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Zoria RPG System [v0.3.5.65 Amber Release] (4.2MB PDF)

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1. Ist 2nd 3rd 4th Sth 6th 7th 8th 9th O OMAANANDNBWN Ke ADNNUNUAUNKRAHKRWHWWNNHES ANNnAnnPRERWBWWNNH ANnNNnAnbRRRRWWWNN ANUARRRRWWWNNE ABBR HRHRWWWNNE BRRRWBWBWNNHE BRwWWWNNFE WWNNe 18 6 6 6 5 5 4 4 3 3 2 19 6 6 6 5 5 5 4 4 3 2 20 6 6 6 6 5 5 4 4 3 3 A wild mage with an Influence of 17 and above gains a single bonus wild slot of 1 degree at 1 level Game Design Notes The Wild Mage now needs more class abilities one at each level or so to balance the class against the other Mage group classes Pseudo Counterspell Counterspell The wizard may attempt to counter any spell as it is being cast by another mage To do so he must win an opposed Spellcraft and caster level check against the other mage This ability uses a 4 degree Wild Slot or a higher if the wild mage has no 2 degree slots available each time the wild mage elects to attempt it whether or not it is successful Flip a Coin Once per day the wild mage may use this ability to rob a target of a saving throw The wild mage must declare this after casting a spell but before both checking for or rolling reverb and before the target makes its saving throw The wild mage then rolls 1d6 on a roll of 1 3 the target cannot save against the spell on a roll of 4 6 the target saves automatically The wild mage gains an additional use per day of this ability at 14 level and every three levels thereafter 17 20 etc Pseudo Per
2. With all of this it s no small wonder that many have fought and died over its possession and the current whereabouts of the casket are unknown for being an object not bound by the physics of our reality there is no magical or psychic way of locating it even deities are unable to detect or locate it including those with the Secrets Domain Sphere Like the rest of The Regalia of Saeros the casket does not have an aura when viewed with powers such as detect magic or see psychic auras and only those who can assense it could detect its oddities On an assense check DC 20 the character detects something strange about it DC 25 that it doesn t seem to be fully real DC 30 that it seems to be a temporal anomaly and isn t actually there DC 35 it is not part of this reality DC 40 it is from another Universe Reality Chronomancers have a 5 competence bonus to their assense checks on this relic Rod of the Sorcerer Kings Fist of Saeros History Far back before recorded history legend claims there was another Universe In a final conflict between The powers of Time and Entropy the Universe fell to chaos and all souls were swept into the nothingness until the cosmos could be rebuilt Only a few beings or entities survived this devastation along with a few amazing items of power Saeros claimed to be a survivor of the old Universe surviving by means of his Temporal Soul Casket The regalia that he carried from the 1 through 3 Saero
3. 0 Light Obix Galo Prest Ulo Aman Ti Ray Frost Umin Abo Abad Feh Mage Hand Vau nai Epe erevo Acid Splash Umi Abo Aalos Shocking Grasp Umi Abo Le o Ameer Talons of Saeros Vau Nai Delo Detect Humans Kel Pelios Mending Vau Nai ekos 1 Magic Missile Obix Ovo Anos Open Close Vau Nai Kobo Yx Zei Ray of Enfeeblement Moro Umial Vaagar Summon I Umin concor u Mage Armour Eto Nai vo ereva Magic Weapon Vau Nai jes erevos Enlarge Person Vau Nai pel im naz True Strike Kallo ne jhekva 2 Scorching Ray Obix Gala zo Avados Unnerving Gaze Septo Ago Vaih nees Weakening Moro Vy agara Blindness Moro ekir eleth seipho Summon IT Umin concur desedal Claws of Saeros Vau Nai del vo tas nyn From the Heart and From the Mind convert scroll Spell Stone Vau Nai Erevyx a levnan Knock Vau Nai kobo queva Invisibility Septo kas vo haeldedu Shatter Obix keloz to domaz ee Burn No More Resist Mage Burn 13 Etos Ko hale Ere umanesa Healing Touch Moro Y va lo Haleoz z uma Dispel Etos queloz erev Summon ITI Umi concur el vyx Arcane sight Callo sepio erva do erva hal The Emporer s Touch Vau Nai y vono zanaz Strengthening Vau Nai vy Jhekano Keen Edge Vau Nai Jes lur nen anos Crystalline Chamber Obyx talyx din vo netroz Lightning Bolt Obix t
4. If a group attempts to initialize a staff with less MFE they risk mishaps during the procedure to add charges and even if successful when doing so they additionally risk spell mishap when using the completed staff For every 10MFE short of the safe 200MFE here is a 5 chance of mishap every time the group adds a charge For each 1MFE short of the safe 200 there is a 1 chance every time the staff is used that it will exhibit some off undesirable behaviors or cause a mishap Adding Charges as a Group Groups making one staff add charges individually as normal but each mage can add charges simultaneously with all of his collaborators If multiple people work together to add a power that has uses per day so long as they all know the requisite spell or power they may split the permanent drain cost across all of them evenly Therefore if 10 wizards collaborate to make a staff that can cast fireball once per round they would roll 1d90 The average roll would e 45 and thus each of the ten wizards would suffer S5FMEFE in permanent drain 45 10 4 5 rounded up to 5 Finalizing as a group The cost for finalizing a staff as a group is equal to the normal cost of finalizing it multiplied by 2 5 For example with the staff of fire and telekinesis mentioned above the cost for one crafter to finalize it is 18MFe of permanent drain on average To finalize this staff as a group the finalization cost is 4sMFE 18 2 5 45 of per
5. Spell Schools Descriptors and Aura Colours New Spells New Bard Spells New Blackguard Spells New Clerical Domains New Clerical Spells New Druid Spells New Paladin Spells New Ranger Spells New Sorcerer Wizard Spells Full Spell list New Psionic Powers New Psionic Disciplines For PB Soul Sanity 11 1 Merkano The Prime Plane 11 1 1 Planets and Locations on the Prime Plane 11 2 The Inner and Transitive planes 11 2 1 Inner Planes 11 2 1 1 11 2 1 2 11 2 1 3 11 2 1 4 11 2 2 Transitive 11 2 2 1 11 2 2 2 11 2 2 3 11 2 2 4 11 2 2 5 11 2 2 6 11 2 2 7 Yama Water Sar fa Air Saeleomo Fire Jhara Earth Aov Ral Positive Energy Qu naas Astral Aldanyx Spirit Realm Bano Ethereal Thyze Shadow Karaquel Negative Energy Tipthelese Plane of Mirrors 11 2 3 Quasi Elemental Planes 11 2 3 1 11 2 3 2 11 2 3 3 11 2 3 4 11 2 3 5 11 2 3 6 11 2 3 7 11 2 4 Outer planes Gali Light Thyomo Mor onium Darkness Q xion Ice Saekuru Magma So Kraan Mud Sy Tora Steam T Zaru Electricity 11 2 4 1 11 2 4 2 11 2 4 3 11 2 4 4 11 2 4 5 11 2 4 6 11 2 4 7 11 2 4 8 11 2 4 9 11 2 4 10 11 2 4 11 11 2 4 12 11 2 4 13 11 2 4 14 11 2 4 15 11 2 4 16 11 2 4 17 11 2 4 18 11 2 4 19 11 2 4 20 11 2 4 21 11 2 4 22 11 2 4 23 11 2 4 24 11 2 4 25 11 2 4 26 11 2 4 27 12 0 Divinity 12 1 Divine Rank Uz Origin Halmera Observatorium Ertalquo Trade union As
6. Ulo Universal Clear Uma Good White splotches Felso Evil Black splotches Alna Lawful Blue splotches Levnath Chaotic yellow splotches Saelo Fire Ruby Red Sparkles Tzo Electricity Yellow sparkles Kubol Acid Green sparkles Aabasa Sonic Purple sparkles Qexi Cold Blue sparkles Kara Force Silver sparkles Aldoze Time Golden sparkles Svao Fear Grey sparkles Namo Mind Effecting Green splotches Balo Death Dark grey splotches Vaso Lang Dependant teal splotches Galo Light White sparkles Yees Water Blue wavering streaks Ano Air light blue wavering streaks Merkath Earth green wavering streaks Thyn Darkness Black wavering streaks Umi Umin Conj Blue Y va Healing Very Light Blue Jhanto Creation Deep Blue Eni Summoning Dark Blue Qevo Teleportation Sky Blue Aldoz Time Royal Blue Obix Evoc Red Vau Nai Trans Orange Qevo Teleportation Golden orange Air Lt Blue Sparkles Eto Etos Abj Yellow Moro Necr Violet Septo Illus Teal Quel Glamer Teal Ago Phantasm Greyish teal Teek Figment light teal Thalta Pattern blue green Netu Shadow dark teal Kel Callo Div Green Halne Scrying Light Green Vasto Enchantment Indigo Naas Compulsion Dark Indigo Plaani Charm Light Indigo
7. oc 3 3 4 4 4 Se 5 5 6 6 6 J Ja TS RE 8 8 9 9 9 10 Wind Gusts amp attacks amp Storms 0 0 _ J j c 2 D 2 3 3 3 4 4 4 5 j Sin 6 6 6 J Ta J R 8 R 9 9 9 10 Gasses amp Breathing 0 0 1 eo i 2 De Js 3 3 F 4 4 4 Se 5 F 6 6 6 J 7 J 8 8 R 9 9 9 10 Earth Chains Acidic Blasts 0 0 i ieee Dee a Oe ce 3 Acid Lash WSC1 p23 qos 4 Acid Bolt WSC1 p23 4 4 5 5 6 6 6 Acid Rain WSC1 p24 F F 7 Acid Stprm WSC1 p24 8 8 8 9 9 9 10 Bones of the Earth Earthen Forms amp Changes 0 0 1 Fist of Stone SpC om i 2 2 pi Bis F Zia 4 4 4 5 5 5 6 6 6 7 T T g 8 8 9 9 9 10 Shaping of Earth amp Stone 0 0 t l 1 Jr Dee J 3 oe 3 4 4 4 F 5 5 6 6 6 7 7s ez g8 g 8 9 9 9 10 Stone Spheres amp
8. 8 8 8 9 9 9 10 Water Chains Ice Rays amp Bolts 0 0 io fez i 2 Snowball Swarm SpC 2 Jn Ba F Biz 4 4 4 5 5 5 6 6 6 i Pe Ja Rr 8 8 95 gt 9 9 10 Ice Spheres amp Cones 0 Q J t Ja pms Dis c 3 4 4 4 5 5 5 6 6 6 paaa pes T 8 8 9 9 9 10 Water amp Ice Blasts 0 0 1 1 ex Jiz F 2 Br aa 3 4 4 4 a Bi 5 6 6 6 7 Ti 8 8 8 9 9 9 10 Water Creation amp Manipulation Evacuation of Heat Cold Spells 0 0 1 1 ts F cpe o gt a 4 4 4 5_ 5_ 6 6 6 7 7 8 8 8 9 9 9 10 Air Chains Electric Spheres 0 0 1 Orb of Electricity Lesser 1 1 Oe Jii a 3 Orb of Electricity a 4 4 4 5 5 5 6 6 6 Ta Fa qi g g g 9 9 9 10 Electric Bolts amp Blasts 0 0 2 dics 2 Fa Fn 3 Lightning Bolt As Oi 4 Aion 4 Ric 5 5 6 6 6 To Fis 8 8 8 9 9 9 10 Electrical Generation amp Power 0 0 1 f iL F J 2
9. Energy Resistance and Weakness Sorcerers gain energy resistance to their primary and secondary elements as well as weaknesses to their primary antithesis as follows Energy Resistance A sorcerer has energy resistance to his primary energy specialty At 1 level he gains Energy Resistance 1 to his chosen element which increases at each level until finally achieving full immunity to that element at Level 20 Starting at level 10 he also begins gaining energy resistance to his secondary element starting again with Energy Resistance 1 which increases at each level in the same manner as his primary did Note the progression of this ability in the table below Energy Weakness At the same time the sorcerer gains a weakness to his primary antithesis Starting at 1 level each time the mage is damaged by his primary antithesis energy type he takes an additional amount of damage as listed above At 11 level and above he takes the maximum damage bonus 10 and the base damage is doubled Thus an 11 level sorcerer with weakness to fire who is struck by a 5 level fireball 5d6 takes 10d6 10 fire damage This applies equally to damage from spells or Psionic powers as well as damage from naturally occurring events such as natural fire or frostbite Being struck by a stone is not an earth power but being burned by acid is Note the progression of this ability in the table below At level 15 he must make a fortitude save v
10. The main stone confers one of the following abilities The Main Stone is special and confers a unique power depending on the nature of the Crown Once per day as a swift action the wearer may expend the stones power to perform a special action but in doing so he depletes the stone s reserve of power which renders the normal continuous power inactive for 24 hours The Stone of Perception confers a 2 bonus to Listen and Spot Checks Expend Once per day the wearer may gain an immediate 8 to one spot or listen check The Stone of the Dead allows you to command one undead creature once per minute as per the command spell The creature is entitled to a saving throw against this effect DC 20 Failing the saving throw means that the creature follows the command otherwise nothing happens although the wearer of the Crown may retry again in one minute even against the same creature If you have the Turn or Rebuke Undead class ability you may spend a turning attempt to increase the saving throw DC by 4 Expend Additionally once per day the wearer may expend the energy from the main stone to gain an immediate 4 bonus to a Turn Rebuke attempt This is considered a swift action as part of the turning rebuking attempt The Stone of Command grants you the power once per minute to command one humanoid creature as per the command spell The creature is entitled to a saving throw against this effect DC 20 Failing the saving
11. The results of a botch are detailed below Roll 3d6 and total the result then follow the effect on this table Effects of a Botch Roll Special Effects 3 Shatter Destroy Attacking Weapon Attacking weapon must save or be destroyed possibly detonating in the hand of the wielder 5 Major Snag Subject of the botch is effectively stunned for 2d4 rounds 7 Comic Relief Subject loses 1d3 rounds as a comic display of errors humiliates the subject and possibly bewilders opponents and comrades 9 Drop Weapon Subject drops whatever weapon he is using at his feet Roll again if the weapon cannot be dropped such as natural weapons 11 No Special Effect The subject merely loses the rest of his actions for this round 13 Trip Self The subject falls prone in his square which provokes attacks of opportunity as normal for falling prone 15 Damage Teammate The subject accidentally strikes one of his allies Deal damage normally to the nearest ally using the weapon skill and weapon that you had used when you botched If the subject has no allies he accidentally damages himself see 16 17 Critical Damage to Teammate The subject accidentally strikes one of his allies Deal damage to the nearest ally using the weapon skill and weapon that you had used when you botched but apply that damage as if you had scored a critical hit Use the critical hits tables that follow and their accompanying special effects to de
12. This blackened steel Crown is an especially interesting wondrous item It has a serpentine shape with three large multifaceted stones in the brow Two serpents entwine to support the clear gems on the left and right and the largest transparent red central stone is in their fangs between their open mouths Outwardly this may resemble The Crown of the sorcerer Kings and an appropriate Knowledge Arcana check DC 22 will reveal that of old the Sorcerer Kings and their underlings wore such headpieces The clear stones always confer the following powers to the bearer The Mindstone confers a continuous 2 to Intelligence 2 Int 2Know 2Rea as a Circlet of Intellect The Shieldstone confers a 1 Deflection Bonus To AC as Bracers of Deflection and a 1 Bonus to all Saving Throws as a Cloak of Resistance Each clear stone also has a special expendable power As a swift action use once per day the Crown s wearer may drain the energy of a stone to utilize its special power By expending the stone s power you gain access to its special ability but lose the normal continuous power of that stone for 24 hours You may Expend the power of the Mindstone to gain an immediate 8 bonus to your Intelligence score 8 Int 8 Knowledge 8 Reasoning for one round You may Expend the power of the Shieldstone to gain an immediate 4 deflection bonus to AC plus an immediate 4 bonus to all saving throws This ability lasts for one round
13. but rest assured they are nothing of the sort Psychich abilities as as they are occasionally called Psionic Powers are no less natural than the sea and the air and the stars in the sky We are an amazing species and I want you all to listen carefully especially you and you and especially you there Mister Gordon Pendralius My heart stopped How could he How did he how was it possible that he knew my name the thought rushed it and I could clearly hear in my mind his voice more clearly than his spoken words Now now my boy just sit back and listen We can talk privately later when you re ready That time will be soon enough as I can perceive and I want you to know that you are not alone Then he continued with the lecture or perhaps he never stopped as certainly the audience didn t seem to notice a pause Rest assured he said after a taking a sip from a white and green porcelain teacup these are powers that lay dormant in every human mind and maybe in other species He laughed a bit as to shake off the nervousness he could feel in the room with that last remark The lecture wasn t important anymore His words were all I needed to hear and as he spoke his ideas poured into my mind and I woke up No not from the ordinary realm of sleep and dreams but a true awakening an understanding of myself and the grander things yet to come as I prepared to learn how to develop the foundations
14. or otherwise illuminate for a brief time Usually the more powerful the spell the more obvious the light source will be from almost un noticeable to blatantly obvious and visible in bright daylight The colour of the illumiation will usually match the school of the spell that the priest is channeling but may also reflect the entity that is supplying it Generally speaking good entities have a golden green or white aura and evil have a deep blue violet or red aura while neutral entities have one of silvery hue This is not an absolute however as for example spells from Aldus the god of time would supply a golden aura even though he is neither good nor evil Furthermore the aura of the entity may only emit from the scriptures on the focus while the rest of the motif flashes with the aura colour of the spell MEA Costs A priest s spells use less MEA than their arcane counterparts as they are only partly derived from the channeler with the deity supplying the rest of the required force The counterbalance to this is that a priest can only channel spells allowed by his deity those that fall within that being s spheres of influence This means that a priest can cast more spells per day than some mages but his selection is more limited and it is difficult for him to invent spells of his own Divine Channel Connection A priest derives his power from a direct connection top the power that supplies his spells which is
15. organic circuits early mid crystal computers late holographic crystal circuits Computer Types Very advanced microprocessor based computers early organic brain computers midO and crystal computers late Fully aware A I computers Psionic technology Energy Source Availability Oil fire coal pitch acids steam electricity atomic energy wind energy solar energy small atomic generators rarified element fusion Crystal Power Induction Solar Absorption Language Fully developed spoken languages Phonetic writing systems computer programming languages Mathematics Geometry advanced mathematics multiplication algebra etc calculus quantum mathematics temporal mathematics transdimensional calculus Matter Manipulation Alchemy TransMat technology via subspace TransMat and Stargate Early quantum particle construction energy gt matter creation conversion Medicine Anatomy well known Advanced medicinal development Concern for health exercise diet etc exists Acupuncture chiropractic Eastern medicine pills are commonplace tinctures Freudian level psychology and psychiatry are commonplace Neurology the X Ray and Fluoroscope Nanites early brain transplantation cybernetics are commonplace Xenobilology Xenopsychiatry amp Xenopsychology Metals Bronze Iron Steel Laminated Steel Alloys of Steel Titanium rarified metals radioactive metals and non terrestrial meta
16. 2 Effect is up to caster and may be of another school 3 Effect is up to caster and must be in line with original but may be 1d3 1 levels higher 4 Effect is up to caster and can be of different school plus is up to 1d3 1 levels higher 5 Effect is up to caster and must be in line with original effect but must be 1d3 1 levels lower minimum 0 6 Effect is up to caster and can be of different school but must be 1d3 1 levels lower minimum 0 5 Highly Undesirable 1 Effect is up to DM and must be in line with original effect same school and uses an additional spell slot of its level same level as original effect 2 Effect is up to DM and may be of another school and uses an additional spell slot of its level same level as original effect 3 Effect is up to DM and must be in line with original but must be 1d4 levels lower min 0 4 Effect is up to DM and can be of different school plus must be to 1d4 levels lower minimum 0 5 Effect is up to DM and must be in line with original effect but must be 1d4 levels higher 6 Effect is up to DM and can be of different school but must be 1d4 levels higher 6 Somewhat Undesirable roll 1d6 1 Secondary harmful effect targets caster s ally allies 2 Effect Targets caster as well instead if damaging or opponent if helpful 3 Same effect hits random additional target or area within spells range 4 Effect targets additional target of DM s choice 3 Spell surges and causes effect
17. Bolts 0 0 j 1 1 2 on 2 3 3 Bao Aes 4 4 5 5 6 6 6 Ta a J 8 8 8 9 9 9 10 Alkaloids amp Alkalines Poisons amp Acid Attacks that change something internally to do damage 0 0 T 1 l J 2 2 3 wes Be 4 4 4 5 5 5c 6 6 6 Ta Tia TS 8 8 8 9 9 9 10 Light Chains Luminosity Spells Creation Generation of Light 0 Light 0 Dancing Lights 3 Orbs 1 per 2 levels 1 1 i Des a Oa Bi co 4 4 4 Fy oo 5 6 6 6 a ae T 8 8 8 9 9 9 Treelight 10 Light Against the Darkness Light attacks 0 0 Guiding Light SpC 1 Light of Lunia Ithil Spc 1 Luminous Gaze Dies 2 2 Bis 3 Fia A 4 4 5 5 2 5 6 6 6 Ps 8 8 8 9 9 9 10 Healing Light Cure Heal Spells 0 Cure Close Minor Wounds 1HP 2 leves min 11 0 Cure Minor IMEAdiment 1 Cure Light Wounds 1d6 1 level 1 Cure Minor Burns 1d3 2 levels 1 Lesser Vigor CompDiv Alteration Subject heals 1HP per round for 2r CL 2 Cure Moderate Wounds 2d6 1 level 2 Cure Minor Mass 2 Cure Moderate Burns 1d3 level 3 Vigor CompDiv Alteration Subject heals 2HP per round for 2r CL 3
18. Int Profession Wis Psicraft If focus is on psionics Int Spellcraft if focus is on magic int Use Magical Device Cha Use Psionic Device Cha Use Technomage Device Cha Use Scientific Apparatus Int Class Features All of the following are the class features of the technomage Weapon and Armour Proficiency Technomagi are proficient with all simple weapons They are not proficient with any type of armour or shield Specialty At 1 level a technomage must decide to choose to focus either on magic or psionics If Magic is chosen then a technomage gains spells as if they were a wizard of equal level if Psionics is chosen the technomage instead gains psionic powers as if they were a psion of equal level If psionics is chosen the technomage must choose a discipline and adds the class skills of that psionic discipline to his class skill list Base Attack Bonus and Saves As Wizard or Psion Feats and Special Class Features A technomage gains all the normal feats and class features of a psion or wizard of their level Familiars or psicrystals gain in power as if the technomage was 1 2 half their actual level Spell or Power Limitation A technomage usually focus their powers or spells through TDs Sometimes the technomage must cast spells or manifest powers normally without the use of TDs In this case the spell or power has all of its variables halved Durations damage caster level and all other variables are treated a
19. Lesser Vigor Mass 3 Cure Serious Wounds 3d6 1 level 4 Vigor Moderate Subject heals 3HP per round for 2r CL 4 Cure Light Mass 4 Cure Critical Wounds 4d6 1 level 5 Greater Vigour CompDiv Alt Subject heals 4HP per round for 2r CL 5 Cure Moderate Mass 5 Cure Grievous Wounds 5d6 1 level 6 Vigorous Circle CompDiv Alt Subjects heal 3HP per round for 2r CL 6 Cure Serious Mass 6 Healing Lesser 1d4 level 7 Greater Vigorous Circle Alt Subjects heal 4HP per round for 2r CL 7 Cure Critical Mass 7 Healing 1d6 level 8 Lesser Healing Mass 8 Cure Greivous Mass 8 Healing Greater 1d8 level 9 Cure the Army Cures 1HP to 1d10 subjects level or 2HP to 1d5 subjects level 9 Lesser Healing Mass 9 Healing Superior 1d10 level 10 Heal All Wounds Light of Life Life amp Regrowth Spells 0 1 1 k 2 Ja F Z co co 4 4 4 5 5 5 6 6 6 J i ye R g RQ 9 9 9 10 Light of Power Enhancing Light Spells 0 0 ES I l pipe J 2 Git ege 3 4 4 4 5 5 5 6 6 6 y Ta Jad 8 8 g 9 9 9 10 Darkness Chains Generation of Darkness 0 0 1 ji Wi 2 2 Darkness Bos 3 Blacklight SpC F
20. Orb of Shmir Long ago the great Rendwar wizard Tulkas fought to save the world from a twisted deity who had lost his mind His adventures took him to all the planes of the universe and even outside it After he had accomplished his great task the gods offered to make him a Deity He refused The only desire left to him was to explore the great unanswered questions and explore the vastness of the material plane After many long ages after witnessing the endless atrocities that humankind inflicted upon the Universe his insatiable curiosity led him to craft a very special item Tulkas was very well know for his ability to craft items that defy the natural laws of magic One such the Orb of Temporal Knowledge could see any event that had ever transpired and even look into the near future or see anything happening now anywhere in the Universe This time his mind turned to a Universe where humans weren t the dominant species Of course unlike others who had shared this interest Tulkas Duun had no desire to wipe Humans away slaughter them or erase them from existence He only wanted to know what the Universe would be like and thus created what some call the Orb of Smir If one were to gaze in this jet black sphere one would slowly see it glow with light and within it the very planes of reality that we have on our own Universe For the Orb is not just some mystical relic left behind to the tests of time but rather it is more of a U
21. Resurrection the white blade crushes the sphere In any event after the sphere is crushed the soul departs back through Valeo nai to its destination Life After Death Life after death is a complex situation It can refer to an afterlife which is one of the possibilities re incarnation or being brought back to life by another character or entity It can also be a limited return to life as one of the Undieing or a mocker of life as an undead Assuming the character passes into an afterlife his soul is send via Valeo nai to one of the planes in which a God resides There his memories are reformed as part of his soul possibly including memories of former lives and his soul is made manifest in a physical body made from the substances of that plane Afterlife can be a place of joy suffering or simply a new kind of existence Most souls simply transfer to The Sprit World a place that is neither good nor evil but the truly righteous or wicked will occasionally transfer to one of the higher planes where they may be converted into an outsider or where they may be made a petitioner The Afterlife A petitioner is a reformed soul clothed in flesh made from the material of its new plane or dimension Its duty is to serve the beings of that realm or to be tormented by them Keep in mind that evil beings do not torment all the souls sent to them but make some of them servants or chattels Souls of extreme wickedness may even be granted a
22. Telekinesis 6 Degree Dissimilar 6d3MFE drain Total MFE drain to finalize 13 3d3 thus 16 22 average 18 MFE permanent drain Making a Staff With a Group Multiple characters may work to create one staff but in doing so they must all pay a special group initialization cost and a special group finalization cost Every person who wishes to add charges to a staff must therefore be present to initialize it and again to finalize it but each individual they may add charges to it themselves as long as they keep accurate notes for the other creators to ensure harmony in the matrix This allows groups of mages to work together on 0 a single powerful staff with a variety of powers even if not all of the characters could normally cast all of the spells used in its creation It can also speed up the creation of the staff but it does cost more energy to activate it in total although the cost is somewhat reduced per person Everybody who wishes to assist in creating the staff must have the requisite skills as noted above Initializing as a group It takes 200MFE to safely initialize a staff that a group plans to work on together This is because the internal spell matrix of the staff has to be larger and looser allowing for multiple insertions of raw spell energy at once and from people that may be working towards different goals The group shares this initial MFE cost evenly divided amongst all participants Round fractions of one MFE upward
23. The Twilight Caster The battle has lasted nearly an hour now your allies are falling The Red dragon has come to the aid of the enemy and all hope seems to be fading Now you stand before him towering high above you Kabaon The Red Dragon that has brought ruin to the field You turn towards him facing into the sunset which is almost at hand The armies cheer the coming of darkness but you smile You face the dragon preparing to cast what would seem highly illogical for a normal mage The dragon sees the familiar somatic gestures for a maximized fireball spell and he stands still laughing heartily ready to take it all just to show you up And then you speak the words of power echo on the hills as the sun sinks behind them in the distance and twilight enters the sky Erevo naus saleoza tas kyr r loro and all fall silent around you for as you speak these words silvery light begins to dance about you and the fireball at your fingertips swells to a sudden silver flame and leaps forth completely immolating the dragon in crackling silver fire and striking fear into the hearts of the enemy For this this is the time of twilight The pure magical energy field is now at it s height and you know how to use it Twillight MEA Pool x5 Lunar Eclipse MEA Pool x2 Solar Eclipse MEA Pool x10 3 1 Channelers Clerics amp Divine Mystics 3 1 1 Priest 3 1 2 Shaman 3 1 3 Paladin 3 1 4 Sage 3 1 5 Druid This is a Wilde
24. The normal penalty of 4 8 is now 2 4 Lingering Focus metapsionic Your Psionic Focus lasts longer than normal Now you may use two abilities that expend your Psionic focus before you must regain it Compose Song of Power Item Creation You can write a song that duplicates a single magical spell Prerequistes Spellcaster level 3rd Perform 8 ranks Benefit You can compose a song of power that duplicates any single spell that you know Composing a song of power takes 1 day It has a base price of spell level times caster level times 50 gp You mustalse expend23 ofthis base _price in XP_Any sonc_of power that duplcates_a_spell withcostliymaterialeomponents or an XPcostcarries acommensuratecostto bepadby yor Make this a class feature of the Bard class and give it an MEA cost like any other item creation feat A song of power is stored in your memory until activated by singing it This is a standard action that does not provoke attacks of opportunity You can have no more songs of power memorized at any given time than your Intelligence modifier You can teach a song of power to another person that meets the prerequisites of this feat Teaching a song of power takes 1 hour of instruction after which the song passes from your memory to your pupil s counting against his limit of songs of power A song of power counts as a use activated item for all purposes Chronomancer Chronomancy You have studied magic involving the ma
25. The wild mage now has a field of chaos energy that extends in a 30 ft radius around him at all times This allows him to permit any being including himself to re roll any non reverb check once per day Once per day flat not once per day per character Greater of Chaos The aura of chaos extends to a 60 ft radius Mystic Understanding The wild mage can now learn sorcerer and wizard spells from wizards grimoires and spell stones The DC for learning them is 25 spell degree instead of the normal 15 spell degree for normal wild mage spells Fluid Sanity The wild mage adds half his wild mage level to saving throws vs Sanity damage If the wild mage is already insane the wild mage gains a 5 bonus per wild mage level on his checks to avoid further sanity damage Area of Expertise The wild mage picks one school or one descriptor e g Transmutation or Chronomancy All spells of that type are cast as if the wild mage was one level higher and saving throws on those spells gain a 1 to their saving throw DCs Ignore Reverb Once per day the wild mage may choose to cast a spell without rolling for reverb RoH 1d6 on at S there is no reverb on a 6 reverb ts rolled normally Free Reign The mind of the wild mage is more difficult to control He gains a 2 circumstance bonus on saving throws vs mental domination control or compulsion Inner Strength Once per day per five wild mage levels the wild mage may use his influence sco
26. There is a gate in the rail and a set of controls to the left of the gate left upon embarkation right when exiting This is a levi disk craft and is used to access the superstructure via a 6m diameter hold in the ceiling 50M above Attempting to fly or climb using any other means will result in striking an energy field that deals 20D6 damage of mixed magical temporal and psychic energy but of no specific type not electricity fire etc Fh A critical failure on the save also ages the character 1d20 years As the levi disk is 4M in diameter but the doors are 2M id width there is no way to remove it from the building When properly operated the craft will allow people to ascend through this opening into the dome superstructure and when in operation the craft has its own energy and force field that not only protects any passengers from the harmful effects of the energy field across the aperture above but also prevents them from falling overboard Like the shaft into the power room this craft has control knobs for expected mass speed and inertial dampening It also has a pair of combination joysticks with spinner knobs paddles to control its movement on the X Y and Z axis plus pitch and rotation Using the craft takes practice Attempting to ffly it without first getting used to the controls requires a Pilot check DC28 however if the user spends time mastering the controls 1d4 hours it becomes a DC20 and after at least three
27. You may select one chain of each type Attack Defense and Special at 1 level You may select additional chains if you have a high enough Influence score as indicated in the table below Gaining an additional chain means that you may select one additional chain not an additional set of chains Thus is you are eligible for two additional chains you may select one defense and one special two attack an attack and defense or any combination thereof but you do not gain two extra attack defense an d special chains You may use one Invocation per round that you know at will A Warlock does not have a MEA pool and thus his abilities do not draw from one but rather you can upon them at any time with no expenditure of energy Invocations are Spell Like Abilities and using them provokes an attack of opportunity as normal though a Warlock may attempt to Invoke Defensively much like a mage can cast defensively Invocations unlike many spell like abilities may be disrupted just like a spell cast during combat though the Warlock is entitled to a Concentration check in order to avoid losing the action This likewise uses the same rules a using a concentration check to avoid losing an interrupted spell Invocations are subject to Spell Resistance but not to Psychic Resistance and have a DC equal to 10 Invocation Degree 4 Warlock Level Influence Modifier Thus an 8 Level Warlock utilizing a 2 degree Invocation with an Influence of 16 has
28. a roll of 70 on a55 memory score would be equal to a roll of 40 or equal to having a memory score of 85 Event happened within last week 20 to roll Event happened within last two weeks 15 Event happened within last six months 10 Event happened within last nine months 5 Event happened within last year 05 Event happened between one and two years ago 5 Event happened between two and three years ago 10 Event happened between three and five years ago 15 Event happened between five and seven years ago 20 Event happened between seven and nine years ago 25 Event happened between ten and fifteen years ago 30 Event happened between fifteen and twenty years ago 35 Event happened between twenty and twenty five years ago 40 Event happened between thirty and thirty five years ago 45 Event happened between forty and forty five years ago 50 Event happened between forty five and fifty years ago 60 Event happened between fifty five and sixty years ago 70 Event happened between sixty five and seventy years ago 80 Event happened between seventy five and eighty years ago 90 Event happened between eighty five and ninety years ago 100 Event happened between ninety five and one hundred years ago 115 Every 10 years after one hundred years ago 15 cumulative Eldrian or other long lived race increments multiply by three e g seventy years ago becomes two hundred ten Elven or other im
29. i i CSFowmrytnankwWwndK Teleportation Magnitude Details OMANDMAWWHNS 10 11 12 13 14 15 16 17 18 19 20 Telemechanics Magnitude Details OmAANMNARWNHS OD NOR RRR RR RR ed SCOMANIANBWNK CO PPE Costs By Magnitude Section 11 X PPE Costs for Psychic Abilities by Magnitude The following are the TEMPORARY rules and regarding psychic PPE cost for each magnitude of power This is a guideline for assigning MEA costs at this time until the Psionics section is complete Degree 0 1 PPE 1 2 PPE 2 4 PPE 3 6 PPE 4 8 PPE 5 10 PPE 6 15 PPE 7 25 PPE 8 35 PPE 9 45 60 PPE 10 100 150 PPE 11 200 350 PPE 12 400 600 PPE 13 650 950 PPE 14 1 000 1 450 PPE 15 1 500 2 000 PPE 16 2 500 3 500 PPE 17 4 000 6 000 PPE 18 6 500 8 500 PPE 19 9 000 20 000 PPE 20 30 000 50 000 PPE Psychic Combat When initiating Psychic Combat first the attacker must establish a psychic link with the target Have the attacker roll against his Psychic Affinity Failing this check means that the attacker cannot make a psychic link and nothing happens at all If he succeeds then the target s make a Psychic Affinity roll Success allows for special defense as the subject is aware of the psychic attack failure results in only normal defense If the target also has psychic abilities and succeeds on his PA check he may attempt to retaliate as well as defined below For normal defense the attacker rolls 1d20 adding into it half h
30. normal ground Electricity Air Your hair frizzles with a static charge that is harmless to you or flows as if in a mild breeze even when there is none and your eyes emit a faint amber glow At will you may charge your body with an electric field that harms enemies that touch you d6 electricity damage touch attack Reflex half and once per day per 1 bonus of your Influence score you can emit a pulse that does 1d6 per sorcerer level as a ray attack ranged touch one target Lastly you may control weather as the spell once per day The use of this Control Weather ability fatigues the sorcerer for 1d6 hours Earth Acid Your skin turns a ruddish hue and toughens granting you a damage reduction 2 You have no trouble walking across soft ground or ascending a steep slope thus negating all normal penalties for iMEAdiment based on terrain difficulty Lastly you can emit a cloud of acidic gas as a standard action that deals 1d6 damage per two caster levels as a supernatural ability once per day Damage Bonus At 2 level and beyond he gains a bonus amount to the variables of his spells This starts at 10 to all variables to spells of his primary element i e A 2d6 Ray of Fire with a 100 foot range becomes a 2d6 10 ray within 110 feet and extends at 12 level to 25 to the variables of spells of his primary element A 12d6 10 fireball that would normally deal 40 points of fire damage now deals 50 At 16 level he gains a 10
31. or civilization A good tribal example is law fire healing and nature Shaman s have greater power in their own land the land of their divine source such as the tribe s land or the homeland or graves of their ancestral spirits Spells cast there take half as much MEA points to cast and gain 50 to all variables Totem Spirit Shaman s of tribal origin may gain a totem spirit as long as their divine source would not object As he increases in levels his totem spirit gains in power and he gains abilities that compliment the nature of the shaman s totem spirit Totem Animal Shamans with divine sources of supernatural nature often gain an animal totem This grants them certain bonuses to skills and they may summon their totem animal in order to receive its aid Further as the shaman increases in power he gains the ability to assume the form of his totem animal DEFINE ANBILITIES HERE AND LIST THEIR ASSIGNED LEVELS PLUS AN EXAMPLE LIST OF ANIMALS Spirit Guide A shaman who receives power from ancestral spirits may gain a spirit guide This may be a small supernatural being such as a brownie or it can be a true spirit possible one of his ancestors or even the spirit of his mentor such as Obi Wan appearing to Luke in Star Wars He can call upon his spirit guide for wisdom and to assist in tasks DEFINE ABILITIS GRANTED BY SPIRIT GUIDES AND CREATE AN EXAMPLE LIST Game Rule Information Hit Die d8 MEA Level 1d8 pe
32. pE 3 Makes small hole in space time to see into the near future ae 4 4 4 Faa 5 Temporal Sight Spell Precognition 5 Articus Devolutionary Warrior WSC1 p57 6 Accelerate Metabolism WSC1 p22 6 Conceal Temporal Anomaly WSC1 p161 6 Paradox T fis Te 8 Accelerate Lifeline WSC1 p21 8 Afterclap WSC1 p26 8 9 Open Temporal Rift 9 9 10 Open Greater Temporal Rift 60MEA 1d6 Perm MEA drain Scrye Sight 0 j 1 22 i Dis 2 pN ee cee Fia 8 Want 9 Wish 9 9 10 Pervert Physics 11 Greater Wish 12 13 14 15 True Wish Speed amp Motion 0 0 1 1 i Ja p 2 Gi cee Gn 4 4 4 5_ 5_ 5_ 6 6 6 7 7 8 8 8 9 9 9 10 4 2 4 Alchemist As Full metal Game Rule Information Alchemical Specialty Repeated time and research on a specific type of transmutation grants you special knowledge concerning that subject From now on your transmutations Hit Die d8 Generalist J Alchemy Equivalent Exchange Basics Simple Arrays 2 Transmutation Arrays Equivalent Exchange Theory Laws of Alchemy 3 Alchemic Secret 1d10 M A Alchemical Specialty 4 1d10 M A 2 Reasoning 5 Alchemic Attack 6 Extract Secrets Alchemic Secret 7 Taboo Knowledge 8 Improved Alchemical Specialty 1d10 M A 9 Alchemic Sec
33. plastics synthetic elements ion drive FTL TransMat Stargate Vehicles Wagons wains chariots Medium to large sailing ships oar powered vessel ironside ships early sub marine vessels early primitive steam based automobiles railroads steam and diesel airplanes dirigibles zeppelins multiple prop planes jet aircraft wheelchair rocket craft space shuttles mid bicycle gyroscopic walkers electric wheelchair trams trolley monorail space crafts Vortex manipulators prototype time space travel machines Water Management Aqueducts waterways siphoning running water water cleaning plants Weapons Swords knives spears leather armour bronze age weapons steel weapons amp armour laminated weapons siege engines trebuchets explosives Greek fire nitroglycerine amp gelignite pistols rifles revolver bombs semi automatic and fully automatic firearms missiles and atomic weapons Rail guns Energy weapons Plasma Weapons Subspace field generator disruptors Writing System Advanced writing systems technical and medical terminology typesetting binary computer language computer programming languages such as FORTRAN PASCAL and COBOL mid machine code non linear programming modern programming languages such as C and Java human friendly programming languages self assisted A I computer language Primitive psi languages Xenolanguage integration 14 This era begins with the dev
34. specialization Swift Specialty Because of the tricks he s learned in focusing with a specific type of magic spells of the wizard s specialty take half as much time to cast as normal Life amp Death 3 2 2 Magician Magicians are the tinkerers of magic They don t specialize in any one school or discipline nor do they gain the vast power base of a Wizard or Sorcerer Rather they use more ancient forms of magic at least by the understandings of men all magicians are mortal that are of a less intellectual nature Where wizards may evoke a spell with Words of Power a magician uses ancient mystical symbols to achieve a desired effect combining those symbols with words in a half forgotten language often Draconic Elven Eldrian or Eternal or one of the demonic or angelic tongues in a process of chanting and utilizing physical objects in some bizarre way Magicians gain some spell powers but rather than the spells that wizard and sorcerers use they utilize special invocations ancient deep magic that is less refined These invocations provide essential effects that is powers based on the ancient essences Magicians also perform rituals and rites spells that require a great length of time and a special place of perpetration Rituals are long and complex events and often involve strange secret formulae to obtain the desired effect As such they may provide the effects of spells at a lower degree of power e g a
35. 10 margin to those types as well so breastplate would have a 15 penalty rather than 25 and so on Eldritch Blast Sp A special form of Invocation that all Warlocks can manifest is the Eldritch Blast a weaker version of the deific Divine Blast This spell like ability functions as a spell like ability but is not subject to arcane spell failure although it shares all other properties with the Warlock s normal invocations The Warlock focuses his mystical power into a single blast of pure magical energy to strike his foes This blast works on both living creatures and inanimate objects though creatures with magical resistance or immunity apply their bonuses or immunities as normal An Eldritch Blast is equivalent to a 1 degree spell Therefore it is possible to apply most Meta Spell Like Ability effects to it The Eldritch blast is a ray with a range of 60 feet requiring a ranged touch attack to hit your opponent and therefore has no save though Spell Resistance applies as if the ray were a spell When assensed or viewed with a spell that reveals the mystic energy spectrum such as detect magic it has the school equivalent of Evocation Pure Mystic Energy plus whatever is appropriate for any Blast Essence and Blast Shape augmentations applied to it A Warlock begins with an Eldritch Blast that deals 1d6 damage on a successful hit This damage increases at second level to 2d6 and afterwards it increases every other level by one d
36. 1HP and drop into negative hit points A character has a negative hit point threshold equal to his Constitution ability score Thus a character with a Constitution of 10 can reach 10HP before he is truly dead Likewise a character with a Constitution of 19 can drop to 19HP before dieing and a character with a Constitution of 3 can only reach 3HP before he expires When a character loses enough hit points to meet or exceed his negative hit point threshold he dies and his soul departs Characters with the Assense skill may actually witness this event If a character heals one who has just reached his negative hit point threshold there is a slim chance that this will be enough to stave off death The chance is equal to 5 per character level casting the spell on a d100 Therefore a 5 level mage who casts Close Light Wounds on the dying character has a 25 chance to prevent the character s spirit from departing though the results of this vary Often the character s soul is partly separated from his body and he will need powerful magical restoration to become functional In this case he s treated as comatose To determine if the soul is attached roll a d100 Roll a soul saving throw DC 25 if this succeeds then there is a 50 chance that the soul is properly re attached to his consciousness If not then there is a mere 1 chance per character level the level of the dieing character that his soul is correctly reattached Death F
37. 2 to 4 more Very Strong more than4 more Overwhelming Registering a creature of overwhelming stuns the Mastermind for 1d3 rounds Empathy Ex At 3 level the Mastermind gains a 2 insight bonus to Bluff Diplomacy Intimidate and Sense Motive checks This bonus increases again by 2 for every three Mastermind levels thus 4 at level 6 6 at level 9 and so on Empathic Resonance Su At 4 level the Mastermind can use his telepathic powers to easily manipulate or coerce others Once per day per Mastermind level the Mastermind can add his level to any Influence based skill check Alternatively the Mastermind can use this bonus to augment the DC of any enchantment based spell or mind affecting psionic power This has the same effective range of the Mastermind s telepathy ability Improved Telepathy Su At 5 level the Mastermind s telepathic ability improves The Mastermind may now use telepathy to communicate with any creature that has an Intelligence score including animals and intelligent undead Uncanny perception Su At 5th level the mastermind can use his telepathic abilities to read the minds of others Once per day per Mastermind level the Mastermind may attempt to read the surface thoughts of creatures within the range of his telepathy To do this the Mastermind makes a Sense Motive check with a DC equal to 10 plus the level or hit dice of the desired target This effect lasts for one minute per Mastermind level and
38. 3 degree ritual is equal to a 5 degree spell but the time it takes to achieve it makes them impractical for use in combat thus negating the obvious benefits An example would be the Ritual of the Chameleon 1 Degree 4MEA which grants limited invisibility to a person creature or object This ritual requires the skin of a chameleon an iron pot of boiling oil chalk silver powder and crushed quarts To perform the ritual the magician begins by drawing a diagram with runes describing the change shift from the visible to the unseen in Draconic on the stone floor of a darkened room In the centre of the diagram he places the iron pot and fills it with oil Then he lights the fire and chants until the oil begins to boil after which he tosses the powdered silver into the pot followed by an hour of chanting Thereafter he adds the quarts and the chameleon skin and chants until the oil boils down to a thickened state The final product is a substance with which he coats the desired target making it nearly invisible until the oil evaporates or is striped away The entire time required to perform the ritual is 4 hours As you can see this is an entirely different form of magic and has both advantages and drawbacks all its own Magicians do still have abilities that they can use quickly but invocations these are of a more limited cruder fashion than wizardly spells Generally when compared to similar spells their effects are
39. 5 rounded down to 0 An ability score of 22 has a modifier of 6 22 2 11 5 6 An ability score of 8 has a negative modifier 8 2 4 5 1 Low ability scores with negative modifiers apply a penalty to checks saves and attacks in the same way positive modifiers improve these checks See the Skills section for more details on how this works Adjudicating New Ability Scores for Crossovers PB Soul Sanity Movement Physical beauty In other game settings your Charisma score determines how physically attractive you are This is not so in the Zoria game setting In the Zoria game setting how attractive you are is determined by your Physical Beauty score Physical Beauty improves your chance for finding a suitable mate and is used for certain skill checks Special Adjustments for Ability Scores from other settings e g monster ability score increases The average ability score for most creatures in the d20 system is 10 5 based on the average roll of 3d6 This is not true if you use either the 4d6 or 140 point pool methods To compensate for this adjust the average scores of creatures presented in compendiums of creatures by 2 each statistic and add the PB Soul Luck and Movement statistics with a score of 12 in each You can adjust these statistic scores further as you desire For example a creature that is fairly ugly would have a very low PB stat while an outsider would have a lower Soul stat and a creature that moves faste
40. 6 2 Balda Life Death Birth Watchfulness Rebirth Secrets 12 3 6 3 Felosa Beauty Evil Vanity Women Supreme Hate 12 3 6 4 Erevystanya Arcane Knowledge Magic Dragons Twilight Intrigue 12 3 6 5 Galda Light Elements Fire Desert Storms Seasons Sun 12 3 6 6 Haldor Knowledge Prophesy Foresight Common Sense Good Wisdom 12 3 6 7 Levian Chaos Trickery Gambling Illusion Pranksters Wealth 12 3 6 8 Xy va Dreams Sleep Love Wit Mirth Music 12 3 7 Over Deities 12 3 7 1 Merlankh Talyxiux Courage Civilization Family Fathers Freedom Retribution Loyalty Balance 12 3 7 2 Gil Daris 12 3 7 3 R Mare 12 3 8 True Deities 13 0 Creature Types 13 1 Undead 13 1 1 N Tra and the War of Life and Death and her rebellion against Felosa who was in the first the mother of all beauty who is now the Goddess of Evil and Vanity This is an account of how N Tra the daughter of Haldor and Felosa used her knowledge and wickedness in anger to pervert the will of Balda She disobeyed the laws of Balda first making the beautiful undead such as Vampires to please Felosa Ultimately her desire for the dark secrets tuned her to make ghastly creatures and pervert all life to her will spreading fear disease and death in her wake Because of this even Felosa rebuked N Tra s deeds citing her for marring the beauty that she made It is often said that it is because of N Tra that Fe
41. A sorcerer may develop a new chain at 3 level and every three levels thereafter from his own personal studies e A sorcerer gains an additional chain at pinnacle levels as listed in the table below Learning Spells Within Chains When a sorcerer learns a new chain he automatically learns a number of spell circles equal to the total of his Reasoning score and his Influence score modifiers From this point onward he may attempt to build upon these spells or develop additional lesser spells within that chain Remember that a sorcerer must learn spells within a chain in ascending order He cannot learn a 2 degree spell without the 1 degree and Cantrip level entries beneath it It is therefore iMEArative to build upon your existing chains rather than to accumulate multiple chains To research a spell within a chain you may spend the time and resources as any spellcaster when creating a new spell Additionally you gain new spells at every level as listed in the table below 1 Primary Chain 1x Knowledge Modifier Bonus Chains One Darkness Light Chain a One Spell Circle Per Point of Reasoning Modifier Score for use in any chain aC One Spell Circle Per Point of Reasoning Modifier Score for use in any chain Ae One Spell Circle Per Point of Reasoning Modifier Score for use in any chain cw 1 Bonus Chain 6 Two Spell Circle Per Point of Reasoning Modifier Score for use in any chain 7 Two Spell Circle Per Point of Rea
42. DC equal to 10 the level of his opponent After three successes which need not be concurrent e g he can have a success followed by two failures then a success a failure and a success the swordmaster may add a competence bonus equal to his reasoning reasoning modifier to all defense skill rolls against that opponent Wth each success the swordmaster mayadd Analyze Defenses The swordmaster may apply his powers of battle analysis to bolster his attacks in addition to his defenses To do so rather than studying the offensive tactics of an opponent the swordmaster may study that opponent s defensive strategies and mechanisms i e armour As with Defensive Observation the swordmaster may do this in one of three ways depending on his level Long Term Study At 4 level the swordmaster may study the fighting style of an opponent for a lengthy period of time either via long term interaction or by being taught by someone of appropriate experience This type of observation grants the swordmaster a competence bonus equal to his reasoning modifier or 2 whichever is greater to all his weapon skill rolls against this type of opponent Note that if his enemies change their fighting styles he loses this advantage until he can re assess his enemy Study at a Distance At 7 level the swordmaster may attempt to study the combat style of an opponent from a distance as long as that opponent is engaged in combat To do so the swordmast
43. Description The crystal wand of L lex is a 18cm rod of multiform crystal possibly made partly of Talyxium although no records exist that describe its physical makeup so this is purely speculative It is shaped as a tapered milky white cylinder with two spirals of crystal starting at either outward point and converging in the centre One spiral is dark grey the other deep violet at the point of convergence is a small symbol of a violet circle overshadowing a dark circle with rays of white light emanating from it The wand was created by the Ascended God born a mortal of demonic blood lineage Warlock Necromancer and Artisan L Lex Although many assume that with these characteristics he would be utterly evil and indeed he lived much of his pre ascended life as a despicable being L Lex became a revered champion of civilization creating cities of silvery spires out of the frozen desolation on the plnet of his birth gathering millions of followers and ultimately becoming the God of the City This change of heart hit him to the core and as a way to attempt to attone for his evils he crafted the ultimate tools of creation the crystal wand being one of them Of course his dualism nature is clearly reflected in its powers One side of the wand heals and may even resurrect the recently dead while the other side harms and will possibly kill The wand also works on objects and constructs essentially repairing or damaging them with the pos
44. None Spell Resistance No Trigger Callo hal ne ainohm You can see and hear into the past gaining a close look at events that happened previously at your present location The level of detail depends upon the span of time you wish to observe concentrating on a span of day renders a more detailed perspective than a span of centuries You can view only one span of time per casting of this spell choosen from the following options Days You sense the events of the past stretching back one day per caster level You gain detailed knowledge of the people conversations and all events that occurred during that time Weeks You gain a summary of the events of the past stretching back one week per caster level Exact wording and details are blurred or lost but you know all of the participants and the highlights of the conversations and events that took place in the time span Years You gain a general idea of the events of years gone by stretching back for one year per caster level You notice only noteworthy events such as deaths births battles catastrophes monumental achievements scenes of great emotion or great discoveries and significant happenings Centuries You gain a glimpse into the great span of centuries stretching back for one century per caster level You notice only the most remarkable of events coronations deaths or births of significant persons major battles or other truly historic happenings Material Component A crystal h
45. Orb of Fire Lesser RE J 2 Fireball Swarm 2 3 Fireball 3 4 Orb of Fire 4 4 5 Fire Spheres as Ball Lightning in SpC 5 5 6 6 6 T T T 8 8 8 9 9 9 10 Fire Bursts and Blasts 0 Ignite Fire 0 1 Blades of Fire SpC EE 1 2 Fireburst SpC 2 J 3 Flashburst SpC cm cpe 4 4 Blast of Flame SpC 4 5 Firebrand SPC 5 Fireburst Greater 5 Shroud of Flame SpC 6 6 6 7 TE Fos 8 8 8 9 9 9 10 Fire Rays amp Bolts 0 Firebolt 1d3 0 1 Ray of Flame SpC 1 ts Ja 2 Scorching Ray 2 Agannazar s Scorcher WSC1 p26 a cae 3 4 4 A 5 Be 6 6 6 ca a pas 8 8 8 9 9 9 10 Manipulation of Heat 0 Warm Object 0 Boil Water 1 Control Flame 1 Afffect Normal Fires WSC1 p25 Jin Jin 2 as e9 ce 4 Metal Melt SpC 4 4 5 5 5 6 6 6 Fis J F 8 8 8 9 9 9 10 Fiery Forms 0 0 frees 1 i 2 Flame Dagger SpC Fo 3 Firewings SpC As oes 4 Firestride SpC 4 Flamewhips SpC 4 DL 5_ 5_ 6 6 Flamespiders SpC 6 7 Emerald Flame Fist SpC ais 7
46. Politics rule the world Religion Organized religion is commonplace Sciences Alchemy chemistry astrology astronomy Newtonian Physics Relativistic Physics Quantum physics and Quantum mechanics temporal mechanics and string theory Advanced Mystic Theory Space Travel Types amp Speeds Early rockets begin at start of era developing into shuttles at end of era satellites early space stations and space station telescopes Teleportation Capability None Tools amp Machinery Glass metal forges black powder parchment papyrus paper uncommon oil lamps moderate lenses cut gemstones gunpowder chemical explosives paper press book press water mill wind mill typewriter telegraph incandescent lighting electrical generators telephone phonograph photography motion video petroleum and steam based motors industrial plants late vacuum tubes radio transmission transmitters amp receivers plastic vulcanite rubber bakelite modern plastics synthetic elements satellite transmission wireless communication amp wireless Internet mid late Vehicles Wagons wains chariots Medium to large sailing ships oar powered vessel ironside ships sub marine vessels early primitive steam based automobiles railroads steam and diesel airplanes dirigibles zeppelins multiple prop planes jet aircraft wheelchair rocket craft space shuttles mid bicycle gyroscopic walkers mid late elect
47. Priest 60 MFE Shaman 60MFE Sorcerer 7SMFE Magician 75MFE Adding spells to a staff To add spells to a staff first determine the exact spells that you wish to add and their spell degree Once you have composed this list choose one spell to be the staff s Base Power The base power determines which of the spells that you are adding o to the staff are similar spells and which are dissimilar spells Separate out spells that are similar in nature from those that are dissimilar For example if you are creating a staff with the following spells Ray of Fire Orb of Fire Fireball Fireblast and Telekinesis you would select Ray of Fire as the base spell Then you would indicate Fireball Or of Fire and Fireblast as similar spells and Telekinesis is a dissimilar spell Next to each spell write it s total MFE cost including any MFE used in augmenting it where applicable Now you must decide to either add spells as charges minimum five maximum fifty per spell or uses per day minimum once per day maximum once per round If adding as charges next to each spell write the number of charges that you ish t add of each power upon creation of the staff If you wish to add powers with a use per day indicate the number f uses per day If you want to add a power that you can use every round indicate it separately Adding charges It takes 3x the normal MFE per charge to add spell charges for similar spells and 10x the normal total M
48. Seed afflict DC14 Factor additional 10 penalty 20 DC You create an aura 10 ft radius of fire around a target creature that emanates from that creature The aura deals 10d6 points of fire damage per round to any unprotected creature that comes into contact with the aura for the duration of the spell The aura is dismissible Warning If you don t have fire protection of some kind when you cast this on a target other than yourself you will take fire damage until you can escape the radius of the aura Verbal component Krella saleao Visual effect Red light springs forth over the target glowing with even brighter red sparkles that slowly forms a 10ft radius aura of red illumination with motes of red energy around the target creature Ice Aura Evocation Cold Spellcraft DC 35 Components V S Casting Time 1 action Range Touched Target One living creature Duration 20 hours D Saving Throw Wn Spell Resistance Yes To Develop 315 000gp 7 days 12 600 XP Seed afflict DC14 Factor additional 10 penalty 20 DC You create an aura 10 ft radius of freezing cold around a target creature that emanates from that creature The aura deals 10d6 points of cold damage per round to any unprotected creature that comes into contact with the aura for the duration of the spell The aura is dismissible Warning If you don t have cold protection of some kind when you cast this on a target other than yourself you
49. Speeds None Teleportation Capability None Tools amp Machinery None Vehicles None Water Management None Weapons None Writing System None 1 The simplest and most basic tools such as sharpened sticks or bones are in rare to uncommon use No stone weapons yet and only natural shelters are in use such as caves tunnels and overhangs Architecture None Natural Dwellings Only Building Materials None Circuit Types None Computer Types None Energy Source Availability None Language None Mathematics None Matter Manipulation None Medicine None Metals None Philosophy None Political Systems None Religion None Sciences None Space Travel Types amp Speeds None Teleportation Capability None Tools amp Machinery None save possibly sharpened bones Vehicles None Water Management None Weapons Bones sharpened on rocks rare Sticks and thrown stones Writing System Sound amp Gesture 2 Basic tools and weapons of stone bone and surface metals that can be worked by hand are available Fur clothing blankets and the discovery of fire occur at this level of advancement Language begins to develop starting with pictographic paintings grunts and gestures Towards the end of this level of development more capable language develops with very limited writing systems and people begin to worship celestial symbol
50. Sun amp Moon Chaos Charm Creation Darkness Destruction Dimension Space Divination Elemental Air Elemental Earth Elemental Fire Elemental Water Force Geometry Guardian Healing Hex Knowledge Light Mentalism Necromantic Numbers Plants Protection Shadow Song Summoning Thought Time Travel Wards War Weather Clerical Domains Secrets Domain Domain Power Choose any one knowledge skill This skill is always a class skill for you and you gain a 2 divine bonus to the use of the chosen skill Gain a secret from the Secrets list at levels 3 5 7 9 11 13 15 17 and 19 Secrets are chosen from the same list as Loremaster Secrets Domain Spell List 1 Message 2 Conceal Thoughts 3 Deeper Darkness 4 Discern Lies 5 Mordenkainen s Private Sanctum 6 Analyze Dweomer 7 Veil 8 Vision 9 Metafaculty PsiHB New Clerical Spells New Druid Spells New Paladin Spells New Ranger Spells New Sorcerer Wizard Spells Full Spell list presently absent as it is incomplete Chronomancy Spells Prescient Hole Chronomancy Arcane 3 Prescient Sight Chronomancy Arcane 8 Uses Scrye skill to see into the future Open Temporal Rift Chronomancy Arcane 9 Suspend Causality Chronomancy Arcane 6 Temporarily halts effects in progress Spells cast have no effects nothing may be damaged no healing occurs etc Suspend Causality Chronomancy 6 Temporarily halts effects in p
51. There is no direct damaging psychic attack associated with his power but rather if used to object read or scrye upon on a creature treat it as a psychic attack made against that creature unless they are a willing participant Extra Sensory perception Inu amp Res Inward Rapid thought processing self awareness sensory augmentation amp sensory substitution self local limited precognition pertaining only to your own actions Extra Sensory Perception Outward Far seeing scryeing type powers time sensitive abilities precognition events not in the immediate future or events concerning others reading strong psychic impressions on objects or areas reading weak but recent impressions on an item or location Empathy is a sub Discipline of Telepathy and E S P based on Intuition Fea and Reasoning tat allows for exchange of life force renewal of life understanding alien minds and greater levels of object amp place reading of psychic impressions nomatter how latent or weak It is also the basic foundation of power for time sensitives Jn order to gain this Sub discipline you must first develop both Telepathy and E S P to at least Magnitude Five Empathy has its own Magnitude rating starting at Zero maybe 5 up to 20 maybe higher Empathy Fea amp Inu Healing others by taking fatigue or non lethal damage to self e g take non lethal damage or suffer fatigue to heal lethal damage of others comprehending alie
52. There it stood sealed with many mystic seals laced with death and locked with eight mind shatteringly crafted devices Talision tried and tried going over the locks spending long weeks of work and study trying to open the doors He also managed to set off three of the traps one of them killing his friend Alex a Sorcerer of Light Finally he discovered after decrypting an ancient message inscribed on the door that the eight locks must be activated in a special sequence to disarm the security devices and open the door but also that a great command word must be spoken Speak the word that has no meaning Utter the phrase that has no truth He spent many days pondering this riddle until he finally said to himself speaking aloud Meaningless Lies He heard a snap The locks were glowing with an inner light and Talision knew that this would be his last chance Using all of his skill and knowledge he opened the locks one by one in sequence until all had been cleared Then the doors opened Inside the treasury the riches of all shapes sizes and kinds amazed him but none of this mattered anymore He strode forward ignoring all of the gems jewels gold and precious pieces of ancient sculpture and found what he was sent for A small vial filled wit the tears of the god Talyxius which fell when he battled for the fate of all living things Talision left the chamber and to his surprise as he set one foot outside the treasures i
53. Though he began his life from humble beginnings as the son of a shipwright Nembul soon too to the path of spell weaving and learned the arts of the forge well As he learned the greater arcane his arts turned to the Magical Engineering trade and soon he became famous as the crafter of amazing and unique mystical items Nembul was often sought after by lords kings emperors and people of great repute but this fame left him with much to be desired In truth Nembul was a very shy and fearful man and all the attention he received slowly turned his imaginative mind to paranoia Fearing that people would attempt to rob his laboratory or attempt to steal his secrets of the magical arts Nembul constructed a great tower on the borders of the great ice and sequestered himself therein Naturally he knew that no distance from populated lands would keep him in peace from thieves and robbers so he constructed many magical locks and wards to keep his new home safe Each of these was of a different type and required a different phrase gesture or key to open Time passed and Nembul grew older No one had ever been able to break into his vaults or even get past the first few encumbrances he had established around his keep Unfortunately for Nembul as he moved into his golden years his memory began to slowly get befuddled and he had almost as much trouble getting out of his keep and from room to room as anyone else He often forgot the secret words and
54. a feat of the DMs choice 29 8 of Clubs An green Double E appears as you glow with multichromatic energy Immediately gain the entire Diehard feat list or two feats of your choice Alternatively you may buy unlimited ranks in the Perform skill from now on cap of level 3 is lifted 30 Jokers Columbo appears with multichromatic hair and a reaches into his smaller deck to pull out a card Roll a d30 The number of the roll represents the effect of this card Whatever number appears is selected from this list and that effect applies instead If a 1 or a 30 is rolled roll again twice Merlankh s Teardrop A Talyxium teardrop artifact that imbues its user with health healing and strength of will willpower score bonus Appearance The tear is a perfect flawless teardrop shaped crystal of pale blue talyxium approximately 6cm in length and 1 cm thick at its centre The surface is constantly glistening as if wet and it shines with a red white inner radiance History it is said that before his sacrifice the god Talyxius wept for the despair of the crimes of his mother Felosa and just ere his body was destroyed his last teardrop fell to the world of Merlankh mixed with a single droplet of blood and s it fell it crystallized into the artefact known as the ter of Talyxius which embodies both his sorrow and his selfless compassion Powers Constant The user gains 4 to his willpower statistic In addition he received a 5 bonu
55. a great amount of power without hesitation as they expect you to use it on their behalf to achieve some purpose Downside In exchange for this gift the Powers of Darkness form a pact with you You essentially become enslaved to their desires and develop corruption and depravity when using your abilities Supernatural Forces These channelers tap into other supernatural entities be them fallen angels lesser ascended beings dryads powerful undead sacred spirits totem animal spirits strange tribal gods rarely actual deities or other outsiders except demons and devils Their powers reflect the spheres of their chosen entity and they receive a partial boost in those spheres but all other spheres are hampered because the connection is less pure They do not usually have any barred spheres however and if they do they are far fewer with less limitations than other channelers Benefit As long as you are close to your source of power as they reside in your own dimensional your channeled powers become far more potent If you are in extremely close proximity you may even be able to channel with lessened MFE expenditure You will also be more easily able to contact your source of power These sorts of entities also don t care as much as Deities as to how that power is used as long as you don t repeatedly go against their ethos Downside The further away you travel the less power you have until many some spheres may weaken
56. a key stone is inserted the opening deepen causing it to sink and small metallic plates slide to lock it down into position The projector beams strike each of its three corners and removing it by force is impossible without damaging or destroying the console Placing the Key of Fire displays blueprints for the building including the chemical compositions of all materials Zoraec DC 25 Dimensional Metals DC 20 25 30 35 The display is a three dimensional hologram that floats in mid air over the display They can be rotated using the interface provided by the console but only by the possessor of the Key of Earth Spirit Characters may also freely walk around to view them in detail and may pass themselves into the holographic projection without taking any damage or suffering ill effects as long as they don t touch or come into contact with the projector beams see above The Key of Water displays a log of usage for the complex including whatever psychic abilities characters have used while here The Key of Air displays a hologram of Larandro that explains how to correctly use the facility an AI user manual It is not possible to disengage the terminal using the palm lock To turn it off the possessor of the Key of Earth Spirit must simply reach out to touch the inserted Key stone which reverses the lock process the plates slide back and the stone raises up as soon as the stone is lifted out of its socket the user may touch the
57. a saving throw equal to 4 the wielder s level 10 his influence score This affects all creatures within 150 feet per level of the wielder as the fist booms the command outwards in the air both on audible and psychic wavelengths Thus no common language is needed to use this power Three times per day the wielder of the fist can attempt to completely mentally subjugate one creature as if he had the Mastermind ability name power If the character is already a Mastermind with this power all of its numeric variables double as does its DC Curse Special Only mortals and Guardian can see the Fist of Saeros Deities and outsiders are completely blind to it and cannot locate it by either magical or psychic means although they or their servants may attempt to do so using mundane methods Crystal Enhancer Strengthening Special Powers 3 day Strengthening Saving Throw DC 30 Fn Special Properties Empathy Requires Stregnthening Market Value 19 000 GP MFE Cost to Make Time to Create 19 days This crystal enhancer is empathic and will activate either upon command by the weilder or when it feels that it would be beneficial or crutial for it to activate itself on the wielder as per the spell Strengthening cast by a 10 level sorcerer When activated by empathy the wielder may attempt a saving throw although the use per day is still expended and thus is pointless to avoid the effects of the crystal enhancer with a sav
58. a spell but can also draw upon some essence magic Druids gain only two of the spheres of their deity but they also gain all essence magic of the transmutation divination and enchantment schools Druids exist only in primitive cultures and within their communities they are masters of the law presiding over judgments as well as orators of religion and philosophy in addition to providing augury and studying the positions and movements of the stars astronomy and celestial bodies astrology Hit Die d6 MGE Die d6 Skills like rogue bard priest Psychic Groups 3 1 6 Psion 3 1 7 PsiSoldier 3 1 8 Psychic Intuitive PsiHunter Detective 3 1 9 Psychic Burster mod of Wilder amp Burster 3 2 Psy Mystic 3 2 1 Meta Alchemist Prestige Class Adventurer Classes Adventurer Groups Adventurer Scoundrel Diplomat Swashbuckler Bard The Scoundrel Zoria Rogue Type Class The Scoundrel is a talented and versatile character that puts his abilities to what society may deem nefarious purposes Scoundrels do not have a singular progression of abilities by character level but instead upon character creation you will choose a tree path for him and gain abilities from your selected path Game Rule Information Hit Die d8 MEA Level 1d8 per Will Mod Bonus Character Ability Trees When starting you select a tree and gain the 1 level ability listed under that tree for your character As you progress in levels you ca
59. ability multiple times Each time you do select a new spell to add to your repertoire Specialty MEA Boost From this point onward when the wizard adds MEA to his specialty pool he rolls six sided dice in place of four sided dice Specialty Variables Boost Starting at 8 level all numeric variables for spells of the wizard s specialty increase by 25 This ability stacks with any other ability except Greater Specialty Variables Boost that increases the variables of the wizard s spells Greater Specialty Variables Boost Starting at level 16 the wizard now increases the variables of his specialty spells by 50 This overlaps with the base Specialty Variables Boost but stacks with any other ability that grants him an increase to the numeric variables of his spells Greater Spell Matrix The wizard s spell matrix may now hold 50 more circles of energy Thus Wizard level Reasoning Modifier 1 5 Instant Spell The wizard selects a number of spells with a total number of spell circles equaling his reasoning score modifier Thus with a Reasoning of 16 he can select one 4 degree spell a third and a first two second a second and two first or four first degree spells Each spell must have a casting time of 10 or less From_this point onwards he may now cast those spells with a casting time of instant as if they were in his spell matrix Instant Specialty As Instant Spell but only for spells that fall within the wizard s
60. along well with sorcerers but less so with wizards Sorcerers understand the transformation of raw power into magic and wizards spend years learning to do what they do This basic conflict usually puts them at odds with wizards sages and other normal prepared casters Wild magi often can be seen in parties of clerics of a chaotic deity or a deity of magic They make good backups in any party though their awesome ability to fuck up royally can make them the most hated member of any group at least until they do something insanely cool Role Wild Magi make an excellent generalist with a unique combination of skills that make them equal parts sorcerer wizard and shaman They have excellent albeit haphazard spellcasting powers and effective combat abilities Their wild casting ability makes them even more useful in a pinch so long as the party is ready to deal with the ramifications of twiddling with raw magical energy Additionally a wild mage excels at creating comic relief and mayhem wherever he goes Nuff said Special Wild magi are absurdly rare On worlds with high MEF activity there is a 1 in 500 000 chance of being bown with these abilities and out of those who are few survive Many cultures routinely execute them as infants when their powers manifest at random often violently in match to the mood or temper of the child A single tantrum can bring down devastation death or make flowers grow from the neighbors heads Of t
61. amp armour laminated weapons siege engines trebuchets explosives Greek fire nitroglycerine amp gelignite pistols rare to uncommon in early common in late rifles late Writing System Advanced writing systems technical and medical terminology typesetting 8 The revolver is invented in this period as are the later semiautomatic and automatic types of firearms Ironsides ships first appear here as does the first submarine People begin more common experiments with electricity and develop electrical generators The Industrial Revolution begins Fountain pens are common and paper is mass produced amp cheap Towards the middle of the age Psychology is finally developed and people are treated with more humanitarian means although medicines used are still primitive Opiates and other narcotics are in common use for most medical practices The first prosthetics are developed Electricity slowly takes its place in society with electric instruments first appearing toward the middle of this stage of development The phonograph telephone telegraph and the incandescent light bulb appear towards the end of this era as does the airplane and the gasoline engine People continue expanding and wars are fought with guns and sabers and explosives now more for territorial expansion than for the religious reasons of previous ages Architecture Stone and wood buildings brick amp mortar frame buildings metal structures skyscr
62. as if you were a priest of half your character level Each time you use augury you gain point of paradoxical residual energy PRE and each time you use divination you gain 3 points of PRE Treat these spells as supernatural abilities Thus anti magic fields do not interfere with them but rather only powers or abilities that inhibit supernatural powers SECTION 8 0 COMBAT Combat THE COMBAT ROUND When combat begins all character decisions must take place in initiative phase a method of handling many simultaneous activities in a consecutive sequence Each section of time or round is equal to fifteen seconds of real time This 15 second portion is called a round Thus there are four rounds per minute Further each minute is divisible into ten six second segments Most actions take place in rounds while some are measured in segments Every fourth rounds or 100 segments is a turn which is equal to ten minutes of real time Note that when in initiative phase real time is the time that takes place within the imaginary game environment not the time it takes for the players to make decisions A player should do his best to plan ahead to make initiative phase combat run smoothly as should the game master If a player takes too long to reach a decision on his actions the GM must decide whether to allow him additional time or to cause him to miss his turn as he decides what to do both as a player and in character Remember that in
63. at the required number of ranks The following are the types of items and the cost in MFE and requisite skills to create them Wands Mystical wands differ from the wand used by acolyte wizards in that unlike the Wizard s Wand they contain the actual spell being cast rather than simply acting as a focus for it Wands are mystical items made of wood metal crystal stone bone or any other solid substance that are designed to contain one specific spell and the power to activate it a number of times Essentially anybody can use a wand so long as they know how to activate it s particular spell The advantages of using a wand are threefold Any character may use a wand as long as they know how to activate it This is usually a simply magical phrase ad a gesture Wands do not deplete any MFE from the character using them and even characters with an MFE core of zero may use tem All of the spell power in a wand is self contained Casting a spell from a wand always has a casting time of 1 no matter how long the spell normally takes to cast This is because the spell is stored in the wand in a readied state and the only time required to activate it is the duration to utter a few magical words and make a gesture Of course spells that have a casting time of less than 1 normally take more time to cast from a wand A wand can never have a casting time of less than 1 although it sis possible to give a wand a casting time of 2 or higher to redu
64. be fully real CD 30 it is not part of this reality DC 35 it is from another Universe Chronomancers lower the requisite DC for each by 10 Under Detect Magic the ring has no aura whatsoever Powers Constant The ring grants a bonus equal to 4 the wielder s level to direct influence Invoked At will the wielder can use the ring by touching it to an object or person to imprint a permanent mark upon it them The mark is not removable by dispel magic although disjunction may remove the mark treat the mark as an artifact Erasure can remove the mark on a living creature Further the wielder may set a duration for the mark if used on a living being or remove any such mark using the ring a second time to willingly remove the original mark The mark is always the design from the original bearer Saeros which is a dark shrouded figure who s eyes burn in his featureless face in a downward pointing triangle raising a fiery fist in front of him The wielder may choose the colour scheme of the mark but the original preset is green black orange white and gold The mark be be of any size but the maximum size is one foot tall per level of the wielder and the image may occupy no more than 1 3 of the object or person to which it is attached Further the mark always floats on the surface of the object person so it is impossible to cover it on any way even with clothing Being an artifact the mark of the ring cannot be exactly
65. before moving onwards On the left part of the room near the left half s centre there is a small gold palm lock in the floor Touching this will open a spiral lock portal inb the floor that leads down to the power room The portal opens revealing a deep 250M shaft The shaft has a levitation disk set to down The direction up or down is controlled psychically and it is set to carry one person at a time At the bottom of the shaft there is a set of controls that can be modified These are Expected Mass range Thrust and Inertial Dampening The controls are analogue dials that spin an infinite number of times in either direction and are clearly labeled in complex Zoraec glyphs DC26 If more than one person wishes to ascend or descend at one time the energy disk must be recalibrated to handle the new expected mass the new speed and the correct inertial dampening Incorrectly tuning it will result in either crushing damage or the disk moving too fast and the person falling down 20 200M taking falling damage The disk is 2M in diameter and cannot be disengaged It appears automatically whenever someone stands over the aperture but only if the device is set psychic control in the correct direction If it is set to down then no disk will appear for someone at the bottom If it is set to up a person standing over the hole has a 50 chance of falling and a 50 chance of the device toggling emergency switch mode and engaging
66. cast it also takes four hours to prepare and store in the matrix Releasing it from the matrix is still a swift action no matter now long it takes to add it A wizard s spell matrix is usually the first thing targeted by a dispel magic effect but it counts as its equivalent in spell circles when determining how many effects dispel magic negates Spells cast in this manner happen instantly but a mage can only release one prepared spell per round although they may use their time in that round to cast another spell normally Notes Wizards have healing spells on their lists but they are not as powerful as a cleric smaller dice and are learned at higher levels 1 pie 3 4 5 6 7 8 9 17 18 19 20 10 J aa 12 13 14 15 16 Generalist Wizard s Wand Spell Matrix Wizard s Staff Wizard s Signature Arcane Secret 1d10 M A Craft Scroll Counterspell 1d10 M A 2 Reasoning Forceful Magic Mystic Craft Long Life Lasting Effect Arcane Secret Improved Counterspell Improved Spell Matrix 1d10 M A Arcane Secret Permanent Effect Instant Spell Mystic Craft Instant Counterspell Arcane Secret 1d10 M A Mystic Combat Mystic Craft Arcane Secret Greater Counterspell 1d10 M A Enhanced Lifespan Greater Spell Matrix Arcane Secret Life amp Death Perfect Counterspell Ultimate Mastery Matrix Specialist Wizard s Wand Spell Ma
67. centigrade 1 Inward Heal 1HP Level physical or 1d3 level non lethal damage to self Slow a fall reduce falling damage by up to 20 ft Outward Levitate an object weighing no more than 1lbs with crude control Heal or inflict damage equal to 1d3HP 1 per Psychic level augment 2PPE for an additional 1d3 max augment 1d3 per psychic level Heat or cool an object by 5 or 5 degrees centigrade 2 Inward Heal 1d3 level lethal damage to self or 1d4 level non lethal damage to self Change appearance by up to 25 size by 10 Slow a fall reduce falling by up to 40 ft Outward Levitate an object weighing no more than 5lbs with crude control or Ilbs with clumsy control Heal or inflict damage equal to 1d4HP 1 per Psychic level augment 2PPE for an additional 1d4 max augment 1d4 per psychic level Increase a physical statistic by 1d4 augment 1d4 for 6PPE max 1d4 2levels Ignite combustible materials 3 Inward Heal 1d4 level lethal damage to self or 1d5 level non lethal damage to self Change appearance by up to 40 size by up to 20 Change gender Slow a fall reduce falling by up to 60 ft Levitate self up to 10 ft off the ground movement crude Outward Levitate an object weighing no more than 10 lbs with crude control 5lbs with clumsy control or 1lbs with average control Hurl an object with a maximum velocity of 1 feet per second Heal or inflict damage equal to 1dSHP 1 per Psychic level augment 2PPE for an additional 1d5 m
68. chance for mishap is doubled to 30 Non mages who use a spell stone use it with a casting time of 2 and suffer a 50 chance of mishap Creating a spell stone requires a crystal substance aligned to the type of spell it is going o contain The size of the stone is 2CT per spell circle of spell being stored within it Therefore a 5 degree spell uses a 10CT stone See the table for recommended materials Requisite skills Assence 4 Ranks and Knowledge Arcana 4 Ranks or Knowledge Arcana 7 Ranks or Knowledge Mystical Artifice 6 Ranks Initialization Empowering and Finalization It takes 5x the amount of MFE normally required to cast the spell being stored in the stone to initialize it plus the actual cost of the spell Thus a fireball spell stone requires 30MFE to initialize plus 6MFE to store the spell This energy must be used all at once Finalization I takes an additional 10 of the amount required to initialize a spell stone to finalize it which the sorcerer regains at a rate of IMFE per day A spell stone that is not finalized within 24 hours of initialization reverts to a non magical state Initializing and finalizing a spell stone is therefore generally done on the same day and does not fatigue the maker Greater Spell Stones Greater spell stones are the sorcerer s equivalent to wands and staffs Instead of shattering hem to activate them the sorcerer uses his Assence ability o to see the energies within
69. construct or unintelligent undead the Mastermind s abilities have different effects Canny Perception reveals the power level as normal and the creature s alignment which is usually neutral Uncanny perception reveals the creature s programmed orders instead of its surface thoughts Instant Friend stops a creature from carrying out a harmful order against the Mastermind Mindbend allows for temporary control over the creature with orders contrary to its programmed orders invoking a save the programmed orders are considered to be the creatures nature Warlock Weapons and Amour A Warlock Begins the game with the Weapon Groups basic and Ray and may choose one additional Weapon Group A Warlock has the Amour Group Light though he may purchase additional weapon groups as normal Invocations A Warlock does not cast spells as a normal mage would by learning distinct magical formulae but rather taps an internal hereditary power from a lineage of mystic origins often demonic or from some other higher level being but never a Draconic heritage This repertoire of attack defense and special abilities are a group of powers called Invocations As a Warlock progresses in experience he gains additional Invocations of a similar sort to those with which he began the game and thus gains these in chains of similar type and style indicative of his ancestry You must choose from the Master Chain list when creating your character
70. d4s A successful will save prevents sanity loss A Sanity Cost may be Zero 6 5 Appearance 7 0 Equipment 7 1 New Equipment 7 1 1 7 1 2 7 1 3 7 1 4 7 1 5 7 1 6 7 1 7 7 1 8 7 1 9 7 1 10 7 1 11 Adventuring Equipment General Goods Scientific Equipment Technomage Technopsion Devices Mastercraft Items Services 7 1 6 1 Labour 7 1 6 2 Adventuring 7 1 6 3 Mystical 7 1 6 4 Psychic 7 1 6 5 Human Resources Magical Items Psionic Items Scientific Apparattuses Quasi organic Grafts Forms of Currency 7 1 11 1 Dsari 7 1 11 2 Tar akh Soul Energy as a Payment 7 1 11 3 Trade Commodities 7 1 11 4 Services As Payment 7 2 New Materials 7 2 1 7 2 2 T22 7 2 4 8 0 Combat Basic Materials Valuable Commodities Power Metals and Crystals Extra dimensional Materials 8 1 Critical Hits and Botches 8 1 1 8 1 2 8 1 3 8 1 4 8 1 5 9 0 Adventuring Actions in Combat Move Standard gone 2x Half Actions instead New Special Attacks 8 1 2 1 Calling Shots 8 1 2 2 Full Parry Effects of Critical Hits Healing Critical Damage Botches 9 1 New Carrying Capacity 9 2 New Rules for Lift Push Pull and Throw Weights 9 3 Movement New with Movement Score 10 0 Spellcasting amp Psionics 10 1 1 Spellcasting 10 1 1 1 10 1 1 2 10 1 1 3 10 1 1 4 10 1 1 5 10 1 1 6 10 1 1 7 10 1 1 8 10 1 1 9 10 1 1 10 10 1 1 11 10 1 2 Psionics 10 1 2 1 10 1 2 2 10 1 3 Soulcasting 11 0 Planes and Regions
71. desires so long as they are reasonable and available to him or he can afford to purchase them If he wants to make a diamond encrusted solid platinum staff he has to be able to purchase the supplies Furthermore he must make the staff himself alone No other mage not even his master may assist him in this utterly personal task Thus the wizard must have the requisite Craft skills to create the staff which is a DC of at least 20 as it is very tedious and difficult to carve the ornate designs required to focus his power The staff should also have special arcane writings and embedded objects or stones that reflect his chosen specialization From then onward the wizard must carry his staff everywhere he goes although he may take his old wand for backup incase his staff is stolen or damaged It is his focus and if he attempts to cast a spell without it he suffers the penalties of casting without a focus It s important to remember that the mystic focus for a specialist would not be the same as that of a generalist A specialist constructs his staff from materials and using designs aligned to his specialty i e Using bones and jet for necromancy or rubies and corundum for evocation A specialist wizard that has a staff set up for generalist magic cannot use his specialty MEA pool for spells above wand level power Specialization Wizards may specialize in any one school of magic which gives them more power while sacrifi
72. down mode by itself In any case it leads to the power room which is a 600M diameter and 30M high cylindrical chamber There is a 400M diameter circular web like mesh of crystal in the room with computer like terminals linked into the web From the centere of the room shines a very bright light the power source which is an orb of power Attempting to move too close is absurdly dangerous The flow of free energy particles that passes through thee mesh is leftover material on psychic wavelengths Every turn have characters make a PA roll On a successful PA roll the character begins taking Reasoning damage 1PT at first Every round thereafter the character makes a new check Every failure deals additional Reasoning damage with a 1 die type 1d1 1d2 1d3 1d4 etc until the character leaves the chamber The Helm of Larandro protects against this damage and the damage heals at the normal rate for ability damage and can be cured using magic or psychic powers it is not psychic or magical resonance damage The computer terminals give readouts on the power source and can be used to limit the flow of energy but do not provide any other function without all three keys There are nine terminals and there is a hidden slot in three of them to place each key marked with the alchemical symbols for water air and fire If the stones are set correctly a main terminal program is then made available allowing a user to turn off the power source and
73. duplicated or counterfeited by any means magical psychic or mundane although those who are untrained in recognizing the maker may be fooled by close counterfeits Any attempt to counterfeit the mark of the ring is immediately known to both its legal wielder and the reigning Emperor assuming they are not the same individual as the Emperor may lend the ring to a subordinate to carry out a task who know the name normal name aliases and true name of the person attempting to counterfeit it their location their physical appearance race gender age occupation abilities and motivations including all details that they know about somebody employing them to copy it for even attempting to copy the mark The wielder can also use the ring to brand a person or entity as per the spell The Accused The wielder may do so at will and this makes a mark similar to that normally made by the ring but with the colur scheme of the mark given by the spell The Accused Curse Every time an entity attempts to use the ring illegally that is without permission from the Reigning Emperor he suffers a cumulative 1d10 damage and 1 Corruption Meaning that the first time he attempts to do so he takes 1d10 damage and 1 point of Corruption the second attempt 2d10 damage and 2 Corruption the third attempt 3d10 damage and 3 corruption etc Alwayd round damage and corruption upwards A saving throw possible Will Half DC 20 for the first attempt with the DC incre
74. e g for a 16 level alchemist with an Intuition of 14 it would be at a 10 8 for his level and 2 for his Intuition modifier Hidden Knowledge Alchemic research has siven the alchemist access toa new skal He mayaddanumberofranksequahHo hisreasoming modiHier HoanynewskHHfromthe Knowledge any science Appled Science any Engineering any Craft Cany scientific Taboo Knowledge Due to delving into obscure topics and secrets the alchemist now adds the skill Knowledge Taboo Sciences to his repertoire with one rank and may thereafter gain ranks in it normally Extract Secrets Gain knowledge regarding elemental composition and the energy particles and interactions so that you can manipulate objects and materials at a more basic physical level Sad Secrets The alchemist now understand that more goes into equivalent exchange than merely materials He now fully comprehends the equation and has greater power over the energy flow From this point forward the cost of all transmutations is halved Natural Understanding You can now attempt to decompose an object without a full understanding of its composition Transmute Energy The alchemist can now transmute energy such as light and radiation Transmute Space The alchemist can now create arrays that affect space e g space folding teleportation translocation of matter Transmute E D Materials The alchemist may now transmute Extra Dimensional mate
75. effect hits random additional ally if helpful enemy if harmful target or area within spells range 4 Same effect hits random additional target or area of caster s choice up to 30 feet away 2 Moderately Undesirable roll 1d6 1 Effect is up to DM and must be in line with original effect same school 2 Effect is up to DM and may be of another school 3 Effect is up to DM and must be in line with original but must be 1d3 1 levels lower minimum 0 4 Effect is up to DM and can be of different school plus must be to 1d3 1 levels lower minimum 0 5 Effect is up to DM and must be in line with original effect but must be 1d3 1 levels higher 6 Effect is up to DM and can be of different school but must be 1d3 1 levels higher 3 Highly Desirable roll 1d6 1 Effect is up to caster and must be in line with original effect same school and original spell uses no slot 2 Effect is up to caster but may be of another school and original spell uses no slot 3 Effect is up to caster and must be in line with original but may be 1d4 levels higher 4 Effect is up to caster but can be of different school and may be up to 1d4 levels higher 5 Effect is up to caster and must be in line with original effect but must be 1d4 levels lower minimum 0 6 Effect is up to caster and can be of different school but must be 1d4 levels lower minimum 0 4 Moderately Desirable roll 1d6 1 Effect is up to caster and must be in line with original effect same school
76. embedded spell stone spell stone can be swapped has alnignment shielding powers red diamond or talyxium triangular jewel is one of the three Keys of Larandro The Key of Fire Scepter of Larandro A crystal scepter of swirling pale blue deep blue and violet material the end is a triangular stone of blue talyxium like the red one in Larandro s helm and is the Key of Water Amulet of Larandro A medallion of golden metal Zelenium with a swirl of dark metal Xerium forming the shape of a vortex The centre of it is a clear triangular cut jewel clear talyxium of the same size and shape as the ones in the scepter and crown of Larandro The stone is The Key of Air Demi Regalia These items are often associated with the Regalia although they are actually only magical items of unusual nature made and worn by high ranking people even Kings and Queens of the Saerosian Empire but never by the reigning Emperor or Empress Crown of Sorcery This blackened steel Crown is an especially interesting wondrous item It has a serpentine shape with three large multifaceted stones in the brow Two serpents entwine to support the clear gems on the left and right and the largest transparent red central stone is in their fangs between their open mouths Outwardly this may resemble The Crown of the sorcerer Kings and an appropriate Knowledge Arcana check DC 22 will reveal that of old the Sorcerer Kings and their underlings wore such
77. exotic items imaginable are the base cost The Zoria RPG Storyteller s book gives ideas and suggestions on what sorts of materials should be used but the final and definitive answer is up the storyteller and as a general rule of thumb the more powerful or unusual the item the rarer and thus more difficult to obtain a substance is called for in making it Beyond the base material cost empowering each item requires a significant amount of MFE and activating it making it ready to use and sealing in that energy takes even more No items require XP sacrifices The Zoria RPG system never use experience points as a cost in making magical items XP is invisible to the character and reflects learned experiences and knowledge gained in adventuring You can t spend memories nor should making a magic talisman take awa some essential skill or knowledge in the process The idea of such is absolutely absurd There is however a large MFE cost in making an item and in man cases there is either a permanent MFE drain or a time period during which the character s MFE replenishes very slowly It s not unusual o to spend 40MFE t make An item that takes forty days to replenish at 1MFE per day or to spend 50MFE to make the item and 1d5 MFE permanent drain to activate it 1 10 the MFE cost in die type thus IOOMFE 1d1OMEFE drain or IOMFE 1 MFE drain or 60MFE 1d6MFE drain etc Learning the Craft Finally making a mystic item requires sp
78. forests and jungles and some even say that the trees cannot be trusted Other deadlier horrors lurk in the ruins and in the more desolate locations of Ilumera beware for some of them are rumored to be more intelligent than man and ever more cunning Klar randoz Klar ran doz Oran bronze KLAR after the chaos of war RANDOZ mind between time surviving great scientist after the chaos of the war of dimensions Originally names Resemza the scientific advisor to Larandro the Regent of the Sereanan Empire and first husband to Saerena changed his name to Klar randoz olr Klar ran doz after the first battle in the War of Dimensions He remained with Larandro up until the end assisti g him with the creation of the Dome of Larandroand The Zelendraec Cube When Larqndro entered into The Spiraling Dimensions of the Within Klar randoz followed him eventuallt taking up the position of Guardian of the Key of Air Klar randoz was obsessed with agine and feared death greatly mTo this end hee spent the latter years of his life attempting to recreate the Casket of Saeros and met only partly with success His reproduction restored and greatly enhanced his physical strength but neither extended his lifespan nor restored his youth In anger and desperate frustration he transmuted all the people of the Obsidian City into a Philosphers Stone and became young again sealing the Key of Air in his secret workshop under th
79. has now established the technology necessary to create and maintain intergalactic star empires People begin exploring alternate realities and other dimensions including the demonic realms and the realms of time Many expeditions are lost but some useful sciences come back and the first inter dimensional relations are formed TT Capsules are perfected and improved by some rare races Other time space travel technology improves but is still dangerous 18 Spacefolding is now the prevailing method of travel and inter dimensional colonization has begun Researching the physics of other dimensions and realms is now a priority Deep research into the nature of time continues The first people begin to ascend 19 Time travel is now common People have advanced so much that they are near god like in power with infinite energy resources and the ability to go anywhere and anywhen or create anything they want Ascension is common especially now that people fully comprehend the laws of physics on other planes of existence 20 The people are essentially living gods Nothing is impossible and they have full control over time and space and matter Most people ascend to begin a new path of exploration and evolution on a cosmic level Zoria World Details The Zoria Calendar Ages have 25 000 years 350 day year 10 months each with 35 days 5 weeks per month with 7 days each each month is one lunar cycle Zoreac and Elven Calendars
80. higher you must roll from the reverb chart to determine the way the reverb alters your spell This chance of avoiding reverb increases by 3 per level thus at level 2 it is 36 at level 3 39 and so on toa maximum chance of 90 at Level 20 Voluntary Reverb Su You may elect to automatically roll from the chart at any time and at level 10 and above you may elect to roll additional times as follows At level 10 you may elect to roll from the reverb chart and when doing so roll twice You choose which of the results to use At level 15 you may roll three times and choose which result to use and finally at level 20 you may choose to roll four times and decide which result to use Fort Ref Will Level Save Save Save Special 1 2 2 0 Survivor Wild magic Attuned to Magic Magical Reverb 33 Bonus Feat Spell Focus Orbs 2 3 3 0 Bonus 0 Circle Wild Slot Magical Reverb 36 Fluid Sanity 3 3 3 1 Magical Reverb 39 Area of Expertise 4 4 4 1 Magical Reverb 42 Free Reign 2 Influence 1d10 M A 5 4 4 1 Bonus 1 Circle Wild Slot Magical Reverb 45 Spontaneous Creativity Bonus Feat 6 5 5 2 Magical Reverb 48 Inner Strength 1 day Spell Trick 7 5 5 2 Magical Reverb 51 Abnormal Logic 8 6 6 2 Bonus 2 Circle Wild Slot Magical Reverb 54 Alien Devices use spell stones wands staffs etc as if you were the correct class Pseudo Counterspell 1d10 M A 9 6 6 3 Magical Reverb 57 Mystic Regenera
81. hybrid incorporeal aberration only and psionic creatures Slow a fall reduce falling by up to 200 ft Levitate self up to 160 ft off the ground movement excellent Outward Levitate an object weighing no more than 200 lbs with crude control 100 Ibs with clumsy control 80 Ibs with average control 40lbs with good control or 20lbs with expert control 10Lbs with perfect control Hurl an object with a maximum velocity of 40 feet per second Heal or inflict damage equal to 1d12HP 1 per Psychic level augment 35PPE for an additional 1d10 max augment 1d10 per psychic level Rearrange basic structure of an object with a maximum mass equal to 40Lbs augment 40Lbs per 235PPE max augment 35Lbs per Psychic level Heat or cool an object by 160 or 160 degrees centigrade Reconstruct an object from diminutive 35PPE parts or fine parts SSPPE Change elemental makeup by four degrees four steps in any direction on periodic table Change appearance of another being by up to 100 size by 50 change gender includes nonstandard genders change species Humanoid types monstrous humanoid animal or humanoid animal hybrid incorporeal and aberration only 9 Inward Heal 1d10 level lethal damage to self or 1d12 level non lethal damage to self Change appearance by up to 130 size by 70 change gender includes nonstandard genders change species Humanoid types monstrous humanoid animal or humanoid animal hybrid incorporeal aberration only psi
82. is a 25 chance of the item failing to function Roll for item complacency each time the sorcerer tries to use a power that s aligned with his antithesis If the item is a constant use item such as a sword you still roll a percentage chance for each use not for each round In the case of a weapon roll the percentage chance for each attack separately A failure on a charged item or an item with limited uses per day wastes one charge use In short the following are all truisms e A Sorcerer can never subvert his chosen elemental antithesis e A Sorcerer s Bonuses for his primary element only apply to spells and powers learned as a Sorcerer due to the fundamental differences in the way Sorcerers handle this energy when casting spells e A Sorcerer suffers the same negative effects when using spell trigger items such as wands staffs or rods that have powers based on his antithesis Functions based on his primary antithesis fail to function and functions based on his secondary antithesis have a 25 chance to fail at any given time e Items who s powers are constant which fall under his primary antithesis e g an Ice mage wielding a Sword of Efreeti will function but they suffer a 50 chance of failure each time he uses them Similar items that fall under his secondary antithesis have a 15 chance of failure A Sorcerer may use items with constant embedded powers because they require no Spellcasting action for him to trigger
83. light and music in a 600 square foot 30 foot high area that creates an illusionary band that plays music that you know you must succeed at a perform check with a 4 bonus to your perform skill to see how good the music will sound and light in different colours streaming down from a point up to 300 feet high in colours and patterns as you designate that repeat in a pattern you designate for 20 hours 12 hours into the party 50 balloons in colours designated by the caster spring into existence release and drop from 50 feet up Verbal component To ga to ga Visual effect As if the light and music weren t enough already the party starts with a one minute long casting that sends streamers of every colour of the rainbow through the area to be effected Party Animal Conjuration Creation Spellcraft DC 51 Components V S Casting Time 1 minute Range Touch Target Creature touched Duration 20 hours Saving Throw Will negates harmless Spell Resistance Yes harmless To Develop 459 000gp 10 days 18 360 XP Seed fortify x2 DC23 Factor 9 to fortitude 19 to charisma 28 DC This spell grants you an increase to both fortitude and charisma for 20 hours It s intent is to make you more appealing during a party and more resistant to intoxication You gain a bonus to Fortitude of 10 and a bonus to your charisma of 20 This also confers a 5 to comeliness in the process Verbal component Va va voom Visual e
84. more limited or have a shorter duration Many invocations provide an instantaneous one time effect with no duration Invocations may also combine part of the effect of two or more spells into one power Teleporting while changing form and leaving an illusion behind for example is one such combination of powrs Essentially invocations are the magician s equivalent to spells of wizards and sorcerers whereas their ritual magic makes up for the otherwise lack of versatility in the mystic arts Wizards and sorcerers may learn rituals by selecting the Ritual Magic feat but they have differing MEA costs It costs roughly 50 more on average for a wizard to perform a ritual when compared to a magician Magicians also devote much of their time to learning secret lore and to a myriad of other skills and are thus while not as book learned as one would count a wizard highly knowledgeable Author s Design Phase Notes Magicians have very specialized spells mainly invocations and rituals Consider merging the warlock invocations into their list thus consolidating invocations and differing them from ordinary spells Rituals are specialized rites that take place in special rooms around fires or other such events They are essentially long worked spells hours of spellcasting that evoke a desired effect A magician may summon a beast through a ritual rather than a spell The best wayto define amacicianis a cross_between a wizard and a
85. normal spells and each needs a spell circle assignment The MEA cost of these spells starts at SOMEA and can go as high as required For example Aspect of the Gods would be 1 500 MEA plus 20d6 MEA drain if made permanent Aspect of the Gods Transmutation Level 15 MEA Cost 1 500 Components V S Casting Time minute Range Touch Target Creature Touched Duration 120 hours 5 days Saving Throw Fortitude negates Spell Resistance Yes This spell raises all stats except Fea Str Dex Con Mobility Int Wis and Cha by 20 points each for a duration of 5 days Because the caster has the ability to sleep and perceive the way this effects him over a duration of time this also means that the ability increases effect bonus spells per day bonus MEA and bonus PPE The target also gains a 10 bonus to comeliness as a side effect of the spell s transformation You can make this effect permanent by expending 20d6 permanent MEA drain Verbal components Vau nai Imos Visual effect The caster glows with multichromatic light with silver cascading stars as the target glows with a radiant orange light which emits from every orifice The target grows in stature by 6 inches and becomes more Accused Enchantment Compulsion Transmutation Level Sor Wiz 9 Components V S M XP Ability Casting Time One Minute Range Close 25 ft 5 ft 2 levels Target One Living Creature Duration Permanent Saving Throw See text Spell Resi
86. objects are usually flashy and must be obvious and strongly presented when casting a spell The sorcerer s focus is most often an amulet but may be a ring tattoo bejeweled rod scepter disc or other object The focus flashes with visible light often reflecting the specialty of the mage in question i e Red for sorcerers of fire white for water green for earth blue for air The actual colour is up to the purview of the DM but the player may request something special if it seems reasonable e g violet If he uses an article of jewelry it should have a solitary large jewel that matches his element If he uses a tattoo it should be on his brow unless his chest is always exposed during Spellcasting The tattoo may not be on a limb All foci are admonished with mystic symbols and designs which the initiated may recognize with an appropriate Spot skill check followed by a successful Knowledge Arcana check Learning Spell Chains A Sorcerer begins with a number of spell chains equal to his Knowledge Score Modifier He may learn a new chain so long as it is not of an opposed element at any time under the following conditions e Another Sorcerer teaches him the fundamentals of that chain e He researches the chain which takes from three months to a year or more of research including journeying abroad to find lost arcane secrets or visiting far away lands in search of libraries or academies with the required knowledge e
87. of Zoria Used by Most Races of the Zoria Continent The year begins in the Spring and ends in the Winter The Zoreac term for month is Femos meaning moon circuit Ojh is the Zoreac word for day Months of the Year Zoreac Elven Leqefemos Cuivasta The Awakening Day 1 35 Delmorfemos Lotesse Time of Flowers Day 36 70 Ku Salfemos Narie Warming Day 71 105 Saelfemos Urime Hot Day 106 140 Yeafemos Yavannie The Harvest Day 141 175 Thynfemos Narquelie Sun Fading Day 176 210 Baladlfemos Lotqulie Flowers Fade Day 211 245 Qefemos Helkasta Month of Ice Day 246 280 Cathyfemos Ringare Cold Month Day 281 315 Torfemos Hisime Month of Rains and Mists Day 316 350 Days of the week Zoreac Elven Erevnojh Elenya Starsday Galnojh Anarya Sunsday Felnojh Isilya Moonsday Delnojh Alduya Treesday T Zenojh Menelya Skysday Imanojh Valanya Godsday Zannojh Tarion Kingsday Ardor heat Agar Regio place land Occiagaro The western lands the orient of this world Agardor hot lands Weapons amp Technology Energy Weapons Energy Pistol Civillian Stazer available in 1d6 2d6 and 3d6 Energy Ray configurations stun setting option 2d6 3d6 or 4d6 Energy ClipType S Energy Pistol Saeroan Militia Patrol Stazer Energy Ray electable 1d6
88. of my psychic abilities and take the big leap towards the next evolution of man Psychic Disciplines Psychic powers aren t like spells You don t learn them arbitrarily and in fact attempting to do so is both dangerous in the psychical sense and to the psyche Insead you must first work on forming the basis for the main disciplines Telekinesis Telepathy and Extra Sensory Perception E S P There are some sub disciplines but these are the building blocks for all psychic abilities Each discipline functions in two ways inwardly and outwardly A very basic example of this is easily given with Minor Telekinesis With Minor Telekinesis TKOS you could use the power outwardly to lift a very small thing like a coin or change the colour of a tiny object like a bead or heat room temperature water to warm water When used inwardly you can do slight alterations to your person like altering your metabolism to grant yourself a slight resistance to alcohol or lengthen your hair a little or make a slight illumination come from your eyes Obviously this is the lowest form of this power and the more psychic energy PPE that you can put into an effect the more you can do with it Of course you first have to unlock the potential of these powers which is a gradual process the rushing of which can be fatal or cause severe madness Thus each discipline has degrees of power with each degree having a PPE cost range of possible ef
89. of the magical phrases and secrets needed to open the way into his keep Needless to say from a combination of un use and old age he had totally forgotten even the simplest of them Thus in the end he decided to stay with his nephews and live out the remainder of his life which was remarkably long for a human Nembul died at the amazing number of 142 years but his legend still lived on Lanil of Skor is the thief that took The Wizard s Key though the pouch it was in was his main target The small leather bag contained a fair supply of coins a gem or two a feather some dust a couple marbles and what to Lanil like a small silver lock pick shaped like a key Ah he thought now here s a pretty for me to use Lanil gained quite the reputation for opening locks as he soon discovered the properties of The Wizard s Key and used them for looting even from the most viciously locked or barred coffers and treasuries Lanil s undoing like many thieves was his insatiable curiosity and appetite for games of chance Upon entering the Pit a casino where any bet goes he proceeded to lose everything up to his shirt and his shiny metal key When he returned later that night to see what they did with their takings he also lost his left eye Thus Lanil lost the key which has never since resurfaced and could potentially be in the hands of anyone now up to and including a little old lady using it as a hair pin
90. on the construction and charging of an item If multiple people work together they must work simultaneously and they must all have the requisite skills and spells trequired to enchant the particular item they wish to create Raw MFE Activation The cost to activate a wondrous item is the MFE cost of the spell squared then multiplied by the number of uses per day If the item has limitless use calculate as if the uses per day is 50 These numbers are rather high but up to ten mages can collaborate to enchant one item however all of the energy must be supplied at once spread evenly amongst all participants Thus each mage can contribute only as much energy as the mage with the smallest MFE pool can offer so if five mages work together with MFE pools of 56 72 79 67 and 95 each mage can only supply 56MFE to the energizing of one item or 280MFE total Furthermore the MFE used to activate a wondrous item regenerates at a mere one point per day so if a wizard spends 90 MFE to activate an item it takes 90 days to recover it all It is often necessary therefore to sacrifice MFE as permanent drain rather than to simply spend MFE points on activating an item The MFE drain cost is 1 20 of the cost required to activate it normally but in permanent MFE drain rather than normal MFE expenditure Requisite skills In order to create a wondrous item you must have the following skills Spellcraft at 8 Ranks or Spellcraft at 7 Ranks and Ass
91. one hand free others require both some powers have a diminished effect if done with only one hand and others have a greater effect if done with both hands Invoking a power is a purely mental action but it requires concentration so if you attempt to cast a spell at the same time you must make an increased spellcraft check effectively a 10 penalty and a concentration check DC 15 spell circle to avoid spell mishap or failure Three times per day the wielder may use the gauntlets to cast Orb of Electricity as if he was a sorcerer with a level equal to his hit dice with the electricity elemental affinity Once per minute the wielder of the Gauntlets may cast Minibolts Zap at will Each bolt deals one point of electrical damage and you may only strike a target once with each use Three times per day the wielder may use the gauntlets to cast Lesser Orb of Electricity as if he was a sorcerer with a level equal to his hit dice with the electricity elemental affinity Three times per day the wielder can cast lightning bolt as if he was a sorcerer with a level equal to his hit dice with the electricity elemental affinity If the user has both hands free he can shape this into a cone with the same distance as the normal bolt by using both gauntlets at once when invoking this power Once per day per five character levels the wielder of the gauntlets may use them to cast Lightning Storm as if he was a sorcerer with a level equal to his hit dic
92. open the web for maintenance There is no other writing in this room The right most door when entering leads to a 20M by 20M circular room In the centre of this room is an obsidian statue of Larandro that reads Three Keys are Required Two Without and one Within The statue of Larandro depicts all three of the pieces of his Regalia which are painted in life like detail There is no other writing in this room but there is a door of the same type as the door that led into it all inner doors are identical that leads out into another chamber If anyone has discovered the secret of the extra glyphs then the base of the statue where the inscription is engraved will be slightly open revealing a drawer The drawer is lined with just the right amount of lead foil to make it blend perfectly if someone looks for a secret compartment using Assense The check to find it without properly unlocking it is absurd Search DC 50 Assense DC45 Inside the drawer after removing the foil lies a manuscript This book contains all the charts formulae and compositions for the materials used in the construction of the building plus the temporal dimensional amp mathematical formulae for the time differential in the main dome and for the sub Universe These are Larandro s personal notes From the statue room one enters into a very large 800M by 500M oval room In the centre of this room is a strange metal disk 4M in diameter surrounded by a rail
93. phrases that belonged to the mystic locks or mixed up what lock used what command word Thus realizing that he would ultimately destroy himself figuring out his old systems but fearing to make a list on paper that someone might scrye and learn from he settled on the creation of a special key Nembul s Key also known as The Wizard s Key has often been imitated but never duplicated for unlike other keys of its type Nembul s Key can open almost any magical lock break almost any magical seal or destroy almost any magical barrier The key its self is a slender rod with a star shaped head made of Sirium When pressed to a magical lock the key re arranges its self to fit and turn evoking any magical phrase or command needed to open the lock in the process When brought into contact with a magical ward or barrier it emits an energy effect temporarily suppressing but not canceling out the encumbrance for a few minutes This automatically effects any spells cast or set in place by a 20 Level or lower magic user and if needed makes an opposed Caster Level Check of 21 Of course the ever more forgetful Nembul on a small trip to visit the sons of his brother Olorim managed to lose the key to a skillful thief who picked his pockets at a tavern He didn t realize the loss until he reached his nephew Sandros home and was quite distraught over it This of course meant that when he returned home he would have to remember all
94. position of power or prestige especially those who in life openly e g knowingly and willingly served a dark power or god Some of these are converted instead into demons or devils and may progress up the hierarchy of their kind Others are converted into beings such as incubi succubae and other beings and are sent to tempt other mortals in the physical world In contrast souls of the extremely just kind or good can be petitioners that serve the powers of their new realm taking pleasure in their afterlife Some of these become what men may deem saints or may be converted into outsiders such as angels or Archons These are often used as messengers to priests who need their aid and ask for it There are also dimensions for petitioners and outsiders of pure law or Chaos which are open to souls who meet the criteria appropriate for the lords of those realms The Spirit Realm Moat souls do not become petitioners or outsiders despite what a good number of religions proclaim nor do they enter a realm of eternal suffering or joy The majority simply transfer into Aldanyx The Spirit Realm a plane that is essentially a full mirror of the physical material plane with all of its stars worlds cities and peoples Here all things are in their purest form Water makes melodious music colours are sharper more defined all things can be seen and otherwise sensed at their fullest and there is no death Beings that enter Aldanyx spe
95. repertoire you first must roll a d100 against your M A score To succeed you must roll under your M A with any applicable penalties taken into account by the DM If that succeeds you must then roll a Spellcraft check to see if you have the requisite knowledge necessary to learn that spell The DC for this check is 15 Spell Circle e g a 2 circle spell has a DC of 17 whereas a 9 circle spell has a DC of 24 Example 1 Rolas a 6 Level Wizard wishes to learn Fireball a 3 circle spell from a scroll His M A is 65 so he rolls a d100 He must roll a 65 or less to be able to learn the spell at all If he succeeds he must roll a Spellcraft check equal to the difficulty of the spell or higher Example 2 Eldylwyn a 5 level Sorceress who specializes in Fire Heat wishes to learn Shape Stone a 5 circle spell which is a secondary antithesis for her The difficulty of such an undertaking is reflected by a 25 penalty applied to her M A roll and to her Spellcraft rolls Her M A is also 65 but because of the 25 penalty she must roll a 40 or less to succeed Additionally the Spellcraft check is more difficult by the same 25 factor which adds 5 to the DC so she must roll a Spellcraft check of 25 or better to learn the spell M A and Spellcraft Rolls for Casting Spells Under normal circumstances you don t need to roll against your M A to cast a spell In initiative phase however each time you cast a spell you must roll against yo
96. spells yields a lower chance of failure than more powerful effects so learn the language as your character progresses in level Don t be afraid to mispronounce words intentionally at lower levels on spells beyond your reach for it adds to character flavor and the role playing experience Section 10 X MEA Costs for Spell Degree By Class The following are the TEMPORARY rules and regarding spell MEA cost for each degree of spell by character class When finalized the Grimroie will list an MEA cost for each spell individually but this is a guideline for assigning MEA costs at this time until the Grimoire is completed Degree Wizard Sorcerer Priest Shaman Druid Ranger Magician 0 IMEA IMEA IMEA IMEA 1 2MEA 2MEA 2MEA 2MEA 2 4MEA 4MEA 6MEA 4MEA 3 6MEA 6MEA 8MEA 6MEA 4 8MEA 8MEA 10MEA 6MEA 5 10MEA 10MEA 12MEA 12MEA 6 ISMEA ISMEA 20MEA ISMEA 7 25MEA 25MEA 30MEA 25MEA 8 35MEA 35MEA SOMEA 35MEA 9 45 60 MFE or 40MFE 1d4 Drain 65 75MFE or less drain 10 100 150MFE or 50 1OOMFE 1d6 Drain 2MEA MEA 11 200 350MFE or 150 250MFE 1d10 drain 12 400 600MEA or 300 500MEA 1d12 drain 13 650 950MEA or 550 750MEA 1d16 Drain 14 1000 1450MEA or 800 1200 MEA 1d20 Drain 15 1SOOMEA 2000 MEA or 1250 1400MEA 1d24 Drain 16 2500 3500MEA or 1500 2000MEA 1d30 Drain 17 4000 6000MEA or 2500 4000MEA 1d40 Drain 18 6500 8500 MEA or 4500 6000MEA 1d50 Drain 19 9000 20000MEA or 6500 10000MEA plus 1d100Drain 20 30000 50000 MEA or 15000 50
97. spring must stem from one of the following choices Divine Power The belief and worship of deities and divine beings is a two way street As a man worships his deity of choice he offers some of his own mental and sometimes physical energies to that being He transfers these energies via an invisible mystical conduit called a channel Channelers can tap into this power reserve reversing the flow but only so far as their deity permits and consents Channelers of this type are often called priests as they usually form the basis of communication between their deity and lesser mortal beings Naturally this comes at a price and has its own restrictions All pPriests must both fully believe in their god and be willing to do his or her bidding within the mortal spheres This means that they must also follow a code and live by the guidelines set forth by their religion Gods may limit the priest to certain spheres of magic such as tha god s realms of influence on the cosmos or allow a broader range of spells In the case of the latter spells outside that god s spheres of power are usually limited both by the maximum spell circle and by the overall effectiveness of that spell Furthermore most deities totally bar their priests from learning spells of certain specific spheres that contrast with he nature of that god For example a deity who s spheres are healing ad life may bar death magic or a deity who s spheres revolve arou
98. successful trips up and down the DC lowers to 16 Also of interest in this room is that the walls and floor are additional panels containing story and bas relief This set details the Zorian war what led up to it what happened during the war what the timeOsensitives including Larandro predicted to be the outcome the shunting of the Sereanan Empire to outside of normal space time removing it from normal space and deleting its timeline and that their constant temporal probing locked them into this destiny It explains that Larandro foresaw a way put which was o trap himself in the sub universe hiding the cube with him in a building that within that sub universe is disjointed from time and space It explains that only when all three keys are used will the building me resynchronized and that they keys will revive him from his eternal slumber He planned this all to have someone of the ancestral Saroan lineage come to him one day so that he could escape the doom that would befall Saerena with the hope of rescuing her using the cube He took The Zelendreec Cube with him and it is hidden in his tower within the infinite dimensional cascade that lies beyond the door which is actually a space time event e g r portal rift that leads into the sub universe see the section on The Spiraling Dimension of Infinity There are also star maps deailing the exact positions of the Seranan Saeroaian Empire the Zorian Empire and various other star em
99. that requires an outside remedy If a character contracts this supernatural disease only a remove disease or break enchantment cast by a spellcaster of 10 level of greater ends the effect Even so the wearer of the crown must remove it before he receives treatment or else the spell only suppresses the disease for one day after which he loses his voice again To completely reverse the problem the character must remove the crown and refrain from using it for two weeks and receive one of the aforementioned spells Stone of the Dead This crown was the genius of the Sorcerer King Galvadiu the Litch King of Seryr and is brimming with his evil will although a detect evil spell does not register any such problems As such for every consecutive day a character wears this crown he begins to look increasingly like an undead creature taking on the appearance of a wraith or a vampire After one month he will even be unfortunate enough to glow for spellcasters or other characters when they use the detect undead spell or ability as if he was an undead creature of a power level equal to his character level 2 The character begins to change after 24 hours of the time that he first donned the crown and although removing the crown reverses the changes by one step per day no matter what he does the character always retains a slightly odd appearance after wearing the crown even for only a day If any person wearing this crown uses its powers m
100. the Weapon Group you ve selected for this combat skill That is if you have the following WGPs Weapon Group Proficiency Heavy Blades Weapon Group Proficiency Bows Weapon Group Proficiency Chains amp Flails and Weapon Group Proficiency Basic then you may add ranks to the following as if they were class skills Combat Heavy Blades Combat Bows Combat Chains amp Flails Combat Basic You may only add ranks to any other combat skill as if it was a cross class skill at least until you gain a WGP for it by training and spending a feat to learn that WGP Note This may very well make it too difficult to master multiple weapons Perhaps this should be simpler and I should use broader weapon groups Probably not as it is difficult for one to learn multiple styles of combat Combat Hand to Hand Anybody may learn this skill as a class skill For normal characters it represents your ability to clobber an opponent with your hands and feet Characters with Weapon Group Proficiency Martial Arts deal greater amounts of damage when using Hand to Hand and do not draw attacks of opportunity from armed combatants or If you do not have the Weapon Group Proficiency that matches this combat skill you suffer a 4 penalty on your rolls Defense Defense breaks down into two separate skills Defense Self is you ability to protect yourself during hostile situations or while in combat Defense Others is your ability to pl
101. the aura for the duration of the spell The aura is dismissible Warning If you don t have sonic protection of some kind when you cast this on a target other than yourself you will take sonic damage until you can escape the radius of the aura Verbal component Krella de in Visual effect Red light springs forth over the target glowing with purple sparkles that slowly forms a 10ft radius aura of wavering indigo illumination that distorts the area around it slightly Temporary Raiment Illusion Figment Spellcraft DC 24 Components V S Casting Time minute Range 12 000ft Target One living creature Duration 20 hours Saving Throw Will disbelief if interacted with Spell Resistance No To Develop 216 000gp 5 days 8 640 XP Seed delude DC14 Factor add tactile figment 2 DC allow figment to attach to creature 4 DC ad hoc allow figment to move with creature as normal raiment 4 ad hoc DC This spell garbs a creature with an illusionary raiment that appears to be real when touched it feels like the normal material The illusionary garment can appear as the caster wishes within his ability to imagine it creation requires an Int check Note This was often used for sexual purposes Verbal component Sepo teek po vash Visual effect Pale teal light forms around the caster and springs forth in arc to the target creature weaving around them forming the raiment over the creature through the durat
102. the other side harms and will possibly kill The wand also works on objects and constructs essentially repairing or damaging them with the possibility of either full restoration even from ashes ir ultimate disintegration It can also add to the HP or hardness when used on objects or subtract from them Powers Constant Invoked Cure full list will Minor ch Light 1 ch Mod 2 ch ser 4 ch crit 6ch Heal Will 10 Charges Inflict full list Will Minor ch Light 1 ch Mod 2 ch ser 4 ch crit 6ch Harm Will 10 charges Repair Make Whole Damage Will Minor 1 ch Light 3 ch Mod 5 ch ser 7 ch crit 9ch Although the powers are usable at will the want has a limited number of self renewing charges These renew every say at twilight with a total capacity of 40 charges Every time the user invokes heal there is a 5 chance of the subjects HP increasing by 1 This benefit can only affect a single individual three times afterwhich they my never gain gin the extr HP from the heal power although thy may still benefit from the healing energies as normal Additionally if used on a subject that has been dead for less than one solar day there is a 1 chance per the number of charges in the wand before the heal power is activated that it acts as Raise Dead Thus if the wand was fully charged there is a 40 chance that it will raise a dead subject who must be free amp willing to return as normal Crown of Sorcery
103. the stone and reaches out with his mind and his presence to manipulate t them Thus only characters with the Assence skill may use greater spell stones Likewise only characters that can use the Assence skill may craft greater spell stones Requisite skills Assence 6 Ranks and Knowledge Arcana 8 Ranks or Assence 6 Ranks and Knowledge Mystical Artifice 6 Ranks A greater spell stone may contain more than one spell Creating a multifunction stone uses considerably more energy than a singular purpose stone Greater spell stones may either have charges or a set number of uses per day The latter requires huge amounts of MFE to generate Powerful sorcerers generally convert whatever ornament of jewelry that they use for a mystic focus into a greater spell stone Materials A greater spell stone requires clear flawless crystal in a size equal to 5CT per spell circle stored within it Initialization Initializing a greater spell stone requires 10x the amount of MFE required to cast each spell within it Thus to create a greater spell stone with both Lesser orb of Fire a 1 degree spell and Fireball a 3 degree spell you need to use 40MFE to initialize the stone Spell charges If you wish to add charges to a stone you cast the requisite spell into the specially prepared matrix within it using a special method of spellcasting that sets the energy in a dormant state for later use If you want to add 10 charges of each spell calculate th
104. their heart as they die which requires no save Material component A blue diamond worth at least 5000 GP XP Cost 2500 XP 1d3 Permanent damage to main casting ability score Cannot be recovered by normal spells Burst of Aravus Abjuration Spellcraft DC 204 Components None Mental Action Casting Time minute Range Touch Target 100 ft radius sphere centered on area touched Duration 20 hours Saving Throw None Fortitude negates Reflex half and Fortitude Partial Spell Resistance Yes To Develop 1 836 000gp 37 days 73 440 XP Seed ward DC 14 increase range by 1000 40 DC add extra creature type x2 slay DC 25 change from target to area 10 DC increase area by 500 20 DC transform DC 21 effect incorporeal creatures 10 DC change from target to area 10 DC increase area by 500 20 DC energy fire DC 19 increase area by 500 20 DC Factors No somatic or verbal components DC 4 Mitigating factors 30d6 backlash DC 30 Burn 3000 XP 30 DC A sphere of bursting energies emits at a radius of 100 feet from the area creature or object touched This radiation spells ruin for anyone who can attempt to enter it though it tries to prevent anyone from doing so The major effect this spell creates is a wall of pure magical force that blocks humanoids and outsiders from entering the area of the spell no save This doesn t however protect creatures from coming into contact with the s
105. them In fact these are probably still in the possession of Saeros but lesser powered copies and exact duplicates are rumored to exist Powers st e e7 e5 automatically increase the rance ofa person s ability te A ssense by ten da Thus LALLA EE A AEE EE TES NOI OT 2 000 feet ofyision They de rnethewevermasnify orinnay way auement the cheel itself enbthe distance Constant The eyes automatically increase the range of a person s ability to Assense by X where X is the character s total level or hit dice times Thus an 12 level character assense check of 20 that would normally allow 200 feet of vision now allows 2 400 feet of vision 200 x 12 They do not however magnify or in nay way augment the check itself only the distance Invoked The stones in the eyes each have a special power which can be used a number of times per day for each eye as described below Note that both eyes must be used in order to function at all and must be placed in the eye sockets of a humanoid creature in place of their real eyes Each power has a caster level as if the character using the eyes was a sorcerer with a level equal to his total levels or hit dice Creatures that normally more than two eyes may still use the Eyes of Saeros but they must remove all of their eyes to do this Creatures that normally only have one eye or eye socket or creatures without eyes cannot use them in any way other than de
106. tips of the gauntlets allow for a being with claws to wear them and they go hand in hand with the spell Claws of Saeros It is with this spell in mind that Saeros made the openings When doing hand to hand combat apply both the claw damage and the damage from the blades on a successful hit Invoked Each power has a pre requisite character level and the wielder must not be holding an object in the hand wearing the gauntlet he is using for invoking a power For example if be is carrying an item in his right hand he may only invoke powers of the gauntlet on his left hand Gauntlets do not function at all unless the wielder is wearing both of them or two hands Wearing one gauntlet or attempting to wear more than one gauntlet on one hand or placing them on other anatomical parts or limbs disables all of their powers Creatures with three of more hands may select which two they wish to use for wearing the gauntlets but they are designed for left and right hands of a humanoid medium sized creature and although they have minor adjustments to accommodate slightly different hand sizes Saeros made this change at some point in time possibly after the legend of the initial temporal rift that changed his form many times they do not size themselves to fit larger os smaller creatures or beings with nonstandard hands Aiming is done manually by spreading your fingers and pointing your hand in the direction of the attack Some powers require
107. to 32 MFE in permanent drain Staves Staffs are the magical powerhouses of the world of mystic items A staff is generally made by a wizard but some are made by other Essence and channeler classes The maker of a staff is generally reflected by its construction For example a fire staff made by a wizard may be a tall slender rod of ash inlaid with gold runes and sigils of power encrusted with rubies and topped off with a large star ruby or a red diamond The same staff crafted by an Artificer would probably be a set of brass interworkings with small moving parts and a matrix of rubies and quarts or diamonds If a shaman made the same staff it would likely be carbonized wood carved in serpentine forms with glyphs representing tribal spirits The actual appearance of a staff is a combination of the stylistic whims of its maker and the mystic symbology associated with its functions The powers of a staff are usually related but this is no a requirement although it takes less energy to create a staff with powers in tune with each other than one with several dissimilar functions To create a staff you must have the following skills Craft Carving at 5 Ranks or Craft Weapon at 5 Ranks or Craft Blacksmithing at 6 Ranks or Craft Metalworking at 5 Ranks or Craft Apparatus at 5 Ranks or Craft Jewelry at 8 Ranks Additionally you must have the following knowledge skill Knowledge Arcana at 9 Ranks or Knowledge M
108. whirlpool of light a humanoid with pale bluish skin and golden robes and eyes that shine with the light of galaxies an ancient in age years rendition of the race of the beholder Commections Eldrian records associate him closely with Xy va and it is often sai in litanies that they form a union of some sort This is often taken to mean marriage but in the realms of Time and Dreams anything is possible Domains Time Knowledge Law Fate Planning and Heraldry Spheres Time Symbology Zoraec Aldus Hupercube Alignment LN N Realm Aldus isthe codof Time andFateHe is one of the most powerful deities who suides the fates_of the untverse and controls the flowoftimeHe isa Lawful Neutral deity His symbeoHs aCrosshateh with two bars crossine H with circles _on the ends _of the bars His appearance is _deseribed asa tal man with either very pale _or bhish skin silver haiz and ebes that are colden shimmering in different colours and stars_He has black eyes suppesedh with starfields in them According teyour research in ancient records written in Eldrian he is suppesed to have a wife known as _Xyva His favoured weapons are the staff the seythe_and the mind His domains are Time Knowledge Law Fate Planning and Heraldry Balda As powerful as Aldus Balda is the master of Life and Death and concerns himself with the souls of all life forms His task is to guide the souls of the departed to their
109. who must flee from the fear effect of a monster only it lasts for 8 hours during which the character finds the nearest possible place to hide This side effect begins on the 8 day of wearing the crown and cumulatively increases by 1 each additional week Removing the crown does not reset the penalty to zero but rather it decreases to zero by one step a week That is the DC decreases by 1 for each week that the character forgoes wearing the crown Therefore a character with a fear DC of 14 must avoid wearing the crown for 5 weeks four for the 4 and one more for the base DC of 10 to completely remove the symptoms caused by the leftover remnants of Symeteph s deranged psyche Stone of Perception Light and loud noises increasingly agitate the wearer After one week of wearing the crown even for one second a day he begins to experience the following problems He suffers the normal penalties of light sensitivity Further any save versus sonic effects made by the wearer suffers a cumulative weekly 1 penalty This begins on the 8 day of wearing the crown and removing the crown does not reset the penalty to zero but rather it decreases to zero by one step a week Therefore a character that wears the crown for 4 weeks and gains a 4 penalty will take 4 weeks to revert back to normal Stone of Leadership The wearer begins to think that he s too sexy for his shirt in matters of negotiation and becomes increas
110. will take cold damage until you can escape the radius of the aura Verbal component Krella Qev Visual effect Red light springs forth over the target glowing with bright blue sparkles that slowly forms a 10ft radius aura of light violet illumination with motes of blue energy around the target creature Electric Aura Evocation Electricity Spellcraft DC 35 Components V S Casting Time 1 action Range Touched Target One living creature Duration 20 hours D Saving Throw Wn Spell Resistance Yes To Develop 315 000gp 7 days 12 600 XP Seed afflict DC14 Factor additional 10 penalty 20 DC You create an aura 10 ft radius of dancing electricity around a target creature that emanates from that creature The aura deals 10d6 points of electricity damage per round to any unprotected creature that comes into contact with the aura for the duration of the spell The aura is dismissible Warning If you don t have electricity protection of some kind when you cast this on a target other than yourself you will take electricity damage until you can escape the radius of the aura Verbal component Krella t zef Visual effect Red light springs forth over the target glowing with bright yellow sparkles that slowly forms a 10ft radius aura of pale orange illumination with arcs of electricity in white and yellow around the target creature Acidic Aura Evocation Acid Spellcraft DC 35 Components V S Casting T
111. with whom you ve forged a pact in place of your own and you live on in their body but these are also High Ancient Magics or secret rituals that will take a long time to research if you can find out about them at all Good entities will usually be less strict on time limits and will return the character to life in order o do good or be a champion of justice but if the character commits an evil act they will perish Temporal Manipulation Alright so there is another possibility but it s rare and outright dangerous Via chronomancy or other time travel it is always potentially possible to avert whatever situation caused the character to die The doesn t affect the character in any way whatever but it does incur a hefty accruement of paradox on whomever attempts to do it successful or not To the character revived and to the Universe in general the death never happened and all memories of it are reversed accordingly The character s soul never entered Valeo Nai was never judged by Balda and the only one that knows it happened is the Chronomancer Actually Balda is aware as Valeo is timeless as is Aldus but this isn t perceivable by the characters The Chronomancer has to do whatever is required to prevent the death and of course this can have profound impact on the timeline of the Universe especially if handled poorly as events stemming from the death of that character now never happened This can also let out an
112. 0 GP Add the cost of these to the market value With a Twist You may choose to give these items to characters with lower than expected experience levels but in doing to to balance them out you can add a drawback to the item Good examples are psychological problems which the character develops while wearing the crown for extended periods Remember the rulers of the Kingdoms of Sorcery made the crowns for their own personal use and they may have added built in safeguards or during their extended life spans they may have left echoes of some of their personalities or quirks on the item which its magic absorbed Examples Crowns of Veils This crown was the handiwork of Symeteph the Sorcerer Queen of Kal who slowly but surely became the most paranoid and delusional of her fellows After 329 years of power she isolated herself in a chamber sealed in lead with no outside access She died from lack of food water and oxygen as she slowly starved and suffocated in an impenetrable safe room and death chamber of her own design In mirror of this the wearer of her Crown of Veils becomes increasingly paranoid and agoraphobic After one week of wearing the crown continuously the wearer starts to show signs of agoraphobia shying away from public places and crowds At any time he is in a place with more than a few people he must make a will saving throw DC 10 or panic and flee in fear This is the same sort of effect as a character
113. 000 MEA Plus 1d200 to 1d500 Drain Channeler Spells Spheres Channelers derive their power from the spheres allocated to them by their Source of Power and the degree of power for each sphere All spells have an assigned sphere The essential concept behind the spell Some may have multiple spheres as appropriate and can be drawn from any of them A minus sign followed by a number indicates that a spell is one degree of power less in that sphere thus if the spell is normally fourth degree it is treated as third degree when determining casting costs and likewise a plus sign with a number indicates that it is treates as that number of degrees higher so a fourth degree spell with a 1 is treated as fifth degree when calculating casting costs Good examples are Close Light Wounds Sphere Healing Light 1 Dispell Magic Sphere All Break Enchantment Sphere All Protection 1 Harm Sphere Necromantic Darkness Death Fireball Sphere Elemental Fire Make Whole Sphere Artifice 1 Creation Sphere Auguary Spheres differ from domains While a priest gains specific spells and abilities from a domain the only spells he can cast must be from his allotted spheres He need never learn spells nor prepare anything ahead of time All the channel need to is make a successful Divine Channel check to cast the spell The following is a list of all spheres Alchemy Chemistry All Animal Artifice Astral Celestial
114. 1 F p 2 Dz cam cm 4 4 4 5_ 5o 5_ 6 6 6 7 TE ai 8 8 8 9 9 9 10 Call to Serve Calling Summoning of Daemons Outsiders 0 0 1 1 i J Des 2 ax Bias a2 4 4 4 5 Da i 6 6 6 Tias a pas 8 8 8 9 9 9 Abyssal Army SpC 10 Speak to the Spirits Communion 0 0 ES 1 ites 7J Jn 2 aS Be eu 4 4 4 5 5 oo 6 6 6 Faa F na 8 8 8 9 9 9 10 Binding of Spirits 0 0 t 1 1 2 2 2 cy Sis 3 4 4 4 5_ 5_ 5 6 6 6 Fa T 7 g Q g 9 9 9 10 Control 0 0 2 L 1 2 2 Ja 3 eom 3 4 4 4 5_ 5_ Sa 6 6 6 Toa 7 Fa 8 8 8 9 9 9 10 Time amp Space Dimensional Spells ie O 1 Benign Transportation SpC j 2s 2 Indian Rope Trick 2 Baleful Transportation os pe acs 3 Teleport Least 4 Dimension Door 4 Aes 5 Teleport Lesser 5 Se 6 6 6 7 Teleport TA T 8 8 8 9 Teleport Greater 9 Gate 9 10 Duun Gaat Chronomancy 0 Detect Temporal Anomaly ies 1 1 1 2 Accelerate Plant Growth WSC1 p21 J p
115. 1 2 1 Notes on Magic 3 1 2 2 Wizard 3 1 2 3 Sorcerer 3 1 2 4 Magician 3 1 2 5 Wild Mage 3 1 2 6 Alchemist 3 1 2 7 Sage 3 1 2 8 Artificer 3 1 2 9 Mystic Engineer Combo Techno Wizard amp Artificer 3 1 3 Psychic Groups 3 1 3 1 Psion 3 1 3 2 PsiSoldier 3 1 3 3 Psychic Intuitive PsiHunter Detective 3 1 3 4 Psychic Burster mod of Wilder amp Burster 3 1 3 5 PsiTech Psychic Techno Wizard Channelers Clerics amp Divine Mystics 3 1 4 1 Priest 3 1 4 2 Shaman 3 1 4 3 Paladin 3 1 4 4 Sage 3 1 4 5 Druid This is a Wilderness Class reference it to that section Adventurer Classes 3 1 5 1 Bard 3 1 5 2 Rogue 3 1 5 3 Thief 3 1 5 4 Diplomat 3 1 5 5 Assassin 3 1 5 6 Swashbuckler Wilderness Classes 3 1 6 1 Ranger 3 1 6 2 Hunter 3 1 6 3 Druid 3 1 6 4 Survivalist City Classes 3 1 7 1 Artisan 3 1 7 2 Mastercrafter 3 1 7 3 Scientist 3 1 7 4 Detective 3 1 7 5 Polititian 3 2 Gestalt Classes 3 2 1 Normal Gestalt Classes 3 2 2 Double Gestalt Classes 4 0 Skills 4 1 Combat Skills 4 2 General Skills 4 2 1 Overchannel 4 2 2 Assense 4 2 3 Pilot 4 2 4 Arcane Theory 4 2 5 Applied Science 4 2 6 Language Points 5 0 Feats 6 0 Description 4 2 6 1 New Languages 4 2 6 2 Zoraec 4 2 6 3 Languages of Zoria 6 1 Alignments 6 1 1 6 2 Religion New Alignments 6 3 Vital Statistics 6 4 Mental Afflictions 6 4 1 6 4 2 Going Insane Sanity costs of creatures All creatures have a sanity cost measured in
116. 33 44 f 12 24 36 48 Mystic amp Psychic Aptitude Previously 13 26 39 57 Mystic amp Psionic Affinities 14 28 41 56 f 15 30 45 60 Each character has two Aptitudes determined 76 32 48 64 during character creation by rolling 1d100 The first Psychic Aptitude determines how open your mind is to psychic and Psionic energies You must roll against your P A to learn new Psionic powers and the D M may call upon a P A roll if you are in areas of Psychic turbulence To succeed you must roll under your P A score meaning that if you have a P A of 63 you must roll a 01 63 on a d100 to succeed Your D M may apply a bonus or penalty as appropriate to such rolls A 01 05 is always a success with varying degrees of critical success 01 being the best Likewise a 96 100 is always a failure with a 100 being the worst possible failure Usually a D M will make these rolls secretly for you meaning that if you critically fail you may not know it until some inopportune moment Sanity Sanity determines how sane your character is This statistic is the only statistic that can go down on a regular basis and Sanity does not heal without outside influence such as psychiatric counsel Sanity scores are determined by rolling 10d10 min 10 max 100 Only Magic technology Psionics or medical treatment can increase your sanity score you cannot increase your sanity at every 4 level as you can with normal statistics Medi
117. 4 DC 60 to DC of subject s saving throw 120 DC With a single thought you spell death for a creature of 320 Hit Dice or less With neither gesture nor sound you will a single target creature to die The subject is entitled to a fortitude save DC 80 relevant ability modifier to have a chance of surviving the attack If successful the target instead takes 3d6 20 points of damage Visual effect Swirls of black and violet energy form around the caster as black violet and grey light emit from his eyes striking the target dead Eradication Necromancy Death Spellcraft DC 194 Components Black Sapphire Diamond or Talysium Sphere with Spirit Ward cast on it Casting Time 1 quickened action Range 300ft Target One Living Creature Duration Instantaneous Saving Throw Fortitude Partial Will negates Spell Resistance Yes To Develop 1 746 000gp 35 days 69 840 XP Seed slay DC25 transport DC 27 Factor unwilling target 4 DC quickened 28 DC no verbal or somatic components 4 DC 50 to DC of subject s saving throws 200 DC change touch to target 4 DC Mitigating factors Burn 10 000 XP 100 DC With a single thought you spell death for a creature of 80 Hit Dice or less With neither gesture nor sound you will a single target creature to die The subject is entitled to a fortitude save DC 70 relevant ability modifier to have a chance of surviving the attack If successful the target instead ta
118. 5 The Trident portion deals Piercing damage and the Glsive portion deals Slashing damage DM Notes You can effectively use both halves of the weapon at once with a single attack progression if you have a Dex of 13 or better This means you can use the Ranglaive as a Double Weapon though penalties for double weapons apply normally Normal use of the Ranglaive requires Exotic Weapon Proficiency which the weapon does not grant If the user does not have this feat add an additional 2 penalty to the use because of the odd balance and weight the weapon has Weapon Statistics Damage Critical Type Weight Size effective Ranglaive 1d10 PorS 17 20x2 MM 16 lbs Large Medium Magical Psionic Attributes e Magical Enhancement 15 e Keen e Dragonsong o With a Perform check of 20 or better this weapon may take on one of the following abilities Axeomatic Anarcic Holy Unholy Brilliant Ghost Touch or Defending Once chosen the ability persists for 1d6 1 rounds Once the ability expires it may not be activated again for 1d4 rounds e Mighty Disruption o Any Undead struck in combat with the Ranglaive must succeed at a Fortitude save DC 21 or be destroyed and turned to dust e Answering o You may call the Ranglaive to your hands as a move equivalent action The Ranglaive will be called to your hands from anywhere and appear in your hands instantly so long as you are on the same plane Intelligence Chaotic Neutral Telepathic E
119. 5d6 or 2d6 to 2d6 to 8d6 stun Energy Clip Type L Energy Pistol Saeroan militia officer s stazer 1d6 to 6d6 energy ray or 2d6 to 10d6 stun energy clip type A Energy pistol Saeroan Emperium high ranking officers and Imperial family Configurations to 10d6 or 14d5 Stun settings to 15d6 or 20d5 Energy clip type Z Energy Rifle Saeroan Militia 6d10 Energy ray 10d6 stun Energy clip type B Energy Pistol Zorean Empire personal t zojha 4d6 energy ray 6d6 stun Energy clip type D Energy Pistol Zorean militia 2d6 4d6 and 6d6 energy ray settings 2d6 4d6 and 6d6 stun energy clip type E Energy Pistol zorean Empire Imperial official amp officers 2d6 4d6 6d6 8d6 and 10dy energy ray settings stun 2d6 4d6 6d6 8d6 and 10d6 energy clip type C Energy Rod Ilumerian Governmental 6d6 Energy Ray Stun setting 8d6 Energy cell Energy rifle zorean militia 4d10and 8d10 energy ray 6d10 and 12d10 stun energy clip type N Energy Pistol Ilumerian Civillian available in 2d5 and 4d5 configurations energy cell Energy Rifle Iluerian military 6d6 8d6 10d6 and 12d6 energy ray same for stun energy cell Energy sword Eldrian 1d8 energy speed weapon energy clip type F Energy blade Zorean 1d8 and 1d10 configurations Energy clip type H Energy blade Saerosian 1d6 1d8 and 2d6 configurations Energy clip type S L and A respect
120. 73 440 XP Seed ward DC 14 increase range by 1000 40 DC add extra creature type x2 slay DC 25 change from target to area 10 DC increase area by 500 20 DC transform DC 21 effect incorporeal creatures 10 DC change from target to area 10 DC increase area by 500 20 DC energy fire DC 19 increase area by 500 20 DC Factors No somatic or verbal components DC 4 Mitigating factors 30d6 backlash DC 30 Burn 3000 XP 30 DC A sphere of bursting energies emits at a radius of 100 feet from the area creature or object touched This radiation spells ruin for anyone who can attempt to enter it though it tries to prevent anyone from doing so The major effect this spell creates is a wall of pure magical force that blocks humanoids and outsiders from entering the area of the spell no save This doesn t however protect creatures from coming into contact with the swirling energies bound into the ward its self Any creature that attempts to touch the sphere of force is immediately subjected to fire damage instant death and finally if they should survive transformation into a creature of the caster s choice see below even ethereal creatures can be transformed by this effect The first effect to come into play is the fire damage which is a Reflex half save DC of 20 plus relevant casting ability modifier If they fail to save they take 2d6 points of fire damage per round Secondly they are subject t
121. 8 8 9 9 9 10 Communication 0 Whisper 0 Message 1 jZ i 2 Telepathic Message Dre 2 2 2 3 Telepathic Message Improved 3 4 4 Telepathic Message Superior 4 Sending 5 Telepathic Link 5 5 6 6 6 7 Greater Telepathic Link T Ted 8 8 8 9 Eternal Telepathic Link 9 9 10 Trickery Chains Hexes amp Curses 0 0 fs 1 oa Dies t a Zi A 4 4 5_ Sa 5_ 6 6 6 Tn TE ai 8 _ 8 8 9 9 9 10 False Images Illusions 0 0 1 1 DER epee Dies Br 3 Be 4 4 4 5_ a 5 6 6 6 Fi xs Fa 8 8 8 9 9 9 10 Personal Illusions 0 Shock amp Awe SpC 0 1 fics 2 FE Jin ai az ce 4 fia A Si 5a 5_ 6 6 6 Ta Tia 7 g 8 8 9 9 9 10 Mentalism amp Control Over Minds 0 Distract Assailant SpC 0 1 Distract SpC 1 Incite SpC 1 Inhibit SpC 9 2 Qs A A a a 4 4 5 5 5 6 6 6 Ta Fa T 8 8 8 9 9 9 10 Sleep amp Dreams 0 0 i 1 1 Oa 2 Faa ai 3 Be a 7 4 5 5 5 6 6 6 Te F 8 g g 9 9 9 10 Demonology Monster Summoning 0 0 1 i
122. C late satellites space stations off world colonies first extra solar colonies Teleportation Capability Wire amp Wireless Impulse Matter Energy Conversion Transmission Tools amp Machinery Glass metal forges black powder parchment papyrus paper uncommon oil lamps moderate lenses cut gemstones gunpowder chemical explosives paper press book press water mill wind mill typewriter telegraph incandescent lighting electrical generators telephone phonograph photography motion video petroleum and steam based motors industrial plants late vacuum tubes radio transmission transmitters amp receivers plastic vulcanite rubber bakelite modern plastics synthetic elements Vehicles Wagons wains chariots Medium to large sailing ships oar powered vessel ironside ships sub marine vessels early primitive steam based automobiles railroads steam and diesel airplanes dirigibles zeppelins multiple prop planes jet aircraft wheelchair rocket craft space shuttles mid bicycle gyroscopic walkers mid late electric wheelchair trams trolley monorail Water Management Aqueducts waterways siphoning running water water cleaning plants Weapons Swords knives spears leather armour bronze age weapons steel weapons amp armour laminated weapons siege engines trebuchets explosives Greek fire nitroglycerine amp gelignite pistols rifles revolver bombs semi automatic a
123. CAL and COBOL mid machine code non linear programming modern programming languages such as C and Java human friendly programming languages self assisted A I computer language Primitive phi languages late 12 Interplanetary war forces some people to look for a way of escape finally developing the first faster than light spacecrafts The only FTL means of transit starts as primitive hyperspace crafts which can travel starting at 1x speed of light culminating is 10x speed of light by the end of this era People begin long journeys to other stars in search of habitable planets Most perish but some find suitable places to colonize Rail guns are now in common use and the first particle based energy and plasma weapons are developed but are unreliable and require massive amounts of energy to operate Quantum Physics and Mechanics are integrated into a new Temporal Physics science and towards the end of this era the first warp field crafts are designed as are more advanced hyperspace crafts Warp field crafts are slower but require less energy and less complex calculations Hyperspace crafts require very precise calculations in order to operate a hyperspace window Towards the end of this era crystal based computing takes the place of all older technologies Organic and semiconductor computing are antiquated and fully aware but not sentient Als finally appear Alien microbes from other worlds create the need for
124. Crown of The Veil 3 or Crown of Smiting 3 Crown of Leadership 3 or Crown of Command 3 Average Crafter Level th Stone of Sorcery Spells Required Crown of Protection 3 Crown of Might 3 and Crown of Lucubration 5 plus any three 1 Arcane Spells Percentages for Crown Main Stone Types Random Treasure 01 15 Stone of Veils 16 30 Stone of Perception 31 45 Stone of Leadership 46 60 Stone of Command 61 75 Stone of the Dead 76 90 Stone of Smiting 01 40 Lawful 41 65 Evil 66 90 Good 91 100 Chaotic 91 100 Stone of Sorcery DCs 6 Maker Level 1 Rea 13 3 Spell Degree 10 TOTA 20 Base Price Crown Mindstone amp Shieldstone 7 000gp Shieldstone Resistance Bonus 1 1 1 000 GP Deflection Bonus 1 1 2 000 GP 3000GP Mindstone 2 Int Bonus 1 2 2 000 GP 4000GP Greater Stone except Stone of Sorcery 27 000 spell level 3 amp CL 5 1 800 gp Stone of Sorcery 100 000 GP Price for multiple abilities mitigated by the limited use of the main stone Crowns with the Stone of Veils Stone of Perception Stone of Leadership Stone of Command Stone of the Dead or Stone of Smiting 34 000 GP Crown with the Stone of Sorcery 107 000 GP Required materials Blackened iron or Adamantium two 18mm diamonds or clear sapphires and one 30mm ruby Material cost Diamonds 1000 GP each sapphires 425 GP each Iron 15 GP Adamantium 80 GP ruby 1 20
125. Cs for overchanneling and damage for failure are outlined on the table below Spell Type DC Overchannel Recoil Class Spell 20 Spell Level 1d4 Con Spell Level Non Class Spell 30 Spell Level 2d4 Con Spell Level Step 2 If you succeed on the overchannel check you move on to a Spellcraft check You must declare the actual spell you are trying to cast and make a Spellcraft check from the following table Spell Type DC Failure Result Class Spell 15 Spell Level None Non Class Spell 20 Spell Level Waste Highest Available Spell Slot Step 3 If you succeed on all of the above whoopee for you Your DM probably hates you now and you re probably going to die very soon Now that you succeeded in creating your effect you think that the worst is over but it isn t There remains one final check to make Secondary recoil Secondary recoil is backlash damage caused by the rush of magical energy you just pulled out of your pants It reflects the physical trauma to your body caused by transforming yourself into a cross between a mystical conduit and lightning rod puling in massive amounts of energy and then rapidly expelling it We determine the potential for secondary magical recoil by rolling a d100 against a percentile chance of taking recoil damage the Recoil Aversion Roll as follows 10 per spell circle 5 per caster level Minimum 5 Maximum 95 There is always a 5 chance of taking no recoil damage even with the most obscene e
126. Dreams Knowledge Time Force Mind Yea ve Yea ve is the goddess of healing and life She is the daughter of Umande and Haldor and is a Neutral Good goddess She is a slender lady with golden hair and blue eyes wearing white and silver Her symbol is rippling water a circle within a circle within a circle Her favoured weapon is the mace and her domains are Good Healing Protection and Community Thynghos Thynghos is the god of darkness He is a Neutral Evil deity reported to have grey skin dark hair and violet eyes According to Eldrian texts he is the son of Felosa His symbol is a circle beneath two lines symbolizing sunset or darkness His domains are Darkness Pact Nightfall and Greed The One Eru The One is the father of the gods and the instructor of Aldus in the creation of the shells of time and space according to Genesis in the Book of Aldus He appears to be beyond a single alignment and can take any form and visage though the first description you have seen is an androgynous male with long white hair silver gold and green triple banded iris eyes and gold and silver fingernails wearing robes of silver gold white and green His symbol is four bars forming what appears to be a double E in green with a light and dark sphere at each end His purposes are to extend understanding and promote universal balance His domains are Special Evolution Music Understanding Normal Darkness Pact Knowledge Gre
127. Each use requires a willpower check equal to 10 spell circle If this check fails the wearer takes 1d6 points of nonlethal damage although he I free to re try a often as he desires He cannot take a 10 or take a 20 on this check If he succeeds then the wearer must make a spellcraft or channel energy check in order to cast the spell as normal Note that in the case of powers channeled using this ring the source of power is the ring itself The bearer need not know the specific spell even exists within the ring If he calls on it or attempts to channel something that has a power similar to or in line with one of the above powers the ring will select the most appropriate power Additionally each time the wearer uses a power he must make a will save versus corruption The dc starts at 5 and increases by for each use plus X where X equals the degree of power invoked Thus after 20 uses it becomes a DC of 20 and after fifty uses it becomes a DC of 50 Every week that goes by without using any power from the ring reduced the total by 1 Upon each failure of this check the wearer gains corruption For 0 5 circle powers he gains 1 point of corruption for 6 to 8 circle powers the wearer gains 2 points of corruption instead for 9 degree 3 points of corruption and 10 degree 5 points of corruption Base saving throws 1 DC6 2 DCT 3 DC8 4 DC9 5 DC10 6 DC11 7 DC12 8 DC13 9 DC14 10 DC15 Modifiers Add 1to t
128. Extra Named Enemy 19 Perfect Planning Weapon Mastery can use any weapon 20 Deadly Enemies Achilles Heel 4d6 Supernatural Combat Community Action Die x3 extra action die that can be used on any ally now three dice Psychic Potential chance at becoming a psychic one ability Weapon Trick Chart Ma ge Grou ps Mage Wizard Sorcerer Wild Mage Mystic Engineer Magician Warlock Artificer Mages Unlike some other games all mages can cast any spell they know without preparing memorizing it at its normal spell casting time and can learn spells of any circle regardless of their level A 4 Level Wizard can learn an 8 Circle spell as long as he is lucky enough to find it had the resources to research it or somebody teaches it to him Each time a spell is cast the caster must make a spellcraft check to ensure that the spell is cast properly Failure indicates the MEA MEA is Mystic Field Energy is wasted and the spell didn t go off Failure by 5 or more indicates that additional undesirable effects happen as well such as spell mishaps This is set into place to make sure that a caster of level 3 that wants to cast a spell of circle 9 which requires a DC 24 Maybe DC 297 spellcraft check has a much higher chance of flubbing than a 15th level caster Spell feats now add to both the DC and the MEA cost instead of spell level adjustment For example Still Spell which makes the somatic components of a s
129. FE cost per charge to add dissimilar spells Thus in the above example Ray of Fire uses 2MFE to cast so each charge takes 6MFE to add to the staff Telekinesis use 12 MFE so each charge is 120MFE Unlike wands you cannot use powers in a staff until you finalize it Thankfully you can take as much time as you need to finalize a staff for the energy stored in its internal matrix does not fade out over time like it would in a wand It is not possible to recover somebody else s labour so if you find a staff that has energy stored in it initialization and charges you cannot finalize it Only characters who worked on the staff s creation may finalize it To add a power with uses per day the cost is 1dx where X is the spell s MFE cost multiplied by the number of uses per day in permanent MFE drain If you wish to add a power that is usable once per round the cost is 1dx where X is the degree of the spell squared multiplied by 10 e g a 3 degree spell would be 1d90 MFE in permanent drain Finalizing To finalize a staff you must spend 1 MFE in permanent rain for each spell circle or similar spells that staff can use and 1d3 MFE in permanent drain for each spell circle of a dissimilar spell that the staff has within it Using the above example it would take Ray of Fire 1 Degree Similar 3 MFE drain Orb of Fire 3 Degree Similar 3 MFE drain Fireball 3 Degree Similar 3 MFE drain Fireburst 4 Degree Similar 4 MFE drain
130. Green Shadow Dark Teal Divination Green Scrying Light Green Enchantment Indigo Compulsion Dark Indigo Charm Light Indigo Descriptor Colours Good White splotches Evil Black splotches Lawful Blue splotches Chaotic Yellow splotches Fire Ruby Red Sparkles Electricity Yellow sparkles Acid Green sparkles Sonic Purple sparkles Cold Blue sparkles Water Blue wavering streaks Air light blue wavering streaks Earth green wavering streaks Fire Ruby Red wavering streaks Force Silver sparkles Time Golden sparkles Fear Grey sparkles Death Dark Grey splotches Light White sparkles Darkness Black wavering streaks Shadow Grey wavering streaks Mind Effecting Green splotches Lang Dependant Teal splotches Words of Power Somatic Components When casting a spell a mage uses words of power immensely powerful sonic keys that affect the fluid nature of the Magical Energy Field MEF to create a desired effect These words are the basis of magic and possess both a spoken verbal and mental component Talented mages learn to utilize only the mental component over time For a full vocabulary of Zoreac Words of Power please read The Zoraec Dictionary a supplement to the Zoria RPG System The following is a list of the basic building blocks for Words of Power and some examples
131. HD DC 20 Greater Starlight 1 month 3HD DC 30 Detect Thoughts 1 day DC 25 Control Water 1 week 4HD DC 30 Control Flame 1 week 4HD DC 18 Control Weather 1 week 4HD DC 35 Vision 1 month 3HD DC 35 Linguist 1 week 3HD DC 15 Heal 1 day SHD DC 30 Primary Abilities require a Fea check to activate Activating is a standard action that provokes an AoO The Check is 1d20 Fea Bonus HD Failure deals 1d6 damage per 10 of Fea check DC to all stats except Fea stat Example DC 15 deals 1d6 to all stats DC 20 deals 2d6 to all stats Extraordinary powers Cusp Mergence You may merge into the cusp between the plane you are on and a transitive plane that touches the plane you are on at will In this place you are effectively invisible but can attack and use powers as if you were in both places at once Cusp Sight You can see other creatures in plannar cusps that touch the plane you are currently on at will Detect Thoughts As normal detect thoughts spell but with no distance limitation This power effects only other bearers of rings of power Locate Ringbearers You automatically detect the presence of other bearers of rings of power within one mile so long as they are on the same plane as you are Special Purpose Defend the Servants of The One Purpose Power 4 luck bonus to saves against Anti Temporal or De evolutionary creatures 4 deflection bonus to AC SR30 against Anti Temporal or De evolutionary creatures Flute o
132. His hair colour changes to silver white his eyes to green grey and he grows a goatee Furthermore if he is an extremely good person he grows a set of silvery horns but if he s a nasty bastard his tongue forks Stone of Command If the wearer uses the crown constantly more than once or twice a day for at least a week he begins to experience a terrible laryngitis causing him to have hacking coughs and eventually lose his voice Stage One The Cough After one week of constant use abuse he begins getting a hacking cough that interferes with his Spellcasting if applicable and any skills that require vocalization When Spellcasting he must made a DC20 fortitude save If he fails there is a 40 chance of losing the spell and a 10 chance of miscasting with bad results He also receives a 5 penalty to any check when using vocal skills Perform Diplomacy Bluff Intimidate and Bureaucracy etc If he cuts down on his usage by refraining from using the crown for at least one week he recovers from stage one If not he enters Stage Two Speechless After one month of suffering the effects of stage one the character loses his voice altogether but unlike the laryngitis the complete loss of his voice is a supernatural effect that requires an outside remedy If a character contracts this supernatural disease only a remove disease or break enchantment cast by a spellcaster of 10 level of greater ends the effect Even so
133. Ja Bea 4 4 4 5 5 5 6 6 6 Ta 7 8 8 8 9 9 9 Nightfall 10 Darkness Against Light Dark Attacks 0 Gz 1 ta 1 ice Ja Dies 3 3 4 4 4 a 5_ 5 6 6 6 7 7 7 8 8 8 9 9 9 Sphere of Ultimate Destruction 10 Darkness of Death Death Spells 0 0 1 ee 1 2 pe 2 Be a 4 4 4 5 se 6 6 6 7 qe 7 8 8 8 9 9 9 10 Dark Undead Undead Creation 0 0 Animate Vermin 1 Animate Dead Animals Book of Necromancy WizSC 1 Corpse Link Book of Necromancy WizSC 1 Command Undead WSC1 p157 1 Corpse Link WSC1 p185 1 Corpse Visage WSC1 p185 1 Dance Macabre WSC1 p206 2 Attract Ghoul WSC1 p59 2 Animate Skeletons WSC1 p48 2 Cloak Undead WSC1 p149 3 Animate Zombies WSC1 p51 3 Augment Undead WSC1 p60 3 Bonne Knit WSC1 p106 3 Call Undead WSC1 p119 3 Double Undead WSC1 p266 4 Charm Undead WSC1 p137 4 Corpse Whisper WSC1 p186 4 Animate Dead 3 x PHB 5 Animate Dead WSC1 p46 5 Bind Undead WSC1 p85 5 Disguise Undead WSC1 p251 6 Animate Blood WSC1 p45 6 Animate Dead Monster WSC1 p47 6 Animate Dread Warrior WSC1 p48 6 Construct Undead Ghul WSC1
134. Knowledge Metallurgy become class skills e Direct Influence over Dwarves 8 8 to Influence based checks with Dwarves e Direct Influence over Elves 4 4 to Influence based checks with Elves See Invisibility at will 4 to will saves vs undead while in use Invisibility of the Rings at will 6 to will vs undead while in use Ambarya has certain abilities that can be called upon from time to time by the bearer as follows Low Light Vision 1 day per character level Control Earth day per three character levels Stoneskin 1 day Cursed 2 to all saves vs undead at all times Destruction Ambarya is nearly indestructible and can only be unmade in a limited number of ways Great rings may be destroyed by being devoured by an Elder dragon or intense heat of that sort or a demigod or being of similar or greater power with the craft sphere may attempt to unmake it Narya Ring of Fire This golden ring is set traced with crescents with stars and with a stone of the purest ruby It bestows on the wearer ability increases as follows 6 Int 4 Wis 4 Cha The bearer also gains the following Diplomacy and all INT based skills become class skills Direct Influence 10 10 to all Diplomacy checks See Invisibility at will 4 to will saves vs undead while in use Invisibility at will 6 to will saves vs undead while in use Narya has certain abilities that can be called upon from time to time by the beare
135. Level Sor Wiz 3 Components V S Casting Time standard action Range Touch Target One creature or object touced Duration Instantaneous Saving Throw Will negates harmless object Spell Resistance Yes You heal or repair 1 hit point of damage per caster level to a creature construct or object touched Burn No More Abjuration Level Sor Wiz 3 Components V S Casting Time standard action Range Touch Target One creature Duration Instantaneous Saving Throw Will negates harmless Spell Resistance Yes You grant a subject the ability to make a new save vs mage burn with a 4 bonus to that save Rite of Eternity Necromancy Level Sor Wiz 3 Cleric 3 Components V S M XP Casting Time 10 minutes Range Close 25 ft 5ft 2 levels Target Up to one creature per level Duration Permanent Saving Throw Willing only Spell Resistance No You bind two or more willing subjects together for eternity intermixing part of their souls This is a popular marriage ceremony as it gives a very minimal empathic link to all the subjects Subjects know when one of the other subjects is in great pain or dead The subjects are bound together in both life and death for all eternity Only truly willing subjects can participate in this rite When the right is completed portions of the souls of each participant including the caster if desired intermix linking all participants and the caster if desired togethe
136. Like the priest Shamans do not know all of the elements that go into the spell but his tribal spirits do and it is they that construct and form the magical energies needed to shape his magic The Shaman merely begins the assembly process and requests the guidance of his tribal spirits to do the rest Divine Source Tribal spirits have limited spheres of influence much like many of the Gods It is important for the Shaman to know not only the available spheres from his divine source but also any restrictions on their use If the Divine source is a supernatural being such as a Genus Loci the powers of the Shaman are usually tied to that of the land controlling the forces of nature If the shaman s divine source is ancestral spirits his powers may be more mystical and connected to the ancient mysteries Ancestral spirits generally provide divination necromancy abjuration and illusion abilities whereas supernatural beings tend to provide transmutation conjuration enchantment and sphere spells Note that these are types of spells schools of magic and not Spheres of Influence The spheres of influence provided for example by a Niad or a Nymph would likely be community healing control water enchantment and beauty A Driad on the other hand would likely provide plants growth life poisons amp remedies stealth and wisdom Those spheres from ancestral spirits can be anything depending on the nature and history of the tribe
137. Paradoxical Threshold as it is a completely different energy type Determinin g Statistics Each statistic is determined by rolling d6 dice with one of the following dice methods The DM will decide which is appropriate Rolling Statistics Basic Normal Statistic Rolling Method This is the method that the author uses for his games and is best for experienced players that can play a diverse range of classes and personas For each statistic going down the list roll 3d6 Do not re roll ones and plug in each roll to the stats in order Do not select where the stat roll will go If you need to modify stats to make a certain class playable you may subtract two points from any one statistic to add one point to another Remember that with the sub abilities you may not need to modify any primary stat or at least not in a dramatic fashion to make a playable character If the sum of all of your ability modifiers is zero or less you may re roll all of your statistics Otherwise you take what you get and then choose a class that is playable with them If the Dungeon Master allows you may also choose one of the following alternative methods for rolling stats 4d6 Stat Method This is the Power Zoria statistic roll method reflecting higher statistics than normal for a d20 game Power 4d6 Method A For each statistic other than sanity and madness roll 4d6 Keep all rolls including 1s and 2s for all eight statistics and place them
138. The MFE used for finalizing the wand regenerates at 1MFE per day and no faster For example to create a wand with 20 charges of Icebolt a 1 degree spell that costs 2MFE to cast 20MFE to initialize 1 Day 40MFE to charge 2 Day 6MFE to finalize 2 DAY OR LATER Total Cost 66MFE and at least two days If you create a wand but do not finalize it the wand is still usable but it reverts to a nonmagical item after 6 days 7 days counting the first day of initialization This can be useful to create a temporary item but you should beware when buying wands from disreputable sources Spell Stones Sorcery Stones Spell stones are the sorcerer s equivalent to a scroll They store a spell in an energy matrix within a crystalline structure that a mystic can activate by crushing the stone and then directing the energies released from within it Anybody can attempt o use a spell stone but only sorcerers are truly familiar with them A sorcerer may use a spell stone as if it had a casting time of 0 but they ma only use spell stones that are aligned to their affinities Stones aligned to their antithesis immediately affect the caster in the most negative way possible if they attempt to use them although simply possessing them is not harmful to the sorcerer It s merely uncomfortable By the most negative way possible the storyteller should have the spell act as if cast upon the sorcerer if it is damaging or completely rever
139. The word Drow is a perversion of the Elven word D rrioweth meaning Wanderers in dark shadow Their high king of old also bore a similar name Dirrow meaning Elf from the Dark The D rrow were in the ancient past part of the general Elven races but at some point in history powerful magical energies touched them and that darkened their skin silvering their hair and eyes This potent force of magical energy gave them potent supernatural power and an inert understanding of the magical energy field The first to be touched with this ability was Dirrow who first manifested his power by casting darkness from him In fear of their power the Elves banished them and began to hunt them off To survive the Dirrioweth fled to caves to protect themselves and began to establish a kingdom of their own taking D rrow as their leader The empire of the Dark elves flourished as they established deeper delves and expanded their tunneling deep underground deeper even than the greatest Dwarven realms They constructed their greatest city deep down near the core of the planet next to a Vortex a magnet for mystic energy which they use to as a source of power for their new empire The hidden city of silver darkness is their capital now perverted by worshipers of Thyn gh z and Felosa both of whom much of the population greatly revere After the demise of D rrow the story of which remains a mystery but likely stems fro
140. a Silver set with Opal Sara fa Air Galda Platinum set with Sapphire Aou ral Positive Energy Lantrium Astral Qevas Silver Aldanyx The Spirit World Platinum and Lantrium Ethereal Steel and Silver Merkano Talysiux Material Plane Iron Thyze The Shadow Plane Adamantine and Iron Tipthelese The Plane of Mirrors Glass and Silver Karaqel Negative Energy plane N Tra Mor aum Saeleomo Plane of Fire Galda Gold set with Ruby Saekoru Magma Gold set with Garnet Jhara Earth Galda Iron set with Garnet and Quartz Sytora Mists and Steams Silver set with Smoky Quartz So Kraan Muds and Bogs Gold and Bronze Derkath Pure Evil Felosa Mor aum set with black and purple diamonds My Krath The Abyss Keldor Iron and Bronze Tormaz Hell Weldankh Steel and Brass Chast The Freezing Depths Calmenos Solarium Sae krath The Furnaces of Darkness Selmenos Gold and Black Diamond Uvu As neth The Living Plane Selenium Pel Imoz As Concordium Eldritch 98 Valeo The Waiting Place Balda Virium or Lantrium Mor aum and Corium braided 98 The Void 20 chance of Xiom arte Xzerium 100 Origin 10 chance of Xiom arte Adamantine and Corium The Void The void is a dimension theorized by mystical engineers over the ages as a place existing between and touc
141. a Pandemonium Darshaan Dreamscape Erevystanyx Magic Vokyrae Balance Za Kyree Psionics Crystal Avanne Celestial Battlefields Aldrist Time Mitrius Craft Artifice Creation Lequius Life amp Healing Demetrium Nature Koromo Meditation Alamiatrea Chaos Limbo Derkath Pure Evil My Kriath The Abyss Tormaz Hell Chast The Frozen Depths Prison planes Sae krath The Furnaces of Lost Souls Uvu The Plane that Lives Pel Imoze Concordium Valeo The Waiting Place Valeo Nai The Channel of Soul Siamo The Outer Realms Mava Tiyano The Void Xio marto The Plane of Overdeities 12 1 1 Tiers of Divinity 12 1 2 New Tiers of Over Deities 12 1 2 1 12 1 2 2 12 1 2 3 12 1 2 4 12 1 2 5 12 1 2 6 12 1 2 7 12 1 2 8 12 2 Nes Salient Abilities 12 3 Divinity in Zoria 12 3 1 Immortals 12 3 1 1 12 3 1 2 12 3 1 3 12 3 1 4 Creatrix Lesser Regent Regent Greater Regent Lesser Designate Designate Greater Designate Imandi Sol Russell Windham The Snowflake Anti Man Vardus Meridus 12 3 1 5 Qill 12 3 2 Guardians 12 3 2 1 The Guardians of Time 12 3 2 1 1 The Guardian of Light and Structure in Time White 12 3 2 1 2 The Guardian of Power in Time Silver 12 3 2 1 3 The Guardian of Darkness and Chaos in Time Black 12 3 2 2 The Guardians of Life 12 3 2 2 1 The Guardian of Games and Dreams Purple 12 3 2 2 2 The Guardian of Justice Blue 12 3 2 2 3 The Guardian of W
142. a DC of 19 10 4 for level 2 for degree 3 for Influence score As Invocations are not spells you do not gain any advantage from feats such as Spell Focus or Spell Mastery You can however benefit from the Ability Mastery feat as well as feats that emulate metamagic effects for spell like abilities such as Quicken Spell Like Ability or Maximize Spell Like Ability There are 10 grades of Invocations set in degrees of five segments The segments are Least Lesser Greater Dark and Ultimate You must have an Influence score equal to 10 plus the Invocation degree in order to learn or utilize it without penalty Additionally Invocations are subject to Mystical Affinity just as spells are so you must roll against your M A score when using Invocations under duress e g in battle If you fail this roll the attempt is wasted and nothing happens For multi class characters Magical Reverb applies to Invocations normally Finally Invocations unlike many other spell like abilities are subject to Arcane Spell Failure chances e g when wearing amour though because a Warlock s Invocations have simple somatic components you may deduct 10 from the normal failure chance Therefore a Warlock may wear Leather amour without penalty as it has a 10 base chance of failure but Studded Leather would incur a 5 penalty en lieu of the normal 15 and a chain shirt 10 instead of 20 Warlocks who acquire medium or heavy amour groups may apply this
143. a ces or white aura and evil i m focus while the rest of the motif flashes with the aura colour of the spell MEA Costs A Shaman spells u use less MEA tan their arcane SAAE as of B This means that a Shaman can cast more spells per day than some mages but his selection is more limited and it is difficult for him to invent spells of his own 11 Lav gt an spel IS d Cd ine a Slik check like a ee ih Shamanl uses pie skill Divine Channel to cast spells The Spellcraft skill is still used when deciphering creating or understanding magic such as when attepting to determine the nature of a magical aura Situations may arise such as transferal to another dimension or a different universe that completely cut off the Shaman from his source of divine energy In such situations a Shaman may attempt to forge a connection to another source assuming that there is a power with the same or similar spheres of influence in his present location There are some ramifications for forging such a connection Some of the spells that the Shaman would normally employ may be unavailable through the new divine channel and all of the Shaman s spells may suffer an increased MEA cost due to the strain of channeling from an alien source Furthermore the new source of power may require some form of sacrifice or may require that the Shaman perform some activity to prove his worth before granting spells of a certain
144. a tad more flexibility to their powers but robs them of the sheer magical devastation that Sorcerers display in their abilities Spellcasting General Wizards cast spells without limitations based on level or statistic based attributes As long as the Wizard knows the spell and has sufficient MEA to cast it all he need to is intone the incantation Specialist Wizards may not cast spells that fall under their restricted discipline at any time nor may they use an item to duplicate such spells or effects Gaining MEA Points A Wizard gains 1d6 MEA for each 1 modifier bonus of his Reasoning score upon attaining each new level of experience in his Wizard class Thus a Wizard with an Reasoning score of 16 has an Reasoning Modifier of 3 and gains 3d6 MEA at each level of experience in this class Multiclassing Mystic Focus When training all wizards receive a mystic wand from their mentors This is a small slender piece of wood stone or metal that the mage uses to channel energy albeit only in small doses The wizard trains in the use of the wand first which he can use to cast Cantrips and some limited 1 degree incantations Once the wizard successfully masters the use of spells upon reaching 2 level he must craft for himself a staff The staff may be of any material but should be light and easily portable as the wizard shall require it to cast most of his spells When making the staff the player chooses the materials as he
145. add a drawback to the item Good examples are psychological problems which the character develops while wearing the crown for extended periods Remember the rulers of the Kingdoms of Sorcery made the crowns for their own personal use and they may have added built in safeguards or during their extended life spans they may have left echoes of some of their personalities or quirks on the item which its magic absorbed Examples Crowns of Veils This crown was the handiwork of Symeteph the Sorcerer Queen of Kal who slowly but surely became the most paranoid and delusional of her fellows After 329 years of power she isolated herself in a chamber sealed in lead with no outside access She died from lack of food water and oxygen as she slowly starved and suffocated in an impenetrable safe room and death chamber of her own design In mirror of this the wearer of her Crown of Veils becomes increasingly paranoid and agoraphobic After one week of wearing the crown continuously the wearer starts to show signs of agoraphobia shying away from public places and crowds At any time he is in a place with more than a few people he must make a will saving throw DC 10 or panic and flee in fear This is the same sort of effect as a character who must flee from the fear effect of a monster only it lasts for 8 hours during which the character finds the nearest possible place to hide This side effect begins on the 8 day of wearing the cro
146. age can cast spells read scrolls and use magical items as other magic users can their focus is the creation of magical devices The wizard who has learned to direct his mystic powers into machines enabling those devices to do strange and magical things that seem to defy science Adventures Technomagi often adventure to gather knowledge of magic and to trade technological wares with other cultures TDs are very valuable and highly prized indeed Characteristics Technomagi design devices Technomage devices aka TDs using magic or psionics Many of these TDs seem only to emulate magical or psionic abilities however they offer several advantages One advantage is that unlike a spell that can only be spun by a person by a person knowledgeable in magic or a power that can only be manifested by a psion TDs can be utilized by almost anyone This is a very useful thing indeed and often it turns out that the technomage is the ultimate companion in any adventuring party Alignment Technomagi tend to spend a lot of time in study and therefore are often lawful They are however also very diverse in their principles and can be of any alignment Religion Technomagi as mystics often worship Erevystanya the goddess of magic Revistas the god of Psionics Jk karr the god of craft Aldus the god of time and law and Eru the great one Races Humans Elves and Gnomes are often the races most dedicated to the creation of the type of apparatu
147. ained thus far Hit Die d8 The swordmaster is trained to use his battle prowess to quickly eliminate foes and judges battles cautiously he never takes on foes that he cannot overcome except to give his life for the service of his lord Alignment Restrictions A swordmaster must always remain lawful at least two stages into the Law ethos and within one step any stage on the pathos axis of his Lord Thus a Swordmaster that serves an evil tyrant must be lawful Evil or Lawful Neutral and one that serves a good King must be Lawful neutral or Lawful Good Class Abilities Named Enemy At all times a swordmaster will have at least one named enemy as dictated by the lord or house that he serves A swordmaster may have as many named enemies as his house or lord directs but only one may be designated as his primary named enemy at any given time Abilities that give bonuses versus named enemies give a higher bonus towards a primary named enemy than any others as this person or group is the main thorn in the side of your master and it is your duty to do whatever your lord requires to defeat them Perfect Loyalty A swordmaster is essentially whether or not voluntarily brainwashed into perfect loyalty and obedience to his lord and no mundane power can undo this conditioning although magic and psychic attempts to alter his conditioning are possible Even so a swordmaster s loyalty is so deeply engrained into his nature that he receives a b
148. aking a skill check with one of these skills he may take a 10 even if stress and distractions would normally prevent him from doing so A scientist may gain this special ability multiple times selecting additional skills for it to apply to each time Feat A scientist may gain a bonus feat in place of a special ability Base Attack Bonus and Saves As Wizard 3 2 15 Detective 3 2 16 Polititian Power Classes Gestalt Classes 3 2 17 Power Bard 3 2 18 Power 3 2 19 Normal Gestalt Classes 3 2 20 Double Gestalt Classes 3 2 21 Section 0 Skills and Languages Note on Skill Ranks Some skills may be used untrained but most skills require training or suffer from a penalty or inhibition when used untrained A character with one rank in a skill is trained in that skill This is different from other definitions as follows 1 Rank Trained 5 Ranks Proficient 10 Ranks Skilled 15 Ranks Professional 20 Ranks Expert 25 Ranks Master 30 Ranks Genius 40 Ranks Legendary Each level confers its own status upon the character Thus a character with 10 ranks in Craft Weapon is a skilled weaponsmith and a character with 20 ranks in Spellcraft is an expert at spellcraft Sometimes you must meet one of these criteria in order to perform a certain task You can also never teach more than you know and you must be at least proficient in a skill to teach it to another character Combat Skills Rather
149. al and how much presence you have as well as your physical appearance Its sub abilities are Influence which is your ability to directly meddle in others affairs and persuade others to listen to you and the key fundamental ability that Sorcerers use to put force on the MEF Influence is the key Spellcasting ability for Sorcerer and Wild Mages Physical Beauty is how good you look to others Some races have a bonus or penalty to Appearance which plays a big part in the art of seduction It also grants either a bonus or penalty to socializing rolls Your Physical Beauty P B determines how attractive you are improves your chance for finding a suitable mate and is used for certain skill checks F a is your inner self that is intangible all of you and defies the physical your spirit Its sub abilities are Soul Spirit is the ability that determines the relative strength and age of your character s soul a k a his Essence Ka or in Zoreac his bval Especially powerful for Soulcasters and the key ability for your Soul Save The higher the number the older and stronger your soul This is often reflected by saying that someone with a high Soul statistic has an old soul while someone with a rather low Soul stat has a fresh or young soul You may use your Soul statistic for the activation of some items types of Spellcasting and for saves of very special nature Magic Psionics and Technology are all incapable of increasi
150. al beasts are still effected by the remainder of the effects of the spell Visual effect As the casting is begun yellow light begins to swirl from the caster as his eyes light red and orange The red and orange light stream forth into the yellow energy forming a wall as the caster s eyes turn violet and black with the violet and black energy streaming forth finally completing the spell which appears as a sphere of yellow red orange violet and black swirls Flame Aura Evocation Fire Spellcraft DC 35 Components V S Casting Time 1 action Range Touched Target One living creature Duration 20 hours D Saving Throw Wn Spell Resistance Yes To Develop 315 000gp 7 days 12 600 XP Seed afflict DC14 Factor additional 10 penalty 20 DC You create an aura 10 ft radius of fire around a target creature that emanates from that creature The aura deals 10d6 points of fire damage per round to any unprotected creature that comes into contact with the aura for the duration of the spell The aura is dismissible Warning If you don t have fire protection of some kind when you cast this on a target other than yourself you will take fire damage until you can escape the radius of the aura Verbal component Krella saleao Visual effect Ref light springs forth over the target glowing with even brighter red sparkles that slowly forms a 10ft radius aura of red illumination with notes of red energy around the target c
151. al forges black powder parchment papyrus paper uncommon oil lamps moderate lenses cut gemstones gunpowder chemical explosives paper press book press water mill wind mill typewriter telegraph incandescent lighting electrical generators telephone phonograph photography motion video petroleum and steam based motors industrial plants late vacuum tubes radio transmission transmitters amp receivers plastic vulcanite rubber bakelite Vehicles Wagons wains chariots Medium to large sailing ships oar powered vessel ironside ships sub marine vessels early primitive steam based automobiles uncommon in early common in mid to late railroads wheelchair airplanes dirigibles zeppelins bicycle trolley tram Water Management Aqueducts waterways siphoning running water water cleaning plants Weapons Swords knives spears leather armour bronze age weapons steel weapons amp armour laminated weapons siege engines trebuchets explosives Greek fire nitroglycerine amp gelignite pistols rifles revolver bombs semi automatic and fully automatic firearms Writing System Advanced writing systems technical and medical terminology typesetting binary computer language 10 The transistor takes the place of the vacuum tube and atomic energy becomes more commonplace Now wars are fought with more powerful bombs but the greatest weapon becomes sheer terror the fear of the A Bomb Co
152. alist City Classes 3 2 12 Artisan 3 2 13 Mastercrafter 3 2 14 Scientist Scientist No yet updated for ZRPG Scientists as the name implies are scholars dedicated to a field or multiple fields of science They and not magic users normally though they can be through multiclassing Scientists can be very versatile and are very skilled at their field s of expertise Adventures Scientists adventure to gain knowledge and expertise in what they enjoy They can be very valuable to assist a party in nonmagical areas and in strategic planning Characteristics Scientists are the most highly skilled of all adventurers and they usually concentrate on becoming absolute experts in their fields of practice While not very useful as a combat class they have the most beneficial knowledge base of any party member Scientists also have a natural affinity for devices of technical nature and indeed can build technological devices that while not magical in nature can emulate almost any magical effect Alignment Scientists dedicate themselves to their field of expertise The process of study of complex concepts usually makes scientists tend to be more lawful then chaotic though they are very diverse and can be of any alignment Religion Scientists usually dedicate themselves to science and value religion little though this is often not true in religions where knowledge or logic are highly valued Scientists often worship Aldus Haldor and Jh karr S
153. alters the destiny of another individual slowly accumulates paradox which is a form of temporal taint There are three types of Paradox energy as described below Background Paradoxical Energy BPE is an inherent temporal substance that encompasses all living things that form a mesh within the temporal field of the multiverse Each universe has a direct BPE signature and thus creatures or objects that cross into another universe reverberate at a different detectible BPE wavelength All living creatures have a BPE score of 10 Very minor infractions of the laws of time may increase the amount of BPE in a creature Usually spells or abilities of limited such as bend reality or limited wish power or uses of certain abilities increase the amount of BPE in a creature Paradoxical Residual Energy PRE is a higher level of temporal disturbance that a creature or an object may accumulate representing lesser infractions to reality Though the simple passage of time may be sufficient enough to reduce the strain of this offence a character may undergo certain actions or intentionally acquire one or more quirks in order to daMEAr the cumulative debilitating effects of an ever increasing pool of PRE thus reducing the PRE into the far less devastating BPE When one distills PRE into BPE any negative effects of the PRE dissipate and any physical damage or injury due to the character s PRE score may now heal naturally It is possible to remove PRE
154. an defense strategies for military campaigns When using defense in combat you are attempting to evade blows more than parry them This leaves you more open to taking harm from your attacker and thus you must have a Defense roll higher than his Combat roll to avoid taking a blow Defense Self additionally does not allow for automatic disarm attempts Wher usine _Defernse Selfin combat you smay not be ensaced with atee Y ousmay use this ski te aveid talane blows and te bleck attacks 4ith weapens ortoels _but you cannetattack on yeuractionDefense Sel prevides yeu with a_better chance of sural at the cost ef Parry The Parry skill allows you to attempt to directly block your foe s attacks with your weapon spending less time evading them To parry your Parry roll must be equal to or higher than your opponent s combat roll If your parry roll is greater than his combat roll by five or more you may attempt to disarm him as a free action If you beat his roll by 10 or more you gain a 2 bonus on your attempt to disarm and you may deal damage to his weapon You may only parry with a similar weapon or one capable or parrying his attack Normally the same weapon types do not damage each other but they may Differently sized weapons or weapon of vastly different types may damage each other or be crushed in an attempt to parry offer no protection or carry circumstance penalties or bonuses
155. an reasoning score of 16 3 gains 3d4 PPE upon attaining each new level in the mastermind class Mastermind Level Class Features L1 slot Canny Perception Su L3 slot 5 L5 slot 9 L7 slot 13 L9 slot 17 Class Abilities Telepathy Su The primary power of the Mastermind is his supernatural telepathy the ability to mentally connect to and communicate with other beings and entities using only the power of thought Although this functions much like other magical and psionic communication abilities it is far different and in many ways superior to any other magical means of telepathic communication In his early stages of mental development the Mastermind s telepathy is limited only to other intelligent creatures and at a restricted range but as he gains in power this aspect of his mental faculties grows and expands accordingly Telepathy provides the basis for most of the Mastermind s powers and when a power says that it requires telepathy to function it means the best form of telepathy available to the Mastermind When the mastermind learns a new means of telepathy the new power supplements the older ones The mastermind can still limit his powers as he wishes if necessary but any power that requires telepathy will work just as well with Basic Telepathy as it does with Superior Telepathy Telepathy Basic At 1 level the Mastermind awakens his mental powers The Mastermind may telepathically communicate with any creat
156. and dark of tone It is the language created by Keldor and its vocabulary utterly lacks words that describe creation love peace or kindness However it is said that there are over ten thousand different words to describe pain and as many defining ways to destroy In fact it is so utterly evil in nature that it can make even the most generally normal person crack just to attempt to decipher Because Seperat is a very difficult language for the sane to learn PCs with a Madness bonus may apply it to their Language Separat modifier DCs 15 Smattering 20 Basic 25 Well 30 Fluent 40 Advanced Felosian Felosian is as its name reflects the language crafted by goddess of vanity Felosa Being the language of vanity beauty and evil Felosian is by far the most intoxicating spoken language though it expresses its beauty with bold tones that overpower rather than mingle and subdue rather than coexist Felosian is similar to Halmo but instead of slow sweet melodies of sound it is overbearing and borderline obnoxious strings of enchanting sounds and profound words that border on the operatic which serve to bewilder with their intricate beauties Felosian is fairly taxing to learn but not much more than Halmo Shockingly when the words of Halmo and Felosian are intermixed they form melodies that resemble the Songs of Creation DCs 10 Smattering 15 Basic 20 Well 25 Fluent 35 Advanced Eternal Eternal is the language of life a
157. and recharge A technomage may create a TD that carries multiple charges by using the item creation tables in the DMG and applying the item cost variables to the item creation A Thought Enhancer that has 10 charges stored therefore takes 10 PP to create and therefore to recharge Powering a TD TDs require a supply of power points or spell slots to continue to function A TD can be used once and then requires being recharged with power points or spell slots The amount of power points or spell slots is equal to the number of power points or spell slots to create the item originally and they must be put back into the item by a psion spellcaster or technomage for it to function TDs that are psionic may be powered by spell slots and visa versa as outlined on the following table Spell Slots Power Points L1 slot 1 L3 slot 5 L5 slot 9 L7 slot 13 L9 slot 17 For example if a psionic TD costs 12 power points to recharge a spellcaster may use 12 L1 slots a L7 slot a L2 and L5 slot or any combination of slots that equals or exceeds the number of power points needed to recharge the item A psionic character may activate a magical TD in like respect using the number of power points equal to the total level of spells used in the creation of that item An item that used a 3 level spell a 1 level spell and a 5 level spell to create would therefore require 15 power points to recharge or more if the item has multiple uses per recharg
158. ape Spell Area At 8 level the sorcerer may shape his area effects for spells of his primary and secondary affinities Thus he can cast a fireball that avoids a specified area e g containing comrades Mind Over Elements At 18 kevel the sorcerer may extend his Mastery Over Elements to all those within 10 feet per point of his Influence Modifier Extended Lifespan The maximum lifespan for the sorcerer doubles at level 10 Adjust his age categories to fit the new maximum A sorcerer that was middle aged or older will become younger because of this by the power of his will A sorcerer may elect to maintain his appearance if he desires but without any negative penalties for age advancement Mastery Over Life Upon attaining 20 level the sorcerer may perform an ancient rite involving a quest Once he completes this ritual no longer ages In effect he becomes an immortal being although without any of the other benefits normally associated with immortality He may assume as a full round action the appearance of himself at any age he desires and keep that form for as long as he desires Additionally he no longer has a maximum age and will continue living until slain If the sorcerer fails to complete the ritual he may not attempt to do so again for another 10 years gt Sorcerer Spell Chains Elemental Chains Fire Chains Fire Spheres 0 Candle Torch Generates a floating flame of candle or torch intensity 0 1
159. apers late Building Materials Most stone wood metal nails mortar cement rock Circuit Types None Computer Types None Energy Source Availability Oil fire coal pitch acids steam electricity uncommon to rare early common to uncommon late Language Fully developed spoken languages Phonetic writing systems Mathematics Geometry advanced mathematics multiplication algebra etc calculus Matter Manipulation Alchemy Medicine Anatomy unveiled Advanced medicinal development Concern for health exercise diet etc exists Acupuncture chiropractic Easter medicine pills and tinctures early psychology and psychiatry Metals Bronze Iron Steel Laminated Steel Alloys of Steel Philosophy Platonic Philosophy Political Systems Monarchical Democratic Imperial Republic Socialist rare in late part of era Religion Organized religion is commonplace Sciences Alchemy chemistry astrology astronomy Newtonian Physics Mystic Theory Darwinism early Einsteinian Phsysics Space Travel Types amp Speeds None Teleportation Capability None Tools amp Machinery Glass metal forges black powder parchment papyrus paper uncommon oil lamps moderate lenses cut gemstones gunpowder chemical explosives paper press book press water mill wind mill telegraph typewriter incandescent lighting electrical generators telephone phonograph
160. apply a modifier to it using the standard rules for ability scores Therefore a TPE score of 14 would have a modifier of 2 and a TPE score of 23 would have a modifier of 6 If you ever have a TPE modifier that exceeds a rating of 10 HD you are considered to have exceeded your Paradoxical Threshold and must made a 44 soul saving throw with a DC of 49 15 TPE modifier or be banished to the Void If you succeed nothing happens but you must make an additional saving throw with the same result if you fail each time you gain an additional point of any kind of paradox You may cease making this save when your TPE drops below your Paradoxical Threshold or when your Paradoxical Threshold increases via increased Hit Dice to the point that your TPE score is below tolerance As always you may take measures to reduce your TPE score in order to avoid this uncomfortable scenario Void Energy Void Residual Energy VRE is an alien form of temporal but not paradoxical energy accumulated by creatures that enter or cross through the void between universes Small amounts of VRE have no effect upon a character but larger amounts cause certain undesirable effects or may grant strange otherworldly powers Short of greater deities no one truly understands the properties of this unusual energy that under normal circumstances no person should possess Your VPE score if any is not part of your TPE score and does not have any effect on your
161. appropriate destination as well as to ensure the passage of souls nto all living creatures Aside from this he takes little heed of things that happen in the cosmos and his task is unending thus his realm is one of timelessness Often many cultures regard death as an evil thing and either misconstrue what Balda does or worship other deities in his place with a primary focus on the negative aspects of death but Balda is not an evil being and is equally concerned with life and with what happens to a soul after death of its mortal vessel Appearance A humanoid with grey skin white eyes and black hair seated in a chair He uses a device with two curved blades to examine souls which when entering into Valeo are stored in spheres Balda places the sphere onto the top of this staff and the curved blades hold it into place while he assesses the soul within His racial type may change to match the beholder but such an appearance is unknown Connections Balda receives guidance from Aldus in some matters and his realm was constructed by the God of Time to aid him in his tasks He has a hated rival N Tra Queen of Undeath who mocks his work in all that she does Domains Death Life Endurance Repose Magic and Knowledge Spheres Life Death Spirit Symbology A set of crossed crescents Alignment UA N Realm Valeo the Waiting Place and Valeo Nai the Mid Point Baldais the cod of Death and Lie unending He is al
162. ar Red 12 3 2 2 4 The Guardian of Peace Green 12 3 2 2 5 The Guardian of Nature Brown 12 3 2 2 6 The Guardian of Truth and Secrets Grey 12 3 3 Demi Deities 12 3 3 1 Gil Ranis CG Rogues Agility Dueling 12 3 3 2 Amara Psionics Secrets Prophesy 12 3 3 3 Vyre Sa Karu Fate Learning Undead 12 3 4 Lesser Deities move all classical to intermediate 12 3 4 1 Sheakh The ascended L Lex Secrets Civilization Artifice Vengeance 12 3 4 2 T Zyef Storms Weather Rain Thunder 12 3 4 3 Thyn gh z Darkness Drow Underworld 12 3 4 4 Calmenos Murder Illusion Vengeance 12 3 4 5 Selmenos Slaughter Demons Massacres 12 3 4 6 Yea ve Fertility Childbirth Life 12 3 4 7 Delde Woodlands Flora and Fauna Trees Nature Animals 12 3 5 Intermediate Deities 12 3 5 1 Keldor Destruction War Ugliness Disease 12 3 5 2 Jh Karr Crafts Artisans Smiths Creation Dwarves 12 3 5 3 Quvax Roads Home Travel Exploration 12 3 5 4 N Tra Undead Pain Hate Spiders Disease Spite 12 3 5 5 Omande Brawling Cities Protection Humor 12 3 5 6 Umande Mercy Passion Endurance Healing 12 3 5 7 Revistas Psionics Gem cutting Cats Communication 12 3 5 8 Hvylaxta Truth Balance Chivalry Honesty Civilizations 12 3 5 9 Weldankh Killing Pain Conquest Suffering 12 3 6 Greater Deities 12 3 6 1 Aldus Time Law Discipline Planning Honor Fate Learning Commerce Supreme Judgment 12 3
163. ar intervals plus later Greater Specialty Skill adds half Merc level to a skill check once day per Int mod Track Quarry Negotiation Mastery Glib Tongue Size up opponents Find the Chink Defense Observation Analyze Defenses Swift Analysis Ambidexterity amp TWF Know Thyne Enemy pae The Mercenary Mercenaries are men at arms who serve themselves but are willing to sell their services for a profit The Swordmaster As a Swordmaster your duties are plain Slay whom your Lord names his enemies and be content The swordmaster is a trained elite who has been trained in martial warfare by a select noble family whom he has dedicated his life to defending His weapon skills are the best his training the highest and his tactical abilities top notch Not as hardy as soldiers or warriors but exceptionally more skillful and intelligent a swordmaster s duties extend beyond simple combat and into full scale military planning A true swordmaster is capable of dealing with a foe without the need for bloodshed but can easily cripple his enemies with strategically placed blows when the time is ripe for picking them off Racial and alignment characteristics Swordmasters must be of lawful alignment and must service one family loyally and be willing to sacrifice themselves for the causes of that house If a Swordmaster ever loses his status with that family he cannot progress further in this class but he retains all abilities g
164. ard action to perform Improved Alchemical Attack You create an improved version of your Alchemic Attack which can be up to a 6 degree transmutation array You do not lose the ability to perform the older lesser version however you may need an additional permanent transmutation circle to keep on your person Otherwise this performs in an identical manner to Alchemic Attack Greater Alchemical Attack You create an improved version of your Alchemic Attack which can be up to a 9 degree transmutation array You do not lose the ability to perform the older lesser versions however you may need an additional permanent transmutation circle to keep on your person Otherwise this performs in an identical manner to Alchemic Attack Perfect Alchemical Attack Your Alchemic Attack may now be of any degree and you can continually improve upon it as time continues Further you can use both of tour half actions in a segment to perform Alchemic Attacks as they become half actions instead of standard actions Expanded Knowledge The alchemist gains a 2 bonus to all Knowledge and Applied Science skill checks due to delving into obscure topics and secrets Intuitive Transmutation The alchemist may attempt to perform a transmutation even if he lacks the correct skill To do this he makes a special check in place of the normally correct skill check using the normal DC The base of this check is 4 his alchemist level plus his Intuition modifier
165. as the chart below indicates Weapon Differential Circumstances for Parrying Insert Table Here Martial Arts Defense Skills Unlike other weapon styles a character with a martial arts skill may roll on that skill rather than on parry or dodge skills when in combat You can make an opposed roll with the Combat Martial Arts HtH Style or the Combat Martial Arts NW skill against that of your attacker in place of the normal defense parry roll If you do not have the same style for hand to hand martial arts you suffer a 4 penalty on your roll to avoid taking a blow Basic Skills New Skills Assense Overchannel Pilot Arcane Theory Applied Science Nautical Bureaucracy Superatural Skills Supernatural skills are special skills available only to characters with the appropriate class race or bloodline required to use them They are innate powers attributed to the ancestry or racial properties of the character and cannot be taught to another individual unless that person also possesses the requisite traits Supernatural skills generally come from ancestry of draconic or outsider types or divine entities Manifest Power Supernatural You can manifest special racial class based or bloodline supernatural or spell like powers Sense Universe Divine Ascended You can connect with the Universe and use the Universal knowledge to see or know anything within your sphere s of influence Sense Void Supernatural Voice Mage and Void Crea
166. asing by 10 for each attempt thereafter Only mortals can see the ring Deities and outsiders are completely blind to it Gauntlets of the Sorcerer Kings Saeros Skyfire Appearance Saeros Skyfire originally The hands of Skyfire are a pair of Adamatium gauntlets with razor sharp blades attached to them The tops of the fingers are open and the design of the gauntlets is such that they are loose and mobile enough not to interfere with arcane spelcasting done by a Sorcerer or Wild mage Originally during the Second Saerosian Empire Saeros crafted these himself to serve both as a weaon and as a magical device The original design allowed for the wielder to strike with rays or bolts of lightening and due to the differences in the laws of magic the powers of the gauntlets have evolved becoming a relic Powers Constant The Skyfire Gauntlets gauntlets grant their wielder Adamantium Affinity Any item made of Adamantium weighs half as much when lifted or used by the wielder of the gauntlets If the wielder already had Adamantium Affinity then the weight of adamtium becomes effectively 1 4 its normal weight The blades on the gauntlets can be used for hand to hand combat rolls as if the wielder had the feat weapon finesse and deal 1d6 slashing damage per hand They do not interfere with spellcasting of Sorcery or Wild mage magic but they do hinder Wizardry but at half the normal penalty for wearing gauntlets The openings in the
167. ath required to direct it to a specific point is still unclear The first Universal window generator to open portals into parallel universes is possible Space Time Vortex manipulators outdated by Time Vortex ships Invention of Time Scoops and other temporal manipulation devices Matter manipulation to transmute matter or convert energy to matter is now possible entirely with technology replacing Alchemy as the easiest way to transmute matter 16 The first space folding ships are developed but require extensive psychic ability to operate People s psionic and psychic abilities reach a new peak and people generally have Psy abilities from birth The first experiments with the time vortex begin FTL is now possible with Warp ships at 250xC and hyperspace ships at 1 000xC but this is only barely fast enough for intergalactic travel and only for generational ships Warp ships are abandoned in favour of more advanced hyperspace window generators and space folding ships Quantum mirrors and dimensional portals are now fully operational although practical uses for them are still unknown 17 Space folding ships start to come into more common use but the lack of controller with the requisite time sensitive psychic powers makes running them en mass quite difficult Hyperspace increases to 10 000xC near the middle of this period and finally reaches its peak at the end of this period around 100 000xC At the end of this era this race
168. available CON score multiplied by the mage s Soul statistic For example a sorcerer with a full MEA pool of 32 points and a CON of 11 43 total that has a Soul stat of 13 can Soulstrike to cast one final spell with a total energy reserve of SSOMEA 43 x 13 A mage that Soulstrikes dies one round after the casting of this final spell which is considered part of the Soulstrike action and as his soul is spent in the Soulstrike action he cannot be resurrected by any means unless by a True Wish or the act of an Over Deity or Guardian Further as his soul no longer exists he does npt ascend or entger any form of afterlife He simply ceases to exist altogether and his body turns to dust or energizes into light particles The energies released during a soulstrike leave a permanent trace behind that never completely fades away although it diminishes over passing centuries Often people with the sight will notice ghost like images of the visage of the mage who performed the soulstrike in the spot where the mage spent his very essence to perform one final act of power 2 Wizard Game Rule Information Hit Die d6 MEA Level 1d6 per Int Mod Bonus Wizards are mages who use magic to provide for themselves and those around them but retain enough battle prowess to stand on their own when magic is of no avail They are feared by most because of their shrewd intellect and various powers but are not as specialized as Sorcerers which yields
169. ax augment 1d5 per psychic level Rearrange basic structure of an object with a maximum mass equal to 1Lbs augment 1Lbs per 6PPE max augment 1Lbs per Psychic level Heat or cool an object by 10 or 10 degrees centigrade Create fire by manipulating oxygen content of the air and igniting it 4 Inward Heal 1d5 level lethal damage to self or 1d6 level non lethal damage to self Change appearance by up to 55 size by 30 change gender change species Humanoid types only Increase or decrease physical beauty by up to 1d6 Slow a fall reduce falling by up to 80 ft Levitate self up to 20 ft off the ground movement clumsy Outward Levitate an object weighing no more than 20 lbs with crude control 10 lbs with clumsy control 5lbs with average control or Ilbs with good control Hurl an object with a maximum velocity of 3 feet per second Heal or inflict damage equal to 1d6HP 1 per Psychic level augment 2PPE for an additional 1d6 max augment 1d6 per psychic level Rearrange basic structure of an object with a maximum mass equal to 2Lbs augment 2Lbs per 8PPE max augment 2Lbs per Psychic level Heat or cool an object by 20 or 20 degrees centigrade Augment Intelligence or Wisdom by 1d4 augment 1d4 for 1OPPE max 1d4 2 levels Reconstruct an object from large parts 3PPEA or medium parts 12PPE Create lightning by ionizing the air and generating a static charge that follows the ionized path 5 Inward Heal 1d6 level lethal damag
170. bilities such as the old Mind Thrust power or lightning attacks Telepathy involves dealing with mental contact and mental manipulation mind probing or shielding It is an Influence amp Willpower based Discipline broken into two parts inward and outward starting at Magnitude Zero and escalating to Magnitude 20 possibly higher Telepathy Inf amp Will Inward Self hypnosis mind shielding controlling fear and other emotions blocking or altering memories self rapid thought processing sensing own subconscious recalling memories self recalling dreams self modifying mental state personal altering personality self Telepathy Outward Mental communication mind control amp domination hypnotism reading the minds conscious and subconscious thoughts memories including total mind wiping and full personality reformation and or intentions of others as a psychic attack psychic attacks that affect the minds of others but don t deal physical HP damage although they may do ability damage to Mental statistics such as attacks that cause mental or sanity damage erase or alter memories change personas of others cause hallucinations etc Extra Sensory Perception E S P is an Intuition amp Reasoning based Discipline that involves using your mind to augment your normal senses allowing you to do psychic detective work read objects and places for latent psychic impressions and sense or see things far away
171. bonus to his secondary element and at 20 level this bonus increases to 50 for his primary element and 25 increase to his secondary element These bonuses do not stack but rather they overlap Thus a 12 level sorcerer that gains the 25 bonus does not add it to his 10 bonus That is he does not get a 35 bonus but only the highest stated bonus of 25 Additionally starting at 6 Level the sorcerer now adds 1 to each die when dealing damage using his primary element Thus for a Fire specialist a 3d6 fireball becomes 3d6 3 At level 17 he also gains this ability for his secondary specialty e g Light or Darkness This ability does stack with the bonus so a 3d6 3 fireball at 6 level is 3d6 3 10 e g If 3d6 is 11 then he deals 15 points of damage 11 3 14 10 of 14 1 14 10 15 Calculate bonus points first then percentage bonuses Elemental Form At 15 level the sorcerer may transform into an elemental with hit dice equal to his own for one round per level He may use this ability once per day While in Elemental form the Sorcerer retains all of his own mental ability scores and spellcasting abilities and he gains the physical attribute scores of the elemental along with all of its extraordinary supernatural and spell like powers amp abilities Sculpt Spell At 4 level the sorcerer gains access to the sculpt spell feat but he need not expend additional energy to sculpt spells of his primary affinity Sh
172. cal treatment cannot increase your sanity score beyond your starting sanity score Note You can intentionally lower your sanity by up to 50 before you start the game The lower your sanity the more mental afflictions you gain as determined in the section Going Insane Madness determines how insane your character is Each character starts with a madness of zero If your sanity score is ever reduced to zero any sanity damage you take from that point on is added to your madness score For each 1 modifier of your madness score you gain another mental illness or condition from the insanity chart Ch X Some classes use madness for other things such as skill checks or spell power DCs etc If you have a sanity score of I or more your madness is always at zero Taint amp Corruption When adventuring often characters do things that not only affect them physically but change them in a spiritual sense When thay lead good lifestyles and aid others these spiritual changes are of a positive nature If they tread down dark paths in an attempt to gain power or they fall under an evil influence the changes can be devastatingly negative Taint represents the level of contact a character has had with the dark powers This need not be intentional Even treading on desecrated soil leaves behind a faint amount of evil energy Most of this taint washes clean over time but a character that persists in its accumulation will find it a difficult thing of
173. cast with amere thought but he found it difficult to manage the entropic wear on the rubies trying various replacements including red diamonds until finally during the Third Saerosian Empire he fashioned a new stone of Red Talyxium Saeros never discarded the older stones and they can still be found both loose and in jewelry or replicas of the helm that he gave to his trusted allies heirs and important personages in his Empire Powers Constant The Scepter automatically protects its wearer against any attempt to read their thoughts detect or perceive their alignment and or motives locate them in space time assense them discover their True Name and discern lies Telepathy functions normally when wearing the helm however the wearer may block all incoming telepathic communication if he desires or only allow two way telepathic communication with selected persons creatures or entities It also rants a bonus to PPE equal to 10 of the character s total PPE x the character s total psychic level Example a character with 10 PPE that is a 2 degree psychic gains 2 PPE whereas a character with 84 PPE that is a 7 level psychic gains 59 58 8 rounded up bonus PPE This PPE is available as long as the character is wearing the helm but is tracked as a separate pool of energy The red Talyxium stone in the helm can store up to SOOMFE of sorcerian spells but is immune to entropic decay so it can be replenished with new spe
174. ccess to the powers nd abilities of the community and protection domains and their associated spells and a special ME pool with which to use them If he already has an MEA pool he may also use this energy in combination with the special energy granted by the tear The special ME pool is equl to 1d6 per 1 modifier of his willpower score including the bonus granted by the tear multipled by his character level This a character that normally has a willpower of 12 with the tear at full power will have a willpower score of 22 a 6 modifier Thus hhe gains 6d6 MEA in this special pool per level of experience to use the stone s powers e g if he has five levels in any combination of classes he gains a special MES pool of 30d6 These powers may never be used for selfish acts else the stone rejects him instantly affecting him with the full force of the curse The user may only pass on the stone in great need such as if he is dying or if he has never used any of its powers unless it is to someone that could use it for a greater benefit of others than the character that is currently in possession of it and then only if the stone which is partially sentient feels it is acceptable to be passed to the selected bearer Further the user is always filled with a sense of melancholy sorrow An echo of the last emotion of Talyxius before his destruction Constant Lesser Ring found in Ologj Lair Magic amp Time Lore amp Knowledge and M
175. ce fields alter the flow of time alter Universal constants and modify causality The cube can also negate all magic psychic or alchemic energies within a set stated area and projected path of that area into the future path must me stated with mathematical accuracy as the cube cannot predict it The cube cannot read or see into the future past or even the present The user must have another tool to do this for most of the operations that would be extremely desirable The cube protects its operator and only its operator against causal paradox but not against the paradox energy which the user still accrues as normal everybody else is affected normally unless the operator can calculate the requisite information for the cube to manually protect the timestream of other beings thus modifying causality In other words in changing an event the user is protected automatically but if the user wants to protect his species for example after generating an event that would prevent their evolution he would need to program the cube to do this operation Further because it may be called upon to alter the constants that would be required for many power sources the cube is fueled by ley line energy interaction with extra dimensional materials If adapted as a power source it has unimaginable potential but it suffers fast degradation in areas of low ley line magical energy field activity In fact he cube requires immense amounts of MEF concentratio
176. ce that not even enough dust of it is available to fill the basin of a thimble rendering further analysis impractical at best and obfuscating any deeper understanding of its properties Further complicating the situation is that Xzerium is an unviable substance to study without great mystical means of support as its structure is thus that its mass is greater than any other known substance The latter problem is amazingly our base means of detecting its presence as it warps spatial and relativistic dynamics both in the physical and supernatural worlds including the A2thereal dimension and the mystical energy field If Xzerium truly originates from The Void then perhaps the ancient scriptures concerning the Ancient Ones gods of terrible and alien powers and motivations who are said to dwell in the Void beyond the reach of creation and their offspring who were banished from this world into the depths of the great howling darkness are true as well Whatever the case assuming that The Void actually exists if exists is even a valid expression given the circumstances clearly it is the last place in the cosmos that any sane being would wish to visit for scientific or any other reasons and likely as not the last place that anybody who undertakes the journey there shall ever see 14 0 Divinity 13 1 13 2 13 3 13 4 13 5 Divine Rank Tiers of Divinity Just as there are more and less powerful mortals not to ment
177. ce the cost of making it Wands differ fro staves and rods in that they contain only one spell per wand and can never have more than one function A wand that contains more than one spell or function is a staff or rod respectively no matter its size and shape To create a wand a character must have any one of the following skills Knowledge Arcana 5 Ranks or Knowledge Mystical Artifice 4 Ranks or Applied Science Arcane Theory 6 ranks MFE costs When crafting the wand the mage must initialize it This happens before charging it and prepares the wand with an initialized spell matrix that can hold the spell charges This takes one day 8 hours of continuous work to complete and the wizard will be fatigued after completing the initialization The base cost to initialize a wand is the normal MFE cost to cast the spell x 10 which establishes an empty matrix of energy within the wand that the crafter uses to store the spell energies charges or uses per day Charging the wand The spell cost x1 for each charge minimum 1 maximum 50 The mage must cast the spell once per charge using a special method of casting that puts the spell energy into stasis within the initialized matrix in the wand This need not be done all in one day but the energy fades out in 7 days if the wand is not finalized An additional amount of MFE equal to 10 of the total MFE cost of the initialization plus 10 of the total MFE cost of all charges in the wand
178. cientists that are also mages or technomages also often worship Erevystanya Races Humans Elves and Gnomes are often the races most dedicated to science Of all the elves the Noldor are the most likely to take to science as they are the greatest in ingenuity and craft Other Classes A scientist s attitude on their work often dictates their ability to work with others Some are very secretive and work poorly with others Some often discuss their work in vivid detail and can make other classes usually those with little concern for science such as paladins fighters barbarians bards or clerics uncomfortable around them or even make others despise their usually absolute logic Role A scientist s role can vary dramatically on their field of expertise A weapons expert may be very useful to a group of fighters while an archaeologist can be overly useful to a group of clerics and a chemist to a group of wizards Scientists usually try to avoid direct combat situations and prefer to resolve disputes using diplomacy rather than with steel GAME RULE INFORMATION Scientists have the following game statistics Abilities Intelligence provides the base for almost all of the scientist s skills followed closely by charisma and wisdom A scientist is a very mentally involved character and values little in brute force making strength and constitution nearly meaningless statistics Dexterity comes into play for many scientific devices and sh
179. cilities you must first unlock it and like ancient puzzle boxes there are a number of tiny panels that a user may press which have slight give under pressure and doing this in the correct sequence unlocks the cube Once it is in an unlocked state a user may attempt to utilize its functions without setting off the immediate safeguards Unfortunately even when in an unlocked and open state the cube is only truly safe to use by someone of the bloodline of Saerena and even then if the user acts against the wishes or commands of the ruling Empress or Emperor the cube will be aware and attempt to modify the designs and desires of its operator Additionally a user must have the applicable knowledge to give the cube commands including quantum level sciences and mathematics if he wants to attempt to modify existing time or space The cube is fully able to realize the requisite mathematics in itself to create very small extra dimensional realities or singularities but not anything that requires any complex skill check or transcendental understanding that the user doesn t himself possess The cube also only accepts verbal and mental commands in Saerosian Zoraec or in Mode C Mystic Commands in other languages automatically generate some undesirable effect The cube may alter the structure of time amp space amp matter create modify or collapse extra dimension spaces or pocket dimensions generate transcendental spa
180. cing versatility To specialize in one school a wizard must elect to be forever unable to cast spells of its opposing school s When selecting a specialty school choose one school from the list below that you cannot cast The wizard then gains a special pool of MEA separated from his normal MEA along with the additional benefits of specialization that increase as the wizard gains levels as shown in the table below A Wizard need not specialize in the beginning of his career Rather he may wait until a suitable time to choose his specialty but in doing so he reduces the size of his Specialty MEA Pool as specializing in a school is not retroactive That is if a wizard waits until Level Four to begin specializing in Illusion he only begins to gain the Specialty MEA from 4 level onwards he goes not get the bonus MEA for levels one through three as he did not start specializing until now Specialty MEA Pool A Wizard may begin specializing in one specific school of magic at any time even at 1 level From that point onward and at each level thereafter he gains 1d4 MEA for each 1 bonus of his Reasoning score to his specialty pool Thus a mage with a 16 Reasoning score gains 3d4 at each level If the wizard layer increases his Reasoning score by some permanent means such as his increase at every 4 level via wishes or via a magical tome he retroactively adds an additional amount of MEA to this pool to reflect the difference betw
181. combat every second counts and every decision can mean the difference between life and death Taking too long to consider all of your actions in the real world can easily cost you your life but because this is after all just a game it is necessary to allow the players time to consider the actions of their imaginary characters so allowing a player a minute to decide on the actions of a 15 second round isn t out of the question and it should be encouraged as it means that the player is using his mind which is part of the purpose behind role playing games Players that act rashly usually wind up by not enjoying their role playing experience so the GM shouldn t make it his task to overly rush his players but if a player is constantly taking an excessive amount of time to decide on his actions or isn t paying attention to the story then the GM should penalize him by forcing his character to delay his actions until the next round Your primary choices once you enter initiative phase are to make an attack cast a spell use a class ability use a skill use a psychic power or use an alchemic transmutation circle and or move MELEE COMBAT When combat begins the most common thing that happens is the Combat skill check When a character wishes to make an attack on any target he makes a skill check using one of his Combat skills To do so he designates his target and the appropriate skill and the weapon allocated to that skill then
182. commonly known as a Divine Channel This is important to note as one any occasion that this connection is unavailable a priest cannot cast spells Situations may arise such as transferal to another dimension or a different universe that completely cut off the priest from his source of divine energy In such situations a priest may attempt to forge a connection to another source assuming that there is a power with the same spheres of influence in his present location There are some ramifications for forging such a connection Some of the spells that the priest would normally employ may be unavailable through the new divine channel and all of the priest s spells may suffer an increased MEA cost due to the strain of channeling from an alien source Furthermore the new source of power may require some form of sacrifice or may require that the priest perform some activity to prove his worth before granting spells of a certain degree or any spells at all DM Notes In the case of a sacrifice it may be material or it could be a personal sacrifice The latter is often a test of worth and the deity may entirely deprive the priest of spells until it is achieved Neither of these should be easy or unchallenging and in the case of the latter it should involve role playing not dice rolling to complete The nature of the test or sacrifice should remain in keeping with the nature of the deity or entity from whom the priest is attemptin
183. coratively Stones in each eye and their corresponding power Ruby Scorching Ray 1 day each eye Rose Quartz Dispell Magic Ray 1 day each eye Diamond True Seeing self only 1 day each eye Sapphire Lightning bolt emanates from eyes 1 day each eye Emerald Disintegrate Ray 1 day each eye Aquamarine Prescient Vision self only 1 day each eye Amethyst Greater Weakening Ray 1 day each eye Topaz Polymrph other 1 day each eye Jet Enervation Ray cl day each eye Opal Scrye Self Only still requires scrye skill check 1 day each eye Jade Greater Strengthening Ray 1 day each eye Rays shot from the eyes confer a 10 circumstance bonus to attack skill checks for ray weapons spells Curse For Only mortals can see the eyes Deities and outsiders are completely blind to it The Zelendr k Cube of Larandro The word Zelendrek stems from the Zoreac root words Zel Power usually used for Psychic power or power crystals Zelenium is a hybrid word from the same source that is of a similar nature Endro Mystic Control and kas The Present The general meaning thus is Power matrix to control the present via mystic force and the Zelendrek cube is all that and more Crafted during the mid Serenan Era it is a perfect cube exactly 344 784mm on each side and is composed of the strange black metal Xzerium which shines with an inner ight as if entire galaxies were reflected off of its su
184. ctively known as The Regalia of the Saerosian Empire or The Regalia of The Sorcerer Kings or the Regalia of the Empire of Domination etc but it is of import to scholars to identify the different periods and the items relating to each as well as the correct names for each item Therefore the layman s term and the correct name of each item are given below with their respective descriptions Voidship of the Sorcerer Kings Casket of Saeros History Legend states that near the end of the 2 Saerosian Empire Saeros discovered that there was a chance that he may need to exist where no life can live in order to survive The Void It was for this reason that he created the casket which was a void ship made of Adamantium infused with soul energies and psionic energy fields that maintained a state of whatever reality the user wishes to trap within it intact nomatter what the outside reality is like This means that when closed the laws of physics in the outside environment are permanently preserved in the casket until it is reopened The casket also preserves the lifeforce of any occupant granting them immortality while within it and the user may even remain conscious the entire time although this will lead to insanity The occupant can open the casket from the inside and guide it around via mental control The casket can move FTL if the user so directs It can also cross dimensional barriers at the command of the occupant and is an amazing fea
185. cts of an ever increasing pool of PRE thus reducing the PRE into the far less devastating BPE When one distills PRE into BPE any negative effects of the PRE dissipate and any physical damage or injury due to the character s PRE score may now heal naturally It is possible to remove PRE using certain rituals or by undertaking various redeeming actions Such quests are at the discretion of the Game Master and you must undertake this action voluntarily Entropic Paradoxical Energy EPE is by far the most debilitating permanent form of paradoxical energy which represents a major offense to reality or a perversion of time either perpetrated by the character or radiating from an item carried by them No mortal act can properly undo this perversion of space time and normal creatures can never rid themselves of EPE Only chronomancy or creatures or objects with chronomancy based powers generate EPE A Chronomancer however may elect to take a quirk which reduced his EPE score by one point Effects of Paradox As you gain BPE PRE and EPE each will affect your physical form in different and sometimes debilitating ways Paradox Score Each point of BPE PRE and EPE has its own pool as noted on your character record sheet Additionally you have a Total Paradox Energy TPE pool which is the sum of all three pools of paradoxical energy You determine your Paradox Score using this TPE pool as if it were a base ability score and thus
186. d and your game s laws of physics Thus the ability scores used are as follows Strength Muscle Stamina Dexterity Aim Balance Mobility Speed Movement Constitution Health Fitness Intelligence Knowledge Reasoning Wisdom Perception Intuition Willpower Charisma Influence Physical Beauty Fea Soul Luck Abilities Defined Strength is the culmination of exercise and expresses your ability to perform physical tasks Its split abilities are Muscle which defines your ability to lift push and damage opponents in melee combat and Stamina which defines your ability to keep going under strenuous conditions such as how long you can make a march before you need rest or how long you can force yourself to stay awake Dexterity is your limberness and deftness Its sub abilities are Agility previously Aim which determines your physical agility deftness the ability to avoid attacks ranged combat skill and Balance which determines your ability to walk or move along tricky surfaces and your Reflex Save Constitution is your physical health and determines how lively you are Its split abilities are Health which determines your relative ability to shrug off disease or sickness It is used for your Fortitude save and Fitness which determines your Hit Point modifier and your ability to perform harmful tasks Intelligence is your IQ The culmination of trained mental effort and your ability to
187. d based batteries which can be used for medicinal purposes and Greek fire or similar compounds The development of true philosophy occurs towards the middle of this era as do advanced geometry and algebra and the conceptualization of democracy Large ships are usually oar powered as making sails large enough to carry a great vessel by wind is impossibly difficult Slavery is not uncommon War and siege engines such as trebuchets appear towards the end of this era The development of glass occurs toward the end of this age Architecture Stone and wood buildings Building Materials Softer stone wood metal nails Circuit Types None Computer Types None Energy Source Availability Fire coal pitch acids steam Language Fully developed spoken languages Phonetic writing systems Mathematics Geometry first use of zero advanced mathematics multiplication algebra etc Matter Manipulation Very primitive Alchemy Medicine Organized medicine in early development Elixirs leechcraft Metals Bronze Philosophy Basic originating theories of philosophy Political Systems Monarchical Religion Organized religion is commonplace Sciences Very basic alchemical sciences begin astrology amp proto astronomy Space Travel Types amp Speeds None Teleportation Capability None Tools amp Machinery Cutting implements for wood and stone forges glass rare parchmen
188. d islands Their own name for themselves is Alplalosa from Amplus great locas place Isulana Island Chain between Saroa and Tarania Ilumera Continent Island of the Illumirian Race on Terra Viridaethra Legends of cities of gold and endless wealth draw travelers to this small continent Surrounded by many small islands of rock few ships ever make it within sight of the shore and even fewer ever return Those who have tread on the legendary soil of this ancient land rarely are ever heard of again those who return to their home lands are usually completely mad and their tales of horror often regarded as mere fantasy Most who travel here crash on the rocks and those who make it ashore find it hard to navigate out again though some proclaim that they have seen or found an ancient port hidden in the eternal fog and haze that surrounds the islands bordering the land One legend speaks of a man who found in the center of the continent a desolate wasteland filled with trees of stone Within this land there is a large golden pyramid with stairs that ascent to its top upon which there is an altar No visible entrance is present though there is a strange circle etched into the altar at its topmost point Others speak of ancient ruins temples and strange stone circles pillars and obelisks litter the landscape which runs from jungle to forest to desert and everything in between The mad adventurers who return speak of fierce creatures in the
189. d on his secondary element which increased to 2 at level 19 Master of the Elements At 10 level the sorcerer is no longer hindered by conditions aligned with his primary affinity A sorcerer with fire affinity no longer suffers from heat exhaustion and may hold or handle red hot iron whereas a mage with ice affinity suffers no hindrance from the cold and may wake on ice as easily as grass The following are attributes granted based on each specific energy specialty Fire Heat You gain special highlights to your features becoming more exotic Your hair shimmers with a flickering light and your eyes have a faint radiance as if a flame burns deep within them You may evoke the power alter normal fires at will as a standard action and handle normal objects that are burning or on fire such as a burning brand a gleed or red hot iron as if they were cool Intense fires such a white hot metal and magical fire may still damage you but ordinary fire and flame do not Additionally you may ignite any combustible material as a standard action by touching it at will Ice Water Your hair turns a bluish silvery white and your eyes become milky You can use control water once per day for each 1 bonus of your Influence score and create water at will although the maximum volume that you can create in a day is equal to one gallon per Sorcerer level You no longer suffer any ill effects from naturally cold environments and can walk upon ice as if it were
190. d4 1 Drains two extra spell slots of same level 2 Drains one extra spell slot of same level 3 Uses a slot of one level lower than normal 4 Uses no spell slot 10 Spell entropies and causes effects of similar spell 1d6 levels lower Min 0 11Roll again twice and apply the effects of both rolls This is indefinately cumulative 12 Random metamagic feat applies to spell roll 2d8 2 Energy substitution roll 1d8 1 Fire 2 Ice 3 Electricity 4 Sonic 5 Acid 6 Light 7 Darkness 8 Pure Magical Energy 3 Temporally Accelerated Spell casts as free action like Quicken adds TIME descriptor to spell 4 Extended Doubles spell s duration 5 Shortened Halves spell s duration 6 Enlarged Double spell s range 7 Reduced Halves spell s range 8 Widen Double spell s area 9 Narrowed Halves spell s area 10 Energy admixture roll 1d8 1 Fire 2 Ice 3 Electricity 4 Sonic 5 Acid 6 Light 7 Darkness 8 Pure Magical Energy 11 Maximized All numeric variables are max of die 6d6 36 20d10 200 etc 12 Minimized All numeric variables are 1 6d6 6 20d10 20 etc 13 Empowered Numeric variables damage healing 50 14 IMEAded Numeric variables damage healing 50 15 Enhanced Maximized and Doubled ELG 16 Diminished Minimized and Halved 5 2 7 Mystic Engineer formerly Technomage A technomage is the most unconventional of the magic users They are men of magic who have learned to combine magic with technology Although the technom
191. de that could match or even surpass all but the Noldor in craft especially in the development of technology For unlike the Elves they were not slow to change but they made great progress over the span of ages when their empire flourished This we may attribute to their mortality for although they had great lifespans reaching on average to between 900 and 1 000 years of age and sometimes beyond like humans they do indeed die and leave the world never to return More than naught the Eldrians were a sort of proto human devised by the powers as a test before creating the younger mortal races Now they leave behind only a legacy that the mortal races of this era will find it difficult to equal An empire that spanned the galaxy and matched even the Great Zorian Empire as it was of old 2 6 Zorians 2 7 Zo rani 2 8 Etriar Etriari The winged ones winged med Eldrians Men who s magic of alterations for flight spawned a genetic mutation that allows them to spontaneously grow wings 2 9 Misc Races Section 4 0 Classes 3 0 Normal Classes Skill Point Based Attack Scores Instead of using a Base Attack Bonus BAB you may elect to use skill based attacks by forcing characters to put skill points into various attack skills listed below If using this system disregard the normal amount of skill points that each character should have and instead give each character 10 skill points Int Modifier Bonus per level This allow
192. degree or any spells at all DM Notes In the case of a sacrifice it may be material or it could be a personal sacrifice The latter is often a test of worth and the deity may entirely deprive the Shaman of spells until it is achieved Neither of these should be easy or unchallenging and in the case of the latter it should involve role playing not dice rolling to complete The nature of the test or sacrifice should remain in keeping with the nature of the source or entity from whom the Shaman is attempting to power his spellcasting and in the case of darker or more evil entities may be extremely taxing Generally during a test of faith the source will deny either all spells or any spells of 2 degree or higher to the Shaman thus limiting his ability to overcome bad situations by the good graces of that entity until he proves his worth of such assistance Even after passing any such qualifications to receive spells the source may still impose an increased MEA cost until they are satisfied with the priest s performance in their service This cost may be anywhere from 50 MEA to 100 MEA per spell Spiritual Leadership To anyone who also worships the same source that the Shaman serves his effective Direct Influence rating is equal to his normal rating plus the total number of levels that he has in the Shaman class That is a 5 level Shaman with a Direct Influence rating of 13 would have an effective rating of 18 to any wor
193. diate 8 to one spot or listen check The Stone of the Dead allows you to command one undead creature once per minute as per the greater command spell The creature is entitled to a saving throw against this effect DC 20 Failing the saving throw means that the creature follows the command otherwise nothing happens although the wearer of the Crown may retry again in one minute even against the same creature If you have the Turn or Rebuke Undead class ability you may spend a turning attempt to increase the saving throw DC by 4 Expend Additionally once per day the wearer may expend the energy from the main stone to either gain control as a swift action of one undead creature as per the spell control undead or gain an immediate 4 bonus to a Turn Rebuke attempt This is considered a swift action as part of the turning rebuking attempt The Stone of Command grants you the power once per minute to command one humanoid creature as per the greater command spell The creature is entitled to a saving throw against this effect DC 20 Failing the saving throw means that the creature follows the command otherwise nothing happens although the wearer of the Crown may retry again in one minute even against the same creature The creature is unaware that it has been affected by a spell if it fails the save and if it succeeds it is not aware that somebody had attempted to magically control its mind Expend Additionally once p
194. down are bas reliefs and Zoraec Saerosian glyph etchings that tell the entire history of the Saerosian Empire up until the Serzenan reformation From the last step a man would need walk 3KM to reach the tall steppes a staircase 500M high built into the golden Ziggurat s front After ascending one reaches the dome which is a white opalescent coloured material in which there is a single door four meters wide and six meters high In the centre of the door is a disc with a hand shaped mark Only one who possesses the Key of Earth or Sprit can open the door When opened the door slides entirely into the walls horizontally To close the door again the person possessing the Key must touch the Now empty space where the palm lock used to be This will cause an audible twang sound and the doors will close When the doors are open the timeflow inside the dime is synchronized with that outside but when closed the timeflow is 4 276983 times faster That is time outside the dome will pass more slowly allowing for those inside to do things at an accelerated pace Upon entering a person would see an oval room 400M by 200M The floor and walls are covered with additional bas relief and Zoraec texts that describe the story of the Seranan Empire after the reformation and give the names of the leaders of the fiefdoms within it This section of the story terminates with an explanation of why the dome was constructed Every so many panels hav
195. e standard action Range Touch Target One creature Duration 1 minute level Saving Throw Will negates harmless Spell Resistance Yes You imbue a single creature with great strength dexterity and fortitude The creature gains 2 points 2 points per four cleric levels max 8 to Str Dex and Con for one minute per level Vitalization Mass Transmutation Level Sor Wiz 9 Cleric 9 Components V S Casting Time standard action Range Close 25 ft 5 ft 2 levels Target One creature level no two of which can be more than 30 ft apart Duration 1 minute level Saving Throw Will negates harmless Spell Resistance Yes You imbue one creature per cleric level with great strength dexterity and fortitude The creatures gain 2 points 2 points per four cleric levels max 8 to Str Dex and Con for one minute per level Each target must be within 30 feet of each other From the Heart amp Mind Transmutation Level Sor Wiz 2 Components V S Casting Time standard action Range Touch Target One scroll or power stone touched Duration Instantaneous Saving Throw Will negates object Spell Resistance Yes You transform one arcane scroll into an arcane power stone or visa versa You may also transform a clerical scroll into a power stone but doing do does not make it usable by anyone that wouldn t normally be able to use a clerical or divine scroll Spark of Reconstitution Transmutation
196. e Level 0 slots can be used to recharge an item that uses magic but if used to recharge a psionic TD they count as 1 2 power point each thus 4 LO slots equals 2 PP Epic slots are always treated as Epic slots regardless of whether they are psionic or magical in nature Psionic Items that have been Augmented A technomage that is dedicated to psionics can create devices that have been set to be pre augmented The technomage must supply the additional power points at the time of the item creation and each recharge must supply these additional power points as well Non magic psionic characters and TDs About anyone can use a TD if they know how it works TDs are like technology if you know how to use a calculator you can use one If you ve never seen a calculator before you might have a bit of time figuring it out Some TDs are totally straightforward A pistol that shoots lightning bolts is easy enough to understand A starship however is not TDs usually come with manuals if purchased through the proper channels Non magic psionic characters will have one problem with TDs however They need a source of magical or psionic power to recharge them It is possible to make a battery pack for such items but even that will eventually run out Not to mention being extremely expensive and very very difficult to make This being said most non magic psionic characters in a party rely on mages or psions to recharge their items so they may continue t
197. e abilities can never do this To be able to learn the Assense skill the character must meet the following pre requisites before taking any ranks in this skill Perception 13 Ability to cast Cantrips or 1 Level spells Magical Aptitude 20 Once the character has been trained which does not require a feat the character may add ranks in this skill normally Sorcerer characters may take ranks in Assense at first level but if they elect not to do so they must seek training to take ranks in it later on Wizards and other mages may only take ranks if trained and therefore unless they were fortunate enough to done their apprenticeship under a master with the skill 20 chance may not take at 1 level or at any later level it until they are trained in its use Sorcerers have the upper hand of being more magically attuned and thus have this second sight naturally Why is it so difficult to learn to Assense Assense is potentially one of the most versatile and powerful skills in the game at least as a character progresses with it Not only does it allow a character to see the field of magic potentially replacing spells such as Detect Magic entirely with a high enough check result a character can replicate many divination effects those with a range of personal or are within the range of the character s ability to use Assense In addition a character may be able to see through solid objects see in total darkness including so
198. e d6 Saves as Wizard MEA per level 1d5 per each 1 Bonus of the Mastermind s Reasoning Score PPE per level 1d5 per each 1 bonus of the Mastermind s Reasoning Score Alignment To become a Mastermind a character must be non good Almost all masterminds are evil with neutral evil being the most common Good characters cannot bring themselves to strip away the very will of other beings except for in the rarest instances when a lawful0good character deems it necessary to do so to evil beings but lawful good masterminds are about as common as red diamonds and almost always become neutral in the process of their advancement in this class Class Skills The mastermind s class skills are Autohypnosis Inu Bluff Inf Concentration Wilp Craft 9varies Diplomcy Inf Disguise Rea Forgery Rea Gather Information Rea or Inf Handle Animal Inf Intimidate Inf Knowledge all Know Listen Inu Perform Inf Profession Inu Psicraft Rea Sense Motive inu Speak Language Int Spellcraft Inf Spot Inu Use Magical Device Inf and Use Psionic Device Rea MEA A mastermind gains 1d6 MEA per level per each 1 bonus of his Influence score MINIMUM 1D6 PER LEVEL Thus a mastermind with an Influence score of 16 3 gains 3d6 MEA upon attaining each new level in the mastermind class PPE A mastermind gains 1d4 PPE per level per each 1 bonus of his Reasoning score minimum 1d4 PER LEVEL Thus a mastermind with
199. e language of supreme structure and is very difficult to learn properly only those who truly dedicate themselves to the task will ever completely master it DCs 15 Smattering 20 Basic 25 Well 30 Fluent 40 Advanced Lena Lena is the language of chaos anarchy and luck It is a fair flowing and every changing series of tones and words strung together like those of a small child trying to imitate his father Invented by Levian it follows very few patterns and is fairly easy to learn though smatterings are useless because of its basic foundation of undetermined structure or lack thereof There are very few advanced speakers of Lena once one reaches the highest level of understanding of the vocabulary he tends to find out that the words make very little sense whatsoever Lucky charms are often etched with words in Lena DCs Smattering 10 Basic 15 Well 20 Fluent 30 Advanced Toronian Toronian is the language of devils and other dwellers of hell It is the language of terror and pain The spoken form of Toronian is shrill and harsh of tone demanding yet respectful in its very essence Weldankh created Toronian for his outsiders to speak and his followers have taken to it as well While no more difficult than Avanno to learn Toronian does not see as widespread a usage base DCs 10 Smattering 15 Basic 20 Well 25 Fluent 30 Advanced Separat Seperat is similar to Toronian in sound but is much louder bolder
200. e may re roll his Assense ability for each square but may suffer penalties for successive failure Assense can provide some assistance to identifying spells in place A character may use an Assense roll along with an appropriate Spellcraft roll to identify a spell in place as if Detect Magic is being used This requires an Assense check DC 15 plus a Spellcraft check of 15 Spell Level to identify the spell s school If the character can cast this spell he also knows the spell s effects Otherwise to identify the effects requires a Spellcraft DC of 25 Spell Level Assense can assist in identifying magical objects but can never replace the power of the Identify spell or any similar effect Using this skill on a magical item will reveal the relative power of the item plus one of more of the schools of energy infused within it The base DC for this is 10 For each 5 points exceeded one school of energy is revealed This a 1 magical sword that also shoots fireballs will reveal that it is magical on a DC of 10 that it has light transmutation on a DC of 15 and that is has both light transmutation and moderate evocation properties on a DC of 20 Revealing one function has a DC modifier of 6 This carries a base chance of 50 5 of failure per 2 magic user levels Thus a 4 Level Sorcerer would have a 40 chance of misidentifying the function but a 12 Level Sorcerer would only suffer a 20 chance of failure A mage who misidentifies a function
201. e modifier 1 or lower if desired Gain one extra action die per gaming session usable only for this character Gain one luck re roll any roll that this character makes per gaming session per 1 bonus of Luck modifier You now gain a bonus to all saving throws versus alchemy used on you including alchemic attacks You can now add your Knowledge modifier to all saving throws against alchemic powers used on you personally You may choose whichever ability you desire and you can choose the same ability multiple times 4 25 Sage Sages blend knowledge and magic and share their knowledge and powers with their community Sages can cast only divination conjuration and abjuration spells but gain 1d10 MEA level and have a d6 hit die They also gain bardic lore abilities a 2 bonus to all knowledge skills and have 8 skill points per level Sages may take feats to gain the following specialized schools Conjure Positive Energy When selected this feat allows a Sage to cast Necromancy Healing spells as if they were Conjuration Positive Energy Spells 4 2 6 Wild Mage Wild Mage Some days I am my own worst enemy but who cares Master of meddling with magic and pulling pure magical force out of his ass the Wild Mage is respected as a either pure genius or a total lunatic Adventures Wild magi are often on a quest to uncover the secrets of magic its self and to gather a further understanding of how to wield their powe
202. e 22 whereas Detect Magic has aDEC 6f 20 Characters who fail may retry again in 1 minute but after two consecutive failures in one day it becomes magically fatiguing and each additional retry cumulatively uses IMEA A character trying to detect magic may retry twice that day freely but if he failed both of these attempts his next attempt costs IMEA Is he fails that the next attempt costs 2MEA then 4MEA and so on Of course this could cost more than casting the spell in question Assense can never replicate a spell that has an expensive material component more than 1GP unless you supply that component The GM may substitute something different in place of the required component with something more reasonable and in line with the nature of the Assense skill power Often this may need to be something imbibed applied to the eyes drops ointment or paste or to the head in some way A character that succeeds on his check may continue to use the power as long as he can continue to concentrate This becomes more difficult each round The base DC for maintaining concentration is 10 Each additional round the character continues to concentrate on his Assense check adds 1 to the DC This the fourth round of concentration has a DC of 13 This usually doesn t matter very much unless the mage is trying to scan an entire 50 foot long by 10 foot wide hall for secret doors which would require him to concentrate for 100 rounds Of course h
203. e a single out of place glyph When pressed by the Key of Earth Spirit in sequence they will unlock the drawer in the stature of Larandro see below There are also two concentric circles of writing on the ceiling The DC to read them is 25 and they state The Dome of Larandro High Lord Prince Husband of The Queen Empress Saerena The Gateway to the Infinite and The Realm of the Within A check of 20 yields a slightly incorrect reading and a check less than that yields a very poor wrong reading e g The Door of Many Things Within Here that is Something In this room there are two doors Each is three meters high and two meters wide and has the same kind of palm lock as the main door The left door when entering leads to the Spiraling Dimension of Infinity a sub universe created by Larandro using The Cube When the door is open the timeflow in this universe is synchronized with the tineflow inside the dome and thus when both this and the outer door are open it is synchronized with that of the timeflow outside If one enters into the sub universe and closes the door the timeflow is squared producing a state of accelerated time equal to 18 29258358229 faster than the timeflow outside the dome This is designed as a sort of temporal decompression chamber to mitigate the system shock of passing directly from a timeflow of 18 29258358229 to a timeflow of 1 one passes first into the timeflow of 4 276983 and can acclimate to that
204. e and unsafe TransMat via matter gt energy gt matter conversion and transmission via electrical impulses Medicine Anatomy well known Advanced medicinal development Concern for health exercise diet etc exists Acupuncture chiropractic Eastern medicine pills are commonplace tinctures Freudian level psychology and psychiatry are commonplace Neurology the X Ray and Fluoroscope Nanites early brain transplantation cybernetics are commonplace Xenobilology Xeno psychiatry amp Xenopsychology Metals Bronze Iron Steel Laminated Steel Alloys of Steel Titanium rarified metals radioactive metals non terrestrial metals Philosophy Platonic Philosophy Socialist Philosophy Altruism Xenophilosophy Political Systems Monarchical Democratic Imperial Republic Socialist Technocratic Global Empire interplanetary governments amp Empires some Anarchic societies Religion Organized religion exists but not common Not always true Sciences Alchemy chemistry astrology astronomy Newtonian Physics Quantum physics and Quantum mechanics string theory New Temporal Physics solidifying the all possibilities of the Theory of Everything into physical laws replaces all older physics sciences dimensional physics Advanced Mystic Theory Psionic Sciences Space Travel Types amp Speeds FTL space craft Warp 1xC early 2xC mid 5xC late Hyperspace 2xC early 5xC mid 10x
205. e cost of casting each spell ten times That is the cost for setting the charges Regenerating charges IF you prefer to create a greater spell stone with spells that have a set number of charges per day that automatically regenerate the cost is 2x the spell MFE required cast that spell multiplied by the number of uses per day in permanent MFE drain Thus if you wish to create a stone that allows you to use a spell that requires 4MFE to cast twice per day it would cost 16MFE in permanent MFE drain to imbue the item Finalization When creating a greater spell stone with charges it takes an additional 10 of the total MFE used to initialize an d charge te stone to finalize it This energy replenishes at a rate of IMFE per day When making a stone wit regenerating uses per day you use 1dX of MFE in permanent drain where X is the total number of uses per day multiplied by the total of all spell circles used in he stone If the exact die type does not exist substitute the closest available larger die and re roll if it comes up with a number higher than the maximum Thus to simulate a d18 roll 1d20 and re roll it if it rolls a 19 or 20 Thus in the above example of a greater stone that can cast both Lesser Orb of Fire and Fireball each twice per day you have 4 uses per day and 4 spell circles which would result In 1d16 permanent MFE drain so creating that specific spell stone would take a total of 40MFE to initialize and charge plus 17
206. e of the Mastermind s telepathy increases to one million miles per level Reconnect At 12 level the Mastermind may attempt to connect with any being on which he has previously used his telepathy nomatter how far they are from him so long as they are on the same planet Reconnect Greater At 16 level the Mastermind can use Reconnect to connect to anything on which he has used telepathy so long as the targer and the Mastermind are on the same dimensional plane Reconnect Perfect At 20 level the Reconnect ability works anywhere in the same cosmos and potentially beyond reaching into the Void or subspace but not across time Reconnect Temporal At 30 level the Reconnect ability can be used across the vastness of time although this causes the mastermind to accrue Paradox energy at an exponential rate Canny Perception Su At 2 level the Mastermind begins to understand the subtle messages within the minds of others This ability is invocable at will as a full round action If the Mastermind could not target a creature with Telepathy it cannot be targeted with Canny perception To use this ability the Mastermind makes a Sense Motive check with a DC equal to 10 plus the target creature s level or hit dice If the check is successful the Mastermind knows the alignment of the target creature as well as its power level relevant to tat of the Mastermind More than 4 less Very weak 2 to 4 less Weak 1 less or 1 more Strong
207. e other ways of expediting the curing of this type of damage but normal magical healing such as Restoration only does more harm True mystics including both essence mages and channelers learn to absorb part of the MEF into themselves thus developing a power reserve that is called the Mystic Essence Actualization by Essence magicians or Mystic Energy Actualization by channelers thus MEA A character s MEA score is represented by a pool of energy points At each level a mystic gains a number of dice to his MEA score depending on his class and ability scores These MEA points represent the amount of Mystic Essence Actualization the character has attained and the spellcaster uses this supply of energy in order to cast spells without taking Constitution damage If a spell would reduce a character s MEA score below zero any additional energy is immediately taken from his Constitution score If this loss reduces his CON to zero he dies instantly and further if it would reduce his CON below zero the spell has a percentage chance of failure although he is still dead too Mystical Affinity To learn or cast a spell you must roll against your Mystical Affinity M A As a mage your M A score increased by 1d10 every four levels and your P A increases by 1d4 every four class levels Non mage classes increase both their M A and P A by 1d4 ever four levels Learning a Spell When you encounter a spell that you wish to add to your
208. e temple in the centre of the city then he left for the next layer of the spirlal with the intention to escape back into the Universe Cultof Dsushakhthyn Zhen Cult of Shadowy Secret Stealer Masters The Elite 12 12 Seats A Atlan B amp C Atlan E llumin D amp F Ilumin L Orion J amp K Orion H Sero H amp I Sero X High Seat 13 Symbols 13 Columns Forrest with Rings Obelisk Code Names A Tabus Lama Saeroa Psychic 14 Telemechanic 9 Alchemist 10 B La mat Androse Saeros Psychic amp Alchemist C Janus Virum Larandra South Saerosa Sorcerer 10 Air Light Wiz10 Evocation D Nero Tanosa Tanysar 637 year old man Psychic 15 Telekinetic 14 ESP 12 Telepathy 10 Telemechanic 6 Psychic Enineer 10 E Kara Matalori SW Saeroa Magician 12 Psychic7 Empath 6 F Nora Selym Emara Virilinium Larandra Mystic Engineer 18 G Qam Tok Mar Taranya Psychic Warrior 14 H Sepma Lam Taranya Alchemist 11 Alchehestrist 6 Kalos Nar Alchemist 10 Scholar 6 Alchestrist 2 J Mit Shu Scientist 14 Artificer 3 K Salek Very powerful and ancient mage Sorc 20 Ice Light amp Wiz 12 L Nirim Chal Psychic Detective 15 Telepath 12 Empath 5 X Mysterious Leader Figure Could it be Saeros Or the Taranyan Emperor Or somebody else Mastermind Alchemist Alchehestrist Sorccerer Air Darkness Has the Gauntlets of Skyfire 12 2 12 3 T
209. e to self or 1d7 level non lethal damage to self Change appearance by up to 70 size by 40 change gender includes nonstandard genders change species Humanoid types monstrous humanoid and animal or humanoid animal hybrid only Slow a fall reduce falling by up to 100 ft Levitate self up to 40 ft off the ground movement average Outward Levitate an object weighing no more than 40 lbs with crude control 20 lbs with clumsy control 10 Ibs with average control 5lbs with good control or Ilbs with expert control Hurl an object with a maximum velocity of 5 feet per second Heal or inflict damage equal to 1d7HP 1 per Psychic level augment 1OPPE for an additional 1d7 max augment 1d7 per psychic level Rearrange basic structure of an object with a maximum mass equal to 5Lbs augment 5Lbs per 10PPE max augment 5Lbs per Psychic level Heat or cool an object by 40 or 40 degrees centigrade Reconstruct an object from medium 1OPPE or small 15PPE parts Change elemental makeup by one degree one step in any direction on periodic table Change appearance of a creature by up to 55 size by 30 change gender change species Humanoid types only Inward Heal 1d7 level lethal damage to self or 1d8 level non lethal damage to self Change appearance by up to 85 size by 40 change gender includes nonstandard genders change species Humanoid types monstrous humanoid animal or humanoid animal hybrid and aberration only Slow a fa
210. e trade language of the Empire and almost everyone speaks at least smatterings of it It is the national language of Zoria and every Zorian citizen speaks it at least at a basic level of understanding DCs 5 Smattering 10 Basic 15 Well 20 Fluent 25 Advanced Freyr Freyr is spoken by the people of northern Zoria and the people of southern Qex It is a slightly harsh language like N rsk and is somewhat difficult to learn DCs 10 Smattering 15 Basic 20 Well 25 Fluent 30 Advanced Forstaan Forstaan is spoken by the people of northern Qex mostly in Forstaanis and is a fairly complex language to learn It is a smooth musical language resembling in part Eternal and Lena DCs 12 Smattering 18 Basic 24 Well 30 Fluent 36 Advanced Eldrian Eldrian is a language once spoken in Zoria and across the Zorean Empire Its use is antiquated and there are very few speakers of it in the modern world past era 3 It resembles Zoraec and Eternal Imperial is a derivative of Eldrian DCs 12 Smattering 18 Basic 24 Well 30 Fluent 36 Advanced Minya Ancients The First Zo Ran Psions of Varia Zoraec High Elven Grey Elven Wood Elven Divine Sea Elven Dwarven each clan has a slightly different language adjust DCs by 5 for off clan languages Touchspeak for trade Sign Durroweth Drow Mard For Mardean continent plus sub languages Sepvu For Sepvtaria continent plus sub languages Forthank Fo
211. e with the electricity elemental affinity Once per day per three character levels the wielder may attempt discharge any lightning spell that would otherwise affect him On a successful parry vs spell roll the energy is pulled into the gauntlets At level 12 he may instead attempt to deflect lightning with a parry roll and at level 18 he can attempt to reflect lightning based attacks directly back to their source of emanation If the caster moves the lightning still travels on in the same path it does not seek out a target Spells such as call lightning can be discharged deflected or reflected as normal even though they emanate from the sky Every time you discharge a lightning spell effect or even natural lightning bolt the gauntlets receive one charge You can deal a touch attach to a subject equal to 1d6 for every four charges in the gauntlets and you may choose to use as much or little of these charges as you desire Thus if you have 40 charges you could expend anywhere from four to all forty of them and any amount in between to deal damage as a touch attack The charges in the gauntlets can only be expelled as a willing acgion so just touching them has no effect in its own right unless the person wearing them chooses to electrocute you Curse Only mortals can see the gauntlets Deities and outsiders are completely blind to it Crown of the Sorcerer Kings Two Pieces Crown of the Sorcerer Kings Helm of Saeros Appeara
212. eater and an Intuition of 30 or greater DCs Smattering Basic 100 Well 200 Fluent 500 Advanced Sono Deities with the music domain very high level bards Arcane Languages Evarost Language of magic and wizardry Evarost is used by arcane masters and students of both wizardry and sorcery alike It is a complex orderly and precise language which makes use of many of the virtues of Drakon Eternal and Words of Power Evarost is in some ways a mingling Words of Power and the Draconic languages weaving them together in a way that they can be written as spells in books and scrolls containing both mundane and magical writings as one flowing text Despite its seeming complexity Evarost is nowhere near as tricky to learn as its parent languages as it has been adapted for humanoid use and it can be used without using Words of power of course to speak and communicate on a day to day basis and is used in this manner by some cities as a prime language DCs 15 Smattering 20 Basic 25 Well 30 Fluent 40 Advanced Sigilia Language of Rune magic Geom language of magical mathematics Drakon Draconic language of sorcery Alchemical Language of Alchemy Languages of Zoria Section 6 0 Feats Feats Weapon Group Feats All characters start with a specified allotment of Weapon Group Proficiency WGP Feats Essentially all classes have four starting WGP feats but some are always taken up by the
213. ecialized knowledge skills A character may be taught how to craft mystic item by another sage who already has the requisite learned attribute or may research it on his own Learning from a sage takes 3d10 weeks 1 week per every 2 points of the character s Reasoning score Thus on 3d10 average 16 weeks a character with a reasoning score of 18 would spend 7 weeks learning the craft at a very basic level Once a character learns how to craft magic items they gain the virtual feat Craft Magical Item Note that this is a virtual feat and as such it does not count towards any feats the character may learn normally upon attaining levels it is meraly a placeholder to denote on the character record sheet that the character is able to make duch items Researching it on their own takes 2 times the normal amount To figure this determine the time I t would take to learn under a teacher an multiply by 2 5 In rare cases you may find a Master Teacher under which you may study one on one This reduces the time required by 25 so figure the total time and multiply it by 0 75 to calculate the time required to learn from a master Additionally each type of mystic item ha a requisite number of ranks in a particular skill or skills In order to craft that category of item you must have learned how to make mystic items which is a role played experience that nobody may have at the time of character creation and you must also have the requisite skill
214. ed Good Healing Protection Community Dreams Time Psionics Mind Death Domination Evil Pain Inquisition Heraldry Endurance Pleasure Joy Purification Air Weather Water Sun War Destruction Demonic Travel Trickery Luck Celerity Wrath Strength Corruption Courage Nobility Chaos Tyranny Madness Bestial Pestilence Creation Liberation Competition Oracle Earth Fire Cold Magic Summoner Mysticism Fey Plant Animal Diabolic Greed Law Fate Life Artifice Beastfriend Charm Nightfall Repose Rune Peace Draconic and Planning R Mare R Mare is only mentioned in Genesis as the Dragon God and is supposedly beyond an alignment His Symbol is a silver claw with a pink aura about it His domains are Draconic Magic Psionics Creation Destruction Artifice Time Charm The Zoria Setting Details and Localities 4 1 Zoria RPG System Technology Ratings 0 This world is completely primordial There is no sign of technology or science of any kind Even simple shelters such as the usage of caves or sharpening sticks as tools is not apparent anywhere Architecture None Building Materials None Circuit Types None Computer Types None Energy Source Availability None Language None Mathematics None Matter Manipulation None Medicine None Metals None Philosophy None Political Systems None Religion None Sciences None Space Travel Types amp
215. ed mystic psychic and temporal engineer and the genius behind both the Zelendrak Cube and the Dome of Infinity that sits atop the Ziggurat of the Transcendental Mind He crea6ted his own demi regalia based on the older designs of Saeros each with their own powers and each also set with one of three elemental keys The Key of Earth possibly Key of Spirit is in the genetic code of the line of Saeros Dome of Larandro Larandro placed himself inside a temporal anomaly sealed within the Dome of Infinity to escape to wrath of the Zorean Empire their attack against the Serenan Empire was directly due to the creation of both the Zelendreek Cube The Dome of Infinity is a gigantic multi dimensional psychic amplifier and positive feedback circuit IKM in diameter built of rarified and extra dimensional materials melded alloyed and otherwise bonded to normal elements It sits upon the Ziggurat of the Transcendental Mind deep within which is a power source of nearly infinite capacity that is both self renewing and self sustaining Thus energy source is linked into a crystalline web power matrix and outputs energy of electrical mystical and psychic nature It essentially bombards the crystal mesh that surrounds it with full spectrum energy particles that bleed across the normal mystic and psychic wavelengths This power source fuels the entire structure which is filled with millions of psychic receivers feeding up into the superstructure whic
216. een his old Reasoning score and his present score See MEA and Ability Increases above A wizard may select to use the specialty MEA to cast a spell thus subtracting only from this pool of energy or use a combination of it with his base MEA thus adding additional energy from his specialty pool when casting a spell For example if the chosen school is necromancy and the wizard has 25MEA in his main pool and 1OMEA in his specialty pool to cast a necromantic spell that requires 30MEA he can use 25MEA of his main and SMEA of his specialty or 20MEA of his main plus all LOMEA of the auxiliary pool If he the necromancer wishes to cast a transmutation or evocation or any non necromantic spell he cannot use his specialty pool to do so but rather he must use energy purely from his main MEA pool He may only utilize the specialty energy to cast spells from the school in which he specializes Generalists If a Wizard chooses he may stay a generalist en lieu of specializing in a school If so he loses any special abilities from specializing column S and instead gains the special abilities listed in Generalist column G Remember that if a wizard later chooses to specialize he gains abilities starting at level one proficiency That is a 4 level generalist that specializes at level five gains special class features of a level one specialist not the abilities for levels one through five Spell Matrix Wizards also gain prepa
217. elligence 70 30 Wisdom 70 30 Charisma 70 30 Primary Abilities Wielder Ability Improved Initiative Wielder Ability Infallible Discern Alignment will Wielder Ability Infallible See Invisible will Wielder Ability No need to breathe Wielder Ability No need to sleep Extraordinary Powers Wielder Ability True Seeing will Awesome Powers Power Mass Heal will Power Greater Restoration will Power True Resurrection will Power Cloak of Chaos or Word of Chaos 3 day Power Shield of Law or Dictum 3 day Power Holy Aura or Holy Word 3 day Power Unholy Aura or Blasphemy 3 day Special Purpose Purpose Defend the servants and interests of the balance of the universes Power 4 luck bonus to saves 4 deflection bonus to AC Spell Resistance 30 Deck of Chaos D30 10 11 Card Name Visual Effect of Card Actual Effect of Card Jokers David Bowie Appears with multichromatic hair and a reaches into his smaller deck to pull out a card Roll a d30 The number of the roll represents the effect of this card Whatever number appears is selected from this list and that effect applies instead If a 1 or a 30 is rolled roll again twice Ace of Hearts An old man with a crown appears to land you You gain a 6 sacred bomus to diplomacy the Leadership feat and a small keep in the location of your choice Ace of Spades A ray of violet energy strokes you then shoots insta
218. elopment of vacuum energy creating the first Zero Point Modules These allow for much greater power than previous energy sources and thus allow for the development not only of far faster FTL ships but also for entire city ships and for massively powerful energy weapons The first research into inter dimensional travel becomes realistic It is now possible to build a crude dimensional window generator With the aid of ZPMs transmutation of matter is now easier Time Space machines become more reliable but still dangerous Vortex manipulators in common use but regulated by Time Agencies Psionic linkage systems begin to take the place of normal operational inputs for computers Genetic manipulation in real time is now possible and people begin experimenting with their genetic code ZPM production is still dangerous and difficult though and other energy sources are still sought The maximum transit speed for FTL ships is Warp 50xC and Hyperspace 120xC 15 Black hole energy is now available as people learn to balance a singularity in order to use it as an energy source ZPM system can now be mass produced and are commonly available Now ships are equipped with either multiple Zero Point modules common or Singularity Energy Receivers which are still rare True star empires begin to form spanning dozens of star systems Continuation on dimensional window generators It is now possible to open a stable dimensional window but the m
219. ely resistant taking longer before the transformation is complete Wan d of L Lex Violet and clear crystal that heals or harms at will Description The crystal wand of L lex is a 18cm rod of multiform crystal possibly made partly of talyxium although no records exist that describe its physical makeup so this is purely speculative It is shaped as a tapered milky white cylinder with two spirals of crystal starting at either outward point and converging in the centre One spiral is dark grey the other deep violet at the point of convergence is a small symbol of a violet circle overshadowing a dark circle with rays of white light emanating from it The wnd was created by the Ascended God born a mortal of demonic blood lineage Warlock Necromancer and Artisan L Lex Although many assume that with these characteristics he would be utterly evil and indeed he lived much of his pre ascended life as a despicable being L Lex became a revered champion of civilization creating cities of silvery spires out of the frozen desolation on the plnet of his birth gathering millions of followers and ultimately becoming the God of the City This change of heart hit him to the core and as a way to attempt to attone for his evils he crafted the ultimate tools of creation the crystal wand being one of them Of course his dualism nature is clearly reflected in its powers One side of the wand heals and may even resurrect the recently dead while
220. enchant them If your DM uses Item creation feats in his game your character must have the feat appropriate to the item you wish to craft As soon as the Imbue Item ability you may elect to gain item creation feats Your caster level for item creation is equal to the total of your Warlock levels If your DM requires special components and conditions instead of item creation feats you must gather those items and meet the conditions before you can create the item In any event to enchant an item you must made a Use Magical Device check DC 15 Spell Degree for arcane spells or 25 Spell Degree for divine spells in place of the required spell that you don t know or can t cast If you know an Invocation that is in line with the desired effect such as Dimension Door for a Cape of the Mountebank you may reduce the DC for this check by 5 If the check succeeds the Warlock can create the item as if he knew and could cast the desired spell If the check fails he simply cannot create the item and you do not waste materials expend GP or use XP as you halt before you can begin the actual enchantment You cannot retry to enchant the item until you gain a new Warlock level One Warlock has described this ability as follows I can enchant anything if I lie to it hard enough Bonus Feat You receive a Bonus Feat at level 12 and at level 18 For each you must choose either an Item Creation or a Meta Spell Like Ability feat 4 2 8 Evevynist
221. endless amount of nasties cause physical damage to time and do untold damage to reality if handled poorly or even if done with exceptional skill Time travel is best handled by those with proper experience and they usually wouldn t change an event like this e g Doctor Who Adric and Rose s Father Time amp Time Travel Time is mutable malleable and distortable There are some instances where a temporal nexus cannot be altered i e A Fixed Event but for the most part tine can be changed rewritten or skewed time is not tamper proof and those who master the mystic art of Chronomancy have time travel technology or have the Psycic potential for time travel know it damned well Tine travel and any temporal manipulation accrues paradox via several types of paradox energy Any character why engages in time travel should begin tracking this on the Temporal Energies Sheet In addition time traveling characters even those who don t accrue paradox absorb Artron Energy each time they travel through the Space Time vortex Artron Energy is absorbed into the mind and can be used to help mitigate paradox it takes commensurably large amounts of Attron energy to nullify one point of PRE and to manifest psychic powers handle or augment psychic combat or to aid in creating mental constructs Paradox A character that meddles in chronomancy or one who is inadvertently subjected to chronomantic energies such as when a Chronomancer
222. ense at 7 Ranks and one of the following Knowledge Arcana at 8 Ranks or Knowledge Mystic Artifice at 6 Ranks or Applied Science Mystic Theory at 10 Ranks Devices Machines and Engines Constructs and Golems Recharging Mystical Items It is possible to recharge depleted charges in wands staffs rods greater spell stones weapons armour and wondrous mystic iems As long as at least one charge remains for a particular power you may recharge that power back to whatever it was originally at the time of finalization Recharging costs twice as much energy for each charge that you wish to restore as it took per charge when the item was created Thus if a staff originally held ten charges of fireball but now has only one you could add up to nine charges of it at the cost of 12MFE each If all the charges of one function or power are depleted it is impossible to replenish them as the part of the energy matrix that held them has collapsed You do not need to re finalize a staff to replenish more charges but you can not add more charges than the staff originally held and attempting to do so can cause a backfire that damaged the person attempting to add the extra charges but does not damage the staff Psionic Items Relics amp Artefacts Hand Device Recharge Cost 45 PPE Uses per Charge 3 This device is worn on your right hand over the tips of your fingers and attached to your wrist A small circular piece of amber crys
223. ense motives and intentions without a psychic attack Long term and in depth object reading and location reading even for weak and latent psychic impressions Empathy can be used as a psychic attackif you attempt to use it against unwilling participants or if you attempt to recover your own health at the cost of another being Empathy is also used to modify timelines create intentional paradoxical events and overcome causality Section 10 0 Spellcasting amp Psionics Spellcasting Spell Schools Descriptors and Aura Colours Words of Power Somatic Components Spells Bard Spells Blackguard Spells Clerical Spells Clerical Domains Dark Powers Spells Druidic Spells Mage Spells Arcane Domains Sorcerer Specific Spells Wizard Specific Spells Chronomancy Spells True Magic Epic Level Magic True Magic Seeds and Powers Psionics Spell Schools and Aura Colours The following are the spell schools used in the Zoria game Their respective aura colors are what a mage would see when using the Assence skill School Colours Universal Clear Conjuration Blue Healing Very Light Blue Creation Deep Blue Summoning Dark Blue Teleportation Sky Blue Time Royal Blue Evocation Red Transmutation Orange Teleportation Golden orange Abjuration Yellow Necromancy Violet Illusion Teal Glamer Teal Phantasm Grey teal Figment Light Teal Pattern Blue
224. ental Control amp Communication History This was the last of the lesser rings made by Celebrimbor with the aid of Annatar Giver of Gifts It was the prototype for the powers of the Great Rings and is close in power to them bearing a lesser version of their curse as well It was give to the Dwarven King of Carn Dum by Celebrimbor in trade for gems of great value that he used in his artifice and after the sack of Carn Dum it was believed lost In truth The Wolfshead King of Carn Dum wore it to his very death a grizzly one traveling south and east towards Khazad Dum he and his party were set upon by trolls in Rhundaur and were the unfortunate ingredients in their supper but their possessions were saved and piled in the lair of those fierce ologi and there the ring still lies silently waiting a new owner Description This on casual observation is a plain gold band however on a search check DC 22 a fine etching inside of small interlocking leaves and chain links may be seen intertwined with elven writing in Quenya and an Feanorian C for Celembrimbor When using divination effects it shows a faint almost non present aura no school Assense reveals very little and identify fails 504 chance or reveals false information 50 chance This lesser ring has the following properties Constant 3xPP Enhancer magnifies MFE amp PPE pools x3 when worn the wearer need not know of this ability to make use of it but i
225. eople begin to develop Psychic powers as they work on expanding their minds Democracies and republics emerge when people revolt against their governments Some Empires win while others fall and new governments run by the people take their place beginning a while new era of corruption Physics enters the spheres of science along with calculus The first reservoir pens Development on gunpowder increases allowing the making of single shot pistols The first aircraft begin to appear starting with dirigibles and rotary wing crafts Steam power becomes more common and chemistry advances along with other sciences due to the development of more powerful lenses that allow scientists to develop powerful magnifying devices The first mechanical devices for personal use come into being such as typewriters and presses Electrical generators first appear rarely in the middle of this age and more commonly but still infrequently towards its end There is still no useful purpose for electricity and its properties are mostly unknown Oil and coal are the most common fuels with oil predominant for lighting towards the end of this era At the end of this stage of development people begin making more sophisticated gunpowder based weapons such as rifles and discover more potent explosives such as nitroglycerine and gelignite Architecture Stone and wood buildings plus brick amp mortar Building Materials Most stone wood metal nails mo
226. equired as well as to determine the spells required in order to craft the amulet Required Skills Craft Jewelry 5 Ranks and one o f the following Knowledge Arcana 8 Ranks or Knowledge Mystic Artifice 6 Ranks or Applied Science Mystic Theory 10 Ranks The cost for creating an amulet is the total MFE cost of the spells required x10 multiplied by any numerical bonus of the amulet in order t give it an appropriate mystic charge This is the equivalent set up process of both the initialization and charging phases of making wands staffs and the like Once you spend the requisite energy to charge it you must finalize it within 7 days or the amulet reverts back to its normal nonmagical state An amulet does not function until it is finalized The cost for finalizing an amulet is 1dX MFE in permanent drain where X is equal to 1 10 the MEE cost that it took to initialize and charge it in permanent MFE drain Thus if making an amulet that gives 5 Influence it would take 100 MFE to initialize and charge it and would take 1d10 MFE in permanent drain to finalize it Rods Magical Rods are similar to staffs but instead of simply replicating a spell they have powers or functions that have special effects in line with that spell For example a Rod of Antimagic does not cast dispel but rather it attempts to suppress magical effects on something to which it is touched Rods were invented by the Sorcerer Kinds as scepters that had u
227. er parchment papyrus paper uncommon oil lamps moderate lenses cut gemstones gunpowder chemical explosives paper press book press water mill wind mill typewriter telegraph incandescent lighting electrical generators telephone phonograph photography motion video petroleum and steam based motors industrial plants late vacuum tubes radio transmission transmitters amp receivers plastic vulcanite rubber bakelite modern plastics synthetic elements Vehicles Wagons wains chariots Medium to large sailing ships oar powered vessel ironside ships sub marine vessels early primitive steam based automobiles railroads steam and diesel airplanes dirigibles zeppelins multiple prop planes jet aircraft wheelchair rocket craft space shuttles mid bicycle gyroscopic walkers mid late electric wheelchair trams trolley monorail Water Management Aqueducts waterways siphoning running water water cleaning plants Weapons Swords knives spears leather armour bronze age weapons steel weapons amp armour laminated weapons siege engines trebuchets explosives Greek fire nitroglycerine amp gelignite pistols rifles revolver bombs semi automatic and fully automatic firearms missiles and atomic weapons Rail guns Writing System Advanced writing systems technical and medical terminology typesetting binary computer language computer programming languages such as FORTRAN PAS
228. er could learn with the total sum of his available Spell Circle Points Thus a character with four spell circle points that was researching a third level spell may spend three points on it and finish it immediately leaving one point remaining that he may spend or rollover as desired but any time or money spent on researching that spell is already spent and he may not regain it Items amp Antithesis Permanent magical items that are use activated such as magical weapons mystic apparattuses and wondrous items have a constant power that is only partially daMEAned by the Sorcerer s antithesis When using such items the sorcerer suffers a 50 chance of failure for items who s function is based upon his primary antithesis and a mere 15 chance of failure for items who s power falls under his secondary antithesis Spell trigger or spell completion items on the other hand e g wands rods staves are another beast entirely A Sorcerer may not use any power or function of these items who s base is the Sorcerer s primary antithesis and he suffers a 25 chance of failure for any function or power based on his secondary antithesis Thus if an Sorcerer with Ice Water as a Prime Element has a staff that can Shoot Rays of Frost Discharge Lightning Bolts Cause Blood to Boil with Acid Spray Lava He cannot use the function that sprays lava at all and each time he tries to use the function that discharges lightning bolts there
229. er day the wearer may expend the energy from the main stone to charm a creature as per the charm person spell The Stone of Leadership confers a 2 bonus to Diplomacy and Bureaucracy Checks Expend Once per day the wearer may gain an immediate 8 to one diplomacy or bureaucracy check The Stone of Veils confers a 2 bonus to Disguise and Hide checks Expend You may expend this stone s power to gain an immediate 8 bonus to one Hide or Disguise check The Stone of Smiting Lawful Good Chaotic Evil grants the wearer a 2 bonus on all damage rolls to creatures of the opposed alignment type The wearer must be of the same alignment e g for a Lawful Crown the wearer must be Lawful Good Lawful Evil or Lawful Neutral as the Crown The stone may be of one alignment only and the maker sets this when he creates the item Expend By expending the power of this stone the wearer gains a 8 divine damage bonus to his next attack Special True neutral characters may wear any Crown but they only receive a 1 bonus rather than the normal 2 If a character of an opposing alignment pts on the Crown it acts as a cursed item and the wearer gains a 1 penalty on all attack check and saving throw rolls A mage or priest of 6 Level or higher must cast the Remove Curse spell on the wearer of such a Crown in order for the wearer to remove it Even is the wearer cannot use the powers of the red stone he may still use those of the clear stone
230. er makes a Situational Assessment check once per minute with a DC of 10 the level of that opponent With five successful checks the swordmaster may add a competence bonus equal to his Reasoning modifier to all defense weapon rolls made against that opponent Study in Combat At 11 level for each round spend in combat the swordmaster may make a Situational Assessment check with a DC equal to 10 the level of his opponent After three successes which need not be concurrent e g he can have a success followed by two failures then a success a failure and a success the swordmaster may add a competence bonus equal to his reasoning modifier to all weapon skill rolls against that opponent Precise Blow At 7 level the swordmaster s learns how to deal logical precise blows to his foes landing hits where they will do the most damage You may now add your Reasoning modifier to all weapon damage rolls This additional damage is multiplied with critical confirmed hits as normal Swift Analysis Ambidexterity amp TWF Swordmaster Abilities Chart Type I Type II lags Named Enemy Perfect Loyalty 2 Know Thyne Enemy Vendettat gri Weapon Trick Defensive Observation Long Term Study Confidence 4 Analyze Defenses Long Term Study 2 Muscle or Agility 5 Two Weapon Fighting Extra Named Enemy Improved Health Dedication will bonus against effects that would undermine his purpose ie Weapon Trick Defensive Observation S
231. er must cast the Remove Curse spell on the wearer of such a Crown in order for the wearer to remove it Even is the wearer cannot use the powers of the red stone he may still use those of the clear stones The Stone of Sorcery stores three 1 degree spells which you may activate once per minute to utilize any of those powers Spell DC 18 These are fixed spells meaning that they are part of the stone and the creator of the Crown sets them when he constructs the item You cannot alter or change them to any other spell s These spells are use activated and therefore any character even non spellcasters may use them Additionally the stone has a special round area in which you may insert a spell stone If you do so you may activate that spell stone at any time as a swift action which expends its power Expend You may expend the Stone of Sorcery to refresh 10 MPE back into your mind If this exceeds your normal MPE count the extra power remains available for one round as temporary MPE afterwith the additional points dissipate This a caster with an MPE pool of 34 has used 7 MP and activates the expend ability gaining 10 MPE replenishing the 7MPE he has used and granting him 3 temporary MPE that he must use before the end of the next round The spellcaster always uses temporary MPE first Spells Required Crown of Protection 3 Crown of Might 3 and one of the following Crown of The Clarity 3 Crown of The Grave 3
232. ereas if your listed element is Cold Iron a Cold Iron weapon foils it instead You first gain Damage Resistance at level 3 and it increases every 4 levels as shown in the table below Deceive Item Ex At 4 level and higher a Warlock has the easily ability to activate magical items even while under duress Thus you may take a 10 on any Use Magic Device check even while distracted or threatened Fiendish Resilience Su Beginning at 8 level the special genetics of the Warlock alter your metabolism so that you may store up a bit of life energy for special emergencies Once per day as a free action you may enter a state of fast healing that lasts for 2 minutes This initially offers you fast healing 1 increasing to fast healing 2 at level 2 and finally to fast healing 5 at level 18 A Warlock who is re incarnated loses this ability though it may be restored by a Wish or Miracle or similar effect Energy Resistance Su At 10 level and higher a Warlock gains resistances to various energy types The specific types of energy are those that correspond to the Energy Resistance entries of your Master Chain Therefore if your Master Chain lists acid fire as its Resistances you gain resistance to acid and fire This begins at resistance 5 and at level 20 it doubles to resistance 10 Imbue Item Su A Warlock of 12 Level or Higher can use his supernatural prowess to craft magical items even if he does not know the spells required to
233. et a sacred bonus to healing checks equal to half their cleric level Game related info instead of a favoured weapon her clerics can heal exceptionally well She dislikes injury of any kind and will even answer the prayers of evil creatures if they show promise in turning from their evil deeds Hvylaxta Hvylaxta is the god of balance and truth His is a Lawful Good deity and the god of all paladins He has long blond hair light tone skin blue eyes and bright silvery or white armour His favoured weapons are the longsword and the bastard sword His symbol is a triangle of gold and his domains are Inquisition Heraldry Community and Endurance Weldankh Weldankh is the god of slaying He is a Lawful Evil deity described in Eldrian texts as having short black hair human skin tone and dark eyes with a black leather tunic black pants and boots His symbol is a sickle silver on black His favoured weapons are the sickle the short sword and the dagger His domains are Death Domination Evil and Pain Xy va Xy va is the goddess of dreams and visions She is a Neutral goddess the wife of Aldus and is part of the power of the space time continuum It is through her that Aldus sends visions of the future to the mortal races She is a female with pale mauve skin chocolate hair and violet eyes Her robes are blue and violet Her favoured weapons are the staff and the mace Her symbol is a small circle inside of a crescent moon Domains
234. evel with anyone that speaks the language well Spoken well You speak the language very well and you can understand 99 of what is being said written but you still speak with a slight accent You can do anything that a native speaker of the language can Fluent in use You speak the language fluently In fact you speak the language better than most native speakers You have no noticeable accent unless you with to display one to other speakers of the language Advanced use You understand the language at a higher vocabulary than most normal people at least three times the vocabulary of a native speaker Complex and scientific terminology is available to you and your knowledge of vocabulary can be used to better further diplomatic goals e g write contracts or negotiate treaties Language Points At first level a new character has language points equal to four times its intellect score modifier Unless it is a class with illiteracy each new character can choose one language to speak well without spending any language points This is the character s base language Language points in a language related by one step to a character s base language can be purchased at half the cost of other language points For example if you speak Italian it is easier to learn Spanish than Russian because you already understand a lot of the base of the language you are trying to learn Languages spoken across the Zorean Empire Imperial Imperial is th
235. f Eru The Flute of Eru is a Masterwork flute that grants a 8 circumstance bonus to all perform checks based on the excellence of its make It also has the ability to accept caps made of rare metals and crystals Caps included for use with the Flute of Eru are Corium Skymetal Enhances Music Dual voice doubles Perform check bonus Opens conduits and creates conduits through the void through subspace Resonium Aurent Allows the use of Metamagic feats choose one with spells case Solarium Verdance Converts Magic into Psionics Rhodinium Nalucent Converts Psionics to Magic Talyxium Starcrystal Allows travel through the planes by force of will Selenium Azuratine Intensifies Chaos based alignment spells DC increase of 1 2 character level to Chaos Spells Cancels Lawful spells cast through it Zelenium Stargold Timemetal Intensifies Law based alignment spells DC increase of 1 2 character level to Law Spells Cancels Chaotic spells cast through it Lantrim Celtian Intensifies Good based alignment spells DC increase of 1 2 character level to Good Spells Cancels Evil spells cast through it Thatorium Moreaum Intensifies Evil based alignment spells DC increase of 1 2 character level to Evil Spells Cancels Good spells cast through it The Ranglaive Conquest The Ranglaive is an exotic weapon that is part trident part glaive It can be changed from a Ranglaive into a trident in form with a UMD check DC1
236. f the corrupted character to properly portray the aspects of his corruption and the task of the D M to ensure that he doesn t fail at the task Paradox A character that meddles in chronomancy or one who is inadvertently subjected to chronomantic energies such as when a Chronomancer alters the destiny of another individual slowly accumulates paradox which is a form of temporal taint There are three types of Paradox energy as described below Background Paradoxical Energy BPE is an inherent temporal substance that encompasses all living things that form a mesh within the temporal field of the multiverse Each universe has a direct BPE signature and thus creatures or objects that cross into another universe reverberate at a different detectible BPE wavelength All living creatures have a BPE score of 10 Very minor infractions of the laws of time may increase the amount of BPE in a creature Usually spells or abilities of limited such as bend reality or limited wish power or uses of certain abilities increase the amount of BPE in a creature Paradoxical Residual Energy PRE is a higher level of temporal disturbance that a creature or an object may accumulate representing lesser infractions to reality Though the simple passage of time may be sufficient enough to reduce the strain of this offence a character may undergo certain actions or intentionally acquire one or more quirks in order to daMEAr the cumulative debilitating effe
237. f the effect or a Weapon Skill Telekinetics check for controlling and aiming a physical weapon via telekinesis if telekinesis is used to move a material object to effect a physical melee or ranged attack New Psionic Powers New Psionic Disciplines For PB Soul SanityO Soulcasting 12 0 Locations 12 1 Merkano The Prime Plane 12 1 1 Galaxies amp Solar Systems 12 1 2 Planets Planet Merlankh Planet Ardwylai Terra Viridaethra Viridans green aethera sky World Details Continents Saroa The Empire gt Formerly the Saerosian Empire Tarania Tlumera Aradia Information on Saeroa Names and Places Human Realm Other Realm Verdis Lai What it is Great Western Cemetary Androst City of the Dead Urborix Barakh Galeon City of Light Dimensions The other realm is not another plane but rather another dimension of the material plane This other realm is the Arthurian Faerie Realm whereas there is also the Spirit Realm Layout The great river RIO LUSTERA runs through VIVILUSRTRUS and halves the city URBORIX A canal system in URBORIX flows out in several direction providing the source for many other streams and rivers Another river RIO ARGENTA runs from the north to the southwest passing by Occamercantera and ending at the western sea at Portus Turbia A mountain range MIRTO MONTANI runs by Portus Turbis to its south and bending south east Mirto Montari has tiny amounts of Mithril Mir
238. fatigues the Mastermind for twice that duration afterwards The Mastermind may dismiss this effect as a free action and discern the relative location of any creature read with this ability At later levels this ability allows the reading of memories as well Undeniable Presence Ex At 6 level the Mastermind s ability to read and manipulate the minds of others has elevated to a fine art Hereafter the mastermind adds his Mastermind level to his leadership score when determining his maximum number of followers but not for determining cohort level Instant Friend Su At 7 level the Mastermind has honed his persuasive and telepathic abilities so finely that he can instantly sway other creatures to his will This ability is invocable at will as a full round action and the Mastermind must be able to target the creature with telepathy to use this power To do so the Mastermind makes a Diplomacy check with a DC of 10 plus the target creature s level or hit dice If the check succeeds the attitude of the target towards the mastermind and his associates changes immediately to friendly This effect lasts for one day per Mastermind level and gradually wears off leaving the target with no ill feelings toward the mastermind Any threatening act towards the target by the mastermind or his associates immediately breaks this effect as if the check has failed see below If the check fails or the effect is broken the target knows instinctively that a ho
239. fects inward and outward and possibly a method of using it to attack or defend either in physical or in purely mental combat The later psychic combat is described later in this chapter Main Power Usage Symbiotic Usage Telekinesis Inward Outward Telemechanics Symbiotic of Telekinesis and Telepathy Telepathy Inward Inward Outward Outward Empathy Symbiotic of Telepathy and ESP E S P Inward Inward Outward Outward Teleportation Symbiotic of Telekinesis and E S P Inward Outward Discipline Descriptions Details and Examples General Details Telekinesis involves manipulating physical objects or creatures It is a Reasoning amp Knowledge based Discipline broke into two groups inward amp outward starting at Magnitude Zero and escalating upwards to Magnitude 20 maybe higher Telekinesis Inward Altering material substances within self including poisons body modifications metabolic changes causing eyes to glow additional limbs enhancements of a physical nature flight levitation personal self healing includes regeneration DR may be Empathy Telekinesis Outward Polymorphing healing others causing physical damage matter manipulation moving levitating objects or creatures altering magnetic fields and energy fields manipulation of energy construction of objects from base materials psychic attacks that deal damage to the physical being such as HP damage or Ability Damage to physical a
240. ffect 4 DC ad hoc subject is invisible regardless of actions 4 DC increase duration by 500 10DC This spell conceals a creature or an object from sight even from darkvision and infravision The effect can be suppressed by the target creature or caster if cast on an object Verbal components Navue ba halo Visual effect Teal cascading stars flow around the target as it fades from sight Permanent Invisibility Illusion Glammer Spellcraft DC 145 Components V S Casting Time 1 minute Range Personal or Touch Target One Creature or Object Touched Duration Permanent Saving Throw None or WnH O Spell Resistance No or Yes harmless object To Develop 1 305 000gp 27 days 52 200 XP Seed conceal DC 21 allow subject to suppress effect 4 DC ad hoc subject is invisible regardless of actions 4 DC permanent duration x5 DC This spell conceals a creature or an object from sight even from darkvision and infravision The effect can be suppressed by the target creature or caster if on an object Verbal components Navue ba halo nan Visual effect Bright teal cascading stars and flow around the target as a teal radiance emits from both target and caster until the spell is complete and the target fades from sight Deification Transmutation Spellcraft DC 220 Components V S Casting Time 1 minute Range Touch Target Creature Touched Duration 120 hours 5 days Saving Throw Fo
241. ffect A soft multichromatic light wells over the target making him more resistant and more attractive all around Psionics 10 1 2 1 Saving against Psionic Powers Unlike spells saving throws for Psionic powers are not static Whereas a spell always has a saving throw of 10 Spell Degree Key Ability 4 Caster Level a Psionic power has a variable saving throw When a psionic character manifests a power that allows a saving throw the DC is determined by a manifestation roll as follows 1d20 Power Degree Relevant Ability Modifier 4 Manifester Level rounded down Thus psionic powers gain a DC much more like a form of attack than a spell Creatures with Psionic Abilities such as some Mind Flayers use 4 of their hit dice to determine manifester level For example Ulo a 5 level Psionicist is manifests Mind Thrust a 1 Degree power of the Telepathy discipline To set the DC for his opponent s Will Save he rolls a D20 Ulo rolls a 13 this making the DC 18 13 roll 1 Power Degree 2 Influence 14 2 Level 5 2 2 5 rounded down to 2 18 If Ulo rolled a 3 instead of a 13 the DC would be 8 Some powers may be augmented further increasing their DC This increase acts as a bonus to the psionicist s manifestation roll In the case of Mind Thrust Ulo could also augment the power by up to 5 PPE For each PPE he adds the power deals an additional die of damage and for each two additional dice of damage the p
242. ffects i e 01 to 05 on a d100 percentile roll and an equal chance of taking recoil damage on even the most innocuous effect 96 100 on a d100 percentile roll For example Tulkas overchannels a Fireball which is a 3rd level spell That s 10 x 3 30 but Tulkas is also a 2nd level Sorcerer that s a mitigating factor of 10 Normally Tulkas would have to roll an 01 70 to avoid taking secondary recoil damage but we also have to factor in his level So 01 70 becomes 01 80 10 off of the difficulty get it Good discount for the damage you d take Furthermore for each 10 20 for O circle spells by which you miss your percentile roll you take additional damage For example if you have a 40 chance of avoiding secondary recoil and you roll a 66 you are off by 20 If you roll a 41 you are off by less than 10 and you don t have to worry about it but if you roll a 90 then you are off by 60 and better start praying To calculate your total secondary recoil damage first determine the level of the effect in the table below then add the recoil damage and any applicable recoil damage for missing your recoil aversion roll Spell Circle Recoil Damage Additional damage for every 10 off of DC 0 1 Con 1 20 1 1 Con 1 10 2 1d4 Con 1 10 3 1d4 Con 1 10 4 2d4 Con 2 10 5 2d4 Con 2 10 6 3d4 Con 2 10 7 3d4 Con 2 10 8 4d4 Con 3 10 9 4d4 Con 3 10 E 5d4 Con 4 10 To illustrate following t
243. fractional increases and must note at each level which option they have taken The fourth option D allows the player to increase all saving throws but has the lowest total payout If the player would rather not track this a table is provided with what the suggested increases would be for his class This table is in the classes section and differs for each class it is detailed by level through Level 20 The player may only use this table if he started by using it so he must decide at first level to either use the fixed saving throws table or the self adjudicated table The maximum saving throw bonus per level is 1 75 Essentially the player has a 1 75 bonus to saving throws per level of experience and may assign that as he chooses but it is best to use this table which has considered the best possibilities The GM should only consider an increase to a single saving throw greater than 1 at any time if he thinks it is deserved In such case he may permit a 1 25 1 5 or even 1 75 bonus to a saving throw It is best if the latter is not done or is done only when the character makes a life saving dice roll on a very low saving throw check such as rolling a natural 20 on a check that could only pass with it Section 2 0 Races and Sub Races 2 0 Racial Characteristics 2 1 Elves 2 1 1 High Elves Vanyar 2 1 2 Grey Elves Deep Elves Noldor 2 1 3 Sea Elves Teleri 2 1 4 Wood Elves Grey Elves Sindar 2 1 5 Dirrioweth Drow
244. g to power his spellcasting and in the case of darker or more evil entities may be extremely taxing Generally during a test of faith the entity will deny either all spells or any spells of 2 degree or higher to the priest thus limiting his ability to overcome bad situations by the good graces of that entity until he proves his worth of such assistance Even after passing any such qualifications to receive spells the deity may still impose an increased MEA cost until they are satisfied with the priest s performance in their service This cost may be anywhere from 50 MEA to 100 MEA per spell Servant of the Gods To anyone who also worships the deity that the priest serves his effective Direct Influence rating is equal to his normal rating plus the total number of levels that he has in the Priest class That is a 5 level Priest with a Direct Influence rating of 13 would have an effective rating of 18 to any follower of his deity When he reaches sixth level this increases to 19 but if he takes a new level in another class it does not stack with these bonuses Therefore a 4 level priest 3 level wizard would only gain a 4 bonus to his direct influence rating towards followers of his deity not a 7 bonus i e not his total levels in both classes Shaman The Shaman is a channeler who directs his will through the forces of his animal totems or tribal spirits supernatural beings and or ancestral spirits into a spell
245. ge ame i Pru age s 1 ol ee PE Eat are ea fle Fan ee aaa nm a By ake aT i ro A ae onl a d i 7 eae ee a a a pd aaa Ae ETET E He lh ig ee gee ee Be r 5 i E 7 r d ba ae He ay af ee co t S a S 1 a 1 DE i i a oe i et oN ed ood a E Pape pm oe a Ir pit LA e 4 ry a an oer A pt ee le a et pT eg eal en ei Seo oa A T T EL e jay ee ae ea eer ratte safe ar ea a E M ee eT er alee 4 I fr ee 1 1 azi ard ela oe I I d T 1 J rg B EN SR R in seks whee ae X Ei Ki Ri re GaSe ie i TE Zoria RPG An Advanced Gaming System By Xious Sonenberg Copyright 2003 201 Design By XS Inc All Rights Reserved Revision N 0 4 5 65 Game Credits Game System Design Xjous Sonenberg Story amp Setting Details Xious Sonenberg Gameplay Testers in alphabetical order by surname Michael Adams Laetitia Baudoin Adrian Hudson Eric Ki nitz Cris Miles Thomas Perry Lucas Pitchford Michael Stotts The Doctor Contributions Eric Ki nitz Cris Miles Dedications In Loving Memory of Edward amp Tess For Bradley who touched so many hearts His spirit and charm will live on in the memories of his friends forever To Tara my dear whom 1 will always remember with love miss you dearly For my mate Harvey who s as nutty as myself For Philip and the days when we commingled storylines For Jack from whom derived much inspiration To Miyamoto san for all the joy
246. go 95 Ranglaive Intelligence 16 3 Wisdom 24 6 Charisma 30 10 Primary Abilities Detect Magic at will Wielder Feat Power Attack Extraordinary Abilities True Seeing at will Heal 1 day Awesome Powers Water Breathing for 24 hours 3 day Polymorph Self 6 hours 1 day True Resurrection 1 year The Dragonblade of Eru Made of unknowable metals and a scale of every dragon the Dragonblade is a bane to creatures that wish to tip the balance of the universe Weapon Statistics Damage Critical WeightType 2d8 18 20 x3 10 lbs Exotic Melee Magical Psionic Attributes Enhancement Bonus Level 2 This weapon has an enhancement bonus equal to half the level of its wielder rounded down Reverse alignment This weapon is a dread weapon against whatever alignment it is currently fighting against The weapon can detect alignment at will and does so before each and every strike It discerns the alignment and makes itself a dread weapon for the alignment traits of the intended target Universal Answering This weapon can as a move equivalent action be called back to the hand of the individual keyed to it The distance does not matter nor does the amount of intervening planes between the weapon and it s keyed individual If there is no direct connection the weapon itself will create a conduit if that is the only way to answer a call Intelligence Properties True Neutral Telepathic amp Read Magic Ego 150 Int
247. gularity Xzerium is so dense that it pulls in the ley lines to such a concentration that items made of it can be of nearly limitless power breaking the known laws of both magic and physics A piece of Xzerium the size of a pea has enough mass to collapse a solar system and it can only be extracted from either The Void or Void creatures and from the nuclei of singularities that exist in normal space Therefore the raw material needs to be mystically and psychically controlled as to be balanced eternally and thus nullify its extreme gravity and mass while retaining its other properties It was out of this substance that they made The Regalia of Saerena It was only after the War of Dimensions when the last of that Empire was swept into a self contained continuum that they became known under different names most often the Empire of Sorcery the Tyrannical Empire and the Sorcerer Kings At that time they were still the Saerosian Empire Therefore the Regalia of the Sorcerer Kings is twofold Some of these items are in fact relics from before time and others are artifacts of the heirs of Saeros often known as The Sorcerer Kings due to their amazing magical powers and ability to dominate others with their minds The new set of Regalia was specifically designed for the purpose of controlling The Empire and for giving extremely powerful magical abilities and psychic abilities and enhancements to the wielder even control over time space and rea
248. h can never be regained via any means whatsoever This of course increases the difficulty for a successful resurrection survival check in the future if the caster tries again the check will be one point harder Since success always lowers a character s Constitution by 1 and a failure will likely do the same there is a finite limit as to how often a character can be brought back from the dead Pulling a soul back from Valeo and reattaching it to a body places a horrific strain on the body and its functions which can not be undone Resurrection Without A Body Even more potent powers can resurrect a person where no body is present In these cases there is no loss of Constitution as a new body is constructed but a character must still make a resurrection survival roll In these instances e g True Resurrection Revivification the resurrection survival roll is made against the F a statistic of the character to be revived Success reduces that character s F a score by 1 unless the spell states otherwise whereas failure has no consequences to the character being brought back from the dead The F a score reduction reflects the strain placed on a soul as it is pulled back and has a body created around it To attach anew foreign body part of the soul is transmuted into the body thus creating the ethereal link to the soul s new host High Ancient Magic such as Ultimate Revivification does not carry this penalty as the subtleties of the s
249. h is a cross dimensional superconductor culminating in a matrix of gigantic Talyxium Yx and other rarified crystals that act as a positive induction circuit and then feeding upwards to the tapered triple braid spire that acts as an antenna In the centre of the building beneath the dome is a bubble that is shielded by a temporal phase energy barrier One needs to know the correct formulae in order to enter which must be done by some means of teleportation of matter transmission as there is no physical hatch entry and forced entry would be disastrous Inside the bubble is a mental hookup seat that one may use to gain the maximum effect out of the dome s amplifying power The purpose behind the construction of this marvelous place went hand in hand with the Zelendrek Cube as one could use the power of The Cube from within the bubble inside this building in order to utilize its power across all of time and space across and into all dimensions into other Universes and alternate realities etc The dome would essentially give a single person ultimate power over all matter and energy and all the physical laws for the entire cosmos all from a comfy chair It was never used Surrounding the Ziggurat which is 2km wise at its base is an 8km wide bowl shaped valley constructed of crystal There is a very long spiral stair that allows a person to walk down in descending loops until they reach the floor of the bowl coomb The walls on the way
250. hat the ability increases effect bonus spells per day bonus spell slots and bonus power points The target also gains a 20 bonus to comeliness as a side effect of the spell s transformation Verbal components Vau nai Imos maaze Visual effect The caster glows with brilliant multichromatic light with silver and orange cascading stars as the target glows with a blinding orange light which emits from every orifice The target grows in stature by 12 inches and becomes much more attractive True Deification Transmutation Spellcraft DC 420 Components V S Casting Time minute Range Touch Target Creature Touched Duration 120 hours 5 days Saving Throw Fortitude negates Spell Resistance Yes To Develop 3 780 000 76 days 151 200 XP Seed fortify x5 DC 115 increase bonus by 59 x5 295 DC increase duration by 500 10 DC This spell raises all stats Str Dex Con Int Wis and Cha by 60 points for a duration of 5 days Because the caster has the ability to sleep and perceive the way this effects him over a duration of time this also means that the ability increases effect bonus spells per day bonus spell slots and bonus power points The target also gains a 30 bonus to comeliness as a side effect of the spell s transformation Verbal components Vau nai Imos zano Visual effect The caster glows with blinding multichromatic light with stars of every colour cascading over him as the target glows with a b
251. hat you are attempting to counter When exhausted a wizard cannot cast any spells Perfect Counterspell The wizard may now instantly counters any spell that is being cast with perfect accuracy This functions as Instant Counterspell and does not function on spells already in place such as those on an area object or person This ability effectively supercedes Instant Counterspell and the wizard may use this ability once per day per five levels at the cost of 2SMEA per shot Note The mage may still attempt to use Instant Counterspell for its lower cost but doing so counts towards one of his uses of Perfect Counterspell and has a chance of failure Mystic Craft The wizard may choose any one Mystical Craft feat Wizard s Signature The wizard may alter the appearance of the effects of spells he casts to give them his unique artistic touch This does not change the effects of the spells but merely adds colour to them in terms of storytelling Generally these should be merely cosmetic changes such as a cloud of darkness taking the form of tiny bats that coalesce into the cloud or magic armour that looks like plate mail rather than just like a forcefield or a poison ray that looks like a snake made of green light Specialty Signature As Wizard s Signature but only to spells of his specialization Specialty Improvement The wizard now casts spells from his proficiency as if he was one level higher Specialty Scroll As craft sc
252. he s given To The Padre for a lifetime of achievement For David and Janet for setting a benchmark and standard for me to rival For Steve Brown for his wisdom friendship You re as a second father to me For John Ronald Ruel Tolkien for all of his work in establishing the Fantasy genre For Christopher Tolkien for compiling The Silmarillion and all of his father s lost works For Frank Herbert for seven volumes of pure genius For Aaron Liebman May you be happy in your new life To all of my mates in The Guild And in remembrance for all the souls lost in the German concentration camps during WWII Finally to all of my playtesters and contributors without whom this wouldn t be possible Table of Contents 0 0 Zoria Setting Overview 1 0 Abilities 1 1 Ability Scores 1 2 New Ability Scores PB Soul Sanity Movement 1 3 Special Adjustments for Ability Scores from other settings e g monster ability score increases 1 4 New Saving Throws Soul Sanity 1 5 Ability Score Alterations and Optional Changes 2 0 New Races and Subraces 2 1 Racial Characteristics 2 2 Elves 2 2 1 High Elves 2 2 2 Grey Elves 2 2 3 Sea Elves 2 2 4 Wood Elves 2 2 5 Dirrioweth Drow 2 3 Dwarves 2 4 Humans 2 5 Half Races 2 5 1 Rendwar 2 6 Elrdrians The Old Ones 2 7 Zorians 2 8 Zo rani 3 0 New Classes 3 1 Normal Classes 3 1 1 Fighter Groups 3 1 1 1 Warrior 3 1 1 2 Soldier 3 1 1 3 Mercenary 3 1 1 4 Swordmaster 3 1 2 Mage Groups 3
253. he Planes of Merkono va Talyxiux A Roadmap to the Cosmos 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 Sapphire 16 17 18 19 20 21 22 23 Origin 10 chance of Xiom arte Adamantine and Corium Observatorium Sirium Union Adamantine and Mithril Pandemonium Darshaan Dreamworld Xy va Corium and Amethyst Erevystanyx Magic Erevystyx Adamantine Mo6r onium darkness Thynghos Mor aum and Jet Vokyrae Balance Hyvlaxta Gold Za Kyree Psionics Quartz Revystas Quartz and Silver Avanne Battle Planes Omande Steel and Silver Aldrist Time Mechanus Sands of Time Temporal Energy Aldus Gold and Mitrius Craft Jh karr Steel and Broze Leqius Life Yea ve Gold and Platinum set with Opal Demetrium Nature Delde Ash Wood Koromo The Halls of Wisdom Haldor and Umande Platinum and Adamantine set w Opal 24 25 Alamatrea Elemental Limbo Levian Electrum set w Ruby Sapphire Amethyst Emerald amp Topaz 26 27 28 29 30 31 32 34 35 39 40 44 45 49 50 65 66 70 71 75 76 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 T zaru Electricity T zyef Copper set with topaz and diamond Yama Water Gald
254. he example above where Tulkas attempts to overchannel a 3 degree spell and needs to roll an 01 80 on his recoil aversion roll for the secondary recoil effects he rolls a 100 This means that he takes 1d4 2 Con damage The 1d4 is from the base secondary recoil damage and the 2 is from missing the recoil aversion roll DC by 20 1 for each 10 off To overview If you overchannel a 7th level spell and fail to meet the recoil aversion DC you take 3d4 con damage 2 points of Con damage for every 10 you missed the DC by The best chances you can ever have are 95 so there is always a 5 chance of frying yourself Good luck Psychic Attacks skills Speak Language int Speak Language is now a skill based on intellect The complexity of a language and what your total bonus in it determines the difficulty of using it See the Languages section for Linguistic DCs Fluency table Spattering You understand the basic concept of what is being said is written You can say very simple phrases such as I need help and I need food but more complex communication is almost impossible General understanding General understanding of a language allows you to communicate with most speakers of the language though many things may not come across very well You will immediately be recognized as a non native speaker and many phrases will escape you entirely With general understanding you can purchase services and communicate on a basic l
255. he spell is cast If the Will save is made but not the fortitude the spell goes into effect but is limited see below If the target fails the saves the Accused fingernail becomes forever part of the target and as long as the demands placed by the Accused spell are followed it remains sapphire blue in colour If the demands are not followed the Accused nail begins to change colour first to indigo then to violet then to red and finally begins to bleed Each step takes one day When the nail finally turns to blood the transmutation trigger comes into effect taking one hour to finalize as the targets body painfully as Baleful Polymorph dissolves leaving behind the animal specified at the time of casting Default is a green toad If the target resumes the manner of acting that the Accused dictated the colour change halts but does not reverse Limited Effect If the subject fails the Fortitude Save but not the Will Save the transmutation effect then becomes a simple transmutation As Polymorph and is subject to the duration and limitations of the Polymorph spell If the target succeeds on both the Fortitude and Will saves he she instead takes 3d6 points of damage Accused can only be reversed by a Wish a Miracle an Epic Dispelling an Epic Remove Curse all of which require an opposed caster level check vs the level of the caster of Accused to function or by the willing sacrifice of a loved one who bathes the Accused nail in blood from
256. headpieces The clear stones always confer the following powers to the bearer The Mindstone confers a continuous 2 to Intelligence 2 Int 2Know 2Rea as a Circlet of Intellect The Shieldstone confers a 1 Deflection Bonus To AC as Bracers of Deflection and a 1 Bonus to all Saving Throws as a Cloak of Resistance Each clear stone also has a special expendable power As a swift action use once per day the Crown s wearer may drain the energy of a stone to utilize its special power By expending the stone s power you gain access to its special ability but lose the normal continuous power of that stone for 24 hours You may Expend the power of the Mindstone to gain an immediate 8 bonus to your Intelligence score 8 Int 8 Knowledge 8 Reasoning for one minute You may Expend the power of the Shieldstone to gain an immediate 4 deflection bonus to AC plus an immediate 4 bonus to all saving throws This ability lasts for one minute The main stone confers one of the following abilities The Main Stone is special and confers a unique power depending on the nature of the Crown Once per day as a swift action the wearer may expend the stones power to perform a special action but in doing so he depletes the stone s reserve of power which renders the normal continuous power inactive for 24 hours The Stone of Perception confers a 2 bonus to Listen and Spot Checks Expend Once per day the wearer may gain an imme
257. hese the for each time the wearer has previously invoked any power from the ring Add 10 to these if the wearer ever uses the ring for evil Add 10 to these if the MPE used in a single invocation is more than the wearer himself possesses without the augmentation provided by the ring This applies to free power As well Calculate the normal MFE cost as normal to determine if it qualifies 10 is the invoked spell was a free power Stotts using Timelessness at present would be a DC 27 DC 15 base 2 two prior uses 10 his base MEA pool is less than 1ISOMEA Stotts using Dispel Magic at present would be a DC 10 DC 8 base 2 two prior uses Add 1 to this for every re attempt Additional side effects The wearer becomes increasingly possessive of the ring and will never give it away to another without great force of will nor will he simply abandon it If others question him overlong about it he will develop anxiety then paranoia then outright anger towards the questioner Simply being asked to see or handle the ring may trigger an attack of this sort Unlike the Rings of Power a lesser ring does not grant the same level of immortality but it does extend the lifespan of a mortal and use of its powers which accrue corruption can turn the wielder into a monster or wight Elves are immune to these effects as they cannot be turned into shadows or wraiths but mortals with Elven blood Half Elven or Eldrian are mer
258. hing all other dimensions of the cosmos In this place there exists no life heat matter magic or other energy of a kind that we as mortals can comprehend Ancient tablets and plates found in the ruins of lost civilizations describe The Void as the place from which stems the Universe that we know and understand but that it has no directly comparable components of its own Most Sages describe it as a place of true and utter nothingness but others occasionally offer the conjecture that if a place exists it cannot be without substance of some nature and thus they offer the suggestion that this essentially speculative plane contains a material dubbed void matter or void energy Naturally both terms are highly oxymoronical As rare examples of some strange materials have occasionally crossed through the walls of reality including the utterly precious Sirium metals and their related cousins so have specks of another substance not unlike them in its anomalous dimensional qualities This strange material appears to absorb heat and energy readily and though it is black as the midnight sky of Winter still it seems to contain within it micronic sparkles of luminosity as if it were a starfield barely detectible to the eye glass This material which scholars have often dubbed Void Matter or also Xzerium or Simply Xerium and occasionally Sirium Noctu they categorize equally as both metallic and crystalline However samples are so scar
259. his totem abilities although his totem guide or animal may try to direct him back onto the correct path Gaining MEA Points A priest gains 1d8 MEA per each 1 bonus of his Willpower modifier That is a priest with a Willpower of 16 3 gains 3d8 MEA per each new level of experience Channeling Focus A Shaman uses a divine focus upon which he concentrates in order to establish the channel This is usually a tribal symbol but may be something otherwise significant to the power from whom he receives the spell power This symbol is usually a physical object such as a piece of jewelry a staff or a weapon but in rare cases it may be a tattoo In the case of the latter it must be large and clearly visible at all times Often this is a full torso tattoo that covers his chest arms back neck and head in which case the Shaman wears no clothing on his upper body A Shaman s chann ling foci are aimon with ancient Nene and the source of the Shaman power but this requires close examination of the focus and an appropriate Knowledge Religion or Knowledge Supernatural check with a DC of between 15 and 30 more obvious the light sou source w will be f from almost un saan to blatantly J obvious and visible in bright daylight The colour of the illumination will usually match the sphere or the school of the spell that the priest is channeling but may also reflect the entity that is supplying it eme aes cue entities have
260. hose who survive many only do either because of a very powerful mage being put in charge of raising them or due to a mystic lock placed on their powers The latter can be a mystic item techno magical device or spell of binding and the wild mage may not even know of their powers until this lock is removed Wild magi are also often orphaned either due to fear from their parents or some other tragedy On worlds with mid high MEF MEF 7 9 their frequency drops to 1 in 1 00 000 mid MEF 4 6 1 in 10 000 000 mid low MEF 2 3 1 in 100 000 000 low MEF 1 1 in 1 000 000 000 and extremely low MEF 0 1 in 10 000 000 000 Worlds with high levels of chaotic energy or multiple votrexi or greater nexus points increase their frequency chaotoic magic 10x as frequent more than twenty vortexi 4x as frequent more than ten choirs 5x as frequent more than 3 orchestrae 10x as frequent The chaotic energy multiplier and the nexus multiplier are cumulative so on a world with more than three orchestrae and high chaotic energy they would be 100x as frequent Fear the planet with a High MEF four orchestrae and high chaotic energy as on such a planet if it could survive long enough for humanity to develop and exist a the frequency for natural born wild magi is 1 in 5 000 GAME RULE INFORMATION Wild magi have the following statistics Abilities Charisma provides the basis for the wild mage s casting ability while constitution allows him to sur
261. hosts Phantasmi Poltergeists Spectres Vapours Section 1 0 Abilities Ability Scores Abilities are the basis for a character Each person differs slightly in what they can or cannot do and what is easier to do for them than other people This is reflected in the game via numeric statistics for each ability score and a modifier for each statistic that is applied to checks saves and attacks Zoria uses the same six base ability scores as most d20 games but also adds two more Fea and Movement Each ability score in Zoria has two sub scores which define skills abilities and powers and help greatly in defining the strengths and weaknesses of a particular character These sub abilities are not separately generated but rather are devised through an average of the eight primary stats Here s how it works For each primary sub statistic you may deviate up to two points in either direction for the associated sub statistics subtracting up to two points from one to add the same amount to the other Not only does this allow you to fine tune a character s statistics making them more proficient in some areas and less in others but it also allows you to split odd numbered prime stats into even sub stats gaining a slightly higher over all statistic bonus at 1 level To understand how this works let s put you through two examples of how this works explaining the pros and cons In this example of splitting a statistic we
262. ial forms of vision When making a spell permanent on a person they gain an extra saving throw if they desire ata 5 bonus Success means that the spell affects them normally but is not permanent Any MEA spent to make a spell permanent in the event that a person makes this special save is not restored to the wizard He spends the extra MEA to make the attempt regardless of its outcome Intelligent constructs or other intelligent objects and all creatures with an Intelligence score of or greater receive the same save as if they were a person Magical items receive the same save unless they were originally made magical by the same wizard who is attempting to add an additional effect onto them such as invisibility You cannot make magical items with this power as magical items do not precisely and perpetually recreate the effects of most spells For example attempting to make chains of binding by casting Greater Binding as a permanent effect on a chain will fail as Greater Binding alters a creature not a chain Creating a real Chain of Binding requires the magical know how and wherewithal to create mystical objects Arcane Secret At third level and every three levels thereafter the wizard learns an Arcane Secret that he chooses from the following list Secret Details 1 Secret Knowledge Add a number of ranks equal to your reasoning modifier 1 to any Knowledge skill that you choose even if you had no ranks in it presently 2 M
263. ical Threshold and must made a 4 soul saving throw with a DC of 49 15 TPE modifier or be banished to the Void If you succeed nothing happens but you must make an additional saving throw with the same result if you fail each time you gain an additional point of any kind of paradox You may cease making this save when your TPE drops below your Paradoxical Threshold or when your Paradoxical Threshold increases via increased Hit Dice to the point that your TPE score is below tolerance As always you may take measures to reduce your TPE score in order to avoid this uncomfortable scenario Void Energy Void Residual Energy VRE is an alien form of temporal but not paradoxical energy accumulated by creatures that enter or cross through the void between universes Small amounts of VRE have no effect upon a character but larger amounts cause certain undesirable effects or may grant strange otherworldly powers Short of greater deities no one truly understands the properties of this unusual energy that under normal circumstances no person should possess Your VPE score if any is not part of your TPE score and does not have any effect on your Paradoxical Threshold as it is a completely different energy type Empathy Fea amp Inu Healing others by taking fatigue or non lethal damage to self e g take non lethal damage or suffer fatigue to heal lethal damage of others comprehending alien thoughts restoring life to the dead s
264. icts 10d4 10 per missile Invoked Nine times per day a touch of the Scepter which requires a successful touch attack roll against unwilling targets can Heal or Harm as the wielder of the Scepter wills In either case the gain or loss is 20d10 of damage furthermore each use of Heal gives the target a single extra permanent hit point to their hit point total and a use of Harm reduces their permanent hit point total by one The Scepter cannot alter a subject s permanent hit point total more than nine times and when it has been used on a single subject nine times the creature is no longer effected by this property of the scepter for good or ill Death followed by Resurrection of any kind ever True Resurrection does not change the scepter s count Once per day the Scepter can Dispel Magic automatically The item to be dispelled must be touched by the Scepter and a successful touch attack roll must be made if the item is held by an opponent Each time this power is used there is a 30 chance to drain the item as per a Rod of Cancellation and create a permanent magic dead area in a 60 foot radius Only artifacts and Epic magic are immune to the effects of this magical dead zone Curse For 10 full days from the instant the Scepter is used the influence of a single randomly chosen deity is banished from the world where the person who used the Scepter resides ed the deity cannot observe control contact or influence beings and events on tha
265. ie Thus at Level 4 it becomes 3d6 at level 6 it is 4d6 and so on Some Invocations may augment the blast by altering its shape elemental type or adding additional varied effects Applying an Eldritch Essence or Blast Shape Invocation to your Eldritch Blast is a free action An Eldritch Blast is subject to Spell Resistance although you may choose to learn the Spell Penetration feat or similar feats in order to improve your chances of overcoming such resistances Metamagic feats cannot improve the Eldritch Blast because it is a spell like ability and not s true spell though feats that improve spell like abilities such as Maximize Spell Like Ability are a fine substitute Further feats such as Ability Focus eldritch blast increase the saving throw if any of the blast e g if you augment your blast with an Invocation that gives it a Save increase the DC of the save by 2 In such a case the blast has a save equal to the power of the Invocation you use to modify it Augmented Blast Beginning at 10 level you may use your Eldritch Blast twice a round but if you do so you may not apply any Blast Shape to it You may apply an Eldritch Essence as normal Damage Reduction Su Because of his heritage a Warlock gains natural damage reduction The element in your Master Chain determines your weakness e g 1 silver vs 1 adamantium Thus if the element in your Master chain is Silver any silver weapon will overcome your damage resistance wh
266. ight 3 and Crown of Lucubration 5 plus any three 1 Arcane Spells Percentages for Crown Main Stone Types Random Treasure 01 15 Stone of Veils 16 30 Stone of Perception 31 45 Stone of Leadership 46 60 Stone of Command 61 75 Stone of the Dead 76 90 Stone of Smiting 01 40 Lawful 41 65 Evil 66 90 Good 91 100 Chaotic 91 100 Stone of Sorcery DCs 6 Maker Level 1 Rea 13 3 Spell Degree 10 TOTA 20 Base Price Crown Mindstone amp Shieldstone 7 000gp Shieldstone Resistance Bonus 1 1 1 000 GP Deflection Bonus 1 1 2 000 GP 3000GP Mindstone 2 Int Bonus 1 2 2 000 GP 4000GP Greater Stone except Stone of Sorcery 27 000 spell level 3 amp CL 5 1 800 gp Stone of Sorcery 100 000 GP Price for multiple abilities mitigated by the limited use of the main stone Crowns with the Stone of Veils Stone of Perception Stone of Leadership Stone of Command Stone of the Dead or Stone of Smiting 34 000 GP Crown with the Stone of Sorcery 107 000 GP Required materials Blackened iron or Adamantium two 18mm diamonds or clear sapphires and one 30mm ruby Material cost Diamonds 1000 GP each sapphires 425 GP each Iron 15 GP Adamantium 80 GP ruby 1 200 GP Add the cost of these to the market value With a Twist You may choose to give these items to characters with lower than expected experience levels but in doing to to balance them out you can
267. ime 1 action Range Touched Target One living creature Duration 20 hours D Saving Throw Wn Spell Resistance Yes To Develop 315 000gp 7 days 12 600 XP Seed afflict DC14 Factor additional 10 penalty 20 DC You create an aura 10 ft radius of acidic gas around a target creature that emanates from that creature The aura deals 10d6 points of acid damage per round to any unprotected creature that comes into contact with the aura for the duration of the spell The aura is dismissible Warning If you don t have acid protection of some kind when you cast this on a target other than yourself you will take acid damage until you can escape the radius of the aura Verbal component Krella myzzo Visual effect Red light springs forth over the target glowing with dull green motes that slowly forms a 10ft radius aura of pale bwrown illumination with motes of dull green around the target creature Sonic Aura Evocation Acid Spellcraft DC 35 Components V S Casting Time 1 action Range Touched Target One living creature Duration 20 hours D Saving Throw Wn Spell Resistance Yes To Develop 315 000gp 7 days 12 600 XP Seed afflict DC14 Factor additional 10 penalty 20 DC You create an aura 10 ft radius of wavering sonic rays around a target creature that emanates from that creature The aura deals 10d6 points of sonic damage per round to any unprotected creature that comes into contact with
268. ime You may travel both to the past and future though doing so is very stressful on the souls of travelers requiring a Fed save DC 40 Verbal components Aldoze nos qu Visual effect The casters eyes blaze in a fire of every colour of the spectrum spreading out as a glow from the caster forming a sphere of quintessence with a radius of 20 ft Upon completion the sphere becomes solid and tangible and cannot be broken by any means as those inside watch the rest of the world fall away behind them in a swirl of blue and golden light The process is repeated in reverse as the world comes back and the destination looms closer when finally the sphere pops into motes of quintessence that sparkle and emit a tinkling sound like shards of crystal as they fall to the ground and evaporate Truevision Divination Spellcraft DC 59 Components V S Casting Time 1 action cast Range 360 ft Target One Creature Touched Duration 1 hour Saving Throw None Spell Resistance No To Develop 531 000 11 days 21 240 XP Seed reveal 19 Factors one action casting time 20 DC increase duration by 500 10 DC This spell allows a creature to see things as they truly are and pierce illusions for a duration of one hour Verbal components Halvo naaneh Visual effect A faint green light flows from the caster s hand and enters the target creature as the target s eyes glow with a faint green and silver light that lasts through the dura
269. ine powers exist outside of our dimension and thus their power great as it may be is no as strong as it is in their own dimension Thus the power is always constant never growing or diminishing unless you enter another plane In those cases the power you channel may be enhanced or demolished by the forces at work in that realm Demonic Power Channelers who gain their powers from demonic sources or other dark powers Such characters dark priests demonologists etc cast spells within the spheres of their chosen power whatever being to whom they swore their allegiance with greater potency Spells that are outside of their demonic conduit s spheres are at normal strength but they have a greater list of barred spheres Additionally such channelers rapidly accumulate corruption as they are in perpetual contact with dark and twisted beings that desire nothing more than to dominate their very soul Demonologists do not gain domains but they do gain a pact with the force of evil with which they sold their soul This pact gives them formidable dark supernatural powers The exact nature of these powers varies by their choice of pacts Not all devils and demons will offer every pact so depending on the evil entity the choices may be limited They also gain Corruption and taint from using their pact powers not to mention the initial taint and corruption for making the pact in the first place Benefit Demonic beings will usually provide
270. ing Cats Communication 13 5 3 8 Hvylaxta Truth Balance Chivalry Honesty Civilizations 13 5 3 9 Weldankh Killing Pain Conquest Suffering 13 5 4 Greater Deities 13 5 4 1 Aldus Time Law Discipline Planning Honor Fate Learning Commerce Supreme Judgment 13 5 4 2 Balda Life Death Birth Watchfulness Rebirth Secrets 13 5 4 3 Felosa Beauty Evil Vanity Women Supreme Hate 13 5 4 4 Erevystanya Arcane Knowledge Magic Dragons Twilight Intrigue 13 5 4 5 Galda Light Elements Fire Desert Storms Seasons Sun 13 5 4 6 Haldor Knowledge Prophesy Foresight Common Sense Good Wisdom 13 5 4 7 Levian Chaos Trickery Gambling Illusion Pranksters Wealth 13 5 4 8 Sheakhara Secrets Knowledge Mind etc 13 5 4 9 Xy va Dreams Sleep Love Wit Mirth Music 13 5 5 Over Deities 13 5 5 1 Merlankh Talyxiux Courage Civilization Family Fathers Freedom Retribution Loyalty Balance 13 5 6 True Deities 13 5 6 1 The One Aldus One of the greatest of all deities Aldus is master over Time and what some who understand less deem as Fate The duty of Aldus is to maintain the equilibrium of the cosmos in relation to time and space He has supreme power over these facets of reality can control temporal and causal nexus points and manipulate paradox although it is a rare situation that would have him do the latter Appearance A shining golden orb with white or black sparkles a glowing
271. ing throw Fn harmless DC 30 Crystal Enhancer Enlargement Special Powers Continuous Enlarge Person Saving Throw DC 29 Requires Enlarge Person Market Value 2 000 GP MFE Cost to Make Time to Create 2 days This enhancer enlarges the wielder of the fist whenever he is holding it as per the spell enlarge person cast by a 10 level sorcerer Each time the wielder holds the fist he may either accept this power or attempt to suppress it by making a saving throw Fn Other Fists Saeros made in his time as the Emperor of the Second Saerosian Empire a few other weapons of the same design motif and exacting metrics He made these as magical items themselves out of extra dimensional metals that he discovered and they each have unique properties These are the original designs and the properties given to them followed by the new properties they gained as relics upon entering this new reality White Fist Mace of Redemption Special Properties Bane Vs Undead Enhancement 3 Effective Enhancement Damage 1d6 Additional 2 enhancement vs Undead and 2d6 damage Critical Treat Range 20 x2 Composition Verdaum and Mithril Black Fist Mace of Malice Special Properties Unholy Enhancement 3 Effective Enhancement Damage 1d6 Additional 2d6 damage vs an opponent of Good Alignment Critical Treat Range 20 x2 Composition Verdaum and Mithril Magausari Mace of Many Virtues Special Properties Spell St
272. ingly arrogant trying to force his opinions on others even when it isn t required of him to do so If he s already that arrogant the crown makes changes to his physical appearance as follows His hair colour changes to silver white his eyes to green grey and he grows a goatee Furthermore if he is an extremely good person he grows a set of silvery horns but if he s a nasty bastard his tongue forks Stone of Command If the wearer uses the crown constantly more than once or twice a day for at least a week he begins to experience a terrible laryngitis causing him to have hacking coughs and eventually lose his voice Stage One The Cough After one week of constant use abuse he begins getting a hacking cough that interferes with his Spellcasting if applicable and any skills that require vocalization When Spellcasting he must made a DC20 fortitude save If he fails there is a 40 chance of losing the spell and a 10 chance of miscasting with bad results He also receives a 5 penalty to any check when using vocal skills Perform Diplomacy Bluff Intimidate and Bureaucracy etc If he cuts down on his usage by refraining from using the crown for at least one week he recovers from stage one If not he enters Stage Two Speechless After one month of suffering the effects of stage one the character loses his voice altogether but unlike the laryngitis the complete loss of his voice is a supernatural effect
273. ings that survived the collapse of reality and in the process his powers increased Already a time sensitive Saeros gained the power to see all potential futures and directed the path of history to his liking He affected the development of many sentient beings and their cultures and used his great mental powers of dominance and telepathy to sway things to his designs Eventually Saeros declared that a new age was to be born and content or weary he let the rulership pass to his heirs who inherited a part of his sorcerian and psychic powers in their bloodlines They became rulers of his vast intergalactic empire and eventually quarreled over their own dominions the centre of all was Merko Imvas later named Alterran and Elven names a planet in the Zuri Galaxy Each lord or lady thus established a region on that planet directly tied to their space Empire and feuded both on the planet and I space in order to conquer the domains of their peers as well as to control the Regalia of Saeros In the end Saerena daughter of Saeros took final authority being the senior of his heirs only to her brother who declined the Saerosian Seat and she took up the position of Ruling Empress of the 5 Saerosian Empire During her reign the Empire of Sorcerers discovered the spells and technology to create and access other dimensions including The Void and they discovered a new element Xzerium which existed both in The Void and in the nucleus of a sin
274. ins are Evil Pain Corruption Bestial Domination and Tyranny Galda Galda is the goddess of light and elements Her symbol is a rising sun across the horizon She is a Neutral deity supposedly composed of radiant energy Her favoured weapons are magical energy based and any weapon with energy based abilities Her domains are Earth Fire Water Air Cold and Sun Haldor Haldor is the god of Knowledge and Understanding He is a Neutral Good deity that appears as tall man with dark hair down to his waist shimmering blue eyes with clouds in them with scholars clothes in gold with shimmering colours in them He has a staff of silver with a crystal globe at the very top He is the husband of Umande according to ancient records in Eldrian His favoured weapons are the staff and knowledge His symbol is en eye looking downwards and his domains are Knowledge Protection Community Good Oracle and Mind Jh karr Jh Karr is the god of creation He is the master smith of the gods and the shaper of the world His symbol is a dagger and he is also the god of righteousness He is a Lawful Good deity appearing as a strong man with a russet complexion sandy brown hair blue eyes wearing bright armour His favoured weapons are the longsword and the bastard sword According to records in Eldrian he was the husband of Felosa but when she tried to destroy the world he left her for Delde His domains are Creation Endurance Artifice and Co
275. inst the other mage This ability uses 1OMEA each time the wizard elects to attempt it whether or not it is successful Improved Counterspell As counterspell but it only uses SMEA if it fails Instant Counterspell The wizard may attempt to counter a spell immediately after it is cast He may use this ability once per day per five levels in the Wizard class i e A 15 level wizard may attempt to do this three times per day To successfully counter a spell the wizard must win an opposed Spellcraft and caster level check against the mage who cast the original spell If successful this ability uses 1SMEA if it fails it uses S5MEA Greater Counterspell The wizard may now attempt to counterspell any magical force whether it is a spell that another is casting or a magical effect long in place This acts as a Greater Dispel Magic but uses no MEA You may do this a number of times per day equal to your Endurance modifier with a minimum of once per day Successful or not each time you use this ability you must make a fortitude save versus the DC of the effect you are attempting to counter If you fail this save you become fatigued for one minute per the degree of the effect you tried to counter When fatigued a wizard must make a concentration check at a 10 penalty to cast any spells If you attempt to use this ability while fatigued and you then fail your save you instead become exhausted for five minutes per the degree of the effect t
276. ion of the casting SCO Transmutation Spellcraft DC 46 Components V S Casting Time 1 minute Range 300ft Target One creature Duration Permanant Saving Throw Fortitude negates Spell Resistance Yes To Develop 414 000gp 9 days 16 560 XP Seed transform DC21 Factor allow caster to change appearance and gender 25 DC This spell transforms a single creature from male to female or from female to male as the caster wishes The caster defines the overall appearance of changed creature within the comeliness limitation of the creature to be changed The appearance of the creature may be less but cannot be more attractive than the original creature was Verbal component Vau nai to lau Visual effect Orange light streams over the creature to be changed with even brighter orange light pouring into their brain and genitals Party On Dudes Conjuration Creation Spellcraft DC 66 Components V S Casting Time 1 minute Range 300ft Target A 600 square foot area Duration 20 hours Saving Throw Will disbelief if interacted with Spell Resistance Yes To Develop 594 000gp 18 days 35 640 XP Seed delude DC14 energy DC 19 conjure DC 21 Factor add auditory music to illusionary band 2 DC make complex music that you have control over 4 DC create light instead of normal energy 2 DC ad hoc make balloons at distance of 50 ft 4 ad hoc dismissible 2 DC You create a party of
277. ion other creatures of all shapes and sizes so too are deities ranked by their stature Unlike their mortal cousins divine power is not so subtly arranged by how well known a power is but rather by their age number or worshipers level of control and how they came into being New Tiers of Over Deities 13 3 1 Creatrix 13 3 2 Lesser Regent 13 3 3 Regent 13 3 4 Greater Regent 13 3 5 Lesser Designate 13 3 6 Designate 13 3 7 Greater Designate 13 3 8 Imandi New Salient Abilities Divinity in Zoria 13 5 1 Immortals 13 5 1 1 Sol 13 5 1 2 Demi Deities 13 5 1 3 Gil Ranis CG Rogues Agility Dueling 13 5 1 4 Amara Psionics Secrets Prophesy 13 5 1 5 Vyre Sa Karu Fate Learning Undead 13 5 2 Lesser Deities move all to intermediate 13 5 2 1 T Zyef Storms Weather Rain Thunder 13 5 2 2 Thyn gh6z Darkness Drow Underworld 13 5 2 3 Calmenos Murder Illusion Vengeance 13 5 2 4 Selmenos Slaughter Demons Massacres 13 5 2 5 Yea ve Fertility Childbirth Life 13 5 2 6 Delde Woodlands Flora and Fauna Trees Nature Animals 13 5 3 Intermediate Deities 13 5 3 1 Keldor Destruction War Ugliness Disease 13 5 3 2 Jh Karr Crafts Artisans Smiths Creation Dwarves 13 5 3 3 Quvax Roads Home Travel Exploration 13 5 3 4 N Tra Undead Pain Hate Spiders 13 5 3 5 Omande Brawling Cities Protection Humor 13 5 3 6 Umande Mercy Passion Endurance Healing 13 5 3 7 Revistas Psionics Gem cutt
278. is Psychic level and the Magnitude of the power involved plus the average of the total of ability score modifiers involved in the power This determines the saving throw DC For special defense the attacker and the target s PA rolls come into effect The attacker must have a lower roll than the defender for the ability to work at all If the attacker s roll is successful lower than the target then the target makes a saving throw as normal If the defender s roll is higher he may instantly retaliate if he also has psychic powers effectively reversing the situation For retaliation the original attacker becomes the defender and both roll a new PA check to see if the attack is successful Fhis can ge back and forth cnly tyice per subject per segment Remember that psychic combat happens at the speed of thought so you can only retaliate a number of times per segment equal to your reasoning score modifier A target without psychic abilities that succeeds on his PA roll may or may not know that somebody tried to attack him using a psychic power Indirect Psychic Attacks Indirect psychic attacks are generally telekinetic in nature Shooting lightning bolts at a target or throwing a knife using telekinesis are indirect meaning that there is no actual psychic contact with the target The attacker must still make a successful PA check to activate the power and then must make either a psychic attack to set the DC for the saving throw o
279. ively Energy blaster Saeroan assault rifle sized 10d6 ray 12d5 pulse and 15d4 spread 40 degrees configurations Energy clip type 2 Energy canon Saeroan 20d6 40d6 and 80d6 configurations Extrnal energy source required Energy Canon Zorian 15d8 30d8 60d8 configurations External power source required Pulse canon starship 100d6 200d6 and 400d6 configurations Uses ship s power source or independent power supply Pulse canon Ilumerian city ship 250d6 500d6 or 1000d6 energy pulse burst ray requires zero point energy source or greater Zorean spacefolder Pulse Streamer Energy Streamer 100d10 200d10 400d10 and 800d10 configurations size of ship Zorean sonic disruptor Magical Items amp Artefacts Mystic Keys Lesser Key of Entrance Mystic Key of Entrance Greater Key of Entrance Key of Talision The Key of Entry Talision was many years ago a well renowned explorer and an expert with his lock picks Still there were many locks that he had trouble with and even more so with the cunning traps that lurked in ancient ruins temples and underground complexes One day the mage Lex contacted Talision asking him to retrieve from a hidden underground temple the Tears of Destiny from their long resting place Talision agreed and spent many long months exploring the ruins with his comrades finding not a few treasures Finally they located the inner sanctum and looked upon the great door
280. iverse surviving the collapse of the former realities He outright stated that it was not his own creation but rather an artifact that he found originally created the Rendwar Tulkas Duun It is a perfect black sphere approximately two feet in diameter made of an unknown crystal The owb rests in a special pediatal made of Adamantium designed as a perfect replica of the original pedestal made by Tulkas in the old Universe Saeros did not preserve the original stand but faithfully recreated it out of Adamantium The pedestal is designed so that from above it appears to be a 24 pointed star and is three feet high crafted of solid adamantum with mystical symbols in an unknown lamguage that predates time all over its spiraling form Saeros placed the orb in the court of the Imperial Palace so that his trusted servants heirs and other authorities may use it It functions much like a crystal ball of scryeing except that it cal also look both into other dimensions and other realities as well as back and forward through time Powers Constant The orb may be used as an ordinary scryeing stone and the user must make a scrye check when utilizing the device although the orb provides a circumstance bonus equal to the level or hit dice of the person using it to his scrye check e g a 10 level character gains a 10 circumstance bonus to scrye with the orb Additionally the user may attempt to peer into other dimensions other realities or int
281. izard with a Spellcraft of 7 can always make a Spellcraft check of 17 and can therefore always cast 2 Circle Spells but must roll to cast 3 Circle or higher spells It is not possible to take a 20 when casting a spell In any event if you fail this roll by 5 or more the spell is misfires and has undesirable results Sorcerers have a 5 penalty on Spellcraft rolls to case a spell that falls under their secondary antithesis Thus a Sorcerer with the Air Electricity primary element must roll a 21 or better to cast a 1 Circle Water ice spell DC 15 Spell Circle 1 5 for secondary antithesis You may look at this as an increased DC or a penalty to the roll thus the DC is still 16 but you must subtract 5 from their roll thus the sorcerer must roll a 21 or higher to make this DC 21 5 16 Actions and seconds now measure Spellcasting time You can now use both actions in around for casting and a mage must occasionally rest between castings on very complex spells Write into spell description the verbal components in Zoraec then gauge the time required to say them This is the casting time in seconds for that spell rounded up to the nearest 3 seconds Soulstrike A spell like ability available to powerful mages that uses all of a mage s MEA plus all of his CON plus all of his Soul stat to generate a final devastating or wonderful effect This spell augments the total MEA available as follows Total remaining MEA total
282. ke A in Ate Y as old English Ye Au Like Ow Double vowels Voiced twice Consonants B as B in Boy C Always hard like C in Coal D as D in Dog F as F in Fig G as G in Gold H as H in Halo J as J in Jest Jh Pronounced in one sound guttural K Guttural like C in Crash KV Pronounced as two separate sounds KVEZ Keh Vez L as L in Latin M as M in Mermaid N as N in No P as P in Power Q always as KW sound Does not need a U following QU is KWOO R as R is Rain S as S in Sam Sh As Shore T as T in Tang V as V in Victory W as W in Weld X Bussing X always like KS never like Z even as leading letter thus Xiva KZEEVAH Z like Z in Zero Zh Like Sh or Jh but with buzzing Z sound dominant Double consonants e g LL are elongated resonating sounds said almost twice Callo CAL LOW Examples Xeio Kx eh ee oh Tuus Two oohs Queza Kwoo eh za Syllable Stress Stress is always on the second syllable in three or more syllable words but on the first in words with two syllables Pauses an apostrophe indicates pause in pronunciation Y Vos Ye pause vohs T Zyef Teh pause Z Ye ef No one learns to cast spells in a day Learning to use Words of Power takes time and practice Don t worry about saying it wrong in the beginning and take your time Your DM may call preferred for you to say verbal components aloud Pronouncing somatics on simpler
283. kes 3d6 20 points of damage If the target dies their soul is transported into a small black orb of sapphire diamond or talysium that must be worth at least 1000gp per HD of the creature killed The orb must have spirit ward cast on it prior to the casting of this spell for the soul to be trapped therein The soul is given a will save DC 70 plus relevant ability modifier to avoid being captured Visual effect None The creature s soul winks out of existence into the black orb Spirit Ward Abjuration Spellcraft DC 170 Components Black Sapphire Diamond or Talysium Sphere Casting Time minute Range Touch Target One Black Crystal Orb Duration Permanent Saving Throw None Spell Resistance Yes To Develop 1 530 000gp 31 days 61 200 XP Seed ward DC14 Factor ward against spirits 20 DC Permanent x5 DC You create an invisible field around a black sphere of crystal sapphire diamond or talysium that wards against spirits touching the surface of the orb This also functions to trap spirits inside the orb through the use of other spells or spell like effects Visual effect None Burst of Aravus Abjuration Spellcraft DC 204 Components None Mental Action Casting Time minute Range Touch Target 100 ft radius sphere centered on area touched Duration 20 hours Saving Throw None Fortitude negates Reflex half and Fortitude Partial Spell Resistance Yes To Develop 1 836 000gp 37 days
284. ks however they gain the ability to see in color Once the character has 15 or more ranks they may see as though they had Arcane Sight active at all times Sighted characters do not gain these benefits In addition non sighted characters do not become disoriented by using their second sight in all directions effectively giving them the ability to have unilateral vision in a globe equal to their Assense score 10 as if always taking 10 x 10 feet at all times Seeing through objects is obviously harder and severely limits the range of this ability Consider any character attempting to see through an object to have his range of vision decreased by 30 feet for every 6 inches of thickness he attempts to see through Thus Tolko uses his Assense skill to see into a room beyond a one foot thick stone wall His Assense skill is 8 5 ranks and 3 Intuition and he rolls a 12 on his dice check resulting in a total DC of 20 Tolko is able to see 120 feet in front of him 200 feet minus 60 feet for the thickness of the wall Metal objects double this penalty and lead quadruples it effectively almost entirely blocking it Thus if the wall was made of steel Tolko would be able to see 80 feet in front of him 200 feet 120 feet for the steel wall s thickness similarly if the wall was lead Tolko s range of sight would not penetrate it as the wall would block off the first 240 feet of vision Of course Assense can also reveal objec
285. kyscrapers acrylic structures biodomes mid late Building Materials Most stone wood metal mortar cement acrylic plastics Circuit Types Vacuum tubes transistors early Integrated Circuits amp Microprocessors mid to mid late Computer Types Early IBM type business computers amp crude personal computers early Microprocessor based computers and personal computers such as Commodore 64 and Apple II mid commonplace computing mid late Internet mid late Energy Source Availability Oil fire coal pitch acids steam electricity atomic energy wind energy solar energy mid late Language Fully developed spoken languages Phonetic writing systems computer programming languages Mathematics Geometry advanced mathematics multiplication algebra etc calculus quantum mathematics Matter Manipulation Alchemy Medicine Anatomy well known Advanced medicinal development Concern for health exercise diet etc exists Acupuncture chiropractics Eastern medicine pills are commonplace tinctures Freudian level psychology and psychiatry are commonplace Neurology the X Ray and Fluoroscope Metals Bronze Iron Steel Laminated Steel Alloys of Steel Titanium rarified metals radioactive metals and non terrestrial metals Philosophy Platonic Philosophy Socialist Philosophy Altruism Political Systems Monarchical Democratic Imperial Republic Socialist
286. l Saving Throw None Spell Resistance No This spell functions as Detect Evil except it reveals Humanoid Gnome creatures ignoring alignment This spell does not show alignment of creatures but does indicate the creatures power level compared to yours Detect Halflings Divination Level Cleric 2 Sorcerer 2 Components V S Casting Time 1 standard action Range 60 ft Area Cone shaped emination Duration Concentration up to 10 min level Saving Throw None Spell Resistance No This spell functions as Detect Evil except it reveals Humanoid Halfling creatures ignoring alignment This spell does not show alignment of creatures but does indicate the creatures power level compared to yours Detect Humans Divination Level Cleric 2 Sorcerer 2 Components V S Casting Time 1 standard action Range 60 ft Area Cone shaped emination Duration Concentration up to 10 min level Saving Throw None Spell Resistance No This spell functions as Detect Evil except it reveals Humanoid Human creatures ignoring alignment This spell does not show alignment of creatures but does indicate the creatures power level compared to yours Spells from 10th Degree to 20th Degree These spells were originally designed as Epic Spells in the d20 system but are usable as Zoria spells as well All of these need to be modified and converted to the Zoria system as follows the DCs for these spells are not nearly so high They work as
287. learn further split between Knowledge your accumulated knowledge of the world and all things Reasoning which is your ability to learn and perform tasks Reasoning determines the number of bonus skill points you get at each level It is the basis of logic Wisdom is your ability to perceive the world around you and understand how to better perform a task Its sub abilities are i igi Sidebar for Calculating the Real Perception determines your ability to know World 1 0 of your Character what is going on around you It is your level To calculate and determine what your of insight and intuition as well as character s I Q would be in real world i oe c terms multiply his Reasoning score by 11 contributing to your initiave phase modifier hen add half his Intuition score to iha and a Monk s AC modifier result This a character with a Reasoning score of 12 and an Intuition which is the e 7 same as Perception score of 15 would Willpower represents your ability to put mind have an LQ of 139 over matter to make things happen the according to your own design and to subvert Here s the formula Rea 11 nu 2 12 11 132 15 2 7 5 139 5 the will of others or the laws of the Universe Willpower is the basis of most divine magic as well as many forms of mystic control and all Willpower saving throws Charisma is your gusto your ability to charm and make friends It represents both how influenti
288. linding orange and multichromatic light which emits from every orifice The target grows in stature 24 inches and becomes impossibly attractive A Deity Become Transmutation Spellcraft DC 2 100 Components V S Casting Time minute Range Touch Target Creature Touched Duration Permanent Saving Throw Fortitude negates Spell Resistance Yes To Develop 18 900 000gp 379 days 756 000 XP Seed fortify x5 DC 115 increase bonus by 59 x5 295 DC permanent duration x5 DC This spell permanently raises all stats of a single creature Str Dex Con Int Wis and Cha by 60 points Because the caster has the ability to sleep and perceive the way this effects him over a duration of time this also means that the ability increases effect bonus spells per day bonus spell slots and bonus power points The target also gains a 40 bonus to comeliness as a side effect of the spell s transformation Verbal components Vau nai Imos zano naan Visual effect The caster glows with blinding multichromatic light that bursts out a radius of 100 miles with stars of every colour cascading over him and the target at a radius of 10 miles as the target glows with a blinding orange and multichromatic light which emits from every orifice as bright as a small star The target grows in stature 36 inches and becomes ungodly attractive Day of Insight Conjuration Creation Force Spellcraft DC 38 Components V S Casting Time minu
289. lity itself Naturally there had to be safeguards and each item of the Second Regalia has unique effects essentially differing an extreme curses for each item if used by a person not part of the bloodline of Saeros It is therefore every dangerous to use them but of course power always comes at a price The Sorcerer Kings over their reign of uncountable ages ruled with the powerful of the greatest magic of all time During the course of history the created a myriad of relics and regalia originally held only by the Emperor King or one of the Royal Family These items were made using all the skill of the Ancient Magical Knowledge given to them by Saeros and the Zoreans before the War of Dimensions and learnt through studious experiments with magic psychic powers and the power of living souls Each of these items is considered a relic or artefact and this has the ability to do things outside the normal realm of magical or psionic items but each also carries with it some form of curse Unless expressly stated the curse is ineffective against the Sorcerer Emperor or the rightful heir or legal claimant to the inheritance of Saeros it also has a limited effect on anyone who is of close bloodkin to Saeros and a slightly lessened effect on any being of his bloodline Items made of Adamantium belong to the older era the Second through Fourth Saerosian Empires and those made of Xynnium are from the Fifth Saerosian Empire All are colle
290. ll reduce falling by up to 150 ft Levitate self up to 80 ft off the ground movement good Outward Levitate an object weighing no more than 80 lbs with crude control 40 lbs with clumsy control 20 Ibs with average control 101bs with good control or 5lbs with expert control Lbs with perfect control Hurl an object with a maximum velocity of 10 feet per second Heal or inflict damage equal to 1d8HP 1 per Psychic level augment 15PPE for an additional 1d8 max augment 1d8 per psychic level Rearrange basic structure of an object with a maximum mass equal to 10Lbs augment 10Lbs per 1SPPE max augment 10Lbs per Psychic level Heat or cool an object by 60 or 60 degrees centigrade Reconstruct an object from medium 1OPPE or small 15PPE parts Change elemental makeup by two degrees two steps in any direction on periodic table Change appearance of another creature by up to 70 size by 40 change gender includes nonstandard genders change species Humanoid types monstrous humanoid and animal or humanoid animal hybrid only Create more devastating ire attacks by modifying the gasses involved doing more damage d8 dice instead of d6 7 Inward Heal 1d8 level lethal damage to self or 1d10 level non lethal damage to self Change appearance by up to 100 size by 50 change gender includes nonstandard genders change species Humanoid types monstrous humanoid animal or humanoid animal hybrid incorporeal and aberration only Slo
291. lls indefinitely The wearer may charge the stone with up to 500 MFE of spells that they know or have another person do so for them with other spells Spells stored in the stone can be cast as a purely mental action which requires concentration Any attempt to store more than SOOMFE of energy in the stone causes an energy surge instantly releasing some or all of the raw magical energy stored therein so care must be taken to avoid storing too much power Invoked Once per day the wearer may use the helm to polymorph self as per the spell cast as if they are a sorcerer with a level equal to their total hit dice Three times per day the wearer may use the helm to make himself invisible as per the spell invisibility cast as if they are a sorcerer with a level equal to their total hit dice Two times per day the wearer may use the helm to cast Alter Self as per the spell cast as if they are a sorcerer with a level equal to their total hit dice Once per day the wearer may use the helm to make himself invisible as per the spell greater invisibility cast as if they are a sorcerer with a level equal to their total hit dice Curse Helm attempts to permanently bond to wearer causing pain and penalty to concentration Adds corruption to wearer every so often Use of talyxim stone bay backfire or cause corruption Adding too many spells causes backfire Make chart wearer will eventually try to be more like Saeros wearer may become insa
292. losa turned to evil and attempted to destroy all life in an attempt to prevent her from turning all living things into grotesque creatures under her sway much in the same way as her sons attempted and failed to improve the mortal races in their creation of Orcs and Goblinkind N Tra and Felosa have been bitter enemies ever since and Balda has said that in the end he shall have his justice as the creations of N Tra will prove her undoing For her actions N Tra is despised by all the gods save Weldankh and Keldor who use her undead armies to fuel their goals Some of the dark gods permit the use of undead by their priests and followers but Felosa hates all of them save the original beautiful revenants that preserve life in its beauty and glory indefinitely In the end N Tra was chained and set in place on her throne of decay in Chast from where the Imandi hope that she shall never escape Aldus however has given his doom that she shall be freed by mortals ere the end and that her war is far from over Balda has refused to enlighten us with his vision of the prophesy concerning the doom of N Tra 13 1 2 Revenants The Corporeal Undead Unlife After Death 13 1 3 13 1 2 1 13 1 2 2 13 1 2 3 13 1 2 4 13 1 2 5 13 1 2 6 13 1 1 7 Spirits 13 1 3 1 13 1 3 2 13 1 3 3 13 1 3 4 13 1 3 5 13 1 3 6 Ghouls Guardians Litch Skeletons Vampires Wraiths Zombies From Beyond the Grave Apparitions Geists G
293. ls Philosophy Platonic Philosophy Socialist Philosophy Altruism Xenophilosophy Political Systems Monarchical Democratic Imperial Republic Socialist Technocratic Global Empire interplanetary governments amp Empires some Anarchic societies Religion Organized religion exists but not common Not always true Sciences Alchemy chemistry astrology astronomy New Temporal Physics solidifying the all possibilities of the Theory of Everything into physical laws dimensional physics Advanced Mystic Theory Psionic Sciences Subspace field manipulation Space Travel Types amp Speeds FTL space craft Warp 10xC early 15xC mid 20xC late Hyperspace 24xC early 35xC mid 50xC late satellites space stations off world colonies extra solar colonies Stargate type travel Teleportation Capability TransMat Stargate Wire amp Wireless Impulse Matter Energy Conversion Transmission Tools amp Machinery Glass metal forges black powder parchment papyrus paper uncommon oil lamps moderate lenses cut gemstones gunpowder chemical explosives paper press book press water mill wind mill typewriter telegraph incandescent lighting electrical generators telephone phonograph photography motion video petroleum and steam based motors industrial plants late vacuum tubes radio transmission transmitters amp receivers plastic vulcanite rubber bakelite modern
294. lt to discern through Seeing into the MEF with Assense is much more valuable than seeing who is lurking beyond the wall in the next room though peeping toms may disagree The most prized use of this skill is the ability to replicate Divination effects To replace a divination spell the character must have twice as many ranks in Assense as the spell s level Furthermore the spell must have an effect that takes place within the character s range of his Assense ability and the character must make a check The base DC of the check is 15 3 Spell Level This to replicate Detect Undead with Assense the DC would be 18 whereas Detect Magic has a DC of 15 Detect Invisibility and similar effects cannot be directly replicated but Assense does give a 2 circumstance bonus per 5 points of the check to spot invisible creatures but does not actively reveal them It is easier to spot them due to distortions in the MEF around them Thus an Assense check of 20 would grant a 8 circumstance bonus to spot an invisible creature Invisibility does distort the MEF but because of the way its energies envelopes around the invisible entity it is still very difficult to spot them Purthermore the spelH must have an effectthattakes place within the character s rance of his Assense ability and the character must make a check The base DE of the check is 20 Spelt Level 2 Fhisto repheate Detect Undead with Assensethe DC weuld b
295. ly as possible in addition to the normal circumstances of the wish spell and may do whatever it can to pervert the outcome Once per week the wearer may use the crown to invoke a Greater Wish with the same consequences as using the normal wish abilities described above only with more disasterous consequences Curse For anybody who is not of the line of Saeros the crown has a dire curse It3 has a slightly less powerful effect on those who are of the line but if they are not the rightful wearer the crown will use the alternative curse as follows Only mortals can see the crown Deities and outsiders are completely blind to it Crest of Sodoma Appearance The Powers Constant The Crest Invoked Curse Saerena s Earrings Appearance Thr earrings of Saerena while aren t truly powerful are still counted amongst her relics They are shaped like small droplets of Adamantium with an eight rayed star shape cut ruby dangling from the bottom of each Each bear engravings in both Saeroan and Mystic and have small emeralds in the centre of each droplet Powers Constant The earrings are magically linked to eachother via a mystic channel that can cross dimensions and will function anywhere in the cosmos If a character wears both of the earrings they confer the ability to understand all spoken languages heard by the wearer The earrings may also be split up worn by two people In this case each may listen to the thing
296. m his rumored opposition of the worship of the dark gods D rrow was a worshiper of Merlankh Talyxiux who fought against Felosa in the opening wars of the Powers his wife Ithiloth Moonflower took over the rule of his realm She whom outsiders have named Lloth perverting the meaning of her name openly accepted the dark temples and allowed them governing authority making herself a dominant figure in both the Imperial court and religious sect This act though I made her immensely powerful and influential sealed forever the fate of the Diarrioweth handing their destinies over to Felosa and Thyn gh z and almost completely banishing all other temples from the lands Other temples survive as secret cults most commonly Haldor and Yea ve 2 2 Dwarves 2 3 Humans 2 4 Half Races 2 4 1 Rendwar 2 5 Elrdrians The Old Ones The Eldrians are one of the high ancient races like the Zorians and the Elves Born in the first era they built an empire across Zoria but now they are a mere whisper from the past and their great cities lie in ruins their artifacts and treasures long buried What we know is that they came to be at the same time as the Zorians but they are natives of this galaxy perhaps even Merlankh and not of Chaluum Origin In appearance they were much in much like to humans but more fair and of greater majesty knowledge and skill In this they nearly rivaled the Elves we know that they had aptitu
297. m levels two and three to use at level four You can only save points from one level at a time These points do not count either towards or against spells that the sorcerer chooses to research on his own at his own expense Remember that he may research spells as newly created spells under the spell research rules at any time Spell circle points gained at level benchmarks are bonus spells Example If Kalis a 2 level sorcerer with a reasoning score of 16 is researching Fire Bomb a 6 Degree incantation and reaches 3 level before he finishes his research he cannot use the 3 points towards his research to lower the time or cost He may use them only towards a different spell in a similar vein thus a bonus spell that he acquired while researching Fire Bomb Likewise researching a spell does not preclude his ability to learn a bonus spell If he was researching Ray of Fire a 1 Degree incantation and gains 3 Bonus Circle Points he need not in fact he may not automatically spend the points to learn Ray of Fire but he must spend them on another effect that he happened upon during his research He still must spend the time and resources to develop Ray of Fire as planned At the D M s discretion may a character spend his points towards a spell that he has already committed time and money to develop and if allowed all money and time spent thus far is wasted This is only permissible if the spell was something that the charact
298. magic slots Rather than casting known spells the wild mage may use a wild slot to cast any spell that they can imagine which uses a slot of the appropriate degree This works even if the spell does not exist As long as they can state the effect they may attempt to spontaneously cast the spell To do this the wild mage must roll a spellcraft check with a DC of 15 spell level If the check is successful the wild mage can cast the spell Using a Wild Magic slot is a full round action Spells with a casting time of 4 or less always act as if the casting time was 4 and wild magic spells of this nature that would normally have a casting time greater than still have their normal casting time Wild mages gain slot of increasing degrees in power as they increase in level Unlike normal magic which is not capped by character level a wild mage may not cast spell using a wild slot of greater potency then they highest available wild slot See the table below for wild magic slots available by character level If a wild mage is not subject to reverb such as when under the influence of the Chaos Shield spell he cannot use wild magic slots The reverb chance for wild slots is greater The mystic reverb chance increases by 5 per degree of the wild slot so a wild mage using a 3 degree wild slot takes a 15 penalty on his reverb roll and a 5 degree spell is a 25 penalty on his reverb roll etc Bonus Wild Magic Slots At 2nd level and every 3 level
299. magical secrets deemed untellable to non magicians legends of the Great Arcanum The Key of Talision is a special device Any lock of Good or less quality is opened automatically though exceptional quality masterwork or magical locks still require a check In the case of these if you use the Key instead of normal tools you must roll a Locksmith check DC 20 If you succeed you may attempt to use the key to open the lock with a 10 circumstance bonus on your Pick Lock roll The Key also glows brightly in the presence of traps and will notify you of their type and location though not necessarily of what effects will be set off if they are triggered This function works for both magical and non magical traps If you attempt to disarm such a trap the Key gives you a 5 circumstance bonus to doing so Finally in the hands of a Rogue of Level 10 or higher the key has the following Purpose Protect the Lives of Allies with the following Purpose Powers Cure Light Wounds 3 Day only against those injured by traps Cure Moderate Wounds 1 Day Raise Dead Once Only only against an ally killed by a trap The key will also illuminate as a torch but only if the one you have goes out because of a trap or cannot be lit because of outside influences such as brisk wind Both of these abilities only function indoors underground or at the entrance to a dungeon Wan d of L Lex Violet and clear crystal that heals or harms at will
300. making paper and explosives first begin to appear across the more developed nations mostly in the form of black powder and Greek fire People start using oil lamps but these are not yet as bright as candles and are not commonly employed for lighting large areas Architecture Stone and wood buildings plus brick amp mortar Building Materials Most stone wood metal nails mortar cement rock Circuit Types None Computer Types None Energy Source Availability Fire coal pitch acids steam Language Fully developed spoken languages Phonetic writing systems Mathematics Geometry advanced mathematics multiplication algebra etc Matter Manipulation Early Alchemy Medicine Anatomy unveiled True medicinal development Concern for health exercise diet etc exists Metals Bronze Iron Philosophy Platonic Philosophy Political Systems Monarchical Democratic Religion Organized religion is commonplace Sciences Alchemy chemistry astrology and astronomy Space Travel Types amp Speeds None Teleportation Capability None Tools amp Machinery Glass metal forges black powder parchment papyrus paper uncommon oil lamps simple lenses water mill hand mill camera obscura Vehicles Wagons wains chariots Small sailing ships plus medium to large oar powered vessels Water Management Aqueducts waterways siphoning water mills Weapons Swo
301. manancy The wild mage may make any spell permanent by spending its MEA cost x10 This does not however made damage or healing received by a spell self perpetuating although spells that already have a perpetuating effect will continue to maintain it When used on an area effect the spell locks to its area permanently This can also be used on bolstering effects such as those that grant a magical bonus to intellect or grant special forms of vision When making a spell permanent on a person they gain an extra saving throw if they desire at a 5 bonus Success means that the spell affects them normally but is not permanent Any MEA spent to make a spell permanent in the event that a person makes this special save is not restored to the wizard He spends the extra MEA to make the attempt regardless of its outcome Intelligent constructs or other intelligent objects and all creatures with an Intelligence score of 1 or greater receive the same save as if they were a person Magical items receive the same save unless they were originally made magical by the same wild mage who is attempting to add an additional effect onto them such as invisibility When using this ability roll Reverb The effect of the Reverb is also permanent You cannot make magical items with this power as magical items do not precisely and perpetually recreate the effects of most spells For example attempting to make chains of binding by casting Greater Binding a
302. manent drain on average Like the costs for initialization this MFE drain is split evenly amongst all of the staffs creators and they must all be present to finalize it Round fractions of 1MFE upward For example if ten people worked together to make this staff each one would suffer SMFE permanent drain 45 10 4 5 MFE rounded up to 5MFE Recharging Staffs As long as at least one charge remains for a particular power you may recharge that power back to whatever it was originally at the time of finalization Recharging costs twice as much energy as it took per charge when the staff was created for each charge that you wish to restore Thus if a staff originally held ten charges of fireball but now has only one you could add up to nine charges of it at the cost of 12MFE each If all the charges of one function or power are depleted it is impossible to replenish them as the part of the energy matrix that held them has collapsed You do not need to re finalize a staff to replenish more charges but you can not add more charges than the staff originally held and attempting to do so can cause a backfire that damaged the person attempting to add the extra charges but does not damage the staff Amulets and Talismans Amulets and talismans are objects that convey some form of bonus protection ward or armour to a character When creating a talisman first describe it s function This allows the storyteller to determine the materials r
303. may retry only once he has attained the next level of experience Identification of such functions does not reveal the way to activate them or the requisite command word or though if any This can be done through separate research Thus with the above example Tolko would know that he is holding a 1 sword that also has some evocation effect on a DC of 26 but on a DC of 32 would know that the evocation effect allows the wielder to cast a 6 die fireball once per day It is not possible to replicate a spell that like True Strike which grants an insight bonus with Assense as such spells grant the caster knowledge of the immediate future Assense only grants knowledge of the ever present now Assense may replace also line of sight when a character is casting a spell in an area he can t normally see into such as a darkened room or a room beyond a wall but only if the character succeeds at a Concentration check The DC for casting a spell while using Assense for this purpose is 20 Spell Level If the concentration check fails the spell may fail 80 or go off in a Visible area 20 with standard deviation Overchannel Con Trained Only This skill allows you to cast spells without expending spell slots to do so You can even overchannel spells that you cannot normally cast e g spells that are not on your spell list or spells that you have not learned but may have heard about This all comes with a hefty price Overchanneling is a deadly ar
304. me minute Range Touch Target Creature or Object Touched Duration Permanent D Saving Throw Willing Only Spell Resistance Yes To Develop 1 485 000gp 30 days 59 400 XP Seed transport DC 27 Factors Allow interplanar travel 4 DC Dismissible 2 DC Permanent x5 DC You create a 5 radius disc of force under a touched target creature or on top of a touched object which functions as a transportation device The disk of force can move to any point on the plane it is on or to any point on another plane and continue to do so until the person steps off of the disc at which point it vanishes leaving behind only a faint red glow for 20 hours The disc can have a pattern or design in light on it in any design and colour pattern you wish though you must succeed at an appropriate craft check to create the pattern If you designate a design the design glows red when the disc s use is expended instead of the entire disc If you do not specify a pattern the entire disc glows with a faint white light Visual effect As you cast a spiral of light forms in mid air forming the base and pattern of the disc to be made which is moved by you with a touch to the area desired Seed transport DC 27 Factors Interplanar travel 4 DC Dismissible 2 DC Permanent x5 DC Assisted Suicide Enchantment Compulsion Mind Effecting Spellcraft DC 193 Components None Pure Mental Action Casting Time minute Range 75 fee
305. me forms of magical darkness or see the otherwise unseen Assense is priceless to any person who is blind has lost his eyes or is otherwise deprived of his normal sight A character with the Assense skill may see with it at a range equal to 10 feet per 1 point of his check result Thus a character with 4 ranks in Assense that has a 3 modifier to his Intuition skill uses the take 0 action to yield a 17 for his check result The distance he could use the Assense skill at is 0 to 170 feet Optionally this field of second sight may be used at half its normal range in every direction Doing so gives the character the ability to use all around vision meaning the character may make an automatic Assense check against sneak attacks opposed by the attacker s Bluff skill If the character s Assense check is higher the sneak attack does not deal extra damage or catch the mage off guard Using Assense this way is very disorienting imposing a 4 penalty to all attacks or other actions Characters who are sightless through natural but not magical means or have had their eyes damaged or removed enjoy double the normal range of second sight in contrast to their normally sighted compatriots These characters learn to use Assense in place of their normal vision and need not actively concentrate on it to see around them At first the vision granted to them is textural only much like darkvision Once the character has 8 or more ran
306. ment slips one step toward evil and his mind takes a closer step toward the steely will of the crown original maker If he fails this save thrice in one day he must also make a fortitude saving throw DC 20 If he fails that the crown immediately transforms him into an undead creature wraith vampire litch or similar Powers of this crown Stone of Smiting If the wearer is not of the same general alignment of the crown it attaches itself to their head and cannot be removed except by a break enchantment miracle or wish spell cast by a 10 level spellcaster or higher While attached the crown attempts to persuade its wearer to take actions in line with the alignment of the crown As such the crown whispers in the ears of the wearer constantly filling his head with ideas and nurturing him in order to reshape his psyche to suite the crown Characters may voluntarily slip toward the teachings of the crown or resist them but the crown will do whatever it can to corrupt the wearer Additionally whenever the wearer attempts to take an action opposed to the will of the crown he must make a will saving throw to do that action This saving throw starts at DC 1 and cumulatively increases by 1 for every day the character wears the crown There is no cap for the saving throw so eventually the will of the crown prevails Furthermore any character who has abilities that have alignment based restrictions such as a paladin bard or monk
307. mortal race increments multiply by ten e g seventy years ago becomes seven hundred Event was considered of little consequence at the time and ignored or dismissed 15 Event was observed in passing only 20 Event was considered important or interesting by character 15 Event was actively done by character except something said or heard 20 Event was afterward recorded e g in writing by character 15 Event was purposely memorized via hypnosis 25 Character has photographic memory trait and the event was visual 20 Short lived race life span 50 years or less 15 on all checks under one year 10 all checks between one and ten years 25 on checks for events from more than ten years ago Perfect Memory Feat Prerequisites memory score of 120 Maybe 150 Benefit The character automatically gains 100 on all memory check rolls in addition to all other mitigating factors Saving Throws Ability Scores and Game Differences In many systems saving throws are keyed to class and level In Zoria they work rather differently Rather than each savi g throw being keyed to one ability score nd increasing at a specified rate due to class in the Zoria system each saving throw is keyed to two ability scores Reflex Balance Speed Speed determines for fast you can react and balance ensures that you react in a way that ensures your safety I prefer Agility here but balance needs to be used to for something prod
308. mpetition Keldor Keldor is the god of destruction He is a Chaotic Evil deity with white hair black skin and red eyes wearing robes or pure red that drip blood His symbol is a red twisted trident of pain on black His favored weapons are the flair the trident and the Ranseur His domains are War Demonic Bestial and Pestilence Levian Levian is the goddess of chaos She is a Chaotic Neutral deity that appears most commonly as a female of striking beauty though she is known to take many other forms according to records written in Eldrian Her symbol is a sphere with lightning in many colours energy bursting out of it Her favoured weapons are anything that works best and her domains are Chaos Trickery Tyranny Luck Madness and Travel Talyxius Merlankh According to records in Eldrian Talyxtus is the son of Felosa and Jh karr that sacrificed himself to the world His symbol is a simple blue circle His worshipers are few as his power is very limited when compared to other deities who have a physical presence in the world His physical form was destroyed during his attempt to save the material plane Even without a physical form his spirit lives on Druids gain their power from him even if they don t realize it He favours natural weapons and armour especially those made of wood and crystal Before his physical form was destroyed he was a tall male deity appearing to be made of crystal with a clearish blue body deep bl
309. mputers are large and are primarily used in big businesses towards the beginning of this era but quickly reduce in size until the personal computer appears towards the middle of this era Around the same time people break the sound barrier and begin exploration into space People begin to launch manned expeditions to nearby planetoids and orbiting satellites of their home world The invention of the microprocessor towards the later part of this era allows for smaller computers including the development of home and small business oriented personal computers and video game consoles Computing technology begins to dominate the world Towards the end of this era the Internet first appears and begins a process that connects the world in a way never before available making communications instantaneous Medical science allows for the treatment of advanced diseases via radiation microsurgery neuro surgery etc The first anti viral medicines are invented The development of solar power Rail guns first appear and come into use Satellites orbit the skies and the world is a noisy mess of signals Space exploration continues and this age ends with the development of ion propulsion Pollution is a global problem as is population growth with large food shortages in various areas of the world Extra terrestrial visitation may or may not be happening Architecture Stone and wood buildings brick amp mortar frame buildings metal structures s
310. n thoughts restoring life to the dead sense motives and intentions without a psychic attack Long term and in depth object reading and location reading even for weak and latent psychic impressions Empathy can be used as a psychic attackif you attempt to use it against unwilling participants or if you attempt to recover your own health at the cost of another being Empathy is also used to modify timelines create intentional paradoxical events and overcome causality Teleportation is a Sub Discipline that combines E S P and Telekinetic powers to allow for the transfer of matter or energy across time space and dimensions based on Knowledge Reasoning and Intuition In order to gain this Sub discipline you must first develop both Telekinesis and E S P to at least Magnitude Five Telepathy has its own Magnitude rating starting at Zero maybe 5 up to 20 maybe higher Teleportation Moving objects through space and time including only parts of objects moving creatures through space and time as a psychic attack against unwilling creatures retrieving objects via mental force held by others such as in another city realm planet or dimension Telemechanics is a Sub Discipline of Telepathy and Telekinesis that allows you to mentally control machines computers and other electronic or mechanical devices It is based on Knowledge Reasoning and Willpower and is very useful in high tech societies In order to gain this Sub discipline you mu
311. n array as he desires which is based on Alchemy and Knowledge Alchemy checks The DC is equal to 15 the degree of the Array e g 16 for a 1 Degree Array 19for a 4 Degree Array and 25 for a 10 Degree Array Improved Alchemical Specialty Continued research on your specialty grants you a 50 bonus in place of the previous 25 bonus on all variables Greater Alchemical Specialty Continued research on your specialty grants you a 75 bonus in place of the previous 50 bonus on all variables Perfect Alchemical Specialty Continued research on your specialty grants you a 100 bonus in place of the previous 75 bonus on all variables Alchemical Attack Your time and research have permitted you to develop an alchemic attack You must specify all the details of the transmutation how it works its requirements and its degree the array details etc once you do this the GM will supply you with an AGE cost for your attack The maximum Array Degree for this is 3 and the materials should be something easy to use anywhere You will always be prepared to use this special alchemic attack having a permanent transmutation array on your person this may be a piece of jewelry tattoo embroidered on clothing or the like however if it requires any special materials or special actions creating an electrical spark igniting a flame etc you must be able to provide the material and or perform these actions this Alchemic Attack takes a stand
312. n continue on the same path or branch out to a different path picking up its 1 level abilities and progressing down it You can freely switch back and forth between paths or pick up a new one however you always start each path at 1 Stage The Trees Paths for the Scoundrel are Path of the Miscreant e g Gambler beguiler prostitute con artist etc 20 Stages Path of the Thief or Expert Treasure hunter if you prefer 20 Stages Path of the Assassin 20 Stages Path of the Ninja 20 Stages This may need to be its own class due to its involved complexity Path of the Bard 20 Stages Should this be its own class Path of the Acrobat 20 Stages Maybe roll with Bard into Path of the Performer At 1 level choose a path and progress down that chain Each chain has special abilities of its own You can change paths and start picking up abilities from another path starting at base 1 To gain a new path you must have proper experience or training its somewhat like gaining a new class but it is a template of the Rogue class When you change paths you halt progression in your former path and adopt the new path at Base 1 You can resume progression in your previous path s with no restriction but you may only hain one path ability per level 3 2 2 Bard 3 2 3 Rogue 3 2 4 Thief 3 2 5 Diplomat 3 2 6 Assassin 3 2 7 Swashbuckler Wilderness Classes 3 2 8 Ranger 3 2 9 Hunter 3 2 10 Druid 3 2 11 Surviv
313. n never be lower than 6 and will average 11 with a fair chance of striking a couple stats of 16 or better 3d6 Method C In this variant you roll 5d6 and keep the best three You do not re roll natural die rolls of 1 or 2 This variant makes the minimum statistic 3 but allows for a higher chance of rolling a high statistic thus making the ability scores more random and variable New Stat Roling Method 11 20 8 3d4 9 18 6 3d4 Point System Method This statistic determination method involved the assignment of points from a point pool of 140 points For each statistic other than sanity and madness you can assign a minimum of 4 to a maximum of 24 points from the point pool You assign the statistics you desire based on an average roll for each statistic making the creation of characters more balanced and less random Using this method all creatures and characters will have an ability score point total of 140 Point pool method A This variant uses 105 points instead of 140 simulating the 3d6 system but otherwise works in the same manner as the 140 point pool method Ability Score Modifiers For each ability score there is a score modifier that applies to skill checks saving throws attacks and ability checks all of which are d20 rolls To determine the ability score modifier take the whole ability score divided by two and subtract five rounded down For example an ability score of 11 has a modifier of 0 11 2 5 5 5 0
314. n reverse this effect if the player so wishes Jack of Spades A Dark Lord appears to place shackles on you and whisk you away You are imprisoned as per the spell Imprisonment Jack of Diamonds A crowned figure appears with a serpentine scepter smiting you with it You immediately lose all possessions vapourized unless they are artifacts which this card cannot destroy Jack of Clubs A roguish boy appears with a hooked hand and offers you a magical weapon or item You gain a magical weapon magical armour or a wonderous item player s choice DM rolls type on tables in DMG The item is at least MAJOR in power 10 of Hearts A snake like figure appears and bites you on the arm it s venom sinking into you All magical power you possess is suppressed by a terrible curse Only a wish miracle or the direct act of a deity can restore it 10 of Spades A dark fire springs forth around your head as the visage of Felosa appears before you You are instantly blinded and deafened A Caster level Check of 40 or more with a Remove Blindless Deafness spell can reverse each problem individually as can a miracle cast by a Good cleric of a Neutral Good deity 10 of Diamonds coins jewelry gems and art objects fall upon you from the sky dealing you 10d6 damage Immediately gain 50 000gp worth of treasure and take a bit of damage from it 10 of Clubs Jh Karr appears and leaves a glowing golden mark on your forehead The ne
315. n to function properly at all and if the conditions are lower than idea then the cube may be either unable to recharge unable to use its powers or the use of its powers will be of limited range duration and or area or it will simply become erratic in any regard e g doing as it pleases rather than how instructed functioning only some of the time failing at critical times altering programmed direction to conserve power etc Programming the cube for anything requires a skill check Xenotechnology or Psychic Technology as well as checks on the appropriate science skills for the check Major Powers Constant Invoked User is immune to temporary paradox and can sustain permanent paradox at 10x the user s normal threshold User is immune to the effects of causality Transform Reality Construct Dimension Oblivion Transform Dimension Negate Causality True Wish Open Permanent Temporal Rift Open Permanent Spacial Rift Alter Universal Constant Eradicate Timeline Suspend Restart Time Moderate Powers Minor Powers Modify Reality Genesiaga Collapse Dimension Transform Demiplane Suspend Causality Greater Wish Open Temporal Rift Open Spacial Rift Modify Timeline Alter Temporal Flow Alter Reality Genesia Aniti Genesis Create Pocket Dimension Greater Timestop Greater Haste Improved Wish The Regalia of Larandro Larandro was Saraena s husband and High Lord Prince of her Empire He was an accomplish
316. nce The helm of Saeros is a smooth thin Adamantium plate perfectly sculpted to fit the head of Saeros In fact there is no known image painting photograph holograph etching or other visage of Saeros without the helm on his head The design is such that it drops down slightly over the forehead with a red triangular jewel that comes to rest right at the centre of the forehead of Saeros It does not resemble true amour but rather is decorative in appearance although the material at the time of its making made it a feasible protective covering but this was never the intent Rather Saeros designed his helm as a mental shield as well as designing it with an integrated spell stone Originally a ruby it is said that Saeros replaced the stone during the Third Empire with Red Talyxium increasing its powers many times over The original concept was to protect the user from scryeing alignment al detection mind reading memory accessing or altering spells and powers as well as assensing It even functioned against deities which troubled Saeros during the first three of his Empires The original spells used in its making were nondetection mind shield undetectable alignment and mind blank Over time and because of its transition to this Universe the powers have greatly increased The original red jewel was reportedly a trillion cut ruby of large size 40ct which Saeros used as a spell stone Spells stored in the helm s stone could be
317. ncreasing his range of travel on foot or have the ability to stay awake longer and keep a better and more alert watch thus bumping Stamina up to an 18 and lowering Muscle Of course if he wants to play it safe keeping both at 16 is still an option Any way you look at it what is unadvisable is to split a statistic so that both sub stats are odd numbers thus losing one point in a single sub stat that would generate a higher ability bonus to gain no ability bonus increase in the other In other words if you have a 16 Dexterity don t split it to make your Aim 17 and your Balance 15 A 17 doesn t increase your Aim modifier and a 15 actually reduces your Balance modifier Lastly never make splits with the idea in mind that your abilities will be going up in four levels If you play your character well you shouldn t have to worry about getting ability increases but should make the most of what you have Remember that your skills will be mostly based on your sub abilities or averages of two sub abilities Primary abilities modify very few skills though there are a couple based on the average of one primary stat and one sub stat thus averaging three sub stats The assignments provided in this book for skill ability are for general reference based on the author s ideas of how a skill relates to a character s abilities Feel free to alter them if you need to either for one given situation or permanently as they fit into your worl
318. nd a long time there but may eventually earn a place in one of the higher places This is like a second death but they immediately become an outsider and serve whatever power rules that realm Reincarnation Other souls do not transfer but are sent back down Valeo nai to a world in the Material Plane where they are reborn Each time a soul is reborn it gains 1 to its F a score Thus the F a sore references the number of reincarnations an entity has had in addition to the raw power of its soul A reincarnated soul loses its memories although it is possible to regain them via high magic The ancient magic that only a few such as Saeros Meridus Tulkas or Vardus know or one of the Greater Gods Very rarely some of these memories are retained and can shine through or can be sensed by those with special powers e g Empaths Spiritualists It does not however lose its personality Much of the reincarnated character s personality remains intact although the new person will build upon the old like building a city on the site of an ancient ruin the foundations remain the same A reincarnated being all the same is born into a new body and begins life again as a screaming child Resurrection The last possible life after death Situation is resurrection Whether via magical psychic or technological means a character can be revived This is not a guaranteed situation and each time someone attempts to resurrect a character unles
319. nd death birth and rebirth It is slow with low notes of the purest sadness and triumphant so potent of joy and life that they cannot help but move even coldest heart Eternal is the language of everlasting cycles of life and death created by Balda so that all deities would have a neutral ground on which to communicate Mere mortals have a difficult time learning Eternal and its use is very rare indeed Those that do gain a new respect for life and for death realizing that both are necessary parts of a balance of the whole and inseparable from each other DCs 20 Smattering 25 Basic 30 Well 40 Fluent 50 Advanced Draak ascended Dragons Draak is to Ascended Dragons what Eternal is to the Gods It is a neutral ground on which they can communicate without misunderstandings or misinterpretations Being a dragon invented language it is difficult for Human and Humanoid races to learn but normal un ascended dragons pick it up easily enough Draak has also been noted as the predecessor to Drakon and not the other way around and is used on the higher planes as the primary Draconic tongue because of its age and diversity in vocabulary When asked by those who encounter them Is Draak the elder Draconic language dragons often reply along these lines Who can determine whether one was spoken before the other that cannot see the uttermost beginnings of time or unravel the mysteries of the first or look beyond the furthermost e
320. nd fully automatic firearms missiles and atomic weapons Rail guns Early energy amp plasma guns amp energy weapons Writing System Advanced writing systems technical and medical terminology typesetting binary computer language computer programming languages such as FORTRAN PASCAL and COBOL mid machine code non linear programming modern programming languages such as C and Java human friendly programming languages self assisted A I computer language Primitive psi languages Xenolanguage integration 13 The development of subspace field manipulation marks the beginning of a new era Now people begin to develop TransMat technology using this new subspace layer which allows for the near instantaneous travel across vast distances of space assuming a transmitter and receiver can be installed at both ends Thus technology such as the Stargate network first comes into being around this time It is now possible to convert matter to energy and back to matter using holography and quantum reconstruction to define the originating state of the matter deconstruct it and reconstruct it This is the basic principle used for the TransMat devices Conversion of pure energy to matter is not as easy as the technology to simply define the exact final form of the end product on the quantum level is not fully developed FTL travel increases in speed to up to 50x the speed of light towards the middle of this era but the power cos
321. nd war and strength may refuse spells that the priest is trying to use outside the realm of his purview Unlike arcane spellcasters priests may at times find themselves at odds with the will of their god who can cut off the flow or refuse any spell at any time Take this as a warning as a priest should never go against the will of his god or face dire consequences General priest concepts a priest s spells that fall under his god s direct spheres of influence will always be at full power As he gains levels the power for these spells increases in die type duration range DC etc Spells outside his deities spheres may suffer penalties such as a 25 to 50 reduction in variables a degrease in die type etc Priests gain access to special domains which are the circles most intrinsically linked to their deity Through these domains they gain the ability to cast certain spells spontaneously and they also gain supernatural powers associated with their chosen domains Benefit Gods and other Divine powers generally have the greatest number of spheres Lesser deities will have fewer spheres but all spheres will be of a higher maximum degree Intermediate deities have more than lesser but have fewer specific spheres of power Greater deities and overdeities may have a mixture of the greatest amount of spheres and high levels of magnitude but they usually require the most of their followers before providing this power to them Downside Div
322. ndings of the universe We the long blooded can only surely say that it is ancient and is spoken well by our kind and was if not invented by dragons devised for us by one who knows us more truly than we know ourselves This is of course the long winded nature of Dragons and one should never pose them a question if they do not have the patience to listen to the entire answer in full detail To do so is considered very rude and often results in a bold adventurer meeting the inner digestive system of even the normally most friendly dragon In any case Draak is exceptionally difficult for Humanoids to learn as it is devised for a serpentine tongue though the closely dragon blooded get an easier time with it Smatterings are totally useless as well for no one who speaks Draak will reply to another who speaks it in a broken fashion DCs Smattering 30 Basic 40 Well 50 Fluent 60 Advanced Deci Deci is a language of pure thought and mathematical logic Even the Gods do not make common use of it though it is assumed that at least Aldus can speak it Deci is spoken by the Great Old Ones by the Four Deific Makers and by the High One Uloro himself Though not impossible for a mortal or lesser deity to learn or speak Deci it is highly impractical and only very powerful mortals could ever achieve even its most basic usage To use Deci one must possess a Reasoning score of 50 or greater a Psychic Aptitude of 90 or gr
323. ne Anatomy unveiled Advanced medicinal development Concern for health exercise diet etc exists Acupuncture and other practices begin Metals Bronze Iron Steel Laminated Steel Philosophy Platonic Philosophy Political Systems Monarchical Democratic Imperial Religion Organized religion is commonplace Sciences Alchemy chemistry astrology astronomy early mystic theory Space Travel Types amp Speeds None Teleportation Capability None Tools amp Machinery Glass metal forges black powder parchment papyrus paper uncommon oil lamps moderate lenses cut gemstones gunpowder very rare Vehicles Wagons wains chariots Medium to large sailing ships plus oar powered vessels Water Management Aqueducts waterways siphoning water milling Weapons Swords knives spears leather armour Bronze Age weapons steel weapons amp armour laminated weapons siege engines trebuchets explosives Greek fire Writing System Advanced writing systems technical and medical terminology 7 The development of machinery including the book press and loom from the end of the last era allows people to advance further Science begins to take sway over superstition and people discover true astronomy learning of the planet s orbit and the expanse of the Universe Mystics such as Wizards take the place of earlier forms of Essence magicians on worlds where magic is predominant P
324. ne helm may block psychic outgoing powers helm may inhibit refreshment of PPE MFE Only mortals can see the helm Deities and outsiders are completely blind to it Crown of the Sorcerer Kings Saerena s Crown Appearance Saerena s Crown is composed of a strange black metal with flickering stars seen on its surface in the motif of three coiled serpants each bearing a jewel in its mouth The stones are positioned in a downward pointing triangular fashion and are red blue and clear Talyxium The red stone is on the upper left the blue upper right and the clear is on the bottom Powers Constant The crown automatically adds 50 to the amount of the wearer s PPE and MEA and provides a bonus equal to his level to concentration unless the character is a Sorcerer in which case it also provides the following Magnifies the character s total MEA and PPE by a multiple of three 3x MEA and PPE in place of the normal 50 increase Grants a bonus equal to his sorcerer level to his sorcerer level to his Willpower and Influence scores Allows the sorcerer to detect thoughts at will Invoked Thrice per day the wearer of the crown may make a wish as per the spell The crown interprets the mental desires and vocal actions of the wearer and any thought or spoken wish activates this power Further if the wearer is not the legitimate heir to the Imperial throne the crown does whatever it can to pervert the wish often taking it as literal
325. new medicines The first trade with other non terrestrial species is now possible assuming there are any within reach Thinking computers allow for more advanced mathematical equations and the development of better and more efficient energy sources Crystal power induction and direct solar absorption first begin to become available toward the end of this era Energy and particle weapons replace missiles and guns Architecture Stone and wood buildings brick amp mortar frame buildings metal structures skyscrapers acrylic structures and biodomes Building Materials Most stone wood metal mortar cement acrylic plastics Circuit Types Vacuum tubes transistors Integrated Circuits amp Microprocessors organic circuits crystal computers late holographic crystal circuits Computer Types Very advanced microprocessor based computers early organic brain computers midO and crystal computers late Fully aware A I computers Psionic technology Energy Source Availability Oil fire coal pitch acids steam electricity atomic energy wind energy solar energy small atomic generators rarified element fusion Crystal Power Induction Solar Absorption Language Fully developed spoken languages Phonetic writing systems computer programming languages Mathematics Geometry advanced mathematics multiplication algebra etc calculus quantum mathematics Matter Manipulation Alchemy Primitiv
326. ng a weapon or when breaking the law An unlucky character will have the opposite effects finding it harder to achieve their goals or be caught easier and draw more undesired attention to themselves The luckier or unluckier a character is the more likely of either type of result set but Luck is not an always on ability Even the luckiest person can have bad breaks in life and the unluckiest Joe can pull off a miracle A chartacter s Luck score is just their pure ability to be lucky it doesn t mean that they will have a deity helping them every day in battle or find themselves in the worst of it all of the time Mobility determines your ability to move around and avoid blows in combat Movement determines how many squares or hexes of movement you can make in one combat action as follows You can move up to your movement score multiplied by your size modifier in feet as a half action Size mod small 2x medium 3x large 4x etc An average human with a movement of 12 has a movement of 36 rounded down to 35 and therefore can move 35 feet as a half action A human with a movement of 20 can move 60 feet as a half action but a halfling with a movement of 20 can only move 40 as a half action Movement in Feet Per Action Score Small Medium Large Speed is your ability to dodge blows make z attacks using Weapon Finesse and is a 10 0 30 40 factor of your Initiative Phase rolls ll 77
327. ng your Soul statistic It does not increase as you gain levels Whatever you have at the start of the game is all you re going to have Nothing short of an artifact or the intervention of a greater or super deity can grant an increase to the power of your soul This statistic is also used in determining morale checks and saves Luck determines how lucky you e g in games of chance are and is useful as a modifier of gambling skills as well as determining how many luck rolls you gain with the luck class ability but not with items that grant luck x many times per day such as a Luck Blade Characters that have an item that gives them Luck rolls work off your Luck score Luck is also useful for avoiding combat finding a particularly rare commodity or piece of news locating the correct path or blindly taking any action e g a leap of faith Game Mechanics Note to Storytellers It is of paramount importance to keep in mind whether or not a character is lucky or unlucky You should note the Luck scores of characters who have a Luck statistic of 12 or greater or 8 or lower and use this to aid you in determining their success at locating things dealing with others rolling encounters and pretty much anything else A lucky character will find it easier to locate a piece of knowledge in a library or win at games of chance or locate a person in a marketplace He will be able to evade pursuit easier and may be ignored by city guards when carryi
328. ngelic or the dark powers Priest who wish to create their own spells may attempt to do so but they must offer the concept to their deity for him to accept with the final decision being up to that being and thus the spell must fall within the spheres of influence that that deity controls Game Rule Information Hit Die d8 MEA Level 1d8 per Will Mod Bonus Mystic Affinity Priests gain 1d10 to their Mystic Affinity score per each 4 levels Weapon and Armour Proficiency priests are familiar with simple weapons and any two other groups They are proficient in light armor and may also be proficient in medium or heavy armour depending on the nature of the power that they serve Spellcasting General A Priest casts spells without limitations based on level or statistic based attributes As long as the Priest is aware of the spell and how to request intone it he may do so Naturally if the being that supplies his power is displeased with the way in which the priest intends to use the spell that being will refuse to channel the power Any attempt to commit an act that goes against the teachings of the entity that the priest derives will close his channel blocking all access to spells until he atones for his actions to the satisfaction of the entity that supplies his power Serving the Powers that Be A priest is a servant of a god or supernatural entity of great power deity and must at all times follow in the teachings and phil
329. nipulation of time Benefit When taking this feat you automatically gain one point of paradoxical residual energy PRE You may never have less than this minimum and all time sensitive creatures will be able to identify this presence of temporal energy infused within you When selecting this feat you also select one Chronomancy from the following list Time Sensitive Chronomancy Your prescient abilities have presented you with an acute sense of the passage of time Benefit You may use the Time Sense ability even if you do not have levels in the Chronomancer class and additionally this feat gives you a 4 coMEAtence bonus to Time Sense checks Normal Only a character with Chronomancer levels may use the Time Sense ability Prescient Sight Chronomancy You may stretch your senses into the immediate future To others it seems as if you know of events slightly before they occur Benefit You may invoke this feat at any time When doing so you gain a 2 prescient bonus to any saving throw or a 1 prescient bonus to your base armor class but each time you use it you gain one point of paradoxical residual energy PRE This is a supernatural ability Oracle Chronomancy You have the ability to stretch your consciousness into the veils of time and space in order to direct your actions Prerequisite You must be able to cast 2 Circle arcane spells Benefit As a standard action you may use the spells augury and divination
330. niverse in a Bottle containing its own reality with the same cosmology that we ourselves know so well The major difference is that Universe of Smir contains very few humans the population ration of which has been switched with the Rendwar race half Elven half Dwarven If you were to look in the Orb you could slowly look into individual planes seeing details as fine as worlds cities continents and even people What became of Tulkas is not known but he left the orb behind in his Academy and it has remained under guard for many long ages It sits on a pedestal inscribed with a warning Look but do not touch For anyone who touches the Orb of Smir is instantly transported to the spot on the prime plane in the Universe of Smir where the Duun Academy tower would stand How one gets back is not known for only one student has ever achieved this feat and when he did he looked very old and weak and refused to speak any further of it Water Blesser Market Value 3000gp Spell Level 1 x Cleric Level 3 x 2000gp x 0 5 Spell has 24 hour or greater duration so divide price in half 3000gp Cost to produce 1500gp MFE 1 5 days Staff of Balda Lesser 3 Enhanced Channels Positive or Negative Energy up to 3x day Ambarya Ring of Earth This golden ring is set with a jade cabochon It bestows on the wearer ability increases as follows 4 to Con 6 Cha The bearer also gains the following e Diplomacy Appraise and
331. nment based restrictions such as a paladin bard or monk that don a crown opposed to their alignment must make a will saving throw DC 15 to use their powers They must make this saving throw each time they use a class ability or spell If the character fails his save he still spends his energy points or one use per day for a limited class ability as if their attempt simply had no effect Clerics who wear a crown that opposes the will of their deity must make a will saving throw DC 18 each time they cast a spell but not when turning or rebuking undead A cleric that fails his saving throw still uses the normal amount of MPE DPE as if they cast the spell but it failed Note that the crown may oppose the character s actions which requires a separate will saving throw This means that a good cleric or a lawful good deity with an evil crown who attempts to cast a spell in order to do a selfless act must make two saving throws one to overcome the opposing will of the crown and the second to actually channel the spell Stone of Sorcery Regalia and Relics of The Sorcerer Kings Description These are the relics and regalia or the rulers of the Saerosian Empire first founded before the beginnings of our Universe before the destruction of the one that was before The first set of regalia made of Adamantium was crafted by or in one case for Saeros and he wore these items during his nearly eternal reign Saeros is one of the living be
332. nside vanished but his friend Alex stirred A yawn came from his mouth Talision nearly jumped out of his skin overcome with shock fear and joy Then he knew The entire thing was a test An illusion set forth by the ancient ones as a trial of determination and levy of honor against greed All that had passed since he had reached the inner sanctum was a single night as his friend Alex had tired of him staring at the stone door and decided to go to sleep Talision returned to the wizard Lex and handed him the vial of tears in return for which Lex gave him a special key This key he said will help you on your journeys It does not in and of its self open any door but with skill and knowledge you can force it to shape its self to fit any lock I have also give it another gift as one who knows of these things I have given it the knowledge of magical traps and designed it to both set off an alarm when in their presence and help in the disabling of them Talision looked at the key which was made of the purest silver and thanked Lex I will use this well but I have earned a much greater gift on this quest greater even than the bottle you now possess I will not forget it and I hope that the lesson will be passed on to those who come after 29 me It will said the wizard He recorded the tale of Talision down in his journals and it became one of the more notable and frequently told partly because it contained no
333. ntly upwards stealing your soul A ray strokes you sending your soul to another plane of reality as per Trap the Soul with no save Your character remains comatose until the soul is recovered Ace of Diamonds A dark cloaked figure appears and curses you Lose 1d4 levels instantly If this would kill a character their soul is also trapped by an entity as per the Ace of Spades Ace of Clubs The visage of Aldus appears and hands you a glowing orb which sinks into you You are granted a fate which can be used Id3 times King of Hearts Haldor appears and hands you a crystal calling card You may call upon the god Haldor the lord of wisdom and knowledge to answer one question honestly to the best of his ability King of Spades Balda appears and summons forth a servant of death You must fight against death or be anhillated King of Diamonds Xio Appears to grant you power A blue and black light flows over you for a moment as you increase in power Instantly gain 1d4 levels King of Clubs Zanaz Saeros appears wielding a scepter shaped like an admantine mace which he smites you with You instantly change alignment Roll a d10 if a 10 is rolled roll a d6 Apply as follows 1 Neutral Good 2 Lawful Good 3 Lawful Neutral 4 Lawful Evil 5 Neutral Evil 6 Chaotic Evil 7 Chaotic Neutral 8 Chaotic Good 9 True Neutral On a roll of a 0 10 roll a d6 With a 1 3 on the d6 roll Multialigned roll a d8
334. nusual magical powers rather than staffs that simply replicated spells The costs for creating a rod are the same as for a staff for the most part but they work more like amulets and wondrous items in their operation All the functions o a rod must have one single underlying purpose The powers may be of different types but they must all somehow connect to the purpose power of the rod Belts Circlets Helms Clothing Wea pons Armour amp Shields Scrolls truly familiar with them Scrolls essentially follow the same rules as Spell Stones but are crafted by Wizards and other mages except Sorcerers generally Books amp Tomes Wondrous Items Wondrous items are difficult to categorize as any other particular category of item Such things as Orbs of Scrying Lenses of Visibility Pens of Unlimited Writing Spheres of Communication and Ewers of Infinite Wine are wondrous items as they perform mystical functions internally in order to give some unusual benefit to their owners These items may replicate a spell but only upon themselves and thus confer that power to their keeper when used or worn such as the Lenses of Visibility which grant the wearer to see the invisible within their normal line of sight These items may only partially replicate a spell or use it in an unusual way For example an Orb of Scrying allows anybody who uses it to make Scrye as per the spell as long as they have the Scrye skill Its
335. o him in Eldrian as the god of cats the Cat God and the Lord of the Crystal Power He is a Lawful Neutral god who s symbol is four triangles forming a larger triangle and his domains are Psionics Mind Force and Knowledge Selmenos Selmenos is the god of wrath and torture He is a Chaotic Evil deity with long white hair reddish skin and red eyes He is the creator of the Demons and the brother of Calmenos who created the devils and is the Lord of the Abyss He wears blood red robes trimmed in fire and darkness His symbol is two half circles joining red and black and his favoured weapons are any that can kill His domains are War Destruction Demonic and Pain T Zyef T Zyef is the goddess of Storms and Electricity She is a Chaotic Neutral deity who appears as a female made of mist and lightning with long silver hair and silver eyes Her symbol is a lightning bolt striking the ground Her favoured weapons are any sword and electrical weapons Her domains are Air Weather Water and Sun Umande Umande is the goddess of Peace and Mercy According to Eldrian lore she is the wife of Haldor and the greatest of healers She is a Neutral Good deity that is described as a tall female with long red hair and green eyes She has no favoured weapon Her symbol is a triangle balancing on another triangle s point and her domains are Pleasure Joy Purification Peace and Protection In addition to any domain features all of her cleric g
336. o instant death This effects creatures with up to 80 HD and has a save DC of 20 relevant ability modifier On a failed save the creature dies instantly Upon a successful save the creature takes 3d6 20 points of damage which may be enough to kill the creature anyway Creatures with more than 80HD are unaffected by this portion of the spell Finally if a creature is fortunate enough to survive the first two effects of the spell the spell attacks their bodies attempting to transform them into a creature of the caster s choice Upon casting the spell the caster may select a creature from Diminutive size to one size category larger than the creature is normally The save for this is a fortitude save of DC 20 relevant ability modifier Creatures that make all saves and take appropriate damage still cannot pass the wall Even creature types that can enter into the wall such as aberrations and magical beasts are still effected by the remainder of the effects of the spell Visual effect As the casting is begun yellow light begins to swirl from the caster as his eyes light red and orange The red and orange light stream forth into the yellow energy forming a wall as the caster s eyes turn violet and black with the violet and black energy streaming forth finally completing the spell which appears as a sphere of yellow red orange violet and black swirls Q Conjuration Teleportation Spellcraft DC 165 Components V S Casting Ti
337. o the future or past This is a difficult task and is mentally straining Furthermore depending on what the user sees the visions may drive him mad i e cause sanity damage Curse Only mortals can see the orb Deities and outsiders are completely blind to it Brand of the Sorcerer Kings branding iron Appearance The Powers Constant The brand automatically Invoked X times per day Curse For Amulet of the Sorcerer Kings Greater Periapt of Proof vs Death and curse like Amulet of Val seur Appearance The Amulet of the Sorcerer Kings also known as The Seal of Saerena is Powers Constant The amulet automatically Invoked X times per day Curse For Only mortals can see the scepter Deities and outsiders are completely blind to it Law of the Sorcerer Kings book Appearance The allows magical judgment amp imprisonment to a prison dimension Powers Constant The brand automatically Invoked X times per day Curse For Only mortals can see the scepter Deities and outsiders are completely blind to it Crystal Codex of the Sorcerer Kings Appearance The a codex with very powerful and lost spells Powers Constant The brand automatically Invoked X times per day Curse For Only mortals can see the scepter Deities and outsiders are completely blind to it Key of the Sorcerer Kings magically locks or unlocks openable items only openable with this key once locked with it Ap
338. o use them Making technomage weapons for a fighter and then recharging them when needed is a good way to make sure everyone is kept happy and alive 4 2 7 Artificer Pinnacle Abilities 5 Multi Power Item multi power weapons wands staffs and potions 10 Multi Function e g Staff amp Weapon Item 15 Bending the Rules neo artifact 20 Artifact Hit Die d6 MEA per Level 1d10 per each 1 bonus of the Artificer s Reasoning score Mastermind Let me show you the way we do things around here The man in the center of the room surveys the suddenly quiet common room of the inn taking in everything that may or may not seem amiss Finding nothing the man returns to drinking his glass of wine a scroll in his other hand flapping in the steady wind passing through A young man walks into the common room and is astounded to find every other person there simply standing and staring off into space with a blank and vacant look He quickly grows in fright and begins to turn to leave until an insidious voice speaks within his head Do please Join us The mastermind is the absolute pinnacle of mystic and psychic achievement bent on controlling dominating and hypnotizing others His powers of telepathy are fear above all other enchanters and telepaths and he develops both mystic and psychic abilities both based on skills such as his ability to dominate the minds of others as well as spells and psionic powers Hit Di
339. on its third ring finger with a bracelet of spikes The handle is fitted with a spiraling threaded end for the attachment of enhancers that can either grant the weapon abilities or give use activated powers to the wielder When assensed the Fist of Saeros has an unusual appearance On an assense check DC 20 the character detects something odd about it DC 25 that it doesn t seem to be fully real CD 30 it is not part of this reality DC 35 it is from another Universe Chronomancers lower the requisite DC for each by 10 Under Detect Magic the mace has no aura whatsoever Weapon Damage 1d10 B P extra die type due to material B P due to design Weight 7 Lbs Powers Constant When in battle the fist can be used to deflect attacks and sunder weapons as if the wielder has the skill Parry at maximum ranks The fist can even parry spells that have a range of touch or ranged touch as if they were weapons using this ability This function works especially well against divine entities such as gods and demigods granting the wielder a 5 bonus per level of the wielder when parrying such attacks from anybody with Divine Rank The wielder may also use his highest dexterity based modifier for all skill check rolls with this weapon despite its weight and unusual balance Invoked Three times per day the wielder of the fist may hold it high into the heavens and speak a word of command This functions as the spell greater command with
340. onic creatures and extradimensional creatures Slow a fall reduce falling by up to 400 ft Levitate self up to 320 ft off the ground movement perfect Outward Levitate an object weighing no more than 400 lbs with crude control 200 Ibs with clumsy control 100 lbs with average control 80lbs with good control or 401lbs with expert control 20Lbs with perfect control Hurl an object with a maximum velocity of 60 feet per second Heal or inflict damage equal to 1d14HP 1 per Psychic level augment 60PPE for an additional 1d14 max augment 1d14 per psychic level Rearrange basic structure of an object with a maximum mass equal to 80Lbs augment 80Lbs per 60PPE max augment 60Lbs per Psychic level Heat or cool an object by 320 or 320 degrees centigrade Reconstruct an object from fine parts SOPPE powder dust ash 75PPE Change elemental makeup by five degrees five steps in any direction on periodic table Change appearance of another being by up to 115 size by 60 change gender includes nonstandard genders change species Humanoid types monstrous humanoid animal or humanoid animal hybrid incorporeal aberration only and psionic creatures 10 11 12 13 14 15 16 17 18 19 20 Telepathy Magnitude Details OMDADMNBRWNF OC NOR RRR RR RR Re OOo mornNdANBRWNK OO E S P Magnitude Details OMDANDMNBRWNF CO 10 11 12 13 14 15 16 17 18 19 20 Empathy Magnitude Details OMAANMNARWNHH OD N e me me me m m m
341. onus equal to half his swordmaster level to any Will saves to resist enchantments charms or any mind affecting power that would attempt to dissuade him from following his lord s commands Know Thyne Enemy A Swordmaster spends a great amount of time studying the wiles of his enemies giving him both advantages in combat and in dealing with them in other ways This is reflected by bonuses to combat and many skills when dealing with those who are named enemies of his lord Find the Chink At Go level the swordmaster can attempt to take atull round _ action to locate a weak point one foe with whom he is engaged in melee combat Fo do se he must make a feb ee eb ee H S esee bheo nep H EE creson e ori ipod ie he tablo belon ee abi epeek hepy hisor par oaot that opponent s ABSORB rate depending upon the deeree of success as outhned inthe gecosspam peober C een bo h rrecn Pel serons nsed c en ona a teeh en piah spot whehfsuccessfuapphes alhofHts damagetothearmour ofthe opponent Fhis abtity needs somefiddlinge untilitworks inabalanced way Find the Chink As a high level ability that supplements Analize Defenses At 14 level the swordmaster can attempt to take a full round action 1d4 segments to locate a weak point in one foe with whom he is engaged in melee combat To do so he must make a Situational Assessment check with a DC base of 15 the level of his opponent If he succeeds he may add half his
342. ore than 10 times on one day he must make a will save DC 20 which if he fails his alignment slips one step toward evil and his mind takes a closer step toward the steely will of the crown original maker If he fails this save thrice in one day he must also make a fortitude saving throw DC 20 If he fails that the crown immediately transforms him into an undead creature wraith vampire or similar Stone of Smiting If the wearer is not of the same general alignment of the crown it attaches itself to their head and cannot be removed except by a break enchantment miracle or wish spell cast by a 10 level spellcaster or higher While attached the crown attempts to persuade its wearer to take actions in line with the alignment of the crown As such the crown whispers in the ears of the wearer constantly filling his head with ideas and nurturing him in order to reshape his psyche to suite the crown Characters may voluntarily slip toward the teachings of the crown or resist them but the crown will do whatever it can to corrupt the wearer Additionally whenever the wearer attempts to take an action opposed to the will of the crown he must make a will saving throw to do that action This saving throw starts at DC 1 and cumulatively increases by 1 for every day the character wears the crown There is no cap for the saving throw so eventually the will of the crown prevails Furthermore any character who has abilities that have alig
343. oring 7 Circles Enhancement 3 Effective enhancement Damage 1d6 Critical Treat Range 20 x2 Composition Verdaum and Mithril Ring of the Sorcerer Kings History Like Fist of Saeros the Ring of the Sorcerer Kings is part of the Legacy of Saeros brought on his person from the old Universe to his one a surviving relic of the Dark Times first known as the Imperial Signet Ring of Saeros and The Emperor s Ring and is a very strange and important piece of Saerosean history It is the symbol of power of the Reigning Emperor and is the seal of the Saerosian Empire and is required for passing any body of law or making any judgment that affects the Empire itself Originally the fist was made for Saeros as his Imperial signet ring and he wore it at all times It was designed to leave a unique and un duplicateable holographic mark on any object including living beings The mark that is leaves is a glowing hologram like image of a dark figure with glowing eyes raising his right fist lit in an eerie fiery aura in front of him inside a downward pointing triangle Appearance The Ring of Sorcerer Kings is a simple heavy and un contoured band thus the edges of the ring are flat they don t curve or bulge of Adamantium approximately 2 5mm thick set with a triangular diamond When assensed the Ring of Saeros has an unusual appearance On an assense check DC 20 the character detects something odd about it DC 25 that it doesn t seem to
344. osophy of his deity If a priest strays too far from the path set forth by that entity or suffer the loss of any and all of the powers and abilities that his deitiy grants him Gaining MEA Points A priest gains 1d8 MEA per each 1 bonus of his Willpower modifier That is a priest with a Willpower of 16 3 gains 3d8 MEA per each new level of experience Channeling Focus A priest uses a divine focus upon which he concentrates in order to establish the channel This is usually a holy symbol but may be something otherwise significant to the power from whom he receives the spell power This symbol is usually a physical object such as a piece of jewelry a staff or a weapon but in rare cases it may be a tattoo In the case of the latter it must be large and clearly visible at all times Often this is a full torso tattoo that covers his chest arms back neck and head in which case the priest wears no clothing on his upper body A priest s channeling foci are admonished with religious symbols and traces of verse relating to the power from which they receive their spellcasting ability Because of this it is possible for the initiated to determine the precise nature of the source of the priest s power but this requires close examination of the focus and an appropriate Knowledge Religion or Knowledge Supernatural check with a DC of between 15 and 30 When casting some spells it is not unusual for the focus to glow pulsate flash
345. ost all of that MEA cost including all additional MEA for additional scalable effects is wasted not just the base cost Scaling may also affect area distance and other variables Mystic Essence Actualization Any character that learns a spell can cast it but ordinarily the connection to the essence of the MEF consumes physical energy from the caster For those without an MEA score each time they cast a spell it s MEA requirements come directly from the character s constitution score This means that a swordmaster who learns the Mystic Weapon a 2 Degree 4MEA spell must take 4 temporary CON damage at each casting Thuis constitution returns at the normal rate of ICON per day but there is no way via magical means to restore CON damage taken when casting spells Any attempt to use magic to restore ability damage taken from spellcasting only worsens the original effect potentially killing the character This is because the mystical energies involved are not actually siphoning the Constitution of the caster but rather they are interfering with his ordinary bodily functions and are lingering around in him for a short length of time When magical means are used to attempt to reverse this they add additional MEF energy into the person s body in order to attempt to correct the damage thus mingling more magical energy with the already damaging energies which only suffices to supplement them and aggravates the problem There may b
346. ot complete through their own actions the spell remains in effect for a maximum of one day per caster level A clever recipient can subvert some instructions If the subject willfully disobeys the instructions they are transformed as detailed below Upon the casting of this spell the subject is given an obvious mark of the effect This is up to the purview of the DM and should reflect the nature of the request and must be readily visible This does not mean however that it cannot be covered by the subject in some way The visual effect is blue in color when the spell first takes effect The first infraction causes the color to shift to indigo purple the second to violet and the third to red crimson Upon a fourth infraction the mark begins to bleed harmlessly and continues to do so for ten minutes After this time the subject is immediately polymorphed as per the spell Baleful Polymorph with no save This effect can only be reversed by a remove curse if the caster level is at least two higher than your caster level Break enchantment does not end an accusation but miracle and wish do Material Component Blue diamond worth at least 1 000 gp per hit die or class Hindisght Divination Chronomancy gto Level Arcane 9 Sor Wiz 9 Cleric 9 Bard 6 Components V S Casting Time hour Range 60 ft Area 60 ft radius emanation centered on caster Effect Casters eyes turn golden Duration Instantaneous Saving Throw
347. ouldn t be easily overlooked Physical beauty is often overlooked a scientist usually though not always values function over aesthetics Scientists that are very vain often plane very high values on not only their own physical beauty but often also that of their comrades usually of a sexual nature Alignment Any Hit Die d6 Class Skills The scientist class skills and the key ability for each skill are Analytical Science any Int Appraise Int Concentration Con Craft Int Diplomacy Cha Decipher Script Int Disable Device int Gather Information Int or Cha Knowledge any Int Profession Wis Search Int Speak Language None Use Scientific Apparatus Int Skill Points at 1 Level 10 Int modifier x 4 Skill Points at Each Additional Level 10 Int modifier Class Features All of the following re the class features of the scientist Weapon and Armour Proficiency Scientists are proficient with all simple weapons They are not proficient with any type of armour or shield Special Abilities Upon attaining 7 level and at every three levels thereafter 10 13 16 and 19 a scientist gains a special ability of his choice from amont the following two options Skill Mastery The scientist becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions Upon gaining this ability he selects a number of skills equal to 3 his Intelligence modifier When m
348. ourglass worth 10 000Mk Strengthening Transmutation Level Sor Wiz 3 Cleric 3 Components V S Casting Time standard action Range Touch Target One creature Duration 1 minute level Saving Throw Will negates harmless Spell Resistance Yes You imbue a single creature with great strength dexterity and fortitude The creature gains 1d4 1 to Str Dex and Con for 1 minute per caster level Strengthening Mass Transmutation Level Sor Wiz 7 Cleric 7 Components V S Casting Time standard action Range Close 25 ft 5 ft 2 levels Target One creature level no two of which can be more than 30 ft apart Duration minute level Saving Throw Will negates harmless Spell Resistance Yes You imbue one creature per cleric level with great strength dexterity and fortitude The creatures gain 1d4 1 to Str Dex and Con for 1 minute per caster level Each target must be within 30 feet of each other Vitalization Transmutation Level Sor Wiz 3 Cleric 3 Components V S Casting Time standard action Range Touch Target One creature Duration 1 minute level Saving Throw Will negates harmless Spell Resistance Yes You imbue a single creature with great strength dexterity and fortitude The creature gains 2 points 2 points per four cleric levels max 8 to Str Dex and Con for one minute per level Vitalization Transmutation Level Sor Wiz 5 Cleric 5 Components V S Casting Tim
349. ower gains a 1 bonus to its DC Thus if Ulo manifested the power at its maximum potential spending all 5 extra PPE it would deal 6d10 damage with a 2 bonus to the DC Therefore in the case of manifesting this power at its maximum potential the DC would raise by 2 points making Ulo s roll of 13 set the DC to 20 13 roll 1 power degree 2 Influence 14 2 level 5 2 2 5 rounded down to 2 2 augmentation 20 Powers that do not require a save are resolved in other methods as noted in the power description Psychic Powers Disciplines and Abilities Psychic Combat v0 9 Forward Thoughts from a Psychic Here I recount my first briefing on Psychic abilities by Professor Tobardum Smith during his lecture Acadame Mentalis at my local University teaching about how to develop mental awareness in the mentally gifted I was a curious lad and I had of late taken to seeing things through a sort of haze where colours would look more vivid and I could almost feel the life energies of the daisies and deep red starflowers in my garden I read about him and saw his interview in the HoloView news on frequency 27X14 That was a long time ago and of course you may wonder how I recount the details so vividly Well now let me first go on about his lecture and then we can discuss the details This is what he said People often consider and therefore link Psychic abilities with supernatural occult or evil magic
350. owledge skill or language that you choose even if you had no ranks in it presently 3 Arcane Health The wild mage now adds his Intelligence modifier when calculating his hit points in addition to his Health modifier 4 Will of Adamant 2 to all Will saving throws 5 Mystic Weapon Any one Weapon Group Specialization feat 6 Mystic Combat Reasoning Modifier ranks in any combat style skill 7 Secret Spell Add one spell to your repertoire with a spell circle equal to or lower than your reasoning score modifier 8 Secret Desire Gain one extra action die per gaming session 9 Hidden Talent Gain any one feat of your choice so long as you meet its requirements 10 Threads of Fate Gain one fate You may choose whichever ability you desire and you can choose the same ability multiple times Magical Reverb Table roll 1diz 1 Spell effects target or area other than intended roll 1d4 1 Caster reroll if already cast as a Personal effect 2 Nearest ally reroll if already cast on nearest ally 3 Nearest Creature or object if the original spell was targeting an object other than intended target Reroll for area effects 4 Area of same size standard deviation 10d6 feet away Reroll for targeted effects 2 Spell triggers secondary magical effect Roll 1d6 1 Somewhat Desirable roll 1d4 1 Same effect fires twice at same target or area 2 Same effect hits secondary target or area of casters choice 3 Same
351. p171 6 Corpse Host WSC1 p183 7 Control Undead WSC1 p178 7 Doom Legion WSC1 p264 7 Call Spirit WSC1 p119 8 Create Spectral Wizard WSC1 p194 8 Create Watchghost WSC1 p197 8 Disrupt Usurp Domination WSC1 p256 9 Confer WSC1 p163 9 Create Minion WSC1 p191 9 Create Shade WSC1 p193 10 Power of Darkness Enhancing Darkness Spells e g Spells that infuse caster with powers of darkness 0 0 1 Nightshield Le J J Ja 3 3 3 4 4 4 5 5 6 6 6 J 7 TE 8 Ra R 9 9 9 10 Non Elemental Chains Misc Chains Freedom amp Imprisonment 0 0 i 1 i Fon F J c a a 4 A 4 5_ 5 5 6 6 6 7 7 ics 8 8 8 9 9 9 10 Alterations Polymorph Alter Self etc 0 Amanuensis Copy Lesser 0 i 1 Om Ja Ja 3 Copy a a 4 4 4 5 5 5 6 Copy Greater 6 6 7 oe fias 8 8 g 9 9 9 10 Paths amp Doorways 0 0 fi 1 ES F FL FJa Zia ae Bis 4 4 fi 5 5 5 6 6 6 Fis Tia Tra 8 8 8 9 9 9 10 Personal Charms Personal bonus personal enhancement 0 0 1 Re ts 2 2 2 cee c cw 4 4 4 5_ 5 5_ 6 6 6 Ta T Fa 8
352. palm lock again to disable the projector beams fully powering off the terminal Aside from the maintenance areas the only thing else of interest here is another door that opens into a 100M curved staircase terminating at another door When walking on this staircase one can see the gigantic cut crystals that are melded intot he bizarre framework of the dome These may occasionally flash brightly and they glow and pulse at all times These are the positive feedback circuit components that feed into he spire antenna array The second door opens into the spire antenna which is a triple braid of tapered material that is somewhere between metal and crystal in composition it is an amalgamation of normal rarified and extra dimensional elements Following the staircase to its apogee one meets with another door which opens into the spire itself This is a maintenance area for replacing the main matrix crystals which unless the main power source in the ziggurat is deactivated are filled with energy Simply touching an energized crystal here is likely to be fatal Aside from maintenance areas there is nothing in the spire itself of note aside from its construction e g for engineering evaluation All of this is on the north most continent Qex on The World of Green Skies and is now buried deep under the permafrost Helm of Larandro Made of adamanatium a lesser version of the Helm Crown of Saeros has mind shielding powers can use
353. pearance The magically locks seals openable items or portals that can then only be unlocked unsealed with this key It even functions on things like books Powers Constant The brand automatically Invoked X times per day Curse For Only mortals can see the scepter Deities and outsiders are completely blind to it Staff of the Sorcerer Ki Appearance The allows travel through time and casts temporal s t and greater temporal repair creates micro dim and genesaga ells such as open greater s as per genesis and genesia Powers Constant The staff automatically Invoked X times per day Curse For Only mortals can see the scepter Deities and outsiders are completely blind to it Scepter of the Sorcerer Kings Appearance The Scepter of Sorcerer Kings formally known as Sarena s Scepter is composed of a strange black metal with flickering stars seen on its surface The scepter weighs about 7 lbs and is about 3 4 of a metre in length The motif of the Sceptre of Sorcerer Kings is two serpents intertwining to an end in which the heads of both curve out to face each other A single star of 24 points illuminates between the faces of both Powers Constant The Scepter automatically rebounds any magic or psionic power targeted specifically against its wielder area effects are not included and then magnifies the damage and duration tenfold if possible For example a Magic Missile curves back at its caster and infl
354. pell a purely mental action would up the DC of a spell by 2 and add 4MEA to the casting cost A wizard may still prepare spells with these feats to quicken the casting which ups the spell slot level Otherwise the feats take one extra action to invoke Spell power increases with your level in various ways In addition to the increase of damage Increased DC to resist The DC to save against a spell increases as you gain levels The base DC to save against a spell or power is 10 Spell Circle Relevant Modifier 4 Caster Level Thus to resist a 10 level mage casting a fireball with a 17 Reasoning the DC will be 21 10 3 spell circle 3 Reasoning Modifier 5 half of the caster s level Scalable spells Instead of simply adding more damage dice to a spell as you gain levels you now have the option to add that damage at higher levels by spending more energy Spells that allow for such expansion have a base MEA cost and base number of damage dice but as you gain levels you may add additional dice of damage by spending more MEA Fireball for example may have a base MEA of 4 and does 3d6 fire damage but you can add additional dice of damage for IMEA each with a maximum number of damage dice equal to your level Thus a 20 level caster can spend 21 MEA to deliver a 20d6 fireball 4MEA base 17 MEA for additional damage You must declare how much MEA you are spending before you begin casting the spell as if the spell is l
355. pell can manipulate the smallest portion of the soul to make this vital ethereal link Divine Intercession In very rare instances a Deity may return a character to life This usually happens only if the character s soul passes through Valeo Nai intot he realm of that entity Deities do not interfere in the affairs of mortals on the Material Plane In these cases the Petitioner can form a pact plea or agreement with the God or entity that rules that dimension to return them to life This never incurs a penalty nor does it require a resurrection survival roll but the character is thereafter bound by the terms of the pact agreement or plea that he made with that entity Evil beings or Dark Gods will often do this returning a person to life to carry out some task and also granting them some kind of power to do it but usually the character s time is limited These agreements generally grant the character life for a defined period of time Granted it may be thirteen years two weeks or ten centuries it depends on the purview of that entity granting the reprieve from death but it is rarely open ended and if the character goes against the will of that entity or tries to break from his agreement Well let s just say that there are worse fates than mere death Of course there are ways to cheat this type of agreement like sacrificing another person and then possession their body That person s soul passes into the realm of the entity
356. photography motion video petroleum and steam based motors industrial plants late acrylic materials rubber bakelite Vehicles Wagons wains chariots Medium to large sailing ships oar powered vessel ironside ships early sub marine vessels early primitive steam based automobiles rare railroads dirigibles early airplanes late bicycle trolley Water Management Aqueducts waterways siphoning Weapons Swords knives spears leather armour bronze age weapons steel weapons amp armour laminated weapons siege engines trebuchets explosives Greek fire nitroglycerine amp gelignite pistols rifles revolver simple bombs Writing System Advanced writing systems technical and medical terminology typesetting shorthand sign language 9 The development of the vacuum tube starts this new era where technology increases into the first most primitive computers Bombs are in common use as is electricity The first wireless communication begins and the radio is invented Automobiles appear and slowly begin to enter common use Politicians take the place of Kings and Emperors in many societies The first antibiotics come into use and the age of the pill begins full force Pharmaceutical development is all the rage Psychology and Psychiatry become household words People start discovering quantum physics and quantum mechanics Towards the end of this era people discover atomic energy and the transi
357. pires available in the room in bas relief on the walls each is clearly labeled and detailed along with positioning based on measurements from Point Zero the Universal expansion factor is detailed in a highly complex mathematical equation here as well The DC for reading the maps is 25 the DC for reading the equation is 30 The DC for understanding the equation is also 30 Quantum Mathematics and 30 Quantum Physics Riding the levi disk up leads into a large room essentially most of the upper dome with all of the exposed superstructure mezzanines railings etc There is a single terminal here and a single door The terminal has a palm lock When activated three extremely intense beams of light shine down at the three corners of a triangular indentation in its top The Key of Fire Water or Air can be placed into this socket The light beams will not damage anyone who possesses the Key of Earth Spirit but they will deal 10d6 damage to anyone else that places their hand in the path of any of the beams registered as a critical strike to the hand of severe intensity no save permitted The stone may also be placed without taking damage using telekinesis magic or another form of placement that does not cause a person to make direct contact with the beams They will damage objects as well burn melt break high intensity object critical strike but they do not directly harm the possessor of the Key of Earth Spirit or the Key stones When
358. players choice of class Some WGP feats are only available to specific classes as outlined in the table below Class Required Starting WGP Extra WGP Slots WGP Feat Descriptions WG Basic amp Simple Weapons WG Light Blades WG Heavy Blades WG Chain Weapons WG Maces amp Clubs also includes energy based striking weapons such as an electric mace WG Handguns amp Pistols WG Semi Automatic Rifles WG Fully Automatic Rifles WG Artillery Launchers WG Large Guns ship guns WG Computer Targeted Weapons WG Energy Pistols WG Energy Rifles WG Energy Blades WG Hand to Hand WG Martial Arts Subcategory WG Martial Arts Unarmed Style WG Martial Arts Ninja Weapons Staff sai and shuriken is a common expression to describe the weapons carried by a martial artist who favours conventional weapons to hand to hand combat 0 WG Spells amp Rays WG Exotic WG Bows WG Crossbows amp Light Projectiles WG Rarified Metals WG Mental Construct WG Large Energy Weapons WG Robotic WG Axes WG Hurled WG Claw amp Hook WG Double Weapon WG Picks amp Hammers WG Spear amp Lance WG Polearms WG Sling amp Thrown Insightful strike Requirements Reasoning 13 Knowledge Anatomy 4 Ranks or First Aid 6 Ranks Your knowledge of living organisims has taught you what spots to hit for the best possible damage Add your REASONING modifier to melee damage rolls instead of MUSCLE Perceptive Combat Requirements Perception In
359. power is always on and is therefore very useful to anybody who wants to Scrye frequently in place of casting the spell which has a very long casting time 360 Of course if you wanted to make one you might need to find a flawless crystal at least six inches in diameter and grind it down into a polished smooth sphere Then immerse that crystal sphere for thirty days in a hidden spring of effervescent water in the Valley of the Flowers of Death where the Obsidian dragon T Thyn destroyed the ancient Aldian city and cursed the land tearing open a rift in space and time Making wondrous items isn t always this involved but the more useful the item or the more powerful the more dangerous the quest should be in order to make it Energizing a wondrous item almost always permanently drains MFE unless the item has very limited uses per day such as items that can be used once per day once per week once per month etc of has a comparatively weak power A Pen of Endless Ink would be such an item Thus it is easier to say that there are two ways to energize a wondrous item either with raw MFE or with MFE drain The MFE drain is a small fraction of the cost of the MFE it would take to activate it normally Unlike other items that require thre phases initialization charging and finalization the cost to energize a wondrous item occurs all at once and can not be split up in multiple attempts although more than one person may work together
360. r Many of them are crazy power mongers who will stop at nothing to achieve their often bizarre goals Some started study in wizardry or sorcery and discovered the secrets of wild magic some are just mishaps of fate that stumbled upon magic in the most happenstance manner possible Characteristics Wild magi are quite resilient and lucky they can often get themselves out of even the tightest situations Taking that in mind no two wild magi have the same focus in life They are usually skilled in an assortment of varied things that most other mages are not Their ability to pull off stunts of power also attracts attention to them and many of them are quite the attention whores Alignment The wild mage is often out for his own end many times without regard for others To this end they tend to be Chaotic CG CN CE but some are also neutral or neutral evil Lawful wild magi are generally unheard of though anything is possible Religion Wild mages fall into two main categories Those who are either atheist possibly believing in themselves more than any higher power or agnostic refusing to look to specific gods for guidance Those who do follow religion usually worship deities with the Magic or Luck domains Races Humans Halflings and Gnomes are commonly found following the practices of wild magic Some elves also follow this path Dwarves almost never follow wild magic because of it s non structured nature Other classes Wild magi get
361. r Willpower Modifier Bonus Mystic Affinity Shamans gain 1d10 to their Mystic Affinity score per each 4 levels Weapon and Armour Proficiency Shamans are familiar with simple weapons and any two other groups They are proficient in light armor and may also be proficient in medium or heavy armour depending on the nature of the power that they serve Spellcasting General A Shaman casts spells without limitations based on level or statistic based attributes As long as the Shaman is aware of the spell and how to request intone it he may do so as long as it falls in one of the spheres of influence of his source of divine channeling power the divine source Naturally if the channel that supplies his power is displeased with the way in which the Shaman intends to use the spell that source will refuse to channel the power Any attempt to commit an act that goes against the teachings of the source or tribe that the Shaman derives will close his channel blocking all access to spells until he atones for his actions to the satisfaction of the source that supplies his power Serving the Powers that Be A Shaman is a servant of the spirits or supernatural entity of great power deity and must at all times follow in the teachings and philosophy of his source If a Shaman strays too far from the path set forth by that source or suffer the loss of any and all of the powers and abilities that his source grants him including some or all of
362. r Forthanyx continent plus sub languages Languages Halmo Halmo is the language of good light and music It is spoken in the upper planes and by clerics of good deities It traces its origins back to the god Haldor and is spoken by his people DCs 10 Smattering 15 Basic 20 Well 25 Fluent 30 Advanced Avanno Avanno is the language of creation truth and brotherhood It is jolly in sound and strong of tone and inflexion None who hear Avanno can ignore its persuasive voice and its moving melodies though those of truly evil mindset usually find it distasteful Avanno is the creation of Jh karr and many of the followers of Jh karr speak it as well DCs 10 Smattering 15 Basic 20 Well 25 Fluent 30 Advanced Rhonian Rhonian is the language of freedom and righteousness It is vibrant and bright yet strong and undeniable The tone of Rhonian is ever changing and can go from lighthearted and joyous to strong and stern in mid sentence which is both bewildering to those who are not fluent in its use and a greater part of its charm Rhonian is the creation of Omande and many of the followers of Omande speak it as well DCs 10 Smattering 15 Basic 20 Well 25 Fluent 30 Advanced Alian Alian is the language of machines inevitable and other intelligent constructs and other axiomatic creatures It is the language of structure law and time created by and spoken by the god Aldus and his followers Alian is th
363. r Spellcasting class arcane or divine is still constrained by his chosen element and antithesis He does not gain any special bonuses on spells cast from another class but he is still restricted in that he cannot learn or cast spells that fall under his primary antithesis Additionally he is still subject to a 25 penalty when learning or casting spells or effects that would fall under his secondary antithesis even if he learns them through another class Furthermore his chosen element and its antithesis haMEAr any Psionic development of powers that fall under his primary or secondary antithesis as if they were spells This is because he is tied to the fundamental nature of his element and has nothing to do with magical or Psionic effects In general terms once a Sorcerer chooses a set of elements he is forever bound by his elemental limitations This also applies to Light amp Darkness A Sorcerer who chooses Darkness that later multiclasses to a Priest cannot cast positive energy or light or healing spells even though he should now be able to channel them Mystic Focus A sorcerer requires a mystic focus as do all arcanists via which he mentally concentrates and redirects the energy of his spells Unlike the Wizard who specifically requires a staff or the Wild Mage who requires a spell sphere the Sorcerer may use a variety of objects so long as he properly prepares them and attunes them to his spell chains and elements These
364. r as follows Morale 1 day every three levels Calm Emotions day per three levels Legend Lore 1 week Light 2 day per level Remove Curse 1 month Divine Aura of Protection Fire bearer level minimum L15 A barrier against all evil creatures is created with a radius of 500 feet centered on a you This can be activated once per year per every tenlevels and has a duration of one hour Evil creatures make a fortitude save vs the Level of the bearer or they are utterly destroyed Nenya Ring of Water This beautiful ring is made of mithril and is set with adamant star crystal It bestows on the wearer ability increases as follows 6 Wis 4 Cha 4 Int The bearer also gains the following e Diplomacy and all WIS based skills become class skills e Direct Influence 10 10 to all Diplomacy checks e See Invisibility at will 4 to will saves vs undead while in use e Invisibility at will 6 to will saves vs undead while in use Nenya has certain abilities that can be called upon from time to time by the bearer as follows e Scrye 1 day every three levels e Detect Thoughts 1 day per level e Control Weather 1 week Starlight 1 day per level e Vision 1 month per level min level 10 Divine Aura of Protection Water bearer level minimum L20 A barrier against all evil creatures is created with a radius of 2 miles centered on a designated area This ability can be activated once per century and is only active while the beare
365. r at a level never before possible Upon the intermixing the diamond component flares with energy creating a display of light and imagery like a fireworks display as the energies from the souls surge through the air mixing into their final forms and rejoining the participants Material component A small diamond XP cost 25XP from each participant Detect Elves Divination Level Cleric 2 Sorcerer 2 Components V S Casting Time standard action Range 60 ft Area Cone shaped emination Duration Concentration up to 10 min level Saving Throw None Spell Resistance No This spell functions as Detect Evil except it reveals Humanoid Elven creatures ignoring alignment This spell does not show alignment of creatures but does indicate the creatures power level compared to yours Detect Dwarves Divination Level Cleric 2 Sorcerer 2 Components V S Casting Time standard action Range 60 ft Area Cone shaped emination Duration Concentration up to 10 min level Saving Throw None Spell Resistance No This spell functions as Detect Evil except it reveals Humanoid Dwarf creatures ignoring alignment This spell does not show alignment of creatures but does indicate the creatures power level compared to yours Detect Gnomes Divination Level Cleric 2 Sorcerer 2 Components V S Casting Time standard action Range 60 ft Area Cone shaped emination Duration Concentration up to 10 min leve
366. r is in the designated area Evil creatures make a will save vs the Level of the bearer or they are bounced from the protective area Vilya Ring of Air This golden ring is set with a stone of the purest sapphire It bestows on the wearer ability increases as follows 8 Cha 6 Int 6 Wis The bearer also gains the following Diplomacy and all CHA based skills become class skills Direct Influence 20 20 to all Diplomacy checks See Invisibility at will 2 to will saves vs undead while in use Invisibility at will 4 to will saves vs undead while in use Vilya has certain abilities that can be called upon from time to time by the bearer as follows Sending 1 day every three levels Linguist 1 week per every 3 levels Control Water 1 week Heal 1 week every 5 levels Sunlight 1 day per level Divine Aura of Protection Air bearer level minimum L30 A barrier against all evil creatures is created with a radius of 4 miles centered on a designated area This ability can be activated once per century and persists while the bearer is in that area If the bearer leaves the area for a period of more than six months the aura fades Evil creatures make a will save vs the Level of the bearer or they are bounced from the protective area Amulet of Val Seur Val Seir Traps the person who looks into its gem in another realm within the stone Musicbox of Dragonsong This is a cylindrical music box with an outer co
367. r learn any power that falls under the influence of your primary antitheses and you will gain weaknesses towards it as you gain levels Powers that fall under the influence of your secondary antitheses will be more difficult to master and will be case with a diminished effect Sorcerers cannot learn divination spells except those in the Scrye Sight chain Sorcerer s who chose Light may also gain healing magic but those who select Darkness do not You will however gain additional abilities and immunities in line with your choice of element so don t worry It all balances out in the end Spellcasting General A Sorcerer casts spells without limitations based on level or statistic based attributes As long as the Sorcerer knows the spell and has sufficient MEA to cast it all he need to is intone the incantation Sorcerers may not cast spells that fall under their primary antithesis at any time nor may they use an item to duplicate such spells or effects Gaining MEA Points A Sorcerer gains 1d8 MEA for each 1 modifier bonus of his Influence score upon attaining each new level of experience in his Sorcerer class Thus a Sorcerer with an Influence score of 16 has an influence modifier of 3 and gains 3d8 MEA at each level of experience in this class Multiclassing A Sorcerer may multi class freely but they seldom do so as few are willing to sacrifice their progression of abilities A Sorcerer who takes class levels in any othe
368. r than most may have a higher movement stat Remember that a creature should have an average statistic total of no less than an average human unless they are typically underpowered or weak New Saving Throws Soul Sanity Ability Score Alterations and Optional Changes When compared to most of the d20 system the statistics in this system seem fairly complicated The new stats greatly increase the depth of game play Because of this some classes from other d20 system games will play strangely unless altered Any class or feat that grants an increase to the movement of a creature instead increases its movement score as follows For each 5 foot increase add 2 to the movement score For each 10 feet increase add 4 to the movement score Anything that determines its power based on beauty is no longer charisma based use Physical Beauty instead Classes that use wisdom to determine statistics for insane characters such as clerics with the madness domain now use their Madness score instead Memory Remembering Details and Memory Checks A character has a memory score equal to his Knowledge stat multiplied by four thus a Knowledge of 14 equals a memory score of 56 and a 22 equals a memory score of 80 and 25 is a memory check of 100 When making memory check you must roll 1d100 and roll under your memory score to be successful minus plus any mitigating factors Mitigating factors Event happened within last day 30 to roll e g
369. rds knives spears leather armour Bronze Age weapons siege engines trebuchets Greek fire Writing System Advanced writing systems technical and medical terminology 6 The discovery of steel leads to the development of new weapons armour and tools Paper is uncommon but available New metals allow for more complex mining tools which leads to the discovery of new elements This also allows for the building of lighter ships easier cutting of timber the making of more uniform coins Other alloys and methods of improving metalworking are discovered including Damascus steel People begin to cut gemstones instead of simply smoothing them Empires extend their power across larger distances with the aid of new ships and new methods of transit The first machinery appears during this age concluding with the development of the book press and the loom It is now possible to build large sailing ships rather than oar powered ships Gunpowder first appears and is used in primitive canons Architecture Stone and wood buildings plus brick amp mortar Building Materials Most stone wood metal nails mortar cement rock Circuit Types None Computer Types None Energy Source Availability Fire coal pitch acids steam Language Fully developed spoken languages Phonetic writing systems Mathematics Geometry advanced mathematics multiplication algebra etc Matter Manipulation Alchemy Medici
370. re in place of his Constitution score when making an overchannel check Entropic Resistance Spells cast on the wild mage now have a greater tendency to fail The wild mage gains SR equal to 10 wild mage level Spontaneous Creativity The wild mage may create one extra spell without research every time he gains a new level of experience This does not grandfather to levels prior to gaining this feature Mystic Storage The wild mage may cast spells in low MEF environments as if the available energy in the local surrounding environment was one degree of magnitude higher than it actually is Greater Mystic Storage The wild mage may cast spells in low MEF environments as if the available energy in the local surrounding environment was two degrees of magnitude higher than it actually is Mystic Battery The MEA expended by the wild mage now regains at a rapid pace The wild mage recovers 1d4MEA per hour nomatter what activities they are doing without rest Spell Trick This table is from the wizard Update for more wild magi type powers Arcane Secret At third level and every three levels thereafter the wizard learns an Arcane Secret that he chooses from the following list Secret Details 1 Secret Knowledge Add a number of ranks equal to your reasoning modifier 1 to any Knowledge skill that you choose even if you had no ranks in it presently 2 Mystic Mastery Add a number of ranks equal to your reasoning modifier to any non Kn
371. reation of the world and is envied by Felosa and N Tra Her domains are Fey Plant Earth and Animal Evevystana Erevystanya is the goddess of magic and knowledge She is a completely Neutral deity and is called the Queen of Dragons as she is credited with their creation Her followers are usually great scholars and great wizards and sorcerers Her symbol is a circle with a line dividing it through it s center forming a horizon with rays of light beneath and stars of twilight above She had long whit or black hair depending on mood which always flickers with small starlight speckles ivory skin and vibrant violet eyes She wears black robes that shimmer with every colour Her favoured weapons are the mind and the staff Her domains are Magic Knowledge Summoner Draconic Rune and Mysticism Felosa Felosa is the goddess of evil and vanity She is Neutral Evil She was once the wife of Jh Karr according to ancient records written in Eldrian She is credited with bringing great beauty into the world but when she could not possess all of what she had made in her wrath she tried to destroy it According to legend one of her sons sacrificed himself to protect the world and afterwards she could no longer destroy it as it then had a life force of its own but she could still mar and defile it which she has continued to do ever after Her symbol is a small circle in dark violet on black Her favoured weapon is anything painful and her doma
372. reature Temporal Hop Conjuration Teleportation Creation Time Spellcraft DC 193 Components None Pure Mental Action Casting Time 1 quickened action Range Caster and all creatures within 20 radius Target One Living Creature Duration Instantaneous Saving Throw Reflex negates Spell Resistance No To Develop 1 737 000gp 35 days 69 480 XP Seed conjur 21 transport x2 DC 52 time DC 100 quickened casting time 28 DC No verbal or somatic components 4 DC alter medium to temporal plane 4 DC You coMEAI a creature to commit an act for you as you desire usually suicide This act may be as unreasonable as you desire it to be The creature received a Will save DC 70 plus relevant ability modifier On a successful save the creature does nothing and retains all of its normal actions Visual effect A deep indigo and green ghostly image of you appears over the target of the spell smiling with a wicked grin and entering into the creature ad a burst of deep indigo and green energy surges around the creature s head and eyes Mori Ultima Necromancy Death Spellcraft DC 201 Components None Casting Time 1 quickened action Range 300ft Target One Living Creature Duration Instantaneous Saving Throw Fortitude Partial Spell Resistance Yes To Develop 1 809 000 gp 37 days 72 360 XP Seed slay DC25 Factor increase to 320 HD 24 DC quickened 28 DC no verbal or somatic components
373. recue as they cain some of the rogue s class features albeit often for different uses Game Rule Information Hit Die d6 MEA Level 1d4 per Int Mod Bonus Proficient Blind Activation Efficient Blind Activation 22 SOrcerer Sorcerers are mages who instead of specializing in schools of magic specialize in elemental magic Game Rule Information Hit Die d8 MEA Level 1d8 per Int Mod Bonus Sorcerers choose three elemental types to be able to cast and two never to be able to cast from and from those that they choose they automatically gain a spell from each at Ist level and can progress each elemental type in a chain For example a sorcerer needs to know Orb of Fire lesser to learn Orb of Fire and thus needs Orb of Fire to learn Fireball When creating a sorcerer you much choose one of the following energy types Fire Heat Water Ice Air Electricity Earth Acid Additionally you must select one of the following Light or Darkness Once the choice is made it can never be altered as the choice will reflect both the spells and powers that you may gain and use and the limitations and weaknesses that will be your antithesis These are the antitheses Fire Heat vs Water Ice Primary Earth Acid Secondary Water Ice vs Fire Heat Primary Air Wind Secondary Air Electricity vs Earth Acid Primary Water Ice Secondary Earth Acid vs Air Electricity Primary Fire Heat Secondary You can neve
374. red spells as well with which they choose a select number of spells per day to allocate as prepared spells in a matrix of spell energy that surrounds him A wizard may prepare a number of spell circles equal to his level multiplied by his Reasoning modifier e g a 3 level wizard with a 14 reasoning may prepare 6 circles of spells He can prepare any number of spells so long as the total number or sum of their circles doesn t exceed this total Thus with the example above the wizard could prepare a 5tgh circle and a 1 circle spell or three 2 circle spells or one 6 circle spell or six 1 circle spells and so on Prepared Spells use up MEA at the time that they are prepared not when cast A wizard may maintain prepared spells over any period of time but he does not regain the MEA he used to prepare them until he releases the energy by finally casting those spells He may elect to dismiss a prepared spell so that he regains the energy normally but dismissing it dopes not revert the MEA to him it simply allows him to regain the energy after he rests and meditates When a wizard casts a prepared spell it takes effect immediately and use no components In essence you simply trigger them with a thought Treat a wizard s prepared spells as swift actions When preparing spells a wizard must spend the actual amount of time normally required to cast the spell in order to add it to his spell matrix If a spell takes four hours to
375. ret 2 Knowledge 10 Improved Alchemic Attack 11 Transmute Energy 12 Alchemic Secret 1d10 M A Natural Understanding 13 Greater Alchemical Specialty 14 Transmute E D Materials 15 Greater Alchemic Attack Alchemic Secret 16 Intuitional Transmutation 1d10 M A 17 Transmute Space 18 Alchemic Secret Perfect Alchemical Specialty 19 Sad Secrets 20 Perfect Alchemic Attack 1d10 M A Transmute Reality of this type have 25 to all variables Simple Arrays The alchemist due to his need to learn all of the truth of Alchemy its laws and the nature of Equivalent Exchange begins with the ability to use merely 0 and 1 Degree Arrays and may only use arrays that he reads of in books but cannot yet make any Arrays of his own Equivalent Exchange Basics The alchemist begins with only a minimal knowledge of Equivalent Exchange The more important details are only learnable via a combination of extensive research experimentation and experience Laws of Alchemy The alchemist now understands the physical laws of alchemy and can now use Applied Science checks with his alchemy checks Equivalent Exchange Theory The expanded knowledge in the Laws of Alchemy and the full premise of Equivalent Exchange is now clear to the alchemist permitting him to create his own arrays of increasing complexity Transmutation Arrays The alchemist is no longer restricted to 0 and 1 Degree arrays and can now make as complex a
376. rface An intricate design woven of mystic symbols and words in Mode C Mystic combine ant twine with Zoreac Saeroan Imperial Mode words of power and mathematical equations as well as ley line force patterning and an overall celestial motif decoration to loc it all together The core of the cube is a transcendental continuum originally it was a small spheroid core composed of Yx Constantanium Coraeum Zelenium and Talyxium and supposedly also etched with symbols and designs much lie the outside of the cube but as it grew in size internally dimensionally the cube also grew in power and the magnitude of its abilities increased dramatically over the eons since its creation It was originally created to force temporal events seen in visions to either lock or unlock to either prevent forcing a causal nexus or keep one intact but as time advanced and it grew in power it became a thing of true wonder capable of altering the very nature of all reality past present or Although it doesn t bear her name The Cube was one part of the Regalia of Saerena and belongs to the greater whole of the Relics amp Regalia of the Sorcerer Kings Alternative titles for the cube are The Black Cube The Cube of Time the Dimensional Cube or D Cube and the Cube of Destiny which is attributed to Saerena Empress of Destiny The Zelendrak device was the prime reason for the War of Dimensions and when Saerena s empire was spit into another sealed dimen
377. rials into other substances including other E D materials this does not permit him to create E D materials from normal matter Transmute Reality The alchemist can now create arrays that affect dimensional forces dimensional boundaries and even time Alchemic Study At third level and every three levels thereafter the wizard learns an Alchemic Secret that he chooses from the following list Secret 1 Hidden Knowledge 2 Uncovered Talent 3 Fantastic Speed 4 Stubborn Mind 5 Deft Body 6 Extra Alchemic Attackt 7 Alchemic Research 8 Secret Desire 9 Lucky Break 10 Alchemic Resistance Details Alchemic research has given the alchemist access to a new skill He may add a number of ranks equal to his reasoning modifier 1 to any new skill from the following list e Knowledge any science e Applied Science any e Engineering any e Craft any Add a number of ranks equal to your reasoning modifier a skill that you already have from the following list of choices e Knowledge any science e Applied Science any e Engineering any e Craft any Your speed increased by 2 2 to all Will saving throws You now take 4 damage on all successful Reflex saving throws in place of the normal 1 2 when permitted and possible Gain an additional Alchemic Attack or improve one that you already have by one step Add one array to your repertoire with a degree of magnitude equal to your reasoning scor
378. ric wheelchair trams trolley monorail Water Management Aqueducts waterways siphoning running water water cleaning plants Weapons Swords knives spears leather armour bronze age weapons steel weapons amp armour laminated weapons siege engines trebuchets explosives Greek fire nitroglycerine amp gelignite pistols rifles revolver bombs semi automatic and fully automatic firearms missiles and atomic weapons Writing System Advanced writing systems technical and medical terminology typesetting binary computer language computer programming languages such as FORTRAN PASCAL and COBOL mid machine code early mid non linear programming mid modern programming languages such as C and Java mid late 11 This age begins with the invention of ion propelled spacecraft Electricity provides the power for many ground vehicles rather than petroleum oils and pollution is rampant Global resources are running low but the development of smaller atomic generators is now possible People begin to look to the stars for realistic answers to their problems Improved space vehicles can now reach outlying planets and people begin the first colonizing of other worlds in the surrounding solar system The first true technocracies form and many revolutions may occur to overcome the corruption of large and bloated governments Settlers on new worlds form their own governments while the great empires at
379. rmal Fires WSC 2 4MFE Endurance WSC 2 4MFE Charm Man II WSC 2 4MFE E S P WSC 2 4MFE Know Intent WSC 3 6MFE Read Language grants 1 rank level in a touched written language 3 6MFE Nondetection WSC 3 6MFE Material WSC 3 6MEFE Dispel Magic WSC 4 6MFE Locate Object WSC 4 8MFE Locate Person WSC 4 8MFE Charm Monster WSC 4 8MFE Dispel Illusion WSC 5 1OMFE Fabricate WSC 5 1OMFE Domination WSC 5 10 MEA Dispel Magic Greater 6 15 MEA Reconstruction WSC 6 ISMEA Worship 7T 20MEA Consume Knowledge WSC 7 30MEA Alter Reality WSC 8 40MFE Dispel Enchantment WSC 8 40MFE Mind Blank WSC 9 60MFE Foresight WSC 10 150MFE Timelessness Special Special There is a 50 chance that even in low MEF or no MEF environments a power from the ring invoked by the user will function without cauing mage burn Con damage Even if it does the ring will never deplete the wearer s Con due to magical burn e g from low MEF environments below 1 If the ring would have done this instead reduce con to 1 and reduce all other physical attributes to 1d3 each Strength Muscle Stamina Dexterity Agility Balance Mobility Speed Movement Curse Like all things made with the aid of Annatar this ring carries with it a curse Not as severe as the true Rings of Power but still perilous for mortals
380. rness Class reference it to that section 5 3 Channelers To all things there must be a balance As there are masters of magic who use their knowledge to tap into the MEF and manipulate its energies and via an extension of their mind form it into the effects that others call spells so are there people who tap directly into the sources of the universe and channel that energy directly creating devastatingly potent magic of their own Channeling is not the same as other arcane spellcasting The channeler taps directly into a source of power opening a conduit between themselves and that energy source From there they do not directly shape the energy but they will the source of that power to shape it for them This is how priests shamans and other similar classes direct the energies that they utilize Thus although they lack some of the subtleties of master mages channelers can tap into energies to achieve a stronger effect than their other mystic counterparts As a channeler s power does not stem from himself but is rather an exercise of his will upon the conduit that allows him to communicate his desires to his source of power he does not rely in his Influence or Reasoning to shape spells Instead the channeler s abilities stem from his Willpower and his Willpower score determines the effectiveness of his magic Sources of Power All channelers must choose a specific source of power when they begin their training That energy
381. rogress Spells cast have no effects nothing may be damaged no healing occurs etc Temporal Repair Transmutation Time Chronomancy Level Arcane 9 Sor Wiz 9 Cleric 9 Components V S Casting Time standard action Range Medium 100 ft 10 ft level Effect Blue and Golden glow in sphere Duration Instantaneous Saving Throw Will negates object Spell Resistance No Trigger Vau Nai aldoze metriux kuru tos liquia This spell repairs or removed any and all damage to time in a sphere of 500ft 25 ft caster level Accusation Enchantment Compulsion Level Clr 9 Sor Wiz 9 Components V S M Casting Time 1 hour Target One Living Creature Duration One day level or until discharged D Saving Throw None Spell Resistance No Verbal Vasto beth lar imanos tel su abad vau nai teke mos eldoz avadanux An accusation places a magical command on a creature to carry out some service or to refrain from some action or course of activity as desired by you While the spell cannot cause a creature to kill itself or perform acts that would result in certain death it can cause almost any other course of activity The original intent of Accusation is to prevent a particular creature from taking action against the caster The accused creature must follow given instructions until the accusation is completed no matter how long it takes If the instructions involve some open ended task that the subject cann
382. roll but only for spells of the wizard s specialty Specialty scrolls take half as long to create Specialty DC Boost The wizard now adds 1 to all of the DCs for spells of his specialty that he casts Specialty Resistance Starting at 5 level the wizard gains resistances towards magics of his specialty This begins as a 1 bonus to saves at level 5 and increases by 1 for every 5 levels thereafter until finally reaching full immunity to that school at level 20 when he gains Specialty Immunity The mage may voluntarily lower or drop his resistance or immunity at any time for example to receive a beneficial spell from an comrade If he lowers or drops his resistance immunity he cannot raise it again until his next action so he may suffer the effects of baleful spells during the time when his defenses are down Lasting Specialty This is as Lasting Effect but only for spells of the wizard s specialty Lasting Effect The wizards spells with a duration period now last twice as long as normal Permanent Effect The wizard may make any spell permanent by spending its MEA cost x10 This does not however made damage or healing received by a spell self perpetuating although spells that already have a perpetuating effect will continue to maintain it When used on an area effect the spell locks to its area permanently This can also be used on bolstering effects such as those that grant a magical bonus to intellect or grant spec
383. rolls 1d20 adding that roll to his bonus on that combat skill His target must immediately choose how to respond If the target is aware of the threat he may attempt to use one of his own combat defense skills either Dodge or Parry In melee combat for example Tulkas is attacking Marvok Tulkas is wielding a bastard sword which is a heavy blade and rolls his Combat Heavy Blades skill which is at a 8 Tulkas rolls a 13 on his 1d20 and the total result of his combat skill check is 21 In order to avoid the attack Marvok must roll either defense or parry As Marvok is armed with a rapier and can choose to parry or dodge with that weapon he chooses to parry Marvok has a 10 total skill bonus to Parry and rolls a 12 on his 1d20 check However his rapier is considered one category lighter then the bastard sword that Tulkas is using and has a 2 penalty to parry Thus the total result of his combat skill check to parry is only 20 and he is unable to block the blow from Tulkas Marvok s actions to parry do not count toward his own actions in the initiative phase they are a non action in response to the attack by Tulkas on his initiative round When Marvok s turn comes around he may choose any action including attacking Tulkas in which case Tulkas may choose to either dodge or parry just as Mardok did when Tulkas attacked him Critical Hits amp Botches The following are the rules and procedures regarding critical hits and bo
384. rom Ability Loss Like death from loss of hit points a character also dies when his Constitution but not his Fitness or Health score is reduced to zero This type of death is instantaneous Judgement Assuming nothing can save him at that time his soul passes into Valeo Nai the conduit between life and death A dimension outside the normal arena of space and time Valeo Nai is a timeless place as is Valeo the Waiting Place where souls are judged by Balda arbiter of Life amp Death The soul will witness the passage into a conduit at the entrance is a door of black material that swings open permitting passage This gate is etched with writings that differ depending on the soul Each soul has its own gate to Vaeo Nai From there the soul travels towards a pyramid of what seems to be obsidian and enters within instantly occupying a sphere of clear crystal There are an infinite number of other spheres in stacks that the character s soul may see After that an eternity passes in an instant and the sphere in which the soul of the deceased character is contained is taken by Balda placed in his staff which has two curved blades The blades one black and the other white clasp down securing the crystal orb Then Balda reads the life history of the soul and judges it If being sent for reincarnation both blades crush the sphere for an afterlife in another plane the black blade crushes the sphere nut if the soul will be revived e g
385. rtar cement rock Circuit Types None Computer Types None Energy Source Availability Oil fire coal pitch acids steam electricity extremely rare to uncommon Language Fully developed spoken languages Phonetic writing systems Mathematics Geometry advanced mathematics multiplication algebra etc calculus Matter Manipulation Alchemy Medicine Anatomy unveiled Advanced medicinal development Concern for health exercise diet etc exists Acupuncture and other practices begin Metals Bronze Iron Steel Laminated Steel Philosophy Platonic Philosophy Political Systems Monarchical Democratic Imperial Republic Religion Organized religion is commonplace Sciences Alchemy chemistry astrology astronomy Newtonian Physics mystic theory Space Travel Types amp Speeds None Teleportation Capability None Tools amp Machinery Glass metal forges black powder parchment papyrus paper uncommon oil lamps moderate lenses cut gemstones gunpowder very rare chemical explosives paper press book press water mill wind mill typewriter primitive photography uncommon to rare Vehicles Wagons wains chariots Medium to large sailing ships plus oar powered vessels railroads late dirigibles bicycle Water Management Aqueducts waterways siphoning Weapons Swords knives spears leather armour Bronze Age weapons steel weapons
386. rtitude negates Spell Resistance Yes To Develop 1 980 000gp 40 days 79 200 XP Seed fortify x5 DC 115 increase bonus by 19 x5 95 DC increase duration by 500 10 DC This spell raises all stats Str Dex Con Int Wis and Cha by 20 points for a duration of 5 days Because the caster has the ability to sleep and perceive the way this effects him over a duration of time this also means that the ability increases effect bonus spells per day bonus spell slots and bonus power points The target also gains a 10 bonus to comeliness as a side effect of the spell s transformation Verbal components Vau nai Imos Visual effect The caster glows with multichromatic light with silver cascading stars as the target glows with a radiant orange light which emits from every orifice The target grows in stature by 6 inches and becomes more attractive Greater Deification Transmutation Spellcraft DC 320 Components V S Casting Time minute Range Touch Target Creature Touched Duration 120 hours 5 days Saving Throw Fortitude negates Spell Resistance Yes To Develop 2 880 000gp 358 days 115 200 XP Seed fortify x5 DC 85 increase bonus by 39 x5 195 DC increase duration by 500 10 DC This spell raises all stats Str Dex Con Int Wis and Cha by 40 points for a duration of 5 days Because the caster has the ability to sleep and perceive the way this effects him over a duration of time this also means t
387. s The Stone of Sorcery stores three 1 degree spells which you may activate once per minute to utilize any of those powers Spell DC 18 These are fixed spells meaning that they are part of the stone and the creator of the Crown sets them when he constructs the item You cannot alter or change them to any other spell s These spells are use activated and therefore any character even non spellcasters may use them Additionally the stone has a special round area in which you may insert a spell stone If you do so you may activate that spell stone at any time as a swift action which expends its power Expend You may expend the Stone of Sorcery to refresh 10 MPE back into your mind If this exceeds your normal MPE count the extra power remains available for one round as temporary MPE afterwith the additional points dissipate This a caster with an MPE pool of 34 has used 7 MP and activates the expend ability gaining 10 MPE replenishing the 7MPE he has used and granting him 3 temporary MPE that he must use before the end of the next round The spellcaster always uses temporary MPE first Spells Required Crown of Protection 3 Crown of Might 3 and one of the following Crown of The Clarity 3 Crown of The Grave 3 Crown of The Veil 3 or Crown of Smiting 3 Crown of Leadership 3 or Crown of Command 3 Average Crafter Level 6 Stone of Sorcery Spells Required Crown of Protection 3 Crown of M
388. s but rather he may take levels in it only once he has amassed his worshiper base consisting of no less than 1 000 worshipers All gods have class levels in the Proclaimed class and gods may receive worship from other lesser gods Worship directly from a deity is equal to half that deity s number of worshipers Benefit You gain your own spheres of power and these are focused on your mentality and personality Your spheres grow in power with the more worshipers you have in your service Downside If you lose worshipers you lose power In such a chance that you lose all of your worshippers you will lose all of your power Additionally you will be required to work on behalf of those who worship you or they will turn elsewhere The biggest risk may be ascension as you could become a deity and thus be unable to directly interact e g interfere with your home dimension and will need to gain priests of your own to carry on In essence unless the D M wishes to permit an ascension based game you lose full control over the character and will instead play a priest using your original character to drive direction to him Priest The priest is a channeler who directs his will through the forces of his deity into a spell The priest does not himself know all of the elements that go into the spell but his deity does and thus he is channeling that spell from a divine source The divine source of a priest may be a god or one of the a
389. s characters to decide where they direct their learning efforts toward weapon or non weapon proficiencies Skill points Per Level of Experience All classes gain the ten skill points plus his Reasoning modifier plus any racial bonus per level At first level a new character gains 40 skill points plus 4 points for each 2 bonus of his Reasoning score plus 4 points for each extra point in racial skill point bonuses Thus a human with a skill points per level racial bonus and a Reasoning score of 14 2 has 52 skill points at 1 level Base40 Reasoning Mod 4 Racial Mod 4 40 2 4 1 4 52 New class groups are Fighter Warrior Soldier Mercenary Swordmaster Cavalier Mage Wizard Sorcerer Artificer Wild Mage Alchemist Magician Warlock Channeler Priest Paladin Shaman Psychic Psion Technopsion Psychic Intuitive PsiSoldier Adventurer Bard Rogue Diplomat Swashbuckler Wilderness Ranger with Essence amp Channeller Spells Barbarian Druid Survivalist which is similar to a ranger with more feats different class features but no spells City Mastercrafter Scientist Detective Politician Class Groups F jghter Groups 54 The Warrior Warriors are the ultimate generalist combatants Stemming from both trained and untrained groups warriors exist to stand tall and proud in the face of peril with strong arms to wield deadly weapons They are the core fighters in many non militar
390. s e g sun moon stars light darkness etc Architecture Cave systems huts very simple fabrications of sticks and fur Building Materials Sticks loose rocks furs Circuit Types None Computer Types None Energy Source Availability Fire Language Extremely basic flowing into simple pictographic paintings and limited vocabularies Mathematics None Matter Manipulation None Medicine None Metals Surface found metals only such as gold Philosophy None Political Systems None Religion Worshiping the sun moon stars wind etc Sciences None Space Travel Types amp Speeds None Teleportation Capability None Tools amp Machinery Stone tools sharpened rocks sharpened bones Vehicles None Water Management None Weapons Sharpened stone stone axes stone tipped spears bone weapons Writing System Painting and very early pictographs 3 At this stage of development sentient life had discovered how to create sod or clay brick buildings work with soft and low melt point metals such as gold and copper The first true writing systems are developed as is the concept of mathematics People begin to worship gods and form religions As such some people begin to discover channeling magic but only at the most basic level Wizards do not exist and the old Essence magicians are sorcerers born of hybridization with races that have natural Essence powers such as dragons and demons Even
391. s happening around the other and the two individuals may speak to eachother vocally or use them to always be aware of the auditory surroundings of each other Naturally they can also be used for spying and often were as Saerena had a second set made with a false aura so that she could give a set one of the real earrings and one dummy mate to any person upon which she wished to spy In this way she could hear everything happening around that person and everything that the other individual said or heard The dummy earrings ve off the precisely same aura as the real earrings and when a dummy earring is worn wth a real one it activates the ability to understand all spoken languages except that they do not confer the ability to listen to a person wearing only one real earring That is for example subject A is wearing a real earring and a dummy earring and subject B is wearing only a real earring Subject B can hear everything that subject A can hear but subject A cannot hear what s happening around subject B The dummy earrings otherwise look identical and have the same aura and same conduit when viewed by assense as the genuine earrings Thus Saerena s Earrings are a four part set Two that have real magic and two that have false magic This is what makes them a relic rather than a mere wondrous item Orb of The Sorcerer Kings Temporal Scrying Appearance The Orb of Time is a relic that Saeros brought with him into this Un
392. s the spell DC of be shocked losing all actions for one round At level 20 in addition to the damage bonus the base damage is tripled Thus a 5d6 fireball becomes 15d6 10 Resistance Immunity amp Weakness table 1 ae 3h 4 5h 6 Te 8 9 Resistance Weakness Bonus Prime 1 Energy 1 Spellcasting Primary Element Antithesis Prime 2 Energy 2 10 to Primary Variables Prime 3 Energy 3 1 to DC for Primary Prime 4 Energy 4 Sculpt Spell Prime 5 Energy 5 Master of the Elements Prime 6 Energy 6 1 to each die for Primary Prime 7 Energy 7 Bonus Feat Prime 8 Energy 8 Shape Spell Area Prime 9 Energy 9 2 to DC for Primary 10 11 12 13 14 15 16 II 18 19 n n n n 20 Prime 10 Sec1 Energy 10 Extended Lifespan Prime 11 Sec2 Energy x2 1 to DC for Secondary Prime 12 Sec3 25 to Primary Variables Prime 13 Sec4 Bonus Feat Prime 14 Sec5 1 to DC for Secondary Prime 15 Sec6 Shock Elemental Form Prime 16 Sec7 10 to Secondary Variables Prime 17 Sec8 1 to each die for Secondary Prime 18 Sec9 Mind Over Elements Prime 19 Sec 10 2 to DC for Secondary Prime Immune Sec15 Energy x3 Mastery over Life 50 to Prime Variables 25 to Secondary Variables DC Bonus At 3 level a Sorcerer adds 1 to DCs for all spells based on his primary element This increases to 2 at level 9 At 14 level the sorcerer also adds 1 to the DCs for all spells base
393. s a permanent effect on a chain will fail as Greater Binding alters a creature not a chain Creating a real Chain of Binding requires the magical know how and wherewithal to create mystical objects Abnormal Logic The mind of the wild mage now works in a somewhat alien manner The wild mage may make reasoning checks where logic would normally fail such as figuring out how the physics if any in a different dimension or understanding the actions of alien beings Mystic Regeneration The wild mage now recovers more rapidly from Constitution damage taken by mage burn or during overchanneling Con damages heals at 2 points per day rather than the standard 1 point per day Improved Mystic Regeneration The wild mage now recovers more rapidly from Constitution damage taken by mage burn or during overchanneling Con damages heals at 3 points per day rather than the standard 1 point per day Greater Mystic Regeneration The wild mage now recovers more rapidly from Constitution damage taken by mage burn or during overchanneling Con damages heals at 4 points per day rather than the standard 1 point per day Limbo Solidity When con damage from an overchannel attempt would result in a Constitution of 0 or less instead of death the wild mage merely falls into a coma This coma lasts one day per point of Constitution damage taken in this attempt this does not prevent death from low hit point damage due to the lower Constitution Aura of Chaos
394. s if the technomage was a psion or wizard of half their level Craft TD A technomage gains the ability to create items that work like magical or psionic items created by normal wizards or psions Starting at level 1 and progressing at each 4 levels afterward 5 9 13 17 and 21 a technomage gains the ability to create TDs of different types as follows Advancement of TD creation 1 Craft Technomage Multifunction device as Universal or Wondrous Item 5 Craft Technomage Arms and Armour 9 Craft Technomage Apparatus vehicles robots and the like 13 Craft Greater Technomage Multifunction Device As craft Epic Universal or Wondrous Item 17 Craft Greater Technomage Arms and Armour as Craft Epic Arms and Armour 21 Craft Greater Technomage Apparatus starships stargates interstellar system networks etc The creation of TDs takes the normal time as a similar item that is made by a psion or wizard but costs 1 5 times the normal cost of the item in parts and crystals Unlike normal psionic or magical item creation there is no XP cost involved in creating TDs Upon completion the technomage must invest a number of spell slots or power points equal to the number of total spell slots or power points for each spell or psionic power stored into the TD For example a Thought Enhancer uses the Call to Mind power to function Call to Mind costs 1 power point to manifest and therefore creating a Thought Enhancer costs one power point to create
395. s of similar spell 1d6 levels higher No Maximum 4 Spell caster level and accompanying numeric level dependent effects alter including caster level checks for dispelling magic Roll 1d8 1 Down by 1 caster level 2 Down by 2 caster levels 3 Down by 3 caster levels 4 Down by 4 caster levels 5 Up by 1 caster level 6 Up by 2 caster levels 7 Up by 3 caster levels 8 Up by 4 caster levels 5 Spells numeric effect is altered roll 1d4 1 Down 75 2 Down 50 3 Up 50 4 Up 75 6 Spell fails completely and causes one of the following effects roll 1d4 1 Drains two extra spell slots of same level 2 Drains one extra spell slot of same level 3 Uses a slot of one level lower than normal 4 Uses no spell slot 7 Spell causes random varied weird effects roll 1d3 1 The wild mage gets something completely bizarre often for comic relief with purview belonging to the sadistic sense of humor of the DM 2 Spell appears to work but doesn t function Spectacular light show 3 Spell effects happen but mage doesn t believe that they did No light show but full effect of spell 8 Strange thin gs are afoot roll 1d4 1 Spell backfired and causes undesired effect 2 Spell goes off but doesn t begin to take effect for 1d6 rounds 3 Spell begins but doesn t take effect for 1d6 minutes 4 Spell goes off but doesn t begin to take effect for 1d6 hours 9 Spell functions either drains extra slots or takes less magical levels than normal roll 1
396. s on will saves versus fear Empathy The tear can sense when others are in need of its power and will guide its bearer to them in order to give them aid Moderate Invoked Cure Light Wounds 10xD Cure Moderate Wounds 6xD Cure Serious Wounds 4xD Cure Critical Wounds 2xD Heal 1xD Drawbacks curse the bearer is instilled with Merlankh s sense of compassion loyalty devotion and love for all life and will protect any being that is in danger even at the risk of the keeper s life The user must use these powers on those in need before himself even if his life is in peril Further the user must use any spells or powers or items that he owns or has access to use on others before himself even if his life is in peril In short the user of the tear must show self sacrificial compassion to others If he does this for a long enough duration the tear will instill even greater powers on him as follows Usages per day of the invoked powers triple in frequency e g 1xD becomes 3xD and the abilities from constant powers double in value e g 4 becomes 8 If the user attempts to subvert the powers of the ter to use them for his own ends above the needs of others then he will be stricken with grief and must make a will save versus permanent depression and be unable to use the artefect or rid himself of it until he atones by committing at lest one selfless act Continual long term use of the tear in line with its purpose also gives the user a
397. s that becomes a TD Of all the elves the Noldor are the most likely to take to take to this type of practice In fact a good part of the Noldor population are technomagi The art of technopsionics was devised by the Ancients Other Classes A technomage s attitude towards other characters depends greatly on their alignment They are not very good combatants but they are exceptionally useful to all other classes devising both offense and defense technology and assisting other PCs with their problems Role A technomage s role can vary dramatically on their field of expertise A weapons expert may be very useful to a group of fighters while a systems expert may device vehicles or robots to help the entire party out GAME RULE INFORMATION Technomagi have the following game statistics Abilities Intelligence provides the base for almost all of the technomage s skills followed closely by charisma and wisdom A technomage is a very mentally involved character and values little in brute force making strength and constitution nearly meaningless statistics Dexterity comes into play for many TDs and shouldn t be easily overlooked Alignment Any Hit Die d6 MEA per level 1d8 per each 1 bonus of the Mystic Engineer s Reasoning Score Class Skills The technomage class skills and the key ability for each skill are Analytical Science any Int Appraise Int Concentration Con Craft Int Disable Device int Knowledge any
398. s the spell or power they are using says otherwise the character must make a resurrection survival check For low degree powers such as Raise the Dead the body of the slain character must be present and intact enough to revive Often it must be healed of lethal wounds first as well and only a small amount of time in the world where it exists can have passed as the body must not be decomposing although anything that can effectively preserve it such as a Nullentropy chamber will stave off this limitation When making a resurrection survival check where a body is required the character rolls 1d20 against his current Constitution score This means that your Constitution score is your DC on a raw 1d20 roll You roll 1d20 and if the number you roll is lower than or equal to you Constitution score you are resurrected If not the resurrection fails If you are resurrected in this way unless the spell or power states otherwise you permanently lose one point of constitution that can never be recovered by any means whatsoever If this check fails roll a Fortitude save DC 40 mitigated by the caster manifester level of the person resurrecting the character That is a 11 level wizard resurrecting a character reduces the DC by 11 to a DC of 29 for the corpse If the save is successful no harm was done If the save fails then the corpse permanently loses a point of constitution in the same way as a successful resurrection would lower it whic
399. s thereafter a wild mage cains a benus Wild Masic slot as outhined on the table below This should be included in the new table strike this as a special ability Mystic Focus Wild Magic Orbs The Mystic Foci for a wild mage are spell orbs for use in wild casting and depending on the nature of the wild casting these orbs may rarely be one time use items Wild magic orbs have special partially inscribe spell fragments and words of power and are designed to focus only on one degree or type of spells Thus you may need to use a copper orb for 1 Degree spells and a jade orb for 4 degree spells and later a ruby or jet orb etc You must be holding the appropriate spell orb and presenting it out in your off hand during the casting of a spell The spell fragments must be on the orb you are presenting and you must be in physical contact with it or suffer the penalties for casting without a focus Magical Reverb Su Every time a wild mage casts a spell he must roll on the Magical Reverb chart see below to determine the possible random effects that apply to his spell Note Magical reverb applies to all spells cast by the wild mage regardless of what other spellcasting classes he has Each level the chance of reverb decreases At first level the wild mage has a 33 chance to avoid reverb Therefore when casting a spell you must roll a d100 and if your roll is 30 or less you avoid the effects of reverb but if you roll 31 or
400. se its effects If it would normally be helpful The storyteller may allows a positive and negative simultaneous effecting some rare cases such as stones that would positively affect another player not simply another character though only a character controlled by a totally Separate player In these cases the spell gives 4 of it s effect to the other player normally but does either a 50 or a full harmful effect to the sorcerer using it Sorcerers gain their usual bonuses from spells within spell stones as if they had cast the spell themselves but they do not add any special bonuses into stones that they create Thus a fire sorcerer gains his appropriate bonuses when using a spell stone that contains a fire spell whether he create it or someone else does but if that sorcerer creates a spell stone with a fire spell and gives it to a wizard when the wizard uses it the spell functions only normally without any of the sorcerer s special bonuses A sorcerer thus cannot lend his abilities to another player or character Other mystics have can use spell stones as well but with varied difficulty depending on their class Essence mystics such as wizards artificers and sages can use a spell stone with a casting time of 1 There is a 15 chance that they cannot properly direct the stone s energies which the storyteller should treat as a chance for spell mishap Channelers can use a spell stone with a casting time of 1 but their
401. se one of the createst in power but he is one of theteastin action with the world as itis_He is acompletely Neutral deity and has few follewers_His symbeoHs asetofcressine curved blades _Grvhite and black He is supposed tebe very_pale with white eyes and black hair wearing black rebestrimmed in silver and carrying a black staff with black and white curved blades at the top_His favoured weapons are the scythe the sickle and the spear His domains are Death LHe Endurance Repose Masic and Knowledge Calmenos Calmenos is the god of Murder He is a Lawful Evil god with followers in secret cults His symbol is two half circles crossing over each other in mockery of Balda He has ruddy skin and black hair and supposedly wears burgundy robes He is the son of Felosa and Jh karr His favoured weapons are the dagger and the greataxe His domains are Diabolic Greed Darkness and Cold Delde Delde is the goddess of nature and the natural world She is a Chaotic Good deity and she is called the Queen of the Fey as she is the creator of the Entish races as well as other plants and creatures both great and small Her follows include many of the druidic factions and rangers as well as other nature lovers Her symbol is a run rising behind a hill She has brown hair and emerald green eyes with human tone skin colour type depends on her mood wearing robes of earth tones and greens She is the Partner of Jh Karr in the c
402. shipper of his source When he reaches sixth level this increases to 19 but if he takes a new level in another class it does not stack with these bonuses Fort Ref Will Level Save Save Save Special 2 42 40 Leadership 33 I Bonus Feat 3 3 0 Bonus 0 Circle Wild Slot Magical Reverb 36 1 Magical Reverb 39 1 Magical Reverb 42 1 Bonus 1 Circle Wild Slot Magical Reverb 45 5 5 2 Magical Reverb 48 4 2 Magical Reverb 51 6 46 2 Bonus 2 Circle Wild Slot Magical Reverb 54 na B WD ELE kG 9 6 H lagical Reverb 57 10 7 7 3 Miani Reverb 60 Additional Voluntary Reverb Roll 2 rolls 11 7 7 3 Boms3 Circle Wild Slot Magical Reverb 63 2 8 8 13 8 48 4 9 9 Magical Reverb 66 Magical Reverb 69 Bonus 4 Circle Wild Slot Magical Reverb 72 15 9 9 5 Magical Reverb 75 Additional Voluntary Reverb Roll 3 rolls kit 16 10 10 5 17 10 10 5 Slot Magical Reverb 81 18 19 20 11 11 6 11 11 6 12 12 46 Magical Reverb 84 Magical Reverb 87 Bonus 6 Circle Wild Slot Additional Voluntary Reverb Roll 3 rolls Magical Reverb 90 Scale of Balance Priest and Shaman Abilities at each level 1 gnd 3 g sh 6 7 g Boost gh p iq i 16 m 18 o w Li as n n n n 20 Druid n Priest Wizard s Wand Spell Matrix Wizard s S
403. show the benefit of splitting an odd numbered statistic Mira a 1 level Sorceress rolls a 15 Charisma Not too shabby but as in the Zoria system Charisma is not the driving forcer of her spells but rather it is Influence one sub stat of Charisma that makes them more potent Thus Mira s player decides to take the 15 and split one point of it out into the sub stats making Influence a 16 and Physical Beauty a 14 So Mira is still highly attractive but is much more influential Now if you have an even statistic already there can still be a coMEAIling reason to split it especially in the advent of rolling an 18 using a 3d6 rolling method as this is the only way to gain a 20 in any sub stat Moradin a 1 level Ranger rolls a 16 for his Strength An excellent score Now he has the opportunity to define whether he wants to be as strong as he is enduring This meaning does he want his sub stats of Muscle and Stamina to be 16 across the board or does he desire to excel more in one than the other As a ranger if he s going to use melee weapons in hand to hand combat he may want a higher Muscle score as this changes not only his ability to make a good strike but also increases the damage he does with each hit In this case he can elect to bump his Muscle up to an 18 and drop Stamina to a 14 If he s going to go for archery muscle may not be so important and perhaps he d rather have the ability to keep active longer i
404. sian Empires survived with him and the Fist of Saeros is part of this legacy Originally the fist was the battle mace and scepter of Saeros which he dubbed the Extension of Power and is still considered the scepter of office for the reigning Sorcerer Emperor Although originally it had no magical properties and was just an Adamantium mace used by Saeros in his conquest during the building of his Empires over time the aura of Saeros and all of the powers that it has endured across its long history have given it quite unusual properties Baelos n K Ral nos dudano Saeros Zanaz is inscribed in very small Zoraec Saerosian mode script afound the wrist and the pommel is designed as an incuse spiral so that a Crystal Enhancer can attach to the Fist and appear to be part of the finished item instead as a separate piece The original design allowed for a magical or psychic item to be connected to the fist via a threaded spiral at its end and such items Crystal Enhancers could grant powers to the weapon or to the wielder depending on the design of the specific attachment It is still possible to create new attachments for the fist and many of the originals have also survived a list of known crystal enhancers is presented below the entry for the fist itself as are several other similar relics Appearance The Fist of Saeros is an Adamantium heavy mace the business end is designed in the likeness of a clenched right fist wearing a ring
405. sibility of either full restoration even from ashes ir ultimate disintegration It can also add to the HP or hardness when used on objects or subtract from them Powers Constant Invoked Cure full list will Minor ch Light 1 ch Mod 2 ch ser 4 ch crit 6ch Heal Will 10 Charges Inflict full list Will Minor ch Light 1 ch Mod 2 ch ser 4 ch crit 6ch Harm Will 10 charges Repair Make Whole Damage Will Minor 1 ch Light 3 ch Mod 5 ch ser 7 ch crit 9ch Although the powers are usable at will the want has a limited number of self renewing charges These renew every say at twilight with a total capacity of 40 charges Every time the user invokes heal there is a 5 chance of the subjects HP increasing by 1 This benefit can only affect a single individual three times afterwhich they my never gain gin the extr HP from the heal power although thy may still benefit from the healing energies as normal Additionally if used on a subject that has been dead for less than one solar day there is a 1 chance per the number of charges in the wand before the heal power is activated that it acts as Raise Dead Thus if the wand was fully charged there is a 40 chance that it will raise a dead subject who must be free amp willing to return as normal The Wizard s K ey Long ago when magic was still common in the lands and this ancient world was young there lived a wizard by the name of Nembul
406. sion by the combined forces of the Zorian Empire the cube was left behind as it was one of the relics with which Saerena would have been able to nullify all of the Zorian efforts To both casual and often in depth observation the cube simply appears to have a very intricate celestial theme motif and only extremely careful examination using magnifying tools by a person with knowledge in the applicable areas will reveal any of the meaning behind the design When opened the cube greatly resembles as a Zorean Aldus device Activation of the Zelendreek Cube is a tricky matter as well A person can attempt to open the cube by pressing the triangular emblem on one of its sides however if the cube is locked then the user will be unable to actually properly use any of the cube s powers essentially they will al partially work but intentionally cause undesirable effects or go completely against the user s commands This is essentially like making a wish and asking for too much When in open mode the cube actually does physically open several panels slide apart the sides partly expand and from the centre of the cube shines a blinding vibrant white and partially golden chromatic light The emblem on the face of the cube glows deep ruby red and the other symbols illuminate in gold blue violet orange and green to match the aspects of their mystic and psychic energy natures In order to properly use the cube s fa
407. so such sorcerers are rare and usually become powerful leaders and are feared by all Tribal warfare begins for food women land or water Architecture Building Materials Small buildings of sod and clay bricks Sod clay Circuit Types Computer Types Energy Source Availability Language Mathematics Matter Manipulation Medicine Metals Philosophy Political Systems Religion Sciences Space Travel Types amp Speeds Teleportation Capability Tools amp Machinery Vehicles Water Management Weapons uncommon Writing System None None Fire None Early basic math counting and subtracting None Plants that can be used as remedies Low melting point metals copper gold etc None Tribal Early proto religions common semi organized religions rare Proto Astrology amp Proto Astronomy None None Hand mill Small boats and rafts powered by paddle None All previous plus copper or other metallic weapons rare to Simple spoken language is fully formed with limited to moderate vocabulary writing systems are still developing and use complex or many simple pictographs 4 The development of true mathematics geometry and sophisticated systems for writing and counting are developed Simple alloys and alchemical reactions are being discovered but are not understood and people begin to use bronze and cu
408. soning Modifier Score for use in any chain gm Two Spell Circle Per Point of Reasoning Modifier Score for use in any chain gn Two Spell Circle Per Point of Reasoning Modifier Score for use in any chain 10 1 Bonus Chain 11 Three Spell Circles Per Point of Reasoning Modifier Score for use in any chain 12 Three Spell Circles Per Point of Reasoning Modifier Score for use in any chain 13 Three Spell Circles Per Point of Reasoning Modifier Score for use in any chain 14 Three Spell Circles Per Point of Reasoning Modifier Score for use in any chain 15 1 Bonus Chain 16 Four Spell Circles Per Point of Reasoning Modifier Score for use in any chain 17 Four Spell Circles Per Point of Reasoning Modifier Score for use in any chain 18 Four Spell Circles Per Point of Reasoning Modifier Score for use in any chain 19 Four Spell Circles Per Point of Reasoning Modifier Score for use in any chain 20 1 Bonus Chain Five Spell Circles Per Point of Reasoning Modifier Score for use in any chain A sorcerer may save allotted spell circles for up to one level Therefore a sorcerer who has a Reasoning score of 15 modifier 2 who gains 2 spell circles at level 2 may save those as rollover points until he reaches level three At level three he can then spend four spell circle points the two from 2 level plus the two from 3 level However he may not save two levels of points Thus a sorcerer may not save his points fro
409. st first develop both Telepathy and Telekinesis to at least Magnitude Five Telemechanics has its own Magnitude rating starting at Zero maybe 5 up to 20 maybe higher Telemechanics Know Rea Will Controlling machines and devices mechanical electronic or otherwise by pure mental interaction and force of will This can be passive if used on normal computers or machines or a psychic attack if used on Intelligent targets such as AI systems complex computers androids living machines etc Learning Disciplines It takes six months at eight hours per day or any cumulative total of 1 440 hours of inner mental restructuring via meditation and other means to learn one psychic discipline at Magnitude Zero Once you have learned a Discipline you may augment it by learning its increasing magnitudes This takes one month per degree of that Magnitude of inner reflection and mental reworking meditating at eight hours per day or 240 hours of total meditation per degree of Magnitude thus learning 4 Magnitude E S P takes 960 hours of meditation Telekinesis Magnitude Details 0 Inward Heal 1HP physical or 1d3 HP non lethal damage to self Produce faint illumination from your eyes Slow a fall reducing falling damage by 10 feet Outward Inflict 1HP of damage to a person or object Heal 1HP of damage to a person r object Levitate an object weighing no more than six ounces with crude control Heat or cool an object by 1 or 1 degrees
410. stance Yes Accused places a permanent hold on a living creature That creature may be ordered to perform a specific task or may be required to never take a specific action The original intent of Accused is to prevent a particular for or ally from taking a treasonous action against the caster As a primary function of the spell Accused causes a compulsion over the target Commands such as the following can be given e Kill Valendil the Red Mage e You must always remain faithful to the Order of Vahenna e You must go forth and return with the Staff of Ages Compulsions never have a time limit or a time period All compulsions of Accused have a time limit of indefinite permanent You can not send someone forth to retrieve an object of great power within a week or a year but you can set them forth to retrieve it The secondary effect comes into play if the command set forth is willfully disobeyed If the target of Accused refuses to obey the actions set forth by the caster the Accused spell causes them to forever turn into a small demeaning animal such as a toad a worm a bat etc Casting Accused is a strange matter for Accused is a spell that is bound not only into the target but also the caster The caster places the accused spell into his her fingernail which becomes a separate substance it is transmuted and comes off leeching it s way into the hand of the target The target makes a Fortitude Save and a Will Save immediately as t
411. stile force has attempted to bend its will and its attitude shifts accordingly Any Influence based check against the target suffers from a 2 circumstance penalty for one day per point below the DC Successive failure means successive penalties so a second failure imparts a cumulative 2 penalty to a total of 4 and a third failure to a total of 6 and so on Mindbend Su At 8th level the Mastermind has become adept enough to bend creatures to its will This ability is invocable at will and is a full round action If the Mastermind cannot target the creature with telepathy it cannot be targeted with Mindbend To Mindbend a creature the Mastermind makes a Diplomacy check with a DC of 10 the target creature s level or hit dice If the check succeeds the target is forced to follow the commands of the Mastermind for one day per Mastermind level as per the Dominate Monster spell except that the effect is supernatural and the saving throw DC is equal to 15 plus 4 the Mastermind s level plus his Influence modifier Perfect Telepathy Su At 10 level the mastermind has perfected his ability to telepathically communicate with other beings The Mastermind can now communicate with any plant animal or creature Constructs and unintelligent undead are now viable targets for his telepathy based abilities pursuant to the exceptions listed below and can be communicated with normally although this may be a pointless endeavour When targeting a
412. still drain that XP cost from the user of the stone The bearer of a Sernaran receives a tattoo that is on a visible part of the body The style colour and location of the tattoo depends both on both the Sernaran the individual bears and the inner self image of the bearer The user of a Sernaran must meet certain conditions to be able to even touch the stone in question Good Evil Lawful and Chaotic stones require their bearer to have an alignment that matches at least in part minimally the alignment aspect of that stone The life stone requires the bearer to be at least partly neutral as does the stone of Elemental Forces The Master Stone requires no specific alignment but it is more draining on the subject that uses it dealing 1d10 points of temporary constitution damage per use Constitution damage that drops a subject to 0 points of constitution kills the subject and destroys his remains Constitution damage takes place only once a power has been used and is beginning to have its effects take place There is no way to avoid the constitution damage Bearers that do not match the proper alignment of a stone that attempt to touch it take 1d12 points of physical damage per round Subjects that attempt to use the powers in a stone that has an alignment opposed to theirs take an additional 10d6 points of physical damage per attempted use No creature can be forced to activate a stone s powers against their will including subjects under domination effec
413. stor Architecture Stone and wood buildings brick amp mortar frame buildings metal structures skyscrapers Building Materials Most stone wood metal mortar cement acrylic early plastics Circuit Types Vacuum tubes Computer Types ENIAC type computers Energy Source Availability Oil fire coal pitch acids steam electricity Language Fully developed spoken languages Phonetic writing systems Mathematics Geometry advanced mathematics multiplication algebra etc calculus early quantum mathematics Matter Manipulation Alchemy Medicine Anatomy well known Advanced medicinal development Concern for health exercise diet etc exists Acupuncture chiropractic Eastern medicine pills are commonplace tinctures Freudian level psychology and psychiatry are commonplace Metals Bronze Iron Steel Laminated Steel Alloys of Steel Titanium Radium Philosophy Platonic Philosophy Socialist Philosophy Altruism Political Systems Monarchical Democratic Imperial Republic Socialist Politics rule the world Religion Organized religion is commonplace Sciences Alchemy chemistry astrology astronomy Newtonian Physics early quantum physics and quantum mechanics Advanced mystic theory blending magic and computers Space Travel Types amp Speeds Early crude rockets late Teleportation Capability None Tools amp Machinery Glass met
414. swordmaster level to each attack skill check made against that opponent Defensive Observation The swordmaster may spend time observing or studying an opponent before or during combat in order to learn their methods of attack combat styles and how they fight This can be done ion several ways depending on his level Long Term Study At 3 level the swordmaster may study the fighting style of an opponent for a lengthy period of time either via long term interaction or by being taught by someone of appropriate experience This type of observation grants the swordmaster a competence bonus equal to his reasoning modifier or 2 whichever is greater to all his defense rolls against this type of opponent Note that if his enemies change their fighting styles he loses this advantage Study at a Distance At 6 level the swordmaster may attempt to study the combat style of an opponent from a distance as long as that opponent is engaged in combat To do so the swordmaster makes a Situational Assessment check once per minute with a DC of 10 the level of that opponent With five successful checks the swordmaster may add a competence bonus equal to his reasoning Reasoning modifier to all defense skill rolls made against that opponent Study in Combat At 9 level the swordmaster may study the combat style of an opponent while he is fighting them For each round spend in combat the swordmaster may make a Situational Assessment check with a
415. t Target One Living Creature Duration 20 hours or until completed Saving Throw Will negates Spell Resistance Yes To Develop 1 737 000gp 35 days 69 480 XP Seed compel 19 Factors Allow Unreasonable Requests 10 DC 1 action casting time 20 DC No verbal or somatic components 4 DC 50 to Saving Throw 100 DC 20 to overcome SR 40 DC You compel a creature to commit an act for you as you desire usually suicide This act may be as unreasonable as you desire it to be The creature received a Will save DC 70 plus relevant ability modifier On a successful save the creature does nothing and retains all of its normal actions Visual effect A deep indigo and green ghostly image of you appears over the target of the spell smiling with a wicked grin and entering into the creature ad a burst of deep indigo and green energy surges around the creature s head and eyes Temporal Hop Conjuration Teleportation Creation Time Spellcraft DC 205 Components V S Casting Time 1 quickened action Range Caster and all creatures within 20 radius Target One Living Creature Duration Instantaneous Saving Throw Reflex negates Spell Resistance No To Develop 1 845 000gp 37 days 73 800 XP Seed conjur 21 transport x2 DC 52 time DC 100 quickened casting time 28 DC alter medium to temporal field 4 DC You create a sphere around you and other travelers that allows travel through both space and t
416. t imposing penalties on Diplomacy Intimidate and other Influence based checks It also usually leaves the subject in a rather compromising situation afterward Harry Teammate This causes the teammate to lose their next round of actions It does not daze stun or paralyze the teammate they must simply spend the round dealing with whatever you just did to them the nature of which is up to the imagination and logic of the GM CRITICAL HITS Death Sometimes no matter how careful a character plans how powerful he is or what precautions he takes death is inevitable Death of a character can happen in a multitude of ways wither during combat because of a tragic accident due to sheer folly or simply due to age It should never be the duty of the game master to dole out death The GM shouldn t feel satisfaction or glee making characters die unless the world setting is distinctly evil e g like Ravenloft and there should always be a way out for the player The Mechanics of Death A character dies through loss of either hit points HP ability scores AS or both When a character is reduced to zero his points he is staggered This is not the same as stunned as the character is still on the verge of consciousness He can if he so desires continue to act normally but any single action will result in taking further damage and after that action unless it brings the character s HP to a positive number the character will lose
417. t papyrus paper very rare water mill middle late onwards hand mill Vehicles Wagons wains chariots Small boats with oar and or sail power Medium craft by oar power Water Management Aqueducts waterways siphoning Weapons Swords knives spears leather armour Bronze Age weapons siege engines trebuchets Writing System Phonetic writing advances 5 The Iron Age begins and people begin mining and utilizing heavier metals The discovery of coal and pitch Basic medicine advances in some areas of the world as people begin to learn what substances can be used as curatives and understand anatomy People discover how to make use of mortar and build with stone more regularly Complex languages develop in many areas evolving from root languages and create linguistic diversity as well as spiritual diversity between different cultures This leads both to extensive exploration and to Holy War Glass is first made into lenses by careful grinding Democratic governments begin to take shape Astrology rules over astronomy and superstition over science Priests hold great power as do any mages on worlds where magic is possible The discovery of chemistry and of Alchemy leads to new professions and continuing advancements in metalworking Blacksmithing is common toward the end of this time period and towards the end of this era people begin to discover steel which marks the coming of the next age People begin
418. t is not immediately apparent Free use of all spells from the Elemental Earth PSC sphere to 10 degree Free use of all spells from the Earth WSC sphere to 10 degree Free use of all spells from the Numbers sphere PSC to 6 degree Free use of all spells from the Artifice sphere WSC to 6 degree Invoked The user may become invisible but not as per the spell Rather he partially enters the wraith world or the closest possible thing in his given Universe such as the Ethereal or Spirit realms and becomes invisible in the material world If he is not in a place where this power could function such as a closed plane or dimension or one that does not border any spirit type planes or dimensions he may enter a cusp a halfway point between that plan and its closest neighbor assuming one exists or the power simply won t function in his current location In any case upon entering the Wraith World Spirit Realm or Ethereal Plane his hearing and olfactory senses sharpen 10 bonus to listen and scent skill checks but things in the material world become harder to see as if looking through mist or in dusk 25 visibility loss Beings and objects in the wraith world become unnervingly clear and visible Use of the following additional spells which deplete MFE as normal Circle MFE Cost Spell Name Reference 1 2MFE Charm Person WSC 1 2MFE Copy WSC 1 2MFE Write WSC 1 2MFE Affect No
419. t of technology magic and psionic engineering It is in fact the very first void ship ever constructed being made before time in the Universe that was before our own Other cultures have and will develop void ships in our Universe but this ship is special in the fact that it is powered by the living soul energy of Saeros himself Additionally and item or being placed in the casket retains the physics of their own reality when exiting unless the occupant commands the casket to convert them to the new physics of wherever they are located at present It is theorized that this is how the Regalia of Saeros were preserved and why they are still able to function in our Universe as the casket preserved their function which we speculate was based on a very different kind of magical energy field The Casket also maintains itself in the same manner and cannot be destroyed by any mortal means perhaps by no means whatsoever Only Saeros knows how it was made and perhaps only Saeros or a Guardian or Overdeity could affect its function or destroy it The casket is highly prized by those who wish to guarantee their existence nomatter what is happening around them If their star goes super nova they will survive If reality tears around them they Il survive If sme alters the timeline I a way that would erase theirm from time they ll survive It s the ultimate preservation machine and possibly the fastest space time vessel ever constructed
420. t stone Buildings begin to appear out of harder substances and out of wood as people invent ways of cutting and felling trees for timber Stone cutting allows people to build temples and religion takes on a pivotal role in many cultures New substances include cloth such as wool sheeting perfume cleaning oils and candles People begin to discover alcohol via different accidents and implement it in their daily routines The invention of the most basic herbal medicines and embalming occur towards the end of this level of advancement This is the primal age of exploration by land and sea People begin to tame animals build ships wagons wains chariots etc Channeling magic increases to moderate to full availability with some of the most potent spells being discovered during this age In worlds with a medium level or higher MEF people begin developing learning and studying Essence magic The first Wild Mages appear Sorcerers become more common and Wizardry takes its first steps forward People make war with weapons and chariots by land and by sea for religious reasons or for conquest The first Empires form from such wars The discovery of papyrus and parchment amp the development of waterways and siphons occur People begin using coins of uniform weight as currency The most basic experiments with steam power can begin during this era although these are rare It is also possible to begin experimenting with electricity via aci
421. t that can cost you your life Essentially when you attempt to Overchannel a spell rather than drawing on the MEF then balancing and refining it within yourself by using your internal energy reserve in order to shape the effects you convert your body into a form of a mystic conduit a channel and attempt to convert the raw unrefined essence of the MEF into a spell That is at least something that has an effect which resembles a spell The final product is limited only by your imagination and your knowledge of Spellcraft as well as your degree in control with the overchannel skill Overchannel is a class skill for Wild Mages but any character with mystic training can attempt to learn it although it is a trained only skill Despite the fact that Overchannel bypasses the need for MEA only a character with an MEA reserve may learn this skill When replicating an existing spell the time required to complete the overchanneled effect is equal to that spell s casting time If you are attempting to generate an entirely new effect the DM will adjudicate a casting time which shall be no less than 2 Overchanneling is a three step check and is a non action It is part of the casting time of the spell Step 1 To successfully overchannel a spell you must first make an overchannel check which begins by declaring the spell level you are attempting to overchannel Failure to succeed on the check results in magical recoil damage The D
422. t world The deity cannot enter the world as an avatar by manifestation vision or possession nor can it send any of its Outer Planar minions or items except through the aid of others Note that a gate may still be opened from the barred world to the deity s plane One deity is affected per use o the Scepter Only deities with Magic as a domain are excluded If a single deity is affected by the use of the Scepter nine times in a period of one year their power in that world dies altogether If a deity is forced out of a world by the use of the Scepter the deity must make a will save DC 100 or fall into a catatonic sleep until Healed by the Scepter Only mortals can see the scepter Deities and outsiders are completely blind to it Eyes of Saeros Appearance The Eyes of Saeros are adamantum spheres that Saeros crafted when he lost his own eyes in a magical accident Eaach eye is crafted of pure Adamantium and the iris of each is set with a myriad of gemstones with a pupil of jet thus giving the appearance of metal eyes with a chromatic iris that still look and behave as if they were living eyes The eyes also move in the direction that the wearer is looking if he so chooses or can point in a different direction if he wills it The user can change this setting st will The eyes look in the direction he is looking or he can manually control where they appear to be looking Saeros used them nearly his entire life constantly augmenting
423. taff Wizard s Signature Arcane Secret 1d10 M A Craft Scroll Specialty Specialty Signature Counterspell 1d10 M A 2 Reasoning Forceful Magic Mystic Craft Long Life Lasting Effect Arcane Secret Improved Counterspell Improved Spell Matrix 1d10 M A Arcane Secret Permanent Effect Instant Spell Mystic Craft Instant Counterspell Arcane Secret 1d10 M A Mystic Combat Mystic Craft Arcane Secret Greater Counterspell 1d10 M A Enhanced Lifespan Greater Spell Matrix Arcane Secret Life amp Death Perfect Counterspell Ultimate Mastery Matrix 30 Shaman Divine Channel Channeling Focus MFE Cost Reduction 10 Spirit Totem Tribal Land Spheres of Influence 2 max Spiritual Leadership 1 Totem Animal Chosen amp Summonable MFE Cost Reduction 20 Swift Specialty Scroll 1d10 M A Totem Animal Communication amp Guidance MFE Cost Reduction Specialty Resistance 1 Specialty Supreme Lasting Specialty Lasting Effect Spirit Guide Specialty Variables 1d10 M A Specialty MEA Boost Counterspell Specialty Resistance 2 Long Life Instant Specialty Specialty Perfection 1d10 M A Improved Counterspell Pseudospecialty Specialty Resistance 3 1d10 M A Greater Specialty Variables Boost Instant Counterspell Specialty Ultimate Enhanced Lifespan Specialty Immunity The druid is a channeler who directs his will like priests through the forces of his deity into
424. tal is fixated over your palm Within range you can use any of the following powers one each per use of your choice Power Name Range Uses DC Energy Push 200 feet 2 Energy Stun 75 feet 1 Each use takes away from the maximum uses per charge and the target must be within the maximum range of the power
425. tches within the scope of the game during combat BOTCHES The easiest and often the most comical portion of this treatise is that of the critical failure or botch Botches are not simply mere misses but rather they have special effects A botch occurs when a player rolls a natural one on any skill check and the Game Master elects to spend one of the GM Action Dice to activate a critical failure on that check Likewise when a GM controlled character rolls a natural one on a skill check against a player controlled character that player may spend one of his own action dice to activate a critical failure for the Game master s NPC In combat botches may have many effects upon the character who makes a critical failure the range of these can be anything from comic relief to realOlife danger or serious malady for the character who scores the botch INTERRUPTION Botches have an interrupting effect on the flow of a character s actions Once a character scores a botch the player or GM loses all of the rest of that character s actions for that round or longer depending on the result of the botch Some actions may continue such as falling down a cliff and other actions may be triggered by the botch itself but the player s voluntary actions end at the precise moment that he scores a botch Some effects may also affect the actions of other players The details for these are detailed in the following sections RESOLVING BOTCHES
426. te Range Touch Target Creature touched Duration 24 hours Saving Throw None Spell Resistance Yes To Develop 342 000gp 7 days 13 680 XP Seed armour DC14 Factor 2 insight bonus 20 DC additional 2 armour bonus 4 DC You generate a field of force around a subject granting them a 6 armour bonus to their AC In addition the creature gains a 2 insight bonus to their AC Verbal component Krela halna Visual effect A aura of deep blue light with silver sparkles forms around the target as the spell takes effect The aura slowly fades over a period of five minutes Deep Depression Enchantment Compulsion Mind Effecting Spellcraft DC 34 Components V S Casting Time 1 action Range 300 ft Target One living creature Duration 20 minutes Saving Throw Wn Spell Resistance Yes To Develop 306 000gp 7 days 12 240 XP Seed afflict DC14 Factor additional 10 penalty 20 DC You fill a subject s mind with thoughts of self hate and sorrow giving them a 12 penalty on all attack rolls checks and saving throws Verbal component Laban se kyr Visual effect The target s eyes turn dark indigo for a moment as the spell comes into effect Flame Aura Evocation Fire Spellcraft DC 35 Components V S Casting Time 1 action Range Touched Target One living creature Duration 20 hours D Saving Throw Wn Spell Resistance Yes To Develop 315 000gp 7 days 12 600 XP
427. tempt to seize control of them for their resources The first interplanetary wars occur toward the end of this age Solar power becomes widespread cheap and economical Rail guns in common use The development of organic computers and crystal data storage holography and advanced cybernetics occurs toward the middle of this age Nanites take the place of pills and perform surgeries The first brain transplant is possible and people begin to develop psionic technology Basic AI technology first appears as does the first TransMat system Architecture Stone and wood buildings brick amp mortar frame buildings metal structures skyscrapers acrylic structures biodomes Building Materials Most stone wood metal mortar cement acrylic plastics Circuit Types Vacuum tubes transistors Integrated Circuits amp Microprocessors organic circuits early mid crystal computers late holographic crystal circuits Computer Types Very advanced microprocessor based computers early organic brain computers mid and crystal based data storage mid Basic A I type computers first appear mid Psionic technology late Energy Source Availability Oil fire coal pitch acids steam electricity atomic energy wind energy solar energy small atomic generators rarified element fusion Language Fully developed spoken languages Phonetic writing systems computer programming languages Mathematics Geometry ad
428. termine that exact nature of the critical hit and its effects If the subject has no allies he accidentally deals critical damages himself see 18 as if you had scored a critical hit with that weapon Use the critical hits tables that follow and their accompanying special effects to determine that exact nature of the critical hit and its effects If that would be impossible the GM will determine the nature of the damage that you must take SPECIAL BOTCH RESULTS There are several botch results that may require detailed explanations Shatter Destroy Attacking Weapon This causes lethal damage to the attacking weapon Mundane items break and special items have a chance to detonate A natural weapon that shatters in this fashion deals a critical wound to the attacking body part s Break Damage Attacking Weapon This causes damage to the attacking weapon Deal damage to the weapon itself using the damage roll that it would normally inflict on another subject Record this damage with the weapon s information If this causes more damage than the weapon has Hit Points then it breaks and must be repaired A natural weapon that is damaged in this way takes serious damage to the attacking body part s Comic Relief This causes the subject to lose control of all of his actions for the requisite amount of time as luck conspires to paint the character an idiot Comic Relief is not terribly damaging but can be quite embarrassing for the subjec
429. tfriend e Charm e Heraldry e Death e Competition e Inquisition e Dreams e Liberation e Law e Endurance e Luck e Nobility e Evolution e Madness e Oracle Knowledge e Travel e Pact e Life e Trickery e Planning e Mind War e Time Strength e Repose Crystal 7 The Master Stone The Forces of Power Artifice Creation Death Destruction Draconic Evolution Knowledge Life Magic Music Mysticism Nightfall Psionics Rune Summoner Time Luck Travel Understanding The Source Ring of Power This ring is made of a curious black metal with flickering frosty stars in it starfields It is set with three stones a crescent star ruby a crescent star sapphire and a cut clear stone that shines with light set together forming a larger circle of Red Blue and White On a close inspection the ring has a script in Zoreac and Qenya Elven that can only be seen under starlight in morning twilight Great is the strength of the soul and great also is the Source Magical Psionic Attributes The Source bestows on its bearer the following statistic increases e STR 1 4HD e DEX 41 4HD e CON 1 4HD e MVM 1 4HD Minimum 1 e INT 1 4HD e WIS 1 4HD e CON 1 4HD e FEA 41 10 HD Primary Abilities Fei Check required to activate Wielder Feat Soulcasting DC 10 Detect Magic Detect Psionics at will DC 15 Calm Emotions 1 day 3HD DC 18 Daylight 1 day 3HD DC 20 Darkness 1 day 3HD DC 20 Starlight 1 day 4
430. than using a Base Attack Bonus characters in Zoria that enter combat use a set of combat skills and their defense skill to determine hits misses critical hits and botches When two characters engage in combat the attacker rolls the most relevant combat skill e g Combat Heavy Blades and the other character rolls his defense skill or his parry skill depending on the situation If the defending character has both Defense so pay and the same combat skill as his attacker he gains a 1 insight bonus e to his parry or defense rolls If defending his defense roll must be higher than the attacker s combat roll to avoid taking a blow If parrying his roll must be equal to or greater than his attacker s roll but when parrying you risk damaging your weapon and you risk your opponent disarming you All defense and parry skills are subject to your armor check penalty Remember that in the Zoria System armour does not make it more difficult for your opponents to strike you but rather the opposite Armour makes you an easier target as it slows down your movements but it affords you damage reduction equal to its absorb rating at least until it can absorb no more damage The combat skill groups are as follows Combat Weapon Group This is the combat skill for its specific weapon group You may add ranks to this skill as if it was any other kind of skill but it is ony a class skill for you if you have the same Weapon Group Proficiency as
431. that don a crown opposed to their alignment must make a will saving throw DC 15 to use their powers They must make this saving throw each time they use a class ability or spell If the character fails his save he still spends his energy points or one use per day for a limited class ability as if their attempt simply had no effect Clerics who wear a crown that opposes the will of their deity must make a will saving throw DC 18 each time they cast a spell but not when turning or rebuking undead A cleric that fails his saving throw still uses the normal amount of MPE DPE as if they cast the spell but it failed Note that the crown may oppose the character s actions which requires a separate will saving throw This means that a good cleric or a lawful good deity with an evil crown who attempts to cast a spell in order to do a selfless act must make two saving throws one to overcome the opposing will of the crown and the second to actually channel the spell Stone of Sorcery Mystical Item Creation Revision v0 5 3 Creating mystical items does not require special feats in the Zoria RPG System as other systems would require Rather all mystic and channeler classes may learn to craft magical items which is a function of Knowledge Arcana and Knowledge Mystic Artifice as well as Applied Science Arcane Theory Making a mystic item has several costs The base materials which can be anything from the most mundane to the most
432. the wearer of the crown must remove it before he receives treatment or else the spell only suppresses the disease for one day after which he loses his voice again To completely reverse the problem the character must remove the crown and refrain from using it for two weeks and receive one of the aforementioned spells Stone of the Dead This crown was the genius of the Sorcerer King Galvadiu the Litch King of Seryr and is brimming with his evil will although a detect evil spell does not register any such problems e g it doesn t radiate evil As such for every consecutive day a character wears this crown he begins to look increasingly like an undead creature taking on the appearance of a litch wraith or a vampire Every week he gains one point of corruption and one point of depravity and after one month he will even be unfortunate enough to glow for spellcasters or other characters when they use the detect undead spell or ability as if he was an undead creature of a power level equal to his character level 2 The character begins to change after 24 hours of the time that he first donned the crown and although removing the crown reverses the changes by one step per day no matter what he does the character always retains a slightly odd appearance after wearing the crown even for only a day If any person wearing this crown uses its powers more than 10 times on one day he must make a will save DC 20 which if he fails his align
433. throw means that the creature follows the command otherwise nothing happens although the wearer of the Crown may retry again in one minute even against the same creature Expend Additionally once per day the wearer may expend the energy from the main stone to charm a creature as per the charm person spell The Stone of Leadership confers a 2 bonus to Diplomacy and Bureaucracy Checks Expend Once per day the wearer may gain an immediate 8 to one diplomacy or bureaucracy check The Stone of Veils confers a 2 bonus to Disguise and Hide checks Expend You may expend this stone s power to gain an immediate 8 bonus to one Hide or Disguise check The Stone of Smiting Lawful Good Chaotic Evil grants the wearer a 2 bonus on all damage rolls to creatures of the opposed alignment type The wearer must be of the same alignment e g for a Lawful Crown the wearer must be Lawful Good Lawful Evil or Lawful Neutral as the Crown The stone may be of one alignment only and the maker sets this when he creates the item Expend By expending the power of this stone the wearer gains a 8 divine damage bonus to his next attack Special True neutral characters may wear any Crown but they only receive a 1 bonus rather than the normal 2 If a character of an opposing alignment pts on the Crown it acts as a cursed item and the wearer gains a 1 penalty on all attack check and saving throw rolls A mage or priest of 6 Level or high
434. tion damage from overchannel mage Con burn heals at 2 per day rather than 1 per day 10 7 7 3 Magical Reverb 60 Aura of Chaos 30ft radius Additional Voluntary Reverb Roll 2 rolls Bonus Feat 11 7 7 3 Bonus 3 Circle Wild Slot Magical Reverb 63 Flip a Coin Mystic Understanding Inner Strength 1 day Spell 12 8 8 4 Magical Reverb 66 Mystic Storage Pseudo Permanancy Spell Trick 1d10 M A 13 8 8 4 Magical Reverb 69 Ignore Reverb 14 9 9 4 Bonus 4 Circle Wild Slot Magical Reverb 72 Improved Mystic Regeneration damage from overchannel mage Con burn heals at 3 per day rather than 1 per day Flip A Coun 92 per day 15 9 9 5 Magical Reverb 75 Additional Voluntary Reverb Roll 3 rolls Bonus Feat Limbo Solidity 16 10 10 5 Magical Reverb 78 Entropic Resistance Inner Strength 1 day Spell 17 10 10 5 Bonus 5 Circle Wild Slot Magical Reverb 81 Flip a Coin three per day Greater Mystic Storage 1d10 M A 18 11 11 6 Magical Reverb 84 Spell Trick 2 Influence 19 11 11 46 Magical Reverb 87 Greater Mystic Regeneration damage from overchannel mage Con burn heals at 4 per day rather than 1 per day 20 12 12 6 Bonus 6 Circle Wild Slot Additional Voluntary Reverb Roll 4 rolls Magical Reverb 90 Bonus Feat Flip a Coin four per day Greater Aura of Chaos 60ft radius 1d10 M A Mystic Battery Level wwe nnnnnnnennnnnnnennenennes Wild Spells per Day
435. tion of the spell The light in the targets eyes dims to an almost unnoticeable silvery green glow when suppressed Greater Truevision Divination Spellcraft DC 195 Components V S Casting Time 1 action cast Range 360 ft Target One Creature Touched Duration Instantaneous Saving Throw None Spell Resistance No To Develop 1 755 000gp 36 days 70 200 XP Seed reveal 19 Factors one action casting time 20 DC permanent x5 DC This spell allows a creature to see things as they truly are and pierce illusions The effect is permanent and can be suppressed at will Verbal components Halsu kumovo nan Visual effect The caster emits a faint green light as the subject s eyes glow with brilliant green light and silver and green motes swirl and cascade around the subject The subject is temporarily blinded for a duration of one minute as the spell modifies their eyes to see the formerly unseeable Afterward the subject s eyes glow faintly with a silvery green light that dims to an almost unnoticeable glow when suppressed Perfect Invisibility Illusion Glammer Spellcraft DC 59 Components V S Casting Time 1 action cast Range Personal or Touch Target One Creature or Object Touched Duration 20 hours Saving Throw None or WnH O Spell Resistance No or Yes harmless object To Develop 531 000 11 days 21 240 XP Seed conceal DC 21 one action casting time 20 DC allow subject to suppress e
436. to deposits and no living person knows what Mirto is anymore Some of it is held in the Imperial Archives but it is kept top secret like the Ark in Indiana Jones In the Faerie Realm there is a great dwarven settlement in Mirto Montani They have very little Mithril but some veins are left in the old mines which the group can explore as a DUNGEON at some point in order to secure some for weaponry The Great Western Cemetery contains a tomb in which part of the great sky ship can be found Maybe something else whereas in the Faerie Realm the neighboring city to the cemetery is inhabited by very powerful undead Some of this power bleeds over into the mortal realm making the area a high taint zone and ensuring that some undead exist there too Perhaps the ring of the sky Vilya is in one of these locations Saeros lives in Occemercantera western trade city and the starting location is the continent REGIA EX VIVU INLUSTRUS now simply called VIVILUSTRIS The capital city is URBORIX formerly URBUS EX DIVILUSTRIS city of the gods of light TARANIA Asian culture both language and country Tarda Slow annuo consent The Taranians were slow to consent to the Ori Quaera To seek There is a legend of a long lose civilization in Quaera Not much else is known as the location is quite frozen Odalosa Odia hate despise locus place The Odalosian Reign is hated by the outside world and have no trading partners except the exile
437. to become non functional Worshippers It is always wise to remember that the flow of power is bidirectional Any being even a mortal that has worshipers who may also be deities receives a conduit of that energy as a result of their worshipers prayers sacrifices and general focus of attention Generally speaking the more worshipers an entity even a mortal entity has the greater the power available o them is going to be This does not include people simply following the commands of a leader or having a great deal of respect for the character but only the true devotion and worship that a person would offer their god In fact this is part of the path a mortal may take towards becoming a god In these cases the character must also execute his reasoning or Influence in addition to his Willpower when casting spell but he has fewer limitations until he becomes a god and has to choose spheres of influence Unfortunately the power of the spells of such a mortal channeler is often limited as few mortals can amass enough worshippers to power their magic to the same degree as a priest can Remember that most gods have billions of worshipers spanning many worlds and dimensions so a mortal who wishes to pursue this path will be hard set indeed to complete with that level of power These self proclaimed deities class name Proclaimed must work hard to achieve their goals and thus no character may start his career in the Proclaimed clas
438. to determine strength of Multialigned nature 1 being weak 8 being very strong with a d6 roll of 4 6 Unaligned Multialliged may be in 2 3 or 4 aspects as the DM sees fit Queen of Hearts Umande appears as silverish blue and golden light flood over you All XP losses and lost levels including those lost due to death are instantly restored Queen of Spades The visage of a woman with glowing green eyes and golden brown hair appears touching you as green silver and gold light flood into you Immediately gain a 2 bonus to each ability score a 4 to three 6 to two or a 12 to one 12 13 14 15 16 17 18 19 20 21 22 23 24 25 Queen of Diamonds The visage of N Tra appears as grey violet and purple light shoot from her hand into you This has the reverse effect of the Queen of Spades Either choose how it effects the character or have the character choose as with the Queen of Spades for a gotcha style of effect Queen of Clubs Erevystyx appears as a series of lights stream forth from her and float in front of you You gain 1d4 wishes Roll a percentage On a roll of 90 or better you gain 1d8 wishes instead on a 99 or 100 you gain a True Wish as per the Epic Spell with the Power and Time seeds Jack of Hearts A sorcerer with red hair and glowing red eyes appears to curse you Gain a 6 penalty to one saving throw or a 4 to each Note The Queen of Hearts ca
439. trix Specialty DC Boost Wizard s Staff Specialty Matrix Swift Specialty Specialty Signature Craft Scroll Specialty Scroll 1d10 M A Specialty Resistance 1 Specialty Supreme Lasting Specialty Lasting Effect Specialty Variables Boost 1d10 M A Specialty MEA Boost Counterspell Specialty Resistance 2 Long Life Instant Specialty Specialty Perfection 1d10 M A Improved Counterspell Pseudospecialty Specialty Resistance 3 1d10 M A Greater Specialty Variables Boost Instant Counterspell Specialty Ultimate Enhanced Lifespan Specialty Immunity Forceful Magic Once per day when casting a spell the mage bay roll 1d20 and add the result to the DC of that spell Specialty Supreme The wizard now casts spells of his specialization as if he were two levels higher This also increases the DCs of his spells from his specialization Specialty Perfection The wizard now adds his full level when calculating DCs for his specialty Pseudospecialty The specialist wizard may cast any spell that he knows once per day as if it was one of his specialization Specialty Ultimate The specialist wizard now casts spells of his specialty at half their normal MEA cost Additionally he may use Forceful Magic when casting spells of his specialization once per day Counterspell The wizard may attempt to counter any spell as it is being cast by another mage To do so he must win an opposed Spellcraft and caster level check aga
440. ts are too high to be practical People discover non terrestrial elements that help offset this problem but their instability makes their use dangerous and even the most advanced Als can t calculate all of the variables necessary to make their use safe This super fast transit is usually used to set up TransMat stations or Stargates etc in order to facilitate faster travel Interplanetary empires form but span only a few star systems at most Space Time Vortex manipulators a form of primitive dangerous time travel and prototype time space travel machines and similar devices in experimental use Trade with alien cultures begins as more advanced races begin to take notice of the new people on the block Towards the end of this era a more advanced form of crystal energy induction is discovered that allows for the common use of the faster FTL ships and now greater speeds are possible Warp field ships are primarily used as long tem TransMat seeding ships sent out in advance to seed areas of space with TransMat receivers It is now possible to transmute matter entirely with technology but the energy costs are supremely high Architecture Stone and wood buildings brick amp mortar frame buildings metal structures skyscrapers acrylic structures and biodomes Building Materials Most stone wood metal mortar cement acrylic plastics Circuit Types Vacuum tubes transistors Integrated Circuits amp Microprocessors
441. ts or metals within the wall or beneath the surface of an object You could attempt to see into a chest or see if there are any interesting foreign objects within a stone surface Highly detailed discrimination is difficult at best and in completely solid substances it is only possible to differentiate between materials of widely varying mass Thus if Tolko the Dwarven mage uses his Assense skill on the walls of a stone cavern it may reveal a vein of metal but not a cache of turquoise It is also hard to determine exactly what the object or material is except that it has a higher density Tolko could say with certainty that there is a vein of dense ore in the wall but not whether it is precious gold or common lead He could if skilled highly determine the difference between something as dense as gold or lead and as light as tin or aluminum Seeing within a hollow object like a chest is easier though abjuration spells or other magical effects may distort the image Even something as simple as a light spell sheds off enough magical resonance to partially scramble the vision given through the Assense skill Abjuration spells such as protection from scrying work normally forcing the character utilizing his Assense skill to make whatever save is applicable if any Attempting to see into deep water such as a lake imposes a 2 penalty to the Assense score for each foot of depth The constant swirling waves of particles in the water are very difficu
442. ts or similar mind effecting spells or powers Normal Sernarani can shoot a Divine Blast for 10d12 and the bearer takes 1d12 con damage The Master Stone can deal 20d12 with its Divine Blast but the bearer takes 2d12 con damage instead of the normal 1d12 Bearers with Divine Blast as a salient ability can use the Divine Blast from the Sernarani without taking the Con damage up to the same number of times day as their own Divine Blast can be used A cleric in possession of a Sernaran that has the same domains as he does can use the stone to cast one extra spell of each level per day from the domains he has access to that are also encoded in the stone In essence the stone gives him one extra spell slot of each level that he has access to for the purposes of casting a spell from one of his domains so long as the domain is also one that the stone he bears has access to This ability stacks if the cleric has more then one stone with his domains encoded in it Crystal 1 Elemental Forces Crystal 2 The Force of Good Crystal 3 The Forces of Evil e Air e Community e Bestial e Animal e Courage e Corruption e Cold Good e Darkness e Earth e Healing e Demonic e Fey e Joy e Diabolic e Fire e Peace e Evil e Plant e Pleasure e Greed Sun e Protection e Pain e Water e Purification e Pestilence e Weather Wrath e Tyranny Crystal 4 The Forces of Chaos Crystal 5 The Forces of Law e Celerity e Domination Crystal 6 The Forces of Life e Chaos e Fate e Beas
443. tudy at a Distance Just Vengeance fi Analyze Defenses Study at a Distance Precise Blow Improved Confidence 8 Special Attack Achilles Heel 1d6 deals extra damage dice to named and studied enemy Military Strategist grants bonuses in combat to allies when planning used OM Weapon Trick Defensive Observation Study in Combat Extra Named Enemy Psychic Potential chance at becoming a psychic gaining one ability 10 Analyze Defenses Study in Combat Improved Two Weapon Fighting Hated Enemy Strike of Vengeancet Greater Confidence 11 Swift Analysis Solid Mind improvement on Dedication plus difficult to probe thoughts Enhanced Health 12 Weapon Trick Masterful Combat Achilles Heel 2d6 Community Action Die extra action die that can be used on any ally 13 Immunity to Fear Perfect Morale Charmed Life surviving this long grants the character Luck Lucky 13 Psychic Potential chance at becoming a psychic one ability 14 Find the Chink Extra Named Enemy Death Knell 15 Ambidexterity Weapon Trick Paranatural Combat 16 Military Expert Wall of Will Improvement on Solid Mind Achilles Heel 3d6 Perfect Health Immune to Disease Community Action Die x2 extra action die that can be used on any ally now two dice 17 Feared Unwavering Loyalty nothing may dissuade the swordmaster s loyalty Psychic Potential chance at becoming a psychic one ability 18 Weapon Trick
444. tuition 13 Spot 5 Ranks Base Attack bonus 2 or Melee Attack Skill at 5 Ranks or Ranged Attack Skill at 5 Ranks When choosing this feat select whether it applies to Melee or Ranged Attacks You have learned to plan decisive attacks striking at an enemy s weak spots in the heat of battle Use your PERCEPTION modifier on your attack rolls in place of MUSCLE or AIM You may select this feat multiple times Each time you do you may select a different type of combat or a different combat skill to apply it to such as Ranged Melee or Touch You may not use this feat to make point blank shots as your degree of perceivable areas is lessened to far to make proper use of it Intelligent Shot Ranged Race dependant Requirements Knowledge Anatomy 3 Ranks or First Aid 5 Ranks or Favored Enemy Race Base attack Bonus 1 With your extensive knowledge of a specific race s anatomy you have learned how to place shots more effectively and know how to do the most damage Choose a race Human Elf Dwarf Orc etc Add your Reasoning bonus to all damage rolls on ranged shots made against the selected race except point blank shots Two Hands Two Guns Prerequisites Agility 15 Speed 13 Weapon Group Firearms or Weapon Group Energy Pistol Description You become more proficient with using two guns at once as a single combat action This effectively reduces the penalty for firing two guns in the same round one with each hand
445. ture Only You can use yourconnecti0on to the Void which touches all the realms planes layers and dimensions of reality including alternatives of the continuum to use your natural and supernatural senses at an immense distance and across the dimensions Assense Intuition Trained Only Supernatural Sorcerer Wild Mage Draconic Outsider Greater Undead Deity Void Mage Void Creature Saerosian Lineage Just as light reflected off objects allows creatures with eyes to see so does the Magical Energy Field resonate reflect off of and through objects and places Those with mystical abilities who are so trained learn to attune their inner senses to see this energy pattern This supernatural skill is said to originate from draconic and divine beings such as the Elder Dragons Guardians and the Greater Gods and has passed into the bloodlines of all true dragons some outsiders void creatures greater undead via N tra and the Saerosian bloodline Sorcerers Wild Mages and Void Mages whose powers also stem from these sources also gain access to this supernatural skill which cannot be learned by anybody not of the requisite class race or bloodline Learning to see the MEF requires extensive training and can never be used without the character being taught the proper techniques unless the mage is a Sorcerer see below Worse yet characters without the ability to cast spells not including the ability to utilize spell lik
446. uctive I needs a more common game usage Fortitude Fitness Stamina Fitness determines for well your body can handle the physical abuse and stamina determines how much you can handle Will Willpower Reasoning Willpower helps you overcome mental domination or to struggle on whereas reasoning permits you to use logic to escape mental dominance or to force yourself to take the most logical path even of it is self destructive Spirit Soul Soul Spirit Influence Soul determines if your soul is strong enough to overcome the obstacle and influence if you have the inner strength to persevere I am considering which to change to read as Spirit the save or the statistic I favour the save as it ties into morale saves and checks Obviously if a statistic is a negative number it subtracts from a saving throw rather than adding to it Thus if someone has a strong Willpower but a weak Reasoning then they will have a bonus to their Will save from Willpower and a penalty from Reasoning calculated into it Additionally rather than increasing precisely by class in Zoria the player chooses which to raise At each level of experience the player may add A 1 to one saving throw and 3 4 to one other B 1 to one of his saving throws 1 2 to another 1 4 to a third or 1 75T C 1 to one and 1 4 to three 1 75 D 1 2 to three and 1 4 to a fourth or 1 75T 434 24st He hee t Players must track all
447. ue eyes with black pupils green hair and red veins showing through his clear skin His domains are Courage Nobility Psionics and Protection Talysius is unaligned and only permits clerics with a neutral aspect Neutral Neutral Good Neutral Evil Chaotic Neutral Lawful Neutral or Unaligned N Tra N Tra is the goddess of undeath She is a Neutral Evil deity that appears as a slightly to extremely skeletal woman with ratty grayish white hair Her symbol is a circle between two horizontal bars symbolizing the spirit rapped between life and death undeath Her favoured weapons are any slashing weapon and her domains are Death Darkness Corruption and Pain Omande Omande is the god of Vengeance and Justice He is a Chaotic Good deity that appears mostly as a man with salt and pepper hair and a long beard with human tone skin He is very popular w and has many temples in small towns and large cities alike His favoured weapons are the bastard sword and greataxe His symbol is an I shaped set of scales and his domains are Wrath Healing War and Strength Qevas Qevas is the god of travel He is a Chaotic Neutral deity with a rugged appearance with brown hair and grey eyes His symbol is a square with a line through it vertically symbolizing motion His favoured weapons are the spear and the staff and his domains are Travel Trickery Liberation and Celerity Revistas Revistas is the god of psionics There are vague references t
448. ur M A with appropriate penalties applied by the DM This is because in normal game play there is no need to worry about whether a spell goes off immediately and you can take your time to exercise your mystic will against the MEF In battle or other initiative based situations time is of the essence and you may not get your spell to go off on the first attempt so you must roll your MA check just as when learning a spell in order to cast it that round If you fail no MEA is lost but the time is wasted You may retry on the following round Thus the first roll you must make when casting a spell in initiative phase is your MA check to see if the spell will go off at all before you make any other checks Spellcraft Caster level etc Again if the first roll fails the spell does not use any MEA as it signifies that you were unable to manipulate the energy field at that time You must also make a Spellcraft check every time you cast a spell but you may always take a 10 on these rolls That is you can assume that you have a 10 on each die roll and simply add 10 to your Spellcraft bonus to see if you are able to cast that spell The DC for this check is 15 Spell Circle thus Cantrips 0 Circle spells have a DC of 15 to cast 1 Circle spells 16 2 Circle Spells 17 and so on Therefore it is only problematic to cast higher circle spells as a lower level caster Unlike the M A roll if this roll fails you do waste MEA Thus a W
449. ure that has a language at will with now PPE or MEA cost The initial range is 30 feet plus 10 feet per level and this range base increases as the Mastermind gains in power The Mastermind must be aware of the intended target in order to use telepathy to communicate with it Telepathy Extended At 5th level the range for telepathy increases The Mastermind may use telepathy at a range of 150 feet plus 25 feet per level Telepathy Greater At 9 level the range of the Mastermind s telepathy increases to 1000 feet plus 150 feet per level Telepathy Superior At 13 level the Mastermind can use his telepathy at a distance of one mile per level Telepathy Advanced At 17 level the range of the Mastermind s telepathy increases to ten miles per level Super Telepathy At 21 level and beyond the range of the Mastermind s telepathy begins to increase at an exponential rate Super Telepathy Basic At 21 level the range of the Mastermind s telepathy increases to one hundred miles per level Super Telepathy Extended At 25 level the range of the Mastermind s telepathy increases to one thousand miles per level Super Telepathy Greater At 29 level the range of the Mastermind s telepathy increases to ten thousand miles per level Super Telepathy Superior At 34 level the range of the Mastermind s telepathy increases to one hundred thousand miles per level Super Telepathy Advanced At 38 level the rang
450. using certain rituals or by undertaking various redeeming actions Such quests are at the discretion of the Game Master and you must undertake this action voluntarily Entropic Paradoxical Energy EPE is by far the most debilitating permanent form of paradoxical energy which represents a major offense to reality or a perversion of time either perpetrated by the character or radiating from an item carried by them No mortal act can properly undo this perversion of space time and normal creatures can never rid themselves of EPE Only chronomancy or creatures or objects with chronomancy based powers generate EPE A Chronomancer however may elect to take a quirk which reduced his EPE score by one point Effects of Paradox As you gain BPE PRE and EPE each will affect your physical form in different and sometimes debilitating ways Paradox Score Each point of BPE PRE and EPE has its own pool as noted on your character record sheet Additionally you have a Total Paradox Energy TPE pool which is the sum of all three pools of paradoxical energy You determine your Paradox Score using this TPE pool as if it were a base ability score and thus apply a modifier to it using the standard rules for ability scores Therefore a TPE score of 14 would have a modifier of 2 and a TPE score of 23 would have a modifier of 6 If you ever have a TPE modifier that exceeds a rating of 10 HD you are considered to have exceeded your Paradox
451. vanced mathematics multiplication algebra etc calculus quantum mathematics Matter Manipulation Alchemy Primitive and unsafe TransMat via matter gt energy gt matter conversion and transmission via electrical impulses Medicine Anatomy well known Advanced medicinal development Concern for health exercise diet etc exists Acupuncture chiropractic Eastern medicine pills are commonplace tinctures Freudian level psychology and psychiatry are commonplace Neurology the X Ray and Fluoroscope Nanites early brain transplantation cybernetics commonplace Metals Bronze Iron Steel Laminated Steel Alloys of Steel Titanium rarified metals radioactive metals and non terrestrial metals Philosophy Platonic Philosophy Socialist Philosophy Altruism Political Systems Monarchical Democratic Imperial Republic Socialist Technocratic Global Empire Strife rules the world Religion Organized religion is commonplace but not prevalent Sciences Alchemy chemistry astrology astronomy Newtonian Physics Relativistic Physics Quantum physics and Quantum mechanics temporal mechanics and string theory Advanced Mystic Theory Theory of Everything beginning to solidify Space Travel Types amp Speeds Ion drive space craft satellites space stations First off world colonies Anarchic nations Teleportation Capability None Tools amp Machinery Glass metal forges black powd
452. vering of brass It has the constellation Draco etched in the top When wound it plays the Dragonsong from the Temple of Twilight Bells in Musicbox of Dragonsong T Oran Bronze T Lann Copper R Kal Gold R Mare Prismatic T Ness Crystal R Eyn Silver R Lon Blue R Lorr Red T Keer Green R Fayn Black T Nyr White T Satt Platinum T Quel Sapphire T Aryn Amethyst R Deir Topaz R Nann Emerald The Sernarini The Stones of the King Note This needs to be updated to contain spheres and specific spells and abilities for each stone and special powers for combinations of multiple stones The Sernarani are seven crystals of great power made by the hands of Gil Daris from Talyxium found in deep space They have been imbued with powers of many sorts broken down into clerical domains The stones in fact are a powerful focus for the domains they are attached to Six of the stones are pentagonal cut crystals and one the Master Stone is faceted in an octagonal star motif A bearer of one of the Sernarani may cast spells or powers of the domains in his stone as if he were a cleric of his total class levels and therefore has access only to spell levels that a cleric of his level could cast Each spell or power used deals 1d8 temporary constitution damage Spells that need components normally do not require such components if cast using a Sernaran Spells or Powers with an XP cost
453. vive after channeling too much energy or hitting himself with a fireball Dexterity helps him avoid dire situations including himself Alignment Any Hit Die d6 Special Skills Overchannel Con Spellcraft Inf and Assense The wild mage uses Influence for Spellcraft checks when casting or creating spells because of the way a wild mage works with the Magical Energy Field Class Features All of the following are class features of the wild mage Spells amp MEA Wild magi gain 1d6 MEA per level for each point of Influence bonus Thus a wild mage with a 14 Influence gains 2d6 MEA per level and a wild mage with an 18 Influence gains 4d6 MEA per level A wild mage can know any number of spells and derives spells from the wizard sorcerer and druid spell lists Mystic Affinity Wild magi gain 1d10 to their Mystic Affinity score per each 4 levels Weapon and Armour Proficiency Wild mages are familiar with simple weapons and any two other groups They are proficient in light armor and carry no penalty or arcane spell failure chance when wearing any armour in the light category as their somatic components are generally simple similar to those of a bard Bonus starting feat Wild magi get one extra feat at first level Attuned to Magic Ex Wild magi add their Constitution modifier to all Caster level checks to overcome SR and to all Spellcraft checks made when casting spells Wild Magic Slots In addition to MFE wild magi get an wild
454. w a fall reduce falling by up to 150 ft Levitate self up to 80 ft off the ground movement good Outward Levitate an object weighing no more than 100 Ibs with crude control 80 Ibs with clumsy control 40 Ibs with average control 20lbs with good control or 10lbs with expert control 5Lbs with perfect control Hurl an object with a maximum velocity of 20 feet per second Heal or inflict damage equal to 1d1OHP 1 per Psychic level augment 25PPE for an additional 1d10 max augment 1d10 per psychic level Rearrange basic structure of an object with a maximum mass equal to 20Lbs augment 20Lbs per 25PPE max augment 25Lbs per Psychic level Heat or cool an object by 80 or 80 degrees centigrade Reconstruct an object from 25PPE parts or diminutive parts 4OPPE Change elemental makeup by three degrees three steps in any direction on periodic table Change appearance of another being by up to 85 size by 40 change gender includes nonstandard genders change species Humanoid types monstrous humanoid animal or humanoid animal hybrid and aberration only Create lightning attacks that can strike at multiple targets at once d6 or larger energy bolts against a single target d8 8 Inward Heal 1d10 level lethal damage to self or 1d12 level non lethal damage to self Change appearance by up to 115 size by 60 change gender includes nonstandard genders change species Humanoid types monstrous humanoid animal or humanoid animal
455. where applicable You can alter these statistics as normal by subtracting two points from any one statistic and adding one point to another This method allows for rather high statistics compared to most game settings min 4 max 24 vs min 3 max18 but it is also easier to roll statistics that are fairly low as well Power 4d6 Method B This is a slightly more powerful version of the 4d6 method You roll statistics as normal but re roll any natural die roll of a 1 This raises the minimum statistic to 8 meaning every character rolled will have very few weak points Power 4d6 Method C This is an even more powerful version of the 4d6 method You roll statistics as normal but re roll any natural die roll of a 1 or a 2 This raises the minimum statistic to 12 meaning that no character will have a true weak point This should only be used in games where PCs encounter rather powerful creatures on a constant basis 3d6 Statistic Flexible Method This is a statistic rolling method which some DMs may prefer to allow compatibility with other d20 game settings 3d6 Method A For each statistic other than sanity and madness roll 3d6 rerolling any natural die roll of 1 or 2 The average statistic may be slightly lower but it is impossible to achieve statistics less than 9 meaning for a more balanced game 3d6 Method B In this variant you roll 4d6 and keep the best three Re roll natural ones but not twos With this method your stats ca
456. which to rid himself If a character willfully initiates contact with the dark powers or associates with evil priests or beings he quickly accumulates massive amounts of taint Taint is not merely a superficial effect but it does leave obvious alterations on the character Over time a tainted man may develop obvious signs such as enlarged eyes a skin pallor unusual marks or signs and other even nastier side effects Corruption Corruption is similar to taint but it has different origins A character develops corruption from either his actions such as slaughtering innocent people in his pursuit of personal power or from using evil objects or artifacts When a man steals for no reason other than to satisfy his greed he gains Corruption and unlike taint corruption is far more difficult to cleanse away Unlike taint corruption rarely leaves behind visible traits although it may alter the personality of the corrupted individual It s difficult to say if these changes in his persona are a derivation of the corruption or if the corruption followed the changes but no matter the underlying cause it is there to the perceptive to notice Corrupted characters are often overly proud arrogant or demanding most are cruel bad hearted and mean or even spiteful people Long term corruption stemming from a single source often leads to obsession and it is important for the player to role play that obsession in a reasonable fashion It is the job o
457. wirling energies bound into the ward its self Any creature that attempts to touch the sphere of force is immediately subjected to fire damage instant death and finally if they should survive transformation into a creature of the caster s choice see below even ethereal creatures can be transformed by this effect The first effect to come into play is the fire damage which is a Reflex half save DC of 20 plus relevant casting ability modifier If they fail to save they take 2d6 points of fire damage per round Secondly they are subject to instant death This effects creatures with up to 80 HD and has a save DC of 20 relevant ability modifier On a failed save the creature dies instantly Upon a successful save the creature takes 3d6 20 points of damage which may be enough to kill the creature anyway Creatures with more than 80HD are unaffected by this portion of the spell Finally if a creature is fortunate enough to survive the first two effects of the spell the spell attacks their bodies attempting to transform them into a creature of the caster s choice Upon casting the spell the caster may select a creature from Diminutive size to one size category larger then the creature is normally The save for this is a fortitude save of DC 20 relevant ability modifier Creatures that make all saves and take appropriate damage still cannot pass the wall Even creature types that can enter into the wall such as aberrations and magic
458. wn and cumulatively increases by 1 each additional week Removing the crown does not reset the penalty to zero but rather it decreases to zero by one step a week That is the DC decreases by 1 for each week that the character forgoes wearing the crown Therefore a character with a fear DC of 14 must avoid wearing the crown for 5 weeks four for the 4 and one more for the base DC of 10 to completely remove the symptoms caused by the leftover remnants of Symeteph s deranged psyche Stone of Perception Light and loud noises increasingly agitate the wearer After one week of wearing the crown even for one second a day he begins to experience the following problems He suffers the normal penalties of light sensitivity Further any save versus sonic effects made by the wearer suffers a cumulative weekly 1 penalty This begins on the 8 day of wearing the crown and removing the crown does not reset the penalty to zero but rather it decreases to zero by one step a week Therefore a character that wears the crown for 4 weeks and gains a 4 penalty will take 4 weeks to revert back to normal Stone of Leadership The wearer begins to think that he s too sexy for his shirt in matters of negotiation and becomes increasingly arrogant trying to force his opinions on others even when it isn t required of him to do so If he s already that arrogant the crown makes changes to his physical appearance as follows
459. xt monster that is at least a CR of 4 above you gains you a level instantly as well as the normal XP 9 of Hearts The god Selmenos appears and touches you with a glowing red and black energy that sinks deep into you All spells you cast henceforth cost you their spell circle times ten in XP each time they are cast with a minimum of 10 9 of Spades The visage of R Mar appears as he leads you through a portal to the Halls of Eternity R Mar so angered by being forced to perform by the 9 of Spades misdirects you All skill checks henceforth receive a 2 penalty 9 of Diamonds The visage of Telcontar appears as a gate opens to Xiom arto that he leads you through Gain the feat of your choice or a 10 sacred bonus to any skill 9 of Clubs Zanaz Saeros appears as you two walk through a gate that opens in to the void You are taught the feat Soulcasting which anyone can use 26 8 of Hearts A Ray of energy in every colour appears and strikes you You are effected as the Prismatic Ray spell Ignore rolls of 1 3 DC ona roll of 4 is 40 28 8 of Spades An eye appears and sears you with a bright orange light Gain a spell like ability of a spell you are able to cast If you cannot cast spells roll off of the scroll chart This spell like ability must be of a level that a wizard or psion of half your level can cast 28 8 of Diamonds A deep violet and black double E appears and sinks deep into you Immediately lose
460. y organizations as well as low ranking men in armies and pseudo armies of all kinds Tribal groups also have warrior sects who guard the tribe against invasion and protect their fellows against incursions of deadly hunting animals Racial and alignment background Warriors may be of any alignment and exist in all races other than Elven races who s fighters are trained as soldiers Hit Die d12 The warrior s hit dice reflect their hardiness in combat as compared to their nearly non existent training in other non martial expertise 4 4 2 The Soldier Soldiers are trained men at arms serving under the leadership of a hierarchical military organization Trained in various forms of combat soldiers have also gained various levels of expertise in martial warfare and useful tactical abilities and knowledge sufficient to serve their leaders Racial and alignment characteristics Soldiers are usually lawful or neutral although some exceptional soldiers are of a slightly chaotic bent either delivering them into roles of leadership or exiling them from their military organization in disgrace The latter variety often become mercenaries Hit Die d10 The soldier is hardier than most people with greater knowledge of how to avoid blows in combat but is not quite as tough as the tribal warriors who live under the shadow of death in every struggle Ideas for Merc amp Swordmaster abilities Specialty Skill Adds bonuses to a skill at regul
461. ystic Mastery Add a number of ranks equal to your reasoning modifier to any non Knowledge skill or language that you choose even if you had no ranks in it presently 3 Arcane Health The wizard now adds his Intelligence modifier when calculating his hit points in addition to his Health modifier 4 Will of Adamant 2 to all Will saving throws 5 Mystic Weapon Any one Weapon Group Specialization feat 6 Mystic Combat Reasoning Modifier ranks in any combat style skill 7 Secret Spell Add one spell to your repertoire with a spell circle equal to or lower than your reasoning score modifier 8 Secret Desire Gain one extra action die per gaming session 9 Hidden Talent Gain any one feat of your choice so long as you meet its requirements 10 Threads of Fate Gain one fate You may choose whichever ability you desire and you can choose the same ability multiple times 1 You may select this multiple times Each time you do you may either add ranks to an existing skill add them to a different skill or select and add them to new skill You cannot exceed your normal threshold in skill ranks with this ability 2 Selecting this ability multiple times adds 1 HP Hit Die to your hit points for each time you select it beyond the first 3 You may select this ability multiple times It s effects stack 4 You may select this ability multiple times Each time you do choose a new feat 5 You may select this
462. ystic artifice at 8 Ranks or Applied Science Mystic Theory at 10 Ranks Materials The materials used In constructing a staff are a combination of the requisite mystical components which vary widely and wildly from the mundane to the exotic The absolute base materials are a specific type of wood metal stone or crystal depending on the powers of the staff and the exact class of the maker and one central stone or ornament such as a bird s skull or a sphere of silver The exact materials are up to the purview f the storyteller but the character should have some leeway as to the final appearance of the item Some of the exotic materials may not be visible in on the final product For example if a storyteller directs that you Il need a scale from a Red Dragon the scale itself might be embedded into the material or it may be consumed by the magic that binds the powers of the staff together Initializing a staff The MFE cost to initialize a staff is dependant on the character not by the spells contained within it When you initialize a staff you prepare it to hold the matrices of a variety of spells with a minimum of two different spells or functions The MFE cost is a flat cost no matter whether you wish to add two powers to a staff of two hundred The more powers in a staff the longer it takes to craft it and the higher the cost of finalizing It will be Initialization Cost By Character Class Wizard SOMFE Artificer 4OMFE
463. zef voz ameer Freedom from Pain Vasto umano do yeo 4 Summon IV Umin concur ez kal kvez Greater Claws of Saeros Vau Nai del erevo tas zana Form of Fire Vau Nai konoz vo noro saeloz Polymorph Vau Nai deldenu queza e toz Scrying Callo hal noz imazo 5 Summon V Umin concur venu a Vitalization Vau Nai vy jhekano imanyx Teleport Umin La nayos dedu vas amor 6 Summon VI Umin concur uus veku 7 Summin VII Umin concur to lemane tal Limited Wish Ulo erevo imanyx erkyr 8 Summon VIII Umin ulios concur tamo aho 9 Summon IX Umin concur taeloz tae vano mar ta nu Temporal Repair Vau Nai aldoze metriux kuru tos liquia Wish Ulo erevo imanyx tau erkyr peloz Uravvel Unwind Unmake 10 Summon X Umin concur xeio mano tes aba vo naz tiol Notes on pronunciation Vowels A as A in Normal Ah sound E as E in Beg Pronounced Long and Short long first EE Eh E Pronounced Short and Long Short first Eh EE I long E sound like the Latin I if in first syllable or if followed by a u short like I in Tin in latter syllables Means to treat next I as long E sound instead of short Mitrius Mee tree us O Always hard like O in Omega Obix obix anos Oh bicks Oh bixks Ah nohs O Guttural O Halfway between Oh and Ugh U Long U like oo in too U Resonating U like U Turn Ai as I in Kite Ae li

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