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The Nature of Sorcery
Sorcery in Pax Thumanus should have a more alien feel than in the
typical fantasy setting. It is rarely observed and most people have a
deeply abiding distaste for its presence. Divination is about the only
type of sorcery with an accepted public presence.
Sorcery is rarely as offensive in nature as in many fantasy
campaigns. There are no wizards throwing fireballs in Pax
Thumanus. Sorcerors strike from the shadows, felling their opponents
with contagion, hypnotism, psychic assaults, and in some cases by
summoning aid from the Outer Dark.
Key Ability
The key ability for all sorcery is Charisma. A good Wisdom is still
important in order to make Fatigue and other Will-based
saves. Intelligence is also vital for researching forbidden lore.
Corruption and Corruption Checks
The human mind was never intended for the mind-blasting, secret
knowledge of sorcery and the Outer Dark. Sorcery is inherently
dangerous because of its potential to corrupt characters. Characters
can gain corruption from a variety of activities including willfully
consorting with demons, reading forbidden tomes, and working some
mighty feats of sorcery.
Corruption is not "evil." There is no good vs. evil theme in Pax
Thumanus. The appropriate contrast is the struggle between one's
humanity and supernatural alienation. Corruption is the process of
losing one's humanity in the pursuit of knowledge which should never
have been known. Therefore, corruption should never be the result of
purely human activities which might be distasteful or even despicable.
Corruption works much like fatigue. All characters begin play with
no corruption. Any situation which could lead to corruption, as
determined by the Narrator, requires a Will Save against a DC
determined by the situation. Failure results in gaining a level of
corruption.
The levels of corruption are as follows:
- Troubled
- The character suffers a -1 penalty to
further corruption saves, and a -1 penalty to all social interaction
checks with human beings. The character gains a +1 bonus to all
Intimidate checks.
- Disturbed
- The character suffers a -2 penalty to further
corruption saves, and a -2 penalty to all social interaction checks
with human beings. The character gains a +2 bonus to all Intimidate
checks.
- Detached
- The character suffers a -3 penalty to further
corruption saves, and a -3 penalty to all social interaction checks
with human beings. The character gains a +3 bonus to all Intimidate
checks. In addition, the character gains a Minor Insanity.
- Corrupt
- The character suffers a -4 penalty to further
corruption saves, and a -4 penalty to all social interaction checks
with human beings. The character gains a +4 bonus to all Intimidate
checks. In addition, the character gains a Major Insanity.
- Demonic
- The character has lost any connection with
humanity. The mental effects are accompanied by gross physical
changes which render the character's appearance beastly and
inhuman. The character gains a -5 to all social interaction skills
with human beings and a +5 to all Intimidate checks. Player
Characters immediately become Narrator-controlled characters.
Minor insanities are determined by the Narrator but could be things
such as delusions of grandeur, a phobia, or sleeplessness. Major
insanties could be things such as paranoia, hearing voices, or
hallucinations.
Gaining Powers
In this setting, adepts cannot simply choose the powers they wish to
gain. Sorcery is secret knowledge and therefore must be attained.
There are several ways to attain the knowledge one desires.
- Join a Group - By taking the Benefit feat, the character
can join a sorcerous society or priesthood. They will teach him
certain powers as he gains levels. The drawback to this approach is
that the powers are generally learned in a very regimented manner and
thus the Adept has little choice in his power selection until he
attains a high level in the organization.
- Make a Demonic Pact - The quickest route to power is often
the most dangerous to one's humanity. By taking the Demonic
Pact feat, the character can make contact with a demon from the
Outer Dark who can teach him a wide variety of spells. The demon has
a 75% chance (15 or less on a d20) to know any particular power the
adept would like to learn.
- Research - The independent scholar has more freedom in
choosing powers, if he can find information about them. To learn any
regular power, the independent adept must succeed at a DC 25 Knowledge
(supernatural) check. To learn any Forbidden Knowledge power (see
below), the adept must succeed at a DC 40 Knowledge (supernatural)
check. The adept must still meet other prerequisites in order to learn
the power. The adept can take 10, but not 20 on this roll, and the
check typically takes about 3 months of research. For each additional
3 months of research, the adept is willing to spend, he gains a +2 to
the roll, up to a bonus equal to his adept level. Written information
about the power (such as a spellbook) can add a variable bonus to the
check at the discretion of the Narrator. If the adept fails this
check, then he must select a feat rather than a power.
Increasing Power Checks
Many of the Forbidden Knowledge Powers have very high DCs even for an
experienced sorceror. Thus, the serious adept will need to temporarily
increase his power check score in order to pull off these feats of
magic. There are several ways to do so. The adept could use
artificial stimulation as described in the section on alchemical
items. The adept could also use sacrifices to increase his power, as
described in the feats section. A final option would be to perform a
mass ritual with his underlings, as described below.
Sorcerous Rituals
Sorcerous rituals are directed at one particular adept and at one
particular power use. Participants in a ritual must all have some
skill ranks in Perform (ritual) and there must be a minimum of 10
participants. For every three hours of chanting and various other
unsightly performances, they can increase the effective level of the
adept by a base of +2 for the targeted power only, if they pass a DC15
check. Take the lowest value of Perform (ritual) among the
participants to make the check. This base value can be modified by the
following:
- The number of participants. For every multiple of 10, multiply the
base value by 2 (100 participants=+4, 1000 participants=+8, and so
forth)
- The margin of success. For every five points the perform check
beats the DC by, multiple the base result by 2 (5-9=+4, 10=14=+8,
15-19=+16, and so forth)
The performers and the adept involved may do nothing else during the
sorcerous ritual. This bonus lasts until the spell is cast or for 12
hours, whichever comes first. The ritual can continue for multiple
3-hour sessions, but each session's effects will still disappear after
12 hours.
The following chart may come in handy:
|
Number of Participants |
| Margin |
10-99 |
100-999 |
1000-9999 |
10000-99999 |
| 0-4 |
+2 |
+4 |
+8 |
+16 |
| 5-9 |
+4 |
+8 |
+16 |
+32 |
| 10-14 |
+8 |
+16 |
+32 |
+64 |
| 15-19 |
+16 |
+32 |
+64 |
+128 |
Powers
Existing Powers
Only the following powers from the core True20 rulebook will be used.
- Beast Link
- Bliss
- Body Control
- Calm
- Combat Sense
- Dominate
- Drain Vitality
- Enhance Ability
- Enhance Other
- Enhance Senses
- Flesh Shaping
- Harm
- Heart Reading
- Heart Shaping
- Illusion
- Imbue Unlife
- Light Shaping
- Manipulate Object
- Mind Probe
- Mind Reading
- Mind Shaping
- Mind Touch
- Move Object
- Nature Reading
- Object Reading
- Pain
- Plant Shaping
- Psychic Blast
- Psychic Reflection
- Psychic Shield
- Psychic Trap
- Scrying
- Second Sight
- Self-Shaping
- Sense Minds
- Severance
- Sleep
- Suggestion
- Summon Animal (from True20 Bestiary)
- Supernatural Speed
- True Seeing (from Caliphate Nights)
- Truth-Reading
- Ward
New Powers
The following new powers are introduced
- Drain Life (Fatiguing, Mental Contact [See
Description])
- Prerequisites: Drain Vitality, Harm,
Pain
You can temporarily drain your opponent's abilities and
restore your own. To drain physical abilities (Str, Dex, Con), you
must touch the target, while in order to drain mental abilities (Int,
Wis, Cha), you must be in mental contact. The target is granted a Fort
saving throw to resist the drain of physical abilities and a Will
saving throw to resist the drain of mental abilities. Failure
indicates that you have caused 1 point of temporary ability damage to
the chosen statistic. You can then use this ability damage to
immediately grant yourself a recovery check from either damage or
fatigue.
- Astrological Prediction
- If you know the target's
birthdate, you can make a prediction regarding their near future.
This prediction grants the subject a bonus to one die roll in the next
week, as determined by the Narrator. The size of the bonus depends
upon the result of a power check. A person can never be subject to
more than one Astrological Prediction at the same time.
| Result |
Bonus |
| Up to 4 | +1 |
| 5-14 | +2 |
| 15-24 | +3 |
| 25-34 | +4 |
| 35+ | +5 |
Time: an astrological prediction requires three hours.
- Curse (Fatiguing)
- You can curse your opponents
with ill-fortune. Targets are a allowed a Will saving throw to resist
the curse. A successful curse applies a penalty to attack rolls,
saving throw, skill checks, and ability checks. The curse lasts for a
number of days equal to the adept's level. The size of the penalty
depends on the result of the power check which is modified by
familiarity. A target can only be the subject of one curse at a time.
| Result |
Penalty |
| Up to 4 | -1 |
| 5-14 | -2 |
| 15-24 | -3 |
| 25-34 | -4 |
| 35+ | -5 |
Time: Cursing is a standard action.
- Dreams of Wisdom
- By casting this spell before going to
sleep, you can dream of important people, places, or things
which he would like to know more about. The base DC of success is 15
modified by the familiarity of the object. A successful casting does
not immediately grant the caster information, but rather increases the
familiarity of the object by one category by providing hazy and
incoherent dreams. This adjusted familiarity is only for the purposes
of this power, not other powers. Only when the caster succeeds at a
check on an item whose familiarity is considered "present" for
purposes of this spell will he gain the information he desires. Thus,
it will typically take multiple nights of dreams to gather the
information the sorceror desires.
Time: One hour of preparation followed by a peaceful night of sleep.
- Find Vulnerability (Fatiguing)
- By uttering
secret incantations, you can remove supernatural protection from
creatures within your line of sight. The target is allowed a Will
saving throw to resist your attempt. If successful, the creature
loses any supernatural damage reduction it possesses for one day per
adept level.
Time: Finding a vulnerability is a standard action.
- Master-Words and Signs (Fatiguing)
- With a single
word or gesture, you can dismiss a summoned demon or elemental to
whatever strange hell they come from. The targeted creature is granted
a Will save to resist. If they fail, they are immediately
dismissed. You may not attempt to dismiss a particular summoned
creature more than once.
Time: This power is a standard action.
- Sorcerous News
- Prerequisites: Ranks in Gather
Information, Knowledge (supernatural) Rank 8 or higher
You can
maintain in contact with a "network" of sorcerous knowledge and
current information around the world, carried by dark and mysterious
means to sorcerors with knowledge of this power. You gain a +2 on all
Gather Information and Knowledge (current events) checks. In
addition, if you spend an hour each day in meditation, you have a
chance of hearing of momentous news faster than it could travel by
normal means. Make a power check and consult the table below:
| Result |
Penalty |
| 15 | The movement of major artifacts |
| 20 | The sudden appearance of a legendary figure |
| 25 | The death of a king |
| 30 | The plundering of an ancient tomb |
You can use a sorcerous network to spread rumors as
per the social interaction rules in Chapter 6 of the True20
rulebook. By making an opposed power check, you can also attempt
to prevent another sorceror on the network from hearing of a piece of
news.
Forbidden Knowledge Powers
At higher level, adepts gain access to potentially greater powers than
before. These powers are the results of delving into secret forbidden
knowledge. Learning these powers is more difficult as well.
Sorcerous societies are likely to know only one or two pieces of
forbidden knowledge and this knowledge will be jealously guarded. In
order to learn forbidden knowledge from demonic sources, the adept
will have to acquire the Greater Demonic Pact feat.
Independent scholars face a higher DC to learn forbidden knowledge and
in most cases will need to find some information about the forbidden
knowledge (such as a scroll or spellbook) before attempting to learn
it.
All Forbidden Knowledge is so mind-shattering that it calls
for a DC 25 corruption check upon learning.
- Create Aberration
- Prerequisites: Knowledge (supernaturnal) 13 or higher,
Knowledge (biological sciences) 13 or higher
You have learned
how to combine ordinary creatures together into new forms. By taking
two creatures and performing various bloody experiments, you can
combine them into a single form by succeeding at a power check whose
DC equals 15+(combined levels of the creatures). This process takes
one month per level of the higher-level creature. The new creature
will be of type abberation and will have the same level as the
higher-level creature. Its ability scores will equal the better of
the two creatures in every case, and it will have any special
abilities that apply to either of the original creatures. The
creature will initially obey your commands. Every three months, the
creature is granted a Will save against your power check. Success
indicates that the creature is free of your control.
- Create Life
- Prerequisites: Knowledge (supernaturnal) 15 or higher,
Knowledge (biological sciences) 15 or higher, Create
Aberration
You have learned how to create new life through dark
and mysterious rituals. The process takes two months per level of the
creature. You must succeed at a Wealth check to acquire the materials
for the creature before starting and you must succeed at a power check
at the conclusion of the period. The base DC for both checks is 10
for a first-level medium-sized abberation with no special traits
beyond the usual. This DC is adjusted based on the qualities of the
creature crafted as follows:
| Quality |
Adjustment |
| Size | +5 per size category above medium,-5 per size category below medium |
| Level | +2 per additional
level |
| Movement | +5
per additional form of movement. +2 for every 10 feet of speed greater
than 30 feet, -2 for every 10 feet speed less than 30 feet. |
| Traits | +3 for every
trait |
The created creature will initially obey your
commands. Every six months, the creature is granted a Will save
against your power check. Success indicates that the creature is free
of your control.
- Create Construct
- Prerequisites: Knowledge (supernaturnal) 17 or higher,
Knowledge (earth sciences) 17 or higher, Knowledge (engineering) 17 or
higher
You know how to build animated constructs. Follow the
guidelines provided in the True20 Bestiary, except that you
needn't have the Imbue Item feat.
- Doom of the Doll (Fatiguing)
- Prerequisites: Knowledge (supernatural) 15 or higher, Curse,
Voodoo Doll, Harm
By crafting a doll of your victim, you may
destroy it and cause damage to your victim. You must construct the
doll using your craft ability. The purchase DC for materials is
15+(the level of the victim). You may only use this power if the doll
reduces the familiarity of the target to Present. If this is
the case, then you can destroy the doll by whatever means you
choose. The victim will suffer damage equal to your effective adept
level from a damage type corresponding to your method of destroying
the doll. The target is allowed a Fortitude save to take half damage.
- Draw Forth the Soul (Fatiguing)
- Prerequisites: Knowledge (supernaturnal) 17 or higher, Mind
Touch, Curse, Voodoo Doll
You can draw forth your victim's soul
from his body and commit it to the depths of hell. You must succeed at
a DC35 Power Check, adjusted by familiarity. If you succeed, the
victim is granted a Will saving throw to resist. If he successfully
resists then he is helpless for 3 hours as he is wracked by pain and
suffering. If he fails, his body dies within the hour. You may not
attempt this power on the same target for another week.
Time: This power requires a three-hour ritual to cast.
- Hypnotic Death (Fatiguing, Mental Contact)
- Prerequisites: Knowledge (supernatural) 17 or higher, Mind Touch,
Suggestion, Dominate, Heart Shaping, Illusion
You can convince an
opponent that he is in imminent danger of death by something on his
person or in his immediate vicinity (such as his belt being a
poisonous snake for example). If he fails his save, he imagines his
own death and dies as a result.
Time: Hypnotic death is a standard action.
- Immortality (Fatiguing)
- Prerequisites: Knowledge (supernatural) 15 or higher, Drain Life
You
have learned how to prolong your life through the suffering of others.
By sacrificing a character of 10th level or higher, you reduce your
apparent age by an amount determined by the result of your power
check. You must make a corruption check against DC25 each time you use
this power.
| Result |
Years regained |
| 15-24 | 1 |
| 25-29 | 5 |
| 30-34 | 10 |
| 35-39 | 15 |
| 40+ | 20 |
Time: The ritual sacrifice and ceremony take 3 hours to complete.
- Lich
- Prerequisites: Knowledge (supernatural) 17 or higher, Corruption Level is Detached or
higher, Tortured Sacrifice, Imbue Unlife
You have learned the
secret lore of transforming yourself into an undead sorceror, thus
assuring yourself immortality. The lich power is only used once to
complete the transformation. In order to complete the transformation,
the caster must construct a phylactery, torture and sacrifice 200
levels of humanoids within a 24-hour period and must bathe in the
blood of royalty. Doing so allows the character to acquire the lich
template and increases their corruption level by one.
- Lycanthropic Servant
- Prerequisites: Knowledge (supernatural) 13 or higher, Curse, Flesh
Shaping
By touching the victim during a dark ritual, you can
transform him into a were-beast of your choice who must obey your
commands on a successful power check against DC25. The target is
granted a Will save to resist the effect. If he fails, he immediately
acquires the Lycanthropy template (natural not afflicted), as per
the True20 Bestiary. He is subject to the caster's commands as
if under the Dominate power. Once per month, the target can
make a Will save against the caster's power check. If he succeeds, he
is temporarily freed to act on his own. At the end of the day, he must
make another Will save, if he succeeds at the second save, he is
permanently freed. If he fails, he is once again under the caster's
control. You may have no more than your adept level in were-beast
servants.
Time: The ritual of transformation is three hours, meaning
that an unwilling target must be restrained in some fashion.
- Mind Transferrance (Fatiguing)
- Prerequisites: Knowledge (supernatural) 13 or higher, Mind Shaping, Flesh
Shaping
In an arcane ritual, you are able to transfer your mind
into another body on a successful power check against DC35. You must
transfer your body into a living humanoid, whose mind is similarly
transferred into your own body. The target is granted a Will save to
resist the transferrance. Both the target's and your mental abilities
remain the same, but you gain the physical attributes of the body into
which you are transferred. The transferrance is permanent. To return
to your original form, you must conduct another ritual.
Time: The ritual to condut a mind transferrance is 3 hours
long. Therefore, an unwilling target must be restrained in some
fashion.
- Plague (Fatiguing)
- Prerequisites: Knowledge (supernatural) 15 or higher, Imbue Unlife,
Pain
You can infect others with a horrible wracking disease.
The DC of the disease is determined by the adept save difficulty and
causes 1 point of Con damage. In addition, the stricken individual is
rendered disabled. It takes effect immediately.
Cause Disease:You can cause disease to any creature
within your line of sight. The target is granted a Fortitude save to
avoid infection.
Contagion: You can cause a disease to effect a given
population. Each day, the plague will infect 1 person per adept level
per day. These individuals cannot be targeted and are chosen
randomly. Each person is granted a Fortitude save to avoid infection.
This use of the power requires maintenance. The caster must make a new
fatigue check each day that the contagion continues. If all
individuals make their saves on a given day, the contagion is
ended.
Targeted Contagion: After seven days of contagion, you
may attempt to target a specific person within the population at DC20,
adjusted by familiarity. This person is granted a Fortitude check to
avoid infection. You must generate seven days of contagion in between
any Targeted Contagion attempts.
Time: Cause Disease is a standard action. Contagion requires
one day to cast and must be maintained. Targeted Contagion requires
three hours to cast.
- Regeneration
- Prerequisites: Knowledge (supernatural) 15 or higher, Mind Over
Body
You have learned how to make your body resistant to damage
through secret arcane rituals. You gain the Regeneration trait
described in the True20 Bestiary. You must choose two forms of
damage which you cannot regenerate.
- Secrets in the Stars
- Prerequisites: Knowledge (supernatural) 15 or higher,
Astrometry, Astrological Prediction, Dreams of Wisdom
You can
read in the stars the most auspicious times to attempt certain tasks.
By waiting three months to perform some activity, you can gain a +10
to your check, whether it be a skill check or something else. If you
apply this bonus to a power, you also gain a +5 to the save
difficulty.
- Summon Demon (Fatiguing)
- Prerequisites: Knowledge (supernatural) 15 or higher, Master Words and Signs or
Greater Demonic Pact
You can call forth a demon from that
nighted abyss, the Outer Dark. This power works exactly like
the Summon Outsider power from the True20 Bestiary with
the following additions. Using this power forces an immediate
Corruption check. If your power check fails, you may suffer negative
consequences depending on the margin of failure, as show in the table
below:
| Fails by... |
Result |
| 1-5 | No ill
effect |
| 6-10 | The demon is
summoned, but is not under your control. It can act freely, at the
whim of the Narrator. |
| 11+ | The
demon is summoned, but you have offended it and it will seek to punish
you in some manner (which may include ripping you limb from
limb). |
- Summon Elemental (Fatiguing)
- Prerequisites: Knowledge (supernatural) 13 or higher, Master Words and Signs
or Greater Demonic Pact
You can call forth an elemental to do
your bidding. This power works exactly like the Summon
Elemental power from the True20 Bestiary with the following
additions. If your power check fails, you may suffer negative
consequences depending on the margin of failure, as show in the table
below:
| Fails by... |
Result |
| 1-5 | No ill effect |
| 6-10 | The elemental is
summoned, but is not under your control. It can act freely, at the
whim of the Narrator. |
| 11+ | The spell has gone horribly wrong. Your body is ripped by the appropriate elemental energy in a blast that does +12 damage. |
- Word of Death (Fatiguing)
- Prerequisites: Knowledge (supernatural) 19 or higher, Harm, Tortured
Sacrifice
You can slay a creature within your line of sight
with a word and a gesture. You simply pull his heart out of his body.
The target is given a Will save to resist. If he fails, he dies
immediately.
-
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