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LEGENDS OF HIGH

FANTASY
Requires the use of the Dungeons & Dragons Player's Handbook,
Third Edition, published by Wizards of the Coast, Inc

Distant Horizons Games

1
Malediction 41
Contents Rend The W eave 42
The Tolling 42
Repression 42
Chapter One: Characters
Holy Magic 43
Introduction 4
Armor of Light 43
Motivations 5
Awesome W rath 43
Backgrounds 6
Benediction 43
Ethnos 9
Exorcism 44
Elves 9
Hearten 44
Sullari 10
Open The W ay 44
Lowlander 10
Prophecy 45
Xin 11
W hite Light 45
Sacthanoi 11
Humans 12
The Inner W ay 45
Akche 12
Storm Dance 46
Merrin 12
Adrenal Jolt 46
Miuri 13
Bank The Fires 46
W ild Men 13
Face Dancer 47
W ights 13
Flesh Of Iron 47
Hypersenses 48
Chapter Two: Classes Trance 48
Voice 48
Changes and Augmentations 14
Background Skills 14 Mind Magic 49
Base Defense Bonus 15 Beglamourment 49
Base Caster Level 15 Shield Of W ill 49
Barbarian 16 Deep Lore 50
Bard 16 Dreamvoyaging 50
Monotheistic Cleric 17 Dreamweaving 51
Unavailable and Ritual-Only Spells 20 Psychic Assault 51
Corrupted Clerics 21 Telekinesis 52
Fighter 22 Telepathy 52
Pathmaster Monk 23
Dragon Dawn Disciple 24 Quilopothic Magic 53
Spirit Master 24 Breach Reality 53
Ninja Assassin 24 Broken Circles 54
Totemistic Ranger 25 The Forge Arcane 54
Totem Spirit List 26 Namebreaking 55
The Social Rogue 28 Spatial Vortex 55
Spellweavers : 31 Tongue Of The Unmaking 56
The Sorcerer and Druid 31 Touch The Beyond 56
General Spellweaving 33 W raithwalk 57
Basic Spellweave Tables 35
Elemental Construct Tables 36 Void Magic 57
Optional Spellweave Rules 38 Elemental Blast 57
Elemental Cloak 58
Sorcerer Spellweaves : 40 Elemental Manipulation 58
Elemental Summoning 58
Black Magic 40 Infinite Darkness 58
Agonaire 40 Twisting The Threads 59
Black W ill 41 Invoke The Depths 59
Devouring 41 Ripple Of Space 59
Hellfire 41

2
Druid Spellweaves 60
Chapter Three: Mechanics
General Elemental Spellweaves 60
Feats 88
Elemental Blast 60
Agile 88
Elemental Cloak 61
Ancestral Guidance 88
Elemental Manipulation 61
Astral Projection 88
Elemental Summoning 61
Astrologician 88
Augmented Magic 88
Air Magic 61
Bloody Murder 88
W eather Control 62
Bonus Proficiency Slots 89
Skyfire 62
Bonus Uses 89
Forceful Gust 62
Burn Life 89
Read The W inds 63
Claws 89
Checkmate 89
Earth Magic 63
Divine Grace 89
Erosion 63
Divine Vigor 90
Fertility 64
Divine W ill 90
One W ith The Land 64
Inner Brand 90
Sphere Of The Earth 64
Instruction 90
Invocation 90
Fire Magic 65
Kings Gambit 90
Mana Vortex 65
Light Tread 90
Breath Of W inter 65
Nose To The Ground 91
Flames Of Transformation 66
Quarterstaff Defense 91
Vapors 66
Quarterstaff Master 91
Reduce Components 91
W ater Magic 67
Renunciation 91
Animation 67
Sea Legs 92
Tide Of Blood 67
Skill Focus 92
Polar Current 68
Skull Totem 92
Tincture Of Alchemy 69
Skywatcher 92
Spell Exchange 92
W ood Magic 69
Spirit Channeling 92
Forestwalk 69
Spontaneous Metamagic (Various) 93
Trailtwist 70
Sustain 93
Hand Of The Earth 70
Thaumaturgy 93
Hunter's Hound 71
Theurgy 93
Timely Action 93
Spirit Magic 71
Toecaster 93
Binding 71
Touch Of Darkness 94
Disruption 72
Turn Undead (Lesser) 94
Empowerment 72
Unfailing 94
Great Command 73
W ight’s Vengeance 94
Magesight 73
W ill Of Steel 94
Soul Speech 74
W arding 75
Special Starter Feats 95
W eave The Moon 75
Accursed 95
Permanent Blessings 76
Share Curse 95
Mighty Curse 95
W izard 76
Artifact W ielder 96
Magical Surge Table 80
Greater Artifact 96
Prestige Classes 81
Artifact Mastery 96
Dark Disciple 81
Destined Hero 96
Fey-Brethren 82
Favored Hero 97
Merrin Crusader 85
Hard To Kill 97
Royal Traveler 86

3
Proficiency Categories 98
Assassin
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Elemental
Fencing
Firearms Introduction :
Force Blades
Gladiator W elcome! Legends of High Fantasy is the first of three
Heavy Armor volumes for high fantasy campaigns. Many of the options
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Knight forthcoming setting - but they have been designed to be
Large Shields useful in any fantasy campaign. This book includes the
Light Armor major options for setting up a characters motivations,
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Medium Armor level, as well as a more specific weapons proficiency
Militia system, starter feats, and a wide variety of other options
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Peasant modified classes, an entire new magic system to clearly
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W hip If you enjoy this product you might want to try some
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New and Revised W eapons 100 Demerits: Character History that Matters and our
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Armor 101 Happy gaming!

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Ritual Magic
W arcraft W ritten and Edited by Patrick “Stanley” Bryant and
Administration Paul M. Melroy
Cultural Ritual Copyright © 2004 Patrick E. Bryant and Paul M.
Knowledge: Ghost Lore Melroy
Knowledge: Legends Cover art from A Collection of Pictures at the Time
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Contacts 104 d20 System' and the 'd20 System' logo are
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Chapter Four: Legal Information 105 according to the terms of the d20 System License version
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Product Identity 105 www.wizards.com/d20.
Open Game License 105

4
Chapter 1 – Characters

Motivations
This page contains no open game content.

Every character needs something beyond the basic statistics sheet. They need motivations and history - a reason to be
involved, to be out adventuring instead of safe at home. W ealth and power are common, but they make poor motives in high
fantasy, where wealth is abstract and power has purposes of its own. Some common motivations are listed below; we
recommend starting with a major one and one or two secondary ones. There will be plenty of time for adding complications
later on; your character is just starting out.

Accomplishing a Quest, Mission, or Oath – is there something specific you need to do or have you dedicated yourself to
an open-ended mission?
Being the Best in a Field or the First to Do Something – is there something you need to succeed at?
Vengeance, Death, Hatred, or Chaos – is there a single driving force that forces the character onward? Is it an elemental
force, or something personal? Is there anything you would not do in it’s pursuit?
Service to a God, Order, Lord, or even Humanity in general – is there someone you obey implicitly, or do you use your
own judgement in deciding where your efforts can be best applied?
Wealth, Power, Prestige, or even the Possession of a particular item or items – what do you want to get?
Knowledge, Research, Enlightenment, Mystic Lore – what do you want to know?
Honor, Reputation, Glory, Excitement, or Virtue – what do you want to be known for? M ust others know, or is it enough
for you to know yourself?
Find the Truth or Uncover a Mystery – are you looking for answers? Do you simply pursue the unknown for it’s own
sake?
Love, Companionship, Loyalty, Family, or Faith – whom do you need to protect? Are you still looking?
Survival, Escape, Redemption, or Unjust Pursuit – is something chasing you? Is it justified?
Unwanted Power, Obligation, Artifact, or Destiny – is your blood , a possession, or some power forcing you to take this
path?
Reclaim a Heritage, Liberation, or Ascension – is there something you need to do or become?
Wanderlust, Travel, Exploration, or Discovery – do you just like adventure or do you feel compelled to push the
frontiers outward?
Creation, Art, Teaching, Building for the Future – what is your legacy for tomorrow?
Habit, Instinct, or Compulsion – have you known any other life?

Herkan the Swordsman, unjustly accused of assassinating Earl Caderman, wishes above all to clear his name and return
home to his family a free man. Second to that, he also wants to find glory and evade his pursuers.

The Sorcerer Marius wants to avenge her teacher, slain by a demon sent by the terrible dark lord Mar Kris, by slaying
both Kris and the demon assassin. Yet she does not realize this quest will involve the secrets of her own ancestry and the
power in her bloodline.

Ragnar the Berserker is driven by his rage and the bloodthirsty nature of his accursed enchanted battleaxe; he seeks
peace, but it never lasts for long. Fate and his own uncontrollable battle-fury and barbaric excesses always drive him on.

Merilla, priestess of the Holy Earth Shrine, wants to rescue her younger brother and reclaim the Valin Forest from the
horde of monsters that have seized it and corrupted the land. Secretly, she blames herself for fleeing, rather than fighting an
impossible battle when the monsters came.

Complexity can come later, if at all. A few good sentences will suffice to start with - and may be the better idea at least
at first, since it allows the player to concentrate on the important stuff. Players should also check with the Game Master as
well as the other players before beginning, to avoid strained party relationships and intra-party conflicts. Fugitives from the
law and dedicated enforcers of it rarely work well together, and there may well be no dragon of the icy wastes for you to
devote your life to slaying. Things can often be worked out (Perhaps the character is really innocent and the dedicated
enforcer is trying to help prove it) but sometimes there is no help for it save starting over (No, you cannot have a plasma
rifle! W e are playing fantasy today!).

5
Backgrounds

Characters don’t just appear out of nowhere. They have backgrounds, which ought to mean something. To this end, each
character gets one, and only one, background appropriate to their personal history. W hile this need not be determined during
character creation, it shouldn’t take long - and won’t change thereafter.

The information listed under “Bonus” for each background is open game content.

Aristocrat, Noble, or Scion of Wealth


W hether you were a noble scion, the mayor’s son, or a merchant’s protégée, you grew up associating with important
people - and thereby were invited to every social event and learned good manners.
Bonus: +2 to Diplomacy and Sense Motive, one extra Contact.

Child of a Hero
Your father or mother was a famous person, which opens a lot of doors and gives you a lot of instant friends. On the
downside, you have to keep up your reputation or face public shame. You or the Game master must decide what the
character’s family’s deeds are.
Bonus: Once per session, when talking to someone you’ve just met, you may make a DC 15 Charisma check. If you
succeed, the other person is favorably disposed towards you. It may or may not be the case that they actually like you or the
deeds of your ancestors, but that they respect your family. The Game master is free to set the DC when dealing with
enemies. Additionally, some beings, such as demons or sentient monsters, simply won’t care.
Penalty: Should you ever shame your family name by vile deeds or dishonorable actions, all people who formerly were
favorably disposed to you are now disgusted and disapproving, albeit generally not violent.
Special: You can be the child of some great villain If you like, the effects are roughly the same, although the motive is
usually fear of what you might do if upset, rather then respect.

Clerk, Bureaucrat, or Official


You had one of the vital but boring jobs that helps keep civilization running. This generally means that you have a lot of
information and few practical skills.
Bonus: You gain a +2 bonus on Decipher Script, Forgery, and Knowledge: Bureaucracy. You may, if you so desire, start
off with some important bit of information - knowledge of a conspiracy, plot, or upcoming invasion, a long-lost treasure
map, the location of some ancient artifact or lost temple, or some other discovery which inspired you to leave your secure
position. Alternatively, you may simply have become bored out of your mind.

Craftsman, Laborer, or Merchant


Craftsmen, skilled laborers, and local merchants make up the backbone of society, providing specialized goods and
services. W ithout them, people would have to make their own pottery, forge their own tools, and butcher their own meat.
Even away from home, you have practical skills to call on.
Bonus: +2 to Barter and to any one Craft skill

Devotee, Acolyte, or Cultist


You are a member of religious order or ascetic sect, if not a religious authority. Because of your long hours of study,
meditation, and prayer, you have gained a large amount of religious lore and an insight into matters of the spirit. Your order
has taught you the high language of the faith as well. Alternatively, a few strange groups worship dragons, demons or fey,
and though their bonuses may be the same, their attitudes are not.
Bonus: +2 to Knowledge: Religion and two free languages chosen from: Aquan, Ariel, Celestial, Ignan, Infernal, Terran,
and Sylvan.

Fringer Hunter, or Scout


W hether you live by hunting and gathering, farming on the on the edge of civilization, or simply live up in the
mountains, you are a Fringer. This means simply that you live apart from most people, and often live for long periods of
time without seeing other people. You know how to live by yourself, and you can make things that you need.
Bonus: +4 to Survival and +2 to any one craft skill. You receive one less initial contact than usual.

6
Farmer, Laborer, or Porter
You have spent much of your life engaged in constant hard labor out in the fresh air, and have the good health and
bulging muscles to prove it. You are unlikely to have any exotic skills or knowledges however.
Bonus: +2 to either Strength or Constitution - and a semi-permanent tan.

Gladiator, Street Fighter, or Mercenary


You learned combat the hard way, in the arenas or the pits. Likely, you were a slave or owed some debt, and you’ve
probably killed before. On the other hand, you survived, which speaks highly of your ability.
Bonus: One bonus W eapon Proficiency and the Toughness feat

Hedge Wizard, Healer, or Alchemist


You’ve worked on the low end of the magical professions, supplying minor charms, ingredients, and supplies for more
powerful mages or basic magical services for a small village or tribe. You probably have several relevant knowledge skills
as well.
Bonus: +2 bonus on Ritual Magic and any one from Craft: Alchemy, Heal, or Profession: Herbalist.

Homeless, Exile, or Runaway


You left, or were driven from, your home as a youth and never found another. Common reasons include dishonor, being
a Tiefling, or simply being a crook. Regardless, you’ve led a hard life, and its strengthened you. You can forage for food
and shelter and, when threatened, know how to handle dangerous situation.
Bonus: +4 to Survival and +2 to Intimidate, from your long experience of dealing with strangers of uncertain intentions,
but lose one initial contact.

Nomad, Herder, or Outrider


You’ve had an unsettled life, moving around after the herds or harvesting the resources of a region too harsh to readily
support a permanent settlement. You will probably find staying in one place a considerable strain, may be subject to social
prejudice, and are unlikely to have sophisticated skills.
Bonus: +2 to Handle Animal, Ride, and Survival, but lose one initial contact.

Outsider, Alien, or Exotic


You’re from elsewhere. From another world, dimension, exotic culture, or “lost world”. You may not even be of any
locally known species, and may have skills, equipment, or talents which are very strange by local standards.
Bonus: You may take skills, equipment, classes, and a racial type which are not normally available in the setting up to
whatever limits the game master is willing to put up with.

Sailor, Pirate, or Raider


You’re a wharf rat. You grew up around seafarers and have some sailing experience. You probably had your own small
personal watercraft as a child. You know how to tie knots and have a sense for the winds. Additionally, since you know all
sorts of people from all over the world, you know a little bit about the territory they came from and the sea lanes.
Bonus: +2 to Knowledge: Geography and Profession: Sailing, gain one extra Contact.

Scholar, Expert, or Occultist


You’ve studied a lot. Exactly what is up to you, but this usually implies either great dedication, lots of time, or having
had some source of funds to support such a course of study. Rare books are expensive, and you should describe how and
where you came by this particular bit of formal study.
Bonus: +2 to any two Knowledge skills. You will recall various obscure facts whenever this is useful to the game
master.

Escaped Serf, Slave, or Indentured Servant


You’re not legally free, although you’ve gotten away from your master. This generally means that you have few
resources and will have to evade legal attention until you’ve gathered sufficient support to resist it, but makes you quick to
adapt to whatever is required of you.
Bonus: +2 to Survival, the first skill point you invest in any skill counts as two.

7
Servant, Footman, or Assistant
Being part of the entourage of some richer family may not automatically result in useful skills, but it does let you blend
into the background when there are important folk about and avoid social slipups.
Bonus: +4 bonus on any knowledge check related to manners, proper etiquette, how to dress for an occasion, or any
similar situation. +4 on any Bluff check to make a noble, gentry, or other important and wealthy person think you are an
ordinary servant. Of course, this may not help you if you are caught doing something naughty.

Shaman, Seer, or Medium


You have been touched by the spirit world. You may see, touch, and communicate with them. They may see, touch, and
communicate with you, even if they would be otherwise intangible or be locked into replaying the past. This is not
necessarily a good thing.
Bonus: You may see into the Astral Plane, are a Ghost Touch “item”, and have a “telepathic” ability to communicate
with spirits. You may invest Feats in learning trance-based Astral Projection, the ability to Channel the powers of spirits,
take spirits as Contacts, and are a natural for learning spirit-related magic.

Soldier, Mercenary, or Camp Follower


You were, and perhaps still are, a soldier. Long hours of drill and marching have hardened you . You can use at least one
weapon properly, run a few miles in armor, fight a battle, and then stand guard duty half the night without collapsing.
Bonus: One free weapon proficiency and the Endurance feat

Streetwise, Beggar, or Runaway


City slickers, street rats, and other urban refuse should take this background. There are rough sections in almost any city
and you’ve seen them up close and personal. Streetwise characters are familiar with their home turf, and know the best
hiding places there. You probably lived by a judicious combination of theft, scrounging through trash, and odd jobs.
Bonus: +2 to Knowledge: (city or town), Hide, and any rolls made when scrounging for supplies.

Traveler, Far Trader, Diplomat


You done a lot of wandering. In your travels, you’ve gotten a good idea of how much most goods are worth in different
places. In fact, you’ve probably traded things around to finance your travels and you’ve made friends in places most people
have never heard of.
Bonus: +2 to Barter, +2 to Knowledge: Geography, and one extra Contact.

Tips for Interesting and Fun Characters

Play Against Archetype!


There’s nothing wrong with an idea that goes against cultural tendencies. An Ethnos is not a straightjacket. They are
there to guide you in playing your character and looking at the world. Fell free to break ranks and try an exotic combination.

Play With Archetype!


Just because a race/ethnos/class/whatever combination is considered normal doesn’t mean it’s any less fun to play. A
character that fits her mold is easily understood and avoids excess angst. Try to think about what separates this character
from all the other similar ones: W hat’s her specific reason for taking up the sword and fighting evil? Is she concerned about
taking care of her younger brother? Or does she just love a life of adventure? Simple and straightforward doesn’t
necessarily mean boring.

Make Your Own Material!


You want an ability that’s not listed? You want a feat but can’t find it anywhere? Too bad! You can’t have it! You can
only use our stuff! And pay for the privilege! Mwah-ha-ha-ha-HA!
Just kidding. Make up your own material. If you want something and think it fits, go ahead and write it up. The worst
thing that could happen is that your Game Master will reject it.
And laugh at you while he tears into tiny pieces and flings them back at you.

8
Ethnos

This page contains no open game content.

What is an Ethnos?
Ethnos is a Cemarian term often translated simply as a “people”. More completely, it refer to a nation as a combination
of [sub-] species, race, ethnicity, and culture. A group of intelligent beings that look, live, and think in roughly the same
way. They have more or less the same attitudes toward life, basic philosophy, and faith. An Ethnos is, basically, a tradition
handed down by a limited segment of the whole civilized population, usually - although not necessarily - within a particular
region, although enclaves elsewhere are common.

But I want to play race “X” who was orphaned in country “Y”!
Your wish is our command. The races and cultures have been separated below. Be warned, however, that your character
is an oddity, and will often be treated as such. Even among adventurers, being raised in a totally different culture from the
one you or your parents were born to is pretty rare. More importantly, there may be some real problems as you grow older –
for example, human cultures and elfin ones have very different concepts of time and how one should deal with the passing
of it. Your character will hit certain points in her life off schedule from her relatives, friends, and other people around her.

Elves

“I’ve forgotten more about that than you ever learned!”


-Elfin folk saying

Elves favored classes are culturally determined. Physically, they are usually more delicately built than comparable
humans, have a lower body weight at equal height, and have pointed ears of various lengths depending on their subspecies.
Elves can reproduce with humans with the offspring being simply long-lived humans, although their dual heritage is
obvious.
Elves sense of time reflects their greater lifespans. W hile few are willing to spend decades learning a skill, as a whole
they are more patient and calm than humans, and certainly more so than W ights. W hen not focused on a goal they tend to
drift through life, picking up skills and bodies of knowledge. In time, these seem to overload them. Every few centuries an
Elf will retreat to some place she finds interesting or pleasant for a year or so. W hen they return, they will have purged the
overload - discarding up to three levels of experience, hit points, skill points, class abilities and all. No class features are
retained from discarded such class levels, and the Elf’s memory of such things will be fuzzy and vague – the knowledge is
useless unless the skill, feat, or ability is taken again. This is called the “Personal Retreat”, and is what sustains their sanity
in the face of immortality. W ithout it they’d all go insane from the weight of undigested experiences. They use the same
technique to help them come to terms with great personal losses, or to reinvigorate their souls. Even, or perhaps especially,
few beings can endure for eons without feeling distinctly old. Retreats are the psychological mechanism that enables Elves
to survive.

9
The racial and ethnos modifiers listed in this section are open game content. The descriptions are not.

General Elfin Racial Modifiers


+2 Dexterity, -2 Constitution
+2 Racial bonus to Listen and Spot
Immunity to Sleep and Charm spells
Invigorating Retreat (as above)
One bonus feat from their ethnos feat list.

Sample Elfin Culture Bonuses

Sullari Elves
Sullari males average about 5'11, while females average about 5'7. They usually have light brown skin, slender, pointed
ears, and yellow-blond to flat brown hair.

Sullari Ethnos Bonuses


Favored Classes: W izard: Sullari Elves are the oldest practitioners of arcane magic, and find that their psychology adapts
well to the calm and patient exploration of its possibilities. They also often study the paths of the Ranger, Sorcerer or Bard.
They do not often become Clerics or Barbarians or M onks.

Optional: In Elf-only games they also have the favored classes Ranger and Sorcerer.

+2 Intelligence
Sullari language proficiency
Free Skill Focus feat in any one knowledge skill
+2 saving throw bonus against all Enchantment spells.
Not affected by magical Fear effects.
Bonus Feat List: Iron W ill, Augmented Magic, Reduce Materials, Spell Focus, or Skill Focus (Either Craft: Bookbinding or
Speak Language).

Lowlander Elf
Lowlanders display pale skin and hardy frames, especially for elves, and wear their brown, blond, or red hair short. They
tend to resemble the M errin, thanks to their common ancestry. They tend to build heavily- fortified and well-hidden towns,
turning most of the area between them into a tangled mixture of farms and natural barriers.

Lowlander Ethnos Bonuses


Favored Class Ranger: The Lowland peoples already were skilled in woodcraft in ages long past, and the Invasions and
Sullari influence has only enhanced this knowledge. They are also often Rogues, Fighters, or Bards. They do not often
become W izards or Barbarians or Monks.

Optional: In Elf-only games they also have the favored classes Rogue and Fighter.

+2 Constitution
Lowlander language proficiency
+2 Ethnos bonus to Knowledge: Nature and to Profession: Sailing.
Gain a +2 AC bonus and +1 melee damage bonus against demons
Bonus Feat List: Agile, Track, Self-Sufficient, Iron W ill, Improved Initiative, or Animal Affinity

10
Xin Elves
The Xin are elves, but have some surprising physical differences. Most notably, they normally have very long, furry ears
and canine-like tails, although these do vary somewhat. Their fur ranges from black or bluish-purple to bright orange. Of all
the Elfin races, they are the shortest, standing only 5'6 on average, with no noticeable height differences between the sexes.
Like oriental humans, they tend to have slanted, thin eyes, which other ethnos often find exotically pleasing or disturbingly
strange. Their skin is sometimes described as yellow or very lightly brown, and does not vary much. Xin features tend to
dominate when they interbreed with humans or other elves. Their unusual physical features, such as the tail and ears, are
almost always present, although other attributes will vary. After some generations without a Xin infusion the tails and ears
will disappear from the family line.

Xin Ethnos bonuses


Favored Class Druid: Xin are endowed with considerable magical talent and a connection to nature, stemming from their
old and practiced rituals and emphasis on elemental worship. They also often take class levels as Clerics, Fighters, and
Sorcerers. They do not often become W izards, Barbarians, or Bards.

Optional: In Elf-only games they also have the favored classes Cleric and Fighter

+2 W isdom
Xin language proficiency
+2 Ethnos bonus to Cooking (Xin), Diplomacy, and Listen
Bonus Feat List: Ancestral Guidance, Claws, Nose to the Ground, or Iron W ill

Sacthanoi Elves
The Twilight Elves have purple or blue-black hair (almost always straight), and their skin tones range from a pallid gray
to jet-black, sometimes with a slightly blue hue from their bright blue blood. Their eyes tend to be softly yellow, violet, or
blue. Most wear their hair long and have a moderate beard or goatee, which helps ward off the cold of their glacial home.
They dress in heavy cloaks when going outside, but favor exquisite gowns and robes indoors.

Sacthanoi Ethnos Bonuses


Favored Class Sorcerer: Sacthanoi have a gift for using magic, and have developed its use in many natural schools over
the long, cold years. They also often take class levels in Ranger, Bard and Druid, but are uncommonly Fighters, or
Barbarians. There are no known Twilight Elf Monks or Clerics… yet.

Optional: In Elf-only games they also have the favored classes Bard and Druid.

+2 Constitution, +2 W ill save


Sacthanoi language proficiency
+2 Ethnos Bonus to Survival, Craft (Jewelry or Sculpture)
Cold resistance 5 (this obviates the need for survival checks to avoid freezing to death, though a Sacthanoi could still starve
on the ice)
Bonus Feat List: Skill Focus: Survival/Craft Stonework, Agile, Track, Augment Magic

11
Humans

“What do you mean, you ‘aren’t sure what humans are like’?”
-Cry of an overworked game master

Most humans live as agricultural specialists, surviving in a harsh world fraught with danger by keeping a wary eye on
known or suspected monster lairs and fleeing from serious threats. They tend to be tribal, form bands - and militias - almost
automatically, and gain a +2 morale bonus to attacks and damage when they’re defending their tribe. Unfortunately, this
same tendency often breaks them up into quarrelsome groups if no external threat presents itself. Humans are surprisingly
good with simple projectile and melee weapons, and more then one overconfident monster has met a painful end
underestimating the power of a hundred men throwing spears and javelins. Humans have more difficulty with creatures that
heal quickly or are able to ignore most wounds, and so tend to give those creatures wide berth when settling areas.

Human racial benefits include a Peasant or Hunter-Gatherer weapon proficiency, one bonus feat from their ethnos list,
and the Tribal Morale Bonus noted above. In non-cemarian games add +1 bonus feat and 1 extra skill point per level.

Sample Human Culture Bonuses

Akche Humans
Akche are usually brown haired, but vary considerably due to the long history of immigration. Features and tones from
almost every people in Cemar are readily recognizable, but most have bronze-tinted skin.

Akche Ethnos Bonuses


Favored Class Bard: The Akche have a long tradition of performance art, and practiced individuals often learn how to
summon magical effects with song, dance, or other art. Akche often take class levels in Fighter, Rogue, and Cleric. They do
not normally take levels in Ranger, W izard, or Druid

Optional: In Human-only games they also have the favored classes Rogue and Cleric.

+2 Charisma
Akche language proficiency
+2 Ethnos bonus on Perform, Craft (any)
Akche receive a +2 bonus against the effects of hot weather or heat-based magic
Bonus feat list: Iron W ill, Endurance, Skill Focus: Ride/Handle Animal, Skill Focus: Alchemy/Knowledge: Arcana

M errin Humans
Merrin are usually fairly muscular folks, and would be quite stocky if not for their height. They usually have pale skin,
as befits their northern origin. By nature, they are a brown to blond haired people, but often dye their hair white. Some
young people shave their heads to show their devotion to some cause or another.

Merrin Ethnos Bonuses


Favored Class Fighter: Due to their considerable practice in warfare and their accumulated skill, Merrin find the arts of
combat come naturally and swiftly. They are often Clerics, Rangers, or Barbarians. They do not often become M onks,
Rogues, or W izards.

Optional: In Human-only games they also have the favored classes Barbarian and Cleric.

+2 Constitution
Merrin language proficiency
+2 Ethnos bonus on any one craft or profession skill, W arcraft, and Ride checks
Merrin receive a +2 bonus for saving throws against cold weather or cold-based magic
Bonus Feat List: Endurance, Toughness, Great Fortitude, Iron W ill, Skill Focus: Ride/Handle Animal

12
M iuri Humans Miuri tend towards average height and moderate builds. Most have yellow-brown skin, distinctive
almond-shaped eyes, and wispy black hair, which they wear long. Miuri prefer to be clean-shaven.

Miuri Ethnos Bonuses


Favored Class Cleric: The clergy are quite common among the Miuri, and do not separate themselves as is common in
most other ethnos. Miuri often become Fighters, especially those specializing in archery, or Rogues, or Monks. They do not
often become Druids, Bards, or Rangers.

Optional: In Human-only games they also have the favored classes Rogue and Fighter.

+2 Charisma
Miuri language Proficiency
+2 Ethnos bonus to Barter, Diplomacy and any one Craft or Profession skill
Bonus Feat List: Agile, Lightening Reflexes, Point Blank Shot, Iron W ill

W ild Humans (W ild M en)


W ild M en have no set appearance – they cover all kinds of primitive tribes, barbarian nomads, and jungle hunters. They
usually lack advanced technology compared to the major nations around them, but often do surprisingly well on marginal
landscapes.

Wild Men Ethnos Bonuses


Favored Class Barbarian: W ild men are commonly skilled in the arts of warfare, but do not use heavy armor or elite
skills. They also commonly take Druid or Ranger levels. They do not often become W izards, Monks, or Rogues.

Optional: In Human-only games they also have the favored classes Ranger and Druid.

+2 Strength
Choose any one human language proficiency
+2 Ethnos Bonus to W ilderness Lore, Listen, and Spot checks
Bonus Feat List: Endurance, Iron W ill, Exotic W eapon Proficiency, Ancestral Guidance (exempt from the normal ethnos
prerequisite)

W ight
W ights usually have a freakish variety of skin and hair tones. Although not so tall as the Sullari or Merrin, they are
extremely strong. They usually have large, jagged teeth and beady eyes. Males have one or two tusks. They have hair on
their bodies, but not much on their heads. W hat does grow there is usually never cut. W ights often tie small battle trophies
or tokens of their deeds and wars to their hair.

Wight Ethnos Bonuses


Favored Class Sorcerer: Although they rarely make very good sorcerers, and are strongly discouraged from trying to
develop such powers in the demon empire which spawned them, W ights find that the basics of Sorcery comes easily to
them, a remnant of their demonic heritage. Most take levels in Barbarian, Fighter, or Rogue, but they rarely become
W izards, Bards, or Monks.

Optional: They also might be allowed the favored classes Barbarian and Rogue.

+2 Strength, -2 Charisma
Infernal Language Proficiency
+2 Bonus to W arcraft, Knowledge: Hell and Knowledge: Demon Empire
Fire, Acid, and Cold resistance 5
Choose one bonus feat from the following list: W ight’s Vengeance, Checkmate, Iron W ill, Nose to the Ground, Skull
Totem

13
Chapter 2: Classes (This chapter is primarily Open Game Content; all statistics, feats, and rules are OGC)

“To win in battle, whether physical or not, you must know yourself. To survive a hundred battles, you must know
yourself much better. Combat is not a battle against the enemy, but with yourself. The fighter that masters her own flesh
masters her enemy.”
- Swordmistress Therma Steeling

Class Changes and Augmentations

W e’ve made a variety of class alterations. Every class except the bard and barbarian have some different powers. W hile
these were written for our own world of Cemar, they work well in most fantasy games.

Major Points :

The "Paladins" of Cemar are NOT simply members of a particular class; they are high-level characters who have earned
the favor of the saints and have developed appropriate powers. The last known members of the Holy Order of Paladins
vanished with the great upheavals of the Demon Invasions. Recovering the tradition would take a lot of work. Of course,
For those players who simply MUST play a "classic paladin", the guidelines for building a fighter with near-identical talents
are given below:

Take a standard "Fighter" and spend his bonus feats on enhanced Talents (For details see The Magical Arts Of Cemar,
for quick reference each will buy 10,000 GP worth of innate personal “enchantments”).

1) Buy Bonus Spells; 3 Each L1-L4 = 3000 + 12000 + 27000 + 64,000 = 108,000. Paladin Spells Only (x.7), Only
works while you remain a virtuous, pure, champion of light (x.7) = 52,920 GP = 5 Feats.
2) Buy Innate Spells; Detect Evil (L1, at will, 2000), Smite Evil (L1, Max 1/Day/Level, 2000), Immunity To Fear (L1,
Self Only, 1400), Immunity to Disease (L1, Self Only, 1400), Lay On Hands (Cure Light W ounds, 1/Level/Day, 2000),
Remove Disease (1/Day = 6000, run by week), Rally (L1, +4 vrs fear in a 10' radius, +2000), Mount (Variant, 1/day x.2,
specific creature only that grows in power with the caster x.5, about L3 = 3000) = 19,800 GP = 2 Feats.
3) Add his Charisma M odifier to his Saves (Feats, at 10,000 GP each; Divine Grace, Vigor, and W ill. These only work
as long as you remain pure and virtuous, x.7) = 21,000 GP as a Talent = 2 Feats
4) Take the Lesser Turning Feat twice = 2 Feats.
This all requires 11 bonus feats - exactly what the fighter gets and the “Paladin” does not.

Psionicist and Psychic Warriors: Psychic powers do not function normally in Cemar. In fact, they are impossible to
develop and even the mightiest Psionic powers or artifacts fail to function, period; the power of the mind cannot be directly
externalized in that manner. W hile there are characters that do have "clairvoyant visions" or "intuitive feelings" about
people, these are innate magical gifts, not psychic abilities. Even Psychic feats cannot be used. W hile psionicists and
psychic warriors sometimes enter Cemar, they tend to turn around and leave again immediately or switch classes. In game
terms, psionics tend to have a science-fiction feel, and we’re after high fantasy. Ergo, no psionics.

Alingment: Players choose from Good, Neutral, and Evil alignments for their characters. There are no Lawful or Chaotic
variants. In Cemar, mortals do not share a connection to the theoretical forces of Law or Chaos, nor are they important.
Some outsiders are of those types, and have the appropriate alignment.

Background Skills: Each character receives 2 skill points per level (8 at level 1) that may be spent on background skills,
and only on background skills. These include all relevant Knowledge, Profession, and Craft skills. These points are spent on
a one-for one basis; these points are always considered “in-class” for these skill. Some specific background skills can be
found in the next Chapter. Unless your Game Master house-rules otherwise, skills are still limited by the level-based
maximum ranks.

All characters have Contacts, a Base Defense Bonus, and a Base Caster Level as explained below.

14
Base Defense Bonus (BDB) and Base Caster Level (BCL)

Each character, and each class, has two additional scores - Base Defense Bonus and Base Caster Level. These are similar
to Base Attack Bonus and Saving Throw Bonuses. The increases for the standard classes are listed for each class below.
Each Prestige Class is also rated in terms of these categories.

The total Base Defense Bonus represents a characters skill in general self-defense, including evading attacks, parrying,
taking advantage of the surroundings, and even minor mystical tricks. It does not apply when the character is wearing
armor, is immobilized, or is caught flat-footed.

The total Base Caster Level is used as the “caster level” for the characters spells, in place of the formerly implied caster
levels from levels in particular classes. A character’s caster level is thus independent of her level in any one class. As a
result, Bards will usually have a lower caster level than other magic-oriented classes but experienced warriors can more
easily pick up some magical skills and mages are not quite so extensively penalized for picking up some combat skills. A
touch of such versatility is quite normal, albeit not universal, for advanced Cemarian characters.

Class Level Chart A: Barbarian, Fighter, Chart B: Sorcerer, Druid, Chart C: Rogue, Bard,
Ranger W izard, (Cleric - Base (Cleric Base - Defense
Caster Level only) Bonus only)

BDB BCL BDB BCL BDB BCL


1 +1 +0 +1 +1 +1 +0
2 +2 +1 +1 +2 +2 +1
3 +3 +1 +2 +3 +2 +2
4 +3 +2 +2 +4 +3 +3
5 +4 +2 +2 +5 +3 +3
6 +5 +3 +3 +6 +4 +4
7 +6 +3 +3 +7 +4 +5
8 +6 +4 +3 +8 +5 +6
9 +7 +4 +4 +9 +5 +6
10 +8 +5 +4 +10 +6 +7
11 +9 +5 +4 +11 +6 +8
12 +9 +6 +5 +12 +7 +9
13 +10 +6 +5 +13 +7 +9
14 +11 +7 +5 +14 +8 +10
15 +12 +7 +6 +15 +8 +11
16 +12 +8 +6 +16 +9 +12
17 +13 +8 +6 +17 +9 +12
18 +14 +9 +7 +18 +10 +13
19 +15 +9 +7 +19 +10 +14
20 +15 +10 +7 +20 +11 +15

W eapon and Armor Proficiencies


Each class receives a certain number of proficiency slots to use: these may be used to become proficient in any weapon
or armor the user sees fit. Some of these proficiencies require more than one slot, and some have prerequisites of their own.
In general, while proficiency slots are more limited then the usual “martial” and “simple weapons” groups, they commonly
include skill in using several related but different weapons.

As with skills, character receive bonus proficiencies for the first class level they take. The complete list is located in
chapter three.

Only changes to the Barbarian and Bard classes have been noted; the other classes have changed more considerably and are
reprinted here in full, with permission granted by the d20 license.

15
BARBARIAN

Hit Die: d12.

The quintessential barbarian comes from among the W ild M en. In fact, pretty much by definition, the barbarian is a man
from a tribe or clan of Wild Men. Nobody else normally produces them, although berserkers appear elsewhere from time to
time. As W ild Men, barbarians normally know how to feed, clothe, arm, equip, and otherwise support themselves from the
land without recourse to civilization. In battle, they fight with immense ferocity and power, and commonly wield oversized
weapons.
Barbarians have their own codes of conduct and honor, depending on their inner morality and the society they came
from, and they adhere to these to the letter – in fact, many groups of W ild Men memorize their laws and entire history by
heart. Humans from the frozen tundra learn to sing the sagas, long stories set in song form, telling the tales of the people
and events upon which their society is based.
Most of all, Barbarians tend to be rough-hewn, but social. Barbarians depend upon a tight circle of friends and allies.
They may not understand the finer points of etiquette, but Barbarians are usually friendly toward those they respect – even
their enemies.

Class Skills
W arcraft (W is) has been added to the Barbarian skill list.

W eapon and Armor Proficiency:


Barbarians receive one proficiency slot each at levels 4, 8, 12, and 16, and 20. Barbarians receive 5 proficiency slots if
their Barbarian level is their first character level.

BARD

Hit Die: d6.

The Bard may be an unusual choice for adventurers, but the usefulness of these mystical song-farers should not be
underestimated. They may not be the mightiest of mages, but songs have a power of their own. In the hands of someone
who evoke that power in magical form music, dance, and poetry become more powerful than the strongest Fireball. Bards
take special pride in the traditions and styles of whatever ethnos they belong to. Most are good hearted, since there are few
evil beings who actively seek out a career in what is, essentially, entertainment. Still, Bards come in all types. Some play for
the finest royalty and enjoy carousing with dukes and the finer comforts. Others wander from village to village, playing for
peasants in exchange for a warm bed and a few hearty meals. Other Bards ply their skills much as a Rogue might. Less
scrupulous Bards make amazingly good con artists.

W eapon and Armor Proficiency:


Bards receive one proficiency slot each at levels 6, 12, and 18. Bards receive 4 proficiency slots if their Bard level is
their first character level. A bard can cast bard spells while wearing light armor without incurring the normal arcane spell
failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a
chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the
normal arcane spell failure chance for arcane spells received from other classes.

16
MONOTHEISTIC CLERIC
The Monotheistic Cleric is suitable for worlds which feature a single, benign, but relatively non-interventionist, deity.
On Cemar this being is known as the High Father, although “he” has no actual sex. “He” is served by “saints” - mortals
who have ascended in his service - and by the various celestials. Regardless of what may go one elsewhere in the
multiverse, on Cemar the High Father is the only true deity, although minor cults may worship other powerful entities.

Hit Die: d6

Clerics in Cemar are followers of a specific God – the High Father. As in the normal d20 rules, Clerical powers work
because their God has granted a measure of divine power to them. Cemarian clerics, however, should not to use their
powers frivolously, or to the exclusion of mundane skills, or they can and will be temporarily revoked - with little or no
warning. Clerics exist to spread the word and faith of the High Father, not to act as magical killing machines or combat
medics. They are calling upon a divine gift – holy power – and are expected to use it well.
Clerics are expected to heal the sick and injured, to stop any dangerous demons from entering the world (or banish them
back if possible), and to uphold the principles of their Saint or order. The Saint or other order selected grants clerical
domains. In Cemar, all Clerics must be Good, at least to start with. This being a violent world, nobody ever gave much
thought to pacifism as anything more than a personal choice, so Clerics learn how to defend themselves reasonably well.
Most, however, are not very skilled in the arts of killing.

Class Skills
The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal
(W is), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion)* (Int), Knowledge (the planes) (Int),
Profession (W is), Ritual Magic (varies/W is), and Spellcraft (Int). A cleric who chooses the Animal or Plant domain adds
Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all
Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who
chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain
Spells, below, for more information.
Clerics receive 4 skill points per level.
*A Cleric should have at least (Cleric Level/2) ranks in Knowledge: Religion. Technically this isn’t a requirement, but
any cleric who doesn’t have this will be the object of ridicule.

The Cleric
Level Base Attack Bonus For Ref W ill Special
1st +0 +2 +0 +2 Pick Domains, Spells
2nd +1 +3 +0 +3 Church Contact 1 Monotheistic Clerics
3rd +1 +3 +1 +3 Church Support 1 don’t necessarily gain
4th +2 +4 +1 +4 Church Contact 2 the ability to turn or
5th +2 +4 +1 +4 Authority 1
rebuke the undead and -
6th +3 +5 +2 +5 Voice of Prophecy
7th +3 +5 +2 +5 Church Contact III
as spontaneous casters -
8th +4 +6 +2 +6 Know the Darkness
may only spontaneously
9th +4 +6 +3 +6 Church Support 2 cast those spells which
10th +5 +7 +3 +7 Authority 2 are actually on their
11th +5 +7 +3 +7 Appointment personal spell lists. They
12th +6/+1 +8 +4 +8 Test of Worth may, however, select
13th +6/+1 +8 +4 +8 Church Title one Exclusive Domain
14th +7/+2 +9 +4 +9 Test of Faith from among those
15th +7/+2 +9 +5 +9 Authority 3
provided by the game
16th +8/+3 +10 +5 +10 Test of Truth
17th +8/+3 +10 +5 +10 High Appointment
master, and may gain
18th +9/+4 +11 +6 +11 Church Support 3
similar abilities as a
19th +9/+4 +11 +6 +11 High Councilor granted power.
20 th +10/+5 +12 +6 +12 Authority 4

17
Cleric Spells Per Day / Spells Known
Level -0- 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 / 4 2 / 2 — — — — — — — —
2nd 4 / 5 3 / 2 1 / 1 — — — — — — —
3rd 4 / 5 3 / 3 2 / 1 — — — — — — —
4th 5 / 6 4 / 3 3 / 2 1 / 1 — — — — — —
5th 5 / 6 4 / 4 3 / 2 2 / 1 — — — — — —
6th 5 / 7 4 / 4 4 / 3 3 / 2 1 / 1 — — — — —
7th 6 / 7 5 / 5 4 / 3 3 / 2 2 / 1 — — — — —
8th 6 / 8 5 / 5 4 / 4 4 / 3 3 / 2 1 / 1 — — — —
9th 6 / 8 5 / 5 5 / 4 4 / 3 3 / 2 2 / 1 — — — —
10th 6 / 9 5 / 5 5 / 5 4 / 4 4 / 3 3 / 2 1 / 1 — — —
11th 6 / 9 6 / 5 5 / 5 5 / 4 4 / 3 3 / 2 2 / 1 — — —
12th 6 / 9 6 / 5 5 / 5 5 / 4 4 / 4 4 / 3 3 / 2 1 / 1 — —
13th 6 / 9 6 / 5 6 / 5 5 / 4 5 / 4 4 / 3 3 / 2 2 / 1 — —
14th 6 / 9 6 / 5 6 / 5 5 / 4 5 / 4 4 / 4 4 / 3 3 / 2 1 / 1 —
15th 6 / 9 6 / 5 6 / 5 6 / 4 5 / 4 5 / 4 4 / 3 3 / 2 2 / 1 —
16th 6 / 9 6 / 5 6 / 5 6 / 4 5 / 4 5 / 4 4 / 3 4 / 3 3 / 2 1 / 1
17th 6 / 9 6 / 5 6 / 5 6 / 4 6 / 4 5 / 4 5 / 3 4 / 3 3 / 2 2 / 1
18th 6 / 9 6 / 5 6 / 5 6 / 4 6 / 4 5 / 4 5 / 3 4 / 3 4 / 3 3 / 2
19th 6 / 9 6 / 5 6 / 5 6 / 4 6 / 4 6 / 4 5 / 3 5 / 3 4 / 3 3 / 2
20th 6 / 9 6 / 5 6 / 5 6 / 4 6 / 4 6 / 4 5 / 3 5 / 3 4 / 3 4 / 3

Domain spells are in addition to known spells granted by this table.

Class Features
All of the following are class features of the cleric.

W eapon and Armor Proficiency: Clerics receive one proficiency slot each at levels 9 and 18. Clerics receive 3
proficiency slots if their Cleric level is their first character level.
Bonus Languages: A cleric’s bonus language options include Celestial, Infernal (the languages of good and evil
outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Spells: A cleric spontaneously casts divine spells, which are pre-selected the Cleric spell list, as per the “Cleric spells
known” section of the table above. However, her alignment may restrict her from casting certain spells opposed to her
moral or ethical beliefs; see Evil and Good spells, below. A Cleric can otherwise cast any spell she has learned and any
spell from her domains as long as she has spell slots left. Clerics add spells as they level up, according to the known spells
table. A Cleric may swap out a spell two levels lower than the highest level spell she can cast, as a sorcerer in standard d20.
To prepare or cast a spell, a cleric must have a W isdom score equal to at least 10 + the spell level. The Difficulty Class
for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s W isdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell
allotment is given on Table: The Cleric. In addition, she receives bonus spells per day if he has a high W isdom score.
Clerics select three domains, normally including one exclusive domain.
Clerics meditate or pray to renew their magical strength. Each cleric must choose a time at which he must spend 1 hour
each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on
whether a cleric can prepare spells.
Orders, Domains, and Domain Spells: Although all true Clerics worship one deity in Cemar, a cleric’s chosen Saint or
order influences what magic she can perform, her values, and how others see her. A first level cleric selects three domains
at level 1. These spells are added to their available spells. These may not be swapped out as with other known spells. A
cleric chooses domains from among those belonging to her Saint or Order. Otherwise, she also has a choice between three
Domains: True Light, Darkness, and W ilderness. These are explained below. Note that those domains are exclusive: a cleric
may possess the True Light domain or the Darkness domain or the W ilderness domain, but never more than one. Any
uncorrupted Cleric may select the Good domain without restriction.

18
Each domain gives the cleric access to domain spells at each spell level he can cast, from 1st on up, as well as a granted
power. The cleric gets the granted powers of all the domains selected. Saints, Orders, and Domains for Cemar can be found
in the forthcoming Magical Arts of Cemar. A quick summary of the True Light, Darkness, and W ilderness domains is
provided below. These. along with any “prestige domains”, are Exclusive; any given cleric can only have one of them. Of
course, access to a particular exclusive domain can easily shape an entire order. Each GM is encouraged to create unique
domains.

Sample Exclusive Domains

True Light Domain. Granted Power; Turn Undead. Spells : L1; CLW , L2; CM W , L3; CSW , L4; CCW , L5; CLW M, L6;
CMW M, L7; CSW M, L8; CCW M, and L9; Heal, Mass. The classic for “Good” clerics.

Darkness Domain. Granted Power; Rebuke Undead. Spells : L1; ILW , L2; IMW , L3; ISW , L4; ICW , L5; ILW M, L6;
IMW M, L7; ISW M, L8; ICW M, and L9; Harm, Mass. The classic for “Evil” clerics.

Wilderness Domain. Granted Power; W ild Shape (All but elemental forms). Spells; Summon Nature’s Ally I-IX.

Evil and Good Spells: A cleric can’t cast spells aligned to cosmic forces opposed to or ignorant of the High Father.
Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell
descriptions. Therefore, ordinary Clerics cannot cast Evil, Lawful or Chaotic spells, although some outsiders might cast
them via special abilities or their own strange spellcasting techniques. Clerics cannot cast these spells even if she is not
casting them as Cleric spells. See Unavailable Spells, below, for more information.
Church Contact: You have made friends with another individual in the Church hierarchy. A level 1 contact is generally
a temple priest, a level 2 contact a regional official, and a level 3 contact may be an influential elder.
Church Support: Your basic living expenses are taken care of at no cost to you, at minimum level of Common (rank 1),
W ell-Off (rank 2), or Affluent (rank 3).
Authority: Due to implicit divine approval and mastery of religious lore, a Cleric has some authority over any
worshipper of the High Father. For each level of the Authority special ability, the Cleric gains a +2 bonus to Diplomacy,
Bluff, and Intimidate checks, applicable only when using those skills against a faithful member of the Church of the High
Father. If a targeted person is only a casual member, the bonus decreases to +1 per Authority rank. Any character that tries
to use Authority against another character with authority has their bonus reduced by the difference (Skill Using Characters
Authority bonus – Target Character’s Authority bonus = Relevant Bonus or Penalty), even if this is a negative. A character
may also use their authority on the behalf of another character, granting them the same bonus and defense against
Authority. In other words, opposing Authority ranks tend to cancel each other out.
Example: Merris the Priest (Cleric level 13) wants to convince a Duke to lend him some horses and give him a loan of
50 gold. The Duke’s local bishop is level 15, and opposes Merris’ request. The Duke himself is devout. Since Merris is not
lying about his need, the Game Master decides the relevant skill is Diplomacy, and the DC for this unusual and expensive
request is 35. Merris’ Authority is level II, which normally would give him a bonus of +4 on the roll. But the Bishop is
opposing him and has higher Authority. (+4 –6 = -2) Merris has a penalty on his roll, save for raw skill. He will have a very
difficult time making his roll.
Voice of Prophecy: Celestial Powers may opt to speak through you or send you prophetic dreams or meaningful omens.
No great disaster will fall upon those in your care unawares – but this is mostly an excuse for game masters to hand out
strange assignments and new adventures.
Know the Darkness: You instinctively know if there is a very powerful evil presence within the area – a mile at most.
At the edge of that range, the cleric will only have a vague feeling of unease. Up close, you will experience a palpable aura
of evil.
Appointment: You get an official job. This involves some duties, but also certain resources appropriate to the position.
You may also add a +2 bonus to your Authority ability if you are using that authority within the bounds of your position.
Fortunately, adventurous clerics are rarely assigned to simple positions as local priests. They’re much more likely to be
assigned as Chaplains in remote or dangerous outposts, as Circuit Priests responsible for making regular visits to a dozen or
more small villages near the fringe of civilization, as Spiritual Advisors to powerful people, to Missionary Expeditions, or to
special missions, such as recovering lost relics.

19
Test of W orth: Should they advance sufficiently, clerics of the High Father will be tested for their devotion. To gain
access to 7 th level spells, the Cleric must pass the Test of W orth, and must pass it before the Test of Faith will be given.
Agents of the High Father will instigate the test, and the test isn’t obvious, at least not to the cleric. The celestial powers
may test the Cleric at any time, but will not do so more than once per cleric level gained. If a character takes until level 15
to pass his Test of Worth, he won’t get to take the Test of Faith until level 16. Clerics should be given one opportunity to
pass her current test shortly before or just after achieving the necessary level.
The Test of Worth is simple and complex at the same time. It seeks to test a cleric’s goodwill, to ask just how far she is
willing to go to do good deeds. Specifically, it requires a character to give up something personal and precious. (Note: game
masters should not seek to remove a character’s artifact from the Own a Mighty Artifact feat.) The sacrifice may be wealth,
some personal treasure, or even permanent statistic bonuses – anything the character (or player) values.
Church Title: You gain an official title and relevant perks – such as access to influential nobles.
Test of Faith: Clerics of the High Father will be tested again should they advance sufficiently and pass the Test of
W orth. To gain access to 8 th level spells, the Cleric must pass the Test of Faith, which will be administered by Agents of the
High Father, just like the Test of Worth (QV).
The Test of Faith asks one thing of a character. How far are you willing to trust your God? The High Fathers serves his
clergy in many ways, but his greatest workers must trust his knowledge and wisdom, and will. To pass this test, the cleric
must follow the path of goodness even though it seems hopeless, pointless or meaningless.
Test of Truth: Clerics of the High Father will be tested once more should they advance sufficiently. To gain access to
9 th level spells, the Cleric must pass the Test of Truth, which will be administered by Agents of the High Father, just like the
Test of Worth (QV).
The Test of Truth demands a character commit unequivocally to the Truth. The stakes of this test could be great or small.
A Cleric might have to do anything from standing up to an irresponsible and petty lord to honestly telling a child that yes;
the cleric accidentally stepped on and broke the toy.
High Appointment: You get a truly important job, along with serious, major responsibilities and significant resources to
go with it. You also probably can’t go adventuring all the time anymore, as well.
High Councilor: You gain a more important official title, which comes with certain perks – like access to influential
rulers and maybe even real political power.

Unavailable Spells

Some spells simply aren’t available on Cemar. Some of those listed below should not be available to any monotheistic
cleric; they should rely on their own strength and the aid of their god, rather then on calling up creatures to help them - and
few monotheistic deities are strong on chaotic magic.

General: Summon Monster I-IX (available but subject to the same restrictions as other summon magic)

Level 1: Protection from Chaos/Law (except as per domain); Detect Chaos/Law is available but unusual, as few such
outsiders appear in Cemar - and few priests would care if they were chaotic or lawful anyway.
Level 2: Undetectable Alignment
Level 3: Magic Circle Against Chaos/Law
Level 4: Imbue with Spell Ability
Level 5: Ethereal Jaunt and Plane Shift are available but dangerous; Commune is available, but gives answers only about
physical events. You’ll only receive abstract information, explanations, or bits of specific lore if someone or something
decides to talk to the character.
Level 6: Forbiddance is forbidden; W ind W alk and W ord of Recall are available but dangerous to use
Level 7: Dictum and W ord of Chaos; Refuge is available but dangerous
Level 8: Cloak of Chaos, Shield of Law, and Antimagic Field (the last is theoretically possibly but certain to be lethal to
everyone in the vicinity; Cemar is built of magic.

For more information on the spells that are noted as being dangerous, see Quilopothic Magic. In general, dimensional
magic, physical transformations, and antimagic are dangerous on Cemar. They may be safe enough elsewhere.

20
Ritual Only-Spells – M ay be cast with the aid of Ritual M agic or Demonology
This list may be disregarded if the Ritual Magic and Demonology skills are not used in a campaign.

Level 2: Gentle Repose


Level 3: Speak with Dead
Level 4: Lesser Planar Ally
Level 5: Atonement, Plane Shift, Raise Dead, Hallow, Unhallow
Level 6: Create Undead, Etherealness, Planar Ally
Level 7: Regenerate, Resurrection
Level 8: Create Greater Undead, Greater Planar Ally
Level 9: Astral Projection, Gate, True Resurrection

Corrupted Spells

Level 2: Death Knell, Desecrate


Level 3: Animate Dead
Level 5: Unhallow
Level 6: Create Undead
Level 7: Blasphemy
Level 8: Create Greater Undead

Only Corrupted Clerics may select new spells from this list. They are not available to ordinary priests.

Ex-Clerics
A cleric who grossly violates the code of conduct required by her Saint or order loses all spells and class features, except
for armor, shield, and weapon proficiencies. She cannot thereafter gain levels as a cleric of that Saint or order until she
atones (see the atonement spell description). However, such a Cleric can become a Corrupted Cleric instead.

Corrupted Clerics:
Priests who forsake their vows and enter into pacts with evil are welcome among the wicked powers of Hell and the
Underworld. And though evil beings cannot create or empower Clerics, they can help a now-evil Cleric find strength in the
power of evil itself. Corrupted Clerics gain several advantages. First, their BAB is increased to match that of a Bard or
Rogue. Second, the Corrupted Cleric may swap out all spells not granted by her domain, and may take spells from the
Corrupted spell list. Such Clerics select new domains from these choices:

Corrupted Cleric Domain Selections

Darkness or W ilderness (but not both), Destruction, Death, Evil, and Trickery

At the option of the game master a character might be able to retain one the following domains: Magic, Strength,
Trickery, and W ar

It is rumored that other, hidden domains exist to fulfill the whims of corrupted clerics, but no one has positively
identified any…

21
FIGHTER

Hit Die: d10.

The fighter is a skilled and dangerous warrior, usually specializing in one to three weapons. Each one has different skills,
training, and techniques. Unlike many other classes, warriors do not usually see themselves as a group of like-minded
individuals, or even as being at all the same. Fighters fight, but their chosen profession isn’t their only interest.
The types of fighters one can easily find in Cemar include mounted raiders, massed medium infantry, skirmishers,
gladiators, wrestlers, marksmen (infantry archers), sailors, heavy infantry, and many more. Fighters often have little in
common with each other, but generally respect each other. Only a foolish fighter underestimates her enemy, and foolish
fighters are often dead ones. Certain problems may arise when fighters from different cultures meet, as they likely don’t
understand and wouldn’t dream of using the other’s style and methods in battle.
Most of the great generals are or were fighters, since they have access to the W arcraft skill. Trained in the use of their
mind as well as body, skilled soldier-generals can crush poorly-led armies many times the size of their own. Moreover, the
common men support and respect a leader who knows what front-line fighting feels like. Unlike barbarian warlords, fighter
generals normally do not lead from the front – their armies are often much too large for that kind of stunt to be worthwhile
anyway.

Class Skills
The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal
(Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge: Heraldry (Int), Ride (Dex), Swim (Str), and W arcraft (Wis).
Skill Points per Level : 4 + Int modifier.

Table: The Fighter


Level Base Attack Bonus For. Ref. W ill Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Bonus feat
11th +11/+6/+1 +7 +3 +3 Inner Brand
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Inner Brand
14th +14/+9/+4 +9 +4 +4 Bonus feat
15th +15/+10/+5 +9 +5 +5 Inner Brand
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Inner Brand
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Burn Health
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat

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Class Features
All of the following are class features of the fighter.

W eapon and Armor Proficiency: Fighters receive one proficiency slot each level from 2 through 20. Fighters receive 8
proficiency slots if their Fighter level is their first character level.
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character
gets and the bonus feat granted to characters by ethnos. The fighter gains an additional bonus feat at 2nd level and every
two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). Fighter bonus feats must be combat-
oriented and are subject to game-master approval. A fighter must still meet all prerequisites for a bonus feat, including
ability score and base attack bonus minimums.
Fighters gain the usual level-based feats as well, just like anyone else.
Inner Brand: At levels 11, 13, 15, 17, and 19, the Fighter gains a level of the Inner Brand ability. This allows the
Fighter to select one of her innate magical abilities or power (see Talents) which cannot be dispelled temporarily. There is
no limit to the virtual gold or experience price such chosen abilities may cost.
Talents are a part of the Cemarian magic and wealth system. In games using conventional magical items instead, each
level of the Inner Brand ability allows the character to protect one piece of magical equipment against Dispelling and
similar effects. It will, however, require several days to switch which items the user has attuned to his personal strength in
this fashion.
Burn Health: Master warriors can burn off their Lifeforce to gain temporary bonuses to their attributes. This costs 10
points of temporary hit point damage (these hits cannot be recovered without rest, period) for a gain of +1 to any attribute,
even Intelligence or Charisma. A fighter may do this as a free action and burn as many hit points as she cares to turn into
attributes; physical bonuses only last for 1d4 minutes – long enough to end the fight, while mental bonuses last for 1d4
hours – long enough to conduct business.

MONK

The “Monk” is not a character class as such. Rather, each of the numerous orders represents a Tradition - a specific
course of study which may involve several classes. Some are unarmed specialists (and most “Monks” do study some
unarmed techniques, if only for training purposes), some study with a specific weapon, and many mix Sorcery techniques in
with their martial combat skill. More esoteric orders study healing, theology, odd combinations of magical arts, dedicate
themselves to the containment of demons, or keep libraries. In any case, as long as a characters monk progression adheres
to the specified Tradition, it counts as a single class with regard to multiclassing penalties. A few of Cemar’s more common
traditions are given below.

If your character has an exotic ethnos which allows Monk as a favored class you must select a specific Tradition to
follow before advancing into it. W hile examples are given below, players may design their own - but must get their new
Tradition approved by the game master before starting to advance in it. No, you may not include every class in your Monk
build and then pick out whatever levels you want at any time and avoid all multiclass penalties. You have to create a
specific build, like the examples below, and follow it to the letter. “Favored class: Monk” is not a cheat sheet.

W hile this system could obviously be used to develop Traditions which have nothing to do with unarmed combat - and
both game masters and players are encouraged to do so - they usually won’t be called Monks. True Monks come from semi-
secretive warrior orders, almost invariably fight unarmored or use armor for specific reasons (Fighters, of course, may fight
either armored or not.), dedicate themselves to developing martial talents and techniques, and focus on passing down their
techniques only to worthy and equally dedicated students. The Sturmjarl Tradition - Barbarian-Sorcerers specializing in
weather control and speed techniques - may use the same general system, but no one would mistake them for “Monks”.
They’re Sturmjarl, and proud of it.

23
Common M onk Builds
Note: These builds do not take display base level advancement feats, since those are not a part of the required build.
Only bonus feats are shown. Nor are they meant to be set-in-stone examples. So long as the Game Master agrees that the
tradition makes sense, anything goes. There are other types of Monk, too, so feel free to create Zen Archers, Sumo
W restlers, Shape-shifters, and so forth. The major difference between this class and the Fighter is that Monks are a tightly
organized group with a distinctive style.

Table: C om mon M onk Builds (w ith Special A bility and Bonus Feat selections)
Level D ragon D aw n D isciple Spirit M aster N inja A ssassin
Fighter 1 (Im proved U narm ed
1st Strike) Fighter 1 (Q uarterstaff Defense) Rogue 1
2nd Fighter 2 (W eapon Focus: Fighter 2 (W eapon Finesse) Fighter 1 (D odge)
U narm ed Strike)
3rd Fighter 3 Fighter 3 Rogue 2
4th Fighter 4 (W eapon Specialization: Fighter 4 (D odge) Fighter 2 (W eapon Focus: Shortsword)
U narm ed Strike)
5th Fighter 5 Sorcerer 1 (The Inner W ay) Rogue 3
6th Fighter 6 (Im proved Grapple) Fighter 5 Rogue 4
7th Fighter 7 Sorcerer 2 Rogue 5
8th Fighter 8 (Greater W eapon Focus: Fighter 6 (D eflect Arrows) Rogue 6
U narm ed Strike)
9th Fighter 9 Sorcerer 3 Rogue 7
10th Fighter 10 (Im proved Critical: Fighter 7 Rogue 8
U narm ed Strike)
11th Fighter 11 Sorcerer 4 (The Inner W ay) Fighter 3 (Im proved Critical:
Shortsword)
12th Fighter 12 (Greater W eapon Fighter 8 (M obility) Fighter 4 (W eapon Specialization:
Specialization: U narm ed Strike) Shortsword)
13th Fighter 13 Sorcerer 5 Rogue 9
14th Fighter 14 (Com bat Expertise) Fighter 9 Rogue 10
15th Fighter 15 Sorcerer 6 (Greater Arcana) Rogue 11
16th Fighter 16 (Im proved Disarm ) Fighter 10 (Spring Attack) Rogue 12
17th Fighter 17 Sorcerer 7 Rogue 13
18th Fighter 18 (Im proved Trip) Fighter 11 Rogue 14
19th Fighter 19 Sorcerer 8 (The Inner W ay) Rogue 15
20th Fighter 20 (Blind Fight) Fighter 12 (Q uarterstaff M aster) Rogue 16

Dragon Dawn Disciple: The Dragon Dawn Disciple exemplifies the “classical” M onk: someone with almost
superhuman unarmed combat ability. This particular character build focuses on bone-crushing unarmed power early on, but
the true masters later gain even more useful special abilities to disarm, trip, and otherwise hamper opponents. Most Dragon
Dawn Disciples will pick Stunning Fist and probably the Dodge line of feats and Deflect Arrows is always a good choice.
Dragon Dawn Disciple monks are likely to select Diplomacy and perhaps a few Knowledge skills dealing with religion,
arcana, or Koan riddles. Other, similar monks choose most of the same feats, but focus their skills on a single weapon, often
longswords or an exotic weapon. Unlike most Traditions, this one has countless variants - primarily because it’s built with
fighter levels only, allowing it’s practitioners to modify it without penalty.

Spirit M aster: The Spirit Master dedicates her life to inner peace and spiritual awareness, and so gains a measure of
control over the body. Very few of them are strong, but most can compensate for this lack of power by pure skill and
W eapon Finesse. These Monks study The Inner W ay almost exclusively, but some others also take up the path of the Druid,
instead, and a portion of Spirit Masters learn abilities that let hem attack with Ranged “Chi Blasts”, via Sorcerer abilities.
Ultimately, they use Sorcery or Druid powers to enhance and perfect their martial prowess. The Endurance, Diehard, and
saving-throw booster feats are good additions to demonstrate this character’s great self-control and inner peace. Since these
characters do not usually cast spells in combat, Combat casting can safely be avoided.

Ninja Assassin: The classic fantasy Ninja Assassin relies on a combination of sneak attack and weapon-skill
enhancements. Obviously, skills should be geared towards stealth and information gathering, and perhaps some practical
skills to enable the ninja to get close to the target without suspicion, such as climb and Jump. Trade skills work well for
infiltration. There are plenty of skill points in the basic Rogue without investing a lot in Intelligence. The Ninja needs to be
reasonably strong and fit. Of course, what fantasy Ninja would be complete without assassin’s agile grace and high
Dexterity?

24
RANGER

Hit Die d8

Rangers, the masters of wilderness and trail, wander over every inch of Cemar. These skilled warriors learn natures
secret ways, secrets, and paths, and master the arts of combat in the process. Rangers tend to specialize in either fighting
like the wild animals they associate with, fighting with weapons in both hands, or in excellence with bows, the hunter’s
favorite weapon. At the same time, a Ranger’s skill in wild areas allows them to pass easily through and over the roughest
terrain, avoiding angry beasts and natural hazards.
Though Rangers can be found all over Cemar, the very best can be found among the Elves. Of all the warrior paths the
ways of the Ranger mesh best with Elfin talents, while teaching a very efficient form of guerilla warfare to its students. The
Elves have long been fewer in numbers than Humans, so getting the most out of every soldier has been critical to their
survival. Ranger abilities allow Elves to strike from concealment, vanish into the night, and strike again. The best among
them can slip into enemy camps, execute top officers, and vanish with no one the wiser until dawn arrives.
The people of the Lowlands have mastered the techniques of the Ranger, and boast most of the few Sea-rangers - master
sailors as well as warriors - in Cemar. They learn about hidden coves, the most advanced arts of sailing, and the secret ways
of the Cemarian sea.

Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle
Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int),
Knowledge (nature) (Int), Listen (W is), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis),
Survival (Wis), Swim (Str), Use Rope (Dex), and W arcraft (Wis).
Skill Points per Level : 6 + Int modifier

Table: The Ranger


— Spells per Day—
Base Attack Fort Ref W ill
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st Totem Spirit, Track,
1st +1 +2 +2 +0 wild empathy — — — —
2nd +2 +3 +3 +0 Combat style — — — —
3rd +3 +3 +3 +1 Endurance — — — —
4th +4 +4 +4 +1 0 — — —
5th +5 +4 +4 +1 2nd Totem Spirit 0 — — —
6th +6/+1 +5 +5 +2 Improved combat style 1 — — —
7th +7/+2 +5 +5 +2 W oodland stride 1 — — —
8th +8/+3 +6 +6 +2 Swift tracker 1 0 — —
9th +9/+4 +6 +6 +3 Evasion 1 0 — —
10th +10/+5 +7 +7 +3 3rd Totem Spirit 1 1 — —
11th +11/+6/+1 +7 +7 +3 Combat style mastery 1 1 0 —
12th +12/+7/+2 +8 +8 +4 1 1 1 —
13th +13/+8/+3 +8 +8 +4 Camouflage 1 1 1 —
14th +14/+9/+4 +9 +9 +4 2 1 1 0
15th +15/+10/+5 +9 +9 +5 4th Totem Spirit 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6 3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6 3 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th Totem Spirit 3 3 3 3

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Class Features
All of the following are class features of the ranger.

W eapon and Armor Proficiency: Rangers receive one proficiency slot each at levels 4, 8, 12, and 16, and 20. Rangers
receive 5 proficiency slots if their ranger level is their first character level.
Totem Spirit (Ex): At 1st level, a ranger may select a Totem Spirit. A Totem Spirit grants additional powers and
abilities, but the ranger may call upon one Totem Spirit at a time. Totem Spirits are the powers of nature and animals. Some
say that the Totems choose the ranger, and other say the ranger chooses the totem. Either way, it works the same.

Totem Spirit List


This list is not exhaustive. There are many other spirits, but these are the most common totems to be found on the Isles.
A character with an active Totem Spirit gains any bonuses listed by its name.

Totem Spirit Bonuses


Ant, Mole Gain Burrow 1 ft. / round movement, Blindsight 60 ft.
Bear +2 Strength, +2 Constitution
Boar, Uroch +2 Strength, Rage 1/day
Cat, Panther +2 Dex, Slow Fall
Centipede, Spider Flurry of Blows, Spider Climb
Stag +4 Bonus on attack rolls made while charging, Improved Overrun
Eagle +10 to Spot, Mobility, Fly-by-Attack
Fox, Raccoon +2 Intelligence, +2 Dexterity, +5 Move Silently
Hawk Evasion, Improved Initiative
Horse, Glemma Run, Endurance, Die Hard
Lion +4 to Fort and W ill saves, Improved Sunder
Raccoon +5 to Pickpocket, +5 to Open Locks
Rat/Mouse Purity of Body, +5 to all Track attempts in a city or town
Raven Deathsight
Rooster +2 Charisma, Deflect Arrows
Salmon swim 40 ft. / round movement, +5 to jump
Orca Gain a natural Bite attack at highest BAB (1d8+Str), which may be
used with all other attacks, Cold Resistance 10
Snake +2 W isdom, Tongue of the Sun and Moon
Sparrow +4 Dodge Bonus (this stacks with other Dodge bonuses), +5 to listen
W olf/Dog Nose to the Ground, Improved Trip

Most of these abilities are feats or straightforward bonuses. Those which are not, including those items adapted from
standard monk abilities, are explained below.

Deathsight (Su): A character with this ability may peer into the eyes of a dead body and see anything that the subject
saw in the last 26 hours of her life automatically. She may also choose to trade out one of her currently known languages for
any one the subject spoke for the next 26 hours.
Flurry of Blows (Ex): Grants an unarmored user extra attacks at the expense of accuracy. W hen doing so, she may
make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other
attack made that round. This penalty applies for 1 round, so it also affects any attacks of opportunity the user makes before
her next action. W hen the user reaches 5th level, the penalty lessens to –1 and at 9th level it disappears. At 11'th level it in
addition to the standard single extra attack the user gets from flurry of blows, she gets a second extra attack at her full base
attack bonus. Characters must use a full attack action to strike with a flurry of blows.
W hen using weapons in a flurry of blows the user applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her
damage rolls for all successful attacks, whether she wields a weapon in one or both hands. In the case of the quarterstaff,
each end counts as a separate weapon for the purpose of using the flurry of blows ability.
Purity of Body (Ex): Immunity to all diseases except for those of a supernatural or magical nature.

26
Slow Fall (Ex): The user may use a wall or similar surface within arms reach to slow a fall. This reduces the effective
distance fallen by 5 feet per level or, at level 20 and up, by whatever is required.
Tongue of the Sun and M oon (Ex): The ability to speak with any living creature. Unfortunately, a lot of them aren’t
especially clever.

Track: A ranger gains Track as a bonus feat.


W ild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check
to improve the attitude of a person. The ranger rolls 1d20 and adds her ranger level and her Charisma bonus to determine
the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are
usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within
30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but,
as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4
penalty on the check.
Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon
combat. This choice affects the character’s class features but does not restrict her selection of feats or special abilities in any
way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal
prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-W eapon Fighting feat, even if he does not have
the normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of her combat
style when wearing medium or heavy armor.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. A ranger must choose
and prepare her spells in advance, but may select any spell on the ranger spell list provided that she can cast spells of that
level and has a W isdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a
ranger’s spell is 10 + the spell level + the ranger’s W isdom modifier. On Cemar each totem adds a few spells to those
available, but the basic list is slightly more restricted; this optional variation is covered in The Magical Arts Of Cemar.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. Her base daily spell
allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if she has a high W isdom score.
W hen Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus
spells he would be entitled to based on her W isdom score for that spell level.
Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in her chosen combat style (archery or two-weapon
combat) improves. If she selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have
the normal prerequisites for that feat. If she selected two-weapon combat at 2nd level, she is treated as having the Improved
Two-W eapon Fighting feat, even if she does not have the normal prerequisites for that feat. As before, the benefits of the
ranger’s chosen style apply only when he wears light or no armor. She loses all benefits of her combat style when wearing
medium or heavy armor.
W oodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural
thorns, briars, overgrown areas, and similar terrain) at her normal speed without taking damage or suffering any other
impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect
her.
Sw ift Tracker (Ex): Beginning at 8th level, a ranger can move at her normal speed while following tracks without
taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal
speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If she makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no
damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the
benefit of evasion.

27
Combat Style M astery (Ex): At 11th level, a ranger’s aptitude in her chosen combat style (archery or two-weapon
combat) improves again. If she selected archery at 2nd level, she is treated as having the Improved Precise Shot feat, even if
she does not have the normal prerequisites for that feat. If she selected two-weapon combat at 2nd level, she is treated as
having the Greater Two-W eapon Fighting feat, even if she does not have the normal prerequisites for that feat. As before,
the benefits of the ranger’s chosen style apply only when she wears light or no armor. She loses all benefits of her combat
style when wearing medium or heavy armor.
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain
doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): W hile in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill
even while being observed.

ROGUE
Hit Die: d6.
Rogues encompass nearly every type of security, criminal, or low-class profession one can imagine. Spies, pirates,
gangs, thieves, assassins, police and military scouts flock to this class in order to thrive and survive. No two rogues are
quite alike. Some are as at home in the wilderness as in the city, some are as charming as the most legendary Bard, and
some can open a lock with hardly a thought. Some rogues are serious professionals, and some are carefree scallywags.
Rogues are about versatility, customization, and personalization. On Cemar, most of their abilities cover social interactions
as well as dungeon-crawling.

Class Skills
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),
Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery
(Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (W is), Move
Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (W is), Sleight of Hand
(Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points per Level: 8 + Int modifier.

Table: The Rogue


Level Base Attack Fort Ref W ill Special
Bonus Save Save Save
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Special ability
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6, special ability
14th +10/+5 +4 +9 +4 —
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5 Special ability
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Trap sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6, special ability
20th +15/+10/+5 +6 +12 +6 —

28
Class Features
All of the following are class features of the rogue.

W eapon and Armor Proficiency: Rogues receive one proficiency slot each at levels 6, 12, and 18. Rogues receive 4
proficiency slots if their Rogue level is their first character level.
Sneak Attack: If a rogue can catch an opponent while he is unable to defend himself effectively from her attack, she can
strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity
bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra
damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit
with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is
within 30 feet. W ith a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage
instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not
even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies— undead, constructs, oozes, plants, and
incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue
cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond
reach.
A rogue may opt to “trade in” a sneak attack die for four extra skill points or for in-class access to an additional skill.
This decision must be made when the die is gained, and may be exercised at level one - but such extra skill points are not
multiplied in this case.
Rogues may also take “Sneak Attack” dice in social manipulation - spreading rumors, making sarcastic remarks, raising
the DC of Sense Motive checks against their astounding lies, and otherwise making trouble. W hile there are no precise rules
for politics, a “duel of words” can simply be run as an abstract “fight” using normal rules. Barbarians are thick-skinned and
nearly immune to subtle wordplay, fighters are rough and unsubtle, wizards are socially inept, and so on.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class
higher than 20. A rogue, at level 1, chooses to apply this to one of several categories. These groupings are: Physical and
mechanical traps (using Search), social, diplomatic, and legal traps (using Sense Motive), magical traps or set curses (using
Knowledge: Arcana), or ambushes and dangerous natural conditions (using W ilderness Lore). Each of these skills has an
associated active skill that governs actually dealing with the situation, as described below. A rogue that wishes to have two
or more of these abilities may purchase another with one of the “Special Ability” allotments at levels 10, 13, 16, and 19.
Finding a trap has a DC of at least 20, or higher if it is well hidden. Some magical traps, such as Symbol spells, are likely
to go off if rogues examine them too closely. The gamemaster must arbitrate this on a case by case basis.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25
+ the level of the spell used to create it. Some magical traps, such as Symbol spells, may be disarmed more easily with other
means.
A rogue who beats a trap’s DC by 10 or more with a Disable Device, Sense Motive, Spellcraft, or W ilderness Lore
check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. This can be very useful
in the case of social and legal traps…
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she
makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead
takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain
the benefit of evasion, but a quick tongue can deflect even the worst accusations in social situations.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1
bonus on saves or perception checks made to avoid traps (Including willpower saves to find a way to wiggle out of
contracts and oaths), a +1 dodge bonus to AC against attacks made by traps, and a +1 bonus to Sense Motive with respect to
social traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she
reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to
do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker.
However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below)
instead. Socially, the player must be given a couple of minutes to come up with a reply in response to any sudden
accusation or verbal attack - although the character is considered to have answered immediately.

29
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another
rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than
the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains
improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum
rogue level required to flank the character. In social situations, opponents gain no special advantage from having extra
people arguing a particular side or point; the rogue can answer everyone suitably.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a
special ability of her choice from among the following options.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken
and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of temporary Strength damage.
Used socially, this can cause temporary Charisma damage.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise
would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other
blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must
attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it
fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if
she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to
make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Feat: A rogue may gain a bonus feat in place of a special ability.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful
Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue
does not gain the benefit of improved evasion.
Masque (Ex): This theatrical talent allows the rogue to create an alternate identity - somehow completely concealing the
connection and resemblance with a basic mask, pair of glasses, or other simple ruse. The resemblance may occur to people
occasionally, and may even require a little work to cover up, but will virtually always be dismissed on the grounds of the
complete psychological difference.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been
struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round.
Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round. Like most rogue
talents, this can be used socially as well.
Persona (Ex): The rogue can play an assumed role well enough to fool divinatory spells. The character may present a
false impression to divinations of level two or lower and may make a willpower save whether or not one is normally
permitted to do so to higher-level divinations.
Poison Use (Ex): The rogue can make use of poison without risking accidently poisoning themselves.
Saboteur (Ex): The rogue may attempt to stall something - the factory entering production, dispatching the army, getting
the supplies to the troops, or the passage of a law - for 6d6 hours with an appropriate skill check. The DC is normally in the
15-25 range and tends to rise with repetition.
Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse
conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. W hen making a
skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing
so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise
control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw,
she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Trap Sense: A rogue may add a second, third, or fourth trap sense ability as described under Trap Sense.

30
SORCERER and DRUID
Hit Die d12

The Sorcerer and Druid of Cemar are quite unlike those of other realms. Rather than using set lists and numbers of spells
of each level, they channel their own life force into whatever magical effects they have learned to weave - unlike W izards,
who chart their magic with mathematical precision, or Clerics, who receive their magic directly from a higher source.
Although technically Arcane casters, Sorcerers tap into all the magic they can find to a small degree. Sorcerers can
accomplish very powerful and varied effects. In a pinch, any given sorcerer probably has something you can use. Some
magic remains forever outside their ability to control, however, as no sorcerer can master more then a sampling of the
techniques and weaves available..
Druids, by contrast, are "priests" who receive power from multiple sources. Although they may use a single type of
magic exclusively - and many do specialize somewhat, with most of their techniques coming from those granted by a single
type of spirit - the vast majority dabble in secondary fields. Druids are simply priests with a certain form of magic and
religious focus, they do not form a worldwide “secret society” or use any secret language - at least not that anyone else
knows about.
Despite their use of the same basic mechanic, Sorcerer and Druid levels do not stack when computing the maximum
levels of spells a character can use – they are distinct archetypes, have entirely separate spell lists, gain spells and special
abilities independently, and wield magic in different ways. It’s like mixing cleric and wizard levels; the two sets of abilities
remain separate save for adding to the characters Base Caster Level.

Sorcerer Class Skills


The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int),
Knowledge (arcana) (Int), Profession (Wis), Ritual Magic (varies/W is), and Spellcraft (Int).
Skill Points per Level: 4 + Int modifier.

Druid Class Skills


The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle
Animal (Cha), Heal (W is), Knowledge (nature) (Int), Listen (W is), Profession (W is), Ride (Dex), Ritual Magic
(varies/W is), Spellcraft (Int), Spot (W is), Survival (W is), and Swim (Str).
Skill Points per Level: 4 + Int modifier.

Level B.A.B. For Ref W ill Spellcasting Sorcerer Special Druid Special
1st +0 +2 +0 +2 Sorcery, New Spell (2) Indwelling
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4 New Spell (1) Resist Fey
5th +3 +4 +1 +4 Spirit Call
6th +4 +5 +2 +5 Greater Arcana Flame of Life
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6 New Spell (1) Elemental Tongue
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7 Greater Arcana
11th +8/+3 +7 +3 +7 Energy Adept
12th +9/+4 +8 +4 +8 New Spell (1) Flame of Life
13th +9/+4 +8 +4 +8 Elemental Tongue
14th +10/+5 +9 +4 +9 Greater Arcana Energy Adept
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10 New Spell (1)
17th +12/+7/+2 +10 +5 +10 Energy Adept
18th +13/+8/+3 +11 +6 +11 Greater Arcana Flame of Life
19th +14/+9/+4 +11 +6 +11 Elemental Tongue
20th +15/+10/+5 +12 +6 +12 New Spell (1) Energy Adept

31
Sorcerer Class Features

W eapon and Armor Proficiency: Sorcerers receive one proficiency slot each at levels 6, 12, and 18. Sorcerers receive
4 proficiency slots if their Sorcerer level is their first character level.
Greater Arcana: Experienced Sorcerers can learn many advanced techniques. Some of these are simply an enhanced
ability to use Sorcery, others are unusual powers in their own right. W henever a Sorcerer gains a new Greater Arcana
Ability, she selects one of the Greater Arcana options listed below. Some abilities can be taken multiple times, others have
minimum requirements.

Extra M agic (Ex): You may now use two more free invocations per day than usual for a Sorcerer of your level.

M ana Sense (Ex): The Sorcerer can sense magic at all times, is aware of warped or “dead” magic zones, and knows
instantly if any visible, touched, or smelled item (assuming someone hasn’t warded the item against magical detection) is
magical or has some spell or enchantment on it.

Spellworm (Ex): Choose a single weave to receive a +2 DC on all checks made to resist it (may be taken multiple
times)

Flame of Life (Ex): You gain a x2 multiplier on your natural healing rate. This may be taken repeatedly, to gain x3, x4,
or even a x5 multiplier.

Focused Study (Ex): Choose a group of sorcerer weaves (i.e., Black, Holy, Void, etc.) to receive a +2 DC on all checks
made to resist it. This may be taken multiple times, but requires Spellworm in a spell from the selected group. This stacks
with the single-weave bonus from Spellworm.

Doubled Spell (Ex): For triple the normal cost in hit points, you may cast a spell twice at once, or once immediately and
once again automatically the next round (without using any action in that round). If you use the latter option, you may cast
spells and otherwise act normally in that second round. The twin spells must be identical in all ways. Targets roll saves
independently.

Lifeforce Efficient (Ex): A Sorcerer with this ability pays only 1.5 hit Points per spell level (rounded up) while casting
a spell without using free Invocations. (Requires any one other greater arcana ability)

Lifeforce M astery (Ex): A Sorcerer with this ability pays only 1 Hit Point per spell level while casting a spell without
using free Invocations. (Requires Lifeforce Efficient)

Sacrifice (Ex): You may draw on other sources of life force to power your magic. You may draw on a willing source at
twice the usual cost or sacrifice a helpless sentient creature to power a "free invocation". In general, an option for evil
sorcerers only.

Spell Shield (Ex): The Sorcerer may now use one of her free Invocations to counterspell any spell up to the level he
could normally cast.

Subtle M agic (Ex): You can conceal your spells; effects costing up to (Level/2) hit points are not revealed by "Detect
Magic" effects, while those costing up to (Level) hit points require a perception check.

32
Druid Class Features

W eapon and Armor Proficiency: Druids receive one proficiency slot each at levels 6, 12, and 18. Druids receive 4
proficiency slots if their Druid level is their first character level.
Indwelling(Ex): At 1st level, a druid can summon very tiny elementals at will. The statistics of these creatures are
generally unimportant: they’re a couple of inches tall, move around about as fast as a normal human or elf, can lift an ounce
or so, have no effective attacks, and tend to act like cheery and reasonably helpful small children. A druid may call only one
at a time at 1st level, but may summon an additional Micro-Elemental for every class level. Micro-elementals summoned in
this manner will remain for an hour per druid level. Summoning is a free action. The Druid has only limited control over the
elemental; she can suggest, but not demand service. Most micro-elementals will act as requested, if it fits with their basic
goals.
Resist Fey (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey, as
well as any mind control wielded by creatures not of this world. Druids are grounded in the roots of this earth, and will not
easily suffer the domination of outsiders.
Spirit Call (Ex): Starting at 5 th level, a druid may simply ask, without using rituals or spells, any or all elemental spirits
whose language she knows in with one mile to respond. W hile the elementals are under no compulsion, weak ones usually
respond favorably to minor requests, and major ones may sometimes grace the Druid with their presence. This does not
grant the Druid any special ability to speak with them – she must know the language of the spirit.
Flame of Life (Ex): You gain a x2 multiplier on your natural healing rate as per the Sorcerer ability; this multiplier
increases by one each time this ability is gained.
Elemental Tongue (Ex): Each time a Druid gets this ability, she may choose to learn an elemental language. If a Druid
who has already learned all elemental languages earns this ability, she may opt to learn another language she normally
could learn.
Energy Adept (Ex): W hen a Druid gains the Energy Adept ability, she becomes more resistant to elemental effects. For
every level of this ability, a Druid gains 10 points of energy resistance against a chosen element, as well as a +4 saving
throw bonus against effects linked to that element. The Druid may stack these bonuses as much as she pleases. For example,
a 20 th level Druid could have fire resistance 40, or fire resistance 20 and acid resistance 20, with a +8 bonus on saving
throws against those elements.

Spellweaving

A Sorcerer is an arcane spellcaster who draws on a wide variety of power sources. Unlike a W izard, a Sorcerer can
weave any spell they know at any time, at least in theory. Unfortunately, channeling and shaping such power on the fly is
costly and damaging; a Sorcerer must expend her own life energy to wield magic. Hence Sorcerers are usually pretty tough,
since they have a lot of practice using their own life force. Sorcerers use the ability score listed with each sphere of magic,
below, when calculating the DC’s to resist a spell or any other check that would normally be made. Since Sorcerer
characters aren’t likely to have many spells, players are encouraged to simply calculate and record the modifier for each
sphere or spell.
Druids are divine spellcasters. Otherwise, the same rules hold true for Druids and they cast spells in exactly the same
way for game purposes. In the game world, Druids call upon the elemental forces vastly more powerful than humankind to
aid them, personally, when they weave a spell.
At it’s base, Spellweaving is simple. The would-be caster selects one, or possibly more then one, of the weaves she
knows to use, describes the effect she is attempting to produce using it, and begins channeling life force into casting the
spell. On the game masters side, he or she rules on the spell. If it’s something that simply isn’t possible using that weave,
the would-be spellcaster has wasted an action and 1d4 hit points. If it’s something that requires a higher-level spell then the
would-be spellcaster can handle, she will usually get a lesser version of the desired spell, although all-or-nothing effects
will simply fail, and the game master may throw in the occasional “success-with-terrible-strain” or an extremely dramatic
failure. Simple failure costs an action and 1d4 hit points, lesser versions of the desired spell cost the appropriate number of
hit points, and game-master specials usually cost what the actual effect produced would. If it’s something that the caster can
handle, the spell generally works. Characters may make a spellcraft check to try and determine the actual level of the spell
before attempting it, as well as whether or not it will work with a particular weave. The DC is set by the GM (Usually 10
plus his or her estimate of the spell level). Optionally, the player may simply state how much power she is using and the
desired result and let the game master determine what happens.

33
Actually weaving a spell costs a base of two hit points per level of the effect - as determined by the game master - being
produced. This cost can, of course, be modified by a variety of feats, class and special abilities, and magical devices. The
maximum level of effect a Sorcerer or Druid can create is their (Sorcerer or Druid Level + 1)/2, rounded down. Spellweaves
do not have specific somatic components, and hence are not subject to failure due to armor. Armor is still a hindrance
though; the armor check penalty is subtracted from the wearer’s base caster level and from her effective sorcerer and druid
level for the purposes of determining what levels of spells can be used. Thus a fifth level sorcerer wearing a chainmail shirt
(Armor check penalty of -2) can only cast spells of up to second level at an effective caster level of three.
Sorcerer and Druid characters may only select spells from the appropriate class list of spells, below. They may, however,
take the Spell Exchange or Renunciation feat to modify this selection.
At level 1 the character gains two spells, free of charge. At levels 4, 8, 12, 16, and 20, the character gains an additional
free spell. Since the known spheres of magic have eight spells each, even a character concentrating only on one sphere will
not receive enough free spells to master it. Hence, most Sorcerers and Druids sacrifice some personal ability to increase
their number of spells.
To do so the Sorcerer or Druid must know of (or be able to conceive of) the technique to be learned, must have a week
of study and practice, and must permanently sacrifice a point from the relevant attribute modifier. This attribute is specific
for the field of study, and is a personal strength that must be sacrificed to improve in this manner. The ability modifier does
not change for the purposes of magical skills, abilities, or spells only, but for all other purposes is treated as being one point
lower. The modifier cannot be reduced below +0 in this manner, and the ability score itself does not change. No points need
be sacrificed to obtain the standard level-up spell abilities at levels 1, 4, 8, 12, 16, and 20.
This magical exchange is why holy men tend to be frail and sickly, black magicians tend to be less than wise and
perceptive, mentalists often cannot focus on more practical skills, and why ancient martial artists are usually not very
strong. Druids are somewhat less likely to use this option, and so tend to have better all-around statistics.
Druid and Sorcerer characters gain free invocations (the ability to cast one spell without burning hit points, regardless of
the level of the spell) as they increase in level. A Druid or Sorcerer has the same number of Invocations as Free Spell
abilities. In other words, 2 free invocations at level 1 up to 7 free invocations at level 20.

Spellweaves are described in terms of their functions and utility. Each listing defines the nature of the weave and its
major subeffects, however spellweavers are free to attempt any variation they want within the nature of a particular weave.
Individual spells usually deal damage as per the Spell Damage chart, modified as listed. Some spells may be particularly
good at dealing damage or other specific effects within their range of ability, hence, they are listed as dealing extra damage
levels or as having other modifiers. Such a weave may be usually good at killing but good for little else, have limitations on
how they can be used, or be utilitarian rather then useful in combat. For example, Rend the Weave, a Black magic spell,
cannot easily be used against multiple targets, even though it is particularly good at killing things. It receives a bonus on
damage generally, but must be cast at +3 levels, rather then +1, to be used as an area effect.
W hile the spell level also affects the general power of spell, this involves so many circumstantial and creative modifiers
that only the Game Master’s judgment can adequately describe the resulting effects. The maximum base level of a
spellweave effect is nine, but as many modifiers can be applied as a character can handle. The DC to resist the spell and any
other spell-level based attributes are based solely on the total level of the spell, not on the base.
As an example a “Fireball” type effect requires a +1 level adjustment for area effect. Ergo a L2 “fireball” could do up to
4d6 damage - level one damage with the overall spell effect raised to level two to account for the area effect. It will
probably also have a shorter range and a smaller area of effect, but such a judgement is up to the game master and the will
of the caster. W ith a spellweaver, every casting can be at least a little different.
Basic spellweaving tables are presented below. Of course, as with any effect that may involve multiple modifiers, the
tables can be abused by a creative player. The formulas and tables can be helpful, but they are no substitute for a game
masters judgement,

34
Basic Spellweave Tables

Basic Spell Limitations


Spell Level Max. Damage Att Skill Notes
0 ½d6/Level, Max 1d6 +1 +5
1 1d6/Level, Max 4d6 +2 +10 Useful everyday spells
2 1d6/Level, Max 8d6 +4 +15 Usual limit for hedge wizards
3 1d6/Level, Max 12d6 +6 +18
4 1d6/Level, Max 16d6 +7 +21 Expert magic. Usual limit for professional mages.
5 1d6/Level, Max 18d6 +8 +24
6 1d6/Level, Max 20d6 +9 +27 Minimum casting level for “Instant Death” effects.
7 1d6/Level, Max 22d6 +10 +30
8 1d6/Level, Max 24d6 +11 +33 Minimum level for raising the dead
9 1d6/Level, Max 26d6 +12 +35 Maximum level for normal spellcasting
10 1d6/Level, Max 28d6 +12 +35
11 1d6/Level, Max 30d6 +12 +35

Spell Level M odifiers


Area Effect +1 spell level For spells with a moderate area effect or affecting large
amounts of matter
Major Area +2 spell levels For spells with a huge area or affecting huge amounts of
Effect matter
Massive Area +4 spell levels For spells affecting entire towns or castles.
Effect
Instant Death +4 spell levels Instant death spells have low normal damage; this effect
Effects applies to high (average 12 points or more) attribute drain
spells as well. These spells must be cast at least at level 6
before applying modifiers.
Secondary +1 spell level The spell has a related spell effect up to half the original
effect spell’s level
No Save +3 spell levels Spell cannot be saved against. These spells must be cast at
least at level 6 before applying modifiers. If stacking this
modifier with Instant Death Effects, the spell must be at least
level 12 before applying modifiers. Opponents with immunity
to such effects do receive their normal immunity against spells
cast with this modifier. Rays and similar spells may require a
roll to hit but offer no save otherwise without a modifier.
No SR +3 spell levels Spell cannot be resisted with spell resistance
Automatic -1 spell level Target receives two saving throws; only allowed if the spell is
Save something the target would want to resist
Slow -1/-2/-3 spell levels Spell takes effect over short time/long time/extremely long
time; this does not extend the duration, but covers spells that
are slow to fully affect the target. This can also be applied to
spells which just take a long time to cast.
Medium +1 spell levels Duration measured in hours
Duration
Long Duration +2 spell levels Duration measured in days
Permanent +4 spell levels Also applies to “instant” effects with indefinite durations, or
Duration effects with durations measured in months and/or years. Such
effects may be dispelled.
Sacrifice -1 to 4 spell levels Caster takes attribute damage (-1), loses XP (-2), takes some
long term/permanent penalty (-3), or dies to cast spell (-4).
Boost Range +1/+2/+4 spell levels Spell may target medium/far/extreme range

35
Elemental Construct Tables

Sorcerers, Druids, and other Cemarian spellcasters, occasionally summon allies by calling up a mass
of elemental energy and imbuing it with a bit of their own life force to animate it. Such constructs
normally have no Intelligence, and therefore no skills or feats of their own, but can be shaped in an
immense variety of ways. Some of the common special abilities they can be given are listed below - but
others are possible. They may be taken more then once with cumulative effects - but the availability
of any specific ability depends on the varies with the type of energy that the construct is composed
of. A “Y” on the chart shows that the ability is available, a “-“ shows that it is not.

Spell Armor : Space / ---Saves--- Abilities


Level Hit Pts Size Ini Spd Nat Net Attack Damage; Reach For Ref Wil Str Dex Wis Chr A B C
1 1d10+10 Small +3 40 +5 19 1x +2 1d4+2 5 x 5 +0 +3 +1 14 16 12 10 1 - -
2 2d10+20 Medium +3 40 +6 19 1x +5 1d6+5 5 x 5 +0 +3 +1 18 16 12 10 2 - -
3 3d10+20 Medium +3 40 +8 21 1x +7 1d6+7 5 x 5 +1 +4 +1 20 16 12 10 3 - -
4 5d10+20 Medium +3 40 +10 23 1x +10 1d8+10 5 x 5 +1 +4 +2 24 16 12 10 3 1 -
5 7d10+30 Large +2 50 +12 24 1x +15 1d8+14 10 x 10 +2 +4 +3 30 14 12 10 3 2 -
6 10d10+30 Large +2 50 +14 26 2x +18 1d10+16 10 x 10 +3 +5 +4 32 14 12 10 3 3 -
7 13d10+30 Large +2 50 +17 29 2x +22 1d10+19 10 x 10 +4 +6 +5 36 14 12 10 3 3 1
8 17d10+30 Large +2 50 +20 32 2x +27 1d12+22 10 x 10 +5 +7 +6 40 14 12 10 3 3 2
9 21d10+40 Huge +1 60 +24 35 2x +32 1d12+25 15 x 15 +6 +7 +7 44 12 12 10 3 3 3
10 25d10+40 Huge +1 60 +28 39 3x +36 1d12+28 15 x 15 +8 +9 +9 48 12 12 10 4 3 3
11 30d10+40 Huge +1 60 +32 43 3x +42 1d12+32 15 x 15 +11 +12 +12 54 12 12 10 4 4 3
12 35d10+40 Huge +1 60 +36 47 3x +47 1d20+36 15 x 15 +13 +14 +14 60 12 12 10 4 4 4

Level: Spell level used to summon. Ini: Initiative, Spd: Movement, Nat: Natural Armor, Net: Total
AC, Attack: Number of Attacks and bonus. All attacks are made at the full BAB. Spa: Space, and Rea:
Reach.

Common Abilities: Construct Type, Darkvision 60', Low-Light Vision, No Con or Int, thus no base
skills or Feats. All attacks are made at the full BAB.

We recommend that characters have their usual creatures written up ahead of time.

A S
S E L H W
T D A F I A V A W
A R A R I G D O T O
I A R T R H O I E O
Class “A” Special Abilities : R L K H E T W D R D
Armored +2 Natural Armor or +1 Deflection - Y Y Y - - Y Y - Y
Augmentation I Can assist Druidical Spellweavers
with spells of up to level three. Y Y - Y Y - - - Y Y
Damage Reduction Normally 5/Magic. 4x maximum..... Y Y Y - Y Y - Y Y -
Elemental Subtype Immune/Double Damage vrs Element. Y - Y Y Y Y - Y Y Y
Feat (One Of): Cleave, Improved Bull Rush, Power
Attack, Mobility, Improved Natural
Attack, and Trample.............. Y Y Y Y Y Y Y Y Y Y
Flight +20', Good maneuverability....... Y Y Y - Y Y Y Y - -
Hastened +1 attack at full BAB. Once only. Y Y Y - Y Y - Y - -
Knockdown Those hit by the constructs blows
Must roll a Str check vrs DC (10+
2x Construct Spell Level) or fall Y Y - Y - - Y Y Y Y
Resistant Resistance/10 to one element..... - Y - - - - Y Y - Y
Semisentient Can be assigned simple missions &
act sensibly. +(Spell level used)
on Spot, Intimidate, Jump, Listen
Smite 1/Day attack at +4 do (HD) extra. - - Y Y - Y - - Y -
Speed +10' Movement.................... Y Y Y - Y Y Y Y Y -
Spell Storing I Can store 5 levels of spells, up
to a maximum level of 3.......... Y - - Y Y Y Y Y Y Y
Steed Ability to serve as a mount...... - Y Y Y - - Y Y - Y
Swim +30' Swimming.................... - Y Y - - Y Y Y Y Y
Tunneling 10' Tunneling.................... - - Y Y - - Y - - Y

36
A S
S E L H W
T D A F I A V A W
A R A R I G D O T O
I A R T R H O I E O
Class “B” Special Abilities : R L K H E T W D R D
Augmentation II Can assist Druidical Spellweavers
with spells of up to level five. Y Y - Y Y - - - Y Y
Bonded Mentally commanded. A free action Y Y Y Y Y Y Y Y Y Y
Damage Reduction 5/Good (Evil) for Dark (Light)... - - Y - - Y - - - -
Enduring May be kept around a long time, &
heals like any other creature. XP
Cost = SL x CL x 50 when created. Y Y Y Y Y Y - Y Y Y
Energy Touch +2d6 (Pick elemental type) in HTH Y Y Y Y Y Y - Y Y -
Fast Healing Level 2. Still destroyed at 0 HP. Y Y Y Y Y Y Y Y Y Y
Feat (One Of) Improved Critical, Improved Grab,
Pounce (Full attack after charge) Y Y Y Y Y Y Y Y Y Y
Hardened Add 3d10 extra HP................ Y Y Y Y Y Y Y Y Y Y
Holy/Unholy Touch +2D6 Damage vrs relevant beings.. - - Y - - Y - - - -
Sentient Int 10, 4 x HD SP. Spot, Listen,
Jump, Intimidate - and all of the
casters skills - are “in-class”.. Y Y Y Y Y Y Y Y Y Y
Spell Storing II Can store 12 levels of spells, up
to a maximum level of 9.......... Y - - Y Y Y Y Y Y Y
Trample May move over smaller creatures &
deal 1d6+Str Mod damage. Targets
get an opportunity attack at -4.. - Y Y Y - - - Y Y Y
Versatile Choose two Class “A” abilities... Y Y Y Y Y Y Y Y Y Y
Warding May take damage for someone else,
But this requires a held action.. Y Y Y Y Y Y Y Y Y Y
Wild Rush +1 attack at full BAB. Once only. Y Y Y Y Y Y Y Y Y Y
Great Strength Add +4 Strength.................. - Y Y Y - - - - - Y
Great Dexterity Add +4 Dexterity................. Y Y - - Y Y Y Y Y -
Great Wisdom Add +2 Wisdom.................... Y Y Y Y Y Y Y Y Y Y

A S
S E L H W
T D A F I A V A W
A R A R I G D O T O
I A R T R H O I E O
Class “C” Special Abilities : R L K H E T W D R D
Augmentation III Can assist Druidical Spellweavers
with spells of up to level seven. Y Y - Y Y - - - Y Y
Blinding Speed +1 attack at full BAB. Once only. Y Y Y Y Y Y Y Y Y Y
Blindsight 60' Range........................ Y Y Y Y Y Y Y Y Y Y
Character Levels Has +3 character levels. Can not
be given cleric levels, or levels
exceeding the casters in a class.
Requires Sentient or Mindful..... Y Y Y Y Y Y Y Y Y Y
Constrict Improved Grab, does normal attack
damage on a successful grapple... - Y Y Y - - Y Y - Y
Enveloping May be “worn”, wearer gets to use
the constructs HP and abilities.. Y Y Y Y Y Y Y Y Y Y
Elemental Aura 4d6 ray as free action 1/round).. Y Y Y Y Y Y Y Y Y Y
Elemental Blast 60' Cone, 4d6, Standard Action... Y Y Y Y Y Y Y Y Y Y
Feat (One Of) Spring Attack, Whirlwind Attack.. Y Y Y Y Y Y Y Y Y Y
Indestructible Add 12d10 HP but no other bonuses Y Y Y Y Y Y Y Y Y Y
Invisible (Ex) As per “Improved Invisibility”... Y Y Y - - - Y Y Y -
Mindful Has the same skills as the caster
and does what she would direct if
she was there to give directions. Y Y Y Y Y Y Y Y Y Y
Power Resistance (5 x [1+Times Taken])+ Hit Dice). Y Y Y y Y Y Y Y Y Y
Sidestep D-Door up to 90' as a move action Y Y Y Y Y Y Y Y Y Y
Spell Resistance (5 x [1+Times Taken])+ Hit Dice). Y Y Y Y Y Y Y Y Y Y
True Seeing As per the spell................. Y Y Y Y Y Y Y Y Y Y
Tulpa Can become ethereal at will...... Y Y Y Y Y Y Y Y Y Y
Versatile II Choose two class “B” abilities... Y Y Y Y Y Y Y Y Y Y

37
Optional Spellweaving Rules

In games where magical healing is readily available, spellweavers can effectively “refresh their spells” on a moments
notice. To keep this under control, any of the following rules may be introduced.
1) Hit points used to power spellweaving can only be regained by rest and time. This is a harsh, and very restrictive, rule.
It might be slightly relaxed, ruling that curative spells will heal a maximum of one hit point of damage per level of the spell
when healing damage from spellweaving.
2) Reduce the Druid and Sorcerers hit dice to d8's and give them (1d12+Constitution Modifier) “spell points” to use each
day. This can also be combined with rule (1), allowing a desperate spellweaver with no spell points left to power spells with
their own hit points, but discouraging them from doing so casually. This is the recommended option; it makes spellweavers
fairly formidable at lower levels, but restrains them a good deal at higher ones.
3) Spellweavers constant tampering with their own life energy leaves them resistant to magical healing. No healing spell
will heal more then two points per level of the spell when used on a spellweaver. This is probably the harshest option, and is
only suitable for those games where magic is rare, unhealthy, and not for the casual dabbler. Of course, if magical healing is
scarce, it doesn’t matter anyway, but this option is usually best suited for “Eldritch Horror” campaigns.

4) Augmentation allows spellweavers to increase the power of a spell - at a price. An augmented spell is cast as if it’s
one level lower then it actually is with respect to the caster level required and it’s HP cost, but is otherwise treated normally.
Spellweaves are augmented if used at an appropriate “place of power”, such as a temple (for Holy magic), an appropriate
elemental nexus, or similar location, if cast during particular astronomical conjunctions or on specific days (as set by the
game master), or if some specific requirement is fulfilled. These modifiers may or may not be cumulative in any particular
world (this decision is up to the game master), but even if they are there is an absolute maximum of -3; one for place, one
for time, and one for special requirement. Possible specific requirements for the various magical fields include:
Black Magic: Performing a ritual sacrifice while casting the spell or promising great services to the dark powers. It must
be noted that such promises are quite binding; if necessary the spellcaster will return as an undead monstrosity to fulfill
them. Naturally enough, any given promise or sacrifice can only be offered once.
Holy Magic: Undergoing ritual purification just before casting the spell, when defending the helpless or innocent against
mighty evils, when directly in pursuit of a mission assigned you by the powers of light, or if you’re simply unrelentingly
good, benevolent, and self-sacrificing to the point where you keep turning down major opportunities to get ahead and
acquire power because they’re just not ethical enough.
The Inner Way: W hen the caster accepts 1d4 points of attribute damage in addition to any other costs of the spell used or
spends several hours in meditation before attempting the spell. As a rule, employing either method requires a fortitude save
at the same DC as the save against the spell being cast to avoid becoming fatigued
Mind Magic: W hen you’re obsessed - in a paroxysm of rage, caught up in an project, confronting the creature that
destroyed your family - or are otherwise irrationally focused. This tends to be a temporary and uncontrollable. Specific
crystals and talismans can also be used to augment mind magic, but tend to be both expensive and unstable.
Quilopothic Magic: Invoking horrific transdimensional entities when casting the spell. Sadly, this gives those entities a
chance to touch normal reality. If the user is lucky, this will merely result in a few very odd dreams. If not, things may get
much worse (Roll a d20, on a 1-12: Odd Dreams, 13-18: Horrific Nightmares (No sleep for a couple of days), 19:
Something weird happens in the immediate vicinity, and 20: an Eldritch Horror slithers out somewhere nearby and must be
eliminated later. If it isn’t, it will follow the user around. Risking this sort of thing is generally evil, and almost invariably
foolish.
Void Magic: Drawing a complex mystical diagram or “power circle” to stand in before casting the spell. Characters who
choose to specialize in a particular element can also augment their power in that field, but this is a standard technique rather
then an augmentation option.
General Elemental (Air, Earth, Fire, Spirit, W ater, and Wood) Magic: Getting assistance from an elemental. An
elemental construct with appropriate abilities can assist lesser magics, but truly grandiose weaves require the aid of genuine
- and powerful - true elementals.

5) Backlash makes particular fields of magic dangerous to use. W henever a character uses a spell from a field with
backlash, add it’s level to the character’s current backlash score for that field. W henever the total exceeds the controlling
attribute the character must make a DC 18 willpower check. On a success the score resets to zero, with no ill effects. On an
failure something fairly permanent happens to the character. On the sixth failure the character is “taken” - subsumed by the
powers she calls upon. A characters total backlash score(s) normally reduce themselves automatically by a total of 1d4
points a day plus 1d4 points per “free” invocation and hour of meditation expended on doing so. Alternatively, a free

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invocation can be expended to reduce the backlash of a spell being cast by 1d4 points. Obviously enough, this favors minor
mages.
The first level is often slightly beneficial. The character has been marked by the powers she calls upon, and can be
recognized as such with a DC 15 Knowledge: Religion or Knowledge: Arcana check. She will usually suffer a -2 penalty on
social skills thanks to her unearthly aura. On the other hand, she will usually gain a modest innate talent, equivalent to an
enchantment worth up to (The relevant attribute modifier +3) x 500 GP. Further steps involve greater transformations. The
second is usually an even exchange of some sort, beyond that things start to go downhill. W ith the sixth change, the
character either becomes an NPC or simply vanishes. A wielder of holy magic becomes an emissary of higher powers, a
black mage becomes a demonic menace, a mind-mage may transcend physical form, and so on.

Black Magic is corrupting. It will mark and mutate the user, granting minor talents at the cost of social difficulties and
being obviously an evil mage, enhancing abilities at the cost of periodic bouts of weakness (usually either at particular times
or in various situations), providing power at the cost of drastically reduced effective charisma (add innate talents: 4000 GP
for -2 Chr, 16,000 for -4, and 36,000 for -6. This reduction is social only, it does not affect magical activities), inflicting
hideous habits or deformities, and supplying resistences or damage reduction at the cost of becoming vulnerable to items
like holy water, cold iron, or garlic. At higher levels of corruption, the user may become unable to set foot on holy ground,
suffer forced alingment shifts towards evil, have to run errands for some dark master, or need to offer periodic sacrifices.
Holy Magic rarely causes backlash. W hen it does, it’s usually in the form of a compulsive need to study religion and do
good works, a progressive inability to use dark magical powers, becoming unable to refuse to help people, gradually
withdrawing from the world to seek inner purity, spending more and more time on religious activities (instead of
“adventuring”), becoming unable to lie, becoming a target for evil creatures, and becoming a revered elder. Most users
don’t even recognize this as a form of backlash, or feel that it is well worth it, despite the fact that it eventually takes over
their life entirely.
The Inner Way rarely causes backlash. W hen it does, it usually comes in the form of various physical or mental
disorders, as the users modifications to his physiology take their toll, or of increasing attunement to animalistic and
totemistic powers, gradually transforming the user into a creature of instinct and reflex. This results in social penalties, an
increasing tendency towards going berserk, senseless conflicts with others, and gradually becoming unable to fully “power
down” or revert to normal as whatever power source the user is drawing on becomes more and more a part of them. A few
end in spectacular final burnouts.
Mind Magic tends to cause obsessions, insanity, epilepsy, and various neurological disorders. In part this is simply due
to the inhuman concentration and focus that its users develop, in part due to the way they tend to stress the intellectual
aspects of life over everything else, and mostly, of course, to channeling massive amounts of energy through their minds. At
higher levels the user’s subconscious may start to employ her powers on it’s own, projecting hallucinations and generating
poltergeist effects.
Quilopothic Magic tends to cause flaws in reality around the user, starting with minor problems, such as being unable to
enter dwellings without an invitation, not appearing in mirrors, being magnetized, causing fruit to rot when you touch it,
causing flames to burn cold in the vicinity, and causing nightmares in those nearby. Major problems include distorting the
flow of time in the area, causing things to shatter when you sing or speak too loudly, terrifying animals, your shadow
staining everything it falls upon, getting endless messages from dead people, being unable to eat anything but sand,
occasionally finding that doors open to places miles or dimensions away, being heralded by strange omens wherever you
go, bursting into flames when wet, or finding that your touch blights plants and sickens animals. In the end, a quilopothic
mage will lose contact with reality entirely.
Void Magic links the user to alien realms and exposes them to exotic energies. It tends to infuse the user with elemental
or dimensional energies (leaving them vulnerable to opposing forces), cause exotic illnesses and bouts of weakness as the
body is infused with forces it cannot handle, and gradually lay waste to the user’s body or even render it intangible.
Occasionally it causes anemia, malnutrition, and various similar problems as bits of the caster drain away into the void
between universes.

The Elemental Paths used by Druids have a simpler form of Backlash when they have backlash at all. As a Druid
becomes increasingly attuned to an elemental force they gradually take on its characteristics and eventually merge with it.
The problems with the intermediate steps are simply because mortal bodies aren’t really suitable vessels for elemental
power.

If every path has Backlash, spellweaving is likely to be a rare discipline unless it’s the only one normally available. If
only a limited number of paths are subject to backlash then those paths are unlikely to be used - unless there is some
compensating advantage. The most common compensations are increased power - the affected paths gain a -1 or -2 modifier

39
on the effective level of spells using them for casting purposes only - or not costing hit points to cast, making them a useful
“emergency reserve”.
On Cemar, the first option normally applies to Black and Quilopothic magic, with Black Magic getting a “-1" spell level
modifier (E.G. A level three black magic effect costs only 4 HP to cast and can be used by a level three sorcerer) and
Quilopothic magic getting a “-2" - although it tends to be extremely dangerous in any case.
As an unusual option, it is possible to simply discard the normal hit point cost for spellweaves, replacing it with
Backlash. In this case most Sorcerers and Druids will mix-and-match their weaves so as to spread their backlash over
several attributes and free invocations are used only to purge backlash points. This limits the power of high-level
spellcasters, but gives low-level ones a great deal more spells to play with in a crisis. It’s best suited for superheroic
campaigns.

Each specific weave (the italicized entry) is listed with several sample effects. Spells are not limited to these effects – the
spellcaster may do anything within the spell’s purview. However, such samples do cover the major effects allowable. Some
effects might require multiple spells. Some sample effects have specific mathematics – but game masters should remember
that these are guides to how to apply he spell, not absolute rules. Some sample effects are just general rules, not formula. In
essence, such effects last as long as they need to or have saving throws based off of the player-described spell level. Don’t
be too tight with spell effects – the point of spellweaving is to give a spellcaster a handful of potential effects, a high cost of
using them, and let them toss off spells suited to the situation.

Sorcerer Spellweaves

Black (W isdom linked)


Black magic calls upon the power of evil, control, rage, and the destructive fury of the lower planes. Strong-willed
sorcerers can draw upon it to accomplish good ends, but it takes courage, tenacity, and a mighty will to do so uncorrupted.
Even so, there may be unpleasant side effects. The raw might in Black magic makes this line of sorcery attractive to those
who feel the call of power, and for those who like a taste of the darker side of life.
Black magic is excellent for games involving evil or neutral characters, or games with a certain amount of pathos, inner
conflict, drama, or sheer character moping. Black magicians often multiclass with Rogue.
The eight techniques of black magic are:

Agonaire: The art of torment. Pain - whether physical, emotional, or psychic.


-Torment: This effect inflicts penalties through agony - typically -[1+SL] to small groups, -[2+2xSL] to individuals.
-Shackle: This subspell produces “triggered “agony in its victim. A particular thought, action, or circumstance causes
intense pain. This reduces the victims effective W isdom by up to 2xSL as far as resisting goes (IE; A L9 version can
enslave almost anyone).
-Dark Delusion: This application induces a traumatic delusion - a false, but desperately painful, memory of betrayal, of
failure, of committing some hideous crime, or some similar event. This is often used to cover other crimes or to influence
people. Most commonly, it’s used to blackmail people over crimes they never
committed.
-Despair: This aspect causes victims to give up, inflicting morale penalties, causing them to simply obey orders
uncaringly, drop into a catatonic trance or even to commit suicide. Related spells include Doom, Command, Suggestion, and
Hold/Paralysis.
-Neural Overload: This effect causes reflexive responses and muscle spasms, at mid-levels can inflict stun damage or
temporary disabilities due to overloading areas of the brain or spinal cord, at the highest levels it can cause death by stroke,
respiratory or heart failure, and adrenalin exhaustion.
-Nightmares: The ability to send horrible dreams to disrupt a targets sleep and influence his or her actions. More subtle
casters often send nightmarish “prophecies” or “visions”.
-Interrogation: A straightforward application. The extraction of information. In general, long-term resistance requires a
will save bonus of at least three times the level of the spell(s) being used.
-Penance: One of the few "good" uses of Infernal power, Penance is the art of taking the pain of others upon yourself,
and using it to burn away, or transcend, your limitations. After all, to bear another’s pain is to take a part of their
experiences into yourself for a time.

40
Black Will: Commands and controls the wills of others; it does not directly take command of their bodies or minds - but it
hardly needs to. A favorite of domineering overlords, slavers, and petty bullies.
-Break W ill: The most basic application. The brute-force command of others, for increasing periods of time as the spells
become higher level. Comparable spells include Command and the various Charms, Dominate Person, Emotion (Various),
and Thrall/Enslave.
-Corruption: This aspect covers subtle manipulations, inducing ideas, post-hypnotic triggers, and gradual obsessions. It
can be used for Hypnotism and Suggestion effects, to sow suspicions, to implant a psychological program for later action,
or to gradually reshape others as you will.
-Unholy Ecstasy: This effect bestows unnatural and perverse pleasures. This is often used to collect obsessed cultists
and/or playthings, for which purpose it is roughly equivalent to the Leadership feat.
-The Sun Eclipsed: The ability to channel your powers through another person's mind. W hile they take damage equal to
what you take to fuel your sorcery, and the level of spell you can use is halved, this is an effective gambit when you want to
avoid direct confrontations or act at long range.
-Bond Of Shadow: The ability to see, hear, and speak, through your servants. In general, the higher level the spell used,
the further away the link can be sustained.

Devouring: This spell allows one to absorb health and magic by draining others. At high levels, casters may be able to
absorb incoming spells and convert them to hit points or use them to cast spells of their own.
-Draught Of Life: This hideous effect allows the user to steal lifeforce from others to build up a reserve which may only
be used to cast spells. Drain 1d6/SL from a victim at range, 1d8/SL as a touch attack, 1d10/SL from unconscious or
paralyzed foes, and 1d12/SL from a ritual victim. You may have a maximum reserve equal to your personal HP.
-Steal Youth: This aspect allows you to steal years from other people's lives. This spell is considered a blatantly evil act
virtually everywhere.
-Steal the Essence: This subspell allows the user to steal abilities, such as sight (To enhance or replace your own), breath
weapons, damage reduction, and so on, from those you kill. Each such talent does, however, take up one of your possible
charm or talisman slots (Game masters option as to which), hence no individual can steal more then ten abilities - seven
"charms" and three "talismans". Your victims may automatically choose to haunt you, and probably will.
-Runes of Darkness: You may force Bondrunes on unwilling subjects, and may gain total bonuses of up to (2x The
Maximum Level You can cast Devouring Spells at) attribute points by thus crippling others.
-Desolation: You may drain the vitality of the land around you to fuel your powers; once this is invoked you may drain
up to (SL) HP per round from the area for magic, at the price of spreading desolation. This is almost always a minor evil act
(as in, not really very serious as long as its only done on a small scale) but there are some places where desolation may be preferable…
-W ay Of The W endigo: You may restore your own strength - injuries, lost levels, drained attributes - by draining
someone else's life force - the younger, and more innocent, the better. Stealing a little leaves your victims weakened,
listless, and easily manipulated. A little more leaves them comatose. More will kill.

Hellfire: The summoning of raw unholy power.


-Unholy Flame: This basic effect is used to generate simple blasts/bolts/walls/etc. W hile it’s fairly effective at simple
damage, it can also be used to inflict corrupted, infected, or simply near-unhealable wounds.
-Imbue Item: This aspect allows the user to infuse weapons and items with unholy fire or to shape it into simple forms,
such as swords, auras, and shields.
-Desecration: This application allows you to corrupt the area, ruining holy and natural places, creating unholy ones, and
tainting the local spirits and magical resources.
-Hell Blast: This subspell is used for blasting spirits: Since Hellfire can manifest as infernal power, as well as fire, it can
be used to blast - and pain - undead or anything else with a spirit, regardless of any immunity to fire.
-Inner Fire: This effect makes infernal fire a part of yourself; your blood will burn and corrupt, no lesser fire can harm
you, and your flesh becomes venomous.

Malediction: The bestowing of curses


-Basic Curses (L1: Annoyances, L2: Minor Penalties, L3: Standard Curse Spell, L4: Twice Cursed, L5) Multiple Target
Curse, delayed curse, or limited curse which affects behavior of those near the target, L6) Ill Fortune (Bad things keep
happening to you), Mass Curse, L7) Curse Of Undeath, Lycanthropy, Dark Fate, L8) Blight (Curse entire city, family line,
etc), Outcasting (Target is cast out and rejected by all), L9) Generational Curse, Agonized "imprisonment", etc. Your usual

41
selection of horrible dooms and fates worse then death. Major curses are, however, slow to take effect.
-Black Prayer: The invocation of unholy favor. This covers effects such as Doom, Prayer (-L/3 to foes, +L/3 to allied
evil forces), Mark Of Death (L6, Doubled prayer), and Unholy Chorus (L9, a triple-strength prayer effect).
-Summons Of The Damned: This application makes something into a material-world link for your spirit. You may haunt,
attempt to claim, or act through it, after your death - or use it as an anchor to resist the pull of the outer planes.
-Counter Blessings: This subspell neutralizes the effects of holy powers, blessings, and simple spells, destroys holy
symbols, and negates blessed charms and talismans.
-Inhibition: This aspect allows the user to disrupt innate Talents, supernatural abilities, and other inherent magics.

Rend The Weave: Tearing apart a subjects flesh, bone, mind, and spirit
-Rending: This basic effect is a straightforward physical attack. Fairly standard damaging effects vrs single targets, +1
level of difficulty vrs multiple targets - but it does 2D6 bonus damage and such damage is difficult to heal with magic,
requiring that a bless, remove curse, or similar spell be applied first.
-Crippling: This aspect covers inflicting long-term injuries - shattered bones, paralysis, disabilities, dumbness, epileptic
fits, etc. Such injuries usually require specialized spells, ritual magic, or high-level healing magic to repair.
-Madness: This application inflicts insanities, traumas, and assorted disorders, or simply shatters the targets mind
entirely.
-Attribute Damage: This subspell damages the targets attributes. Such damage may be temporary or, at +3 levels,
permanent unless magically cured. Spells such as W eakness, “Poison”, and level-draining effects all fit into this category.
-Cursed W ounds: This subeffect is usually linked with other attacks. The wounds inflicted must be blessed, exorcized, or
uncursed before they can heal or be healed.
-Block: This aspect disrupts talents, supernatural, and magical powers. It is essentially equal to “dispel” effects for
getting rid of people’s pesky inherent bonuses.
-W ithering: This effect blocks growth and healing. W hile this is a slow effect, it’s one that can prevent targets from
recovering from illnesses, healing wounds or attribute damage, or gaining experience.
-Inhibition: This technique blocks specified mental functions; conscience is a favorite, but this can be used to conceal
memories, induce paralysis or confusion, or to inhibit thought in general. It’s not a finely-controlled tool however; to block
a specific thought you’ll need a different spell.

The Tolling: The summoning of demons or quasi-sentient demonic energy forces.


-Unholy Construct: This effect allows the caster to summon up a mass of unholy power and animate with a bit of his or
her own life force, as shown on the Construct table.
-The Distant Call: This subspell allows the user to contact or summon spirits from the lower planes. W iser black
magicians restrict themselves to spirits which have not yet achieved full demon status - shades, wights, bone knights, and so
on, or at least have large sacrifices ready. Foolish summoners are even more likely to cause disasters then other black
magicians.
-Invoke The Darkness: This application allows the user to awe or command reasonably powerful undead and very minor
demons. As a minor function this serves to identify the user as a true wielder of darkness.
-Bone Dance: This technique is used to open a channel for the souls of the evil dead to possess their old bodies again -
creating various types of malevolent undead.
-Stormbringer: Awakens the ancient power of the destructive elements - storm, earthquake, volcano, tidal wave,
firestorm, etc, basically by infusing unholy energy into the environment. W hether fortunately or unfortunately, such effects
are virtually uncontrollable once unleashed.
-Daemonium (Shadowcasting): This ability allows you to project your own shadow and inner evil as a construct of
demonic power. Any destruction or death it causes will fuel your power and it is extremely difficult to harm - but if it
should somehow be destroyed, the backlash on the user will be severe.

Repression: The binding and compulsion of spirits.


-Binding: This aspect covers the laying of compulsions, blocking speech on various subjects, Geas and Quest effects,
forcing behaviors, and inflicting obsessions.
-Enchain: This application covers entrapping spirits in items or places, whether to draw upon their powers, to create
infernal "enchantments", to reshape them prior to release, or to simply to imprison them.
-Necromancy: This subspell is for compelling the spirits of the dead through their links with their bodies. Sometimes
used to create unquiet dead, or - with the addition of infernal energies - sentient undead.

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-Infernal Transmutation: This ability binds demonic energies into mortal beings, granting infernal "favors" and powers at
the price of physical and spiritual corruption. It’s often used as a form of temptation.
-Gate Of Souls: This aspect links a mortal to a major demon. This can be used to influence the victim, to gradually
sicken and weaken them, to grant them infernal powers, or to sacrifice them.
-Black Transference: Transferring your own evil - and any signs of your own corruption - into someone else. This can
have hideous effects on them, and its benefits to you are strictly temporary.

Holy M agic (Constitution linked)


Holy magic draws upon the power of light, truth, and peace. Unlike Black magic, which eagerly awaits the call of any
foolish enough to use it, only those of Good alignment can use Holy magic. Holy sorcery requires purity, faith, and
discipline. This power is best used sparingly, for such power is costly, although mighty. Holy Sorcerers willing to use a
significant portion of their power can call down some truly awesome effects. Holy sorcerers almost always seem calm and
peaceful, but their wrath is arguably the most terrifying force an evil foe can face. Holy magicians prefer to hide their power
until it is really and absolutely needed, but when it is used, the effects are mighty.
Holy Magic fits well in any game with good characters and a heroic theme. Holy magicians often multiclass to or from
Fighter or Cleric.

Armor of Light: W rapping yourself in heavenly armament. May be used to temporarily summon powerful weapons and
armor made of pure holy energy, in essentially whatever form the user wishes. This usually cannot be used to create items
for other people, or general use items. The caster is considered proficient with whatever weapon or armor is created.
-Smith of Light: This aspect allows the user to create powerful weapon and armor constructs forged of pure light. Sadly,
these cannot be used by anyone else.
-Radiant Spirit: An application allowing the user to create secondary protection auras, granting Spell Resistance, Mental
Protections, Death W ard, saving throw bonuses, and similar effects.
-Strength of Ten: This subspell provides "Exoskeletal" effects, providing a circumstance bonus to the user’s Strength.
-Immovability: This effect can be used to resist powerful forces, to hold an area against an advance, or to force all
attacks upon a group to be upon yourself.
-Spear of Heaven: You may channel your own life energy into enhancing an attack or into a massive spell, amplifying
other powers.
-Body of Light: Manifesting a body of solidified divine light for your spirit, either as a form of intervention beyond
death or as a way to act despite a helpless physical body.
-Sphere of Light: Extending the lesser functions of Armor Of Light to those in the immediate area.
-Ward Of Light: W all out, or entrap, creatures of darkness.

Awesome Wrath: Show thy enemies the true power of good, and they shall cower in their decrepit wickedness! Or
something like that anyway.
-Awe: This effect allows you to stun, intimidate, or delay, foes with the aura of divine power you radiate. You become
the focus of attention for everyone within a wide radius, and may attempt a Cha-Based skill roll at (+SL) to influence those
in an area dependent on the SL. Powerful orator-preachers have been known to sway small armies.
-Radiant Strike: This application allows your aura to wash outward, as a quasi-tangible concussive blast. This can hurl
away those about you and is fairly damaging to undead and evil outsiders, although others are generally only stunned.
-Mighty Sign: An effect allowing you to call forth an impressive holy "sign" - an awe-inspiring display of holy power
which has minor "divine" effects on those in a wide area, such as an entire battlefield.
-Aura of Light: This ability provides a circumstance bonus to Charisma, using the standard bonus levels.
-Holy Word: This subspell allows your words to resound with holy power. You may employ spells such as Dictum and
Holy Word - or simply make a multitude of people hear you clearly.

Benediction: You may lay blessings, counter curses, and inspire others.
-Invocation: You may call on higher powers to bring good fortune to your allies and ill fortune to evil opponents.
Comparable effects include Bless, Sutra, Prayer, High Prayer, and so on.

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-Remove Curses: This effect removes maledictions, curses, lesser afflictions (Blindness, Deafness, Etc) and any
lingering corruption from the touch of evil.
-Heaven's Gift: This application is basically an "Anticurse", but with considerably lesser effects. W orse, each such gift
occupies a Charm or Talisman slot while it's active. Q.V. Permanent Blessings.
-Guidance: This subspell allows the user to influence large crowds, groups, and meetings, subtly steering them towards
the outcomes the user desires - although this cannot be designed to bring innocents to harm.
-Hand of Destiny: This application attempts to shape destiny and probability. This is a horribly risky thing to attempt,
and almost invariably has unexpected consequences. Spells granting luck or attempting to influence simple random choices
are safe enough, attempting to force a desired result without specifying how tends to take the path of least resistance -
however disastrous that may be otherwise - while trying to specific how something is to work commonly demands immense
amounts of power.
-Great Blessing: This effect allows the user to expend XP, as well as a great deal of life force, as a form of "instant
enchantment" - creating permanent holy items. Since this is greatly and permanently weakening, those few sorcerer's with
access to this effect rarely employ it until they're near death anyway. Still, the final blessings of a powerful holy man can be
a mighty force for good.

Exorcism: This weave covers the purification and banishment of evil spirits or forces
-Purification: Casting out spirits, curing diseases, neutralizing poison, purging mind-influencing effects, and removing
fatigue toxins all fall into this category. It does not include things like refining ore; for that you want elemental magic.
-Banishment: This subspell covers casting creatures, devices, energies, and even areas, out of the world.
-De-animation: This application dispels demons and destroys undead by banishing their animating spirits. This covers
spells such as Disrupt Undead, Undeath To Death, Etcetera, as well as similar anti-demon charms.
-Peace: This ability offers peace and freedom to the unquiet dead (Spirits which are hanging around, but are not infused
with negative energy) and the undead. At higher levels they may be encouraged to accept it, but can never be compelled.
Still, a surprising number will accept it when it is so clearly offered.
-Shattering: This broad application allows the user to dispel or suppress magical effects.

Hearten: You may lend inner strength to others, granting the strength and courage to endure.
-Inspiration: You may bring hope, inspire heroism, and provide morale bonuses. Spells such as Heroism and Great
Hope fall under this effect.
-Strengthen: This function allows the user to increase vitality, constitution, and strength slightly for a large number of
targets, as well as enhancing hit points and performance in a fashion similar to a bard's Inspiration abilities.
-Sustaining: This ability allows the gravely wounded, ill, or stressed to cling to life and function despite their wounds. In
extreme cases it can be used to act beyond death. -Holy Smite: This straightforward effect allows the user to strike a
mighty blow backed by her faith.
-Timeheart: This subspell allows the user to remove negative emotions and induce positive ones, provide comfort for
those in need of a glimpse of the divine, and to create rapport, allowing “instant conferencing”. Oddly, such effects seem to
take no time at all, even if they involve extensive conversations.
-Enduring Heart: This application strengthens minds and wills, granting mental resistance, freedom from mind affecting
spells, and the ability to ignore distractions and stress, such as pain, hunger, thirst, and uncomfortable (but livable) extremes
of temperature.

Open the Way: Revive the dead, or ask higher beings to aid you
-Lesser Summons: This ability allows you to summon temporary positive-energy constructs to your assistance. QV;
Elemental Constructs.
-Gates of Light: Opening a path to the higher planes and asking for assistance. The celestial powers may or may not
respond, but can usually be asked to channel another effect through you if invoked by name. At higher levels you can
request a temporary "possession" or even a personal appearance - especially if the situation justifies it.
-Gate of Judgment: This powerful application allows you to hurl a spirit into the higher planes, there to either pass on or
to reject the powers of light.
-Call of Alanor: This subspell allows you to summon the dead. This may be used to ask questions, to request aid from
"minor saints" using minor relics, to allow a spirit to take form and act, or to raise the dead - although they will always be
more then a little unworldly thereafter.

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-Path Of Light: This technique allows you to visit the fringes of the higher planes. This can be used to offer a glimpse of
the realms beyond, as a refuge against evil beings who cannot approach those realms, to allow visions of the dead, or simply
as a way to bypass barriers or travel quickly - although its unwise to take such paths casually.
-Gates Of Light: This crude application allows the user to tap into the raw energies of the planes, unleashing floods of
elemental, positive, or negative force. Unfortunately, this spell cannot control such energies; it merely opens a gateway to
them and lets them pour out.

Prophecy: Allows higher powers to speak through you. Note that Prophecy is occasionally self-activating, and thus may be
something of a pain at times.
-The Currents Of Time: Allows minor foretelling, insight, and scrying effects, such as Augury, Find The Path, True
Strike, and Clairvoyance.
-Divine Insight: You may "see into hearts", sensing motives, knowing those who speak in bad faith, seeing through
disguises, recognize both the holy and unholy, and diagnose illnesses, madness, external effects, and possession.
-Prophecy: You allow higher powers to speak and work through you. This is praiseworthy, and can make the user the
conduit of mighty miracles - but it certainly is not safe; if you deliver a prophecy of doom to an evil king, and trigger an
earthquake by smiting the earth before his throne, you're likely to be in trouble afterwards. In a lesser form, you may simply
ask for the guidance of the High Father, which will lead you safely to wherever it is he wants you to be.
-Inner Voice: You are mysteriously alerted when something of importance turns up, or to the presence of great evils.
Sometimes you simply find that you "know" something important.
-Gift Of Tongues: You may communicate freely with any sentient being - including ghosts, elementals, nature spirits,
and various other beings, and may attempt to contact them or persuade them to help you. The more alien the intelligence,
the stronger spell required.
-True W itness: You may make the truths you speak apparent to others and, at high levels, witness events that are
described to you as if you had actually been present.

White Light: Summon holy energy to attack evil or heal good characters
-Healing: W hile this application cannot heal damage from spellcasting unless a free invocation is used, it can otherwise
heal injuries (If at +1 level over divine magic), restore lost levels and attributes, and neutralize poisons and diseases. It can
also be used - rather more easily - to ward off such afflictions.
-Elemental Light: This effect creates light, ranging from illumination thru searing beams of radiance. This is mostly
effective against evil outsiders and undead, but has limited effects on other creatures.
-Revelation: This technique banishes illusions and reveals the inner truth of those things it shines upon, an effect similar
to "detect (x)".
-W ings Of Light: The effect boosts positive-energy based abilities, Spell Resistance, and saving throws, at least for those
currently fighting on the side of the light.
-Reveal Lies: This application allows the user to detect truth (at least as far as the speaker knows it, not in an absolute
sense unless you’re using a very high level spell), or let everyone who hears know the truth of a speaker's words. This can
also be used to force people to confront the truth of their lives and actions.
-Form of Light: This effect allows the user to become one with the light. This can be used to achieve remarkable
insights, to become immaterial, as a form of “final strike” (Channeling the power of the light at levels well beyond your
strength for the protection of others), or even for high-speed travel - but is risky; it is easy to become lost in the light.

The Inner W ay (Strength linked)


This magic, also known as C’hi Mastery, concentrates on manipulating the user’s body. It takes some concentration and
physical action unless the character accepts a -2 spell level penalty, but never vocal components. W hile only the greatest
masters are capable of truly subtle effects, such as manipulating enzymes or regenerating organs, it is still very useful.
Body magic is excellent for most any game, but particularly ones involving the Miuri or Mountainfolk lands. Body
sorcerers often multiclass as Monks or multiclass from Barbarians - although they usually call “rage” something like “c’hi
focus”.

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Storm Dance: Grants the blazing speed of lightening and the incredible reaction speed of a cat or mongoose; however, it
only affects the caster.
-Hastening: The basic effect resembles Haste, Great Haste (At L6, allows another full action) or various movement-
enhancing effects. More specialized effects include performing a bit of slight of hand too quickly to be seen or briefly
running over water.
-Deflection: This effect enhances the users defensive reflexes, allowing her to evade attacks, deflect arrows at about
level three, catch them at slightly higher levels, and protect others or catch bullets at the highest levels.
-Blinding Strike: This ability allows the user to throw things, or strike, with incredible speed and force, adding a +(Level
Of Spell) “Haste” bonus to his or her BAB and damage per attack with thrown and melee weapons. This can increase the
number of attacks you receive.
-Split Second: This exotic effect allows the user to spend his next action, and some hit points, to take an action out of the
normal sequence right away. W hile this is a considerable strain, and it is very unwise to try and use this effect more then
(Constitution M odifier) times per day, this will allow a high-level master to “reflexively” raise defenses, evade ambushes,
or attack in an incredible flurry of action. At the highest levels it can effectively “stop” time.
-Enhanced Dexterity: Increases Dexterity according to the basic chart, indirectly affects AC, Reflex saves, etcetera. This
effect can also be used to pull of amazing bits of slight-of-hand using more specific spells.
-Stop The Sands: This technique accelerates thought and focuses concentration. The user may swiftly read and memorize
a book, “take time out to think” in the middle of combat, and gain a bonus on any task where extra time would be useful.

Adrenal Jolt is the only spell of the Inner W ay which usually affects anyone besides the caster. It allows the user to infuse
her companions bodies with extra energy and enhance their performance.
-Mighty Effort: This effect shuts down the bodies self-protective reflexes and infuses it with a great burst of energy.
Lesser spells can produce effects equivalent to a barbarian’s Rage, more powerful ones can result in smashing your hand
through the castle door and then ripping it off it’s hinges, lifting a tanker truck, or snatching a hummingbird in flight.
Unfortunately, such incredible stunts usually come at the price of seriously injuring yourself.
-Hastening: This is basically identical to the Storm Dance effect, but is a level or two higher.
-Enhancement: This covers spells which increase the physical attributes. Most are short-term and fairly limited in effect,
but higher level spells increase these limits - as does running the risk of overstraining or injuring yourself.
-Focused Blow: This effect allows the user to combine an entire rounds, or possibly several rounds, worth of attacks into
a single attack at her highest BAB that inflicts (Number of attacks combined) times normal damage.
-Psychic Surgery: Allows the the user to manipulate body processes, allowing them to induce healing sleep, hibernation,
regenerative trances, or even near-stasis, to slow blood loss, to simulate death, and to reduce pain. Many people who
receive the benefits of this technique go on to study it themselves.
-Nerve Strike: Basically the ability to disrupt body processes. W hile this is typically short-term, even a few moments of
partial paralysis or blindness can be lethal in a fight. At higher levels it is possible to cause total paralysis, coronary arrest,
and various other cataclysmic failures.

Bank the Fires focuses on the support and control of the user’s metabolism and life force.
-Metabolic Support: This effect focuses on powering the user’s body with magic, rather then with normal metabolic
energies. It can be used to resist the need to eat, drink, sleep, or breathe, to resist poison, to ignore blood loss, to survive for
a time without various vital organs, to feign death, to ignore fatigue, and even to control or re-attach severed body parts. At
it’s peak, this allows the user to take on many of the characteristics of a construct, essentially functioning as a mind
controlling a flesh golem.
-Death W ard: Allows the user to resist disruptions of her normal body functions, including negative energy effects, aging
(both natural and unnatural), diseases, disabling curses, and paralysis effects. W hile such defenses must normally be
prepared in advance, some higher-level spells can be used defensively in response to such attacks when it’s not your action.
-Metabolic Control: This spell allows the user to accelerate and decelerate her metabolism, or even to infuse it with
elemental energies. It can be used at low levels to resist normal environmental extremes, at slightly higher ones to resist
elemental energies, hibernate, hasten yourself, or even to infuse your body with deadly elemental forces. Less spectacularly,
it can be used to greatly accelerate healing and recovery from attribute damage. -The Sleep Of Ages: This technique is
used for true suspended animation, allowing the user to survive being frozen or buried for centuries with no detectable signs
of life. Both the intended duration, and the ease of reawakening, contribute to the spell level. Even a mid-level spell will
suffice for centuries of sleep if you don’t mind

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-C’hi Reservoir: Allows the user to gradually build up a reserve of life force for later use. The maximum size of such
reservoir is equal to (the maximum level of spell the user can cast +1) squared. It can be filled by expending free
invocations; at a rate of two hit points per invocation. Points from the reserve can be used to cast spells or to absorb injuries.

Face Dancer is primarily known for the useful disguise ability, the face Dancer spell also allows the Sorcerer to manipulate
her own flesh in large, overt ways. Many Sorcerers study it for its use in self-healing or combat.
It must be noted that this spell is considerably less useful on Cemar than it is on most worlds. On Cemar , matter has no
“basic structure”. It’s made of magic, organized by magic, and held together by magic. Using more magic to tamper with
that organization - especially using a sorcerer’s unpredictable, never-the-same-twice magic - is extremely dangerous. You
can expect to add at least 1-3 to the basic level requirement of any individual effect involving serious shapechanging and
some effects - such as a full polymorph - are almost certain to go terribly wrong. Still, the smaller spells for disguise,
natural weapons and armor, and similar tricks, are still very handy.
-Body W eaponry: This covers combat-related augmentations. Using an animal pattern is easiest; a simple L1 effect can
add claws, scales, fangs, or similar features, L2 can add a group of them, similar to Alter Self. adding functional wings
requires at least L4. More powerful spells can provide more powerful features, as well as adding things like bioelectrical
discharges, poisons, and subtle internal enhancements to add extra hit points or enhance physical attributes.
-Shapeshift: This primary use of this ability, available as a 1 st -level effect, is basically cosmetic; used to alter facial
features, skin and hair color, and other minor details. Bending and flexing in amazing, but possible, ways (similar to a yoga
adept) requires either L0 effects or lots of practice. Taking animal forms is normally only about L2, but is extremely risky
on Cemar. Adding more exotic talents - gills, enhanced senses, flexible skeletal structures, and similar items - is normally
L3. Duplicating someone else is generally L4, while full transformations run from L4 on up depending on the form taken.
This spell does not increase or decrease the users mass or transmute his or her tissues.
-Self Healing: A difficult, but possible, effect, usually at least two levels more expensive then similar divine healing.
Unfortunately, damage from spellcasting cannot be healed in this manner. Unusually, there are several effects in this
category which become available as survival reflexes, and can be used automatically even if the character is unconscious.
These include self-stabilization (L1), halting bleeding (L0), surviving Coup De Grace attempts (L3), and even surviving
Massive Injuries (L6).
-Enhanced Durability: Adding additional hit points via reduplicating vital organs, reinforcing tissue, and adding other
backups. Unfortunately, hit points are primarily nonphysical. This adds a maximum of (Con x2) hit points at 1d8 per level
of the spell used.
-Dematerialize: As a level 4 effect, the character may flow her flesh like water, moving like a puddle or wave or pouring
through holes; as a level 7 effect, the caster becomes as air; for a L9 effect, the caster practically becomes a ghost, and
simply cannot be harmed by elemental or physical attacks. Note that the caster cannot fight while in this state.

Flesh of Iron: Giving your flesh the toughness of steel.


-Iron Constitution: Covers spells enhancing your strength, constitution, and hit points. Unfortunately, this is subject to
the same limitations as Enhanced Durability, above.
-Inner Armor: This effect is used to give yourself damage reduction and “natural” armor. This is sometimes focused on a
specific limb, rendering it nearly invulnerable.
-Iron Fist: This straightforward effect is used to give your fists, or other natural weapons, magical “pluses” and whatever
special abilities the game master is willing to let you get away with. This usually includes Ghost Touch, Keen, and extra
dice of damage from increased impact and hardness.
-Strength Of Stone: This technique trades speed for strength and damage resistance, allowing the user to lift massive
weights, push through stone walls, and rip apart bank vaults - provided that she can spare the time for it. It’s often called
upon when the user simply has to hold or stop something.
-Immovability: This simple technique allows the user to resist impacts and forces, transferring them into the earth
beneath her feet. Given a moment of preparation the user can halt onrushing vehicles, rolling boulders, and similar masses
with ease.
-Iron Shoulders: Another basic technique, allowing the user to treat metal armor as if it was made of light leather
(reducing penalties accordingly), to multiply how much she can carry, and to wield oversized weapons with ease.

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Hypersenses: Allows the user to enhance and extend her senses.
-Enhanced Perception: This straightforward effect provides enhancement bonuses to the user’s senses, either in general
or to one sense at a time. If you feel a need to see clearly in the dusk or to track like a bloodhound then this is the spell to
use.
-Extended Senses: Increases the range of normal senses, allowing the user to see into the infrared or ultraviolet and
beyond, hearing normally inaudible frequencies, and smelling things which people usually consider odorless. The utility of
this often depends on how much detail-seeking the game master is willing to put up with.
-Analytic Senses: This effect turns a sense into a precision instrument. Users may determine exact temperatures by
touch, give exact ranges, weights and heights, readily identify the exact combination of spices in a dish, identify poisons
from a tiny, harmless, trace of their odor, act as a human lie detector, and so on.
-New Senses: This ability adds exotic senses to your repertoire. If you want blindsight, tremorsense, to be able to sense
magnetic or bioelectrical fields, to use sonar to analyze the insides of things via ultrasound, or would like to intuitively
sense magic or dimensional weak points, this is the spell effect you want.
-Clairsentience: The ability covers seeing, hearing, or using other senses, in places where you aren’t. As an Inner W ay
ability this is fairly limited; the user must extend an intangible portion of her essence as a probe. Even the greatest masters
cannot extend their senses more then a few miles using this technique, while even a few hundred feet requires a third or
fourth level spell.

Trance is the art of focusing utterly on a task and channeling all of your energies into it.
-Task Focus: This powerful talent allows the user to temporarily transfer points from one physical attribute to another.
Since this alters the base attribute, it is compatible with all other bonuses - and is relatively easy compared to enhancing
spells since the compensating effect of reducing another attribute is built in.
-Awareness: Curiously enough, this is the art of suppressing all normal sensory input, leaving the users mind open to the
spirit world, divine influences, astral currents, and stochastic influences. In essence, the user gains subtle insights into the
cosmos, detecting nearby presences, influences on the current situation (However subtle or deeply hidden), and simply
becoming aware of important facts. The amount and range of information received tends to depend on the level of the spell
used, as does the chance of picking up on long-range manipulations. In general, repeating such a spell will not result in new
information unless the situation has radically changed since last time.
-Mnemonics: Allows the user to commit masses of information to memory quickly and easily. W hile this is of little help
with practical skills, it does make it easier to acquire knowledges; the user may multiply any skill points spent on
knowledges by 2, by 3 if able to cast spells of seventh level or above. Memorizing, or recalling, specific information - such
as the text of a particular book - does not require skill points, but may well be quite wrong. As a secondary application, this
can be used to carefully observe and note every detail when watching or searching, providing a notable bonus to such tasks.
-Acceleration: This application allows the user to speed up a task, accomplishing (SL used +1) times as much work on it
as could normally be expected in the time available - although she will pay no attention to anyone or anything else while so
engaged. W hile spectacular when applied to physical tasks, this is at least - or perhaps more - impressive when applied to
mental ones.
-Quick Study: More of a side effect then an active spell, this allows the character to gain one extra skill point per level.
Game masters may opt to scale this by the square root of the spell level available rounded down, but this can be a very
substantial benefit at higher levels.

Voice Influence, manipulate, and command by mystically empowering your voice -The Subtle Tongue: You may weave
subtle suggestions and manipulations into your words. This can be used to manipulate the emotions of those listening, to
enhance your oratory, to plant thoughts in people’s minds, to Enthrall or Suggest, to subtly prompt answers, and to lie
without detection.
-Tone Of Command: This allows the user to issue preemptive orders with a reasonable chance of being obeyed, and
covers effects such as Command, Mass Command, raising morale, stopping a riot, organizing people in an emergency, and
averting a rout.
-W hispers on the W ind: You may make your voice carry - casting your voice, clearly addressing even the largest
crowds, sending your voice to a particular individual, and sending messages many miles. This can be combined with other
techniques to lure or manipulate people.
-Shattering: Basically the projection of sonic energy. This can be used to stun or injure opponents, to break things -
including specific things and categories, such as “weapons” - on an individual or area effect basis - to deafen, or simply to
raise the alarm.

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-Power W ords: A technique used in combination with other abilities, this creates a sonic wavefront which acts as a
“carrier” for a relevant spell effect, either extending it’s range or allowing it to affect an area.

M ind M agic (Intelligence linked)


The power of the focused intellect and will is the domain of Mind magic. In its purest form, this school literally becomes
a case of mind over matter. Although vulnerable to disrupt of concentration, the mentalist requires no somatic or vocal
components to use her abilities, nor any material components. Some creatures have strong resistance to the Mind sorcerer’s
power, and Mind sorcerers may have trouble using some powers on certain creatures due to a significant difference in the
way the mind operates between some species. Mind sorcerers are often intellectuals, and often wind up studying nothing but
magic.
Mind sorcerers fit well in almost any game, but are at their best when raw combat is not a constant threat. Mind sorcerers
do not often multiclass to anything other than W izard. Mind sorcery needs no components at all, and the magic itself is
invisible and cannot be sensed by physical sense organs (unless, of course, the spell is targeting that organ), although the
effects can be.

Beglamourment: This technique alters either what people perceive or how they interpret it.
-Cloak of The King: This simply causes everything you do to be perceived in the best possible light, allowing the user to
boost her charisma or to enhance charisma-based skills.
-Veil Of Memory; Alters how people perceive the world and interpret their memories… You might, for example, cause
an innkeeper to see you as the victim, rather then as the one who started the brawl. Using this technique you can readily
sway loyalties, sow suspicions, cause other’s to see you as an amazing clairvoyant rather then a vague fortuneteller, and
otherwise subtly modify people’s behavior.
-Mob Rule; You may broadcast emotions, making yourself seem likable or utterly harmless, inciting a crowd to riot or -
with a higher-level spell - calm a rioting crowd, boost morale, incite rage, or induce fanatical loyalty. This works best (-1
spell level) if you’re actually feeling the emotion yourself. Bards tend to be especially fond of this effect.
-Visages; This effect causes others to see you as someone who fits a particular role - as “someone who belongs here”, as
“one of the local town guards”, or as “their commander”. It does not necessarily mean that any two victims will agree on
who it is that they see and hear… As a minor variant you can simply make yourself forgettable, and be ignored.
-Cloak Of The Fey; Overlaying reality with illusions; a simple charm can make water taste like fine wine, more powerful
effects can transform a hovel into a palace, and the most powerful ones can leave the victim mired in delusion. Unlike
common illusions, this functions more like “charm person”; the caster describes how the victim will see the world when the
spell is cast; thereafter it takes care of itself. The higher the level of the spell, the greater the changes which can be made.

Shield Of Will: Bestows mental resistences on the user or on her targets, warding off mental attacks and divination.
-Eldritch Mists: This effect is used to shield items, individuals, areas, and groups against divination and detection effects.
The basic effect lasts for some hours and wards off divinations of up to (Spell Level used -1). More complex variants can
present false information or trade off power for duration.
-Auric Disguise: This variation allows the user to alter their magical, psychic, and life-energy signature. This can make
the user simply seem unresponsive and uninteresting, at higher levels it can conceal the user entirely or even make her seem
to be undead, inanimate, or extraplanar. Unlike Eldritch Mists this does not interfere with other spells, strange senses, or
special abilities; it simply changes what there is to detect. W hile this is more or less “failure proof”, it requires considerably
higher-level spells.
-W arded Mind: This straightforward effect enhances the targets willpower save. The higher level the spell used, the
greater the boost.
-Psychic Purge: Disrupts mind-affecting spells and abilities, expels possessing entities, and - on a minor level - can be
used to banish nightmares and psychic traumas.
-Iron W ill: This high-level effect forces the body to respond the the user’s will alone, rather then to any external effect.
At low levels it can counter paralysis and override pain, at higher levels it can be used to substitute willpower saves for
other saving throw types, and at the highest levels (eighth or ninth level) it can be used to simply defy the consequences of
some event, warding off a single event - such as being hurt by that Disintegrate spell - by will alone.
-Ward Of The Magi: Bestows Spell and/or Power Resistance.
-Supreme Effort: This effect allows the user to “burn off” attribute points to drive herself past normal limits. This can be
used to continue fighting past the point of death (Con), lift gargantuan weights (Str), to hurl someone out of the way of that

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incoming, unsurvivable, attack (Dex), and so on. This should be used with caution however, since once an attribute point is
expended in this way it’s gone for good.

Deep Lore: Tap into the massed memories and mental energy of the world.
-W isdom Of The Ages: This effect allows you to borrow skills. Intelligence-based common skills, languages, and
cultural lore are easiest, hands-on skills which require practice are harder (+1-2 levels), uncommon skills require +3 levels,
and exotics, such as “Knowledge: The 117'th Mystical Plane of Zor”, require +6 levels IF available at all. W ith something
like that, it’s entirely possible that no one has ever had the skill to draw on.
-Secrets Of The Craft; Borrowing specific recipes, formulas, techniques, and Feats, from the racemind; In general, the
difficulty of “borrowing” something depends on how many people have known it and on how complex it is; Common
"Secrets" (How to make Senecan clam chowder) are L1-2, most feats are level 3-4 if available (feats requiring extensive
physical training or learning to handle special energies are not, neither are those which require complex planning to work.
This eliminates things like the spontaneous metamagic, item creation, endurance, sustaining, or similar feats. Each
prerequisite feat increases the level of spell required by one). Seeking out information which is known only to specific,
surviving, individuals risks them sensing the intrusion if they’re alive or a mental confrontation with the worlds memory of
them if they’re not. Uncommon secrets usually require levels 3-4, rare ones 5-6, truly exotic ones 7-8, and those which are
deeply buried or were never known to more then a few people level 9.
-Summon History: This dangerous technique summons up a phantom of the past. Unfortunately, such entities are
basically constructs and they derive their power and their “personalities” from the memories of the world, not from the
spellcaster. The difficulty of summoning them is primarily related to how deeply they’re buried, not to their power - hence
it is terribly easy to use this technique to raise up something that you cannot put down. If you summon a being, you’ll have
to deal with it, if you need a clue which was lost with the fall of an ancient castle and raise it up, you’ll have to deal with
that too. W orse, things from the past rarely emerge alone. Anything they’re associated with may make an appearance as
well.
-True W itness: You may make the truths you speak apparent to others and, at high levels, witness events that are
described to you as if you had actually been present. Less dramatically, this can be used to detect lies.
-Dreams of Adventure: Feeling bored? Use this handy effect and you’ll immediately be pointed in the direction of
something that concerns the world-mind. W hile a level one spell will do, higher levels give the user more input into what
kind of adventure she’d like to find and as to how well it matches their abilities. Still, the level one version is guaranteed to
be exciting.

Dreamvoyaging: Is the art of projecting yourself onto the astral plane.


-Dreamtravel: Basic astral projection; a third level affect allows the Sorcerer to project; every level thereafter allows her
to take one companion per level; viewing the Astral is only a first level effect. Manifesting from the astral as an image is
only second level, manifesting an ectoplasmic construct form is equivalent to creating any other construct, but requires a
spell three levels higher then usual to cross the planar barrier. Simply manifesting yourself, and thereby becoming
vulnerable, is only second level.
-Dreamwalk: This effect allows the Sorcerer to “mark” locations (L2, L4 for magical ones, since that tends to interfere
with the link), people (L3-5), and items (L4-6), and use them as psychic anchors. This makes it easy to locate them, allows
the user to use magic on them from astral space with relative ease, and to manifest near them more readily (-1 spell level).
-Possession: Usually considered evil magic, Possession allows the Sorcerer to take control of deeply sleeping people; 4 th
level effect, but note that they do remain semiconscious and will not engage in suicidal actions; the 7 th level effect can force
them to do so. Note that effective use of this spell requires some material link to the target (like hair, blood, a favored shirt)
and two or three levels of increased range.
-Dream Of Exploration: This powerful ability allows the user and a modest group of companions (Up to Charisma
Modifier +1 individuals) to travel through the realms of dreams at L5 (This is a superb shortcut - but is difficult to navigate
and generally is no safer then normal travel), to travel between dimensions and alternate worlds at L7, and to travel possible
futures and pasts at L9. Visiting a dream of the past can be informative, but has no effect on reality. Moving into a possible
future plays out a possible scenario, and is essentially equal to setting up a “reset point” when the spell is cast. If the users
accept the result, it becomes reality, if they reject it they awaken where the spell was cast and may choose another course.
Unfortunately, such meddling with time may alert powerful foes and cause other changes in the situation, information
gained from a rejected scenario may or may not apply to realities new course.

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-Dreamsearch: You, and possibly some companions with higher-level spells, may undertake a vision quest to contact
spirits, to seek out a secret buried in the past, to visit the realms of the dead, or to investigate some old mystery. Sadly, such
quests are subject to the same kind of logic found in dreams. The scenes, situations, and opposition, tends to proceed by free
association, rather then in any logical order.

Dreamweaving: W eaving of dreams and illusions


-Dreamshaping: This effect allows the user to create astral equipment (L1-2), construct-creatures (Hounds, horses, and
so on are easiest, “pets”, with the form and powers you specify, are created as per the “summon monster” spell - but only
exist in astral space), astral bonds, barriers, and landscapes (L3-5), small astral realms up through mighty castles and
“pocket dimensions” (L5-9). Less dramatically, it can be used to manipulate your own dreams or those of others nearby.
-Gate of Dreams: The ability to enter dreamscapes and legend-realms. This is useful in interrogation, or psychotherapy,
is occasionally useful in finding out what someone is up to, and can allow a variety of quests and adventures in the astral
realms of myth, history, and legend - including tales of gods, historical events which may or may not have happened but are
popularly believed, and “theme” realms, such as the “Realm Of W ar” or the “Primeval Arcadian Paradise”.
-Experiential Tale: You may take willing (or unwilling, at higher levels) participants into an illusory world of your
devising, whether to entertain, educate, or harass them. At very high levels this can be used to either train people (increasing
their experience totals to a small fraction of the users own) or to kill. Minor “waking dreams” are often used to confuse
people briefly.
-Forge Of Dreams: This ability allows te user to create Phantasms and to manifest dreamstuff in normal reality - an
effect equivalent to Shadow Conjuration, Shades, and similar spells. Unfortunately, dreamstuff is quite unstable, and tends
to evaporate again. Still, when combined with Dreamshaping, this can be used to manifest partially-real equipment and
creatures.
-Dreamsending: You may send messages, suggestions, and ideas through the dreams of targets. This is usually combined
with enhanced range, but this is not required.
-Maze: The most vicious effect in the Dreamweaving spell, Maze allows the Sorcerer to entrap a subject in her dreams.
The level depends on the difficulty of escape, but at very high levels the victim may die of hunger or thirst long before
escaping. If this occurs, the victim will almost invariably haunt the area or the spellcaster.

Psychic Assault: A straightforward mental assault on the brain and body via a telepathic or telekinetic blast. -Neural
Stun: Also known as the “Evil Eye”, this spell assaults the central nervous system with a focused telepathic blast.
Depending on the targeting and the raw power of the spell, this can result in anything from the target being momentarily
dazed to instant death, with detours along the way for full or partial paralysis, being stricken dumb, and various sensory
failures.
-Forceblast: This telekinetic assault comes in a wide variety of flavors - a simple ram or kinetic blast, a barrage of
forceblades, or a cutting wave. W hile it can be used to attack small areas, to deflect missiles, or to move things, it’s not
particularly effective at such tasks (-2 levels), it’s strength lies in affecting a single target.
-Shockwave: A telekinetic burst or cone radiating from the user, this application is most effective against non-living
matter. It can be used to create an intense pressure-wave of air or water to knock people away, back, or down, to shove
matter aside, to create a spray of rocks or localized “earthquake”, to deflect an incoming barrage of projectiles, or simply to
keep people away. Higher level spells can maintain such an effect for several minutes, but not for very long.
-Puppetry: This telepathic assault attempts to seize control of an opponents nervous system, or part thereof, for a few
moments. It’s rarely smooth, or of long duration, since the victim’s own nerve impulses will be in constant conflict with
those transmitted by the user, but when a few moments will do (“drop the sword”, “push the button”, and “surrender!” come
to mind) this effect will do nicely.
-Disruption: This unsubtle effect is the mystical equivalent of “hit it with a hammer”. It simply hurls a focused blast of
energy into the structure of another magical, psychic, or technological effect, hopefully disrupting it. In practice, this is
essentially just a generalized “dispel” effect, albeit one which is likely to have various random-energy-release side effects if
it works.
-Chaos: This effect channels a great burst of mental energy into the targets neural structure. Generally this simply results
in disruption and random activity, ranging from tremors to temporary insanity and full-scale epileptic fits. In theory, it’s
possible to channel that burst into enhancing another psychic or mystical ability, in practice this requires incredibly fine
control and is likely to result in serious side effects.

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Telekinesis
-Force Field Generation: This application creates solid objects and barriers of pure force, in a variety of shapes. W hile
it’s most commonly used to generate walls, shields, and personal force fields (Armor), it can be used to manipulate objects,
mold liquids, contain gases, and to attack with force-blades, rams, and similar constructs. W hile strong defensively, force
effects are usually relatively weak and limited as attacks.
-Telekinetics: At it’s most basic, this simply substitutes Int for Str and W is for Dex for some short-range manipulations.
Higher level spells can, of course, increase either value and increase the range. Aside from simple lifting and manipulating
you can attempt to control weapons (at -5 to your BAB), grapple from a distance, and create swarms of flying objects. This
effect cannot, however, be used on yourself. That’s another variant.
-Micromanipulation: This ability comes in two different versions, one for Cemar, and one for worlds with more
conventional physics. In more conventional worlds, this covers the manipulation of molecules. At basic levels, this covers
pyrokinesis, encouraging crystallization, shaping or inducing motion in liquids, and bending things. At higher levels it
includes cyrokinesis, extracting materials, creating alloys, and catalyzing reactions, as well as simply rearranging available
materials. At the highest levels it includes rebuilding molecular structures, synthesis, and even transmutation by rearranging
nucleons. Obviously enough, a discipline of frightening versatility. It’s also of frightening complexity. Such direct
rebuilding of matter requires spells several levels higher then it would normally take to accomplish something.
On Cemar, the world is made up of fire, water, earth, air, wood, and spirit, and is embedded in void - all of which are
active elements. W hile spirit and void are not subject to telekinetic control, the remainder are. Fire is easiest to manage;
even a low-level spell can gather it from the air and throw it at things. Pulling it out of solids is slightly harder, but the
spells required are still of relatively low level. Air is fairly simple as well, water is moderately tricky, wood quite difficult,
and earth is downright obdurate. Transmuting things, or creating alloys and other “chemicals”, requires alchemical
procedures rather then a simple rearrangement of components. About the best that can be done is to reshape materials or to
break things down into elemental matter, although spells such as “fabricate” and the “creation” effects fall into this
category.
-Stabilization: This effect increases or decreases the cohesion of matter. It can be used to make a castle door tougher to
resist a battering ram, to make quicksand hang together long enough to walk across it, to keep wood from igniting, or to
keep an unstable rockslide or building from falling on your head. Reversed, it can be used to encourage such things -
converting damp sand into quicksand, greasing the way for a rockslide, and weakening materials.
-Inertial Compensation: This useful trick applies telekinetic energies to a target to either resist or adjust to external forces
selectively. It can be used to counteract g-forces from acceleration, land safely after falls, resist being shoved aside by
someone, to stabilize a rolling ship, to halt an incoming cannonball, or to keep something from moving (Generally a level 5
effect for man-sized targets, plus or minus one spell level per size category up or down).
-Missile Control: This straightforward effect guides and accelerates missiles or turns them away. This can produce “true
strike” effects, increase damage and/or range, and provide deflection bonuses against incoming missiles. It’s often used to
turn normally-harmless things into effective weapons.
-Acrobatics: This effect guides and moves the user’s own body. This can be used to allow the user to make mighty leaps
and spectacular maneuvers without regard for the normal laws of motion, to run up walls, reduce the damage from falls, of
even for telekinetic flight (Although this is very difficult on Cemar, where it contradicts an edict of the High Father). W hile
this can be used for individual “stunts”, it’s often applied for the length of a battle at somewhat lesser bonuses for a given
spell level.

Telepathy: This effect allows communication, scans, and probes with minds
-Sending: Alows one to transmit or broadcast signals, ideas, or messages. The knowledge of who sent the thought is
implicit. More advanced versions allow the caster to mindshout, which will get definitely the attention of everyone in the
area, or to Broadcast whatever emotions the caster happens to be feeling (without identifying the caster). A really advanced
version let the caster broadcast any emotion she pleases. It also allows the creation of “thought-forms”, telepathic constructs
which act as “holographic” messengers, whether to anyone who happens to see them or to specific targets.
-Scan: This application searches specific areas for specific minds or objects and allows for Clairvoyance-type effects.
-Probe: W ith increasing difficulty, allows a caster to read surface thoughts at L2, complex thoughts at L4 deep thoughts
at L6, and actively hidden thoughts at L8
-Seek: This application attunes another effect to a particular mind, place, or item, so that it will be drawn to its target.
This can be used to dispatch messages or constructs, to try and seek out a target telepathically, or to attune a device or
trigger to a specific individual or group of individuals with some feature in common.
-Link: Allows target and caster or group to share senses, send thoughts to each other, or for the caster to send his mind
along with the target’s; +1 level for a one-way link (it’s actually harder to make than a two-way link), +2 levels if the target

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is resisting, +3 levels to conceal the existence of the link from the target. It’s often combined with Alter to use animals as
tools and spies, or to create a “familiar”.
-Alter: Allows the caster to create and erase memories, thoughts, and minds, or to hypnotize and compel people. W hile
created memories usually ray and wear away over months or years, wholly-recreated minds tend to fragment entirely.
Replacing wholesale personalities can be useful to the Sorcerer in the short run but the result will be a broken-down wreck
in the long term. Simpler effects work like Suggestion. Also allows a caster to copy her skills to people, along with a small
sliver of her own personality. Most of the more advanced applications are regarded with even more suspicion then most
telepathic effects.

Quilopothic M agic (Dexterity linked)


Quilopothic sorcery taps into the void and other dimensions to change the rules, to warp space, time, and the laws of
nature, and to do things which are not normally possible. W hile this allows for incredible effects and spectacular displays of
power, it also allows things to go disastrously wrong. It has been described as a truly deep, subtle, and difficult way to roll
the dice.
On Cemar, already an unstable dimensional crossroads, Quilopothic sorcery is a power that even the mightiest demons
fear. Unfortunately for its (few) adherents, this is in no way a compliment. It’s simply that tearing open holes in reality is
extraordinarily dangerous for everyone in the area, including the spellcaster, and sometimes has side effects on people who
are nowhere near the user. Even minor effects should be used with caution, When reality collides with a sorcerer, more
often than not, the sorcerer is the one who doesn’t survive. Few Quilopothic specialists die of old age, but there are always
the young and stupid to replace them. Most such sorcerers have low Wisdom, (or more rarely, very high wisdom) and the
few experienced ones are always twitchy and nervous. Quite a few go insane from their never-ceasing attempts to
understand and control reality itself. They rarely multiclass, but often also study Void magic.

Breach Reality: The greatest quilopothic art, this technique is used to violate the natural laws that inhibit the sorcerer
herself, transcending space and time to move beyond reality.
-Amplification: This discipline covers spells which enhance the user’s personal power, raising her base caster level,
allowing access to higher-level spells then usual, and enhancing the users effective level. Minor spells along these lines are
relatively safe to use, major ones are problematic in any world.
-Chaos Breach: This effect allows the user to ignore realities physical restraints on her actions. It can be used to walk
through walls, to ignore elemental energies, to take extra actions, or to lift gargantuan weights. Fortunately, such effects are
momentary at best, attempting to extend them is almost certain to result in being lost in the void between realities.
-Temporal Focus: This allows the user to concentrate her magical efforts in a single moment. It’s most often used to
“chain” several spells so that they go off at once or to build up power over a brief period (An hour or so) and release it all in
one mighty effort. These tricks are relatively simple, and reasonably sage. It can also be used to try and focus your power
elsewhen. Affecting the future is easy enough, and is often used to “save” spells for later use as free actions, but attempting
to alter the past is rarely a good idea.
-Time M anipulation: W hile “redoing” a few moments of the immediate past is possible, and unlikely to do much worse
then fail, trying to travel through time is fraught with peril.
-Transcend Death: W hen one has broken the walls of time and space, what is death except another barrier to cross?
Powerful sorcerers using this technique can intervene from beyond death. In many ways they act like Saints, appearing,
intervening, and vanishing again. Unlike Saints, however, their power does not extend much beyond themselves. They
cannot bestow such strengths on others.
-Reality’s Skin: This - perhaps ultimate - discipline wraps the user in a form-fitting pocket dimension of their very own.
W hile someone using this technique can be warded off or temporarily banished, they are nearly impossible to harm and
enjoy a wide variety of “circumstance” bonuses. Perhaps fortunately, their true name always serves as a link to them.
Unfortunately, they often become increasingly unable to interact sensibly with normal reality and often go more then a little
mad.

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Broken Circles: This effect is used to create dimensional overlays - places where two or more realms touch, overlap, and
affect each other.
-Congruence: This effect forces multiple levels of reality to unify, at least on a temporary basis. W hile there are a variety
of applications, it’s most commonly used to allow creatures which exist in different worlds to interact normally. W hile such
an effect is in use, defenses such as intangibility, being ethereal, and so on may be negated depending on which planes are
overlapped.
-Harmony Of The Spheres: This ability allows energies to flow more freely between the selected planes of reality. For
example, putting an area in harmony with a positive energy plane would enhance positive energy creatures in the area
(bestowing rapid healing, increased attributes, extra hit points, and similar benefits) and similarly hinder negative-energy
creatures. Binding elemental planes together can create very strongly-influenced areas, while binding a spirit or shadow
dimension more tightly to reality can greatly enhance summoning or illusion spells respectively.
-Shadowwalking: W hen planes are linked, it becomes possibly to move between them via simple physical travel - and if
you continue to link planes, you may move through ever more distant realities. Unfortunately, even a sorcerer will find it
increasingly difficult to maintain control as the laws of magic shift around her.
-Worldshaping: This effect is used to add “planar traits” to an area. The effects can be highly variegated and - if multiple
spells are at work - sometimes extremely strange. Secondarily, it can be used to “import” a bit of reality from one world into
another, allowing spells, powers, and devices, which have no right to work in a particular reality to function there, however
temporarily.
-W orldbinding: This effect is used to stabilize dimensions. It’s probably by far the safest ability in this group to use. It
can be used to seal off gates, block teleportation, temporarily stabilize interdimensional pathways, block the use of
otherworldly powers, and generally keep things from going horribly wrong.
-The W all Between The W orlds: Rather then breaking down the usual dimensional barriers, this effect builds them up,
making it near-impossible to transfer things between worlds. W hile this is useful in blocking gates and teleportation, or in
neutralizing “ghost touch” weapons, it is also an effective weapon against manifesting ghosts and similar multi-planer
creatures, since it will effectively bisect them.

The Forge Arcane: This technique creates mystical links - or identities - between places, items, and things.
-Puissant Link: This technique creates a link between a person or device and some source of power, whether
technological, magical, or psychic. The level of the spell used depends on how much power can be transmitted, how long
the link will last, and its range. W hile such links can be made permanent, it requires a fairly high level spell for the amount
of power involved. Still, this is one of the few ways to create magical devices of intermediate power (A maximum
“effective value” of [Level of spell used +1] x 1000 GP). Such items normally occupy a Talisman slot however and must be
enchanted like any other talisman; they’re simply designed with an auxiliary power source. A minor variant on this effect
can be used to transmit your powers through a focus item, but this is subject to similar limitations.
-Auric Link: This linking effect links something - a spell, effect, or item - to a particular “pattern”. This can be a specific
individual, a class, a word, or even something as subtle as a particular memory or piece of knowledge, depending on the
complexity of the spell used. This is normally used as a control mechanism; such a device will not respond to anyone except
those it’s linked to.
-Power Transference: This effect is used to move patterned energies between vessels. It can be used to charge mystical
“batteries”, to transfer the magic of a broken item to an intact one, to imbue an item with a portion of your own power and
strength, to pool your power with another spellcaster, to imbue someone with a few spells, to download computer data and
artificial intelligences, to put spirits into golems, or to transfer minds from body to body. Most such spells are,
unfortunately, of fairly high level.
-Dispatch Link: This is used for informational links, designed for communication. It’s most commonly used with pairs of
mirrors or similar implements, but can simply be set up between individuals. Given their modest power requirements, such
spells can be made semipermanent relatively easily.
-Identity Link: This makes to separate items into one item, regardless of any separation between the pieces. This is most
commonly used in communications devices. Making two items one, so that whatever happens to one happens to the “other”
(now the same one), is sometimes useful in monitoring situations. Trying to do things like make two doorways one so that
they can be used as a teleportation gate, requires a great deal of power. W hile extraordinarily useful, since the endpoints can
be freely moved around and are always open, such spells are several levels higher then simply teleporting in the first place.
-Thread The Labyrinth: This technique can be used both to search out something, by sending out links attuned to it and
waiting for one to locate and bind to the target, and to trace a path to the person, item, or location sought. At higher levels,
this can be used to trace paths through labyrinths, shifting dimensions, and other exotic obstacles.

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On Cemar, it’s often used by those passing over the fringe to ensure that they will be able to retrace their route and
return home. Once anchored at both ends, such links can even be used to set up a stable trade route, at least for a while.

Namebreaking: The high art of true transformation. Namebreaking strikes at the basis of who and what the target is, and so
is prone to peculiar side effects. Using Namebreaking on yourself is especially perilous; such changes well up from within
rather then being imposed from without, and so tend to change the users memories, personality, and “real” physical
structure. If a sorcerer uses namebreaking to give herself thick fur to survive being lost in the arctic, she’s likely to get
claws, memories of being a native, and a predatory personality to go with it. She might be able to change back IF she
remembers who she is - but will have to mentally reconstruct her old appearance. A simple “dispel” effect will not work,
the old version is gone, the new one is what is currently “real”. In general, namebreaking spells are a level or so higher then
equivalent spells from other disciplines, but become one level easier if you know the true name of your target. All
namebreaking effects are necessarily single target.
-Fracture: This technique is devoted to partial, superficial - and thus quasi-illusory - transformations. Effects such as
Alter “Self”, changing hands to claws, altering skin color, and such all fall into this category.
-Shattering: This straightforward effect is dedicated to destroying things - inducing amnesia, crippling injuries,
disintegration, death, destruction, and horrific wounds, all of them very difficult to reverse. The results aren’t exactly
controllable, but if you’re resorting to this, you probably don’t care.
-Transformation: The effect covers the “polymorph” effect. Changing things and creatures into other things and
creatures, along with assorted transmutations. Transformed living beings may or may not keep their own minds, regardless
of the intent of the caster, although she can influence the result. A secondary saving throw usually decides the issue.
-Naming: A true name contains destiny and potential, strength and weakness, individuality and a bond with the namer. In
giving something a unique true name of its own, you make it a part of the great tale. That freshly-forged blade is no longer
“just another longsword”, but Karthang The Thunderbolt. This can be used as the sealing-spell of a great enchantment, to
spontaneously create lesser magical devices (Maximum value of [spell level used +1] x 1000 GP at a cost of 100 XP per
level of the spell used. On Cemar such items take up a talisman slot), to name children or to add a new name to an adult,
and so confirm a great change or new direction in their life, or simply to shape the world. Once a place is named, any
diviner can discover that name, and the place will tend to take on the characteristics it describes. Name a peaceful but
nameless valley “Kar’en Ela Valsin” - the “Valley of Ten Thousand Shades” - and perhaps it will eventually become so.
Renaming it will require a considerable adventure or another powerful naming spell.
-Nymic Summons: Generic, non-magical, materials and forces may be called forth by naming them. This is most
dramatic when summoning elemental forces such as light, fire, and lightning, but should be used with caution, as once
called they act strictly according to their nature. Valuable materials cost XP to create, typically one XP per 5 GP value. On
Cemar, having access to this ability provides a minimum wealth level of well-off.
-Nymic Command: If you know something's true name (this generally costs at least one skill point) and have enough
power (can handle a spell of sufficient level) you can control it - at least for a little while. It is easiest to use this on
unresisting forces. If you already have a storm, steering the lightning a bit isn't hard. After all, it's going to hit somewhere
anyway. Living beings tend to resist, and the higher-order ones will have individual true names. Still, if you have this
technique and the appropriate name, you can bypass many special defenses, include magic resistance.

Spatial Vortex: The creation, uncreation, and reshaping of space and dimension.
While this is reasonably safe in stable worlds, dimensional crossroads realms such as Cemar are not at all stable, and
such meddling is likely to prove disastrous. Dimensional rifts and “shortcuts” are almost certain to wind up punching a
hole through to elsewhere - most likely into a vacuum or possibly into a star. Even if you avoid that hazard the results are
likely to be terribly distorted over any worthwhile range, although if you stick to a strictly local scale at low power you’ll
probably survive.
-Dimensional Discharge: This dangerous effect simply opens up a gateway to some source of power and lets it come
pouring through. W hile this has possibilities for destruction completely out of proportion to the level of the spell used,
actually getting what you want requires a great deal of dimensional knowledge, and being able to survive such a disaster is
another problem entirely.
-Teleportation: This popular effect includes both teleportation and two-way gates, ranging from the simple charm that
can get you past a locked door on up to the transportation of small armies, moving entire estates, and bringing items to
yourself.
-Realmwalking: Save for the fact that it covers movement between dimensions rather then within them, this is essentially
identical to Teleportation.

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-Spacewarp: This application is used to distort space locally. It can be used to make every doorway out of a room lead
back in, to make a small room effectively vastly larger, to make all direct paths diverge from a target (making them
impervious to any normal missile), to retreat from melee, or to reach out and touch something that is very far away.
Fortunately, most such applications are of fairly high level.
-Ex Nihil: The art of creating pocket dimensions, ranging from briefcase-sized spaces which only last a few hours on up
through entire permanent realms. Pocket dimensions are useful for storage, concealment, and possibly even for entrapping
opponents, although this requires spells of considerably higher level.

Tongue of the Unmaking: This spell covers the annihilation of matter and energy, of space and time, of body, mind, and
soul.
-Scattering: This is the fundamental technique of the unmaking. It releases the bonds of space, time, and dimension,
allowing the targets essence (whether a creature, place, or period) to expand to fill, or become a background for, the
multiverse. This is about as dead and gone as it gets. The souls of living beings, being indestructible, will pull themself
together eventually - but it will probably take eons. Perhaps fortunately, a portion of the caster’s essence (usually expressed
as XP) is always lost with the target, making this a rarely-used ability. W hile some mystics claim that this is one way to
abandon the self and to achieve unity with god, few are willing to actually put it to the test.
-Unbinding: This lesser technique is also far safer. It simply releases more conventional restrictions, such as the structure
imposed on magical energy to create spells or the bonds which hold matter together. It can be used to counter, dispel, or
weaken other magic or to weaken, crumble, or disintegrate matter. W hile it can also be used to release bound energies, this
tends to be extremely dangerous.
-Freedom: This application unbinds psychological restraints, releasing fears, geasa, inhibitions, psychic bonds, emotional
traumas, or more subtle social ties. It’s often used ceremonially by those wishing to retire from the world, to sever their
links with a group or society, or those who wish to renounce some path. Used in conjunction with Unbinding it can be used
to release various vows and mystical pacts.
-Stasis: This effect releases its target from the flow of time. It can be used to simply set things adrift in time, but this is
extremely perilous. It’s normally used for putting things into stasis, effectively halting their movement through time,
resulting in the targets either being “time stopped” - and unaffected by virtually anything - or in it being permanently
encysted in the past until someone finds a way to retrieve it.
-Outcasting: This technique unbinds a section of space from the rest of the dimension it occupies. This leaves a flaw in
space, with properties dependent on the host universe, and a section of space banished to a private, drifting, pocket
dimension of its very own.
-Forgetting: One of the more subtle applications of the Tongue, the Forgetting is used to erase emotions, memories, and
knowledge.

Touch the Beyond: This useful talent allows the user to see into and affect other realms and dimensions.
-Otherworldly Grasp: This somewhat unethical talent allows the user to steal items from other realms, ranging from
takeout food to exotic elements. Unfortunately, the rarer the item being sought, the harder it will be to find, the longer it will
take, and the more likely it becomes that there simply will not be one within reach. The use of this talent gives the user an
effective wealth level of at least Affluent. In game terms, this is about one-quarter as profitable as selling an equivalent
spell.
-Dimensional Link: This basic effect allows the user to see into nearby dimensions, touch things there, and to cast spells
and use other powers across the dimensional barrier. W hile this is often used to augment some other spell, this can be cast
as a spell in its own right if there’s a specific realm you’re going to need to interact with a lot in the next little while. It’s
commonly used to bypass the special defenses of multidimensional creatures, such as intangibility.
-Hidden Pockets: This application allows the user to store things in a personal dimensional fold. W hile it is possible for
other people to get at such “pockets”, it’s extremely difficult.
-The Secret Lore: This curious effect allows the user to gather knowledge from other dimensions. She may take any
skill, feat, or class the game master will agree will work in the campaign, regardless of whether or not it is normally
available.

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-The Great Hurling: This art allows the user to shove things he touches through the dimensional barriers. At lower levels
this can be applied to small, light, items such as arrows, at higher levels it can be used to deflect energy beams and spells,
and at its peak it can be applied to sizable creatures.

Wraithwalk: This art allows the user to phase partially into other planes.
-Immateriality: The most basic application of this art is to move partially onto the astral or ethereal plane, and thus
becoming physically intangible and possibly invisible. More advanced tricks include partial tangibility (For example, the
ability to reach through a door and open it from the far side - materializing your hand while your arm remains intangible),
hiding things inside of other things, stealing internal organs, phasing to avoid attacks, and similar tricks. W hile immaterial,
the user can usually interact normally with creatures in similar states.
-Phasing Stride: This trick exploits the exotic properties of the dimensional boundaries, allowing the user (and possibly a
large number of companions) to travel rapidly, to generate ghostly multiple images in combat, to evade projectiles, rays,
and missiles, and to appear simultaneously in multiple places.
-Dual Life: Strange even for quilopothic magic, this discipline allows the user to either exist in several dimensions at the
same time or to link herself with otherworldly counterparts. No one is quite sure which. In either case, the user gains access
to otherworldly skills and information, can be substantially more difficult to kill since she draws on otherworldly resources
and vitality, and can go on extra personal adventures. The user gains an extra skill point and an extra hit point per level and
may use spells to draw on the resources and skills of those other lives as necessary.
-Channeling: This aspect of the Wraithwalk spell allows the user to funnel extradimensional energies from whatever
dimension she is in phase with into the physical world through her body. Thus by phasing into an elemental plane she can
take on many elemental characteristics and use the relevant elemental force as a touch attack. Similarily, phasing into the
negative plane allows the user to take on the characteristics of the undead. Phasing into the outer planes will allow the user
to take on extradimensional templates, such as the half-infernal and half-celestial templates.

Void M agic (Charisma linked)


Void Sorcerers can tap into the forces of the void itself and into a variety of elemental forces by drawing energies
through the void. Unfortunately, their control is relatively poor. They cannot produce the subtle effects available to Druids,
but do have a wider variety of energy types to call upon. It’s quite popular among more combative sorcerers. Some choose
to specialize in a single element, since this allows them to employ spells related to that element as if they were one level
lower. For example, a fire specialist could use a “fireball” effect as a second level spell.
Void magic fit in most games, as it is mostly an unusual set of spells dealing with space. Players should exercise some
control when using them, as some abilities can seriously and negatively affect the world around them. However, even at its
worst Void magic is far less damaging than Quilopothics, and only the most gregarious uses of spatial distortion cause
serious trouble. In other words, it’s safe to bend space considerably, so long as your don’t try to and permanently alter or
break it.

Elemental Blast: You pull in some power and throw it at your target.
-Primal Strike: A straightforward spell; comparable effects include Shocking Grasp, Burning Hands, Bolt (up to 10D6 to
a single target. Either ranged touch or reflex save for 1/2), Fireball and Lightning Bolt, Ice Storm, Cone of Cold, Gust Of
Wind, etc, etc, etc. The form depends on the element employed, but the overall game effect is similar. “Subtlety” here
equates to low-powered bolts, which can sometimes be useful tools.
-Elemental W all: You feed a flow of elemental force into an area. This couldn’t get much simpler, it grants you access to
a variety of “wall” effects. Setting up a steady trickle of power - to use to cook on, to light a room, to create a refreshing
breeze, or to create a spring or shower of water - is about as subtle as this gets.
-Counterblasts: You can use your own blasts of power to counter manifestations of the opposing element or other
incoming effects. This tends to be hard on your surroundings however.
-Stormspray: This trick allows you to unleash an elemental "firehose", spraying an area with a constant stream of
elemental force.

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Elemental Cloak: You may create an aura of elemental force to protect yourself and others.
-Wardshield: You call up an aura of force in defense against either the relevant element or from the "opposing" one. This
may also have minor side effects; An "aura" of earth is clumsy, but it's quite effective against weapons as well as against air
effects, while fire makes you hard to handle in hand to hand combat and air protects against missile weapons and muffles
sounds. In any case, such shields can be personal, be placed on others, or be used to protect an
-Elemental Infusion: This application allows the user to take on a few basic elemental traits. A cloak of the earth can
grant some extra strength, durability, and resistance to being pushed aside, water can grant extra flexibility and slightly
improved saving throws, fire can grant speed and grace, and so on. Interestingly, an infusion of Wood allows the user to
merge into the landscape and heal much more quickly then normal with a little rest.
-Cloak Of War: This effect focuses on the dangerous aspects of an elemental cloak, damaging those who come into
contact with the user. Higher level versions allow the user to hurl fragments of the cloak itself at nearby targets. W hile not
an enormously effective mode of attack, this does mean that the user always has a weapon at hand.
-Cloak Of Stars: A cloak of elemental void is difficult to manage, but is essentially a layer of extra distance. Such a
cloak can be used to absorb incoming attacks, to store large quantities of material (including the user’s gear if she so
desires), and to be “out of range” of some attacks while still staying close enough to an opponent to enter hand to hand
combat.

Elemental Manipulation: This effect manipulates the void to control an element, creating an effect similar to telekinesis. It
does not create an element initially, there must be some at hand to make effective use of this spell. Unlike most of the other
spells, this one has only one basic effect.
-Elemental Manipulation: This spell allows the user to move, manipulate, and enhance, a chosen element. A fire master
can move and animate flame, alter its color, intensity, and/or light output, increase or decrease its fuel consumption and
smoke output, reshape it and protect himself from it. W hile this is a versatile spell, it is an expensive form of attack and
does not allow for continuing animations or effects without ongoing concentration; even "protection" effects require
ongoing manipulation; our fire-master would simply be manipulating "incoming" flame - pushing it away from herself,
cooling, or diverting it. In more technical settings, this spell also controls electromagnetic and nuclear forces.

Elemental Summoning: Summon a Void Dragon


-Dragon Of The Void: This spell summons up a bit of a chosen element and imprint’s the caster’s mind on it; the
resulting “Void Dragon” is almost as smart as the caster and acts independently when necessary. This spell cannot be used
to contact elementals themselves directly, although a Void Dragon can be dispatched as a messenger. The dragon itself is
designed using the general elemental summoning chart.

Infinite Darkness: Concealment and anti-detection spells


-Sphere Of Darkness: This effect draws a cloak of void around whatever it’s used upon, protecting it from detection.
Secondarily, it can be used to shunt light either away from or past a particular area.
-Erase From Memory: This application is used to remove all traces of your presence and activities, such as residual
energies, magical “signatures”, and even physical evidence. If you don’t want anyone to know you were there, then this is
the spell to use. It’s also a good one to use if you hate housework; once you have the place the way you want it, you can
keep using this spell to put it back.
-The Void Of The Self: This aspect of the Infinite Darkness is used to hide things from yourself, such as your true
loyalties or information you don’t wish to risk revealing, to erase compulsions, and to block any attempts at reading your
mind. W ith slightly higher-level spells you can provide false information as well.
-Camouflage: This exotic effect allows the user to divert probes directed at an area, individual, or item, to somewhere
else, concealing a city “beneath” a stretch of virgin forest or a pit beneath normal-appearing ground.
-A Divergence Of W ays: This curious sensory distortion gently turns anyone attempting to approach the shielded area
away or diverts them around it. W hile the effect is necessarily imperfect, the higher the level of the spell used, the larger the
area which can be shielded and the longer the duration will be.

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-The Grand Mirage: This powerful effect is used to create hidden sections of space. It’s the spell which allows people to
hide mighty castles down narrow ravines in hidden valleys which no one ever seems to stumble across unless they follow a
specific route. Lower level spells suffice for lesser hiding places of course.

Twisting the Threads: This powerful spell distorts the geometry of space, warping direction and distance
-W arped Space: This application is used to distort space locally. It can be used to make every doorway out of a room
lead back in, to make a small room effectively vastly larger, to make all direct paths diverge from a target (making them
impervious to any normal missile), to retreat from melee, or to reach out and touch something that is very far away.
Fortunately, most such applications are of fairly high level.
-Event Horizon: This bizarre effect effectively eliminates a direction within an area. Nothing, including light, can travel
in the nonexistent direction. Unfortunately, affecting a useful area requires a fairly high-level spell.
-The Swift Traveler: This useful effect distorts space around a traveler or group, reducing - or increasing - the distance to
be traveled. W hile such a spell is maintained travel time will be reduced - or extended - as appropriate.
-Survey Of Space: This application probes the nearby structure of space, revealing gates, distortions, odd shortcuts, and
the general structure of matter in the area. It’s usually used to get a general survey of the area. On Cemar it can often be
used to cut down on travel time considerably.
-Redirection: This ability allows the user to redirect incoming effects such as spells, rays, and missiles. It can be used to
simply divert them or, at higher levels, to redirect them.
-Anchor Of Space: This irritating effect causes it’s victims to wind up back where they started from, regardless of how
they attempt to leave. The specifics vary; it may simply act as a literal “anchor”, or it may be far more subtle and require
several days.

Invoke the Depths: Negates energy and forces


-Negation: This effect is straightforward: it’s used to counteract or “dispel” almost anything, whether of technical,
psychic, or magical origin. It’s not as efficient as more specific spells, but it’s difficult to find anything much more generic
then energy negation.
-Drain: This variation on Negation is used for gradual, long-term, suppression of various effects, rather then direct
counteraction or dispelling. It’s especially useful when you have time, but an effect is too powerful to deal with directly. It
can also be used to suppress personal powers, such as spellcasting, although it is very difficult to do so permanently.
-Absorbing Sphere: This straightforward effect ties creates a sphere of negating energies around the user or a selected
target, allowing the user to simply expend hit points to negate incoming attacks on a spell level per spell level (or
equivalent) basis. As a defense, this is virtually invincible; the only way to get through is to either simply pour more power
into attacking the user then he can handle or to simply resort to physical attacks.
-The Lawless Realm: This powerful effect attempts to neutralize one or another force of nature within it’s area of effect
by adjusting the structure of space. This is extremely dangerous, requires an extensive knowledge of physics to use
properly, and doesn’t work in most fantasy dimensions. Still, if you want to rejuvenate the core of a star, weakening or
canceling out the strong nuclear force so that the various higher elements all go back to hydrogen will do it nicely.

Ripple of Space: This effect controls gravity, or at least the movement of matter and energy through space. W hile many of
its effects resemble those of telekinesis, they are limited strictly by the area to be affected, rather then by the mass or
amount of energy involved.
-Gravitic Channeling: This technique allows the user to focus, diffuse, and redirect gravity, albeit within a limited area.
She can make things heavier, lighter, or force things to “fall” in abnormal directions. This can be used as an effective space
drive and even, at very high level, for faster-then-light travel by distorting the structure of space around a vehicle.
-Personal Gravity: This effect allows the user to adjust her personal gravity to suit herself - standing on walls or ceilings,
falling or not falling in various directions and negating the effects of sudden accelerations, such as impacting with the
ground or the “g-forces” associated with high speed maneuvers.

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-Graviton W ave: The ability generates a focused burst of spatial distortion, allowing the user to create a massive wave of
repulsion or attraction, an implosion or explosion, or even to cause items to collapse upon themselves.
- Gravitic Shield: This subspell allows the user to generate and move powerful force barriers. Sadly, these have little
effect on energy and are two-way; you can’t readily fire through them with physical weapons. They can, however, easily
reflect bullets, gases, and any other physical item approaching below escape velocity. If you should need to explode a
building while keeping those inside it safe, creating such a field around them and expanding it will do it nicely.
-Riptide: This chaotic gravitational vortex doesn’t do much damage at lower levels, but it disrupts the sense of balance
and can easily induce nausea. At higher levels it can inflict considerable damage through tidal effects on up through tearing
things apart with transitory singularities. W hile a riptide can generally only be used against small areas or - ideally - single
targets, there are very few effective defenses. There are very few “wards versus gravity” out there.

Druid Spellweaves

Five of the six realms of Druidical magic - the physical elements of Fire, Air, Earth, W ater, and Wood - share some
basic effects, although each variant is restricted to it’s own elemental effects. To save space the general characteristics of
these spells are summarized below. Druids can exercise fine control over their magic in two different ways - either by
increasing the level of the spell employed or by trying to give a quick explanation to the elemental spirits they call upon.
For example, if they want to leave someone unaffected by the fireball they’re about to throw, they can either increase the
level of the spell to allow such fine control or they can try a quick Diplomacy check (This may or may not require an action
depending on how complicated the request is. The difficulty is at the game masters option) to try and get the fire spirits to
handle it.

General Elemental Spellweaves

Elemental Blast: A straightforward elemental attack.


-Elemental Strike: A straightforward spell; comparable effects include Shocking Grasp, Burning Hands, Bolt (up to
10D6 to a single target. Either ranged touch or reflex save for 1/2), Fireball and Lightning Bolt, Ice Storm, Cone of Cold,
Gust Of Wind, etc, etc, etc. The form depends on the element employed, but the overall game effect is similar. Unlike
Sorcerers, Druids can control their effects extremely well. They can skip over friends when attacking an area, bend bolts
around corners, create “weapons” of elemental energy or infuse it into existing ones, and make effective use of secondary
effects - coating walls and floors with ice, breaking someone’s fall with a blast of air, cooking food, welding or tempering
metal, sealing corridors with rock, burying targets, nailing someone’s clothing to the wall with a flight of thorns (A
common effect for wood based attacks), filling the area with smoke, blowing away toxic gas, inducing sunstroke,
extinguishing fires, etc, etc, etc.
-Elemental W all: You feed a flow of elemental force into an area. This couldn’t get much simpler, it grants you access
to a variety of “wall” effects and can be set up as a steady trickle of power - to use to cook on, to light a room, to create a
refreshing breeze, to provide a steady supply of cement or building stone, or to create a spring or shower of water. Unlike
Sorcerers, Druids can set such effects to be triggered by later events, create complicated forms, vary the energy flow, and
move their walls around.
-Counterblasts: You can use your own blasts of power to counter or absorb manifestations of the opposing elements or
other incoming effects. Unlike Sorcerers, a Druid’s control is normally good enough to refrain from blasting the
surrounding area, they can split their blasts to deal with multiple attacks, and they can sometimes even redirect and
incoming attack or split one which is too powerful to counter.
-Stormspray: This trick allows you to unleash an elemental “firehose”, spraying an area with a constant stream of
elemental force. Druids can anchor this effect on an opponent to unleash a continuous attack, set up semipermanent effects
to supply elemental energies for other purposes (such as powering technomagical devices), or “charge up” over rounds or
minutes to unleash a single, overwhelming, assault.

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Elemental Cloak: You may surround, or infuse yourself, with an aura of elemental force.
-Wardshield: You call up an aura of force in defense against either the relevant element or from the “opposing” one. This
may also have minor side effects; An “aura” of earth is clumsy, but it’s quite effective against weapons as well as against
air effects, while fire makes you hard to handle in hand to hand combat and air protects against missile weapons, allows the
user to breathe in hostile environments, and muffles sounds. In any case, such shields can be personal, can be placed on
others, or can be used to protect an area. “Spheres Of Protection”, as well as auras which can absorb a certain amount of
damage, also fall under the purview of this effect.
-Elemental Infusion: This application allows the user to take on a elemental traits. A cloak of the earth can grant extra
strength, durability, and resistance to being pushed aside, the ability to move through the earth, and so on, water can grant
extra flexibility, improved saving throws, the ability to pass through small holes, fire can grant speed, grace, immunity to
flame, extra damage in hand to hand combat (enough to melt your way through obstacles at higher levels), and so on.
Interestingly, an infusion of W ood allows the user to merge into the landscape and heal much more quickly then normal
with a little rest. Druids can use this effect to transform entirely into elementals at higher levels, or to merge themselves
with the elemental forces of the world.
-Cloak Of War: This effect focuses on the dangerous aspects of an elemental cloak, damaging those who come into
contact with the user via fire, acid, lightning, or concussive force. Higher level versions allow the user to hurl fragments of
the cloak itself at nearby targets, surround themselves with a construct of raw elemental power, or to generate a “storm” of
elemental force around themselves. More subtly, Druids can protect those they choose from the damaging effects of such a
cloak - allowing them to use it safely around friends or even to do things like purge their, and their friends, bodies of
diseases, poisons, and contaminants by allowing raw elemental power to pour through them and selectively destroy them.
Natural elemental storms, such as avalanches and hurricanes, can be exploited this way as well.
-Absorption: This trick allows a Druid to absorb incoming elemental attacks, transmuting them from an attack into one
of the other Elemental Cloak effects. Throwing bolts and balls of fire at a Fire Druid with this ability is akin to simply
handing him some extra weapons and armor. At higher spell levels, Druids can also use such absorbed energies to heal
themselves, enhance their physical attributes, or to replace the need to sleep for a time.

Elemental Manipulation: The ability to manipulate and control the relevant element.
-Elemental Manipulation: This spell allows the user to move, manipulate, and enhance, a chosen element. A fire master
can move and animate flame, alter its color, intensity, and/or light output, increase or decrease its fuel consumption and
smoke output, reshape it and protect himself from it. W hile this is a versatile spell, it is an expensive form of attack and
does not allow for continuing animations or effects without ongoing concentration; even "protection" effects require
ongoing manipulation; our fire-master would simply be manipulating "incoming" flame - pushing it away from herself,
cooling, or diverting it. Druids, while limited to a specific element, have several advantages over Sorcerers using this effect.
They can often make minor manipulations “passive”, their spells are effectively one or more levels lower then a Sorcerer’s
equivalents, and they are naturally “attuned” to the element they control, allowing them to sense its presence, activities, and
surroundings in a wide radius. A powerful Druid with this ability is likely to know a great many things.

Elemental Summoning: Summon an elemental being


-Elemental Summoning: A spell that saved the lives of many druids, this has two basic applications; calling up a mass of
elemental energy and imbuing it with a bit of your own life force to animate it - an effect basically equivalent to the
sorcerer’s ability - or actually calling up an elemental. Given that true elementals are more or less beyond mortal control, if
you want some quick help calling up a construct is probably the way to go. If you want information or more extensive help,
and think that you can get a true elemental to go along with it - then that’s the way to go.

Air M agic (Constitution linked)


There are few things mortals are more connected to than the air, for without it, none of the sentient races of Cemar could
live. Humans have always dreamed of flying as birds, and Elves likewise look with envy on soaring avian creatures. Air
spirits so often passed through inhabited lands and individual homes, that they were the first spirits to offer their aid to
mortals. Air spirits, tend to be smaller and more numerous, so perhaps that, too, helped them see individual creatures more

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clearly. Air druids favor the freedom and joy the winds bring, just as the cool breeze on a hot summer day refreshes those it
touches.
Air magic is appropriate for almost any game. The “Read the W inds” ability is a great boon for the game master,
because one can almost always easily declare that a character simply hears some bit of news. Air magi often multiclass as
Clerics or Rangers.

Weather Control: Control the weather for a short while


-Weave The W inds: Generate and control winds (QV: Wind Effects). A druid can create Light winds at L1, Moderate
ones at L2, Strong ones at L3, Severe ones at L4, W indstorms at L5, and Hurricane winds at L6. This usually affects about a
50-foot radius. Add +1 level for an entire village, +2 for a city, +3 for a radius of several miles, +4 for small provinces, and
at least +5 levels for truly immense areas of effect.
-W eathermonger: Control the weather in general. Vital for farmers, less so for adventurers. Making a patch of fog or
such is usually easy, raising up a massive storm - or dismissing one - is a lot harder. Very local effects - icing over a
passage or a deluge of rain focused on a burning house - are possible, and are often easier to explain to the elementals then
wanting to disrupt things on a larger scale. This can be used as an immediate attack, but is fairly ineffective at it. The spell
level required is usually several levels higher then it would be using a more appropriate spell.
-Lens Of Air: One of the rarest effects of the weather, this can be used to blur or "cloak" an area, create a mirage,
produce a rainbow, or - at the highest levels - focus the power of the sun into immense blasts of heat and light. It’s
theoretically possible to use this for astronomical purposes, turning the atmosphere into an immense telescope, but few
Druids are really interested in such things.
-Weather Prediction: Higher level spells allow you to predict the weather a long way in advance and to foresee climactic
shifts. Despite the fact that this becomes instinctive, rather then actually having to be cast, at high levels, few adventurers
think that it’s of much importance.
-W eather Resistance: This convenient effect allows the user to protect herself against the effects of both natural and
unnatural weather. This covers ordinary weather at lower levels, and extends to outright attacks at higher ones.

Skyfire: This spell grants the user control over lightning.


-Lightning: Call and direct lightning, ball lightning, and "St. Elmo's Fire". Comparable spells include Faerie Fire,
Lightning Bolt, Fire Shield, Fireball, and so on. This is much easier if there's a storm in the area.
-Stormblood: Manipulating electrical and magnetic fields. Deflecting electrical attacks and disrupting complex devices is
relatively easy, magnetically manipulating metal is harder, jamming nervous systems is high-level magic - and actually
tinkering with complex devices is the provice of eighth- and ninth-level spells.
-W heel Of Thunder: Stores lightning within an item, usually of crystal or metal. This can be used as a "battery" (Or, at
higher levels, a "generator"), to damage those struck by said item, or simply as a source of illumination.
-Electrical Absorption: This handy talent allows the user to channel electrical energy through her body, invigorating
herself and even using it to recharge her magical reserves. At higher levels such effects can be used to aid others. At the
very highest level this can be used to temporarily animate inanimate objects.

Forceful Gust: You may manipulate air pressure.


-The Crystal Spheres: You may temporarily make air act like a solid object, shaping it into blades, walls, bonds, and a
thousand other forms. For +1 spell level you may move it around forcefully (Str = Chr), for +2 spell levels you may anchor
it solidly in place. (In physics terms these are standing pressure waves at about 10 atmospheres/320 Lb/square inch)
-The Pounding Bells: Sound manipulation. This is a relatively crude, but very loud, technique; you may selectively
amplify or distort sound, or simply generate waves of destructive sound. You may not, however, simply create music,
intelligible voices, or similar tricks unless you have the active cooperation of an air spirit or use a fairly high level spell.
Casting or distorting your voice is, however, fairly simple.
-Dampen Sound: This aspect allows the user to neutralize vibrations, sound, and pressure waves, and thus block

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eavesdropping, sneak around, hinder spellcasters, and block sonic or concussive attacks.
-Waterspout: You may manipulate the air to accelerate materials to enormous speeds. This can be used to hurl small
items like crossbow bolts at low levels, at higher ones it can can be used to generate a barrage of water, stones, or other
items, to launch massive stones like a cannon, or to hurl unfortunate victims vast distances. At the highest levels this can be
used to launch things into orbit or arrange a creditable imitation of an artillery barrage.

Read the Winds: Listen to the flow of the wind


-Far Tidings: The wind carries news to your ears, and can carry your words to distant places. Controlled effects must be
cast normally, but the wind may carry tidings at it's own whim. This is one of the most useful effects available if you’re
attempting to communicate with others or to gather information. At higher levels the user is likely to hear it if she is
mentioned more then casually anywhere in the world and can listen in on the events and lore of the distant past.
-The Dominions Of The Air: You can sense the air about you - including the outline of anything which displaces it,
anything moving through it, and vibrations in it. This can be used to scan distant areas, to keep people from sneaking up on
you, to avoid being "flanked", and to operate in the dark. At higher levels, and with enough precision, it can be used to
examine the insides of locks, bodies (provided that the creature involved has blood and breathes), and to detect the presence
of various contaminants.
-Scouting Zephyr: You may imbue small breezes with a spark of consciousness and employ them as scouts, to follow
people, and to collect information for you. Unlike the similar Elemental Summoning, such breezes resemble “familiers”,
rather then being powerful combat assistants. They are both linked to the caster and willing to initiate actions on their own.
-The Gift Of Tongues: Language and communications both fall under the powers of the air, and this effect taps into that
power - allowing the user to speak, read, and write any language, to lend subtlety and power to her words, and enhancing all
language or sound-related skills.

Earth M agic (Dexterity linked)


Earth spirits embody the patient work of earth creatures, yet like fire spirits, when roused their wrath is terrible and
terrifying to behold. Earth druids share these traits, and often adventure to avenge some injustice or right some imbalance in
the land. Earth spirits are very common in some lands, and even where the locals do not produce them earth druids often
visit to cast “Fertility”. Earth druids believe the land is the natural home of all things. Seas creature, after all, are made up,
ultimately, of matter from the land, while fire wells up from beneath the earth to renew regions with volcanic action, and air
creatures need a place to rest their heads.
Earth magic is appropriate for any game. These druids commonly learn crafting skills, and do not commonly multiclass.
Focus and the patient reaping of rewards is what earth spirits are known for. They are often intelligent, but quiet and
contemplative

Erosion: This spell inflicts the ravages of time and the elements upon your targets.
-Ravaging: This basic effect crumbles, rusts, and corrodes earth, stone, and metal, collapses buildings, and raises clouds
of dust. More complex spells can be more selective, and can be used for tricks such as crumbling away an outcropping of
stone but not the gemstones it contains.
-W ave Of Time: This application inflicts aging. Paper and organic supplies are easily crumbled to dust, inorganic or
living things tend to be more resistant. Curiously, advanced spells of this type can be used to “rush” certain things. If the
negotiations are likely to drag on for weeks, a subtle application of the Wave Of Time can get them over with in a few hours,
and spells with brief durations can be easily banished. In cases where aging is beneficial, such as in making wine, cheese, or
in the case of certain creatures, higher level spells of this type can provide such benefits - although cheeses are much easier
to work with then monsters.
-Grounding: This application drains magical, and some natural, energies into the earth. It’s useful as a defense, since this
can be used to dispel, counter, or drain away a wide variety of effects. W here massive amounts of energy are involved,
however, this is likely to require a good deal more time then a direct counterspell or dispelling.
-Restoration: This subspell allows the caster to roll back the ravages of time, either spectacularly if temporarily, or more

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subtly on a long-term or permanent basis. Once again, living creatures are very hard to do much with, but it’s quite easy to
fix slightly rancid meat, fairly easy to restore paintings, and only moderately difficult to restore paintings. Buildings are
harder, due to sheet size, and making living creatures younger requires very high level magic indeed.

Fertility: This spell enhances and manipulates fertility and growth, whether of land, plant, or animal. W hile such magic is
enormously valuable in an agricultural society, it’s rarely all that important to adventurers.
-The Chalice Of Spring: You may bring fertility to the land and enhance the growth and health of plants, animals, and
persons, even under terrible conditions. Such things can be enhanced either greatly, if temporarily, or permanently over a
longer period of time. Relevant “classical” spell effects include Plant and Animal Growth, Entanglement, and many others.
More subtly, this can be used to ensure that young plants, animals, and people, grow up strong and healthy. W hile this
effect can be reversed, asking for such an effect is often difficult to explain to the elementals, and even evil druids are
generally very reluctant to do so.
-Birth: The aspect manipulates, whether to increase, decrease, or surpress, the fertility of animals and people, as well as
the ease of childbirth. It's generally considered extremely rude to use this effect on sentient beings without their consent. A
related aspect allows Druids to ease and guide the processes of death, as well as to assist the spirits transition to the
otherworlds - but this is the outer limit of its reach.
-Growth: This subeffect of the Chalice allows the user to manipulate the processes of growth and maturation, granting or
denying health, correcting congenital problems, bestowing resistance to diseases, producing the very best animals and
crops, and greatly accelerating and increasing harvests. Children and youths may be granted Blessings of increased
attributes and related benefits under the usual rules.
-Libido: Sexual magic, both positive and negative. A popular field of study among younger Earth Druids and
occasionally used to feed an extra surge of life force into another spell. Most applications are decidedly impractical - even
more so then most of the effects of this spell - and will not be discussed further.

One with the Land: Allows the user to sense and bond with local powers of the earth
-The Landrule: You may link yourself with the local spirits of the earth, sensing the land and what disturbs them,
influencing the land through them, and drawing upon it's powers, whatever they may be. The user cannot become lost, may
tap into local power nexi, healing springs, and similar natural power sources at long range, may sense intruders, undead, and
evil magic within the region, and may channel your own strength into causing “natural” events, such as a path crumbling, a
river flooding, or a tree falling on some enemy. Such events must, however, be relatively small-scale and reasonable for the
area.
-Earthward: The user may heal the land, absorb damage to it, and renew it with his own strength. Toxic wastes, curses,
blights, pollution, poisoned springs, and other banes can all be remedied, and effects which damage the land can be
countered. Unfortunately, Druids tend to be relatively small in comparison with the land, hence this is a slow and expensive
ability to employ.
-Heart Of The Earth: You may open yourself to partial possession by the earth spirits, or merge with the land itself.
Dying druids with this spell may do so automatically. W hile it’s possible to let the earth act through you at relatively low
levels, there is always a tradeoff between power and control. If you want to wield major powers while retaining control
you’ll need to use a high-level spell.
-Roots Of Life: This effect allows the user to draw on the strength of the land to renew her own or, at higher levels, that
of others. Given a little time the user may swiftly heal and recover from fatigue or exhaustion, eliminate hunger and thirst,
and - at higher levels - renew “drained” attributes and levels or regenerate limbs and organs. Unless a wound is instantly
fatal, a druid with this spell available can usually maintain their life indefinitely and even slowly recover. Sadly, some
mystical wounds (sometimes up to and including death itself) may require years or centuries of suspension-sleep to heal,
and the user may not awaken again until the land itself calls him or her forth.

Sphere of the Earth: You may become one with the bedrock.
-W ard Of Stone: You may use the earth itself as armor - transferring incoming attacks into the bedrock. Higher level
spells can make the user almost impervious to harm, at the price of greatly limiting his or her activities, or be extended to
others. Permanent spells of this type are commonly used in the construction of fortifications and cities, since it can help

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protect them against most effects - unless those effects suffice to seriously affect massive quantities of bedrock.
-Currents Of Stone: This aspect allows the user to become an embodiment of geological forces - slow, but near-
irresistible and very tough. If you need a vault door torn from its hinges, to shove your arm through an force wall, or to melt
adamantium with the volcanic heat of your hand, then this is the spell to use.
-Immovability: This effect allows the user to resist enormous forces, anchoring herself deeply within the earth. At higher
levels it can be used to reinforce other things, such as allowing a flimsy door to withstand a mighty battering ram or swiftly
bringing an onrushing train or avalanche to a halt.
-Enduring: This subspell allows the user to endure, to survive, and to resist the elements, as if her body was made of
earth, stone, or metal. W hile this can be used to toughen your body against blows, it’s primarily useful in enduring hostile
environments and energies. Using this spell a Druid can survive quite comfortably in a blast furnace, deep space, or a high-
radiation zone, and can resist many elemental energy effects.

Fire M agic (Strength linked)


Fire embodies the energy and activity of life, even more intensely than Air spirits. Fire magic concentrate on the
manipulation and use of energy found in nature. Fire druids often have a high charisma, and most are energetic, personable
people. Fire druids often enjoy the frenetic action of combat and battle. Fire druids hold that their element is the true birth of
life, for without warmth and vitality, no life could exist. The seas would be cold and grim, the earth frozen and barren, and
the air dead and unmoving. Also, fire represents the inner spark and spunk of intelligent beings.
Fire magic is appropriate for any game, and contrary to popular opinion, works well in both combat-oriented and more
peaceful game sessions. Fire druids are likely to multiclass as Fighters, or Bards.

Mana Vortex: This effect allows you to focus and concentrate magical energy.
-Augmentation: This straightforward effect allows you to augment to the power of other spells and magical effects,
increasing their duration, area of effect, or effective caster level. Given a little time to set up enhancements, a Druid with
this ability can produce some spectacular effects or aid others in doing so.
-The W hirlpool: This application allows the user to focus magical energy - enhancing devices, creating artificial power
nexi and ley lines (These can be tapped for extra power or used to channel other spells into or throughout an area), tying
other spells into the energies of the world to create permanent effects, or simply draining magic from areas, items, and
creatures, whether to neutralize their abilities or to remove unwanted effects.
-W ild M agic: This aspect summons a mass of energy from an area, event, or effect and personifies it as a sort of magical
avatar. Such creatures may possess vast power and are semicontrollable at best. At times they may even be hostile. This
isn’t necessarily bad however, since damage inflicted on such an avatar will be reflected in whatever it personifies. If the
party Druid calls forth an avatar of the epidemic gripping the city and the fighters in the party kill it off, the grip of the
epidemic will be broken. A personified storm may be sent to assault a city, although it will probably cause a good deal of
random destruction along the way. Almost anything can be personified. The spirit of a holiday, the northern isles, a season,
a riot, a city or building, of electricity, an activity, or an emotion are all perfectly valid avatars to call up.
-Enhance M etabolism: This effect channels magical energy into the user directly, enhancing her speed, strength,
endurance, and vitality. Naturally enough, the limits of such effects depend on the level of the spell used and on the desired
duration.

Breath of Winter: This spell allows the user to either steal fire and heat from an area, or to “generate cold”, depending on
how you look at it.
-Frost Blast: This straightforward effect blasts things with cold, producing damaging effects roughly equivalent to other
elemental attacks. It can also be used in a more controlled fashion to counter flame and heat attacks or effects, to freeze
liquids or liquify gases, to preserve food, to reduce fevers, to make things easy to shatter, to induce hypothermia, and to
make hot days comfortable.
-Hoarfrost: This variation creates and shapes ice, whether to create a blizzard, to form structures, bonds, and slides, or to
simply ice up surfaces and make them slippery. The level of the spell required is based on the amount of ice to be created

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and the complexity of the desired form. Simply laying a thin layer of ice over a surface is simple, creating an intricate
glacial fortress of unmelting ice is considerably harder.
-Fire W ard: This technique covers a series of insulating and fireproofing spells which grant buildings, leather, cloth, and
other inanimate objects, some protection against fire and/or cold or to turn them into effective insulators. W hile this offers
minimal (Usually about 5-point) protection against actual elemental attacks, it is it has a wide variety of practical uses in
protecting books, scrolls, and other equipment, around the house, and when you need to come into contact with objects
which are extremely hot or cold.
-Spirit Of The W endigo: This technique allows the user to drain the “fire of life” from living creatures, absorbing their
strengths, magical abilities, lifespan, and life force to augment her own. Temporary effects, such as Vamphyric Touch, are
relatively safe. Attempting to incorporate such stolen energies into yourself so as to make such enhancements permanent is
almost guaranteed to drive you quite mad.
-Skin Of Ice: This exotic application allows the user to adjust her basic body temperature to match the environment. This
can be used to resist heat and cold based attacks, to melt through various substances, or to go for a relaxing swim in magma.

Flames of Transformation: This spell allows the user to restructure materials, changing their properties in various ways.
-Brewing: This versatile effect is used to enhance the effects of chemicals, drugs, and compounds and to create exotic
combinations and derivatives thereof. W hen combined with alchemical skills, which it can be used to enhance considerably,
the effects are even more impressive. In general, such compounds can be 82used to imitate the effects of relevant spells of
up to level two or, with the alchemy skill, even level three. Unfortunately, such compounds produce far more side effects
then magic does. Disease cures tend to take hours to work and often leave the user exhausted. Soulflight Extract may grant
clairsentient visions and exotic insights, but it exposes you to dangerous influences from the outer planes. Powerful
stimulants may grant Haste, but place severe strains on the body and are often addictive. High explosives are useful, but are
dangerous to carry and use.
-Reweaving: This aspect is used to rearrange materials on the structural level, turning crude fibers into finished cloth,
performing instant tailoring, turning a pile of lumber into a carriage, “dying” or “painting” things, and so on. Sadly, this
only works on inanimate materials, requires the relevant craft skill or a higher level effect to produce anything really good,
and does not improve on the quality of your raw materials. Old moldy fleeces will produce shoddy cloth that smells of
mold. Still, this is a quick way to clean, repair, and produce many things - although metal and stone are harder to work with
then lighter materials are. For games where precise economic consequences are important, the “value added” through the
use of this spell is equal to (Spell Level x Caster Level x [Relevant Skill Level/10]) x 5 GP, of which the caster is likely to
get about half - unless she is a dedicated businessman or skillful merchant.
-Refining: This effect is a close relative of Reweaving, above, but concentrates on purification and concentration -
extracting the metals from ore, the essential oils from flowers, and the active compounds from herbs. If it should matter, it’s
economic uses are similar to Reweaving, but it sees more use in alchemy and the production of raw materials then in simple
manufacturing.
-Master The Forge: This subspell is used to create exotic alloys and combinations of compounds, as well as to imbue
items with combinations of properties. For example, when making a sword the user could alloy it with poison to create a
toxic blade, with a haunted bone to create a spirit-blade, or with glass to make it transparent. This ability can be used on
living creatures, transforming them and combining them in a variety of ways, but this requires very high level spells.
-Reforging: This ability is used to recreate broken or destroyed items, such as broken magical weapons, burned
spellbooks, and torn cloaks. W hile this usually requires a fairly high-level effect, it’s usually a good deal easier then making
a new device.

Vapors: A hot, choking cloud


-Pyroclastic Cloud: This effect generates clouds of hot smoke, ash, carbon dioxide and monoxide, and various
combustion products. At low levels this produces dense smoke, and irritation, at higher levels it can inflict minor damage
over a wide area and create a dense toxic cloud. At the highest it can send a superheated cloud of volcanic vapors sweeping
across the land to lay waste to entire towns.
-Seething Vapors: This effect converts a modest quantity of liquid, such as a vial of acid or poison, a potion, or flask of
oil, into a substantial cloud of vapor which affects everyone and everything within it as if they had been directly exposed or
leaves everything within the area coated with a thin layer of material. Mundane substances, such as water, oil, acid, and

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medication normally require level one or two effects, holy water and exotic alchemical items such as tanglefoot bags require
level two or three, with further additions going to extending the area affected. Magical substances require substantially
higher-level spells, but are still invariably far easier then trying to do the same thing using your power alone.
-Shifting Smoke: This application allows the user to create, shape, and animate smoke by projecting a portion of her own
energies into it. At slightly higher levels the user can see, hear, and even speak through such creations, at medium levels she
can channel spells through them, and at the highest levels she can even dissolve her own body into smoke, wield her powers
while insubstantial, and reform elsewhere.
-Obscuring Haze: This straightforward aspect is used to interfere with the senses, blocking sight, deadening sound,
overloading scent and taste, and leaving the skin crawling with tiny sparks. Higher level effects can also interfere with
scrying, mental, and magical senses. Unfortunately, while the haze can cover substantial areas with relative ease, it is
inevitably irritating to everyone in the area affected.
-The Grand Upwelling: This technique creates a powerful thermal updraft. It’s principally used to clear away and purify
toxic clouds, miasmas, and other dangerous gases, although higher level effects can provide enough lift to support solid
objects or even generate local tornados.

W ater M agic (Intelligence linked)

W ater magic involves a deep understanding of life, and a good knowledge of local marine creatures. W ater, after all, is
the element that brings life to the lifeless places. Even the driest desert can bloom with water, and the highest mountain, but
the seas need neither place to teem with life. All air creatures must also drink. W ater druids are curious and enjoy travel.
Although few enjoy the deserts to the west, a small collection of water druids have settled there so as to keep the few oases
and rivers in good health. Water Druids are often irritated by large cities’ misuse and pollution of water.
W ater magic is appropriate for any game, particularly if there is a lot of sea travel. W ater mages often multiclass as
Bards or Rangers.

Animation: This effect imbues it’s target with the energies of water, allowing it to move and act on its own.
-Sea Of Life: This aspect creates “lesser golems” - animated objects, whether those are terra cotta statues, scarecrows,
old bodies (which will continue to decay normally), or small buildings. The caster may control up to [(Level Of Spell Used
+1) x Base Caster Level] hit dice of such simple constructs at any one time. Any which exceed that limit will normally de-
animate, but items which are left animated for lengthy periods of time occasionally develop their own wills, personalities,
and purposes.
-Master The Current: This effect allows the user to manipulate currents, whether of water, air, or of more exotic
materials. This can be used to speed or hinder ships, scour harbors clear of debris, redirect lightning, or guide the wind.
W hile it is possible to generate mild currents at higher levels, it is far easier to work with existing ones.
-Bound Suspension: This application allows another spell or effect to wait until some triggering event occurs and then
activate itself. In general, the bound spell must be at least three levels lower then the binding spell, of five levels lower if the
user wants to imbue the binding with basic sentience, allowing it to act intelligently to fulfill its caster’s desires. A druid can
sustain a maximum of (Base Caster Level x 2) such spells at a time. Spells beyond this limit will simply fade away.
-Prosthesis: This subspell links an animated item to someone else, who must invest at least one, and possibly several, hit
points in it. W hile these cannot be recovered while the item exists, it means that the item can be controlled at range as a free
action and counts against the control limit of the user, rather then of the spellcaster. Higher level effects can add sensory
links, increase the range, allow the transmission of spells and powers through the item, or even allow someone to control
such items from beyond the grave. In extreme cases such items are effectively artificial bodies housing transferred spirits.

Tide of Blood: This spell allows the user to reshape flesh, heal wounds, and create minor servants.
-Birthed Of Blood: This exotic effect allows the user to create minor creatures from her own blood. In general, these are
animals with a maximum of (Spell Level Used/2) Hit Dice, can be imbued with special abilities (QV: “Improving
Monsters”) instead of hit dice if the spell level used is sufficient (E.G. A level two spell can create an eagle. A level four

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spell can create a celestial eagle), and receive the usual bonuses granted to druidical Animal Companions. A Druid can have
up to (Charisma Modifier +1, 1 minimum) such creatures at a time.
-Pulse Of Life: This aspect allows the user to perform near-instant supernatural surgery, ranging from simply sealing
wounds and halting bleeding at lower levels up to advanced transplant and corrective surgeries at higher ones. W hile this
can be used to seal wounds and repair simple, physical, injuries, this is limited by the resilience of the patient. Pulse Of Life
spells can restore up to (1d6 per Spell Level + Caster Level) points of damage per casting, but cannot restore more then the
recipients total base hit points in any one day and cannot restore damage from vamphyric drains, poisons, or other exotic
sources. Such spells do, however, heal an extra (2d6) points of damage if used within three rounds of when the injuries to
be repaired were inflicted.
-Reshaping Of Flesh: This application allows the user to (painfully) reshape her target’s tissues. W hile this does not alter
their function, metabolism, or genes, or add mass (It can be removed of course) targets can be reshaped in a wide variety of
ways. “Plastic Surgery” is simplest, but adding a little height, removing excess fatty tissue, and altering fingerprints and
features are all simple procedures. Implanting items, such as hiding a talisman beneath the ribs, requires slightly higher
level magic. Rebuilding a target into another species is possible, but difficult. It requires a high-level spell, an intimate
knowledge of the anatomy of both forms, remaining within the same general group (E.G. Mammals of similar size), and a
target tough enough to avoid dying of shock. It’s advisable to have a powerful healer standing by and to get your target to
sign a release form first, since simple errors may prove quite lethal. “Dispelling” will not reverse this effect since it’s a
purely physical rebuilding.
-Blood Bond: This subspell allows two creatures to exchange a bit of their life energy, creating a permanent bond
between them. If they are of similar power levels this results in mutual awareness and, if the pair are within a mile or so, the
ability to communicate mentally and to transfer spells with a range of “touch” over the link, and allows each bonded
character to select one Feat to share with the other. Sadly, a character with more then one such link tends to go mad, as will
those who bond with someone incompatible or who attempt to create a second major link if something happens to their first
partner. Minor links are created when a bond is created between two wildly dissimilar partners - gods or elder dragons and
mortals, epic characters and ordinary townsfolk, or normal adventurers and small animals. A character can have up to
(Charisma Modifier, one minimum) such minor bonds at a time. The more powerful partner can employ one of the lesser
partners Feats, the lesser partner is essentially treated as a “familiar” or “paladin’s mount” although their intelligence is not
enhanced. Such bonds can be temporarily augmented, allowing for more effective spell transmission and remote actions, by
casting additional spells using this subspell.

Polar Current: This straightforward effect generates and shapes ice.


-Ice Storm: This basic effect blasts individuals and areas with bolts, lances, storms, and coatings of ice. It can be used as
a straightforward attack by hurling blunt, edged, or pointed, masses of ice, or to simply cover an area. At lower levels this
simply makes things slippery and is a general bother, at higher ones it can swiftly coat everything in an area with inches of
ice. Unfortunately, this is a relatively inefficient attack. As far as inflicting damage is concerned. Ice Storm spells are
usually a level or two higher then ordinary attack spells that inflict similar damage, but the secondary effects are often
useful.
-The Sculptors Hand: This application creates solid masses of shaped ice, allowing the user to form slides, bonds, walls,
and other structures. W hile the scale and intricacy of such creations is limited by the level of the spell used, the applications
are up to the user.
-Sustain The Glacier: This subeffect is often combined with The Sculptors Hand, since it allows the user to toughen and
sustain ice. This can be used to keep ice from shattering under pressure or impact, to keep a fine edge on an ice sword, or to
keep ice from melting when it’s attacked by fire. This effect will allow the creation of effective armor, weapons, and tools
of ice.
-Daggers of Blood: This application creates ice inside of things, whether to jam a lock or to fill a targets body with
icicles. Unfortunately, while this is painful and terrifying, and makes it even more painful to move about, it’s only
moderately effective as an attack until higher level spells can be used. At the very highest levels it can be used for fairly
traceless “save or die” effects, such as freezing a targets heart or brain.
-Armor Of Winter: This effect coats the targets skin with a layer of flexible ice, providing “natural” armor and a fair
degree of resistance to heat and cold. Comparable spells include Barkskin and the various resistance effects.

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Tincture of Alchemy: Extract substances and essences from a variety of sources.
-Refining: This simple effect is used to extract the components you want from a mass of material. It can be used to
extract metal from ore, dissolved substances from water, alcohol from fermenting materials, and oils from seeds. In general,
the level of spell required is determined by how much material you want to work with and by how resistant it is to
manipulation. Metal is harder to extract from ore then alcohol is from mash.
-Extract The Essence: This versatile application allows the user to extract abstract essences and qualities from her
targets, transforming them into a modest quantity of liquid or dust to be stored in a vial. Using this spell a Druid could
extract rage or evil from a demon, humor from a book of jokes, knowledge from a tome of lore, youth from a child,
flammability from a cask of oil, durability from stone, strength from a bear, vitality from a horse, anguish from the
bereaved, or courage from a warrior. A successful willpower save, for targets possessing one, will resist the spell. If the
desired extract is vital, a successful fortitude save will allow a living target to retain enough of its essence to survive the
process - at least for a time - even after the willpower save fails, but it certainly won’t be in very good shape.
-The Master Chef (or Perfumer): This subeffect is used to manipulate scents and flavors, ranging from simple spicing,
neutralizing offensive odors, and inducing nausea on through producing fabulous flavors, exotic perfume essences, and - at
the highest levels - manipulating pheromones.
-The Inner Eye: This subtle effect allows the user to see what essences a target contains, detecting and evaluating its
inner nature, powers, and uses. Low level spells can answer basic questions, a full evaluation requires a spell of level five or
six. Higher level spells are usually only required for extremely subtle analysis or when obscuring spells are in use.
-Spiritual Refinement: Perhaps the ultimate application of alchemical magic, this effect is used to purify the user’s own
spirit, casting out the dross and strengthening the pure essence. This can be used to drive out possessing entities, to assume -
temporarily or permanently - various half-outsider templates, to enhance personal abilities in fashions similar to a “wish”, to
enhance the user’s effective level for spellcasting, and, at the very highest levels, to transcend normal limits and ascend into
the outer planes - wielding vast power for a brief period before disappearing permanently.

W ood M agic (Charisma linked)


W ood magic is perhaps the oldest of all the druidic disciplines, as the small spirits of the forest and the wild places have
always been nearest to mortals. These druids also tend to be calm and in tune with the natural world, and save a special
wrath for dark forces that despoil it. Druids take care of more than forests, and this magic covers plains, mountains,
swamps, and even oceans to a small degree.
W ood magic is appropriate for any game, but is best suited for games where travel, wild settings, and the like are
common themes or parts of adventures. W ood druids are likely to multiclass as Rangers.

Forestwalk: You may call on the aid of animal spirits.


-Call Of The W ilds: This effect allows the user to call relatively minor animal spirits into manifestation, essentially
duplicating the effects of Summon Natures Ally (Various), Summon Swarm, and similar spells - although it can only call up
animals and giant animals; it cannot summon outsiders, fey, or other creatures.
-Skinwalker: This aspect calls an animal spirit into the spellcaster, granting either temporary animalistic abilities -
physical and sensory attribute enhancements, natural weapons, and physical abilities - or allowing the user to take animal
forms. Naturally enough, the more powerful the desired form, the more powerful the spell required. Unlike most
shapeshifting spells on Cemar, this is safe. The animal spirit the caster invokes guides the transformation.
-Beastspeech: This application allows the user to communicate with animals. At higher levels it can be used to create
mental links with them, subtly influence them, or to tap into their senses.
-Forest Tread: This simple subspell simply requests the guidance of the animal spirits. At the lowest levels it can be used
to move quickly, surely (IE: you will not trip or become lost), and tracelessly through natural terrain types. At higher levels
the spirits can warn of unpleasant surprises, scout out areas for you, and advise you of natural resources, paths, and
disturbances in the usual routine of the land. Druids may choose to establish a “haven” at higher levels, applying the
“leadership” feat to
-Totem Patron: This unusual effect calls on a powerful nature spirit to act as a patron for a particular group or order.

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Such entities normally require that the group obey some special taboo or geas and may ask members of the group to go on
occasional missions. In exchange a totem patron normally acts as an intermediary with the spirit world, occasionally sends
meaningful dreams, omens, or advice, and usually bestows either a particular Feat or up to 10,000 GP “worth” of innate
magical powers.

Trailtwist: You may conceal your traces, lead others astray, and walk ways hidden to others. As a general rule, this is
ineffectual indoors. There generally simply isn’t room there for such subtle manipulations.
-W eave The Roads: This effect allows you to redirect others, subtly causing paths to lead to, from, or around, places as
you specify. W ith higher level effects you can steer them into danger, entrap them in an area, or even send them to places
which cannot normally be reached through simple travel, such as pocket dimensions, the past or future (W hich they may or
may not actually be able to interact with), or realms of myth. Fortunately, such effects can always be resisted - or the group
you’re trying to affect can simply sit down and refuse to go anywhere until you give up. Voluntary “victims” - if, for
example, you want to guide a party to some mythic realm they want to reach - are much easier to deal with.
-The False Path: This application can cause your own trail to vanish, or to lead places other then where you actually
went. At higher levels it can exaggerate obstacles (changing a small pond into a great lake or a trickling brook into a
rushing river racing through a deadly chasm), create “one way paths” which are clear and easy to follow one way and
nonexistent the other, and even set lures - mythic beasts and beckoning mirages of delight - to get your victims throughly
lost.
-The Short Stroll: This aspect allows the user to drastically reduce travel times, leading a group along a “hidden trail”
which evades 15% of the distance to be traveled per level of the spell used devoted to this effect (to a maximum of 95%) or
evades one major obstacle per level of the spell devoted to this aspect. If you wish to cut the 800-mile distance by 75% and
to bypass the intervening ocean, you’ll need a sixth level spell and will still have to walk 200 miles.
-The Fair Guide: This subeffect allows the user to simply find the “best” trail - shortest, least dangerous, or even most
scenic - which goes to a particular location. W hile this is generally limited to overland travel, it does mean that the user
virtually never gets lost. Unsurprisingly, better spells tend to find better paths and even the best spells have to compromise
when multiple effects are requested. If a Druid asks for the “safest AND shortest” route she’s going to get a compromise
route unless they happen to be the same.

Hand of the Earth: This straightforward effect allows the user to grow and animate plants.
-Plant Growth: This basic aspect allows you to make seeds sprout and plants grow in seconds. Trees can be raised to
provide barricades, shelter, wood, nuts, or fruit, vines can sprout up and entwine targets or make a bridge across a chasm,
and seaweed can engulf mighty ships. As usual, the larger and more dramatic the effects the higher the level of spell
required.
-Animate Plants: Another simple effect, this simply allows the user to animate existing plants, causing vines to entangle
and trees to walk or to attack with their limbs. The effectiveness depends on both the kind of plants you’re working with
and on the level of the spell. Low-level spells produce simple entangling effects or single blows, a very high level one could
animate an entire grove of trees to battle raiders or help build a structure.
-Strange Harvest: This application makes plants grow what you want when you want it, provided that it can either be
extracted from the local soil or is plant-based to begin with. Combined with Plant Growth it can be used to make an oak
tree suddenly sprout a crop of cotton t-shorts, iron apples (If it’s growing in a vein of iron ore), loaves of muffin, or nuts
filled with opium. Combined with Animation effects this can turn a normal tree into a deadly dangerous foe. The level of the
spell required is a function of how bizarre the desired crop is, of how long you want it to continue growing, of how rapidly
you want it to mature, and of how much you want to get.
-Plant Speech: This minor subspell allows the user to communicate with the local plant spirits. Sadly, while wise and
experienced, such spirits don’t have many overlapping interests with mortals.
-Bonsai: This exotic aspect allows the user to subtly and slowly manipulate plants, changing the sources of energy they
draw on, adapting them to new environments, and changing what they produce. The most extreme known examples of such
adapted plants are the so-called Trees Of Life - regenerative, virtually indestructible trees which act as artificial power nexi
linked to various other planes.

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Hunter’s Hound: This powerful effect allows the user to embody the vengeance of the earth.
-The W ild Hunt: This effect allows the user, her mount (if any), and possibly her companions and their mounts, to move
at greatly enhanced speed without fatiguing, to create haste-type effects, and to track with unnerving accuracy even while
running - only needing to slow to read the details of actions.
-Tale Of The Earth: This aspect allows the user to tap into the memories of the earth, witnessing events of the possibly-
distant past. Since this is basically “interrogating a witness”, it is unaffected by spells which block divination, but is affected
by spells which would have interfered with the user’s senses at the time. Hence a “nondetection” effect would not hide
anything, but a “darkness” effect which was present at the time would block visual information. Of course, to see the
history of a place, the caster must be there.
-Spirits of Vengeance: This powerful effect offers spirits an anchor to the earth, allowing those linked to a particular
place, or who particularly dislike a target, to rise up and do battle once again. W hile the caster opens the gate, and acts to
some extent as the gatekeeper, this effect does not summon or compel spirits. It merely opens the way. The strain on the
caster depends on how difficult it is to open the door, not by what chooses to come through... It is thus especially effective
against evil overlords and such, who may have dozens or hundreds of powerful spirits seeking vengeance upon them, but
may prove utterly useless against petty annoyances.
-Embodiment Of Anger: This subspell allows the user to wrap herself in the angry essence of the earth, becoming
something of a juggernaut. In effect, she adds the hit points, natural armor, attribute modifiers, attack, special attacks, and
special qualities, of an appropriately-sized earth elemental to her own for the duration of the spell. Unfortunately, this
requires fairly high-level spells, typically levels 3, 5, 7, and 9 for small, medium, large and huge elementals.

Spirit M agic (W isdom linked)


Spirit magic is at once the most primal, most mysterious, and most ethereal of pursuits. This form of spellcasting focuses
on the understanding and touching of the deepest layer of reality. In some ways, it is far more advanced than any other
magic, but is difficult to truly control. No human can really master the complex interactions between magic and the true
spirit of a person.
Spirit Magic is appropriate for most games, particularly those with mysteries to be uncovered, or having a wide variety
of tasks to be completed. It is not very useful when attacking. Spirit druids are unlikely to multiclass.

Binding: Covers spirit bindings and restraints of various types.


-Mystic Chains: This aspect manifests as actual chains, webs, and bonds in astral space. On the physical level it covers
spells of “hold” and paralysis, as well as simply locking things in place so that they cannot be moved. In general, higher-
level effects in this field involve setting a spell to entrap those who wander into it, extending the duration, or affecting larger
numbers of targets. The actual effect is straightforward.
-Geasa: This effect allows the user to prevent or compel some specific behavior. This may range from simply preventing
someone from uttering a particular name or word, blocking the use of a particular item or ability, or hiding a particular
memory on up through commands of behavior and post-hypnotic suggestions to ultimately compelling people to undertake
mighty tasks or rearrange their entire lives. It should be noted that tampering with people’s minds - even with the best of
intentions - can easily go awry, and is usually considered a doubtful field of magic. If your intentions are less then pure, or
you’re simply compelling people to obey your every whim, this is commonly considered black magic.
-Habitation: This subspell allows the user to bind spirits into places or objects. Such an item can serve as a focus for a
spirit to work through or as a simple prison, depending on the intentions and power of the caster. W hile bound spirits can be
used to power a wide variety of magical effects and items, or can simply be placed under Geasa to use their powers on
command, entrapping and compelling non-evil spirits without their consent is generally evil. Temporary bindings, allowing
a spirit to be called on a few times before it goes free, are generally more acceptable.
-Seal Of Eternity: W hile only truly “eternal” at higher levels, the “sealing” effect can be used to keep spells going for
lengthy periods of time, to invest a portion of the user’s energy in maintaining a spell for later use (The user can thus “save”
up to [Charisma Modifier +1] spells), or to invest some of the casters XP in making a spell permanent or even make them
truly eternal (Eternal spells will never break, cannot be dispelled, and are immune to all other effects, including antimagic,
unless countered by a specially-designed ritual unique to each spell. On the downside, it costs one or more permanent
attribute points to cast an eternal spell).

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-Mage Lash: W hile a small flourish in the spell allows it to manifest in a bewildering variety of ways, this effect is
simply a momentary binding - effectively a “stunning” attack - affecting either a single target or a small group of them. The
duration and number of targets to be affected determine the level of the spell required.

Disruption: This is simply the ability to disrupt energy patterns, especially magical ones. It’s usually used to dispel and
counter other magic.
-Dispelling: This basic effect can be used to dispel magic, counter enchantments, and temporarily nullify the effects of
rituals and major enchantments. Technological and psychic effects can be countered as well, but the spells required are of
considerably higher level and are prone to side effects if the energy does not dissipate quietly after being disrupted.
-Disruption: This aspect can be used to counteract supernatural abilities and attributes, ranging from the ability to resist
certain types of attacks to active abilities such as breath weapons and dragon flight abilities. Unfortunately, such abilities
are generally based on a continuos flow of power, rather then on the static energies of a spell, hence they tend to restore
themselves the moment the caster ceases to maintain the blocking effect.
-The Great Unbinding: This dangerous application is used to suppress or release bindings, compulsions, and various
restraining forces. This can be extremely reckless, since it’s so often difficult to be sure of just what you’re releasing.
-Antimagic: This effect is used to suppress, weaken, drain, or simply negate, magic. Note that, in highly magical worlds,
this can be spectacularly dangerous. Some worlds don’t have much structure independent of magic and many can be
severely disrupted by it’s absence.
-Entrophic Blast: This straightforward subspell unleashes a blast of raw chaos, randomizing the internal structure of
whatever it targets. W hile this is relatively poor at actually doing damage (Treat as if the spell used was two levels lower) it
bypasses most defenses and tends to scramble mechanisms, disrupt magic, and stun living creatures.

Empowerment: Create temporary spell talismans


-Enhance Virtue: This effect allows the user to augment the natural magical properties of compounds and objects,
granting them significant power. Unfortunately, due to the time it takes to prepare and attune such items, an individual
using this spell will be unable to keep more then (1d4+1) such items ready during any given week. They may, however,
select these each week, limited only by the level of spell they can use and by what the game master is willing to let them get
away with. For example, “according to legend”, a mixture of salt and certain spices harms the undead on contact, oaken
staves deflect lightning, and a stone with a natural hole through it carved with runes protects against petrification. Someone
with this spell could enhance those slight virtues into powerful - although obviously highly specific - effects, although she
will still be limited by the level of spells she can cast.
-Sustaining: This aspect allows the user to create talismans which anchor spells, effectively making them permanent - at
least until the talisman is removed or the spell is countered otherwise by a more powerful spellcaster. In either case, the
spell will have to be renewed before the talisman will again be of use. Only spells approved by the game master and with a
duration of at least a minute or two may be stabilized with talismans. Creating a sustaining talisman normally costs 100 to
500 XP per level of the spell to be sustained, normally centering on 250XP per level.
-Spell Storing: This application allows the user to create talismans charged with up to three uses of some specific spell
effect of up to level six for general use, nine for a talisman which only the caster can wield. W hile this has no particular cost
other then time (Days equal to the square root of the level of the spell to be imbued), such talismans are unstable. Their
power will fade away in two to four weeks (Potions, dusts, and bunches of herbs normally fade quickest, most other items
are intermediate, and items using gold and gems tend to last longest). Durable items can be recharged, but it takes just as
long as empowering them the first time.
-Forced Destiny: This dangerous bit of tampering relies on laying out the pattern of a desired event with tarot cards,
yarrow sticks, or some other system of divination, and then pouring power into that pattern in an attempt to force it into
reality. This is extremely dangerous. Such spells tend to take the “path of least resistance” when they work at all, and there
is no knowing what that path will be. Spellcasters who must indulge in such magic are well advised to stick to either vague
“good fortune” or to specific and relatively immediate effects such as “the searchers will find the lost child alive, well, and
soon”. If a result is simply “not in the cards” - for example, if the lost child was already dead - the spellcaster will feel extra
resistance, but a partial result is likely (The searchers find the body quickly). If a result in near-impossible - such as if the
child somehow got himself disintegrated and there is no body to be found - the spell fails utterly and the medium will
display a more likely result.

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Great Command: Seen by many as a link between Druidical and Sorcerous magic, Great Commands allow the user to tap
into a specific power - a principle, rather then an entity, to either bring it into play in a situation, or to dismiss it. Great
Commands are single words, and are invariably commands of action directed against an existing - if sometimes intangible -
target. Known commands include Open/Close, Live/Die, Summon/Banish, Bind/Release, Believe/Doubt, Speak/Silence,
Shatter/Restore, Hate/Love, Burn/Freeze, Repel/Attract, Forget/Remember, and many others. At least one - Be/Be Not, and
any variation thereof, seems to be beyond mortal control. True creation and destruction lie within the realm of the absolute.
Other commands, such as Truth/Illusion, Power/Negation, and Enhance/Diminish fail because they describe conditions,
rather then actions. Many Druids learn only a single command when they take this spell. Others learn several. No one
knows why.
Actually, the game master determines this on the basis of just how much he or she intends to let the character get away
with using a particular command. If it isn’t much, he or she may allow the use of two or even three commands as a single
weave choice. If a character isn’t satisfied with his or her selection of commands, additional commands can be added by
expending feats.
As an example, Open/Close might be used to affect simple locks, sealed or barred portals, collapsed passages, holes in
the ground, water, mystic seals, barriers, wards, and dimensional gates. Applying it to living things is more problematic, but
can be obnoxious - or lethal if you close up a vital blood vessel. Opening a clogged artery can be equally useful. Live/Die
can be used to heal or inflict damage, or even to raise the dead - although generally only the newly dead are close enough to
hear you. Banishment can be used to dismiss traces, dark magics, summon creatures, forces, curses, and many other things,
but trying to summon powerful things usually requires knowing an appropriate true name.

Magesight: This spell allows the user to detect and analyze energies, auras, and patterns. Most mages “see” things, but the
pathway through which the results are interpreted really doesn’t matter.
-The W izard's Eye: This basic effect allows the user to detect magical energy. More advanced spells let the user analyze
such energies in detail. Truly high-level spells are usually only required if some attempt has been made to deliberately
conceal the nature and pattern of the magic in question or it’s of some obscure field, extradimensional, or otherwise
abnormal.
-Sight Of The Soul: This aspect allows the user to detect spiritual energies, creatures inner essences, and the influences
present in the area. This is probably the most difficult aspect of Magesight to employ, since it requires both higher-level
spells then most others and a firm grasp of spiritual lore to understand what it is you’re looking at.
-Sight Beyond Sight: This subspell allows the user to “see” and analyze physical energies, including electromagnetic and
gravitational fields, up and down the electromagnetic spectrum, radiation, exotic spacefields, and spectrographic analysis.
At high levels the user can analyze the traces of something passing through the area, discern the function of machinery, and
gather tremendous amounts of information about the physical world. Understanding it, or knowing what to do with it, is
another matter.
-Auric Sight: This application allows the user to detect psychic energies. This can be used to detect and analyze psychic
powers, to detect mental activity and possesion, and to sense lies. Higher level spells allow the user to track people via
psychic traces, to read the psychic impressions left on objects or on areas by major events, to analyze personalities, and to
and to analyze trace energies.
-Second sight: This is essentially simply adding range to the basic effects described above, allowing the user to sense
things at range. At it’s simplest this extends the users basic senses to allow clairvoyant effects, more advanced spells can
analyze more subtle energies at range. This does not, however, extend into the future, the past, or other dimensions.
Magesight is only concerned with the here and now.
-Stochastic Analysis: This aspect allows the user to sense and analyze the nonlinear - and apparently nonsensical -
connections between things, such as the livers of sheep and political events, the fall of yarrow stalks or runestones and
upcoming events, or tarot cards and the secrets of some ancient ruin. In effect, this is pure divination - an attempt to extract
information from nothing. Unfortunately, even the best such spells are notoriously unreliable and vague - although they are
better then the low-level ones. One form that often does work well is predicting the outcome of a reasonably well-
understood situation - although this can be thrown off entirely if the character using this spell then elects to interfere.
-Intimations: This useful stochastic effect allows the user to pick out the important bits in a selection of clues, stream of
chatter, or field of view. This can be used to provide bonuses on relevant skill checks, to make it near-impossible for others
to surprise you, or to simply determine which of the dozens of odd facts and clues which you’ve been presented with
actually mean something or are connected with each other - although this effect really cannot help much beyond that point.

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Soul Speech: The Tongue Of Creation is the first of all magics. It is the tongue of true names and naming, of giving form to
chaos, of observing, and through observation defining, the structure of the universe. Even the degenerate form available to
mortals holds great, although never fully-controlled, power.
-Universal Tongue: Every spirit understands the tongue, and most will instinctively answer in it if they are so addressed.
This doesn’t take much power, but should be used with caution; you cannot lie with Soul Speech (as every spirit is also
instinctively aware) - and any promises made in it are binding. You can try to persuade elemental and nature spirits, the
spirits of places and objects, and even those of forces (if you can somehow attract their attention), as well as those of
creatures, sentient or not. A clever and persuasive druid may need few other spells, but probably shouldn’t plan on getting
anything done quickly.
-Distant Call: This ability allows the user to simply make herself heard - whether by the spirits of an area, by distant
friends, by a being in some distant dimension, or by a small horde. Higher level spells using this effect can include a
compulsion to listen or even to respond, but cannot compel obedience in general. There are a variety of beings who can be
called on via standard “pacts”, or simply respond according to their nature - but the such mystical secrets are very hard to
find.
-Lesser Resonance: This application employs the reality-ripples generated by the Speech itself to allow the user to see
(and touch, with slightly higher level spells), the various coexistent planes of existence, most commonly the astral, spirit,
ethereal, and shadow planes. Of course, extending the effect to others, to greater ranges, or to spells and powers requires
still higher level spells.
-Runic Invocation: W hile this effect is related to the Great Command spell, it is far more flexible. The user can call on
any rune or command. Unfortunately, without a specific attunement, this is extremely draining (there is always an XP cost)
and is not entirely under the user’s control. W hile the user may state what she is attempting, what actually happens is
entirely up to the game master.

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Warding: Creates simple defensive shields.
-Guardian Sigil: This basic effect repels and shields against something. Most of the common protection spells and circles
fall into this category, making this one of the most versatile and powerful defensive spells around. Such effects may not,
however, be used to harm or compel others even indirectly. You cannot use a ward which holds back lycanthropes to force
them into a fire, turn such a spell inward to entrap something, or reflect incoming attacks at other people.
-Force Shields: This application allows the creation of two basic types of shields - force barriers which can withstand a
certain amount of damage before breaking and defensive auras tjat provide either an armor or deflection bonus for those
within.
-Countermagic: This subspell counters incoming magic with a simple match of power for power. W hile this is extremely
effective - and fairly impenetrable as long as the user can stand it - it is extremely draining when compared to more specific
defensive spells. It most closely resembles counterspelling, although the user can deflect as many attacks in a round as she
can afford to expend the hit points to counter, as well as being able to block supernatural abilities. The user may choose to
protect an area or, more effectively, herself alone. Spells and abilities of too high a level for the user to handle will
overwhelm and penetrate such defenses however.
-Avert: This ability is used to forestall relatively specific events and misfortunes. For example, if you’re hiding under
some sacks and the guards are poking a few random spears through the pile just in case there’s someone in there, you could
use this charm to keep them from actually hitting you. W hen someone says “Let us hope they do not think of searching the
spice cupboard again!”, Avert will prevent that possibility from coming to pass. That spell will not, however, keep the
cook’s assistant from opening up the cupboard to get the salt. He’s not searching, or at least isn’t searching for you, and that
wasn’t the specific possibility you were averting.
-Watch-W ard: This minor subspell is used to set alarms. W hen the spell is disturbed, the caster will be mystically
“notified” of this occurrence. W ith higher-level spells she may even get a basic description of what disturbed the ward.
Alarms can be set on people, places, or against specific events, and can even be set to be triggered by scrying and other
spell activities. Unfortunately, no single caster can maintain more then (W isdom) watch-wards at one time. Any exceeding
this limit will quickly fade away.
-Guardian W ebs: This application is the closest thing to an "offensive" spell available in this field. A Guardian W eb is
simply a ward or watch-ward which collapses around the target or intruder, briefly hindering them. The are primarily useful
because they can equally well briefly restrain clairvoyant probes, astral intruders, and spirits, as well as physical beings.

Weave the Moon: This spell calls on the tiniest wisps of elemental power to generate light, sound, and other minor tricks.
-Summon Elemental W isps: These tiny, vaporous, elemental constructs can control smoke, direct minor breezes, create
wisps of fog, make floating balls of light, carry small objects (At most about as much as an Unseen Servant), and perform
an endless selection of minor tricks. Unlike other spells, however, wisps are self-directing, tolerably sensible, and come in
swarms. If you ask them to scout a building and sketch it for you, they can, although their range is relatively limited. If you
ask them to steer your friends arrows through a fog so that they hit people on an enemy ship hidden in it, they can. You'll
probably hit even if your foe is out of range and you're shooting the wrong way, although you're unlikely to hit very hard.
-W isps Of Illusion: This effect calls on the wisps to construct and hold an illusion. In general, the more senses involved
and the greater the duration, the higher the level of spell required. Unfortunately, while the wisps can give such illusions a
limited amount of physical structure, it isn’t much, and is totally ineffective in combat. On the other hand, even a bit of
structure and warmth can make an illusory tent quite effective. An illusory bridge with structure could support a few
pebbles or coins, but not much more. Of course, if its being used as a trap, the wisps are quite capable of covering up people
falling through with more illusion.
-Lightshow: This straightforward application creates glowing beams, blinding flashes, rippling rainbows of color,
reflective mirrors, and searing spheres of light. W hile it is possible to use searing beams of light as weapons, this isn’t
especially effective.
-Hindrance: This subspell allows the user to harass her foes with assorted minor annoyances, ranging from drops of oil
on the floor to shoelaces which tie themselves together and broken bowstrings. In general this can inflict a -2 to -4 penalty
on enemies in a modest radius, although the effective radius increases with the level of the spell employed.

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Permanent Blessings

Quite a few spells inflict semi-permanent "damage" - curses, madness, damaged attributes, and so on. Few grant
permanent benefits. This is primarily a "game balance" issue. Allowing benefits without major costs, even with an EP cost
of some sort, tends to throw off the usual "items- vrs-level" calculations. For our purposes, such a blessing automatically
occupies a charm slot while it remains active - and can grant benefits with an effective "cost" of 1000 GP per level of the
spell used. Ergo an earth mage can toughen metal items, and thus grant them lesser bonuses, or a powerful holy mage can
bless a child. Saint's Favors and Demon's Favors are thus equivalent to tenth-level spells. In any case, such blessings
cannot be easily "dispelled", thanks to their link to their user's. Like other charms and enchanted items, they can only be
temporarily suppressed.
For games which are not using Cemar’s wealth, charm, and talisman system, charm and talisman slots are not relevant.
In this case assume that a character can must pay 1 XP for every 4 GP worth of blessings received and can receive a
maximum of seven blessings.

WIZARD

Hit Die: d4

Class Skills
The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int),
Knowledge (all skills, taken individually) (Int), Profession (W is), Ritual Magic (varies/W is), and Spellcraft (Int). See
Chapter 4: Skills for
skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The W izard Spells Per D ay


Level BAB For Ref W ill Special 0 1 st 2nd 3 rd 4 th 5 th 6 th 7 th 8 th 9th
1st +0 +0 +0 +2 Familiar, Surge 3 1 - - - - - - - -
2nd +1 +0 +0 +3 4 2 - - - - - - - -
3rd +1 +1 +1 +3 4 2 1 - - - - - - -
4th +2 +1 +1 +4 4 3 2 - - - - - - -
5th +2 +1 +1 +4 Bonus feat 4 3 2 1 - - - - - -
6th +3 +2 +2 +5 4 3 3 2 - - - - - -
7th +3 +2 +2 +5 4 4 3 2 1 - - - - -
8th +4 +2 +2 +6 4 4 3 3 2 - - - - -
9th +4 +3 +3 +6 4 4 4 3 2 1 - - - -
10th +5 +3 +3 +7 Bonus feat 4 4 4 3 3 2 - - - -
11th +5 +3 +3 +7 4 4 4 4 3 2 1 - - -
12 th +6/+1 +4 +4 +8 Greater Surge 4 4 4 4 3 3 2 - - -
13 th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 - -
14 th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 - -
15 th +7/+2 +5 +5 +9 Bonus feat 4 4 4 4 4 4 3 2 1 -
16 th +8/+3 +5 +5 +10 Control Surge 4 4 4 4 4 4 3 3 2 -
17 th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18 th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19 th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20 th +10/+5 +6 +6 +12 Bonus feat 4 4 4 4 4 4 4 4 4 4

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Class Features
All of the following are class features of the wizard.

W eapon and Armor Proficiency: W izards receive one proficiency slot each at levels 9 and 18. W izards receive 3
proficiency slots if their W izard level is their first character level. Armor of any type interferes with a wizard’s movements,
which can cause her spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the wizard spell list and must choose and prepare her spells ahead of
time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell
level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence
modifier. W izards can cast only a certain number of spells of each spell level per day: this allotment is shown on the W izard
table below. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike many other
spellcasters, a wizard may know any number of spells, but must choose and prepare her spells ahead of time by getting a
good night’s sleep and spending an hour studying her spellbook. W hile studying, the wizard decides which spells to
prepare.
Familiar: A wizard can obtain a familiar via a minor ritual. See the information on Familiars below for details.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a
metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat,
including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from
advancing levels.
Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded
in her spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or
schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence
bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains
two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time,
a wizard can also add spells found in other wizards’ spellbooks to her own. Most W izards specialize in a few branches of
magic and common collections of spells. These collections may well cross the usual boundaries of spell schools, and follow
a theme depending on the interest of the collector. These spellbooks usually contain theories of magic, drawings of the
exact hand motions needed, and extensive pronunciation guides. W hile it doesn’t take any significant amounts of money to
copy such books, most W izards do not try and seek out huge volumes of spells, because most W izards are only interested in
the few they sell as services. Spell of 5 th level and above are considered very valuable – although easy to copy, W izards
recognize the value of hoarding them and will sell the knowledge dearly if at all.
Sacrifice: To use magic, a Wizard must use small pieces of heavy metal or gemstone dust as magical components. No
other components are required, although sometimes a reusable arcane focus is needed. On the down side, it takes great
wealth to cast spells. Many wizards bind money into a charm so as to be able to provide the needed gold without hauling
large sacks of it around.
Spell Level 1 2 3 4 5 6 7 8 9
Price in GP 1 2 3 5 8 13 21 34 55

If using the Cemarian variant wealth system, assume that a wizard has a minimum wealth level of Poor, as she can
always sell minor services to someone. Even with most of that cash going back into spellcasting, there will be enough left
over to live on. Poor characters can cast level 2 spells, W ell Off characters can cast level 3 spells, Affluent characters can
cast level 5 spells - and W ealthy characters can cast them all. On Cemar, there is a major difference between the upper and
lower classes, and not much middle ground, which is why the wealth system moves upwards so quickly. Under this system,
characters not only may cast spells of that level, but need not record any money loss for doing so. It’s built into the
W izard’s lifestyle. Player characters should be able to move up in wealth under that system fast enough to keep casting
advanced spells if they invest wisely, sell their services properly, or cast spells frugally.
Surge: W izards in Cemar are attempting to force reality through their own will. Although this is quite successful and not
nearly as demanding as the magic of a Sorcerer, there are drawbacks due to entropic and chaotic forces. In other words,
even invisibly small flaws in the spellcasting may and alter the spell’s effect. For every game session, the Game Master
receives three Surge tokens (you may use physical tokens or notations as you see fit) per W izard character in the party,
regardless of the W izard’s level. At any point the Game Master feels like it, she may spend one token to force the player to
roll on the Surge chart. Since NPC W izards are under the control of the Game Master anyway, their spells Surge or not
more or less at the DM’s whim. Generally speaking, Game Masters should not use Surge Tokens when the caster is using a
simple spell, one she uses very often, or when the caster can easily concentrate and focus. Good times to use them include
in emergencies, in battle, or when the caster is seriously distracted.

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Greater Surge: A W izard of 12th level or higher may attempt to double her roll on the Surge chart. The character must
declare this before rolling on the Surge chart. W ith a successful DC 15 W ill save, the result is increased by +8, which is
usually good for the caster. If a character does succeed, that character must use the new results. This may be attempted once
per day.
Control Surge: A W izard of 16th level or higher may attempt to control her Surge roll on the Surge chart. The character
must declare this before rolling on the Surge chart. W ith a DC 20 W ill save, the caster may select any of the Surge options
on the current table. This may be attempted once per day.

FAMILIARS
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a
wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it
once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type.
Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when
the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that
depend on the master’s level.

Familiar Special
Bat Master gains a +3 bonus on Listen checks
Cat Master gains a +3 bonus on Move Silently checks
Hawk Master gains a +3 bonus on Spot checks in bright light
Lizard Master gains a +3 bonus on Climb checks
Owl Master gains a +3 bonus on Spot checks in shadows
Rat Master gains a +2 bonus on Fortitude saves
Raven 1 Master gains a +3 bonus on Appraise checks
Snake 2 Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
W easel Master gains a +2 bonus on Reflex saves
Horse Master gains the Endurance feat; does not gain improved evasion
1
A raven familiar can speak one language of its master’s choice as a supernatural ability.
2
Tiny viper.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following
changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s
normal HD total, whichever is higher.
Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down,
regardless of its actual Hit Dice.
Attacks: Use the master’s base attack bonus, as calculated from all her classes. Use the familiar’s Dexterity or Strength
modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons. Damage equals that of a
normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, W ill +0) or
the master’s (as calculated from all her classes), whichever is better. The familiar uses its own ability modifiers to saves,
and it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal
of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers.
Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

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Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the
master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are
cumulative.
Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score. This may never exceed it’s master’s intelligence score.
Alertness (Ex): W hile a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): W hen subjected to an attack that normally allows a Reflex saving throw for half damage, a
familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect
her familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet
away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the
master may cast a spell with a target of “You” on her familiar (as a touch range spell) instead of on himself.
A master and her familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical
beast).
Empathic Link (Su): The master has an empathic link with her familiar out to a distance of up to 1 mile. The master
cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link,
only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that her familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master
and the familiar are in contact at the time the master casts a touch spell, he can designate her familiar as the “toucher.” The
familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch
is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if
they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of
approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks
and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures
(weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of
the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level +
5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that
equals or exceeds the familiar’s spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, she may scry on her familiar (as if casting the scrying spell)
once per day.

Master Class Level Natural Armor Adj. Int Special


Alertness, improved evasion, share spells, empathic
1st–2nd +1 6 link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10 —
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13 —
17th–18th +9 14 —
19th–20th +10 15 —

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Magical Surges

Surges occur because magic is never entirely understood - and because spells are cast by people, not computers. Every
once in a while a spell just doesn’t behave as expected, whether this is referred to as a “surge”, as “wild magic”, or as a
“spell fumble”. The exact effects depend on the local magic system and the nature of the world; a simple table for non-
cemarian games is provided below, but world-specific charts are generally better.

00- Game M asters Option: The game master may either select a particular negative result or come up with his own
minor magical disaster.
01 Draining: The spell goes off, but drains 1d4 temporary attribute points from each of two attributes to power itself.
There is, however, no other cost to casting the spell. If it was memorized, it remains in the spellcasters memory.
02 Knocked Out: The caster is staggered, or knocked out entirely, by magical backlash. The spell fails entirely.
03 M istargeted or Reversed: The spell goes off, but on the wrong target or with reversed effects. This is not
necessarily ineffective, but may be quite hazardous.
04 Energy Surge: The power of the spell dissipates in a shower or sparks, blast of flame, or other unpleasantness.
The caster, and possibly nearby friends, may take up to one point of damage per caster level. The spell fails.
05 Random M agic: Something weird happens when the spell fails. If the game master has no ideas, the Rod Of
Wonder table is appropriate unless the spell wanders off on its own.
06 Beacon: The spell fails and attracts the attention of hostile beings.
07 Reduced Power: The spell is stripped of any applied metamagic and the effective caster level is reduced by 1d6. If
this goes below the minimum for the spell, it fails.
08 Noticed: One or more powerful magical beings take notice of the caster.
09 Side Effects. The spell works, but causes an annoying secondary effect appropriate to the school of the spell. For
example, Necromancy might cause Fatigue, while a summoning spell might pick up some trivial, but bothersome,
“hitchhikers”.
10 Illusory: The spell works, but its effects are retroactively temporary. Reality will reassert itself as if the spell was
never cast in 1d6x10 minutes.
11 Substitution: The spell goes off, but is warped. It may have a different elemental effect, summon a different, but
still helpful, creature, or take you to the wrong place.
12 Impressive: The spell works and causes a great display of lights, howling wind, echoing voices, and so on. The
special effects tend to spook weaker opponents.
13 Enhanced: The spell goes off as if the caster was 1d6+1 levels higher.
14 Subtle: The spell goes off with no visible or audible sign of doing so. Components are reduced to the point of
unnoticeability.
15 Empowerment: The caster temporarily gains some minor magical ability, typically equivalent to a first or second
level spell, which may be employed 1d6+1 times within the next hour and then fades.
16 Quickened: The spell goes off in an instant. The caster can take another action as well.
17 Enhanced: The spell goes off, and is enhanced by 1d4+1 levels of metamagic of the caster’s choice.
18 Overpowered: The spell goes off with doubled effects.
19 Repetition: The spell is cast 1-3 times, either over the next few rounds, or all at once. The spellcaster can target
each repetition as desired.
20 Enduring: The spell lasts much longer then usual. Instant spells last up to 10 minutes. For example, a lightning
bolt would strike continuously throughout its area of effect.
21+ Players Option: The player may select a result or make one up, if the game master agrees.

80
ARCANE SPELLS AND ARMOR

Most Sorcerers and W izards do not know how to wear armor effectively. If desired, they can wear armor anyway
(though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency
feats— light, medium, and heavy— and the Shield Proficiency feat), or they can multiclass to add a class that grants them
armor proficiency. Even if a wizard or sorcerer is wearing armor with which she is proficient, however, it might still
interfere with spellcasting.
Armor restricts the complicated gestures that a wizards must make while casting any spell that has a somatic component
(most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure
chance for such armor. A bard wearing armor heavier than light or using any type of shield incurs the normal arcane spell
failure chance, even if he becomes proficient with that armor.
If a spell doesn’t have a somatic component, a Wizard can cast it with no problem while wearing armor. Such spells can
also be cast even if the caster’s hands are bound or if she is grappling (although Concentration checks still apply normally).
Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal
without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell
failure.
Sorcerer magic does not call for specific somatic components, The effective caster level of Sorcery is reduced by the
armor check penalty of whatever armor she’s wearing; if that takes it below the level required for casting the spell, the spell
cannot be cast.

PRESTIGE CLASSES
Cemar doesn’t actually need many prestige classes. Thanks to the talent system, the vast majority of them are redundant.

Dark Disciple

Hit Die d8

Class Skills
4 Skill Points per level
The Dark Disciple’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb
(Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex),
Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (W is),
Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (W is), Search (Int), Sense Motive (W is), Sleight of
Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Requirements
Evil Alignment
Demonology 8+

Dark Disciples, the servitors of higher, or more accurately, lower powers, try to spread their own version of paradise or
hell over the land. These masters of dark forces hold a wide variety of allegiances. Some worship evil demons as Gods.
Some study and teach various forms of Black magic. Still others make foul bargains with unnamable horrors. W hatever the
specifics, the Dark Disciple is a master of unleashing the evil within all sentient beings.
Most Dark Disciples create cults or schools to spread their vile message across the land, and they are fearsome people to
cross, able to summon up great temporal resources, as well their personal abilities and demonic contacts.

Dark Disciples are not really intended for player characters. Because the rules are the same for both player and non-
player characters, they are listed here, but these characters may or may not be very much fun to play. They make great
villains, but make for very high-maintenance player-characters.

BDB/BCL Chart: Chart C (Rogue/Bard chart)

81
Level BAB F/R/W Special
1 +0 +0/0/2 Dark Vision, Lure of Evil
2 +1 +0/0/3 Devilish Authority I, Foul Lore
3 +2 +1/1/3 Cult Following
4 +2 +1/1/4
5 +3 +1/1/4 Fearsome Vision
6 +4 +2/2/5 Devilish Authority II
7 +5 +2/2/5
8 +5 +2/2/6
9 +6 +3/3/6 Horrific Vision
10 +7 +3/3/7 Devilish Authority III

Class Features

Dark Vision: You have made some sort of bargain, explicitly or implicitly, with an evil power, or simply the power of
evil. You are marked by evil powers and have a dangerous and hateful aura to good outsiders, people using the Detect
Lifeforce spell, and anyone trying to use Divine magic to heal you. On the other hand, you gain a +4 bonus on any social
skill or Charisma attribute check made to influence evil beings. Usually this includes the Bluff and Diplomacy skills, but
not Intimidate.
Lure of Evil: A character with this power may make a corrupting offer to non-player, or even player, characters. A Dark
Disciple knows exactly what any person wants most. W hen used on non-player characters this ability can usually net the
Dark Disciple information or access to restricted places or things by bribery, unless the target has high moral character
and/or strong reasons to reject the offer. Good characters usually will reject offers, Neutral ones will often accept, and Evil
ones usually will accept. W hen used on player-characters, the Dark Disciple’s player or the game master can request (and
must be honestly told) what a character wants most. Of course, neither player nor non-player characters are under any
obligation to accept if they don’t want to.
Devilish Authority I, II, and III: Your evil power grants you a silver tongue. Treat this as the Cleric ability Authority,
although the sphere of influence only applies to particularly evil beings, anyone you blackmail or bribe, or can deceive into
believing you’re really a nice, wonderful person.
Foul Lore: You get a bonus on any Ritual Magic or Demonology check so long as that ritual or demonology check
involves blasphemous rites, unholy acts, or foul deeds no decent person would even have nightmares about. The bonus is
equal to your class level/2, rounded down.
Cult Following: Because of your increasing tie to evil forces, you have been able to attract a loyal following of like-
minded allies, worshipful minions, or fanatical cultists. The exact number depends on the Game Master’s whim, the
available population around your “secret lair” (You DO have a secret lair, right?) and your ability to convince people to join
your emerging evil empire. You effectively gain the Leadership feat, but do not receive a cohort. On the other hand, you
also receive no penalties for having your followers die, even if you kill them yourself. (“And this is the price of failure… ”)
Fearsome Vision: Aiding your increasing evil influence on the world, dark powers grant you the ability to use a Fear
effect as a spell-like ability once per hour. This effect has a DC to resist of 10+ your Dark Disciple level+ your Charisma
bonus.
Horrific Vision: The fear effect of the Fearsome Vision power has its DC increased by 4.

Fey-Brethren

Hit Die d6

Class Skills
6 Skill Points per level
The Fey-Brethren’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha),
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather
Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (W is), Move Silently
(Dex), Perform (Cha), Profession (W is), Ritual Magic (varies/Cha) Sense Motive (W is), Sleight of Hand (Dex), Speak
Language (n/a), Spellcraft (Int), and Tumble (Dex).

82
Requirements
W eapon Proficiency: Rapier, longsword, shortsword
Knowledge: Fey 8+
Charisma 13+
W isdom 13 or less (yes, we mean “or less”)

Fey, being dangerous, amoral, and often wickedly exotic beings, present a sort of conundrum to good people. By nature,
fey beings must not be associated with. Though not exactly evil in the world-ravaging hellish sense of the word, their
existence is predicated on different rules than Cemarians – their very existence on Cemar poses a threat. At the same time,
these beings can be used to oppose the more openly evil fiends. Some people simply enjoy the immediately gratifying
pleasure of the fey. Other may have fallen into madness caused by fairy magic, from which there is little hope of escape.
Simply taking this prestige class is not in itself evil, nor does it consign the character to being a pawn of amoral
otherworldly entities with no humanity (elf-ity, as the case may be). However, insane characters and pawns of amoral
otherworldly entities often do take this class. In and of itself, the powers offered allow one to connect to a very strange and
dangerous land, the world of the fey.

BDB/BCL Chart: Chart C (Rogue/Bard chart)

Class Level BAB F/R/W Special


1 +0 +0/2/0 Tongues, Fey Spark
2 +1 +0/3/0 Desensitization +1
3 +2 +1/3/1 Fey Spark
4 +3 +1/4/1 Desensitization +2
5 +3 +1/4/1 Fey Spark
6 +4 +2/5/2 Desensitization +3
7 +5 +2/5/2 Fey Spark
8 +6 +2/6/2 Desensitization +4
9 +6 +3/6/3 Fey Spark
10 +7 +3/7/3 Fey Spark

Class Features
Tongues: The character may now speak in the language of Fey creatures, and can understand the “words” of such beings
as W isps, which do not have a spoken language. The character is permanently under the effect of Speak with Animals.
Desensitization: You gain a +1 bonus on saves to resist the effects of Fey magic; any spell or innate ability Fey use
allows this bonus against it. At levels 4, 6, and 8, this ability increases by one point.

83
Fey Spark: Pick one ability from the list below for every level of Fey Spark. Some abilities have their own
requirements.

W isp’s Light: The character may cast Fairy Fire one per hour per class level. This spell is treated as if the Silent and
Stilled metamagic applied. Additionally, you are treated as having Low Light Vision. If you are class level 5 or above, you
can summon a wisp once per day, which will do anything you ask, excluding suicidal actions.Fairy Mist: The character can
cast Obscuring Mist in the same manner as Fairy Fire, once per hour per class level. Requires W isp’s Light.
Fey M ystery: The character gains one Sorcerer spell and the ability to use it freely once per day, as per use of Free
Invocation. Choose from Face Dancer, Voice, Dreamweaving, and Beglamourment. If she already has Sorcery or has
bought this ability before, it adds one more ability from the list and another Free Invocation; these Free Invocations may be
used to cast only the preceding spells. Requires Fairy Mist
Enchanter: The character gains +2 caster level and +2 to spell DC for the purposes of casting Enchantment spells or
controlling someone’s mind in any way with magic. Requires Fairy Mist
Fairy Swordsman: The character gains the W eapon Focus feat for a rapier, longsword, shortsword. If you have that feat
for one of those weapons, you may take W eapon Specialization for that weapon instead, even if you are not a 4 th level or
above Fighter.
Fey Blood: The character receives a +2 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Fey Heart: One who masters the innate powers of Fey is said to have a “Fey Heart”. The character gains a +4 racial
bonus on Hide, Listen, Move Silently, Perform, and Spot checks. This replaces the bonus from Fey Blood. W ith this power,
the Fey-Brethren is also treated as a Fey for the purposes of using or being affected by magic, including magic items.
Requires Fey Blood.
Unseelie Eyes: The eyes of the Unseelie fey are full of mortal nightmares, some say. If that is true, then this ability is
well named. Any character with this power has True Sight, though activating the ability requires a spot check (minimum
DC 15 but possibly higher depending on the circumstances). The character suffers from a –4 penalty to Ride (excepting
checks made with evil steeds), Animal Handling (excepting checks made on evil creatures), and Diplomacy. This ability
also grants a +2 benefit on Intimidate. All effects work regardless of whether the character’s eyes can be seen.
M ushroom Ring: The character may enter the Ethereal realm through a Fey Mushroom Ring. Accessing the Ethereal
takes one round. The character might be able to find other entrances in forgotten cellars, misty moors, and other mysterious
places, where she could also use this ability. The character can sense any such transit point I a 1-mile radius.
Underhill: The character gains admission to the halls of noble Fey, often Sidhe, with a grant of safe passage for himself
at least. Though Fey are unpredictable they will treat the character with some respect and will almost always keep their
spoken word. Requires M ushroom Ring.
Turbulent Reality: Once per day, the character may cause ripples in the fabric of the world, causing multiple
dimensions to overlap. This has several effects. First, any being in Ethereal, Astral, or Material worlds can affect any being
or object in any of the other dimensions as if they were all in the same dimension. Any being or objects may be perceived
and interacted with normally. Second, any sentient character in the radius of effect can use the disturbance to move from
one of the affected planes to another, where they will stay when the effect completes. Third, because of the distortion in
reality unattended objects can harm no affected sentient beings. That is, while weapons or objects actively used by one
character to affect another function normally, other objects simply pass right through characters. Fourth, characters may
also see, smell, and hear through any material object not attended to by a sentient being as if it were not even there. This
ability has a radius of the character’s [3x Charisma Bonus squared] feet, and lasts for [Charisma bonus] minutes. Requires
M ushroom Ring and Fairy M ist.

This list is not exhaustive. The fey possess an immense variety of powers, and may choose to make any, or all, of them
available to their brethren.

84
Merrin Crusader

Hit Die d12

Class Skills
2 Skill Points per level
The Merrin Crusader’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha),
Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), and W arcraft (Wis).

Requirements
BAB 7+
Endurance Feat
Merrin only (see below)
Male only (see below)

The Merrin, long practiced in battle, have found that the supply of materials, not men, is the toughest opponent in war.
Likewise, their society has inclined to the use of heavier and heavier armor, to the point where the toughest and strongest
plate cannot actually be used on the battlefield. The Crusaders fill the gap. The Merrin do not teach these techniques to
women.
A Merrin Crusader is the mightiest warrior on any battlefield, able to absorb the mightiest attacks and continue fighting.
They are known for wearing their nigh-invulnerable armor and for carrying enough weapons to outfit a battalion. They also
tend to run around with giant swords and axes and swing them one-handed. The mere appearance of these awesome soldiers
can often terrify opposing troops into submission. Perhaps their strangest ability is the art of concealing weaponry in a sub-
dimension, a personal pocket of space that only the Crusader can reach. A Crusader is never without a weapon.
Though there is, strictly speaking, no rule against women joining, for one to actually do so would be revolutionary. If a
female character wishes to join, it would take no less than a major quest to convince the Crusaders to teach her. Likewise,
there is no official rule preventing non-Merrin from studying these techniques, but none have ever existed.

BDB/BCL Chart: Chart A (Fighter/Barbarian/Ranger)

Class Level BAB F/R/W Special


1 +1 +2/0/0 Enduring Strength
2 +2 +3/0/0
3 +3 +3/1/1 Compensation
4 +4 +4/1/1
5 +5 +4/1/1 Strong Arm
6 +6 +5/2/2
7 +7 +5/2/2 Heavy Arms
8 +8 +6/2/2
9 +9 +6/3/3 Untiring
10 +10 +7/3/3 Armed to the Teeth

Class Features

Enduring Strength: The bonuses from the Endurance feat double. The character gains 10 “negative” hit points, which
extend the character’s negative health before death. In other words, if the Crusader formerly could go to –10 hit points
before dying, he could now go to –20.
Compensation: The Crusader may now wield Huge W eapons with two hands. Such weapons may
still not be more than ten feet long, yet have the increased damage and other characteristics (such as reach)
as per the weapon’s given size.
Strong Arm: The Crusader can now wield large size weapons in one hand with a –2 penalty. He cannot
dual-wield them. This grants a +2 to +4 intimidation bonus, depending on the circumstances, as per the
ordinary “display of strength and power” rules for the Intimidation skill.
Heavy Arms: The Crusader may now wear oversized armor, specifically Merrin Great Mail. The
Crusader can even wear this while mounted, and the weight does not affect the horse at all.

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Untiring: The Crusader never tires at all, and never needs to sleep at all, although doing without sleep
becomes increasingly uncomfortable if he spends too much time without rest. He becomes immune to magical sleep effects.
Armed to the Teeth: The Crusader may carry up to 150 pounds of weapons or other equipment without
counting the weight against him. Anything beyond that weight counts normally. No one exactly ever sees where the
Crusader pulls these weapons from; they just seem to be at hand there whenever he needs them. The Crusader actually does
need to own the weapons or equipment. Additionally, he gains Damage Reduction 10/-, and his unarmed attacks are
considered +1 weapons for the purposes of hitting opponents with Damage Reduction. The character may now Dual-Wield
large size weapons.

Royal Traveler

Hit Die d8

Class Skills
4 Skill Points per level
The Royal Traveler’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha),
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather
Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (W is), Move Silently
(Dex), Profession (W is), Sense Motive (W is), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), and Tumble
(Dex).

The Royal Travelers, explorers of far wastes and mapmakers of the unknown, all begin their careers by pledging their
talents in the service of the royalty of the Isles. Once chartered in the Isles, they are under royal protection. Royal Travelers
are the King’s troubleshooters. They venture to every corner of the Isles and beyond, carrying secure messages or special
resources like small spell components or payments to individuals whose professions require discreet transactions. The brave
men and women of the Traveler corps also journey deep into the wilderness of the continent, making logbooks of their
explorations and seeking out ancient treasures and mighty weapons. Royal Travelers make adept spies if necessary, relying
on their contacts to inform them of events. In short, a Royal Traveler can go anywhere, do what’s needed, and can count on
a safe trip back to report her findings.

BDB/BCL Chart: Chart C (Rogue/Bard chart)

Class Level BAB F/R/W Special


1 +0 +0/2/2 Inviolate Personage
2 +1 +0/3/3 Swift Journeys
3 +1 +1/3/3 Tolerance
4 +2 +2/4/4
5 +2 +2/4/4 A Friend in Every Port
6 +3 +2/5/5 Tolerance, Swift Journeys II
7 +3 +2/5/5 Blend In
8 +4 +2/6/6 Lingual Adept
9 +4 +3/6/6 Tolerance
10 +5 +3/7/7 Safe Journeys

Class Features

Inviolate Personage: Once chartered, a Royal Traveler is entitled to High Justice – the right to be judged by a jury
composed of nobles or high officials. Though this ability applies technically only within the Isles, it is usually honored in
other lands.
Swift Journeys: Royal Travelers are known for their ability to travel fast, even with heavy baggage trains, and always
find sure paths though even the densest wilderness. For them, short cuts never make long delays. All travel times are cut by
25%, when the caravan or even ship is led or captained by a Royal Traveler. The party is always assumed to receive this
bonus, unless they choose not to use it. At level 6, travel times are cut by 33% (or 1/3 rd ) instead.

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Tolerance: Travel through the worst environments in Cemar toughens and Royal Traveler. At level 3, a Traveler gains
resistance 5 to one type of environmental hazard: Fire, Cold, or Acid. Alternatively, they may choose a +4 bonus on saves
to resist disease or a +4 bonus on checks against poison. The Royal Traveler selects additional bonuses at levels 6 and 9.
The Traveler may select the same bonus multiple times, which stacks.
A Friend in Every Port: A skilled and experienced Royal Traveler learns to quickly get to know people he meets. At
level 5, a Royal Traveler can find a friend everywhere he goes. In any village or larger dwelling, the game master must set
aside one NPC character as a free Contact for the Traveler, provided the Traveler puts any effort into getting to know that
NPC.
Blend In: Royal Travelers learn to adapt to many cultures in their journeys. At level 7, they receive a +5 bonus on
Cultural Ritual and Disguise checks. People will tend to view them as natives of almost anywhere they can reasonably
blend into. For example, a Sullari could probably pass herself off as a Lowlander, or a Merrin could pretend to be half-
Miuri.
Lingual Adept: A Royal Traveler with this ability is considered to speak any language she’s ever been around – which
includes all languages spoken by any party member – for one month.
Safe Journeys: At level 7, any random checks for monster encounters in the wild or while traveling should be made
twice: the encounter most advantageous for the party should be used.

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Chapter 3 (This chapter is primarily Open Game Content; all abilities, statistics, feats, and rules are OGC)

Feats

Agile (General)
You are extremely quick on your feet.
Prerequisites: None
Benefit: You may increase your character’s speed by 10’ per round, while applying a +2 bonus to your Dexterity
for up to ten minutes per day. These bonuses have no type, and therefore stack with all other bonuses.
Normal: None

Ancestral Guidance (General)


The spirits guide you and correct your missteps.
Prerequisites: Xin or Miuri Ethnos
Benefit: You may make a free re-roll at will once per session. You may decide to use this after your regular roll.
Normal: None
Special: This feat may be taken multiple times.

Astral Projection (General)


You may enter a trance and project your astral form into the spirit world.
Prerequisites: Level 3+, Shaman, Seer, or Medium background.
Benefit: Given about ten minutes, the user project herself into the spirit world. W hile this cannot be used to access
other planes and presents various dangers, it suffices to survey the material world in the immediate vicinity, to visit those
persons and places you have emotional ties to and to engage in spirit-quests. It is not necessarily easy to navigate in the
spirit world; it’s geography tends to vary with the purpose of your visit.
Normal: None
Special: It is extremely easy to get into trouble when traveling on the spirit plane. It is advisable to have a friendly
spirit with you or to have a lot of personal power before doing so.

Astrologician (General)
You can sense the current magical influences in an area.
Prerequisites: Skywatcher
Benefit: You instinctively know what effects current astrological conditions and your location will have on magic.
This does not help much in theoretical discussions, but will allow you a list of potential effects on magic right at this
moment, let you trace ley lines, and let you locate power nexi.
Normal: None
Special: None

Augmented M agic (General)


You are exceptionally good with a particular type of magic.
Prerequisites: None.
Benefit: You have a +1 caster level bonus when using magic of a specified descriptor (Acid, Chaotic, Evil, Fire,
Good, Ice, Lawful, Lightening, Sonic, W ater, etc.). Additionally, your spell save DC increases by 1 for those spells.
Normal: None.
Special: None.

Bloody M urder (General)


You have an extremely dramatic combat style.
Prerequisites: Game Master’s permission
Benefit: The character’s attacks cause horrendous, gruesome deaths, often as bloody as possible. The character
doesn’t merely stab or slash her enemies to death. Instead, she mutilates them. The character’s spells might cause enemies
to explode, showering the area with gibbets, or desiccating their foe’s corpse. Unarmed attackers may simply tear their
targets into shreds. No real function, but the feat is fun and may provide a circumstance Intimidation Bonus of up to +6.
Enemies sent to –1 though –9 hit points are considered to have grievous, horrible wounds.
Benefit: None, really
Normal: W ell, ordinarily, hitting someone with a sword doesn’t cause them to explode and fling their intestines all

88
over the walls.
Special: None

Bonus proficiency Slots (General)


You have practiced with an unusually wide selection of weapons and armor.
Prerequisites: None
Benefit: You gain one more proficiency slot to spend on weapon or armor abilities.
Normal: None
Special: This Feat can be taken multiple times.

Bonus Uses (General)


You can use some ability more often then most people can.
Prerequisites: A “times per day” ability.
Benefit: You may use some ability more often then usual. You gain +2 uses per day if the ability in question is
normally 1-3 times per day, or +4 uses if it’s normally usable more often than that.
Normal: None
Special: This Feat can be taken multiple times.

Burn Life (General)


You may reduce the level cost of metamagic by draining your physical reserves.
Prerequisites: Caster level 11+, one Metamagic feat, must be able to prepare spells
Benefit: W hen you apply a metamagic feat to a magic spell after memorizing it, you may opt to pay 4 Hit Points
per level added by the metamagic feat to reduce it back down to the normal spell cost. These Hit Points cannot be healed
until the spell is cast. A caster need not pay for metamagic feats entirely. If a spellcaster wants to pay only 4 HP when
applying a metamagic feat that adds +2 levels, the spell only takes a slot one level higher than normal.
Normal: None
Special: None

Claws (General)
You have dangerous natural weapons.
Prerequisites: Tiefling or W ight ethnos, must be taken at character creation
Benefit: You have long, wicked claws on your hands 1d6 slashing natural melee weapon, which threatens a
critical on a natural 20. You may use this with Two-W eapon Fighting normally. It works like any other natural weapon.
Normal: Unarmed attacks deal 1d3 damage
Special: None

Checkmate (General)
You know how to kill quickly and efficiently, finishing off wounded enemies.
Prerequisites: Intelligence 13+
Benefit: You may take an additional 5-ft. step when using Coup de Grace; you may use these before or after your
attack.
Normal: Coup de Grace is a full-round action
Special: You may take this feat multiple times; each adds another 5-ft. step to your movement when using Coup de
Grace.

Divine Grace (General)


Divine Favor helps you evade attacks.
Prerequisites: Strong religious faith, game master permission, Level 3+.
Benefit: Thanks to your dedication to a higher - or lower, in the case of "Infernal" grace - power, you may add
your charisma modifer, if positive, as a sacred bonus to your reflex saves.
Normal: You can't do this.
Special: This is not cumulative with a similar benefit derived from any other source.

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Divine Vigor (General)
Divine Favor helps you resist internal assaults.
Prerequisites: Strong religious faith, game master permission, Level 3+.
Benefit: Thanks to your dedication to a higher - or lower, in the case of "Infernal" vigor - power, you may add
your charisma modifer, if positive, as a sacred bonus to your fortitude saves.
Normal: You can't do this.
Special: This is not cumulative with a similar benefit derived from any other source.

Divine W ill (General)


Your faith grants you spiritual endurance.
Prerequisites: Strong religious faith, game master permission, Level 3+.
Benefit: Thanks to your dedication to a higher - or lower, in the case of "Infernal" will - power, you may add your
charisma modifer, if positive, as a sacred bonus to your willpower saves.
Normal: You can't do this.
Special: This is not cumulative with a similar benefit derived from any other source.

Inner Brand (General)


Some of your talents have become truly a part of you.
Prerequisites: None.
Benefit: You may designate up to 10,000 GP worth of your innate magical talents as "Supernatural", rather then
"Spell-like".
Normal: Talents are normally spell-like or item-type abilities.
Special: The fighter's innate version of this talent protects any one innate ability, regardless of cost.

Instruction (General)
You have become used to studying wildly divergent subjects.
Prerequisites: Must have a multiclassing experience penalty
Benefit: Removes 20% Experience Penalty due to multiclassing.
Normal: There is a cumulative 20% experience penalty for having class levels too far apart.
Special: May be taken multiple times and is cumulative with itself

Invocation (Metamagic)
You may call upon spiritual beings who favor you to reduce the strain of spellcasting
Prerequisites: Ability to Turn or Rebuke, Sorcerer or Druid levels, Speak Celestial, Infernal, or Elemental
languages (as appropriate).
Benefit: . You may use a “turning” attempt to fuel relevant sorcerer or druidical magic, reducing the HP cost by
(Turning Damage/2) points. Since “basic” turning calls on positive energy, it can be used to fuel all spells except Black
magic and Quilopothic spells. Negative energy can only be used to fuel Black or Quilopothic magic. Elemental energies
can be used for appropriate spells.
Normal: Such spells cost 2 HP/Level base - and you’ll just have to heal that damage later.
Special: None

King’s Gambit (General, Fighter)


You are difficult to kill quickly.
Prerequisites: 14 class levels in any class or combination of classes with d8 hit die or more, Con 15+
Benefit: You are immune to many of the effects of Coup de Grace actions. W hen a character uses Coup de Grace
on you, you do not need to make any saving throw or die. Additionally, the attack deals only normal damage on you, not
critical damage, unless the attacker rolls a critical hit normally. Rogues do sneak attack damage as per usual. You
automatically make saves versus massive damage.
Normal: Coup de grace attacks usually kill you dead
Special: None

Light Tread (General)


You leave few traces where you pass.
Prerequisites: Dex 12+, any Elfin ethnos
Benefit: A character with this feat is harder to track. Apply +4 to the DC of any attempt made to track her. The

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character’s movement speed in not decreased due to heavy snows: the character may simply walk atop the frost.
Normal: None
Special: None

Nose to the Ground (General)


You have a superior sense of smell, equivalent to that of wolves or foxes.
Prerequisites: Xin or W ight ethnos
Benefit: In any situation where a character could use her sense of smell to improve a skill roll, she may add +4 to
that roll. This includes many Survival and Spot checks, and some Alchemy and Listen checks.
Normal: Characters have a surprisingly poor sense of smell – it’s just not very important to humans and elves.
Special: Imposes a –2 penalty on all saving throws checks to resist effects caused by foul odors, including Stinking
Cloud spells.

Quarterstaff Defense (General, Fighter)


You have studied the use of the quarterstaff, and now may use one to effectively parry attacks and defend.
Prerequisites: W eapon Focus: Quarterstaff, Dexterity 12+
Benefit: You gain a +2 Deflection bonus to AC while wielding a staff. This does not affect your AC versus
missile attacks. This stacks with defender weapons. Game masters may decide to allow a version of this feat for all
weapons, though a character cannot use this feat and a shield at the same time.
Normal: None
Special: None

Quarterstaff M aster (General, Fighter)


W ith long experience, you have mastered the art of using a staff for defense as well as attack.
Benefit: You gain your W isdom bonus as a Deflection bonus to AC, which stacks with the bonus provided by
Quarterstaff Defense. Game masters may decide to allow a version of this feat for all weapons, though a character cannot
use this feat and a shield at the same time.
Prerequisites: Quarterstaff Defense, W isdom 14+
Normal: None
Special: None

Reduce Components (General)


You need fewer magical materials then most mages.
Prerequisites: Must be able to prepare spells that require components
Benefit: Any arcane spells you cast that require components now require only half as much; this reduces all
monetary costs (but not other costs, including experience point costs or hit points) by half. If playing under the optional
wealth system (see Dungeon Master’s Guide to Cemar) the level of spells you can cast for your wealth table increases by 1.
Normal: None
Special: None

Renunciation (Metamagic)
You may trade in some of your spells for others.
Prerequisites: Sorcerer or Druid level 4+, a major change in personality or alingment or a transcendent experience
of some sort.
Benefit: Spellweavers normally cannot trade out their spells. Occasionally, however, a black magician reforms or a
character completely changes his or her orientation. This feat allows such a character to trade out up to two thirds of his or
her spells for new ones at that point, and then is no longer useful.
Normal: Spellweaves are fixed once chosen.
Special: This feat is active once, when it’s chosen. It does not allow the user to keep trading his or her spells
around.

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Sea Legs (General)
You are an experienced sea traveler.
Prerequisites: Character must have either fought a battle aboard ship or have sailed on one for at
least one month
Benefit: You suffer no penalty for fighting on rocking ships or other unsteady ground, and do not ever suffer from
sea-sickness
Normal: Characters normally have a –2 attack and damage penalty for fighting onboard ships, as well as–2
dexterity from the poor footing, rocking motion, and being off-balance.
Special: None

Skill Focus (General)


You are good at something.
Prerequisites: None
Benefit: You apply a +2 feat bonus to any two skills of your choosing
Normal: None
Special: May be taken multiple times. This takes the place of any other feat which grants the same bonuses for
specific skills. This may only be applied to any one skill twice. That is, this feat may be taken more than once, but you
cannot receive more than a +4 bonus from these feats on any one skill; this skill does stack with feats that improve a single
skill by +3.

Skull Totem (General)


You can craft a fearsome skull into a more fearsome totem of power.
Prerequisites: W ight or W ild Men ethnos
Benefit: Each time you take this feat, you may use the skull of one of your enemies to improve your caster level
by +1, up to a maximum equal to your character level. You must wear, wield, or otherwise display these skulls prominently
to gain this bonus. Each skull used at any given time increases your caster level by +1 apiece; you do not have to use all the
ones you have.
Special: May be taken up to three times. Also, make sure you can carry the skulls of your totems; enormous
dragon skulls are not especially portable.

Skywatcher (General)
You understand the influences of the stars.
Prerequisites: None
Benefit: You can determine what effect or effects a given conjunction, constellation, or date will have on magical
effects if you consults extensive charts, night-sky maps, and mathematical tables; this usually requires a library and several
hours work. In worlds where the stars have important effects, you may attempt to use a Divination effect once per week
given a day to work in and a successful DC 18 skill check using Knowledge: Arcana.
Normal: None
Special: None

Spell Exchange (Metamagic)


You may substitute a Druidical weave for a Sorcerer weave or vice versa.
Prerequisites: Sorcerer or Druid Spellweaver.
Benefit: You may alter the list of spellweaves normally available to your character, substituting the Druid weave
list based on a particular attribute for the Sorcerer list based on that attribute or vice versa. For example, a Druid could trade
access to W ater M agic for access to Mind Magic, while a Sorcerer could do the reverse.
Normal: You may only learn weaves from your class list.
Special: None

Spirit Channeling (General)


You may let spirits act through you.
Prerequisites: Shaman, Seer, or Medium background.
Benefit: You are a living link between the spirit realms and the material realm. Spirits may channel their powers
through you without manifesting and at long range. Hence if a powerful storm spirit owes you a favor, you could call on it
to loan you some of its power for a bit.
Normal: None

92
Special: None

Spontaneous (M etamagic Feat) (Metamagic)


You may cast spells with spontaneous metamagic
. Prerequisites: Ability to cast level two spells.
Benefit: You may select a metamagic feat, but may use it a limited number of times per day spontaneously without
any change in the "level" of the spell affected, rather then being able to apply it in other ways. Such a Feat may be used up
to [12/(The number of spell levels the Feat requires)] times per day, albeit at the cost of 1d6 points of damage per use. It
cannot be to affect spells of the highest level of a particular type which you can currently cast .
Normal: Metamagic spells take up higher level slots, but suffer no other limitations.

Sustain (Metamagic)
You may maintain a single spell for lengthy periods.
Prerequisites: Specialty Druid or Sorcerer (as described in this product) class levels
Benefit: At a cost of triple the normal hit point cost, a Druid or Sorcerer may have the effects of a particular
constant-effect spell apply until next dawn, although only one such spell may be active at a time with this feat. The
character may use this feat at will or cancel the spell at will. Note that Invocations used up in this manner return the day
after the spell ends. One may only keep one spell so applied per Sustain feat
Normal: None
Special: May be taken multiple times

Thaumaturgy (Metamagic) :
You’re trained in combining W izardly and/or Clerical Magic with Druidical and/or Sorcerer magic.
Prerequisite; Cleric or W izard Level 1+, Druid or Sorcerer Level 1+, Knowledge/Religion or /Arcana and /Planes
each 5+.
Benefit; The user may add up to +2 Cleric or Wizard levels to his/her Druid and Sorcerer levels when determining
the maximum spell level he or she can cast as a Druid/ Sorcerer, and may add +1 Sorcerer/Druid level to his or her wizard
or clerical spellcasting level. The bonus applied to a class may not exceed the base level in it.
Normal; Druidical and Sorcerer spell levels usable are entirely independent of Cleric and W izard levels.
Special; Thaumaturgy may be taken up to 3 times, with cumulative benefits... It replaces the “Mystic Theurge”
and any similar dual-progression classes.

Theurgy (M etamagic) :
You are trained in combining Clerical and W izardly magic.
Prerequisite; Cleric Level 3+, W izard Level 3+ and Arcane and Divine Knowledges at levels 6+.
Benefits; You may add one-third of your Clerical Levels to your W izard Level - and vice versa - when
determining your spell slots.
Normal; Cleric and W izard levels are independent.
Special; This replaces the “Mystic Theurge” and similar classes.

Timely Action (General)


Your reflexes have been heightened to a fabulous degree.
Prerequisites: None
Benefit: This feat grants a +2 Bonus to Ref Saves the first time you take it, a +3 bonus the next (for a total of +5),
and a +3 bonus (for a total of +8) if taken for a third time..
Normal: A character’s Ref Saving throw is the sum total of class-based saves and Dexterity modifier.
Special: May be taken up to three times and is cumulative with itself

Toecaster (General)
If you cast a spell with somatic components, you may do so with your toes rather than your fingers. However, this
requires exceptional dexterity and your feet must be free of obstruction, so you cannot wear shoes.
Prerequisites: Dexterity 16+
Benefit: Most varieties of open-toe sandals present no problems. Although rather unusual and not normally
useful, toecasters can cast somatic spells even while their arms and hands are tied. The DC for others to make spellcraft
checks to determine what spell you may be casting is increased by +2, unless that character also has the Toecaster feat.
Normal: None

93
Special: This feat is really designed for a humor campaign, but it’s a reasonable ability for spellcasters with
unusual agility or who wish a backup should they become captured or tied up.

Touch Of Darkness (Divine)


You may call on the powers of the undead in the service of your dark masters
Prerequisites: Rebuke Undead, level 3+.
Benefit: You may expend a “Rebuke” attempt to make a successful touch attack, or attack with a properly
charmed melee weapon, inflict a negative energy effect in addition to its normal damage, if any. The user may opt to
attempt to cause Paralysis (Fortitude DC 12 + Cha Mod to resist, lasts 2-12 minutes), drain an attribute (1-6 points of
temporary damage, no save), inflict a horrible rotting disease (Available at level 7+, fatal in 2-4 weeks unless magically
cured), or inflict Enervation (Available at level 9+, treat as the regular spell but a fortitude save for no effect applies).
Normal: You cannot do this.
Special: None

Turn Undead (Lesser) (General)


Your faith has granted you limited power over the undead.
Prerequisites: Level 3+
Benefit: You may attempt to Turn (or Rebuke) Undead once per day as a cleric of two levels lower could.
Normal: None
Special: This may be taken twice. The second time it’s taken it increases the number of attempts per day to (3 +
Charisma Modifier) times.

Unfailing (General)
You are as enduring as a golem.
Prerequisites: None.
Benefit: This feat grants a +2 Bonus to Fort Saves the first time you take it, a +3 bonus the next (for a total of +5),
and a +4 bonus (for a total of +9) on the third and final time.
Benefit: See description
Normal: A character’s Fort Saving throw is the sum total of the class-based saves and Constitution modifier.
Special: May be taken up to three times and is cumulative with itself.

W ight’s Vengeance (General)


Your hatred gives you strength.
Prerequisites: W ight Ethnos
Benefit: Because of your fanatical hatred of the Arkal the Betrayer, stemming from his endless enslavement of
your people, you gain +2 Damage to all minions of Arkal the Betrayer, which includes but is not limited to any sentient
creature willing working for him. This would include wight in Arkal’s service, and evil cultist dedicated to the Betrayer,
and one of Arkal’s demon servants – but not any evil cultist or demon. This is a supernatural ability and applies even if the
user does not know about the allegiance.
Normal: None
Special: Similar Feats may apply to any other evil overlord.

W ill of Steel (General)


Your will is virtually indomitable.
Prerequisites: None
Benefit: This feat grants a +2 Bonus to W ill Saves the first time you take it, a +3 bonus the next (for a total of
+5), and a +4 bonus (For a total of +9) on the third and final time.
Normal: A character’s W ill Saving throw is the sum total of class-based saves and W isdom modifier.
Special: May be taken up to three times and is cumulative with itself

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Special Starter Feats (SSF’s)
Special Starter feats are only available at first level, and must be bought with the feat granted to first level characters.
They are significantly more powerful than most other feats, but come with special disadvantages, too. Each one embodies a
classic literary theme for fantasy characters – particularly those who have just begun their adventures and possess no great
skills yet.
The Game Master may restrict the availability of these feats at her whim, and taking one of these SSF’s demands some
relevant background material appropriate to the feat. Your game master may select your Artifact, Destiny, or Curse at her
whim if she so chooses. In any event, you must create a story behind the Artifact, Curse, or Destiny, and hence must explain
how and why her character got this strange power. These feats overlap a bit, for example, it may be your destiny to
overcome some mighty curse, or perhaps have an artifact that curses the user. In these cases, however, you can only pick
one set of bonuses. You may only have feats from one Special Starter Feat chain, period.
If you complete your destiny, get rid of your curse, or destroy your artifact, you cannot continue to take feats from your
special starter feat chain.

Accursed
An accursed character has been touched, or more precisely, been attacked, by a dark power from beyond the pale of
mortal experience. As a result, a terrible curse has afflicted them. They may gain a great power, but the curse will always
cause them problems. The circumstances surrounding the infliction of the curse should decide what form the curse takes.
For example, a cursed from a spiteful black-hearted witch may inflict the Curse of Hatred, Bloodlust, which sometimes
forces the user to attack a friend or foe in melee combat, with no regard to the logic or utility of the situation. Regardless,
the game master must always approve the curse chosen.
Lycanthropy - or at least the infectious variety - is generally a poor choice for a curse since it can be passed on to other
characters. Similarly, a character should not be a constant thorn in the side of a party, and lycanthropes often are. However,
a curse that changed the character and still left him able to function would do.
The main difference between this feat and Artifact W ielder is that there is somewhat different room to grow. A curse is
bound to your own life energy, and like humanity itself, cannot be really controlled. Artifacts usually just get stronger, but
curses can mutate and show wholly unanticipated effects as you grow, reject, transcend, or accept them.
Prerequisite: None
Normal: None

Share Curse
You can briefly expose allies and enemies nearby (within 30’) to your curse, inflicting upon them all of the benefits and
problems thereof. They may roll a Will save (DC15) to avoid its effects if they so choose, and you cannot select individual
people to “benefit” – all must be exposed.
Prerequisite: Level 6+, Accursed
Normal: None

M ighty Curse
Your curse increases in strength, as a result of your increasing life energy, and so causes you more problems. Bonuses,
however, increase as well, and in greater amounts. The power of the curse may have increased, but your control is far better,
too. You may submit your changes or improvements to the Game Master, but she always gets to accept them or change
them at this time. This feat may be taken multiple times.
Prerequisite: Level 12+, Accursed
Normal: None

Sample Curse: Bloodlust, the Curse of Hatred, has afflicted you. Once per session, the game master may (but is
not obligated to) force you to attack another player or non-player character, or even an inanimate
object, in unarmed melee combat. During this, you gain double the bonuses and penalties of a
Barbarian’s Rage ability. At the end of the Rage effect, you become fatigued with double the
usual penalties. One the plus side, you may try to anger yourself to initiate this Bloodlust Effect
against a chosen target, who must have done something to irritate you recently. At level three
you gain a +2 Strength and +2 W illpower, but lose –2 Constitution as a result of the constant
stress on your system.

95
Artifact W ielder
You own a mighty artifact. How you obtained it varies – you might have been chosen in ancient times to wield it, you
might have found the thing among your heroic dead ancestor’s adventuring gear, or you might have accidentally come
across the it. Either way, you cannot or will not leave the artifact behind. Sometimes the artifact simply refuses to leave -
not uncommon with intelligent or willful items.
Regardless, this artifact, no matter what kind, lends you some sort of power. You cannot control this power completely,
especially if the artifact is sentient, but arbitrating this is a task left for the Game Master. In any case, artifacts are mighty
tools or weapons, but ones usually beyond the ability of a first-level character to comprehend, let alone control. As
characters advance, they tend to become more proficient in using their artifacts. In some ways, this is similar to the curse
aspect of the Accursed special starter feat listed above. However, the problems with an item are usually less noticeable, at
least initially, than a curse. Game master permission is always required for the artifact granted by this feat.
The advantage of taking this feat is that it does not demand too much of the character – there are no terrible trials or fates
that must be avoided or met. Additionally, artifacts are usually more stable and linear than other special starter feats: they
are tools that are made to achieve a certain goal.
Prerequisite: None
Normal: None

Greater Artifact
At this level, your control over the artifact increases. Bonuses usually increase by 50%, but the artifact may evince new
powers, abilities, or special effects. The game master may decide at her own whim what the effects will be. Artifacts may
even change completely, although this is rare.
Prerequisite: Level 8+, Artifact W ielder
Normal: None

Artifact M astery
At this level, your control over the artifact increases to its full potential. Bonuses usually double from
their initial state, but the artifact may evince new powers, abilities, or special effects. The game master may decide at her
own whim what the effects will be. Artifacts may even change completely, although this is rare.
Prerequisite: Level 16+, Artifact W ielder, Greater Artifact
Normal: None

Sample Artifact: Soul-Taker, the Sword of Hunger, thirsts for the souls of its victims. W hen this sword deals the
finishing blow to an opponent, it grants enhancement bonuses of +4 Constitution and +4
Strength to its user, and these bonuses increase by +2 each at feat levels two and three. This
bonus lasts for 24 hours, but the user may choose to “save” up to four hours worth of
enhancements. W hen this sword kills an opponent, their spirit is trapped inside the blade;
Resurrection spells or similar effects cannot function on them. Only destroying the sword can
free said souls, but this is not easy. Soul-Taker functions at a +1 bonus to hit and damage per
four character levels.

Destined Hero
You have a Heroic Destiny; until you accomplish this, you may negate all damage from one attack or event once per
day, at a time of your choosing, before or even after damage is rolled. This represents a special action of fate (or chance or a
god), such as an enemy spear being turned aside by the accidental use of a shield. Fate can even intervene before a character
was born – perhaps the snow is just thick enough in the one spot the character is falling on to keep her from serious harm.
This ability will vanish once you have accomplished your Destiny, but is usually replaced by a gift of magic items, inherent
powers, great wealth and influence, or a big experience award. Other feat abilities are not affected.
The Destined Hero has been selected by some force of the universe to accomplish some awesome deed. Heroes are not
always good and noble, but a great many of them are. Secretly, each of them has a connection to another person, place,
item, or event and they know that someday they must face their destiny. Until they do, they are magnificently hard to kill.
Many heroes, buoyed by the sense of fate, feel confident and sure about themselves. Arrogance is often a problem, and
though such heroes are hard to slay, death can still cut their lives short. Destiny can be denied. Nevertheless, fate (or luck or
what-have-you) has a special hand for such people.

96
Your Destiny may be anything, but whatever is driving you onward will always give you a taste of it before the end. If
your destiny is to slay a powerful Demon Lord, then you are likely to have a bitter vengeance for the master of the pack of
fiends that killed your family, or something similar. This inner fire drives you on toward your goal of defeating the demon.
Destinies do not always have to be good, but the character does not have to accomplish it. She can turn aside from the
destiny, but only at the proper time for the character to complete it. In rejecting it and refusing to accomplish the action, the
character loses the benefits of these feats.
Prerequisite: None
Normal: None

Favored Hero
You have become a famed hero and deal more confidently and surely with other people and the universe; you gain +2
Charisma and W illpower. This bonus is permanent and does not fade should you complete your destiny.
Prerequisite: Level 8+, Destined Hero
Normal: None

Hard to Kill
You must be nearing your Destiny, and may regenerate lost Hit Points at the rate of one per round. You may only
regenerate an amount equal to your maximum Hit Points every day. You do not waste regeneration – you choose when you
regenerate and for how long. This ability is permanent and does not fade should you complete your destiny.
Prerequisite: Level 16+, Destined Hero
Normal: None

97
Proficiency Categories

W eapons in these groups are distributed by how closely their techniques and the skills needed to use one match up. Not
all categories are very strictly defined, and some license has been taken in order to create a more satisfying play experience.
Categories may also overlap, since some proficiency groups share weapons. Some proficiencies imply a certain background
while being cheaper to buy as a package. Not al backgrounds are really suited to a fantasy campaign, but theoretically any
of them could show for particularly odd extradimensional characters, or for game masters who want to pull this section out
for other games.

Assassin package (3)


Blowgun, crossbow (light), dagger, garrote, leather armor, padded armor, throwing knife, studded leather armor

Axes (1)
Battleaxe, greataxe, hand axe, pick (light and heavy), throwing axe

Biological (3)
Biotoxins, germ warfare, vermin, parasites, insects, and the introduction of exotic species.

Bows (1)
Longbow (ordinary or composite), shortbow (ordinary or composite) , and greatbow

Blasters (1)
Light mixed energy/matter weaponry, lasers, particle beams, disruptors, stunners, and other light point-and-shoot energy
weapons.

Child (Automatic for any character, assuming they actually were children at some point - if you were pulled fully formed
from an twisted necromantic biological experiment and therefore had no such actual childhood, you do not gain this
proficiency without spending 1 slot). Includes throwing rocks, the sap, and unarmed strike.

Crossbows (1)
Crossbow (hand, light, heavy, and siege)

Crushing W eapons (1)


Club, greatclub, mace (light and heavy), morning star, warhammer, flail, maul, and sledgehammer.

Cyberweapons (2)
Any built-in weaponry, possibly used with golems

Elemental (2)
“Throwers” (including fire, acid, etc.), bombs, grenades, and exploding matter or energy weaponry.

Fencing (2)
Cloak (used as per net), dagger, rapier, and short sword.

Firearms (1)
Pistol, rifle, musket, submachine gun, assault rifle.

Force blades (2)


Force weaponry (weapons with no weight) and “pure energy” melee weaponry.

Gladiator Package (4) [Character must have the Gladiator background]


Light Armor proficiency, gauntlet (plain and spiked), net, medium armor proficiency, short sword, small shields, spear,
trident

Heavy Armor (2) [Requires Medium Armor]


Banded mail, great mail (for M errin Crusaders), full plate, plate mail, splint mail

98
Heavy Weaponry (2)
Bombs, cannon, grenades, machine guns, missile launchers, vehicle and ship mounted weapons.

Hunter-Gather (2)
Spear, javelin, knife, short bow or atlatl, club, boomerang, sling, and stone axe.

Knight Package (3)


Bastard sword (used with two hands or one), breastplate, chain mail, falchion, greatsword, lance (light and heavy), plate
mail

Large Shields
Large metal shield, large wooden shield, tower shield

Light Armor (2)


Chain shirt, leather armor, padded armor, studded leather, flight suit.

Martial Monk (2)


Kama, nunchaku, siangham, three-sectional staff, tonfa, chain/rope-and-weight/blade weapons. In general, any weapon
that takes a great deal of training to use at all effectively compared to an ordinary club or blade. If it matters game masters
may divide this into subgroups depending on the source of the characters training.

Medium Armor (2) [Requires Light Armor]


Breastplate, chain mail, chitin, coin mail, hide, scale mail

Militia package (2)


Crossbow, dagger, leather armor, shortsword, spear (long and short)

Oversize W eapons (1)


Crescent axe, crusader blade, any other oversize weapon that the user actually can wield

Peasant Proficiency (1)


Scythe, sickle, sling, spear (short), cloth armor

Piercing Blades (1)


Dagger, punch dagger, rapier

Pole arms (1)


Glaive, guisarme, halberd, ranseur, and various others.

Siege W eaponry (1)


Ballista, catapult, scorpion, trebucket, ram, siege tower, and similar contrivances.

Slashing Blades (1)


Longsword, scimitar, short sword, saber,

Small Shields (1)


Buckler, small metal shield, small wooden shield

Spears (2)
Atlatl, javelin, lance (light and heavy), longspear, shortspear, trident

Thrown W eapons (1)


Throwing knife, dart, throwing axe

W hip (1)
W hip, chain, spiked chain

99
New W eaponry/Revisions

Atlatl
+1.5 Strength bonus on spear/javelin damage, +50% range

Blowgun
1d2 piercing damage, range equal to a Throwing Knife, Small

Crusader axe
2d8 slashing damage, x3 Critical, Large Size, Reach 10 feet

Crusader blade
2d8 slashing damage, 18-20/x2 Critical, large Size

Spear (short)
Cemarian warriors developed a spear-like weapon which may be wielded like a quarterstaff in combat. Treat such a use
as a quarterstaff, save that on-hand attacks deals piercing damage, while off-hand attacks deal crushing damage. Long
spears, designed solely for military application with a group, cannot be wielded in this manner.

Pistol
2d6 piercing damage, 18-20/x2 Critical, range increment 10’, small; must be loaded after each shot as a crossbow

Musket
1d12+1 piercing damage, 18-20/x2 Critical, range increment 20’, medium; must be loaded after each shot as a crossbow

Rifle
1d12+1 piercing damage, 18-20/x2 Critical, range increment 40’, medium; must be loaded after each shot as a crossbow.

100
Armor

Table: A rmor and Shields


A rmor D amage A rmor M axim um A rmor A rcane Spell Speed M od. W eight 1
C onversion C lass D ex Bonus C heck Pen. Failure
Bonus
Light arm or
Padded 1 +1 +8 0 0% - 10 lb.
Leather 2 +1 +6 0 10% - 15 lb.
Studded l. 3 +2 +5 –1 15% - 20 lb.
Chain shirt 4 +2 +4 –2 20% - 25 lb.

M edium arm or
H ide 3 +2 +4 –3 20% -10 ft. 25 lb.
Scale m ail 4 +2 +3 –4 25% -10 ft. 30 lb.
Chitin 4 +2 +4 –1 25% - 20 lb.
Chainm ail 5 +3 +2 –5 30% -10 ft. 40 lb.
Breastplate 5 +3 +3 -4 25% -10 ft. 30 lb.
Coin M ail 3 +2 +3 -5 5% -10 ft. 30 lb.

H eavy arm or
Splint m ail 6 +3 +0 –7 40% 20 ft. 45 lb.
Banded m ail 6 +3 +1 –6 35% 20 ft. 35 lb.
H alf plate 7 +4 +0 -7 40% 20 ft. 50 lb.
Full plate 8 +4 +1 -6 35% 15 ft. (1) 50 lb.
Great M ail 12 +6 +0 -8 45% 15 ft. (1) 60 lb.
(1) W hile wearing this armor, a creature cannot run.

Armor

Armor in Cemar works under different rules than in standard D20 games. Rather than adding to AC directly, armor
converts a number of points of ordinary, potentially lethal damage directly to subdual, in amounts equal to the “Damage
Conversion. Also, for the purposes of resisting subdual damage only, the user is treated as having damage reduction equal
to her armor’s “Damage Conversion”; the character must still take any lethal damage converted into subdual regardless.
In order to convert regular armor statistics into Four Crowns armor, the Damage Conversion is equal to the regular AC
bonus. Also halve the normal armor class bonus for the final AC.
Magical enhancements to AC may improve the damage conversion and the effective armor bonus to AC, but usually
only affect one or the other. The effects of shields remain the same.

Padded Armor
Tailors, not armorers, make padded armor, which is simply a thick cloth coat. Ideally, cloth armor is sewn together with
thick thread between tough burlap or another course, strong fabric. Although far inferior to any other design, it has the
virtue of being cheap, and therefore affordable. Even the poorest common soldiers can purchase this armor. It falls apart
easily after use, and tends to become a haven for tiny vermin. (Light)

Leather Armor Leather, tough and dried rock-hard, makes up the common leather armor. Although not terribly
protective, this form costs little more than Padded Armor, and most of that small difference stems from the expertise needed
to tan the hides properly. This armor heats up easily and isn’t at all comfortable to wear. (Light)

Studded Leather This armor cannot be made using tanned, hard skins. Rather, many hundreds of studs are forced through
pieces of leather. The studs act much like chain mail, and effectively cover the entire surface of the armor. Although
cheaper than more effective military armors, this form often finds use for it relatively cheap price and comfort, a serious
issue on long treks. (Light)

Chain Shirt An incomplete form of chain mail, those expecting to engage in moderate combat but not wealthy enough for
a full suit of chain wear this armor. Chain shirts are made and wear exactly like chain mail. Due to the lack of protection on
the legs, people wearing this armor commonly die from lower limb wounds. (Light)

101
Hide Armor
Simply a thick, cured animal hide, with the fur or hair planed off, standard hide armor is rarely used in Cemar except by
unsettled tribes. Some rare armor is made out of dragon hide or similarly tough materials, however. (Medium)

Chitin
Among all the armor in Cemar, this must be the most unusual. W hen Glemma hide is specially treated with an
alchemical process, it becomes a solid, hard armor with surprising flexibility at the joints. By cutting it into overlapping
strips and stitching them together with glues and thin leather backing (or untreated glemma hide), one can make a fine suit
of armor of reasonable flexibility and fair protection. It looks so much like insect hide people have taken to calling it
“Chitin Hide” or “Bug Plate”. Though it’s not comparable to serious metal armor, they’ve proven popular in Akche, since
the wind tends to blow through the suit and cool the wearer. Suits are starting to come into use in the Isles, where some
rangers and Light Infantrymen prefer armors that never rust and are easily repaired. (Medium)

Scale Mail
Scale mail, like studded leather, relies on hide backing. Unlike studded leather, scale mail covers the leather in
overlapping metal flaps. It provides superior protection, but restricts movements more. A smaller form of this armor, not
covering as much of the body, is known as Brigandine. (Medium)

Chain Mail
Composed of hundreds on tiny rings, chain mail offers decent protection against attacks. Used by many of the world’s
infantrymen, chain is fairly expensive. Hence lords and mercenaries, or other groups that can afford the high ongoing price
of repairs, often buy it or claim it as the spoils of war. Chain mail rests the weight mostly on the shoulders, so few wear the
stuff outside of imminent battle. Small pieces of chain mail often guard the joints on other armors, since it allows free
movement. (Medium)

Breastplate
This armor, although strong and tough, protects only a small portion of the body. A breastplate does not provide
adequate cover to the arms or legs for full combat. Nevertheless, it finds use among those needing partial protection but
whose role in combat does not demand exceptional armor. (Medium)

Coin Mail
W izards developed coin mail as a magical focus. Although efforts to improve the power of spells cast while wearing it
failed, the precious materials used in making the prototypes proved quite effective in channeling magic power. Heavy and
lacking in protection, coin mail doesn’t disrupt spells like other armor - and a W izard wearing it never works with a lack of
components. (Medium)

Splint Mail
This rare armor uses reinforced vertical metal strips bound to leather backing. It is highly inflexible and cannot armor
joints without rendering the wearer immobile. Only Miuri cavalrymen use it regularly. (Heavy)

Banded Mail
Another variant on the idea of sticking metal to leather, this armor utilizes overlapping bands of metal to protect a
warrior. Since the cost is equal to Splint, and it provides easier movement and equal protection, few use Splint mail.
(Heavy)Plate Mail Plate mail evolved among human nobility as the ultimate in defense. Although the idea is simple, the
execution is flawless – a heavy, but flexible suit of nearly impregnable armor, wearable easily by a trained elite fighter and
adapted well to mounted warfare. Plate mail relies primarily on a tough breastplate, along with strong arms and leg
protection. (Heavy)

Field Plate
Plate mail remains in use on the battlefield, but heavier versions of the original came to dominate on the tournament
ground. It is everything Plate Mail is, but heavier, with even fewer holes in the defenses. W ell made field plate bars all
attacks save the most powerful blows or most skillfully shot arrows. Sadly, this armor is extremely heavy and clumsy. It is
only used in orderly contests, as one cannot effectively move in it. (Heavy)
+10 Armor Bonus, -4 to attacks, -8 Armor Check penalty

102
Great Mail
Merrin Great Mail represents the pinnacle of armor evolution. Normal mortals cannot even wear it and still move. The
armor has too much weight for even the mightiest of warriors to bear properly without special training. On the bright side,
the stuff is impregnable to any normal attack, and is articulated even better than Full Plate. Only specially trained warrior
may fight in it, the Merrin Crusaders, but for them it is almost as easy as Plate Mail. This armor entails a special –2 to all
attacks. (Super-Heavy)
Generally, one cannot ride a horse and wear this armor. No one’s yet bred a horse big enough for it, though many
magical creatures might do.

New Active Skills

Barter (Cha)
W henever the characters need to buy something they can choose to barter for it (many salesmen won’t sell anything
unless the characters choose to barter); buyer and seller make a check: the final price is increased or reduced by 10% for
every 5 points of difference between the rolls, up to a maximum of 50%. Note that neither character is under any obligation
to sell or buy at any point – but repeated attempts to barter do not change the outcome.

Demonology (Int)
Demonology is the science of summoning demons and banishing them without the use of raw magical power. See The
Magical Arts Of Cemar for complete rules. Celestiology can be used in place of Demonology, albeit at a -5 penalty.

Celestiology (Int)
This skill’s effects are the same as Demonology, although the DC’s for tasks are higher, and it affects the rare Celestial
beings rather than demonic ones. Demonology can be used in place of Celestiology, albeit at a -5 penalty.

Ritual Magic (Varies)


This is the knowledge of ritual magic, the art of using magical power without drawing on personal spellcasting abilities.
Ritual magic can accomplish many things ordinary magic cannot. However, it cannot draw on extraplanar energies, though
it can sometimes connect to them. This skill uses the highest attribute bonus for any style of magic you may have. That is, if
you have class ranks in more than one brand of magic (i.e., a W izard/Cleric) you may use your highest attribute bonus (in
this case either Intelligence or Wisdom). If you are a Sorcerer or Druid, you may use the relevant attribute bonus for any
magic spell or school you know, including Strength and Constitution; these lead to some rather odd rituals, at times.

Warcraft (W is)
W arcraft is the practical ability to command armies and comprehend combat strategy and tactics. W hile Knowledge:
Military Theory may help one recognize the historical context of given military technologies, doctrines, stratagems, and
tactics, only W arcraft will help you create apply those ideas, or create new ones, to succeed in a given situation. This has
game implications in the context of massed combat. A DC 15 (or higher, if the Game Master decides this is an uncommon
situation) Knowledge: Military Theory grants a +2 circumstance bonus on this skill roll.

Specific Background Skills

Administration [Type] (W is)


Administration (otherwise known as Profession: Administrator) helps you run effectively a business, religious order,
guild, spy ring, and so forth. The specific of operation to be managed must be specified, and you may have multiple types.

Cultural Ritual (Cha)


Cultural Rituals (otherwise known as Perform: Cultural Ritual) include a wide variety of practices, ceremonies, minor
skills, and simple arts, all based around the cultural practices of a particular civilization. This skill must be taken for a given
ethnos, and applies only for that ethnos. It offers a bonus to Diplomacy when used in formal occasions.

Knowledge: Ghost Lore (Int)


This skill grants knowledge of Undead, Ghosts, and the afterlife. It overlaps partially with Knowledge: Religion, but
focuses more on practical knowledge concerning these sorts of beings then on theology.

103
Knowledge: Legends (Int)
This skill allows you to know what tales and rumors have to say about a person, place or thing. Although not as accurate
or all-encompassing as Bardic Lore, this does allow anyone to study legends and folktales.

Specific Knowledges

Specific Knowledges are straightforward; instead of spending skill points on “general” information - such as
“Knowledge: Geography” - you can expend them on specific things, such as “The floor plan and layout of castle Eravain”.
In general this can be treated as a +20 bonus on relevant rolls - although magical rituals are a special case (A +5 only). Of
course, knowing exactly what some authority has to say on a subject is only helpful if they happen to be right.

Common types of specific knowledges include:

Epic poems and classic ballads. These are designed to be easily memorized, but are often very long. It costs 1 SP to
memorize three of them. Bards get a bonus skill point here at levels 1, 6, 11, and 16.
Books normally cost 1-3 SP each. They’re a good deal harder to remember then poems and such. Quite a few priests
have committed one - or more - of the major holy books to memory, normally at a cost of 1 SP each due to their dedication.
General Knowledge is difficult to classify. In general it can be treated as “memorizing a book” on the subject in
question. Rogues tend to accumulate odd bits of information, and gain a bonus skill point in general knowledge at levels 1,
6, 11, and 16.
Spells are usually only a problem for wizards, and their cost depends on their level. One SP suffices to memorize 3
Cantrips, OR 2 L1 spells OR one spell of L2-3. Minor wizards can easily memorize most of their favorite spells - but more
powerful ones will need their tomes or the Spell Mastery Feat.
Item Creation Formulas vary a lot. Minor charms can be memorized at 10 formulas per skill point - although most
charmsmiths simply consult a book. More powerful talismans are considerably more complex, but talismongers may still
remember three formulas per skill point. The formulas for major items cost one skill point each. In any case, characters
with Ritual Magic 6+ gain a bonus of +2 “levels” in each category on which they actually spend points.
Magical Rituals depend on their complexity. In general, you can easily memorize a dozen or so very “Feeble” rituals
(Burial, Marriage, Detecting Magic and so on), 6 “Ordinary”, 3 “Strong”, or 1 “Mighty” ritual for one skill point. Awesome
Rituals require 2, Monstrous ones 3, and Unearthly ones 6. Wizards are very good at rituals, and get a bonus skill point to
spend on them at levels 1, 6, 11, and 16.

Contacts

Contacts are simply helpful people or entities which you know. Characters can actually be expected to acquire friends,
allies, and contacts, through roleplaying and meeting people. The numbers derived from the table below simply represent
contacts acquired "off-camera". While the GM must approve of any contact added in this fashion - and the player must fill
in a bit of backstory - bonus contacts need not be specified until needed. Thus, if the character's can't figure out anything
about an ancient manuscript, they can go and consult Brother Alward - a priest-scholar the mage befriended when he was
researching spells in the royal archives.
Whether or not the good brother knows anything, or is entirely willing to speak, is up to the GM - but he'll automatically
be fairly well-disposed to his friend the mage - and should now be added to the mage's list of contacts.

Level 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23
A) 02 03 03 04 05 05 06 07 07 08 09 09 10 11 11 12 13 13 14 15 16 17 18
B) 01 01 02 02 03 03 04 04 05 05 06 06 07 07 08 08 09 09 10 10 11 11 11
C) 00 01 01 01 02 02 02 03 03 03 04 04 04 05 05 05 06 06 06 07 07 07 08

A) Bard and Cleric.


B) Druid, Rogue, and Sorcerer.
C) Barbarian, Fighter, (Paladin), Ranger, and W izard

The character’s Charisma Modifier should be added to the base number of contacts derived from the table. Other
modifiers, usually from prestige classes or backgrounds, may also affect this total.

104
Chapter Four: Legal Information

Copyright 2004 by Patrick “Stanley” Bryant and Paul M. Melroy.

Distant Horizons Logo trademark Distant Horizons Games.

The following items are hereby designated as Product Identity in accordance with section 1(e) of the Open Game
License, version 1.0a : All spellweave names, subeffect names, and descriptive material other then game mechanics, ethnos,
elements of game setting, including but not limited to, capitalized names, names of artifacts, spell names, characters,
countries, creatures, ethnos names, geographic locations, gods, historic events, lands, magic items, organizations, secret
societies, legends, and storylines. The product identity listed above is not Open Game Content.

OPEN GAME LICENSE Version 1.0a

The following text is the property of W izards of the Coast, Inc. and is Copyright 2000 W izards of the Coast, Inc
("W izards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
(b)"Derivative Material" means copyrighted material including derivative works and translations (including into other
computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License, including translations and derivative works
under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line
names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that
you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other
terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed
by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact
text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must
add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.

105
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except
as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree
not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such
Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge
to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all
rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.

9. Updating the License: W izards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any
version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You
Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or
all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open
Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.

15. COPYRIGHT NOTICE


Open Game License v 1.0a Copyright 2000, W izards of the Coast, Inc.

System Reference Document Copyright 2000-2003, W izards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
W illiams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
James W yatt, based on original material by E. Gary Gygax and Dave Arneson.

Copyright 2004 by Patrick “Stanley” Bryant and Paul M. Melroy. Distant Horizons Logo trademark Distant Horizons
Games. Http://www.distanthorizonsgames.com

END OF LICENSE

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