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v03 Sorcery

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    UUMMBBRRAAGGIIAA::RREEAALLMMSS OOFFSSHHAADDOOWW VVOOLLUUMMEE33::LLIIBBEERRVVEENNEEFFIICCIIUUMM

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    Copyright 2001

    Jagged Edge Games

    First Edition* Zero Major Revisions * Zero Minor Revisions *

    BBOOOOKK OOFF SSOORRCCEERRYYAs best as I can translate it, the Latin

    phrase Liber Veneficium means Book ofSorcery and that is what you have in yourhands right now. Collectively, the rules

    presented in this document are called theUmbragia Variant Magic System mainly to indicate that things do not workhere they way they do there.

    We will present this system (and theclasses that use it) as a whole. This is notto say that we will not be creating newspells in the future. I mean, why havemagic if you can't have the endless streamof new and powerful ways of destroying your fellow man?

    We try very hard to present this system as an option.The rules are written with this system in mind but weattempt (and will keep on trying) to make sure that you canuse the standard magic system as presented in CoreRulebook I without any troubles.

    But one might be inclined to ask why we need tochange the way magic works in this campaign? Why not

    just use the standard rules and be done with it? This is avery good question; and one that deserves a good answer.The answer is: because of the fact that the way magicworks goes a long way towards defining a fantasy world.

    For example, have you read the books in the Wheel ofTime series by Robert Jordan? Have you read theChronicles of Narnia by C. S. Lewis? Who hasnt readthe Lord of the Rings by J. R. R. Tolkien? And if youare under the age of forty, you have more than likely readsomething about the adventures ofHarry Potter by J. K.

    Rowling.In each of these series of books, the systems of magic

    are very different. And this is a good thing. Sure, they allshare some common elements, but if the magic of theRowling books worked the way as the magic of the Jordanseries, then the stories would be very different. If magic inLewis tales worked the same way as magic in the storiesof Tolkien, then things would feel very different as well.

    And so, Umbragia needs its own feel. And this is oneway we express it. But we do not stop here. If you think theMages, Minstrels and Touched are different... wait untilyou see how the Priests, Crusaders and Blessed interactwith their dead Gods...

    KK..DDAAVVIIDDLLAADDAAGGEE

    DD2200 IINNFFOORRMMAATTIIOONNAll of the legal information on the use

    of the d20 logo, the right to use the d20system and so forth is located in the backof the book in the Appendices.

    Any violation of these rules isunintended. We at Jagged Edge Gameswould greatly appreciate having any suchviolation reported to us immediately sothat it may be corrected as soon aspossible.

    Unlike previous volumes, nearly thisentire book is open content. Thus, insteadof declaring that something is open, we

    will be declaring it Product Identity. The following notationis used to indicate material that falls under the definition ofProduct Identity.

    BEGIN PRODUCT IDENTITY CONTEN

    This would be Product Identity ContentEND PRODUCT IDENTITY CONTEN

    As you can see, the font shifts from Arial to Times NewRoman, it is bordered and shaded, and a header andfooter let you know that the Product Identity Content hasstarted and ended.

    Anything not marked in this way is open gamingcontent. Additionally, any proper names (such as the nameUmbragia or the names of various characters and nationsthat appear throughout our work) and the phrase Realmsof Shadow are not open gaming content, even if theyhappen to appear outside such a block.

    AACCKKNNOOWWLLEEDDGGEEMMEENNTTSSJagged Edge Games would like to thank the followingpeople: Eric Noah: for being the first to take Jagged Edge Games seriously.

    Liquide: a.k.a. Robert Ljung for everything, man. Morrus: for being the best promotional guy in the world. As well as

    allowing me to use some of his web space for my own little project.

    S. John Ross for allowing me to use his work in UMANNA as atemplate for the Umbragia Magic system. More of his fantastic workcan be found here: http://www.io.com/~sjohn

    David Cortijo, for all of his help in the early stages. All of those that contributed to the work.

    The people that downloaded (and reviewed) our work.

    Anyone else I have missed. Thanks to everyone whomade this possible.

    CCRREEDDIITTSS Written by: K. David Ladage, Richard Bowman, Benjamin Seibold

    Nikolaus Ruf

    Additional Ideas: David Cortijo, Matt Legler

    Artwork: Liquide, Bud Gray, Monica Livingstone, various free clipart Edited by: Nikolaus Ruf

    Playtest and Comments by: Several members of the Eric NoahUnofficial D&D3e News Web Page Message Boards including: Gezand Darth Drizzt. I would like to especially thank David Cortijo andMathew Mosher for their input.

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    TTAABBLLEE OOFF CCOONNTTEENNTTSSBook of Sorcery ....................... ........................... ...........1d20 Information..............................................................1Acknowledgements .......................... ........................... ..1Credits......................... ........................... ........................1

    Table of Contents...........................................................2Arcane Magic Primer......................................................3Standard Core Magic System......................................3Umbragia Variant Magic System .......................... .......3

    The Gift of Sorcery.................................................3Ability Scores...... ........................... ........................4Casting a Spell.......................................................4Spell Components..................................................5Metamagic Feats ........................... ........................6Magical Backfires...................................................6

    Arcane Magical Writings......................... ................9Familiars..............................................................11

    Feats ........................... ........................... ..................13Special Feats.......................................................13

    Arcane Lore Feats ......................... ......................13Bardic Lore Feats.................................................15

    Arcane Spell Casters ........................ ...........................17Mage ........................... ........................... ..................17

    Mage Game Rule Information...............................17Mage Class Features ......................... ..................17

    Minstrel.....................................................................19 Minstrel Game Rule Information...........................19Minstrel Class Features........................................19

    Touched (NPC class) .......................... ......................22Touched Game Rule Information..........................22Touched Class Features ........................ ..............22

    Arcane Instruments .......................... ...........................23Bardic Gift Descriptions.............................................24

    Spells in Umbragia.......................................................29Unavailable Spells ......................... ...........................29Renamed Spells........................................................29Bard Spells ........................... ........................... .........30Sorcerer/Wizard Spells..............................................33

    Outer Spheres .......................... ...........................34Inner Spheres ........................... ...........................35

    New Arcane Spells.......................................................36Open Gaming License ........................... ......................49

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    AARRCCAANNEE MMAAGGIICC PPRRIIMMEERR

    SSTTAANNDDAARRDDCCOORREEMMAAGGIICCSSYYSSTTEEMMIt is possible to run an Umbragia campaign using the

    standard magic system from Core Rulebook I. If this is

    the option you choose to take, please keep the followingthings in mind:

    SSOORRCCEERREERRSSOONNLLYYBoth Wizards and Sorcerers existed in the days before

    the creation of the Badlands. Afterwards, only Sorcerers(and Bards) remained. Some (perhaps most) of the featspresented in this book should be used with great caution.

    RRAARREEMMAAGGIICCSorcerers are relatively rare. This means that the

    Game Master should be careful to keep the number ofplayer character spell casters to a minimum.

    DDRRAAGGOONNTTOOUUCCHHEEDDThe Game Master may require that anyone who wishes totake levels in Sorcerer (or any other class that uses arcanespells) to have the Dragon Touched feat. We stronglyrecommend this. Without this, much of the feel of theUmbragia Magic system will be gone.

    UUMMBBRRAAGGIIAAVVAARRIIAANNTTMMAAGGIICCSSYYSSTTEEMMThe rest of this book details the Umbragia Varian

    Magic System. It is designed to simulate the uniquenature of Magic in the Realms of Shadow following theformation of the Badlands. Consider the entire texoptional.

    Even if you decide to use the Standard Core MagicSystem, most of the spells listed in the end of this text canstill be utilized.

    TTHHEEGGIIFFTT OOFFSSOORRCCEERRYYNo arcane spellcaster can cast spells greater than 2

    n

    level without the Dragon Touched feat. This feat allows aMage to manage the complex magical formulae for spellsof 3

    rdlevel and above. It allows a Minstrel to manage these

    spells, as well as to bond with their chosen instrument. Itallows a Touched to be one.

    The Dragon Touched feat must be the first feat taken

    (i.e. you are born with it). Under normal conditions, it issimply not available after that time. Either you are bornwith the blood of the old dragons in your veins, or you arenot born with it not much room for argument.

    When this feat is taken, it must be specified whaparticular brand of Dragon Touched the character istaking. It comes in three brands: Sorcerous, MusicalandNatural. Those with Dragon Touched (Sorcerous) maybecome powerful Mages; those with Dragon Touched

    (Musical) may become powerful Minstrelsand those with Dragon Touched(Naturalmay become Touched.

    This feat can only be taken oncethus, a character may only have one

    brand of the feat. Due to the unique natureof the Dragon Touched feat, it is nopossible to multi-class within arcane spelcasting core-classes (prestige classesmay be taken as usual).

    By default, in this system a charactecannot multi-class between arcane anddivine spell-casting classes. Thusalthough a Game Master is free to allow acharacter to have both Dragon Touchedand Blessed feats (see Volume 4: LibeSacerdoti) it is not recommended nor is ieffective. No one in Umbragia's history

    has ever had both of these characteristics

    WWIIZZAARRDDSS AANNDDSSOORRCCEERREERRSSIn the default Umbragia campaign

    there are no Wizards or Sorcerers. Theseclasses have been replaced with theMage class. The main difference betweenthese classes is that Wizards andSorcerers use spell slots to prepare andcast spells while Mages use mannapoints.

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    Mages receive the same spells that Wizards andSorcerers use. Thus, in all spell listings, the levels of theMage's spells (to maintain compatibility) will be listed asSor/Wiz just like in other products.

    Mages cannot cast spells above 2nd

    level without theDragon Touched (Sorcerous) feat. However, just havingthe blood of dragons is not enough to cast spells above 4

    th

    level; these spells require that the Mage be attuned to oneof the spheres of arcane magic. These spheres are dividedinto two broad categories:

    Elemental Spheres (Outer Spheres) these are theclassic Fire, Earth, Air and Water spheres. Mages arelimited to one of these spheres. They are furtherrestricted by gender: Fire and Earth are masculine; Airand Water are feminine.

    Spiritual Spheres (Inner Spheres) these are themore eclectic Spirit, Wood (or Nature) and ShadowSpheres. A given Mage can have either Spirit or Wood(but not both) and Shadow as spheres. Unlike the

    Elemental Spheres, these are not unique to a gender.

    BBAARRDDSSIn the default Umbragia campaign, there are no

    Bards. This class has been replaced with the Minstrel. Themain difference between these classes is that Bards usespell slots to prepare and cast spells while Minstrels usemanna points.

    Minstrels receive the same spells that Bards use.Thus, in all spell listings, the levels of the Minstrel's spells(to maintain compatibility) will be listed as Brd just like inother products.

    Minstrels cannot cast spells above 2nd

    level without theDragon Touched (Musical) feat; nor can they access the

    abilities of Bardic Music that require 6 or more ranks ofPerform (i.e. they cannot use the Inspire Competence,Suggestion or Inspire Greatness abilities). However, justhaving the blood of dragons is not enough to cast spellsabove 4

    thlevel; these spells require that the Minstrel be

    bonded to an instrument of magic. These will not onlyopen up the realm of higher level spells and musicalabilities to the Minstrel, it also grants them special abilitiesunique to each instrument.

    TTOOUUCCHHEEDD:: AANNNNPPCC CCLLAASSSSIn the Realms of Shadow there are those that can

    cast spells without learning, without components and

    without training of any kind; they are born with the DragonTouched(Natural) feat. The Touched class, to which theybelong, is a rather special form of Commoner.

    They are required to have the Dragon Touched(Natural) feat, but they are unable to take on a sphere orbond with an instrument. Thus, they are limited to amaximum of 4

    thlevel spells.

    AABBIILLIITTYYSSCCOORREESSArcane spell casters have two primary ability scores

    Intelligence and Charisma. Each has an effect on the spelcasters ability. Charisma will determine the maximumlevel of spells the caster is able to cast and will modify the

    rate at which the Manna Pool is recovered. Intelligence wilmodify the number of points of manna in the caster'smanna pool and the number of spells that the caster has intheir initial listing.

    CCHHAARRIISSMMAACharisma is the measure of a character's force of wil

    and personality. It has a dramatic effect on the ability of anarcane spellcaster to force her/his desires onto thecollective consciousness of reality.

    No arcane spellcaster can cast a spell that is of agreater level than Charisma-10. Thus, in order to casspells of 4

    thlevel will require a Charisma score of at least

    14. Spells do not have a minimum Intelligence for casting.

    Each level, an arcane spell caster gains additionaability to recover the manna in their manna pool. This iscalled the Manna Recovery Rate. There is a one-timeadjustment to the Manna Recovery Rate equal to thecharacter's Charisma modifier.

    IINNTTEELLLLIIGGEENNCCEEIntelligence is the ability to reason and think logically. I

    has an effect on the ability of an arcane spellcaster tomanipulate magical forces.

    As a spellcaster gains levels, they are able to channemore magical energy. This energy is called manna and theamount a spellcaster can channel safely is called the

    Manna Pool. The amount of manna pool is impacted bythe Intelligence modifier.Where Charisma will determine the maximum level of

    spell that the character can control, Intelligence wildetermine if they know more spells than their level mightotherwise indicate. Do not use the 'bonus spells' listing inCore Rulebook I! See the appropriate class for moreinformation on learned spell slots.

    CCAASSTTIINNGG AASSPPEELLLLStarting on page 147 of Core Rulebook I is the

    section entitled MAGIC. For the most part, these elevenpages apply as written to Umbragia. Rather than repea

    verbatim what is written, this section will point out whereUmbragia differs from the standard.

    MMAANNNNAAPPOOOOLL,,RREECCOOVVEERRYY AANNDDTTAALLLLYYArcane spells in Umbragia do not use the system o

    daily spell slots. What it does use is manna. Eachcharacter in an arcane spell casting class will receive acertain amount of points that go into a Manna Pool as welas a rate that this pool heals or recovers called a MannaRecovery Rate.

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    The Manna Pool is the maximum amount of mannathat an arcane spellcaster can channel safely over time.The actual Manna Pool Tally, or simply Tally, is thecurrent amount of manna within the character's MannaPool. An arcane spell caster's Tally cannot exceed her/hisManna Pool.

    The act of casting spells will reduce the spell caster's

    Tally. Each spell has a cost in manna points that indicatesthe amount of manna that the spell caster's Tally isreduced by when the spell is cast.

    Spell Mastered Attuned Normal Opposing

    Level Spell Sphere Cost Sphere0 1 1 1 21 1 2 3 6

    2 2 4 6 123 3 6 10 204 5 9 15 30

    5 7 12 21 426 9 16 28 567 11 20 36 72

    8 13 25 45 909 15 30 55 110

    Each day, an arcane spell caster's Tally heals (orrecovers) an amount of manna equal to the spell caster'sManna Recovery Rate.

    To recover manna requires that the spellcaster get adecent night's rest and meditate for one hour. Eachadditional hour of meditation will require a Concentrationcheck (DC 10 +2 per hour) and will recover 50% of theprevious hour's manna recovery rate (rounded down). If anarcane spellcaster attempts to meditate for an additionalhour and fails the Concentration check, they may notattempt another hour of meditation until they have gottenanother good night's rest.

    For example: a Mage with a Manna Recovery Rate of12 would recover 12 manna points after an hour ofmeditation that followed a good night's rest. Tocontinue for a second hour would require a DC 14 (10 +2 per hour and this is the second hour) Concentrationcheck and if successful would recover an additional 6manna in the caster's Tally. A third hour of meditation

    would require a DC 16 Concentration check and wouldrecover 3 manna if successful. A fourth hour ofmeditation would require a DC 18 Concentration checkand would recover 1 manna if successful. A fifth hour ofmeditation would be moot as it would require a DC 20Concentration check and would recover no manna.

    CCAASSTTEERRLLEEVVEELLThe caster level is the measure of the overall skill andexperience that is applied to the casting of a spell. This isused in many calculations for spells to determine theoverall effectiveness of the spell.The caster level is found by looking at the number of levels

    that the caster has in the spell casting class and modifyingit as shown below:

    CLASS CASTER LEVEL

    Mage = 100% class levelMinstrel = 100% class levelTouched

    1= 50% class level

    1 the minimum caster level for spell casting classes is 1

    SSPPEELLLLCCOOMMPPOONNEENNTTSSIt is a staple of fantasy that spell casters have their

    collections of eye of newt and lizards tails. Umbragia isno different. But here, they are optional. An arcanespellcaster can attempt to cast a spell without them by

    putting more energy into the spell.

    VVEERRBBAALLV: The verbal component of a

    spell for Mages is spokenincantation; for Minstrels it issinging or chanting. For Touchedthis component is ignored.

    If a Mage or Minstrel wishes toattempt a spell without the verbacomponent (and without the SilenSpellfeat), then it will increase theeffective level of the spell by 3

    levels. This has no effect oncasting time or the DC needed tosave against the spell.

    SSOOMMAATTIICCS: The somatic component for

    Mages is hand gestures, footstepsand intricate finger movements; foMinstrels it is dance steps madewhile playing their instruments. Fo

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    Touched, this component is ignored.If a Mage or Minstrel wishes to attempt a spell without

    the verbal component (and without the Still Spell feat),then it will increase the effective level of the spell by 3levels. This has no effect on casting time or the DCneeded to save against the spell.

    MMAATTEERRIIAALLM: The material component of a spell varies with thespell being cast. Once again, Touched may ignore thiscomponent. The effects of neglecting this component alsovary with the material itself.

    If the cost of the material is not listed, casting the spellwithout this component will increase the effective level ofthe spell by 1 level. If the cost of the material is listed, andthat cost is less than 50 gold pieces, casting the spellwithout this component will increase the effective level ofthe spell by 2 levels. If the cost of the material is listed, andthat cost is 50 gold pieces or more, casting the spellwithout this component will increase the effective level ofthe spell by 1 level per full 100 gold pieces cost of thematerial (minimum 3 levels). This has no effect on castingtime or the DC needed to save against the spell.

    FFOOCCUUSSF: Foci are not optional. Without it, a Mage or a

    Minstrel cannot cast the spell. Touched (assuming that thefocus is not the target of the spell) ignore this componentwithout penalty.

    EEXXPPEERRIIEENNCCEEPPOOIINNTTSSXP: Experience Point costs are not optional. Without it,

    a Mage or a Minstrel cannot cast the spell. Touched arealso bound by this component, however they are only

    required to expend 25% of the normal XP cost for the spellto cast it.

    MMEETTAAMMAAGGIICCFFEEAATTSSThe rules state that the use of meta-magic feats

    increases the total effective level of the spell. In thissystem, that means that if the spell level, as modified,exceeds the maximum level of spell that can be cast bythe particular spell caster, then the spell cannot be cast atall with those modifiers. Use of Metamagic feats has noeffect on casting time.

    MMUULLTTIIPPLLEEEEFFFFEECCTTSS

    The effects of all spell component and meta-magic featmodifications are cumulative. If the total effective level ofthe spell is greater than the maximum spell level that canbe cast by the spell caster, then the spell cannot be castas modified.

    MMAAGGIICCAALLBBAACCKKFFIIRREESS

    NNEEGGAATTIIVVEETTAALLLLYYWhen the spell casters Tally dips below 0, the act of

    casting a spell becomes difficult and dangerous. Twomajor effects are caused by this.

    First, the arcane spell failure percentage is increasedby the negative Tally itself.

    For example: if the Mage (assuming no armor)attempts to cast a spell that would result in a mannaTally of -25, then there is a baseline 25% arcane spellfailure for the spell. The manna for the spell would stillbe spent, even if the spell failed. If the same Magewere to be wearing light leather armor (Arcane SpellFailure 10%) then the total spell failure percentagewould be 35% (25% from the negative Tally, plus 10%from the armor).

    Second, since the Tally is below 0, the caster risks a

    Magical Backfire.

    BBAACCKKFFIIRREESSNegative Tally is a dangerous thing. Each additiona

    spell sends the Tally deeper into the abyss. The deepethe Tally goes, the more dangerous the outcomes.

    Anytime an arcane spellcaster voluntarily expendsmanna for any reason while the Tally is negative or wouldresult in a negative value, s/he will need to roll a 2d10+SLon the Magical Backfire Chart (SL is equal to the level ofthe triggering spell). If the roll (prior to adding the triggeringspells level) is 20 (double 10s) then ignore the result andre-roll; take the results of the second roll no matter what

    the result is.Example: if a Mage with a Tally of 3 casts a 9th levelspell (spending 55 manna points) then the final Tally,after casting the spell would be [3-55=] -52 points. Thespell has a 52% spell failure chance, and regardless ofwhether the spell succeeds or not, the Mage rolls2d10+9 on the Magical Backfire Chart!

    Each effect induced by a Magical Backfire will takeplace immediately following the casting of the spell (in thecase of an effect like Nightmares, the full extent of theeffect may not be noticed until that evening). A MagicaBackfire will not interfere with the successful completion oa spell already cast, even if that spell is the one thatriggered the backfire.Magical Backfire Chart

    All effects have an intensity value; this is equal to amounthat the Tally has dipped into the negative. For example, ia Mage casts a spell resulting in -52 manna, the intensityof the effect rolled on this chart is 52. A successful Wilsave (DC 20) will cut the intensity in half. Each of theeffects on the chart are described below. SL refers to thelevel of the spell that triggered the effect; subject refers tothe arcane spell caster suffering from the backfire effect.

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    MMAAGGIICCAALLBBAACCKKFFIIRREECCHHAARRTTRoll

    (2d10+SL) Effect02-10 No Effect11-13 Arcane Shower

    14-16 Arcane Backlash17-18 Arcane Sickness

    19 Arcane Burnout

    20 Nightmares21 Arcane Blast22 Arcane Taint

    23 Psychic Whip24 Causal Breakdown25 Psychosis26 Timespike

    27 Arcane Curse28 Spellblind29 Planar Eruption

    MMAAGGIICCAALLBBAACCKKFFIIRREEEEFFFFEECCTTSS

    AArrccaannee BBaacckkllaasshhIntensity: Duration (rounds)

    This is a magically induced migraine headache often

    accompanied by severe nausea. For the duration of theeffect, the subject suffers a -2 penalty to all skill rolls and islimited to partial actions. Multiple Arcane Backlashesstack, increasing the duration of the effect.

    AArrccaannee BBllaassttIntensity: Damage

    This is a blast of magical energy exploding from thecaster. The caster cannot save against it (the initial Willsave to reduce the intensity still applies). All others in therange of the effect may make a Fort save (DC 20) to takehalf damage. The intensity is the amount of magicaldamage that the subject takes. All others take a reducedamount of damage based upon the range from the center

    of the blast. Each 15 feet from the subject reduces thedamage by one-half (round down).

    For example: if an Arcane Blast of intensity 50 were tobe rolled:

    Subject: 50 points of magical damage05-15 ft.: 25 points of magical damage20-30 ft.: 12 points of magical damage35-45 ft.: 6 points of magical damage50-60 ft.: 3 points of magical damage65-75 ft.: 1 point of magical damage75 ft. plus: no damage

    AArrccaannee BBuurrnnoouuttIntensity: Duration (hours)

    This is a magical shift within the caster, rendering thesubject incapable of channeling manna. For the duration ofthe effect, the subject cannot cast spells and her/hisManna Recovery Rate is reduced to 0.

    AArrccaannee CCuurrsseeIntensity: Duration (years)

    A curse is placed upon the land, centered on the pointwhere the caster stands. Within the range of this effectstrange things begin to happen. The exact effects of an

    Arcane Curse are up to the Game Master. And these caninclude some rather strange things. Examples include:

    Trivial: a slight rise in overall temperature; anunusually large number of blonde-haired, blue-eyeschildren being born. The effects could easily beblamed on pure coincidence if they are even noticed

    Minor: large numbers of insects migrating to the area

    slight decreases in annual rainfall. Moderate: random crop deaths that occur in crop

    circle patterns; birth of animals with strange markings.

    Major: increase in premonitions; strange signs; largerpercentages of stillborns.

    Severe: anything that is not directly deadly to theoverall populations survival. But make it memorable

    As a Game Master, be creative!As the effects get more severe, so should the

    obviousness that something is just not right here. Althoughthis can never be traced back to the caster, the caster wilbe very aware of the fact that these effects were her/hisfault. The range (and final duration) is modified by the

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    Level of Effect chart. This chart is based upon the idea thatminor effects will affect larger areas. The roll on this chartis 1d20+SL.

    Roll Effect Duration Range08-09 Trivial 1 3d12 miles10-11 Trivial 2 2d12 miles12-13 Trivial 3 1d12 miles

    14-15 Minor 5 3d10 miles16-17 Minor 7 2d20 miles18-19 Minor 9 1d10 miles20-21 Moderate 12 3d8 miles

    22 Moderate 15 2d8 miles23 Moderate 18 1d8 miles24 Major 22 3d6 miles

    25 Major 26 2d6 miles26 Major 30 1d6 miles27 Severe 35 3d4 miles

    28 Severe 40 2d4 miles29 Severe 50 1d4 miles

    AArrccaannee SShhoowweerrIntensity: Duration (rounds)

    This is a minor effect where the magical energiesaround the subject's body have exploded into a light andsound show. The subject's skin and clothing crawl withstrange energies, sparks, or other audio-visual effects.

    This renders stealth impossible and frightens smallanimals (and perhaps people) for the duration of the effect.

    AArrccaannee SSiicckknneessssIntensity: Duration (minutes)

    This is a magically induced illness; much like ArcaneBacklash, only intensified. For the duration of the effect,the caster suffers a -2 penalty to all checks (attack, skill,save, etc.) and may only take partial actions.

    AArrccaannee TTaaiinnttIntensity: Not Applicable

    Sometimes called the Black Seam or Taint ofDarkness, or just Taint, this is one of the most fearedeffects ofMagical Backfire. It is possible to have multiple

    Arcane Taints (called levels); they stack, increasingduration and effect.

    The duration of a level of Taint is unpredictable; ateach New Moon the subject makes a Will save (DC 20).Success means the subject is relieved of one level ofTaint; failure means that they must wait for the next NewMoon to try again. There is no limit to how long a givenlevel of Taint may last. Each level of Arcane Taint causesthe following effects:

    All spells the subject casts will cost additional mannaequal to the spells level. Thus all 3rd level spells costan additional 3 manna to cast.

    All spells the subject casts will cost a number of hitpoints equal to the spells level. Thus all 3rd levelspells cost 3 hit points to cast.

    The subject's Manna Recovery Rate is reduced by 3points (this effect cannot reduce the subject's MannaRecovery Rate below 1).

    The subject's effective Caster Level is reduced by 1(this effect cannot reduce the subject's Caster Levebelow 1)

    Arcane Taint stacks for effect as well as durationThus, if a caster has 5 levels of Taint, then all of the effectsare multiplied by 5; each New Moon one save would be

    allowed to attempt to remove one level of taint.

    CCaauussaall BBrreeaakkddoowwnnIntensity: not applicable

    This is a series of effects that take place in a rathestandard order. The entire event takes place in sixseparate stages, each with a base duration equal to SLdays (in the case of Cantrips, this is 12 hours, or day).For the entire event, the subject suffers from the effects of

    Arcane Shower.Each stage has a Will save DC listed that must be

    made at the end of the cycle to end it. If the save is failed,then the stage continues for another cycle; if the save issucceeded, then the stage ends, and the next one begins

    There is no limit to the total duration of any given stage orthe total event. Each effect is not limited to its normaduration, but is instead continuously applied throughouthe cycle.

    Stage 1:Arcane Backlash (DC 10). Stage 2:Arcane Sickness (DC 13). Stage 3:Arcane Burnout(DC 16). Stage 4:Nightmares (DC 19, no preliminary effect). Stage 5:Arcane Sickness (DC 22). Stage 6:Arcane Backlash (DC 25).

    NNiigghhttmmaarreessIntensity: Duration (days

    Before the Nightmares begin, the subject will suffer theeffects of either anArcane Shower(1-4),Arcane Backlash(5-7),Arcane Sickness (8-9), or anArcane Burnout(10) oequal intensity (roll 1d10).

    Nightmares are severe, magically enhanced, sleepdepriving dreams. Due to the incredibly severe nature ofthese dreams, the subject must make a Will save (DC 15)each morning or suffer one point of permanent abilitydamage. Roll 1d6; Intelligence (1-2), Wisdom (3-4)Charisma (5-6). This damage will convert to temporaryability damage once the Nightmares have ended.

    PPllaannaarr EErruuppttiioonnIntensity: not applicable

    The Game Master is free to come up with anythingand everything for this effect. A backfire of this magnitudeshould be a campaign ending (or beginning!) event. Werecommend the Role Aids product Apocalypse as asource of good ideas on how to handle this resultOptionally, treat this event as a roll of 28.

    PPssyycchhiicc WWhhiippIntensity: level of effec

    The character has suffered a permanent loss to one omore of their ability scores. There is no saving throw

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    When this effect takes place, roll d% + Intensity on chart Abelow for the number of points of ability loss that thecharacter will suffer; once the number of points of loss isknown, roll 1d20 that many times on chart B, permanentlyremoving one point of that ability score. This is a truepermanent ability score loss that cannot be healed.

    CHART A CHART BRoll Effect Roll Effect2-80 1 point 01-02 Strength

    81-120 2 points 03-05 Dexterity121-140 3 points 06-08 Constitution141-150 4 points 09-12 Intelligence

    151-155 5 points 13-16 Wisdom156+ 6 points 17-20 Charisma

    PPssyycchhoossiissIntensity: level of effect

    The caster has begun to loose track of reality. This canbring on any form of mental effect on the caster. The formof the psychosis is entirely up the Game Master but can

    include phobias, delusions, flashbacks, and so on.Duration is generally permanent, although a GameMaster is free to invent any number of ways of curing thepoor afflicted caster. The greater the effect of thePsychosis, the more crippling the effect should be. As aguideline, roll d% + Intensity on the chart below to see justhow severe the psychosis should be:

    Roll Effect

    2-80 Minor81-120 Moderate121-140 Major

    141-150 Severe151-155 Crippling

    156+ Deadly; Will save (DC 25) or die instantly. Treat as

    a crippling psychosis if save succeeds.

    SSppeellllbblliinnddIntensity: not applicable

    This backfire cannot be saved against and has nointensity - it simply is. The character loses the ability tocast arcane spells of any kind; the character loses the featDragon Touched (assuming they had it). This effect ispermanent and cannot be reversed.

    Optionally, the Game Master may make the recoveryof ones spell casting abilities a mini-campaign...

    TTiimmeessppiikkee

    Intensity: years agedThe caster has managed to create a bubble of

    unstable time that ages the character a number of yearsequal to the intensity of the effect. All penalties for theincreased age apply, however the bonuses to mentalabilities do not.

    AARRCCAANNEEMMAAGGIICCAALLWWRRIITTIINNGGSSAlthough the Mages ofUmbragia have an innate gif

    for casting and controlling magical energies, they stilsometimes keep detailed records of their discoveries inmagic. These records take the form of a Scrollor a Spel

    Book. And although these two forms of magical writingsare related, they are very, very different. Scrolls operatejust as they do in Core Rulebook II, pages 199-203.

    SSCCRROOLLLLSSTo scribe a scroll requires the Scribe Scroll feat (see

    Core Rulebook I, page 84). Mages get this feat for free;Minstrels can take it if they wish; Touched rarely do.

    Once a spellcaster has the feat, s/he can create ascroll of any spell that s/he knows. Scribing the scrolrequires time, material and the expenditure of experiencepoints.

    Base Price: The base price of a scroll is calculated by

    taking the level of the spell multiplied by the casterlevel multiplied by 25 gold pieces. Treat Cantrips ashaving a level of for purposes of this calculation.

    Time: Scribing a scroll requires 1 day for every 1,000gold pieces in the scrolls base price (minimum time is1 day).

    Material: Scribing a scroll requires the expenditure ofmaterials worth 50% of the scrolls base price

    Additionally, if the spell requires that the caster usematerial components in the normal casting of the spellthis same requirement is added to the material costsfor creating the scroll.

    Manna: Scribing a scroll does not require that the spel

    be cast in the process, so there is no associatedmanna cost.

    Experience Points: Where manna is not used tocreate a magical scroll, it does require some energyfrom the creator to power it. The creator must spend atotal XP equal to the base cost of the scroll in goldpieces divided by 25. Additionally, if the spell requiresthat the caster use experience points in the normacasting of the spell, this same requirement is added tothe experience point costs for creating the scrollSpells that cost a variable amount of experience to becast (Lightning Cast, for example) cannot be scribedinto a scroll.

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    SSPPEELLLLBBOOOOKKSSTo create a magical tome requires the Create Spell

    Bookfeat. Nobody gets this feat for free and only Magescan take it. Once a Mage has the feat, s/he can create thetome and then begin inscribing spells into it. The creationof the tome is a two-stage process.

    Stage I: Creating the blank TomeBefore any spells can be inscribed into a tome, the

    tome itself needs to be created. This, like the scroll,requires time, material and the expenditure of experiencepoints. Once all of these costs are taken into account, theblank spell book has been created and spells may now beinscribed into it.

    Number of Pages: When the tome is first constructed,the number of pages within the tome is set. This mustbe decided before the tome can be created. Theminimum number of pages for a tome is 8; themaximum is 192. Due to the way the pages are bound

    in a spell book, the number of pages must be amultiple of 8.

    Base Price: The base price of a blank tome is 1,000gold pieces, plus 25 gold pieces per page.

    Base XP Base XP

    Pages Cost Cost Pages Cost Cost8 1,200 40 104 3,600 520

    16 1,400 80 112 3,800 56024 1,600 120 120 4,000 60032 1,800 160 128 4,200 640

    40 2,000 200 136 4,400 68048 2,200 240 144 4,600 72056 2,400 280 152 4,800 760

    64 2,600 320 160 5,000 800

    72 2,800 360 168 5,200 84080 3,000 400 176 5,400 880

    88 3,200 440 184 5,600 92096 3,400 480 192 5,800 960

    Time: As the book is enchanted as it is constructed,the time it takes to create the book is 1 week (8 days),plus 1 day per 8 pages of book. For example, a 192page volume requires a full month to prepare(1928=24; 8+24=32).

    Material: As one can imagine, the sot to create a truespell book is fairly high. The Mage creating their newblank spell book must expend 50% of the spell booksbase cost in material to complete it.

    Manna: Binding and enchanting the book does notrequire that any actual spells (per se) be cast, so thereis no associated manna cost.

    Experience Points: The creation of a blank tomerequires the expenditure of 5 experience points perpage of the volume.

    Stage II: Inscribing Spells into the TomeInscribing spells into a spell book is much like scribing

    a scroll. It is a little more involved, time consuming andexpensive, but the process is very similar.

    Once the book has been created, the Mage can begininscribing any spells s/he knows into the book, as well asany arcane spells that the Mage can find in other tomes o

    on scrolls. Like scrolls, this requires time, material and theexpenditure of experience points. Additionally, each spelwill need one or more pages of the book to be inscribed.

    Once the spell is inscribed within the book, the casterimmediately starts gaining all benefits for having the spelso inscribed.

    Base Price: The base price of the inscription withinthe book is the level of the spell multiplied by 1000gold pieces. Cantrips are treated as having a level of for purposes of this calculation. Additionally, if thespell requires that the caster use material componentsin the normal casting of the spell, this same

    requirement is added to the material costs forinscribing the spell. For purposes of calculating a spelbooks total value, it is the cost of the book plus thecost of each spell inscribed within it.

    Pages: Each spell requires a number of pages of thevolume. Each spell requires 1 page, plus 2 pages perlevel (cantrips require 1 page each; 9th level spellsrequire 19 pages each).

    Time: Inscribing the spell into the spell book requires 1day for each page it will occupy. If the spell is beinginscribed from another Spell book, or from a scrolltime is doubled.

    Manna: Inscribing the spell does not require that thespell be cast in the process, so there is no associatedmanna cost.

    Experience Points: Where manna is not used toinscribe a spell into a magical tome, it does requiresome energy from the creator to power it. The creatomust spend a total XP equal to the level of the spelmultiplied by 40. Cantrips are treated as having a leveof for purposes of this calculation. Additionally, if thespell requires that the caster use experience points inthe normal casting of the spell, this same requirementis added to the experience point costs for inscribingthe spell. Spells that cost a variable amount oexperience to be cast (Lightning Cast, for examplecannot be scribed into a spell book.

    BBEENNEEFFIITTSS OOFF AASSPPEELLLLBBOOOOKKWhy would any Mage go through the hell needed to

    inscribe a spell into a spell book anyway? Well, there aremany reasons for having a spell book. And the effects arenumerous. But they require some care.

    To gain these benefits, the Mage must either be incontact with the spell book or be the last individual to havebeen in contact with it. As long as this is true, it does not

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    matter where the book is located; the Mage has a constantlink to it.

    Any creature with a soul (Game Masters call) thattouches the volume for more than one full round (brushingup against it does not count) will break the Mages bondwith the book until such time as they can reclaim it.

    Any Mage who takes possession of someone elsesspell book gains all of the benefits of that spell book, justas if they had created it themselves.

    Only a Mage can bond to a spell book. This processrequires one full day and a DC 15 Concentration check.Given that it takes about six seconds for anyone to breakthis bond, one can imagine how protective of their spellbooks Mages can be. As long as the bond holds, however,the Mage gains the following benefits from the spell book:

    All spells that appear within the book and have a spelllevel equal to or less than the Mages Max Spell Level(see Mage) are treated as known spells.

    All spells that appear within the book and are knownby the Mage (independent of the book) have thefollowing options:o The spell can be cast at +2 caster levels.o The spell can be cast as normal, but with the cost

    of the spell being reduced by 2 points of manna.This reduction cannot cause a spell to be reducedbelow a cost of 1 point of manna.

    All spells that appear within the book and are knownby the Mage (independent of the book) may bemastered via the feat Spell Mastery. See SpellMasteryfor more information.

    FFAAMMIILLIIAARRSS

    SSUUMMMMOONNFFAAMMIILLIIAARRFamiliars operate slightly differently in the Realms of

    Shadow as well. When a Mage attains 2nd

    level, they maycast a rather special ritual, Summon Familiar. In order tocast this ritual, the Mage must be healthy (no damage) andcannot be suffering from the effects of any MagicaBackfires (see Magical Backfires).

    The ritual must be performed during the new moonThe ritual takes a full day of meditation and relativesolitude. In other words, s/he cannot be disturbed duringthat time. After the day has completed, and the Mage getsa full nights rest, s/he then consults the following chartRoll 1d20 + Caster Level + Intelligence Modifier +Charisma Modifier. The Mage will have summoned andbonded with a single creature of the level indicated. Thecaster may choose any animal that could have beensummoned with a Summon Natures Allyspell of that leve

    or lower.

    Roll Result01-17 No Familiar Summoned

    18-21 Level I22-25 Level II26-29 Level III

    30-33 Level IV34-37 Level V38-41 Level VI

    42-45 Level VII46+ Level VIII

    If the attempt was a failure, the Mage may attempt itagain in the next new moon. If the Mages familiar eve

    dies or is dismissed, the Mage must wait through 13 newmoons before they may attempt the ritual again (see alsoLosing a Familiar, below). If the ceremony is successfulthe Mage must expend 50 XP per level of the familiarsummoned.

    AABBIILLIITTIIEESS OOFF AAFFAAMMIILLIIAARROnce summoned, the familiar is bonded to the Mage

    and becomes a loyal servant. Depending upon the level ofthe Mage, the effects of the familiar vary.

    Level Effect

    2-3 Empathic Link, Intelligence4-5 Hit Dice, Share Spells (5 ft.)

    6-7 Feat, Intelligence8-9 Alertness, Share Senses10 Intelligence, Speak with Animals

    11 Share Health, Touch12 Feat, Natural Armor13 Saves, Share Spells (Close)

    14 Intelligence, Speak with Master15 Originate16 Hit Dice, Natural Armor

    17 Scry18 Feat, Intelligence19 Share Spells (Medium)

    20 Hit Dice, Natural Armor

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    Alertness: While the familiar is within close range (25ft. + 5 ft. per 2 levels), the master and the familiar gainheightened senses; treat both as though they had the

    Alertness feat.

    Empathic Link: The master has an empathic link withthe familiar out to a distance of up to one mile. Themaster cannot see through the familiar's eyes, but the

    two of them can communicate telepathically. This is asupernatural ability.

    Because of the empathic link between the familiarand the master, the master has the same connectionto an item or place that the familiar does. For instance,if his familiar has seen a room, a master may teleportinto that room as if he has seen it too.

    Feat: The familiar gains a feat of the masters choice. Hit Dice: Raise the familiars hit dice by +1. Intelligence: Raise the familiars Intelligence score by

    +2. This ability cannot raise the familiars Intelligencescore above the masters Intelligence score.

    Natural Armor: Raise the familiars armor class by +1.

    Originate:As long as the familiar is within close range(25 ft. + 5 ft. per 2 levels), the master may cast a spelland treat that spell as if the familiar did the casting (forpurposes of range, point of origin, etc.)

    Saves: The Master and the familiar gain +2 on anyone save (masters choice).

    Scry: The master may scry on the familiar (as ifcasting the spell Scrying) once per day. This is a spell-like ability that requires no manna, materialcomponents or focus.

    Share Health: As long as the familiar is within closerange (25 ft. + 5 ft. per 2 levels) the Mage may transferdamage that s/he has suffered to the familiar instead.

    If the damage being dealt could not normally behealed via magical means, then the damage is nottransferable.

    Share Senses: at will, the master may see, hear,taste, smell or feel whatever the familiar is at that timeas long as the familiar is within 1 mile. The senses ofthe master are not active while the senses are beingborrowed from the familiar. The master may select anyor all of the senses to borrow, maintaining all of her/hisremaining natural senses.

    Share Spells: At the master's option, he may haveany spell s/he casts on her/himself also affect thefamiliar. The familiar must be within range (5 ft; close

    or medium range, depending) at the time. If the spellsduration is anything other than instantaneous, the spellstops affecting the familiar if it moves out of range. Thespell's effect will not be restored even if the familiarreturns to the master before the duration wouldotherwise have ended. Additionally, the master maycast a spell with a target ofPersonalon a familiar (as aTouch range spell) instead. The master and familiarcan share spells even if the spells normally do notaffect creatures of the familiar's type.

    Speak with Animals: The familiar can communicatewith animals of approximately the same type as itself(including dire variants). The communication is limitedby the Intelligence of the conversing creatures.

    Speak With Master: The familiar and master cancommunicate verbally as if they were using a commonlanguage. Other creatures do not understand the

    communication without magical help. Touch: The familiar can deliver touch spells for the

    master. When the master casts a touch spell, thefamiliar can be designated as the toucher. (The masteand the familiar have to be in contact at the time ocasting.) The familiar can then deliver the touch spel

    just as the master could. As normal, if the master castsanother spell, the touch spell dissipates.

    LLOOSSIINNGG AAFFAAMMIILLIIAARRIf a Mages familiar dies, this causes some detrimenta

    effects for the Mage. Immediately, the Manna Tally of theMage drops to 0 (if it was already negative, ignore this

    effect) and the Mage must roll on the Magical Backfirechart (see Magical Backfires). Use the level of the familiaras the Spell Level modifier to the roll. Intensity is theFamiliar level multiplied by 10. Intensity can be halved witha Will save (DC 20) as usual.

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    FFEEAATTSSThe feats that follow are designed specifically for the

    magic system presented in this volume. A Game Master isencouraged to use caution when using these outside ofthe Umbragia Variant Magic System. Most of them,outside of this system, would not make a lot of sense

    anyway. Arcane Lore feats are only available to Touchedand Mages (as normal or bonus feats); Bardic Lore featsare only available to Minstrels (as normal or bonus feats).

    SSPPEECCIIAALLFFEEAATTSS

    DDRRAAGGOONNTTOOUUCCHHEEDD[SPECIAL]

    You are gifted with the ability to manipulate arcanemagical energies. This means that you have the blood ofdragons coursing through your veins. It also means thatyou have a mark (a birthmark of some kind) that identifiesyou as one of the touched.

    Prerequisites: Must be taken at character creation;once the character has begun play, this feat is no longeravailable.

    Benefit: This feat allows an Arcane Spellcaster toaccess spells above 2

    ndlevel and as high as 4

    thlevel.

    Additionally, it is the baseline for accessing the ArcaneSpheres, Arcane Instruments, or the class Touched.

    When taken, the character must specify which of thethree varieties of Dragon Touched s/he has: Musical,Natural, orSorcerous. This feat cannot be taken more thanonce. When recorded this feat is listed as Dragon Touched(Musical), Dragon Touched (Sorcerous) or DragonTouched(Natural).

    Optional Rule: A DM may allow some extremelyhazardous quest to be the focal point of gaining the feat

    after character creation. Examples include eating the hearof an ancient dragon while breath still fills its lungs Nomatter what, this feat should be special.

    AARRCCAANNEELLOORREEFFEEAATTSS

    AARRCCAANNEEKKNNOOWWLLEEDDGGEE[ARCANE LORE

    Through extensive study, you have managed toexpand the number of known spell slots that you have.

    Prerequisites: Knowledge (Arcana) [8 ranks].Benefit:Add 5 bonus new spell slots. These slots are

    treated just like the normal new spell slots gained at eachlevel. This feat may be taken multiple times; the effects dostack.

    AARRCCAANNEEPPRROODDIIGGYY[ARCANE LORE

    You have the ability to learn and cast spells of a levehigher than your experience would tend to indicate.

    Prerequisites: Intelligence 13+, Knowledge (Arcana[6 Ranks], Spellcraft [6 Ranks].Benefit:Add +1 to your Max Spell Level. This feat wil

    not let you exceed the Max Spell Level imposed by thelack of an Arcane Sphere or the Dragon Touched featThis feat may be taken multiple times; the effects do stack

    AARRCCAANNEESSPPHHEERREE((IINNNNEERR))[ARCANE LORE

    You have become attuned with the magical essencesof your chosen inner element. You must select one of thetwo primary inner spheres (Spiritor Wood) when this feais taken. This feat can only be taken once. This feat, whenrecorded, is written as Arcane Sphere (Spirit) orArcane

    Sphere (Wood).Prerequisites: the ability to learn and cast 5

    thleve

    arcane spells, Knowledge (Arcana) [12Ranks], one of the following: Spirit eitherArcane Sphere (Fire) orArcaneSphere (Air); Wood (Nature) - eithe

    Arcane Sphere (Earth) orArcane Sphere(Water)

    Benefits: You gain any one of thefollowing benefits from taking this feat: +1Charisma or +1 Intelligence. The choicemust be made as soon as this feat istaken and cannot be changed at any time

    later.There are two inner spheres: Spiriand Wood (Nature). Each of thesecorresponds to a single descriptor (Spiriand Nature respectively). These twospheres oppose each other; Spirit alsoopposes Earth and Water while Wood(Nature) also opposes Air and Fire. Seefeat Arcane Sphere (Outer) foinformation on how opposing spheresrelate to each other.

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    AARRCCAANNEESSPPHHEERREE((OOUUTTEERR))[ARCANE LORE]

    You have the ability to cast spells of 5th

    level andhigher as well as having become attuned with the magicalessences of your chosen outer element. You must selectone of the four outer spheres (Air, Earth, Fire or Water)when this feat it taken. This feat can only be taken once.

    This feat, when recorded, is written as Arcane Sphere(Air), Arcane Sphere (Earth), Arcane Sphere (Fire) or

    Arcane Sphere (Water).Prerequisites: Intelligence 15+, Dragon Touched

    (Sorcerous), Knowledge (Arcana) [10 Ranks] and one ofthe following: Air or Water - Female Gender; Earth orFire - Male Gender.

    Benefits: You gain the ability to learn and cast 5th

    level and higher spells (as long as all of the otherrequirements are met, such as having the minimum MaxSpell Level and so on). Also, you gain a specialattunement to the element of your choice; conversely, youare somewhat out of tune with the opposing elements.

    Thus, the cost for casting spells within your element isreduced while spells opposed to that element cost more tocast.

    There are four primary elements involved; each ofthese corresponds with two of the descriptors for spells.

    Air (air and electricity) opposes Earth (earth and force);Fire (fire and light) opposes Water (water and cold). Thecost to cast a spell is modified as follows:

    Spell Mastered Attuned Normal Opposing

    Level Spell Sphere Cost Sphere0 1 1 1 21 1 2 3 6

    2 2 4 6 123 3 6 10 204 5 9 15 30

    5 7 12 21 426 9 16 28 567 11 20 36 72

    8 13 25 45 909 15 30 55 110

    Thus, if a Mage with the Arcane Sphere (Fire) casts aFireball (3rd level Fire spell), then the spell will cost 6manna. If a Mage with Arcane Sphere (Water) casts thissame spell, it will cost 20 manna points. Any other Magewho casts the spell pays 10 manna points. See ArcaneSpells for a complete list of spells that fall under each ofthe four outer spheres). See Spell Masterybelow for moreinformation on the Mastered Spell column of this chart.

    AARRCCAANNEESSPPHHEERREE((SSHHAADDOOWW))[ARCANE LORE]

    You are one of the Umbrii, one of those few that havebecome a master of your art and craft. You are magicincarnate.

    Prerequisites: the ability to learn and cast 6th

    levelarcane spells, Knowledge (Arcana) [14 ranks], one of the

    Arcane Sphere (Inner) feats.Benefits: You gain any one of the following benefits

    from taking this feat: +1 Charisma or +1 Intelligence. The

    choice must be made as soon as this feat is taken andcannot be changed at any time later.

    Additionally, you gain access to a special restrictedlisting of arcane spells that can only be cast by UmbriiSee Arcane Spheres for more information on the spellsthat fit this description.

    BBUURRNNIINNGGBBLLOOOODD[ARCANE LOREThe Dragons Touch runs deep in you. You have

    managed to reach deeper into the power of the blood thanmost so that you can sometimes cast spells withouchanneling manna.

    Prerequisites: either of the Arcane Sphere (Innerfeats, Knowledge (Arcana) [14 Ranks], Toughness, andSpellcraft [10 Ranks].

    Benefit: You may attempt to cast spells through theuse of your own inner energies rather than the ambienmagical energies around you. Before casting the spelldeclare that you will be burning blood to cast it instead ofspending manna from your manna pool. No manna is

    depleted from your Manna Pool; however you need tomake a Spellcraft check (DC 20 + Spell Level).

    If this roll is successful, the spell is cast and you suffer1 point of temporary Constitution damage. If this roll isfailed, the spell is cast and you suffer 1 point of temporaryConstitution and take 1 hit point of damage per point ofmanna the spell would have otherwise cost.

    Damage caused by the use of this feat cannot bereduced with Damage Reduction, nor can it be healedmagically. As a spell cast via Burning Blood does not tapinto the Manna Pool, there is no chance of a magicabackfire.

    CCRREEAATTEESSPPEELLLLBBOOOOKK[ARCANE LORE, ITEM CREATIONYou have the ability to create an arcane tome of

    magical power. There are several benefits to this ability.Prerequisites: Alchemy [6 Ranks], Dragon Touched

    (Sorcerous), Craft (Bookbinding) [4 Ranks], Knowledge(Arcana) [8 Ranks]

    Benefits: You may craft an arcane tome of magicapower and begin storing spells within its pages. Each spelthat is recorded within the spell book grants the spellcasteseveral options with that spell. See Arcane MagicaWritings for more information about this ability.

    EENNHHAANNCCEEDDCCHHAANNNNEELLIINNGG[ARCANE LORE

    You have the ability to handle more magical energythan your level and ability would normally allow.

    Prerequisites: Knowledge (Arcana) [8 Ranks].Benefit: Add ten (10) points to your baseline Manna

    Pool. This feat may be taken multiple times; the effects dostack.

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    QQUUIICCKKRREECCOOVVEERRYY[ARCANE LORE]

    You have the ability to recover your Manna Pool fasterthan your level and ability would normally allow.

    Prerequisites: Knowledge (Arcana) [8 Ranks].Benefit: Add four (4) to your Manna Recovery Rate.

    This feat may be taken multiple times; the effects do stack.

    SSPPEELLLLMMAASSTTEERRYY[ARCANE LORE]

    You have managed to master a number of spells sothat they no longer tax you manna reserves as much asthey once did.

    Prerequisites: Intelligence 15+, Charisma 15+, one ofthe Arcane Sphere (Outer) feats, Special (see below).

    Benefit: Take two spells and mark them as masteredspells. They must be spells you already know. None ofthese spells can be from an opposing sphere (see ArcaneSphere (Outer)). A Mage casting a spell s/he hasmastered reduces the manna cost of the spell (see thechart under Arcane Sphere (Outer) for an i llustration of this

    cost reduction). This feat may be taken multiple times.New spells must be chosen each time. Mastered Cantripsstill cost the caster 1 manna point to cast, but any and allmeta-magic feats applied to the spell are used at areduced cost.

    In order to master a spell, the spell must be known andthe Mage must have access to a spell book with thechosen spell inscribed within it. See Arcane MagicalWritings for more information on Spell Books.

    Note: This feat replaces the Spell Mastery feat fromCore Rulebook I. In the manna point system, the originalno longer provides any benefit. Loss of the spellbook willnot make the Mastered spells ineffective.

    BBAARRDDIICCLLOORREEFFEEAATTSS

    AACCCCEELLEERRAANNDDOO[BARDIC LORE]

    By increasing your beat's tempo you can make yourspells more effective. Requires the use of the Minstrelsbonded arcane musical instrument and counts as one useof Bardic Music.

    Prerequisites: Arcane Instrument (any percussion),Perform [12 Ranks]

    Benefits: You may heighten a spell (as per the featHeighten Spell) by up to two levels, even if this would

    exceed your maximum spell level. The full manna cost forthe higher level of the spell applies. This effect stacks withthe feat Heighten Spell.

    AARRCCAANNEEIINNSSTTRRUUMMEENNTT[BARDIC LORE]

    You have the ability to cast spells of 5th

    level andhigher (as long as you meet the class requirements) aswell as having become attuned with the magical essencesof your chosen instrument. Select one of the arcaneinstruments when this feat it taken. The instrument

    selected must fall within the instrument family that waschosen for the Minstrels Instrumental Focus. This feat canonly be taken once.

    Prerequisites: Dragon Touched (Musical), Perform [6Ranks], Instrumental Focus (of the same group as theinstrument chosen), and a set of prerequisites unique tothe instrument itself. See Arcane Instruments for more

    information on the prerequisites themselves.Benefits: There are many benefits to taking on the

    various instruments of arcane power. Each instrument isassociated with a set of special abilities (called BardicGifts). These are gained over several levels. The gifts areunique to each instrument or instrument group. See

    Arcane Instruments for a full breakdown of the gifts given.Each instrument is attuned to particular school o

    magic. Sor/Wiz spells of that type are considered Brdspells to the Minstrel that has that instrument. These spellsare cast at a reduced cost. In addition, the instrument isopposed to two other schools of magic (although it will notconvert these Sor/Wiz spells to Brd spells). Spells othese types cost more to cast. SeeArcane Sphere (Outerfor a look at the cost reductions and increases involved inthis relationship. See Arcane Instruments and the BardSpell listing for more information on the schools of magicthat each instrument is aligned to.

    CCOODDAA[BARDIC LORE

    By giving your songs remarkable endings you increaseyour spells duration. Requires the use of a Minstrelsbonded arcane musical instrument and counts as one useof Bardic Music.

    Prerequisites: Arcane Instrument, Perform [12Ranks].

    Benefits: Add +50% base duration to any spell, or+100% if the casting time is doubled. This bonus stackswith the feat Extend Spell.

    CCRREESSCCEENNDDOO[BARDIC LORE

    You can increase the intensity of your music so thayour spells become stronger. Requires the use of aMinstrels bonded arcane musical instrument and countsas one use of Bardic Music.

    Prerequisites: Arcane Instrument, Perform [12Ranks].

    Benefits: All random variables of your spell receive a50% bonus. This bonus stacks with the feat Empowe

    Spell.

    DDRRUUMMRROOLLLL//TTRREEMMOOLLOO[BARDIC LORE

    By playing a virtuous tremolo or a quick drum roll youmake your spells affect a larger area. Requires the use ofa Minstrels bonded arcane musical instrument and countsas one use of Bardic Music.

    Prerequisites: Arcane Instrument, Perform [12Ranks].

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    Benefits: Base range and area of effect receive a50% bonus. This bonus stacks with the feat Enlarge Spell.

    DDUUEETT[BARDIC LORE]

    You may use your instrument to enhance the spells ofanother Minstrel. Requires the use of the Minstrelsbonded arcane musical instrument. This counts as oneuse of Bardic Music.

    Prerequisites: Arcane Instrument, Charisma 13+,Perform [12 Ranks].

    Benefits: To use this ability, your instrument must bein the same family (percussion, strings or winds) as theinstrument of the Minstrel you are enhancing. Use of thisfeat counts as a use of the Bardic Music ability.

    On a successful DC 25 Perform check by both parties,you may do any one of the following things:

    split the cost of the spell between the two Minstrels add +2 caster levels to the spell add +2 to the save DC of the spell

    If the Perform check fails, there are no adverse effects;but no bonuses apply either.

    FFOORRTTIISSSSIIMMOO[BARDIC LORE]

    Your intense music makes it easier for you to castspells with maximal effect. Requires the use of theMinstrels bonded arcane musical instrument and countsas one use of Bardic Music.

    Prerequisites: Arcane Instrument, Perform [12Ranks], Maximize Spell.

    Benefits: Maximizing a spell now counts as a spell

    one level higher than the spell's actual level.Normal: Maximizing a spell counts as a spell threelevels higher than the spells actual level.

    LLIIGGAATTOO[BARDIC LORE]

    Your instrument and your mind have become soattuned that you can cast most spells without materialcomponents; foci, however, are still required. Requires theuse of the Minstrels bonded arcane musical instrumentand counts as one or more uses of Bardic Music.

    Prerequisites:Arcane Instrument (any wind), Perform[12 Ranks].

    Benefits: When casting spells through your instrument

    you can replace the required material components by justthinking about them. This ability counts as one use ofBardic Music for each 100 gp that the material componentwould normally have cost (rounded up).

    PPIIZZZZIICCAATTOO[BARDIC LORE

    By picking your instrument's strings you may combinetwo spells into one. Requires the use of the Minstrelsbonded arcane musical instrument and counts as one useof Bardic Music.

    Prerequisites: Arcane Instrument (any string)Perform [12 Ranks].

    Benefits: Instead of casting one spell you may casttwo spells at the same time. These may be of differenlevel but must have the same casting time. Treat this as ifa spell of one level higher than the sum was cast. TheMinstrel's max spell level limitation applies. If combiningspells from different schools, the cost is taken from theleast favorable scale.

    For example: casting 'Sleep' (level 1) and 'Silence(level 2) at the same time counts as if one level 4 spell isbeing cast.

    SSYYMMPPHHOONNYY

    [BARDIC LOREYou may use your instrument to enhance the spells of

    another Minstrel; this is an enhanced version of the featDuet. This counts as one use of Bardic Music.

    Prerequisites: Charisma 15+, Duet, Perform [14Ranks].

    Benefits: This feat can be used in one of three ways:

    As per duet, except that the instruments do notneed to be in the same family

    As per duet, except that two of the three optionsmay be chosen instead of just one.

    With at least three Minstrels playing together

    having at least one instrument from each of the threefamilies and all members of the symphony succeedingat DC 25 Perform checks, the following effects areapplied to the spell cast:o Each Minstrel pays an equal portion of the manna

    cost for the spell (minimum cost is 1 point ofmanna per member).

    o Total caster level is equal to the highest leveMinstrel in the group, +1 caster level peadditional member in the group (maximum +5caster levels).

    o Save DC of the spell is modified by +1 peradditional member of the group.

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    AARRCCAANNEE SSPPEELLLL CCAASSTTEERRSSThe following classes, the Mage, the Minstrel, and the

    Touched represent the three main modes of thought forarcane spell casters. These classes have their ownstrengths and weaknesses and, although they have many

    similarities, they are not the same especially at the higherlevels.

    Character cannot multi-class between arcane spellcasting classes (i.e. you cannot be both a Minstrel and aMage). Characters cannot multi-class between arcane anddivine spell casting classes (i.e. you cannot be both aMage and a Priest).

    MMAAGGEEMages are much akin to the Sorcerer or the Wizard in

    other campaign worlds. They are the masters, thesupreme practitioners of the arcane arts. They may learnspells up to 2

    ndlevel before they will need the Dragon

    Touched (Sorcerous) feat that will carry them through to4th

    level spells. Beyond this they will need to bondthemselves with one of the Outer Spheres of arcanemagic.

    The legends and lore of Umbragia point to ages longpast, before the death and rebirth of magic, when thetraditional Sorcerers walked the lands; a game set in thoseancient times will not have the Mage class at all. ConsultCore Rulebook I for more information on this type of spellcaster.

    MMAAGGEEGGAAMMEERRUULLEEIINNFFOORRMMAATTIIOONNPrimary Ability: Intelligence and CharismaHit Die: d4Alignment:AnyClass Skills: Mages receive 3 + Intelligence modifier skilpoints per level (x4 at first level). The class skills for the

    Mage (and the key abilities) are listed below.

    Alchemy (INT) Concentration (CON) Craft (all) (INT) many individual skills Knowledge (all) (INT) many individual skills Profession (all) (WIS) many individual skills Scry (INT) exclusive skill Spellcraft (INT)

    MMAAGGEECCLLAASSSSFFEEAATTUURREESSClass Requirements: Anyone in Umbragia can learn to

    cast some spells; the exceptions being those that areSpellblind. All Mages that are to cast spells above 2n

    level will require the Dragon Touched(Sorcerous) featAll Mages that are to cast spells above 4

    thlevel wil

    require one or more of theArcane Spheres.Weapon and Armor Proficiency: Mages are skilled with

    all simple weapons. They are not skilled with any typesof armor or shields. Armor of any kind will interferewith the natural flow of manna needed for the castingof arcane spells.

    Bonus Feat: at 4th

    level and each additional 4 levels (8th

    12th, 16

    th, and 20

    th), the Mage receives one bonus feat

    TTAABBLLEE::MMAAGGEECCLLAASSSSPPRROOGGRREESSSSIIOONNBase New Max

    Attack Saves Manna Spell SpellLevel Bonus Fort Ref Will MP MR Special Slots

    1Level

    2

    1 +0 +0 +0 +2 Base Base Scribe Scroll Base 1

    2 +1 +0 +0 +3 +2 +2 Summon Familiar 2 13 +1 +1 +1 +3 +3 +2 3 24 +2 +1 +1 +4 +4 +2 Bonus Feat 4 2

    5 +2 +1 +1 +4 +5 +2 5 26 +3 +2 +2 +5 +6 +2 6 37 +3 +2 +2 +5 +7 +2 7 3

    8 +4 +2 +2 +6 +8 +2 Bonus Feat 8 49 +4 +3 +3 +6 +9 +2 9 4

    10 +5 +3 +3 +7 +10 +2 10 4

    11 +5 +3 +3 +7 +11 +2 11 512 +6/+1 +4 +4 +8 +12 +2 Bonus Feat 12 5

    13 +6/+1 +4 +4 +8 +13 +2 13 614 +7/+2 +4 +4 +9 +14 +2 14 615 +7/+2 +5 +5 +9 +15 +2 15 716 +8/+3 +5 +5 +10 +16 +2 Bonus Feat 16 7

    17 +8/+3 +5 +5 +10 +17 +2 17 818 +9/+4 +6 +6 +11 +18 +2 18 819 +9/+4 +6 +6 +11 +19 +2 19 9

    20 +10/+5 +6 +6 +12 +20 +2 Bonus Feat 20 91

    No Mage may gain more than 4 new spell slots per level without the Dragon Touchedfeat.2

    Spells above 2nd

    level require the Dragon Touchedfeat; spells above 4th

    level require anArcane Sphere.

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    This feat must be a Metamagic, Item Creation, orArcane Lore feat. These feats are in addition to thefeats they get for normal level progression regardlessof class.

    Scribe Scroll: At 1st

    level the Mage has the ability toScribe Scrolls. See Arcane Magical Writings forinformation on this ability.

    Summon Familiar: At 2nd

    level, the Mage is able tosummon a familiar. See Arcane Familiars for moreinformation on this ability.

    Spells: Mages cast spells; they have a certain number ofknown spells (see below) as modified by theirIntelligence modifier. They may choose any of thespells of the appropriate levels in the revised Sor/Wizspell listing contained in this book.

    No Mage may cast a spell unless her/hisCharisma score is at least equal to 10 + the Spellslevel. In other words, in order to cast spells of level 6,a Mage will need a Charisma score of 16 or higher.There is no minimum required Intelligence score for

    the Mages arcane spell casting.The saving throw difficulty class for spells cast byMages is 10 + Spell Level + Intelligence modifier.

    Manna Pool: A Mages base Manna Pool is equal to 6 +Intelligence bonus. The Mage gains additional pointsat each level. The Intelligence bonus is applied to thisadditional Manna Pool each level as well.

    With an Intelligence of 10, a typical 10th levelMage has a Manna Pool of 60. With an Intelligence of14, this same 10th level Mage has a Manna Pool of80.

    Manna Recovery Rate: A Mages base Manna RecoveryRate is equal to 2 + Charisma bonus. The Mage getsan additional +2 to the recovery rate every level.

    With a Charisma of 10, a typical 10th level Magehas a Manna Recovery Rate of 20. With a Charisma of14, this same 10th level Mage has a Manna RecoveryRate of 22.

    New Spell Slots, Max Spell Level: A Mage begins theircareer with 4 + Intelligence bonus known spell slots.Each spell requires its level in slots to learn (cantripsrequire slot each). No Mage may have more knownspells at any level than in the previous level. No Magemay learn any spell of a level that exceeds theirmaximum spell level. A Mage who does not have theDragon Touched feat will receive a maximum of 4 newspell slots at each level.

    For example: at 1st level, assuminga +2 Intelligence modifier, a Magehas 6 spell slots to learn her/hisinitial known spells. These 6 slotscould be used to learn any of thefollowing combinations of spells:

    0-Lvl 1-Lvl 2-Lvl 3-Lvl 4-Lvl

    12 0 0 0 010 1 0 0 08 2 0 0 0

    6 3 0 0 04 4 0 0 0

    This Mage could not learn five 1st

    level spells, as thiswould result in more 1st level spells known thancantrips. This Mage cannot learn any 2

    ndlevel or higher

    spells as the Max Spell Level as a 1st

    level Mage is 1.

    At each level, the Mage gains a number of new spelslots for learning additional spells. This number of slotsgained after first level is not affected by the MagesIntelligence modifier.

    For example: At 2nd

    level, the Mage receives 2additional slots. These could be used to gain:

    0-Lvl 1-Lvl 2-Lvl 3-Lvl 4-Lvl4 0 0 0 0

    2 1 0 0 00 2 0 0 0

    All of these possible gains assume that none of themresult in more known 1

    stlevel spells than cantrips. As a

    2nd level Mage, the Max Spell Level is still 1, so no 2ndlevel spells can be learned.

    At 3rd

    level, the Mage receives 3 additional slots. At 3rd

    level, the Max Spell Level increases to 2. Assuming theMage has at least a 12 Charisma, they can beginspending 2 slots each to learn 2

    ndlevel spells. Thus,

    these slots could be used to gain:

    0-Lvl 1-Lvl 2-Lvl 3-Lvl 4-Lvl

    6 0 0 0 04 1 0 0 02 2 0 0 0

    2 0 1 0 00 1 1 0 00 3 0 0 0

    All of these possible gains assume that none of themresult in more known 1

    stlevel spells than cantrips, or

    more known 2nd

    level spells that 1st level. As a 3rd

    levelMage, the max spell level is 2, so no 3

    rdlevel or higher

    spells can be learned.

    CCHHAANNGGIINNGGIINNTTEELLLLIIGGEENNCCEE AANNDDCCHHAARRIISSMMAASo what happens at 4

    thlevel when your Arcane Spellcaster raises their

    Intelligence or Charisma score from 15 (+2) to 16 (+3)?Manna Pool and Manna Recovery Rate are treated like Hit Points in this

    regard: a change in the underlying ability score will cause a retroactive shift inthe value, just as if the individual had the new score from the beginning oftheir career.

    Spell Slots are treated just like skill points; the new modifier will notaffect the number of slots that the spell caster has.

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    MMIINNSSTTRREELLSometimes called Vagabonds, Tramps or Bards, the

    Minstrel is a true Jack-of-all-Trades. In Umbragia,Minstrels are much akin to the Bards in other campaignworlds. Born marked by their unusual heritage, theMinstrels come from all walks of life. Minstrels dabble in

    arcane magic but truly shine when it comes to musical andinfluential spells. They are capable of blending arcanemagic and music to produce powerful effects. And likemusic, which needs an audience to be appreciated, theirmagic is strongest when interacting with people, givingthem hope or driving them to despair.

    They may learn spells up to 2nd

    level before they willneed the Dragon Touched (Musical) feat that will carrythem through 4

    thlevel spells. Beyond this they will need to

    bond themselves to one of the Instruments of ArcaneMusic. Each instrument has a profound impact upon theMinstrel, acting like 15 separate sub-classes.

    Minstrels are not easily classified. Each practitioner of

    this art found to it in a different way, some feeling thedesire for arcane music as part of their magical heritage,some working as apprentice or aide for great entertainersand manipulators. Among those who employ the moreintuitive approach to arcane powers can be foundcraftsmen (not all of whom specialize in creating musicalinstruments), courtiers (who serve their lieges as jestersand counselors), traveling artists (making a living on theroad with their skills), tricksters (who manipulate others forpersonal gain), and countless others.

    MMIINNSSTTRREELLGGAAMMEERRUULLEEIINNFFOORRMMAATTIIOONNPrimary Ability: Intelligence and CharismaHit Die: d6Alignment: AnyClass Skills: Minstrels receive 4 + Intelligence modifieskill points per level (x4 at first level). The class skills fo

    the Minstrel (and the key abilities) are listed below.

    Any 10 skills * ten separate skills Bluff (CHA) Concentration (CON) Craft (all) (INT) many individual skills Diplomacy (CHA) Gather Information (CHA) Knowledge (all) (INT) many individual skills Listen (WIS) Perform (CHA) Profession (all) (WIS) many individual skills Sense Motive (WIS)

    Speak Language no ability associated Spellcraft (INT)

    * No more than 2 of these skills may be classified asexclusive to other classes.

    MMIINNSSTTRREELLCCLLAASSSSFFEEAATTUURREESSClass Requirements: Anyone in Umbragia can learn to

    cast some spells; the exceptions being those that areSpellblind. All Minstrels that are to cast spells above2

    ndlevel will require the Dragon Touched (Musical

    TTAABBLLEE::MMIINNSSTTRREELLCCLLAASSSSPPRROOGGRREESSSSIIOONNBase New Max

    Attack Saves Manna Spell SpellLevel Bonus Fort Ref Will MP MR Special Slots

    1Level

    2

    1 +0 +0 +2 +2 Base Base Bardic Knowledge Base 1

    2 +1 +0 +3 +3 +1 +1 Bardic Music 1 13 +2 +1 +3 +3 +2 +1 Instrumental Focus 2 14 +3 +1 +4 +4 +2 +1 2 2

    5 +3 +1 +4 +4 +3 +1 Bardic Gift #1 3 26 +4 +2 +5 +5 +3 +1 3 27 +5 +2 +5 +5 +4 +1 4 3

    8 +6/+1 +2 +6 +6 +4 +1 4 39 +6/+1 +3 +6 +6 +5 +1 5 3

    10 +7/+2 +3 +7 +7 +5 +1 Bardic Gift #2 5 4

    11 +8/+3 +3 +7 +7 +6 +1 6 412 +9/+4 +4 +8 +8 +6 +1 6 4

    13 +9/+4 +4 +8 +8 +7 +1 7 514 +10/+5 +4 +9 +9 +7 +1 7 515 +11/+6/+1 +5 +9 +9 +8 +1 Bardic Gift #3 8 516 +12/+7/+2 +5 +10 +10 +8 +1 8 6

    17 +12/+7/+2 +5 +10 +10 +9 +1 9 618 +13/+8/+3 +6 +11 +11 +9 +1 9 619 +14/+9/+4 +6 +11 +11 +10 +1 10 6(7)

    20 +15/+10/+5 +6 +12 +12 +10 +1 Bardic Gift #4 10 6 (8)1

    No Mage may gain more than 4 new spell slots per level without the Dragon Touchedfeat.2

    Spells above 2nd

    level require the Dragon Touchedfeat; spells above 4th

    level require anArcane Instrument. At 19th

    level, the Minstrel can chosespells that exceed the normal level limits as long as those spells fall under the heading of their bonded Arcane Instrument. The new (higher) level

    limit is shown in parenthesis on the chart.

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    sound (but not spells that simply have verbalcomponents). As with inspire courage, a Minstrel maysing, play, or recite a countersong while taking othermundane actions, but not magical actions. Each roundof the countersong, the Minstrel makes a Performcheck. Any creature within 30 feet of the Minstrel(including the Minstrel) who is affected by a sonic or

    language-dependent magical attack may use theMinstrel's Perform check result in place of his savingthrow if, after rolling the saving throw, the Performcheck result proves to be better. The Minstrel maykeep up the countersong for 10 rounds. Countersongis a supernatural ability.

    Fascinate: A Minstrel with 3 or more ranks inPerform can cause a single creature to becomefascinated with him. The creature to be fascinatedmust be able to see and hear the Minstrel and must bewithin 90 feet. The Minstrel must also see the creature.The creature must be able to pay attention to theMinstrel. The distraction of nearby combat or other

    dangers prevents the ability from working. The Minstrelmakes a Perform check, and the target can negate theeffect with a Will saving throw equal to or greater thanthe Minstrel's check result. If the saving throwsucceeds, the Minstrel cannot attempt to fascinate thatcreature again for 24 hours. If the saving throw fails,the creature sits quietly and listens to the song for upto 1 round per level of the Minstrel. While fascinated,the target's Spot and Listen checks suffer a 4penalty. Any potential threat (such as an ally of theMinstrel moving behind the fascinated creature) allowsthe fascinated creature a second saving throw againsta new Perform check result. Any obvious threat, suchas casting a spell, drawing a sword, or aiming,

    automatically breaks the effect. While fascinating (orattempting to fascinate) a creature, the Minstrel mustconcentrate, as if casting or maintaining a spell.Fascinate is a spell-like, mind-affecting charm ability.

    Inspire Competence: A Minstrel with 6 or moreranks in Perform and the Dragon Touched (Musical)feat can help an ally succeed at a task. The ally mustbe able to see and hear the Minstrel and must bewithin 30 feet. The Minstrel must also see the creature.The ally gets a +2 competence bonus on his skillchecks with a particular skill as long as he or shecontinues to hear the Minstrel's music. The DM mayrule that certain uses of this ability are infeasible. The

    Minstrel can maintain the effect for 2 minutes (longenough for the ally to take 20). Inspire competence isa supernatural, mind-affecting ability.

    Suggestion: A Minstrel with 9 or more ranks inPerform and the Dragon Touched (Musical) feat canmake a suggestion (as the spell) to a creature that hehas already fascinated (see above). The suggestiondoesn't count against the Minstrel's daily limit onBardic music performances (one per day per level),but the fascination does. A Will save (DC 13 + the

    Minstrel's Charisma modifier) negates the effectSuggestion is a spell-like, mind-affecting charm ability.

    Inspire Greatness: A Minstrel with 12 or moreranks in Perform and the Dragon Touched (Musical)feat can inspire greatness in another creature. Foevery three levels the Minstrel attains beyond 9th, theMinstrel can inspire greatness in one additiona

    creature. To inspire greatness, the Minstrel must singand the creature must hear the Minstrel sing for a fulround, as with inspire courage. The creature must alsobe within 30 feet. A creature inspired with greatnessgains temporary Hit Dice, attack bonuses, and savingthrow bonuses as long as he or she hears the Minstrecontinue to sing and for 5 rounds thereafter. (All thesebonuses are competence bonuses.) The target gainsthe following boosts:

    o +2 Hit Dice (d10; grants temp. hit points)o +2 competence bonus on attackso +1 competence bonus on Fortitude saves

    Apply the target's Constitution modifier, if any, to each

    bonus Hit Die. These extra Hit Dice count as regulaHit Dice for determining effects such as the sleepspell. Inspire greatness is a supernatural, mindaffecting enchantment ability.

    Instrumental Focus: At 3rd

    level, the Minstrel muschoose which of the three families of arcaneinstruments s/he will specialize in (see ArcaneInstruments). S/he receives a +2 specialization bonusto all Perform checks while using any instrument fromthe chosen family. The Minstrel also gains anadditional daily use of Bardic Music, as long as it iswith the chosen instrument family.

    Manna Pool: A Minstrels base Manna Pool is equal to 3 +Intelligence bonus. The Minstrel gains additional points

    at each level. The Intelligence bonus is applied to thisadditional Manna Pool each level as well.

    With an Intelligence of 10, a typical 10th

    leveMinstrel has a Manna Pool of 32. With an Intelligenceof 14, this same 10

    thlevel Minstrel has a Manna Poo

    of 52.Manna Recovery Rate: A Minstrels base Manna

    Recovery Rate is equal to 1 + Charisma bonus. TheMinstrel gets an additional +1 to the recovery rateevery level.

    With a Charisma of 10, a typical 10th

    level Minstrehas a Manna Recovery Rate of 10. With a Charisma o14, this same 10

    thlevel Mage has a Manna Recovery

    Rate of 12.New Spell Slots, Max Spell Level: A Minstrel begins thei

    career with 2 + Intelligence bonus known spell slotsEach spell requires its level in slots to learn (cantripsrequire slot each). No Minstrel may have moreknown spells at any level than in the previous level. NoMinstrel may learn any spell of a level that exceedstheir maximum spell level. A Minstrel who does nohave the Dragon Touched feat will receive a maximumof 4 new spell slots at each level. See the same entryunder Mage for more information.

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    TTOOUUCCHHEEDD((NNPPCC CCLLAASSSS))Sometimes called the Gifted, Dragon-born or simply

    Marked, the touched are found scattered across the lands.They sometimes have no idea how they do what they do.But like all Dragon Touched, they bear the mark of theirheritage.

    The Touched are non-studious spell casters that findthat they are gifted or somehow different from theirneighbors. This is the NPCclass that is akin to a fusion ofMage and Commoner. They are limited to 4

    thlevel spells,

    must have the Dragon Touched (Natural) feat to evenenter the class, bu


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