Come in and be welcome, none here will mind. A world without sun is a perfect place for creatures and secrets to dark for the light of day, you'll have no trouble fitting in.

Although allies are few you need not stand-alone, its nothing more than discovering where you stand. Strong or clever, speedy or stout, liked or loathed, intelligent or ignorant, predator or prey, a combination of these will place you with your own and pit you against all others. Enter and be wary, and you may realize the hope of survival and the dream of prosperity.

Mezeria, Its Bleak But Its Home

A land that has no true beginning or end, a flat place that somehow loops back on itself. Weather is unknown, and climate unchanging. Areas of extreme conditions may be surrounded by more temperate ones, literally taking but a single step can plunge you from warm to freezing temperatures. Outsiders may find it odd that before them can lay miles of perpetual frost but where they stand is pleasantly warm.

Sunless deserts, translucent forests, thick grasslands, crystalline lakes, frozen wastes and jagged metallic mountains all cover this land in varying degrees. There are of course settlements that dot the landscape, but few are as enduring as Zemoch, falling eventually to disaster in one of its many forms.

The Taint

Does an echo truly die, or do you just stop listening?”

Mezeria is rich in mystical energies, especially those that deal with creation, life and unlife. A by-product of this condition is a form of pollution produced by the minds of the living. All thoughts, plans, intentions and actions that are motivated by a strong emotion tend to find a place in the ether and become trapped there. These mental activities are accompanied by a small amount of psychic energy that aides it in maintaining itself. Given enough time such aspects as hatred, agony, pleasure and the like build up to levels that grant them a semblance of life. These precipitated beings have all the planning, intent, etc. that was put into the events that created them forming a large conglomerate, a body of ideas and methods that helped create it.

Each taint, having no thoughts of its own and only those that compose it, begins to act upon one idea; perpetuate self. Each aspect will try to induce itself in the living in order to make more of itself. For example an aspect of hate induces anger and strife in living minds, the minds produce more thoughts of hate making that aspect stronger and more prevalent. The stronger it is the more effectively it can induce the living to hate, which makes it stronger and so forth.

When a very large amount of several related aspects converge they form what is called an Agonite. These things can muster the psychic energy necessary to physically manifest itself in the material world and better promote its own generation. Agonites are truly horrifying, they exist only to perpetuate the aspects they are made of and have a large pool of psychic energy with which to do so. They are timeless and have an eternity to work out plans that can span eons. Most of the worlds inhabitants are influenced in some way by such beings and in this way the world is filled with selfishness, hatred and cruelty. Although they strive to thwart the Agonites when they can, most fall into despair when they can stare into the being of an Agonite and see themselves in its very core.

The Inhabitants

“If we can just outlast all the others I believe things will finally go our way.”

Even as the very land is inherently twisted, those that inhabit it can be even more so. The world’s creatures are quite varied, each with a proven talent for survival that has carried them to present. Some are able to carve a place with their strength, some ward the worries of the world away with the Art, a good many just try to hide.

Survival is the main concern of the living, and as such spend most of their time trying to do so, thus, little time and effort is put toward art and discovery. All forms of advancement have been slowed so much that present societies seem very much like they did dozens, hundreds, even thousands of years ago. Obtaining food, defending against attack, avoiding disease, protecting territory and continuing the bloodline are concerns to both intelligent and near-mindless life, and accomplishing them is not a simple matter. Both sentients and beasts clash with each other, there are few rules and few allies but the lines are drawn clearly. Canines, felines, herbivores, beasts, non-living and nonliving, all these groups are separate and tend to compete where they contact one-another.

The Sentient

The intelligent beings are a varied group, being civilized, savage or nearly solitary. These beings are quite aware of their place in the world and would very much like to improve it, as few live in very pleasant situations.

The most ancient race is that of the lattish. These peculiar little creatures are quite unlike anything else the world has to offer, and are often somewhat difficult to understand. Possessing the longest history and the richest culture, the lattish also possess the world’s most formidable minds and strange bodies. Their motives and beliefs are very alien in comparison to others, but they still seem to get along with everyone, as they are viewed as “mostly harmless” and are helpful by nature.

Whether they are native or beings from another place, the rakshasa are nearly as ancient as the lattish. One of the few creatures to possess a soul they are also immortal. Without the fear of times deadly grip, they have a fairly advanced culture that revolves around both physical and mental strength. They carefully weigh costs and benefits of actions before they implement them should they have the time, and thus are slow but very successful researchers. Without the rush of time to push them, they tend to specialize and work toward what they find interesting. This is, unfortunately for most, warfare. The great test and method of improvement is opposition and challenge, two things they cherish. This means they are typically in a state of “war” with any non-feline on the face of the world. It is of some relief that they will normally attempt to battle forces stronger than themselves and leave the weaker races alone. The canines and beasts are their most common foes, and can at times seem to be savours of a sort, as beasts are quite often too much for anyone else to handle.

Creatures of slow wit and patience, the WOLVES have the boon of the greatest strength of any other sentient race. Traveling in packs these hunters are often capable of overcoming most obstacles by the merit of their combined physical prowess alone. Inept in matters of the Art and complex planning the WOLVES rely on their only allies in the world, the thaumatra, to see them trough the times where their strength is not enough.

Tall, slender and exceedingly rare, the thaumatra number only a few dozen yet despite their scarcity their skill in the Art allows them to have a solid impact on the destiny of the world. Not truly at odds with any race the thaumatra enjoy a level of neutrality, able to move about for the most part without being attacked on sight. They do not freely lend their aid to others unless it amuses them to do so, although they do aid the WOLVES. As they do not have the numbers to populate settlements of their own and have no male counterparts the thaumatra are driven to live in the company of their lesser cousins the WOLVES.

Hares are one of the most numerous creatures to inhabit Mezeria. They are not fast, strong or smart but instead possess the ability to sense impending danger. This has so far kept them alive long enough to band together in settlements and develop ways to defend themselves from harm. As they are poor users of the Art they have turned to the use of natural principles to devise weapons and what passes for a society. Being one of the few herbivorous races the hares have an intense dislike of carnivores and beasts, which is just about everyone, making them xenophobic.

The cheetah are the fastest land-dwellers the world has to offer, a quality they use to hunt and remain distanced from their foes. Tall and seemingly frail they do not favour melee but instead opt to use ranged attacks when they must take an offensive. If pressed they will run without hesitation, thus they are not known for their valour and can make poor allies.

The Horse tend keep to themselves and are for the most part ignored. They choose not to venture much as they find the overwhelming majority of the worlds peoples to be carnivorous and thus barbaric. As the hares are herbivores they have no problems with them other than the fact hares are just this side of moronic. The lattish are well liked by the Horse and are sometimes invited to come and display their art, usually by paining murals on buildings or dancing. Having almost no magical aptitude the Horse must depend wholly on others for enchanted tools, a fact they have come to accept.

Beasts are a category of creature that has no society or art. Examples being dragons, glings, slimes and some undead. The lives of such beings are not valued by some races and are killed if they make themselves a nuisance. Beasts are typically believed to possess little intelligence and exist only to eat and perpetuate themselves, and this assumption is for the most part correct. Some beasts are in fact intelligent but have not managed for one reason or another to develop a society. Some beasts actually have the capacity to admire art and the other trappings of civilization, and lament the fact they are unable to craft such themselves. It is not uncommon for the lair of a beast to contain works of art from several races including bits of jewellery, sculptures and paintings, what some commonly refer to as “treasure“.

The Mindless

Existence without thought, a pure state of being. In this category are found most plants, some undead and various beasts. Being unable to plan a defensive action or avoid many dangers, mindless beings tend to adapt to their surroundings by strength and resilience, and can be very dangerous. This lack of versatility also makes them very predictable and thus they can be exploited for the purposes of others once they are understood.

The Nonliving

Those that pass beyond the need for sleep, for food or even survival. Without the strong drives that direct the actions of the living, the nonliving and constructs tend to lack motivation. They may be malicious, benevolent or just apathetic on all things. Some take up crafts with which to pass the time, eventually becoming quite good. What may manage to catch their attention may be useful to the living or totally trivial, as they are without true needs to direct their diluted passions.

As some pass unto the power of the opposing Pole, they lose all of their bodily health, but gain unbelievable strength. The strain of muscle, the fatigue of effort, the pain of surpassing your limits are no longer known to them allowing them to perform feats of strength that are truly amazing. Categories and examples of the nonliving, termed by the native creatures as zelengorsk, can be found in the zelengorsk file.

Characters and Generation

A player typically selects a race from the list of sentient beings and generating a set of character attributes. Each race has its own number of dice rolled for each attribute as shown on the races list. Players may opt to instead choose exactly what score in any attribute they like up to the maximum and as low as the minimum for any attribute for the race chosen. It is common that a player will roll all attributes and use the results as a guide, increasing or decreasing as they see fit to gain the sort of character they desire to play.

The Free-Form method of creation ensures that the player receives a character they are happy with, at least initially. The tedium of "I don't like this set of stats, I'm re-rolling" half a dozen times or more is removed and the end result is much the same; the player obtains the character attributes they wanted and less reliance on randomness reduces generation time for those more "stubborn" players. The players are encouraged not to simply take maximum stats as it defeats the character growth process inherent in the game itself, but may do so if they wish.

Alignment is normally a moot point, as it is inherent to most races. The alignment of the character is that of his race and only the hares actually choose their alignment. This restriction is often a determining factor on the race initially chosen.

The class of the character may be chosen from those allowed to each race, often dependant on racial practices and cultural refinement. Once again, it is the hares that have the most freedom, being able to take almost any class that they meet the requirements for.

The final touches such as feats and skills are left up to the player based on their personal plans for the character's growth. Equipment is purchased with starting funds based upon what region the game begins in, as availability of tools is affected by location.

The Powers That Be

“Everything comes from nothing, and to nothing it will return. There is no contradiction in this notion."

A world without gods, a world bound only by the natural laws such as they are. In such a place the only powers are held in the individuals that attain it, and with it the world is shaped. There are few heroes and the powerful direct the weak to greater things, normally with enlightened self-interest. They lead their race in a direction they see as forward in pace and manner tempered only by their personality. Who has such power, and how they use it is dependant on the race, and thus is reflected by their culture.

The Art

“The One philosophy, two Poles from which all emerge, governing the Sixteen Principles”.

The one philosophy is what some term magic, the creation or dissolution of just about anything. The two poles referred to are the Positive and Negative Material Planes from which the energy of magic and all creation are derived, the Primal Forces. The sixteen principles are all the elements of earth; air, water, fire and their mixing that are found stretched between the two poles.

The primal energies of the Positive and Negative Material Planes are accessed though the ethereal plane that reaches all places and things. By combining them in a controlled way a form of proto-existence can be achieved and subsequently shaped. The form given this identity-less existence is limited only by the skill of its creator and so nearly any affect can be achieved. This skill and method is termed the Art, and is also known as thaumaturgy.

The Art is a very potent and prevalent force in Mezeria, as it allows reality to be bent to the wishes of those who use it. It is this power that has the greatest affect on the societies of this world, often used to measure their complexity and state of advancement.

It should be noted that those who use magic, such as mages, need not memorize spells. Once a spell is learned, the ability to use it is no more difficult than performing an equation you already know by heart, it’s a matter of repetition. Magical energies are easily obtained, little effort past learning the laws of thaumaturgy are needed to tap them. Mastering the Primal Energies is a process that can take lifetimes, but just a bit can be enough to influence things to work in ones favor.

The Art in its modern state divides all spells into nine levels of complexity and power. This is dictated by the complexity of the pattern itself as well as its size and strength. The less refined and ancient Art divided magic into but three “Rings” that are still used today as it is based on a very real principle. Once, learning spells was a bit more difficult, as they were lumped into but three classes making it hard to tell if one may be to hard or simply beyond a student at his current level of understanding. By breaking up each Ring into three "Circles", a more systematic and concise method could be used to teach the Art to others. The first Ring contains rings one to three, Ring two holds four to six, and Ring three holds seven to nine. Once a student was able to learn spells contained within the circle above the one he was currently in (for example his first level four spell), he was said to have mastered the previous Ring. Today, moving into a new Ring when attending an academy is cause for a small celebration, in which the student rises in rank within the school and becoming a member of the Second Ring or Third as appropriate. The level of mastery an individual has attained is typically shown by placing the number of mastered rings upon the back of robes, cloaks, etc, that the individual wears. Seeing three interlinking rings on someone's back denotes them as a true master off all three Rings and as an archmagi.

Skills of the Realm

“I tried to be good at everything, I ended up being nothing.”

Anatomy (Wis; Trained Only)

You have a detailed knowledge of the build and intricacies of the body of a specific creature. You know the placement and function of mussels, organs, arteries, bones, tissues and major nerves. The level of detail provided by this skill can allow those with the artistic skill required to accurately depict the body, both inside and out.

Check: You can use this skill to aid healing, perform basic surgery, strike vital areas, aid in artistic depiction of the body, etc. If you have this skill you add a +2 synergy bonus to all heal checks and other related skills. You may also make a check against DC 20 to increase the critical threat range of your attacks by 2 against the creature you have your anatomy skill in. Some of the actions that can be taken if used for surgery are as follows (you may need to be properly equipped in order to perform some of these).

 

 

Task

Difficulty

Set a bone

DC 15

Remove object from body

DC 18

Seal mortal wound (blood loss)

DC 18

Strike vital (+2 crit. Range)

DC 20

Remove organ (no regard for life)

DC 20

Perform Autopsy

DC 23 + (based on time since death)

Remove organ (patent survives)

DC 28

 

Other tasks along these lines may be performed at a comparable DC.

Note, this skill does not impart the ability to perform actual surgery. It does however, grant those with such skill to know where they should cut and what they should not. Attempts at surgery can be made if necessary, but they suffer from lack of methods of sterilization, proper use of surgical tools, etc. Those possessing both surgical tools and the ability to cast Mending are able to "heal" by carefully positioning damaged tissue, severed veins and slashed flesh before repairing the damage with the cantrip. An anatomist may repair a single Hit Point for each rank in this skill plus their wisdom modifier. The repairs are weak but serviceable, however, should the subject be stressed by heavy work or physical combat the wounds will reopen and all damage is re-incurred. The patch-work accomplished in this method will become lasting after the subject has had some time to rest (a night's sleep is enough). This method can be applied to a set bone as well.

Hide Within Shadow (Wis; Requires Pale Shadow feat)

Your skill puts you beyond simply hiding in the darkness, allowing you to become part of it.

Check: By making both a hide within shadow check and Concentration check vs. DC 25 you are able to step out of the material world and become part of the shadows. As long as you remain in the shadow you have no substance and cannot be seen, heard or attacked; your body has become that of the shadows. Each minute you must make another Concentration check vs. DC 20 in order to remain in the shadow, a failed check will expel you back to the world of the physical. You will also be expelled should your shadow be dispersed by light.

Incantations (Int; Trained Only)

Your no thaumaturgical savant, but you have a few tricks you can pull.

Check: You can learn and cast, most of the time, incantations from the first circle. You must first learn a spell and have all components normally needed to cast it before you may employ it. Your chance to learn and cast a particular spell is given below, note you need only check once to learn a spell, and then every time you cast to see if it works.

DC Task

15 + 2 X spell level Learn Spell

15 + spell level Cast Spell

Retry: If a learn spell check is failed, you may not attempt to learn it again until there is an increase in either your Int or Incantations skill.

Special: Should the spell fail because of a botched check or interruption, there is a 5% chance that the spell power bursts from its pattern and ripples the ether a bit. All creatures within five feet of you (including yourself) must make a Will save vs. DC 15 or be stunned for this round and the next.

Knowledge, Asprosology (Int; Trained Only)

Asprosology is the study of spiritual entities which are charged by positive energies. This tends to include most of what would be termed living, and some forms of zelengorsk. Lending itself well, asprosology is often thought of as an aid to the healing arts, but it also has the capacity to harm.

A skill check against the appropriate DC will allow simple identification of a spiritual being's nature, be it positive, negative or other. A closer and more detailed study will allow identification of spiritual type (e.g. class of zelengorsk).

The deep understanding of a beings essences aids the treatment of its flesh. Those with at least five ranks is asprosology are granted a +2 synergy bonus to healing checks when dealing with creatures possessing a positive spirit.

See Knowledge skill in PH for more on DC, retries and Specials.

 

Asprosology DC

Task

10

Identify spiritual polarity: Allows one to determine what category a particular spirit under study belongs to. E.g. Positive, Negative, Xeno. +2 synergy bonus gained from Asprosology.

15 (+ if rare form)

Identify spirit type: Allows a more detailed identification of spirit by giving class. E.g. Ghoul, unfettered, living, etc. +2 synergy bonus gained from necrology.

15+

Study asprotic phenomena: Study nature and possible cause of a necrotic phenomena, such as corpsefire or spiritual traces.

15+

Reap Essence: By performing a successful coup de grace and making an asprosology check against DC 15 + target’s level, you may take a portion of their essence. The essence is sealed within a portion of the body severed, such as a hand or the head. The amount of essence is equal to the amount you exceed the skill check by, and up to their current total of essence.

17+

Asprotic strike: As a full round action, you may use your skill to produce a short lived chill touch like effect upon your hands that you may attack with in the same round. The damage dealt is equal to your Charisma bonus plus how much you exceed the minimum check by. If you do not possess a positive spirit yourself, you will need a positive spiritual source to attempt this. This attack is effective only against negatively charged spirits.

25+

Corrupt Corpsefire: Taint normally harmless corpsefire with positive energies which cause it to shine brightly and warmly. The light shed illuminates a radius of five-feet plus five more for each point above 25 the skill check exceeded. Within this light, positively charged living beings heal rapidly, healing hit points equal to one plus one per point above 25 the skill check exceeded. Charged with light the corpsefire may corrode negatively charged effects and spirits. The amount you exceed the minimum DC for this skill is the amount of harm a portion of corpsefire can deal (about the size of an average fist). This damage is applied to matter ignoring hardness and to spirits as if a chill touch like effect. Corpsefire can be used as a touch attack or a ranged attack as a dagger-like weapon. If you do not possess a positive spirit yourself, you will need a positive spiritual source to attempt this.

 

 

 

 

 

Knowledge, Necrology (Int; Trained Only)

Necrology is the study of spiritual entities which are charged by negative energies. This often includes zelengorsk and a small variety of synthetic entities but also includes the phenomena associated with these beings. Likely circumstance of creation, potential strengths and qualities as well as vulnerabilities are also covered here.

A skill check against the appropriate DC will allow simple identification of a spiritual being's nature, be it positive, negative or other. A closer and more detailed study will allow identification of spiritual type (e.g. class of zelengorsk).

Understanding of these beings also aids in dealing with them personally. By making a check a scholar can more easily communicate with such creatures. Five ranks in necrology will add a +2 synergy bonus if used in conjunction with the diplomacy skill for communication purposes.

More general phenomena can be studied using this skill as well. Corpsefire, probable lairs, communication methods and manifestations of negative energy are but a few examples of what is included. A successful study of a phenomena will typically allow some insight as to its nature and perhaps how to manipulate it.

If desired a necrologist may also attempt to communicate with ambient spirits that lie dormant and fading in the environment or in their original bodies. By the use of simple props such as candles, cards, stones and sand it is possible to pose questions to these spirits in hopes that they are both capable and willing to answer them. This aspect of necrology finds much use in homicides if the victim knew their attacker. Stronger spirits will remain more intact longer and thus provide less fragmented answers, so it is advised that some thought on selection of the subject be done ahead of time.

See Knowledge skill in PH for more on DC, retries and Specials.

 

 

Necrology DC

Task

10

Identify spiritual polarity: Allows one to determine what category a particular spirit under study belongs to. E.g. Positive, Negative, Xeno. +2 synergy bonus gained from Asprosology.

10+

Commune with spirit: Make an attempt to rouse and communicate with an ambient spirit. Just what might be asked and learned depends on the strength of the spirit and method of communication. Aids such as cards and candles may grant a +2 bonus to the check if appropriate to the spirit being questioned. Correct aid might be learned by a Identify spirit check.

15 (+ if rare form)

Identify spirit type: Allows a more detailed identification of spirit by giving class. E.g. Ghoul, unfettered, living, etc. +2 synergy bonus gained from Asprosology.

15+

Study necrotic phenomena: Study nature and possible cause of a necrotic phenomena, such as corpsefire or spiritual traces.

17+

Necrotic strike: As a full round action, you may use your skill to produce a short lived chill touch like effect upon your hands that you may attack with in the same round. The damage dealt is equal to your Charisma bonus plus how much you exceed the minimum check by. If you do not possess a negative spirit yourself, you will need a negative spiritual source to attempt this.

20

Invoke corpsefire: You may cause normal corpsefire to come into existence anywhere their is a spiritual presence (upon yourself or another being, corpses or areas they once occupied and other ambient sources.

25+

Corrupt Corpsefire: Taint normally harmless corpsefire with negative energies which cause it to corrode matter, energy and life. The amount you exceed the minimum DC for this skill is the amount of harm a portion of corpsefire can deal (about the size of an average fist). This damage is applied to matter ignoring hardness and to spirits as if a chill touch like effect. Corpsefire can be used as a touch attack or a ranged attack as a dagger-like weapon. If you do not possess a negative spirit yourself, you will need a negative spiritual source to attempt this.

 

 

The Shadowed Path (Wis; requires the Pale Shadow feat)

You may use the shadow realm as a way of travel, allowing you to enter one shadow and emerge from another some distance away.

Check: By successfully making a check vs. DC 25 and a Concentration check vs. DC 20 you may step into a shadow and into the realm of shadows. From there you may pass quickly to a shadow nearby and emerge, bypassing all physical objects in your way. You may move a number of yards equal to your Wisdom score. If you fail your Concentration check you may still enter, but you emerge from a random shadow within your range.

Special: Note you may only bypass physical objects such as intervening walls. Magical barriers will be impervious to your attempts to move past them, although you may still go around them if your range permits it (1 yard per point of Wisdom).

Feats of the Realm

“Some people have it, some people don’t, some people have a lot of it.”

 

Attack Area [General]

You can wield improvised weapons to attack several spaces at once

Prerequisite: Str 19, Huge size or better, Power Attack.

Benefit: You can use your great size and strength to pick up a heavy object and attack an area as a standard action. Such an attack may consist of swinging a large log or smashing a door down on opponents' heads. The area affected is a half-circle with a radius equal to your reach. You deal damage to all creatures two or more size categories smaller than you within your area. The base damage dealt depends on your size category, as given on the table below. Add 1½ times your Strength bonus to this base damage to determine the total damage for the attack.

 

Size Category

Damage

Huge

1d8

Gargantuan

2d6

Colossal

2d8

 

Though it can deal significant damage, this form of attack is awkward and unbalancing. You incur a -2 penalty to your Armour Class and on Reflex saves until your next action.

Breath of Spirit Deepen [General]

Your spirit fills with greater power than it was meant to, shining with inner strength.

Prerequisite: Only creatures possessing a spirit may take this. Must come from a healthy background free of damaging pollution or the like.

Benefit: The extra spiritual power held by your spirit acts as a buffer for your own life energies. This allows you to ignore some or all of a level-drain attack while the extra energy is taken instead. Energy lost from the buffer returns at the rate of one per day in which your life force is not attacked. This feat may be taken multiple times, each time allowing one more buffer level and adding five to maximum essence

Special: A more vibrant spirit will make one more resistant to life force attacks, but also make you quite appetizing to those who feed on life essences, such as some forms of undead and pink dragons.

Crush [General]

Like a dragon, you can hurl your body onto opponents to deal tremendous damage.

Prerequisite: Huge size.

 

Size Category

Crush Base Damage

Huge

2d8

Gargantuan

4d6

Colossal

4d8

 

Benefit: As a standard action, you can jump or fall onto opponents, using your whole body to crush them. This attack is useful only against creatures at least three size categories smaller than yourself. The base damage for a crush attack depends on your size category, as given on the table above. Add 1½ times your Strength bonus to this base damage to determine the total damage for the attack.

A crush attack deals bludgeoning damage and affects as many creatures that can fit underneath your body (see Large and Small creatures in Combat in Chapter 8 of the Players' Handbook). Each creature in the affected area must succeed on a Reflex save (DC 10 + your Str modifier + your size modifier for grapple attacks). On a failure, the opponent is pinned and automatically takes crush damage each round the pin in maintained.

Diploma, Arcana [General]

Your devoted study within the walls of a formal magic academy has given you a very thorough understanding of the Art.

Prerequisite: Knowledge Arcana 4 ranks, Attended a magic academy.

Benefit: For purposes dealing with magic, from certain skill checks (spellcraft) to bonus spells per level you are considered to have a prime stat two points higher.

Special: Note you do not actually have to use a feat to acquire this feat, you gain it upon graduation should you have the ranks in Knowledge Arcana required.

Ebony Shroud [General]

Infusing the silhouette with a flow of Negative Energy now allows you to use it for other things besides protection.

Prerequisite: Silhouette

Benefit: The Silhouette now literally drips with black power, staining the ether black as you pass for a short time. It may now be used to perform some of the dread attacks used by the undead to attack the essence of the living.

Energy Drain: By making a touch attack, you may cause d6 + Chr bonus essence damage to any target with a spirit.

Fear: They may not be able to see it, but the living can certainly feel it. By willing the Shroud to “flair up” you can intimidate the living in a potent way that they can’t fully determine, granting a +4 circumstance bonus on bluff or intimidation checks.

Paralysis: If you successfully make a touch attack, the victim has its spirit numbed by your Shroud hampering its ability to generate movement. The victim must make a Fortitude save DC 15 + Wis modifier + HD/Level or be paralysed until the effect is dispelled.

Special: This is an intermediate step on the journey of most necromancers.

Fling Enemy [General]

You can pick up an opponent and fling it.

Prerequisites: Str 23, Huge size, improved grab.

Benefit: You can make a grapple check at a -20 penalty against an opponent at least two size categories smaller than you. If you succeed, on your next action you can use an attack action to fling the held opponent. The range increment for the thrown creature is 120 feet.

A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as if it had fallen half the distance thrown (rounded down). For example, if a hurled orc is thrown horizontally 170 feet, it takes 8d6 points of damage.

You may also fling the creature at another creature. To do so, make an attack roll at a -4 penalty, with appropriate range penalties, against the target creature. If you hit, both creatures take the amount of damage that the thrown creature would have taken otherwise, as given above.

 

Greater Multigrab [General]

You can grapple enemies effortlessly with your natural weapons.

Prerequisite: Str 19, Dex 15, improved grab, Multigrab.

Benefit: When grappling an opponent with ontly the part of your body that made the attack, you take no penalty on grapple checks to maintain the hold.

Normal: Without this feat, you take a -20 penalty (or a -10 penalty with Multigrab) on grapple checks to maintain a hold with only the part of your body used to make the attack.

 

Guard Down, Blade Up [General]

Sometimes the best defence is a good offence, and for that you may leave yourself vulnerable.

Prerequisite: Weapon Finesse

Benefit: At the beginning of your action you may choose to subtract a number from your total reflex saving throw bonus and add the same number to your attack rolls. This may not exceed your bonuses. You may opt to change the number used upon your next action.

Special: Note that this feat and Power Attack cannot be used in conjunction, only one or the other may be used at any one time.

Hands of the Creator [General]

Your understanding of life, death, and the workings of the body have granted you the ability to drag those taken by death back to the world of the living.

Prerequisites: Heal 6+ ranks, Knowledge (Anatomy) 6+ ranks, Knowledge (Asprosology) 6+ ranks, Knowledge (Necrology) 6+ ranks.

Benefit: You may restore life to any creature in which you have the corresponding Knowledge (Anatomy) skill. To exercise this feat you must restore at least one hit point to the subject with any means you have (Heal skill, potion, etc.) within ten minutes of the subject dying. This process is a full round action during which you could be vulnerable to attack. You must then succeed a Knowledge (Anatomy) check against a DC equal to the number of hit points past zero the subject has adding the subjects Constitution modifier to your roll. If successful the subject is restored to -9 hit points and stabilized. If you fail, you may not try again and subsequent attempts by others are penalized another d4 points to the DC.

Retries: Retries are not permitted.

Improved Multigrab [General]

You are particularly adept at using all your natural weapons at once.

Prerequisite: Three natural weapons, Multiattack.

Benefit: The usual -5 penalty on attack rolls for secondary attacks does not apply to your secondary attacks with natural weapons. The damage bonus for such attacks is still only ½ your Strength bonus, if any.

Normal: Without this feat, your secondary natural attacks take a -5 penalty (or a -2 penalty if you have the Multiattack feat)

Inured to Energy [General]

You can resist energy attacks more efficiently than normal.

Prerequisite: Resistance to the energy type you specify when taking the feat.

Benefit: Your existing resistance to one type of energy increases by 10. You can use this feat only to enhance existing resistances, not to gain resistance to a new type of energy.

Special: You can gain this feat multiple times. Its effects stack. Each time you take this feat, you can either apply it to another type of energy to which you already have resistance, or increases and existing resistance.

Luck, Good [General]

While the fates seems to enjoy slowly destroying everyone and everything around you, you fair much better for reasons that escape you.

Prerequisite: You must have a Charisma of 16 or better.

Benefit: Once per day, you may decide to roll a saving throw, skill roll, check, attack roll or anything else where fait or luck could play a factor, twice and take the best one. You must however state you wish to do this before you roll.

Special: You must take this feat as at level one (or before you begin play, should you start at a higher level).

Luck, Great [General]

It just keeps getting better for you, and people are starting to notice. Some of them are not happy.

Prerequisite: Good Luck, and a Charisma of 21 or higher.

Benefit: As with Good Luck, you may make two rolls and take the best, but now you can do it twice per day. In addition, if in a group and something bad is about to happen, such as a sniper wants to take a shot at one of you. Should you be chosen by the chance event there is a 50% chance that it will pass you over and go for someone else instead. If this happens too much and others survive it, they may start to get wise to you. If a good thing is to happen to a member of your group, it is also 25% likely it will be you. If more than one individual with Great Luck is in the group, the one with the higher Charisma gets to have his chance roll first.

Luck, Fantastic [General]

Your such an interesting person to be with even the fates seem to like you a lot.

Prerequisite: Good Luck, Great Luck and a Charisma of 26

Benefit: As with Good Luck, you may make two rolls and take the best, but now you can do it thrice per day. As with great luck you still have a 50% chance to be passed over by the cruel hand of fate and have it crush someone else. You now have a 50% chance that good thing will happen to you instead of others. The same ladder of Charisma still applies here, as it does for Great Luck should more than one person in the party possess a Luck feat.

Luck, Phenomenal [General]

Fate is a very real thing to you, and your probably lovers.

Prerequisite: Good Luck, Great Luck, Fantastic Luck and a Charisma of 31.

Benefit: The number of times you can call for a double roll is now five per day. You have a 75% chance to be passed over by fate, and a 75% chance to be chosen. The Charisma ladder works here too, so checks are made in order. The one big change is now you can DICTATE one roll per day.

Special: Much like a lover, fate does not like to be abused. If used to simply win at a casino or when scratching a lotto ticket, fate will most likely take offence and take the next chance it has to fuck you up as much as possible. It could be some time before you are forgiven.

Multigrab [General]

You can grapple enemies more firmly than normal with your natural attacks.

Prerequisite: Str 17, improved grab.

Benefit: When grappling an opponent with the part of your body that made the attack, you can take only a -10 penalty on grapple checks to maintain the hold.

Normal: Without this feat, you take a -20 penalty on grapple checks to maintain a hold with the part of your body used to make the attack.

Pale Shadows [General]

You have spent a lot of time using the shadows for refuge, but it seems you have found something there, or perhaps it found you.

Prerequisite: Hide In Shadows Rank 13 [Concentration Recommended]

Benefit: Thanks to your intimacy with shadows you have gained insight to the existence of another place, the Plane Of Shadows. This feat allows you to learn of number of skills employing the properties of this place. This feat is a prerequisite for other skills and has no use on its own.

Pain Mastery [General]

Injuries send you into a fury, increasing your physical power.

Prerequisite: Con 20, Toughness.

Benefit: You take damage normally, but every 50 points of damage you take (if you survive the attack) automatically increases your Strength by +2. This bonus lasts until the end of the encounter, after which you are exhausted. See the Condition Summary in Chapter 3 of the Dungeon Master's Guide for the effects of being exhausted.

Parry [General]

You may attempt to parry a blow that would otherwise strike.

Prerequisite: Dex 13, Weapon Finesse

Benefit: You may make one attempt per round to fend off a strike that would strike you. After the to hit roll has been made but before damage is calculated, you may have the option to parry. To determine success, you must make a to hit roll of your own that is greater than that of the total rolled to hit you. For example, should your opponent roll 15 to hit, plus 3 from strength and plus 4 from base attack bonus, you must total over 22 with an attack roll of your own. All normal modifiers to hit are counted, such as strength, any feats and enhancement bonuses.

Sight Of Mystics [General]

After practicing the Art for so long, you very body has begun to shift from its mundane roots, becoming attuned to the Poles.

Prerequisite: Must have mastered the first Circle (be able to cast 4th level spells), can not be taken, it is given at some “integral point” by the DM.

Benefit: You are able to look into the ether and see what lies within it. The auras of creatures, enchanted objects and places, magical beings, ethereal objects or creatures and memorized or woven spells are all privy to your gaze. If you have the spellcraft skill, you can attempt to identify a spell upon a creature, place or object. This may be done at DC 20 + spell level. When using the spellcraft skill to identify a spell being cast, the DC is lowered to 7 + spell level.

By willing yourself to delve deeper into the ether you can at DC 20 attempt to discover what spells a creature knows or has memorized by inspecting its pattern in the ether. If you don’t know them yourself, their school and general purpose (attack or defence) will become apparent. If a creature has a supernatural ability, you may attempt to identify its nature at DC 20. If a creature has an enchantment upon it to change its shape its true shape will be reflected by its spirit, which will appear as a silhouette on the ethereal plane.

As the spells used to create an item are for the most part now visible, the wizard may use his own powers to interact with them. This allows the item to be used without knowing any command words or the like by “tripping” the magical circuit and causing it to function. To activate an item a spellcraft check against DC 15 + the level of the spell (highest if more than one was used) used to make it. If the check is successful, the item may be reactivated in the future without a recheck. If the check is unsuccessful, the item will not work and no rechecks can be made until at least one more point is put into the spellcraft skill.

A wizard may also use the sight to help in the research of a spell found enchanted on an item, potion or place. As the wizard has a working example and may see the ethereal signature of the spell, all costs and time required to research it from scratch are reduced by 75%. The chance of success is also increased by +20%, as the wizard may compare his results to the original when desired.

Special: The development of the sight takes on a small physical characteristic; the outside rim of your iris takes on a violet hue. Wilfully intensifying your gaze takes one round of concentration before to work. To employ this ability takes concentration, like tensing a muscle; it can be maintained during combat or casting, but if you are struck you must make a concentration check to continue using it. While its in use, your eyes lose all features (pupils, iris, etc.) and become translucent glowing violet orbs. From them a shimmering violet “smoke”, a visible ethereal vapour, begins to wisp. The mist vanishes about three seconds after leaving your eyes, and travel in pretty much any direction it wants, unaffected by solid objects or wind. They are totally harmless but can be unnerving to others, perhaps granting a +1 circumstance bonus to intimidation in such situations.

Silhouette [General]

Through profound spiritual revelation, you have managed to cloak your own spirit with the energies of the Dark Pole.

Prerequisite: Knowledge Necrology 14, Knowledge Anatomy 9, Spellcraft 9. Normally only open to necromancers, as few others would willingly tread this path or even know of it.

Benefit: While it is an unnatural situation, the shell of Negative Energy does much to protect your living spirit. The shell is quite complete and hides your spirit from detection by the undead as well as protecting you from any life force attacks that would not also work on undead. Such effects protected against are chill touch, vampiric touch, finger of death and energy drain. The cloak prevents other life from passing though it unharmed, making other creatures feel uncomfortable when touching you and killing any mundane bacteria, thus preventing disease.

Note: should any methods be used to detect undead or living the possessor of a silhouette will show up as both. As the Dark Pole Energy is unpalatable to undead, they will not see the individual as prey and may believe them to be one of their own.

Special: One of two side effects of having such energy so near your living body is that your vitality is repressed by some margin. For as long as you have the Silhouette your Constitution is effectively reduced by 4 points. All bonus hit points, save bonuses and so forth are treated as if your Constitution score was 4 points lower. The Constitution is still there, however, and its original score still counts when needed for such things as minimum requirement for a skill, class, feat, etc. If unsure in any situation, act as if the 4 points were temporary Constitution damage.

The second side effect is the body ages at only one half normal speed. This longevity is even more profound as the life force protection granted by this feat prevents unnatural aging as well.

Obtaining this modification to ones spirit is a major step in a necromancers journey to completion of the self or transition to undeath.

Sixth Sense [General]

The world is out to get you, and you know it.

Prerequisite: This keen sense of “paranoia” can only be taken by hares.

Benefit: You are aware when someone means to do you ill good, be it in business deal or a chance meting with a serial killer. You are also aware of harm from the environment; even if you cant see the source. Traps, hidden assailants and other hazards from any direction are detected by this feat. You are instantly made aware of dangers moments before it happens and you are given a general idea of what action will best protect you, be it to turn back, duck, run, etc. You cannot be caught by surprise or flat-footed, you are always made aware of threats just in time. Things that are out of place, unnatural and the like (e.g. undead, enchanted items, magical beings, etc.) tend to stand out to you, and if you cant see them just yet, you do feel them. You may not know why they are strange, but you do know you should keep an eye on them.

Special: You tend to be more untrusting than others normally are, but it keeps you safe. Should you come under the influence of a courage or bravery affect brought about by some source, the fear that empowers this feat is lost, as are all bonuses it provides.

Stamp [General]

You can stamp the ground to crush and disrupt opponents.

Prerequisite: Huge size, feet, trample special attack.

Benefit: You may, as a full-round action, strike a solid surface with one of your limbs and create a shock wave that radiates out from your position, and continues for a number of feet equal to 5 X you base creature's Hit Dice. Make a single unarmed attack roll. Every creature in the affected area compares its Balance check result to your attack roll result. Those who fail this opposed check are knocked down.

Special: Each structure and unattended object that is at least partially within the shock wave takes damage equal to 1d6 + your Strength bonus + the object's hardness (maximum 5).

Unnaturally Attentive [General]

You can’t help but enjoy every facet of life, its pleasures and pains, its gains and losses. Life is a learning experience and you pay attention during its classes, others may be upset that you stop to smell the roses, but they don’t know what they are missing.

Prerequisite: Intelligence of 25

Benefit: Although you take a little longer, your actions are of love for your work and you come away bettered for them. You gain a +3 circumstance bonus to all skill rolls, but take you 10-30% longer. This may be a penalty if your production of a commodity is slowed. It can be a benefit to those like dancers or minstrels who draw the experience out just a little more, and as for being a lover…well, drawing things out is not all bad. Even in the thick of battle, you savour the moment with a smile on your lips, much to the chagrin of your allies. You suffer a -2 initiative penalty, but your attacks gain a +2 bonus to hit and others suffer a 2 increase to the DC of spells you use against them. Your experiences are more significant to you, as you have drunk them in as fully as you can; you gain 10% more exp than normal.

Special: While you like to take your time, you may hurry things along if you absolutely must. While this is quite irritating to you, you can do it, forgoing all bonuses and penalties listed above.

Words of the Realm

“I don’t know what he is saying either, but is sure sounds cool.”

Ahlen: Meaning to fend, protect or ward in some way.

Anthanema: A terrible event that occurs stealthily, quietly, then abruptly.

Dhar: An end that draws near, approaching doom.

Fromadar: Protection of the fighting spirit, preservation of battle strength..

Gorceain: Brutal destruction drawn out and savoured.

Kabati: Doomed individual or victim allowed to live past their time.

Kadawatsa: All purpose curse used the world over.

Kafuka: That which is unworthy of existence.

Kagopal: A statement pronounced by one who knows their end is upon them.

Kagoshima: Nightmarish power.

Kimmura: That which is made to do the will of another, a puppet.

Kakkinnida: Life mate.

Kazzack: That upon which much importance rests.

Lowack: Unfortunate victim of happenstance

Mordenvan: Unstoppable swath of bladed doom.

Zelanzowa: Trusted companion.

Zelengorsk: A being that was never born, exiting where it has no place often referring to the undead.

Zema: That which exists only to serve.

Zemoch: A last hope for survival in the face of certain annihilation.

 

Tools, Items and other Materials

“Its obvious we die to easily to be built to survive, we must accessorize.”

With access to unique materials and having unique needs, the inhabitants of this land have come up with many crafts to aid them in survival.

Currency

As metal is best used in the production of goods, currency takes on a crystalline form in this land. Crystals are shaped by craftsmen to fine detail, discouraging counterfeits as a fast way to make money. Should a counterfeit be made so well as to be indistinguishable from the true item, it is accepted as such. The lowest form of currency to the highest is: chip, stick, wafer.

Chips are the parts of sticks that have been cut into 6 equal parts. Each chip is identical to any other chip, except for the once produced from the ends of sticks. These make up one in three chips and have one rounded, polished end and a sharp, flat end. All other chips have two sharp, flat ends. Each chip is about one inch long and half an inch wide with a cylindrical shape.

Sticks are very commonly used in purchases that are to big to warrant a chip, but not so expensive as to need a wafer. Such purchases are; food, accommodations, repairs, drinks, some services, etc. They can be easily snapped with some careful effort into six sections called chips. Fewer sections may be broken off if desired, and this is done by the buyer normally to give himself change (chips). A stick is 6 inches long and half an inch thick. These are almost always made of the crystal kleea, although some very ancient ones have been made from other crystals such as mystic.

Wafers are the highest form of standard currency, and are normally crafted from kleea. Each wafer has the following dimensions; half an inch thickness, three inches long, one inch wide. Each wafer is cut by a master of gem cutting and can take as long as two days each to complete the lowest denomination. These have been crafted for thousands of years so there are plenty of them about in present day, most of them made by the lattish or rakshasa hands. As the denominations increase, so does the complexity of the engraving of the wafer. Wafer denominations are in numbers of sticks; 5, 10, 20, 30, 40, 50, 100. Higher denominations are typically made of crystals such as mystic, which deters counterfeits further.

Weapons

Each race has developed weapons for defence, hunting and war.

{A listing by race and weapon type to follow}

Foodstuffs

Most creatures need to eat and some have developed the need into an art of its own. The preparation of food is at least for ensuring its safety and at most to make it appealing to as many of the senses at once as possible. Each race has a different style and need that drives them in this area and so there is a diverse collection of foods to chose should one go where all species meet.

Lattish

These little creatures have existed for the longest as history tells, and thus they have the most extensively developed culinary skills. Since moving away from their carnivorous roots they have taken a liking to sweet fruits and rich baked goods. They are well known for their love a pies and are the worlds most renown confectioners, they are also one of the worlds ONLY confectioners. Candies of all sorts can be highly prized by other races as they do not have the skills or refined resources to create any themselves.

Spices

The addition of certain substances to a meal can totally change the way it tastes, smells and sometimes even how it looks. Spices can make a meal a bit more tart, sweet, bitter or add an entirely new taste. The preparation and proper use of spices is an art and it takes time to discover the best methods involved. As spicing up a meal is not a necessary skill for survival few individuals devote the time and effort required to learn how. Someone with the skill to cook can simply be called a cook. An individual who possess the skill and sense of taste to properly season and quality-test a meal is called an epicurean. Those rare professionals who have both these abilities are called chefs, and are able to prepare meals that are not just food, but an experience. Those who have the time to devote to becoming a chef are typically upper-class or otherwise free from some of the daily needs of survival needed to hone such a skill. Such specially prepared meals are much enjoyed by those who typically eat their food “as is”, and a fine living can be made by those who can employ this talent well.

Aja: A sour fluid produced when the black roots of the ajaine plant are pressed. The juice is sour and may be concentrated by distillation of the water it contains. Aja is most often used in the preparation of sauces, soups, jellies, glazes and drinks

Honta: The dried flakes of the honnata fruit. The fruit has a tart flavour that intensifies when it is dried, making it ideal for several otherwise bland or too sweet food items.

Neboux: A small purple herb that grows in the frozen waste. It is a common export of that area, and finds itself used in many applications. Once dried, the herb has its already potent flavour enhanced, akin to cinnamon but slightly stronger.

Rudol: A bitter tasting berry, dried and then ground to a fine powder. The powder is added to soups, stews and sometimes tea to add some character.

Salt: A very common spice that is also a dietary requirement. It can improve the flavour of almost any food and therefore is one of the most common spices. It does not lose potency over time if kept sealed from moisture. Salt may also be used to help dry and preserve foods if needed, making it a very versatile substance.

Sana: A sweet seed that is ground into a course powder. The sweetness of this seed makes it ideal for cakes, pies and candies. It has a deep green hue that gives its jellies and sauces a characteristic that is easy to recognize by sight alone. The sweetness and flavour is akin to cherries.

Torgar: A strong, heady spice preferentially used in meat dishes. Torgar is prepared by drying of its leaves and later crushing or grinding them to a powder. Herbivores tend to find this plant unpalatable because of its harshness, but carnivores find it adds a new facet of flavour and tingles the tongue if used sparingly. If overused, it can make food so harsh that it is inedible to anyone, causing sever internal irritation. It is also this property that can make it difficult to use should one not be very familiar with its potency.

Magic

“And for my next trick, I will step over his smoking corpse without getting dirty.”

A term used to loosely describe the event that occurs when the Primal Energies mix, yielding a portion of creation/destruction. The Positive and Negative power needed to craft magic is accessed by a user of the Art through the ethereal plane, which in turn touches all existence. He may do this because he is connected to the ether via his spirit, which is in turn filled with one of the powers. It is this small but important connection that allows the tapping of power not possible by anything without one, such as most machinery. From this starting point, a user begins to explore a dimension of himself he cannot see or feel, but can be made aware of. It is slow, tedious and a bit hazardous without proper instruction; stumbling to far in the direction of the wrong Pole can have consequences to the spirit.

Once aware of the nature and extent of the Poles, a user may draw upon small portions of both, and “weave” them through an ethereal pattern. The pattern is a weave of connecting ethereal channels, which allows the two powers to flow, mix, refine, split and recombine in a specific manner. This is much like a very complicated system of rivers that mix, diverge and so forth.

While the powers flow, the user may make small modifications to the pattern and is flow with hand gestures. If he were to leave it be any mistake he made in preparing the matrix would cause a spell failure. The same spell failure may result if his concentration is disrupted during battle when struck, the spell may fail, or it may work because of its lack of flaws. A disrupted spell will normally simply spill its unrefined energies into the ether harmlessly. If a very complex spell channelling large amounts of power is disrupted, the results in the ether can have devastating effects on reality and any ethereal patterns nearby (e.g. enchanted items, working spells and spirits themselves).

These channels are constructed by a user in the either during his spell preparation time, and remain there until used. In Mezeria, the patterns are stable and the Poles are easy to access, thus there is no need to rebuild them, in lesser places they would fracture and become unusable. These channels will follow the casters spirit as they are anchored to it, but should he die they will lose this hold and drift off into the infinite expanse of the ethereal. To find them could take lifetimes if ever, so should he be revived, it will be much easier to simply reconstruct them.

As a user becomes more proficient in preparing his patterns, he may anchor more to his spirit and even have them a bit further away from him in the ether. This allows the use of larger patterns and a larger number of them as is reflected by the usual spells per day and the like.

Differing Access To The Poles

The ethereal is not a homogenous place; it has its thin and thicker portions and places where power flows with greater ease. These are a natural part of the ether, and when they overlap in the material world the effect is a “magical place”. These sites are known for allowing the enhancement or dampening of the Art by either facilitating or hindering the flow of energy from the Poles. Enhancing sites are a favourite location for users who wish to craft tools such as rings and wands, as it is simplified and faster in such areas. Dampened areas are much akin to the artificial effect seen in an antimagic field, and are known as dead-magic zones. They are not truly dead, as a spirit contains raw power of one Pole within the either. A dead zone would cancel the ethereal pattern of the spirit causing death; life itself is a form of magic. They do however hinder the FLOW of the Primal Powers, sort of damming a river. The water is there, but does not move. It is a fact the ethereal is everywhere, and escape from it seems impossible, and where it touches magic will exist.

There are areas known as wild-magic zones, these are places to be avoided by users of the Art as they can be very dangerous. This bazaar warping of the ether can cause power to flow in the wrong direction in patterns, causing chaotic effects. As a spirit does not need to flow, they are for the most part unaffected, however, they are unpredictable areas as natural power flows may enter the area and become disrupted. Much as a major spell failure, reality may be bent to varying degrees. Some effects may be simple motes of light, absence of light, or even reverse of gravity or generation of temporal anomalies.

Incantations

The simplest patterns known in the art. This small but effective patterns are the staple of the users, they are fast and thus good for emergencies. Most people can learn a few of these without any real training, allowing them to toss a bit of fire or the like should the need arise. Incantations are also limited in comparison to their far more complex cousins, rituals.

Incantations can normally be chanted in but a matter of seconds, having a casting time of less than 6 seconds. They sometimes use a focus or the like to aid in their use, but are otherwise quite simple things. The weakest may conjure a small amount of flame while the strongest may conjure a truly powerful firestorm. While considered simple and weak by users of the Art, it is a good idea for everyone to learn a few choice incantations for the road, they add a good deal of versatility to those who know them and that can be the one thing that separates the living from the dead.

Rituals

The most complex patterns in the Art, often requiring much preparation, tools and other aids to perform properly. They are massive things, so much so that a user can only prepare the most basic portions of it ahead of time. It is quite common for a user to spend days getting ready, then perform the rest of the ritual directly from a source of instruction (a book or the like) which he has carefully studies several times prior. They cannot normally be stopped, so once started the user is committed to complete it or risk losing control of the powers he conjured.

The effects brought about by the power of a ritual are nothing less than fantastic. It is by use of rituals that all magical items and golems are created, as well as changes to ones environment (e.g. Control weather).

None but those properly experienced in the Art may attempt these spells, should others try they are almost certain to fail disastrously. It is truly the ability to perform a successful ritual that separates a professional Master of Circles to the casual user.

Philosophies and Faculties

“Before you begin your first summoning my pupil, I believe I should inform you I recommended powdered silver for the boundaries of the pentagram, not felt marker.”

Abjuration

One of the most diverse and difficult to understand of the philosophies of thaumaturgical thought, abjuration focuses on methods to prevent, redirect, avoid, hinder, discourage, ward and otherwise render ineffective potential harm. Those with a firmly established knowledge of the ways of the world and an innate intuition find this philosophy appealing as it may complement their natural talent by allowing them to fend off what they can see or feel coming. A Wisdom score of at least fifteen is necessary to pass beyond the first circle of specialization within this philosophy.

Alteration

Viewed as a utilitarian methodology, alteration finds most of its use in causing specific changes to both creatures and objects. Shapes and bodies can be forged anew, disguises formed, locations swapped and even time halted. The mannerisms found within the workings of this philosophy are intricate, quick and subtle which require a practitioner to have a Dexterity of fifteen in order for a specialist to progress past the first circle.

Conjuration/Summoning

A philosophy composed of two related techniques. Conjuration deals in calling forth non-living energies and materials from other places, most often from other planes. These are then often shaped somewhat into a useful form and used immediately (flame arrow, for example). Summoning tends to bring forth creatures from other locations and place them within the control of the caster; it is this control over actions that most separates the two methodologies. As the subjects brought forth by this philosophy are seldom magical and simply moved from there to here, most of the effects are not subject to spell resistance or dispelling effects. It should be noted that most banishment spells will send the subject back whence it came, thus acting like a form of dispel. The energies drawn to the casters side are often potent and may be damaging to be around, thus it is required that a specialist possess a Constitution of fifteen or more to progress past the first circle.

Enchantment/Charm

Much like Conjuration/Summoning, the Enchantment/Charm philosophy encompasses two related methodologies. Enchantment focuses on placing dweomers upon objects and creatures to bring upon some lingering effect. Charm focuses upon influencing the mental state of others in a variety of ways, from disposition to conscious state. The charming aspect of this philosophy is aided by a strong Charisma and thus a score of fifteen in this area is required to pass beyond the first circle as a specialist.

Greater Divination

The world is a place fraught with the unknown; this philosophy attempts to peal back some of the obscurest and lay the truth bear. This is a popular philosophy in heavily settled areas that do not have a great need for battle oriented magics, allowing for the luxury of assured direction to lost objects and people, among other things. The capacity to see the unseen, foretell fate and read thoughts make for a fine set of resources for investigators, and a fair living can be earned unravelling urban mysteries. As with abjuration, an intuition and knowledge of the world is quite valuable to those who embrace this philosophy, requiring a score of fifteen or more in Wisdom for a specialist to progress past the first circle.

Illusion

Without eyes to fool and minds to deceive this philosophy is as worthless as a crushed flower. It is some irony that a sharp mind and quick eyes are needed to truly explore the potential that it offers. Tricks of light, the bending of shadows and haunting of the mind, all these things are part of illusion. False realities can be presented to the senses and phantasms (exist only in the mind, may be from any combination of the senses, from sounds to feelings to mental representations of beasts). The philosophy of illusion is aided by the existence of the demi-plane of shadow which allows the incorporation of near-physical shadows to some of the high end illusions. The mental prowess needed to mentally construct the illusory images one wishes to create requires that a specialist have an Intelligence of fifteen or greater.

Invocation/Evocation

The last of the philosophies composed of two similar principles. Invocation is to call upon the aid of extra dimensional creatures and beings while evocation is the use of magical forces to create constructs of energy or matter. Evocation is most versatile as it has the ability to create energy and matter seemingly from nothing to dazzling effect. It is this philosophy that attracts battle oriented students as most of its effects are used to destroy. This philosophy also emphasizes control over the effects it can create, as is shown by the exacting construction minute meteors and web. The energies employed by a specialist can be very harmful if there is repeated exposure and thus a specialist must have a Constitution score no less than sixteen.

Necromancy

An often little understood philosophy as well as the most primal and ancient. Necromancy deals with life, death, the in-between grey areas and the spirits that make these possible. Mortality is very much a part of every day thinking for a necromancer which tends to give them a very “down-to-earth” demeanour, making them perhaps the most level-headed and calm individuals one is ever likely to meet. They are not adverse to making friends, but their habits, conversations and ways of looking at people tend to make others uncomfortable around them at best, horrified at worst. The spells spawned of this philosophy are usually subtle but quite potent, capable of cutting a clean swath though most population centers without so much as singing a cobblestone. Those who would study this area must be firm in their convictions and stable of mind and thus require a Wisdom score of no less than sixteen to allow specialization.

Magic Of The Realm

Touch of the Ancestral Arcana

Universal

Level: Sor/Wiz 5

Components: V, S, M, F

Casting Time: 10 minutes

Range: 0

Target or Area: Caster

Duration: See Text

Saving Throw: None

Spell Resistance: No

This ritual may only be cast in the immediate area of Clessennadon (or a valloris) which itself acts as the focus. In casting the wizard must offer a magical item as the material component to the tree, the results will depend upon this offering. Upon completion of this ritual, the offering becomes ethereal and is taken into the focus. In return, the caster is able to conjure and channel the arcane power of the worlds dead wizards through their hand. In order to affect a target, the caster must make a touch attack in much the same way as for chill touch. The conjuring of the power is a free action, allowing the power to be used in the same round it is brought forth.

The damage of this attack is limited by the value of the item given as an offering. For every 200 G worth of the item, the arcane power will deal d10 damage. Thus, for a robe of eyes one can deal 45d10 damage to a single target. Spell resistance, anti-magic, spell-level immunities, etc. have no effect on the power of this spell. Only magic-users are allowed a fortitude saving throw for half damage against DC 20+caster int bonus.

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