Tales of Sword & Sorcery (Inactive)

Game Master Aku Warashi

”The nostalgia of things unknown, of lands forgotten or unfound, is upon me at times. Often I long for the gleam of yellow suns upon terraces of translucent azure marble, mocking the windless waters of lakes unfathomably calm; for lost, legendary palaces of serpentine, silver and ebony, whose columns are green stalactites; for the pillars of fallen temples, standing in the vast purpureal sunset of a land of lost and marvellous romance. I sigh for (...) the strange and hidden cities of the desert, with burning brazen domes and slender pinnacles of gold and copper, that pierce a heaven of heated lazuli.”

— Clark Ashton Smith: Nostalgia of the Unknown


Spellcasting

Types of Magic

Casting spells is the act of exerting one’s own willpower, or controlling mystic cosmic forces through force of will, words and gestures of power, potent runes and symbols, rare material components, and so on. Anyone can learn to cast spells, given the proper training, represented by taking levels in a spellcasting class.

Sword and sorcery stories rarely distinguish between the magic used by sorcerers and wizards, and that employed by priests. There is seldom any evidence that divine beings exist at all; most spellcasting priests are simply magicians who use religions and cults to gain personal power, wealth, and loyal servants.

The distinction in the core rules between arcane and divine magic should therefore doesn’t exist; simply consider all magic to be of the arcane variety.

Arcane Magic

There is no distinction between arcane and divine magic; all magic is considered arcane. Essentially, all spellcasters use the same kind of magic; they differ only in their methods of
study and practice of ritual. For example, a magician typically studies ancient books in solitude; a priest learns new spells from his mentors in the temple; while a shaman sacrifices to (or forces) spirits to teach him magic. However, there is nothing preventing overlap between these methods of study. A magician, for example, can join a sorcerous coven to learn new spells from his peers, apprentice himself to a master, or summon a demon and try to force it to learn him new spells. A priest can learn spells by studying spellbooks; a shaman who learns to read and write could do the same.

Divine Magic

The ability to cast spells, even for priests(cultists) and shamans, is not granted by gods or spirits. A priest may claim to receive his spellcasting ability through prayer and sacrifice, but the truth is that even a priest who has been cast out of the temple and/or actively works against the tenets of his cult, is able to continue casting spells.

See the Cults, Gods & Demons chapter for more information on religion and the nature of
the gods.

Armor Use

Since all spellcasters use arcane magic, they are all subject to arcane spell failure if wearing armor.

The Study of Magic

The study of magic is a difficult and time consuming process, prone to errors and terrible backlashes in the case of failure.

Gaining New Spells

To learn a new spell, the spell must be found, learned, discovered, or researched. Spellcasters who are acolytes or priests typically have an advantage since they learn many spells directly from the temple, but are at the mercy of their superiors. Sorcerers and shamans may also be apprentices of masters. All spellcasters can take the Demonic Pact feat to gain more initial spells per level, but usually at a terrible price.

Spells and Spellbooks

Spellbooks are not required to memorize spells. However, they are useful for learning new spells (see below), and some books have magical properties of their own.

Learning Spells

Spells are written in normal languages, although the language used may be archaic, ancient, or even completely lost to the current age. If learning a spell from a spellbook or other written source, the caster must know the language. If learning from another caster (or spirit, monster, etc.), they must have a common language in which to communicate. Each spell takes a number of weeks equal to spell level to study. In addition, if the spell is contained within a book, scroll, or on a wall, etc., there may be an additional period of study required to decipher hidden meanings, encrypted phrases, mad ramblings, etc. in the text. This extra study time is specified for each book (ie., the Red Tablets of Yibboth requires 4 weeks of study and a Decipher Script DC 30 check before the caster can start to learn the spells contained within).

Assuming the caster knows the language and spends the time required to study the text (or undergoes verbal instruction for an equal period of time), he makes a Spellcraft check (DC 15 + spell level) to understand and learn the new spell. A failed roll cannot be retried until the caster gains another level. There is no upper limit on the number of spells a caster may learn.

Researching Spells

Casters can research existing spells by spending time and money, and they can create new, unique spells by the same process (subject to the DM’s approval, of course). The specifics of this research process are left up to the DM.

Preparing Spells

A spellcaster do not need to prepare their spells in advance.
A spellcaster can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Casting Spells

The casting of spells is identical to the process as described in the PHB.

every spellcaster, being a fully-fledged one or just a dabbler, receive the following ability at level 1:

Sinister Presence (Ex): Spellcasters are loathed and feared by most. At 1st level, the spellcaster has already entered a path of study which sets him apart from normal men.
As a standard action, once per encounter, the spellcaster may loudly declare his name and occupation to all who listen. Following this declaration, all who wish to attack the spellcaster, whether physically or with spells, must make a Will save (DC 10 + half spellcaster’s level + spellcaster’s Charisma modifier). Those who fail the saving throw are unable to attack the sorcerer for the duration of the encounter. However, if the sorcerer attacks or casts a spell on an affected creature, that creature is immediately free to act against the sorcerer again.
Those affected must be able to see and hear the spellcaster. Creatures of a different creature type than the sorcerer get a +4 bonus to the saving throw. Creatures that do not share a common language with the sorcerer get a +2 bonus to the saving throw. These bonuses stack. Constructs, oozes, plants and vermin are never affected.

The Taint of Sorcery

The magic-user has a choice between staying sane and “human”, or wielding terrible spells at the cost of his sanity. Note that this is one of the reasons why master sorcerers prefer to have thralls (apprentices or acolytes) working for them, casting tainted magic so they don’t have to do it themselves.

Some spells are considered tainted, black magic spells; typically spells which summon evil beings, or which inflict fear, harm, or pain upon others (the specific list of tainted spells is left up to the DM to create based on his own campaign). When casting a black magic spell, the caster must make a Will save at DC 10 + half current Taint score + spell level or gain a point of Taint.

Taint warps the mind, setting the sorcerer on the path to madness and death. A character who has a Taint score equal or greater than to 25% of his Wisdom score is mildly tainted. A character who has a Taint score equal to or greater than 50% of his Wisdom score is moderately tainted. A character who has a Taint score equal to 75% or more of his Wisdom score is severely tainted.

List of Avaliable spells:

* New spells described below.

0 level –

  • Arcane Mark,
  • Dancing Lights,
  • Disrupt Undead,
  • Daze,
  • Ghost Sound,
  • Guidance,
  • Know Direction,
  • Mage Hand,
  • Message,
  • Prestidigitation,
  • Resistance

    1st level –

  • Animal Messenger,
  • Animate Rope,
  • Calm Animals,
  • Cause Fear,
  • Charm Person,
  • Chill Touch,
  • Command,
  • Disguise Self,
  • Fertility Charm*,
  • Hand of Revelations*,
  • Hold Portal,
  • Hypnotism,
  • Mage Armor,
  • Magic Fang,
  • Magic Weapon,
  • Obscuring Mist,
  • Pass without Trace,
  • Protection from Evil,
  • Ray of Enfeeblement,
  • Sanctuary,
  • Scare,
  • Sleep,
  • Speak with Animals,
  • Spectral Hand,
  • Summon Swarm,
  • Unseen Servant,
  • Ventriloquism,
  • Witch-Fire*

    2nd level –

  • Aid,
  • Arcane Lock,
  • Augury,
  • Barkskin,
  • Command Undead,
  • Death Knell,
  • Delay Poison,
  • Enthrall,
  • False Life,
  • Fog Cloud,
  • Ghoul Touch,
  • Gust of Wind,
  • Hold Animal,
  • Hypnotic Pattern,
  • Incantation of the Broken Limb*,
  • Knock,
  • Phantom Trap,
  • Protection from Arrows,
  • Pyrotechnics,
  • Remove Paralysis,
  • Shield Other,
  • Whispering Wind

    3rd level –

  • Bestow Curse,
  • Deep Slumber,
  • Dispel Magic,
  • Dominate Animal,
  • Explosive Runes,
  • Glyph of Warding,
  • Greater Magic Fang,
  • Greater Magic Weapon,
  • Halt Undead,
  • Hold Person,
  • Keen Edge,
  • Locate Object,
  • Magic Circle against Evil,
  • Nondetection,
  • Obscure Object,
  • Prayer,
  • Remove Curse,
  • Sepia Snake Sigil,
  • Speak withDead,
  • Suggestion,
  • Summon Animal*,
  • Ray of Exhaustion,
  • Vampiric Touch

    Fertility Charm
    Transmutation
    Level: Spell level 1
    Components: V, S, F
    Casting Time: 10 minutes
    Range: Touch
    Target: Adult creature touched
    Duration: 1 hour/level
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)
    For the duration of the spell, fertility charm allows any adult subject to father children (if male) or become pregnant (if female), regardless of physical condition, old age, or disease. The spell works on any creature capable of sexual reproduction, be it humanoid, animal, or other. Though the spell makes conception possible, it does not guarantee it or a live birth.

    As a side effect, the subject also gains the free use of the Endurance feat for the duration of the spell.
    Focus: A small, anatomically correct carving representing the subject’s species and gender.

    Hand of Revelations
    Divination
    Level: spell level 1
    Components: S
    Casting Time: 1 standard action
    Range: Touch
    Targets: One touched object
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    By simply touching the covers of a closed book or a rolled-up scroll, the caster of this spell can read the contents normally. The caster must still know the language used on the written material, and he reads the contents with the same speed as if reading from a normal book. The spell triggers any spells or traps placed on a book or scroll, just as if the book had been opened.

    Witch-Fire
    Evocation
    Level: Spell level 1
    Components: V, S
    Casting Time: 1 action
    Range: See text
    Target: See text
    Duration: 10 minutes/level, or until discharged
    Saving Throw: Reflex half
    Spell Resistance: No
    A small flame springs into life in one of the sorcerer’s hands. It sheds a sickly green or purple light in a 20-foot radius, and dim light for an additional 20 feet. The sorcerer can use this light as a torch for the duration of the spell. Although the sorcerer is not burned by the flame, he cannot carry weapons or items in the same hand as the witch-fire.
    The caster can end the spell by hurling the flame at an opponent within 15 feet. The sorcerer hits automatically, causing 3d4 points of fire damage. The target is allowed a Reflex save for half damage.

  • Mild Mental Taint Effects Only one effect from the list

  • Mild paranoia (Will save [DC 13] to avoid turning against ally or henchman, once every 3d6 days).
  • Disorientation (-2 on Spot and Listen checks).
  • Increased aggressiveness (Will save [DC 13] to avoid combat at the slightest provocation).
  • Mild hallucinations (during every round of combat, has 5% chance of attacking non-existent foe).
  • Nightmares (has 20% chance to prevent restful sleep).

    Moderate Mental Taint Effects Add one more effect from the list

  • Hears voices of evil spirits (-4 on Listen checks).
  • Severe paranoia (Will save [DC 15] to avoid turning against ally or henchman, once every 3d6 days).
  • Fits of uncontrollable disturbing laughter(-4 on Bluff and Diplomacy checks).
  • Prone to fits of extreme rage (Will save [DC 15] to avoid combat at the slightest provocation).
  • Addiction to exotic drug (must consume drug worth at least 50 gp per dose once every 1d6 days).
  • Cannibalism (must consume freshly killed human flesh once every 2d6 days).
  • Minor obsession (treat as lesser geas spell).

    Severe Mental Taint Effects Add one more effect from the list

  • Irresistible murderous urges (Will save [DC 18] to avoid combat at the slightest provocation).
  • Fits of lunatic paranoia (Will save [DC 18] to avoid turning against ally or henchman, once every 3d6 days).
  • Utter megalomania (Will save [DC 18] to retreat from combat, even against clearly
    superior foes).
  • Major obsession (treat as geas/quest spell).

    When the character’s Taint score equals or exceeds his Wisdom score, he dies, falls into a coma, or becomes irrevocably mad and/or the hopeless thrall of a demonic, extra-planar
    being (DM’s choice). Taint can be reduced at the rate of 1 point per month by completely avoiding casting spells, avoid any place where magic is cast, and any item or device that may cause taint. At the end of the month, the caster can make a Will saving throw at DC 10 + current Taint score to reduce taint by one point. In addition to spellcasting, exposure to
    certain accursed locations and items can also cause taint. For every 24 hours spent in a tainted place or in contact with a tainted object the character must make a Will saving throw. The base DC is 10 + half current Taint score + 5 for every 24 hours of consecutive exposure.

    House Rules:

  • GM's Prerogative I reserve the right to hand-wave, rewrite, re-flavor, or ignore any rules that I find unhelpful, distasteful, or clunky. This will be done sparingly but always in an attempt to further game momentum and/or overall fun.
  • XP I don't use XP. I will arbitrarily level you up, every so often.
  • Feats All players may take Weapon Finesse as a free bonus feat if they so desire, regardless of prerequisites.
  • Weapon Focus/Specialization These feats now apply to a weapon group (see Fighter in the CRB) instead of a single weapon.
  • Dragon hides and scales When harvesting dragon hides/scales for the creation of armor/shields, if the harvester makes a successful Craft:(appropriate) check DC 25 or Survival check DC 30, the harvested dragon corpse is counted as 1 size category larger than it actually is when using the accepted Pathfinder rules. Furthermore, any suits of armor (not shields) made of dragon hide/scales have an armor bonus equal to the armor type +1. (Example - A white dragon hide breastplate has an armor bonus of +7.)
  • Percent Rolls D100 rolls always favor the high roll. IE - If you have a 50% chance to miss an attack, a roll of 1-50 is a miss, a roll of 51-100 is a success.
  • Rule of Cool This is an ambiguous notion that doing something awesome occasionally trumps the rules as written. Subject to GM discretion but player input is welcomed on when a "Rule of Cool" may apply.
  • Hero's luck bonus feat Every player start with the Hero's lucky feat as additional feat. Hero’s luck grants 5 additional hit points to the character.