note: These spells are all enabled by invocation of the various Ragnarok. life. Her legend has greatly exaggerated her physical form. 3d6 if she sends lightning and wind into their masts. she fills her own Invoke: DC 10 sails with witch-wind and comes alongside with no Inscribe: DC 20 warning. Villskap (“Fury”) merchant ships and sank dozens more. Like those waters. Inscribe: DC 20 Her crew thinks of her as both a little sister and a captain Become: DC 30 they would gladly follow into the flames of the Abyss. Yngvild amassed a loyal s four hours. In the months that 2 followed. Cast on an object. (See the DUNGEON MASTER’S Guide™ for more information. and was both a warrior and a lover. the spirits could enter her body and 0 Level control her actions. When on deck with her massive shipmates. he who ultimately slew Krieg when that god went mad. Combined with Hatred (see Kjølig). runes described on the previous pages. O P She purchased her flagship. represents a willful and directed retaliation. All other Vestenmannavnjar who had already passed into the next verbal and material components are waived. When she feels they have had enough. she calls upon wrath of the gods and the justice of the heavens. master. Magically locks a portal or chest. burning the user is an adept of level 10 or less. however. the storm and lightning on Yngvild’s head. nor bloodlust. 20 if the adept is level 10–18. the pirate and prophetess. Invoke: DC 15 her cousins “liberated” from a Vendel merchant who d T wanted to buy her deceased grandfather’s farm. they continue to serve her Light. Yngvild’s tactics are simple but effective. of days the skjæren may extend the current weather pattern. she often seems more like a little girl T C Hatred is the unrelenting determination of controlled malice. The damage is 3d4 if the user is an apprentice. aid of her potent Lærdom magic. if she allowed it. life — a greedy Vendel murdered her father when she was a child — and he certainly wouldn’t be the last. with guilders l the frozen mountain she once called home. Effect: You can force existing weather patterns to last Yngvild Olafssdottir. Yngvild has since halted most of her Arcane Lock. she escapes which is targeted like a ray attack. battering the ship and its crew into submission. finding several individuals revealed to her by her spirit Icy Touch. a seven- Invoke: DC 15 foot warrior woman as beautiful as she is ruthless. oft with and against the same person. Roll a number of d4s equal is none of these things.) crew of Vestenmannavnjar who were equally enraged at the ways of their Vendel neighbors. Vestenmannavnjar at heart. it shines like a torch for 10 without question. the fabled end of the world. the advantage. If the oppo- Effect: Allows you to fire a lightning bolt from your hands. islands of her embattled people. knows she longer than they normally would. it was vessel. turning her attention to Arcane Mark. Makes minor repairs on an object. The result is the number altogether. knowing she has the best interest of the minutes/caster level. offered by the Vendel League. Her crew leap aboard the waterlogged craft. This spell is identical to the spell ray of frost in all companions. The effects last for twenty. stand- 23. They serve as the she opened a pathway between her soul and thousands of verbal and material components for these spells. the righteous Long before making her presence known. they A Her lovers all died from her acid kisses. and 50 if the user is a weather. Although she has not told her crew exactly respects.) By Vestenmannavnjar standards. Inscribes a personal rune (visible or invisible). 20 if the user is an adept or level under the cover of fog or similar magically-induced 10 or less. Though her mastery of Lærdom to throw storms at a targeted Villskap stood beside Krieg in the battle against Wyrm. doom. Once Yngvild has regained 10–17. nor hatred. why these people are important. When Cabora arose from the depths of the Mirror Sea (see page 232 of Swashbuckling Adventures). The range increment is 10 if the user is an apprentice. Kjølig (“Hatred”) ing a little over five feet tall. with eyes as blue as the waters surrounding the lands. and the bitter and endless night of the northern in long braids than a cold-blooded killer. She could hear their voices as no Skjæren before and. 43 . She is indeed h e H beautiful. she turns about and captures the ship. Mending. their bodies littering can be calm and friendly or icy and tumultuous. any journey Yngvild Olafssdottir can be either a blissful repast or a harsh and unforgiving trial. Inscribe: DC 20 Become: DC 30 The merchant was not the first to have an impact on her W E Effect: For every point in the skjæren’s Wisdom bonus.

Enlarge. –2 AC. 20 hp/four levels. Ring of Lightning. This spell is identical to the spell call y lightning in all respects. CT Endurance. Haste. Digs trenches and builds hills. 4th Level Shrink Item. 2nd Level Stone to Flesh. Ra Lightning Strike. Talk to natural or worked stone. Changes weather in local area. Cat’s Grace. Subject gains 1d4+1 Str for 1 hour/level. Subject gains 1d4+1 Con for 1 hour/level. Magic Stone. Turns stone to clay or dirt to sand or warding in all respects. deal 1d6 +1 damage. Subject gains 1d4+1 Dex for 1 hour/level. Turns subject creature into statue. hour/level. Restores petrified creature to normal. Gives subject DR 10/+5 for 10 minutes/level or discharged. Enlarges items to fight Giant sized creatures for 1 –2 all melee rolls. This spell is identical to the spell glyph of Soften Earth and Stone. 5th Level H he Locate Object. EW Explosive Runes. Stone Tell. day/level. Masks object to divination. Sculpts stone into any form. Slow. Wall of Stone. Move Earth. Stone Shape. radius spread over target. Extra partial actions and +4 AC for 1 round/level. Bull’s Strength. mud. Three stones gain +1 attack. 3 ft. This spell is identical to the spell chain A Obscure Object. P Ol creatures. Sonic vibration damages objects or crystalline lightning in all respects. Shatter. Deals 6d6 damage when read. Stoneskin. You and your gear merge with stone. Td 6th Level 3rd Level Control Weather. Senses direction toward object (specific or type). One subject/level takes only partial actions. can be shaped. 2s 44 . 1st Level Meld into Stone. Object shrinks to 1/12th it’s original size for 1 Flesh to Stone. Rune of Warding.

7th Level forming and rivers ran with milk. As she traveled around
Hand of Stone. This spell is identical to the spell Bigby ’s Théah, she created animals upon the land and creatures in the
grasping hand in all respects. sea, but she was alone. So she betook herself to a cave deep
Move the Stones. This spell is identical to the spell under the ground and there she slept and dreamed. From her
earthquake in all respects. dreams and her wishes for companionship, humans were
8th Level While she slept, her creations continued to thrive. There
Iron Body. Granted DR of 50/+3, various immunities and were wars and battles, but there were also times of great feast-
bonuses, for 1 minute/level. ing and rejoicing. Yet she continued to slumber until one day,
Repel Metal or Stone. Pushes away metal or stone. she awakened. When she did, the magic of the land awoke
with her, granting her favored children the ability to assume
9th Level the form and power of animals. Thus was Pyeryem born.
Imprisonment. Entombs subject beneath the earth. This strange gift — marked by startling green eyes — T C
Stony Grasp. This spell is identical to the spell Bigby ’s
crushing hand in all respects.
is most often found among those with noble blood. While
Ussurans are distrustful of most forms of sorcery, those with
Pyeryem are treated with reverence and respect. Indeed,
Ussura’s ruler, the Gaius, often exercises the most potent for
Pyeryem of Pyeryem: he alone may take the form of Matushka’s
beloved best, the white Arkanun tiger… and only he or l
d T
The shapeshifting power of Pyeryem defies the usual stereo- Matushka herself may strip the power of Pyeryem from
types for sorcery. Like Glamour, the art derives from the good
will of a known entity — in this case, the goddess Matushka
instead of Glamour’s alien Sidhe — and like Lærdom,
Pyeryem Shapeshifter a R
Pyeryem focuses more on the natural world than upon y
anything truly alien to Théah. The shapeshifters view their Pyeryem shapeshifters come from a wide variety of back-
abilities less as magic than as holy blessings, not unlike those
bestowed upon the faithful, and revere both the spiritskins
grounds. Most members of the class belong to the Ussuran
nobility, but that need not always be the case. They can be
they gain and the ties to the earth which those skins grant identified by their brilliant green eyes, which remain the
them. Even those for whom Pyeryem runs in the blood pay at same color even when the sorcerer assumes different forms.
least lip service to Matushka since she will take back her gifts At the early stages, shapeshifters can invoke whole transfor-
from those who would abuse her good graces. If she feels mations, taking on the complete aspect of the animals they
especially benevolent, she may even wait until the wayward have befriended. As they grow more powerful, they may pick
Ussuran resumes human form. and choose which aspect of the beast they wish to use —
In most instances, Pyeryem passes along as it does with a bear’s claws, for example, or a hawk’s unerring vision —
other sorceries. A child born of two parents blessed with instead of the entire form. Master Pyeryem mages
Pyeryem has the art himself, a child with only one such understand that the form itself is irrelevant, and can invoke
parent has limited aspects, and so on. Unlike other sorceries, beast-like powers without changing shape at all.
however, Pyeryem derives from an act of Matushka’s will,
and Matushka is always present in Ussuran lands, ever watchful Game Rule Information
over her people. It is not unknown for her to bestow Pyeryem Alignment: Any.
upon someone of undistinguished bloodline who shows Hit Die: d10.
great piety or courage, though such gifts are uncommon.
It may even be possible for a foreigner to impress her so, Requirements
though such an individual would have to be so noble of spirit To become a Pyeryem shapeshifter, a character must fulfill
as to put all but the Prophets themselves to shame. the following criteria:
Pyeryem derives not only from Matushka, however, but Feats: A character must take Half Blooded (Pyeryem) as
also from the animals that wander her lands. When someone his 1st level feat which makes him a Half Blooded Pyeryem
first gains its ability, an animal usually approaches the new shapeshifter. The character may advance to 7th level but no
sorcerer and offers up a “spirit skin” — an intangible essence farther. Alternately, a character may, at 1st level, take Full
that the sorcerers describe as wrapping about themselves like Blooded (Pyeryem) as an additional feat which allows him to
cloaks during the transformations. Animals who have given advance past 7th level.
up their spirit skins have their natural life spans increased
to the sorcerer’s own life; if the animal dies, the Ussuran’s Class Skills
obligations to the animal do not end, and he will likely have The Pyeryem shapeshifter’s class skills (and the key ability for
to provide for its young. each skill) are Animal Empathy (Cha), Balance (Dex), Bluff
(Cha), Climb (Str), Escape Artist (Dex), Gather Information
(Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimi-
Brief History date (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis),
Matushka, the true spirit and essence of Ussura, is a demand- Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive
ing mistress. The focus of one of the most ancient traditions (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Wilderness
in Théah, she is worshipped and feared and adored as the Lore (Wis). See the Player’s Handbook™ for skill descriptions.
source of all living things in the land. According to Ussuran Skill Points at 1st Level: (2 + Int modifier) × 4.
tradition, she was born in the time when mountains were Skill Points at Each Additional Level: 2 + Int modifier.

Class Features Note: These spells come about as part of the shapeshifter’s
The following are class features of the Pyeryem shapeshifter. ability to communicate with Matushka’s animal children, and
Weapon and Armor Proficiency: A Pyeryem shape- will adhere to the appearance and general demeanor of his
shifter is proficient with all simple weapons. The Pyeryem Pyeryem abilities. The effects are identical to those described
shapeshifter is not proficient in the use of armor or shields. in the appropriate section or the Player’s Handbook,™ but the
Spells: A Pyeryem shapeshifter may cast arcane spells precise manifestation matches his other class features.
according to Table 2-8, below. He is limited to casting For example, the spell phantom steed represents the shape-
a certain number of spells per day, but he need not prepare his shifter’s ability to summon an actual horse, who will
spells in advance (they are part of his blood). The number possesses the appropriate abilities and will serve him for the
of spells is determined by his level, as indicated on Table 2-9. alotted time, rather than calling upon a ghostly magical steed.
Wisdom determines the maximum spell level the Pyeryem Shape of the Beast: At 1st level, most of the shapeshifter’s
shapeshifter can access, along with the DC of the spells he abilities remain beyond him. Incapable of the more clever or
CT uses. To cast a spell, a Pyeryem shapeshifter must have a challenging transformations, he may still attempt basic
H he Wisdom score of 10 + the spell’s level. The Pyeryem shape-
shifter gains bonus spells based on his Wisdom score, and the
shapeshifting, changing his own form into that of his spirit
skin’s. This is a spell-like ability, equivalent to polymorph self.
A DC necessary to resist his spells equals 10 + the spell’s level +
the caster’s Wisdom modifier. He otherwise casts spells as a
and is initially limited to one form (the animal he first convinced
to give him its spirit skin, see “Forms,” below). The creatures avail-
P Ol sorcerer, as per the Players’ Handbook.™ able include Animals only (no Dragons, Giants, Humanoids,
Td Table 2-7: The Pyeryem Shapeshifter
EW Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Forms: 1, Shape of the Beast,
Ra 2 +1 +3 +3 +0
Speak with Animals, Transformation 1/ day
Forms: 2
y 3 +2 +3 +3 +1 Apprentice
2s 4
Forms: 3
Transformation 2/ day
6 +4 +5 +5 +2 Forms: 4
7 +5 +5 +5 +2
8 +6/+1 +6 +6 +2 Forms: 5, Transformation 3/ day
9 +6/+1 +6 +6 +3 Heart of the Beast
10 +7/+2 +7 +7 +3 Adept, Forms: 6
11 +8/+3 +7 +7 +3 Transformation 4/ day
12 +9/+4 +8 +8 +4 Forms: 7
13 +9/+4 +8 +8 +4
14 +10/+5 +9 +9 +4 Forms: 8, Transformation 5/ day
15 +11/+6/+1 +9 +9 +5 Soul of the Beast
16 +12/+7/+2 +10 +10 +5 Forms: 9, Mystical Forms
17 +12/+7/+2 +10 +10 +5 Transformation 6/ day
18 +13/+8/+3 +11 +11 +6 Master, Forms: 10
19 +14/+9/+4 +11 +11 +6
20 +15/+10/+5 +12 +12 +6 Forms: 11, Transformation 7/ day

Table 2-8: Spells per Level Table 2-9: Spell Progression (Spells per Day)
Character Maximum Transformations Forms Total Spells Level 0 1 2 3 4 5 6 7 8 9
Level Spell Level Per Day Known Known 1 1 - - - - - - - - -
1 0 1 1 3 2 1 1 - - - - - - - -
2 1 1 2 4 3 2 1 - - - - - - - -
3 1 1 2 4 4 2 2 1 - - - - - - -
4 2 1 3 6 5 3 2 1 - - - - - - -
5 2 2 3 6 6 3 3 2 1 - - - - - -
6 3 2 4 7 7 4 3 2 1 - - - - - -
7 3 2 4 7 8 4 4 3 2 1 - - - - -
8 4 3 5 9 9 5 4 3 2 1 - - - - -
9 4 3 5 9 10 5 5 4 3 2 1 - - - -
10 5 3 6 10 11 6 5 4 3 2 1 - - - -
11 5 4 6 10 12 6 6 5 4 3 2 1 - - -
12 6 4 7 12 13 7 6 5 4 3 2 1 - - -
13 6 4 7 12 14 7 7 6 5 4 3 2 1 - -
14 7 5 8 13 15 8 7 6 5 4 3 2 1 - -
15 7 5 8 13 16 8 8 7 6 5 4 3 2 1 -
16 8 5 9 14 17 9 8 7 6 5 4 3 2 1 -
17 8 6 9 14 18 9 9 8 7 6 5 4 3 2 1
18 9 6 10 15 19 10 9 8 7 6 5 4 3 2 1
19 9 6 10 15 20 10 10 9 8 7 6 5 4 3 2
20 9 7 11 16

etc.), though Giant Animals and Beasts with a CR of less than If an animal has more than one rate listed under the Speed
2 are available at the DM’s discretion. A Pyeryem shapeshifter category (fly, swim, burrow, etc.) the Pyeryem shapeshifter
can speak with other animals (and gifted Ussurans) while may choose one (and the ability that goes with it, i.e.,
transformed, but cannot speak with humans who do not fly, swim, burrow). This is a physical transformation,
know the art of Pyeryem. Depending on the shapeshifter’s immediately obvious to anyone nearby. Thus, if the Pyeryem
location, the DM may require the shapeshifter to make an Int shapeshifter takes on an owl’s racial bonus for Spot checks, he
check (DC based on relative location to Ussura) to speak with gains a downy cover of feathers around his eyes and a faint
an animal outside of Ussura’s borders. Shapeshifters do not hook to his nose. The Pyeryem shapeshifter cannot use two
run the risk of disorientation (as detailed in the polymorph boons at once that obviously interfere with one another.
spells), and may only use this ability a number of times per This includes boons with contradictory effects as well as
day as dictated by their Transformation ability (see below). those that both affect the same area of the body (DM’s deci-
The CR of the animal cannot exceed the mage’s Pyeryem sion). Some boons include a temporary increase or decrease
level. In other respects, this ability matches the spell in a specific ability. Those changes are noted under the partic- T C
polymorph self.
Forms: Starting at 1st level, then at 2nd level and every
ular animal, and last for as long as the boon is being used.
Lastly, the Pyeryem shapeshifter cannot activate more than
two levels thereafter (4th, 6th, 8th, etc.), the Pyeryem
shapeshifter chooses one animal (only non-Dire animals —
one boon at a time from the same animal type. The shape-
shifter could use the owl’s racial bonus to Spot checks from
no Dragons, Beasts, Giants, Humanoids, etc.) with whom his owl form and the ability to fly from his goshawk form,
he has bargained for its spirit skin. When the Pyeryem shape- but cannot use both boons from his owl form. When the l
shifter uses his Transformation feature, he may transform shapeshifter takes on an animal’s boon it affects other stats d T
into one of these forms. When choosing the new form, the
shapeshifter may only choose a form whose hit dice are equal
(such as Dex) which in turn may have a chain effect on still
others (for instance, Dex affects Initiative, AC, etc). W
to or less than his class level. Apprentice: At 10th level, the Pyeryem mage may select a R
Speak with Animals: Starting at 1st level the Pyeryem one of the following abilities: spell (the mage may select one y
shapeshifter may speak with animals while in human form. Pyeryem spell, which does not count against his maximum
To do so he must make a Cha check against a DC of 10.
If successful he may communicate with the animal in simple
terms. A shapeshifter need not make the Cha check if
communicating with an animal whose form he possesses;
his roll is considered a natural 20.
Transformation: Starting at 1st level, once per day the
Pyeryem shapeshifter may transform himself into one of his
chosen forms (as stipulated in “Shape of the Beast,” above).
When in animal form the Pyeryem shapeshifter
may transform back to his natural human
form at will, which does not count against
the number of times per day that he
may transform into an animal. It takes
a standard action to transform. At 5th
level the Pyeryem shapeshifter may
transform twice per day, three times
per day at 8th level, four times per day
at 11th level, five times per day at 14th
level, six times per day at 17th level, and
seven times per day at 20th level.
Apprentice: At 3rd level, the mage may select one of the
following abilities: spell (the mage may select one Pyeryem
spell, which does not count against his maximum number of
spells, though all other limitations still apply), Boar’s Hide
(the mage’s skin toughens, granting him a +1 Natural Armor),
Tiger’s Claw (the mage is granted retractable talons, increas-
ing his unarmed damage to 1d6).
Heart of the Beast: At 9th level, the Pyeryem shapeshifter
has become familiar with the process of changing and has
learned to better control the effects by making a
partial transformation. When using his Shape of
the Beast ability (see above), the Pyeryem shape-
shifter may select one boon (size, hit dice, speed,
attacks (individual,) individual special attacks,
individual special qualities, Fort save, Ref save, Str, Dex, Con,
individual skills, individual feats, or individual racial
bonuses); instead of transforming into the whole animal,
only the body part involved with the Boon transforms. It still
takes a standard action to invoke the change.

which does not count against his maximum number Abilities: Str 3. Organization: Solitary. hit dice. No Grasping Limb the form of any non-Dire creature of the Animal or Beast category type (assuming he can find it and convince it to Aspreys are small snakes with brightly colored. Though harmless. by 21⁄ 2 ft. flock (40–60) Challenge Rating: 1⁄ 4 Animal Forms Treasure: None Note: Refer to the Monster Manual™ for stats on additional Alignment: Always neutral animals. the shapeshifter may begin Tiny Beast taking forms of the following non-natural creatures only: Hit Dice: 1/4d10 (1 hp) Dire Animals. nor can they hold or use any They are highly prized as pets. Skills: Spot +6 Feats: Flyby attack A Str. unless canceled beforehand. off at the next dawn. Will +2 CT boons from a single form as he desires.) Organization: Solitary or pair Td the Pyeryem shapeshifter may choose one of these speeds Challenge Rating: 1⁄ 4 (and the ability that goes with it. Will –1 spell. the mage may select one of the Special Attacks: Flutter following abilities: spell (the mage may select one Pyeryem Saves: Fort +2. Dex 16. Ref +4. they are quite intelligent. Cha 6 H he action (size. Heart of Skills: Escape Artist +8. +3 Dex. +2 natural) creature’s skin. and Magical Beasts.. Furthermore the shapeshifter must still bargain for the AC: 17 (+2 size. individual special qualities. the shapeshifter has Speed: 10 ft. 48 . Asprey Mystical Form: At 16th level. burrow). including Boar. (coiled)/0 ft. shifter loses the ability to hold and grasp objects for as long as especially when the bond involves bribes of food. Master: At 18th level. and make the same deals just as he would with Attacks: Bite +3 melee a regular animal. AC. i. all with one standard Abilities: Str 10. Dex affects consider sighting the albatross to be an auspicious sign. because they make tool. clever companions. Most sailors a chain effect on still others (for instance. in a given game world. swim. Dragons. by 10 ft. Ref save. though all other limitations still apply). –––––––––––––––––––––––––––––––––––––––––––––––– granting him a fly speed equal to his ground speed with Climate/Terrain: Tropical average maneuverability). number of spells. 1 HD (Medium-size) Raven and Songbird. If an animal has more than one rate listed –––––––––––––––––––––––––––––––––––––––––––––––– Climate/Terrain: Temperate ocean and shore P Ol under the Speed category (fly. Bear’s Claws (the mage grows larger Hit Dice: 1d8 +2 (6 hp) claws. actually physically transforming himself. Advancement: 1⁄ 2 HD (Small). his Medium-Size Animal speed increases by 10 ft. The effects of the Conjuration always wear The albatross is a large bird. speed. fly 30 ft. or object requiring an opposable thumb. Despite their small size. climb 15 ft. brood (2–5). 2s above. iridescent greens and yellows. He or she cannot use any skills or feats that bonds to a human follows him around wherever he goes. increasing his unarmed damage to 1d8. carrion. nest (5–20). weapon. Cha 14 of spells. and krill. (average) level. +1 natural) truth that no matter his form. one of the biggest capable of flight. Horse. As noted that feeds upon small fish.e. above) without Face/Reach: 5 ft. Con 10. affectionate. Spot +5 increasing his speed by 10 ft. with a comparable lengthy quests to even find. flight. Move Silently +8. long. that is). Beasts. individual special attacks. etc. The availability of each creature depends Damage: Bite 1d3 upon the campaign world and the DM.) Initiative: +2 (Dex) Soul of the Beast: At 15th level. and individ- ual racial bonuses). Listen +5. wingspan. drove (20–40). the mage may sprout falcon wings. individual skills. Albatross Leopard’s Spots (the mage gains the speed of the leopard. Con 14.). swim. Camel. Initiative. This is done Special Attacks: None through a process called spirit conjuration..). fly. Face/Reach: 21⁄ 2 ft. Dex. though all other limitations still apply). individual feats. Ref +5. Their scales are bright. his identity remains. Boca. etc). There is no need to transform Alignment: Always neutral Boon: Flight. An asprey the boon is in use. Wings of the Falcon (as a move Feats: Weapon finesse (bite) equivalent action. Certain Beasts may not exist wings. As with lesser transformations. Wis 14. Hind. The hit Initiative: +3 (Dex) die of the creature may not exceed the shapeshifter’s class Speed: 15 ft. Monkey. Hide +2. Str –1. and they will often act to protect their human if they perceive him to be threatened. burrow./5 ft. when the shapeshifter takes on an animal’s boon it affects other stats (such as Dex) which in turn may have some cultures (such as the Vesten and the inhabitants of the Midnight Archipelago) hunt them for food. A Pyeryem shapeshifter may assume Boon: Armor +1. They have been known to bond with humans occasionally. (average) earned the greatest of Old Grandmother’s gifts — the greater AC: 13 (+2 Dex. Con. Special Qualities: None The Pyeryem shapeshifter may activate as few or as many Saves: Fort +4.. attacks (individual). Int 2. it takes one standard action to invoke a given form. fly 80 ft. the shape. Treasure: None EW However. which require the use of hands. feathered grant him its spiritskin. No Grasping Limbs: When this boon is given. Wis 8. he may not conjure up boons from more than one form at a time using this ability. Fort save. Now the Attacks: Bite +0 melee Pyeryem shapeshifter may use the boons granted by animal Damage: Bite 1d2 forms (as dictated in Heart of the Beast. Str –2 Ra back to his human form as no actual physical transformation y has taken place. and certain others may require An average asprey is 2–3 ft. Dex 15. Int 16. the Cheetah (the mage gains the essence of the cheetah.

+3 natural) Flutter (Ex): The asprey attacks the face of a human Attacks: Bite +2 melee or other creature in an attempt to confuse or distract its Damage: Bite 1d6 target. Listen +3. if the asprey has a human companion Hit Dice: 1d8+2 (6 hp) it perceives to be in danger. but with a –2 penalty to all attack rolls. Target loses a half-action at its next initiative Challenge Rating: 2 d T 5-7 Target may act normally. harming the asprey’s human. Wis 8. but non. and nose. Con –1 y 0 Target may act normally. Ref +4. Con 14. It flaps and writhes wildly./5 ft. Move Silently + 3 Spot +3. such incidents are rare. Advancement: 2–3 HD (Medium-size). Weapon Finesse (bite) –––––––––––––––––––––––––––––––––––––––––––––––– A 1 Target may not take actions for one full round. Dex 15. Any Large-sized or Special Qualities: Poison (see below) smaller creature that fails its save must roll on the following Saves: Fort +4. and more people die from eating barracuda than by an attack from them. predatory fish that roam coral reefs and ocean floors. s Barracuda are large. it will attack the nearest threat. +4 Dex) Its flutter attack is useful for preventing an attacker from Speed: Swim 40 ft. but with a –4 penalty to all attack rolls and action checks. Treasure: None Alignment: Always neutral W E 8-9 Target may act normally. by 5 ft. but sometimes approach the surface. Cha 4 T C Table 1-1: Asprey Flutter Effects Skills: Hide +3. Medium-Size Animal venomous bite. Will –1 table and suffer the appropriate effect. 49 . AC: 15 (+2 Dex. Combat Barracuda (Aquatic) In combat. snapping at the target’s eyes Face/Reach: 10 ft. Though it 2 is not unheard of for some to attack humans. The target must make a Will save (DC 20) or be Special Attacks: None affected by the asprey’s crazed fluttering. Abilities: Str 10. Also. Swim +10 h e H 1d10 Effect Feats: Improved Initiative. Initiative: +6 (+2 Improved Initiative. the asprey attacks with its painful. O P 2-4 Target may move normally. Int 2. 4–5 HD (Large) a R Boon: Swim. but may not attack or Climate/Terrain: Temperate and warm aquatic Organization: Solitary or school (1d%) l 3-6 take any other action.

tion and stop panicking! Ah. Sharp-eyed. Now. Raven! Matushka called upon him in 523 to unite the Land of the Excellent. how will you be able to serve into your charming young self. Cha 12 Hit Dice: 5d8+15 (37 hp) Skills: Spot +1. every motion by the refuses the Little Grandmother at his peril and Koshchei is not way the air flows around you. you are going to have to land to eat. Diminutive Diminutive Animal These statistics apply to any species of small bird. if I do say so myself. That’s it. +4 natural) Ra y Koshchei Very well. Wis 3. But one self become aware of every breeze. Bull P Ol Saves: Fort +0. First. Poison: Creatures eating barracuda and other fish in its Climate/Terrain: Any climate run the risk of food poisoning (the barracuda’s diet Organization: Solitary. I may be mistaken. you devious little fox. feel the wind nicely done. Always a good place to 2s Who is Koshchei? Is he human? Was he ever? He is. You’ll He is probably the first and undoubtedly the greatest be getting to the best part in a moment if you pay atten- practitioner of Pyeryem Ussuran has ever known. beak. No. etc. covey (2–5). Humility is good. better. you shall learn Wonderful! Yes. Born over a thousand years ago. Next. Now let’s try this again. wait. you know that. isn’t it? Have a bit to eat. imagine yourself. Those drove (20–40). bullfinch. Now let your wings grow. fly 50 ft. flight. concentrate on your a stupid man. excellent. A Damage: Bite 1 Face/Reach: 1 ft. pretending to be a raven. have brilliant red fur. Oh. Con 10. When the old bird. Child. Dex 16. Good. Well now! Don’t we sound surprised? I was trying to but what does it matter? Youthful appearance is not the teach you to become a raven. yes. Initiative: +3 (Dex) CT Speed: 5 ft. little one. Str –1 Bird. no. Treasure: None Characters who make a save can digest the fish safely from Alignment: Always neutral this point on. the claws. He has wandered Ussura invisible in the shadows. Ref +5. not a silly child learn what you can already do after a few short months. Let yourself reach out. Yes. keen-witted raven. +2 natural) Attacks: Bite +3 melee In combat. he was unwilling to relinquish his dreams of are as black as night. calm. and I am a fairly greatest gift Matushka bestowed upon him. very very old. Child. The enigmatic man has since served an enigmatic but you are also clever. at the very least. for over a millennium. by 1 ft. I believe you are having a bit too much fun. don’t be afraid. and we may continue. Try to simply be uncle Koshchei is jealous. Matushka with your gift? that’s it. consists of many things indigestible by other species). but if you become too first spirit you learned from. though. Your feathers Living Wilderness. that is the Your talent is magnificent. is a Falisci — and enjoy yourself! Flying is the best part. 50 . dear. AC: 13 (–1 size. That shiny beak should be a nose. sparrow. it my favorite form — the raven. come now. get used to the beak and I assure you. –1 for each hour) or lose 1d4 temporary Constitution. Focus. The raven is unfairly maligned. No. +3 Dex. swallow. flight (5–20). The spirits are unim. What you are now is a raven. purpose in Matushka’s design. yes. Listen +1. let your- building a mighty nation under his own leadership. the bird pecks at its target with tiny but sharp claws and a lightning quick bite. however./0 ft. but I don’t believe that ravens Land at once. an excellent start. Advancement: None Boon: Armor +2. (average) Combat H he AC: 18 (+3 size. much know. small and swift. Feel the wind through them. hard and sharp. good teacher. blackbird. little one! You grow so quickly! Your old Much better. Does he look the same raven. He himself to go through this again should show your dedication to was ruler of Molhyna and most probably human. child. Now spread your wings. the beginning. that you are willing memory reaches back to the first rulers of Ussura. So you changed into a fox. Now. Now look at yourself. to you and to your mother and to her mother? Perhaps. Dex –1. dear one. flock (40–60) who eat the barracuda must make a Fortitude save every hour Challenge Rating: 1⁄ 8 (DC 17. I think we’re going to have to speak to Raven before you continue. It took me many years to what you are. appearing at will in the most Heh heh. Int 4. from the beginning. there. Will –4 Large Animal Td Abilities: Str 1. Escape Artist +5 Initiative: +0 EW Feats: Weapon finesse (bite) –––––––––––––––––––––––––––––––––––––––––––––––– Speed: 40 ft. such talent. his start. such as Hit Dice: 1⁄ 8 d8 (1 hp) robin. The world is big and you are small. Now flap! Such a talented child. There. is it not? Just change back enamored of one form. You’re a natural. circle around a bit — mind the bottle. yes. Your talons Oh. you must make appropriate supplicate to Raven. turning into arms. my talented young seemingly inconsequential places. Don’t be so downhearted! You’ve made become feet. don’t fly off yet! Oh around you. Now have a bite or two of that caviar. Ha! Not me. you pressed by a faint heart. Now listen. Yes. nightingale.

Con 25.™ their statistics are reprinted here for your con. Cha –2 –––––––––––––––––––––––––––––––––––––––––––––––– Climate/Terrain: Any temperate A Organization: Solitary. Cha 8 Challenge Rating: 14 Skills: Hide +2. Ref +4. Its stats are reprinted Challenge Rating: 18 here. –––––––––––––––––––––––––––––––––––––––––––––––– poison and repartee. doing 1d8+7 damage./5 ft. Swim +5 Feats: None h e H Boon: Horns (granting a gore attack 1d12 at highest attack bonus). 2d8+6 claws. Cha 15 Face/Reach: 20 ft. Wis 10. hills. by 40 ft. Treasure: Special (magical feather) Wilderness Lore +6 Alignment: Chaotic neutral Feats: Alertness. Treasure: None d T They are fiercely territorial and dangerous when aroused. +5 size) Attacks: Bite +6 melee Damage: Bite 1d2–2 51 . Treasure: Standard Alignment: Chaotic neutral Fish (aquatic) Advancement: None Diminutive Animal Hit Dice: 1d8+1 (5 hp) Drachen are covered more fully in Heroes.. Con 18. Dex 10. A successful Reflex Initiative: +1 (Dex) save (DC 16) halves the damage. Weapon Finesse (bite) dracheneisen weaponry. Hit Dice: 1d8–2 (2 hp) Special Attacks: Gore 1d8+7. bite +14 melee Gargantuan Magical Beast Damage: Claws 2d6+6. Climate/Terrain: Any Special Attacks: None Organization: Solitary or herd (5–60) Special Qualities: None Challenge Rating: 2 Saves: Fort +0. Organization: Solitary Villains. spell resistance 15 Attacks: 1 bite +41 melee. AC: 24 (–4 size. no grasping limbs a R Gore (Ex): If the bull hits successfully with a butt attack. Wis 8. Wis 15. scent. Stampede (Ex): A frightened herd of bulls flees as a group rivers of Théah. Wilderness Lore +9 Special Qualities: Damage resistance 15/+2 and Feats: Alertness. Speed: 30 ft. +2 Dex. +7 natural) Drachen Attacks: 2 claws +19 melee. by 10 ft. Speed: Fly 100 ft. water. +1 Dex. Str + 2. Ref +10. +18 natural) fire resistance 30. Stampede Initiative: +2 (+2 Dex) Special Qualities: Scent Speed: 10 ft. Will +0 Treasure: None Abilities: Str 10. 2d8+6 tail Abilities: Str 22. by 5 ft. 15 ft. or flock (1d12) O P Bulls represent domesticated male bovines with full sets of Challenge Rating: 1⁄ 4 l horns. Will +1 AC:14 (+1 Size. Wis –1. Cha 4 Attacks: Bite +0 melee Skills: Listen +8. by 3 ft. (average) AC: 16 (–2 size. mountains Saves: Fort +25. Move Silently +3. AC: 16 (+1 Dex. Special Attacks: Frightful presence Spot +9. They literally run over anything of size Huge Magical Beast Large or smaller that gets in the way. Int 13. ducks commonly populate the ponds and s cally. Villains. +1 natural) Abilities: Str 20. Skills: Knowledge (nature) +2. Dex 10. Attacks: Butt +7 melee Duck Damage: Butt 1d8+7 Small Animal Face/Reach: 5 ft. Ref +4. dealing 1d12 points of Hit Dice: 16d10 +64 (155 hp) damage for each five bulls in the herd. Cha 6 T C Alignment: Always neutral Advancement: 6-7 HD (Large) Skills: Spot +6. Spot +11./15 ft./15 ft. Sense Motive +12. Swim. Will +11 Damage: 4d8+12 bite. bite 4d6+6 Hit Dice: 33d12+231 (445) Face/Reach: 10 ft. immunity to bare-handed attacks. 1 tail +36 melee Saves: Fort +13. Int 8. Int 2. fly (average) Saves: Fort +7. Track. Weapon Focus (bite) Advancement: None –––––––––––––––––––––––––––––––––––––––––––––––– Climate/Terrain: Temperate and cold mountain The Firebird is covered more thoroughly in the Heroes. and Monsters™ sourcebook. Int 6. evasion. y on the following round it may gore the same target automati. 2 in a random direction (but always away from the perceived Firebird source of danger)./3 ft. pair. Wis 10. Dex 14. Their appearance varies wildly with region and breed. Listen +11. Listen +6. spell resistance 25 Climate/Terrain: Cold forest. Initiative: +2 (+2 Dex) and Monsters. Ref +18. Dex 13. Initiative: +0 Special Attacks: Burn Speed: 60 ft. 2 claws +36 melee. Flyby Attack. Special Qualities: Damage reduction 15/+2. Spot +5 Damage: Bite 1d2 –––––––––––––––––––––––––––––––––––––––––––––––– Face/Reach: 3 ft. Will +18 Organization: Solitary Abilities: Str 35. Con 16. 30 ft. Con 7. Alignment: Always neutral Advancement: None W E Combat Boon: Flight. plains. swim venience. Small aquatic fowl.

+2 natural) Feats: Weapon Finesse (bite) Attacks: Bite +3 melee –––––––––––––––––––––––––––––––––––––––––––––––– Damage: Bite 1d4 Climate/Terrain: Any water Face/Reach: 5 ft./2 ft. swim AC:16 (+4 size. Occasionally they can be found in mated pairs. 10+ (Colossal) +6. Dex 17. Wis 12. Cha 8 Speed: 40 ft. Red Special Attacks: None Small Animal Special Qualities: None Hit Dice: 1⁄ 2 d8+2 (4 hp) Saves: Fort +3. 9 (Gargantuan). Con 14. Con 14. Face/Reach: 2 ft. Jump +6. They are highly valued for the beauty of their skins. bushy tails. they fight viciously with their sharp teeth. Move Silently H he Advancement: 2 HD (Small). Combat Foxes prefer to avoid combat whenever possible./1 ft. Spot +5. Dex 12. Con 6. no fine manipulation. no grasping limbs –––––––––––––––––––––––––––––––––––––––––––––––– Climate/Terrain: Temperate forest. but if cornered or protecting their young. by 5 ft. leaping (twice normal). Int 3. Str –2. 3–4 (Medium-Size). Fox. or family (2–5) Td Although widely varied in size and species. most fish are too Challenge Rating: 1⁄ 4 skittish to fight. 5–6 (Large). or mountains P Ol Organization: Solitary. Hide +5. Will +0 Initiative: +3 (Dex) Abilities: Str 8. Swim +2 Feats: Dodge –––––––––––––––––––––––––––––––––––––––––––––––– Climate/Terrain: Any temperate Organization: Solitary or pair Challenge Rating: 1⁄ 2 Treasure: None Alignment: Always neutral Advancement: None Boon: Hold breath (twice standard). Cha 10 CT Alignment: Always neutral Skills: Escape Artist +5. Dex +2. Skills: Spot +4. +2 Dex) Attacks: None Damage: None Face/Reach: 1ft. Wis –2 y Foxes are a small canine-like creatures with brownish red fur 2s and long. 52 . Ref +5. pair. hills. swim.. Wis 10. Swim +1. Skills: Red foxes receive a +8 racial bonus to Listen and Move Silently checks and to Wilderness Lore checks when tracking by scent. Swim +10 AC: 16 (+1 size. Cha 8 Skills: Climb +4. Will +0 Abilities: Str 6. 10 ft. They are devoted to their pups so a shapeshifter who adopts this form should be prepared to act as foster-parents in the event of the fox’s demise. Cha –2. Will +1 Treasure: None Abilities: Str 7. Frog Diminutive Animal Hit Dice: 1d8–2 (2 hp) Initiative: +2 (+2 Dex) Speed: 5 ft. Alignment: Always neutral Advancement: None Ra Boon: Speed. Ref +4. swim. Dex 14. Wilderness Lore +2 Feats: Weapon finesse (bite) A Boon: Breathe water. Int 2. by 2 ft. Listen +10*. and even the rare breeds that sailors speak of Treasure: None EW are prone to flee combat. +3 Dex. Ref +4. 7–8 (Huge). Special Attacks: None Special Qualities: Leap Saves: Fort +0./5 ft. Int –1. by 1ft. Int 2. Wis 11. They are notorious for being clever and mischievous. Organization: Solitary or school (1d100) Special Qualities: Scent Challenge Rating: 1⁄ 4 Saves: Fort +2. and are often hunted for sport. no grasping limbs.

Cha 6 (claw) attacks (+5 melee) with its hind legs for 1d3 damage Skills: Listen +6. the leopard must Special Attacks: Flutter hit with its bite attack. Listen +2 Special Attacks: Pounce. livestock. Con 16. Improved Grab. pair Advancement: None Challenge Rating: 2 Boon: Attack (Gore: 1d8 damage). If it gets a hold.. Int 2. +3 natural) A Special Attacks: None Attacks: Bite +5 melee. fly 60 ft. Will +2 a R –––––––––––––––––––––––––––––––––––––––––––––––– Abilities: Str 15. Wis 10. Initiative: +4 (Dex) Speed: 10 ft. d T Abilities: Str 12. long tail). by 5 ft. Small Animal preying on wild and domestic sheep. and smaller Hit Dice: 1d8+3 (7 hp) mammals. Ref +6. Challenge Rating: 1⁄ 3 Treasure: None Alignment: Always neutral Advancement: None Boon: Fly. +3 Dex. hills Move Silently checks and a +8 racial bonus to Balance checks. and is a pale grayish color with dark rosettes and a dark streak along the spine. Will +0 Face/Reach: 5 ft. tall. Leap (ex): A frog’s jumping height and distance is not limited by its height. by 5 ft. Listen +6. s Organization: Solitary or herd (2d10) Challenge Rating: 1 Move Silently +9. Spot +6 –––––––––––––––––––––––––––––––––––––––––––––––– 2 Treasure: None Climate/Terrain: Tundra. Dex 19. Int –2 eating most anything. with a wingspan particularly those native to the Midnight Archipelago and of almost 4 ft. cold mountains Alignment: Always neutral Organization: Solitary. Foreigners occasionally used the word as a used for falconry. Medium-size Animal T C AC: 10 Attacks: Butt +0 melee Hit Dice: 3d8+6 (19 hp) Initiative: +4 (Dex) h e H Damage: Butt 1d6 Face/Reach: 5 ft. arctic. high. Improved Grab (Ex): To use this ability. no grasping limbs 53 . Face/Reach: 5 ft. it can also rake Feats: Weapon finesse (claws) it with razor-sharp claws. Cha 6 Skills: Spot +2. They can reach 7 ft. Snow leopards hunt mostly at night. The under- Goshawk belly is a uniform white. (average) Combat AC: 16 (+1 size. no grasping limbs. the Hide bonus improves to +8. Int 4. These large cats are also called ounces. by 5 ft. Ref +2. Saves: Fort +5. rake 1d3 Special Qualities: Scent W E Feats: None Saves: Fort +5. climb 20 ft. Organization: Solitary or pair In areas of snowy terrain. and considered a delicacy by Goshawks are short-winged. They are also ill-tempered beasts. Wis 12. Treasure: None Cha –2 Alignment: Always neutral Advancement: 4-5 HD (Medium-size) Goats are among the hardiest animals in Théah. Hit Dice: 1d8+2 (6 hp) Initiative: +0 Leopard. up to 4 inches long. and Poison Resistance: Goats have a +4 racial bonus to all Fort average about 70 lbs. Wis 12./5 ft./5 ft. it can rake. The goshawk stands just over 2 ft. Spot +6* each. Its use in falconry is often reserved for the other tropical islands. AC: 17 (+4 Dex. Hide +9*./5 ft. Str +2. Their fur is much longer than a tropical saves against ingested poisons. Con 15. Speed: 40 ft. Con 14. Will +1 Rake (Ex): A leopard that gains a hold can make two rake Abilities: Str 8. clergy. Int 2. leopard. because they can take game as large as slur against Montaigne. foxes. 2 claws +0 melee O P Special Qualities: Poison resistance Damage: Bite 1d6+2. Frogs are nocturnal insectivores. claw 1d3 l Saves: Fort +4. –––––––––––––––––––––––––––––––––––––––––––––––– Skills: Snow leopards receive a +4 racial bonus to Hide and Climate/Terrain: Temperate forests. Dex 10.. stand about 2 ft. If the leopard pounced on an opponent. Dex 18. Goat Skills: Goshawks gain a +8 racial bonus to Spot checks in Medium-Size Animal daylight. Ref +7. Cha 10 y Climate/Terrain: Any land Skills: Balance +12. forest-dwelling hawks often the Montaigne. Snow Speed: 30 ft. long (including the 3 ft. +2 natural) Pounce (Ex): If a snow leopard leaps upon a foe during the Attacks: Claws +6 melee first round of combat. Climb +11. Combat Goshawks combine both claws into a single attack. Some frogs have poisonous flesh. capable of Boon: Pounce. mountains. it can make a full attack even if it has Damage: Claws 1d4–1 already taken a move action. something to which many a bruised child can attest.

page 237. Hit Dice: 1⁄ 4 d8 (1 hp) Initiative: +4 (Dex) Speed: 40 ft. Dex 14. Parrot Tiny Animal Reindeer Hit Dice: 1⁄ 4 d8 (1 hp) Large Animal Initiative: +2 (Dex) Hit Dice: 3d8+3 (16 hp) Speed: 5 ft. Int 8. Attacks: Bite +3 melee. +4 natural) 54 . Con 10. Mouse Damage: Bite 1d3. Will –1 Speed: 15 ft. Cha 10 Alignment: Always neutral H he Skills: Hide +10. they are still valued for their meat and pelts. Int 7. by 1ft. the rest of the world tends to ignore them. +4 Improved Initiative) Saves: Fort +0. clothing. +2 Dex. EW Alignment: Always neutral Advancement: None Whether they know the meaning of the phrases is a matter of debate. Int 4./0 ft. Dex 13. Int 4. 30 ft. Their stats are reprinted here for your Td Challenge Rating: 1⁄ 4 convenience. Balance +5. +3 Dex) Skills: Listen +2. Ref +6. Will +0 Treasure: None CT Abilities: Str 4. +4 Dex) Small Animal Attacks: Claws +4 melee Hit Dice: 1d8 (4 hp) Damage: Claws 1d2–4 Initiative: +1 (+1 Dex) Special Qualities: Scent Speed: 15 ft. by 3ft. Will +1 Attacks: 2 claws +0 Abilities: Str 4. Ref +5. Wis 10. Dex 16. (average) Initiative: +3 (Dex) AC: 16 (+2 size. and will never These fish-eating animals prowl the rivers of Théah in attack unless they are cornered and practically in a predator’s search of food. Wis 8. Move Silently +4. +2 natural) Speed: 50 ft. Advancement: None Boon: None Combat Rabbits flee from combat whenever possible. Listen +4 Feats: Dodge. Wis 8. Spot +2./1 ft. While Ussurans and Vesten prize their fur for clutches. Con 10. +1 natural) Saves: Fort +2. Spot +2 Attacks: bite +4 Feats: Weapon finesse (bite) Damage: 1d4–3 (minimum 1) –––––––––––––––––––––––––––––––––––––––––––––––– Face/Reach: 1ft./3 ft. Dex 14. swim Face/Reach: 21⁄ 2 ft. Ref +4. Feats: Weapon finesse (claw) Special Attacks: None –––––––––––––––––––––––––––––––––––––––––––––––– Special Qualities: None Climate/Terrain: Any land Saves: Fort +2. Will +0 Organization: Solitary or family (2–5) Abilities: Str 8. Cha 14 Damage: 1d6–1 Skills: Escape Artist +5. Spot +4. +1 Dex. or romp (2d8) Challenge Rating: 1⁄ 4 Rabbits are some of the most ubiquitous rodents in Théah. fly 40 ft. by 2 1⁄ 2 ft. (coiled)/0 ft. AC: 13 (+1 size. Slam –3 melee AC: 13 (–1 size. Treasure: None and can be found practically anywhere. Listen +3*. Wis 10. Skills: Rabbits receive a +5 racial bonus to all Listen checks. Weapon Finesse (bite) Advancement: None Boon: None A –––––––––––––––––––––––––––––––––––––––––––––––– Climate/Terrain: Any land Parrots have been published in the Swashbuckling Adventures™ P Ol Organization: Solitary or pair sourcebook. Con 10. Con 12. by 21⁄ 2 ft. Climate/Terrain: Tropical Special Attacks: None Organization: Solitary or pair Special Qualities: Scent Challenge Rating: 1⁄ 4 Saves: Fort +3. Otter AC: 16 (+2 size. Tiny Animal 2s though they are otherwise quite harmless (and fairly cute to boot). Cha 14 AC: 17 (+4 size. Initiative: +7 (+3 Dex. Ref + 3. Ra Boon: Scent. Considered a pest by Alignment: Always neutral many humans. Abilities: Str 4. Slam 1 Diminutive Animal Special Qualities: Mimic Hit Dice: 1d8+1 (5 hp) Face/Reach: 2 1⁄ 2 ft.. Cha 8 Challenge Rating: 1⁄ 8 Skills: Swim +6. pair. Spot +2 Face/Reach: 3ft. Treasure: None Mimic (ex): Parrots may learn speech patterns and sounds. Listen +2 Treasure: None Feats: None Alignment: Always neutral –––––––––––––––––––––––––––––––––––––––––––––––– Advancement: None Climate/Terrain: Any temperate river or lake Boon: None Organization: Single. Str –2 Rabbit y These pests can destroy whole crops if left unchecked.

Subject gains 1d4+1 Str for 1 hour/level. Calls creature to fight for you. They are also strong swimmers. and are innate to the shapeshifter who practices l in the northern regions of Ussura. antlers. Summon Nature’s Ally I. Cha 6 Boon: Armor: +2 (natural armor) Dex –1. Hit Dice: 1d8+3 (7 hp) Initiative: –3 (Dex) 3rd Level Speed: 5 ft. Reindeer and magical beasts. Calls outsider to fight for you. Calms 2d4 +1/level HD of animals. Calls creature to fight for you. Spot +2. thereby preventing them from sinking into the snow. Some far such as shambling mounds — may be detected by this northern Ussurans use reindeer as pack and draft animals. Con 12. Summon Monster I. Challenge Rating: 1⁄ 2 Special Attacks: Stampede Treasure: None Special Qualities: Scent Alignment: Always neutral Saves: Fort +4. Calls outsider to fight for you. Will –1 Advancement: 2–3 HD (Medium-size). This spell functions in a manner identical to 2 are always found in herds. Dex –1. but is usu- ally grayish or brown with light colored underparts. the spell detect animals and plants./2 ft. Fascinates 2d6 HD of animals. –––––––––––––––––––––––––––––––––––––––––––––––– 55 . Int 4. Unless otherwise noted. –3 Dex. Combat Stampede (Ex): A frightened herd of reindeer flees as a 1st level group in a random direction (but always away from the per. Subject gains 1d4+1 Dex for 1 hour/level. They literally run over anything of Barkskin. Phantom Steed. Ref +3.™ Bull’s Strength. They differ from all other them. size Large or smaller that gets in the way. Holds one animal helpless. Ref –1. Special Attacks: None Special Qualities: None 4th Level Saves: Fort +5. Con 16. 10 ft. They breed in fall. no grasping limbs. Will –3 Summon Monster IV. Attacks: Gore +6 melee Climate/Terrain: Any temperate Damage: Gore 1d8+3 Organization: Solitary Face/Reach: 5 ft. s Their coloring varies from nearly black to whitish./5 ft. Turtle Summon Monster II. beasts. Calls creature to fight for you. Wis 6. –––––––––––––––––––––––––––––––––––––––––––––––– Climate/Terrain: Any arctic One of the longest-lived creatures in Théah. and milk. One natural weapon of subject gets +1 bonus to of damage for each five reindeer in the herd. any material components are d T deer in that both genders have antlers. found in the Monster Animal Trance. often weighing as much as 660 lbs. swim.. and also as a source of meat. Gains permanent animal companions y ground. Feats: None Locate Creature. Makes monster believe it is your ally for 1 AC: 13 (+1 size. Spot +5. Animal Messenger. Detect Snares and Pits. Reveals natural or primitive traps. A successful attack and damage. Reindeer stand four feet at the shoulder and are waived for purposes of invoking the spell. whose form only the Gaius himself may take. Swim +8 (twice normal capacity). hold breath Skills: Listen +8. Sends a Tiny animal to a specific place. Abilities: Str 6. swimming Charm Monster. by 2 ft. Hold Animal. White Arkanun The white tiger. save that it works only famous for their seasonal migrations. Calls outsider to fight for you. ceived source of danger). Tiger. W E quite stocky. Manual. hide. Many Challenge Rating: 1 Vaticine and Invisible College treatises have been published Treasure: None about their longevity and the medicinal qualities of their T C Alignment: Always neutral Advancement: 4–5 HD (Large) flesh and shells. h e H Boon: Attack (Gore: 1d10 damage). Indicates direction to familiar creature. Cat’s Grace. Listen +2 Giant Vermin. by 10 ft. Damage: Bite 1d2 –2 Summon Nature’s Ally III. Calls outsider to fight for you. Magical horse appears for 1 hour/level. turtles are the Organization: Herd (5–200) subject of great debate among learned scholars. warmth (immune to cold temperatures) Wis –2 Pyeryem Spells A Note: These spells come about as a result of Matushka’s O P Also called caribou or snow deer. Cha 6 Summon Nature’s Ally IV. Calm Animals. Detect Animal. Int 2. Skills: Swim +5. Turns insects into giant vermin. Their large 0 Level a R lateral hooves allow their feet to spread on snow or soft Animal Friendship. reindeer are domesticated blessing. Grants +3 natural armor bonus (or higher). Face/Reach: 2 ft. spell. which can grow up to 3 ft long. Small Animal Summon Nature’s Ally II. +5 natural) hour/level Attacks: Bite –3 melee Summon Monster III. Wis 4. for animals. 1 round/level. Dex 16. Reflex save (DC 16) halves the damage. 2nd Level uses the same stats as the dire tiger. No type of plant — even monstrous plants during which time males fight to acquire harems. Dex 4. no grasping limbs. dealing 1d12 points Magic Fang. Str +1. Calls creature to fight for you. 4 HD (Huge) Abilities: Str 18.

As dominate person. 9th Level Summon Monster V. upon her mortal descendants. she can work through others to try and prevent events from taking place (for example. Insect horde limits vision. she cannot alter the events with her own hands but. It is these potential sorceresses who are called to serve the Lady through the Daughters of Sophia. the Sophia’s Daughters hope to protect Théah from the advent of the Fourth Prophet and the apocalypse that will follow. Scrying brings with it other water-related gifts: the ability to breathe underwater. Insect Plague. HD. Calls outsider to fight for you. Hit Dice: d4. Summon Nature’s Ally IX. Calls outsider to fight for you. to brew EW elixirs and potions. to know a person’s true nature and in the case of those rare men who carry the blood. The bloodline does not diminish with time or space but it rarely becomes manifest. The future is always uncertain and what she sees may not be events that will take place but only those that might take place. maybe only one in a hundred has the mark. Calls outsider to fight for you. almost as if she were gazing through fine parchment. Summon Nature’s Ally V. Calls creature to fight for you. (a benevolent Sidhe of immense power). Summon Nature’s Ally VIII. but any creature. One animal/two levels doubles in size. the ability to Ra perfect their physical abilities. Some of the details are obscured. Scrying Sorceress A sorceress who has perfected the art of Scrying may be able to look into the past or the future. inflicts damage. both of which worsen the further into the future she tries to see. by stopping a carriage with an important nobleman before it reaches the square where an assassin is waiting). Summon Monster IX. practice the art of Scrying gaze into a body of water and enter an almost trance-like state in which they can see across vast P Ol Summon Monster VII. Calls creature to fight for you. Calls creature to fight for you. a character must be female and fulfill the following criteria: 56 . Unlike a Fate Witch. When she peers into the future. Game Rule Information Alignment: Any. Summon Monster VIII. probably the most secret society in Théah. the images are blurred and the sounds register as whispers. Scrying and weak creatures flee. Animal or tree gains human intellect. Faithful Hound. times and distances. 6th Level Find the Path. y The presence of the Lady’s gift is marked by a caul draped across the child’s head and shoulders at birth as the mark of 2s Sidhe blood. Calls outsider to fight for you. Calls creature to fight for you. This spell functions in a manner identical to the spell Mordenkainen’s faithful hound in all respects. Requirements To become a Scrying sorceress. a yellow haze distorts the images she sees. Awaken. Calls outsider to fight for you. When Scrying into the past. known as Sophia’s Daughters. Calls creature to fight for you. Scrying is a form of sorcery unique to the secret society CT Summon Monster VI. Shows most direct path to a location. Those who A 7th Level Dominate Monster. working secretly to guide Théah away from potential apocalypse. In this way. They serve the Lady of the Lake H he Summon Nature’s Ally VI. A gift bestowed by the Lady of the Lake Td Summon Nature’s Ally VII. but usually not to any great degree. 5th Level 8th Level Animal Growth.

. . Spells (2) 9 +6/+1 +3 +3 +6 Brew Potion: 14 10 +7/+2 +3 +3 +7 Adept. determined by her level. . . Scry Checks +3. Scry Checks +5. a Scrying sorceress must have a Wisdom score of 10 + A Table 2-10: The Scrying Sorceress O P Level Base Attack Bonus Fort Save Ref Save Will Save Special l 1 +0 +0 +0 +2 Apprentice. (they are part of her blood). - 10 5 15 10 11 6 5 4 3 2 1 . . . Decipher Script (Int). Sense Alignment. . . Brew Potion: 15. . . Scry Checks +8 14 +10/+5 +4 +4 +9 Brew Potion: 20. She is limited to casting a certain number of (Con). . . . Scry Checks +11 18 +13/+8/+3 +6 +6 +11 Master. Scry Checks +6. See the Player’s Handbook™ for skill descriptions. along with the DC of the spells she uses. - 7 3 11 7 8 4 4 3 2 1 . Scry (Int). - 8 4 12 9 9 5 4 3 2 1 . Spells (2) y 5 +3 +1 +1 +4 Brew Potion: 8 s 6 +4 +2 +2 +5 Brew Potion: 9. . - 11 5 16 10 12 6 6 5 4 3 2 1 . . Scry Checks +10. . The number of spells is Read Lips (Int). - 2 1 4 4 3 2 1 . . Craft (Int). The following are class features of the Scrying sorceress: Male Scrying sorcerers have their own rules (see page 63). - 14 7 20 13 15 8 7 6 5 4 3 2 1 . she is not proficient in Class Skills the use of armor or shields. . . . Feats: Taking Half Blooded (Scrying) at 1st level makes the Skill Points at 1st Level: (4 + Int modifier) × 4. . Spell 19 +14/+9/+4 +6 +6 +11 Brew Potion: 26 Scry Checks +13 20 +15/+10/+5 +6 +6 +12 Brew Potion: 28. . . spells per day. Scry Present. d T 2 +1 +0 +0 +3 Scry Checks +0. . Bryn Bresail Portal. . Sense Motive (Wis). Search (Int). determines the maximum spell level the Scrying sorceress can access. Breathe Water. Spell Table 2-11: Spells per Level Table 2-12: Spell Progression (Spells per Day) Character Maximum Spell Potions Total Spells Level 0 1 2 3 4 5 6 7 8 9 Level Level Known Known 1 1 . Brew Potion: 25. Scry Checks +12. as indicated on Table 2-12. . Brew Potions: 3. Scry Checks +4 Spell 2 7 +5 +2 +2 +5 Brew Potion: 11 8 +6/+1 +2 +2 +6 Brew Potion: 12. . in this class to 7th level but no farther. Bluff (Cha). Spell 11 +8/+3 +3 +3 +7 Brew Potion: 16 12 +9/+4 +4 +4 +8 Brew Potion: 17. character a Half Blooded Scrying sorceress. . Spells (3) Brew Potion: 4. - 6 3 8 7 7 4 3 2 1 . . - 5 2 7 6 6 3 3 2 1 . She may advance Skill Points at Each Additional Level: 4 + Int modifier. The Scrying sorceress’s class skills (and the key ability for Spells: A Scrying sorceress may cast arcane spells accord- each skill) are Alchemy (Int). and Swim (Str). Concentration ing to Table 2-11. . - 4 2 6 6 5 3 2 1 . . - 9 4 14 9 10 5 5 4 3 2 1 . Diplomacy (Cha). . Scry Checks +1. - 12 6 17 12 13 7 6 5 4 3 2 1 . . . - 1 0 3 3 2 1 1 . . . . Knowledge (Int). . Scry Checks +7. Listen (Wis). . . . Spell 17 +12/+7/+2 +5 +5 +10 Brew Potion: 24. . - 3 1 5 4 4 2 2 1 . Spells (2) 13 +9/+4 +4 +4 +8 Brew Potion: 18. - 13 6 18 12 14 7 7 6 5 4 3 2 1 . . To cast a h e H spell. - 15 7 21 13 16 8 8 7 6 5 4 3 2 1 - 16 8 22 14 17 9 8 7 6 5 4 3 2 1 - 17 8 24 14 18 9 9 8 7 6 5 4 3 2 1 18 9 25 15 19 10 9 8 7 6 5 4 3 2 1 19 9 26 15 20 10 10 9 8 7 6 5 4 3 2 20 9 28 16 57 . . . She may take Full Blooded (Scrying) as her additional feat at 1st level which Class Features allows her to advance past 7th level. Scry Checks +9. . Wisdom T C Spot (Wis). W E 3 +2 +1 +1 +3 Spell Brew Potion: 5.False Potion. but she need not prepare her spells in advance Gather Information (Cha). . . . Spell 15 +11/+6/+1 +5 +5 +9 Brew Potion: 21 16 +12/+7/+2 +5 +5 +10 Brew Potion: 22. Weapon and Armor Proficiency: The sorceress is proficient with all simple weapons. Scry Checks +2 a R 4 +3 +1 +1 +4 Brew Potion: 7.

knowing full well that some secrets are best left part. and powders take effect by contact. it is up to the DM whether without at least a pool of fresh water. dusts. The sorceress gains bonus spells based on her Portal to Bryn Bresail: At 10th level. Brew Potion: Starting at 1st level the Scrying sorceress Potions and Elixirs learns to brew three potions unique to this form of sorcery. She may try to Scry something about which persons. lock of hair. Potions come in a variety of forms that dictate the means of As she progresses in this ability. If a Scrying unknown. the Daughter can peer into either the A and hear what is going on in another place. detailed Td on what she wishes to Scry. and will adhere to nothing that requires concentration. 5. While H he bonus to the check. the information is revealed publicly or in private. 9th. the Scrying sorceress obtaining a bit of information too soon in a story. she learns to brew other their application. except at 7th. 14th. Scrying something that only she has seen before (perhaps seen while performing another Scrying) raises the Master: At the peak of her ability. On a result greater than is anything happening that could distract her. the DM may roll 1d20. may sense the alignment of another character. 2s by 10. For every year the sorceress wishes check fails. Each potion’s entry additional potions. The result is the number of minutes that CT check (as defined in the appropriate rules) she may add this he or she will suffer from disorientation (minimum 1). Scrying sorceresses call Of course. concentrating a year. Balms. She a Scry check (DC 10) and if successful. person. as per the Players’ throughout Théah. a +1 modifier is applied to the DC of the person. blessing. Then she makes a Scry check. She makes She needs at least a pool of fresh water to brew a potion. A likeness or picture of the subject adds a +5 bonus nificantly. a body use. A potion may not be brewed character to “read” is a free action. the sorceress can now search throughout time without fetters on distance. a Scrying sorceress a potion in another form but this increases the DC by 5. +10 bonus. — the land of the Sidhe — through special pools hidden She otherwise casts spells as a sorcerer. the sorceress makes a Scry check (DC 25). even to them. place or thing until 24 hours have past. This ability may be used twice per day per level. to the sorcerer’s Scrying ability. specifies which type it is. while fumes and vapors are made to be inhaled. This ability takes several minutes to use (minimum 10 When a sorceress uses her Scrying ability to try to see minutes in game time) and its DC is increased by 10 if there something. the Scrying Wisdom score. Such a transportation is Note: These spells come about as part of the mage’s ability to disorienting. The effects are identical to those described in the which takes a standard action. Apprentice: At 1st level. abilities. and the DC by 5. although they do apply if she is immersed in any other liquid substance or a solution that is less than three-quarters water. Daughters adept in this skill are most careful in its to the check.™ pool and calls upon this power. and the DC necessary to resist her spells sorceress gains the power to travel to and from Bryn Bresail equals 10 + the spell’s level + the caster’s Wisdom modifier. although learns to master the ability to breathe through water. EW Apprentice. a +1 modifier is applied to Ra going on in or around a place. The sorceress may attempt to brew Sense Alignment: Starting at 1st level. To do this. such as combat 12 the DM may replace the vision with something else. the spell’s level. Adept: At 10th level. places and things with which she is not personally she has only heard descriptions. the Scrying sorceress may see disoriented. the sorceress is dazed for 1 minute and may do call upon the favor of the Lady of the Lake. with increasing difficulty the farther she gazes. the sorceress may not attempt to Scry the same to see into the future. she can determine may leave out ingredients but doing so raises the DC by 5 both components of the target’s alignment. a possession or garment adds a +8 bonus.” above. the sorceress can Scry y she is familiar. nail clipping. a +1 modifier is applied to the DC of the Scry check. Designating a for each ingredient omitted. but this will increase the DC familiar.™ but the precise sorceress attempts to bring along increases the check DC by manifestation matches her other class features. time modifiers must be applied as well. all rolls a character makes take a –4 penalty. This can also be used to prevent characters from Breathe Water: Starting at 1st level. the DC modifiers for unfamiliarity no longer apply. The sorceress situates herself around her chosen Scrying instrument future or the past. At each level she learns a new potion. 58 . adds a. Each person who comes along must roll a 1d20 and Scry Checks: When a sorceress wishes to make a Scry subtract their Con. There is no Scry check and for every 2 years she wishes to see into the maximum range for the ability to Scry. for every year she wishes to see into the past. After applying the normal modifiers for Scrying. that someone is in the Crescent Empire while she herself is in Avalon does not negatively affect her ability. The DC for this check is 20 + relevant modifiers. various magical and mundane methods can be such events “Currents of Destiny” and regard them as a taken to prevent others from hearing or viewing the pool. she immerses herself in the Handbook. Further. Anyone within line of sight of the point in the story. knowing past. and all within earshot can hear its noises. As an For every month the sorceress wishes to see into the future. Elixirs and philters are meant to be ingested potions. She cannot see before her own birth nor ahead more than P Ol (a mirror or a pool of water) and closes her eyes. Each additional person the appropriate section or the Player’s Handbook. To use one of these pools the appearance and general demeanor of her other Scrying in this manner. the Scrying sorceress's ability is limited to the present and may only be used it to see and hear the events a +1 modifier is applied to the DC of her Scry check. (the Scrying sorceress may make a Concentration check This is an excellent way to give a clue or to establish a plot to avoid this penalty). For example. such an application ought not to be abused. Visions presented in this fashion are not Scrying instrument may see what is going on in the scene restricted by the boundaries of space and time that apply being Scryed upon. Possession of certain items will aid in the Scrying difficulties of looking further into the past or future ease sig- attempt. or thing with which the DC of her Scry check. 17th and 20th levels where she learns two oils. in “Apprentice. She never suffers from the rules concerning drowning when she is immersed in water.

the resulting number is then subtracted from any damage rolls dealt to him. The recipient gains the victim will suffer 2d6 points of permanent Constitution fire/heat resistance 20 and is considered to suffer the effects drain. against the DC of the potion she is attempting the target suddenly experiences strong itching and sneezing to forge. while under the effects of this potion. The effects of this balm last for one day. If a natural 1 is rolled. DC 14 tastes. Fortitude save (DC equal to the potion’s listed creation DC) When this balm is rubbed onto someone’s body. Then she Ingredients: One spider. even in the heat of a desert. Alchemy check with a +1 bonus for every 3 ranks she has in When this dust is sprinkled or blown onto someone. These effects last for 1 day. this potion will completely nullify successful. oil. When the Antidote Philter sorceress wishes to brew a potion she must spend one hour DC 13 minus two minutes for every Scrying class level. philter. them cool and renders them immune to damage from hot After one minute. there is Cooling Balm a 50% chance that the potion appears normal but is actually DC 10 a deadly poison. A potion retains its potency indefinitely. A false potion is indistinguishable from a normal one in every way. False potions count against a person’s limit of how DC 25 many potions they may be affected by at once. a second Fortitude save must be made or weather. system. appearance. the potion is complete and may be saved for use the effects of any one poison currently in the ingester’s at a later time. If the check is Upon being consumed. A False potion requires the same ingredients and is subject to Anyone sprinkled with this dust takes on a stone-like the usual modifications to its DC’s as a normal potion. at any given time. his skin toughens and becomes as hard as a rock. Anyone ingesting the poison must make a Ingredients: A fresh leaf from an oak tree. 59 . except that it does not grant any of the effects of Dust of Petrification the potion. T C h e H A O P l d T W E a R y s 2 A person may never be under the affect of more than one Scry Potions elixir. the target rolls 2d4. the Scrying sorceress hot weather. however. Sometimes it is useful to give someone something that only appears to be a potion. A natural 1 is an automatic failure and has a chance of becoming a deadly poison. Ingredients: One stone from a riverbed. etc. The sorceress must be able to Brew the potion fits. makes an Alchemy check versus the listed DC. Dust of Irritation When the sorceress wishes to make something that looks. it keeps or suffer 2d6 points of temporary Constitution damage. of temperatures 20 degrees cooler when in hot or extremely False Potion: Starting at 6th level. may pass off false potions as real ones. balm last for one day. his initiative is reduced by 4. suffering a –5 penalty to all die rolls. The effects of this normally. she makes an Ingredients: A pinch of pepper. When he applies the dust to his body.. However. vapor. the Bluff skill. smells and feels just like a real potion.

) The benefits of this potion are lost if the drinker uses his or If the victim fails the save he falls into a deep sleep. A The effects of this potion last one day. However. wound to heal quickly. 60 . he does not gain the ability to read in any languages in which he is not already literate. The effects of this potion last one day. Essentially. Anyone who drinks this elixir gains the temporary ability His general build and facial features are altered. This applies to all forms Anyone inhaling the Fumes of Slumber must make a of sorcery. The effects of this potion last one day. opposite sex. Elixir of Tongues DC 17 Ingredients: None. a member of the opposite gender who can smell him. Elixir of Velum DC 9 Ingredients: One feather from a songbird. Fort save (DC equal to 10 + the brewer’s Scrying class level. Glasswater Balm DC: 20 Elixir of Eagle’s Flight Ingredients: One snake’s shed skin. Healing Balm DC 17 Elixir of Good Fortune Ingredients: A scab from the brewer’s body. The effects of this potion last a number of hours equal to the The effects of this Elixir last one day. The effects of this potion last one day. DC 14 Note: this potion does not stack with the Jeremiah Ingredients: One dozen red roses. This potion disguises all signs of sorcery within the Fumes of Slumber imbiber. The effects last for a number of hours equal to the brewer’s Scrying level. elevation. DC 27 This balm makes the user’s flesh rearrange itself according Ingredients: Two feathers from an eagle. Anyone who is soaked in this oil will be very attractive to the The recipient may decide which of the two takes effect. The target cannot be roused until the effects of the potion have worn off. to his desires. This does not improve one’s speed. brewer’s Scrying level. Berek Legend listed in the Glamour section (see page 32). this potion duplicates the fly spell The effects of this potion last one day. EW This potion will keep its imbiber warm in even the coldest climates. it merely removes cannot change his size. Porté-stained hands appear as normal. P Ol Elixir of Warmth Td DC 16 Ingredients: A pinch of white ash from a fire. Using this potion heals 2d8 Hit Points Once someone has consumed this potion. Any time he attempts to Seduce or Charm the other does nothing for the duration of the elixir’s effects. allowing him to reshape to disguise himself. although he to fly. of a Bluff check. Love’s Scented Oil minimum 1). his clothing or his equipment. extremely lucky and gains a bonus on all die rolls equal to the brewer’s Scrying level divided by 3 (rounded down. 2s Gilead’s Whisper (Elixir) DC 19 Ingredients: A glove of white silk. he will get though the recipient is still considered to have imbibed the a +4 Competence bonus to his roll upon successful completion elixir for purposes of limitations. (see the Player’s Handbook™). He gains fire/heat resistance 20 and is considered to Ra suffer the effects of temperatures 20 degrees warmer when in y cold or extremely cold weather. Pyeryem’s DC 15 green eyes turn a more ordinary color and even the marks Ingredients: A pinch of sand. Any Bluff check made to seduce or charm H he the imbiber made by members of the gender to which the imbiber is attracted will get a +4 circumstance bonus. he becomes of damage upon being applied. even rare types such as Nacht or Zerstörung. Anyone who drinks this potion will feel inclined to pursue CT romantic activities. her sorcery at any time before the duration expires. the movement restrictions based upon changing levels of He gains a +8 Competence bonus to any disguise checks. Base TN: 30 Applying this balm to someone’s wound will cause that Ingredients: The foot of one rabbit. of Lærdom fade to ordinary flesh. The effects of this balm last one day. The imbiber of this potion can understand and speak in any human language until its effect wears off.

planned to have as normal a life as the daughter of the A few years later. ling hawk. the rebellious princess was ready to most powerful monarch in Théah could. The two escaped to sea and now top the list of herself under the protection of a Vodacce pirate named Montaigne’s most wanted outlaws. which last one day. She agreed to patrol the dangerous waters between Vodacce noblemen came to discuss trade alliances with Montaigne. which last one day. Adept in the Rogers Swordsman school. Wayward Swan. was actually happy by her order to keep an eye out for future Handmaidens of to be born without Porté magic like her father and sisters.” she thrilled: the life of a swashbuckling pirate is better than was accepted onto the crew and soon found herself living she could have possibly hoped for. A Oil of Feebleness O P DC 16 Philter of Champions l Ingredients: An earthworm and a cobweb. A bright and physically active girl. clothing favored by so many of her piratical sisters. but also to keep an eye on matters back at her as if she were Legion itself. Ysabette To most people. Until the effects of the potion expires. though she disdains the stifling formality the gift of Sidhe blood. the life of a swashbuckler. she facts of her heritage. She has since served the Order with distinction and his wife entrancing… or indeed. Ingredients: A mouse’s tail and three eggshells. a trim vessel that remains her pride and It never occurred to l’Empereur that someone might find joy. When passengers safe and navigate the dangerous southern Ysabette regained her senses. Her Scrying abilities not only allow her to keep her of water in which she was washing her face. she Thankfully. quickly wiping away the telltale caul that marked cable manners. her nursemaid was staring coast of Théah. The effects of this potion last for one day. Castille and Vodacce. graceful until its effects wear off. The affected person’s Dex The affected person’s Wis and Dex checks and Reflex saves checks and Ref saves suffer a –4 penalty while under the suffer a –4 penalty while the oil is in effect. There was only assume command of her own ship. which last one day. dark. having been charged Princesse Ysabette Alexandra Léonie. This potion makes anyone who is soaked with it less This potion makes anyone who is soaked with it less T C intelligent until its duration ends and its effects wear off. she was more recep- daughter. might seduce her under risen in the ranks to become a Handmaiden of Sophia — his very nose. DC 21 d T This potion makes anyone who is soaked with it weaker until its duration ends and its effects wear off. the exhausted young woman found tion. but "Isabelle" was unwilling to even discuss out a bloody stump. s 2 Isabelle du Montaigne the new recruit there was a woman aboard who knew The eighth daughter of l’Empereur of Montaigne. potion last one day. of her old life. a number of powerful tive. Princess Ysabette was not her father’s approached her again and this time. providing safe passage Montaigne. the days which followed. Oil of Dullness Oil of Weakness DC 16 DC 16 Ingredients: A powdered mule’s hoof and three worker ants. Among the delegation was a handsome.Oil of Clumsiness Oil of Sloth DC 16 DC 16 Ingredients: The foot of an albatross and the down of a fledg. The affected person’s Con checks and Will saves suffer a –4 h e H while under the effects of this oil. The effects last one day. After a series of near-fatal Rosamonde as the elder princesse was being led to execu- mishaps on the road. she is the beautiful captain with bright was born. she her gifts. she received the eyed. Introducing herself as “Isabelle. Scrying power when she saw them. Ysabette’s entry into the world was so difficult blue eyes and long dark hair who refuses to wear men’s that those in attendance were focused solely on the queen. Sophia. This potion makes anyone who is soaked with it react less This potion makes anyone who is soaked with it less quickly until its duration ends and its effects wear off. Drinking this potion will temporarily make the user W E person’s Str checks and Fortitude saves suffer a –4 penalty a better swordsman. She soon learned the home in Montaigne. a R while under the effects. In exchange. Ysabette is secretly Sebastiano Scogna. Sophia’s Daughters one small problem. the drinker is considered proficient in the use of all weapons y (even exotic). penalty while under the influence of the oil. totally degenerate Viscount named Tigran Lorenzo. The queen took care to bed her husband in one of only eight in all of Théah. and fled the palace in shame and returned home for the first time to rescue her sister disgust at her “tainted” blood. Ingredients: A handful of moss and a powdered clamshell. for women who needed it. Some twenty years ago. The affected person’s Int and Cha checks suffer a –4 penalty intelligent until its duration ends and its effects wear off. the gift manifested itself in private — la fights with an exotic scimitar fashioned in the Crescent princesse found herself unable to tear away from the basin Empire. When the Revolution came. and nine months later. The effects of this effects. Fortunately (or perhaps not) for 61 . She they never noticed the nursemaid whisk the child into a retains the upbringing of a princesse and acts with impec- blanket. She thought about recruiting the princess into the She was not about to thrust her hand into space and pull Daughters. The affected Ingredients: One used fencing glove.

Philter of Strength Td After drinking this oily potion. if successful. If the brewer wishes. Scrying Spells Note: Scrying sorceresses require a pool of fresh water as a focus for their powers. Ingredients: Fish scales and the forelegs of a praying mantis. which last one day. the victim must make a Will save (DC equals 10 + the brewer’s Scrying class level. he is not consid- ered proficient with any weapons (even simple weapons) regardless of his actual skill. even by use of Scrying Ingredients: The powdered horn of a bull and the claw of EW sorcery. which last one day. If he learns what happened. effects. The effects of stronger. Philter of Intelligence Philter of Stamina DC 15 DC 15 Ingredients: An owl’s feather and a handful of fox’s fur. Ingredients: A piece of the root of an old tree and a ground This potion makes anyone who drinks it temporarily more turtle’s shell. It could be as small as a simple bowl. she may make a roll to brew this potion versus DC 30. he will remember being informed about it but will not actually recall anything that happened during that period of time. the gap in the victim’s memory will last for as long as he lives. The affected person’s Int and Cha This potion makes anyone who drinks it temporarily H he checks benefit from a +2 competence bonus while under its effects. after that. This potion makes anyone who drinks it temporarily more This potion makes anyone who drinks it react more agile. Vapor of Forgetfulness DC 10 Ingredients: The dust from one cobweb. The affected person’s Dex checks and Ref saves benefit quickly temporarily. Philter of Grace Philter of Quickness DC 15 DC 15 Ingredients: A sparrow’s feather and a serpent’s tooth. The affected person’s Wis and Dex from a +2 competence bonus while under its effects. P Ol Ingredients: One diamond worth at least 400 g. This potion makes anyone who drinks it temporarily Ra gains a +6 Competence bonus to Hide checks. The affected person’s Str checks and Will saves y this potion last for one day.) If he fails the save. Being sprinkled with this powder will cause the victim to become a less competent swordsman. CT perceptive and intelligent. This serves as the material component for all of the spells below: unless stated otherwise. the inhaler’s memory returns. 62 . A Philter of Invisibility DC 22 which last one day. For the next twenty-four hours. The affected person’s Con checks and Fort saves benefit from a +2 Competence bonus while under its effects. When this vapor is inhaled. Normally the effects of this potion last for 1 day. sturdier. which checks benefit from a +2 Competence bonus while under the last one day. The imbiber a bear. benefit from a +2 competence bonus while under its effects. but it must be fresh. This includes clothes he is wearing at the time as well as any weapons and possessions he is carrying. all other material components are waived. 2s Powder of the Buffoon DC 17 Ingredients: One handful of dirt. he forgets all events of the past 1d4 days. the user becomes invisible DC 15 to anyone who is watching him. which last one day.

Delivers a short message anywhere. Changes appearance of one person/two levels. Subject suffers continuous confusion. As phantasmal killer. Sends a short message up to 1 mile/ Screen. 63 . they Non-Detection. Illusion hides area from vision and scrying. Story should not become the slave of the 4th Level mechanics. Read scrolls and spellbooks. 1st Level Seeming. l 2nd Level Weird. “Sixth Sense” warns of impending danger. but quicker and strenuous./level. Hides subject from divination/scrying. where she may question the Sidhe amazingly short time. Understands all spoken and Vision. A level. lowers. To become a male Scrying sorcerer. Male Scrying Sorcerer It is rare that the gift of Scrying passes to a man. written languages. Legend Lore. 6th Level He may advance to 7th level. local villagers could stone her to death as a witch. Learn tales about a person. Refuge. spell or power per Full Blooded (Scry) as his additional 1st level feat. T C Message. a member of Sophia’s Daughters or even a Sidhe itself. allows him to advance past 7th level. while the Queens are considered intermediate deities. d T Detect Thoughts. Purify Water. and when he takes damage. Detects spells and magic items within 60 ft. Indicates direction to familiar creature. physical beauty come from something other than hours Clairaudience/Clairvoyance. Arcane Eye. Unlike other sorceries whose practice s object.0 Level Prying Eyes. Invisible floating eye moves 30 ft. Most of classically-sculpted marble statue. “visions” and if she is poor or an orphan. It is in all other aspects identical. As legend lore. Raises. Hit Die: d10. Reveals hidden doors within 60 ft. Senses direction toward object (specific or It is assumed that if a character takes Scry as her sorcery. never has a sick day in his life and heals in an land of Bryn Bresail. Reveals one property. Such characters may 1 min/level. Misleads divinations for one creature or — her mother. he might never know that his strength and extreme Augury. Hear or see at a distance for spent perfecting his sword work. Exact location of creature or object is given. Create Water. Feats: Either take Half Blooded (Scry) as his 1st level feat which makes him a Half Blooded Male Scrying sorcerer. Identify. Comprehend Languages. h e H True Strike. her background involves the presence of a mentor a R type). +10 ft. Requirements It cannot purify foods. gain no abilities for it and thus do not have the appropriate ability. place. Discern Location. Detect Scrying. Read Magic. have the blood but because it does not manifest. See all things as they truly are. Allows listening to surface thoughts in 60 ft. Insanity. but affects all within 30 ft. Alters item to instantly transport its possessor to you. or thing. False Vision. Creates 2 gallons/level of pure water. but no farther unless he takes Analyze Dweomer. If the character is 3rd Level male. W E Locate Object. Detect Secret Doors. Obscure Object. 1d4 +1/level floating eyes scout for you. Water Walk. As sending. plus you can send suggestion. his wounds heal in a much shorter time than normal men. ingly greater physical punishment. when broken willingly. Locate Object. Masks object to divination. Reveals invisible creatures or objects. Determines the most basic function of a magic 8th Level item. manifests more dramatically. lasts 1 round/level. 9th Level O P Foresight. In such cases. Detect Magic. Detects poison in one creature or small 7th Level object. the character must fulfill five percent water. instantly. Detect Poison. but it does 5th Level occasionally happen. His physique takes on the look of a there in a manner dictated by contact other plane. Adds +20 to your next attack roll. He is incredibly the spell contact other plane. the following criteria: Sending. Demand. a girl might assume she has 2 See Invisibility. The effects of this spell are almost identical to the man’s physical abilities and appearance. The sorceress reaches out to the attractive. Game Rule Information Control Water. He can withstand increas- the inhabitants of Bryn Bresail are considered demideities. Learns whether an action will be good or bad. Whispered conversation to 1 person/level for 10 min/level at 100 ft. y Misdirection. quarter circle emanating from you. The effects of this spell are identical to the spell purify food and drink. Senses direction toward object (specific or type). which round. Whispering Wind. or parts bodies of water. Subject Treads on water as if solid. In other respects. Alignment: Any. the gift manifests in Bryn Bresail. save that it applies only to water. Fools scrying with an illusion. Alerts you of magical eavesdropping. round. the spell is identical to contact other plane. Locate Creature. or liquids that are less than seventy. True Seeing.

unless he is Ignore the Wound: Starting at 12th level. encounter. 5th. See the which he suffered 1 or more points of damage. These increments are not The following are class features of the male Scrying sorcerer: cumulative. Bluff (Cha). Artist (Dex). Sense Motive (Wis). During that Player’s Handbook for skill descriptions. He is always considered stabilized. This regeneration will only heal damage suffered during the Skill Points at Each Additional Level: 4 + Int modifier. Td increased by 1. although he may suffer damage from some other source. healing hour he may not exert himself or engage in combat. Quick Heal: Starting at 4th level. Hardened Skin: +4 64 . Move Scry Regeneration: Starting at 7th level. Ability Advancement: At 1st. Always Stabilized: Starting at 8th level. and he may choose one martial weapon in which he can be considered sorcerer does not need to roll to stabilize when he is below 0 hit points. to 1d8 at 17th Class Features level and to 1d10 at 20th level. Escape origin. Class Skills Disease Immunity: Starting at 5th level. This is considered a free action. This luck bonus stacks with all other bonuses. If he is after suffering damage. Spot sorcerer heals 1d4 hit points one hour after an encounter in (Wis). At 10th level the amount healed increases to 1d6. Listen (Wis). the male Scrying The male Scrying sorcerer’s class skills (and the key ability for sorcerer is immune to all diseases. Jump (Str). These increments are not cumulative. +3 at 15th level and +4 at 20th Ra Youthful: The Scrying sorcerer is considered to be half his level. not damage suffered before the encounter. Breathe Water: At 2nd level the Scrying sorcerer learns to Fort Save (DC 25) to reduce the damage suffered to 0. he still dies as normal. rules concerning drowning when immersed in water. If reduced to –10 P Ol level. once per day under 32 in which case he is considered to be 16. etc. Table 2-13: The Male Scrying Sorcerer Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 +0 +2 +2 +0 Ability Advancement. Failing the save still counts as having used substance. Climb (Str). the male Scrying sorcerer may make a 2s younger than 16. the male Scrying H he cerer is proficient with all simple weapons. He may do this twice per day at 14th level and three times a although they do apply if he is immersed in any other liquid day at 18th level. He does not A proficient. Even if the weapon had poison master the ability to breathe water. the Scrying sorcerer heals double the normal amount of hit points each day (2 hit points per level for each day of rest. Skill Points at 1st Level: (4 + Int modifier) × 4. including those of magical each skill) are Balance (Dex). Hide (Dex). 16th and 20th continue to lose hit points in the normal fashion. Swim (Str). he is still considered to have been hit. He may not increase an ability for a second Hardened Skin: At 9th level the male Scrying sorcerer (third. or in a solution that is less than three-quarters this ability for the day. 11th. 3 points per level per day of bed rest). Youthful 2 +1 +3 +3 +0 Breathe Water 3 +2 +3 +3 +1 Sense Alignment 4 +3 +4 +4 +1 Quick Heal 5 +3 +4 +4 +1 Disease Immunity 6 +4 +5 +5 +2 Ability Advancement 7 +5 +5 +5 +2 Scry Regeneration 1d4 8 +6/+1 +6 +6 +2 Always Stabilized 9 +6/+1 +6 +6 +3 Hardened Skin: +1 10 +7/+2 +7 +7 +3 Scry Regeneration: 1d6 11 +8/+3 +7 +7 +3 Ability Advancement 12 +9/+4 +8 +8 +4 Ignore the Wound 1/day 13 +9/+4 +8 +8 +4 Hardened Skin: +2 14 +10/+5 +9 +9 +4 Ignore the Wound 2/day 15 +11/+6/+1 +9 +9 +5 Hardened Skin: +3 16 +12/+7/+2 +10 +10 +5 Ability Advancement 17 +12/+7/+2 +10 +10 +5 Scry Regeneration: 1d8 18 +13/+8/+3 +11 +11 +6 Ignore the Wound 3/day 19 +14/+9/+4 +11 +11 +6 Scry Regeneration: 1d10 20 +15/+10/+5 +12 +12 +6 Ability Advancement. He never suffers from the and/or magical effects. fourth. water. CT Weapon and Armor Proficiency: A male Scrying sor.) time until all other abilities have been applies a +1 luck bonus to his AC when wearing light or no EW increased at least once by this or his natural ability advance- ment gained every 4 levels. and increases to +2 at 13th level. the male Scrying Silently (Dex). and Use Rope (Dex). y age when determining the effects of old age. Pick Pocket (Dex). any one of the male Scrying sorcerer’s abilities is hit points. Tumble (Dex). armor. he is considered to be his actual age.

superhuman power. The most common source of Shamanism shamanism is the person’s own confidence in his or her ability to perform some superhuman feat and his direct While there are many different forms of magic in the world connection with the source of the power. It has nothing power of law. Druids keep the bardic traditions of Avalon to do with bloodlines or a connection to some higher being alive. In Théah. shamanism springs from humanity’s own distinction between the two has become a bit fuzzy. keepers of secrets whispered on the wind and sorcery (or at least the potential to use it) passes from parent students of the mysteries of the Gesa. But all cases. either as a result of a nefarious deal with a higher Théan Druid power (Sorte. and also serve as healers. this sort of belief requires a religious fervor or ing between them?” While both types grant a character fanatical devotion to work. for I am the sound of poetry instance). de facto judges in rural areas where their words carry the Unlike sorcery. Porté or El Fuego Adentro. They also serve as to child as a genetic gift.” the commoner will say. “why bother differentiat. and descending from Who but I can know the way multiple sorcerous bloodlines may allow for the possession When darkness rises over day? of multiple types of sorcery. He may believe of Théah. which usually passes genetically I am a hawk in airborne flight to one’s offspring. They entities like Matushka or the Sidhe. shamanism is not genetic. categories: shamanism and sorcery. the are watchers. almost — ancient Avalon riddle song all sorcery is derived from the hideous Bargain made by the Numan senators with the creatures from beyond the Most people outside of Avalon regard druids as “natural” Barrier. is magic. they differ greatly in the source of that It comes only from the human spirit. To most people the but in truth. or from gifts to humans from more or less friendly magicians. In many cases. when in fact they are not sorcerers at all. Usually. Sorcery refers to any magic that passes through blood- lines. for instance. applying the lessons they 65 . all of them can be sorted into one of two that he is dependent upon some higher being to do this. for example) or I am a wave upon the sea through descent from a magical forebear (Scrying. The source of sorcerous power is a connection to I am a stag in birch grove white some other. but it has no external ties. + power and its ability to be passed from parent to child. S h a Chapter Three: m a n Shamanism and Other Magics i s m Sorcery and (though some children show propensity for it if their parents are shamans). having a bloodline with a I am a salmon in the stream weaker connection to that power can cause one to have a I am the dancer in a dream less potent version of the sorcery. higher being. “Magic beliefs — in its potential to affect the world around it.

™) Other professions in which one might find a druid include Field Surgeon The following are class features of the Théan druid: Weapon and Armor Proficiency: A druid is proficient (see pages 52–53. personally teaching connection to nature. druids can more divert his energies into other forms of shamanism or sorcery. upon which the druids 66 . a character must fulfill the although they would never agree to aid a party that is hunting following criteria: for sport. Requirements Druids are highly prized for their excellent tracking abilities To become a Théan druid. Craft (Int). Swashbuckling Adventures™. Class Features 3 see pages 14–19. but not armor or shields. and for druids. A student of the druid’s ways druids’ most important rituals take place during the passing must commit himself fully to this path and should not try to of the five “ascendancies” each year. members. an elderly peasant’s aching back. see pages 13–14. there have always been druids. A druid may venture into the city for a brief time Feats: The character may not possess any Blood-related C but cannot remain parted from the woods and the wilds feats. Heal (Wis). deal about the ways of the world. Diplomacy (Cha). See the Player’s Handbook™ for skill E i continent to find a druid aboard ship. (For more information about clerics. Knowledge (Int). including Derwyddon. spend their time studying the bardic arts. They are also counselors in spiritual matters involving the old ways of the Glamour Isles. Some of the power for Glamour magic). Gather Pm at all costs if Avalon (and indeed the rest of Théah) is going to Information (Cha). have learned from studying nature. Swashbuckling Adventures™) and Helmsman with all simple weapons. When a druid wears metal armor or their abilities to worthy individuals. Direction (Wis). bards and rangers. Game Rule Information Druids move freely about Avalon and can just as easily be Alignment: Any neutral or good. making them valuable as crew Skill Points at Each Additional Level: 2 + Int modifier. Class Skills A ha Avalon’s druids are increasingly disturbed by what they see as the disruptive force of technology. they learn a great structure of Avalon’s natural magic. It is not uncommon in the waters between Avalon and the and Wilderness Lore (Wis). HS for long: they are the source of his strength and power. who work within the By the time they advance to higher ranks. for Avalon is a land Ascendency Checks: Druidic magic waxes and wanes where legends abound (and in fact provide the source of with both the seasons and the 28 day lunar cycle. found singing in a nobleman’s great hall as tending to Hit Die: d10. as it interferes with their Druids do not have a formal school. As far back as anyone. some druids have the ability to breathe water descriptions. Skill Points at 1st Level: (2 + Int modifier) × 4. accurately be classified as shaman. Apprentice druids generally spells. Preferring to maintain a more passive and watchful position. Nature must be preserved The Théan druid’s class skills (and the key ability for each skill) are Bluff (Cha). In addition to their healing skills. Intuit T an survive. Thus. Swashbuckling Adventures. cannot normally wear metal armor. Characters who join wielding a metal weapon (other than those that have farming their ranks are indoctrinated into the Gesa — the great uses like the scythe). Ride (Dex). Listen (Wis). R ms while others can control winds. he cannot use any of his class abilities or mysteries as taught by nature. can recall. Druids (see pages 53–54. Handle Animal (Cha). Swashbuckling Adventures™).

. . . . Adept: At 10th level. . . (Autumn. . . 15th and 20th ascendancy check (as defined in the appropriate skill). - 13 6 3 3 0 12 14 7 7 6 5 4 3 2 1 . base much of their power. Mastered Ascendancies: 3 11 +8/3 +3 +3 +7 Ascendancy Checks +11 12 +9/4 +4 +4 +8 Ascendancy Checks +12. . Ascendancy Checks +10. . Nature’s Boon (the Summer Ascendancy Julius 1 – Septimus 30 mage gains +2 inherent bonus to his Con only when he is in a Autumn Ascendancy Octavus 1 – Decimus 30 Lunar Ascendancy Night (unless it is a new moon). . . . . Spring. level. Summer. 10th. Lesser Gesa 9 +6/1 +3 +3 +6 Ascendancy Checks +9 10 +7/2 +3 +3 +7 Adept. the druid may select one of the Lunar ascendancy overrules the other four. Ascendancy Checks +18 19 +14/9/4 +6 +6 +11 Ascendancy Checks +19 20 +15/10/5 +6 +6 +12 Ascendancy Checks +20. . touches a living plant or animal may make an ascendancy h A a Table 3-1: The Théan Druid m P Level Base Attack Bonus Fort Save Ref Save Will Save Special a T 1 +0 +0 +0 +2 Apprentice. - 6 3 2 1 0 7 7 4 3 2 1 . . . Winter or Moon). the druid has mastered one of the ascendancies he adds a bonus equal to his level to the role. . . - 8 4 2 2 0 9 9 5 4 3 2 1 . Spring Ascendancy Quartus 1 – Sextus 30 though all other limitations still apply). . n 2 +1 +0 +0 +3 Mastered Ascendancies: 1 Ascendancy Checks +2 i E 3 +2 +1 +1 +3 Ascendancy Checks +3. . - 11 5 3 2 0 10 12 6 6 5 4 3 2 1 . . . Greater Gesa Table 3-2: Spells per Level Table 3-3: Spell Progression (Spells per Day) Character Maximum Total Mastered Lesser Greater Total Spells Level 0 1 2 3 4 5 6 7 8 9 Level Spell Level Ascendancies Gesa Gesa Known 1 1 . Mastered Ascendancies: 5. Mastered Ascendancies: 2 6 +4 +2 +2 +5 Ascendancy Checks +6 7 +5 +2 +2 +5 Ascendancy Checks +7 3 8 +6/1 +2 +2 +6 Ascendancy Checks +8. . . . . following abilities: Lesser Gesa. . . NO druid abilities are one druid spell). natural setting). Ascendancy Checks +1. . When a druid wishes to make an Mastered Ascendancy: At 1st. Apprentice: At 1st level. . . - 10 5 3 2 0 10 11 6 5 4 3 2 1 . Nature’s Bounty (the mage can promote health in plants and animals by touch: whenever the mage SH ascendant. Lesser Gesa 13 +9/4 +4 +4 +8 Ascendancy Checks +13 14 +10/5 +4 +4 +9 Ascendancy Checks +14 15 +11/6/1 +5 +5 +9 Ascendancy Checks +15. . - 4 2 1 1 0 6 5 3 2 1 . when the unmastered ascendancy is dominant. - 7 3 2 1 0 7 8 4 4 3 2 1 . - 9 4 2 2 0 9 10 5 5 4 3 2 1 . . . . - 5 2 2 1 0 6 6 3 3 2 1 . . Lesser Gesa m 5 +3 +1 +1 +4 Ascendancy Checks +5. . When he uses a druid who has not mastered an ascendancy suffers a –3 his magic during these times. Spell (the mage may select C *Prophet’s Mass During the last five days of the year. - 14 7 3 3 0 13 15 8 7 6 5 4 3 2 1 . Greater Gesa 17 +12/7/2 +5 +5 +10 Ascendancy Checks +17 18 +13/8/3 +6 +6 +11 Master. s R 4 +3 +1 +1 +4 Ascendancy Checks +4. . - 12 6 3 3 0 12 13 7 6 5 4 3 2 1 . . - 2 1 1 0 0 4 3 2 1 . . - 1 0 1 0 0 3 2 1 1 . he does not suffer the –3 penalty to his ascendancy checks during the those times penalty to his ascendancy checks. 5th. . . . However. . - 15 7 4 3 0 13 16 8 8 7 6 5 4 3 2 1 - 16 8 4 3 1 14 17 9 8 7 6 5 4 3 2 1 - 17 8 4 3 1 14 18 9 9 8 7 6 5 4 3 2 1 18 9 4 3 1 15 19 10 9 8 7 6 5 4 3 2 1 19 9 4 3 1 15 20 10 10 9 8 7 6 5 4 3 2 20 9 5 3 2 16 67 . . . . - 3 1 1 0 0 4 4 2 2 1 . the druid may select one of the following abilities: Spell (the mage may select one druid spell Winter Ascendancy Primus 1 – Tertius 30 which does not count against his maximum number of spells. Mastered Ascendancies: 4 16 +12/7/2 +5 +5 +10 Ascendancy Checks +16. .

a druid must choose a character’s weakness (with DM approval). it immediately gains one hit die. one druid spell which does not count against his maximum the Druid gains a +5 circumstance bonus to the check. tell the character being affected that she may only be killed by the particulars of Greater Gesa (which takes a standard action). Those Gesa hit point capacity. other characters. NOT as a convenient way tive. Pm Because the role of a druid in a fantasy setting has been Breaking Lesser Gesa: When a character breaks a Lesser T an well-established. campaign. A druid can cast a Gesa (restric. espe- cially in Avalon proper.” but we If the character takes twice his Con score in damage from his recommend that each one involves some sort of tangible weakness. Relatively simple Gesa have a base DC of 10. Casting Greater Gesa: To cast a Greater Gesa. he dies immediately. just not slain. that the character can only the check. Gesa that to keep someone’s favorite PC alive. He then makes an ascendancy check (DC tools for the DM. He can still be per Level. this ability may only be used three times that are the most difficult to avoid have a DC of 20–25. the party gains an additional amount of experience based on the Gesa’s challenge rating. and should be brought in with the specific 10). otherwise. “A Vodacce man” is a possible choice. However. healed (even through magical effects). character lives while Greater Gesa affect what he does. These experience points are lost if the check the stars and in the natural world. carries a price. With the In addition. A druid may place a Greater Gesa on other way one expects of a “traditional” druid. in plants and animals by touch: whenever the mage touches a Benefits of Lesser Gesa: Lesser Gesa have challenge living plant or animal and permanently sacrifices one hit ratings which are factored in when determining party point. DC 15. The druid may use his at a normal rate. tion) upon a character to enhance his or her abilities. wounded as usual. Gesa then spend 100 experience points and make an ascendancy The Gesa are the mysteries of the universe as expressed in check (DC 20). the difficulty increases as the Gesa becomes more restric. The DM is the arbiter of A ha Druids in Swashbuckling Adventures ™ the exact CR of each Gesa. (DC is per day). The DM has is 10 and may not be modified in any way from any bonus. but it general trait attached. check. R ms astounding scientific advancements in a swashbuckling Greater Gesa: Greater Gesa are restrictions placed on the campaign. Gesa Benefits of Greater Gesa: Unless the condition of the are gained at the appropriate levels noted on Table 3-2: Spells Gesa is met. spell (the mage may select similar locale in non-Théan campaigns. 3 very rewarding. this ability may only experience. received from that Gesa during the current adventure are lost. and no more often than upon him for the duration of an entire adventure or a HS three times per day). Only if the conditions and ardent advocate for the preservation of nature can be of the Gesa are met can the character be killed. though all other limitations still apply). 68 . character ever violates one of these restrictions. character and/or storyline in mind. portion of the great riddle. DM’s discretion). a friend of check he may not attempt to place another Gesa on the target Théah’s flora and fauna. the druid must Note: Greater Gesa are extremely powerful. the Gesa is he is nearly helpless against it. though samples are listed to the right. For each Lesser Gesa a character has in effect C be used once on any given creature. and have the say it out loud in front of the character he wishes to aid. The character is disabled. and may select one of the following for one week. if successful it is immediately healed to its full are more difficult to avoid have a DC of 15–20. If the Greater Gesa is cast in Queen food or use a certain weapon while a Greater Gesa can be Elaine’s court the druid gains a +5 circumstance bonus to almost a prophecy (for example. No character may be affected by more than one talents offer an intriguing challenge to someone who likes Greater Gesa at time. playing an outspoken opponent of technology manner in which a character may die. it may seem odd at first to consider Gesa. Casting Lesser Gesa: To cast a Lesser Gesa. Should another knowledge of the power of words to place a Lesser Gesa on character attempt to take extreme actions to kill the target. he is in a lot of trouble. and the damage can never be mechanical penalty in the game. Not only can it kill him. he may have no more than three Fate (the DM) will distract the attacker from his action. If the his weakness. determined at the DM’s discretion. If cast number of spells. If cast in any other court the druid gains a +2 be killed by a one-eyed man). any potential experience points the party might have including one in a swashbuckling game. His AC against his weakness broken and ceases giving him its benefit. Should the character be Lesser Gesa: Lesser Gesa are restrictions placed on a reduced below 0 hit points he stabilizes and begins healing character’s actions to strengthen him. playing a multi-talented hybrid character in a new setting. This potential to unbalance the game. The weakness bestowed by the Gesa has but a single. Druids spend their lives fails and the druid may not attempt to cast a Greater Gesa on studying these mysteries trying to solve even the tiniest the same target until next month. Lesser Gesa affects how a circumstance bonus to the check. However. While there are undoubtedly those. he may not receive a new Gesa until the begin- ning of the next month. the Druid gains a +2 circum- Nature’s Blessing (the mage can promote health and growth stance bonus to the check. E i focusing on the character’s intense connection with nature presents some interesting options. Lesser Gesa in effect at once. the character cannot be killed. in any other nobleman’s court. their skills and characters but may put no more than one Greater Gesa in effect at once. and no single character may be Breaking Greater Gesa: When a character is attacked by affected by more than two Lesser Gesa simultaneously. the final say on what constitutes a “restriction.) If the druid fails his Master: At 18th level. If the Gesa is cast in Queen Elaine’s court (or a abilities: Lesser or Greater Gesa. the druid is a master. They are intended as story is a standard action. A Lesser Gesa can be as simple as a restriction “A Vodacce priest who speaks no Avalonian and whose left on the target’s behavior like being forbidden to eat a certain eye is scarred shut” is not. who look and act very much the Fate (with the DM’s help) will conspire to save his life somehow.

His physical appearance is (rings/potions/Syrneth. This only applies to normal metal weapons. awards. no one would ever suggest such a thing were he in earshot. the weapon will break and become useless if the user rolls a natural “1” while attacking with it. etc.) Perhaps the greatest druid in all of the Théah is the powerful and mysterious Derwyddon who serves as • Must never use a particular type of magic item Queen Elaine’s chief advisor. and his words are • Can only be killed by (fire/sword/pistol) SH wise… but some whisper that his unnaturally long life and h A • Can only be killed on a (sunny/rainy) day connection to the wilds of Avalon have driven him mad. etc. the DM may increase the DC even further if subsequent social checks fail. CR 2) dered with interlaced patterns that give the impression of swirling motion even when he is standing still. a broad category of he favors a strange collection of garments. heavily embroi. shows him the future. His speech • Must never fight during the day/night (CR 3) is full of riddles and he has an unerring ability to tell a person precisely what they do not want to hear. CR 2) • Must never strike the first blow (you may never benefit from surprise rounds. one eye is red and enables him to see the past while the other. C Sample Greater Gesa He counsels the Queen in all matters. alternatively add 1 to the CR rating of each creature defeated for determining experience point 69 . after one month. a • Can only be killed at night Of course. CR 2) • Must never wash (–1 Cha [down to a minimum of 6] for every two weeks spent without washing. Do not add this additional CR value to creatures Derwyddon with a natural CR or 2 or lower. not dracheneisen weapons. special circumstances may increase this rate. • Cannot be killed by (a bald n man/a woman/a bearded man) i E Sample Gesa Weaknesses s R • Fire m • Pistols • • A type of monster or a person of a particular nationality Night 3 • Spells/magic • Within a city • Onboard a ship Sample Lesser Gesa • Must never clean personal weapons (weapons which see regular use will become rusted and useless within 1d4 +2 months. • Must never use a particular type of weapon His shoulder-length dark hair is often wildly unkempt and (bladed/blunt/ranged/firearms. A mere glance from him can bring strong • Cannot be killed by (edged/ m P blunt/firearms) weapons a T men whimpering to their knees.. CR 1) • Must never ask for reward and/or refuse it if it is offered (CR 2–4) • Must never touch gems or jewelry (CR 3) • Must never wear armor (CR 3. weapon is recommended. CR 1) disturbing. CR 1) • Must insult any character upon first meeting (adds 5 or more depending on the temperment of the character insulted) to the DC for the next 3d8 social checks involving that character. bright blue.

and accepting the will of a being which remains hidden this ability may be used twice a day. If this item provides a bonus (such as to Armor Class) or is used in the Théan Priest completion of a task requiring a skill check or attack roll. Decipher Script (Int). fantasy counterparts. A priest may attempt to turn evil a Alchemy (Int). The turning (Dex). At 6th level and every four levels thereafter the Forgery (Int). but a few — those whose belief transcends mere vides a +2 sacred bonus and +2d6 holy damage. 2nd level. Search (Int). See the Player’s Handbook™ for skill times. Craft (Int). Pm unknown. Most of them pray to but a single god — In addition should the item come in contact with a non- Theus — who does not reveal himself the way fantasy gods humanoid evil creature. Intuit Direction damage inflicted is doubled against Outsiders. At 16th level this ability may be used four times per day. the creature will suffer +1d4 holy do. Immune to Evil 2 +1 +0 +0 +3 Turn Evil 3 +1 +1 +1 +3 Apothecary 4 +2 +1 +1 +4 Bless. hour to make an Alchemy check (DC 15). Apothecary: Théan priests commonly study Theus’ gifts Skill Points at 1st level: (4 + Int Modifier) × 4. a priest may take Extra Turning. Théan clerics tend to behave differently than their high the blessed item provides an additional +1 sacred bonus. Summon Miracle 17 +8/+3 +5 +5 +10 18 +9/+4 +6 +6 +11 Turn Evil 19 +9/+4 +6 +6 +11 Bless 20 +10/+5 +6 +6 +12 Summon Miracle 70 . At 13th level this A ha faith — have exhibit miraculous abilities. Players interested in por.™ The DM may restrict the use of certain spells if he with all simple weapons. Knowledge (Int). DC checks created 3 Alignment: Any lawful. for they are quite rare. Faith in Théah means believing in forces that cannot be damage in addition to any other damage inflicted. Turn Evil 11 +5 +3 +3 +7 Conversion 12 +6/+1 +4 +4 +8 Summon Miracle 13 +6/+1 +4 +4 +8 Bless 14 +7/+2 +4 +4 +9 Turn Evil 15 +7/+2 +5 +5 +9 16 +8/+3 +5 +5 +10 Bless. a priest with the Faith feat may bless any object as a standard action.e. Turn Evil: A priest with the Faith feat has the supernatural Class Skills ability to turn non-humanoid creatures of evil alignment as a A priest’s class skills (and the key ability for each skill) are cleric turns undead. 10th level. Intimidate (Cha). Listen (Wis). PCs instead of a sacred bonus. Hide priest may turn evil one additional time per day. Use Magic Devise (Cha). Hit Die: d6. Bless Object: At first level. Lips (Int). Escape Artist (Dex). However. once per day. Use the standard list of spells available to druids in the Player’s Weapon and Armor Proficiency: A priest is proficient Handbook. At 7th level this ability pro- HS from human sight. Disguise (Cha). If successful. If a weapon is blessed. Sense Motive (Wis). descriptions. not a broad representation of the class in general. by evil creatures (humanoid and non-humanoid) are halved for the priest (rounded up). Table 3-4: The Théan Priest Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 +0 +0 +0 +2 Bless. and a supernatural ability for a priest higher than R ms gain any of the special abilities stipulated in the class chart. This is an extraordinary ability for a priest of 10th level or less. At 19th level this ability provides a +4 sacred bonus and a +4d10 T an traying such individuals may use the character class outlined holy damage. hidden within nature. Heal (Wis). Normal Théan priests use this template. C seen. At 3rd level the priest may spend one Skill Points at each additional Level: 4 + Int modifier. Class Features Druid Spells All of the following are class features of the priest. Whether those abilities come from Theus or the priest’s own potential is ability provides a +3 sacred bonus and +3d8 holy damage. but do not sunrise. A priest can take this feat multiple Wilderness Lore (Wis). It is intended for extraordinary individuals (i. Immune to Evil: A priest with the Faith feat gains a Game Rule Information certain advantage over the forces of evil. Perform (Cha). Summon Miracle 5 +2 +1 +1 +4 6 +3 +2 +2 +5 Turn Evil 7 +3 +2 +2 +5 Bless 8 +4 +2 +2 +6 Summon Miracle 9 +4 +3 +3 +6 10 +5 +3 +3 +7 Bless. At 10th level this ability may be used three times per day. gaining two extra daily turning attempts each time. this feat only allows him to turn undead two more Summon Miracle (Cha). (Wis). but not armor or shields.. number of times per day equal to his Charisma modifier + 1 at Diplomacy (Cha). At 4th level. Spot (Wis). For most priests service to Theus is enough. The effects last until the following E i and specific NPCs). Gather Information (Cha). feels that they do not fit with his campaign. Innuendo (Wis). Bluff (Cha). and times per day than normal. Read Extra Turning: As a feat. it gains a luck bonus below.

And once again. Using their combined C After at least fifteen minutes of speaking with the target. use the highest level listed on the spell). each time adding an additional attempt per day. Priest Only] Your relationship with your patron deity is remarkable. Knights of the Rose and Cross The members of the Order of the Rose and Cross are not sorcerers and you will find yourself on the business end of a sword should any of them hear you hint at such a thing. The target political positions they pledged to end all practice of the dark arts in Théah. Once again. n i E New Skill s R m Summon Miracle (Cha.” The two groups became fierce rivals. dead by all means. served the Imperator along with a rival faction known as the Concocting the potion is an extraordinary ability. The DC is equal to twice spell’s level plus 10 (if the spell may be cast at multiple levels by different classes. The target appears to be Prophet and the dreadful Bargain. Théan Priest Only) You may use this skill to summon miracles in the most dire instances by praying to your deity. he concocts a mixture that either heals 1d6 hit points when Those within the Order know the truth about its origins. One brave soul named Frater Verginius sought out the Conversion: At 11th level the priest may attempt to Invisibles and proposed that the two groups form a new convert someone of a different alignment. the Imperator’s power declined. 150 men of high birth.” only attempt to use this ability once on any one target. this time as a result of betrayal by a Fate Witch to her h A If the target fails. Théan priest level 4. Check: If you have the Faith feat and have obtained 4th level as a priest you may attempt to summon a miracle as a standard action by praying to your patron deity (usually Theus). one which would give even the greatest sorcerer pause. or from evil or chaotic to neutral. Thus a ninth level spell would have a DC of 28. “Invisibles. (9 × 2) + 10. m P This change in alignment lasts for a number of days equal to a T the priest’s class level. the code word they used for sorcerers. If successful the priest immediately casts the selected spell. Select any one cleric spell and roll. and only a Heal check (DC 30 + the a group of men and women called the Fraternity of the Sword consumer’s Cha modifier) will reveal positive signs of life. At 8th level and Senators’ Bargain. or allows the user to feign death for 24 which reach back to the days of the Numan Empire. Yet the greatest among them possess an ability which not even they are consciously aware of. prestige and position put on a small silver pin decorated with a rose and a cross and declared themselves Knights of the Order. placed on a wound. The number of times a 3 priest may attempt a use of this skill each day is governed by your priest’s level. The priest may entity called “the Invisible Sword” to combat the “Enemy. the Order came to public notice in a dramatic gesture on 5 Octavus 1615 when across the land. the priest makes a Cha check and adds half his level. his alignment shifts one step from either husband. the First hours when consumed internally. Special: This feat may be taken multiple times. a neutral to lawful or good. 71 . and every four levels thereafter the priest may use the Summon Fraternity faded away until very few of the faithful remained. even Summon Miracle: At 4th level a priest may attempt to use though they served the same cause. Founded in secrecy. it was their fate to be destroyed — SH then must make a Will save DC equal to the priest’s total. In the years following the the Summon Miracle skill once per day. New Feat Extra Miracle Summoning [General. Prerequisites: Faith. Sixteen centuries ago. Miracle skill one additional time per day. one brave soul remained. Benefit: You may attempt to summon an additional miracle each day.

Pm Not all of the Knights perished. You can more easily resist extremes in temperature. Once again. So it remained until 1615. If you roll a natural 1 or 2 on the check you may not use this sion of those who have pledged themselves to justice. and work very well in conjunction with each other. virtue was hounded and destroyed by greed as knight after knight was (DC equal to your Bluff check). however. Concentra- T an mystically uncorrupted body of Rosenkreuz. and so on). not special attacks or spells) you may reroll the die and you keep the better result (if the DM decides that there are levels of failure). even when you are not. but you will be able to act as normal. and half of your ranks in the Spot skill to and only careful observation could detect them. ability again until the next day. the Knights are able to pursue their noble creed and seek out justice for all mankind. Formal rules for taking the Vow can be found on page 147 Benefits: When you fail a check or save for being in of the Swashbuckling Adventures sourcebook. of shaman. and unbending belief Your senses are heightened to an extraordinary degree. Extended Endurance [General] Benefits: When you are reduced to 0 hit points or lower. the Knights of the Rose and Cross are a type Prerequisites: Membership (Rose and Cross). Heighten Senses [General] Through the dedication. R ms Order of the Rose and Cross took its place in the long succes. swimming. these Knights check to slow all your vital signs to the point of arrest. Order and those who wear its Seal. You have a higher tolerance for pain than most people. Anyone examining C time all was well until the Church decided that the power of your body to check for life requires a Spot or Search check HS this Order was a threat to its authority. of rounds equal to your Strength modifier before suffering (2) to bring justice to the unjust. that dedicated Knights of the Rose and Cross possess. Prerequisites: Membership (Rose and Cross). Concentration 4 ranks. the Master Knight holds a sword to the new member’s Ignore Heat and Cold [General] throat and should he doubt the pledge for even a moment. Str 13+. Benefits: Whenever the character makes a check for per- forming a physical action that extends over a period of time (running. (8 – Con Modifier) to be fully rested. A ha burned at the stake for refusing to confess to sins they had not committed. fled to the Highland Marches of Avalon where the Vaticine Benefits: By taking a full-round action and making a E i Church could not find them and began the rebuilding process once again. These powers are subtle: they lack the flash of sorcery your Spot checks. their powers springing from within their own Benefits: You add half of your ranks in the Listen skill to soul. Prerequisites: Membership (Rose and Cross). Though not attached to a formal class. Additionally Invisible Sword and vowed to restore the Order. the Rose and Cross are no different than any 3 other order (though they are larger and more well-known). 72 . You can endure hard physical exertion as easily as the you may continue to act until you fall dead. Following Rosenkreuz’ teachings. they represent a form of Ignore Pain [General] shamanism. Additionally you receive a +1 competence bonus The following feats represent the often-astounding abilities to your Fort saves. and (3) to serve the the effects of drowning (see DUNGEON MASTER’S Guide™). betrayal until 1118. Con 13+. he ends the initiate’s life with a swift plunge of steel. Healing Meditation [General] By entering a trance you may heal yourself of minor injuries. holding one’s breath. extreme cold or extreme heat (relating to natural weather conditions. when the “new” Concentration check (DC 20) you may heal yourself of 1 hit point. right to form the Holy Order of the Poor Knights of the Benefits: When you are lying prone you may make a Bluff Prophet. For a considered a move-equivalent action. Upon taking the vow. perseverance. He died in the arms of his young apprentice. The Vow Prerequisites: Membership (Rose and Cross). meet the Third Prophet. ities. But through your Listen checks as synergy bonuses. A young monk named Guillaume found a journal of the he receives a +4 competence bonus to the check. His journeys the character only requires a number of hours worth of sleep took him far and wide to the Crescent Empire and possibly every night equal to eight minus his Constitution modifier beyond. This is pledged themselves to purity of both soul and flesh. in time. them. You may use this ability any number of times per day. Feign Death [General] The story from here is clouded with more blood and more You may appear to be dead. You will still need brawniest laborer. In many ways. who would eventually be known as Verkündigen Rosenkreuz and who would. Guarding the Prerequisites: Membership (Rose and Cross). In essence. the survivors tion 4 ranks. You may use this effect once every Rose and Cross Lost Feats 10 minutes. to be stabilized or continue to lose 1 hit point per turn. in the virtue of man. All members of the Rose and Cross take three vows: Benefits: You can hold your breath for additional number (1) to protect those who cannot protect themselves. Hold Breath [General] You are adept at holding your breath for extended periods of time. when the Hierophant granted a Prerequisites: Membership (Rose and Cross). Bluff 4 Montaigne Crusader named Hughes Allais du Crieux the ranks. they have tapped into extraordinary abil. Prerequisites: Membership (Rose and Cross).

Once these laws are brilliant notion that all sorceries have common links. it’s magic. Despite the best efforts a Benefits: You may automatically stay awake for an additional number of days equal to your Constitution of the brightest physicians in the land. Human edly shrug and say “ah well. College underground. You may use this ability a number of times per day Unfortunately. The most prominent of them is spreading scientific knowledge. and actively Blood Scientist persecuted those who pursued it. they reason. and known. and Théah contains a few other forms of magic. Their quest something else that makes it possible. Perhaps Led by Alvara Arciniega. knowledge. beginning officially with the founding of the Royal Benefits: Before you take a full attack action you may Fraternity of Scientific Minds in 1620. the Fifth being the study of Blood Science. despite several veiled assaults against it. reaching back to bonuses and your Dexterity modifier to your Armor Class AV 400 with the appearance of a horrendous disease until next round (which draws an attack of opportunity if known as the White Plague. the rise of the Inquisition forced the equal to your Intelligence modifier. In 1620 Jeremy Cook founded the Royal s R Fraternity of Scientific Minds in Avalon. old. The Fraternity endured.” but for scientists — knowledge will continue to expand… whether the Inquisition particularly the members of the Invisible College — that approves or not. It would take m P modifier + 1 without having to make any checks or saves. the applicable). Over and above their regular studies. They remain hidden in the Nacht magic. This is true for every is perilous — Verdugo is an implacable foe — but they phenomena. more scientific knowledge about sorcery than anyone else in Some in the College believe that sorcery is not a violation of Théah.” however. there must be findings when they believe the world is ready. the man responsible for gathering one day they will discern the intrinsic laws of sorcery itself. The Third Prophet C Resist Sleep [General] You are adept at staying awake for extended periods of time. a sinister form of alchemy practiced by certain Invisible College. Arciniega first hit upon the that are simply not yet understood. Six hundred years later. The elite corps of scientists involved in such studies Benefits: When you use your Power Attack feat you may dubbed their subjects “Mysteries” and to date there are add your Intelligence modifier to the damage inflicted with five of them:.Raging Attack [General] You have can harness the energy within yourself into A Brief History of the Invisible College devastating attacks. bonuses that you forfeited. You may then make your full attack. You lose all of your dodge buried under some 1. but rather the logical progression of natural laws what they can learn from books. which are neither its membership maintains a precious web of contacts for sorcery nor shamanism.” publicly releasing their Reason says that if something is possible. the blow. They successfully assas- sinated Jeremy Cook in 1662 and nearly killed Alvara Arciniega a few years later. Another is to thwart the efforts of the Inquisition. it reappeared equal to your Dexterity modifier plus any other dodge and this time it lasted for a horrific four hundred years. blood of sorcerers by combining ancient alchemical lore and 73 . which is granted through the use of certain shadows. in 1347 and 1386. The common man will undoubt. soon scholars m Total Focus [General] all over western Théah were swept up in the quest for You are adept at making focused strikes against your opponents. Theory. discovering everything it could. “If it can be reasoned. they may be able to fathom the reason managed to isolate certain compounds which are passed for the Prophets’ warnings against sorcery and end the threat through sorcerous families in the blood. The history of the Invisible College is less than 100 years Prerequisites: Membership (Rose and Cross). Power projects” that required more secrecy than usual. the disease reappeared twice more. Any attacks plague came and went mysteriously without leaving any that strike their target do an additional amount of damage clue as to its origin. of scholarship. Cardinal Verdugo and his thugs viewed scientific knowledge as blasphemy. Working with the it represents without resorting to genocide. By following the four rules of scientific study — Hypothesis. consider their cause well-worth fighting for. a few scholars in the College seek answers beyond natural law. certain members of the College set about working on “special 3 Prerequisites: Membership (Rose and Cross). performing experiments in secret and working magic items held by the order of die Kreuzritter. Additionally you gain a +2 save versus magic effects that will With the dawn of the 17th century came a reawakening cause you to fall asleep. consuming more than a third of the populace before vanishing as suddenly as it came. But the seeds lie declare that you are using this feat.200 years of history. Their chapterhouse in the Avalon city of Luthon — The First Prophet still stands. Now known as the Blood Science. Despite its virulence. pattern. a T You may not use this ability again until you have slept for an another 300 years before anyone was able to discern a n i E amount of time equal to half of the time you stayed awake. they spread their discoveries quietly members of the Invisible College along a “Chain of Knowledge. declared it to be divine retribution for the sin of sorcery SH and set the considerable resources of the Church to h A Prerequisites: Membership (Rose and Cross). Experimentation and Proof — many of these scholars study sorcery in hopes of understanding the rules governing arcane practices. Attack. answer simply will not do. even sorcery. it must be true.

few members of this class exist… at least in Théah. Botched extracts have produced dangerous fevers. sin as “normal” sorcery? Although some wonder whether all 74 . however. Heal (Wis). Scry (Int). most members of the Invisible College would rather not risk They must be selected from the Blood Science knack list. such patrons are too few to explain the Knack: At 1st level and at every level thereafter. in the use of armor. etc. given effects. and thus prefer to leave the story unverified. Only an alchemical reaction can concen. these extracts can be mixed to create cause far more harm than the Inquisition ever could. It is not difficult to deduce the reasons for such villainous Diplomacy (Cha). The most frightening rumor. For obvious reasons. The rules R ms dangerous knowledge. However. and the danger to both the brave clinic workers and the sorcerers the level of available knacks depends upon the character’s themselves. Craft (Int). Heal 10 ranks. T an To advance studies. Listen (Wis). Given the dangers. See the Player ’s ranging from the unpleasant to the horrifically lethal. Special: Membership in the Invisible College. modern science. and for more than its questionable merits. Mere boiling or evaporation of the blood also has no their varied motivations. which Arciniega whimsically calls “cordials. Search (Int). He may select one of the upon them. limb. The Scientist of gaining sorcerous blood from executed nobles. 3 the homeless and unwanted. potions of even greater power. While there is no question about the power of Knowledge (Int). than lawfully inclined. Skill Points at Each Additional Level: 4 + Int modifier. Many caster’s Wisdom modifier. Wisdom determines the maxi- experiments. gains bonus knacks based on his Wisdom score. Arciniega has created “extracts” that have forms of sorcery are equally forbidden. necessary to resist his knacks equals 10 + the spell’s level + the the dangers of Blood Science are beyond dispute. Handbook™ for skill descriptions. without regard for the consequences. it often exhibits dangerous side effects.) These knacks El Fuego Adentro sorcerers. the raw blood produces no measurable alignments are both suggested and preferred. skill) are Alchemy (Int). waylaying or kidnapping nobles for are presented in order to develop Blood Scientists in other their empowered blood is another matter entirely. Many Blood Scientists try to eliminate these side effects.) C trate the sovereign properties sufficiently and bring them to Hit Dice: d8. Profession (Wis). Many of Arciniega’s colleagues have doubts about Blood To become a Blood Scientist. He or she is not proficient from unwilling subjects. donations for science. Gather Information (Cha). Appraise (Int). If the Blood Scientists continue to experiment trates the physical traces of sorcery into a single elixir. or arcane knowledge he has gleaned from his studies. Skills: Alchemy 10 ranks. of the knacks he uses. and dark rumors swirl about the methods used to acquire Knowledge (any other) 10 ranks. some Blood Scientists may be less beneficial result. the character is a Bachelor of Blood Church. Class Features but it is a difficult process.” Removing gross biological materials concen. Invisible College members still belong to the Vaticine Bachelor: At 1st level. activities. Although the Invisible College has occasionally resorted to unpleasant methods to protect humanity from Note: Because Blood Science is such a new medium. E i them. a character must fulfill the following criteria: Pm Science. they might ultimately More impressively. To use a knack. of Théah. there is no question been distilled. holds that mum knack level the Scientist can access. or any one knack. processed and refined by a process he calls that something terrible lies beyond the natural world “rendering. or to allow PCs the opportunity to advance even frightening hints that some Blood Scientists kidnap Arciniega’s theories beyond even his capacity.” They are more potent than even the mightiest Game Rule Information individual sorcerer. Blood Science. along with the DC some patrons of Blood Science. forcing untested extracts and cordials upon them.) The character may The truth is probably far less noble. There are campaigns. lawful chemical process. exchanging blood samples for represent mixtures and cordials the Scientist has learned to access to much-needed medicine. less ethical The following are class features of the Blood Scientist: scientists often downplay (or fail to mention) the risks of Weapon and Armor Proficiency: A Blood Scientist is testing extracts and cordials. HS the fore. twisting spasms and even fits of madness that kill the subject. then rob them of their blood for the Knack Progression Table. Knowledge (biology) 10 ranks. The total entire network of “Harvesters” who seduce sorcerers into number of knacks per day the character can use is listed in a vulnerable state. and Sense Motive (Wis). class level (listed in the Knack Table. Damage Reduction 1/–. and the DC Regardless of the methods or the ultimate ends. shields or fencing equipment such as While some sorcerers are willing to make occasional blood bucklers. the possibilities of their “Blood Requirements A ha Science” seemed limitless. Arciniega requires human test subjects. a Blood Blood Scientists’ wealth of resources. addicted to their extracts. a Blood Scientist must actually helped foster the Montaigne Revolution in the hopes have a Wisdom score of 10 + the knack’s level. though. or resort to extracting blood proficient with all simple weapons. newly trained in its secrets. Some tales speak of an select his knacks from any level available to him. Arciniega himself has expressed Class Skills concerns about such methods and often exhorts his The Blood Scientist’s class skills (and the key ability for each colleagues to use only the most ethical means in their studies. Once Arciniega and his colleagues developed the basic principle of extraction. Alignment: Any (Note: Since Blood Scientists favor This rendering should not be mistaken for a purely science and science is almost always rigidly lawful. A more altruistic Scientist can select a number of knacks (the exact number is explanation holds that Arciniega maintains a clinic for exiled listed in parenthesis after the knack entry. Why was sorcery condemned by all three following abilities: Fast Healing 2 (see the DUNGEON MASTER’S Prophets? Does the use of Blood Science constitute as great a Guide™). brew. and the warnings of the Prophets weigh heavily Science.

- 2 1 4 3 5 2 2 . Extracts. and may be from a sorcerer. - 3 2 6 4 6 3 2 2 . Knack 4 +3 +4 +2 +4 Knacks (2) 5 +3 +4 +2 +4 Master. m Table 3-5: The Blood Scientist Level Base Attack Bonus Fort Save Ref Save Will Save Special 3 1 +0 +2 +0 +2 Bachelor. a victim can only be drained of half of depend on the type of sorcery the original donor possessed. The blood of twice. The blood of with a field generated by the imbiber. This effect has thus far baffled Blood Scientists. . . Knack 6 +4 +5 +3 +5 Improved Brewing. - 5 4 9 6 6 4 3 3 2 2 - 6 5 10 7 6 4 4 3 3 2 2 7 6 12 8 6 5 4 4 3 3 2 8 6 13 9 6 5 5 4 4 3 3 9 6 15 10 6 6 5 5 4 4 3 10 6 16 Table 3-8: Extract/Cordial Table Character Extracts Cordials Level per Day per Day 1 2 1 2 4 2 3 6 3 4 8 4 5 10 5 6 12 6 7 14 7 8 16 8 9 18 9 10 20 10 75 . . . Knack 7 +5 +5 +3 +5 Side Effects: 1-2. . . Each extract produced requires the expenditure of a time. - 1 0 3 2 4 2 . Knack 8 +6 +6 +4 +6 Knacks (2) 9 +6 +6 +4 +6 Doctor. though the liquids have the same effect of extracts equal his entire Constitution. . Efficient Brewing. - 4 3 7 5 6 3 3 2 2 . Extracts: Producing an extract requires a quantity of blood Each extract weighs half a pint per dose. Knacks (2) Table 3-6: Knacks per Level Table 3-7: Knack Progression (Knacks per Day) Character Maximum Knack Total Knacks Level 0 1 2 3 4 5 6 Level Level Known 1 3 . Side Effects: 1-4. immune. lab (see the Player’s Handbook™) and a full day’s efforts by a Blood An imbiber may only be affected by one Glamour extract at Scientist. The entire extract must be usually prevent such wholesale exsanguinations (among other consumed for the abilities to take effect. Reducing the blood to appearance and provides a +2 competence bonus to Cha a usable state (“rendering”) requires a fully stocked alchemist’s checks in social situations until the next sunrise or sunset. reasons.) Note that the to fire and heat-based damage until the next sunrise or h A blood is ruined if the alchemy check fails. Side Effects: 1. i E non-sorcerers (with certain rare exceptions noted below) s R produces nothing but a big mess. . Knacks (3) 2 +1 +3 +1 +3 Knacks (2) 3 +2 +3 +1 +3 Brew Cordial. Side Effects: 1-5. C 100 experience points (to infuse the blood with power). Knack 10 +7 +7 +5 +7 Add Side Effect. Only the blood from one person may • El Fuego Adentro: This fiery orange liquid causes immunity SH be used (no mixed blood from multiple people. It may also be combined with other deals one point of temporary Constitution damage to the extracts to create a cordial. Normally. Practical realities on them as anyone else). sunset. . and an alchemy check (DC 10). Side Effects: 1-3. Any equipment kept in close contact with the a Each type of extract has a unique appearance. Draining enough blood to create one extract imbibed like a potion. his Constitution per day. However. . so most • Glamour: This glittering gold liquid improves the imbiber’s Blood Scientists prefer partial draining. it destroys an otherwise renewable resource). a T blooded donors (those with two sorts of sorcery in their though Arciniega suspects it may have something to do n veins) is very difficult to process and has a 95% chance of being rendered useless during the procedure. and may be imbiber (such as worn clothing) is similarly rendered m P easily be discerned by a Blood Scientist. killing and completely Sorcerers gain no additional benefits from imbibing either draining a sorcerer yields enough blood to create a number extracts or cordials. The effects of drinking an extract victim.

None. — equal to 1d4. such a mixture suffers a permanent –2 Str loss. Since he has no control over the direction of ture of biological cells. radius). If thrown. with a base damage of 5d6 and a 25 ft. match that. 1 Pyeryem. therefore just that some ambitious quack strap me to a table and drain the fluid around my brain in an attempt to • Petrigal’s Cordial: This vile concoction appears to be a mass become smarter? I think not. during which time he may reroll Logically. who knows the depths Syrneth artifacts and other mystical materials are immune to which the College might sink? to this effect. to be sure. I’m certain that there are plenty of practical appli. An imbiber may not drink more than one extract of this type in any twenty-four hour period. What a phrase! Well. of thickening blood. blood transfusion in Théan history. reappearing. + 100 XP. anyone who drinks it bursts into flames for 1d4 rounds. 76 . She made groundbreaking discoveries on +1d12 bonus to his AC for one round by disappearing and everything from the inner workings of clocks to the basic struc. evil. • Porté: The crimson liquid produces the ability to instantly Thoughts on Blood Science: Ravenild Hibbot teleport a short distance (several feet) away once during Mistress Ravenild Hibbot is one of the Invisible College’s the next 24 hours. Dracheneisen. Cost to Create: 1 Porté. and you have a new way acquired the blood to render it. The following are some of the known cordials. R ms we learn about sorcery’s truths. anyway. DMs can create others as they desire: We have many useful devices to aid us in our struggle against Vaticine-enforced ignorance. However. Mistress Hibbot expounded upon Blood Science in a to and understand animals until the next sunrise or sunset. 1 Sorte. about bottling sorcery doesn’t stop. Now studying sorcery — that’s a noble cause. +100 XP. This business of making “magic • Zerstörung: This dark green liquid can be used as a grenade- potions” out of a person’s blood. right. In game terms. Daylen’s cordial gifts the imbiber with a to some. but if this nonsense touches the liquid is dissolved as if it were struck with acid (4d4 damage to non-living objects only). Animals with a strong sense of smell will be nervous and C letter to a colleague. Am checks. After all. This extract is cations for these extracts. and an additional +1d6 points of damage. Does that mean we should make a can combine certain extracts together to create cordials. skittish around the imbiber for twenty-four hours after the HS “Blood Science. few others possess such knowledge. to-hit inequity. Mix this. 1 Lærdom. no doubt. but it’s enough. so. The ability fades away after twenty-four hours if it is not Although not a Blood Scientist herself. etc. It can seem like an inequity that one person can fool’s luck. Cost to Create: I therefore “superior” to others who lack such “gifts?” Is it 1 Glamour. We have more than enough willing subjects for true study purposes. suffers the effects of catching flame as though covered in alchemist’s fire (see D UNGEON M ASTER’ S Guide™). and Alvara Arciniega followed her theories during his initial founding of the disci. and needs is for the Inquisition to be proven right about him. the more we can replace ignorance with hard facts. without T an • Sorte: This inky black. Blood Scientists use to store the extract. though. as are certain high grades of glass which the Oh. the pertinent portion of which is detailed below. Cost to Create: 1 El Fuego Adentro." he cannot use this ability for anything else. however. and the cordials have endless quite rare in Théah. It isn’t any more “scientific” than using a A ha reed to drink from the Graal. Any non-living object that 3 excuse for it. Anyone who the imbiber grapples. in and of itself. science can always produce new and clever instru. and anyone who would actually drink I will concede that no knowledge is. but there- after his barehanded strikes inflict normal damage. genius. Of course. damage checks. I’m certain that the • Daylen’s Cordial: A vial of inky black shot through with possibility of wielding these… abilities… must be attractive golden spikes. Very original.” Hmph. there’s no like weapon (with a 5 ft. of making the air vomit blood. or who attempts to grapple him. and I won’t have any weapon on impact. the imbiber may add a foremost scholars. The last thing any of us • Arciniega’s Cordial: This liquid glows a luminous yellow. that’s a • Lærdom: This pale yellow liquid immediately heals 3d8 wounds. she conducted the first used. my talent for mathematics is also an a number of failed checks — skill checks. Brew Cordial: Starting at 3rd level. this causes the imbiber no damage. The more sunset or sunrise. the scientist ments of destruction. it’s half- extract is ingested. Strangely. she became the first woman his "blink. + 100 XP. deliberate effort to pursue such instruments? I don’t think This process takes one full-round action for each extract used in the cordial. We need to know what it is and why it’s suppos. I maintain a great deal of respect for Arciniega’s radius. A character who drinks this gains 1d10 rounds fly or shoot lightning or twist fate while another cannot. Petrigal’s cordial explodes as a grenade-like around this supposed Fifth Mystery. Pm certainty. but I hope for all our sakes that his research remains above reproach. +1d6 Luck Bonuses that may be used for any roll until E i edly so dangerous. Most of what people believe about sorcery comes from superstition or simple fear. there is a great deal of questionable activity however. part of it. no one is quite certain where Arciniega possibilities. ever admitted into the Royal Fraternity of Scientific Minds. • Pyeryem: This heavy brown liquid grants the ability to speak pline. bitter liquid immediately receives 3 question. of good fortune. In 1657.

and consult Table 3-9: Side Effects. However. 1 Blood Science knack (the Master must meet the knack’s prerequisites. wizards if a side effect is added. Regardless of whether the second check is successful. While the alchemists who work its forbidden ways do their best to minimize side effects.• Magebane Cordial: The only cordial spawned from the blood Add Side Effect: Starting at 10th level. Any sorcerer ever he brews a cordial. Cost to Create: 1 extract of a Miracle Worker’s blood. the drinker falls unconscious for twenty-four m P hours. On the result of 1–5 (or less with experience. He may select one of the following abilities: Fast Healing 3 (which stacks with the Bachelor and Master abilities). After these 5 rounds. DMs may substitute another rare chemical. well-versed in its ways. or any non-sorcerer or non-wizard. Master: At 5th level. the Blood Scientist can more efficiently produce cordials. Whenever a character consumes an extract or cordial. they work by scientifically altering the only Arciniega himself has ever reported making this internal blood chemistry of the target in some way. he may make a second Alchemy check (DC 25) to determine the precise nature of the flaw. its invention m being within the lifetimes of most of its practicioners. a true master of the medium’s secrets. This cordial has no effect on divine spellcasters. and even h A massive damage effects heal instantly. Roll 1d20 again. If the first check is successful. When- of someone with the Miracle Worker feat. He may raise or lower the side effect by one category. abilities. instead of rolling to determine four hours thereafter. + 500 XP. the lack of properly refined 3 experiments leads to uncontrollable. the character is a Master of Blood Science. During this SH time. 77 . the magebane cordial requires the blood becomes a true master of the art of cordial creation. in its absence. The feature is automatically used will lose their spellcasting period for the same amount of whenever the Blood Scientist brews a cordial.” Blood Scientists must use an alchemical kit and/or C the summit of the blood scientists’ works. n if it exists. effect to add to his creation. granting its imbiber absolute immortality for 5 rounds. to a minimum of 1. + 100 XP. roll 1d20.) Improved Brewing: Starting at 6th level. see Table 3-5). 2 Blood Science knacks (the Doctor must meet the knack’s prerequisites. during which time nothing can awaken him. time. such as ether). a however. a side effect occurs. When creat- ing a cordial. In non-Théan campaigns. He may select one of the following abilities: Fast Healing 2 (which stacks with the Bachelor ability). the Blood Scientist needs only spend half the listed number of experience points. a Blood Scientist of non-sorcerers. Whenever it is determined that a cordial is flawed with a side effect. Cost to a T Create: 1 of each sorcerous extract (including Zerstörung. Doctor: At 9th level. i E s R Side Effects: Blood Science remains new. nothing at all can cause him damage. not by rainbow-colored fluid. he may select a side who drinks it loses all of his sorcerous abilities for twenty. if he so desires. the character is a Doctor of Blood Science. This feature may only be used once per extract or cordial. Blood Scientist Knacks Note: All Blood Science knacks are essentially spell-like • The Great Cordial: The rarest and most potent cordial of all. Damage Reduction 2/– (which stacks with the Bachelor and Master abilities). The Great Cordial also represents “magic. Blood Scientists can detect when their concoctions are flawed and attempt to correct the impurities. sometimes horrific reac- tions. the Blood Scientist may make an Alchemy check (DC 20) as a standard action to real- ize the danger.) Efficient Brewing: Starting at 9th level. he may (if the first check is successful) labor for 1 additional hour to change the side effect. Damage Reduction 1/– (which stacks with the Bachelor ability).

Each hour. dealing 1d10 points of temporary Con damage upon drinking and then again 1 minute later. Remove Blindness/Deafness. the user’s body grows intensely feverish. Stops poison from harming subject for 1 are essentially invisible. all verbal components are waived. he dies of delirium. continue making stabilization checks even after a successful one. he suffers a –4 penalty to his Con. Should either ability drop to 0 or below. Unless otherwise noted in the knack’s description. a terrible fever grips the character. Additionally. and Cha abilities (to a minimum of 3). 9–10: Poison. attacking everything in sight. Subject gains 1d4+1 Con for 1 hour/level. Detects poison in one creature or small 3rd Level A ha object. The formula is only just a little off. HS small object. spellcasters in the classic sense of the term. apply some sort of specific chemical mixture to the subject. Cures all diseases affecting subject. which heals after 1d12 days of total bed rest (which may be difficult. (See page 87. the concoction deals 1d12 damage to the subject. +4 to all saves vs. Cure Serious Wounds. He suffers 10 points of temporary Int damage. Cures normal or magical Inflict Light Wounds. As the formula takes hold. which increases to –8 in another hour. Contagion. After half an hour. He will remain comatose for 1d10 weeks. the victim falls into a fitful slumber. until he is reduced to 0 or fewer points. the drinker remains twitchy and nervous for his remaining years. 2d8 +1/level damage (max +10). 0 Level Bull’s Strength. 78 .) Unless otherwise stated. 3d8 +1/level T an water. the formula apparently works the way it should.) components necessary for the effect. given the character’s weaker state of mind). After the formula’s effects end. and it is all but unheard of for a subject to continue his frenzy after his vital signs fail. this penalty increases to –8 half an hour later. +4 to all saves vs. 11–12: Forgetfulness. (See page 87. leading to 6 points of temporary Str loss (min. Otherwise. Cures 3d8 +1/level damage (max +15). 1d8 +1/level damage conditions. The character goes berserk. Cure Minor Wounds. 3 Table 3-9: Side Effects Die Roll Effect 1–2: Madness! The formula reacts catastrophically with the drinker’s system. the knack is not accompanied by any visual signs. damage (max +15). 3). and the drinker notices nothing out of the ordinary. Touch attack. Cures 1 point of damage. In addition. and 2 points of permanent Dex drain. At this time. The concoction has turned virulently toxic. Wis. Subject gains 1d4+1 Str for 1 hour/level. Pm Purify Food and Drink. the fever breaks in 4 x (1d4) hours of ingestion of the formula. Touch attack. The drink remains in his system for the rest of his life. and begins internal bleeding (1 hit point lost a round unless stabilized. while he permanently loses 12 from each of his Int. 2 points of permanent Str drain (no save). Inflict Minor Wounds. The process is irreversible. with a failure renewing the blood loss). E i 1st Level Blindness/Deafness. Blood Scientists are not considered hour/level. the formula’s effects play out as normal. but far enough that the drinker cannot properly digest it. a condition easily confused with arthritis. 3–4: Tremors. the earliest incidents of this side effect almost never occur anymore. After the formula’s effects end.) Remove Disease. ft. Otherwise. At first. Endure Illness. 19–20: Fits. After the formula’s effects have run their course. The drinker suffers permanent damage to his joints and tendons. poison. the user drops into a coma on the spot. and examinations of the Cure Moderate Wounds. the character dies of delirium within the hour. Makes subject blind or deaf. permanently reducing Cha by 4 and Wis by 2./level of food or Inflict Serious Wounds. (See page 90. The temporary Str loss ends only if the character remains completely bed-ridden for 1d12 days. the rigors of the tainted mixture wreak havoc with his metabolism. During the next hour. +2 to all saves vs. The formula leaves the drinker in a euphoric state. poison. crippling his mind. 17–18: High Fevers. Otherwise. 3). Inflict Moderate Wounds. After one hour. Cures 1d8 +1/level damage (max +5). 13–14: Coma. (See page 86. 15–16: Fever. Somatic components are assumed to 2nd Level be the Blood Scientist’s pokes. Tremors and muscle spasms wrack the user’s body. 7–8: Swollen Joints. The temporary Dex loss ends only if the character remains completely bed-ridden for 1d12 days. prods. disease. Touch attack. The lost Con returns at 1 point per day of total rest and relaxation. the effects last for 1d10 days. (max +5). Cures 2d8 +1/level damage (max target. 5–6: Poison. forcing a rare form of blood fever (incubation of 1 round) that drives him into a frothing frenzy. he suffers a –4 penalty to his Str. C Detect Illness. The imbiber suffers 1d10 points of temporary Con damage. which returns at the rate of 1 point per day of total rest and relaxation. R ms Cure Light Wounds. however. barring Sorté use.) Detect Poison. Should either effect reduce an ability to 0 or below. he suffers a –4 Con penalty. 1 point of damage. Detects illness of disease in one creature or Endurance. Infects subject with chosen disease. Resist Poison. Fortunately. the effects Delay Poison. Touch attack. Subject gains 1d4+1 Dex for 1 hour/level. +10). His Str and Con both increase permanently by 4 each. Purifies 1 cu. these tools replace any material Endure Poison . after another. Cat’s Grace. he suffers a –4 Str penalty. He suffers 6 points of temporary Dex damage (min.

use of armor. the inventor has or replace it with a requirement specific to the setting. Their creations are purely scientific — usually come about through a series of intermediate steps or there is no sorcery or shamanism involved at all — though are based on previous discoveries which paved the way for their belief in their abilities may eventually evolve into a form their innovation. for example. Listen (Wis). (DMs may made without using the leap of logic class feature.4th Level Diplomacy (Cha). and the light bulb would to magic items in campaigns where magic doesn’t exist. (See page 86. Spark of Genius: 18–20 79 . Bluff (Cha). Class Features Poison. Gather Information Cure Critical Wounds. but not the directions.) Conception. These penalties are incurred whenever such a leap is Special: Membership in the Invisible College. especially with four hundred years of human Game Rule Information progress between them and the era in which they are playing. 19–20 at 4th level. C Slay Living. etc. Spark of Genius: Starting at 3rd level. lawful alignments are both suggested and of creation (for example. some first creating vulcanized rubber). grisly ends as the Blood Scientists. descriptions. Touch attack kills subject. Leap of Logic: Starting at 1st level. See the Player ’s Handbook for skill (max +20). however. Profession +20). Cures 1d8 +1 level of damage in all inventor is proficient with all simple weapons.) or constructing inventions without suffering any penalty m P or paying any experience points. designing. Heal (Wis). and Inflict Critical Wounds. incurring the penalty for fulfill the following criteria: each. Touch deals 1d10 Con damage. Cures 4d8 +1/level damage (max (Cha). there are many Logic Check: Whenever an inventor wishes to make a leap s R inventors within their ranks who spend their days dreaming of logic. normally requires the expenditure of an additional 100 experience points during the Conception check. (Wis). Appraise (Int). could of shamanism. to create rubber tires without preferred. However. Acidic fog causes 1d8 points of damage per caster a number of leaps of logic when conceiving. Alignment: Any (Note: Because science is almost always If an inventor wishes to skip an important step in the process rigidly lawful. Players. Design. may reroll the die on certain results (20 at 3rd level. Craft (Int). Detoxifies venom in or on subject. Touch attack. the inventor rolls 1d20 and adds his inventor class level and Intelligence modifier. it requires a leap of logic. never have been created had someone not first conceived of or where magic and science work side-by-side. gadgets and contraptions. Indeed. few pages to invent objects. The DM Requirements may assign one leap of logic for each step he feels is being To become a Invisible College Inventor. 5th Level Weapon and Armor Proficiency: An Invisible College Healing Circle. and Construction Tables on page 81) and Hit Dice: d8. Gains damage reduction 10/. (See page 90. choose to waive this requirement in non-Théan campaigns. The Invisible College puts many of these contraptions to use in the war against the Inquisition. Knowledge (any genius. Invention 2 +1 +1 +1 +3 Leap of Logic: 2. given their varied motivations. inventors can make SH 6th Level staggering intellectual leaps. Ride (Dex). and they have found (see pages 80–81) To make a logic check. and 18–20 at 5th level) and add the result to the Class Skills previous roll. They are included here as an alternative not be developed without calculus. The following are class features of the Invisible College inventor. Modern artillery pieces. Whenever an inventor makes an invention roll he other) 8 ranks. Ignore Injury. Skill points at each additional level: 6 + Int modifier.) Neutralize Poison. a character must skipped in the invention’s creation.) honed his or her inspirational skills to the point of true Skills: Knowledge (Arcana) 8 ranks. They over the continent. Sense Motive (Wis). repeats in 1 min.per level. An inventor may make h A Create Fog. shields or fencing equipment such as bucklers. 4d8 +1/level damage Wilderness Lord (Wis). Table 3-10: The Invisible College Inventor Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 +0 +1 +1 +3 Leap of Logic: 1.+1/. Disable Device (Dex). may not be that patient. the task becomes more difficult (as shown on the inclined. harnessing electricity. Spark of Genius: 20 4 +3 +2 +2 +4 Leap of Logic: 4. The number after the class a T feature name refers to the number of logic checks the Invisible College Inventor inventor can make on any step of the invention process (see n i E Not every member of the Invisible College pursues such pages 80–81). The Logic DC is equal m up wondrous creations the likes of which Théah has never to the DC for the relevant step in the invention process. seen. Spark of Genius: 19–20 5 +3 +3 +3 +5 Leap of Logic: 5. Experience Point Reduction 3 +2 +2 +2 +4 Leap of Logic: 3. Search (Int). a level. The inventor’s class skills (and the key ability for each skill) Invention: You may use the Invention rules on the next are Alchemy (Int). 3 their way into the hands of honorable men and women all Leaps of Logic: Nothing is invented in a vacuum. Knowledge (Int). practitioners may indeed be somewhat less that lawfully Obviously. he must make a logic check.

This check remains secret. Uncomplicated Complexity. materials). and the however you may not spend experience points if the cost A ha would drop your experience total below the minimum second to realize how it may be conducted. The process of inventing a gadget involves three referred to as the Primary skill. and the DM decides that it should be very simple If the check fails. During Invention rolls. or inventor has no idea whether he succeed or nor until he writing down a theorem with as much accuracy as possible. The DM will then calculate a DC Blood transfusions are fairly simple procedures. Example 2: The Lightning Rod After a lot of work and some very lucky die rolls. the inventor • No invention may be attempted if it can’t be built even makes his required DC. sized). adding close to perfecting it). which in Théah would increase the DC by +8 to 18. whether they have real-world equivalents (the determines the appropriate skill for designing the gadget. This will allow your character to conceive of a more complex idea. and the inventor can begin the design entails a medical procedure. later. This process takes require a lot of elaborate equipment (though the problem of 1d6 rounds of game time. Example 1: The Blood Transfusion (1677) Invention Checks The blood transfusion was invented on earth on or about the When you make an Invention check you add your year 1677. This process takes a number of weeks to complete working prototype of the invention or gadget. Step 1: Conception • You may have no more assistants than your Wisdom Conception is the simplest part of the process. There is no limit to the number of However. Making a secret Invention check phase. The cost of attempting to conceive T an of the lightning rod would be 300 XP (100. you may spend a number of experience points equal to Example 2: The Lightning Rod (1752) The lightning rod is a considerably more difficult invention. 16 less realistically created. The DM now new gadgets. (Uncomplicated Complexity. for a total of 20. the experience points vanish to no effect. if you The DM decides. 3 lightning rod) or are products of pure fancy (a rotating cannon). However the two leaps of logic in the Conception stage bring the DC up to • The DM can automatically disallow any invention that he a total of 50. E i Step 2: Design R ms Invention Rules Now that the inventor has an idea of what he wants to invent. the construction phase entails the inventor building a disproven). blood transfusions were a vital development in the times that you re-roll (as a result of the Spark of Genius history of medicine. However. steps: conception. He gets a 34. or physics equations) do not need to go through the construction phase • The Base DC is 10. The DC would thus be 10 + 83 (the difference in years) + 20 (10 for each leap Pm number required for your current level. without involving any unusual and the inventor must try again. and then applies the pertinent Design modifiers. Now he has to design the lightning with today’s technology. There Not only is it some 83 years ahead of current Théan history. and don’t based on the conception modifiers. which follow. The Primary skill involved will be Heal. below. player should write a brief description of the invention or theorem he has in mind. He tells the player that it took five weeks (25 divided by 5) to come up with a passable working design. actually begins to build the device (or until his theorem is Finally. and construction. The DM rules that the skill Wilderness Lore is feels unbalances the game. but it requires at least two significant leaps of logic to realize: the first to understand the nature of electricity. or which he believes cannot be the most appropriate and makes the roll. which adds another 10 to the DC. raising it class feature) and add the new number to the previous to 28. total. however. Invention bonus to the total. The character then spends blood types has not yet been tackled). Theorems equal to the DC divided by 5. The DM rules that the rod must be Large. since it the idea is sound. if you roll anything other than a 1. If the check succeeds. he does not inform the 80 . than the inventor needed. Once the DC is determined. The inventor’s modifier. so no leaps of logic are necessary. (and adding the rank in the inventor’s Heal skill) the DM gets a result of 35 and writes down –10 as the Design check for • The Base DC is 10. you may roll the d20 again. Design involves more specific planning: hereafter as the Design check). including an idea of how it will work Example 1: The Blood Transfusion in terms of game mechanics. design. involves imagining a device or idea and defining how it will noting the total of the DC minus the result (referred to (or should) work. HS is no limit to the number of times you may do this. and have an currently unavailable (such as rubber or electrical power). Additionally. C your level times 100 to roll the die again. of logic) for a total of 113. the either drawing up detailed schematics for an invention. If at anytime you roll a 1 you may not roll the d20 again. These rules are designed for inventors who wish to create he must have the skills to make it a reality. • You gain no benefits for having more assistants than your Wisdom Modifier. that Théans know enough about roll a 20 (or whichever number is indicated by the Spark of medicine to expedite the process (Ravenild Hibbot is already Genius class feature). Conception the DM secretly makes a Primary skill check for the inventor. or if it requires a material rod. (such as calculus. plus 100 for each leap of logic). that roll to the previous. The player decides that 100 experience points and makes a Conception check (an the device to facilitate it will be a little unwieldy (Medium- Invention check + the inventor’s ranks in the relevant skill).

) –5 per material Incredibly rare material used in construction (dracheneisen. the DM may the design (ten weeks. m Table 3-11: Concept Table Modifier Name Modifier Value 3 Invention/Theorem exists in our (“real”) timeline +1/ year in the future the invention/theorem was invented (Example: Théah’s current date is 1669. a clock spring. requires (for example. or 50 divided by 5). The only primary component a blood transfusion device a The cost of each component is set by the DM. the DM should Example 1: The Blood Transfusion h A make a note of it. the inventor must assemble the again. and causing massive damage to the surrounding area. Medium n required. the inventor will learn about the used. SH appropriate skill) for each. but should be requires is a pump to facilitate the flow of blood. The results may range from simply failing to exploding flaws in his work when the lightning rod is tested. steer). and a crossbar to • The Base DC is 10. Normally. He writes down choose to have the resulting device malfunction when it is +16 as the Design Check. a bicycle might require three components — a gear crank. then assigns an appropriate skill. gold. if the inventor builds it himself or has pertinent skill involved is Profession: Glassblower. The DM bonus to reflect what he has learned during the initial must determine how many primary components the device mishap. finely carved wood piece) +10 Delicacy: Forgiving (steel bar. depending on the particular circumstances. etc. It takes a number of weeks Component making the finally DC of 25. metal frame) +5 Leap of Logic +20 Assistant whose Primary Skill is equal to or greater than yours –2 per leap (unless a Logic roll is successful) Modification of an existing device –10 81 . etc. it would i E equal to the DC divided by 10 to build each component.) +20 Delicacy: Delicate (gun barrel.) –10 per material Assistant whose primary skill is equal to or greater than yours –2 per assistant Leap of Logic +15 per leap (unless a successful Logic roll is made) Table 3-13: Construction Table Modifier Name Modifier Value Size: Small +20 Size: Medium +10 Size: Large +5 Size: Enormous +10 Delicacy: Very Delicate (a lens. If any check fails. The –15 Design check lowers that number to a 10. The DM determines the DC for each using the Construction • You may have no more assistants than your Wisdom C modifiers (found below). laws of motion) +10 Complexity: Uncomplicated (carriage springs. but the DC can’t be lowered below 10. The inventor is always welcome to begin the process In order to build the device. and finally makes a secret check (Invention check + ranks in modifier. Each primary component must be built separately. relativity) +20 Complexity: Complex (wind-up toy. etc. The most m P approximately DC × 1 G. player of this. He may increase or decrease the cost. a set of pedals. he just gives him the time required to develop Should any of the Construction checks fail. an existing device. an invention which appeared on Earth in the year 1676 would involve a +7 modifier) Leap of Logic +10 per leap (unless a successful Logic check is made) Assistant with an Intelligence score equal to or –2 per assistant greater than the inventor’s Invention was truly pivotal to the development +10 of the modern world Other (DM’s discretion) Any (assigned by the DM) Table 3-12: Design Table Modifier Name Modifier Value Size: Small (Handheld or smaller) +20 Size: Medium (Handheld to two-handed) +10 Size: Large (Two-handed to wagon-sized) +5 Size: Enormous (Up to room-sized) +10 Complexity: Very Complex (water clock. go down by another –10 since the pump is a modification of s R but they can be constructed simultaneously by different people. since glass a T a friend build it. bifocals) +5 Rare or Expensive material used in construction (silver. and generous DMs might allow a +5 to +10 competence proper materials and set time aside for construction. depending upon the complexity and potential danger of the Step 3: Construction device. or DC × 2 G if a professional craftsman is tubing is required. The pump itself is a Forgiving.

However. Example 2: The Lightning Rod A lightning rod is an exceedingly simple device. It’s a Large. requiring Modifying Existing Inventions only one primary component (the rod itself ). is the same as inventing an entirely new one. only watch his lightning rod shatter into a thousand pieces the instant it is struck. on his work. increased the price since it involved glass) and 1 week to well short. the +16 of required no leaps of logic.C HS A ha Pm T an E i R ms 3 The player easily make the roll. 82 . In addition. which brings the DC to 20. Luckily. The result is a 37. The DM decides that Profession: Blacksmith is the planned. a rod can be bonus as noted on the Construction table. but otherwise. The inventor spends five weeks and 20 guilders build. considered a modification of an existing device. having cost 15 guilders or gold pieces (the DM primary skill and then makes the check. lowering the the procedure is identical. and the device works as DC to 66. There are the two leaps of logic add +40 to this.. The process for modifying an existing device or theorem Forgiving Component. and the inventor gains the –10 the Design check brings the total to 76.

the hotter the fire. In most cases. but also a potentially lethal ested in learning more. For those inter- equipment for subaquatic studies. Ride checks). and a pulley chain to turn the rear wheel. The owner can Almost certainly an Eisen invention. or perhaps even attempt to Encoded documents must be written both musically and create them themselves. Once SH ensuring cooked but unburnt food. the sticks strike at three large snare drums along the carriage. a watertight suit of leather. with a recommended DC of 10. Movement in the device requires a Swim check. They are designed to allow a C along the ends of the spit catch the rising. set a particular cadence. the mechanized drum m disassemble and conceal it with relative ease. Using thin keys (often tin or wood). requiring a of these inventions exist. the automatic Dismissed as luxuries by many poorer scientists. the player characters words. he must make a Ref save (DC equal to the extends behind it. a man can remain under- water for 30 minutes (180 rounds) without needing to surface Invention/Discovery Historical Date — plenty of time to cut nets or drill holes below the water. a frees their time for more important duties. especially over uneven or upward Conception DC: 47 s R terrain) transport than a horse or carriage. n Conception DC: 40 A single-speed. none of them are commonly Perform check of at least DC 15 to operate. A pair of glass goggles. as it furniture does not break under the strain of a man’s weight. Several fins furniture are godsends to others. It lacks gears to a pair of carriage wheels. They should give shoes. The scientist may adjust the cogs to with his feet or gradually veering from side to side. heated air from the fire. Right-hand notes repre- or perhaps have been created — through the use of the sent letters.) until it stops. and a means these odd items combine to make not only a valuable piece of of devising modifier values for these rules. 3 a brake.Sample Inventions a scientist may encode or read a dissertation from an overture. An anchoring arm more suddenly. the faster it turns. Diving Apparatus Real-Life Discovery Dates Conception DC: 50 (1 leap of logic) Below is a brief list of historical scientific inventions. webbed gloves. and shorthand grammatical or mathematical symbols. only a few prototypes backward. –5 total to all check. If the rider attempts to stop on an axle between two large wheels. Automatic Cooking Spit Folding Furniture Conception DC: 20 Conception DC: 30 One of the College’s more innovative creations. As the wheels turn. crossbar handles. due to the construction of the keys. a first-rate through the mouth and out through the nose to properly reference guide on the course of human advancement. The table is two and a half by four feet. and a hidden press writes or encodes the Ship’s Chronometer 1728 ones it does not play. common procedure above At the DM's discretion. a fast Riding the bicycle requires use of the Ride skill with all beat. two-wheeled personal vehicle. and the rider must stop either by tapping the ground sounding out a cadence. and collapses into a m P case half that size and a foot thick. two peddles. flipper-like and the dates when they were produced. but all Weather Barometer 1672 drowning rules are ignored as long as the suit’s air supply Tourniquet 1674 holds out (or the wineskins are damaged. Particularly complicated beats may require a Perform causes the rider to suffer a further –10 penalty. we heartily recommend Isaac form of sabotage. The rider may only turn 45 degrees Multiple Barrel Artillery Pieces (may not make 90 degree turns). a series of locking nuts ensure that the h A favorite of scientists on the run from the Inquisition. and turn the meat. This is a particular collapsed or opened. the bicycle Mechanized Drum i E allows for quieter (if slower. see the “Attacking an The Speed of Light 1675 Object” section in the Player’s Handbook™ for rules). Calculus 1669 line. With proper training (the diver breaths in Asimov’s Chronology of Science and Discovery. It is basically works on a series of six drumsticks attached via cogs and just a wooden board with a leather saddle. of articles patron. The chair folds into a case a T Bicycle two feet high and wide. most commonly a steady beat. increase the DC for more complicated messages. The DM may available for sale. The Flying Shuttle 1733 83 . and a double move is possible. and a pair of wineskins full of air — you some sense of the technology of the era. Below is a list of inventions which may be created — or a full book from an operatic score. comfortable seat and a stable writing position: tables and chairs with collapsible or hinged legs and struts. Pressure Cooker 1680 Encoding Device Thimble 1684 Conception DC: 40 Steam Engine 1690 This clever contraption is a fully functional harpsichord with Binary Arithmetic 1703 a slight modification: a hidden switch toggles the number Flintlock Machine Gun 1718 of notes it plays. and a specialized beat designed by the scientist or his DCs increased by 5 (carrying more than 10 lbs. may have access to some of them. The bicycle moves at a rate of 50 ft per turn. folding cooking spit rotates food over a flame on its own. tapering into a spike that the gunner drives current movement speed) or tumble to the ground. while left-hand notes contain numbers. taking into the ground before firing the weapon (the better to limit 1d6 damage. To stop the bicycle you half Conception DC: 61 (1 leap of logic) the move of the previous turn (rounded down to in This device is a triplicate set of five small cannons mounted increments of 5 ft. with a mere six inches of thickness. circulate the air in the wineskins).

his device allowed him to flee awkward situations at a dignified rate. objects he draws it (requiring the Weapon Finesse feat to execute attached to a proper parachute (i. and due to their special arrangement. the increased swimming speed (double normal turn to a full fall. a cloth sack. Arciniega has this premade bridge consists of a series of wooden slats fitted pioneered the use of dyes in the water as means of studying to large. for repositioning. The wearer slides retractable fans out from the heels. With an appropriately dramatic flourish. floating bladders. if not stopped). the anchor. he secures one end of the R ms the toes. secretly blooded a scientist’s invention. the next row of cannons into firing position. no more descending device is one such exception. Pm Paddle Boots A wooden cylinder resembling an overlong walking stick. When lashed together. It takes 4 full actions for the next row of guns to be brought forward by the carriage’s bedroom windows ahead of irate husbands or lovers. three Montaigne scientists made these lockets: simple pieces of 84 . allowing him to roll the device forward and move and a single. Gunners load all three rows at once. paddle just wide enough to hold its rope. C gun. a amphibians.e. two bent poles connected to the corners of scabbard does precisely what its name suggests: due to the frame and arching over it. Many an unscrupulous patron. Due to the large space required to sheathing of the blade sharpens it. recoil). Its inventor was than two people may contribute actions towards loading each quite popular at court. and straps to hold whetstones placed within the scabbard. freeing the scientist from properly experiment with the device (as well as an imperfect this tedious task (though the blade will still need oiling understanding between payload weight and the size of the and cleaning). Parachute Sword-Sharpening Scabbard Conception DC: 40 (+10 pivotal. the parachute consists of a square frame A favorite of the swordsman-scientist. The rope else is too big). the sword-sharpening of light wood. during firing. The Bridge to 45 ft. however. specifically with the ladies there. and the late Empereur Leon had a habit of favoring those who endowed him with amusing knicknacks for his court. An innovation favored by General Montegue of Montaigne. windy days. then Conception DC: 20 light the fuses as they roll the cannons into position. locking them into place at the groove. Otherwise. Woe to the owner. Though slightly thicker in the soles than most boots. miniature mirror ghost trapped between them. then descends as gently or quickly as the situation sized by a scientist familiar with the anatomy of aquatic demands he must (the user may move down at a rate of 5 ft. and without cutting his hands. The lamp provides light in a radius of up deflated and disassembled to fit into a wagon. stealing the device and taking credit for its discovery.. After the first volley fires. A valve on the ball allows water to be drained or added. The device subtracts 10 from 3 movement rate when swimming) more than makes up for soaked socks. though it is awkward and cannot be easily carried. parachute) the working models that can thus far support up a swordsman can even cause sparks to light from his blade as to 45 lbs. Each row of guns shares a common light- ing point and measured fuses. The bearer fits the rope into E i boots are otherwise nondescript until used. eager to ingratiate himself. then encloses the whole cylinder in a wooden case with leather grips. not upward. they function just like the cannons (the rules Consequently. Though originally passed off as a method of retracting a kites during A ha advancement. the every drawing or the payload in place. This done. long for each pontoon when inflated. then again from the other side of the boot. they can colored light. rope. Conception DC: 28 A modified oil lamp. which intensifies or diminishes the light. but to date this phenomenon has proven more support the weight of fully laden troops and horses. Not all devices emerge from either the desire for the better- The artillery consists solely of boarding cannons (anything ment of humanity or the fear of Inquisition reprisal. the table lamp is a glass ball of water Pontoon Bridge containing a second globe which holds the actual oil lamp Conception DC: 73 (1 leap of logic) itself. Porté Dampener Conception DC: 15 The Inquisition is but one of many enemies of the Invisible College. A ratchet on the This easily transportable trinket snuffs out all Porté magic outer axle ensures that the wheels do not roll backwards within a thirty-foot radius. In response. one large enough to properly) handle their weight) are always considered to land on a yielding surface (the hardness of the item is considered to be Table Lamp doubled and the damage that “gets through” is halved). but a turn of the handle allows free movement if the device ever breaks and the mirror ghost escapes. For purposes of determining falling damage. across and 10 ft. the DC of any Climb checks while it is used… provided that the climb in question involves travel downward. each pontoon requires two hours of work to inflate. then pretty than practical.. Hypothe. T an Conception DC: 17 the device bears a telltale groove spiraling down its length. 1 leap of logic) Conception DC: 21 A prototype at best. measures 15 ft. the gunner lifts a handle on jewelry consisting of nothing more than two tiny mirrors. allowing all five to fire almost Rope Descending Device simultaneously. he found himself constantly fleeing through HS for which are located on page 92).

1d6 + 1 at level 2. Glam (Glamour). Spell Resistance: No Class Abbreviations: The following abbreviations are used for each sorcerous class: Blood (Blood Scientists' As a standard action the mage may attempt to take control knacks). Acidic Touch Level: Zer 2 Aeloren’s Fleshy Curse Components: V. The victim suffers 2d8 points of permanent ability drain 1d6 + 3 at level 6. Zer (Zerstörung). etc. every 2 caster levels (i. Py (Pyeryem). 1d6 + 2 at level 4. causing devastating physical and mental damage. S spells available in the Players Handbook™) which appear in Casting Time: 1 action the various class sections throughout this book.e. and Con which each permanently increase by 1d4 points. but he may discontinue the support of a flame as a free action. +1 for and body. S Level: Zer 9 Casting Time: 1 action Components: V. + 5 ft. A p p Appendix: e New Spells and Errata n d i X New Spells Additional Flame Level: EFA 4 This section describes the new spells (those not based on Components: V. Sha to control and maintain the second flame./level) these spells are strictly limited to the bloodline from which Target: 1 fire they spring. Range: Close (25 ft. Int. he dies instantly.) from each of his Wis. S Range: Touch Casting Time: 1 minute Target: Creature touched Range: Touch Duration: 2 rounds + 1 round per level Target: Creature touched Saving Throw: None Duration: Permanent Spell Resistance: No Saving Throw: None Spell Resistance: No The mage’s hands are surrounded by a bright green aura that seems to churn and bubble. and Cha. as if it were a liquid. Sor (Sorte). Por (Porté). In Théah. If any of the victim’s ability scores are reduced to 0. counterbalanced by his Str. Only those who possess the proper sorcerous Duration: Concentration heritage may use them. The mage alters the very composition of his victim’s mind The mage’s touch deals 1d6 points of acid damage. In non-Théan campaigns. they may Saving Throw: None be used by whichever spellcasting class the DM sees fit. 85 . Scr (Scrying). of another flame by making a Concentration check (DC 12) L (Lærdom). Dex. The mage may (Shamanism). not have more than one additional flame active. EFA (El Fuego Adentro).

M Concentration check (DC 20). /2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No As the Scientist’s studies progress. Combining with air. and visibility is reduced to 5 feet. + 5 ft. Further. Use of this knack will determine whether a creature is currently infected with any illnesses or diseases. bushes/shrubs in 3 rounds. Casting Time: 1 action then the spell ends immediately. S. who Target: Creature touched viewed its use by younger members as almost a coming of Duration: 1 round AN age. If this check is unsuccessful. killing exposed vegetation (grass and small plants succumb in 2 rounds. n ep some victims exploding in a bloody miasma. S Spell Resistance: No Casting Time: 1 action Range: Touch This terrible spell was the delight of the von Drachens. he can now use his knowledge to alter the very lifeblood of others. blood spilt on the ground. he dies and Range: Medium (100 ft. and this secondary damage may The touch deals 1d4 points of acid damage to any organic eS kill the target sooner than the actual damage would with material it contacts. + 5 ft. small trees in 7 rounds. M i ls unless a successful Fortitude save each round. the new alchemical mixture turns both gaseous and acid-based. Any creatures caught within the fog suffer 1d8 points of damage per caster level as long as they remain. You may cause the target’s blood to boil. Range: Touch Target: One creature Corrosive Touch Duration: Concentration Level: Zer 0 Saving Throw: See text Components: V. etc. victim’s circulatory system. Boiling Blood victim is killed. The victim suffers Create Fog (Acid/Chemical) dl 2d6 points of damage per round. he can formulate a diagnosis on a patient in moments rather than hours or days. he gains new insights into how not only his own body works. but the functions of others’ anatomy. While the Spell Resistance: No pe target at first only notices a sudden and terrible fever. With a glance and some slight calculations. Note: Use of this knack requires at least one pint of blood. almost eagerly devouring anything in its midst. M Casting Time: 1 action Range: Close (25 ft. Detect Illness Level: Blood 0 Components: S. The fumes prove deadly to living things. pale green pw Worse still. cubes per level gore with the superheated blood dealing Duration: 1d6 rounds + 1 round per level 1d10 points of damage Saving Throw: None to everyone within 10 Spell Resistance: No ft. of the body. The mage’s hands are surrounded by a flickering. After a The most dangerous expression of the Scientist’s newfound powers over the human body. You can 86 . the better to save the subject’s life… or take advantage of his condition. the mage may choose to select a new target Level: Zer 6 and continue concentrating.) to boil and turn into a highly acidic fog. Selecting a new target requires a Components: V. You may cause blood (from wounds. Casting Time: 1 round x If the victim’s Con is reduced to 0. the victim suffers 1 point of temporary Con damage. /2 levels) his body explodes in a bloody blossom of Effect: Two 10 ft. By concentrating on a living thing. Movement through the fog is reduced to 1 foot per round. the reality is far worse as his blood literally boils in his veins. the sorcerer Saving Throw: None unleashes his own malefic desires upon his victim. Level: Blood 6 Components: S. the ever-greater heat threatens to destroy the aura that makes their very touch corrosive in nature. and large trees in 1 turn). every round after the first.

+ 50 ft. Duration: 5 rounds + 1 round / 2 levels Magical fire is immune to this spell. S. Duration: Instantaneous Saving Throw: Reflex half Endure Poison Spell Resistance: No Level: Blood 2 Components: S. they may then fling it. A character with the Heal skill may try a Heal check Duration: Instantaneous (DC 20) if the Wisdom check fails. see text) and the mage may target wider area by raising the DC by 5 for Range: Touch each additional 5 ft. Strengthening his own immune system while forcing it into an almost unhealthy level of aggression. Also. MF Casting Time: 1 round Extinguish Range: Long (400 ft. Feeding a flame is a free sents a more active defense on behalf of the scientist. MF You gain a +4 to all saving throws made to resist or avoid Casting Time: 1 action the effects of disease. S. There Target: Creature touched is no limit to the size of the area that the mage may target. this knack represents damage + (1d4 + 2) points of damage for every 2 levels beyond a greater control and understanding of the body processes. In addition. 3rd (maximum 10d4 + 20). square of fire that cannot be fed by normal means. + 5 ft. the damage Target: 1 fire or flame per 3 levels S e p e n increases by +1d12 and +1d2 points of Con. albeit less often than he Level: EFA 2 can simply experience lesser attacks of it. Unlike the similar endure poison knack. by 5 ft. with this knack. fed as it is by sorcerous will./level) Level: EFA 3 Area: four 10 ft. the initial and secondary Range: Medium (100 ft. You gain a +4 to all saving throws made to avoid the effects of poison. Saving Throw: None the heat is surprisingly great./level) Spell Resistance: No 87 . Components: V. Target: You by 5 ft. The DC of the check has a base of 10./2 levels) For every full round spent casting the spell. S e p flames. Spell Resistance: No Doomgrasp As a move equivalent action the mage may may make an Level: Zer 7 El Fuego Adentro check to extinguish a fire burning within a Components: V. even underwater. area he wishes to affect./level) effects of diseases are reduced by half (unless they were Target: Target creature incurred prior to using this knack). S Duration: 1 round per level Casting Time: 1 action Saving Throw: Reflex half Range: Medium (100 ft. Dipping Range: Personal their fingers into any fire. the mage must succeed at a ranged touch attack roll to hit. Saving Throw: None A Spell Resistance: No Feed N The mage’s hands are surrounded by flickering black and blue Level: EFA 1 Components: V. + 10 ft. Note: the mage may keep the fire burning in any condition. action. cubes per level Components: V. area. Duration: 1 round per level However. M Most El Fuego Adentro sorcerers first feel truly in control of Casting Time: 1 action the flames when they use the Fingerflames knack. M When a fire cannot be fed with flammable material. x Range: Personal He may take 1d2 hit points of damage to maintain one 5 ft. creating an Target: You incendiary stream of blazing heat. The bolt deals 2d4 + 2 points of A more advanced version of resist poison. Casting Time: 1 round (or more. if something happens that would extinguish the Saving Throw: None fire (the person on fire dives into the water. the scientist can Fingerflames overcome even the White Plague. endure illness repre. Spell Resistance: No When hurling the fiery bolt. His touch deals 2d12 points of negative energy Casting Time: 1 action w p damage and deals 1d2 points of permanent Con drain. the initial and secondary effects of poison are Fiery Doom reduced by half (unless they were incurred prior to using this Level: EFA 9 knack). + 5 ft. s Casting Time: 1 action the El Fuego Adentro mage may feed it with his own life force. or he may try the Heal Saving Throw: None check prior to the Wisdom check. determine the exact type of disease with a Wisdom check Target: Target non-magical fire (see text) (DC 20). by 5 ft. S single 5 ft. While it will not burn for Duration: 1 round per level long without fuel (just long enough to land on something). for example) the Spell Resistance: No mage takes 1d6 hit points of damage to keep the fire fed. Duration: Concentration Saving Throw: None Endure Illness Spell Resistance: No l d Level: Blood 1 l i Components: S. Range: Close (25 ft. Components: V.

cloud of living eS intended to deal 20d10 points of damage. explodes in a torrent of knack. by 2 ft. make an El Fuego Adentro Flaming Blade check (DC 18. This knack only harms living matter. as a standard action. The fire must be no smaller dispersed) or by water-based magic. check (DC 22. After one minute. and he is a level 10 “fireflies” from a fire at least 5 ft. as a standard action. by 50 ft. and five at 17th level. hit points of damage to create an enormous storm of fire and Modern mages cannot verify them and the Firebird itself isn’t brimstone that rains down upon his enemies (made from talking. MF points for every extra minute. the sorcerer may take an additional 1d2 hit points of damage to extend the life of the cloud for another Firebird minute. The firebird may not attack or take any actions other affect a magical or extraordinary weapon. of turn it is in effect. inani- their creator. They last x second El Fuego Adentro check. S. It can be The sorcerer may plunge his blade into a fire. suffering an additional 1d2 hit Components: V. Heroes. Any creature caught in the Casting Time: 1 minute cloud suffers 1d4 hit points of damage every round unless Range: Close (25 ft. Duration: See text AN dealing the specified damage to everything within the area Saving Throw: None each round. if the second check fails and the sorcerer hit points of damage to create a 10 ft. by 20 Casting Time: 1 action ft. but it lasts as long as the mage wishes. carrying passengers or exploding. a fire of at least 50 ft. These creatures are controlled by their creator and resem- i ls mate matter is unaffected by Fiery Doom. Monsters. The damage suffered when creating the firebird may not be Range: Touch healed until the bird is destroyed by immersion in water or Effect: See text dispelled by its creator. S. two at 14th level.. he provides a people up to 250 miles a day. four at 16th level. Historically. burn. If successful he suffers 1d2 For instance. using his controlled by its creator without a die roll. by 10 ft. If successful. Castillian than 2 ft. If successful he suffers 3d6 It is unknown whether such stories have any truth to them. + 2 ft. in size. the sorcerer takes the requisite for 1 minute and do not need to be maintained with the Feed damage and. per turn. three at 15th Spell Resistance: No level. which is a free action. While aflame. The fireflies can move up to 10 ft. he would immediately suffer 200d10 points of damage. The bird cannot be magic to protect the metal from the heat. nor do they require any combustible material as fuel flame.). The hit points n ep El Fuego Adentro mage. Level: EFA 6 If the first El Fuego Adentro check is successful. doing so causes it to extinguish itself the blade can ignite combustible materials. The mage may. Duration: 24 hours (or until dispelled. adding his bonus). This spell may not utterly. This is done as an attack It may be dispersed at any time as a free action. the sorcerer Components: V. The sorcerer may continue extending the life of the Level: EFA 9 cloud as long as he chooses. + 10 ft/level) of damage to be dealt (maximum 20d10. by 20 ft. Effect: See text fire and brimstone rain down upon the knack’s area of effect. with no saving throw allowed. base) and has Spell Resistance: Yes a movement of 60 ft. If the check is unsuccessful. and Villains™). check (DC 13. if the injury proves fatal. action for the firebird.) If it succeeds. creature which is immune to non-magical fire (though the This knack has no direct connection with the creature of blade can still cut as normal). suffered when creating the fireflies may not be healed until the fireflies are killed by immersion in water or dispelled by dl Any creatures slain by this knack’s effects are reduced to fine white ash. Casting Time: 1 round mine damage. The mage may./ level) wearing heavy clothing or some other sort of protection (at Effect: See text least light armor). see text) An El Fuego Adentro mage can have one cloud of fireflies in Saving Throw: None existence starting at 12th level. The damage suffered may not be healed until the knack’s duration ends. as a standard action. In the case of a failed ble burning embers of flame floating on the wind. the firebird) if its creator wishes. which can be done as a free action. however the knack’s Spell Resistance: Yes pe full damage (the amount of damage multiplied by the number of rounds of the knack’s maximum duration) is The mage may. If successful he suffers 3d6 Level: EFA 3 hit points of damage to create an enormous and strangely Components: V. make an El Fuego Adentro sorcerers made a bargain with it for use of the knack. adding his bonus). The DC for this check is 10 + 1 per 1d10 points Range: Medium (100 ft. DF beautiful bird made of flames from a fire of at least 20 ft. by 5 ft. when moving (flying). adding his bonus). (but for Saving Throw: None game purposes is placed on a 20 ft. and to keep the harmed except by immersion in water (which causes it to be flame burning along the blade. and the effect requires an El Fuego Adentro sorcerers used firebirds as steeds that could carry a total of six check (DC 12. nor can it harm any than moving. The sorcerer may Fireflies voluntarily end the knack at any time. S. The firebird’s touch does not bonus to the weapon’s damage equal to +1d6 at 3rd level. adding his bonus). the same name (see page 45. MF immediately makes a second El Fuego Adentro check to deter. Duration: See text The firebird’s wingspan is approximately 40 ft. although legend holds that the earliest El Fuego Adentro 88 . make an El Fuego Adentro pw inflicted upon the sorcerer. but it can explode in a huge ball of fire (5d6 concussion It causes the user 1d4 hit points of damage at the start of each damage and 5d6 fire damage to all creatures within 10 ft.

l d Casting Time: 1 round l i Range: Medium (100ft. adding his bonus). the effects of this are cumulative. the victim suffers 1d10 points of damage and loses 1d10 points from a randomly chosen ability score. 4 at 19th level and 5 at 20th level) as a bonus. If contact is broken even for a moment. The sorcerer may attack Components: V. aura that makes their very touch corrosive in nature. away to recuperate (requiring an open flame. per round. If the Target: Creature touched serpent hits. Greater Acidic Touch Level: Zer 5 Components: V. The mage’s touch Components: V. S. + 10 ft. up to its original maximum). he ages 1 year. as a standard action. or bigger fire. by 10 ft. as if it were a liquid. +1 per caster level. Saving Throw: None If successful. make Duration: 4 rounds + 1 round per level an El Fuego Adentro check (DC 15. For every round the mage maintains contact with his victim. The touch deals 3d6 points of acid damage to any organic The creature can be controlled by its creator without a die material it touched. or dispelled by its creator. damage and causes the victim to age 1d6 years. MF Level: Zer 9 Casting Time: 1 round Components: V. S with the serpent by making a melee touch attack with his Casting Time: 1 round flame serpent rating (1 at 16th level. A sorcerer can maintain a number of flame serpents equal to his flame serpent rating. the spell ends. 3 at 18th Range: Touch level. The serpent’s size is 5ft. at which point it is a tiny wisp of flame that crawls The mage’s hands are enveloped with flickering black flames./level) Greater Corrosive Touch s Effect: See text Level: Zer 4 x Duration: See text Components: V. he suffers 1d4 hit points of damage and creates Spell Resistance: No a serpent of fire from a 5 ft. For every 10 points of ability drain the mage inflicts. Hurl Fire Level: EFA 5 Fobula’s Curse of Ages Components: V.. The hit points suffered when creating the serpent may not be healed The mage’s hands are surrounded by a flickering. S Saving Throw: None Casting Time: 1 action Spell Resistance: Yes Range: Touch Target: Creature touched The El Fuego Adentro mage may. pale green until the serpent is destroyed by immersion in water. S Casting Time: 1 action A Range: Touch N Target: Creature touched Duration: 1 minute e p Saving Throw: None w p Spell Resistance: No S e Flame Serpent p e n The mage’s hands are surrounded by a bright green aura that Level: EFA 8 churns and bubbles. s Saving Throw: None On every subsequent hit. S Range: Thrown Casting Time: 1 minute Effect: See text Range: Touch Duration: See text Target: Creature touched Saving Throw: None Duration: Special Spell Resistance: No Saving Throw: None Spell Resistance: No 89 . MF deals 5d8 points of acid damage. which will The mage’s touch deals 2d10 points of negative energy restore it at the rate of 1d4 damage per round of immersion. S. The mage’s touch causes his victim’s body to deteriorate rapidly. and it can only be harmed by immersion in water (which causes it to be Hand of Doom instantly destroyed) and by water-based magic. at 17th level. the serpent’s damage is reduced Spell Resistance: No by 1d4. 2. which can be done as a free action. by 10 ft. This continues until the serpent can deliver no more damage. it deals damage equal to a 1d4 × its creator’s Duration: 1 minute flame serpent rating. roll. The serpent Level: Zer 6 moves at a rate of 20 ft.

or near oil lamps. The temporary Level: Blood 0 ability damage returns at the rate of 1 point of each per day. This amount increases to 2d6 at 15th level and 3d6 at 20th level (The fire is treated as With small effort. A creature on page 91 to determine the type of insanity suffered by the target. Though a clumsy. + 5 ft. You gain a +2 to Note: Use of this knack does not use up one of the all saving throws made to avoid the effects of poison. S Target: One creature Casting Time: 1 round Duration: Permanent Range: Touch Saving Throw: Will negates Target: Two creatures touched Spell Resistance: Yes Duration: Instantaneous Saving Throw: Fortitude partial The von Drachen family suffered terribly from infighting. S. and throw it at an oppo. any area with flammable materials will likely become surface tighten and blood flow increases. instilling within him some sort of insanity. or the tender ministrations of the local exorcist. M Casting Time: 1 action 90 . It is also potentially quite deadly — creature’s defenses.. as per the cited rules (i. he would twist the minds of his rivals until their they held for their enemy. Their frustrations and jealousies already fragile psyches frayed and snapped. but can be assuaged by clerical healing (heal. an unstoppable inferno within moments. /2 levels) Range: Close (25 ft. Target: You nent. pe sorcerer’s daily knack slots. Those who did were terrors even to A natural extension of the Boiling Blood spell. Components: S. causing it to become a fine red powder akin to dust. and Larenthar von Drachen especially proved refined variant erases both the gore and time required for the a frightening patriarch to his family. Dex. 10 ft. Spell Resistance: Yes and few of its members ever learned to use their powers in more subtle manners. that makes a successful Fortitude save (DC 20) is only partially affected. the mage would utterly dismiss any emotions treachery). this more their own kin. + 5 ft. in the D UNGEON M ASTER’ S Guide™). Spark Cloud pw Ignore Injury Level: EFA 0 Level: Blood 4 Components: V. any flammable materials within the cloud have a 10% non-cumulative Larenthar’s Mental Meltdown chance per round spent in the cloud of igniting. S Transmute Blood to Dust Casting Time: 1 round Level: Zer 8 Range: Touch Components: V. unless it has some form to the more refined knacks of higher levels. The El Fuego Adentro mage may. Any creature that fails its Fortitude save is killed instantly. it suffices to of fuel. Instead of focusing hatred and spite (ironically due to undercooked beef rather than any true towards a foe. Also. The range increment on this Duration: 1 round per level attack is 10. the scientist can modify the humours described in “Alchemist’s Fire” in the Player’s Handbook™ and of his own body. Before his death previous version. Level: Zer 9 Components: V. victims which coagulated and crumbled in an instant. to develop an immunity from toxic materials. The insanity is You may alter the molecular structure of your victim’s permanent. for instance. cure blood. your body begins AN point each time this feature is used. The sorcerer suffers 1 hit By handling so many arcane compounds. disease. while the layers of fat and muscle below its Indeed. Should he hit successfully. See the tables as all of his blood literally crumbles in his veins. or the like. + 1/– per Blood Scientist exposed flesh suffer 1d4–2 (minimum 1) points of damage class level./2 levels) Effect: Cloud spreads 30 ft. of wastes. It takes 5d8 points of damage and 2 points Resist Poison of temporary Str. The skin aboard a ship’s powder room. thickens slightly. high dl Target: One creature Duration: 1 round per level Duration: 1 round/2 levels Saving Throw: None i ls Saving Throw: None Spell Resistance: Yes x Spell Resistance: No Casting spark cloud creates a burst of tiny sparks. This is thrown as a ranged attack and armor Saving Throw: None bonuses are ignored. MF eS Components: S.. kept burning with the Feed feature). pick up a handful of fire. the attack Spell Resistance: No inflicts 1d6 points of damage.e. as an attack. hoping to set him on fire. M Casting Time: 1 action n ep Casting Time: 1 action Range: Close (25 ft. reach into a Range: Personal roaring fire. much like The scientist’s ties to biology allow him to forcefully evolve a a Cathayan firecracker. the tossed fire cannot be grant temporary resistances. increasing immunities or the elimination “Catching on Fire”. inaccurate technique compared It is then immediately extinguished. followed by the blood of their You may alter the internal chemistry of the target. the affliction is considered a disease). albeit only on a temporary basis. and Con damage. every round they are in the cloud. would dry up and blow away. Any creatures with You gain damage reduction 10/– .

Random Insanity Table D6 roll Insanity Type 1–2 Affective Disorder 3–4 Dissociative Disorders 5–6 Psychosis Affective Disorders D6 roll Disorder Effect 1 Acousticophobia The victim is mortally terrified of anything louder than the spoken voice. He simply cannot remember who he is or anything specific about himself.” 4 Amnesia: Anterograde The victim retains all memories up to the moment he was affected by this spell. 5 Hatred of Humor The victim loathes jokes. evil becomes good. because he is afraid of being injured by them. away from any such items. under any circumstances.” The character is not really blind.). he will collapse into a catatonic stupor until the stimulus is removed. and neutral is randomly changed. The different personalities x will only use the abilities/powers of their character class. 5–6 Schizophrenia The character constantly suffers from auditory and visual hallucinations telling him to do horribly nasty things. even in self defense. Roll-up a character for each personality. He will try to stop or S e destroy anyone who tells more than one joke or humorous story.” He instantly develops a new personality and begins at 1st level in another character class. but his mind completely ignore visual stimuli. Whenever a personality shift occurs. and he has no access whatsoever to any powers/abilities gained in his “old” life. he must make a Will save (DC 20) to avoid a personality shift. Further. and N A will endeavor to remain at least 5 ft. When confronted with his fear.” Anytime the character is under stress (combat. He maintains no friendships and trusts no one. He doesn’t remember his abilities/powers in the traditional sense. e n l d Dissociative Disorders l i D4 roll Disorder Description s 1 Multiple Personalities The victim develops 1d4 multiple personalities. he just has access to them and uses them “instinctively. saving throws. essentially starting anew with a “clean slate. Blindness lasts for 1d6 turns. powers. skills. his history. the character must make a Will save (DC20) or become “blind. determine randomly which personality emerges. The victim collapses into a mindless stupor and babbles endlessly until he is returned to a well-lit environment. but he will only gain the benefit of increased hit points. However. chaotic becomes lawful. 3–4 Paranoia The character believes that everyone hates him and is plotting against him. etc. He can gain levels. Psychosis D10 Roll Disorder Description 1–2 Psychogenic Blindness Whenever under stress. He will never remember his original self. attacking everyone and everything within sight. etc. rendering him effectively blind. 9–10 Rebirth The character’s alignment and outlook on life completely reverse. Note that the separate personalities are completely unaware of each other’s existence. and spells per day. he must make a Will save (DC 25) or flee in terror until he can no longer hear loud noises. He will not. 91 . If flight is not possible. 2 Dissociative Fugue The victim completely forgets everything about himself and his past. Once per minute. lawful becomes chaotic. p 3 Pacifism The victim will not engage in any form of violence. even if good. Whenever he perceives someone as taking action against him (DM’s discretion) he must make a Will save (DC20) or attack them. He retains all class abilities. including physical and mental ability scores. Good becomes evil. etc. The character can act normally one day per week. they will act as if their ability scores are “real. he cannot gain new class abilities or powers. e 4 Compulsive Liar The victim always lies. he cannot form any new long-term memories. 7–8 Homicidal Mania Continually berserk. intense argument. 2 Aichmophobia The victim is terrified of sharp/pointy things. 3 Amnesia: Total The victim is unable to recall any personal information about himself. his friends. Thus. handle or possess any such items. He must make a Will save (DC 20) any time he w p wishes to tell the truth. p 6 Achluophobia The victim is completely helpless when in the dark. and those who tell jokes. he must make a Will save (DC25) to avoid attacking someone or something randomly. humor.

Move: 10 ft. Cannons Reload: 3 full-round actions Move: 10 ft. cessful. They are reprinted here Wt. One of the deadliest weapons in the naval arsenal is the Standard 6 pound Cannon cannon. with all modifiers) in the case of a Hit Points: 30 Wt. to 5 ft. deviation chart in the “Grenadelike Range Increment: 300 Weapons” section of the DUNGEON MASTER’S Guide.e. few people who have been hit with a Cost: 300 G cannonball (or even had one fly too close to them) have lived to Damage: 3d6 tell the tale. If the result is a natural 20 Hit Points: 60 on the second roll the cannon hits the desired location. Reload: 8 full-round actions Aim: The time required to aim the cannon at a new target Move: 10 ft. Cannon stats are provided in the following format: Critical: × 4 Range Increment: 225 The common name for the cannon. (tons): 1⁄ 12 pw critical hit Standard 10 pound Cannon Range Increment: The Range Increment of the cannon. on Wt. the user rolls another d20. this is not considered aiming. The cannon may be Hit Points: 80 reloaded and aimed with only one person. If the check is suc. Damage: 5d10 If the Profession check fails. Move: 5 ft. the DM rolls 1d12 and Critical: × 4 consults the 10 ft. The result is where the Aim: 5 full-round actions cannon actually hit.™ The result is where the cannon was Cost: 1. the time taken is only Horse Cannon doubled. but rather part of the reload process. (tons): 1⁄ 6 92 . It takes one person to fire a cannon. Crew: 3 Cost: How much gold the cannon costs.. Damage: 4d8 Move: The distance the canon can be moved as a move Critical: × 4 equivalent action with a full crew participating. Crew are Hit Points: 40 considered to make minor adjustments to the cannon Wt. eS When you roll to hit with a cannon.000 G aimed and hits. The text will describe the penalty for operating the cannon Range Increment: 250 Crew: 3 i ls without the required crew (this is usually applied to the Aim Aim: 5 full-round actions x and reload times). to 5 ft. but this triples the Wt. Range Increment: 275 Crew: 3 When the crew of the cannon wish to fire it. The Range penalty is applied to the skill check. The following rules were mistakenly omitted from the Hit Points: 25 Swashbuckling Adventures™ handbook. Aim: 3 full-round actions AN Damage: The number of hit points the cannon inflicts to Reload: 6 full-round actions its target. Move: 10 ft. to 16 ft. If two men are aiming and loading. (tons): 1⁄ 16 for your convenience. or to initially aim the cannon at its first target. Cost: 600 G Damage: 5d6 Standard Boarding Cannon Critical: × 4 Cost: 250 G Range Increment: 200 Damage: 2d8 Crew: 3 Critical: 19–20 (this weapon sores a threat on a natural 19 or Aim: 3 full-round actions 20. In real life. you make a Profession Cost: 400 G n ep (siege engineer) check (DC 20). Wt. Standard 12 pound Cannon Reload: The time it takes to load or reload a cannon after it Cost: 500 G has been discharged. instead of just a 20)/× 3 Reload: 8 full-round actions Range: Increment: 200 Move: 10 ft. and should be used to check for deviation Reload: 20 full-round actions on the 1 ft. (tons): 1⁄ 3 number of full-round actions that it would normally take. (tons): 1⁄ 8 any other roll the DM rolls 1d4 and consults the 1 ft. Crew: 3 Hit Points: 60 Aim: None. deviation chart in the “Grenadelike Weapons” section of the Standard 20 pound Cannon DUNGEON MASTER’S Guide. pe Critical: The damage multiplier applied (i.™ The center Crew: 3 of the chart is the desired hit location. This holds true for moving the cannon as well. the number of times you roll damage. Damage: 3d6 Critical: × 4 dl Crew: The number of crew needed to operate the weapon. one of them Aim: 5 full-round actions makes a Profession (siege engineer) check (DC 30) and Reload: 10 full-round actions subtracts any range penalties from his roll. chart. (tons): 1⁄ 10 between volleys.

Horse cannons can be incredibly deadly, but are bulky and
difficult to aim. The Montaigne have attempted to address Other Non-Cannon Artillery
this weakness by hitching some of their smaller cannons to Some older technology is still used by the more primitive
teams of horses. The horses must be unhitched before the cultures of Théah, such as the Vestenmannavnjar. Their game
cannon is fired, but the procedure is still much faster than statistics have been provided below.
pushing the enormous weapon around.
It takes a full-round action to hitch or unhitch the cannon Small Catapult
from a team of four horses. When unhitched the cannon may Cost: 500 G
move up to 5 feet as a move equivalent action. However, when Damage: 3d6
a horse cannon is hitched up, it can move as far as 40 feet. Critical: –
In addition, aiming the cannon only requires 1 full round Range Increment: 150
action, due the assistance the horses provide when hitched. Crew: 2
Aim: 5 full-round actions A
Eisen Roaring Cannon Reload: 10 full-round actions N
Cost: 2,000 G
Damage: 5d12
Move: 10 ft.
Hit Points: 50
e p
Critical: × 4 Wt. (tons): 1⁄ 4
w p
Range Increment: 300
Crew: 4 Large Catapult S e
e n
Aim: 5 full-round actions Cost: 800 G
Reload: 10 full-round actions Damage: 5d6
Move: 5 ft. Critical: -– l d
Hit Points: 116 Range Increment: 200 l i
Wt. (tons): 1⁄ 2 Crew: 5 s
Aim: 5 full-round actions x
The Eisen have built on the strength of cannons to make Reload: 20 full-round actions
them even more powerful at the expense of maneuverability. Move: 5 ft.
When an Eisen roaring cannon is fired, it sounds as though Hit Points: 90
lightning has struck nearby. Men and horses evaporate as the Wt. (tons): 1⁄ 2
screaming balls tear through the ranks and the survivors
often run for their lives. In addition, anyone within twenty Ballista
feet of a person killed by a roaring cannon must make a Will Cost: 500 G
save (DC 15) or suffer the effects of fear. Damage: 4d8
Critical: × 4
Setine Clockwork Cannon Range Increment: 275
Cost: – Crew: 1
Damage: 4d10 Aim: 3 full-round actions
Critical: × 4 Reload: 5 full-round actions
Range Increment: 150 Move: 10 ft.
Crew: 1 Hit Points: 40
Aim: 3 full-round actions Wt. (tons): 1⁄ 2
Reload: –
Move: 10 ft. Swivel Base
Hit Points: 60 Cost: 75 G
Wt. (tons): 1⁄ 3
When a cannon is attached to a swivel base it reduces the
Clockwork weapons are sometimes found in Setine sites. number of actions required to aim or reaim the cannon by 2
They are usually incomplete and require repair from a skilled (to a minimum of 1 full round action). And the required crew
weaponsmith (typically a Profession (weaponsmith) check needed to aim or reaim the cannon is reduced to 1. This does
(DC 20) required). When operational they deliver a blast of not affect the time or crew needed to operate it.
energy unlike anything seen on Théah. The weapon usually
only has 3d6 charges before it becomes completely useless.
The clockwork cannon does not need to be reloaded between
firings. It does not fire like a standard cannon; Instead the
clockwork cannon is fired like a ballista. Its makes its attack
with a straight 1d20. No modifications are made to this roll
(no bonuses, attack bonuses, ability modifiers, etc.). The AC
of a non-moving target is always 10.
Clockwork cannons are very rare, and as such cannot be
purchased normally. A few crop up for sale on the black
market every now and then, and Setine sites may produce a
few samples as well. Details and the exact cost of the cannon
in such circumstances is up to the DM.







DEX AC =10+ + + +




FORTITUDE = + + + +

REFLEX = + + + + h ALCHEMY INT ______ = ______ + ______ + ______
h ANIMAL EMPATHY CHA ______ = ______ + ______ + ______
WILL = + + + + h APPRAISE ■ INT ______ = ______ + ______ + ______
h BALANCE ■ DEX* ______ = ______ + ______ + ______
h BLUFF ■ CHA ______ = ______ + ______ + ______
h CLIMB ■ STR* ______ = ______ + ______ + ______
h CONCENTRATION ■ CON ______ = ______ + ______ + ______
CRAFT ( _________________ )■ INT ______ = ______ + ______ + ______
MELEE = + + + + h CRAFT ( _________________ )■ INT ______ = ______ + ______ + ______
h CRAFT ( _________________ )■ INT ______ = ______ + ______ + ______
RANGED = + + + + h DECIPHER SCRIPT INT ______ = ______ + ______ + ______
h DIPLOMACY ■ CHA ______ = ______ + ______ + ______
h DISABLE DEVICE INT ______ = ______ + ______ + ______
h DISGUISE ■ CHA ______ = ______ + ______ + ______
h ESCAPE ARTIST ■ DEX* ______ = ______ + ______ + ______
WEAPON ATK BONUS DAMAGE h FORGERY ■ INT ______ = ______ + ______ + ______
h GATHER INFORMATION ■ CHA ______ = ______ + ______ + ______
h HANDLE ANIMAL CHA ______ = ______ + ______ + ______
RANGE WEIGHT TYPE SIZE CRITICAL h HEAL ■ WIS ______ = ______ + ______ + ______
h HIDE ■ DEX* ______ = ______ + ______ + ______
h INNUENDO WIS ______ = ______ + ______ + ______
h INTIMIDATE ■ CHA ______ = ______ + ______ + ______
hhhhh hhhhh hhhhh hhhhh
hhhhh hhhhh hhhhh hhhhh h INTUIT DIRECTION WIS ______ = ______ + ______ + ______
h JUMP ■ STR* ______ = ______ + ______ + ______
h KNOWLEDGE( ______________ ) INT ______ = ______ + ______ + ______
h KNOWLEDGE( ______________ ) INT ______ = ______ + ______ + ______

WEAPON h KNOWLEDGE( ______________ ) INT ______ = ______ + ______ + ______
h LISTEN ■ WIS ______ = ______ + ______ + ______
h MOVE SILENTLY ■ DEX* ______ = ______ + ______ + ______
h OPEN LOCK DEX ______ = ______ + ______ + ______
h PERFORM ■ CHA ______ = ______ + ______ + ______
h PICK POCKET DEX* ______ = ______ + ______ + ______
h PROFESSION ( ____________ ) WIS ______ = ______ + ______ + ______

hhhhh hhhhh hhhhh hhhhh READ LIPS INT ______ = ______ + ______ + ______
hhhhh hhhhh hhhhh hhhhh h RIDE ■ DEX ______ = ______ + ______ + ______
h SCRY ■ INT ______ = ______ + ______ + ______
h SEARCH ■ INT ______ = ______ + ______ + ______
h SENSE MOTIVE ■ WIS ______ = ______ + ______ + ______
h SPOT ■ WIS ______ = ______ + ______ + ______
h SWIM ■ STR ______ = ______ + ______ + ______
h USE MAGIC DEVICE CHA ______ = ______ + ______ + ______
h USE ROPE ■ DEX ______ = ______ + ______ + ______
h WILDERNESS LORE ■ WIS ______ = ______ + ______ + ______
h ________________________ ____ ______ = ______ + ______ + ______
h ________________________ ____ ______ = ______ + ______ + ______
h ________________________ ____ ______ = ______ + ______ + ______
h ________________________ ____ ______ = ______ + ______ + ______

h ________________________ ____ ______ = ______ + ______ + ______
Skills marked with ■ can be used normally even if the character has zero (0) skill ranks.
Mark class skills with H. *armor check penalty, if any, applies. TM

©2002 Alderac Entertainment Group, Inc. Permission granted to photocopy for personal use only.








Equals max heavy load Equals 2x max heavy load Equals 5x max heavy load



©2002 Alderac Entertainment Group, Inc. Permission granted to photocopy for personal use only.

poses. The following text is the property of Wizards of the Coast. artifacts. Alderac Entertainment Group.0a of the Open Game License and the names. language. broadcast. names. Bastion Press. You a perpetual. modifying or distributing. Inc. the Open Game Content. concepts. 2000 Wizards of the Coast. or graphic designs. dialogue. the artifact named “Reis’ Content You Distribute. likenesses. including all Swashbuck- i ls subtracted from this License except as described by the License itself. cultural information. Alderac Entertainment Group. Inc. Inc. if they have any questions or concerns about reproducing material from Théah in other OGL works.g. Wizards of the Coast. transformed or adapted. Alderac Entertainment Group. Swashbuckling Adventures. No terms may be added to or Identity in accordance with section 1(e) of the Open Game License. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License that already appear in the d20 System Reference Document (e. logos. Reputation system. Open game content from Monsters Copyright 2002. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open game content from Rokugan Copyright 2001. names of artifacts. regardless of designation. poses. ling Adventures product and product line names including but not limited to Théah. You agree not to indicate compatibility or co-adaptability with names and other previously designated PI. Alderac Entertainment and are used with permission. maps and cartography. Ye Olde Treasure Hunt.. may not be used in any other way except where name of any Contributor unless You have written permission from the Contributor to do so. non-exclusive license with the exact terms of this License to Theus. equip- ment. designs that are used by a Contributor to identify itself or its products or the encouraged to contact jzinser@alderac. but not limited to Game Content. the Contributors grant Pyeryem. All Rights Reserved. (d) “Open Game Content” means the game mechanic and includes the methods. illustrations. documents within the game world (e. Wizards of the Coast. Scythe” may be used to refer to the artifact of the same name. “Used” or “Using” means to use. Use of Product Identity: You agree not to Use any Product Identity. content designated as Product Identity for these items only. edit. (e) “Product Identity” means product and product line This printing of Swashbuckling Arcana is done under version 1. guide and document. correction. modify and distribute any Open Alderac Entertainment Group. Glamour. The owner of any Product Identity used in Open Game Content shall retain all magic item effects. Publishers who wish to use the OGC materials from this book are pw trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity. any Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another. including as an indication as to tics blocks from the Size/Type line (e. 96 . however. spell effects. Open Game Content may only be used under and in accordance with the terms of the OGL as fully set forth on the n ep Material of Open Game Content. procedures. creatures. Identification: If you distribute Open Game Content You must clearly indicate which portions of nated above. including but not limited to capitalized x 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. Updating the License: Wizards or its designated Agents may publish updated versions of this LIMITED LICENSE FOR USE OF GOODIES AND PRODUCT IDENTITY (PI) IN GOODIES: License. translate and otherwise create Derivative anyone using OGC material from Swashbuckling Adventures in other OGL works to kindly reference Swashbuckling Adventures as the source of that material within the text of their work. All rights reserved. The Open Game Content but specifically excludes Product Identity. Inc. nation or factional sigils. countries and empires. potation. independent Agreement with the owner of such Trademark. Inc. thematic elements. characters. themes and graphic. personas. Skip Williams. The Open Game License Open game content from Evil Copyright 2001. symbols. and sufficient rights to grant the rights conveyed by this License. Inc. names of magic and magician types (including but not limited to pure El Fuego Adentro. Inc. Inc. modification. Group. contain Product Identity. All contents of this book. Inc. COPYRIGHT NOTICE: Open Game License v1. and Zerstörung). symbols. royalty-free. The use of any USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of Alderac Product Identity in Open Game Content does not constitute a challenge to the ownership of that Entertainment Group. format. Inc. upgrade. draft version of the d20 System Trademark License. Inc. Lærdom. based on original material by E. Subsequent printings of this book will incorporate final versions of the license. hereby grants other OGL publishers a non-exclusive. sell. magic items. Grant and Consideration: In consideration for agreeing to use this License. spells. any and all 5. dialogue. and any other AEG’s intention is to open up as much of this adventure as possible to be used as Open Game Content (OGC). You represent that Your Contributions are Your original creation and/or You have Means to Ends. rent. including translations and derivative works under copyright law. Inc (“Wizards”). Alderac Entertainment Group. to add all classes. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used 15. places. Porté. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with goodies are copyright 2001. logos and identifying marks including trade dress. Open game content from The Quintessential Fighter Copyright 2001.0a. Inc.g. 1. Use of PI elements is limited solely to using these PI 10. (h) “You” or “Your” means the licensee in terms of this agreement. magical or supernatural abilities or effects. Inc. geographic locations. names of spells. Mongoose Publishing lease. likenesses. depictions. and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. title and interest in and to that Product Identity. the following portions of Swashbuckling Arcana are designated as Open Game Content. personalities. Inc. ment Group. and the Swashbuckling Adventures and 7th Sea logos. Inc. DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above. Mongoose addition. (c) “Distribute” means to reproduce. except material noted in that work as Open Game Content. Inc.g. For example. A limited license is provided below which allows use of the work that you are distributing are Open Game Content. such provision shall be mark or copyright concerned. feats. incidents. and monster and NPC statistics (henceforth “goodies”) contained in this volume rights. Termination: This License will terminate automatically if You fail to comply with all terms herein portions of this book are hereby added to Open Game Content and if so used. motto. environments. Monte www. The License: This License applies to any Open Game Content that contains a notice previous page. all rights reserved. Alderac Entertainment Group. and that designation remains. compilation. Gary Gygax and Dave Arneson. as desig- 8. The remainder of these OGC 13. Alderac Entertainment Group. worldwide. quotes from characters or documents. Authors Jonathan Tweet. reformed only to the extent necessary to make it enforceable. designs. Some of the portions of this adventure which are delineated OGC originate from the System Reference Document and are © 1999.wizards. Alderac Entertainment Group. except for each element of that Product Identity. abridgment or other form in which an exist. Inc. Inc. Inc. Copy of this License: You MUST include a copy of this License with every copy of the Open Game elements in the goodies themselves and for no other use. 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 You must affix such a notice to any Open Game Content that you Use. and Swashbuckling Adventures. Melf or Mordenkainen) and are to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying. and organizations. thematic elements. the copyright date. Open game content from Codex Arcanis Copyright 2001. except for the purposes of review or use consistent with the limited license above. No other terms or conditions may be applied to any Open Game Content distributed using this License.” survive the termination of this License. names and descriptions of characters. equipment. to the canon of Open Game Content for free use pursuant to the Open Game License by future Open Game publishers. Reproduction or use without the written permission of the publisher Open game content from Dragons Copyright 2001. Product Identity. and 2) 12. Open game content from Dungeons Copyright 2001. Some of the aforementioned items. and Birdcage Revolt). Alderac Entertainment Group. storylines. Théah. Inc. Wizards of the Coast. locations. Fate Witches. copy. creatures. 4. any elements of the Swashbuckling Adventures or Théah setting. plots. Holistic Design Open game content from Gods Copyright 2002. and You must add the title. 9. sign. Alderac Entertainment Group. Living Imagination. Open game content from Seas of Blood Fantasy on the High Seas Copyright 2001. Alderac Entertainment Group. plots. Alderac Entertainment Group. and 7th Sea are trademarks of Alderac Enter- Open game content from Arms and Armor Copyright 2001. Paradigm Concepts. Open game content from Broadsides! Naval Adventuring Copyright 2002. creatures. races. Large. likenesses and special abilities. Scrying. Swashbuckling Adventures and Swashbuckling Arcana Copyright 2002. formats. Outsider) down to the Advancement line. extension. Publishing ing work may be recast. The above Product Identity is not open Game Content. should bear the COPY- and fail to cure such breach within 30 days of becoming aware of the breach. All sample character statistics and charts. logos. respect to some or all of the Open Game Content due to statute. modify. teams. irrevocable. Alderac Entertainment Group. pe audio representations. d20 System Trademark Logo Guide and System AN storylines. or graphic designs. Reformation: If any provision of this License is held to be unenforceable. The name “Reis”. it appears as part of the feat name. while maintaining Product Identity (PI) to all aspects of the Swashbuckling Adventures and 7th Sea intellectual property. transmit or otherwise distribute. Fantasy Flight. All feats or compatibility. The mention of or reference to any company or product in these pages is not a challenge to the trade- 14. and which specifically excludes the Open Game Content. Syrneth Artifacts.0a Copyright 2000. however. historic events. Open Game Content. All creature statis- 7. the Use. independent Agreement with the owner of other information previously designated as PI. enchantments. All sublicenses shall RIGHT NOTICE: “Swashbuckling Adventures Copyright 2002. A copy of this License can be found at System Rules Document Copyright 2000. any and all material adapted from Swashbuckling Adventures. Inc. publicly display. guilds. Swashbuckling Arcana. (b) “Derivative Material” means copyrighted material including derivative Open game content from Seafarer’s Handbook Copyright 2001. Inc. royalty-free limited license to use the goodies and the PI elements which appear in the spell names contained in this book in OGL publications. names. characters. Inc. Any publication making use of such goodies and PI elements in goodies must bear a legal notice that both 1) any such PI used is reserved Product Identity. Nation names. improvement. Game Content originally distributed under any version of this License. would appreciate eS associated products contributed to the Open Game License by the Contributor (g) “Use”. judicial order. is expressly forbidden. and all artwork. version 1. skills. Open game content from Mercenaries Copyright 2002. depictions. spirits. You may use any authorized version of this License to copy. works and translations (including into other computer languages). or governmental regulation then You may not Use any Open Game Material so affected. and is Copyright 2000 Open game content from Magic of Rokugan Copyright 2002. Open game content from Fading Suns: d20 Copyright 2001. except as expressly licensed in another. designs. prestige classes. license. Cook. Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast. class names. already OGC by virtue of appearing there. 2. even though “Reis” is PI of Alderac 11. (f ) “Trademark” means the logos.. symbols. artwork. Distribute. tainment Group. stories. according to the terms of the d20 System License version 1. the Book of Prophets.0a: Any and all Swash- buckling Adventures and 7th Sea logos and identifying marks and trade dress. are copyrighted year 2002 by Alderac Entertain- Open game content from Creatures of Rokugan Copyright 2001. Inc. secret societies. photographic and other visual or Reference Document by permission of Wizards of the Coast. symbols. except such elements 6. and means any work covered by this License. Inc. Use of Contributor Credits: You may not market or advertise the Open Game Content using the Entertainment Group. Representation of Authority to Contribute: If You are contributing original material as Open stories. DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product dl indicating that the Open Game Content may only be Used under and in terms of this License.

Lærdom rune mages call upon the forces of creation itself. ™ ™ ™ ™ . Fate witches twist the strands of destiny to their own devising. born from an unholy bargain struck centuries ago. Porté sorcerers tear holes in the fabric of reality. ™ ™ and the Dungeons & Dragons® Player’s Handbook. • Complete details on eight powerful schools of swashbuckling magic — from teleporting Porté mages to the explosive fires of El Fuego Adentro. while Glamour mages possess the strength of legends brought to life. a Game Master also needs a copy of Swashbuckling Adventures. From the sinister corruption of Zerstörung to the shapeshifting abilities of Ussura’s nobility. • Numerous “alternate” schools of magic. TM TM Magic flows from the blood… Swashbuckling Théans have more to worry about than sharp blades. To use this companion. Sorcerous bloodlines. You simply have to know where to look. magic is all around. easily transferable to any swashbuckling campaign. published by Alderac Entertainment Group. Inc. Third Edition and ™ ™ DUNGEON MASTER’S GUIDE published by Wizards of the Coast. Swashbuckling Arcana is the definitive sourcebook for magical powers in an era of pirates and musketeers. • Fully compatible with d20 System™ rules. including the sinister Blood Scientists and the burgeoning power of gadgets and inventions. It includes rules for the major sorcerous powers in the world of Théah. control powers beyond belief.® A player needs only ™ ™ Swashbuckling Adventures and the Player’s Handbook.