Lone Wolf RPG - Magic of Magnamund

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LONE WOLF The Roleplaying Game

Magic of Magnamund
August Hahn
Source Author

Contents
2 Introduction
Joe Dever
4 Cener Druid
Layout & Design
17 Herbalish Ian Belcher

33 Kundi Mystic Cover Art


Ralph Horsley
45 Sage of Lyris
Interior Illustrations
62 Shadakine Wytch/Wytch Chylde Tony Parker

83 Shianti Sorcerer Studio Manager


Ian Barstow
97 Vakeros Knight
Production Director
111 Advanced Classes Alexander Fennell

119 Magical Craft Playtesting


Tanya Bergen, Julie P Blackburn,
123 The Scope of Magic William T Blackburn, Gloria Egner,
Mark Gedak, Tammy Gedak, Patrick Kossman,
125 Designer’s Notes Murray Perry

126 Index Proofreading


Ron Bedison & Sarah Quinnell
128 License

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

1
Introduction
It comes to you unbidden – the pure flames of magic. You reach out for the power and it surges to life around
your hands. With arcane words you summon it and with mystic gestures, you control it. The flame is part of
your very soul and with its might, no force on Magnamund can stand against you. With a spell of destruction
on your lips, you enter the fray…

While magic may not seem as prevalent in Magnamund as it own destruction. Because magic is the basic form of all that
is in many other fantasy settings, the arcane forces of spells is, it is by its very nature its own antithesis. This places magic
and supernatural powers lie very much at the heart of every at odds with itself, creating a dangerous and often precarious
Lone Wolf story. From the extra-dimensional Darklords to balance of genesis and oblivion – the star and the void. While
the plague-casting druids of Cener, powerful magic and those one aspect of magic is capable of great creation, it is also
that practice it have shaped every major event in the history empowered to shatter its own accomplishments.
of Magnamund. While it is the struggles of mortal men that
mark the ages of the world, it is the magic they strive both with Many practitioners of magic quantify this dual nature as
and against that defines those long years. Right and Left Handed magic, but these terms are merely
a simplification of a fundamental concept of Aon. This
Magic finds many ways to express itself in the world of Lone dichotomy can be seen in the gods themselves, the first act of
Wolf. From the simple spells of Sages in the land of Lyris to creation through magic. The gods of Light and Darkness exist
the beasts of pure power that roam the borders between realms
as polar opposites because magic is in many ways polarised
and come at the beck and call of magicians like the Kundi
– right and left hands, so to speak. With this in mind, it is easy
Mystics, magic is more than a simple force in Magnamund.
to consider the war between both facets of divinity as a logical
It is very much alive, existing as equal parts ally and skill for
and perhaps unavoidable reality. The heavens themselves
those gifted enough to wield some small fraction of its true
majesty. clash because there can be no true unity while there exists
anything more substantial than pure, formless magic.
For some, like the Brotherhood of the Crystal Star, magic is a
power to be codified, studied and treated as a mastery of rote, On Magnamund (and on a hundred other worlds), mortals
spell and form. For others, like the Elder Magi of Dessi and are left to find their own way through the nebulous mists of
their descendents, magic is a part of their very souls and given existence. Magic, through the devotion and careful study of
expression through acts of purest will. Both are correct and millennia, has been given hundreds of new forms. Each is but
neither are quite the whole truth. In the universe of Aon, magic one face of the truth but each is also different and uniquely
is a primal force and existed long before the gods formed the special. If it is the birthright of gods to hold dominion over
heavens, the worlds or even themselves. mortalkind, it is perhaps the inheritance of mortals to grant
new forms to the power of reality itself.
In fact, the true nature of Magnamund, the Astral Plane,
Daziarn and the many worlds that make up all of Aon is as
manifestations of that power. Magic, in the Lone Wolf setting,
What You Will Find in These Pages
is not just the energy of creation; it is Creation itself. It could Magic of Magnamund is a sourcebook for Players and
be said that magic incarnated itself as the gods of Light and Games Masters alike; it contains new character classes, spells,
Dark, then through them became the universe. magical powers, equipment and even creatures drawn from or
expanded out of the Lone Wolf settings. Everything here is in
In this way, magic as a force and magic as a discipline become some way part of the magical tapestry that is Magnamund;
one in the same. Because the very truth of existence is that each one chosen because of the special powers or cultures
magic is everything and part of everyone, even the most they represent. While it is quite possible to run a very diverse
mundane task can be a magical act. Cooking, metalcraft, campaign using just the character classes presented in the Lone
even the simple art of singing are all expressions of reality Wolf core rulebook, this tome should allow for a much greater
and are therefore filled with magic. This makes every part of range of play – at least where spellcasters are concerned.
Magnamund enchanted and for those with the skill or insight
to see this, power beckons with every dish, every blade and This book will also be an invaluable tome for Games Masters,
every song. Magnamund is not a magical world; it is magic. offering hundreds of new possibilities for campaign play.
While Players will have several options for new characters,
With Great Power… everything here is a new tool or resource of the Games Master.
This wonderful energy has its terrible price; the same magic The character classes will allow for vibrant and diverse Non-
that makes up the world contains within itself the seeds of its Player Characters, the new powers and spells will suggest new

2
magical effects that can occur in games and the equipment and session or an entire campaign. Be wary of placing such power
monsters can only enrich encounters during play. in the hands of Players but whether kept as a Non-Player
Character option or allowed fully into the game, they greatly
New Core Classes expand the varieties of magic in Magnamund.
The core of this book lies in the new classes it presents, of
which there are seven. Each one is either iconic to the world New Equipment
of Magnamund or can easily be seen as a living, breathing part The second part of the Magical Craft chapter deals with those
of the setting. From the Cener Druids of the fetid Ruel Swamp most rare of items; magical tools and weapons. While rare on
to the Kundi Mystics high in their trees, they represent the Magnamund, representing the pinnacle of eldritch might and
tempestuous forces of life itself. From the Sages of Lyris to the uncanny craftsmanship, a huge collection of these precious
Wytches of Shadaki, they fearlessly delve into the mysteries items has been collected and carefully described in these

Introduction
of life, death and reality. From the rare and wondrous Shianti pages.
Sorcerers to the lethally militant Vakeros, they wield their
powers for the defence of themselves and those they protect. New Monsters
Lastly, the Herbalish stand ready to combat the threats of dark In Magic of Magnamund, some characters get the option
magic that plague Magnamund, especially the infectious arts to mentally bond with a creature, summon beasts from the
of the Cener – their sworn enemies. aether or even transform into a monster themselves. These
powers necessitate a small collection of new monsters, each
New Advanced Classes one available for any purpose a Games Master can envision.
Not all magic-wielders on Magnamund follow their path Throughout this text, you will find creatures like the Shadow
exclusively. Though comparatively rare, there are those Razor, ephemeral figures given life and form by pure magic,
who walk the path of sorcery and then deviate into politics, and the Kiroqx, tiny forest creatures mutated and enslaved by
espionage or adventuring, diluting their magical prowess with the power of the Cenerese. A number of monsters await you
mundane abilities and becoming Emissaries for their orders in the Bestiary; do not underestimate any of them.
in the realms of court and trade. The opposite is also true;
mundane warriors or thieves who take on the mantle of Agent In Closing
for a particular occult organisation, gaining a modicum of The Magic of Magnamund is first and foremost a reference
magical might to supplement their everyday prowess. text for the Lone Wolf core rulebook. It does offer a number
of options to Player Characters but even if no Player in a given
New Skills campaign plays one of the character classes given here or takes
The Magical Craft chapter of this book contains a special even a single rank in one of the mystic skills, a Games Master
section on magical skills. These abilities can be added to any should be able to work in everything here ‘behind the scenes’.
character class with the requisite abilities or features to take Player Characters do not have to be Herbalish to benefit from
them and offer a host of new options. These skills and the the healing balms and spells they possess, after all.
items they lead to can change the face of a character, a game
Whether this book sees
more use in the hands of
Players or Games Masters,
it should have a profound
effect on any Lone Wolf
game that uses it. The
possibilities of magic in
Magnamund are as intricate
and varied as the many
volumes detailing its arts
that lie scattered throughout
the land. Every new art has
infinite promise and holds
infinite danger. Caution
brings power. Carelessness
invites only death.

Here is a new grimoire for


your collection. You have
been warned.

3
Cener Druid
This world will pay. Once, your people’s power stretched from horizon to horizon. All of life trembled in
your shadow. You even brought down the mighty Dessi, the slayers of Agarash, with great and terrible magic.
Then the upstarts of Bautar turned on you and used your own spells to shatter all you had made. Their time
will come. They will come to know sickness, terror and death. Their lands will wither and their children will
come to dust.

The Cenerese Druids were once the shepherds of the natural these goals, they will do anything, kill anyone and brave
forces of Magnamund. Their power and benevolence were any danger. While they are not above using the twisted
unmatched in the land and in the many years that followed powers of magic at their disposal no matter the cost, they
the defeat of the Naar-son Agarash, they were a force for are just as eager to sacrifice slaves to accomplish their
good and healing in the ravaged land. Many cities came goals. Life means nothing but power to the Cenerese; they
to welcome their nearby groves and their flowing robes hold nothing and no-one sacred in the shadow of their own
and silver sickles were symbols of peace and grace famous glory. Any adventure a Cenerese embarks on is sure to
throughout Magnamund. leave bodies in its wake and travesty as its legacy.

Then, one fateful night, the Cenerese betrayed the land Characteristics: The Cener Druids are a foul afterimage of
itself in a great ritual that took place simultaneously across what a Druid should represent. They are generally spindly
Northern Magnamund. Every Cener grove, with the and emaciated or grossly obese, as their magic makes it
exception of the one circle near Talon in Bautar, hosted a difficult for them to maintain even their own good health.
black rite of blood and darkness. The foul magic released Because many dabble in necromancy, even if they do not
spread through the world, seeking out their greatest enemies specialise in its many powers, the lives of the Cenerese
– the Elder Magi of Dessi – and bringing them low with a are usually a precarious balance. This, coupled with their
pestilence so foul, no power or Art could stop it. Within penchant for disease, leaves most in a perpetual state of
one month of the black rite, most of the Drodarin races near-decay. Not every Cener Druid looks like a pustulent
were dead or dying and many creatures with magic in their husk but enough appear ill and virulent that it has come to
blood were doomed to the same terrible fate. It was a dark be inescapably associated with their race.
time – the ascension of the Cener Empire.
Religion: The Cener truly worship only themselves but
The Cenerese, led by their great circles of Druids, were they know enough about the cosmology of Aon that they
stopped on the crest of their conquest by the most unlikely pay homage to the Dark Powers in their purest forms.
of forces. The rebel grove, a small band of Druids that had It is not uncommon to find small shrines to the gods of
refused to be a part of the betrayal, repented their previous disease (Vurnos), madness (Tharrayn) and death (Naar
evils done in the name of their masters and wielded a purer and sometimes Xhagvash). Some few even worship the
form of druidry against the Cener tyrants. In the Druid memory of Agarash as a divine shard of the true power
Wars that followed, the vast kingdom of the Cenerese fell of evil in the universe, Naar. Few Cener truly concern
and their dark power was shattered. Defeated and scattered, themselves much with theology, as power and magic have
the Cener Druids’ bid for power came to naught and they always been much dearer to their dark hearts.
disappeared into the shadows of the night.
Background: In the ancient times before their betrayal, the
They were not, however, destroyed. In the darkest corners Cener Druids could be from any walk of life. Many noble
of the world, their power exists to this day. Fewer in number families were quite eager to have their younger children
but not lessened in ambition or hatred, the Cener Druids study with these scions of peace. Now, in the aftermath of
still practice their dark arts and dream of the moment when their treachery, Cener Druids almost exclusively hail from
their implacable Herbalish foes become vulnerable. Then, their dark kingdoms in Kaum and Ruel. A few evil souls
like a venomous marsh asp, they will strike again. The from other lands seek them out to join their cause but most
Druids of Bautar will die and the path will be paved once Cener Druids are the result of generations of inbreeding
again for the Plague Lords of Ruel to rise again. behind the poison-vine covered fortress walls of their
forgotten kingdoms.
Adventures: Cener Druids are driven by three main
ambitions – power, conquest and revenge. In pursuit of Other Classes: Cener Druids do not get along with anyone
not of their own tradition but they are willing to enslave and

4
use anything unfortunate enough to encounter them. Cener curse word reviled by their race), the only way for them to
Druids are wise enough to know that their skills are vast exist as a group any longer is the terrible bond of souls and
and powerful but they can be physically very vulnerable. blood called the Crimson Oath.
Because of this, they prefer powerful physical slaves to any
other and use them as living (or undead) shields. To get This vow is taken before an entire Cener Circle, a gathering
to a Cener Druid, heroes may have to make the difficult of at least 11 other Cener Druids with one member acting
choice of killing his mind-bound guards first. as its circle leader. This Plague Priest initiates a would-
be member to the Cener Order by casting a special spell
learned only for this occasion. At the completion of the
Game Rule Information ten minute rite, the initiate uses the High Priest’s sickle to
The Cener Druid has the following game statistics.
slash open his wrists and bleed into the ritual fire pit while

Cener Druid
intoning the following oath. If he passes out from blood
Abilities: The chief statistic for any Cener Druid is
loss before finishing the vow, he is deemed too weak to be
Wisdom, as the mental strength of will it provides is integral
a Cener Druid and left to die.
in keeping his powers under control. A strong Constitution
is also valuable to the Cener Druid because his spells put
‘This world is ours. We are the pulse of life itself and our
such a terrible strain on his body and soul. Beyond these
blood is the blood of all. I shed mine now to share in the
two statistics, a Cener Druid can have virtually any range
power that we together possess. May the world taste of
of ability scores. High Charisma is essential for any circle
my life and choke on it. May the flame drink of my life
leader, while an impressive Intelligence score will allow
and be extinguished. May you see my sacrifice and find
mastery of the many skills the class has open (if guarded)
me worthy. I kneel between life and death, bowing only to
access to learning.
the glory that is Cener and vowing to serve only the Black
Circle for as long as I live.’
Endurance Die: d6.
If the initiate is heartfelt in his loyalty to the Cener, the rite
Base Speed: 30 feet.
will cause the land to shake and the fire to quench. In the
tremble of the earth and the guttering plume of the dying
Starting Wealth: 120 Gold Crowns.
fire, the magic of the rite heals the cuts on his wrists and the
spell is completed. If the initiate is false, the power roots
Class Skills him to the ground and the slashes keep bleeding until he
The Cener Druid’s class skills (and the key ability for each dies of exsanguination.
skill) are Concentration (Con), Craft (any, taken as separate
skills) (Int), Heal (Wis), Intimidate (Cha), Knowledge Assuming the prospective Cener Druid lives through the
(any, taken as separate skills) (Int), Occult (Int), Perception Crimson Oath, he gains the ability to advance as a Cener
(Wis), Profession (any, taken as separate skills) (Wis), Ride Druid. He automatically gets the maximum (6) Endurance
(Dex), Sense Motive (Wis), Stealth (Dex) and Survival for his first level of Cener Druid even if it is not his first
(Wis). character class level. He also receives the benefits of his
new Druid’s Circle. These are a +1 bonus to attack and
Skill Points at 1st Level: (4 + Int modifier) x 4 damage rolls when wielding a sickle (stacks with any
Skill Points at Each Additional Level: 4 + Int modifier bonus the sickle or Druid might otherwise possess) and a
+2 increase to his Wisdom score as long as there are two or
Class Features more other Cener Druids within 30 feet of him.
All of the following are class features of the Cener Druid.
Cener Spiral (Sp): The magical powers of the Cener
Armour and Weapons Proficiency: Cener Druids are Druids are divided into three Spirals; Death, Disease and
proficient with the club, dagger, dart, quarterstaff and the Terror. Each Cener Druid picks one Spiral as the focus for
sickle, their chosen weapon. They are not proficient with his studies but is not barred from the powers of the others.
any armour or shield. These Spirals are very potent, granting both innate abilities
and magical spells to those that walk it. The magic of the
The Crimson Oath (Su): Cener Druids are far stricter Cener is heavily steeped in mysticism and domination;
about their membership than they used to be, as they no they see the spiritual union of all life for what it is but they
longer have the numbers or lands to support a diverse choose to force that energy to do their bidding rather than
culture. Their shadowy existence lends itself only to living in harmony with it.
secrecy and constant concern over betrayal from within.
Trust not being a strong suit of the Cenerese (and in fact, a

5
Cener Druids only gain the Gift of their primary Spiral, ♦ Obliviate: An obliviate has a handle of carved and
even if they eventually qualify for and choose a secondary bleached bone and represents the dire forces of death
and tertiary Spiral. These later Spirals only grant their Step itself. The chosen blade of a Death Druid, it is a
powers and spells to those who follow them, as they are not necromancer’s tool and while it is only of passable
the focus of the Druids’ magical study and devotion. As a quality, it does carry lethal power coursing through
benefit to this lack of specialisation, secondary and tertiary its edge. Any target struck by an obliviate suffers
Spirals of Cener magic also do not inflict their Curses on the Druid’s Wisdom modifier (minimum of +1) in
the Druid either, making them less dangerous than his additional cold damage. Unlike normal damage, this
primary course of study. is the cold hand of death itself and is suffered even if
Damage Reduction of any kind would normally reduce
Magical Combat (Su): A Cener Druid uses his class level the sickle’s attack (though cold resistance would work
as his Base Combat Skill when attacking with his Cener normally). Undead are not affected by the bonus
spells and Spiral abilities (as shown in the Base Magical damage of an obliviate.
Combat Skill column). This represents his focused training
in wielding magical energies during combat. If a Cener ♦ Dominiar: The dominiar is the least common of
Druid takes levels in any other class (an unlikely event, but the three Spirit Edges, belonging to the rarest of the
it could occur), he only adds its class level to this value if three Spirals – Terror. It has a handle of fused iron
that class also has the Magical Combat feature. chain links and represents fear and enslavement. In
addition to being the mark of leadership among the
Sickle: When a Cener Druid takes his Crimson Oath, he Cener, a dominiar is of superior quality (+2 to attack
also declares his chosen Spiral path through the mysteries and damage rolls) and has the power to crush the will
of dark magic. As a symbol of this choice, he is given a of that it bites. On a successful critical hit against a
special sickle called a Spirit Edge. This curved blade is sentient target, living or undead, a dominiar penalises
both tool and weapon, serving as the primary focus for the the target’s Will saves by –1 until the next sunrise (or
powers he will learn in the months to come. Each Spirit 24 hours have passed, whichever comes first). A given
Edge is slightly different, with the Druid’s name forever target can suffer up to a cumulative –5 penalty this way
etched into its blade and a handle that represents the Spiral but all penalties fade at sunrise (or in 24 hours from the
it is dedicated to serving. onset of the first –1 penalty).

♦ Pestilent: A pestilent has a handle of dead, dried Plague Hounds: All Cener Druids revere the powers of
wood and represents the power of disease and decay. rot and decay, even those that do not walk its Spiral as their
The weapon of the Plague Druids, these sickles are of foremost discipline. This adherence to its magical tenets
mastercrafted quality (+1 bonus to attack and damage has benefits of its own, including the loyalty of one or more
rolls) and have a chance of inflicting a deadly disease Cener Plague Hounds, rotting servants that fight and guard
with every blow. If an attack with a pestilent is a the Cener Druid at all times. These beasts come unbidden
critical hit, there is a 50% chance the victim must make to the Cener Druid, their loyalty ensured long ago during
a Fortitude save with a DC equal to 10 + the Cener the original dark rite that nearly doomed all of Magnamund
Druid’s class level or contract the slimy doom disease. to an eternity of diseased darkness.

New Weapon: The Cener Sickle


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

Weapon Name Cost Damage Critical Range Increment Weight Type


Cener Sickle1 20 gc 1d6 x3 — 2 lb. Slashing
1
A Cener sickle can be used to inflict piercing as opposed to slashing damage, but you take a –2 penalty to the attack
roll when doing so. The shape of a Cener sickle gives you a +1 bonus to disarm attacks, including the check to resist
being disarmed yourself if you fail.

6
Cener Plague Hound
Medium Magical Beast
Endurance Dice: 3d10+9 (50 Endurance)
Initiative: +2
Speed: 40 ft.
Armour Class: 16 (+2 Dex, +4 natural), flat-footed 14
Base Combat Skill: +3
Attack: Bite +6 melee (1d6+4 + disease)
Full Attack: Bite +6 melee (1d6+4 + disease)
Space/Reach: 5 ft./5 ft.

Cener Druid
Special Attacks: Diseased bite (advanced filth fever
– see below)
Special Qualities: Critical attack (see below), low-light
vision, scent, unnatural health (see below)
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 16, Dex 15, Con 16, Int 2, Wis 12, Cha 6
Skills: Athletics +4, Perception +4, Survival +2
Environment: Any (bonded to a Cener Druid)
Organisation: Solitary
Challenge Rating: 2
Allegiance: Always Evil
Advancement: —

Critical Attack (Ex): A Cener Plague Hound’s bite


attack threatens a critical hit on an attack roll of 19–20.

Diseased Bite (Ex): Those bitten by Cener Plague


Hounds must make a Fortitude save (DC 19) or be
A Cener Druid has the listed number of Cener Plague infected by a particularly virulent form of filth fever
Hounds as servants at all times, though they can be left – treat this disease exactly as blinding sickness, except
behind or hidden if their presence would jeopardise a given for its higher DC to resist and an incubation period of
mission away from Ruel or Kaum. If a Cener Plague only 1 day.
Hound is slain, it is replenished by the land itself (usually
at the cost of some poor normal hound’s life) at the next Unnatural Health (Su): A Cener Plague Hound has
dark of the moon. Any number of Cener Plague Hound can twice the usual amount of Endurance.
be regained this way and there is no special ritual needed
to secure their services. They simply appear to the Cener to any fear or emotion-based spell or effect, including the
Druid and obey his every command without question. frightful presence special quality, as long as the effect is not
generated by a Darklord or an Herbalish. Even the Shianti
The hounds granted by this ability are superior to normal or similarly powerful beings cannot affect the emotions of
Plague Hounds and always master such inferior creatures a Cener Druid or cause him any true terror.
whenever they encounter them. Cener Druids, strangely
enough, cannot create these special Cener Plague Hound The Steps of the Spiral (Sp): With experience comes
intentionally; they only seem to be a side effect of the great mastery over the powers of the Cener Druids. Each Spiral
magic their ancestors worked long ago. has spells and powers related to it; with each ‘Step’ a Druid
takes, he learns more of these abilities. The Spirals are
Immunity to Terror (Ex): The power of the Cener magic listed on page 9 along with their level-based effects; a
flowing through the Druid’s veins brings with it terrible Cener Druid gains the powers and spells listed for each
nightmares of destruction and madness. At first, these can Step immediately upon gaining this class feature. If a
trouble and disturb a new Druid but over time he becomes Cener Druid does not meet the ability score prerequisite
inured to the images and emotions. When this callous for a given Spiral, he cannot take Steps in it and this
disregard for life takes hold of the mind, there is little room opportunity is lost.
left for fear. Cener Druids of 3rd level or higher are immune

7
With each new Step after the first at 1st level, a Cener Druid down). Each class level, the Druid increases his Willpower
also gains one Step along the path of either of the other total by 1 + his Wisdom modifier (minimum of +1 Willpower
two Cener Spirals. This choice is made with each Step per level). The Willpower statistic is refreshed by the Cener
gained (at 4th, 8th, 12th, 16th and 20th level) and can be in Druid’s Charisma score each night, at midnight. If a Druid
whichever Spiral the Druid desires. Steps are gained in runs out of Willpower, he is left unable to use any spells or
order; for example, a 4th level Cener Druid might have two abilities that normally require an Endurance cost until he
Steps of Terror and one Step, the first Step, of Disease. It has at least 1 point of Willpower.
should be noted that Disease is the only Spiral without an
ability score prerequisite and is therefore the most common Immunity to Disease (Ex): Dark powers are constantly
Step for Druids to have as either a primary or secondary at work in the body of a Cener Druid, brought about by
devotion. the same ancient rite that creates Plague Hounds. This
power has now so corrupted the body of the Druid that
Spiral’s Curse (Su): It must never be forgotten that Cener while he may never truly be healthy again, he can never
magic is an abomination of the true powers of nature. truly succumb to any form of disease or ailment. Cener
While the art of the Cener does indeed keep such powers Druids always fail their first saving throw against a disease
under control, the constant pressure this domination exerts unless that failure would kill them outright. However, they
against the mind, body and soul of the blasphemous Cener always make successive saving throws against that disease
Druid takes its toll. Each time this ‘feature’ is gained, the and always purge it from their systems after three days,
Cener Druid must suffer the Curse effect of the appropriate even if the disease’s incubation would take longer. Cener
level for his chosen primary Spiral. The Druid’s secondary Druids therefore only ever suffer the initial damage from a
and tertiary Spirals do not inflict Curses upon him, but their disease and can never, ever die from one.
effects may also echo in some non-harmful way through
his appearance. Immunity to Death (Su): By the time a Cener Druid is
17th level, there is little about him that could be considered
Spirit Edge (Su): Because a Cener Druid is constantly natural or alive any more. Not truly an undead, the Cener
channelling energy through his Spirit Edge, that power Druid is essentially sustained by magic and is forcing
eventually becomes a part of the weapon and imbues it with himself to live despite nature’s desire that he die. Cener
a magical enhancement. The Druid’s Spirit Edge gains the Druids with Immunity to Death gain Damage Reduction
listed magical bonus to attack and damage rolls and counts 10/magic or Herbalish; they are difficult to hurt unless a
as a magical weapon for purposes of Damage Reduction. weapon is either good in magical nature or wielded by an
The bonus listed supersedes itself; it does not stack. Thus, Herbalish.
a 16th level Druid’s Spirit Edge is a +3 magical weapon, not
a +6 magical weapon. Dark Becoming (Su): The ultimate magical expression
of a Cener Druid’s chosen Spiral, this is not just another
Psychic Awareness (Su): The greater powers of the mind power or the result of some ritual. Instead, the Spiral’s
awaken in an 8th level Cener Druid, allowing him to engage power joins with the Druid and reforges him into a new
in Psychic Combat as more than just a victim. These creature capable of mastering its secrets and surviving its
powers are a side-effect of the Druid’s powerful soul rather ravages without being destroyed. Each Spiral lists what its
than any real training. At this level he gains the ability to Dark Becoming entails and each one is entirely different
use the Erect a Shield psychic action. As he advances in but the power imparted by this union is immense regardless
power, the Druid learns how to use the Focus and Attack of the path chosen to reach it.
psychic actions. At 20th level, the Cener Druid no longer
has to expend Willpower to maintain a mental shield – he
may do so automatically. Ex-Cener Druids
Those that, for whatever reason, choose to leave their Cener
Willpower: All Cener Druids gain an additional statistic circle can expect nothing but pain and enraged ex-brethren
called Willpower at 8th level. This is a measure of their to follow them for the rest of their days. The Plague Lords
psychic strength and resilience. Though it is not used to do not take betrayal lightly and while the Crimson Oath
does not punish an initiate after his 1st level of this class,
power their pestilent magical abilities, it is nevertheless a
its benefits immediately end for anyone leaving the circle.
vital statistic, as even at its basic level it acts as a ‘buffer’
In addition, a Cener Druid of 10th level or less that leaves
against psychic effects that would otherwise cause serious
his brethren cannot advance in this class any further. 11th
damage to the character. Willpower is accumulated as a level Cener Druids can continue their studies alone but do
Cener Druid rises in level. At 8th level, a Druid’s Willpower so under the threat of brutal and final retribution if their
is directly equal to half his Wisdom ability score (rounded former kindred ever find them.

8
The Cener Druid
Base Base
Combat Fort Ref Will Base Magical Magical
Level Skill Save Save Save Combat Skill Damage Special
1st +0 +1 +0 +2 +1 1d6 Magical Combat, Crimson Oath, Cener Spiral,
Sickle
2nd +1 +1 +0 +3 +2 1d6 Plague Hounds (1)
3rd +1 +2 +1 +3 +3 1d6 Immunity to Terror
4th +2 +2 +1 +4 +4 1d8 The Second Step of the Spiral

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

Cener Spirals but he has already been sorely wounded and if he does
not bring the sentry down, he could easily be slain. He
Each of the spells in these dark paths of magic requires
therefore chooses Withering Wind, the first Step power of
the speaking of ancient words of magic power (the same
Death. It has a DC of 15 to cast, since five times one is just
words, incidentally, used by the Brotherhood of the Crystal
five added to the base of ten. A natural 20 on the Occult
Star but with a different magical intent behind them). This
roll always succeeds in casting a Spiral spell; a natural 1
magical tongue is not always very well mastered by the
always fails.
Cener, making it occasionally difficult or even dangerous
for them to cast their ritual magic and certainly making Each Step a Cener Druid knows can be cast a certain number
things uncertain in the heat of combat. of times per day. The first Step of effect can be cast as often
as a Druid wishes. Spells of the second Step of effect can
Using a Cener Spiral spell requires an Occult check to be cast once a day, plus a number of times each day equal
properly pronounce its archaic words and gather the to the Cener Druid’s Wisdom modifier (minimum of twice
requisite energy needed to empower it. The Difficulty per day). Third Step effects can only be cast as often each
Class of this skill check is 10 + 5 x the Spiral Step the day as the Druid’s Wisdom modifier (placing them beyond
Druid wants to call upon. Each Spiral has five ‘Steps’ of the ability of a Cener Druid without at least a +1 Wisdom
effect, each one creating a more powerful manifestation of bonus). Fourth Step effects can be cast as often as half
its dark power. the Druid’s Wisdom modifier (rounded up) and fifth Step
effects can only be cast once a day regardless of Wisdom
For instance, Gurrek the Cener Druid wishes to use his modifier. If for some reason the Cener Druid’s Wisdom
mastery of the Death Spiral to slay a charging Durenese modifier is negative (such as being poisoned by Insanity
Warrior. He knows four Steps along the Spiral of Death

9
Mist), he can still always cast each Spiral he knows once at fails, the disease leaves the Cener Druid and infects the
the second Step of effect per day. target instead.

Cener Druid spells are also exhausting to cast and many The Curse
have a physical damage component to their casting. If The Curse attached to the Spiral of Disease is the mildest
a spell has an Endurance cost listed after its name, this of the three Spirals but it is not to be taken lightly. Most
damage is taken by the Druid each time the spell is cast Cener will gladly pay what the Spiral asks of them for the
successfully. On an Occult roll of a natural 20, the spell power it grants but those in truly poor health may have to
costs nothing, even if it has an Endurance cost listed and a refrain from pursuing this magical path to its ultimate ends
natural 1 inflicts the damage listed in addition to the spell or risk a slow, painful demise.
failing (minimum of 1 Endurance, even if no Endurance
cost is listed). ♦ Curse I: Every full moon, the Cener Druid becomes
automatically infected with a random disease from
Whenever a Druid spell allows a saving throw to avoid the Lone Wolf core rulebook. This disease infects him
or mitigate its effects, the Difficulty Class for the spell is without benefit of an initial saving throw and therefore
always 10 + the Cener Druid’s Wisdom modifier + 3 times always inflicts its initial damage. It will stay with the
the Step of the effect. until he either succumbs to it (assuming he does not
already possess the Immunity to Disease class feature)
Later, after disintegrating the Durenese Warrior with his or fights it off through successful Fortitude saves (or
Withering Wind spell, Gurrek encounters a group of three days pass, in the case of immune Druids). This
Hammer Knights at a guard waystation. Knowing that he disease cannot be transmitted through the Gift of
is too deeply wounded to face them directly, he risks failure Disease as noted above.
by calling forth his most dangerous Death spell, the fourth
Step, Ashes to Ashes. The spell has an Occult DC of 30 to ♦ Curse II: The constant toll on the Druid’s health
cast (10 plus 4 x 5) and if it is successfully cast, the Knights finally makes its permanent mark. The Cener Druid
must each make a DC 26 (10 + 4 Wisdom bonus + 3 x permanently loses 2 Constitution points as a result
Level 4 effect) Fortitude saving throw to avoid the terrible and takes on a sallow, jaundiced complexion. This ill
effects of this deadly spell. appearance waxes and wanes, resulting in a variable
–1d4 penalty to all Charisma-based skill and attribute
checks where the target can see the Cener Druid clearly.
The Spiral of Disease Many Cenerese begin hiding their faces and bodies at
The primary discipline of the Cener and the one that
this level of progression down the Disease Spiral, often
accounts for the majority of their spellcasting membership,
wearing cowls and full, concealing robes.
the Spiral of Disease is a collection of magical talents
and spells devoted to the tenets of illness and pestilence.
♦ Curse III: The diseases that continuously plague the
Contrary to what most would believe, the intention of most
Cener Druid now leave him with a permanent malaise
Cener Druids choosing Disease as their primary Spiral is
touch. Any living creature or plant he touches sickens,
not to make their enemies sick. That is a side-effect of their
losing 1 Endurance point per round of contact. This
true goal – the mastery over life that comes from being
mean that any touch attacks the Druid may make
able to infect and weaken it. Infection as corruption is
inflict an additional point of lethal Endurance damage.
the purest accomplishment any Cener Druid can hope for
A base Fortitude saving throw bonus of +6 or better
and with this Spiral as their constant ally, they can easily
prevents this damage, as does immunity to disease, but
achieve it.
nothing else prevents or mitigates this sickening dolour
from taking effect. While many Druids use this to
The Gift
their advantage in combat, it also makes any personal
The Spiral of Disease is a demanding one, constantly
relationships difficult at best and dooms the Cenerese
testing the health of those Cener with the strength to walk
to a solitary life.
it. Though a high Constitution is recommended, the Spiral
of Disease is open to any Druid willing to walk it, making
First Step – Touch of Weakness (1 Endurance)
it accessible to all dark Druids. As its Gift, a Cener Druid
This spell can only be cast if the Cener Druid is not currently
choosing it as his primary Spiral gains the ability to pass
suffering from any disease himself. The spell has a touch
along any disease he is current suffering from to another
range, is inflicted as a touch attack and takes a free action
target by touch. This power requires a living target and a
to cast. The target, which must be living and successfully
touch attack. The Fortitude save DC to resist the transfer
touched, must make a Fortitude save or lose 1d6 points of
of the disease is the DC of the original disease plus the
Strength immediately. This Strength loss automatically
Cener Druid’s Charisma modifier. If the saving throw

10
returns at the rate of one point per minute after the attack The Becoming – Avatar of the Plague
and can be removed sooner with a Counterspell or healed The Cener Druid enters a 24 hour sleep during which time
by magic capable of restoring lost ability points. he bleeds from the pores, evacuates his bowels and sheds
his outer layer of skin like a rancid husk. The smell and filth
Second Step – Staggering Bile (2 Endurance) associated with this change are so foul that anyone exposed
By calling forth the powers of decay and putrescence into to the sleeping figure or coming within 20 feet of him must
his saliva, the Cener Druids use this spell to expectorate a save against contracting filth fever. This terrible chrysalis
greenish yellow fluid out to a range of 30 feet. Casting and consumes itself, leaving the changed Druid shivering,
spitting Staggering Bile is a full-round action and requires naked and drained of all but 3 points of Constitution.
a ranged magical attack. Any living target hit must make
two Fortitude saving throws. The first is to resist being The lost Constitution points return at the rate of one per

Cener Druid
stunned for one full round by the horrid stench and nausea day until they are all restored. Once they are all regained,
that accompanies the bilious strike. The second save is the change is truly complete and the Cener Druid takes
to keep from losing 1d6 Dexterity points and dropping on the following traits and gains the powers of his newly
anything being currently held because of the foul wave reborn form.
of magic in the attack. This Dexterity loss automatically
returns at the rate of one point per minute after the attack ♦ +4 bonus to Constitution score.
and can be removed sooner with a Counterspell or healed
by magic capable of restoring lost ability points. ♦ Complete immunity to disease of any kind, magical or
mundane. This supercedes the Immunity to Disease
Third Step – Rotting Gaze (3 Endurance) class feature and renders the first level of the Disease
The power of the Rotting Gaze spell is impressive, as it lasts Spiral’s Curse ineffective. The Gift of the Disease
one round per Cener Druid level of the caster and allows for Spiral now transmits filth fever, though the Druid is
a gaze attack out to a range of 30 feet. See page 256 of the considered a carrier rather than a sufferer of this disease
Lone Wolf core rulebook for details of gaze attacks. Only and therefore spreads filth fever rather than transferring
organic living or non-living (such as corporeal undead) it.
targets may be affected by Rotting Gaze and a successful
Fortitude saving throw negates its effects. Failure on this ♦ Sickly, flushed appearance and a rank stench that
save inflicts the Druid’s base magical damage upon the makes the Druid’s penalty to Charisma-based checks
target. Creatures immune to disease will still take damage affect any target within 30 feet even if he cannot be
from this effect. seen. He also suffers a –5 penalty on all Stealth checks
and the DC to track the Cener is reduced by 2 (or by 8
Fourth Step – Wave of Malaise (4 Endurance) if the tracker has the scent special quality).
This spell is cast as a standard action and generates a cone
of sickness that emanates from the caster stretches to a 30 ♦ All Endurance costs for spells of the Spiral of Disease
foot length, 20 foot wide at its furthest limit, filled with are reduced by one, to a minimum of 0 Endurance.
reeking, sickening fumes. Living beings exposed to these
stinking vapours must make a Fortitude save each round or
become nauseated. The fumes fade away in 1d4+1 rounds,
The Spiral of Death
The Spiral of Death is a taxing and difficult walk for the
or one round if there is a strong wind in effect. Winds of
living, as it deals with energies and concepts best left to
severe strength or more will instantly disperse a Wave of
the dead. Many Cener Druids try to walk this path for
Malaise before it affects any creatures. Wave of Malaise
the power it holds but few survive to witness its truest
is effective against creatures with resistance or immunity
possibilities. The Spiral of Death requires a stout heart and
to disease but such beings gain a +4 bonus to the Fortitude
a strong mind; only those with a Constitution score of 13 or
saves they must make.
higher may pursue it far enough to even obtain its weakest
‘blessings’. For those with the stamina to endure its
Fifth Step – Virulent Reaping (4 Endurance)
rigours, the Spiral of Death can grant the greatest gift of all
A spell that takes a full minute to cast and lasts for one full
– immortality. Of course, this longevity comes at the cost
hour thereafter, this magic turns the Cener Druid’s pestilent
of the Druid’s mortal life, but this is a small enough price to
into a terrifyingly potent weapon of illness and disease. A
pay for those attracted to this path in the first place.
pestilent so enchanted turns a sickening green colour and
glows with a vile radiance. It no longer needs a critical hit
The Gift
to activate its slimy doom attack; it inflicts it every time.
Those walking the Spiral of Death have little to fear from
The saving throw to resist the effect is the saving throw of
the walking dead themselves. Unintelligent (Intelligence
this spell instead of the weapon’s normal DC.

11
2 or less) undead will not attack the Druid unless attacked First Step – Withering (1 Endurance)
first. Indeed, the Druid is invisible to such undead unless This Cener spell is the first true Step towards a mastery of
he comes within five feet of them. This protection is necromancy that might take years to attain. By spending
continuous; the Druid could attack an unintelligent undead, a move action casting the spell and then making a single
retreat out of line of sight and return again to find the touch attack (as a standard action), the Druid can sap the
undead creature passive again. life force from a living target and gain some of it himself.
Excruciatingly painful, the attack inflicts the Cener Druid’s
The Curse base magical damage and grants 1d4 Endurance points
Death is not courted lightly and has a tendency to remember back to the caster. The pain of the attack also imposes
those seeking to escape its grasp. Cener Druids on the a –1 penalty to all attack rolls and skill checks the target
Spiral of Death must contend with the attentions of Death must make for 1 full minute afterward. This pain-induced
itself – a difficult prospect at best. For those few able to penalty is not cumulative; further Withering spells only
survive the cold touch of their own mortality ebbing away, reset its duration.
great power can be had. First, they have to resist the lethal
pull of the grave. Second Step – Corpsecall (4 Endurance)
Another true Step in the study of necromancy, this spell
♦ Curse I: The level in which the Cener Druid gains accomplishes a classic of the discipline – the creation of
this Curse provides him with only a single Endurance undead. A Cener Druid casting this spell requires one hour
point (as if his Endurance Die roll for this level was a and 250 Gold Crowns in materials but the end result is a
1 and he possessed no Constitution modifier). This is loyal Undead Servitor as detailed in the sidebar. Druids
the first grasp of Death, threatening to extinguish the may have up to their Charisma modifier +1 (minimum of
Druid’s life. While that assault is turned aside this time, two) in Undead Servitors at any one time and cannot heal
it leaves the Druid forever scarred. Most Cener Druids them or repair their damage in any way. Lost Servitors
bear some mark of this Curse such as white hair, pale must be replaced through the full casting of this spell again.
skin or a strange scar over their hearts. One point of the Endurance cost of this fell magic cannot
be regained until the Servitor created by it is destroyed or
♦ Curse II: The grave reaches out for the Druid again, dismissed by its maker as a standard action (which also
forcing him to do battle with its eerily seductive call. instantly destroys it).
Again, this level only provides the Druid with a single
Endurance point, but he must also choose 2 ability score Third Step – Shadow of the Grave (3 Endurance)
points to sacrifice in the struggle. These can come from This spell draws upon the power of Death to create a
any ability or pair of abilities; they represent the stress spectre of terrible power and send it against any opponent
of resisting Death itself. Most Cener Druids become the Cener Druid can see. Shadow of the Grave has a line
very thin and frail at this point in their progress down of sight range and takes a full round to cast but its effect
the Spiral of Death; they eat very little when they do at is nearly instantaneous. The Druid’s own shadow takes
all and their skin seems almost translucent. on a vicious, fearsome appearance and hurtles towards
the target as a ranged magical attack. If it successfully
♦ Curse III: The body of the Cener Druid is unable to hits, the target must make a Fortitude save and a Will save
sustain their life in any normal way, forcing them to immediately. The Fortitude saving throw is to resist cold
resort to truly vile means to remain alive. They must damage equal to the Cener Druid’s base magical damage.
now eat either rotted carrion (1 lb. a day) or drink blood Success reduces the damage by half. The Will save, if
(at least two pints a day, both of which must be fresh) failed, leaves the victim shaken for 1d6+1 rounds – success
to nourish themselves. If the Druid cannot receive reduces the duration to a single round. This mental effect
the required nourishment, he suffers a single point of is fear-based but the cold damage inflicted by Shadow of
Constitution damage due to starvation. Once the Druid the Grave is entirely physical.
can resume his vile eating habits, the lost Constitution
is restored immediately. As a somewhat beneficial side Fourth Step – Ashes to Ashes (5 Endurance)
effect, the Druid no longer needs to sleep but this is not This spell is very powerful, allowing the Druid to lay
entirely without its problems (minor hallucinations and waste to large groups of creatures with the intonation of
a constant state of near-exhaustion, none of which are a few mystic words and a single, baleful gesture. Casting
severe enough to have game effects but which provide Ashes to Ashes is a standard action but the caster cannot
excellent roleplaying possibilities). move at all during that round before or after the spell. The
magic forms a cyclone of ash and dark mist at any point
the caster can see, out to a range of 120 feet. The cyclone
is 15 feet in diameter, lasts one round per point of caster’s

12
Undead Servitor
These creatures are the reanimated remains of a
humanoid creature, bound in strips of enchanted
leather and embalmed with rare and precious
necromantic oils.

Medium Undead
Endurance Dice: 4d12 (26 Endurance)
Initiative: +2
Speed: 30 ft.

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

The Becoming – Avatar of the Last Breath


Mastering Death is never actually a claim any Cener
Druid can make in truth but this transformation brings one
Constitution modifier (minimum of one round) and inflicts
walking the Death Spiral as close as any can come. This
the caster’s base magical damage each round to all targets
deep comatose slumber lasts 48 hours, during which time
within. Those caught within the cyclone’s area of effect
the Druid must make a Fortitude saving throw (DC 15)
may make a Reflex save to take half damage, by literally
every 12 hours to resist succumbing to the necromantic
flinging themselves out of the cyclone’s path. Note that
energies flowing through his body. Failure of any of these
Telchos Warriors are utterly immune to this spell.
saves drains him of 2 Constitution points and failing all
four means instant death. Assuming he survives, the Cener
Fifth Step – Dust to Dust (7 Endurance)
Druid benefits in the following ways immediately upon
The deadliest art in the necromancer’s repertoire, this spell
awakening.
takes a free action to cast and is combined with either a
single touch attack or a single ranged magical attack. If
♦ The Druid has become partially undead, as much of his
the living target makes its Fortitude saving throw, it suffers
body is now sustained entirely by necromantic magic.
no ill effect and the caster is stunned for one round by the
He does not sleep or need to eat, cannot be put to sleep
backlash of necrotic energies. If the living target fails this
magically, cannot be affected by poisons or diseases
saving throw, it suffers the caster’s base magical damage
with a DC of 18 or less and gains a 25% resistance
immediately. It then suffers this same amount every
to critical hits and sneak attacks (such attacks still do
subsequent round (rolled again each time) with no saving
normal damage as if the critical had not confirmed).
throw to avoid the effect. Only two things will end this spell
– the destruction of the caster or a successful Counterspell.
♦ The deadened sense of touch provides +2 natural armour
Any creature brought to 0 Endurance by this spell is turned
and an additional +1 point of Damage Reduction,
into inert dust, utterly slain and scattered into the wind.
improving the Druid’s resistance to attacks.

13
♦ If the Cener Druid is ever slain but not dismembered, The Curse
he will rise again in 24 hours as a full undead, taking on Druids of the Spiral of Terror are constantly dealing with
all of that type’s powers and limitations immediately. mental trauma and the darkest parts of their own psyches.
These traits supercede all Avatar traits, except for the While the strongest deal with these inner demons and learn
Endurance reduction to casting Spiral of Death spells from them, even they cannot escape completely unharmed.
– in fact, the reduction increases to 2. Slaying the fully Terror’s Curse is not as physically visible or destructive as
undead Cener will result in his permanent demise. the effects of the other two Spirals but in many ways it has
a much more harmful and profound effect on its victims.
♦ All Endurance costs for spells of the Spiral of Death
are reduced by one, to a minimum of 0 Endurance. ♦ Curse I: The Cener Druid is haunted by dreams of his
past and emotional trauma too intense to ignore. These
dreams and night terrors recur every night for weeks
The Spiral of Terror after this ‘class feature’ is gained. Once they finally
The power of terror is the true energy that binds the
stop, the Druid is so traumatised that he permanently
Cenerese together and keeps them striving for domination
suffers a –2 penalty to his Armour Class in Psychic
over all of Magnamund. Terror in its many guises
Combat and a –2 penalty to any Will saves required
motivates, disciplines and ensures that every Druid in every
to resist psychic powers from any source. His mind is
circle remains true to their cause and loyal to their hidden
slightly cracked by the process, a weakness others can
kingdoms. The rulers of the Cener, whether they are in
exploit.
Ruel, Kaum or a sheltered enclave in the shadows of some
other land, are always devotees of Terror. Their ability to
♦ Curse II: Once again, the mind of the Terror Druid
evoke fear makes them natural leaders of the Cenerese and
tries to rebel against the dark energies of his chosen
their power to bind the wills of others provides them all the
Spiral. This time, the emotional and traumatic horrors
slaves they might need.
are all forced into a single night of restless, screaming
Because the powers of the mind are so taxing and difficult
to control, a Cener Druid wishing to walk the Spiral of
Terror must have both a forceful personality and an agile,
insightful intellect. To take this path of Cener magic, a
Druid has to possess Charisma and Intelligence scores of
13 or higher. Anything less leaves the would-be master
crippled by his own fears and inner doubts.

The Gift
Cener Druids on the Spiral of Terror gain a powerful
presence – an aura of malice and potency. This aura is not
truly under their control, though they can dim it if it would
compromise something they were trying to accomplish.
The aura is invisible, even to magical sight and improves
the Druid’s ability to intimidate and impress others around
him. The Gift of Terror improves the Druid’s Charisma by
+2 points and grants a further +2 bonus to all Intimidate
checks. This same skill bonus becomes a penalty to all
Charisma-based checks when fear would be detrimental
instead of helpful.

Terror Druids also gain the ability to bond a small servant


with their newfound powers. These creatures are kept by
Cener circles for exactly this purpose and tend to be kept
caged until they are needed for new initiates on the Spiral.
A bonded Kiroqx, as these transformed forest animals are
called, can share its thoughts and senses with its master up
to 120 feet away and is slavishly loyal to his every whim.
Dead Kiroqx are replaced once a year on the anniversary of
the Druid’s initiation.

14
sleep. The Druid must make a Will save against the DC with an Inbetween with maximum (192) Endurance –
of his own third Step spells; failure indicates the night’s see the Lone Wolf core rulebook for the Inbetween’s full
events were too great and he suffers a loss of mental statistics. This wraithly nemesis is born of the Druid’s
function equivalent to losing 1,000 XP and the level own mental energies and the combat takes place in the
that brought this level of Curse upon him (the Cener Druid’s sleep. It must be fought with no equipment but
Druid literally regresses to 11th level). Success keeps with the assumption that the Druid is fully rested and
the Druid sane and functional but increases his Armour refreshed. If he loses the battle, he dies in his sleep
Class penalty in Psychic Combat and Will save penalty instantly. If he wins, he survives the night and can
against psychic powers to –4. advance to the true heights of the Spiral of Terror.

♦ Curse III: The Druid of Terror must face one last First Step – Shackle of the Mind (2 Endurance)

Cener Druid
hurdle, the mental equivalent of all his fears and doubts This spell requires a free action and a touch attack against
personified. This is a midnight struggle in his dreams a sentient creature or animal. This spell may only be
invoked once per round. If the target of this ability fails
a Will saving throw, it must take whatever actions on its
Kiroqx next round the Cener Druid wishes. These actions cannot
These small furred creatures look something like an be self-destructive or harm its allies but any actions other
unholy cross between a bat and a badger. Vicious- than these are perfectly acceptable. Each round the Druid
looking and predatory, the Kiroqx is a devoted slave wishes to maintain control over a single target, it gains
of its master and never dares displease him. a cumulative +1 bonus to its Will save. The Endurance
cost is only paid for the first round but this spell can only
Tiny Magical Beast be active on one target; a previous victim must be freed
Endurance Dice: 1d10+8 (13 Endurance) before another can be shackled. A Cener Druid can
Initiative: +7 (+3 Dex, +4 natural) Shackle a number of minds at the same time equal to his
Speed: 20 ft., climb 30 ft., fly 30 ft. (poor) Charisma score (paying the Endurance cost for each mind
Armour Class: 18 (+2 size, +3 Dex, +3 natural), flat- individually).
footed 15
Base Combat Skill: +1 Second Step – Enthral (3 Endurance)
While the Spiral of Terror is based on fear, it also contains
Attack: Claws +4 melee (1d3+2)
the emotion of awe within its sphere of control. This spell
Full Attack: 2 Claws +4 melee (1d3+2) and Bite –1
takes a full round to cast, during which time the Druid
melee (1d4+3)
must be clearly visible to every intended target of the spell
Space/Reach: 2–1/2 ft. / 0 ft. (though he may be disguised). This magic can affect as
Special Attacks: Eviscerating Shriek (see below) many living targets as the Druid’s Charisma score, forcing
Special Qualities: Low-light vision, scent each of them to make a Will saving throw or stand and
Saves: Fort +8, Ref +5, Will +1 listen to the Druid for one minute per class level of the
Abilities: Str 14, Dex 16, Con 26, Int 5, Wis 12, Cha Cener Druid caster. The Druid cannot attack the ‘audience’
10 or visibly allow them to be attacked; if this occurs, the spell
Skills: Climb +3, Perception +4 ends immediately. At the end of the spell’s duration, the
Environment: Warm forests, warm marshes Druid can make any non-combat request of those under the
Organisation: Solitary, pair or covey (3–5) effect of his Enthral, as long as the requested action would
Challenge Rating: 1 take no longer than one round to complete. If the victims
Allegiance: Usually Evil fail a second save, they will comply immediately. A Cener
Advancement: — Druid could therefore use this spell to request an audience
to donate Gold Crowns to his ‘good cause’ but could not
Eviscerating Shriek (Su): A Kiroqx can perform a full cause a riot (as this would be combat) or recruit them
round action to emit a piercing scream, audible up to immediately as long-term Cener converts (as this involves
two miles away in open country. Any creatures within actions spanning more than one round).
60 feet of this shriek must make a Will saving throw (DC
11) or be stunned for one round. One creature within Third Step – Harrowing Voice (5 Endurance)
10 feet can be designated the main target of this shriek Fear has an edge as sharp as any sickle and with this spell,
and suffers 1d6 sonic damage in addition to the stunning the Cener Druid can wield it most effectively. As a standard
action, the Druid can lend his rage and fury real magical
effect; there is no saving throw to mitigate or prevent this
potency, shouting out a scathing insult or commandment
damage. A Kiroqx can shriek only once every minute.
so vile that it literally scars the minds of those that hear

15
it. This assault automatically affects every enemy of the Fifth Step – Castigating Wrath (4 Endurance per
Druid within 30 feet, forcing them to make a Will saving round)
throw or suffer the caster’s base magical damage as a sonic As a free action, this spell lends the full force of the
effect and lose 1 point of Wisdom. Lost Wisdom points Spiral of Terror to the Druid’s dominiar sickle. This
return normally. makes even the slightest touch of this enchanted weapon
mentally troubling for anyone but the caster and renders its
Fourth Step – Eye of Dominion (10 Endurance) wounds potentially mind-shattering. The weapon’s critical
A Terror Druid’s aura becomes far more powerful at this multiplier increases to x4 when wielded against a living
level of knowledge. By enhancing it temporarily with this target, with the additional damage originating from shock
spell, the Druid can greatly extend and expand its potency. and trauma. In addition, every successful blow forces
Eye of Dominion takes ten minutes of meditation to cast surviving sentient targets to make a Will saving throw or
but has no chance of spell failure and does not require an flee in terror for 1d4 rounds at their highest possible speed.
Occult roll. Once cast, Eye of Dominion lasts until the Even undead (sentient and non-sentient) can be affected by
Druid sleeps again or 24 hours have passed. While active, this aspect of Castigating Wrath.
it adds +2 to the Druid’s Charisma score and makes his
Enthrall spell work on every target that can physically The Becoming – Avatar of the Iron Mind
see him regardless of the range. His Shackle of the Mind Cener Druids rising to true mastery over Terror undergo
spells last five rounds without offering a second saving a mental and spiritual chrysalis. This internal rebirth has
throw and additional rounds after this grant no cumulative no outward sign but the aura of command that such Druids
bonus. Lastly, he can have Shackle of the Mind cast on possess after the 12 hours of deep meditation end cannot be
as many targets as his Intelligence, Wisdom and Charisma denied. Transformed Cener Druids of this Spiral are called
modifiers combined (minimum of 5). The Endurance cost Terror Lords and together with Plague Lords and Death
on each target must be paid for separately. Lords make up the ruling class of the Cenerese.

♦ All penalties to Psychic Armour Class and Will saves


versus psychic powers disappear as the mind of the
Cener Druid reintegrates and repairs the flaws it once
had.

♦ The Druid’s enforced and empowered will is incredibly


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

♦ The Druid gains the ability to completely enslave one


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

♦ Spells from the Spiral of Terror have their costs reduced


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

16
Herbalish
We have much to atone for, though the land still exists only through the blood of our forefathers and the grace
of their magic. We have sinned in the dearest way any people can; we have sinned through the actions of our
brothers in the service of darkness. Gather your herbs and prepare your magic. Nature will never truly forgive
us until we plough her fields with the bones of the Cener and water her crops with their blood. Violence is not
our way but like the wolf that feeds her cubs, we will have to kill to live and kill to preserve all life.

For every evil, there must be a good counterpart. So it is and their places of power are brought low by any means

Herbalish
in the world of Magnamund with the Cener Druids and the necessary. Even the close friends of these normally
Herbalish. A band of powerful druids and sages gathered peaceful nature-worshippers are often surprised at the pure
together in common cause against the evils of the Cenerese, malice and fury that overcomes their companion when
the Herbalish wield the original powers of the land, sea and the Cenerese are involved. In these moments, when an
sky. These druidical energies are the sword and shield of Herbalish calls forth lightning, thunder and primal forces
the Herbalish during times of crisis but usually serve more to scourge their dark brethren from Magnamund, the
to heal and restore. differences between them become even harder to see.

The Herbalish serve the same role the Cener Druids once Adventures: Older Herbalish do not tend to adventure, as
held, that of protectors of the land and defenders of the the duties they serve to the land of Bautar or their chosen
common folk. They no longer concern themselves with groves keep them from travelling unless they must. Younger
politics or crowns, as these ambitions have proven to be Herbalish on the other hand are expected to wander for a
corruptive. Now, they live among the wilds of Bautar and time, as only the experiences of the real world can prepare
other lands, exchanging their healing arts for whatever they them for the rigours of their Herbalish training. Natural or
need. Some few live in cities and even reside in the capitals not, the true power of the land is rarely tame and it takes
of other nations but these are uncommon Herbalish. Most a prepared mind and strong body to withstand its primal
only venture into urban landscapes when their vision quests energies.
tell them they must.
Characteristics: Unlike the twisted mockery of their faith
At first glance, an Herbalish and a Cener Druid might that the Cener represent, the Herbalish are true druids and
appear very similar. Both tend to wear heavy, well-worn take their worship of the land very seriously. They are
robes and both carry a sickle as their main focus and never wasteful of its bounty and while many hunt for meat
tool. The differences lie mostly in their eyes and in their to eat and skins to wear, they are respectful of their quarry
magic. An Herbalish is trained in healing magic and really and never take more than they need. Some Herbalish are
only holds hostility in his heart for the Cener themselves, predatory and others simply live in union with the flora of
whereas the Cener Druid openly hates all life not under his the earth but all of them remain mindful of their place in
control. While some might confuse the two initially, such nature at all times.
misconceptions rarely last long.
Religion: The ‘deity’ of the Herbalish is nature itself,
The Herbalish are most prevalent in Bautar, their traditional though few choose to personify it any more than this.
home and the site of the Grand Grove, a circle of stones Some few Herbalish, usually members of a given circle,
and ancient trees so powerful that even the combined might grant the force of nature a face and form, typically female,
of the Cener at their height of their dark empire could not but this is not common. A very few Herbalish choose to
breach its defences. This is a later age however and though worship nature solely in a masculine form; these tend to
the Herbalish do not discuss such things with outsiders, the be the hunters and ‘warriors’ of the Herbalish order. While
magical barriers around the Grand Grove are weakening. they are not common and must ignore some of the more
If the Cener were to organise sufficiently to try another peaceful and powerful healing aspects of their order, these
concerted attack, the results could be disastrous for the ‘wolves’ are the violent but respected defenders of their
Herbalish. ‘lamb’ compatriots in the Herbalish.

Fortunately, the mandate of the Herbalish order is still Background: In days gone by, before the Cener betrayed
strongly upheld. The Cener are fought wherever they rise the land, there were many noble families that sent their

17
youngest to study with the druids, but that time is past. The Herbalish can accomplish true miracles of potioncraft
Herbalish have no desire to get caught up once again in the through their ‘focus of pure spirit’, a technique described
politics of men; while they will take anyone that comes to below. Constitution is also a bonus for most Herbalish, as
their circles openly and without duplicity, they insist the many of their special abilities are very physically taxing.
petitioner forsake his previous name and take up a ‘craft
name’ to live as from that day forth. Some Herbalish, Endurance Die: d8.
especially those living in larger cities, return to a more
mundane name for a time but will invariably return to their Base Speed: 30 feet.
craft name in time.
Starting Wealth: 100 Gold Crowns.
Other Classes: The healing gifts of most Herbalish and
their ability to craft potions and tinctures make them very Class Skills
popular with virtually any other class in the world of The Herbalish’s class skills (and the key ability for each
Magnamund. They likewise get along with virtually any skill) are Concentration (Con), Craft (any, taken as separate
class or creed, assuming one is not speaking of a Cener skills) (Int), Handle Animal (Cha), Heal (Wis), Knowledge
Druid. Those abominations to the natural order and all (any, taken as separate skills) (Int), Occult (Int), Perception
those who would traffic with them are the sworn enemies of (Wis), Profession (any, taken as separate skills) (Wis), Ride
the Herbalish order and are to be slain or captured on sight. (Dex), Sense Motive (Wis), Stealth (Dex) and Survival
Except for this one almost irrational hatred, the Herbalish (Wis).
can work with anyone and make an excellent complement
to any wandering band. Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Game Rule Information
The Herbalish has the following game statistics. Class Features
All of the following are class features of the Herbalish.
Abilities: The magic of the Herbalish is similar to the
Cener Druids in only a few respects but the chief correlation Armour and Weapons Proficiency: Herbalish are
is the need for a very high Wisdom score. Charisma is also proficient with all one-handed melee weapons, with the
important, as it is the force of personality the Herbalish use exception of the sickle (for reasons that will be described
to infuse their potions with true power. While anyone skilled below). They are proficient with all non-racial ranged
in the herbal arts can make basic potions, only a trained weapons, with the exception of the crossbow. They are

New Armour and Shield – The Herbalish Mantle and Stag Shield
The Herbalish have a number of pieces of specialised equipment that better suit their natural lifestyle. Two items are
of special significance; the full-body leather mantle given to all newly appointed Herbalish and a hide-and-wood shield
decorated with stag antlers called, appropriately enough, the Stag Shield. This item must usually be crafted by an
Herbalish for himself, as it is mark of honour to carry one and each is decorated by its owner in its own unique way.

Armour/Shield Maximum Armour Spell Failure


Armour Cost Bonus Dex Bonus Check Penalty Chance Speed Weight
Medium Armour
Herbalish Mantle 80 gc1 +3 +6 –1 20%2 20 ft. 20 lb.
Shields
Stag Shield3 65 gc +2 — –2 5% — 5 lb.
1
Not normally for sale.
2
Herbalish – and only Herbalish – wearing this mantle have a spell failure chance of 0%.
3
Instead of using the shield’s Armour Class bonus in a given round, the user can choose to take an additional attack
during a full attack action at a –5 penalty, raking an opponent with the shield’s antlers. This strike has a critical range of
20/x2 and if it hits, the shield inflicts 1d6 piercing damage in addition to half the wielder’s Strength modifier (rounded
down).

18
The Herbalish
Base Base
Combat Fort Ref Will Base Magical Magical
Level Skill Save Save Save Combat Skill Damage Special
1st +0 +1 +0 +2 +1 1d6 Circle Choice, Magical Combat,
Nature’s Thane, The Verdant Vow
2nd +1 +1 +0 +3 +2 1d6 Circle Choice, Primal Path I
3rd +1 +2 +1 +3 +3 1d6 Circle Choice, Living Gift
4th +2 +2 +1 +4 +4 1d6 Circle Choice
5th +2 +3 +1 +4 +5 1d8 Circle Choice, Nature’s Child

Herbalish
6th +3 +3 +2 +5 +6/+1 1d8 Circle Choice
7th +3 +3 +2 +5 +7/+2 1d8 Circle Choice, Primal Path II
8th +4 +4 +2 +6 +8/+3 1d8 Circle Choice, Living Gift, Psychic
Awareness (Erect a Shield), Willpower
9th +4 +4 +3 +6 +9/+4 1d10 Circle Choice
10th +5 +5 +3 +7 +10/+5 1d10 Circle Choice, Nature’s Ally
11th +5 +5 +3 +7 +11/+6/+1 1d10 Circle Choice, Psychic Awareness
(Focus 1/day)
12th +6/+1 +6 +4 +8 +12/+7/+2 1d10 Circle Choice, Primal Path III
13th +6/+1 +6 +4 +8 +13/+8/+3 2d6 Circle Choice, Living Gift
14th +7/+2 +6 +4 +9 +14/+9/+4 2d6 Circle Choice, Psychic Awareness
(Attack)
15th +7/+2 +7 +5 +9 +15/+10/+5 2d6 Circle Choice, Nature’s Companion
16th +8/+3 +7 +5 +10 +16/+11/+6/+1 2d6 Circle Choice
17th +8/+3 +8 +5 +10 +17/+12/+7/+2 2d8 Circle Choice, Primal Path IV, Psychic
Awareness (Focus 2/day)
18th +9/+4 +8 +6 +11 +18/+13/+8/+3 2d8 Circle Choice, Living Gift
19th +9/+4 +9 +6 +11 +19/+14/+9/+4 2d8 Circle Choice
20th +10/+5 +9 +6 +12 +20/+15/+10/+5 2d10 Circle Choice, Nature’s Avatar, Psychic
Awareness (Instinctive Shield)

also proficient with leather armour, wooden shields and the The Circles are described fully below. At 1st level, an
Herbalish mantle. Note that Armour Check Penalties apply Herbalish chooses one Circle to advance one Tier. Each
to Acrobatics, Athletics, Climb, Escape Artist, Sleight of successive level, the Herbalish gains another Tier which
Hand and Stealth checks when using shields and armour can be used either to advance a current Circle or begin his
heavier than leather. path on another. There is no limit to the combination of
Circles an Herbalish can draw abilities from but each one
Circle Choice (Su): The power of the Herbalish comes must be learned from the first Tier onwards. As there are
from their Circles of Natural Magic. Like the Spirals of the three Circles and ten Tiers per Circle, few Herbalish of any
Cener Druids, each one is a devotion that brings with it a level are identical in their abilities.
series of magical abilities – but that is where the similarity
stops. The Herbalish do not cast spells per se; their powers Circle abilities often require the expenditure of Endurance,
are more innate and function similarly to supernatural which is paid before the effect of that Tier ability will
abilities. They still qualify as spellcasters for purposes manifest. Herbalish cannot activate an ability if its
of skills like Craft (alchemy) but they do not have a set Endurance cost would reduce them to 0 Endurance or less
number of spells per day and their Circle abilities are not (unless the ability specifically notes this as a capability). If
spells for the purposes of interrupting them in combat or a saving throw is allowed against the effects of a given Tier
negating them with Counterspell. ability, it is calculated as 10 + 2 x the Tier of the ability
+ the Herbalish’s Wisdom or Charisma bonus, whichever

19
is greater. Unless specifically mentioned otherwise, all He is invested his leather mantle, a special form of armour
Herbalish Circle abilities require a full-round action to worn only by the Herbalish. He is also granted his silver
perform. sickle, a symbolic tool for the Herbalish that must never
ever be used in combat. While the Cener Druids gleefully
Magical Combat (Su): An Herbalish uses his class level strike down their victims with their pestilent sickles, the
as his Base Combat Skill when attacking with his Circle Herbalish have taken a sacred vow to only use their sickles
abilities (as shown in the Base Magical Combat Skill for foraging and other mundane duties. If a Herbalish ever
column). This represents his focused training in wielding uses his sickle in combat, even in self-defence, he is in
magical energies during combat. If an Herbalish takes danger of being ousted from his druidic circle and the order
levels in any other class (an unlikely event, but it could entirely. See the Ex-Herbalish section for more details.
occur), he only adds its class level to this value if that class
also has the Magical Combat feature. This rite also imbues him with the ability to draw from
the strength of any Herbalish grove. While standing in the
Nature’s Thane (Su): The Herbalish are marked by Nature confines of an Herbalish druid’s circle or grove, he gains
when they join the order. This mark initially is recognised a +4 magical bonus to his Armour Class and his Circle
by animals and sentient plants as a sign of friendship and DCs increase by +2. These bonuses improve to +6 and +3
peace. Unless they are attacked first, no normal animal or respectively in the Grand Grove and in other places of true
mobile plant will attack a Nature’s Thane or detain him in natural power. A site does not have to be tended to confer
any way. If they are forced to do so through magical or these bonuses but it must be exposed to the air and cannot
psychic control, they immediately get another saving throw be within ten miles of any civilised settlement.
using the Thane’s Charisma modifier as an additional bonus
(or penalty) to break the control completely before actually Primal Path: Herbalish must choose which Path they will
attacking. walk through the mysteries of Nature and the wild forces
of Magnamund. This is not a Circle choice; it is far more
The Verdant Vow (Su): The Herbalish have been shown spiritual and personal to the Herbalish in question. There
the true price of betrayal and know well that even the best are two Paths, with the latter being quite rare among the
of intentions can go horribly awry. They are very cautious Herbalish in the present day. The Herbalish say that a
whenever a prospective new member approaches the Grand Path is not truly chosen; it chooses you (Games Masters
Grove and wishes to be admitted into the Order. This is a can either choose an appropriate one for a Player Character
time of celebration but it is also a careful affair and one that Herbalish or allow them to choose a Primal Path for
calls for the most serious of commitments on the part of themselves).
both the petitioner and the Herbalish order itself.
The Path of the Healer
After a period of ritual fasting and meditation lasting three Emphasised greatly in the time following the Great
full days, the petitioner is brought before gathering of Betrayal of the Cener, the Herbalish have almost entirely
the Grand Grove numbering at least 40 Herbalish strong. become druids of this kind. Their skills have polarised
There, before a great iron cauldron filled with serpent- to encompass many of the soothing and restorative arts,
poisoned water under the full moon, the petitioner requests drawing on the nurturing side of Nature’s power. While
membership and pledges himself during a mystic rite lead any Herbalish can use their magic to heal with the right
by the eldest Herbalish in attendance. The petitioner’s Circle choice, this path makes them far more efficient and
words are judged by the power of Nature and if they are effective at doing so. In addition, true Herbwardens follow
heartfelt and true, the water is purified. If not, the water is the Path of the Healer; it lends strength to their potions and
converted into a deadly poison. Either way, the petitioner allows them to better harvest the bounty of the land.
must drink after making his oath of fealty. Those that die
are judged unfit and their bodies ‘returned to the earth’. ♦ Healer I (Su): Once per day, the Healer Herbalish can
choose to heal the maximum amount one of his Circle
Surviving the Verdant Vow is the only test of faith the of Blood and Bone abilities will allow. If this amount
Herbalish need and immediately upon surviving this trial, would take a target over their maximum Endurance,
the new fledgling is admitted into the order and welcomed the excess is lost. In addition, the Healer always adds
as a brother. After a night of wild revelry and abandon, the his Charisma modifier (if positive) to any Endurance
new Herbalish begins his lifetime of training in the natural healing he performs.
arts of magic and life.

20
♦ Healer II (Ex): Healers understand the need to To do this, he must have mastered all ten Tiers of the
remain healthy themselves in order to better serve Circle of Blood and Bone and have 90% of the target’s
others. A Healer Herbalish of this level or greater body available. The body must be sewn back together
slowly and subconsciously regenerates any wounds he and carefully anointed with Herbalish oils using the
may be suffering at a rate of his Constitution modifier Heal skill (no DC but make a note of the result) and
(minimum of 1 point) per hour. This is a constant ability 30 uninterrupted minutes. The corpse cannot have
and requires no thought, action or even consciousness been deceased for longer than one day per point of
on the Healer’s behalf. the Herbalish’s Charisma score. Once a restored body
is available, the True Healer meditates for one hour
♦ Healer III (Su): When using Health Sight, the and pays 1 permanent Endurance point for every two
third Tier ability of the Circle of Blood and Bone, character levels of the target (rounded up). The target

Herbalish
the Herbalish automatically heals his Constitution corpse is resurrected with full Endurance and no loss of
modifier (minimum of 1 point) to any target he focuses level or experience immediately upon the completion
his attention on for the whole round. This ability has a of the ritual. The resurrected character may not be
range of 60 feet and instantly stabilises dying creatures. quite what he once was, though. Reduce all ability
Any given target can only receive this special healing scores by one point but for every five full points the
once an hour, no matter how long the Herbalish studies Herbalish scored on his Heal check, one ability score
them with Health Sight. of the Herbalish’s choice does not suffer loss.

♦ Healer IV (Su): Now considered a true healer in the The Path of the Hunter
eyes of other Herbalish and likely a minor legend in Long ago, more than half of the Cener Druids followed
any community he chooses to serve, a Healer of this this Path, making it almost taboo for Herbalish to walk
experience can actually return life to the recently dead. now. Still, some few are chosen by it and while they
often live under the constant suspicion of their
fellow druids, they walk it as best they can.
Deadly in combat and feared by their prey,
Hunter Herbalish sometimes come too close to
the powers that corrupted the Cener Druids for
their own comfort. It is not an easy Path but the
rewards are great for those that remain pure.

♦ Hunter I (Ex): The path of the Hunter


is one that emphasises physical prowess and the
willingness to kill when the need arises. When
fighting with natural weapons (for example,
while shapeshifted into an animal form),
unarmed or while wielding a bow or spear, the
Hunter Herbalish may use his Base Magical
Combat Skill. He also gains proficiency in the
spear and the scythe. This makes him as deadly
as a true warrior with these attack forms.

♦ Hunter II (Ex): Like the beasts of the


wild, Hunter Herbalish do not fight to wound;
life for him is kill or be killed. He adds one
to the critical range of any weapon or attack
he makes using his Base Magical Combat
Skill. This addition is to the range only, not the
multiplier. For example, a bow in the hands of
a Hunter Herbalish has a critical threat range of
19–20/x3.

21
♦ Hunter III (Ex): Hunter Herbalish learn how to are a side-effect of the Herbalish’s powerful soul rather
defend themselves using only the things of nature as than any real training. At this level he gains the ability
shield and armour. He gains proficiency in hide armour. to use the Erect a Shield psychic action. As he advances
Whenever he wears armour made of leather or hide, he in power, the Herbalish learns how to use the Focus and
may increase its armour bonus by +1. This also applies Attack psychic actions. At 20th level, the Herbalish no
to natural shields made of wood, hide or other organic longer has to expend Willpower to maintain a mental shield
materials, so a Hunter Herbalish wearing hide armour – he may do so automatically.
and wielding a heavy wooden shield receives a +4
armour bonus and a +2 shield bonus to Armour Class. Living Gift: Nature rewards her faithful children with
Small amounts of metal (such as studded leather) do children of their own to care for and protect. The first time
not disrupt this ability but anything more encumbering this feature is gained, the Herbalish is granted 4 Endurance
negates this special bonus. Dice of animals of any type appropriate to the Herbalish’s
environment chosen from the Lone Wolf core rulebook in
♦ Hunter IV (Ex): Drawing on the incredible power of the Animals sub-section. These animals (or animal, if the
nature each time he enters combat, the Hunter Herbalish Herbalish invests them all into one creature) are incredibly
can strike blows of potent force and rend even the loyal when they first arrive but the treatment they receive
strongest of armour or densest of scales. The weapons from the Herbalish will influence this either positively or
and attack he makes using his Base Magical Combat negatively.
Skill all have their critical multipliers increased by 1
and the Hunter may re-roll any single 1 rolled when Each successive time the Living Gift feature is gained,
determining damage from such an attack, whether it existing animals can either be given a 1 Endurance Die
is a critical or not. If the re-roll comes up a 1 again, it bonus (along with a +1 bonus to any one ability score, a
must be kept as normal. +1 increase in their Combat Skill and a +1 bonus to any
one saving throw) each or four more Endurance Dice worth
Psychic Awareness (Su): The greater powers of the mind of new animals can be obtained. Slain animals can be
awaken in an 8th level Herbalish, allowing him to engage in replaced with new ones every full moon, but animals that
Psychic Combat as more than just a victim. These powers

22
had been given bonuses previously are replaced with fresh no true age limit for a Nature’s Companion; they are only
animals with no bonuses. subject to death from accident or violence once they reach
this level of union with the forces of Nature.
Willpower: All Herbalish gain an additional statistic called
Willpower at 8th level. This is a measure of their psychic Nature’s Companions also find themselves occasionally
strength and resilience. Though it is not used to power any gifted with visions of great events to come, though these
of their class abilities, it is nevertheless a vital statistic, as images are rarely clear and can be difficult to interpret.
even at its basic level it acts as a ‘buffer’ against psychic This power is never under the Herbalish’s control and
effects that would otherwise cause serious damage to the only occurs when the Games Master wishes to foreshadow
character. Willpower is accumulated as a Herbalish rises in important events during a campaign. When game mechanics
level. At 8th level, a Herbalish’s Willpower is directly equal are important for this power, it functions like the Magician

Herbalish
to half his Wisdom ability score (rounded down). Each of Dessi’s Prophecy Elder Art (see page 53 of the Lone
class level, the Herbalish increases his Willpower total Wolf core rulebook) including Willpower costs.
by 1 + his Wisdom modifier (minimum of +1 Willpower
per level). The Willpower statistic is refreshed by the Nature’s Avatar (Su): The ultimate expression of an
Herbalish’s Charisma score each night, at midnight. If a Herbalish’s magic is to become truly one with the land.
Herbalish runs out of Willpower, he is left unable to use The power of Nature suffuses the body of a 20th level
any abilities that normally require an Endurance cost until Herbalish with virility, vitality and a never-before imagined
he has at least 1 point of Willpower. strength of limb and spirit. He immediately gains a +4
bonus to his Strength score and his Constitution increases
Nature’s Child (Ex): The Herbalish has proven himself to 18 (if it was not already higher). A Nature’s Avatar also
to be a stalwart defender of the land and a devoted mystic receives a Damage Reduction score of 10/magic, though
of the natural ways. In return, Nature gifts him with good Cener weapons and abilities will circumvent this. His type
health and provides the maximum number of Endurance changes to elemental and he gains darkvision to 60 feet,
points he can gain for the level this feature occurs (8 points immunity to natural poisons, sleep effects, paralysis and
plus Constitution modifier, if any). A Nature’s Child is also stunning as a result of this.
capable of passing through any natural terrain without being
impeded in any way; they may move their full movement Unfortunately, the loss of his essential humanity does bring
with no reduction due to rough ground, overgrowth or even with it some detriment. A Nature’s Avatar loses 4 points of
natural hazards like briars or quicksand. This does not Charisma immediately as he is some somewhat disconnected
allow the Herbalish to actually walk over the quicksand from the world of mortality. Also, their form becomes set,
itself; he must still have some kind of safe path to walk, but resembling an almost ethereally beautiful version of their
it does not cost him any extra time to do so. human selves. This prevents them from shape changing
in any way thereafter; they are now and forever avatars of
Nature’s Ally (Su): Now a full ally of Nature, the the world-power of Magnamund. Many Herbalish actually
Herbalish has the confidence of the natural world. Even choose not to take this final step, remaining mortal rather
charmed or dominated animals and plants cannot and will than becoming a force of nature themselves.
not attack him. If he is the subject of a special ability or
spell from an elemental or magical beast, he gains a +2 Ex-Herbalish
bonus to any saving throw he is normally allowed to make. Very few Herbalish ever multiclass or choose to leave the
Effects that do not allow for a saving throw occur normally order but it has been known to occur. Herbalish that take
and this bonus does not apply if the creature also has the even a single level of Cener Druid are banned from the
Darkspawn subtype. groves and circles of the Herbalish forever and can never
resume their studies save under the most extraordinary of
Nature’s Companion (Su): As a proven companion circumstances. They lose their ability to use any Circle
of Nature, the Herbalish once again gains the gift of powers above the third Tier and they lose any ability to
full Endurance for this level (8 points plus Constitution wield the Circle of the Living Land at all. Their Living
modifier, if any). His ageing slows to almost nothing as Gift companions leave them immediately but all their
well; the natural world sustains him and keeps him at his other class abilities remain (though in a domination sense,
current age for as long as he remains alive. Normal diseases with the ex-Herbalish forcing Nature to remain under his
are ineffective against him (though the pestilent powers of command).
the Cenerese are still fully potent) and he makes saving
throws against natural poisons with a +4 bonus. There is

23
Also, any Herbalish that uses his sacred silver sickle in be performed a number of times per day equal to half the
combat must make a Will save with a DC of 25. Success Herbalish’s class level, rounded down.
means that with adequate contrition on the Herbalish’s part
and the permission of his circle’s elders, he may continue Tier III – Health Sight (1 Endurance per round)
as an Herbalish. Failure bars him from continuing in this Occasionally, an Herbalish needs to know precisely what is
class, though in this case he keeps all Herbalish abilities at ailing someone before they can effectively heal them. This
their current Tier or level. ability allows the Herbalish to focus on someone within 60
feet that he has line of sight to. If the target is the subject
of any obscuring or non-detection magic, this power fails
Herbalish Circles automatically. If not, the Herbalish gains the immediate
The Circles represent the true power of the Herbalish, knowledge of any health condition plaguing the target,
granting them their abilities while also defining how they what percentage of his Endurance he has left and whether
best serve Nature in their own ways. Few Druids ever his Endurance when fully healed is closer to 25, 50, 100 or
mimic another’s progress through these Circles exactly, 200. This knowledge grants the Herbalish a +3 bonus to
though many choose one or even two paths to fully master. any Heal checks he might make for that target in the next
An Herbalish with mastery of two Circles has great power hour (including the one made for Purge the Tainted Blood
at his beck and call but he gains this at the exclusion of the or other Circle of Blood and Bone abilities).
third Circle altogether. How an Herbalish moves through
the Circles is a deeply personal experience and a choice Tier IV – Accelerate Healing (0 Endurance for self, 3
only he, guided by the voice of Nature in his own heart, Endurance for another)
can make. The Herbalish with this ability can induce a meditative
trance in himself or others that improves the healing
The Circle of Blood and Bone rate and bolsters the body against diseases. By making
This is the Healer’s Circle and the most common choice for a Concentration check (DC 20 or 25, if doing this for
beginning Herbalish druids. Its first few abilities are easy another), the Herbalish can bring about a four hour trance
to master and require little or no Endurance to use, making that heals the target’s Constitution modifier in Endurance
it perfect for even lay Herbalish with little experience or (minimum of one point) each hour and, if the trance
inborn talent. Most Herbalish of low level encountered in continues to completion without being interrupted, the
Magnamund will be exclusive devotees of this Circle or the target gets an additional Fortitude saving throw against any
Circle of the Living Land (because of its first Tier ability, disease he might be suffering from. Success purges the
Herbcraft). disease immediately.

Tier I – Fleshmending (1 Endurance) Tier V – Lend Health (2 Endurance, see below)


By touching an injured living target, the Herbalish can The Herbalish can give of his own life force to bolster and
heal a number of lost Endurance points equal to his base strengthen the health of others. Each use of this ability
magical damage. Herbalish can perform Fleshmending as costs the Herbalish any number of Endurance points he
many times per day as his Herbalish class level plus his wishes to spend up to his Herbalish class level plus his
Wisdom modifier (which may, if negative, actually penalise Constitution modifier. The Endurance point cost of Lend
the class level, though this ability may always be used at Health is deducted from the amount and the remainder is
least once a day). then transferred to another living target he can physically
touch. No target can gain more than twice his Constitution
Tier II – Purge the Tainted Blood (1 Endurance) score in bonus Endurance during any single day and all
An Herbalish with this Tier ability can actually use his points granted by Lend Health are lost after six hours if
healing art to cleanse a living target of any disease or they are not consumed by damage first.
poison they may be suffering from. Each condition requires
a separate use of this power and each use of this power Tier VI – Song of Life (3 Endurance per minute)
requires a Heal skill check against a DC equal to the DC By chanting an ancient prayer to the forces of Nature
of the poison or disease +5. A cleansed poison bubbles up and concentrating on health and vitality, the Herbalish
out of the pores of the victim and must be wiped away as a can grant every ally within 30 feet of him Fast Healing 1,
standard action or it could poison the target again the next allowing them to regain one Endurance every round. A
round, while a disease becomes a foul but harmless vapour Song of Life can last as many minutes as the Herbalish’s
and is exhaled by the target. Purge the Tainted Blood can Constitution score. An Herbalish can use this ability as
often as he is willing to pay the Endurance for it but even

24
if he stops before it Song’s duration limit, he may not start Tier X – Rebirth (7 Endurance + other Tier costs)
another for a full hour while his voice and spiritual energies The pinnacle of the Healer’s art, this power allows an
recover. Starting the Song of Life is a full-round action but Herbalish to make contact with a wounded victim and
continuing it is a free action. focus all of his energies into one massive wave of healing.
This takes a full-round action to complete but it grants
Tier VII – Limb-binding (2 Endurance) the Herbalish the ability to, in that time, affect the target
This Tier power greatly enhances the Herbalish’s healing with as many of his lesser Tier Circle of Blood and Bone
abilities, allowing him to reattach severed limbs – an ability abilities as he desires except Fleshmending, Song of Life
beyond his skills before this point. The severed limb must or Accelerate Healing. Instead of using Fleshmending, this
be present and cannot have been removed from the body ability heals the target fully (up to its maximum Endurance
for more than three hours. Any appendage but the head points). Rebirth can only be performed once a day and

Herbalish
can be restored this way; decapitation is not repairable with afterwards the Herbalish is exhausted for 30 minutes minus
this Tier ability. Because the Lone Wolf combat system his Constitution score.
is abstract and such fine points like severing limbs are
left to Games Master dramatics, this power also has the The Circle of Sea and Sky
additional benefit of adding +1d8 Endurance to any use The Circle of the Sea and Sky is uncommon among the
of the Fleshmending Circle ability if the Herbalish pays Herbalish because of its harrowing costs in Endurance and
the above Endurance cost. Re-attaching severed limbs is because many of its devotees were slain during the Druid
a full-round action but augmenting Fleshmending is a free Wars. With few mentors left to teach the craft, the Circle
action. of Sea and Sky is rarely seen in any great capacity in the
modern day. Rarely, an Herbalish will display a great
Tier VIII – Replenishing Breath (Special) inner talent for this Circle; such Herbalish are treasured
Herbalish can sustain the spark of life even in the and cared for by their peers, as their special gifts of wind,
absence of sustenance or breathable air. By expending water and the power of storm calling.
one Constitution point per day, an Herbalish can survive
without food, drink or air. This does not make the Herbalish Tier I – Echoes of Thunder (1 Endurance per round)
immune to harmful environmental effects or toxic gases This is the simple ability to predict the weather and sense
but he can survive underwater or in the heart of a barren disturbances in the air through the Herbalish’s strong tie
desert. Lost Constitution points are not regained until the to the elements of wind and rain. This free action power
Herbalish stops using this power; then they return at the (which can only be taken on the Herbalish’s turn) allows
rate of one per day. an Herbalish to detect the impending weather in their local
(ten mile) area for the next 24 hours without fail.
The Herbalish can use this power to shield another from
such privation as well. This requires the Herbalish to As useful as that information can be, this power has an
expend a Constitution point and be in contact with the even more impressive capability for devotees of Sea and
target for one full minute. After this time, the target is Sky. If the Herbalish has five or more Tiers in this Circle,
protected for 24 hours, after which he must return to the Echoes of Thunder can be used to detect invisible or
Herbalish for the power to be renewed or begin to suffer the hidden objects and creatures around the Herbalish by the
effects of starvation or suffocation once more. disturbance they cause in the air. This has a range of 20
feet + 5 feet per Tier above five the Herbalish possesses
Tier IX – Purification of Body and Soul (2 Endurance in the Circle of Sea and Sky. The Herbalish gets an exact
per ability point healed) sense of his surroundings and anything in that area, enough
There are many ailments that do damage to the body or to accurately target anything in his radius without penalties
mind that cannot be healed through normal means. This caused by concealment or invisibility.
Tier power allows the Herbalish to heal, through physical
contact, ability score damage suffered from poison or other Tier II – Call the Rain (1 Endurance per gallon
magic effects (but not points spent to pay for a special summoned)
ability or power, such as Replenishing Breath above). Not precisely what its name implies, this power allows
Purification of Body and Soul can be used once per point of the Herbalish to summon a small amount of water even in
the Herbalish’s Constitution modifier (minimum of once) the driest of conditions. He must have a container to hold
per day and the Herbalish can choose to heal fewer points the water (which will be as much as one gallon per class
than the target has suffered. It takes a full-round action to level of the Herbalish) or it will evaporate instantly. Once
heal each and every lost ability point.

25
summoned, the water is mundane and cannot be countered cannot be shared with others. This power also allows
or dispelled in any way. Called water is pure, clean and the Herbalish to move gracefully underwater, granting
refreshing, just like rain water from a spring shower. its rate of speed as swimming instead of flight whenever
the Herbalish is submerged. While under the effects of
Tier III – Thunderclap (3 Endurance) Unfettered Flight, an Herbalish may hold his breath for a
By calling forth the fury of a summer storm into his voice, number of minutes equal to twice his Constitution score,
the Herbalish can shout a peal of thunder as a standard making these underwater sojourns even more enjoyable.
action, deafening everyone within 40 feet of him. All
living targets within this range must make a Fortitude Tier VII – Wind Strike (5 Endurance)
saving throw or be stunned for 1 round, suffering 1d6 + the The first sign of a truly enraged Herbalish of Sea and Sky,
Herbalish’s Strength modifier (if positive) as sonic damage this attack is taken as a standard action but prevents the
and deafness for 10 minutes. Even a successful saving caster from taking any other actions or movement during
throw leaves the targets deaf for one round and does not the given round. It summons the air around him into a
negate the sonic damage. Unattended inanimate objects spinning sphere of rushing wind that smashes forth into a
suffer the sonic damage automatically. An Herbalish solid object the Herbalish designates. This blast is a ranged
can only issue a Thunderclap once per minute due to the magical attack and automatically achieves a x2 critical hit
strain. if it strikes successfully (which increases to x3 if the attack
roll is a natural 20). It inflicts the Herbalish’s base magical
Tier IV – Storm’s Caress (4 Endurance) damage (doubled or tripled) to the initial target. Creatures
This is a powerful attack ability and one of the most potent immune to critical hits do not have the damage multiplied
forms of damage-dealing magic the Herbalish possess. but do lose the benefit of any Damage Reduction they may
The dominant hand of the Herbalish becomes wreathed have. It also inflicts the Herbalish’s base magical damage
in electricity and by making a touch attack, this lightning to all targets and unattended objects within 5 feet of the
violently arcs into a target. This causes serious injury or initial target.
death, inflicting the Herbalish’s base magical damage +
his Herbalish class level in electrical damage. A Fortitude Tier VIII – Call of the Deepest Horizon (7 Endurance)
saving throw will halve this damage. The Herbalish pays An Herbalish of Sea and Sky is never alone. He walks and
the power’s Endurance cost when he calls forth the corona swims in his beloved elements and they return his devotion
of lightning around his hand as a free action and can hold it with support of their own. With this power, he can call
for up to five rounds before using it against an opponent or forth a loyal ally from either the air or the sea as he chooses
releasing it in a harmless display of lightning and sparks. once a day. Following the full-round action required to
make the Call, the summoned ally appears 30 feet from the
Tier V – Eye of the Storm (5 Endurance) Herbalish at the beginning of his turn in the next round.
Most Herbalish with an affinity for this Circle love to Called creatures remain for one hour, fading away when
stand in the middle of a downpour or raging thunderstorm, their duration ends. The two creatures the Herbalish can
unprotected and unencumbered by armour or weapons. summon are the Cloud Dancer and the Wave Hunter.
This pure enjoyment of the elements gives rise to this
power, an ability to protect himself and his allies from the Tier IX – Speed of the Zephyr (3 Endurance per
fury of a storm’s wrath and its magical analogues. This round)
Tier ability generates a 10 foot radius sphere of protection By calling forth the powers of the wind, an Herbalish can
around the Herbalish. No electrical or wind based attack increase his movement and reaction speed considerably.
(including hurricanes or cyclones of magical force) can This power is a taxing one and few Herbalish can maintain
enter this zone, which lasts one minute per use. The sphere the heady pace it grants for long but the benefits from using
moves with the Herbalish and does not impede natural rain it for even a short time cannot be denied. The Herbalish
or his own Circle abilities. gains a +8 bonus to his Initiative, a +4 bonus to his Armour
Class and doubles any movement rate he possesses each
Tier VI – Unfettered Flight (2 Endurance per minute) round.
This is the power most Herbalish of Sea and Sky love beyond
all others, as it allows them to slip the coil of gravity and Tier X – Storm of Wrath (7 Endurance to call, 5
soar into the endless heavens. When used, this free action Endurance per round once it arrives)
ability grants the Herbalish a base flight movement rate This power gives the Herbalish their reputation for being
of 10 feet per Tier of Circle of Sea and Sky the Herbalish such fearsome opponents under the open sky, prestige
possesses, with good manoeuvrability. Unfettered Flight that few of them can honestly claim because of the nearly

26
lost knowledge of this
ability. Less than one
Herbalish in a hundred
ever reach this particular
zenith but those that
do can unleash the true
fury of Nature itself.
Calling forth a Storm of
Wrath is a free action
but it does not actually
appear until 5 rounds

Herbalish
later (3 rounds later if
the sky is already cloudy,
1 round later if a storm
is already occurring).
Once it does manifest,
the Herbalish must pay 5
Endurance each round to
maintain it (an Herbalish
can actually continue
spending Endurance
this way down to –9
Endurance, remaining
conscious and capable of using the spell’s abilities until Cloud Dancer
paying the maintenance cost would kill him. Then the A brightly coloured bird with plumage every hue of
spell ends and he passes out, stabilised at –9 Endurance). the rainbow descends with a piercing cry. Its beak
Maintaining the Storm of Wrath is a full-round action for and talons are like shards of glowing crystal and its
the Herbalish. wings beat down with the force of an autumn gale.

This is a heavy price but the power of the Storm makes it Large Magical Beast (Air)
worth summoning. For as long as the Storm is maintained, Endurance Dice: 7d10+14 (52 Endurance)
the Herbalish generates the effect of Eye of the Storm Initiative: +5
for free and can unleash a Wind Strike as a free action a Speed: 20 ft., fly 60 ft. (perfect)
number of time each round equal to his Charisma modifier Armour Class: 20 (–1 size, +5 Dex, +6 natural), flat-
(minimum once per round). In addition, as an additional footed 15
free action , the Herbalish can draw down a bolt of lighting Base Combat Skill: +7
to strike any one target within 120 feet he can see or sense Attack: Claw +11 melee (2d6+4) or Bite +11 melee
with Echoes of Thunder. The bolt offers a Reflex saving (2d8+4)
throw to avoid entirely; those that fail the save are struck Full Attack: Bite +11 melee (2d8+4) and 2 Wings +6
for 10d6 electrical damage. melee (1d8+2) and 2 Claws +6 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Once a Storm of Wrath is no longer being maintained Special Attacks: Rend (2d6+4)
through the expenditure of Endurance points, the spell Special Qualities: Darkvision, fast healing 3, low-light
ends and the storm shatters. Everyone within 250 feet of vision
the Herbalish (including the Herbalish himself) is then Saves: Fort +7, Ref +10, Will +3
immediately subjected to the effects of a Thunderclap. The Abilities: Str 19, Dex 20, Con 15, Int 6, Wis 12, Cha 9
raging storm dissipates immediately and the area’s normal Skills: Perception +8, Stealth +8
weather resumes. Environment: Any except underground
Organisation: Solitary
Challenge Rating: 5
The Circle of the Living Land Allegiance: Unaligned
Common among the Herbalish and so innate to their Advancement: —
philosophy that its primary talent – herbcraft – lends its

27
Wave Hunter
Resembling a large shark with a wide set of side
fines that flare out like the wings of a manta ray, this
creature moves swiftly through the waves. Its deadly
rows of teeth flash underwater, a silent warning to
anything that might linger in its path.

Large Magical Beast (Water)


Endurance Dice: 7d10+21 (59 Endurance)
Initiative: +1
Speed: Swim 60 ft.
Armour Class: 20 (–1 size, +1 Dex, +10 natural), flat-
footed 19
Base Combat Bonus: +7
Attack: Bite +12 (1d8+5)
Full Attack: 2 Bites +10 melee (1d8+5) and tail slap
+5 melee (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rive (see below)
Special Qualities: Blindsight 90 ft., fast healing 3,
scent
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 21, Dex 12, Con 17, Int 2, Wis 12, Cha 2
Skills: Athletics +6*, Stealth +7, Survival +4
Environment: Any aquatic
Organisation: Solitary
Challenge Rating: 5
Allegiance: Unaligned
Advancement: — name to their very order, the Circle of the Living Land is
essential to the vitality of the Herbalish way. This Circle
Rive (Ex): Once a Wave Hunter bites hold of a victim
is responsible for the order’s groves of power, the brisk
it may thresh with incredible speed and ferocity, causing
trade they do in potions and tinctures of all kinds and the
immense damage to the bitten creature. As a special
connection all Herbalish feel with the earth. Herbwardens
full attack action, the Wave Hunter may make a single
are the stalwart defenders of the Herbalish people and are
bite attack on an enemy. Should the creature be hit by
this attack, it is considered to be gripped by the Wave greatly respected for the role they play in their order’s
Hunter’s powerful maw. On the Wave Hunter’s next turn continued survival.
it will rive, inflicting piercing and bludgeoning damage
equal to its Strength score upon the target. The Wave Tier I – Herbcraft (Special)
Hunter will continue to rive until the bitten creature is Herbalish of the Living Land are also sometimes called
either dead or escapes. Escaping from a Wave Hunter’s Herbwardens because of their special skills with herbs and
maw is a full-round action with an Escape Artist or herbalism. To take this first Tier power of the Living Land
Strength check DC of 21. Whilst bitten or being rived by Circle, an Herbalish must have 4 skill ranks in Profession
a Wave Hunter, creatures are considered to be entangled. (herbalist) and 4 ranks in Craft (alchemy). This Tier ability
Obviously, a Wave Hunter may only bite or rive one allows the Herbwarden to create potions from nearly any
creature at a time. herb or natural ingredient. Several sample recipes and
their Endurance cost to create are listed below; the Games
A Wave Hunter has a +8 bonus on any Athletics check Master is encouraged to create more.
when swimming. It can always choose to take 10 on an
Athletics check involving swimming, even if distracted Each potion has a Craft (alchemy) check associated with it.
or endangered. It can use the run action while swimming, This check must be made to successfully brew the potion
provided it swims in a straight line. in question. If it is failed, the ingredients are ruined and
more must be gathered or purchased. Half the potion’s

28
Endurance cost is also lost as a side-effect of the spoiled mixture is rendered immune to further infection for 24
magical energies dwindling away. An Herbalish must pay hours.
1/5 the market value of a given potion in Gold Crowns
(rounded up to the nearest 10 GC) to purchase rare supplies Fireseed
and ingredients. Alternatively, the Herbalish can expend A special seed imbued with herbal magic to erupt into
an equal number of experience points to avoid the Gold flames on impact, these are effective thrown improvised
Crown cost. weapons with a range increment of 10 feet. If a fireseed
hits its target, it blossoms into a bright ball of light and
An Herbalish can make as many potions a week as his inflicts 1d4 points of fire damage. The target must then
Charisma modifier plus one (minimum of two per week). make a Reflex save (DC 15) or catch fire and suffer another
This process reflects the amount of will and force of 1d4 points of damage the next round at the beginning of the

Herbalish
personality expended to empower such concoctions as well thrower’s turn.
as the time it takes to brew, cook and otherwise prepare the
physical potion itself. As a further limitation, the maker Karmo
must have an Herbalish class level equal to or greater Another destructive potion, this amazing potion doubles
than the Endurance cost of the potion to craft it properly. the imbiber’s Endurance score and Strength modifier for
Otherwise, the formula is simply too complex for his ten full minutes. Unfortunately, once the duration ceases
current level of skill. the imbiber must make a Fortitude save with a DC of 27.
Failure means the imbiber takes 6d6 damage immediately
Sample Potions due to a massive coronary attack – this damage may not be
reduced in any way but a successful save does halve the
Adgana Leaf damage taken. Even if the user survives this painful after-
One dose of this highly addictive substance, which is effect, he is exhausted for an hour thereafter and loses 1
chewed in leaf form after being awakened through herbal point of Constitution permanently.
magic, will add a +4 bonus to the consumer’s attack and
damage rolls for 10 minutes. Unfortunately, its destructive Larnuma Oil
nature permanently reduces the user’s Endurance by two This oil is expelled from the seeds of larnuma fruit, a
points after the first dose. Afterward, any subsequent dose brightly coloured fruit found in Southern Magnamund.
of Adgana permanently reduces the user’s Endurance by When rubbed into the skin, it generates a lingering healing
one once it wears off and only increases attack and damage effect that grants Fast Healing 1 for 12 rounds. Multiple
rolls by +2 for 5 rounds. Bonuses granted by additional doses of Larnuma oil can be used at one time, up to the
doses of Adgana are not cumulative but their durations are user’s Constitution modifier +1 (minimum of 2 doses)
added together. – each extra application beyond the first increases the
duration by 1 round and the Fast Healing rate by 1 point.
Azawood Leaves
Once properly empowered, an azawood leaf can be Oede Herb Tea
dissolved in a magical potion (takes one minute) to either: These beautiful golden leaves are actually prepared as is,
Increase any variable effect it might have to its maximum with the magical potion being a single tea bag filled with
value or double its duration or add +1 to any fixed effect it the dried leaves themselves. Drinking an Oede potion takes
might have. An azawood leaf can also be burned to create a five minutes, as the tea must be brewed and consumed
cloud of thin smoke 10 feet in diameter that lingers for one while hot. It is a powerful healing agent substance that
full minute. During this time, incorporeal creatures cannot immediately cures the disease limbdeath and restores
enter the hazed area. 1d10+5 Endurance points.

Druse Tree Sap Potion of Alether


A powerful curative agent against diseases once magically A potent brew made of magically enhanced alether juice,
distilled and empowered. Druse sap appears as a milky this potion adds a +3 bonus to all attack and damage rolls
white liquid in its raw form but purifies once enchanted made by the imbiber for 2d6 rounds after consumption.
into a completely clear, vaguely sparkling liquid. Anyone The round after a potion of Alether ends, the drinker
suffering from a disease that drinks a dose of this potion suffers a –2 penalty to all attack and damage rolls because
is instantly cured. Even those free of disease can benefit of the momentary crash of fatigue that comes with the brew
from Druse sap as anyone (diseased or not) imbibing this wearing off.

29
Herbalish Potions
Potion Type Craft DC Endurance Cost Market Value
Adgana Leaf 22 5 700 gc (illegal in most areas)
Azawood Leaves 21 3 400 gc per leaf
Druse Tree Sap 23 6 600 gc
Fireseed 15 2 50 gc each
Karmo 27 12 950 gc
Larnuma Oil 20 6 550 gc
Oede Herb Tea 16 4 400 gc
Potion of Alether 18 3 800 gc
Potion of Gallowbrush 16 1 750 gc
Potion of Laumspur 15 4 350 gc
Rendalim Elixir 25 10 800 gc
Sabito 19 1 500 gc
Temeris Potion 30 15 2,500 gc

Potion of Gallowbrush through his skin, allowing anyone who swallows a Sabito
Gallowbrush is a sleep agent, attributed with dream magic root pill to breathe normally underwater for one hour.
and enchanted sleep that can last months or even years.
A potion of Gallowbrush is not that effective but it will Temeris Potion
force anyone drinking it straight or added to other liquid to An extremely rare potion, this can only be brewed by
make a Fortitude saving throw (DC 16) or fall into a deep someone with 10 ranks in Profession (herbalist), 10 ranks
sleep for 1d4 hours immediately. Nothing short of acute in Occult and 10 ranks in Craft (alchemy). One dose of
physical pain can rouse a helpless victim of Gallowbrush; this potion is enough to transport the imbiber and 500 lb.
loud noises or discomfort will not awaken them. of additional creatures or equipment to any location of the
drinker’s choosing within 1,000 miles. If the drinker has
Potion of Laumspur never been to this location before, there is a 50% (minus the
Probably the most common restorative available to drinker’s Intelligence score) chance of the potion simply
adventurers, this tincture is a bitter tasting liquid that heals failing to work at all.
2d10 Endurance after being consumed. Laumspur is the
most common healing agent in Magnamund, so common Tier II – Shadow on the Stone (1 Endurance per
that most places stocking them simply call them healing round)
potions and do not bother to mention that they come from While the herbal powers of an Herbalish of the Living
the Laumspur plant. Land are very impressive, they are only the first step of a
very powerful discipline indeed. The Herbalish at this Tier
Rendalim Elixir learns to feel the quiet signals given off by the earth. While
A more powerful healing potion than Laumspur tonic, this this free action ability is active, he gains the Tremorsense
milky white liquid has a slightly sweet taste and is made special quality.
by brewing two Laumspur potions together with Rendalim
roots, bark and sap. The resulting potion heals 3d10 points Tier III – Whispers of the Wild (1 Endurance per
of damage and cures any disease the imbiber might be minute)
suffering from. All 1s rolled when determining the healing An Herbalish with this talent gains the power to speak
of a Rendalim potion are re-rolled because of its potency. with animals and sentient plants as if they could
communicate intelligently in his native language. While
Sabito such conversations may be quite limited due to the
This concoction takes the form of small blue pills and are target’s limited understanding of sentient concepts, it does
made from the dried and crushed roots of the Sabito plant, a allow the Herbalish to gain useful knowledge and make
succulent commonly found in the Boari jungle. They enable simple requests. While Whispers of the Wild is active, an
the imbiber to extract oxygen from water by absorbing it Herbalish gains a +2 bonus on all Handle Animal and Ride
skill checks.

30
Tier IV – Earth’s Embrace (0 Endurance) ♦ Cliffs: These crumble, causing a landslide that travels
This is a valuable power for the Herbalish to gain, as it makes horizontally as far as it fell vertically. An earthquake
every night spent sleeping against natural rock and soil cast at the top of a 100 foot cliff would sweep 100 feet
incredibly restful and recuperative. An Herbalish with this outward from the base of the cliff. Any creature in the
ability needs to only sleep four hours to gain the equivalent path sustains 8d6 points of damage (Reflex save for
of eight hours of normal rest and regains his Constitution half damage, DC 15).
modifier (minimum of 1 point) in additional Endurance
healing. For this power to function, the Herbalish must ♦ Open Ground: All creatures standing in the area must
be in physical contact (clothing is acceptable but armour is make Reflex saving throws (DC 15) or fall down.
not) with natural, untainted earth such as a field, a forest or Fissures 50 feet deep open in the ground and every
a mountainside. fallen creature has a 25% chance to drop into one

Herbalish
(Reflex save DC 20 to avoid the fissure). At the end of
Tier V – Primal Form (5 Endurance) the spell, all fissures grind shut, killing any creatures
The sympathy gained between an Herbalish and animals still trapped within.
continues to manifest, becoming the ability to take on an
animal form of his choice at this level. This power can be ♦ Structure: Most structures standing on open ground
used as often and for as long as the Herbalish desires but collapse, dealing 8d6 points of damage to those caught
the Endurance cost must be paid for the change in each within or beneath the rubble (Reflex saving throw for
direction (meaning an Herbalish could get stuck in animal half damage, DC 15).
form if he is wounded to 4 Endurance or less, at least
until he heals). The animal form chosen must be from the ♦ River, Lake or Marsh: Fissures open underneath the
Animals subsection of the Lone Wolf core rulebook. water, draining away the water from that area and
forming muddy ground. Soggy marsh or swampland
The Herbalish’s physical ability scores change to match becomes quicksand for the duration of the spell,
the animal’s but he retains his three mental scores even if sucking down creatures and structures. Creatures must
the animal’s would be higher. He gains all of the special make Reflex saving throws (DC 15) or sink down in the
qualities, movement rates and attack modes of the animal mud and quicksand. Creatures stuck in quicksand or
form but cannot use any Herbalish abilities except Tiers mud are considered entangled. At the end of the spell,
II, III, IV, IX and X and higher of this Circle. He loses the rest of the body of water rushes in to replace the
the ability to speak any normal language unless he takes drained water, possibly drowning those caught in the
on the form of a parrot or other animal capable of roughly mud.
articulate speech.
Tier VII – Standing Stones (Special)
Tier VI – Tremulous Touch (7 Endurance) This ability is one of the most important powers the
By calling forth the slumbering fury of the earth, an Herbalish possess, though it has little immediate use in
Herbalish can unleash its might in a small localised combat or during everyday life. It allows the Herbalish to
earthquake all around him. To do this, he concentrates and create rings of Standing Stones, the heart of any Herbalish
then touches the ground with his unclad hand. The shock grove. This process takes 13 days, with one stone erected
emanates out to a distance of 120 feet and lasts until the each day in a magical ritual that drains the Herbalish of
beginning of the Herbalish’s next turn, during which time one Constitution point. Other Herbalish can join with the
creatures on the ground cannot move or attack. Spellcasters Herbalish during any of these rites and pay the Constitution
on the ground must make Concentration checks (see the cost in his stead but the 13 days must be contiguous and
revised Concentration skill rules on page 123) or lose any uninterrupted. Constitution points return at a rate of one
spells they try to cast. The earthquake affects all terrain, per day after the rite is fully completed.
vegetation, structures and creatures in the area. The exact
effects depend on the terrain and its features: Once the rite is finished, the 100 foot wide ring of stones
is fully empowered and acts as an Herbalish circle for
♦ Cave, Cavern or Tunnel: This ability collapses sections all intents and purposes. This ring grants any Herbalish
of the roof, dealing 8d6 points of damage to any creature within its confines their Grove powers as noted under the
caught in the shock’s area (Reflex saving throw for half Verdant Vow class feature and reduces the Endurance cost
damage, DC 15). An earthquake cast on the roof of a for any power of any Circle ability its creator uses by 1
very large cavern could also endanger those outside the point (to a minimum cost of 1 Endurance, unless the ability
actual area but below the falling debris. naturally costs 0 Endurance). If the creator of a ring of

31
Standing Stones used Pastoral Passage to travel to or from Tier X – Earthwarden (8 Endurance a round)
that grove, the Endurance cost of this passage is reduced to The ultimate expression of an Herbalish’s desire to protect
only 2 points. the land and the sanctity of life, this ability, invoked as
a standard action, allows him to temporarily call upon
Tier VIII – Pastoral Passage (7 Endurance) Nature itself to render himself completely invulnerable.
This power allows an Herbalish to travel from one Alternately, the Herbalish may designate another creature
Herbalish grove (circle of standing stones) to any other within 30 feet to be the focus of this mighty protection. This
within 120 miles. There is a network of groves that cover emanation of power takes the form of a brilliant emerald
most of Northern and Southern Magnamund, though some glow and requires the Herbalish to remain perfectly still
have been destroyed and none exist within 200 miles of and take no action other than deep concentration. This
either Kaum or Ruel or within the Darklands at all. The ability can only be used if the Herbalish is in skin contact
Games Master should decide where any given Herbalish’s with solid, natural, untainted ground (earth, rock or soil).
grove might be located; each new grove discovered could This might require the Herbalish to remove his footwear
be the source of an exciting adventure, especially if it is (normally a standard action for shoes or a full-round action
abandoned and its new bestial or vile inhabitants do not for boots).
take well to being disturbed.
While Earthwarden is in effect, every source of Endurance
Tier IX – Soul of the Earth (6 Endurance) damage is reduced to 0, no matter where it comes from
The Herbalish gains a stronger relationship with the land at or how powerful it might be. Even a Darklord’s attack
this level, allowing him to draw forth its great power and would be completely blocked, though an Herbalish would
imbue himself with its might. If he does not already have be hard-pressed to find untainted ground to stand on in
the Nature’s Avatar ability (i.e. gained it at the same time as the Darklands. Ability score damage is not reduced but
this Circle Tier), he can transform into that perfected form no protected creature can have any ability score reduced
(as a move action) for up to 10 rounds per day. If he does below 3 while this power is in effect. An Earthwarden can
have the Nature’s Avatar class feature or later gains it, he choose to keep paying the Endurance cost even if it would
improves its bonus to Strength to +8 and its Constitution knock them unconscious to do so, whereupon they will
score to 20. automatically stabilise.

32
Kundi Mystic
Yes, yes, once, many years ago, we did live in another land of all green and peace-joy. Life was good and calm,
with no hate-war to trouble us and no death-killing to end our lives before the time of going. Then fire came
and our land was lost. Tears for the passing but now joy for the finding of a new land. Here we have new
tree-homes and the pain-fear of the past is long gone.

The tale of the Kundi race is one of hardship and survival. culture to prove such a legend, their ability to manipulate

Kundi Mystic
Deeply attuned to the living land and capable of great acts the energies of the Daziarn are beyond question.
of natural magic, the Kundi were once a peaceful humanoid
tribe living in the lush forest kingdom of Lara. In their All Kundi are at least vaguely magical creatures, able to
homeland, the Kundi lived behind natural defences of earth appear and disappear into their jungle habitat seemingly at
and wood, neither needing nor desiring any interaction with will and capable of climbing and gliding with great ease.
the outside world. They were in touch with the forces of At home in the tops of their immensely tall tree homes,
life to a degree that even the Herbalish could only marvel this primitive, somewhat simian-looking race are a force
at and while they had no wish to interfere in the politics of to be reckoned with when they choose to move in common
others, their forest home was open to all needing sanctuary cause. Even alone, they can be very powerful and should
from the tyrannies of others – especially the Shadakine never be underestimated.
under the rule of the Wytch-King Shasarak.
Adventures: When the Kundi travel abroad, they usually
When the Kundi could no longer bear the travesties use their Sightfool ability to appear as a native of whatever
performed against humanity and the land by Shasarak, they land they roam. The Kundi enjoy travel, though they
began to wither away his supply lines and make it difficult always prefer the cool breezes and elevation of their
for him to operate outside Shadaki. This interference sky-realm home in Azanam and rarely stay away from it
would cost them greatly, as the Wytch-King’s fury knew long. Still, the Kundi have been inexorably drawn into the
no limits. When he identified the Kundi as the source of concerns of the world many times and it is not uncommon
these guerrilla attacks, he set the entire kingdom of Lara for a few hundred of their number to be scattered across
to the torch, razing it to the ground with magical fire and Magnamund at any given time.
slaughtering thousands. Only the foretelling arts of the
Kundi Mystics gave them any warning of this disaster and Characteristics: The Kundi rarely wear any clothes other
allowed them to evacuate in time. than what is strictly necessary to gird themselves or to carry
what meagre equipment they use. Their most recognisable
Battered, burned and even more determined not to interfere possession would be their kunlari, a double forked staff that
in the lives of others, the survivors of the Kundi race fled all Kundi learn to use at a very early age. Kundi travelling
through the use of their magic to the jungles of Azanam. abroad sometimes learn to wear other clothes, but their
Though the climate was different and the wildlife unlike bodies are ill-suited to heavy garb and they never wear
anything they had experienced before, the Kundi were armour of any sort. Their body fur keeps them warm even
able to swiftly acclimatise to their new home. It was far in the coldest climes and their connection to nature ensures
away from the reach of the Wytch-King, which made it all that exposure to the elements is never detrimental.
the better where the Kundi were concerned. High in the
azawood trees, the primitive Kundi rebuilt their homes and Religion: The Kundi have a complex system of ancestor
slowly recovered their numbers. worship that takes years to learn completely and keeps many
of their mystics constantly busy placating and communing
The Kundi are ruled by a King, in turn advised by four with the revered spirits of generations past. When the Kundi
Elders of their natural magical tradition. The Kundi have wish to pray for any reason, they select either a reputed
developed an eclectic collection of natural spellcraft Kundi spirit concerned with the subject matter of one of
combined with their innate gift for magic involving the their personally related ‘soul fathers’ to speak with. Some
Daziarn plane. Their lore speaks of a time long ago when few Kundi Mystics can actually communicate directly with
the Kundi people came to the world of Magnamund from the spirits of the dead but most simply pray for guidance
‘beyond the Shadows’. While there is little remaining in their and are content not to receive an answer.

33
Background: The Kundi do not really recognise divisions Skill Points at 1st Level: (6 + Int modifier) x 4
in social class the way other races might. They have a king, Skill Points at Each Additional Level: 6 + Int modifier
but his ability to rule is one of magical right and spiritual
ascendancy. His relatives do not automatically bear the Class Features
right of succession; thus, there is no true royal family to All of the following are class features of the Kundi
speak of. All Kundi have the ability to study the way of Mystic.
the Mystic, as its powers are part of every Kundi birthright.
More than half the race has at least one level of Kundi Armour and Weapons Proficiency: Kundi Mystics are
Mystic but even their common folk are innately magical proficient with the bolas, club, kunlari (their preferred
in their own way. weapon), quarterstaff, sling and spear. They are not
proficient with any armour; their body shape and natural
Other Classes: Kundi Mystics are isolationist by policy preferences will not permit them to wear any armour,
but intensely curious of the outside world by nature. They though they can carry a shield if they must (though they
can get along well with members of any other class with the are not proficient in its use).
exception of people from Shadaki (all of whom are usually
still afforded one chance to prove themselves trustworthy), Ancient Promise (Sp): The Kundi forged an ancient pact
the blasphemous Cener Druids and any class or being that with the Shianti when that hallowed race took their leave
derives their power from Naar and the gods of Darkness. from the world of humanity. As part of that pact, their
Other than these few apprehensions, the Kundi can work Mystics swore to watch over the kingdoms of men and
with anyone once they develop a bond of friendship and protect them from the legacy of power and corruption the
trust – something they tend to do quickly. Shianti left behind. As part of this oath, no Kundi Mystic
can refuse an honest plea for aid from any descendent of
Game Rule Information the Dessi or those few beings trained by and still faithful to
The Kundi Mystic has the following game statistics. the Shianti way.

Abilities: The chief statistic for any Kundi Mystic is In return for their pledge, the Kundi were given training in
Wisdom, as it is experience and common sense that drives the Lesser Elder Arts (see page 52 of the Lone Wolf core
many of his skills and magical abilities. Most Kundi are rulebook for more details). Each time the Kundi Mystic
also very dexterous and have the potential to be agile and gains this class feature, he may choose one Elder Art. He
athletic. Few Kundi are very strong but they are generally may use this Elder Art at will as per its description.
bright and quick to grasp new concepts. While they are
a healthy race by nature, Kundi magic does not drain The Difficulty Class for resisting an Elder Art cast by a
Endurance and thus Constitution is not a high priority for Kundi is calculated as the Kundi Mystic’s class level + his
them.

Endurance Die: d6.

Base Speed: 30 feet (but see the Kundi


class feature for more details).

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

34
New Weapon: The Kunlari
A spiral wood staff made from two pieces of limb coaxed naturally into growing together before harvesting, the kunlari
is the ritual weapon and spellcasting focus of all Kundi. This staff becomes a magical extension of the Kundi wielding
it and is quite effective in his hands. Kunlari can even be thrown but few Kundi Mystics would toss away their most
valuable possession without a good reason.

Weapon Name Cost Damage Critical Range Increment Weight Type


Kunlari 1
20 gc 1d8 x2 10 ft. 3 lb. Bludgeoning/Slashing
1
The Kunlari is an awkward racial weapon and imposes a –4 penalty to attack rolls to those unfamiliar with its use

Kundi Mystic
(virtually all non-Kundi). Kunlari come to a forked point on both ends and can be used very efficiently as a disarming
weapon (adding +2 to the opposed attack roll made to do so).
Wisdom modifier. Note that a Kundi Mystic possesses ♦ Glide speed of 40 feet (Su). All Kundi have natural
neither base magical damage nor the Magical Combat facility for gliding, even though they lack external
class feature – they are only dabblers in the Elder Arts. As patagia or wings of any kind. In truth, this ability is
such their Base Magical Combat Skill is equal to half their more like subtle wind-influencing magic than a natural
character level and their base magical damage is always trick. In order to glide, a Kundi must either be in a
1d6. Strong or more powerful wind or launch himself from
a high vantage point into a Light or stronger wind,
Kundi: All Kundi are, to some degree or another, Mystics. with either method being a standard action, followed
As such the first character level every Kundi possesses is by a gliding move action. Gliding Kundi have poor
in this class. They may then wander down other paths in manoeuvrability and must make an Athletics check (DC
pursuit of their individual goals but this class is the basic, equal to normal Fort save DC) when flying in Strong
core step for every Kundi on the face of Magnamund. As or more powerful winds or immediately fall (see page
such, all Kundi possess the following special qualities: 158 of the Lone Wolf core rulebook for wind types).
Gliding Kundi may only take move and free actions.
♦ +2 Wisdom bonus. A Kundi’s awareness of his
surroundings and deep-rooted strength of spirit ♦ Low-light vision to 90 feet (Ex).
generally exceed all but the most exceptional of
humans. ♦ Natural armour bonus of +4 (Ex). The dense, furry
hide of a Kundi is remarkably tough.
♦ +1 bonus to all Acrobatics, Athletics, Perception,
Stealth and Survival checks. ♦ Fast Healing 1 (Su). A sign of their intense connection
to the natural world, all Kundi heal at a fantastically
♦ Blending (Su). The Kundi are also called ‘forest accelerated rate. However, this ability only works
ghosts’ because of their ability to seemingly disappear whilst the Kundi is in untainted wilderness. Urban
and reappear at will. This power is an innate talent, areas, magically blasted wastelands or badly polluted
allowing the Kundi to slip his appearance in or sites will temporarily suspend this ability.
out, either wholly or partially, of the Astral Plane at
will, as a free action on his turn. Should the Kundi ♦ Sightfool (Su): Kundi can also use their connection
partially close his eyes (and) he gains concealment, with the Daziarn plane to call forth a simple illusion and
though he incurs a –4 penalty on all Perception checks cloak themselves with it. This is done (or dismissed)
involving sight and a –1 penalty on attack rolls while as a standard action and can be maintained as long as
so concealed. If the Kundi closes his eyes entirely he the Kundi wishes without concentration, but it fades
gains total concealment. Though he is effectively blind immediately if the Kundi becomes unconscious or
whilst doing so, he suffers no reduction in speed or to dies. The Kundi can change any facet of appearance,
his Strength or Dexterity based skills. including clothing, armour, weapons and equipment.
This supernatural ability can make the Kundi seem
♦ Climb speed of 30 feet (Ex). As such they gain a +8 one foot shorter or taller, thin, fat or in between. This
bonus to all Climb checks and can always take 10 on ability does not provide the abilities or mannerisms of
Climb checks. See page 258 of the Lone Wolf core the chosen form; it also does not alter the perceived
rulebook for more details. tactile (touch) or audible (sound) properties of the

35
Kundi or his equipment. If the character uses this spell that would otherwise cause serious damage to the Kundi.
to create a disguise, the character gets a +10 bonus on Willpower is accumulated as a Kundi rises in the Kundi
the Disguise check. Mystic class. At 1st level, a Kundi’s Willpower is directly
equal to half his Wisdom ability score (rounded down).
♦ Tracking (Ex): All Kundi count as having the Kai Lord Each class level thereafter, the Kundi Mystic increases his
ability of Follow the Trail (see page 39 of the Lone Willpower total by his Wisdom modifier (minimum of +1
Wolf core rulebook) for the purposes of using Survival Willpower per level). The Willpower statistic is refreshed
to follow trails. by the Kundi’s Charisma score each day at midnight. No
meditation is needed; this happens automatically every 24
Kunlari Training (Ex): A Kundi Mystic is taught early on hours.
in his life that the road he walks can be a dangerous one.
Trained in the magical and physical arts simultaneously, he Unlike many practitioners of the Elder Arts, a Kundi faces
has the ability to defend himself before he is ever allowed no particular detriment if he runs out of Willpower, as it is
to leave the trees of Azanam. When wielding a kunlari not their main focus of magical strength. However, neither
he gains a +1 bonus to attack and damage rolls. He also does a Kundi gain any increased facility with Psychic
gains a +4 bonus to all opposed checks made to avoid Combat, as the Magicians of Dessi or Herbalish do.
being disarmed while wielding his kunlari; this weapon
is practically a part of the Kundi Mystic and he does not Spiritsight (Ex): The Kundi can see spirits and incorporeal
relinquish it easily. creatures with just a little bit of mystic training. This sight
is as natural to them once they learn it as normal vision and
Willpower: All Kundi have an additional statistic called can be used as often as desired. Spirits are everywhere in the
Willpower. This is a measure of their psychic strength and natural world, with animal souls and even the emanations of
resilience. Though it is not used to power their Wyld-Tricks, plants and magical objects fully visible to a Kundi Mystic.
it is nevertheless a vital statistic, as it enables their use of Spiritsight has a range of only 30 feet; past this distance,
the Elder Arts and acts as a ‘buffer’ against psychic effects the aura of spectral energies is too diffuse to perceive.

The Kundi Mystic


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +1 +1 +1 Ancient Promise, Kundi, Kunlari Training,
Willpower
2nd +1 +1 +1 +1 Wyld-Trick
3rd +2 +2 +2 +2 Spiritsight
4th +3 +2 +2 +2 Shadow Kenning I, Wyld-Trick
5th +3 +3 +3 +3 Totem Animal I
6th +4 +3 +3 +3 Wyld-Trick
7th +5 +3 +3 +3 Green-Gift
8th +6/+1 +4 +4 +4 Shadow Kenning II, Wyld-Trick
9th +6/+1 +4 +4 +4 Spiritspeech
10th +7/+2 +5 +5 +5 Ancient Promise, Wyld-Trick
11th +8/+3 +5 +5 +5 Kunlari Master
12th +9/+4 +6 +6 +6 Shadow Kenning III, Wyld-Trick
13th +9/+4 +6 +6 +6 Totem Animal II
14th +10/+5 +6 +6 +6 Wyld-Trick
15th +11/+6/+1 +7 +7 +7 Windwalking
16th +12/+7/+2 +7 +7 +7 Shadow Kenning IV, Wyld-Trick
17th +12/+7/+2 +8 +8 +8 Spiritbond
18th +13/+8/+3 +8 +8 +8 Wyld-Trick
19th +14/+9/+4 +9 +9 +9 Shadow Mastery
20th +15/+10/+5 +9 +9 +9 Ancient Promise, Wyld-Trick

36
While active this ability provides the Kundi
Mystic with a +4 bonus to all Perception rolls
opposed by a living creature’s Stealth check
and invisible creatures are clearly apparent.

Wyld-Tricks (Sp): The minor magics of


the Kundi, Wyld-Tricks are little spells
learned over time that allow the Kundi to
affect themselves, others and the world
around them. Most Wyld-Tricks are of no

Kundi Mystic
use in direct combat, but they can bolster and
defend a Kundi with the time to prepare for
such a confrontation. Each time this feature
is gained, the Kundi Mystic gains knowledge
of another Wyld-Trick as described in the
special section given below.

Shadow Kenning (Su): The Kundi develop


a great affinity for the Astral Plane and the
mysteries of the Daziarn. This shows in their
ability to ‘blend’ but a trained Mystic can do
far more. Each Rank of this ability unlocks
a new capability for the Kundi learning it,
allowing him to perceive special anomalies,
transport himself and others and even use
extra-dimensional energies for attack and
defence.

♦ Shadow Kenning I: Through


concentration and a minor gift of
prophecy, a Kundi Mystic can detect
where the nearest opening or potential
opening to either the Astral Plane or the
Daziarn lies. There is no roll required and
no true range limit, though knowing when
and where the closest gate will be does
nothing to actually get the Kundi to it or
tell him how to open it if it is the kind that
requires activation.
♦ Shadow Kenning III: The Kundi can now take others
♦ Shadow Kenning II: The Kundi can take short ‘jumps’ with him during an Astral ‘jump’ and such movement
through the Astral Plane. This allows him to take a is now doubled (so a Kundi with a speed of 30 feet may
move action, a double move action or run through move through the Astral Plane to a distance of 60 feet
the Astral Plane and appear on the other side without as a move action, 120 feet as a double move action or
physically crossing the intervening distance. This is 240 feet when running). A Kundi must be touching
extremely useful for crossing wide chasms, moving the subjects of his shared travel (or they must touch
through walls and avoiding trapped areas. A Kundi him) and may transport one other creature of Large
Mystic can perform his feat once per day for every size or smaller for every point of Wisdom modifier he
Rank of Shadow Kenning he possesses. This ‘jump’ possesses (minimum of one creature). Creatures who
travel with the Kundi must be willing participants.
cannot cross barriers of magical force or allow passage
This travel is disorienting for the passengers and leaves
through magical areas.
them stunned for one round after exiting the Astral
Plane (unless they are outsiders, elementals or Kundi).

37
♦ Shadow Kenning IV: Continued training allows the impede the movement of a Kundi Mystic of this level and
Kundi to perceive and influence the Astral Plane for will always provide enough shelter, water and food as he
what it is – a teeming, infinite source of pure energy. needs to live comfortably. A Kundi Mystic cannot fail a
He can, as a standard action, surround himself with Survival check to find shelter or provide for himself or
silvery Astral power or craft it into a bolt and fire it at other Kundi but must still make such checks when tracking
an enemy. As a barrier, this energy is immobile and or taking care of members of other races.
lasts as long as the Kundi concentrates on it as a full-
round action; it grants full cover and encircles an area Kunlari Master (Ex): Training with the kunlari continues
up to 10 feet in radius. As a bolt, it must be thrown (as throughout a Mystic’s career until, at this level of
a physical weapon in which the Kundi is proficient) accomplishment, he has mastered all of its basic techniques.
and inflicts 5d6 magical bludgeoning damage. This A kunlari master doubles the critical threat range of his
attack has a range increment of 30 feet. Both powers chosen weapon, adds a +2 bonus to attack and damage
can be used a number of times per day equal to the rolls with it and increases its bonus to disarm checks to +4
Kundi’s Constitution modifier (minimum of once). instead of its normal +2. None of these bonuses apply if
the Kundi is wielding a kunlari made of any other substance
Totem Animal: At 5th Mystic level, the Kundi gains the but wood, as their affinity for living things is part of where
companionship of a flying or climbing animal at this level, their incredible skill comes from.
as his spirit reaches out and calls to it a kindred beast. This
animal will serve loyally as long as it is treated well and Windwalking (Su): The Kundi, through a combination of
can be any animal of 5 Endurance Dice or less from the subtle wind magic and physical skill, gains the ability to fly
Lone Wolf core rulebook with a Climb or Fly movement instead of just gliding. They gain a base Fly movement rate
rate. The Kundi can communicate freely with this animal of 30 feet and move with average manoeuvrability. This
and all animals of the same species, gaining an empathic ability is innate after it is learned and cannot be disrupted
bond that lets them both share each other’s emotional state or lost. However, for a Kundi to fly instead of glide, there
up to a range of 360 feet. must still be a wind of some kind; this makes it unlikely the
Kundi can fly underground.
When the Kundi gains the Totem Animal II class feature
at 13th level, he gains the supernatural ability to shape Spiritbond (Su): A Mystic of the Kundi tradition can
change into the same animal type as his companion as a open himself up to a temporary, limited form of possession
full-round action once a day. This functions just like the with any nearby spirit creature. This must be a willing
change shape special quality described on page 254 of the transaction in both directions and grants both participants
Lone Wolf core rulebook, except it can only last one hour. great knowledge and mental fortitude at the cost of some
While shape changed, the Kundi Mystic cannot cast Elder reaction time and lack of attention to the real world. While
Arts but retains full use of all his other Kundi Mystic class the Games Master is always free to say whether or not a
abilities. given spirit is close at hand or willing to forge such a bond,
it is usually safe to assume the power has a 50% (+2% per
Spiritspeech (Ex): The Kundi’s spirit has grown to the class level of the Mystic) chance of working successfully
point of being able to converse with spectral entities and at any given moment.
incorporeal undead. This power allows communication
even if the Kundi and the target do not share a similar Spiritbond lasts one minute per point of the Kundi’s
language. The range of Spiritspeech is only 30 feet as the Charisma modifier (minimum of one minute) and grants
ethereal winds do not carry the voices of the dead well. the Kundi a +4 bonus to his Intelligence and Wisdom
Spirits are not under any obligation to speak truthfully with scores. He also enjoys a +1 increase to his Fast Healing
a Kundi Mystic but if the Kundi does not act in a hostile rate and may re-roll any failed Will saving throw once,
fashion towards an incorporeal undead, it must make a though he must keep the second result even if it is worse
Will save (DC 20 + the Kundi’s Charisma modifier) to than the first roll.
attack him. This protection only occurs if the Kundi can
begin speaking to an incorporeal undead and succeeds in a This bond is not entirely beneficial; the Kundi also acquires
Diplomacy check (DC equal to the spirit’s Will save bonus) a –2 penalty to his Initiative, suffers a –1 penalty to all
before combat begins. attack rolls and Charisma based ability and skill checks,
because of the constant distraction that having a second
Green-Gift (Ex): The Kundi adore nature and their soul within his body can cause.
affection is returned. Plants and natural settings never

38
Shadow Mastery (Su): The Kundi’s Astral lore is very being. A Kundi can freely return to this class after
complete and such knowledge brings with it great benefit. delving into the mysteries of another if he wishes, but in
The Kundi Mystic gains one additional use each day of the practice very few ever choose to follow another calling.
Shadow Kenning II and IV abilities, increases the damage Kundi never seek the arts of the Cener Druids or the
of his shadow bolts to 10d6 and can now triple (rather than Shadakine Witches, preferring to die rather than take such
double) his ‘shadow jump’ speed. foulness into their souls. Of all the other classes, the Kundi
are most likely to take up studying the Elder Arts of the
Also, if his need is great, a Kundi Mystic can summon a Dessi, though in practice this is extremely rare.
Shadowraith to serve him. This creature is a denizen of the
Daziarn and comes only reluctantly at the Kundi’s insistent Note that some of the Kundi Mystic’s class features will be

Kundi Mystic
call. A Shadowraith can only be summoned once a day and gained by all Kundi, even those who deviate from the path
only serves for a number of rounds equal to the Mystic’s of the Mystic. The class features noted in the Multiclassed
Charisma score before vanishing back to its the ethereal Kundi table are gained by all Kundi, at the appropriate
home. character level. Note that they will gain these abilities in
addition to whatever other class features their current class
Ex-Kundi provides.
There is no such thing as an ex-Kundi Mystic, as the paths
of magic and lore the race possesses are integral to their Note that a Kundi cannot gain a class feature again that
he already possesses, so a 3rd level Kundi Mystic/4th level
Warrior who decides to take a 4th level in Kundi Mystic
Shadowraith cannot gain Shadow Kenning I again – he already gained it
The shadows all around pool into a deep well and
at 7th character level. He would gain a Wyld-Trick, however
rise up as a column of darkness. Extending arms
– Wyld-Tricks are the exception to this rule.
and dark, feathered wings like a spreading night sky,
the creature unfolds and moves to silently attack!

Large Undead (Incorporeal)


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

39
normal. Furthermore, wary and cunning animals are likely
Multiclassed Kundi to be terse and evasive, while the more stupid ones make
Character Level Additional Class Features inane comments or ramble about topics of interest only to
2nd similarly dim creatures. If the animal is friendly, it may do
3rd some favour or service for the character (as determined by
4th the Games Master) but will likely have to be bribed with
5th Wyld-Trick food or some other service of value to it. Despite its name,
this spell does not work on magical beasts or vermin.
6th
Casting Beast-Tongue only works on the Kundi casting it
7th and lasts one minute per Kundi Mystic level.
8th Shadow Kenning I
9th Wyld-Trick Burn-Quench
10th Totem Animal I Burn-Quench extinguishes all non-magical fires in its area.
11th Green-Gift The spell also dispels fire spells in the area, though the
12th Kundi Mystic must succeed at a dispelling check of 1d20
13th Wyld-Trick +1 per Mystic level against each spell’s DC to dispel it.
Fire-based creatures within the area take 1d6 points of
14th Kunlari Master
damage per Mystic level from the spell (no save allowed).
15th Burn-Quench affects a 20 foot cube area up to 100 feet
16th Shadow Kenning II away and its effect is instantaneous.
17th Wyld-Trick
18th Echo-Eyes
19th The Kundi have excellent eyesight but it can be difficult
20th Windwalking for them to manoeuvre in the dense foliage of their tree
homes at night without ambient light to see by. Because
of this need, they have developed this simple spell that
Wyld-Tricks duplicates the echo-location ability of bats and other night
Magical spells taught from elder generations of Kundi fliers. As long as the Kundi can freely speak, he can use
Mystics to youngsters, these minor magics are the height the vibrations of his voice to make his way in even absolute
of Kundi spellcasting as they do not truly study any real darkness. This duplicates the Blindsight special quality
arcane philosophy save the Elder Arts given to them by the and extends out to a range of 30 feet. Echo-Eyes lasts one
Shianti. Wyld-Tricks are always standard actions and never full minute per class level of the Kundi Mystic and only he
require any components other than the Kundi Mystic’s can receive the benefit of the magic.
special kunlari staff, which must be held in at least one
hand while the spell is being performed. Fly-High
This spell is a great boon to the Kundi, allowing them to
When a DC is required to evade the effect of a Wyld-Trick, soar like the birds in the sky without worrying about falling
it is calculated as 5 + the Kundi Mystic’s class level + the to the hard ground 300 feet below their tree-cities. Fly-
Kundi’s Wisdom modifier. This makes low level Kundi High grants the caster the powers of the Windwalking class
spells easy to overcome but the majority of Kundi magic feature during its duration. If the Kundi already has the
is self affecting or beneficial in any case, making this Windwalking class feature, this spell improves their flight
‘weakness’ less serious than it might otherwise be. dramatically. They no longer need any breeze to fly, gain
good manoeuvrability and have a base Fly movement rate
A Kundi Mystic can cast as many Wyld-Tricks as his class of 90 feet while this spell is in effect. Once Fly-High ends,
level plus his Wisdom modifier (minimum of 1) per day and the Kundi glides gently to the ground at a rate of 30 feet
these spells are subject to interruption and Counterspelling per round and never needs to worry about plummeting or
as normal. crashing. Like Echo-Eyes, this spell lasts one minute per
class level of the Kundi and has no effect if cast on others,
Beast-Tongue even other Kundi.
The Kundi Mystic can comprehend and communicate
with animals. The Mystic is able to ask questions of and
receive answers from animals, although the spell does
not make animals any more friendly or cooperative than

40
Friend-Tell The range limit of a trigger is 15 feet per Kundi Mystic
The character compels a Tiny animal to go to a spot the level. Regardless of range, the mouth can respond only
Kundi caster designates. The animal cannot be one tamed, to visible or audible triggers and actions in line of sight
trained or acting as a companion to someone else. Using or within hearing distance. If it becomes necessary to
some type of food desirable to the animal as a lure, the Kundi determine if the spell has perceived an unobvious trigger,
calls the animal to the character. It advances and awaits the assume the Gibber-Jabber emanation has a Perception
Kundi Mystic’s bidding. The caster can mentally impress bonus of +10 and can make one check each round. Gibber-
on the animal a certain place well known to the character Jabber lasts until discharged, is automatically ruined and
or an obvious landmark. The directions must be simple, negated by any form of Counterspell and cannot affect a
because the animal depends on the Kundi’s knowledge and creature of any kind.

Kundi Mystic
cannot find unfamiliar destinations on its own. The Kundi
Mystic can attach some small item or note to the messenger Keep-Back
(which is generally the point of casting this Wyld-Trick). The Kundi adore all life but there are times when they find
themselves opposed to other creatures for some reason.
The animal then goes to the designated location and waits Not wishing to harm any living thing if they can help it, the
there until the duration of the spell expires, whereupon it Kundi have developed magic capable of keeping enemies
resumes its normal activities. During this period of waiting, at bay. This spell brings into being a mobile, 10 foot radius
the messenger allows others to approach it and remove hemispherical field of mental energy that prevents the
any scroll or token it carries. The intended recipient of a entrance of most sorts of living creatures. The effect hedges
message gains no special ability to communicate with the out animals, aberrations, beasts, magical beasts, dragons,
animal or read any attached message. The spell works only fey, giants, humanoids, monstrous humanoids, plants,
on animals with an Intelligence score of 1 or 2. On the off shapechangers and vermin, but not constructs, elementals,
chance that the Tiny animal target of this spell has Magic oozes, outsiders or undead.
Resistance, it applies, but otherwise there is no saving
throw and the magic lasts one full day per class level of the This spell may be used only defensively, not aggressively;
Kundi Mystic or until its message is delivered (whichever forcing a Keep-Back barrier against creatures that the spell
occurs first). keeps at bay collapses the barrier. It is also ineffective
against any creature either immune to Mindblast, Psi-
Gibber-Jabber Surge or psychic attack or creatures currently raising
This spell imbues a chosen inanimate object within 20 feet a psychic shield. Such creatures can endure the mental
with an enchanted Kundi mouth that suddenly appears and assault long enough to get through the barrier and attack
speaks its message the next time a specified event occurs. freely. As this magic only lasts one minute per class level
The message, which must be 25 or fewer words long, can of the Kundi casting it, intelligent enemies merely need to
be in any language known by the Kundi Mystic and can be wait for its effect to end to be able to assault the spellcaster
delivered over a period of 10 minutes. The mouth cannot once again.
trigger other sound-based or magical effects. It does,
however, move according to the words articulated. Leaf-Talk
Kundi Mystics can happily spend hours communing with
The spell functions when specific conditions are fulfilled their verdant homes. This spell allows them to comprehend
according to the character’s command as set in the spell. and communicate with plants, including normal plants and
Commands can be as general or as detailed as desired, plant creatures. The Mystic is able to ask questions of and
although only visual and audible triggers can be used. receive answers from plants. A regular plant’s sense of
Triggers react to what appears to be the case. Disguises its surroundings is limited, so it will not be able to give
and illusions can fool them. Normal darkness does not (or recognise) detailed descriptions of creatures or answer
defeat a visual trigger but magical darkness, blending, questions about events outside its immediate vicinity.
incorporeality or invisibility does. Silent movement or Plants rarely understand the concept of lying but they are
magical silence defeats audible triggers. Audible triggers not coerced to answer any question by this magic. Still,
can be keyed to general types of noises or to a specific noise most will comply with the Kundi’s request out of a sense
or spoken word. Note that actions can serve as triggers as of shared kinship.
long as they are visible or audible. A Gibber-Jabber spell
cannot distinguish invisible creatures, allegiances, level, The spell does not make plant creatures any more friendly or
Endurance points or character class except by external cooperative than normal. Furthermore, wary and cunning
garb.

41
plant creatures are likely to be terse and evasive, while the Muddle-Befuddle
more stupid ones may make inane comments or ramble This Kundi spell is accompanied by a sing-song rhyme
about things of interest only to other dim, unintelligent spoken by the caster and cannot be used if he is silenced in
flowers and plants. If the plant creature is friendly, it may any way. The single living creature enchanted by this spell,
do some favour or service for the character (as determined which must be within 30 feet at the time of its casting,
by the Games Master) but it may have to be bribed with is compelled to act randomly for 1 round. Rather than
proper tending, trimming or some other service of value to deciding its action for itself, the subject of the spell takes
it. Leaf-Talk only affects the Kundi casting it and lasts one an action determined randomly on the Muddle-Befuddle
minute per Kundi Mystic level. This is usually more than table. Kundi Mystics are careful with this spell, as they
long enough to learn anything relevant that a tree might do not generally like to kill their foes and while this spell
know and few Kundi ever use the entire duration of the does not bear a great chance of doing so, it can cause them
Leaf-Talk spell during any given casting. grievous injury either through their own action or as the
result of an accident.
Life-Joy
To the Kundi, all life is to be celebrated and being healthy Nothing can affect this die roll in any way. It is always
is the same in their minds as being happy. They take entirely random and usually leads to great amusement on
great pleasure in nurturing the lives of their people and the part of the Kundi caster. This spell can also be very
themselves. This spell both repairs the body and bolsters deadly in the Kundi’s native habitat if the target flees off
the mind, imparting a sense of joy and contentment that the top of a 300 foot tall azawood tree and has no way to
can be just as beneficial as the healing it provides. The fly or glide to safety…
subject gains an morale based bonus of +1 on attack rolls
and Will saving throws. It also regains 1d8 points of lost
Endurance per point of Charisma modifier (minimum 1d8) Muddle-Befuddle
the Kundi Mystic possesses. This Kundi healing magic 1d8 Action
only works on living creatures, cannot affect targets with 1 Attack self (succeed on any attack roll other than
the Darkspawn subtype and automatically fails if applied to a natural 1).
an unconscious creature with any form of Magic Resistance 2 Attack nearest being.
that would not, if awake, consider the Kundi an ally. 3 Flee away from caster at top possible speed.
4 Drop anything held.
Metal-Fade
5 Stand motionless (stunned).
The Kundi Mystic can corrode iron and iron alloys with a
glance. Any single iron or iron alloy item within 30 feet 6 Do nothing but defend (total defence).
the character designates becomes instantaneously rusted, 7 Speak (in the subject’s native tongue, usually
pitted and worthless, effectively destroyed. If the item is so regarding surface thoughts) or make noises.
large that it cannot fit within a 3 foot radius, a 3 foot radius 8 Attack caster with melee or ranged weapons (or
volume of the metal is rusted and destroyed. Magical metal close with caster if attacking is not possible).
items are immune to this spell.

The Mystic may employ Metal-Fade in combat by simply Nap-Nap


staring at the targeted weapon, armour or item. Metal- Another testament to the pacifistic ways of the Kundi, a
Fade used in this way instantaneously inflicts 1d6 points of Nap-Nap spell causes a comatose slumber to come upon
damage, which ignores hardness, to an item’s Endurance. one or more living creatures, all of whom must be within a
This loss is permanent and completely destroys the metal 15 feet of each other and within 60 feet of the Kundi. Roll
item if its Endurance is reduced to 0. Against creatures 1d4 and add the Kundi Mystic’s class level to determine
made of iron, Metal-Fade instantaneously inflicts 3d6 the total Endurance Dice of creatures that can be affected.
points of damage +1 per class level of the Kundi Mystic Creatures with the fewest Endurance Dice are affected first.
(maximum +20) per use of Metal-Fade. Among creatures with equal Endurance Dice, those that
are closest to the spell’s point of origin are affected first.
This spell only lasts for 1 round, so a Kundi usually must Any leftover Endurance Dice worth of effect that are not
use multiple Metal-Fades to destroy large or particularly sufficient to affect a creature are wasted. Creatures with
enduring items. Non-magical items can be protected if a more Endurance dice or character levels than the Mystic
target has Magic Resistance but this protection only counts
for items worn or held in the target’s hands.

42
Sharp-Fang
Sharp-Fang gives one natural
weapon of the subject creature
a +1 magical bonus to attack
and damage rolls. The spell
can affect a slam attack, fist,
bite or other natural weapon
(though the spell does not
change an unarmed strike’s
damage from nonlethal

Kundi Mystic
damage to lethal damage).
Sharp-Fang lasts 1 minute per
class level of the Kundi Mystic
and is instantly disrupted if it
strikes a creature with Magic
Resistance of any kind and
may not be cast on a creature
with Magic Resistance.

This spell can also be cast on


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

Strong-Heart
This mystic spell grants any
touched creature (which could
are entitled to a Will saving throw to resist its effects – other be the Kundi Mystic casting the spell) limited protection
creatures will fall asleep automatically. to damage from whichever one of five energy types the
character selects; acid, cold, fire, electrical or sonic. Each
Sleeping creatures are helpless and cannot defend themselves round, the spell absorbs the first 12 points of damage the
properly. Slapping or wounding a slumbering creature creature would otherwise take from the specified energy
awakens them but normal noise does not. Awakening a type, regardless of whether the source of damage is natural
creature harmlessly is a standard action. Nap-Nap does not or magical. The spell protects the recipient’s equipment as
target unconscious creatures, constructs, oozes, elementals well if it remains in physical contact at all times. Strong-
or undead creatures. Creatures affected by Nap-Nap will Heart can also be cast to absorb any form of elemental
stay asleep unless awakened for ten minutes per class level damage but in this form it only absorbs 5 points per round
of the Kundi Mystic casting the spell. Creatures with as its defence is greatly over-extended.
Magic Resistance of any kind are immune to Nap-Nap.

43
Strong-Heart absorbs only Endurance damage. The or charge. A creature capable of spellcasting that is bound
character could still suffer unfortunate side effects. Strong- by this spell must make a Concentration check (DC 15) to
Heart overlaps (and does not stack with) any other form of cast a spell. An entangled creature can slip free with an
reduction effect that mitigates elemental damage. As an Escape Artist check (DC 20).
additional effect, a creature with Strong-Heart gains a +1
bonus to all Fortitude saving throws until the spell ends. If the Kundi has this spell active, he can use it to climb
Strong-Heart lasts for a number of minutes equal to the up the enchanted vine or rope automatically and need not
Kundi Mystic’s class level. make a Climb check. Also, a Vine-Dance spell grants a +2
bonus to all Escape Artist skill checks made with the item
Tree-Skin it enchants (such as to tie up an enemy). This bonus only
This is one of the only truly defensive magics a Kundi lasts for the duration of the spell but any knots tied in the
Mystic can cast, which makes it very common among their rope or vine remain as effect as they were against Escape
sentinels and protectors. When cast, Tree-Skin literally Artist checks even once the magic that made them fades
covers a touched, living target (which may be the caster away. The enchanted vine or rope must be within 100 feet
himself) in a thin, seemingly pliable but resilient layer of of the caster to affect with this spell, which lasts one full
golden-brown coloured bark. Tree-Skin grants a natural minute per class level of the Kundi casting it.
armour bonus to AC equal to half the Kundi Mystic’s
class level. Note that this will stack with any other natural Vision-Dream
armour bonus the recipient may have. This defence lasts Known only to a few Kundi and considered the mark of
10 full minutes, making it very effective even when cast an Elder or a Kundi with an old and wise soul, the Vision-
well before an extended battle. Dream spell is cast just before going to sleep. It can provide
the character with a useful piece of advice in reply to a
Vine-Dance question concerning a specific goal, event or activity that is
The Kundi Mystic can animate any organic rope-like object to occur within one month. The advice can be as simple as
of up to 100 feet in length. The maximum length assumes a short phrase or it might take the form of a cryptic rhyme
a rope or vine with a one inch diameter. Reduce the total or omen but it always occurs within the context of a long,
length by 50% for every additional inch of thickness and often disturbing dream.
increase the length by 50% for each reduction of the vine’s
width by half. The possible commands are ‘Coil’ (form In all cases, the Games Master controls what information
a neat, coiled stack), ‘Coil and knot’, ‘Loop’, ‘Loop and the character receives. Note that if the Kundi Mystic or the
knot’, ‘Tie and knot’ and the opposites of all of the above. individuals he shares the dream images with do not act on
One command can be given each round as a standard this information, the conditions of the event may change so
action. that the information is no longer useful. There is no way
for the Kundi Mystic to know that this has occurred short
The rope can encoil only a creature or object within 1 foot of casting another Vision-Dream.
of itself. Since it cannot move or change its location itself,
it may need to be thrown near the intended target. Doing so The base chance for a correct divination is 70% + 1%
requires a successful ranged attack roll against an Armour per class level of the Kundi Mystic. The Games Master
Class of 10. The rope has a range increment of 10 feet. A adjusts the chance if unusual circumstances require it (if,
typical rope or vine has 2 Endurance points, AC 10 and can for example, unusual precautions against divining magic
be burst with a Strength check (DC 23). The rope does have been taken). If the dice roll fails, the Mystic knows
not deal damage of any type but it can be used to trip or the Vision-Dream failed unless specific magical powers
to entangle a single opponent who fails a Reflex saving yielding false information are at work. Multiple divinations
throw. about the same topic by the same caster use the same die
result as the first divination and yield the same answer
If the vine is anchored to an immobile object, or naturally each time unless conditions have changed and the likely
rooted, the entangled creature cannot move until it frees outcome is now different.
itself. Otherwise, it can move at half speed but cannot run

44
Sage of Lyris
Do come in. I have just put a pot of tea on to boil. The leaves come from the Boari Jungle and are known to
have a remarkably stimulating effect. Now then, you wanted to talk with me about a strange sword you found
in the Wildlands, correct? Ancient inscription, magical red glow, unrecognisable metal and all that? How
wonderful.

The nation of Lyris is a kingdom at war with itself. Its Adventures: Many Sages adventure simply because their

Sage of Lyris
nobility, a feuding collection of princes and lords, are lives of easy means allow them to do so, but others take a
constantly at each other’s throats over petty squabbles more measured approach to travel abroad. Sages tend to
concerning land, titles and the country’s dwindling wealth. seek adventures that will gain them something of interest
Gentility has become anything but gentle, with a tenuous – objects of forgotten lore or magical treasures. Sages also
peace enforced by the intellectual elite of Lyris the only see value in things that no one else might look twice at,
thing that prevents the entire land from being plunged into such as rare species of flowers or the only remaining copy
a vicious, destructive civil war. of a sonnet by an obscure bard. Younger Sages of Lyris
are almost swashbucklers by nature, enjoying the thrill of
Because the peasantry of Lyris are protected from this adventure and the fame of being the common man’s hero,
deadly conflict by their supposed rulers, the wealthy elders while older Sages either look upon their wild youth with
of the nation are afforded a great deal more respect and disdain… or long for its return once more.
wield a considerable amount of political power. It is to
them that the Lyrian people take their problems, give their Characteristics: The Sages of Lyris are studious first
loyalty and provide any service they can. These learned and foremost. Be they noble and true or duplicitous and
mentors are loved and appreciated by the common folk but only out for their own gain, Sages can always be counted
they are less than adored by the nobles of their homeland. on to think first, think again after that and then possibly
Unfortunately for these infighting princes, they do not dare act if they have not come up with a better tactic. Sages
move against the Sages of their nation for fear of the civil tend to be wise and well-educated but their physical bodies
war being brought to them by their own citizenry. often suffer for their focus on the cerebral arts. This is not
always true, however, and many younger Sages have taken
Cared for by the commoners of their land and protected up fencing as a hobby. Like everything else they study,
from their rulers’ wrath, the Sages of Lyris have both time these young scribes and students master the deadly art of
and resources at their disposal. While the majority of their swordplay with swift and graceful efficiency.
money goes to provide for and defend the citizens that keep
them alive, the Sages’ time is spent in constant exercises of Religion: The chief religion of any Sage is knowledge
wit and learning. This wisdom also serves the people of and they jealously worship at its altar with each turn of a
Lyris, as they benefit greatly by the advances in medicine, yellowed page or study of a half-restored carving. Few
architecture and the mystic arts made possible by the Sage’s have any need or room in their lives for other devotion,
continuing education. though the more idealistic of their number pay homage to
Kai and Ishir. There are temples in every major city in
For many of the Sages, these practical concerns are of Lyris but while the Sages defend the right of their people to
secondary importance. The true focus of their studies is worship in them safely, few actually visit them as penitents.
a grand game, an adventure of scrolls, ancient tomes and The thirst for knowledge may also overcome a Sage’s better
modern sciences. While many are noble in intention and judgement and lead to pacts with the Dark Gods…
genuinely wish to serve their nation’s greater good, others
are selfish scholars no better than the royalty they profess Background: Sages derive a great deal of their reputation
to oppose. Some are even in the secret employ of the and social influence from the fact that they are not of noble
land’s princes and lords, selling knowledge of possible blood. In truth, more than a few are related to the royal
rebellious citizens for coin, lost lore and the promise of lines but they do not reveal this heritage on pain of losing
a noble title once their regal ally unites Lyris under their all credibility. Sages are usually the children of other
joint command. Sages, as their education is a deeply-rooted one that usually
comes from childhood and guides them through the rigours

45
of their chosen life. When Sages come to the vocation as a Class Skills
first-generation Sage, it often takes them months or years to The Sage of Lyris’ starting class skills (and the key ability
earn any respect from their peers or the populace at large. for each skill) are Bluff (Cha), Concentration (Con),
Diplomacy (Cha), Knowledge (any, taken as separate
Other Classes: Sages of Lyris, surprisingly, do not tend skills) (Int), Occult (Int), Perception (Wis) and Sense
to get along well with other intellectuals unless the status Motive (Cha). The class feature Sage’s Lore adds skills to
of equals is made very clear early on in their acquaintance. this selection over time.
Similarly, Sages of Lyris are not likely to aid or overtly
befriend Kai Lords because of the latter’s predominant Skill Points at 1st Level: (6 + Int modifier) x 4
status as the sons and daughters of Sommerlund nobility.
Secretly, they are capable of working with them or even Skill Points at Each Additional Level: 6 + Int modifier
befriending them given reason, but for the sake of their
public reputations, such things are usually kept in the
shadows. Sages are more likely to work with fighting Class Features
classes, typically employing them as bodyguards and hired All of the following are class features of the Sage of
swords. Lyris.

Weapon and Armour Proficiency: Sages of Lyris are


Game Rule Information proficient with all one-handed melee weapons but prefer
The Sage of Lyris has the following game statistics. the rapier. They are proficient with padded and leather
armour (often used during fencing) and also with bucklers.
Abilities: Sages of Lyris must have a high Intelligence to They are also proficient with the crossbow. Note that
function as a member of this class. It is the driving force Armour Check Penalties apply to Acrobatics, Athletics,
behind their skills, both magical and mundane. While Climb, Escape Artist, Sleight of Hand and Stealth checks
Wisdom is also very effective and useful for some of when using shields and armour heavier than leather.
the things a Sage does, it is Intelligence that defines and
empowers a true Sage. Other than these two statistics, Arcane Study (Sp): All Sages of Lyris have the ability to
every other attribute is entirely secondary and can even be wield special forms of magic related to their fields of study.
quite low without affecting the Sage too severely. Those Currently, there are three main ‘obsessions’ among the
intending to deal with the public very often might wish Sages’ guilds, with each one polarising into a community
a high Charisma, while those seeking a life of adventure of like minded Sages believing their art to be the most
would do well to develop themselves physically (namely important and most academically worthy. These divisions
Dexterity and Constitution). of thought rarely become anything more than friendly
rivalries however and nothing devastating usually comes of
Endurance Die: d6. their disagreements.

Base Speed: 30 feet. At 1st level, a Sage picks his Primary Field from the ones
listed in the Arcane Fields of Study section. This dominates
Starting Wealth: 300 Gold Crowns. his magical training until 15th level when he finally masters
enough of his Primary Field that he feels comfortable

New Weapon: The Poignard


A weapon that masks the barbaric act of killing with elegance and grace, this stylish dagger is the chosen off-hand blade
of the nobility in well-to-do of Lyris and other ‘civilised’ nations in Southern Magnamund. They are also renowned for
being favoured by high quality assassins. Poignards count as a racial weapon due to their relative rarity and the long
days of practise necessary to become proficient in attacking with one at speed and in the off-hand.

Weapon Name Cost Damage Critical Range Increment Weight Type


Poignard1 60 gc 1d4 18–20/x2 10 ft. 1 lb. Piercing
1
The wielder of a poignard may use his Dexterity modifier instead of his Strength modifier to attack rolls (but not
damage rolls) with a poignard of the appropriate size. If a poignard is wielded with a rapier, disarm attempts made by
the wielder gain a +2 bonus.

46
from here a well-loved asset of the community.
Helinian Sages gain a +2 bonus to all Charisma
based checks made in their home town and their
constant ties to their fellow Lyrians improve their
personal interaction skills greatly. Sages of Helin
gain a permanent +2 bonus to their Charisma
scores.

♦ Karkaste: Called the City of Sails in


Lyris, this port city is home to many sailors

Sage of Lyris
and even those that do not ply the waves of the
nearby rivers know a great deal about doing so.
Sages from Karkaste gain Profession (sailor) as
a class skill. The constant physical activity also
benefits them physically; Sages of Karkaste gain a
permanent +2 bonus to their Constitution scores.

♦ Quarlen: The home of many great


craftsmen and some of the finest metalwork in
all of Lyris, this city has dozens of forges and
wood shops that toil long into the night. Sages of
Quarlen gain a single Craft skill of their choice as
a class skill and a mastercrafted rapier as starting
equipment. Their exposure to the lives and lore
of creation make them much better prepared to
earn a living on their own; they double all final
results of Craft or Profession checks to earn
a living and begin also play with either a set of
mastercrafted leather armour or a single potion
or alchemical item valued 800 Gold Crowns or
less or an 100 additional Gold Crowns in starting
coin. Whenever these Sages visit Quarlen (to a
maximum of once a month), they can obtain
another potion or alchemical item of up to 800 GC
value free of charge from their contacts. When
a Sage of Quarlen gains the ability to wield a
poignard, the free poignard they receive is of
enough to dabble in another. He will never gain more than mastercrafted quality.
a passing familiarity with this Secondary Field but it is
usually enough to nicely round out his talents and augment ♦ Soren: A city dedicated to the arts in every form, this
his personal abilities. community is also very much the breadbasket of Lyris
and produces more than a third of all the grain, meat
City of Origin: Each of the five main cities of Lyris are and dairy for the entire nation. Sages of Soren are well
very different, with a considerable different culture in cared for and never lack for food or shelter while in
each while all retaining the fierce Lyrian spirit Sages are their home town. They also lead such a healthy life that
proud to be a part of and defend. While most Sages are cut they show it in their often prodigious girth. Sages of
from the same cloth, there are subtle differences in their Soren gain a permanent +2 bonus to their Constitution
education and backgrounds depending on where they are scores and may re-roll any Endurance Die result of 1
from. Each city leaves an indelible mark on its native-born they roll, when gaining a Sage level.
children, as follows.
♦ Varetta: The capital of Lyris, this is the city of Sages
♦ Helin: This rural community is very close-knit and and the chief position of Most Learned Sage of Varetta is
internally supportive of its citizens, making any Sage

47
hotly contested. Gornal, a wise 16th level Sage of Lyris, Path of Heroism
currently holds the position but he is getting advanced A Sage’s lifestyle is not as sedentary as many believe it to
in years and it is likely one of his nimble-minded and be. Their thirst for knowledge and justice takes them down
idealistic pupils will take his position before another many dangerous roads, as they delve into dark caverns, do
decade passes. The many advantages of growing up in battle with corrupt officials and redeem lost lore. The Path
Varetta as a Sage culminate in a +2 bonus to Wisdom of Heroism reflects a Sage’s physical accomplishments and
and the ability to re-roll any one failed Knowledge skill the hard lessons he has learnt at the Academy of Life.
check each day. This re-roll must be kept, even if it is
worse than the initial skill check. ♦ Step 1 – Evasion: The call of action leads a young
Sage into many dark and dangerous situations. A Sage
Sagacious Concentration (Ex): All Sages of Lyris have of Lyris with Evasion learns how to best avoid the worst
the special talent of Sagacious Concentration, regardless of them. If a Sage of Lyris makes a successful Reflex
of their Arcane Field of Study. This is a magical sense saving throw against an attack that normally deals
that can be turned on or off is a full-round action and has a half damage on a successful save, he instead takes no
range of 30 feet. Within that distance, the Sage can clearly damage. Evasion can be used only if a Sage of Lyris is
see magical auras, invisible and incorporeal creatures and wearing leather, padded or no armour. A helpless Sage
the true form of shape changed creatures. Magical auras does not gain the benefit of Evasion.
can be further identified by spell name and basic effect if
studied for a further two full rounds and a successful Occult ♦ Step 2 – Uncanny Dodge: At this Step, a Sage of
skill check (DC 20) is made. Sagacious Concentration Lyris retains his Dexterity bonus to Armour Class even
is considered by many Sages to be a gift from Ishir and when he is flat-footed or struck by an invisible attacker.
praise her for her great boon. Unfortunately, the Sagacious This skill comes from skill and training as well as
Concentration ability is extremely draining to use and may always being under the threat of death while fighting
only be used for a number of rounds per day equal to the for the good of the common people. Only complete
Sage’s ranks in the Concentration skill. immobilisation can negate this ability.

The Sword is as Mighty as the Pen (Ex): Sages of Lyris ♦ Step 3 – The Long and the Short: The Sages of Lyris
have kept the art of swordsmanship, namely fencing, alive enjoy their fencing very much, perhaps more than the
and well in their homeland for centuries. They are the nobles they emulate in their flashing swordplay. At this
pinnacle of this deadly art and practise it to perfection. Step, they receive training in an off-hand weapon called
Some Sages have only a passing fancy with the art but a poignard. Sages of Lyris also receive a free poignard
even their ‘basic’ skills are a match for most Warriors. All of average quality at this level. This slender bladed
Sages of Lyris begin play with a rapier and may use their dagger is wielded in the Sage’s non-dominant hand,
class level as their Base Combat Skill while wielding it, aids with disarm attempts and grants him (thanks to his
including when determining how many attacks per round special instruction and quick mind) an extra attack each
they are allowed. This Combat Skill benefit extends to the round with it, at a –5 penalty to his full Base Combat
poignard when the Sage masters its use. Skill.

Excellence: Sages of Lyris never, ever stop learning. They This off-hand attack is often very surprising for
are the quintessential student, forever probing the limits opponents not used to such a technique, granting the
of their minds, bodies and environment in a never-ending Sage of Lyris his full Base Combat Skill (without the
quest for perfection and fresh perspectives. Their focus –5 penalty) in the first round of combat against the first
may be narrow and intense or broad and encompassing – opponent he attacks. This bonus disappears after this
regardless, every Sage follows his own unique path in life. strike, successful or not and is not effective against
an opponent with the ability to make attacks with his
Every level where Excellence is gained, the Sage of Lyris off hand as well (most notably other Sages and the
selects to follow one Step down either the Path of Heroism, Buccaneers of Shadaki).
the Path of Experience or the Path of Rewards. Multiple
Paths may be followed at the same time – indeed, most ♦ Step 4 – Improved Evasion: At this Step, a Sage
Sages reserve their concentration for their Primary Field of of Lyris’ Evasion ability improves. He still takes no
Arcane Study and experiment wildly with other aspects of damage on a successful Reflex saving throw against
their careers. attacks but henceforth he takes only half damage on a

48
failed save. A helpless Sage does not gain the benefit of This skill comes at the cost of many days and weeks
Improved Evasion, nor does a Sage wearing anything of intense labour but the results are spectacular. If the
other than padded, leather or no armour. Sage of Lyris takes the time and expense to make an
item of mastercrafted quality, it is treated as superior in
♦ Step 5 – Improved Uncanny Dodge: At this Step, a quality instead. The dedication to the crafting arts this
Sage of Lyris’ Uncanny Dodge becomes so acute, he takes means a Sage can only produce an item of this
can react fully to attackers trying to surround him for superlative quality once a month (assuming the crafting
an advantage. Sages with this Step cannot be flanked, would actually take less time, otherwise use the normal
denying multiple attackers any flanking bonus. A amount of crafting time required).
charismatic Sage of Lyris with this ability can be Bonus Class Skills: Appraise (Int), Craft (choose two)

Sage of Lyris
amazing to watch in combat, bounding between crystal (Int)
chandeliers and back again in a whirlwind of movement
and slender, noble steel. ♦ Heroics: There are heroes among the Sages of Lyris
and then there are heroes, those that lash out against
♦ Step 6 – Duelling Mastery: A Sage of Lyris has now the injustice of their land’s petty nobility with both skill
engaged in enough mock (and likely real) combats that and style. These Sages are the ones local legends spring
he is a master of the rapier and poignard both alone up about and whose names (or masked pseudonyms)
and in tandem. He no longer suffers a penalty to his are heard over alehouse gossip. Sages specialising in
off-hand bonus attack with the shorter blade. The Heroics have a certain wit and physical style that make
Sage also adds one to his critical threat range with both them a cut above the rest as duellists and swashbucklers.
rapiers and poignards (making them 17–20/x2). Lastly, They gain a the ability to make a demoralise opponent
his Armour Class and Initiative are improved by +2 if action (see page 96 of the Lone Wolf core rulebook)
he is wielding both a rapier and poignard in combat. once per turn as a free action. In order for this ability
to work, the Sage must also be able to carve a letter or
Path of Knowledge simple symbol in any soft substance (a shirt, curtains,
The mundane aspect of a Sage’s abilities, the Path of clay) with the tip of their rapier (this is considered part
Knowledge is a summation of the many hours of long of the free action).
study and diligent research he puts into even the most basic Bonus Class Skills: Acrobatics (Dex), Intimidate
of subjects. This Path is not structured like the Path of (Cha)
Heroism or the Path of Rewards – each time the Excellence
class feature is invested into this Path, the Sage may choose ♦ Professional: The Sage of Lyris has long studied
another selection from the list below. He gains its listed the various professions of the common folk of his
bonuses immediately and may spend the skill points gained homeland and could make a passable living at any
at the level he gains this new field as if the skill(s) it grants number of different vocations. He knows at least the
were already class skills. basics of a dozen different professions and may well
have focused his attention on one or more of them. As
♦ Academics: The Sage has made a life’s study of basic such, the Sage is often a mine of useful information
academia and knows how to make the most of even that he can impart to his allies. He may always attempt
trivial-seeming knowledge. This level of skill, which an aid another action to help his allies, even if he does
might seem basic or esoteric to others, allows the Sage not have ranks in a requisite skill (in which case he
of Lyris to make Knowledge checks even when he does makes an appropriate ability check). Also, his aid
not have any ranks in the specific skill in question. In another actions when helping with skill checks provide
addition, he gains a +1 bonus to all Knowledge skill a +3 bonus rather than a +2 bonus.
checks but may not apply this bonus if he does not Bonus Class Skills: Profession (any, taken as separate
possess at least one rank in a given Knowledge skill to skills) (Wis)
begin with.
Bonus Class Skill: Gather Information (Cha) ♦ Researcher: The many books and sources of
information at a Sage of this field of Lore’s disposal
♦ Craftsman: The Sage has developed a keen eye is staggering, as is his ability to quote page numbers
for quality and a hand for making objects of beauty, and find all manner of hidden references and remember
from pottery and jewellery all the way up to things pertinent facts about a given topic.
as grandiose as suits of armour and entire buildings.

49
Researcher’s Lore
Spontaneous Research Research Time
Recall DC DC Required Type of Knowledge
10 5 5 hours Common, known by at least a substantial minority of the local
population.
20 15 10 hours Uncommon but available, known by only a few people in the area.
25 20 12 ½ hours Obscure, known by few, hard to come by.
30 25 15 hours Extremely obscure, known by very few, possibly forgotten by
most who once knew it, possibly known only by those who do not
understand the significance of the knowledge.

A Researcher may make a special Spontaneous Recall knowledge but others find music an even more alluring
check, which is 1d20 + his Sage level + his Intelligence muse. Nearly all Sonomancers have dabbled in the
modifier, to see whether he knows some relevant theatre at some point in their careers.
information about local notable people, legendary Bonus Class Skills: Disguise (Cha), Perform (Cha)
items or noteworthy places. This check will not reveal
the powers of a magic item but may give a hint as to ♦ Wilderness: Some Sages, though born in the city, have
its general function. The Sage of Lyris may not take a yearning for the great outdoors and learn to become
10 or take 20 on this check; this sort of knowledge is as comfortable under the starry sky as they are the
essentially random. The Games Master will determine broad expanse of a tavern roof. They learn how to live
the Difficulty Class of the check by referring to the off the land and read its signs and omens as they would
Spontaneous Recall DC column in the Researcher’s the pages of an old and beloved book. Wilderness
Lore table. Sages sometimes relocate to the woods near a major
city, while others just travel overland every chance they
Alternately, a Researcher may truly earns his title get. These Sages of Lyris count as having the Kai Lord
and discover information on virtually any topic given ability of Follow the Trail (see page 39 of the Lone
enough time. This Research ability is often used when Wolf core rulebook) for the purposes of using Survival
something has piqued a Sage’s curiosity and he cannot to follow trails.
currently remember anything through Spontaneous Bonus Class Skills: Athletics (Str), Climb (Str),
Recall. Using the Research ability requires half an Survival (Wis)
hour per point of DC of the final check noted in the
Researcher’s Lore table, minus the Sage’s class level. Path of Rewards
Hours over 10 roll over into the next day, making these The Path of Rewards is the expression populace of Lyris’
checks sometimes days in the making. The Research love for the Sage. As Sages are often the figureheads in
roll is identical to a Spontaneous Recall roll, save that the resistance against the widely reprehensible nobility,
a well-stocked library may offer bonuses to a Research the common folk of Lyris soon come to hold them as
roll. champions, ideals and even saviours… and their gratitude
Bonus Class Skill: Use Magical Item knows no bounds.
♦ Theatre: The skills of acting, dance and performance ♦ Step 1 – Common Friends: An experienced Sage has
are a fascination for Sages with this speciality. They many friends among the lower class citizens of Lyris
can readily quote lines from famous plays, whistle and the other lands he commonly visits. As long as he
or sing entire ballads and keep step with the latest has spent at least one year (which does not have to be
and most complicated ballroom (or barnyard) dance. contiguous time) in a country, he has a 75% chance of
While not every Sage with this inclination makes it a finding a comfortable room and decent meal for himself
habit to take to the stage regularly, those that truly do and as many companions as he has points of Charisma
can make a name for themselves as some of the greatest modifier (minimum of 0 companions). This meal and
in their chosen form of expression. All Sages who have room does not cost the Sage a single Gold Crown. Even
studied the theatre may re-roll one failed Perform check when he fails this percentile check, most commoners
per day, as they tend to be very good at masking their will not put the Sage out in the street. If he can make
mistakes on stage. Sages especially make good orators a Diplomacy check (DC 15), he can at least get the use
and public speakers because of their broad spheres of

50
of a nearby stable and enough food not to
starve (no Endurance will be healed during
this meagre but not painful rest).

♦ Step 2 – Hero of the People: The Sage


of Lyris has now proven his worth and
heroism to the common people of his own
land and the peasantry of any nation he has
visited. The dedication he shows (or at
least pretends to show) is echoed back to

Sage of Lyris
him in the adoration of the lower classes
and the respect of his peers. He may always
take 10 when making Charisma based
skill and ability checks with the common
citizens of any nation and his ability to
find free food and shelter rises to 90%.
He may also request simple equipment
from any markets and vendors in Lyris,
up to five Gold Crowns in value per point
of the Sage’s Charisma bonus (minimum
5 GC) per month, and receive it free of
charge. If this generosity is abused, it can
easily be revoked and a greedy, ungracious
Sage of Lyris is quickly disowned by the
populace.

♦ Step 3 – Library: In gratitude for all he


has given them (or appears to have given
them), the Sage of Lyris is gifted with a
small tower of stone and wood erected
somewhere in or near his home city.
Dedicated to him and given free of charge,
this newly constructed building is perfect
for use as a personal domicile, library
and conservatory. The exact layout of the
tower should be determined by the Player
and Games Master together, but in general an outward ripple of rumours and black marks made
it will have two or three floors at the most and cover against the Sage’s name to other rulers; any checks
roughly 2,000 square feet. This does not include the made with nobility of other lands are at a –2 penalty
small stable and fenced courtyard, both of which are as well.
generally included. Staffing and furnishing the Library
is entirely up to the Sage receiving it. ♦ Step 4 – Grand Library: The people of the Sage’s
home city are once again moved by his deeds and great
Royal Enmity: In the territorial minds of the corrupt wisdom to lavish their affections upon him in the form
princes of Lyris, the Sages are a necessary evil that of an improvement to his home. The library gained
must be tolerated at best because of their ability to at 10th level is added on to and now covers twice its
keep the citizens of their nation under tenuous control. previous area in whatever way the Player and Games
Unfortunately, the gift of land in the form of the citizen- master can agree upon. The better facilities and small
built Library gains their unwelcome attention because gifts of family heirlooms and old lore that comes with
of the affront to their ‘rightful’ possession of all Lyris. this gift also makes the profession of the Sage easier,
From this level onward, all Charisma based checks granting a +1 bonus to all Intelligence and Wisdom
made between the Sage and any nobility or military based skill checks (as well as Research rolls) made
faction of Lyris are at a –5 penalty. This also causes while the Sage is in residence.

51
the second check even if it is inferior to the first.
As the Sage progresses in level, this ability can be
used more often.

Sudden Insight: Once per day, the Sage of


Lyris can use his great knowledge and wealth
of experience to make a single Intelligence or
Wisdom based skill or ability check with a bonus
of +20 to the normal roll. This allows success
of nearly any task, even allowing success for
what might seem an impossible mental task. The
cerebral effort of this monumental skill takes its
toll on the Sage, leaving him fatigued until he can
take an hour to rest (allowing normal movement
but no other form of effort or exertion beyond the
simple tasks of eating or conversing).

Lore’s Legacy: The Sage has reached the


pinnacle of his craft and is well renowned as
both a true paragon of the common man and
an expert in his chose Primary Arcane Field of
Study. People may come from hundreds or even
thousands of miles away to seek out his advice
and a life of adventure behind him may be only
the beginning of his grand career. The princes
of Lyris cannot abide such a man eclipsing their
‘greatness’ and will also make their attentions felt
in a far less pleasant manner – if the Sage does
not already have the Royal Enmity and Royal
Hatred disadvantages of the Path of Rewards, he
immediately gains them now.

This level of achievement also brings with it a


very tangible benefit in the Legacy of the Sage’s
Primary Arcane Field of Study. Only the Primary
Field grants this Lore’s Legacy bonus; the Sage’s
Secondary Field is only learned in passing and
Royal Hatred: Unfortunately, this gift only antagonises
will never become as familiar as his true intellectual and
the local nobles more and at some point in the next
magical passion.
year, an attack will be made upon the Sage’s home
(and possibly the populace of the town if they live too
close to the library). This is best handled as a special Ex-Sages
adventure run by the Games Master but should include The Sages of Lyris do not have just a passing fancy with
troops, special mercenaries hired by the local Lord or their studies and while a few leave their path in life to
a professional assassin targeting the Sage directly. In pursue other goals, most do not and would never consider
any case, the attack should make for an exciting and such a thing. A few (especially the treacherous among
challenging session for the Sage and any allies wishing them looking to better their lot with the nobility) betray
to assist him. the trust of the common folk in private and take levels of
Aristocrat, but such a deed if discovered has been the cause
Fortune Favours the Focused Mind: Through preparation, of more than one mysterious disappearance in the middle
a quick wit and constant readiness for any possible danger, of a long, hot Varettan night. Sages that do take levels in
a Sage of Lyris has a contingency plan for every situation. other classes can always come back to this one; nothing
This grants him the ability to re-roll a failed saving throw officially bars them from doing so and some few do this
once per day at 7th level but he must abide by the result of just to better learn other skills.

52
The Sage of Lyris
Level Base Combat Skill Fort Save Ref Save Will Save Special
1st +0 +0 +1 +2 Arcane Study (Primary Field – Primary Power,
Tier I), City of Origin, Sagacious Concentration,
The Sword is as Mighty as the Pen
2nd +1 +0 +1 +3 Excellence
3rd +2 +1 +2 +3 Arcane Study (Primary Field – Tier II)
4th +3 +1 +2 +4 Excellence
5th +3 +1 +3 +4

Sage of Lyris
6th +4 +2 +3 +5 Arcane Study (Primary Field – Tier III),
Excellence
7th +5 +2 +3 +5 Fortune Favours the Focused Mind (1/day)
8th +6/+1 +2 +4 +6 Excellence
9th +6/+1 +3 +4 +6 Arcane Study (Primary Field – Tier IV)
10th +7/+2 +3 +5 +7 Excellence
11th +8/+3 +3 +5 +7 Sudden Insight
12th +9/+4 +4 +6 +8 Arcane Study (Primary Field – Tier V),
Excellence
13th +9/+4 +4 +6 +8 Fortune Favours the Focused Mind (2/day)
14th +10/+5 +4 +6 +9 Excellence
15th +11/+6/+1 +5 +7 +9 Arcane Study (Primary Field – Tier VI), Arcane
Study (Secondary Field – Tier I)
16th +12/+7/+2 +5 +7 +10 Excellence
17th +12/+7/+2 +5 +8 +10
18th +13/+8/+3 +6 +8 +11 Arcane Study (Secondary Field – Tier II),
Excellence
19th +14/+9/+4 +6 +9 +11 Fortune Favours the Focused Mind (3/day)
20th +15/+10/+5 +6 +9 +12 Excellence, Lore’s Legacy

Arcane Fields of Study of Lyris following their special Left-Handed Path have the
advantage of being able to cast their spells as often as they
While the many mystic arts come into and out of vogue
like without the need to spend Endurance or Willpower
in Lyris, the last two centuries have been pretty stable in
(which they likely do not possess).
the magical academic community. The three arts a Sage
of Lyris can choose from are Sonomancy (song and sound
magic), Celestialism (star magic) and Left-Handed Magic.
Most Sages in the current day focus on Sonomancy and have
Celestialism
The study of the stars and the infinite heavens in which
the secondary path of Left-Handed Magic, as the study of they shine is still a controversial science but it does offer
Celestialism is still somewhat controversial and not always great magical power to those willing to brave its risks.
well received, even among their fellow magic-wielding Channelling the energies of astrological phenomena can
academians. This comes from the assertion of most star- be very trying on the body of a Celestial Sage; this rarely
gazers that Magnamund orbits its sun and not the other way deters those obsessed with following their chosen star to
around, a controversial and somewhat blasphemous claim. whatever destiny the gods have in store for them. In any
case, Sages learning Celestialism never lack for guidance
The spells of a Sage of Lyris on the Left-Handed Path of and arcane might; the sun, the stars and the moon itself are
magic are quite special, cast through the use of words, theirs to command.
occasionally important gestures and the focus obtained
through long hours of concentration and complex training. Whenever a Celestialism spell allows a saving throw to
While these spells are not always as powerful or effective avoid or mitigate its effects, the Difficulty Class for the
as Brotherhood spells or the Elder Arts of the Dessi, Sages

53
spell is always 10 + the Tier of the ability or spell + the of Burashos feel its courage at all times and may
Sage of Lyris’ Charisma modifier + the Celestial DC bonus always re-roll a failed Will saving throw, though they
associated with the Sage’s Chosen Star (see below). Apart must accept the result of the second roll if they do so.
from the Primary Power, Chosen Star and Lore’s Legacy Celestial DC Bonus: +2.
abilities, a Celestial Sage may only use each Tier of
Celestialism a number of times per day equal to his 1 + the ♦ Tennos, the Star of Death: A neutral omen that
Sage’s Wisdom modifier (minimum of once per day) foretells change and mortal passing, Tennos is neither
feared nor revered by the Sages of Lyris. Its children
The Tier abilities of Celestialism are gained at the appropriate are generally as neutral in outlook as its philosophy
class level noted on the Sage of Lyris advancement table. suggests but they are also strong in the face of death.
The power of Tennos allows children of Tennos to
Primary Power – Heaven’s Shield continue acting at negative Endurance. Every round
The stars protect their children, both through warnings of a Child of Tennos is injured at –1 or lower Endurance
ominous portent and subtle magic that shields the body and (but not past –10, the Sage still dies at –10 like any
guides potential harm away from him at all times. This other hero), he must make a Will saving throw with
is a constant defence, adding a +3 bonus to the Sage of a DC of 15. Success costs him an Endurance point
Lyris’ Armour Class even when he is helpless or asleep. and lets him take his normal action(s) for the round.
This protection can be temporarily brought down (for Failure causes him to lose consciousness immediately.
1d4 rounds) through the use of magic like Counterspell Once a Sage loses consciousness, he cannot use this
or the Eclipse power but otherwise it remains an invisible ability until he is healed to positive Endurance again.
guardian of the Sage’s well-being. Sages of Lyris cannot Celestial DC Bonus: +0.
forgo this defence even if they wish to do so; children of
the Heavens are rarely in control of such great power. ♦ Naarash, the Dark Star of Destruction: The power and
terror of Naarash rising is as palpable as the energies of
Tier I – Chosen Star the Dark God himself. Invisible in the night sky, the
Each Sage following the path of Celestialism picks a patron presence of Naarash can only be calculated and never
star through a complex series of astrological calculations seen directly. Children of Naarash are a cursed lot,
and personal reflection. The choice of a star is both binding gaining the Darkspawn subtype. Children of Naarash
and final; a Sage of Lyris can only have one and once he are always Evil. Celestial DC Bonus: +3.
chooses, he cannot change that star even if circumstances in
his life might make him wish to do so. The Games Master ♦ Magnael, the Star of Earth: The star that rules
may decide on a given Sage’s star if desired but this should earthquakes, mountains and the fertility and fury of
be the Player’s choice first and foremost. the land, Magnael is beloved of farmers and travellers
alike. Children of Magnael can never lose their way
♦ Iaos, the Star of Air: This star appears in the night sky while walking on the ground, gain Survival as a class
only during the spring and brings with it the change skill and a +2 bonus to all Survival checks. Celestial
of breezes that breathes life into Lyris. Children of DC Bonus: +2.
Iaos are swift and agile, moving like the freedom of
the star’s bonded element and receive a +2 bonus to ♦ Veenar, the Star of Evil: The star of true evil, this
Dexterity. Celestial DC Bonus: +1. celestial body is shadowy and indistinct but its pull
against all other stellar phenomena is unquestionable.
♦ Hemet, the Star of Chaos: A twinkling star that never Children of Veenar are always allied with Evil and gain
seems to be the same colour from moment to moment, a +2 bonus to any Charisma based skill or ability check
this star’s ascendancy marks the passage of one age made to influence creatures or characters allied with
and the coming of another. The next apex of Hemet is Evil. Celestial DC Bonus: +2.
not scheduled for another 50 years. Children of Hemet
are difficult to control, gaining Magic Resistance 20 ♦ Kaeymos, the Star of Fate: Those born under Kaeymos
against any spells that attempt to manipulate his actions are said to be blessed or cursed by fate at the moment of
or charm his mind. Celestial DC Bonus: +2. their arrival on Magnamund depending on its position
in the night sky. The Children of Kaeymos are the
♦ Burashos, the Star of Courage: When Burashos rises blessed ones, gaining a single re-roll of any one ability
early in the evening, it is a sign of hope for all who or skill check, saving throw, attack or damage roll each
must face terrible odds or crushing adversity. Children day. The second roll must be accepted and cannot be

54
subsequently re-rolled by some other ability. Celestial ♦ Shuran, the Star of Law: A star existing exactly
DC Bonus: +1. opposite in the night sky from Hemet, this celestial body
burns with a constant, unchanging white glow. Children
♦ Pyrasha, the Star of Fire: Pyrasha is a bright star, of Shuran are trustworthy, loyal and disciplined. This
one of the brightest in the heavens and is said to burn focus grants a +2 bonus to all Concentration checks
furiously as a beacon to all those following the path of and Will saves. Celestial DC Bonus: +1.
righteousness. Children of Pyrasha gain 5 points of fire
resistance. Celestial DC Bonus: +2. ♦ Karausha, the Star of Lust: A red star burning like
a sultry candle in a curtained window, this star is all
♦ Olosh, the Star of Good: Olosh always rises next to Ishir that is base and carnal in the human soul. Children

Sage of Lyris
and is said to be her constant, unwavering companion. of Karausha are the beloved of Karaushnith, the Dark
The children of Olosh are always allied with Good and Goddess of Desire and gain a +4 bonus to any attempt
gain a +2 bonus to any Charisma based skill or ability to seduce others. Celestial DC Bonus: +2.
check made to influence creatures or characters allied
with Good. Celestial DC Bonus: +3. ♦ Alsarah, the Star of Magic: A mystic star that blazes
in the heavens and calls out to all workers of the arcane
♦ Ieolde, the Star of Health: Those dedicated to Ieolde, arts, Alsarah is the source of much study and reverence.
the gracious star that rules over health, life and the Children of Alsarah gain a +1 bonus to all Occult rolls.
bounty of existence, are born healers and never need Celestial DC Bonus: +5.
worry about their own health. Children of Ieolde gain
Heal as a class skill and a +2 bonus all Fortitude saves. ♦ Ishir, The Moon: The moon is the representation of
Celestial DC Bonus: +1. Ishir and brings her protective blessings on those born
under her fullest phase at the moment of her brightest
♦ Qui, the Star of Joy: A bright, beautiful star that light. The children of Ishir are always allied with Good
lightens the heart of all those watching her twinkle at and gain low-light vision of 60 feet. Celestial DC
night, Qui is named for a beautiful maiden of Lyris’ Bonus: +3.
distant past. The Children of Qui are blessed with an
unshakable good cheer and considered to have Magic ♦ Naian, the Star of Nature: The green star Naian is
Resistance 20 against any spell that directly inflicts revered by those that walk the forested paths of the
pain or sadness as a primary effect. They also add +1 world and is said to always watch over those lost in
bonus to all Gather Information checks because of their the wilds. Children of Naian are easily befriended by
infectious and gregarious temperaments. Celestial DC animals, gaining Handle Animal as a class skill and a
Bonus: +1. +2 bonus to all Handle Animal checks. Celestial DC
Bonus: +2.
♦ Ouluvan, the Star of Kings: The star of rulers and
lords, Ouluvan has become almost taboo to study in ♦ Ravennos, the Star of Protection: Also called the
the modern political climate of Lyris. The Children of Raven Star, Ravennos is thought to be the patron star
Ouluvan are born leaders and can inspire others to do of guardians, sentinels and those charged with the
great things. Children of Ouluvan may affect a number protection of a person, place or thing. Children of
of allies with the aid another action within 30 feet equal Ravennos performing the aid another action to increase
to their Charisma modifier (minimum 1), as long as the an ally’s Armour Class in combat give a bonus of +4
Sage is donating the same kind of aid to each. Celestial instead of +2. They also gain a +1 bonus to Armour
DC Bonus: +1. Class when fighting defensively or in total defence, in
addition to the normal bonuses. Celestial DC Bonus:
♦ Lyyran, the Star of Knowledge: The most common +1.
star for Sages to be born under, this is the dominant
star of learning, wisdom and ancient lore. Children of ♦ Mortaris, the Star of Spirits: A wispy white star that
Lyyran have a prodigious learning rate and gain a bonus alternately appears and disappears at night, Mortaris is
choice from the Path of Knowledge (see the Excellence the star of the departed and is thought to be the doorway
class feature). Despite the great advantages of this star, to the afterlife. Children of Mortaris will never be
it represents a focussing on the Sage’s part on his non- attacked by incorporeal creatures of any kind unless
mystical studies, which is reflected in Lyyran’s poor they attack first or the creature has the Darkspawn
Celestial DC bonus. Celestial DC Bonus: +0. subtype. Celestial DC Bonus: +3.

55
♦ Kai, The Sun: The blazing sun is the truest symbol ♦ Luukos, the Star of Water: A beautiful blue star that
of good, justice and wisdom in all of Magnamund and lends a tranquil feel to her corner of the sky, Luukos is
while it has few children, they are very well blessed for concerned with the tides, the oceans and all manner of
the fortune of their birth. Children of Kai may choose natural water sources. Children of Luukos gain a +5
any one Kai Discipline to learn at the first Tier only. bonus to Athletics checks made for swimming and may
Half the Sage’s class level is his Kai Lord level for hold their breath for a number of rounds equal to three
the purposes of this Discipline. They also gain a +1 times their Constitution score. They also gain a +4
bonus to all Diplomacy and Sense Motive skill checks bonus to all Handle Animal checks made with aquatic
targeting Kai Lords. Celestial DC Bonus: +0. creatures, as the denizens of the deep are well-disposed
to them. Celestial DC Bonus: +2.
♦ Shen’tu, the Star of Trickery: Shen’tu is a difficult
star to find and seems to literally move when no one is Tier II – Sign of the Stars
watching. Children of Shen’tu are just as difficult to By taking a full-round action to trace a magical celestial
follow, gaining Stealth as a class skill and a +1 bonus symbol in the air corresponding to their Chosen Star, a
to all checks when using it. Celestial DC Bonus: +2. Sage of Lyris can share the benefit that star gives them with
any number of allies within 10 feet in all directions. If the
♦ Agrar, the Star of Tyranny: Also considered an omen star is one that grants a bonus class skill, the Sign of that
of great danger, Agrar is the star of bullies, tyrants and star simply lets the allies use that skill as if they had half
would-be conquerors. While its children may not be the the number of ranks in it the Sage does. Sign of the Stars
most pleasant of company, they do gain Intimidate as a lasts 1 round per class level of the Sage and continues even
class skill, a +2 bonus when using the Intimidate skill if he is unconscious or killed.
and to Will saves made to resist the use of Intimidate
against them. Celestial DC Bonus: +1. Tier III – Stellar Fire
One constant about the heavens is the idea of shooting stars
♦ Ruthym, the Pale Star (Undeath): A milky white star and the mystique surrounding them. This magical ability
that often rises in opposition to Mortaris, this is the simulates the blazing streak of fire of a shooting star,
star of necromancers and death magic. Not innately allowing the Sage to call forth Stellar Fire from the sky
evil, it is usually associated with such things because and strike down an opponent within 120 feet as a standard
of its typical followers and their questionable actions. action. Stellar Fire always hits and does not require line
Children of Ruthym always stabilise when brought of sight, though the target must be outside and under the
below 0 Endurance and are never attacked by undead sky (though it need not be a clear sky or even night). A
creatures of any kind unless they attack first or the successful Reflex save will allow the target to take only
creature has the Darkspawn subtype. Celestial DC half damage. The bolt inflicts 1d4 points of fire damage
Bonus: +2. for every two class levels of the Sage of Lyris and targets
who fail the Reflex save will be shaken for 1d4 rounds.
♦ Sommal, the Star of Valour: Courage has its star but
true valour is the stuff of legends and Sommal marks Tier IV – Eclipse
those ancient tales of glory. The Children of Sommal This is the Celestial Sage’s version of Counterspell,
tend to be first and best in the fray, gaining a +2 bonus achieved by meditating on the star Alsarah and moving it
to Initiative and attack rolls made to confirm critical into a metaphysical form of eclipse. It functions similarly
threats. Celestial DC Bonus: +1. to a Brotherhood wizard’s Counterspell except that it costs
no Endurance and a Knowledge (arcana) check is made
♦ Jernash, the Red Star (War): The Red Star is also rather than an Occult check. An Eclipse may be enacted
called the Blood Star or the Soldier’s Star and is an reactively or as a standard action but only one magical
omen of struggle, battle and impending rebellion. effect may be Eclipsed at a time and the target of the spell
Jernash has been seen constantly in the night sky over must be within 30 feet.
Lyris for the last century. Children of Jernash are steady
in war; they gain a +4 bonus to resist being disarmed, Tier V – Celestial Ward
they gain proficiency in medium armour and the use of An extended form of the same mystical energies that protect
heavy and light shields as well as all non-racial two- a Celestial Sage (through their Primary Power), this magic
handed melee weapons. Celestial DC Bonus: +0. takes a full-round action to invoke and creates a ten foot
radius pattern of symbology and glowing constellations.

56
The effect of this ten minute duration spell is to provide
every ally within the area of effect the benefit of Heaven’s
Left-Handed Sage Magic
A Sage of Lyris can learn to wield magic of a classic
Shield. The Sage does not have to concentrate once this
sort, combining their arcane knowledge with the powers
spell is cast to maintain it and is more than capable of
of Left-Handed spellcraft to work magical wonders. In
casting other spells or fighting while sharing the blessings
general, these spells are inferior to other, more dedicated
of the stars with his friends.
forms of magic but a Sage gains other benefits to counter
this weakening of their chosen path. Sages can cast as
Tier VI – Path of Heaven’s Hall
many spells a day as their Sage of Lyris class level + their
This magic is a powerful one that uses the true power of
Intelligence modifier (minimum of one spell per day).
the stars above to create a spiralling tunnel of spectral

Sage of Lyris
force between the caster’s location and any point on
Unlike Celestialism and Sonomancy, Left-Handed Sage
Magnamund he has previously visited. Travel through the
magic does not have Tiered abilities. If taken as a Primary
tunnel is greatly accelerated and the passage is guaranteed
Field of Arcane Study, the Sage begins with knowledge
to be safe; every step walked (and travellers can only walk
of three spells. If taken as a Secondary Field of Arcane
while on the Path) equals a mile on Magnamund. This
Study, the Sage begins with knowledge of one spell. Every
passage is a glowing cylinder of starlight and is fully open
time a Tier is gained at the appropriate class level noted on
and visible at both ends. It lasts for ten minutes and then
the Sage of Lyris advancement table, an additional spell is
collapses, stranding passengers still inside to however far
learned.
they managed to get before it closed.
Whenever a Left-Handed Sage spell allows a saving throw
The Path of Heaven’s Hall can pass through solid objects
to avoid or mitigate its effects, the Difficulty Class for the
and does so without harming them but it will not penetrate
spell is always 10 + the Sage of Lyris’ Intelligence modifier
more than 30 feet of solid stone, 10 feet of metal or begin
+ half the Sage’s class level. Sages choosing this as their
or exit in the air; it must have a solid anchoring point
Primary Field of Arcane Study gain an additional +2 bonus
on both ends. For all intents and purposes, the Path of
to their saving throw DCs, as their dedication makes their
Heaven’s Hall is incorporeal and all travellers using it
magic much harder to resist. Unless otherwise noted, all
are also incorporeal. Those passing through a Heaven’s
Left-Handed Sage spells are standard actions to cast.
Hall often hear a strangely beautiful voice singing to them
incoherently; most Sages believe this to be the voice of
Arcane Mark
Ishir herself.
This spell allows the Sage of Lyris to inscribe the character’s
personal rune or mark, or at higher levels short messages,
Lore’s Legacy – Child of the Beyond
which can be no taller than 6 inches in height and consist
The stars have become so much a part of the Sage that he
of no more than six characters per class level. The writing
is not entirely human or even mortal any longer. His pupils
can be visible or invisible. An Arcane Mark spell enables
always seem to be reflecting a night sky even in the middle
the character to etch the rune upon any substance without
of daylight and his hair and clothes are often ruffled by
harm to the material upon which the mark is placed. If an
a stellar wind only he can feel. Children of the Beyond
invisible mark is made, any ability to ‘see’ magic causes
gain great power and wisdom from their celestial lessons,
it to glow and become visible (though not necessarily
gifts they still feel inclined to use for the betterment of their
understandable). Any ability to see the true form of things
people even if they do not really count themselves among
likewise reveals an invisible arcane mark. The mark can
them any more.
be removed by the caster or by a Counterspell. If cast on a
living being, normal wear gradually causes the mark to fade
A Child of the Beyond gains Damage Reduction 5/–. It is
in about a month but it is otherwise completely permanent
incredibly hard to sway a Sage of this power to act against
and cannot be removed save as noted here.
his will by any magical or psychic power; he gains a +4
bonus to all Will saving throws. He receives an amazing
Blaze of Light
insight into the use of magical devices, gaining a +4 bonus
This simple spell creates a burst of bright light at any point
to all Use Magical Item checks. Lastly, the cosmology
directed by the Sage out to 50 feet away. If the Sage of
he studies endows him with a rare and special gift – he is
Lyris causes the light to burst directly in front of a single
constantly considered to be under the effects of a psychic
creature, that creature is dazzled. The creature recovers in
shield, though this requires no Willpower expenditure and
one minute. Sightless creatures are not affected by Blaze
the Sage is not able to perform any other Psychic Combat
of Light. At 5th class level, the dazzling effect lasts for 5
actions.

57
minutes. At 10th class level, a creature failing
a Fortitude saving throw becomes blinded and
is dazzled if the save is successful. At 15th
class level, the blindness is permanent and the
dazzling effect lasts 10 minutes.

Dazing Beam
Much like Blaze of Light, this spell has a range
of 50 feet and targets a single creature. The
beam of light created by this lesser magical
effect unerringly strikes the target and clouds
the mind of any opponent of Medium-size
or smaller so that he takes no actions for one
round. A creature with more Endurance Dice
than the Sage, any kind of Magic Resistance,
Mindshield (Tier II or higher) or currently
raising a psychic shield cannot be affected
by Dazing Beam. The dazed subject is not
stunned (so attackers get no special advantage
against him) but cannot move, cast spells, use
mental abilities or take any other focused
action.

Detection
The Sage of Lyris can determine the precise
distance and direction of any one of the
following within a range of 50 feet; creatures
or objects dedicated to or allied with Good
or creatures or objects dedicated to or allied
with Evil or the nearest poison or the nearest
source of magic or the nearest object of a
type named or the nearest trap. The Sage
can then (in the same action) can determine
the exact nature of what he is detecting with
a successful Knowledge skill check (DC
20) of the appropriate kind or, if no skill is
appropriate, a Wisdom check (DC 20). This
spell can penetrate all but magical barriers.
Casting Detection takes a full-round action. Graveshudder
The Sages of Lyris detest the undead, especially as
Elemental Ray necromancy-trained princes in the past have unleashed
A ray of steaming ice, blazing fire, hissing acid, shrieking them upon their enemies and harmed many innocents in the
sonic energy or crackling lightning (Sage’s choice when process. This spell is a direct result of that hatred, directing
the spell is cast) projects from the Sage of Lyris’ pointing a ray of bright energy at a single undead foe within 50 feet.
finger. The Sage must succeed at a ranged magical attack No attack roll is necessary but the undead may make a
with the beam to deal damage to a target. The ray inflicts Reflex save to avoid all damage from this spell. If the ray
1d6 points of damage of the appropriate type for every four hits an undead creature, it deals 1d4 points of damage to it
class levels of the Sage casting it (rounding down, minimum per class level of the Sage. Graveshudder requires a small
of 1d6 damage). Elemental Ray can strike targets up to 50 piece of bone to be handled by the Sage during casting,
feet away which must be in line of sight. Targets farther though just holding the bone handle of a knife or similar
than 50 feet are safe from the spell, as its effects literally object will suffice.
dwindle and vanish after passing beyond that distance.

58
Invigoration each large light acts as lamp (see page 155 of the Lone Wolf
This spell is a very valuable tool for the Sage of Lyris core rulebook for details on illumination).
expecting trouble. It grants the Sage himself or another
creature he touches while casting it a +1 bonus to the next The effect of a Spell of Light takes a full-round action to
required saving throw and 2 bonus temporary Endurance cast and lasts up to an hour. If the Sage wishes to move
points for every four levels of the Sage casting it (round the emanation of light in any complicated manner (such as
down, minimum of +2 temporary Endurance). These performing dance steps or acting in combat), he must make
Endurance points cannot be spent to pay the Endurance a Perform check at a DC 10. Failure shatters the spell and
cost for any special ability or spellcasting. This spell lasts extinguishes all lights instantly.
10 minutes. All Tiers and forms of Counterspell directed

Sage of Lyris
at the spell’s recipient will disrupt and ruin this spell Wave of Exhaustion
instantly. A spell used to quell raging crowds without killing them,
this is one of the Sage’s signature magics because it shows
Magical Minions not only their desire to take care of their communities and
Once cast, the Magical Minions spell surrounds the Sage oppose the massed armies of the prince-lords of Lyris, it
with dozens of tiny, invisible little creatures born of pure also shows their mercy when such a magic has to be used
magic. These little emanations are totally silent, able to against an unruly populace during times of rebellion. Both
perform simple magical effects for 1 hour. The effects have been achieved quite effectively through judicious
are minor and have severe limitations. Working together, use of this spell. It sends out a wave of grey light and
the minions can slowly lift 1 lb. of material. They can thin, translucent mist that fills its entire range, a 20 foot
colour, clean or soil items in a 1 foot cube each round. radius centred on the Sage, and forces anything in that area
They can chill, warm or flavour 1 lb. of nonliving material. – friend or foe – to make a Will saving throw or be instantly
They cannot inflict damage or affect the concentration of fatigued until they get an hour of full rest. Creatures already
spellcasters. suffering from fatigue become exhausted; exhausted
creatures fall asleep for one hour. Interestingly enough,
Magical Minions can also create small objects but they look Magic Resistance has no effect at all on this vapour and
crude and artificial. The materials created by these little is not even checked when determining if a target has been
creatures are extremely fragile and they cannot be used affected by Wave of Exhaustion.
as tools, weapons or spellcasting foci. Any actual change
to an object (beyond just moving, cleaning or soiling it) Lore’s Legacy – Brotherhood Spell
persists for only one hour, fading afterward over the course This Legacy is special in that it is effectively just pure
of a minute. Any creature able to see invisible beings can arcana and academics as opposed to creating innate effects
see Magical Minions as vaguely humanoid spirits without and granting the Sage magical abilities. Instead of a
form or features milling about the affected area. Minions form-altering change, the Sage of Lyris instead makes an
can never stray more than 50 feet from the Sage at any incredible discovery of magic that grants him great power.
given time but their permanent effects (coloured items, Through his long years of study and devotion to Left-
cleaned rooms) remain. Handed magic, the Sage gains the ability to cast a single
Brotherhood spell, gaining all three Tiers of its effect when
Spell of Light he does so (but not the Word of Power). While most Sages
A useful spell for distractions or other creative purposes, of Lyris come to this discovery on their own, others have
the Sage of Lyris creates up to four lights that resemble been known to contact the Brotherhood directly for teaching
lanterns or torches (and cast that amount of light) or up and even join it as a dues-paying, loyal supporter.
to four glowing spheres of light (which look like strange
ghostly creatures and might be mistaken as such) or one For all spellcasting purposes, this spell and Word of Power
large faintly glowing, vaguely humanoid shape per Sage follow all the rules for Brotherhood spells given on page
level. The summoned lights must stay within a 100 foot 19 of the Lone Wolf core rulebook, including the number
radius area in relation to each other but otherwise move as of times per day each Tier may be cast, the use of Occult
the character desires (no concentration required): forward rather then Knowledge (arcana) as the spellcasting skill and
or back, up or down, straight or turning corners, etc. The Endurance costs. The DC to resist this spell is still 10 + the
lights can move up to 50 feet per round. A light winks out Sage of Lyris’ Intelligence modifier + half the Sage’s class
if the distance between the character and it exceeds the 100 level (+2 for this being the Sage’s Primary Field of Arcane
feet. Each small light casts illumination as a candle but Study). Note that a Sage of Lyris possesses neither base

59
magical damage nor the Magical Combat class feature. As While singing, the Sage can fight but cannot cast spells,
such their Base Magical Combat Skill is equal to half their activate magic items or use the powers of another Arcane
character level and their base magical damage is always Field of Study. Affected allies receive a +2 morale based
1d6. bonus to Will saving throws and a +1 morale based bonus
to attack and weapon damage rolls. Inspire Courage can
even affect creatures normally immune to Psychic Combat
Sonomancy or currently raising a psychic shield.
Sages following the path of Sonomancy require knowledge
of the Perform skill and gain it as a class skill immediately Tier II – Countersong
upon taking this field of Arcane Study. Most are also A Sage with 5 or more ranks in Perform can counter magical
professional or at least enthusiastically amateur entertainers effects that depend on sound (but not spells that simply
and enjoy singing and playing whatever instrument(s) they have a verbal component). As with Inspire Courage, a Sage
favour. The path of Sonomancy is a powerful one and can may sing, play or recite a Countersong while taking other
serve the Sage well in his daily life, whether he adventures mundane actions but not magical actions. Countersong
or just not-so-quietly defends his community. works similarly to a Brotherhood wizard’s Counterspell,
except that it costs no Endurance and a Perform check
Once per day per class level, a Sage of Lyris Sonomancer is made rather than an Occult check. Countersong may
can use song or poetics to produce magical effects on those be uttered reactively but only one magical effect may be
around him. While these abilities fall under the broad Countersung at a time as a reaction and the target of the
category of music, they can include reciting poetry, chanting, spell must be within 30 feet.
singing lyrical songs, singing melodies, whistling, playing
an instrument or playing an instrument in combination If a Countersong is uttered as a standard (non-reactive)
with some spoken performance. When performing one of action, it lasts only a single round and is constructed of
his Sonomancy powers, a deaf Sage of Lyris suffers a 20% jarring dissonance and off-key notes designed to break the
chance to fail with this magic. If the Sage of Lyris fails, the pattern of a spell. However, it allows a Sage to make a
attempt still counts against the daily limit. Perform check against every magical effect (that is affected
by Counterspell) within 30 feet. Note that even friendly
The Tier abilities of Sonomancy are gained at the appropriate spells will be affected by a Countersong in this case.
class level noted on the Sage of Lyris advancement table.
The DC to Counter or resist Sonomancy effects (when Tier III – Fascinate
applicable and if an alternate DC is not stated) is equal to A Sage with 8 or more ranks in Perform can cause a single
the Sonomancer’s ranks in the Perform skill + his Wisdom creature to become fascinated with him. The creature to
modifier. be fascinated must be able to see and hear the Sage (and
vice versa) and must be within 90 feet. The creature must
Primary Power – Haunting Echo be able to pay attention to the bard and cannot currently be
The Sage of Lyris can generate a powerful concussive in the middle of concentrating or consciously maintaining
attack. Doing this is a standard action, requires only the an active magical effect of its own. The distraction of a
Sage’s voice or other method of magic music and has a nearby combat or other danger prevents the ability from
range of 60 feet. The Echo affects only a single creature working.
and ignores concealment (though the Sage must have
at least a good idea of where the target is). The attack The Sage of Lyris makes a Perform check and the target can
automatically hits and inflicts 2d6 + the Sage’s Charisma negate the effect with a Will saving throw equal to or greater
modifier in nonlethal damage. Deaf creatures are partially than the Sage’s check result. If the saving throw succeeds,
immune to this power and suffer only 1d6 + Charisma the Sage cannot attempt to Fascinate that creature again for
modifier in damage. 24 hours. If the saving throw fails, the creature sits quietly
and listens to the song for up to 1 round per class level of
Tier I – Inspire Courage the Sage. While fascinated, the target’s Perception skill
A Sage of Lyris with 3 or more ranks in Perform can inspire checks suffer a –4 penalty. Any potential threat (such as
courage in his allies. To be affected, an ally must hear the an ally of the Sage moving behind the fascinated creature)
Sage sing for a full round. The effect lasts as long as the allows the fascinated creature a second saving throw
Sage sings and for 5 rounds after the Sage stops singing against a new Perform check result. Any obvious threat
(or 5 rounds after the ally can no longer hear the Sage). taken by the Sage or any visible opponent, such as casting a

60
spell, drawing a sword or aiming a crossbow, automatically use of this ability. To invoke Inspire Greatness, the Sage
breaks the effect. of Lyris must sing or speak and the creature must hear
the performance for a full round, just as with Inspire
While Fascinating (or attempting to Fascinate) a creature, Courage. The creature must also be within 30 feet of the
the Sage must concentrate, as if casting or maintaining a Sage to initially receive this benefit. A creature inspired
spell. Fascinate is ineffective on any creature immune to with greatness gains temporary Endurance Dice, Base
Psychic Combat or currently raising a psychic shield. It Combat Skill bonuses and saving throw bonuses as long
will only work on Kai Lords if the Kai’s Mindshield + Psi- as he hears the Sage continue to perform and for 5 rounds
screen is less than the Sage’s Charisma modifier. thereafter. Inspire Greatness can even affect creatures
normally immune to Psychic Combat or currently raising

Sage of Lyris
Tier IV – Inspire Competence a psychic shield. The targets gain the following benefits:
A Sage of Lyris with 10 or more ranks in Perform can help
an ally succeed at a task. The ally must be able to see ♦ +2 Endurance Dice (d10s that grant temporary
and hear the Sage (and vice versa) and must be within 30 Endurance points). Apply the target's Constitution
feet. The ally gets a +2 bonus on his skill checks with a modifier, if any, to each bonus Endurance Die.
particular skill as long as he continues to hear the Sage’s
music. The Games Master may rule that certain uses of ♦ +2 bonus to Base Combat Skill, which may increase
this ability are infeasible (such as increasing an ally’s the number of attacks per round an ally receives.
Stealth skill checks). The Sage can maintain this effect
for 2 minutes (long enough for the ally to take 20 if they ♦ +2 bonus to Will saves.
so wish). Inspire Competence can even affect creatures
normally immune to Psychic Combat or currently raising ♦ +1 bonus to Fortitude saves.
a psychic shield.
Lore’s Legacy – Maestro
Tier V – Suggestion The Sage of Lyris has truly mastered his chosen forms of
A Sage with 13 or more ranks in Perform can make a expression, allowing him to easily accomplish what it takes
single, simple suggestion to a creature that he has already master performers great effort to achieve. His songs are
Fascinated (see above). The Suggestion itself does destined to become legend and his powers of oration are
not count against the Sage’s daily limit on Sonomancy second to none. When he speaks, people listen. When he
performances (one per day per level) but the Fascination roars, foes fall before him. A Maestro increases the damage
does. A Will saving throw (DC 13 + the Sage of Lyris’ of his Haunting Echoes to 4d6 and may choose to inflict
Charisma modifier) negates the effect. The action requested lethal damage if he so wishes (deaf creatures suffer only
cannot be directly self-destructive and cannot take longer 2d6 damage). He gains a +2 bonus to all Perform checks
than a minute to perform. Suggestion is ineffective on any and has a 20% chance every time he uses a Sonomancy
creature immune to Psychic Combat or currently raising a ability of not actually expending one of his daily uses
psychic shield. It will only work on Kai Lords if the Kai’s doing so.
Mindshield + Psi-screen is less than the Sage’s Charisma
modifier. Maestros also gain a devoted following of people drawn to
the power and passion in his work. This is not entirely a
Tier VI – Inspire Greatness good thing, as it is very difficult for the Sage to go anywhere
A Sage with 16 or more ranks in Perform can Inspire his performances are known without being recognised and
Greatness in another creature. For every point of Charisma either pleasantly or not-so-pleasantly accosted. The Games
bonus the Sage possesses (minimum of one), he can Master is encouraged to ensure that the life of a Maestro is
Inspire Greatness in one additional creature with a single never quiet, even when he is not singing.

61
Shadakine Wytch
or
Wytch Chyld
There is a power that sleeps, my young apprentice. It writhes in its slumber because of the poison that befouls
our land but we dare not speak that darkness or give it a name. Someday, the shadow will pass from Shadaki
and we will awaken the true spirit of Briganta. Until then, listen to your lessons well, for this is how we will hide
among the Wytch-King’s servants.

It is generally believed by those that have encountered the them, nor any salvation save that of death. They serve his
normally hostile Wytches of Shadaki that their terrible will, speak with his voice and channel the dark power that
powers of sorcery and necromancy are derived from the emanates from his malevolent, immortal soul.
Wytch-King Shasarak that rules their land uncontested.
While it is true that the current form of their magic has been There are however a few born from the line of Wytches that
shaped and corrupted by his powerful hand, the Wytches have inexplicably escaped his grasp. These Wytch Chyldren
were part of their homeland long before he arrived with his are the latest generation and while they are few in number
Shianti-born might and conquered them. and less powerful than their fully-enslaved mothers, they
have free will and the secrecy of the unknown in which
Long ago, the Wytches lived in harmony with the land and to use it. Shasarak seems unaware that his hold over the
sea, channelling the power of surf, sand, sky and stone Wytches is waning with the passing of so many years. This
to protect, strengthen and heal their countrymen. Every generation has a few that are born free but there is every
village was the haven of a Wytch or two, be they wives, indication that the next will be more numerous and so forth
mothers or daughters. It was a female-dominated craft, until the Wytches of Shadaki slip from his grasp entirely.
though the occasional man was inducted to their secret
rites if he showed the proper talent. Being a Wytch was When that day comes, perhaps a hero will rise up from their
both an honour and an obligation, as their powers were best number or join with them as an ally and crush the errant
used when bent to the service of all life in their fair and Shianti and his regime of terror. Until then, the Wytch
verdant nation. Chyldren live in secret and hide their powers, pretending
to be loyal when they must and keeping their true gifts
Then the Wytch-King came and their magical art was tainted to themselves whenever they can. If they are caught and
from the moment his blighted foot touched Shadakine soil. discovered for what they are, Shasarak will surely purge
His ancient power infected the land like a plague, rising up them all. This makes every day a fight for survival – one
through the many places of magic in Shadaki and driving the Wytch Chyldren of Shadaki can not afford to lose.
mad those Wytches that did not turn immediately to serve
him. It was a dark day for the sea-faring country – the day Adventures: Shadakine Wytches are not adventurers
their own protectors and brides became forever spiritually by nature but they are often sent on dangerous tasks by
tied to a tyrant from ages past. their lord Shasarak or must obtain rare and hazardous
components for some of their more esoteric Rituals. With
Now the vast majority of Wytches are his eyes and ears, so many of the dark places of Shadaki now tainted by
serving as his magical troops to keep the residents of each foulness, corruption and violence, most Wytches find it
village and city under his unwaveringly evil control. These necessary to learn to defend themselves with battle magic
Wytches are rotten to the core of their souls, corrupted and and their dark athame (a ritual dagger that, long ago, would
forever bound to his will. Generations later, they are as evil never have been used to draw blood).
by choice as they are by inclination. There is no hope for

62
Wytch Chyldren have their own reasons to adventure. energies. Even the Wytch Chyldren, those who try to walk
These range from simple survival to the uncovering of among the heavens and seek to know the greater good
ancient lore. While they are limited to the same powers through its works, often revel in shows of magical might
their darker peers and mothers possess, they are always merely for the sensation of evoking something greater than
on the lookout for knowledge of their ancestors’ magic. themselves. They must guard this behaviour carefully but

Shadakine Wytch/Wytch Child


Many believe the natural magic of old might be the key to it is a part of all they do. They are, after all, children of
defeating Shasarak, while others think that he cannot be magic and while they are secretive, they cannot deny the
defeated and the ancient wisdom should merely be found Wytchcraft in their souls.
and evacuated out of their land. In either case, many Wytch
Chyldren embark on long, dangerous quests to find and Allegiance: The Shadakine Wytches are overwhelmingly
preserve the magic of the past; they may not be able to use allied with Evil, though some few of the ones loyal to
it but they can still secure it in the hope that someday, their Shasarak are unaligned due to their distance from him or
free-born children will. some inner spark of goodness combating the hate and rage
forced into their souls. Wytch Chyldren are not always – or
Characteristics: Though Shadakine Wytches are not even often – allied with Good, as they usually just want to
priests of Shasarak in the traditional sense, deep reverence stay alive and leave such high minded ideals for other would-
and respect for the dark forces at work in the universe is be heroes. They have seen too many noble champions torn
an integral part of their personalities. Shadakine Wytches apart at the power-wreathed hands of Shasarak to wish
draw their power from the personifications and expressions the same fate upon themselves. Surprisingly, though the
of the tainted but still universal concepts of Aon, invoking attitudes of the Wytches are much like the minions of the
their names through Rituals of sound and symbols. This Darklords, they rarely pay the sons of Naar any heed and
behaviour brings with it a predilection to constantly never place them in higher regard than they do their lord
consider the grand scheme in all things… and a certain and master Shasarak.
arrogance.
Religion: Shadakine Wytches are not a religious lot by
Such high magical art can serve very base instincts, nature; they have Shasarak at the centre of their universe
especially in the case of evil Shadakine Wytches, as they and that is enough of the divine for them. This stems from
specialise in the channelling of lower beings and dark their rejection of the past, when they worshipped and were
bound to the grandeur of nature and the many gods of the

63
firmament. Now that they have betrayed those ancient can get it. It is very rare for a Wytch Chylde to reveal
covenants and despoiled all they held dear in the world, her true class to even trusted allies; they usually pretend
there is no place for them in the heavens and no god would to simply be adepts trained in strange but effective magic.
have them. Their ability to heal makes them valuable enough that most
companions do not question them over much.
Most Wytch Chyldren hold a secret place in their hearts
for two gods: Ishir and Briganta. Ishir is worshipped in Game Rule Information
private ceremonies under the full moon for her aspect as Abilities: Intelligence, Wisdom and Charisma are equally
the magical maiden and for her protection against the free- important traits to a Wytch, as they together determine the
born Wytches’ many enemies. Briganta, a minor goddess effectiveness of her Rituals and rites. An open mind, a
once worshipped by thousands of Wytches as the Mother strong will and force of personality must all be the Wytch’s
of the Land, is their guiding light in these dark times. Her allies if she is to understand even an inkling of all there
voice is thought to be the one truth of the Wytch Chyldren’s is to know about the dark arts. A Wytch must also have
lives; she gives them hope that the land and their souls are a hardy Constitution if she is to endure the demands that
not forever lost. Shasarak’s tainted magic places upon her body. Strength
and Dexterity are of little importance to most Wytches;
Background: Wytches have an inborn gift, one that lets magic is a Wytch’s might and arcane power serves as her
them channel the power of the land. This gift seems to only needed alacrity.
have no regard for the status of a Wytch’s birth and can be
found in royalty and peasantry alike. Anyone can be born a Endurance Die: d6 or d8 (see the Dark Allegiance/
Wytch and while it is almost always seen in female children, Independent class feature).
men are not entirely unknown among their ranks. When a
Wytch first comes into her simplest powers, typically at Base Speed: 30 feet.
the age of six or seven, she is taken to Shasarak and bound
into his service immediately. Only those few fortunate or Starting Wealth: 160 Gold Crowns.
guarded enough to escape detection at this tender age are
safe from his domination.
Class Skills
The training of a Wytch is a terrible nightmare, regardless The Wytch’s class skills (and the key ability for each skill)
of alliance. For those bound to Shasarak, they experience are Concentration (Con), Craft (any, taken as separate
years of nightmares and pain as his dark power burns a skills) (Int), Heal (Wis), Knowledge (any, taken as separate
conduit through their natural gifts. They study the darkest skills) (Int), Occult (Int) and Sense Motive (Wis).
of magical rites at his command, honing their spiritual
talents with ancient and blood-stained lore. Wytch Skill Points at 1st Level: (3 + Int modifier) x 4
Chyldren are spared this horror but they have their own to
deal with. While their gifts are not forcibly corrupted, they Skill Points at Each Additional Level: 3 + Int modifier
have only other Wytches to learn from. This makes much
of their magic just as dark as that of the loyal servants of Class Features
Shasarak, though they have a much greater freedom in how All of the following are class features of the Shadakine
they use it. Wytch and Wytch Chylde.

Other Classes: The duties of a Shadakine Wytch often Weapon and Armour Proficiency: Wytches are proficient
force them to ally with others at the behest of their ageless with the dagger and quarterstaff. They are not proficient
lord. They are best paired with Warriors for protection and with any armour or shield.
other Adepts in the dark arts for magical support. They do
not always get along well with the Buccaneers, as these Magical Combat (Su): A Wytch uses her class level as her
pirates and privateers know a life of adventure and freedom Base Combat Skill when attacking with her Ritual magic
they can only jealously envy. When serving the will of (as shown in the Base Magical Combat Skill column).
Shasarak, a Shadakine Wytch will work with anyone she is This represents her focused training in wielding magical
told to, as to do otherwise would be disloyalty. energies during combat. If a Wytch takes levels in any
other class (an unlikely event, but it could occur), she only
The Wytch Chyldren have a much more open policy of adds its class level to this value if that class also has the
alliance; they take anything they can get whenever they Magical Combat feature.

64
New Equipment: The Athame and Wytches’ Tools
Wytches require a number of implements to equip their Sanctums and focus the great powers they consort with. The
exact nature of these items depends greatly on the scope of individual campaigns but a few things are fairly universal.
Wytches always need to carry an athame (a ritual knife that must never actually draw blood unless the wielder is a loyal

Shadakine Wytch/Wytch Child


disciple of Shasarak) and crystals, jewels, candles, chalices and altar pieces of various kinds to act as channels for their
abilities.

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

Weapon Name Cost Damage Critical Range Increment Weight Type


Athame 20 gc 1d4 x2 5 ft. 1 lb. Piercing

Wytches’ Tools
A creative Wytch should be able to improvise the tools they need but a Wytch in a true void or simply unable to access
anything suitable is rendered incapable of casting Rituals or Rites at all. All Wytches start with a set of tools; new ones
can be improvised (Craft (any) DC 15) or bought (generally costing anywhere between 50 and 100 Gold Crowns).
Improvised tools impose a –2 penalty on Occult checks to cast Rituals and Rites.

Wytches’ Tools, Mastercrafted


Mastercrafted versions of Wytch tools do exist at a cost of 350 to 400 Gold Crowns, generally showing their status as
exceptional items through gem encrustation, construction from rare and precious metals or exotic materials. Like other
mastercrafted items, mastercrafted Wytch tools add a +1 bonus to Occult checks to cast Rituals and Rites.

Dark Allegiance/Independent: At 1st level, a Wytch supernatural power and is blocked by a foot or more
must forge her allegiance to Shasarak or determine that of stone or an inch or more of any form of metal.
she has escaped this fate (and the benefits and penalties Shadakine Wytches also automatically start the game
that go with it). This allegiance is made during a grand with an athame of mastercrafted quality. Shadakine
ceremony held by Shasarak in his palace and is a cause for Wytches gain Intimidate as a class skill and have a d6
celebration. Once the choice of alliance or independence Endurance Die.
is made, it is irrevocable. A Games Master might create
some ritual way for a Shadakine Wytch to break her former ♦ Independent: Wytch Chyldren are not bound to
allegiance but any such possibility should be difficult to Shasarak and do not gain these benefits – but they do
accomplish and require some act of contrition for the sins prosper from the freedom their difficult choice and
she has committed in Shasarak’s name at the very least. fate have earned them. They have to work harder
Allegiance or Independence determine which Ritual forms for everything they have and their lives are not as
a Wytch can learn; see the Ritual section below for more ‘soft’ as the lives of their bound peers. They gain a
information. At 1st level, the Wytch chooses one of the +2 bonus to Intelligence and a +1 bonus to all Ritual
Allegiance options listed below: Exhaustion checks. Unfortunately, they must make a
Knowledge (arcana) check to gain a new Ritual Choice
♦ Dark Allegiance: Shadakine Wytches choose to ally when they would normally automatically receive one
with Shasarak and receive a small measure of his great after 1st level (DC equal to the class level the Ritual
power and experience, manifesting in a +2 bonus to Choice is gained at). This does mean that a particularly
Wisdom and a bonus Ritual of her choice. This also unfortunate Chylde might only ever possess the Ritual
makes her as part of the Circle of Shadakine Wytches, she begins play with and the Rites of High Summons,
allowing her to communicate telepathically with all Blood, True Attunement and Transcendence, should
Wytches allied to Shasarak within 60 feet. This is a she become experienced enough. Wytch Chyldren also

65
automatically start the game with an athame, though it increases in power, she will be able to cast higher and more
is not of mastercrafted quality. Wytch Chyldren gain powerful Ranks of any Rituals that she has knowledge of.
Survival as a class skill and have a d8 Endurance Die.
Each Ritual is described in detail below. Wytches must
Note that throughout this chapter the term ‘Wytch’ is possess at least a 10 in the attribute each Ritual lists as its
used to describe both Shadakine Wytches (those allied to focus or she cannot perform any spells from that category.
Shasarak) and Wytch Chyldren (those who have achieved The DC for any Ritual cast by a Wytch that calls for a
independent status). saving throw is calculated at a base value of 10 + the Rank
of the Ritual + the modifier of the linked attribute.
Enhanced Meditation (Ex): Wytches of both kinds have
an exceptionally focused mind and train for long hours to Voice of Power (Sp): As a Wytch learns the dark
perfect their concentration. Indeed, without this training and insidious power that sounds and words possess,
Wytches would find their draining Rituals too much to comprehension of the connections between the Wytch’s
bear. A Wytch may meditate to offset the effects of fatigue perceptions and reality dawns. At first, this ability is a
or exhaustion, conditions that regularly occur for these tenuous one, only functional at times, but its echoing
spellcasters. effectiveness cannot be denied. The power of a Wytch over
the minds of others is the first echo of this vast potential, as
Meditation takes one hour of uninterrupted concentration she is able to override the willpower of others, forcing or
by the Wytch, who may not take any actions at all during tricking them into succumbing to her orders. Eventually,
this period (she is considered helpless). At the end of one the power becomes easier to control and gains a wider
hour, the Wytch may make a Concentration check (DC 10 scope, finally becoming almost limitless in its influence.
for fatigue, DC 15 for exhaustion) – there is a +1 increase
to this DC for every meditation check the Wytch has made While peripherally similar to a Ritual, a Wytch’s Voice of
since she last had eight hours of uninterrupted rest. Success Power is far easier for a Wytch to utter, requiring only a
on this check either eliminates fatigue entirely or converts standard action and no Occult check to activate. All uses of
an exhausted state to a fatigued state. the Voice of Power ability require a Ritual Exhaustion check
as per the Rituals section below. This ability requires only
Wytches can only meditate a number of times equal to their the Wytch’s voice to activate; she needs neither her normal
Wisdom modifier (minimum of once) before they must rest tools or even her athame to invoke Voice of Power.
for eight hours – they may not meditate again until they
receive this rest. All Ranks of the Voice of Power ability allow a Will save
to resist its effects. The DC to resist Voice of Power is
Ritual Choice (Sp): Each time this class ability is gained, calculated at a base value of 10 + the effect’s Rank + the
the Wytch gains understanding of the lore and functions Wytch’s Charisma modifier.
behind another Ritual form, thus adding it to her repertoire
of magic. All Wytches must meet the prerequisites of a At Rank I, when this class feature is first gained, the Voice
Ritual before they can learn it – hence a Wytch Chylde may of Power can force a single living target within 30 feet to
never learn Baleful Lore but neither can a Shadakine Wytch obey a one word command for a duration of one round per
with a Wisdom score of 9 or less. Once a Ritual is learned, point of the Wytch’s Charisma modifier (minimum of one
it can be performed at will, assuming the prerequisite round). This Voice of Power ability cannot force a creature
resources and conditions are also met, at all Ranks up to to betray its friends or perform an act that would harm
the Wytch’s Ritual Spellcasting maximum. Rituals can be itself.
learnt in any number of ways, such as direct training from
Shasarak himself to ancient scrolls scribed by Wytches of At Rank II, the Voice of Power ability can affect all living
a forgotten age. targets chosen by the Wytch within 60 feet instead. This
Voice of Power ability cannot force a creature to betray its
Ritual Spellcasting (Sp): Wytches are spellcasters but friends or perform an act that would harm itself.
they do not determine their spells known, spells per day
or spell save DCs like most other spellcasting classes. At Rank III, the Voice of Power becomes more refined and
Wytches cast a special form of spell: Rituals. The Ritual can either paralyse a single living target within 30 feet for
Spellcasting class feature governs how well versed in Ritual a duration of 1 minute or force it to follow any three word
spellcasting a Wytch has become. At 1st level, a Wytch may command instead. This Voice of Power ability cannot
only cast Rank I versions of any Ritual she knows. As she

66
force a creature to betray its friends or perform an act that without its risks; even success scars the Wytch for the rest
would harm itself. of her existence. The rewards are substantial but the price
can be very high indeed.
At Rank IV, the Wytch’s Voice of Power can invoke a
command with as many words as the Wytch’s Charisma Upon reaching 10th level, or any class level thereafter, a

Shadakine Wytch/Wytch Child


score (minimum of 5 words). This Voice of Power ability Wytch can choose to try and gain Forbidden Knowledge.
cannot force a creature to perform an act that would harm This requires one full month of total seclusion and an Occult
itself. check against a DC of 30. Any interruption during this
time spoils the attempt and the Wytch must wait until she
At Rank V, the Wytch invokes the powers of confusion, gains another class level to try again. Failure at this check
causing every living target within 60 feet of her to wander brings the direst of circumstances; the Wytch is consumed
aimlessly and take no concerted action for 10 rounds. Even in one way or another by the force she was attempting to
a successful Will saving throw against this power results contact. This ‘consumption’ always results in the loss of
in the targets being confused for one round. They are the character, though Games Masters wishing to do so can
confused but not helpless and will be able to fully defend have the Wytch remain in the campaign as a Non-Player
themselves (but not attack back). Character, either irrevocably insane or possessed by the
will of Naar and changed into a Darkspawn of some sort.
At Rank VI, this ability finally transcends the mental In any case, failure of this Occult check results in the
barriers of reality, affecting the physical world as a 30 destruction, one way or the other, of the Wytch.
foot long, 10 foot wide cone of sonic energy capable of
smashing through solid stone and vaporising flesh. This Success immediately grants the Wytch a permanent +2
inflicts the Wytch’s base magical damage to all within that bonus to Concentration checks, Knowledge (arcana, the
cone, as sonic damage. Unlike other Voice abilities, the planes) checks, Occult checks and Ritual Exhaustion
saving throw to avoid this effect is Reflex rather than Will. checks. The mental scars of gaining Forbidden Knowledge
A successful save completely negates all damage inflicted are extensive, however – a Wytch must lose either one
by the cone of sonic devastation. point of Wisdom, one point of Intelligence, one point of
Charisma or lose 5,000 experience points when Forbidden
Magical Weapon: Regardless of her allegiance or chosen Knowledge is gained. This experience point loss cannot
independence, all Wytches of Shadaki draw their knowledge not result in the loss of a level; it merely creates a deficit
from many of the same sources, including ancient texts on that must be paid before the Wytch can advance. Multiple
runic forms of enchantment and spellcraft. It is common successful quests for Forbidden Knowledge will result
for them to apply this knowledge to their own possessions, in the check bonuses stacking and more ability score or
as it allows them to enchant a weapon for their own personal experience point loss.
protection and use. The chosen weapon receives a magical
bonus to attack and damage rolls equal to the bonus listed Rite of High Summons (Special): A Wytch can, through
with this class feature. an intricate Rite with a materials cost of 5,000 Gold Crowns
and the expenditure of 1,000 experience points, cast a
Dark Wytches use this magic to corrupt and enhance their special form of summoning Rite based on her allegiance.
ritual athame, a dagger of mastercrafted quality, while This experience point loss cannot not result in the loss of a
Wytch Chyldren have the freedom to choose either a level; it merely creates a deficit that must be paid before the
normal dagger or a quarterstaff as their imbued weapon. Wytch can advance. A powerful planar entity appropriate
This class feature only works on one weapon at a time. to the forces the Wytch is allied to appears as the subject
Should that weapon be lost or broken, it will take one week of the Rite and is bound by it to the Wytch’s service. The
before a new weapon is sufficiently bonded to the Wytch to being called by the High Summons does not have to be
be affected by this class feature. rewarded for its service and is compelled to serve the
Wytch until it is slain in combat or dismissed. Creatures
Forbidden Knowledge: A Wytch’s search for the entities called by a High Summons are essentially servitors to be
of the nether worlds eventually brings her into contact with drawn upon as the Wytch desires but they have notoriously
forces beyond her understanding and far too alien to be long memories and should be treated well just in case they
examined for long without going mad. The wise turn away do get free some day and desire revenge.
from such things but those with the bravery, skill or foolish
desire for even greater power can attempt to bear witness to Unlike the later Rites, the Rite of High Summons has no
their discoveries and grow from the encounter. This is not Occult check and will not cause Ritual Exhaustion – it

67
is automatically successful and takes only 12 hours of powers of such dark entities are incredibly vast and a Wytch
meditation and prayer to complete. can only draw upon them for so long before she becomes a
great enough nuisance that the source of her abilities must
A Wytch serving Shasarak is given the lore needed to react in kind. Eventually, if a Wytch becomes powerful
summon a Shadow Razor, a small winged demon from enough to matter to those she taps, a Test of Allegiance will
the Daziarn plane that will serve diligently but never occur. A Games Master may rule that this happens sooner
with any true loyalty. This small creature should not be in a Wytch’s career or even occurs more than once but it is
underestimated, as it is both powerful and very magical. automatic at 16th level. For a Wytch to advance any further
Shadakine Wytches with a Shadow Razor at their command in this class, she must pass her Test of Allegiance. Failure
are something to be feared. can be fatal.

Alternatively, Wytch Chyldren learn this Rite as passed It is recommended that a Test of Allegiance be roleplayed
down from others like them for the summoning of a Heart between a Games Master and a Wytch Player privately or
Warden. This creature is a small fragment of the goodly during the downtime of a given gaming session. Other
power of Ishir and not only can it fight for them in times Players can even be given new roles to play during the Test.
of trouble but it protects them from detection by other There are no solid rules for passing or failing such a Test
Wytches loyal to the dark lord of their homeland. Heart but if a Wytch has been faithful to her allegiance and has
Wardens are consummate shape shifters and can take the not used her powers to the detriment of Shasarak or the
form of any small creature (though their abilities do not machinations of Naar, she should eventually pass. Tests of
change at all), including Shadow Razors. Allegiance often feature alternate realities, odd perceptions
or even trials held on the being’s home plane with outsiders
Test of Allegiance: Wytches may believe themselves to acting as jury and judges. Games Masters are encouraged
be the masters of the energies they channel but many of the to be creative with Tests of Allegiance and make them as
extraplanar powers they invoke notice them in return. The enjoyable as possible for everyone involved, including
themselves.

68
It should be noted that even Wytch Chyldren must undergo
a Test of Allegiance but the standards are quite different. Shadow Razor
Usually staged by Ishir through the power of Briganta or The Wytch raises her elegant hand and points at
her mortal emissaries, these are more journeys of discovery you. As she does, the shadowy coil of darkness
and self-empowerment than actual trials but an unfaithful around her arm springs forth, taking the shape of a

Shadakine Wytch/Wytch Child


Chylde with a heart of evil will end up just as dead when winged serpent nearly two feet long. Its wings end
she fails the test. in vicious claws and as it flies towards you, its ebon
fangs drip with venom!
Rite of Blood (Special): The first of the three Great Rites,
the Rite of Blood is a jealously guarded secret and can Small Outsider
only be performed once the Wytch obtains 18th level in this Endurance Dice: 4d8 (18 Endurance)
class. To perform a Rite of Blood, the Shadakine Wytch Initiative: +8 (+4 Dex, +4 natural)
must be in her Sanctum (or in the wilds of Shadaki if she Speed: 20 ft., fly 50 ft. (perfect)
is a Wytch Chylde) and must have her Cabal present if she Armour Class: 19 (+4 Dex, +4 natural, +1 size), 15
has one. The Rite of Blood allows a Wytch to essentially flat-footed
cheat death, though its exact form varies depending on the Base Combat Skill: +4
Wytch’s allegiance. Regardless of form, this Great Rite is Attack: Bite +8 melee (1d4+poison) or Shadow Sting
a powerful working of magic and is not to be performed (2d6)
lightly. Full Attack: 2 Claws +8 melee (1d3) and Bite +3
melee (1d4+poison) or Shadow Sting (2d6)
Wytches invoking the Rite of Blood essentially draw upon Space/Reach: 5 ft./5 ft.
the powers of the Daziarn and become untouched by the Special Attacks: Poison (see below), Shadow Sting
hardships of the world until their time on this world is done. (see below)
A Wytch that performs this Great Ritual can no longer be Special Qualities: Darkvision
affected by ageing, poisons or disease of any variety. Even Saves: Fort +4, Ref +8, Will +4
magical spells and supernatural effects that duplicate the Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 11, Cha 10
effects of ageing, toxins or disease are powerless to harm Skills: Acrobatics +11, Concentration +7, Intimidate
her. +7, Escape Artist +7, Knowledge (arcana, the planes)
+7, Perception +7, Stealth +11
This is a violent Rite in many ways as it requires a sacrifice Climate/Terrain: Underground
of blood to perform. Wytches of Shasarak are often Organisation: Solitary
ordered to hunt down some traitor to Shadaki and use him Challenge Rating: 3
for the vessel of her rebirth, while Wytch Chyldren are Treasure: None
given leave to stalk a beast of the forest and slay him in the Allegiance: Usually Evil
name of Briganta for her newfound vitality. This killing Advancement: —
is sanctioned and not punished by the powers of nature,
assuming it is done with reverence and respect. Poison (Ex): The bite of a Shadow Razor is virulently
poisonous and inflicts shadow bile upon anything bitten
by it. This supernatural poison deals initial damage of
Regardless of form, the Rite of Blood costs 10,000 Gold
1d6 Dexterity and secondary damage of 2d6 Dexterity.
Crowns in materials, 5,000 experience points and takes The Fortitude save DC is 12. If a character is reduced to
24 hours and an Occult check (DC 30) to perform. This 0 Dexterity or less by the effect of shadow bile, the victim
experience point loss cannot not result in the loss of a level; must make a Will save (DC 15) or become immediately
it merely creates a deficit that must be paid before the allied with Evil (likely causing the loss of the character
Wytch can advance. The Wytch will also need to make a to Non-Player Character status).
Ritual Exhaustion check. The Rite lasts from one dawn to
the next and all Gold Crowns and experience points are lost Shadow Sting (Su): The Shadow Razor is capable of
if the Ritual is interrupted at all. A Wytch must perform the generating bolts of dark energy from its lashing tail.
Rite of Blood at some point before she reaches 19th level. These small blasts of darkness have a range of 60 feet
and inflict 2d6 points of magical damage. Even if a
target is protected by Damage Reduction, these bolts
If the Wytch is a solo practitioner (i.e. a Wytch Chylde with
ignore such a defence if it belongs to a creature allied
no Cabal), she will be required to expend twice the required with Good. A Shadow Razor can only generate one
Gold Crowns and the Rite will take 48 hours to complete. Shadow Sting bolt per minute.

69
Rite of True Attunement (Special): The second of the ♦ Duplicate any Brother of the Crystal Star spell of any
three Great Rites, a Wytch near the very pinnacle of her level or any Word of Power. All DCs and levels of
power discovers the secrets necessary to truly merge effect are based on the Wytch using this ability and the
herself with the forces of reality. These culminate in the rules given in the Brother of the Crystal Star chapter of
Rite of True Attunement – a Rite that grafts the Wytch’s the Lone Wolf core rulebook.
will to the framework of Magnamund’s true power and
allows her to directly affect it if her mind and body are ♦ Duplicate any Lesser Magical Art of the Magician of
strong enough to withstand the stress of doing so. Like the Dessi character class. All DCs and levels of effect
previous Great Ritual, this requires a Wytch to be in her are based on the Wytch using this ability and the rules
Sanctum, assuming she has one and have her Cabal if any given in the Brother of the Crystal Star chapter of the
present or pay twice the gold (but not the experience) costs Lone Wolf core rulebook.
for performing it and it will take two weeks to complete
rather than one. ♦ Undo the harmful effects of any other spell or magical
effect, regardless of the class or creature it comes from,
Rite of True Attunement costs 20,000 Gold Crowns in as long as the effect or spell comes from a source with
materials, an incredibly expensive 10,000 experience equal or fewer Endurance Dice than the Wytch.
points and an Occult check of 35 and the Wytch will also
need to make a Ritual Exhaustion check. This Rite endows ♦ Create a non-magical item of up to 25,000 Gold Crowns
those who succeed in its mammoth undertaking immense in value.
power over the fabric of reality. In exchange for the given
costs and a full week spent in cloistered seclusion, the ♦ Remove injuries and afflictions. A single use of this
Wytch gains the ability to perform any of the following power can aid one creature per point of Charisma bonus
great feats of magic once a month as a standard action. the Wytch possesses (minimum of one) and all subjects
True Attunement must be performed before a Wytch can are cured of the same kind of affliction. For example,
advance to 20th level. the Wytch could heal all the Endurance damage she and
her companions have taken or remove all poison effects
from everyone in her group but could not do both.

70
♦ Revive the dead. A use of this power can bring a
dead creature back to life. This power can revive a Heart Warden
dead creature whose body has been destroyed but the Stepping back but not attacking, you are surprised
task takes two uses of this power, one to recreate the when the shadowy serpent stops in mid air and
body and another to infuse the body with life again. transforms into a ball of incandescent light. ‘Forgive

Shadakine Wytch/Wytch Child


This feat would therefore be the effort of two months, the test but I had to be certain you were who you
during which time the restored body remains magically claimed,’ the Wytch says in a hushed voice. ‘Follow
preserved until such time as life is restored (to a me. We have much to discuss.’
maximum time of one year, after which it instantly rots
and can never be revived again). The restored creature Small Outsider (Shapechanger)
is resurrected with one Endurance point and other Endurance Dice: 4d8 (18 Endurance)
means (natural or magical) must be used to heal it Initiative: +8 (+4 Dex, +4 natural)
further. Speed: 20 ft., fly 50 ft. (perfect)
Armour Class: 17 (+4 Dex, +2 natural, +1 size)
♦ Transport travellers. A Wytch can teleport one creature Base Combat Skill: +4
per class level from anywhere on Magnamund and place Attack: Slam +8 melee (1d4)
those creatures anywhere else in the world, regardless Full Attack: Slam +8 melee (1d4)
of local conditions. The Wytch must be familiar Space/Reach: 5 ft./5 ft.
with the destination through a detailed description or Special Attacks: Echo
previous experience but a prior visit is not required. An Special Qualities: Change Shape, darkvision, Mental
unwilling target gets a Will save (DC 20 + the Wytch’s Ward
Wisdom modifier) to negate the effect and Magic Saves: Fort +4, Ref +8, Will +4
Resistance (if any) applies. Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 11, Cha
10
♦ Undo misfortune. A Wytch with this power can rewind Skills: Acrobatics +11, Concentration +7, Escape
time. Time literally moves back to the beginning of the Artist +7, Knowledge (arcana, the planes) +7,
Wytch’s last turn (hence the Wytch may immediately Perception +7, Sense Motive +7, Stealth +11
make another action). All actions that occurred in Climate/Terrain: Underground
the round that has been lost are undone; all creatures, Organisation: Solitary
objects and effects are literally rewound by one round. Challenge Rating: 3
Only the casting Wytch retains memory of the original Treasure: None
round and what happened within it. This effect will not Allegiance: Usually Good
work if there is a Darklord or other immensely powerful Advancement: —
semi-divine creature within 1 mile of the Wytch.
Echo (Su): The Heart Warden is so much a part of the
Rite of Transcendence (Special): Constant exposure Wytch Chylde that it can use her Voice of Power effects.
to the corrupt forces unleashed by Shasarak through the The Heart Warden can do so as if it were the Wytch
land finally threatens to overwhelm the Wytch’s physical herself but only once per hour. The DC to resist a Voice
existence. Unlike Forbidden Knowledge, this power does of Power effect is generated by a Heart Warden is always
not come with a choice. A Wytch does not gain any of 10 + the effect’s Rank. The Wytch Chylde and the Heart
the benefits of obtaining 20th level (Endurance Die, saving Warden can not both use a Voice of Power ability in the
throw bonuses and so forth) until she performs this final same round.
Great Rite, Transcendence. Until then, she is treated
exactly as a 19th level Wytch. Mental Ward (Su): This power allows the Heart Warden
to shield both itself and its summoner from any form
The Rite of Transcendence requires 45,000 Gold Crowns in of divination magic, granting the Wytch Chylde a Will
materials, plus a 5,000 Gold Crown gemstone of a colour saving throw against the effect. If this save is successful,
or type appropriate to the Wytch’s allegiance (Player’s the Chylde can send back to the detector whatever image
choice). This Great Rite does not have an experience or message she wishes it to see or nothing at all, as she
point cost but the Games Master is encouraged to have the chooses. The Mental Ward can also acts as a psychic
Wytch undergo another Test of Allegiance before she can shield but the Heart Warden can only maintain this for a
complete it. number of rounds per day equal to its End Dice.

71
Unlike the previous Rites, the Rite of Transcendence armour takes the visible form of a layer of sleek black
requires a full Cabal of 20 acolytes to perform. Each of leather replacing her normal skin. The Wytch can will this
these acolytes must be at least a 5th level Wytch, trained for leather flesh away, returning to a normal appearance, but it
at least one of those levels by the Wytch performing the takes away the +6 natural armour bonus as it disappears.
Rite. As such, Transcendence may be a while in coming Making this layer vanish and bringing it back are both free
after the character reaches the level to cast it. 20th level actions which may only be taken on the Wytch’s turn.
Wytch Chyldren are exceptionally rare – in fact, there is
only one known to exist at the present time. Ex-Wytches
There is no such thing as an ex-Wytch as long as they stay
The effort and trouble are well worth it. The Rite takes only in Shadaki or anywhere near it. Shasarak is very jealous of
one hour but it must occur at an appropriate time selected his power and has no intention of letting the bound women
by the Games Master with regards to the campaign, its of this land out of his tyrannical grasp. Neither does he
cosmology and the Wytch’s allegiance. The Wytch must permit them the luxury of studying any other vocation.
make an Occult check (DC 40). Failure shatters the gem Shadakine Wytches are not permitted to multiclass while
and ruins it, causing the Rite to sputter and die. Success they are under the control of Shasarak the Wytch-King.
transforms the Wytch forever. In either case, the Wytch Outside his domain, they are free to do as they like but it
will have to make a Ritual Exhaustion check (DC 20). is the rare Shadakine Wytch that can escape the heritage of
bondage and servitude that has long chained her people.
All Wytches gain the following powers immediately:
Wytch Chyldren are under no strictures against multiclassing
♦ An increase to all her ability scores, in the form of the but it is still rare for them to do so. Their peculiar status
following bonuses: Str +2, Dex +2, Con +2, Int +4, Wis and calling is a rare and precious (if dangerous) lifestyle
+4, Cha +4. and few will turn from the Wytch’s path while Shasarak
and his brain-washed minions still shackle their kind.
♦ A natural bonus to her Armour Class of +2.

♦ Darkvision to 60 feet. Rituals


A Wytch can perform intricate Rituals while in the safety
♦ Resistance to acid, cold and electricity 10. of her Sanctum, a special place of power with inlaid
diagrams, furnished according to celestial alignment and
♦ Damage Reduction: 10/magic. built on magical points of ancient power. Sanctums are
essentially strongholds built with whatever system a Games
♦ A Wytch’s unarmed and melee attacks are treated Master wishes to incorporate for such matters with a 10%
as magic weapons for the purpose of overcoming increase to the total construction cost and an extra 2,000
Damage Reduction, with a magical bonus equal to +5 Gold Crowns dedicated to properly outfitting a Ritual
(superceding the Magical Weapon class feature). room within. All Sanctums have this epicentre of power
and every personalised Ritual room has a special 10 foot
♦ Magic Resistance 20. radius diagram drawn at its heart.

If the Wytch is allied with Good or prefers such a path, she There are three basic casting times possible for the Rituals
gains the Good subtype. She also gains Fast Healing 2 as known by a Wytch:
Ishir’s blessings and the blessings of the land strive to keep
their champion in good health. 1. All Rituals invoked outside of a Sanctum have a casting
time of one minute per Rank of effect invoked.
If the Wytch is allied with the Balance or prefers such a path, 2. All Rituals invoked in a Sanctum have a casting time
she gains the Elemental type. This renders her immune to of one minute.
sleep effects, paralysis, grievous wounds, critical hits and 3. All Rituals invoked in a Ritual room’s diagram have a
stunning. casting time of one minute. See the special note about
Ritual rooms for more details, however.
If the Wytch is allied with Evil or prefers such a path, she
gains the Evil subtype. She also gains a 60 foot increase Those who travel away from their Sanctums should consider
to her darkvision (for a total of 120 feet) and a +4 bonus to constructing Power Stones and carrying Exalted Keys
her natural armour (for a total of +6). The Wytch’s natural

72
The Shadakine Wytch/Wytch Chylde
Base Base
Combat Fort Ref Will Base Magical Magical
Level Skill Save Save Save Combat Skill Damage Special

Shadakine Wytch/Wytch Child


1st +0 +0 +0 +2 +1 1d6 Dark Allegiance/Independent, Enhanced
Meditation, Magical Combat, Ritual Choice,
Ritual Spellcasting I
2nd +1 +0 +0 +3 +2 1d6 Magical Weapon +1, Voice of Power I
3rd +1 +1 +1 +3 +3 1d8 Ritual Spellcasting II
4th +2 +1 +1 +4 +4 1d8 Ritual Choice
5th +2 +1 +1 +4 +5 1d10 Ritual Spellcasting III, Voice of Power II
6th +3 +2 +2 +5 +6/+1 1d10 Magical Weapon +2
7th +3 +2 +2 +5 +7/+2 1d8 Ritual Spellcasting IV
8th +4 +2 +2 +6 +8/+3 1d8 Ritual Choice, Voice of Power III
9th +4 +3 +3 +6 +9/+4 1d10 Ritual Spellcasting V
10th +5 +3 +3 +7 +10/+5 1d10 Forbidden Knowledge, Magical Weapon +3
11th +5 +3 +3 +7 +11/+6/+1 2d6 Ritual Spellcasting VI, Voice of Power IV
12th +6/+1 +4 +4 +8 +12/+7/+2 2d6 Ritual Choice
13th +6/+1 +4 +4 +8 +13/+8/+3 2d8 Ritual Spellcasting VII
14th +7/+2 +4 +4 +9 +14/+9/+4 2d8 Rite of High Summons, Magical Weapon +4,
Voice of Power V
15th +7/+2 +5 +5 +9 +15/+10/+5 2d10 Ritual Spellcasting VIII
16th +8/+3 +5 +5 +10 +16/+11/+6/+1 2d10 Test of Allegiance
17th +8/+3 +5 +5 +10 +17/+12/+7/+2 2d12 Ritual Spellcasting IX, Voice of Power VI
18th +9/+4 +6 +6 +11 +18/+13/+8/+3 2d12 Rite of Blood
19th +9/+4 +6 +6 +11 +19/+14/+9/+4 3d10 Rite of True Attunement
20th +10/+5 +6 +6 +12 +20/+15/+10/+5 3d10 Rite of Transcendence

(both described below in the New Magical Items section) It should be noted that some Ritual Ranks are not spells at
as these items can enable Rituals to be cast without . all but special abilities gained by those studying the Ritual
form. These are marked with a (Permanent) label and are
To cast a Ritual, a Wytch must first clear and cleanse her not counted against the number of times a Ritual form can
mind. This requires complete stillness of motion and be used each day, nor do they require Occult checks to
controlled breathing, which renders a Wytch flat-footed activate or Ritual Exhaustion checks.
for the entire casting time. The Wytch selects one of the
Rank effects from the Ritual in question and begins casting Ritual Exhaustion
it. This requires an Occult skill check, which is only Wytches drain themselves quite severely as part of their
made at the end of the casting time, at a difficulty of 10 + method of spellcasting. Some Shadakine traditions
twice the Rank of the effect attempted. Failure causes the actually require bloodletting during the casting process but
Ritual to fail but usually has no other penalty associated all of them involve some sort of incredible physical effort.
with it (there is not even a Ritual Exhaustion check made). Each time a Wytch casts a Ritual or performs another
Success means the effect of the Ritual (at the Rank cast) action noted to cause Ritual Exhaustion, she must make
manifests immediately. a Fortitude save (DC 5 + the ability or Ritual’s Rank or
DC 10 if the action has no direct Rank associated with
Wytches can perform any number of Rituals, regardless of it). This DC increases by +1 for every Ritual Exhaustion
their Rank, each day. When a Wytch gains a new Ritual check (successful or not) the Wytch has made since either
Choice, she gains the abilities of that Ritual up to her she received eight hours of uninterrupted sleep or one hour
current Rank of Ritual Spellcasting. No two Wytches are of uninterrupted meditation (see the Enhanced Meditation
likely to be the same because of the many combinations of class feature).
Rituals they can learn.

73
♦ Rank I: (Permanent) The Wytch is never lost if it
Ritual Rooms is night and the sky is visible. Even if the stars are
When a Wytch is standing within the diagram of obscured by clouds, the heavens are ‘felt’ by the Wytch.
a Ritual room, all Rituals and Rites may be cast as Treat this as an infallible Survival check whenever the
standard actions, though this increases the Occult Wytch tries to find her way to a known location or
and Ritual Exhaustion DCs by +2. This allows designate her current exact position on Magnamund.
Wytches to be extremely effective when in their inner
Sanctums but it is not an option for the inexperienced ♦ Rank II: The Wytch can summon forth the energies of
or physically weak. Alternatively, a Ritual may be the stars into a ray of solar fire. This beam is a magical
invoked with a normal Sanctum casting time within ranged attack with a range increment of 30 feet. It
the diagram and the Occult DC and Ritual Exhaustion can only strike one target and inflicts the Wytch’s base
check DCs are reduced by –1. magical damage.

Success on the Ritual Exhaustion check means that the ♦ Rank III: Through concentration and careful celestial
Wytch ignores the draining effect of the Ritual. Failure calculations, the Wytch can determine where any other
leaves the Wytch in a fatigued state (see page 147 of the creature or object she has had physical contact with
Lone Wolf core rulebook). In addition to the normal effects is, in relation to herself, as long as both she and it are
of fatigue, a fatigued Wytch increases the DC of all Occult exposed to the sky and so is she. Nothing blocks this
checks to cast Wytch Rituals and Ritual Exhaustion checks power completely, though magically protected areas
by +2. may partially shield the target and Magic Resistance
still applies. If either of these is the case, or if the target
If the Wytch is already fatigued, whether from Ritual is not under the sky, the Wytch cannot locate the target
spellcasting or some other effect, she becomes exhausted. but will know the target exists. Location is expressed
In addition to the normal effects of exhaustion, an exhausted in direction and distance only.
Wytch increases the DC of all Occult checks to cast Wytch
Rituals and Ritual Exhaustion checks by +6. ♦ Rank IV: The lore of the ancient heavens becomes part
of the Wytch’s consciousness when this spell is cast.
If the Wytch is already exhausted, whether from Ritual It allows her to invoke a temporary +6 bonus to her
spellcasting or some other effect, she falls unconscious. Wisdom score for as many minutes as her Intelligence
She immediately takes 1d6 lethal Endurance damage from score.
magical strain and catastrophic over-exhaustion. The Wytch
will remain unconscious for 8 hours – her Constitution ♦ Rank V: The Wytch can summon a massive flare of
modifier, whereupon she will awaken in a fatigued state. light that surrounds her in a corona of brilliance. This
Only physical, magical or psychic damage can awaken a light lasts only a moment but it will permanently blind
Wytch slumbering this way, who even then must still make any living creature within 30 feet if it fails its Fortitude
a Will save with a DC of 30 minus the Endurance damage saving throw. Success at this save limits the blindness
inflicted to wake up (and she will still be exhausted). to 1d4+1 rounds instead. Blind creatures are obviously
immune to this spell.
No matter the result of a Ritual Exhaustion check, the Ritual
effect that demanded the check still succeeds. Wytches ♦ Rank VI: By calling down the power of Ishir and
never have to make Ritual Exhaustion checks if the Occult the silver moon, the Wytch can channel the goddess’
check (if any) required for the spell effect or class ability grace in the form of a cascade of star and moonlight
fails, as no power was channelled in the first place. surrounding her to a distance of 30 feet. Inside this
radius, all allies have a +2 bonus to melee attacks, melee
Specific Rituals damage rolls and all saving throws, while enemies
suffer a –2 penalty to the same rolls. This spell lasts
Astralis Majora (Independent; Intelligence) for a number of rounds equal to the Wytch’s Charisma
The Shadakine were once as interested in the lights of the score.
heavens for their magic as they were for the value they
posed in nautical navigation. While many of these ancient ♦ Rank VII: By pointing at a distant enemy or inanimate
insights were lost to Shasarak’s purges, a few Wytches target (out to a range of 240 feet) and calling upon her
retain the lore. Ritual magic, a Wytch can summon a bolt of stellar fire
like a shooting star. The Wytch must be under the open

74
sky for this spell to work. This strike automatically ♦ Rank III: This magic is much like the Rank I ability
hits and inflicts damage equal to 10 + the Wytch’s base above but it lasts 2d6 rounds and also provides the
magical damage. A successful Reflex save will halve Wytch with the knowledge of what thing(s) will
the damage inflicted. The strictures surrounding this circumvent the target’s Damage Reduction (if any).
spell make it rarely cast but nevertheless devastating.

Shadakine Wytch/Wytch Child


It can be cast even if the 10 point cost would force the ♦ Rank IV: The Wytch has been taught how to call down
Wytch unconscious. a wave of desecration around herself like a shadowy
explosion. Casting this spell automatically destroys
♦ Rank VIII: The stars impart their wisdom constantly all holy water within a 30 feet radius, renders magical
now but the Wytch requires a Ritual spell to make weapons and effects non-magical for 1d4 rounds and
sense of what they offer. This spell provides the same improves the enchantment bonus of any weapon held
bonus as the Rank IV ability of this Ritual form except by an Evil-aligned creature (including the Wytch’s own
that the bonus lasts for a number of hours equal to the athame) by +1 for the Wytch’s base magical damage in
Wytch’s Intelligence score. It does not stack with that minutes.
Rank ability but it does grant the power to cast that
lesser spell on any single willing target the Wytch is ♦ Rank V: Knowledge of evil as intimate as that
touching, as long as the Wytch is under the effect of possessed by a Wytch of Shadakine can be a dangerous
Rank VIII at the time. and self-destructive thing but it is also a power that
cannot be denied. By whispering the name of one of
♦ Rank IX: (Permanent) The power of the Heavens is the dark entities of the Daziarn after casting this spell,
now the Wytch’s to command. She gains a permanent the Wytch can store a blast of pure evil within herself.
bonus of +2 to her Intelligence score and gains the The Shadakine Wytch may subsequently release this
ability to re-roll any failed Occult or Ritual Exhaustion blast at any one creature allied with Good within 60
check once each day. The Wytch must keep the second feet for her base magical damage. Magic Resistance
roll, even if it is worse than the first one. applies in all cases but no saving throws are allowed.
Note that if the Wytch does not release the blast at a
Baleful Lore (Dark Allegiance; Wisdom) creature allied with Good within a number of hours
Shasarak brought with him knowledge that humanity was equal to her Constitution score, she will suffer 2d6
never meant to learn. By teaching these dark lessons to damage – bypassing any Damage Reduction or Magic
the Wytches of Shadaki, he not only changed their magic Resistance she may possess – as the ravening energies
forever, he also damned their souls with its foul taint. detonate within her.
Baleful Lore is a terrible set of Rituals that impose a +2
increase to Ritual Exhaustion checks incidental to their use ♦ Rank VI: (Permanent) The Wytch is now fully versed
because of their nightmarish power and corruption. in harming those of good heart. She permanently
improves the critical range of her athame to 18–20 and
♦ Rank I: This spell is a dark one, though it is also inflicts x3 damage when she scores a critical hit. These
deceptively simple. It brings a subconscious knowledge increases only take effect if the Wytch is attacking a
of what will hurt a single target (named by the Wytch – creature allied with Good.
the target need not be present) more than anything else,
granting the Wytch a +2 bonus to attack and damage ♦ Rank VII: The Wytch is given a dark gift, the true
rolls against it the next time she attacks it, upon which pronunciation of Shasarak’s secret name. This word
the bonuses last for 1d4 rounds. is a spell in and of itself that imposes a –2 penalty on
the Occult check to cast it correctly. If cast properly,
♦ Rank II: (Permanent) The Wytch, through dark pacts the effects designated on the Shasarak’s Name table are
and an oath to slay all that is good and pure, gains the inflicted upon on all creatures allied with Good within
permanent ability to Harm Good. Once per day, she 30 feet of the Wytch.
can add her Wisdom modifier (minimum of +1) to
an attack roll and double the final damage of a melee Furthermore, when the Wytch casts this spell, Good
attack with her athame against a creature allied with outsiders within the area are instantly banished into
Good. The decision to use this power must be made the depths of the Daziarn Plane. Creatures so banished
before the attack roll is made and if the attack misses, cannot return for at least 24 hours, assuming they can
the use is wasted. get back at all. This effect takes place regardless of

75
♦ Rank I: (Permanent) The Wytch, also occasionally
Shasarak’s Name called a Necromancer, has ‘the eyes of the dead’ and
Endurance Dice Effect can instantly tell when someone is alive, dead or dying
Equal to Wytch level Deafened just by being within 30 feet and spending a standard
Up to Wytch level –1 Blinded, deafened action staring at them. This does not work on creatures
Up to Wytch level –5 Paralysed, blinded, deafened protected by an illusion but the failure to work tells the
Up to Wytch level –10 Killed, paralysed, blinded, Wytch something in any case.
deafened
♦ Rank II: The Wytch can channel power from the
No saving throw is allowed against these effects.
fading of other’s lives. Upon casting this spell, the
Deafened: The creature is deafened for 1d4 rounds.
Wytch touches a living creature that has –1 or fewer
Blinded: The creature is blinded for 2d4 rounds.
Endurance points. If the subject fails its Fortitude saving
Paralysed: The creature is paralysed and helpless for
throw, it immediately dies and she gains 1d8 temporary
1d10 minutes.
Endurance points and a +2 bonus to Strength. These
Killed: Living creatures die.
bonuses last for one day.
whether the creatures hear the name of Shasarak or
♦ Rank III: By focusing the power of Death on an
not. The banishment effect allows a Will save (at a –4
opponent, the Wytch can curse him to suffer the worst
penalty) to negate.
effects of any possible harm that might befall him. The
living target must be within 100 feet and if he fails a
♦ Rank VIII: The knowledge granted by further study of
Will saving throw, all critical threats against him for the
Baleful Lore has brought the Wytch one of the darkest
next hour automatically confirm.
spells she could possibly cast. It utterly destroys any
one living target within one mile and line of sight,
♦ Rank IV: The power of Unlife is also the Wytches to
preventing any form of magic from ever returning
control and call forth. By casting this spell over the
it to life. This spell instantly slays the subject and
fleshy or skeletal remains of a medium humanoid,
consumes its remains and soul, including all equipment
the Wytch can raise a Skeleton or Zombie to serve
and possessions other than those of sublime quality. If
her faithfully until it is destroyed. A Wytch can have
the target’s Fortitude saving throw succeeds, it instead
one of these servitors for every point of her Charisma
takes the Wytch’s base magical damage, tripled. The
modifier (minimum two), though each servitor requires
only saving grace of this magic is that during the
a separate casting of this Ritual.
casting time the target becomes immediately aware of
the doom about to befall it and should either run as fast
♦ Rank V: One look into the eyes of a trained Necromancer
as it can or kill the caster before she can finish.
of Shadaki and a person can see their own, unsettling
demise. By targeting any living creature within 10
♦ Rank IX: (Permanent) The dark Wytch is enlightened
feet with this spell, the Wytch can force it to make a
by the evil of her master and the power he represents.
Will saving throw or be confronted by a horrible image
She gains an immediate +2 bonus to her Wisdom score
of his death. This stuns the target for 1d4+1 minutes
and receives a +1 bonus to all attack and damage rolls
and causes him to automatically drop anything he was
with her athame. She may also re-roll any one failed
holding and fall prone.
Knowledge skill check per day, regardless of subject,
but she must abide by the result of the second roll if she
♦ Rank VI: Wytches are always concerned by their own
does so.
mortality but Necromancers can actually do something
about it. They can cast this spell and, as part of it, make
Death and Unlife (Both, Constitution)
a touch attack against a living opponent. This attack,
There is a vile attraction between the land of the living and
if it hits, drains the target of the Wytch’s base magical
the nether realms of the dead. When the Wytches were
damage in Endurance and imparts the same amount
first introduced to Necromancy by Shasarak, most of them
to the Wytch as healing. Excess Endurance drained
recoiled at the reek of evil in its spells. Now, centuries
becomes temporary Endurance for one full day.
later, it is a common though no less perverse art among
them.
♦ Rank VII: The ability to command the undead is
granted with a special spell at this level. A Wytch can

76
use this Ritual to try and bind one undead creature to ability to send them forth against her enemies. This
her service, as long as the creature has equal or fewer standard action spell emits a fan of fire 10 feet long
Endurance Dice than the Wytch. It must be within 30 and ten feet wide at its end. All creatures in the area
feet and must fail a Will saving throw but if it does it are burned for 2d6 fire damage. Those succeeding at a
remains her loyal servitor for the Wytch’s base magical Reflex save may halve this damage.

Shadakine Wytch/Wytch Child


damage in days.
♦ Rank III: (Permanent) Those that learn to channel fire
♦ Rank VIII: Necromancers are adept at simply and also become inured to it and are not so easily burned
efficiently ending the lives of other creatures. With this by its power. The Wytch gains fire resistance 5. This
spell, the Wytch can slay any one living creature within stacks with any other fire resistance the Wytch might
120 feet. The target is entitled to a Fortitude saving gain later in her life.
throw to survive the attack. If the save is successful,
the creature instead takes 3d6 points of Endurance ♦ Rank IV: By seeking the blaze in her own soul, the
damage. Wytch learns how to call upon the fires of inspiration.
This allows her to invoke a temporary +2 bonus to her
♦ Rank IX: (Permanent) The Wytch will transcend Dexterity and Charisma scores for as many minutes as
death when it finally comes for her. Once she reaches her Intelligence score.
–10 Endurance or dies by any other means that leaves
physical remains, she will rise up at the next New ♦ Rank V: This ancient fiery spell is ball of flame that
Moon as a Cabalah (see page 266 of the Lone Wolf core flies from the Wytch’s palms at any point up to 120
rulebook). This grants the Wytch a natural claw attack, feet away. The ball will explode into a roaring inferno
all undead traits (including the loss of Constitution as of flames at the point of impact – if the ball’s trail is
an ability score), immunity to cold, Damage Reduction blocked by any solid object, the blast of fire occurs
10/bludgeoning, the cold weapon special quality and a when it contacts this obstruction. The explosion creates
+4 bonus to Strength and Dexterity. Should this undead almost no pressure but inflicts the Wytch’s base magical
form be destroyed, however, the Wytch will remain damage as fire damage every creature and object within
dead. However, a Cabalah Wytch loses all effects of the 10 feet of the point of impact. Those succeeding at a
Rites of Blood, True Attunement or Transcendence she Reflex save may halve this damage.
possesses and may never perform these Rites (though
she retains her class level). ♦ Rank VI: The Wytch can awaken the fires inside others,
both healing them in its warm glow and bolstering their
Flames of the Ancients (Both, Charisma) minds. This spell lasts for the Wytch’s Intelligence
The power of fire is normally a cleansing and healing art score in minutes and provides Fast Healing 2 and a +2
with the force of nature and balance to guide it. While bonus to Charisma and Dexterity while it is active. The
many Wytches now wield a dark and ferocious blaze in Wytch can cast this spell on herself or one other touched
Shasarak’s unholy name, others have returned to the more creature but cannot benefit from both this Rank and the
traditional path of their ancestors. Rank IV spell at the same time.

♦ Rank I: As a simple Ritual, the Wytch can summon a ♦ Rank VII: Fire can come in many shapes and sizes,
heatless flame in the palm of her hand. This is a powerful from torches to massive conflagrations. This spell
light source, shedding bright illumination out to 60 feet summons the latter under strict control. An area 30 feet
in all directions with a shadowy area stretching 30 feet in radius, centred on the Wytch is shot through with
beyond that. The flame has no damaging effect. The sheets of roaring flame. The raging heat and radiance
spell lasts 10 minutes per class level, occupies one hand do not harm natural vegetation, ground cover, plant
and can be ended prematurely simply by ‘letting go’ of creatures or any allies in the area that she wishes to
the flame. The Wytch may also choose to send this exclude from damage. Any other creature within the
flame into the body of an injured creature as a standard area takes the Wytch’s base magical damage in fire
action, ending the spell instantly but also healing it of damage. Those succeeding at a Reflex save may halve
1d8 Endurance. this damage.

♦ Rank II: The fires of the old ways rage through the ♦ Rank VIII: Flames have no allegiance, serving only
veins of a Wytch of this tradition, allowing her the nature, but a Wytch can taint them with the good or

77
evil in her soul. This spell wreathes a number of be opposed by a target’s Bluff check, if they are Evil
weapons equal to her Charisma modifier (minimum and consciously masquerading as another allegiance.
of two) she touches during its casting time with a
corona of writhing flame. Once cast, these weapons ♦ Rank III: Walking the Hallowed Paths is never easy,
may be wielded freely by others – the flaming effect especially with the land of Shadaki ruled by the vile
lasts for the Wytch’s Wisdom score in minutes. This Shasarak and policed by his loyal Wytches. This power
aura inflicts an extra +1d8 fire damage per strike and makes it somewhat easier for a Good-allied Wytch to
makes the weapon magical (if it was not already). survive. This spell clads the caster in an aura that
Wytches of Good allegiance endow the aura with the reflects back the apparent allegiance of any creature
additional ability to ignore the Damage Reduction of trying to determine the Wytch’s allegiance. Thus, an
Evil creatures – Evil Wytches endow the aura with the Evil Wytch would detect the caster of the spell as Evil,
ability to ignore Good creatures’ Damage Reduction. while a Good Kai Lord would see the Wytch as allied
Wytches of the Balance reduce the increase the bonus with Good. This spell lasts for 6 hours.
fire damage to +2d6.
♦ Rank IV: There are powers of good in the universe of
♦ Rank IX: (Permanent) The Wytch has been so long in Aon as well as forces of evil. Their names also carry
the fires of her own soul that she has become tempered great magical potency. At this level, the Wytch Chylde
by their heat. Her will is stronger than ever before, learns one of these names and can use it wreathe herself
providing a permanent +2 bonus to all saving throws in protection specifically designed to repel the creatures
she must make. Her fire resistance also increases to of Evil allegiance. Any Evil creature approaching
10. within 30 feet of the caster begins to sicken, suffering
a –2 penalty to all rolls, checks and saves for as long
Hallowed Paths (Independent, Wisdom) as it remains within 30 feet of the Wytch Chylde.
The magic of words, names and true incantations, this Darkspawn and those of the Evil subtype simply cannot
magic harkens back to a time when the Wytches truly approach closer than 10 feet towards the Wytch; they
studied all of the ancient texts of their founders and knew are physically and mentally repelled. This spell lasts
the hearts of the many gods of Magnamund. A forbidden for the Wytch’s Charisma score in minutes and also
art by the will of Shasarak, many Wytch Chyldren gravitate provides the Wytch with an instinctive psychic shield
towards it as a form of power their enemies do not readily for its duration, though this is only effective against
possess. psychic attacks from Evil creatures.

♦ Rank I: Wytches following this Ritual path learn ♦ Rank V: The strength of the Hallowed Paths lies
how to cloak themselves in an invisible field of holy mostly in the will of its Wytch Chyldren and their faith.
energy to bolster their souls against the corruption of By praying to the forces of Ishir and Briganta for their
their homeland. This spell lasts 24 hours, meaning blessing, the Wytch can heal one creature an amount of
most Wytch Chyldren with this Ritual have it up at Endurance equal to the Wytch’s base magical damage
all times. While active, this Ritual spell grants a +1 + her class level. This spell does not have a Ritual
bonus to Armour Class and grants Damage Reduction Exhaustion check. Successful castings of this spell
2/magic. More importantly, it allows a Wytch Chylde will automatically fatigue a Wytch, or exhaust her if
to mentally communicate with other Wytches, even she is already fatigued. It may not be cast by exhausted
Shadakine Wytches, as per the Dark Allegiance class Wytches.
feature. Wytch Chyldren without the benefit of this
spell are terribly easy to discover, as Shadakine Wytches ♦ Rank VI: The Wytch is shielded from the power of
can recognise their spellcasting but not mentally evil more securely with this spell. Once the spell is
communicate with them… complete, it lasts eight hours. During this time, the
Wytch gains Magic Resistance of 20 against spells from
♦ Rank II: (Permanent) This power is a constant ability Evil-allied creatures and a +4 bonus to her Armour
to see the flux and ebb of evil itself, something that Class. This Ritual stacks with the bonuses of the Rank
clings to the land of Shadaki like a virulent infection. 1 ability.
By taking a standard action to stare at a given object,
effect or creature, the Wytch can make a Perception ♦ Rank VII: The power of those Wytch Chyldren willing
check to determine if it is aligned with the powers of to pledge themselves to the fight against Evil increases
Evil. The DC of this check is generally 20 but it may with Ishir’s gift of her truest name. This blessed name

78
The Many Ways of Going (Both, Dexterity)
Ishir’s’s Name Wytches in both the past and present age are often required
Endurance Dice Effect to travel afar in search of traitors to the Shadow Throne or
Equal to Wytch level Deafened freedom from its tyranny. Both traditions are equally well-
Up to Wytch level –1 Blinded, deafened versed in the spells of this Ritual form, able to use them

Shadakine Wytch/Wytch Child


Up to Wytch level –5 Paralysed, blinded, deafened whenever they find themselves in need of a quick escape.
Up to Wytch level –10 Killed, paralysed, blinded,
deafened ♦ Rank I: (Permanent) The Wytch is able to subtly
manipulate her own magic to give her the bounding
No saving throw is allowed against these effects. abilities of some primitive tribesmen. Her speed
Deafened: The creature is deafened for 1d4 rounds. increases considerably, giving her a base ground
Blinded: The creature is blinded for 2d4 rounds. movement rate of 40 feet. If the Wytch somehow gains
Paralysed: The creature is paralysed and helpless for other permanent movement rates, this +10 foot bonus
1d10 minutes. applies to them as well.
Killed: Living creatures die.
♦ Rank II: The many powers of a Wytch of Shadaki
is a spell in and of itself imposes a –2 on the Occult are mysterious, as are the ways of their comings and
check to do so correctly. If cast properly, the effects goings. This spell lasts only a number of minutes equal
designated on the Ishir’s Name table are inflicted upon to the Wytch’s Dexterity score but it adds a +10 bonus
on all creatures allied with Evil within 30 feet of the to any Stealth checks she makes during that time.
Wytch.
♦ Rank III: The same magic that makes a Wytch of this
Furthermore, when the Wytch casts this spell, Evil path so fleet of foot can be focused to provide an even
outsiders within the area are instantly banished into greater bonus to her speed. By casting this Ritual spell,
the depths of the Daziarn Plane. Creatures so banished the Wytch doubles her base ground movement rate and
cannot return for at least 24 hours, assuming they can gains a +2 bonus to her Dexterity. This spell lasts one
get back at all. This effect takes place regardless of minute per class level.
whether the creatures hear the name of Ishir or not. The
banishment effect allows a Will save (at a –4 penalty) ♦ Rank IV: The beasts that creep and crawl are studied
to negate. by the Wytch at this level and their magic becomes
hers. She can now cast a Ritual that gives her Climbing
♦ Rank VIII: The power of life promised by Briganta at a base movement rate of 20 feet per round and adds
comes to fruition at this level with the discovery of an a +10 bonus to all Athletics checks. This Ritual also
ancient spell that heals the sick, purges poisons and takes a standard action to cast and lasts one minute per
mends even the most grievous wounds. It immediately class level.
ends any and all of the following adverse conditions
affecting the target; all ability damage, blindness, ♦ Rank V: Now the agile creatures that leap and dash
confusion effects, daze effects, dazzle effects, deafness, along the ground and in the trees are mastered, allowing
disease, exhaustion, fatigue, insanity, nausea, sickness, the Wytch to use their special powers as well. This
stunning effects and poison. It also cures 10 Endurance Ritual spell lasts one minute per class level, during
points of damage per class level of the caster. Note which time the Wytch’s Acrobatics checks all gain a
that Briganta’s boon is not a selfish one. This spell +10 bonus and she receives a x5 multiplier on her Run
may never be cast by the Wytch upon herself or any speed. Wytches under this spell’s effect also cannot
other Wytch – it is for the benefice of the peoples and become flat-footed (unless she is casting a Ritual).
creatures of Magnamund, not their shepherds.
♦ Rank VI: The Wytch has now grasped the first true
♦ Rank IX: (Permanent) A chosen Wytch Chylde is
secret of this path – the wisdom that being somewhere
blessed indeed. Her health need never be in question,
does not always mean having travelled to it. She can
as she gains the Fast Healing 1 special quality. This
instantly transfer herself from her current location to
stacks with any other kind of Fast Healing the Wytch
any other spot within a one mile. She will always
may possess.
arrive at exactly the spot desired – whether by simply
visualising the area or by stating direction – but the

79
spell fails if this would result in appearing inside a feature: If the Wytch makes a successful Reflex saving
solid object. The Wytch can bring along clothing and throw against an attack that normally deals half damage
objects as long as their weight does not exceed 100 lbs. on a successful save, she instead takes no damage.
She may also bring one additional willing Medium or Evasion can be used only if a Wytch is unarmoured. A
smaller creature (carrying gear or objects up to 100 lbs. helpless Wytch does not gain the benefit of Evasion.
each) for each point of Dexterity modifier (minimum
of one extra creature). All creatures to be transported ♦ Rank IX: This is the greatest magic of the Many Ways
must be in contact with one another and at least one of Going and a spell most other wizards and scholars
of those creatures must be in contact with the Wytch do not believe even exists. The Wytch gains the power
herself. to open a 10 foot wide, 10 foot tall portal of darkness
and howling winds leading directly into the heart
♦ Rank VII: The birds in the sky are the inspiration of the Daziarn plane. This rift lasts only one round
for this Rank’s spell, the magic of flight itself. The per point of the Wytch’s Wisdom score, after which
Wytch gains a spell that can grant her a base Fly time it slams shut. This spell does not have a Ritual
movement rate speed of 60 feet. This flight has perfect Exhaustion check. Successful castings of this spell
manoeuvrability and allows hovering. will automatically exhaust a Wytch. It may not be cast
by fatigued or exhausted Wytches.
♦ Rank VIII: (Permanent) The Wytch is now very agile,
very swift and capable of feats of movement that border Passion (Both, Charisma)
on the supernatural. She gains a permanent +2 bonus A surprisingly complicated art, this magical seduction form
to her Dexterity score, her base ground movement rate is used by many Wytches of both traditions to work their
increases to 50 feet and she gains the Evasion class will over the gullible and the lustful of their homeland. In
the hands of an Evil Wytch, this can be used for the most
profane of violations, while more good-natured souls might
still have need of its ability to cloud the mind and heart.

♦ Rank I: (Permanent) The Wytch is well versed in the


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

♦ Rank II: This spell is a subtle one and is responsible for


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

♦ Rank III: (Permanent) With a single kiss to any part of


a living humanoid’s body, the Wytch can make it more

80
susceptible to her powers. If the target is resisting spell so affected may make a Will save to overcome
the kiss, it is resolved as a touch attack. Those under the emotional confusion and end the spell’s effect (but
the effects of a Wytch’s Kiss receive no saving throw only for that caster). All other casters must make this
to resist it; the kiss itself does nothing malign but it save for themselves. Wytches are never affected by this
imposes a –4 penalty to the creature’s next Will saving spell, either as targets or casters.

Shadakine Wytch/Wytch Child


throw made against the next spell generated by the
Wytch that targets him (should the spell require one). ♦ Rank VIII: By increasing the intensity of every
A Wytch’s Kiss penalty lasts for a number of days emotion felt by every person around the Wytch, she can
equal to the Wytch’s Charisma score or until she casts force a great deal of turmoil and confusion. This spell
a spell at that creature. The Wytch may have a ‘stable’ acts like the Rank V Voice of Power effect, save that it
of Kissed humanoids who suffer this effect, though the has a duration of the Wytch’s class level in rounds, a
total who may be affected at one time cannot exceed radius of 120 feet and all Will saves against this effect
her Charisma modifier (minimum of one). suffer a –2 penalty.

♦ Rank IV: (Permanent) The Wytch has surrounded ♦ Rank IX: (Permanent) A Wytch of this advanced skill
herself with comeliness magic and charm spells for and power in the arts of Passion tends to be either
so long, some of their effect has become innate. She beautiful beyond belief or hideous and withered with
gains a +2 bonus to Charisma when dealing with any only her mental domination to secure her paramours as
living creature that would find her desirable, but suffers she desires. In any case, her force of personality cannot
a –2 penalty to that ability score when dealing with be denied. The Wytch gains a permanent +2 bonus to
any creature that would not or could not enjoy such her Charisma score. She can, once per day, force any
company (such as most undead and monsters). successful Will saving throw made against her Passion
spells or her Voice of Power ability to be re-rolled; the
♦ Rank V: The charming nature of the Wytch of Passion victim must take the second roll as his save even if it is
has reached its fruition, allowing the devotee of worse. If the victim has the ability to re-roll Will saves,
seduction to cast a spell that turns devotion into power. he may not re-roll a Will save already affected by this
By engaging in an act of enjoyment with someone ability.
emotionally attached to her (such as a long dinner,
intimacy or other pleasant activity) and subsequently Cabals – Circles of Power
casting this spell, the Wytch gains a +2 bonus to all A Wytch’s abilities are enhanced by being part of or
Occult checks and Ritual Exhaustion checks she is leading a Cabal. A Cabal, a group of Wytches brought
called to make for the next 24 hours. together for group Rituals, ceremonies and the sharing of
secret knowledge, can be gathered through direct effort or
♦ Rank VI: The magic of Passion is a powerful incentive provided by the Games Master as part of his campaign.
for minions to serve faithfully but it can also get out Player Character Wytches do not automatically gain a Cabal
of hand. This spell calms all agitated or emotional but any steps she takes toward putting one together should
creatures within 100 feet; it can stop raging creatures be rewarded in game. Lower level Wytches are likely part
from fighting or joyous ones from revelling. Creatures of an older established Cabal as an acolyte or low ranking
so affected cannot take violent actions (although they member, gaining higher rank and eventual leadership of
can defend themselves) nor do anything destructive her own Cabal as she advances in the Wytch class.
during its duration, which is a number of minutes equal
to the Wytch’s Charisma score. This spell allows every The Games Master is the final arbiter on exactly what
affected creature a Will save to avoid its affects and benefits a Cabal grants its membership but access to
should an affected creature be damaged in any way, magical items for purchase and social contacts should
it gains an additional Will save to break free of its definitely be among them. A Cabal always grants Wytches
effects. one primary benefit; a bonus to Occult checks. Whenever
Wytches cast a spell together in a sanctified Wytch place
♦ Rank VII: This extremely subtle Ritual spell affects of power, such as a Sanctum, they can modify the DC of
any single living or undead target within a 120 foot that Ritual by –1 for every member present in the Cabal (to
range. For the purposes of spells cast by others a maximum of –20 to the final DC). Cabals can improve
during the next hour, that target is considered a foe the chances of spellcasting in this as often as they like but
if it is normally an ally of the caster and vice versa. casting in a circle requires every participant to make a
The target gets no initial save but the caster of each Ritual Exhaustion check each time.

81
New Magical Items: Power If this check succeeds, the Wytch Key absorbs the Ritual’s
effect. If the check fails, the Wytch Key and the Ritual are
Stones, Wytch Keys and both ruined.

Gems of Power Once a Wytch Key has stored an effect, it can be used to
The extended casting times a Wytch must endure when invoke that effect as a standard action. A Wytch Key can
preparing Rituals make most of them less than effective in only hold one Rank effect of one Ritual form (such as the
combat unless she is well stocked with Power Stones and Rank II effect of Hallowed Paths) and, once emptied, can
Wytch Keys. As such, a Wytch is most useful when she be recharged with this effect by any Wytch who knows that
can efficiently choose her Rituals and the times and places Ritual at the required Rank, using the process described
when she must use them. Preparation is as important in above. Any character can try to use a Wytch Key but it
adventuring for a Wytch as it is when trying to draw down requires a Use Magical Item check with a DC of 20 + the
the powers of true Wytchcraft. All of the items described Ritual’s Rank to succeed in doing so. Any Wytch may
below are Special Items. freely use a Wytch Key, as long as it does not contain a
Ritual that is barred from them due to their allegiance. All
Power Stones released Ritual effects are under the control of the character
Extremely useful items that are indispensable to Wytches using the Wytch Key but use the creator Wytch’s statistics
outside their Sanctums, Power Stones allow them to to determine effects.
prepare Rituals before the hectic events of combat,
when the necessary minutes are not available for normal Empty (uncharged) Wytch Keys cost 1,000 GC per Rank
Ritual work. If a Power Stone is held by a Wytch during of the attuned effect (hence a Rank IX Ritual would cost
the performance of a Ritual, all but the last word of the 9,000 GC). A Wytch Key that currently has a Ritual
Ritual’s mantra can be stored within it for later completion. charged within it costs an additional 500 GC per class level
Finishing the Ritual stored and releasing its effect from of the Wytch caster who charged it.
within a Power Stone is then just a standard action.
Gems of Power
A Wytch can only use Power Stones she made personally. These vile artefacts are very rare, which is a blessing to
A Wytch can only imbue as many Power Stones with held the enemies of the Wytch-King as they increase the powers
Rituals as she has Ranks in the Ritual Spellcasting class of the Wytches greatly and make it very difficult to resist
feature. Any such Rituals within Power Stones are lost their magic. Each one is slightly different; some are round,
once used, destroyed or one full month has passed since others cubic, while each is also possessed of a varied hue
they were imbued. Used Power Stones are destroyed in the and while some glow, others do not. They all have the
culmination of the Ritual. Power Stones may not be used same powers, though each one is dedicated to a different
to store Rites. Ritual path.

Power Stones cost 25 GC x the Rank of the Ritual x the Currently, three Gems of Power are known to exist – the
class level of the Wytch (hence a Rank IX Ritual cast by a Burning Jewel of the Flames of Heaven path, the Mind
20th level Wytch would cost 4,500 GC). Creating a Power Gem of the path of Passion and the Dire Stone imbued with
Stone does not cost any experience points. the path of Death and Unlife. None of their whereabouts
have been revealed, though it is supposed that Shasarak
Wytch Keys himself holds the Dire Stone. If he does, he never seems
These small, gemstone-inlaid objects usually take the form to use it openly, though with his great power he would not
of small knives or keys made of various precious metals. likely require it.
The exact appearance of a Wytch Key depends entirely on
its maker and the type of Ritual it was designed to hold. When held by a Wytch with at least one Rank in the Ritual
Crafted for Wytches who must travel away from their path the Gem is devoted to, it grants her the ability to cast
Sanctum, Wytch Keys hold the full effects of a lengthy or all Ranks on that path as a standard action, regardless of
complex Ritual and allow them to be produced later. where she is when she casts it. It also inflicts a –4 penalty
to any saving throw a target may have to make to resist that
To use a Wytch Keys it must be present during the entire Ritual path’s spells.
casting of a Ritual and attuned beforehand through an
Occult check at the same DC as the Ritual being performed. Gems of Power cost 12,000 GC or more, though their true
value to a Wytch would be immeasurable.

82
Shianti Sorcerer
Me? Oh, I am a wandering mage from Dessi. I have long studied the Elder Arts but I thought my services would
be better suited to a life on the road. If you’ve room for me in your band, I would travel with you a ways. If
not, I am sure my feet can find somewhere else to be.

In an age long past, the bright and shining race of the and had to be banished from Magnamund for the good of

Shianti Sorcerer
Shianti came through a rift from another world, braving the all. The Shianti knew this to be true but they had also come
dangers of the Daziarn plane to find a home for themselves. to love their new homeland so much they could not bear the
Their own world was in peril, its time nearly spent and thought of leaving it. They entreated her for mercy and in
while many of them managed to make the perilous journey her compassionate wisdom, clemency was granted. The
to Magnamund, many others were tragically lost when Shianti had to leave the lands of mankind but they could
their home planet detonated and was completely destroyed. remain on Magnamund if they were willing to go into
Mourning the loss of their kinsmen and their home, the exile on a magical island approachable by no mortal and
Shianti set about making a place for themselves in the hidden from the eyes of all those that might come looking
world of men. for them.

Unfortunately, while the Shianti were of mannish size, This was readily accepted but the ban against contact
they were giants in magical might. One of the first acts with humanity was harder for most than they had believed
they performed upon coming to Magnamund was the initially. Some, like Shasarak, steadfastly refused to go
near eradication and then enslavement of an entire race of into exile and broke away from their brethren. Others went
demons (the Ice Demons), something they found regrettable with the rest of their race but forever cast their will into the
but entirely unavoidable. Whether this was truly the case is winds of Magnamund, scrying on the generations of their
lost to the mists of time but it remains unquestionable that descendants among the races of men. The Shianti were
the Shianti had a grave impact on the world just by their gone but their legacy had only just begun.
presence.
Some rare few are blessed with this special attention.
This only grew worse over time. While the vast majority They are never recorded in history, as their involvement
of the Shianti were benevolent in personality and wanted with fate might be considered a breach of the promise that
only the best for the humans they encountered, they were keeps Ishir from casting the Shianti out of the light of Kai
also arrogant and believed that their power made them fit forever. Thus, those with Shianti blood or the gift of their
to rule the ‘weaker’ races of Magnamund. For a time, this magical training – be it in their dreams or because they
seemed to be true and their power and influence created have come into contact with one of the last ‘free’ Shianti
the Golden Age of the Shianti. Mankind lived in harmony hidden somewhere on Magnamund – must keep their gifts
in the light of their lord’s greatest treasure, the precious a secret for their own sake and for the sake of their divine
Moonstone secure in its impossibly tall tower in the heart patrons.
of their grand capital city.
Fortunately, this is not always difficult. Their lesser
Then it all fell apart. One mistake after another led to abilities are very similar to the Arts of the Dessi, allowing
misunderstanding and war. When a rebellious faction of them to masquerade as a Magician with ease. Their more
humans moved against them and was annihilated by the potent abilities are not so easily explained, forcing them
Shianti’s power, the semi-divine visitors from a doomed to conceal their Greater Arts whenever they can. Shianti
world saw the error of their ways and withdraw from the Sorcerers are rare and precious, walking between the lines
eyes of their minions and their faithful. They had brought on the pages of history, forever wary of being anything
death when they wished only peace and war where they more than a footnote.
had wished only harmony. Their dreams of a Golden Age
were tarnished with the blood of innocents. Adventures: Adventures tend to find Shianti Sorcerers
because they are almost always in motion. The forbidden
In their darkest hour, the goddess Ishir came to them with apprentices of the Shianti live in a constant fear of
the stern reproach that they had disrupted the fate of men discovery, causing them to move around often. This puts

83
them in new lands and exposes them to new contacts on Game Rule Information
a constant basis – just the atmosphere for any kind of The Shianti Sorcerer has the following game statistics.
adventure an enterprising Games Master might wish to
introduce. Shianti Sorcerers are also never finished with Abilities: Wisdom above all else is the key to a Sorcerer’s
their training and their limited access to their mentor means abilities. It represents the force of will that keeps their
they must often try to locate sources of lore to complete immense powers in check and the energy of the mind that
their education in the mystic arts. fuels them to begin with. Many Sorcerers are also scholarly
and benefit from a high Intelligence score but it is hardly
Characteristics: Shianti Sorcerers are a mixed lot, as each necessary. Physical development is not a high priority for
of this rare breed serves his own agenda while trying to the Dessi and Strength scores are almost universally low
stay out of history’s notice. Some are introverted, others among their population. Charisma, while not essential in
are arrogant, but they are all possessed of a strong spirit, a Dessi society, is important because a higher score returns
ready wit and the knowledge of a magic that was old when their magical strength faster.
the Magicians of Dessi were still reeling from the Great
Plague. Most Shianti Sorcerers are the distant descendants Endurance Die: d4.
of the Shianti themselves through human consorts from
more than a millennia ago. This can also affect their Base Speed: 30 feet.
personalities, making some of them almost inhuman in
their emotions and the ways they react to the mundane Starting Wealth: d10 Gold Crowns.
details of life.

Religion: Though it is stopped whenever it becomes too Class Skills


focused, most Shianti Sorcerers worship their ancestors and The Shianti Sorcerer’s class skills (and the key ability for
teachers as if they were truly gods. This is unacceptable to each skill) are Concentration (Con), Craft (any, taken as
the Shianti for fear that it will bring down the wrath of Ishir separate skills) (Int), Heal (Wis), Knowledge (any, taken
on their heads but it is also a natural outgrowth of mortal as separate skills) (Int), Occult (Int), Perception (Wis),
interaction with their great power. Thus, the Shianti are Profession (any, taken as separate skills) (Wis), Stealth
never harsh in their disapproval yet they have been very (Dex) and Survival (Wis).
direct in their instance that such reverence be saved for
those that truly deserve it. Because of this, most Shianti Skill Points at 1st Level: (2 + Int modifier) x 4
Sorcerers pay at least basic homage to Ishir herself. Skill Points at Each Additional Level: 2 + Int modifier

Background: The intervening centuries have ensured that Class Features


virtually any human anywhere on Magnamund (Northern All of the following are class features of the Shianti
or Southern) could be a descendant of the Shianti. Sorcerer.
Combine this with the fact that other Sorcerers share no
blood relation but simply have the (mis)fortune of finding Armour and Weapons Proficiency: Shianti Sorcerers are
a Shianti in seclusion and it is evident that this class can proficient with the quarterstaff, the traditional weapon of
come from any walk of life and hail from any imaginable their ancestors, and three one-handed non-racial weapons
social class. of their choice. They are not proficient with any type of
armour or shield.
Other Classes: The only spellcasters the Shianti Sorcerers
do not well get along with are the Magicians of Dessi Forever a Stranger (Ex): The Shianti Sorcerers are rarely
because these arcanists have the ability to detect their skills content or able to settle in one place and even when they
as similar – but not exactly alike – to what they can do. This can, some part of their souls will never be entirely at peace.
can jeopardise the secrecy of a Shianti Sorcerer, something They are not forced to wander but their need for secrecy
few can risk. It would take a great deal to form a bond of and their legacy of great power usually work together to
friendship, much less trust, between a Shianti Sorcerer and make certain the Shianti Sorcerer has a reason to move on.
a Magician of Dessi, but such is not impossible. Beyond This lifestyle does have its benefits, as a Shianti Sorcerer
this vague prejudice, Shianti Sorcerers can get along is always capable of supporting himself on the road and
with virtually anyone. Their tolerance of even strange knows many of the secrets of skilled travellers. They gain
and bizarre beings would be legendary, if there were any a +1 bonus to all Survival skill checks, have an overland
legends about them at all. movement rate of 1.5 times the normal daily amount for

84
Shianti Sorcerer
the given terrain type and count as having the Kai Lord admonished that if he must use his great powers they should
ability of Follow the Trail (see page 39 of the Lone Wolf serve others as best they can. The Shianti have a grave debt
core rulebook) for the purposes of using Survival to follow to repay humanity, one the Shianti Sorcerers may someday
trails. have the power or be in the position to help repay.

Golden Legacy (Su): Some Shianti Sorcerers are the At this level, a Shianti Sorcerer receives his initial
descendants of the Shianti themselves while others equipment, including a travelling robe, some simple clothes,
have made contact with a Shianti in their dreams or in a backpack, a belt pouch and his greatest tool and asset – a
some remote corner of the world. Regardless, they both Wizard’s Staff. Unlike the staves of Magicians of Dessi,
have something in common; they were chosen for the every Shianti Sorcerer’s staff is slightly different because
road of power they now walk by something greater and he is guided to create it himself. The lore of how to do so
unimaginably more powerful than themselves. This legacy is telepathically given to the Sorcerer; he is guided through
is also the mark of a great destiny, one that will make itself its creation and then the knowledge of it is removed again.
known someday.
Not that any Sorcerer knows this but building a Wizard’s
A Shianti Sorcerer always benefits from this hand of Staff is actually the last test for a would-be student. If their
fate, which interposes itself on his behalf whenever it souls can withstand the stress of channelling the energy
can to shield him against the dangers of a hostile world. needed to imbue such a powerful weapon, they are accepted
The Sorcerer gains a +1 bonus to his Armour Class and and their lessons truly begin. If not, the world is spared the
all categories of saving throw. This functions even when existence of an unworthy apprentice whose will would not
the Sorcerer is not personally aware of the danger or even endure the weight of his magical gifts.
capable of physically reacting.
Lesser Elder Art (Sp): The true source of their power,
This class feature is also the mark of a Shianti Sorcerer the Elder Arts are the great magics handed down to all
completing his initial training and being sent out into the Sorcerers from the Shianti, a group of semi-divine beings
world to seek his destiny and his fortune. He is cautioned that brought about the great wonders and horrible tragedies
strongly against the lures of fame and heroism, though

85
of the Golden Age. When a Shianti Sorcerer gains the class range of his Wizard’s Staff becomes 19–20. At 13th level,
feature Lesser Elder Art, his innate powers have grown to its critical damage multiplier becomes x3. Finally, at 18th
the point of understanding and wielding a new Art chosen level, the Staff threatens a critical hit on an 18–20. This
from the Lesser Elder Art section. is all a matter of the Sorcerer wielding it directly. These
bonuses do not apply if the Staff is handed to someone else
Magical Combat (Su): A Shianti Sorcerer uses his class or if the Sorcerer has fewer than 10 Willpower points, as
level as his Base Combat Skill when attacking with his Elder they take a certain amount of focus to maintain.
Arts or his Wizard’s Staff (as shown in the Base Magical
Combat Skill column). This represents his focused training Fate’s Blessing (Su): Because fate herself is on the side of
in wielding magical energies during combat. If a Shianti a Shianti Sorcerer, an experienced Sorcerer can sometimes
Sorcerer takes levels in any other class, he only adds its call upon this aid directly. When a Shianti Sorcerer fails
class level to this value if that class also has the Magical a d20 roll for any reason or when attempting any kind of
Combat feature. check, he may use Fate’s Blessing to re-roll that die result.
He may do this once a day at 2nd level, twice at 8th level
Willpower: All Shianti Sorcerers have an additional statistic and three times a day at 14th level. He may only use Fate’s
called Willpower. This is a measure of their mystical Blessing once on any given roll and he must accept the
strength and the force of their inner magic. Willpower is consequences of the second roll, even if it is worse than
used to fuel their Elder Arts (both Lesser and Greater) and the first one.
the magical items they make for themselves and find in
ancient troves. Willpower is accumulated as a Sorcerer Brilliant Soul (Su): Though Shianti Sorcerers would likely
rises in class levels. At 1st level, a Sorcerer’s Willpower take pride in this trait of their kind, Brilliant Soul is not
is directly equal to his Wisdom ability score. Each class truly a benefit. The awakening of their Shianti heritage and
level, an additional die is rolled (the type of die is listed on gifts brings with it a power that simply emanates from their
the chart) and its result added to Willpower directly. The souls at all time. When they are at rest it is a dim radiance
Willpower statistic is refreshed by the Shianti Sorcerer’s at best – but when they cast spells this magical light floods
Charisma score each day at midnight. No meditation is out to the radius listed with the trait. The light of a Brilliant
needed; this happens automatically every 24 hours. Soul is invisible and cannot be seen by mortal beings yet
all creatures of the Dark (those of the Darkspawn or Evil
If a Shianti Sorcerer runs out of Willpower, he is left subtype or undead) instantly sense it if they are within its
unable to use any Elder Art (even Alchemy) and cannot radiance (though if intervening walls or concealment are in
move more than his base rate each round. He can still take the way, the creatures may not be able to discern exactly
physical actions but they all suffer a –2 penalty because of where or from whom the light originates).
his depleted will and near-stupor. Shianti Sorcerers also
lose their Magical Combat feature when their Willpower The light of a Brilliant Soul lasts 1d4 rounds each time
score reaches 0. it ‘flares’ due to the Shianti Sorcerer using an Elder Art.
During this time, any creature of the Dark in its area gains
Arcane Shield (Su): Subtle manifestations of anti-magic the listed bonus (which does not stack but rather supercedes
occur around a Shianti Sorcerer constantly. He gains the itself at higher values) to several different checks. They
listed value as Magic Resistance that only intervenes when gain the bonus to attack and damage rolls, Perception and
the effect is a hostile or undesirable one. Many Sorcerers Sense Motive skill checks and Survival checks to track the
have theorised that it is an almost intelligent force that Sorcerer for up to an hour thereafter. Once the light fades,
knows his great destiny and only comes into effect when the bonuses (aside from the improvement to tracking)
magic would do something harmful to him. Regardless of disappear as well. While the light of a Brilliant Soul is
the truth, this Magic Resistance can never be suppressed flaring, additional uses of the Elder Arts add another round
or taken away; it is constantly functional and even has a to the radiance’s duration (in the case of a Lesser Elder art)
chance to deflect or absorb the powerful emanations of or another two rounds (in the case of a Greater Elder Art).
divine minions, Darklords or the spells cast from legendary
artefacts. Creatures of the Dark in the within 5 feet of the Shianti
Sorcerer (in other words, right next to him) always gain
Ancient Power (Ex): When a Shianti Sorcerer wields his the listed bonus even if no spells have been cast as they are
Wizard’s Staff using the hallowed combat arts of mystical close enough to see the nimbus of power that constantly
tutors, he gradually learns how to empower it even further surrounds him. The bonus this provides Evil subtype
with his personal energies. At 7th level, the critical threat creatures , Darkspawn and undead is considered an emotion

86
based effect but is capable of affecting any being that
qualifies for it even if it is normally immune to emotional Note About Game Balance
or mental effects. The Shianti Sorcerer is not balanced against the
Magician of Dessi character class, a class it shares a
Psychic Awareness (Su): The greater powers of the mind great deal in common with. This is quite intentional,
awaken in an 8th level Shianti Sorcerer, allowing him to as the true might of the Shianti and their magic is
engage in Psychic Combat as more than just a victim. in no way balanced against the spells and powers
These powers are a side-effect of the Sorcerer’s powerful of the Dessi. While this might cause some initial
soul rather than any real training. At this level he gains concerns about game balance should the two of

Shianti Sorcerer
the ability to use the Erect a Shield psychic action. As them be represented in the same campaign, there
he advances in power, the Sorcerer learns how to use the are steps a Games Master can take to make things
Focus and Attack psychic actions. At 20th level, the Shianti somewhat more fair and equivocal.
Sorcerer no longer has to expend Willpower to maintain a
mental shield – he may do so automatically. The first thing to keep in mind is that Shianti Sorcerers
are rare. If one exists in a game at all, it is a cause for
Assimilation (Ex): The magic of the Lesser Elder Arts wonder, concern and the hatred of every Darkspawn
have now been entirely learned and meditated upon for a beast he comes into contact with. They shine with
full experience level, giving the Shianti Sorcerer time to a spiritual light that is unmistakably pure and arcane,
assimilate what these powers mean to him and how they something any Darkspawn or evil creature is wont
flow through his soul when he calls upon them. Shianti to possess, enslave or consume. This makes them
techniques lying dormant him his soul now activate, the first choice of attack for many creatures and the
showing him how to best express these magical facets of instant object of hatred for enemies like the Cener
his being. The Willpower cost for any Lesser Elder Art Druids and the Nadziranim. Anything that might be
he uses from this point on is reduced by 1 (to a minimum attracted to their magic will be, making life for them
of 0). constantly dangerous and often brutally short.

Greater Elder Art (Sp): The class feature Greater Elder Another suggestion is to play up the strengths of
Art is a power only the Shianti Sorcerers and their mentors, the Dessi, which are namely other Dessi. They can
the Shianti themselves, can grasp. This comes from the lend each other their Willpower and aid each other
wisdom passed to them in their dreams, their tutelage at in magical castings – a benefit the Shianti Sorcerers
the glowing feet of their masters or the inborn fire of their simply do not share. This may not seem like much
quasi-deific blood. No matter how they gain it, this class but they also possess a level of camaraderie that
feature grants the understanding of one Art chosen from the Sorcerers can never truly know. While Shianti
the Greater Elder Art section. Greater Elder Arts are so Sorcerers may have more power and access to
powerful that no known magical item can hold them or magics the Dessi can never grasp, the children of
channel them; they cannot be contained in wands, staves or the Elder Magi have something Shianti Sorcerers
other mortal objects. can only dream of – family.

True Mastery (Ex): At this level, the greatest secrets Ex-Shianti Sorcerers
of the Shianti’s magical talents become available for the Shianti Sorcerers never truly abandon this class, though
Sorcerer to explore. He has mastered all six of the Greater they can choose to pursue any other path they wish for as
Elder Arts and now possesses the entire vista of Shianti long as they wish. The Shianti cannot and would not ever
power. His superlative ability to work his will adds a impose their teaching on someone without their wishes,
further +1 to the DC of any power he imposes upon others though the power they offer rarely makes this an issue.
and reduces the Willpower cost for the use of any Elder Art Few Shianti Sorcerers ever pursue another course of study;
by 1. This combines with the power of Assimilation but the might of the Elder Arts and the chance to explore the
it cannot reduce a power’s cost below 0; even the greatest limitless bounds of their own souls are usually enough for
of the Shianti Sorcerers cannot actually heal their souls any Shianti Sorcerer to continue on this path until their
through the simple feat of casting their spells. dying day.

87
The Shianti Sorcerer
Base Base
Combat Fort Ref Will Base Magical Magical Willpower
Level Skill Save Save Save Combat Skill Damage Score Special
1st +0 +0 +0 +2 +1 1d6 Wisdom Forever a Stranger, Golden Legacy,
Lesser Elder Art (x2), Magical
Combat, Willpower
2nd +1 +0 +0 +3 +2 1d6 1d4 Brilliant Soul +1 (10 ft.), Fate’s
Blessing 1/day
3rd +1 +1 +1 +3 +3 1d8 1d4 Lesser Elder Art
4th +2 +1 +1 +4 +4 1d8 1d4 Lesser Elder Art
5th +2 +1 +1 +4 +5 1d10 1d6 Arcane Shield 15
6th +3 +2 +2 +5 +6/+1 1d10 1d6 Brilliant Soul +2 (30 ft.), Lesser
Elder Art
7th +3 +2 +2 +5 +7/+2 1d8 1d6 Ancient Power (19–20), Lesser
Elder Art
8th +4 +2 +2 +6 +8/+3 1d8 1d8 Fate’s Blessing 2/day, Psychic
Awareness (Erect a Shield)
9th +4 +3 +3 +6 +9/+4 1d10 1d8 Lesser Elder Art
10th +5 +3 +3 +7 +10/+5 1d10 1d8 Arcane Shield 20, Assimilation
11th +5 +3 +3 +7 +11/+6/+1 2d6 1d10 Brilliant Soul +3 (60 ft.), Greater
Elder Art, Psychic Awareness (Focus
1/day)
12th +6/+1 +4 +4 +8 +12/+7/+2 2d6 1d10 Greater Elder Art
13th +6/+1 +4 +4 +8 +13/+8/+3 2d8 1d10 Ancient Power (x3)
14th +7/+2 +4 +4 +9 +14/+9/+4 2d8 1d12 Greater Elder Art, Fate’s Blessing
3/day, Psychic Awareness (Attack)
15th +7/+2 +5 +5 +9 +15/+10/+5 2d10 1d12 Arcane Shield 25, Brilliant Soul +4
(120 ft.)
16th +8/+3 +5 +5 +10 +16/+11/+6/+1 2d10 1d12 Greater Elder Art
17th +8/+3 +5 +5 +10 +17/+12/+7/+2 2d12 2d8 Greater Elder Art, Psychic
Awareness (Focus 2/day)
18th +9/+4 +6 +6 +11 +18/+13/+8/+3 2d12 2d8 Ancient Power (18–20)
19th +9/+4 +6 +6 +11 +19/+14/+9/+4 3d10 2d8 Greater Elder Art
20th +10/+5 +6 +6 +12 +20/+15/+10/+5 3d10 2d10 Arcane Shield 30, Brilliant Soul +5
(200 ft.), Psychic Awareness (Focus
1/day), True Mastery

Multiclassing into Shianti Sorcerer


The first few lessons of a Shianti Sorcerer usually take
The Elder Arts
Also known in the Elder Magi of the Dessi’s records as
one’s entire childhood or at least several adult years to the Lesser Magics, these powers are amazing regardless
master. This means that most Sorcerers have studied their of their relative strength and the Shianti-trained Sorcerers
whole lives just to reach the first level of this class. As wield them to great effect. Each Art is a path of magic in
such, only a hero that begins 1st level as a Shianti Sorcerer and of itself and many wondrous things are possible with
can take class levels as one without some form of special the use of each. Of all the Elder Arts, only Alchemy does
permission by the Games Master. As this kind of cross- not require the expenditure of Willpower points; the others
training would require a hidden Shianti heritage or the have a variable cost listed with their different techniques.
intervention of grand artefact like the lost Moonstone, such
permission should be very rare if it exists at all.

88
Unless otherwise stated, the use of an Elder Art is a Enchantment
standard action and can be combined with a move action These magical manifestations bind the thoughts and will
each round. Only one Elder Art can be used in a given of an opponent, causing them to act in a specific way or
round and some require more than one round to take effect. hallucinate and see illusions placed in their minds by the
If an Art usage does have a casting time of more than one Sorcerer. This power does three things extremely well
round, it does not allow movement and the Sorcerer must but maintaining the effects can get very costly in terms
remain still for the magic to work. This does not render him of Willpower. Most Shianti Sorcerers use this power
helpless and he can still defend himself fully; he simply is sparingly, keeping it on a single target just long enough to
left unable to attack or move from where he is standing do what they need to and then leave the area before their

Shianti Sorcerer
while concentrating on the Elder Art. interference is discovered. As they are more capable at
this discipline than the Magicians of Dessi, their power can
The Difficulty Class for resisting an Elder Art is calculated reveal them for what they are; thus, they use this ability
as 10 or the Shianti Sorcerer’s class level, whichever is only when they absolutely must.
higher, plus the Shianti Sorcerer’s Wisdom modifier if it is
positive. This makes his spells relatively easy to resist at Shianti Sorcerers use this Elder Art as described on page
lower levels but this is balanced by the fact that few of his 53 of the Lone Wolf core rulebook with the following
magical abilities allow a saving throw to avoid at all. exceptions:

The Lesser Arts Mental Coercion (2 Willpower per round)


Targets with an Intelligence score of 19+ or a spellcasting
All the Lesser Arts are mentioned below. In some cases
class level of 14+ are immune to a Sorcerer’s Mental
there have been no changes from the Lone Wolf core
Coercion. In addition, targets can be as far as 90 feet
rulebook. In others, the sheer proficiency of the Shianti
away. Shianti sorcerers must be visible to their targets and,
Sorcerer becomes evident in their increased capability
whenever possible, must make eye contact.
with the Lesser Arts. One bonus a Shianti does not gain,
however, is the bonus skill rank that each of these Arts
Mental Probe (3 Willpower per question)
grants a Dessi Magician; a Sorcerer simply does not have
If a target makes its saving throw against this power wielded
the extensive family and background of dedicated learning
by a Shianti Sorcerer, it will not know it has been affected
that Magicians benefit from.
unless it makes an additional Will saving throw against the
spell’s normal DC. If successful the victim knows what
Alchemy has occurred; otherwise the Sorcerer leaves no trace of
This is almost a scientific discipline rather than a magical having probed his target’s mind at all.
art but it does require a magical will to cause the effects that
it is capable of creating. By projecting intent and arcane
energy into a concoction brewed with the Craft (alchemy)
Evocation
The most dangerous Lesser Elder Art to invoke, a Shianti
skill, the Sorcerer can create potions capable of restoring
Sorcerer using it is tapping the necromantic magics of
health, Willpower or affecting his attributes in other ways.
Magnamund and reaching across the veil of Death itself to
The effects of these potions are generally set but the Games
draw upon the powers and wisdom of the deceased. This
Master is free to allow experimentation in an effort to
is never a safe thing to attempt and many Sorcerers have
discover other formulas. This Art is unchanged from its
fallen victim to the very spirits they wished to interrogate.
description on page 52 of the Lone Wolf core rulebook.
Caution, force of will and a magical pentacle engraved on
the ground for protection are strongly recommended for
Elementalism any Shianti Sorcerer brave enough or desperate enough to
This calling Art summons aid from the elemental forces wield the fell power of Evocation.
of the world. Unfortunately for the Sorcerer, there is
never any guarantee what form that help will take. If the It should be noted that the Shianti expressly forbid the use
Willpower cost is paid, the aid will arrive, though it might of this power in any of their apprentices, though it can be a
take a little while to occur and may not precisely be what forgivable offence if done for good reasons or completely
the Sorcerer was hoping for. Elementalism is notorious in self-defence. Possible punishments for infractions of
for giving a Shianti Sorcerer exactly what he needs while this law include quests performed to receive penance, the
rarely giving him what he wants, just as it does with the sacrifice of valued possessions in atonement, or the loss of
Dessi. This Art is unchanged from its description on page any ability to receive further training. This latter penalty
53 of the Lone Wolf core rulebook.

89
is not likely, as any Shianti willing to train an apprentice to use this power requires two minutes as opposed to five
in the first place is not likely to revoke his tutelage, but for a Dessi and a Concentration check (DC 20). Failure
gross disregard for the Shianti ban on Evocation cannot be to make the required check, which Sorcerers may take 10
ignored even by the most understanding of this hallowed on if they are in a peaceful, undisturbed area, wastes the
race. two minutes of meditation and still requires the Willpower
cost.
Prophecy
Placing the Sorcerer in direct contact with the ebb and Sorcery
flow of the future, Prophecy can be the most confusing and The mystic Art of conjuring planes and shapes of force, this
difficult of the Lesser Elder Arts, even when wielded by the is an exhausting form of magic and the most costly of the
Shianti themselves. No Sorcerer can be said to have truly Elder Arts in terms of Willpower. This drain is balanced
mastered Prophecy even when trained by the farseeing with the effectiveness of the magic; a Sorcery master can
prophets of the Shianti but it can be a valuable talent even attack, defend, obstruct and manipulate with shimmering
if it remains untamed. What Prophecy lacks in precision, tendrils of power that resist the strongest blows for as
it makes up for in power. Very little can shield a subject long as he can afford to keep them going. Sorcery’s four
from the powers of Prophecy and even those few things powers are each very potent but they can quickly leave a
that cannot be seen with this Art reveal a certain level of Shianti Sorcerer exhausted and vulnerable because of their
power just by remaining hidden from its sight. significant Willpower cost.

Any use of Prophecy has a percentage chance of failing Shianti Sorcerers wield Sorcery as it is described on page
(and still costing Willpower) equal to 20% minus the 55 of the Lone Wolf core rulebook, except that all ranged
Sorcerer’s ranks in Knowledge (arcana). This improvement attack rolls necessary gain a +1 bonus to hit and any damage
over the Dessi’s 30% chance represents the trained mind inflicted is increased by the Sorcerer’s Charisma modifier.
of a Sorcerer being able to eventually comprehend the This represents the much easier time a Shianti Sorcerer has
confusion of a Prophecy spell. Even so, there always in both channelling the incredible power of Sorcery and in
remains a 1% chance of costly failure regardless of the directing it against his foes, whatever they might be.
Sorcerer’s percentage chance.

An additional change to the power of Prophecy when The Greater Arts


used by a Shianti Sorcerer is the reduction of its cost in These are the pure, true gifts of the Shianti – the magic
Willpower when activating Aura Sight. Aura Sight only they wield as easily as a human breathes or walks. These
costs a Sorcerer 2 Willpower points instead of 5. This are the songs of raw magic that echo in their souls and are
reduced cost is another side-effect of the rigorous and almost impossible for mortals to grasp. The reason for this
specialised training a Sorcerer receives but it comes at the division between the spells of mortals and the magics of
price dependence – disconnecting the mortal mind from the Shianti is not a matter of weakness in the human spirit
these enhanced perceptions requires a Will save at a DC or a failure of magical study; the truth behind the inability
of 12. Otherwise the Aura Sight continues and must be of mortals to wield these powers is that of attunement.
paid for in Willpower once again. The Shianti are taught
to channel their magical sight effectively but they lack A mortal’s soul is not open to the flow of power that a
the supportive network of Dessi, that counsels against Shianti draws the might of a Great Art from; it is a closed
constant use of this power – and such incredible vision is vessel capable of holding a vast amount but stoppered
intoxicating to the Sorcerer. because of his mortality. The process of attunement that
a Shianti Sorcerer undergoes to assimilate his knowledge
of the Lesser Arts also forces open this gateway and allows
Psychomancy his Shianti mentor to help him understand his first Greater
A Shianti Sorcerer using this ability can deduce facts about Art. When this occurs, a fundamental change occurs in
an object and possibly even glimpse moments in its history the Sorcerer that makes him something more than human.
by handling it while in a meditative trance. This power While he will never truly obtain the height of Shianti power,
is very cryptic at times and can be misleading if not used his mortality is slowly shed as he becomes a timeless scion
carefully; generally speaking, it is most accurate when the of magic.
Sorcerer tries to glean specific information and is not too
general in his inquiries. Even Shianti-trained Sorcerers
cannot get around this limitation. The meditation needed

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This process occurs as each Greater Art is learned and is first. Another Sorcerer can also usurp this command by
represented in the Path of the Aertborn table. The order using this power and making an opposed Will saving throw
of assimilation is unimportant; each step brings with it the against him, though this is a rare occurrence indeed.
same result no matter what Art is connected with the step.
By the time a Shianti Sorcerer reaches True Enlightenment, At any time while the undead are under his command, he
it no longer matters whether he had Shianti blood to start can order them to ‘return to the grave’, which instantly
with. He has become something greater than his mortal destroys them. Intelligent (Intelligence 3+) undead get
birth; he has joined the ranks of the Aertborn. an additional Will saving throw to resist the command in
this case and will break from the Sorcerer’s control entirely

Shianti Sorcerer
Necromancy should they succeed. Destroyed undead degenerate
This power is the enhanced and far more dangerous, if such instantly to ash (or fade entirely if they were incorporeal).
a thing could be imagined, form of Evocation. Dealing
with the powers of life and death directly rather than Evil’s Bane (5 Willpower to create, 1 Willpower per
through spiritual emissaries, the Sorcerer can perform two round thereafter)
very powerful abilities – though both have their risks. The This powerful ward is pale white in colour and appears like
first is the forbidden act of commanding the dead, while the a floating ring-shaped wall a few feet in height spiralling
second is the difficult prospect of forming a ward capable around the Sorcerer and every companion within five
of holding back evil in any form. feet in all directions. It takes a full-round action to call
forth an Evil’s Bane ward but once in place it prevents the
Voice of the Dead (7 Willpower per invocation) physical passage of any creature allied with Evil, undead
This power is forbidden by Shianti law, though this may and Darkspawn. This physical barrier also stops ranged
be of little consequence if the need to use it becomes a attacks and spells of all kinds launched by such creatures
true emergency. Even then, most Sorcerers only use it to that attempt to penetrate the barrier.
command undead to return to their graves. By invoking
a powerful charm in the painful language of the dead, the The risk inherent in invoking Evil’s Bane is the chance
Sorcerer forces every undead within 30 feet to make a Will that its power goes out of control and begins to leech
saving throw or immediately fall under his command. A the life force of the caster to sustain itself. Every round
Sorcerer can only command as many undead in this way after the first in which it manifests, the Evil’s Bane forces
as his Charisma score; all others are immune to this power the Sorcerer to make a Fortitude saving throw (DC 10).
until he chooses to release some of those under his thrall or Each round thereafter, this DC increases by +1. A failed
they are destroyed. saving throw drains the Sorcerer of 1 Endurance point and
maintains the wall whether the Sorcerer wishes to keep
Once he commands an undead, the Sorcerer can make it it up or not (and incurring the usual 1 Willpower cost as
do anything he wishes as per the ability True Coercion (but well). An Evil’s bane ward will keep draining his life force
without the undead benefiting from any additional saving until he reaches 0 Endurance or less and passes out or 0
throws). This command lasts until the undead is destroyed, Willpower – either eventuality will cause the Evil’s Bane
30 days have passed or the Sorcerer chooses to release to drop immediately immediately.
one or more of his ‘slaves’; whichever condition occurs

Path of the Aertborn


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

91
Among the Shianti, it is said there is only one safe way to Earth Mastery (5 Willpower)
create an Evil’s Bane and that is to create one within the The power that sleeps in the solid, eternal earth awakens
blessed light of the Moonstone. Whether this is true or not at the touch of the Sorcerer with this gift. It will make its
is a matter of debate among the few Shianti Sorcerers that presence felt through rumbling and in the strength it lends
exist but since the Moonstone has been lost for generations, steel, stone or even those living things that rely on it for
the truth will probably never be known. sustenance and shelter. Earth Mastery is not a subtle art
but it more than gets the Sorcerer’s point across when he
Physiurgy must call upon it.
No longer limited to merely begging help from the elemental
spirits of the world, this Elder Art gives the power of the ♦ Earth Heal: The Sorcerer draws the strength of the
primal forces of Magnamund to the Sorcerer to do with as nurturing planet into himself and heals Endurance equal
he sees fit. Any given use of this power is likely to anger to his base magical damage + his Charisma modifier.
elemental spirits in the vicinity as it somewhat usurps their
control but aside from harmless displays of their ire, the ♦ Groundstrike: The ground erupts and shakes violently
elementals will not dare move against a Sorcerer powerful out to a maximum distance of 100 feet around the
enough to command their own magic without their aid. Sorcerer. All living things and unattended objects
Physiurgy is always a full-round action to invoke. touching the ground in that area (as well as any small
structures) suffer the Sorcerer’s listed base magical
Air Mastery (5 Willpower) damage plus his Charisma score in bludgeoning
With wind and air at his command, the Sorcerer can literally damage.
blow his opponents away, stir up basic weather effects and
even remove the air from someone’s lungs, causing them ♦ Sundershock: By touching an inanimate metal, earthen
to slowly and painfully expire. The types of effects a or stone object, of a hardness lower than the class level
creative Sorcerer can do with this power are infinite but of the Sorcerer, a destructive vibration can be generated
these suggested abilities should be used as a rough scale that will automatically destroy it within 1d4 rounds.
of capability: This power can be Counterspelled while it is active but
not once the object is destroyed. Magical items cannot
♦ Call the Storm: This power allows the Sorcerer to be affected with this power. If designated against an
call up any kind of weather that could logically occur area, up to 5 cubic feet per class level may be affected
given the area and the season. The Willpower is spent with this spell.
immediately but the weather takes 1d10 rounds to
arrive. Once it occurs, the weather continues as if it Fire Mastery (5 Willpower)
were a natural event and may linger for hours or even The primal power of fire has fascinated humanity and the
days. other humanoid races since time began. Its glow and heat,
both destructive and comforting, have been the light of
♦ Suffocate: The Sorcerer chooses one living target safety and the bonfires of war for generations uncounted.
within 15 feet and forces him to make a Fortitude A Sorcerer mastering fire has a violent ally at his beck and
saving throw. Failure means he takes 1d4 points of call, though even he must beware its ravenous nature.
Constitution damage and must repeat the saving throw
at the beginning of the Sorcerer’s next turn. This ♦ Firebrand: The simplest form of this power is a blast
continues until he either makes his saving throw or dies of fire that counts as a ranged magical attack affecting
at 0 Constitution from lack of air. Once a target makes only a single target with a range increment of 50 feet.
its saving throw, it will be nauseated for one round. The blast inflicts the Sorcerer’s base magical damage +
Constitution points lost this way return at a rate of one Constitution modifier as fire damage, has a threat range
each round after the effect breaks. of 19–20 and a x3 critical multiplier. This attack offers
no saving throw and can alternately be used to a far
♦ Wind Gust: The Sorcerer creates a blast of wind up to lesser extent to simply start small fires or just ignite the
30 feet long and 5 feet wide. All creatures or objects Sorcerer’s hand as an impressive, if brief, display of
in the path of it are subjected to a gale of Windstorm power.
proportions (see page 158 of the Lone Wolf core
rulebook). The Fort DC to resist this blast is either 18 ♦ Flamequench: The truest mastery of fire is not starting
or the Sorcerer’s save DC, whichever is higher. one but rather convincing one to cease existing. This
power quells all normal fires within 10 feet of the

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

♦ Zone of Warmth: The Sorcerer can surround himself


with a 30 foot radius field of heat. This can be merely
comforting or actually painful, inflicting up to 1 point
of fire damage each round to any creature other than

Shianti Sorcerer
himself within its area of effect. Each use of this
power lasts a number of minutes equal to the Sorcerer’s
Constitution score.

Water Mastery (5 Willpower)


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

♦ Freezing Gale: By concentrating his attention on


the colder aspects of water, the Sorcerer can touch a
nearby breeze and lace it with razor sharp shards of
ice. There must be an ambient wind of Strong power
or more in effect for this power to work, otherwise it
merely begins to snow lightly. Should a Strong or more
powerful wind be in effect (see page 158 of the Lone
Wolf core rulebook) every creature (except the Sorcerer)
in the wind’s path – in other words, not taking shelter Telergy
– suffers the Sorcerer’s base magical damage in cold Telergy is the advanced form of Enchantment and does
and piercing damage. There is no save to resist this, everything the Lesser Art can do – but with greater force and
Damage Reduction that is susceptible to either piercing ability. Its powers are directly derived from Enchantment
or cold damage is bypassed and cold resistance is only but the improved magical control Telergy grants is nearly
half as effective. impossible for a non-magical foe to overcome. Sorcerers
using Telergy often sometimes develop serious trust issues
♦ Water’s Kiss: The Sorcerer and any one other creature as it can be difficult to remember who among his allies is
he maintains physical contact with gain a Swim base truly loyal and who is simply acting as his will demands.
movement rate of 60 feet and can breathe underwater
without difficulty. Both of these boons are lost to the True Coercion (2 Willpower per round)
Sorcerer’s companion if contact is broken, so both must If the target of this ability must be within 120 feet and must
be extremely careful. Water’s Kiss lasts one hour per have line of sight to the Sorcerer. Should he fail a Will
use. saving throw, the target must take whatever actions that
round the Sorcerer wishes. These actions can even be self-
♦ Well of Power: The Sorcerer can create small amounts destructive or cause it to harm its allies but such commands
of this element, generating one gallon per class level allow an immediate saving throw at a +5 bonus to break the
of water with every use of the ability. This may not effect. Each round after the third that the Sorcerer wishes
sound like much but it will keep him and a small group to maintain control over a single target, it gains both an
of people alive in the most arid of conditions and could additional save to overcome the spell and a cumulative +1
feasibly be used to drench a foe on a successful magical bonus when making it. Targets with an Intelligence score
ranged attack roll, though this would be somewhat of 20+ or a spellcasting class level of 15+ are immune to
ineffective – except against Flame-Men and other Mental Coercion.
creatures of the Fire subtype...

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True Probe (3 Willpower per question) and cease the instant he cannot or will not pay its cost at the
This power works exactly like True Coercion except that beginning of his turn:
instead of dictating the target’s actions, the Shianti Sorcerer
can draw the answer to a single question out of its mind ♦ Strength is set to 20 (being reduced to 20 if it is currently
once per round. These answers must be able to be answered higher than this).
within 18 seconds (three rounds); longer questions require
four or more rounds of effect and may cause the contact ♦ +6 bonus to Armour Class (this stacks with all other
to be broken because of the progressively easier saving effects).
throw. Even if a target makes its saving throw, it will not
necessarily know it has been affected as the Sorcerer leaves ♦ Damage Reduction 50/magic.
no trace of having probed his target’s mind.
♦ All Endurance damage suffered which required a
True Mirage (4 Willpower per round) saving throw (such as evading a Wytch’s Rank V ball
An incredibly potent ability, this allows the Shianti Sorcerer of flame flung by a Flames of the Ancients Ritual) is
to create an illusion with visual, audible and even tactile halved, after all other defences (such as Evasion) have
sensations in the mind of one subject. There is no Will been applied.
saving throw against this effect; the illusion will be seen
by the subject but there is no guarantee it will be believed.
That depends entirely on how believable the image
is and what happens when it disappears. The
Mirage vanishes one full round after the Sorcerer
stops paying its Willpower cost, allowing it to
linger while the Sorcerer uses other magic or simply
leaves the area. There is no size or subject limit to
what the target can be forced to experience but the
more epic and incredible the effect, the easier it will
be for creatures to disbelieve it, though the power
of this Greater Art makes even the outlandish easier
to believe.

Thaumaturgy
An advanced form of Sorcery, this is a magical
science of affecting not the outside world but the
caster’s own body with mystic energy. This is the
same basic principle found in the force effects of
Sorcery but the power is internalised into a number
of potent and amazing effects. A Shianti Sorcerer
with Thaumaturgy is a powerful foe, capable
of smashing his opponents and weathering the
strongest of blows with the might of his magic as
both weapon and shield.

Battleforce (4 Willpower per round)


A potent ability that gives rise to the legends of
unstoppable Shianti warriors during the Golden
Age, this power surrounds and suffuses the body
of the Sorcerer, giving him near-invulnerability
and great strength. While it is active, the Sorcerer
glows with a radiance that illuminates everything
within a 10 foot radius (the colour is the Sorcerer’s
choice). He also gains the following benefits, all of
which occur instantly when the power is activated

94
Flight through Force (2 Willpower per round) substituted for the skills of Disable Device, Escape Artist
This power is a visibly impressive feat of magic, as it or Sleight of Hand. Each use costs only 1 Willpower point
imbues the Sorcerer’s body with a wave of pure force and and a failure on the Occult check should be treated as a
allows him to ride it in any direction he chooses over even failure using the skill in question. This use of Sundering
great distances if his will is strong enough to endure the Force has a range of only 10 feet.
journey. This effectively grants Fly as a movement rate
with a speed of 60 feet (which will stack with any other Fly Theurgy
speed the Sorcerer may have) and perfect manoeuvrability. Theurgy is the advanced form of Alchemy and makes a great
Because of the mental strain this power causes when it is deal possible for any Sorcerer (hereafter in this section also

Shianti Sorcerer
first invoked, it cannot be initiated if the Sorcerer has 5 or called an alchemist) willing to learn its pseudo-scientific
fewer Willpower points. It can be used all the way down ways. While it is directly dependent on finding herbs,
to 0 Willpower if the Sorcerer needs to maintain his flight reagents and other magical substances to work its magical
that long but it cannot actually be started unless he is at 6 wonders, it does not require any Willpower to make it
or greater Willpower to begin with. function. In fact, its gifts are potent enough that the basic
powers of Alchemy are now possible even if the Sorcerer
Force Flight leaves a glowing trail of either coloured or has no remaining Willpower at all. Theurgy unlocks True
sparkling clear energy (the Sorcerer’s choice) for a distance Alchemy, the most powerful form of science known.
of 30 feet behind the Sorcerer at all times (rendering stealth
impossible). There is also a low hum emanating from the True Alchemy is a series of mystical incantations that
Sorcerer while he is maintaining this power; it is barely allows the creation of spell potions duplicating any self-
audible but it rises in pitch the faster he moves. affecting Elder Art, Left-Handed or Right-Handed spell the
Sorcerer either knows or can find a scroll containing. The
Force Transport (10 Willpower + 4 per additional cost and time-consumption of these concoctions is based
person) on the DC required to resist the spell in question. Thus it
The pinnacle of force magic, this power actually may be based on an alchemist’s own abilities or that of a
disassembles the caster and as many people as he wishes scroll’s creator. For every point of DC, the potion will cost
and is touching (up to his Intelligence modifier) and 75 Gold Crowns and take one hour to brew.
merges them with the power of pure energy. Then, in
this disembodied state, they are rushed to any place on Brewing a spell potion consumes 1 Willpower point per
Magnamund the Sorcerer wishes to go. He must have a five points of DC + the Willpower or Endurance cost of
good picture of the location, a detailed description or have any effect being placed within the potion. Note that this
previously been there for this power to work, but otherwise may mean that an alchemist spends both Endurance and
there is no range limit and no chance of error. The sheer Willpower when making these advanced potions but this
strain of this power leaves the Sorcerer exhausted on the is rarely an issue as the points are generally regained long
other end and prevents him from using Force Transport before the potion is consumed. Successful brewing also
again until he has had at least 8 hours of rest. requires a Craft (alchemy) check with a DC of 10 + the
amount of Willpower and Endurance spent in the creation
Sundering Force (4 Willpower) process.
By concentrating on a single object of less than 50 lb. per
class level for one full round, the Sorcerer can force enough Anyone can use a spell potion; they are not limited to
magical energy inside it to warp, bend or even shatter it as Shianti Sorcerers or spellcasters. While such libations
he sees fit. This power does not work on magical objects, would likely fetch a fine price if sold, most Sorcerers are
as they are already imbued and become immune to its loathe to do so as other spellcasters have not discovered the
effect. Each ‘attack’ with this power has a range of 30 secret of their creation and their secret existence could be
feet and causes the object to make a ‘saving throw’ – its compromised if a potion were tracked back to them.
hardness rating is its only bonus to this roll. Failure means
the object is crudely reshaped or sundered as the Sorcerer There is one concoction that must be noted for Theurgy
wishes (as if a pair of giant hands had twisted and squeezed – the famous and incredibly rare potion of Invulnerability.
it out of shape). This draught requires rare ingredients such as the zakutsk
leaf and demeril roots, both found only in Southern
Alternately, this skill can be used at a much less powerful Magnamund and must be consumed as soon as it is mixed.
level to open locks, manipulate small objects or affect Once imbibed, the Sorcerer (who can only brew this for
bindings around the Sorcerer. Treat this as an Occult roll

95
himself and never for others) becomes entirely immune to enables the Sorcerer to hear or see as if he was present.
harm of any physical kind for a period of 1d10 minutes. He The Sorcerer does not need line of sight but the locale must
can still be injured by psychic damage but no Endurance be known; it must be a place familiar to him or one he has
damage of any other sort can affect him. Unfortunately, been given a detailed description of through an image or
while this potion is fairly easy to make needing only a exacting text.
Craft (alchemy) check (DC 20), it requires the light of the
Moonstone to empower it. As the Moonstone has been lost Once the Sorcerer has selected the placement of the eye,
to the Daziarn plane for centuries, it is likely this potion it can be moved anywhere within 10 feet of its initial
will never be mixed again on the face of Magnamund. placement at will and can be rotated in all directions to view
the area as desired. This spell does not allow magically or
Visionary supernaturally enhanced senses to work through it. If the
Many Shianti Sorcerers have the gift of prophecy but few chosen locale is magically or naturally dark, the Sorcerer
pursue it to the role of a true visionary. This power is can see as if the area were heavily shadowed (and will not
unsettling and can cause the Sorcerer’s mind to be seized even know it was dark to begin with).
at random moments with images of the past, future and
most notably the distant present. A visionary’s life is True Clairsentience functions only on the plane of existence
rarely peaceful but his sleep is even more troubled. There a Shianti Sorcerer is currently occupying, meaning a
is always a 10% chance that each time he tries to sleep, visionary could not see events on Magnamund if he were in
visions of destruction and evil awaken him prematurely the Daziarn plane or vice versa. Magical fields can interfere
with no appreciable rest gained. For those with the will with this power but little else can. Even when this power
and endurance to brave this troubling path, the powers of is interfered with or blocked, the visionary Sorcerer at least
the prophets can be theirs… at a price. knows this has occurred and typically gets some idea of the
source of the interference (such as spell, personal effect,
True Clairsentience (5 Willpower per minute) divine intervention).
This power creates an invisible magical eye, which the
Sorcerer’s will sends to a specific location. This ‘eye’

96
Vakeros Knight
By blood and blue steel! The sound of battle reaches my ears and bids me take up arms again in defence of my
homeland. If your business with me is truly important, gird yourself for a fight and follow me into the breech.
If you will not, I’ve no time for a coward!

The mountains that surround Dessi are filled with barriers, training and physical exercise weed out all but the strongest

Vakeros Knight
stone walls and all manner of magical and mundane and swiftest, while countless mental exercises and magical
defences. From the many guard towers watching over the break the will of every aspirant to the Order but the most
natural passes through Dessi’s treacherous range to the focused and dedicated. By the time a new member of the
fields of magic that prevent the passage of evil into their Vakeros pledges himself to the eternal defence of Dessi, he
lands, the mountain fastness of Dessi is well protected has proven himself among the elite of his generation and a
against any enemy daring or desperate enough to try to proud protector of the lands of the Elder Magi.
bring battle to the descendants of the Elder Magi.
Every Vakeros is a valuable investment and defender of
Chief among these protections are the Vakeros, the battle- Dessi yet they all serve different roles. Many have ranks in
trained warrior mages of the Dessi. The highest Knightly the Elder Magi’s military, while others act as agents, spies
order of the Dessi mages, these combat-ready soldiers are and enforcers in distant lands. Some Vakeros even act as
versed in both the art of war and the magical traditions ambassadors of a martial sort, bringing the will of the Magi
of their Magi heritage. They are not as powerful in the council to the high courts of its allies. It is an uncommon
Elder Arts as their more focused Magician brethren but but not unknown event to see a Vakeros, resplendent in his
their skills with sword and armour make up for their few blue steel armour, speaking with the King of Sommerlund
mystical shortcomings. Chosen during childhood to serve or an envoy from Vassagonia on matters of the utmost
in the Vakeros order, the Dessi warrior-wizards manifest a importance.
powerful blend of steel and sorcery.
Adventures: The Vakeros are charged with the safety of
The Vakeros Order is a very exclusive one. Less than a tenth Dessi but this does not prevent them from seeking their own
of the children inducted into it are accepted to continue adventures elsewhere. Indeed, many Vakeros are sent into
their training after the first year alone. This high standard hostile lands as emissaries and representatives of the might
is imposed for two reasons. First, the defence of the Dessi of Dessi on missions of grave import. When a Vakeros
is contingent on these powerful warriors as they are the travels abroad, he proudly displays his blue steel armour
generals and Knight-commanders of the Dessi forces as and blade unless secrecy demands that he hide them. These
well as their greatest single combatants. It is their strength missions are often incredibly dangerous but a true Vakeros
in battle that keeps the enemies of the Elder Magi at bay does not shirk from even the direst of challenges.
during times of war.
Characteristics: Vakeros tend to be men and women of few
The second reason so few potential Vakeros ever become words and great action. They are trained from childhood
full members of the order is a matter of reality. The Vakeros in the martial arts and when they speak, it is usually their
gain their special ability to cast their spells while clad in swords that do all the talking. They often appear stoic, but
heavy armour from the mystic properties of the blue steel this comes from their lifetime of spartan military training
used to make it and the swords they wield. This special and only tends to show itself when they feel as if they are
energy field is one that interacts only with certain children on duty. When a Vakeros relaxes, the hard shell he projects
of the Dessi bloodline, making this Knightly order as much during battle falls away and a warm, compassionate
a matter of heritage as it is talent. Because the ability to humanity is often revealed underneath. Vakeros, like most
bond with blue steel is not always guaranteed even if a warriors, live hard, play hard and crave little more than a
child is of the correct bloodline, many join the order only glorious life and an even more spectacular death in their
to find that their family’s gift has skipped over them. final battle.

For those that do pass this initial hurdle, graduation at the Religion: Most Vakeros belong to the Children of Dessi
age of 16 into the Knighthood is still not assured. Years of temple, a cult in their homeland that worships the Elder

97
Magi as minor gods in a pantheon dedicated to magic and Background: Vakeros can come from any walk of life but
their shared heritage. This cult has no official sanction the majority are born into the homes of one or more extant
but it is a fraternal order among the Vakeros and most of Knights. The talent runs in the blood, making it important
them at least pay it heed if not actively follow its tenets. to the ruling council of Dessi to keep Vakeros together and
Those few Vakeros seeking a different path are usually Kai encourage their having families whenever possible. Theirs
worshipers or revere Solon, the alternately male/female is a violent life and it is not unheard of for the children of
deity of Battle and War. Of the two, Solon commands slain Knights to be recruited into the order from one of the
more worshippers among the Vakeros, as their entire lives nation’s well-funded and maintained orphanages.
are spent in the pursuit of ever greater combat skills and
martial challenges.

New Equipment: Blue Steel Arms and Armour


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

Range
Weapon Cost1 Damage Critical Increment Weight Type
Blue Steel dagger, rapier, n/a Base magical x2 — 3 lb. Piercing
shortsword, trident damage2
Blue Steel axe, battleaxe, n/a Base magical x2 — 3 lb. Slashing
scimitar, sickle, sword damage2
Blue Steel club, flail, mace, n/a Base magical x2 — 3 lb. Bludgeoning
morningstar, warhammer damage2
Bluevein dagger n/a 1d4 19–20/x2 10 ft. 1 lb. Piercing/slashing

Armour/Shield Maximum Armour


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

98
Other Classes: A Vakeros is a powerful guardian for a Athletics, Climb, Escape Artist, Sleight of Hand and
Magician of Dessi and is rarely more comfortable than Stealth checks when using shields and armour heavier than
when fighting beside one. They can serve other wizards leather.
and do so reluctantly but with great efficiency. Vakeros
make a powerful comrade in arms with other warrior-types; Cobalt Arms: A Vakeros wields a special weapon,
their magical abilities are a valuable compliment to the specifically crafted to aid him in pursuit of his duties.
slightly superior battle skills of their more focused peers. These swords are a mark of station and the larger and more
The only class Vakeros do not always get along with are the ornate the weapon, the more accomplished the Vakeros
Kai Lords themselves, but only because a constant rivalry Knight in question (though some choose to wield a smaller

Vakeros Knight
between the two as to which one is superior in the martial or exotic form of sword out of personal preference).
and magical arts is almost inevitable when they meet. Regardless of the shape or size of a given blue steel sword,
it inflicts the Vakeros’ base magical damage (making it
Game Rule Information very deadly at higher levels). Blue Steel weapons still
The Vakeros Knight has the following game statistics. add a wielder’s Strength modifier to damage rolls. When
a Vakeros Knight attacks with his Cobalt Arms he uses
Abilities: Vakeros are a very special case where ability his class level as his Base Combat Skill (as shown in the
scores are concerned. Unlike other classes, they have a Base Cobalt Arms Combat Skill column). Also, Blue Steel
certain minimum standard they must adhere to in order to weapons are innately magical – but only when held or
be accepted in the first place. No single ability score of a carried by a Vakeros. This means it may not be affected by
Vakeros may be below 10, as this weakness would keep certain spells and counts as a magical for the purposes of
him from ever completing their vigorous training. Also, at penetrating Damage Reduction.
least one of the Vakeros’ ability scores must be 15 or better
and two others must be 13 or better. Only these strengths It should be noted that while the vast majority of the Vakeros
can bear the Vakeros through the years of difficult lessons Order wields swords, some of its members actually prefer
leading up to their Knighthood and beyond. and train with other forms of melee weaponry. This is a
personal preference and while the form (and damage type
Endurance Die: d8. – see the New Equipment section) might change, the basic
statistics of the Blue Steel weapon remain the same. As
Base Speed: 30 feet. all Mystic Manoeuvres require a Blue Steel weapon to
perform, few Vakeros forsake this gift of their Elders for
Starting Wealth: 100 Gold Crowns. any other kind of armament.

Enchanted Childhood (Ex): The Vakeros are trained from


Class Skills birth to contain and control their power. They have these
The Vakeros Knight’s class skills (and the key ability for lessons drilled into them for years and are not even allowed
each skill) are Concentration (Con), Heal (Wis), Intimidate out of their country until they have mastered the simple
(Cha), Knowledge (arcana, geography, history, religion, basics of concentration, self-control and arcane study.
warfare) (Int), Occult (Int), Perception (Wis), Ride (Dex) Vakeros begin 1st level with one free rank in Concentration
and Sense Motive (Cha). and Knowledge (arcane). They also have a +1 bonus to
Will saving throws to represent their enforced childhood
Skill Points at 1st Level: (2 + Int modifier) x 4 training.
Skill Points at Each Additional Level: 2 + Int modifier
One People (Su): One of the key strengths of the defenders
Class Features of Dessi is the mystical way they are all tied to each other.
All of the following are class features of the Vakeros At birth, a ritual is performed by the blood relatives of a
Knight. newly knighted Vakeros that binds him to his heritage and
his people through the strength of the Elder Magi and the
Armour and Weapons Proficiency: Vakeros Knights are lineage they all share. This makes him a part of the Dessi
proficient with all one-handed melee weapons. They are and a living link to the past.
also proficient with any armour or shield, including the
racial armour of the Vakeros fashioned from Blue Steel. The practical benefit of this rite is the ability it gives all
Note that Armour Check Penalties apply to Acrobatics, Magicians and Vakeros of Dessi to share their Willpower

99
with each other. Any Dessi character may transfer as many themselves. While this is a deadly geas and one the Vakeros
Willpower points each round to another Dessi character as are certainly not guaranteed to survive, they are not placed
he possesses points of Constitution modifier (minimum of in harm’s way without some measure of protection. Each
1 point transferred each round). This requires a full-round time this feature is gained, the Vakeros may gain a custom-
action spent touching a willing participant. Transferred fitted mastercrafted quality set of the armour listed. Should
Willpower can never take a Magician of Dessi or Vakeros he accept the new suit of armour, his previous set is returned
over his normal maximum plus his class level. Additional to Dessi to be melted down and used to forge new suits for
points fade after 24 hours if they are not used. others in the Order.

Partial Magical Combat (Su): A Vakeros Knight uses A Vakeros normally has to return to Dessi to receive his new
three-quarters of his class level as his Base Combat Skill armour but extended absences can be accommodated if the
when attacking with his Elder Arts or his Battle Magic (as Vakeros is away from his homeland on Elder business or
shown in the Base Magical Combat Skill column). This some other important mission. In these cases, a messenger
represents his focused yet relatively weak training in Magician will arrive with the Vakeros’ new suit 1d4 days
wielding magical energies during combat. after he obtains the class level needed to wear it. Certain
conditions might delay or even negate this delivery (such
Willpower: All Vakeros have an additional statistic as being in Helgedad or on a ship deep at sea) but the
called Willpower. This is a measure of their
mystical strength and the force of their inner
magic. Willpower is used to fuel their Elder
Arts and the magical items the Dessi make
for them to use on the battlefield. Willpower
is accumulated as a Vakeros Knight rises in
levels. At 1st level, a Vakeros’ Willpower
is directly equal to half his Wisdom ability
score (rounded down). Each class level, an
additional die is rolled (the type of die is listed
on the chart) and its result added to Willpower
directly. The Willpower statistic is refreshed
by the Vakeros Knight’s Charisma score each
day at midnight. No meditation or even rest
is needed; this happens automatically every
24 hours.

If a Vakeros runs out of Willpower, he is left


unable to use any Elder Art (even Alchemy)
and cannot move more than his base rate
each round. He can still take physical actions
but they all suffer a –2 penalty because of
his depleted will and sheer fatigue. Vakeros
Knights also lose their Arcane Protection
and Magical Combat features when their
Willpower score reaches 0; their armour is
no longer bolstered and their swords have no
energy to channel. They may still use some
Battle Magic spells, but only those that have
no Willpower requirement.

Garb of the Vakeros: The Vakeros are


intended to stand between the people of
Dessi and any harm that might befall them,
be it reprisals from the survivors of the
Cener or the machinations of the Darklords

100
Elder Magi make every effort to keep their warrior mages Each Vakeros chooses a college to act as his speciality,
equipped with the finest garb possible. granting him a skill bonus, a special ability and his first
spell. At 3rd level, this spell must come from the Vakeros
Each Vakeros is also given the choice whenever this feature Knight’s college of choice. As a Vakeros advances in his
is gained to accept a small or large shield along with his class, he gains one more magical spell every time he gains
new armour. If taken, the shield is gifted along with the the Battle Magic class feature. Spells beyond 3rd level may
armour as long as the Vakeros does not already possess one be from any college but only the spell is learned; the skill
or is taken back if the Vakeros no longer wishes to use it. bonus and specialist ability can only ever be gained at 3rd
These shields increase his Armour Class (see below) but level.

Vakeros Knight
prevents the use of any Battle Magic spell while carried.
It takes a full-round action to separate the shield from the Puuros
Vakeros’ aura and drop it. The College of the Body, located in the capital city of Dessi,
is the chosen school of Vakeros looking to serve as guards,
The special steel used by the Dessi to craft the weapons and sentries and warrior defenders of the realm. Its graduates
armour of the Vakeros is sympathetic to the unique magical are capable of healing magic, physical spells that enhance
energies that flow through all the descendants of the Elder and improve the body and defensive wards to stave off
Magi. As such, Vakeros wearing Blue Steel armour do not harm. Puuros specialists are superlative bodyguards and
suffer from spell failure, no matter how thick their plated have the ability to put themselves in harm’s way to protect
armour becomes. As long as a Vakeros Knight is wearing a their charge, be he a Magician of Dessi, an important noble
suit of Blue Steel, regardless of type, he also gains a bonus in a foreign court or a loved one fighting at his side.
to its Armour Class value. This bonus starts at +1 at 2nd
Vakeros level and increases by +1 for every three class ♦ Skill Bonus: Puuros specialists gain Athletics as a
levels thereafter (+2 at 5th, +3 at 8th, +4 at 11th, +5 at 14th, class skill and one free rank in this skill, as well as a +1
+6 at 17th and +7 at 20th). Note that this bonus applies to bonus to all Fortitude saves, making them very difficult
any type of Blue Steel armour worn, from studded leather to affect with poisons or diseases of any mundane
to full plate. If the Vakeros chooses to carry a Blue Steel sort.
shield, half this bonus (rounding down) is also granted to
the shield as well, making him a paragon of enchanted ♦ Specialist Ability: The Vakeros Knight can physically
defence (but unable to cast spells while carrying it). interpose himself between another character and any
incoming attacks. He must be within 5 feet of the
Elder Art (Sp): The true source of Dessi power, the targeted character to do this, aware of the incoming
Elder Arts are the powers handed down to them from attack and may not be surprised or caught flat-footed.
the Elder Magi, a group of entities that ended the Age of The use of this ability must be declared when an attack
Eternal Night. Though legends state that the Elder Magi is announced but before any attack roll is made. The
mastered their powers and divided true magic into lesser attack is automatically made against the Vakeros rather
and greater talents, only the lesser magics were ever shared than the intended victim, regardless of the attacker’s
with their descendants. When a Vakeros gains the class wishes. This ability may only be used once per round.
feature Elder Art, his innate powers have grown to the
point of understanding and wielding a new Lesser Art form Kaenos
– consult page 52 of the Lone Wolf core rulebook for details An isolated monastery dedicated to the Elder Magi and
of the Elder Arts available to Vakeros. This is a rare and their mental techniques, the Kaenos College is a place of
precious talent, even among the Vakeros, and as they only meditation and contemplation. Those who graduate from
get two choices during their entire careers, most put a great this place are well centred and understand their place in the
deal of thought into which Arts they want to learn. grand scheme of all reality. They wield magic of a cerebral
nature, able to improve their mental focus, affect the minds
Battle Magic (Sp): The Vakeros are well-schooled in of others and even communicate through telepathic means.
many forms of magic, some of which have come to the Kaenos specialists are devoted mystics with the power to
Dessi from their treaties with other lands. This distant protect themselves psychically.
magical wisdom has been codified and formed into the
four colleges of Puuros (Body), Kaenos (Mind), Valos ♦ Skill Bonus: A Kaenos specialist never needs to make
(Motion) and Daernath (Energy). Each Vakeros studies at a Concentration check if the DC is 15 or less; success
each of these colleges and draws his magical might from is automatic. In addition, he gains one free rank in the
their teachings. Concentration skill.

101
♦ Specialist Ability: Most Vakeros are never trained in Specialist Ability: Vakeros of the Valos school gain the
Psychic Combat and unlike the Magicians of Dessi never power to ‘Spellstep’. This is a supernatural power usable
unlock the secrets of the mind through experimentation once per day for every three full class levels the Knight
with the Elder Arts. Vakeros of the Kaenos College are possesses. A Spellstep is a full-round action that allows
the exception to this rule. Knights with this college the Vakeros to move anywhere within 60 feet without
as their speciality may use the Erect a Shield psychic physically crossing the intervening distance. The Vakeros
action. They may also use the Telepathy psychic action simply shimmers, vanishes and reappears where he wishes
(but not the Attack psychic action). to be. The destination must be in contact with a solid
surface big enough to stand on and must be visible to the
Valos Vakeros at the time of the Spellstep.
A magical school with the incredible power to move its
location to a random mountain peak every morning come Daernath
the first light of dawn, this college has a reputation for A towering edifice in the northern lands of Dessi, this
erratic and sometimes utterly chaotic behaviour. The college is considered the ‘true’ school of the magical arts
effectiveness of its spells cannot be questioned however and for the Vakeros and its graduates are afforded slightly
its graduates are some of the swiftest, most agile warriors more respect from the Elder council of their homeland.
in all of Magnamund. Its spells of motion and speed are Many Daernath specialists receive high ranks in the Dessi
very powerful, leading many young Vakeros to brave the military, while others serve as living siege engines with the
difficulties of finding their classes each day regardless of incredibly destructive energy magic at their disposal.
the effort involved.
Skill Bonus: As the school that most grooms its
Skill Bonus: The specialists of this college gain the instant specialists for service as officers in the military, it might
ability to know where the college is whenever they are in seem incongruous that these destructive battle experts
Dessi and learn the many arts of tumbling and balance. gain Diplomacy and Knowledge (nobility and royalty) as
They receive Acrobatics as a class skill and one free rank class skills as well as one free rank in each of these skills.
in this skill as well as a +1 bonus to any Reflex saves they Still, they are the ones relied on most heavily to provide
need to make. representation in other courts or tactical brilliance on the
battlefield. These Vakeros also receive a +2 bonus to their
Initiative.

Keron (The Hidden School)


There is actually a fifth college of magic hidden from the eyes of the world by the direct decree of the Elder Magi. Early
in their training, a few Vakeros initiates are chosen by their personalities and their magical talents to join the Keron
school. This college trains the spies, infiltrators and agents of the Dessi – those Vakeros who do what others should
never know about. Their magic is a stolen art, raided from the highest tomes of lore of the Crystal Star. As such, these
Vakeros never openly reveal their specialist abilities unless the need arises and there is no choice. Keron specialists do
not receive a Battle Magic spell at 3rd level but this is compensated by their impressive increase in flexibility.

Skill Bonus: Keron Vakeros gain Appraise, Bluff, Disable Device, Disguise, Escape Artist, Forgery, Gather Information,
Sleight of Hand, Stealth and Survival as class skills and one free rank in each of these skills. In addition, for this (3rd)
Vakeros level and every class level hereafter, the Keron specialist receives 5 + Intelligence modifier in skill points.

Specialist Ability: The Keron School has no spells per se but it does teach its specialists Words of Power as per the
magic of the same name in the Brother of the Crystal Star chapter. At 9th and 15th Vakeros levels the Keron specialist
forgoes his Battle Magic spell and instead learn a Word of Power. Vakeros may never select a Grand Word of Power
and may only learn the usual Battle Magic spells at 6th, 12th and 18th class levels.

When a Keron specialist learns a Brotherhood Word of Power he may only cast that effect – the lower Tiers of power and
that Word’s Grand effect are not available. Each Word known may only ever be pronounced once per day and a Keron
specialist’s stolen lore is far from complete – he must succeed at an Occult check (DC 20) for the spell to work correctly
with the full Endurance cost being paid whether this check succeeds or not. The DC to resist a Keron specialist’s Word
effect is 10 + his Wisdom modifier + half his Vakeros level.

102
Specialist Ability: Even without a suitable Left-Handed so vicious the target loses 2 Endurance points every
spell to use in combat, a Daernath specialist is never without round on its turn until it receives either a Heal check
firepower. A Daernath Vakeros can always take the power (DC 15) to stop the bleeding or benefits from any
of his spells and turn them into a mage bolt of pure arcane form of healing including Fast Healing, curative magic
power. These bolts are a ranged magical attacks that inflict or regeneration. This ability does not work against
the Vakeros’ base magical damage. This bolt is not subject creatures immune to critical hits.
to Magic Resistance, offers no saving throw and can be of
any of the following damage types, chosen by the Vakeros ♦ Shadow Strike: By making a special full attack action,
at the time of casting (bludgeoning, piercing, slashing, a Vakeros can make a single attack targeting a creature’s

Vakeros Knight
fire, electrical, cold, acid, sonic or force). Appearance of shadow instead of its physical body. The Shadow Strike
the bolt is affected by the type chose and can be further has the same effect as attacking the target itself but its
modified by the Vakeros at will. Armour Class is calculated without the benefit of any
worn armour or shield (all magical bonuses apply).
Counterspell (Sp): All Vakeros know the Counterspell,
learning it automatically at 3rd level. They cast Counterspell ♦ Disenchanting Parry: Whenever the Vakeros with this
just as if they were a Brother of the Crystal Star, including ability engages in combat with an opponent using any
Endurance costs. form of magical melee weaponry, his parrying spells
allow him to automatically reduce the magical bonus of
Mystic Manoeuvre (Su): Vakeros Knights are trained the weapons used against him. Every time an attacker
in Vakama’Re, the art of combining their swordplay with fails a melee attack roll that targeted the Vakeros, the
the magic that signs in their very souls. This combat style bonus his magical weapon provides is reduced by 1
is irreproducible for those not born with the special gift until the end of the combat. A magical weapon can be
of bonding with Blue Steel, making it exclusive to the reduced all the way down to a +0 bonus if its wielder
Vakeros. While it might be possible for a similar form of repeatedly misses the Vakeros. This ability has no
magical fighting style to be developed in another land by effect on mundane weapons or spell attacks of any sort.
another culture, the combat art of Vakama’Re is the result Disenchanting Parry may not be used in the same round
of hundreds of years of perfected techniques and cannot as Lightning Riposte or Wall of Might.
easily be emulated by anyone without the kind of magical
heritage the Dessi possess. ♦ Thunderous Blow: By making a special full attack
action, a Vakeros can make strike a single Thunderous
Each time this class feature is gained, the Vakeros Knight Blow against an enemy. Should he hit, this blow
may choose one of the special skills listed below. These skills automatically threatens a critical hit and inflicts
may only be chosen once each and become an immediate maximum damage. If the attack is a successful critical,
part of his combat abilities. Mystic Manoeuvres cannot be the extra damage roll is made normally and the strike
used if the Vakeros’ Willpower score falls below 5 points, unleashes a peal of thunder that forces everyone within
as they require a certain amount of inner strength just to 30 feet (including the target but excluding any Vakeros
invoke during battle. Mystic Manoeuvres only function and Magicians of Dessi in the area) to make a Fortitude
when the Vakeros is armed with a Blue Steel weapon. save (DC equal to 10 or the Vakeros’ class level,
whichever is greater) or be deafened for 1 minute.
♦ Combat Alacrity: The speed and grace of a Vakeros
in combat is breathtaking, matching the skills of a deft ♦ Battleblade: A simple charm the Vakeros meditates
Buccaneer or the swiftness of a Telchoi Warrior strike upon when engaged in combat, this ability adds a +1
for strike. When taking the full attack action, a Vakeros bonus to all attacks and damage made with a blue
can channel his talents into a burst of speed that allows steel weapon. This bonus takes the form of radiant
him an additional melee attack at his full Combat Skill blue-white lightning playing over the weapon and is
bonus –5. This ability can be used once every three automatically active if the Vakeros desires it whenever
rounds. he wields a weapon of this kind. Battleblade stacks
with all other forms of attack or damage bonus.
♦ Bleeding Wound: A magical trick drawing on the
darker side of magic, this allows the Vakeros to make ♦ Lightning Riposte: A countercharm easily invoked
a special Bleeding Wound attack as a special standard in battle when the Vakeros is missed in melee combat.
action. Should this single attack hit, it creates a wound Once a round when an attack swings at the Vakeros

103
Knight and misses his Armour Class by more than 5 other Knights enjoy the flexibility of having many
points, he can make an immediate attack at his Base forms at their disposal. This magical talent allows the
Combat Skill –5 against that foe. This riposte, should Vakeros to pay 1 Willpower point and take a standard
it hit, will inflict +1d6 electrical damage as lightning action to change the form of his Blue Steel weapon to
crackles down the Blue Steel weapon’s length and any other type found in the weapon listing in the Lone
grounds into the victim. Lightning Riposte may not be Wolf core rulebook. The weapon’s damage does not
used in the same round as Disenchanting Parry or Wall change but its damage type may (which is typically the
of Might. purpose of using this gift). See the New Equipment
section for details of Blue Steel weapon damage
♦ Twin Blades: This ability allows the Vakeros to wield types.
two Blue Steel weapons at once, provided they are both
Medium size or smaller and he does not use a shield Cobalt Freedom (Ex): The long years of training with
or otherwise occupy his ‘off’ hand. A second blade armour that moves and slightly reshapes itself to suit the
(which is gained at the same time as this manoeuvre wearer allows Vakeros more freedom of motion. Blue
for free) offers an additional attack at the Vakeros’ full Steel Armour has its Maximum Dexterity Bonus improved
Base Combat Skill but all attacks made in the same by +2 when worn by a Vakeros and he regains 5 feet per
round the Vakeros takes this bonus attack incur a –2 round of lost movement rate (if any has been lost, such
penalty. A Vakeros cannot cast Battle Magic spells (or as with heavy armour). If the Vakeros is a specialist of
any other Left-Handed magic) whilst wielding Twin the Valos college, this regained movement is increased to
Blades. 10 feet, typically negating all movement penalties from the
armour they wear.
♦ Wall of Might: This technique channels a great deal
of glowing, magical force into the Vakeros’ Blue Steel Power of Pure Focus (Ex): In combat, a distracted Knight
shield (and can only be used with a Blue Steel shield), is a dead Knight. While engaged in melee combat with an
making it a deadly surprise for anyone fighting him in opponent intending to kill or incapacitate the Vakeros, the
melee combat. This technique is constant and active Dessi Knight gains a +2 bonus to all Concentration checks
whenever the Vakeros is wearing his shield unless and can take 10 on all Acrobatics and Athletics checks,
he willingly chooses to let it down (to use Lightning provided he has at least one rank in the respective skills.
Riposte, for instance). If a melee attack misses him by The Power of Pure Focus requires the Vakeros to have a
the amount equal to the total bonus the shield provides current Willpower score of 10 or better; if his total drops
(i.e. the Vakeros would have been hit had he not been below 10, he temporarily loses this gift until his mental
wearing his shield), the attacker takes 1d4 sonic damage reserves are replenished in some way.
from the shocking reverberations that travel up its arm.
If the attacker was holding a weapon, it must make a Soaring Companion: The Vakeros are not typically
Reflex save (DC equals 5 + the Vakeros’ class level) or mounted Knights but theirs is a large nation and the more
drop it immediately. The opponent gains a +4 bonus capable of their number must often cross considerable
to the save if the weapon in question is wielded in two distances over mountainous terrain to report where they
hands. Wall of Might may not be used in the same are needed most. By the grace of the Elder Magi, Vakeros
round as Lightning Riposte or Disenchanting Parry. that have proven themselves are given a special mount
– a Veerok. These giant eagles are fiercely intelligent and
♦ Winged Weapon: This technique allows the Vakeros naturally lair in the mountains of Dessi. They do not often
to treat his weapon as a ranged weapon with no bond with a human but when they do, as with the ceremony
penalty to the attack roll (as opposed to the –4 penalty that links a Vakeros to his feathered steed, it is for life.
normally ascribed for throwing a non-ranged weapon).
In addition, the range increment for this attack is 20 If a bonded Veerok is killed, the Vakeros can regain one
feet, not 10 feet. For the cost of 1 Willpower point, when he achieves his next level in this class but the new
the Vakeros can draw the weapon back into his hand mount will have only the normal statistics and will lose any
along a band of shimmering magical energy. It is a free additional Endurance Dice the previous mount might have
action to perform the return and the weapon returns at gained through the Vakeros Bond special quality. Because
the start of the Vakeros Knight’s following turn. of this, most Vakeros are very protective of their mounts,
especially in other lands and will often hide them and use
♦ Song of Steel’s True Form: While most Vakeros are mundane transport to keep them out of harm’s way.
content to focus their skills with a single weapon type,

104
Battle Magus: At the pinnacle of their powers, a Vakeros
can be a terror on the battlefield and a formidable foe in any Veerok
court or dark corner of the land. They are usually generals The Knight slings one leg over the feathered crest
and commanders back in their homeland as well as being of the giant bird’s neck and pats it gently along its
great heroes in their own right. In Dessi, a Battle Magus side. Instantly, it responds by unfurling its massive,
is afforded much the same respect as a master Magician or resplendent wingspan and taking to the sky!
a member of the ruling council (+4 to all Charisma based
skill and attribute checks when dealing with the Dessi or Large Magical Beast
their close allies). All Battle Magi are gifted with a superior Endurance Dice: 7d10+14 (52 Endurance)

Vakeros Knight
set of Blue Steel armour of their choice upon reaching this Initiative: +4
exalted rank and a superior Blue Steel weapon of their Speed: 20 ft., fly 60 ft. (average)
choice. Armour Class: 17 (–1 size, +4 Dex, +4 natural), flat-
footed 13
Battle Magi are also taught a special spell reserved only Base Combat Skill: +7
for those truly trusted members of their Order because of Attack: Claw +11 melee (2d6+4) or Bite +11 melee
its potential for abuse. This is a Left-Handed spell but its (2d8+4)
power is such that it can never be scribed or held in any Full Attack: Bite +11 melee (2d8+4) and 2 Wings +6
form of magical item. Battle Magi can only cast Might of
melee (1d8+2) and 2 Claws +6 melee (2d6+4)
the Vakeros once per day because of the drain it puts on
Space/Reach: 10 ft./5 ft.
their magical talents.
Special Attacks: —
Special Qualities: Aura sympathy (see below),
darkvision 120 ft., low-light vision 120 ft., scent, Vakeros
bond (see below)
Saves: Fort +7, Ref +9, Will +3
Abilities: Str 19, Dex 18, Con 15, Int 8, Wis 12, Cha
10
Skills: Knowledge (geography) +1, Perception +7,
Stealth +7
Environment: Warm mountains (found only in Dessi)
Organisation: Solitary, pair or flight (3–6)
Challenge Rating: 7
Allegiance: Usually Unaligned, always follows the
allegiance of its bonded master
Advancement: 8–10 ED (Large); 11–14 ED (Huge)

Aura Sympathy (Su): If a Veerok is ridden by any


Dessi with a class feature that adds a bonus to his saving
throws, the Veerok also gains that bonus. This allows a
Vakeros or Magician of Dessi rider to share their innate
protective abilities with any Veerok they are riding (they
need not be bonded).

Vakeros Bond (Ex): The special bond between a Veerok


and its Vakeros master is virtually unique; as a Vakeros
grows in experience and power, so too does his Veerok
become stronger and more powerful. The Veerok gains
one additional Endurance Die every time its Vakeros
master gains an even class level (+1 ED at 12th, 14th, 16th,
18th and 20th Vakeros levels). If a Veerok increases to 11
ED, its actual size increases to Huge.

105
Might of the Vakeros Magician of Dessi or someone from that realm could not
This spell takes a full-round action to cast and may only become one later in life given extraordinary circumstances.
affect the caster. A brilliant blue-white radiance surrounds It is not common for this to occur but occasionally marks of
the Vakeros, protecting them from attacks, granting them honorary membership are given to those Dessi performing
increased resistance to spells cast by Evil creatures and exceptional deeds in the name of the Elder Magi. Non-
causing Evil creatures to become blinded when they strike Dessi simply cannot become Vakeros at all as the magical
the Battle Magus. This special Battle Magic has four effects, talent of bonding with Blue Steel is a hereditary gift.
all of which are constant and require no concentration from
the Vakeros casting it, though they will cease should he The Drakkaros
be knocked unconscious. Otherwise, this spell lasts 10 It is a terrible thing to so utterly betray your land, your
rounds. lieges and your people the way a dozen Vakeros Knights
once did, long ago. Their tale is one whispered as legend
♦ First, the Vakeros gains a +4 bonus to Armour Class and dark myth in the halls and homes of the Dessi late
and a +4 bonus on all saving throws. at night. None are certain of the circumstances of their
defection to the Darklords or what possibly madness could
♦ Second, the Vakeros gains Magic Resistance 30 against drive a dozen noble warriors to the service of Naar, but their
spells cast by creatures aligned with Evil creatures. base betrayal left a permanent stain on the Order’s honour
This also applies to Darkspawn creatures even if they and ensured that every inductee is checked thoroughly for
are somehow not allied with the forces of Evil and all any trace of treachery.
Cener magic and Right-Handed spells.
Whether any of the ‘Drakkaros’ still survive is a mystery
♦ Third, the bright radiance surrounding the Vakeros none of the Elder Magi will reveal but every border fort and
blocks possession and mental influence, negating guard post in Dessi is constantly on alert for the appearance
instantly any effect that would cause the Vakeros to of any Drakkarim with techniques like theirs or Naar-
behave in a manner contrary to his wishes. tainted midnight blue weapons crackling with the power of
black flame and baleful hate-magics.
♦ Finally, if an Evil or Darkspawn creature succeeds at a
melee attack against a warded creature, the offending
attacker is blinded for one hour, unless it succeeds at a Battle Magic of the Vakeros
DC of 20 + the Knight’s Charisma modifier, in which While the spells of the Vakeros are indeed of the Left-
case it is dazzled for 10 rounds.. Handed path, there are several key differences to how they
are cast. The Vakeros literally channel their spells down
Ex-Vakeros their swords, meaning that they cannot cast any spells from
The Vakeros are Dessi warriors and their heritage is not their Battle Magic teaching if they are not armed with a Blue
something they can simply leave behind as they please. Steel weapon. While many believe a Vakeros can only use
Few Vakeros ever take another class as their vows and the one weapon he is issued as a Knight because of some
oaths of featly are very binding and incredibly personal. mystic bond, the truth of this is somewhat different.
Those few given leave to study other ways are typically
considered less than exemplary Vakeros and tend to be Most Vakeros do form a special bond with their sword (or
treated accordingly. This is not to say a Vakeros cannot other implement of destruction) but they can technically
study other paths, though they almost always choose to use any Blue Steel weapon to channel their spells. In fact,
fully embrace the ways of the Magicians of Dessi when all Vakeros are issued a bluevein dagger before leaving the
they do. A Vakeros can technically come back to this class Order’s halls for the first time as a Knight. This weapon
whenever he wishes, though this is rarely put to the test and is a simple dagger (1d4 piercing/slashing damage, 19–20
a Games Master can certain bar the Vakeros from further threat range) and does not count as a Blue Steel weapon
advancement in the Knighthood if the conditions of his for any purpose (such as inflicting base magical damage)
leaving warrant such censure. but one – its thin core of Blue Steel may still serve as a
spellcasting tool, should the Vakeros be disarmed or find
himself in some situation where his true weapon is not
Multiclassing into Magician of Dessi available. Many Vakeros keep this weapon hidden to give
It takes Dessi blood to become a Vakeros and virtually the illusion of being ‘powerless’ when such an appearance
every member of this class has been raised from childhood would be helpful.
studying its ways. That said, there is no reason that a

106
The Vakeros Knight
Base
Base Base Cobalt Magical Base
Combat Arms Combat Fort Ref Will Combat Magical Willpower
Level Skill Skill Save Save Save Skill Damage Score Special
1st +0 +1 +2 +0 +1 +0 1d6 Half Cobalt Arms,
Wisdom Enchanted
Childhood, One
People, Partial

Vakeros Knight
Magical Combat
2nd +1 +2 +3 +0 +1 +1 1d6 1d4 Garb of the Vakeros
(Studded Leather/+1)
3rd +2 +3 +3 +1 +2 +2 1d6 1d4 Battle Magic,
Counterspell
4th +3 +4 +4 +1 +2 +3 1d6 1d4 Elder Art, Mystic
Manoeuvre
5th +3 +5 +4 +1 +3 +3 1d8 1d4 Garb of the
Vakeros (Chainmail
Waistcoat/+2)
6th +4 +6/+1 +5 +2 +3 +4 1d8 1d4 Battle Magic
7th +5 +7/+2 +5 +2 +3 +5 1d8 1d6 Cobalt Freedom
8th +6/+1 +8/+3 +6 +2 +4 +6/+1 1d8 1d6 Garb of the Vakeros
(Scalemail/+3),
Mystic Manoeuvre
9th +6/+1 +9/+4 +6 +3 +4 +6/+1 1d10 1d6 Battle Magic
10th +7/+2 +10/+5 +7 +3 +5 +7/+2 1d10 1d6 Power of Pure Focus
11th +8/+3 +11/+6/+1 +7 +3 +5 +8/+3 1d10 1d6 Garb of the Vakeros
(Chainmail/+4),
Soaring Companion
12th +9/+4 +12/+7/+2 +8 +4 +6 +9/+4 2d6 1d8 Battle Magic, Mystic
Manoeuvre
13th +9/+4 +13/+8/+3 +8 +4 +6 +9/+4 2d6 1d8 Elder Art
14th +10/+5 +14/+9/+4 +9 +4 +6 +10/+5 2d6 1d8 Garb of the Vakeros
(Breastplate/+5)
15th +11/+6/+1 +15/+10/+5 +9 +5 +7 +11/+6/+1 2d6 1d8 Battle Magic
16th +12/+7/+2 +16/+11/+6/+1 +10 +5 +7 +12/+7/+2 2d8 1d8 Mystic Manoeuvre
17th +12/+7/+2 +17/+12/+7/+2 +10 +5 +8 +12/+7/+2 2d8 1d10 Garb of the Vakeros
(Plate mail/+6)
18th +13/+8/+3 +18/+13/+8/+3 +11 +6 +8 +13/+8/+3 2d8 1d10 Battle Magic
19th +14/+9/+4 +19/+14/+9/+4 +11 +6 +9 +14/+9/+4 2d8 1d10 Mystic Manoeuvre
20th +15/+10/+5 +20/+15/+10/+5 +12 +6 +9 +15/+10/+5 2d10 1d10 Battle Magus, Garb
of the Vakeros (Full
plate/+7)

Casting Battle Magic Spells a disadvantage because a Vakeros must be free to move
Vakeros need one free hand to cast their spells but they do with both weapon and off-hand; any binding of either arm
not actually have to intone any incantations. The spells prevents them from using their Battle Magic. This is the
they learn are all cast through gestures of hand and blade; reason why Vakeros are taught a pair of Elder Arts during
they can be gagged or otherwise silenced and still be their career; it keeps them from being helpless in such
perfectly able to cast their spells. This advantage is also situations.

107
All Battle Magic spells are a standard action to cast. Using to cast Penetrate. Needing to be swift, he does not opt to
a Battle Magic spell requires an Occult check to properly take longer than the standard action Battle Magic spells
make the combined off-hand/sword gestures and gather require. This means the DC for the Occult check remains
the requisite energy needed to empower it. The default 20; he rolls a 14 and adds his total Occult bonus of +10
Difficulty Class of this skill check is 20. Some spells have for a 24; success!
higher or lower DCs, as specified in their description. The
Occult DC can be lowered for every full round of casting The spell unleashes a column of rushing force at the guard.
the Vakeros wishes to spend in addition to its normal This unfortunate target at least receives a Reflex save but
casting time (down to a DC of 10). Each spell has only as the DC is set at 18 (8 + half Lairo’s Vakeros level (+7)
one level (or Tier) of effect. A natural 20 on the Occult roll + Lairo’s Wisdom bonus of +3) and the guard only has a
always succeeds in casting a Battle Magic spell; a natural Reflex bonus of +3, his chances are not good. The Games
1 always fails. Master rolls a 7 for the guard, giving him an insufficient
save of 10. The Penetrate spell smashes into him, inflicting
A Vakeros cast a certain number of Battle Magic spells per its damage and knocking his still twitching corpse over the
day equal to his class level. A Vakeros can cast any spell bridge into the chasm below.
he knows any number of times per day but the total number
of Battle Magic spells he can cast each day is equal to his Puuros, The College of Body – Spells
class level. This includes Counterspell but not the Might Spells of this college tend to be very swift to cast and have
of the Vakeros spell (which may only be cast once per day, either a personal effect or directly affect a single living
above and beyond the normal spells per day a Vakeros may target. Specialists of this school are very body-proud and
cast). usually exercise and watch their diet regularly. Vakeros
that gain knowledge of all three Puuros spells immediately
Some Battle Magic spells are also exhausting to cast and receive a +2 bonus to their Strength ability score as a sign
many have a physical damage component to their casting as of this physical devotion.
well as a Willpower cost. If a spell has an Endurance cost
listed after its name, this damage is taken by the Vakeros Hold Enemy (Occult DC 16, 2 Willpower per round)
each time the spell is cast successfully. The Endurance This spell allows the Vakeros to make a ranged magical
cost may not reduce a Vakeros to 0 or lower Endurance; attack against a single living opponent within 60 feet and
should he attempt this, the spell will automatically fizzle line of sight. If the attack hits, the target is automatically
and die. If the Occult roll made to cast the spell is a natural stunned for one round. Every round thereafter, at the
20, the spell costs nothing even if it has an Endurance cost beginning of its turn, the target may make a Fortitude saving
listed and a natural 1 inflicts the damage listed in addition throw to keep from being stunned again. A successful save
to the spell failing (minimum of 1 Endurance lost, even if completely breaks the spell, enabling the creature to act
no Endurance cost is listed). Willpower costs are always normally. Maintaining Hold Enemy is not an action on the
paid, whether or not the Occult check is successful. part of the Vakeros and costs him 2 Willpower per round
(paid just before the target must make its Fortitude saving
Whenever a Battle Magic spell allows a saving throw to throws) – should he choose to relinquish the spell, the
avoid or mitigate its effects, the Difficulty Class for the victim is freed immediately. While an opponent is affected
spell is always 8 + half the Vakeros Knight’s class level + by this spell, it is surrounded by a flickering grey glow; this
his Intelligence modifier. This DC is further modified if makes it very difficult for an enemy to pretend to be held if
the spell comes from the Vakeros’ speciality college; this it shakes off the effect.
additional bonus is +2. Keron specialists do not receive
this bonus, even when casting their Words of Power. Knight’s Vigour (Occult DC 21, 2 Willpower, 4
Endurance)
As an example, Lairo the 13th level Vakeros Knight needs The Knight draws the power of Body magic into himself,
to get past a guard on a narrow bridge. He does not wish increasing his physical might and making him more
to risk a combat, as the rope bridge looks very unstable. resistant to harm. Once cast, the Vakeros gains an instant
He knows the Movement spell Penetrate, however, which +4 bonus to his Strength score and a +2 natural bonus to
will be of great use. Stepping out from his hiding place his Armour Class. This bonus to Armour Class occurs even
near the bridge – a move action – Lairo brandishes his if he is not wearing Blue Steel armour of any kind. He
Blue Steel sword and casts his spell. Lairo spends the also gains Damage Reduction 3/– and has a 25% chance
required two Willpower points and three Endurance points of resisting any critical threats that confirm against him.

108
masters. Those Vakeros gaining enlightenment in all three
of its spells receive a +2 bonus to their Intelligence ability
score.

Baffle (Occult DC 17, 1 Willpower, 1 Endurance)


Baffle forces a single intelligent (Intelligence 3+) opponent
to make an immediate Will saving throw. Success
merely leaves it dazed for one round – failure is far more
detrimental. An intelligent creature that fails the Will save

Vakeros Knight
is automatically considered to fall for the most rudimentary
of feints; it is denied its Dexterity modifier to Armour Class
against the Vakeros for a number of rounds equal to his
class level (minimum of 4 rounds). The Vakeros does not
need to make Bluff checks to ensure this occurs.

Clarity (Occult DC 20 2 Willpower, 2 Endurance)


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

Understanding (Occult DC 22, 4 Willpower)


This spell opens the hidden potential of the Vakeros’ mind,
providing an instant +2 bonus to both Intelligence and
Wisdom scores for the space of 10 rounds. During this
Knight’s Vigour lasts 6 rounds and surrounds the Vakeros time, the Vakeros can re-roll any one failed skill check
with a cracking blue-white aura of power while it is in made each round but must accept the result of the second
effect. roll even if it is inferior to the first. The Vakeros also gains
a +4 bonus to his Initiative due to the speed at which he can
Lifesteal (Occult DC 22, 2 Willpower per round) assimilate and react to battlefield information. After this
This powerful battle spell, if cast successfully, surrounds spell ends, the drained Vakeros is fatigued.
the Vakeros’ Blue Steel weapon with a dim, crimson glow
and drains 2 Willpower each round to remain active, unless
the Vakeros chooses to let it go. While active, the spell lets Valos, The College of Motion – Spells
the Vakeros Knight heal the base damage he rolls against Always in motion, never constant or still, the Valos College
any living opponent he successfully attacks with his Blue is reputed to be both the toughest and least comprehensible
Steel weapon. Critical hits and high Strength modifiers of the Battle Magic specialties. Among its graduates,
do not heal additional amounts; only the weapon’s base the school is appreciated for the speed its complex spells
damage is regained. provide and its teaching of body control, kinetic energy
and agility. Those who gain all three spells in the Valos
school unlock their body’s potential for grace and receive a
Kaenos, The College of Mind – Spells +2 bonus to their Dexterity ability scores.
The College of the Mind is almost a monastic order and its
graduates are some of the most introspective of the Vakeros Battledance (Occult DC 15, 2 Willpower per round, 2
Order. Its spells enlighten the caster, bewilder opponents Endurance per round)
and provide a clarity of focus and skill that allows even This spell is actually more of an enchanted meditative focus
novices to – for a brief moment – rival the greatest of – once cast, it requires a Concentration check (DC 18) to

109
maintain every round thereafter. While active, Battledance defence. There is nothing subtle about this college or its
makes the Vakeros impossibly swift and graceful, doubling teachings, but it is brutally effective. Vakeros mastering the
his Dexterity modifier to his Armour Class, increasing his three spells it has to offer gain a +2 bonus to their Charisma
Blue Steel armour’s Dexterity maximum bonus to +12 ability scores from their constant exposure to leadership
and improving his base movement speed to 40 feet while classes and the force of personality required to invoke such
negating any limit his armour might place on this. This powerful magic.
spell can last as long as the Vakeros is willing to spend
Endurance and Willpower and makes his Concentration Blazing Aura (Occult DC 22, 4 Willpower per round)
checks. When this spell is cast on the Vakeros’ turn, his aura
ignites with lethal power. He is suddenly surrounded
Penetrate (Occult DC 20, 2 Willpower, 3 Endurance ) by a burning, blue-white radiance and gains a +2 bonus
This spell conjures up a glowing column of force and sends to all Intimidate checks as a side-effect of his fearsome
it hurtling towards a foe or structure with incredible (and appearance. Blazing Aura lasts for a number of rounds
devastating) results. Penetrate flies unerringly at its target equal to the Vakeros’ class level and while it is in effect,
and requires no attack roll. If the target is a creature, it any opponent successfully striking the Vakeros with a
receives a Reflex saving throw to completely avoid the melee attack (armed or unarmed) must make a Reflex save
attack. Failure on this save means the target takes the or take the Vakeros’ base magical damage as fire damage.
caster’s base magical damage as a bludgeoning damage This only occurs when the Vakeros is being attacked, not
and is automatically moved 10 feet away from the caster, when he is actively attacking an opponent. Additionally,
unless it is of Huge size or larger. If the target is a structure all Vakeros within 10 feet of the caster gain a +1 bonus to
or unattended object, it suffers the same damage and is attack rolls and Will saves whilst the Blazing Aura is active,
moved (if it weighs less than 300 lbs. or is not securely as the Daernath expert exudes dedication and leadership.
attached to the ground/wall/fixture) 10 feet away from the A Vakeros may only benefit from this bonus once at any
Vakeros. give time (so multiple Blazing Auras would not stack).

Splinter (Occult DC 18, 1 Willpower, 2 Endurance) Flameshaft (Occult DC 16, 1 Willpower, 3 Endurance)
Motion is a wonderful tool and a marvel to behold but it This is a very straightforward spell; it conjures up a shaft
can also be harnessed as a destructive force. By casting of pure fire and fires it at a single target within 120 feet of
this spell at an object with a weight of less than 10 lb. the Vakeros. This counts as a ranged magical attack and
per class level, the Vakeros can cause it to splinter from if it hits, it inflicts the Vakeros’ base magical damage plus
conflicting fields of motion inside its own mass. This his Charisma modifier in fire damage. This attack also sets
power may target items held by a creature but magical combustibles on fire and can cause considerable collateral
items are not affected by this spell. The Vakeros caster damage if allowed to blaze unattended. Many Vakeros use
inflicts Endurance damage to the item equal to his base this spell during sieges as its effect can be devastating when
magical damage minus the item’s hardness. If the Occult cast through an open window into an enemy stronghold.
check result was equal to or greater than twice the item’s
hardness (plus any mastercrafted or superior bonus), the Power Grasp (Occult DC 20, 4 Endurance)
item detonates in a shower of broken shards. If the item A dangerous spell that makes a Vakeros even more deadly
was on a creature’s person, they must make a Reflex save in combat, this conjuration creates a pulse of lightning in
(DC 15) or suffer 1d6 piercing damage. the palm of the Knight’s off-hand. The Vakeros can use
this pulse as a touch attack and inflicts his base magical
Daernath, The College of Energy damage plus his Charisma modifier if it hits. This damage
is electrical and can affect incorporeal creatures without
– Spells penalty. The Vakeros is free to combine the touch attack
Often referred to as the Lord-General’s College by the with normal weapon attacks but takes the usual –4 penalty
Vakeros, this school trains the Dessi’s tacticians and to all attacks when he does so (see page 143 of the Lone
war wizards in the use of powerful energy for attack and Wolf core rulebook).

110
Advanced Classes
This book is all about magic and the many cultures of kind of freedom only journeymen of other less scholarly
Magnamund that embrace it and give it form. There are crafts normally ever receive.
several full character classes in this sourcebook for trained
workers of magic and the wonders they are capable of Agents are the opposite end of the scale. Non-spellcasters
invoking. There are others in the world of Lone Wolf with with experience in the real world of flesh and blood, battle

Advanced Classes
a passion for magic but not necessarily the singleminded and subterfuge, these men and woman pledge themselves
devotion to the art that their more studious or gifted brethren to serve a magical Order in return for training in their arts.
possess. These beings may serve the magical Orders of the This fusion of abilities makes them very versatile and while
world but they do not directly fit within their hierarchy of they will never reach the heights of power that a ‘pure’
tutelage. follower of either the profession they have left behind or
the magic they study now might achieve, they have a wide
These are the Emissaries and the Agents, magicians and array of talents and can deal with virtually any challenge
loyal servitors of the most powerful brotherhoods and that might come along. They may never master any single
magical cultures on the planet. While they have considerable discipline but they gain a basic knowledge of many.
magical power, the former much more so than the latter,
they both divide their focus between the magic that flows
through their souls and the concerns of the physical world. Agent
While they do not possess the raw power of magic that Agents of the various magical Orders of Magnamund are
others of their Orders command, they are trained to act comrades of Emissaries and often get sent on exactly the
within the mundane world far more effectively than their same kinds of missions. The key difference between the
magical comrades. They may not have the same amount two types of operatives is in how they approach magic.
of spellcasting talent, but they wield power on a different, Whereas an Emissary is a spellcaster that chooses to
more grounded level. learn more of the outside world, an Agent is typically an
adventurer of any other sort that decides or is convinced
Emissaries are spellcasters that begin their careers as to serve a magical organisation. These are generally well-
focused wizards and acolytes and then receive a calling trained heroes of other disciplines, often martial, with a
either within their own minds or at the behest of their curiosity for all things arcane and the inborn talent to see
tradition to act as a servant for less mystical tasks. This that interest to its mystical and inevitable conclusion.
comes at the cost of their studies but it gives them the
chance to explore the normal forms of power that come It is that desire that fuels the abilities and the advancement
with worldly experience; they gain training in skills that of a mystic Agent. Their primary benefit for swearing
would not otherwise be open to them and are granted the fealty to an Order is the ability to begin learning the magical
arts. Spellcasting, once the province of lifelong students,
becomes theirs to command. Of course, their skills are far
from the carefully practices talents of those students, but
Taking an Advanced Class their power can be impressive indeed. A veteran warrior
Characters have many options for advancement each time
with the ability to augment her prowess on the battlefield
they increase their level but in the end near the highest
with Lightning Hand is no one to be taken lightly.
levels of the game, characters begin to feel quite similar.
To this end, The Darklands first presented the idea of
The drawback of this great boon is the loss of other abilities
advanced classes. Magic of Magnamund continues this
an Agent would have gained had he continued down his
trend with the Agent and the Emissary – these character
original path. This is not a true consideration for someone
classes can be taken by any character that fulfils a
with the heart of an Agent however; he is drawn to magic
certain number of prerequisites. The rules for level
and is willing to sacrifice whatever temporal power he must
advancement apply to this system, meaning the first step
to grasp its hidden secrets. Most Orders and brotherhoods
of advancement is always choosing a class. If a character
are eager to take in Agents of any background so long as
does not meet the Requirements for an advanced class
they can show an effective level of proficiency and bring
before that first step, that character cannot take the first
something unique or useful to the group they wish to join.
level of that advanced class.

111
Agents comprise some of the most effective members of Weapon and Armour Proficiency: Agents gain no new
any magical organisation; what they lack in spellcasting proficiency in any weapons, armour or shields.
prowess, they more than make up for in practical abilities.
Affiliated Order: Every Agent has an Affiliated Order,
Endurance Die: d6. the magical society that sponsors him and teaches him the
rudiments of their mystical crafts. The specific Orders that
Requirements an Agent can be affiliated to are noted below, along with
To qualify to become an Agent, a character must fulfil all the specific gifts that they gain when joining that Order.
the following criteria.
The Grey Order
Ability Scores: Wisdom of 12 or higher. Magical Orders The Order attached to the Dessi, this fraternity is set aside
place a lot of trust in their Agents and cannot afford to take for purely human allies of the Dessi looking to study their
fools or the inexperienced into their confidence. arts and willing to swear fealty in return. Distinctive for
Skills: Any two of Bluff, Diplomacy, Disguise, Gather their grey garb and choice of the quarterstaff as a weapon,
Information or Intimidate at 4 ranks, Occult 2 ranks. members of the Grey Order are the only group of humans
Special: A prospective Agent must be of at least 3rd not descended from the Elder Magi blessed with training
character level and may not have any class levels in Brother in the Elder Arts.
of the Crystal Star, Cener Druid, Dark Cultist, Herbalish,
Kundi Mystic, Magician of Dessi, Sage of Lyris, Shadakine Gift: Agents of the Grey Order receive a special quarterstaff
Wytch or Shianti Sorcerer. A Vakeros Knight may only made roughly like the Wizard’s Staves given to true
become an Agent if he is a Keron college specialist. Magicians of Dessi. In truth, these grey metal staves are the
closest the Elder Magi can come to duplicating a Wizard’s
The character must also pass a special test to gain Staff, but it is far less potent. It is basically a mastercrafted
acceptance into their Order. For example, the Brotherhood quarterstaff. At the beginning of his turn, the Agent may
of the Crystal Star’s Order of the Star administers a test spend 1 Willpower point as a free action and increase the
called the Trial of Two Stars. This ordeal involves a staff’s damage die from 1d6 to 1d10 for the remainder of
complicated mission with at least two objectives, both of that round.
which are difficult to achieve and almost impossible to
accomplish together. The point of the Trial of Two Stars is Groveguard
not to succeed, though the prospective member is not told These Agents are dedicated to protecting the Herbalish
this, but rather to see how well he or she deals with the from threats the druids could not deal with directly very
stress of such a difficult assignment. effectively – threats from the cities and courts of the land.
Groveguard are often urban elite with very few wilderness
skills yet possessing a devout love of nature. Becoming
Class Skills a Groveguard involves a painful tattooing procedure that
The Agent’s class skills (and the key ability for each skill) places a knotwork mark somewhere hidden on the Agent’s
are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Disarm body. This tattoo is both an identifying mark and a bodily
Device (Dex), Disguise (Int), Escape Artist (Dex), Gather focus for the Agent’s magic.
Information (Cha), Knowledge (any, taken as separate
skills) (Int), Occult (Int), Perception (Wis), Perform (Cha), ♦ Gift: Groveguard are allowed free rein in the forests
Profession (any, taken as separate skills) (Wis), Sense of the Herbalish. In these woods, they come across
Motive (Wis), Sleight of Hand (Dex), Speak Language many interesting creatures and gain sympathy for
(Int), Stealth (Dex) and Use Magical Item (Cha). them during their training. Groveguards gain Handle
Animal, Ride and Survival as class skills. They also
Skill Points at Each Level (Order of the Star, Grey receive an animal companion of 4 Endurance dice or
Order, Groveguard): 5 + Int modifier less to serve as cohort, fellow spy and even protector
depending on the beast. Though they receive no other
Skill Points at Each Level (Order of Libris): 7 + Int ability to speak with animals, a Groveguard has an
modifier empathic connection to his beast and always has a +8
bonus to all Handle Animal checks in regards to it.
Class Features If a Groveguard’s animal dies, he may (at the Games
All of the following are class features of the Agent. Master’s discretion) receive another on the first day of
the following spring.

112
The Agent
Class Level Base Combat Skill Fort Save Ref Save Will Save Special
1st +0 +0 +1 +1 Affiliated Order, Magical Ward, Tricks of the
Trade, Trust
2 nd
+1 +0 +1 +1 Evasion, Spellcraft
3rd +2 +1 +2 +2 Expanded Spellcraft, Skill Mastery
4th +3 +1 +2 +2 Spellcraft, Uncanny Dodge

Advanced Classes
5 th
+3 +1 +3 +3 Expanded Spellcraft, Master Agent

Order of Libris throw it might allow. This ability even works against traps
The Sages of Lyris have a small cluster of operatives and and standing effects that are spell-like in nature.
trusted allies that are allowed to study their secret lore.
In return, the Agents of the Order of Libris often act as Tricks of the Trade (Ex): An Agent is expected to be
connections, spies and enforcers for the Sages when they able to get into places he should not be. To do this, he is
cannot personally deal with an issue. The Order of Libris given extensive training in the use of thieves’ tools, magical
uses a book shaped pin as their token of membership, often devices and instruments that break locks and disable traps.
wearing it under a lapel or equally discrete location.
Firstly, an Agent has mastered the art of improvisation
Gift: The Order of Libris has access to the finest libraries where his tools are concerned. As long as the Agent has
in all of Lyris. As such, they are very well learned and gain access to at least some rudimentary materials, he can
a +1 bonus to all Knowledge checks, so long as they have fashion enough tools from simple, common items to serve
at least 1 rank in the requisite Knowledge skill. They also as a basic set of thieves’ tools. The Games Master may rule
gain a mastercrafted rapier and full training (proficiency) that a situation does not allow for the use of this ability.
in how to wield one. At 3rd Agent level, they also gain the
Sagacious Concentration ability. At 5th Agent level they Secondly, the feats an Agent can achieve with a true set
gain the Long and the Short Step of the Path of Heroism, of thieves’ tools are nothing short of incredible. As long
along with a mastercrafted poignard. as the Agent is not using improvised tools, he gains a +2
bonus to all Disable Device checks. If the tools in question
Order of the Star already offer a bonus (for being of mastercrafted quality,
This Order is dedicated to the Brotherhood of the Crystal for instance), this ability stacks with it.
Star and is dedicated to promoting peace and safety in
Sommerlund and the lands of its allies. Based primarily Thirdly, the Agent’s nascent mystical training provides
in Toran, the Order has small chapterhouses near or within its elementary benefit – the Agent may attempt to disarm
the guild houses of every major Brotherhood city. magical traps as a spellcaster.

♦ Gift: All members of the Order of the Star are given a Evasion (Ex): Finely honed reflexes allow the Agent
special version of the Crystal Star Pendant, referred to to react to threats more swiftly than others. If the Agent
as their Star Talisman. Rather than the usual Pendant makes a successful Reflex saving throw against an attack
abilities, the an Agent’s personal Talisman gives him that normally deals half damage on a successful save, he
a constant +1 bonus to all saving throws and he gains instead takes no damage. Evasion can be used only if an
low-light vision to 60 feet, as a ‘blessing of the stars’. Agent is wearing light armour or no armour. A helpless
Agent does not gain the benefit of Evasion. Should the
Magical Ward (Su): An Agent is given training in how Agent already have Evasion from another class (but
to avoid or mitigate magical attacks. This takes the form no other source, such as a magical item) he now gains
of constant charms, simple spells, and an almost reflexive Improved Evasion – even a failed Reflex save will now
ability to turn aside magical assaults using the power of the result in only half damage.
Agent’s own enchantments. An Agent can always reduce
any magical attack that inflicts damage by a number of Spellcraft (Sp): Agents are taught magic appropriate to
points equal to his Agent level. If the attack does not inflict their Order and cast their spells just like a member of the
damage, he may add his Agent level as a bonus to any saving class their Order is devoted to. In all respects, including

113
calculating effects and saving throw DCs, an Agent is The Grey Order
treated just like a character of the same level as his class When a member of the Grey Order gains the Spellcraft
level in the Agent advanced class. An Agent may only class feature, he learns how to use one form of a Dessi
ever cast one spell per day (of any Tier) per Agent level, Elder Art, such as Powersense for Psychomancy. The DC
even if his Order’s class normally has no spells per day to resist this Elder Art is equal to 10 + the Agent’s Wisdom
limitation. All Endurance or Willpower costs must be modifier + half the Agent’s class level. He also gains a
paid as normal. Note that an Agent possesses neither base Willpower score equal to half his Wisdom score (rounded
magical damage nor the Magical Combat class feature. As down). Should the Agent already have a Willpower
such his Base Magical Combat Skill is equal to half his score (such as when gaining the Spellcraft class feature
character level and his base magical damage is always 1d6. the second time at 4th Agent level, for instance), he gains
When Spellcraft is gained, the Agent learns the following, bonus Willpower equal to his Wisdom modifier (minimum
dependent on their Order: of +1 Willpower). The Willpower statistic is refreshed
by the Agent’s Charisma score each day at midnight. No
meditation is needed; this happens automatically every
24 hours. If an Agent runs out of Willpower, he is left
unable to use any Elder Arts until he has at least 1 point
of Willpower but is otherwise unimpaired (unless another
class he possesses has other Willpower strictures).

Groveguard
When a Groveguard gains the Spellcraft class feature, he
learns Tiers I and II of a single Circle (see page 24 for
details of these Circles). The DC to resist these Tiers
is equal to 10 + 2 x the Tier of the ability + the Agent’s
Charisma bonus.

Order of Libris
When a member of the Order of Libris gains the Spellcraft
class feature, he learns any one Left-Handed Sage spell
(see page 53 for details of these spells). The DC to resist
this spell is equal to 10 + the Agent’s Intelligence modifier
+ half the Agent’s class level.

Order of the Star


When an Agent of the Star gains the Spellcraft class
feature, he learns how to cast a single Brotherhood spell at
Tier I. Brotherhood spells require Occult rolls to activate
as normal and the DC to resist the spell is equal to 10 + the
Agent’s Intelligence modifier + the Tier + half the Agent’s
class level.

Expanded Spellcraft (Sp): This class feature allows the


Agent to improve his fledgling magical abilities. The exact
effect of this depends on the Agent’s Order:

The Grey Order


When a member of the Grey Order gains the Expanded
Spellcraft class feature, he learns how to use one more form
of a Dessi Elder Art. The Agent must already know one
form of the chosen Art. Therefore an Agent may only take
the Pastsense form of the Psychomancy Art if he already
possessed knowledge of Powersense.

114
Trust
Both Agents and Emissaries are afforded enough trust by their Order that they are given the right to walk anywhere they
wish in the halls of power, no matter where they are in Magnamund. This faith is represented in the trust class feature
that both classes possess. Every Order of magical note in Magnamund has both allies to their cause and enemies that
would harm them or destroy them if they could. Agents and Emissaries are right in the middle of this complicated
chessboard and must quickly learn how to play the game before getting crushed by it.

Trust is always effective in any nation where their particular Order wields political power but other nations may be more

Advanced Classes
restrictive. Any abuse of Trust is sure to meet with stiff punishment ranging from reprimands to imprisonment and
removal from the Order (and a subsequent inability to increase in character levels of either class). The Games Master is
encouraged to define exactly which groups a particular Order is allied or opposed to, but suggested groups are listed on
the Trust table.

Trust
Order Allies Enemies
Brotherhood of the Kai Lords, Knights of Sommerlund, Nobility of Minions of the Darklords, Shadaki
Crystal Star Northern Magnamund
Cener Druids Minions of the Darklords The Dessi, Herbalish
Dark Cultists Cener Druids, Minions of the Darklords Brotherhood of the Crystal Star, Kai Lords
Herbalish The Dessi, Nobility of Southern Magnamund Cener Druids and the Giants of Kaum,
Minions of the Darklords
Magicians of Dessi Kai Lords, the Borese and Drodarin races Cener Druids and the Giants of Kaum,
Minions of the Darklords, Vassagonians
Sages of Lyris Brotherhood of the Crystal Star, Peasantry of Lyris Nobility of Lyris
Shadakine Wytches Denizens of Korli, Shadaki and Suhn, Sadi Denizens of Forlu, Kundi, Wytch
(not Wytch Chyldren) Nomads Chyldren
Vakeros Knight Kai Lords, the Borese and Drodarin races Cener Druids and the Giants of Kaum,
Darkspawn, Vassagonians

Allies of a given Agent or Emissary react favourably to him, granting him a +1 bonus on all Charisma based ability
and skill checks. This advantageous reaction can also translate into free accommodations, minor financial help and
information or assistance that would not otherwise be offered. Enemies react very unfavourably to Agents or Emissaries
of their hated nemeses; a –1 penalty is applied to all Charisma based ability and skill checks and they are 50% likely to
target the Agent or Emissary first in any given combat situation. Unless a good campaign reason is given to the contrary,
members of an Agent or Emissary’s own Order are always considered allies.

Groveguard Order of the Star


When a Groveguard gains the Expanded Spellcraft class When an Agent of the Star gains the Expanded Spellcraft
feature, he learns Tier III of a single Circle (see page 24 class feature, he learns how to cast the Tier II version of
for details of these Circles). The Agent must know Tiers I any Brotherhood spell he knows. The Agent must know
and II of the chosen Circle in order to do this. Alternately, Tier I of the chosen spell in order to do this. Alternately,
the Agent may learn Tier IV of a single Circle. The Agent the Agent may learn how to cast the Tier III version of any
must know Tier III of the chosen Circle in order to do this. Brotherhood spell he knows. The Agent must know Tier II
of the chosen spell in order to do this.
Order of Libris
When a member of the Order of Libris gains the Expanded Skill Mastery (Ex): The Agent gains the ability to take
Spellcraft class feature, he learns any one Left-Handed 10 with any one of the skills listed next to his Order in the
Sage spell (see page 57 for details of these spells). Skill Mastery table. The Agent may take 10 even when
circumstances would normally deny him the right to do
so.

115
a blade of steel becomes as comfortable as a magician’s
Skill Mastery wand.
Order Viable Mastered Skills
Grey Order Concentration, Diplomacy, Disguise Emissaries are valued Agents of the magical societies of
Groveguard Handle Animal, Ride, Survival Magnamund. Their skills are highly sought after and their
Order of Libris Bluff, Disable Device, Escape efforts are richly rewarded. These skilled members of the
Artist, Use Magical Item Brotherhoods and Orders of the land wield both metal and
Order of the Star Diplomacy, Disguise, Gather magic, skills and spells alike to serve the greater good
Information, Stealth of their people. While not every member of any given
mystic fraternity can handle the rigours of training to be
an Emissary, those with the right attitude and aptitudes can
Uncanny Dodge (Ex): The Agent retains his Dexterity greatly expand their role as heroes of the realm.
bonus to Armour Class even when he is flat-footed or struck
by an invisible attacker. Only complete immobilisation can Endurance Die: d6.
negate this ability. Should the Agent already have Uncanny
Dodge from another class (but no other source, such as a
magical item) he now gains Improved Uncanny Dodge Requirements
– he cannot be flanked now, denying multiple attackers any To qualify to become an Emissary, a character must fulfil
flanking bonus. all the following criteria.

Master Agent (Ex): At 5th level, the Agent has developed Ability Scores: Charisma of 12 or higher.
his infiltration and espionage skills to an almost supernatural Skills: Any one of Bluff, Diplomacy, Disguise, Gather
degree. His training is complete and he stands as one of the Information or Intimidate at 4 ranks, Perception 4 ranks.
most skilled members of his Order. He masters one more Special: A prospective Emissary must be of at least 3rd
skill associated with his Order from the Skill Mastery table class level in one of the following spellcasting classes;
from 3rd level and can apply a +2 bonus when he makes Brother of the Crystal Star, Cener Druid, Dark Cultist,
checks with these two mastered skills. He also gains the Herbalish, Magician of Dessi, Sage of Lyris, Shadakine
ability, once per day, to immediately attempt a re-roll on Wytch (not Wytch Chylde) or Vakeros Knight.
either of his mastered skills. If this result of the second roll
is worse than the first result, it must still be accepted. Class Skills
The Emissary’s class skills (and the key ability for each
skill) are Bluff (Cha), Craft (Int), Concentration (Con),
Emissary Diplomacy (Cha), Gather Information (Cha), Knowledge
The world of Magnamund is a magical place but spells and (any, taken as separate skills) (Int), Occult (Int), Perception
powers cannot always solve the problems of spellcasters (Wis), Sense Motive (Wis) and Stealth (Dex).
and the organisations they form. While the magic of this
world is potent indeed, some situations call for skills and Skill Points at Each Level: 5 + Int modifier
steel over the ability to work a particular spell. Some
beasts are resistant to magic and some social entanglements
cannot be untied even with the strongest charms. When the Class Features
travails of life cannot be solved with sorcery, it falls upon All of the following are class features of the Emissary.
those in power to find another approach.
Weapon and Armour Proficiency: Emissaries gain
That is where the Emissary comes in. Skilled in magic proficiency in two non-racial weapons of his choice,
and trained for long years, these minions of the powers that all light armour and bucklers. Note that Armour Check
be are further taught in skills that have little to do with Penalties apply to Acrobatics, Athletics, Climb, Escape
the mystical and more to do with dealings in the mortal Artist, Sleight of Hand and Stealth checks when using
realm. Spells of destruction are traded out for diplomacy shields and armour heavier than leather.
and impressive powers give rise to interpersonal skills and
force of arms. While an Emissary will never be a true Investigation (Ex): Even as an Emissary begins his
match for a lifetime of training with the blade, an Emissary exploration of the mundane world, his ability to use the
quickly becomes proficient with the tools of men at arms. skills he already has becomes well honed. He can take in
Armour, however cumbersome, is no longer a mystery and physical evidence and minute details and deduce a great

116
The Emissary
Base Combat
Class Level Skill Fort Save Ref Save Will Save Special
1st +0 +0 +1 +1 Investigation, Operative of the Order
2nd +1 +0 +1 +1 Continued Training, Trust
3rd +2 +1 +2 +2 Cross-Training
4th +3 +1 +2 +2 Continued Training, Perception Mastery

Advanced Classes
5th +3 +1 +3 +3 True Emissary
6th +4 +2 +3 +3 Continued Training, Gather Information Mastery
7th +5 +2 +3 +3 Cross-Training
8th +6 +2 +4 +4 Continued Training, Diplomacy Mastery
9th +6 +3 +4 +4 Responsibility and Power
10th +7 +3 +5 +5 Awareness, Continued Training

deal of information from it. This effectively gives the his previous spellcasting class but at a reduced rate. Thus,
Emissary a +2 bonus to Perception and Gather Information when every even-numbered Emissary level is gained, the
checks. character also gains all the class features he would have
gained had he advanced a single level in his Order’s
Operative of the Order: As an Emissary for one of the spellcasting class. The Emissary does not gain any other
magical Orders of Magnamund, a member of this class is bonuses (such as Endurance Die, skill points, saving throw
given certain allowances for the equipment and items he may or Combat Skill bonuses).
need during the course of his missions. This allowance also
provides him with fine equipment purchased by the Order This essentially means that he adds the number of even
he serves and given as a gift for excellent service. This levels of Emissary to the levels of his Order’s spellcasting
includes a mastercrafted version of any single one-handed class that he already possesses.
melee weapon the Emissary is proficient in wielding, 2,000
Gold Crowns worth of items listed in the Potions and Oils For example, a 4th level Sage of Lyris/4th level Emissary
section (on page 127) of the Lone Wolf core rulebook and a would have a Base Combat Skill of +6/+1, base Fort save
light horse with riding saddle. +2, base Ref save +4, base Will save +6 plus all the class
features of a 6th level Sage of Lyris. When his Sage class
Operatives of the Order are given a stipend of 100 Gold level is calculated (to determine spell effects or save DCs,
Crowns per level of this advanced class each time they take for instance), he is counted as a 6th level Sage.
on a mission for their Order. They are expected to handle all
necessary expenses for completing their assignments out of Cross-Training: This ability is gained twice by an
these funds and to return what they do not use. Emissaries Emissary – once at 3rd class level and once at 7th class level.
are trusted to keep careful track of their expenditures and Each time, the Emissary can choose one of the following
are trusted to obey the spirit of this rule but many take slight abilities to gain as part of his split instruction provided
advantage of this laxity by pocketing whatever monies are by both his magical Order and the often violent world he
left over at the end of an adventure. is expected to operate in constantly. These abilities are
permanent but can only be chosen once each.
Note that an Emissary may not freely multiclass out
of this advanced class. If the character takes a level of ♦ Armour Skills (Ex): While armour is not very conducive
anything other than this advanced class or a spellcasting to magical skill, it can be a lifesaver if the Emissary
class he possessed before becoming an Emissary, he may finds himself in combat. This skill allows the Emissary
never take another level of the Emissary advanced class to wear any form of medium armour proficiently and
or the spellcasting class he possessed before becoming an subtracts 5% from the Spell Failure chance of any
Emissary. armour he wears. This choice also allows the Emissary
to use shields (other than the Sommerlund Greatshield)
Continued Training: An Emissary continues to gain proficiently and subtract 5% from the Spell Failure
magical abilities and training as if he was advancing in chance of any shield he bears.

117
♦ Instruction (Ex): An Emissary often finds himself accordingly. This appreciation and fame is shown as an
in need of greater skills and skill choices than he increase to the bonus and penalty associated with Allies and
currently has. This in turn drives those Emissaries to Enemies increasing to +3 and –3 respectively. It also gains
learn everything they can in as short a period of time as the Emissary a gift – a superior and jewelled (+1 magical
possible. By selecting this Cross-Training feature, the bonus) version of the Emissary’s preferred weapon or a
Emissary adds two new class skills (and can use skill Brotherhood Wand of any chosen spell or a Fire Rod. The
points gained this level to buy ranks in them if desired) choice of gift is up to the Games Master and may include
of his choice to his Emissary class skills. He also gains something different but of roughly equivalent value at his
a bonus 4 skill points to spend at this level. discretion.

♦ Personal Training (Ex): An Emissary hones his body Diplomacy Mastery (Ex): The recognition the Emissary
and mind to perfection, constantly trying to challenge has gained paves his way in negotiations and diplomatic
himself to greater feats of stamina, cleverness, and matters. He is far less likely to make social gaffes or
inventive thought. By selecting this feature, the unwise comments. This familiarity with common and
Emissary gains an immediate, permanent +1 bonus current events allows an Emissary to automatically ‘take
to any one ability score he chooses. This increase 10’ on a Diplomacy check regardless of circumstances.
happens before any ability dependent scores are
determined (such as skill points and Endurance gain), Responsibility and Power: At this high level of rank
so an increase in one of these ability scores will have an within his Order, an Emissary is given missions of great
immediate impact. import and trusted to go virtually anywhere in the pursuit
of his duties. The Emissary’s allies are instructed to treat
♦ Weapon Skills (Ex): When this ability is chosen, him as one of their own and rarely if every block or bar his
the Emissary has shown a desire and commitment passage when he must deal with them. His greater fame
to becoming a better fighter. This dedication reaps increases his stipend to 200 Gold Crowns per Emissary
excellent martial benefits as the Emissary gains the level for each mission.
proficiency in a further two non-racial weapons of his
choice. Alternately, he may gain proficiency in a single Magical support is always available unless unforeseen
racial weapon associated with either his homeland or reasons demand otherwise. This takes the form of a 10th
any of his allies’ homelands. This Cross-Training level member of the Emissary’s Order. This spellcaster
choice also provides one of these chosen weapons for is handled by the Games Master and acts as a loyal aide
the Emissary (and 30 rounds of ammunition for the and assistant, dependent on the Emissary for lodging,
weapon if it is ranged). In addition, the Emissary can transportation and expenses. If this aide is ever slain, a full
choose a single weapon he is proficient in and gain a +1 one month investigation will be conducted into the matter.
bonus to attack and damage rolls when wielding it. If the Emissary is not found at fault for the aide’s demise,
a new one is made available at the end of that period. If
Perception Mastery (Ex): The trained senses of an the Emissary is at fault, no aide will ever be granted to him
Emissary are so acute, much of what they can tell him occurs again and he may well face expulsion from the order.
without him even needing to focus them. This casual level
of awareness allows an Emissary to automatically ‘take 10’ Awareness (Su): The pinnacle of Emissary awareness,
on a Perception check regardless of circumstances. a member of this class is trained to use his magic to aid
him directly when dealing with the ever-changing world
Gather Information Mastery (Ex): Experienced of Magnamund. Since Emissaries are expected to get
Emissaries develop an extensive network of contacts and involved in all manner of difficult situations and knowing
rarely have to try hard to accumulate general information. who to trust and what is really occurring around him is
This familiarity with common and current events allows an an absolute must, an Emissary is trained in subtle magics
Emissary to automatically ‘take 10’ on a Gather Information of detection and divination. This translates to a +2 bonus
check regardless of circumstances. to Initiative and the Emissary may never be caught flat-
footed or be surprised, unless he is helpless, immobilised or
True Emissary: The Emissary has proven his worth in asleep. This awareness is particularly useful when dealing
combat and in court rooms time and again. He is seen as a with people of all kinds and translates as a +2 bonus to all
fine example of his Order and given a great deal of respect Sense Motive checks.

118
Magical Craft
In the lands of Magnamund, magical items are rare and level, just one or any increment he wishes until the balance
precious things, with each one the result of painstaking effort of the skill is paid for. Each skill has its own basic system for
and great work on the part of its devoted maker. Few Player creating items.
Characters will have the time or energy it takes to create a
magical item in the course of a standard campaign but for
those Games Masters wishing to incorporate such creation Scribing (Itemcraft)

Magical Craft
into their games, these rules should allow Player Characters Prerequisites: Character level 10+, Profession (scribe) 5
and Non-Player Characters alike to create such treasures. ranks.
Cost: 8 skill points.
Keep in mind that these rules are for ‘normal’ magical items
that one might find during the course of an adventure or Creating scrolls is a difficult affair, one that consumes costly
(rarely) for sale in some of the richest cities of Magnamund. inks and precious personal energies for the purpose of making
These rules will not allow characters to craft weapons like portable magic. Scrolls, by their nature, are usable by anyone
the Sommerswerd or ancient wonders like the Lorestones of capable of reading the complex script they are written in. This
Varetta. Such divine treasures are gifts from the gods and does not even require spellcasting ability but it does require
while it is likely the grace of Kai could imbue another blade a Use Magical Item skill check with a DC equal to half the
with the power to slay the Darklords, it is very unlikely that he scroll’s Resist DC. Those with 5 or more ranks in Knowledge
would take so direct a hand in the affairs of mortals again. (history) gain a +2 bonus to this check. Spellcasters who
already know the spell contained within the scroll may use
As such, the state of magical crafting in the Age of Man is it automatically, without a Use Magical Item check. Using a
limited to containing spells cast by the many mages of the scroll is a standard action and can be combined with retrieving
realm, alchemical achievements and lending a magical the scroll from a container as a move action in the same round.
enhancement to weapons and armour. While there remain Scrolls commonly sell for at least twice their GC cost to create
legends of great powers from a bygone age where the Kai but often as much as three or four times this amount
could create blades and maces with the power to strike down
certain types of creatures, such fancy is considered a myth The Scriber must know the spell being imbued into the scroll.
at best. For now, the people of Magnamund must make due In addition to the Gold Crowns and experience points that
with their own skills and what fantastic items can be crafted the system detailed below charges for a scroll to be created,
with them. the crafter must go through the Scribing process. Every step
must be satisfied before a scroll can be finished. If any step
This chapter is divided into three sections. The first is devoted along the way (after the first one) is failed, the entire creation
to the Scribing skill, the second to the Jewelcraft skill and the process must begin again and the materials (the Gold Crown
third holds some example items of both magical crafts. cost) are wasted. No experience is lost as this is spent as a
personal energy cost when the scroll is finally imbued during
the last step.
Buying Itemcraft Skills
Itemcraft skills are not like the normal skills in the Lone Wolf
♦ Preparation: The Scriber must determine what formula
core rulebook. They have prerequisites that must be met
to write for the spell he wishes to Scribe. This takes ten
before they can be purchased (though they may be selected the
minutes per point of Resist DC and requires an Occult
same level a Player Character meets its prerequisites). Also,
check (DC 5 + the Resist DC of the spell) to perform
unlike normal skills, they are not measured in ranks and cost
correctly. The caster gets a +2 bonus to his skill check
more than 1 or 2 points to purchase. Itemcraft skills are self-
if he has 5 or more ranks in Knowledge (arcane) or Use
inclusive; once they are purchased, a character can perform
Magical Item. This can total a +4 bonus if he has 5 or
any task they describe without having to buy additional ranks
more ranks in both.
to increase their chances of success.
♦ Ink Creation: Each scroll has to be written with just the
The skill point cost for these Scribing or Jewelcraft can be
right formula of ink. While this does not vary from scroll
paid over the course of several character levels in whatever
to scroll, it is different for each spell. It is assumed that a
increments the character wishes but its abilities cannot be used
character learns the ink recipe for a given spell when he
until it is purchased in full. A character cannot start paying
learns the spell itself but there is still an element of chance
for one of the Itemcraft skills until he meets its prerequisites.
in the brewing process. Ink creation requires a Craft
A character can choose to spend all of his skill points per

119
saving throw (Resist DC) or lose the experience point and
Base Cost to Scribe a Scroll cost for the scroll. Only one spell can be placed on a given
Resist DC Cost in Gold Crowns and Experience scroll and only one scroll can be imbued at a time.
1-10 50 GC + 50 XP
11-15 100 GC + 100 XP Jewelcraft (Itemcraft)
16-20 200 GC + 200 XP Prerequisites: Character level 10+, Craft (jewellery) 10
21-25 400 GC + 400 XP ranks.
26+ 800 GC + 800 XP Cost: 10 skill points.

(alchemy) check with a DC equal to the spell’s Resist DC. An esoteric art that is not followed in the modern day by nearly
The Scribe himself does not need to make this ink but as many craftsmen as once worked its wonders, Jewelcraft
must be involved in directing an alchemist to do so. Each makes magical treasures capable of a wide variety of effects.
ink takes two hours to brew but up to ten batches of ink The power behind this form of magic item lies in the stones of
can be made in this time. power and mystic metals used in their construction along with
arcane script and rituals that complete their transformation
♦ Scribing: The main body of the work is done with the from ornate accessories into used and powerful equipment.
Profession (scribe) skill (DC 5 + the Resist DC of the Unlike scrolls, magical gems and jewellery have very set
spell). Scribing a scroll takes one hour per point of Resist forms and are not typically just vessels for known spells. This
DC. Only one spell can be Scribed by a single mage in a chapter contains a collection of suggested items; the Games
given day. A roll of a 1 always fails and the Scriber may Master is welcome and encouraged to create more to suit the
not take 10 or 20 on this check. campaign. Each item is listed with a Base Cost and a Resist
DC for purposes of Counterspelling (which is possible if the
♦ Imbuing: After a scroll is finished, the Scribe must imbue item is specifically targeted) or resisting their powers. The
it with magical energy. This process is something of a Resist DC also determines the DC of the final Occult check
ritual, as the Scriber casts the spell over a period five times necessary to enchant the item.
as long as it normal casting time. If the spell requires a
check of some sort to succeed, this must be achieved at There can be no mistakes during Jewelcraft creation, which
this point. Failure on this check ruins the scroll entirely is why wizards and shamen interested in making magical
(total loss of GC cost) and forces the Scribe to make a Will jewellery must usually undertake the project from beginning

Basic Rules for Item Creation in Magnamund


These are just guidelines to keep in mind if Games Masters want to make Itemcrafting a part of their campaigns. The
creator needs a fairly quiet, comfortable and well-lit place in which to work which has all the requisite tools and materials
he will need. Itemcrafters are assumed to work for eight hours each day and cannot rush the process by working longer.
A character can only work on one item at a time.

Resting: During rest periods, a character in the midst of Itemcrafting is considered fatigued. The caster can take a short
break from working (for naps and the like) as often as he likes, so long as the character spends at least eight hours out
of every 24 working on the item. The character cannot take a day off – working less than eight hours out of every 24
working on the item results in the materials (and GC cost) being wasted.

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

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

120
to end and let no one else touch the work until it is finished.
While the occasional rare piece of mastercrafted jewellery
might be enchantable after it has been crafted, virtually all
Jewelcraft items are the creation of one mage from beginning
to end. If any step along the way (after the first one) is failed,
the entire creation process must begin again and the materials
(the Gold Crown cost) are wasted. No experience is lost as
this is spent as a personal energy cost when the scroll is finally
imbued during the last step.

♦ Research: Each piece of magical jewellery has a specific

Magical Craft
form, though small personal variations are possible. Before
a Jewelcrafter can make a specific magical item, he must
determine the stone(s) and metal(s) of its design as well as
any engraving or ornamentation its magic requires. This
is an exacting process, requiring 1d10 days of study and
a Knowledge (arcane) check (DC 25). It is possible to
shortcut this step by locating a teacher that already knows
the process for the item in question; this is best done as
a special interaction between Games Master and Player.
Research for a specific item only needed to be done once; not create the mastercrafted item being enchanted, raise
a Jewelcrafter can make any number of that item once he the DC by +4 (or +2 if the item is of superior quality).
knows the right design. Success causes the item to glow brightly and become a
permanent magical piece of equipment (almost always a
♦ Creation: The crafting process is much the same as it Special Item). Failure causes the item to shatter and be
would be for any jewellery, with dozens of tools and permanently ruined. If the creator of a shattered item fails
painstaking effort. Consult the Craft skill on page 88 a Will save (DC 20) a catastrophic explosion occurs. This
of the Lone Wolf core rulebook. A character with the deals 10d6 fire damage to everyone within 10 feet, always
Jewelcraft skill need not have the usual +15 or +20 Craft including the Itemcrafter in this radius.
bonus necessary to create mastercrafted or superior items.
If the Itemcrafter is using a mastercrafted or superior The actual game effect of a Jewelcrafted item is largely left
piece of jewellery made by someone else, he may skip up to the Games Master and the Player. The environs of
this tsage. Magnamund and its magical items are simply too broad and
unique to bundle neatly into effect levels or mystical domains.
♦ Dousing: Magical gems and jewellery much be The examples given below should help orientate the relative
alchemically awakened through a process called dousing. powers of Jewelcrafted items – a mighty bracelet capable
This is a soaking and oiling step, with very specific of blasting foes asunder will have a higher Gold Crown and
tinctures and oils used to rouse the magics dormant within experience point cost – and probably a hellishly high Resist
the metal and jewels. Creating the fluids is a single Craft DC. In comparison, a simple ring that keeps a wearer free
(alchemy) check (DC 20) while actually applying them from dust and dirt is relatively low in cost. In either case,
to the finished piece is a Concentration check (DC 25). because of the high costs and rarity of Jewelcrafted treasures,
Dousing takes one day for every 1,000 Gold Crowns of there is no purchase price listed for any of Jewelcrafted items.
the final piece’s Base Cost. Fortunately, the Jewelcrafter Most items should sell for two or three times their Base Cost
does not have to perform this step himself but he must be at a minimum; their creation does, after all, involve severe risk
constantly present to supervise. The down side to having to their makers.
aid in this step is that the alchemist in question must also
be the one to make the Occult check, making it rare for Amulet of Enhancement: This jewelled amulet is a golden
a skilled Jewelcrafter to be able to rely on truly skilled disk on a chain. It usually bears the image of a lion, dragon or
help. other creature of great and legendary attributes. The amulet
grants the wearer a magical bonus to a single ability score of
♦ Imbuing: This is the quickest and most hazardous step, as +2, +4 or +6. Like all such items, this bonus immediately
the finished and awakened piece of jewellery must now be fades if the amulet is removed for any reason.
filled with magical power in order to function. Imbuing Base Cost: 1,000 GC/100 XP (+2), 4,000 GC/400 XP (+4),
is a ritual taking only one hour and an Occult check (DC 12,000 GC/1,200 XP (+6). Resist DC: 20 (+2), 25 (+4), 30
equal to the Resist DC of the item). If the Itemcrafter did (+6).

121
Amulet of the Talon: This amulet is usually made of a carved summoned forth, allowing the wearer to suspend its functions
crystal in the shape of a claw or fang and is typically made for a week in order to cure any one target suffering from any
from a blood ruby or other red jewel. It grants a magical bonus form of disease. This is not assured but it gives the victim a
of +1 to +5 on attack and damage rolls with unarmed and Fortitude saving throw (DC 20) immediately to overcome any
natural weapon attacks. These amulets can be placed on any disease it is currently ailing from.
living creature of Huge or smaller size; they are insufficient to Base Cost: 3,500 GC/350 XP. Resist DC: 20.
enhance the prowess of any larger animal or monster.
Base Cost: 2,000 GC/200 XP per +1 bonus. Resist DC: 20 Periapt of Life: This stone is bright red and dangles on a
(+1), 25 (+2), 30 (+3), 35 (+4), 40 (+5). red or dark yellow gold chain. The wearer of this periapt
automatically becomes stable if his Endurance drops to
Circlet of the Sun: Ancient items used by Kai Lords of old, between –1 and –9 inclusive. The periapt also doubles the
these circlets and tiaras are now rare beyond measure and wearer’s normal rate of healing (but is not powerful enough to
can fetch a high price when they surface at all. More than a increase Fast Healing or Regeneration rates).
dozen still rest in the vaults of the Kai; they are taken out and Base Cost: 7,500 GC/750 XP. Resist DC: 20.
used only when the need is great. On command (a standard
action), this elaborate gold and sunstone headband projects a Scarab of Warding: This device appears to be a silver
blast of pure, burning sunlight which inflicts 8d6 fire damage medallion in the shape of a Telchoi death beetle. If it is
on a single target (Reflex save for half damage). The light held for 1 round, an inscription in the language of the desert
automatically full damage (48 points) to any Darkspawn it folk appears on its surface letting the holder know that it
strikes (24 points if it makes its Reflex save). This power is a protective device. The scarab’s possessor gains Magic
may be used up to three times per day. Resistance 30. The scarab can also absorb death effects
Base Cost: 25,000 GC/2,500 XP. Resist DC: 35. and attacks that inflict negative levels or level drain. Upon
absorbing 12 such attacks, the scarab turns to inert powder
Defender’s Brooch: These items are made in Sommerlund and is destroyed.
and often adorn the cloaks and robes of its most powerful Base Cost: 30,000 GC/3,000 XP. Resist DC: 30.
Knights and wizards. One of these powerful items appears
to be a piece of silver or gold jewellery used to fasten a cloak Magical Rings
or cape. In addition to this mundane task, it can absorb fire, These items are also made using the Jewelcraft skill but their
cold, sonic or electrical energy attacks sort generated by spells similar form warrants them being grouped together in a single
or spell-like abilities. A Defender’s Brooch can absorb up to list. Magical rings can be very dangerous to wear or even own,
101 points of such damage before it shatters and becomes making more folk in the land of Magnamund very hesitant to
useless. As it absorbs damage, it becomes visibly spent as its even touch such an item. This comes from the legends of
jewels flaw and turn to inert, worthless powder and its metal ancient Shianti rings that, while they gave their chosen bearers
tarnishes. great powers, brought terrible curses and painful deaths to
Base Cost: 1,500 GC/150 XP. Resist DC: 15. anyone else donning them.

Gem of Kai: This crystal appears to be a long, faceted prism Invisibility: By activating this simple silver ring set with the
in a handgrip of carved gold. Upon utterance of a command crystal star symbol of the Brotherhood of the same name, the
word, the crystal emits bright light of one of three sorts. One wearer can benefit from any of the powers of the Magnakai
command word causes the gem to shed light as a hooded Discipline Invisibility at no Endurance cost. This ring is
lantern. Another command word causes the Gem of Kai to one of the few physical marks remaining of the once-close
send out a bright ray to a distance of 60 feet. This strikes as ties between the Brotherhood of the Crystal Star and the Kai
a ranged magical attack and any creature struck by this beam Monastery through Sun Eagle’s sister Androphynos (a wizard
is blinded for 1d4 rounds unless it makes a Fortitude save. and healer of great beauty and power). Crafted for her with her
The third command word causes the gem to flare in a blinding brother’s aid to keep her safe in her journeys, the formula used
burst of light that fills a 30 foot radius. Although this glare to be common knowledge but has since faded into obscurity.
lasts but a moment, any creature within the radius must make Base Cost: 15,000 GC/1,500 XP. Resist DC: 25.
a Fortitude save or be blinded for 1d4 rounds. A newly created
Gem of Kai has 50 charges – the beam effect uses 1 charge Regeneration: This white gold ring never appears damaged
per use and the burst effect uses 5. When all its charges are or scuffed, as it constantly heals any minor damage that does
expended, the gem becomes completely non-magical. not actually sunder it. It grants its wearer Regeneration 2,
Base Cost: 10,000 GC/1,000 XP. Resist DC: 30. as per the special quality on page 261 of the Lone Wolf core
rulebook. Fire damage will harm the wearer normally (though
Periapt of Good Health: The wearer of this blue gem on some Regeneration Rings are susceptible to cold or sonic
a silver chain is immune to disease, including supernatural energy types instead).
diseases. In addition, the full power of the periapt can be Base Cost: 50,000 GC/ 5,000 XP. Resist DC: 40.

122
The Scope of Magic
Magnamund’s magical fraternities and sororities are that requires your full attention. Such actions include
incredibly diverse, tapping into the wellspring of creation casting a Brotherhood spell, concentrating on an active
from many different angles and with radically differing spell, directing a spell, using a magical ability or using a
philosophies. Yet there are constants between them, as skill that takes longer than a single action. In general, if

The Scope of Magic


they all access the same fundamental power of magic. To a non-magical action only takes a standard action or less
help represent this within the game, compiled here is a list to perform, you need not make a Concentration check to
of clarifications and expanded rules that deal with magic avoid being distracted.
and sorcery in the Lone Wolf world.
If the Concentration check succeeds, you may continue
Base Magical Damage and with the action as normal. If the check fails, the action
automatically fails and is wasted. If you were in the process
Multiclassing of casting a spell, the spell is lost but its Endurance or
Some magic-using orders on Magnamund – notably Willpower cost is still paid. If you were concentrating on an
the Magicians of Dessi, the Brotherhood of the Crystal active spell, the spell ends as if you had ceased concentrating
Star and the Shadakine Wytches, among others – have a on it. If you were directing a spell, the direction fails but
statistic referred to as ‘base magical damage’. Along with the spell remains active. If you were using any other kind
the Magical Combat class feature, this is a representation of extraordinary, spell-like or supernatural ability, that use
of a character’s sheer magical might and in most cases of the ability is lost and any Endurance or Willpower cost
slowly increases as a spellcaster increases in their class is still paid. A skill use also fails and in some cases a failed
level. However, on rare (though not unheard of) occasions skill check may have other ramifications as well.
a mage of one order sometimes finds himself indoctrinated
into another. The Concentration table summarises various types of
distractions that cause you to make a Concentration check.
Unlike the Magical Combat class feature, which may If more than one type of distraction is present, make
stack with any class that possesses the same feature, base a check for each one; any failed Concentration check
magical damage will always supercede itself. Multiclassed indicates that the task is not completed and further checks
spellcasters will always use the highest value (the base are redundant.
magical damage dice that could, at a maximum result,
produce the highest value) when casting spells or using Action: None. Making a Concentration check does not
abilities of either class. Simply put, base magical damage take an action; it is either a free action (when attempted
does not stack. Therefore a 10th level Shadakine Wytch/2nd reactively) or part of another action (when attempted
level Brother of the Crystal Star would have a base magical actively).
damage of 1d10 when casting either Rituals or Left-Handed
spells. Try Again: Yes, though a success does not cancel the effect
of a previous failure, such as the loss of a spell you were
The exceptions to this rule are some Advanced Classes. If casting or the disruption of a spell you were concentrating
an Advanced Class has special rules concerning how its on.
base magical damage is combined or applied, it will be
described in its Magical Combat or Partial Magical Combat
class feature. Counterspell
The Brotherhood spell Counterspell is effective against
nearly all of the magical arts described in this tome, unless
Concentration (Con) the text specifically mentions otherwise. As a rule of thumb,
This skill is used whenever a character must employ a calm nearly all spell-like (Sp) abilities may be Counterspelled
temperament and steady hands in challenging conditions. while those of s supernatural nature (Su) may not. Those
learned in Counterspell may therefore freely counter:
Check: You must make a Concentration check whenever
you might potentially be distracted (by taking damage, by ♦ A Cener Druid’s Spiral magic.
harsh weather, and so on) while engaged in some action ♦ An Herbalish’s Circle magic.

123
♦ A Kundi Mystic’s Wyld-Tricks. Touch Attacks
♦ A Sage of Lyris’ Arcane Studies abilities – Sonomancy, This type of attack reflects how some of the more diverse
Celestialism1 and Left-Handed magic. or powerful spellcasting classes have developed a method
♦ A Shadakine Wytch’s Voice of Power and Rituals2. of bypassing the armour of their opponents. A touch
♦ A Shianti Sorcerer’s Elder Arts3. attack ignores the any armour or shield bonus the target
♦ A Vakeros Knight’s Battle Magic. may possess, including any mastercrafted, superior or
sublime quality bonuses. The bonuses these items apply
1
But a Counterspell can never nullify of alter the effect of to a target’s Armour Class simply do not apply in the case
a Sage’s Chosen Star. of touch attacks. Magical bonuses any armour or shield
2
These are notoriously difficult to counter, however. Raise may possess do apply versus touch attacks, and any other
the DC of Counterspell attempts by +2 to reflect this, bonuses (due to a high Dexterity or fighting defensively,
which may therefore also increase a Counterspell caster’s for example) also still apply.
Endurance cost.
3
Countering the Lesser Arts of a Shianti Sorcerer are dealt A touch attack is not a magical attack, however. It will
with as normal. Greater Arts are virtually impossible to always use the attacker’s Base Combat Skill, not his Base
Counterspell, even for a Grand Master of the Crystal Star. Magical Combat Skill. It may also inflict damage as
The Shianti Sorcerer may immediately decide to bolster the normal for an unarmed strike.
structure of his Greater Art spellcasting if a Counterspell is
attempted upon it. For every the 2 Willpower the Shianti For example, Thaymor the Sommerlund Knight of the
Sorcerer decides to expend, the spell’s Counterspell DC is Realm is being targeted by a Cener Druid’s Withering spell
increased by +3. Note that this will also affect the amount (from the Spiral of Death). Thaymor, resplendently clad in
of Endurance required to Counterspell the Greater Art magical plate mail armour, normally has an Armour Class
effect. This means that Brotherhood wizards may well be of 22 (+1 Dex, +8 plate mail, +2 superior, +1 magical).
devastated by attempting a Counterspell against a Greater Against the Withering spell, his Armour Class is only 12
Art, as they cannot choose to ‘drop’ the Counterspell once (as both the +8 plate mail and +2 superior bonuses are
they have attempted it… ignored).

Concentration
Concentration DC Distraction
10 + damage dealt Damaged during the action1.
DC is equal to the DC to Taking continuous damage during spellcasting2.
resist the spell being cast
10 Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat in rough
water, belowdecks in a storm-tossed ship).
15 Violent motion (on a galloping horse, taking a very rough wagon ride, in a small boat in
rapids, on the deck of a storm-tossed ship).
20 Extraordinarily violent motion (earthquake).
15 Entangled or otherwise severely restricted.
5 Weather, such as a high wind carrying blinding rain or sleet.
10 Weather, such as wind-driven hail, dust or debris.
Distracting spell’s save Distracted by non-damaging spell or ability3 or weather caused by a spell or power, such as
DC Reap the Whirlwind3.
1
Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an activity that takes more than a
single full-round action (such as Disable Device). Also, damage stemming from a readied attack made in response to the spell or
ability being used (for spells with a casting time of 1 standard action) or the action being taken (for activities requiring no more than
a full-round action).
2
In effect, the spellcasting creature must make a Concentration check with a DC equal to the spell’s own DC to resist.
3
If the spell or ability allows no save, use the save DC it would have if it did allow a save or use the DC presented in the ‘taking
continuous damage during the action entry, above (Games Master’s choice).

124
Designer’s Notes
And a third Lone Wolf book is complete. This one was even more challenging to write than The Darklands and I honestly
did not think that would be possible. The volume of work involved in putting together character classes fitting to the world
of Magnamund and diverse enough to offer you, the Players and Games Masters of Lone Wolf, a wide enough range of
choices to keep you happy and gaming for a while was daunting, to put it mildly. To be more honest, it was downright
terrifying and made it hard for me to find a place to even start.

Designer's Notes
That is the joy of Joe Dever’s world for me as a writer. Magnamund is such a diverse place with so many cultures and
powers of magic, it is hard to find only a few classes and spells to detail. I could easily have created a book twice this size
and not expanded on even a fraction of the many spellcasters in the world. I did not have room for the ancestor-channelling
ritualists of the southern oriental empires or the sun and sand mages of the Telchoi. There just was not room in this book to
do them all and do them justice. The seven that did make it in were the result of a painstaking selection process involving
careful deliberation, opinion polling and a hat full of paper slips. Very clinical, I assure you.

The selection process out of the way, next came the work of actually fleshing out the classes themselves. While everything
about the basics of each spellcaster had been noted in the many gamebooks of Magnamund somewhere, the details were
always subsumed. That is the joy of being a true storyteller and the welcome agony of turning such well-woven plots and
characters into fully functional character classes in a roleplaying game. Somewhere along the way, I just pray I managed
some of the latter.

The best proof of that hope is found in your home campaigns. If you see something here you like, work it into a scenario
or create a character using one of the class options. See how it works in relation to the rest of the game. Adjust things you
like and omit things you do not. Never fall into the trap that says, ‘Well, it’s in the book. That makes it official’. Nothing in
any game or sourcebook is ever official until you decide it is. That is where you get to experience the thrill of storytelling;
it is your game, your story. Make it what you want, using anything you like from these pages.

The other section of the book – the Crafting rules – are the result of something many Games Masters and Players have
requested but I did not wish to add to the main rulebook. Item creation of any kind is barely touched on in the gamebooks
for a very good reason; it does not make for an exciting adventure. Even when item crafting did take the stage in Lone
Wolf’s ability to make Kai weapons, it did not appear until 21 books into the series and existed as a background element
only.

Thus, the rules here are harsh, expensive and not at all conducive to incorporating item making into a Lone Wolf campaign.
While Scrolls might be made by those adventurers with the time, only a fool or a desperate person would ever risk Jewelcraft
without a very good reason and an extremely pressing need. This was done intentionally, as was the extreme cost involved
in the smithing of magical arms and armour. There had to be a reason such things were rare and precious in a world as rich
in magic as Magnamund. The dangers inherent in containing such power go a long way towards explaining that.

Here, at the end of Magic of Magnamund (possibly the first in two or more similar volumes if I get the chance to revisit
the subject), I can only hope you have seen a class or two you really want to play and found some interesting elements to
seed into your campaign. I certainly do not expect you to try and make everything in this book available in a Lone Wolf
campaign; its focus is on diversity and trying to place all this whole cloth risks diluting both. Use what you like, use what
you need and leave the rest for future games. Sooner or later, everything in Magic of Magnamund might have a use for
you…

…or not. Either way, I hope you have enjoyed this – another visit to Magnamund. Kai and Ishir willing, maybe we will do
it again some time. Take care, fellow travellers. Take care.

August Hahn

125
Index
A C
Advanced Classes 111 Cener Druid 4
Taking an Advanced Class 111 Cener Druid Class Table 9
Agent 111 Ex-Cener Druids 8
Agent Advanced Class Table 113 Cener Plague Hound 7
Grey Order, The 112 Cener Sickle 6
Groveguard 112 Cener Spirals 9
Order of Libris 113 Death, The Spiral of 11
Order of the Star 113 Avatar of the Last Breath 13
Arcane Fields of Study 53 Curse 12
Celestialism 53 Gift 11
Lore’s Legacy – Child of the Beyond 57 Disease, The Spiral of 10
Primary Power – Heaven’s Shield 54 Avatar of the Plague 11
Left-Handed Sage Magic 57 Curse 10
Lore’s Legacy – Brotherhood Spell 59 Gift 10
Sonomancy 60 Terror, The Spiral of 14
Lore’s Legacy – Maestro 61 Avatar of the Iron Mind 16
Primary Power – Haunting Echo 60 Curse 14
Athame 65 Gift 14
Cloud Dancer 27
B Concentration Skill Expansion 123
Base Magical Damage and Multiclassing 123 Counterspell 123
Battle Magic of the Vakeros 106
Casting Battle Magic Spells 107 D
Daernath, The College of Energy – Spells 110 Designer’s Notes 125
Kaenos, The College of Mind – Spells 109
Puuros, The College of Body – Spells 108 E
Valos, The College of Motion – Spells 109 Elder Arts, The 88
Blue Steel Arms and Armour 98 Greater Elder Arts 90
Necromancy 91
Physiurgy 92
Telergy 93
Thaumaturgy 94
Theurgy 95
Visionary 96
Lesser Elder Arts 89
Alchemy 89
Elementalism 89
Enchantment 89
Evocation 89
Prophecy 90
Psychomancy 90
Sorcery 90
Emissary 116
Emissary Advanced Class Table 117
Example Magical Items 121
Magical Rings 122

126
G S
Gems of Power 82 Sage of Lyris 45
Ex-Sages 52
H Heroism, Path of 48
Heart Warden 71 Knowledge, Path of 49
Herbalish 17 Rewards, Path of 50
Ex-Herbalish 23 Sage of Lyris Class Table 53
Healer, Path of the 20 Scope of Magic, The 123
Herbalish Class Table 19 Scribing (Itemcraft) 119
Hunter, Path of the 21 Shadakine Wytch 62
Herbalish Circles 24 Cabals 81
Blood and Bone, The Circle of 24 Ex-Wytches 72

Index
Living Land, The Circle of the 27 Shadowraith 39
Sea and Sky, The Circle of 25 Shadow Razor 69
Herbalish Mantle 18 Shianti Sorcerer 83
Herbalish Stag Shield 18 Ex-Shianti Sorcerers 87
Multiclassing into Shianti Sorcerer 88
J Note About Game Balance 87
Jewelcraft (Itemcraft) 120 Path of the Aertborn 91
Shianti Sorcerer Class Table 88
K
Kiroqx 15 T
Kundi Mystic 33 Touch Attacks 124
Ex-Kundi 39 Trust 115
Kundi Mystic Class Table 36
Multiclassed Kundi Table 40 U
Kundi Racial Qualities 35 Undead Servitor 13
Kunlari 35
V
M Vakeros Knight 97
Magical Craft 119 Battle Magic Class Feature 101
Basic Rules for Item Creation in Magnamund 120 Daernath 102
Buying Itemcraft Skills 119 Kaenos 101
Quality of Items 120 Keron 102
Resist DC 120 Puuros 101
Valos 102
P Drakkaros, The 106
Poignard 46 Ex-Vakeros 106
Potions of the Herbalish 29 Multiclassing into Magician of Dessi 106
Power Stones 82 Vakeros Knight Class Table 107

R Veerok 105
Rituals 72 W
Astralis Majora 74 Wave Hunter 28
Baleful Lore 75 Wyld-Tricks 40
Cabals 81 Wytches’ Tools 65
Death and Unlife 76 Wytch Chyld 62
Flames of the Ancients 77 Wytch Chylde
Hallowed Paths 78 Cabals 81
Passion 80 Ex-Wytches 72
Ritual Exhaustion 73 Wytch Keys 82
Ritual Rooms 74
The Many Ways of Going 79

127
License
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creatures characters; stories, storylines, plots, thematic elements, dialogue, License to copy, modify and distribute any Open Game Content originally
incidents, language, artwork, symbols, designs, depictions, likenesses, distributed under any version of this License.
formats, poses, concepts, themes and graphic, photographic and other
visual or audio representations; names and descriptions of characters, 10. Copy of this License: You MUST include a copy of this License with
spells, enchantments, personalities, teams, personas, likenesses and special every copy of the Open Game Content You Distribute.
abilities; places, locations, environments, creatures, equipment, magical or
11. Use of Contributor Credits: You may not market or advertise the Open
supernatural abilities or effects, logos, symbols, or graphic designs; and any
Game Content using the name of any Contributor unless You have written
other trademark or registered trademark clearly identified as Product identity
permission from the Contributor to do so.
by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f) ‘Trademark’ means the logos, names, mark, sign, 12. Inability to Comply: If it is impossible for You to comply with any of the
motto, designs that are used by a Contributor to identify itself or its products terms of this License with respect to some or all of the Open Game Content
or the associated products contributed to the Open Game License by the due to statute, judicial order, or governmental regulation then You may not
Contributor (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, Use any Open Game Material so affected.
edit, format, modify, translate and otherwise create Derivative Material of
Open Game Content. (h) ‘You’ or ‘Your’ means the licensee in terms of this 13. Termination: This License will terminate automatically if You fail to
agreement. comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination
2. The License: This License applies to any Open Game Content that of this License.
contains a notice indicating that the Open Game Content may only be Used
under and in terms of this License. You must affix such a notice to any 14. Reformation: If any provision of this License is held to be unenforceable,
Open Game Content that you Use. No terms may be added to or subtracted such provision shall be reformed only to the extent necessary to make it
from this License except as described by the License itself. No other terms enforceable.
or conditions may be applied to any Open Game Content distributed using 15. COPYRIGHT NOTICE
this License. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
3. Offer and Acceptance: By Using the Open Game Content You indicate Modern System Reference Document Copyright 2002, Wizards of the
Your acceptance of the terms of this License. Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
4. Grant and Consideration: In consideration for agreeing to use this Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins,
License, the Contributors grant You a perpetual, worldwide, royalty-free, and JD Wiker.
non-exclusive license with the exact terms of this License to Use, the Open
Game Content. System Reference Document Copyright 2000–2003, Wizards of the Coast,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker,
5. Representation of Authority to Contribute: If You are contributing original Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on
material as Open Game Content, You represent that Your Contributions are original material by E. Gary Gygax and Dave Arneson.
Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License. Lone Wolf, Magic of Magnamund is (C) 2004 Mongoose Publishing under
license from Joe Dever and related logos, character, names, and distinctive
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE likenesses thereof are trademarks of Mongoose Publishing under license
portion of this License to include the exact text of the COPYRIGHT NOTICE from Joe Dever unless otherwise noted. All Rights Reserved. Mongoose
of any Open Game Content You are copying, modifying or distributing, and Publishing Ltd Authorised User.

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