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Magic of Arcanis
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Magic of Arcanis
Cover: Carl Frank
Artists: Paul Carrick, David Esbri, Anthony Grabski, Bob Giadrosich, Veronica Jones,
Pat Loboyko, Chris Meesie, Brad McDivitt, Richard Pace, James Stowe, Jason Walton
Project Lead: Pedro Barrenechea
Developers: Robert Maxwell, Rene Alfonso, Matt Blank, Henry Lopez, Nelson Rodriguez, Eric Wiener,
M. Sean Molley, and James Zwiers
Editors: James Zwiers, Matt Blank and M. Sean Molley
Art Director: Nelson Rodriguez
Layout: Philip J. Reed
Contributors: Rene Alfonso, Bryan Blumklotz, Jeff Boyce, Scott Charlton, David Chappell, Duane Choquette,
Jack Cooper, Darryl Farr, Matt Goldrich, Ramon Guillen, Jeff Huston, Jan Kuhlmann, Casey McGirt,
Jeffrey Meehan, M. Sean Molley, Chris Sanders, Philip Scott, Matthew Tearle, Kimberly A. Wajer-Scott,
Derrel J. Weaver, Jeffrey Witthauer, and James Zwiers
Special Thanks To: The LIVING ARCANIS Development Team (M. Sean Molley, Robert Maxwell, Russell S. Timm,
Terry Doner, Sean Smith, and James Zwiers); Andrew “Retsev Rah” Garbade; Ramon “The Power
Gamer” Guillen; Chris “Nerfed” Sanders; Matthew Tearle; Sean “Suromar” Williamson; Jeffrey
“Angst-Ridden Indecision” Witthauer; Paul Gerwe; Soren Smith; and all the thousands of players of
LIVING ARCANIS, to whom this book is dedicated… especially the ones who have been Harvested at
our special events!
Paradigm Concepts also wishes to extend its sincerest apologies to Andrew Hauptmann, who was inadvertently left
off the credits page as a contributor to our product Legacy of Damnation.
Team Paradigm: Henry Lopez, Nelson Rodriguez, Eric Wiener, Matt Blank, Pedro Barrenechea, Jim Beck,
and M. Sean Molley
Except as otherwise identified, all portions of this publication are © 2000-2005 Paradigm
Concepts, Inc. All rights reserved. The mention of, use of or reference to any company, trade-
mark or product in this publication is not a challenge to the trademark of copyright in ques-
tion. Dungeons & Dragons ® and Wizards of the Coast ® are registered trademarks of Wizards
of the Coast and are used with permission. The D20 System and D20 System Logo are regis-
tered trademarks of Wizards of the Coast and are used under the terms of the D20 System
Trademark License.
ISBN 1-931374-22-8
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TABLE OF CONTENTS
T ABLE OF C ONTENTS
Introduction..............................................4
The Holy Domain ................................................18
Druid ...............................................................19
Elemental Worship..........................................19
The Paladin......................................................19
The Ranger ......................................................19
The Sorcerer ....................................................20
The Wizard ......................................................20
Chapter 1: Magic in the
World of Arcanis.............................4
What is Magic....................................................4
Cosmology of Arcanis .......................................4
Views on Magic .................................................6
The Mother Church ...............................................7
The Dark Triumvirate.............................................7
Among the General Population .............................7
Military Organizations............................................7
The Republic of Altheria ........................................8
Conclusion.........................................................8
Chapter 4: Base Classes...........20
Altherian Artificer ...........................................20
Hedge Mage .....................................................24
Shaman ............................................................29
Spellblade ........................................................43
Suromar ...........................................................45
Warder .............................................................47
Chapter 2: The Sanctum of
the Arcane.................................................8
The Sanctum Sanctorum...................................8
The Path of the Mage ........................................8
Joining the Sanctorum ...........................................9
Safeguarding the Secret ..........................................9
The Great Betrayal ..........................................10
The Flickering Candle ....................................10
The Secret of the Sanctorum ..........................11
Training............................................................11
Three Things Every Sanctorum
Member Knows ...............................................12
Leadership and Justice....................................13
The Hawk and the Shield ...............................13
Allies and Resources.............................................14
The Sanctorum and the Elorii ........................14
Options beyond the Sanctorum......................14
A Sampling of Sanctora...................................14
Primus Sanctorum ...............................................15
The Sanctuary of the Sanguineous Dominar ......15
The Sanctuary of the Hammer’s Edge..................16
The Holder of Wisdom ........................................16
Using the Sanctorum in a Campaign .............16
Chapter 5: Feats...............................50
New Feat Types ...............................................50
New Feats ........................................................55
Chapter 6: Prestige Classes.....74
Definition of Terms .........................................74
New Skills........................................................74
Core Rules Prestige Classes............................74
Paths of the Sanctorum...................................75
Bound Guardian...................................................75
Magister................................................................77
Via Sapientia.........................................................79
Tears of Almeric: “Bearers of the Shield”..............82
Via Proeliatoris (Path of the Warrior) ...................84
Vieomancers ...........................................................85
Other Paths of Arcane Magic..........................88
Arcane Infiltrator ..................................................88
Battlestaff ..............................................................90
Discipulus Phisicae (Student of the Natural
Sciences) 92
Elementalist ...........................................................94
Paths of Study or Faith ...................................96
The Ehtzara ............................................................96
The Cult of the Jackal .....................................97
Discipulus Geometricus
(Student of the Geometrical Arts) .......................101
Chapter 3: Core Spellcasting
Classes in Arcanis.............................17
Cleric ...............................................................17
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TABLE OF CONTENTS
Knight of the Order of St. Armon ......................103
Magus Irascortum.................................................104
The Master Smith .................................................105
Savant .............................................................108
Song Master of Cadic ...........................................110
Spellchanter ..........................................................111
Terramancer ..........................................................113
Vispilio de Magus .................................................115
Weather Witch......................................................117
Paths of Faith ................................................118
Afatkuq (Pengik Doctor-Priest)..........................118
Berotar ................................................................121
Death Lord .........................................................123
Eagle Hunter ......................................................125
Knowledge Warden of Althares .........................127
The Lifewarden ..................................................129
Psionic Inquisitor ...............................................131
Tree Shaper of Saluwe........................................133
Attracting Unwanted Attention..........................204
Teleportation and Trans-Planar Travel ...............206
Hunted! ..............................................................206
Ymandragoran Feats.............................................206
Ymandragoran Prestige Classes...........................207
The Society of Ordained Seekers ...................................207
The Shard Shaper ...........................................................209
The Wine Drinkers.........................................................212
Ymandragoran Spells ...........................................214
“Discard” Spells ..............................................................214
New Spell Descriptions ..................................................215
Other Ymandragoran Threats ..............................216
Bio-Constructs...............................................216
Ymandragoran Thralls .......................................216
Chapter 10: Dreamtime A
World of Twisted Spirit......217
Properties of Dreamtime...............................218
Infinite and Finite ..............................................218
No Physical Representation ...............................218
Limited Magic ....................................................218
Dreamtime Skills................................................218
Rest Within Dreamtime .....................................219
Using Dreamtime in a Campaign .................219
Chapter 7: Equipment................134
Alchemical Substances and Items ................134
Other Equipment ..........................................138
Specialized Weapons.....................................139
Chapter 8: New Spells...........140
Spell Lists for Core Classes..........................140
New Domain Spells ...........................................143
Spell Lists for New Base Classes .................150
New Spell Descriptions ................................159
Appendix 1: Constructs of
Arcanis................................................219
Appendix 2: Fetishes...............223
Open Game License...............224
Chapter 9: The Menace of
Ymandragore.................................204
Foreword and Special Thanks:
Wow, who would have ever thought I would be doing this… four years ago Henry and Nelson came to me and
asked if I wanted to help get LIVING ARCANIS off the ground. A dear friend of mine Greg Sherwood (who was
involved with Living City at the time) asked me if I knew what I was getting myself into. I can still remember look-
ing up at him and saying “Greg, come on, how hard could it be?”
Fast forward four years, and LIVING ARCANIS is the largest member-run campaign in RPGA history! I’m still
taken aback by the response we get at conventions, by the fact that people ask me to sign our books… it still feels
unreal. Now we have players as far off as London, France, Hong Kong, and Australia. It’s amazing what we can
accomplish when we have people that believe in us, and a steady supply of Red Bull.
Well I hope you enjoy this book. Magic of Arcanis was the first book that I have developed from conception to
fruition – with the support of friends, family, and energy drinks.
- Pedro C. Barrenechea
Stat Monkey & LA Guy
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MAGIC IN THE WORLD
I NTRODUCTION
In many ways, magic is the defining characteristic of fantasy
roleplaying. It is a power that transcends the well-understood laws
of flesh and steel. It is the leveling factor that enables a scrawny
human in threadbare robes to stand eye-to-eye with a twelve-foot-
tall fiend from the deepest pits of Hell … and smile. It is a gift of
the Gods; it is an affront to the Gods; it is everything; and it is
nothing. Perhaps the hardest question to answer about magic is
simply defining what magic is.
In this book you will learn a great deal about the magic of the
World of Shattered Empires and those who use it. You will gain
insight into the source of magic and the cosmology of Arcanis. You
will discover new base classes, new prestige classes, new spells,
new magic items, and more. The machinations of the Sorcerer-
King of Ymandragore, who seeks to gather all arcane spellcasters
in the world to his eternal service, are opposed by the members of
the Sanctorum of the Arcane; you will learn of this endless strug-
gle, as well as the unique weapons that have been developed by
both sides in this mystic cold war.
Even if you are not running an Arcanis campaign, you will
find that most of the material in this book is highly portable. One
of the best things about magic (and about the d20 System) is that
there are always new variations and new theories being developed.
Thus, you can introduce just about anything found herein to any
campaign world with little to no conversion effort.
Read on, then, and uncover the Magic of Arcanis!
Chapter One
M AGIC IN THE
W ORLD OF A RCANIS
In this chapter we shall review some of the more prominent
theories concerning the cosmology of Arcanis. We shall also
address the question of the treatment of the arcanely-gifted
throughout various periods in history, as well as examine some of
the attitudes towards magic-users that are currently found in the
Known Lands.
Kristos explained that the process by which the arcanely gifted
manage to work their craft is akin to a sponge soaking up water and
then squeezing it out in a jet. Like the sponge, a gifted individual is
able to tap into this residual creation energy and bring a minuscule
amount of it into himself. Then, depending upon his tradition, the
mage focuses the energy by willpower and reforms it to create a spe-
cific effect.
Each tradition uses a different method to channel and focus this
boundless energy. The energy must be shaped and then released; if
left unchecked it could easily consume the user. Those who follow
the path of the Wizard tend to control the energy by shaping it with
their minds using a formulaic or mathematical focus. These formu-
lae, colloquially known as “spells,” allow the Wizard to create an
infinite variety of different effects, depending on the variables and
expressions that are chosen. Those practitioners who have greater
experience are able to hold greater amounts of energy, creating more
powerful and dazzling effects before succumbing to physical fatigue
and exhaustion.
Like his cousin the Wizard, the Sorcerer also takes the energy
of creation within himself, but instead of using magical formulae, he
channels and directs the power instinctively through sheer force of
will and personality. Bards follow the same method as Sorcerers,
manipulating energy more on the strength of instinct and intuition
than via precise mathematical rigor. However, bards use music or
song to transform the energy of creation into an effect of their
choosing.
Kristos went on to say that those who wield divine magic are
tapping into the same residual energy as those who wield arcane
magic. However, instead of bringing this energy within himself and
then focusing it, the priest has an additional filter: his God (or some
other Divine being). The divine caster never absorbs the power of
creation, but instead is given a small amount by his patron deity to
craft by using a set of rituals and the power of faith. These rituals are
every bit as complex as the Wizard’s formulae and they perform the
same function – bending the power of creation to the caster’s will.
What is Magic?
This most basic of questions has caused endless hours of debate
between the masters of the Arcane and mundane scholars for
untold generations. Initially, many practitioners as well as laymen
believed that magic was the art of making something from nothing.
Others, most notably the head of the extremist Illiirite sect known
as the Shining Shields, stated that those who wielded magic outside
the influence of the Church were obviously collaborating with infer-
nal powers who granted them their abilities in exchange for their
immortal souls. While a definitive answer has yet to be established,
most learned individuals agree with the teachings of the renowned
First Imperium Philosopher-Mage Kristos val’Mehan who posited
that arcane manipulation is the ability to tap into and mold the
residual energy of Creation itself.
According to the most ancient of myths and Church dogma,
the entirety of the multiverse was created by a single supremely
powerful being. This being unleashed His potent energy, first creat-
ing the Mortal Plane of Arcanis and then expanding outward, form-
ing additional parallel Mortal Planes as well all the other planes of
existence that exist in the endless multiverse. So great was the task
of creation that this Supreme Being expended His very essence and
ultimately His existence in its completion.
Yet not all of this energy was consumed in the formation of the
Planes. Much of this power still flows like a river, complete with
pools and eddies, throughout all the Planes. Some, like Arcanis, rest
in one of these rich and endless pools, while others, like the dead
plane of Rhicht, are left practically barren of arcane power.
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