D&D 3rd Edition - Relics & Rituals 2

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    Authors: CreditsFaisal Abdullah,Jose De La Puenre Alvarez, Rick Biheault, Je f f r eyBinder, Ter jc Erwin;; Bjelkolm, N . E , Bloom, M a r i o Boulanger,EdBourclle,Bret Boyd, Dave Bmhm an,Glenn David Brown, Step ienCheney, David S.Corcoran, Charles Corley, Michael D'Andrca,David Ayala Lie Garay, Steven Ehr ha r , Adam Eiche[better,Roosevelt Eldridge, Guillerjo Sanche: Fernandez, James Fischer,Jason Fult:, Michael G i l l , Travis N. Gillespie. Je f f Harkness, Er icH a r r y , M a r c Hnlman, Cli f fo rd Horowitz, Andrew H u r w i r z , BenIglaur. Eric Jansing,J.S.Johnson, Spike Y.Jones, Lysle Kapp, Lys leKapp, M i c ha e l Koal, John Kubisz, Jean Michel Lavarenne, PatrickLawinger, Clyde Lekel, Lizard, Rhiannon Louve, Krister Michl,Adam Silva Mirainon,Clinton Clark Nappcr, Geoffrey T. Nelson,Matt Noble, Robert Olla, Pier Giorgio Pacifici. Dean Paolilo,Datrcll Ridley, Jef f rey A, Rohhins, Chris Ryan, Michael Schcll,Gary Schottcr,Elias Scorsone, Jason Scott, Daniel Shaefer, JamesSharkey, J r . , AndrewShockney, Richard Smith 11, A n d r e w Snow,Julian Soullard, John Henry Stam, James Sverapa IV, JcffTabrurn,Eric Tarn, Laban Tatro, Jef f Taylor, John D-Tolin, Sean Treacy,Kieran Turley, [an Turner, M a r t Tweedt, Bradford Walker, BillWebb, Jeff Wcskamp, Er ik Lees White, James Wilbur, BrianWilliams. Clifford Wolter, Jef f r ey Yurkiw

    RCERY

    Developers:Joseph D. Camker, Jr. and Anthony Pryor

    Editor:Scott Holden-Jones and Michael JohnstoneArt Director:

    Richard ThomasLayout and Typesetting:Ro n Thompson

    interiorArtists:To m Biondolillo, Leanne Buckley, Richard Thomas,Tim Truman, Melissa Ur an and Jason Walker

    Cover Design:Matt Milberger

    SpecialThanksMonte Cook, Bruce Cordell, and Malhavoc Press, for the contri-bution of their va r iant 'Psion Secondary Disciplines' and 'VariantPowers Discovered' rules, taken from the module I/Thoughts CouidKS 1 and printed here in Chapter Six. Special recognition to DaveBrohman and Ben I g l a u e r , past authors and contributors ro thec u r r en t volume, who got left off the credits for SLCS.

    SWORDS50RcERVSTUDIOS

    Check out upcoming Sword and Sorcery Studioproducts online at http://www.swordsorcery.comDistributed fo r Sword an d Sorcery Studio by White Wolf Publ ishing, Inc.This pr inting of Kelics an d R i r w i f c 2: Last Lure is done under version 1 ,0 and/or draf t versions of the Open Game License, the D10SystemTr ademar k License, D20 System Trademark Logo Gu ide an d System Reference Document by permission ftom Wizards of the Coast-Subsequent prin t ings of th is book w i l l incorporate f inal versions of the license, guide an d document.Designation of Product Identity: Th e fo llowing i tems ar e hereby designated as Product Identi ty in accordance wi th Section l(e) of the OpenGame License, version 1.0; A ny and all Sword an d Sorcery Studio logosan d identi fy ing marks and trade dress, including all Sword an d SorceryStudio Product an d Produc t Line names inc lud ing but not l imited to Creature Collection, Creature Collection 2- DarkMenogrrie , ihe Divineand th e Defeated, an d Relia an d Riuiats; the Scaned Lands and the Scarred Lan ds logo; all text under the "Description" header of any c rea tur e ,spell , true r i tual , magic item, art ifact, orNPC l is t ing ; an y elements of theScaned Lands setting,including bu t no t l imited tocapitalized names,names of artifacts, characrers . countr ies, cre atures, geographic locations,gods, historic events, magic i terns, organizations, spells or titans; an dan y and all stories, storylines, plors. t hemat ic elements, an d dialogue; and all ar t wo rk , symbols, designs, dep ictions, i l lust rat ions, maps an dcartography, likenesses, poses, logos, symbols, or g raphic designs, excepr such e l ements that a lready appear in th e d2 0 System ReferenceDocument (e.g. Nystul or Bigby) and ate a lready OGC by v i r rue of appear ing there. Th e above Product Identi ty is no t Open Game Content.

    Designation of Open Game Content:Subject to theProduc t Identi ty designation above, the follow ing portions of Relics an d Rituals 2- Lost Lore are designatedas Open Game Content: al l creature an d NPCsta t istic temp lates, (i .e. ftom Size Type (e.g.. Small Undead) down to Advanc ement Range) ; al l skills, feats,special attacks (S A land special qual i t ies (SQ); prest ige classes; al l text under th e "Powers"section of magic items or artifacts; al l text unde t the "Spell Effect"section of spells an d true riruals; al l text under the "Combat" section of a creature ' s listing; the Alch emy section on page 15 ; an d anything else contained hereinwhich is already Open Game Content by vir tue of appearing in the System Reference Document or some other OGC source.Some of the portions of this book which are delineated OGC originate from the System Reference Doc ument and are ©1999. 2000, 2001. 2002 Wizards ofthe Coast. Inc. The remainder of these OGC portions of this book are hereby added to Open Game Content and if soused, should hear the C O P Y R I G H TNOTICE "Relics an d Rituals 2: Lost Lute Copyright 2002, W hite W olf Publ ishing, Inc."All contents of th is book, regardless of designation, are copyr ighted year 2002 by Whi te Wo l f Publish ing, Inc. A ll rights reserved. Reproduction or us e withoutthe wr i t t en permission of the publ isher is expressly forbidden, except for the purpose of review or use of OGC consisrent wi th th e OGL,Scaned Lands D M's Screen, Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and Sorcery Studio, the Sword and Sorcery logo, CreatureCollection. Creature Collection 2: Dark Menager ie, Hollowfausl :Ciry of Necromancers , Burok Tom: City U nder Siege. Secrets and Societies.The W ise andthe Wicked. Th e Div in e and the Defeated, an d Relics & Rituals are t rademarks of W hi t e W o lf Publ ishing. Inc . Al l r ights r eserved.The mention of or reference to any company or product in rhese page s is not a cha l lenge ro rhe t r ademark or copy r ightconcerned.'d20 System' and the 'd20 System ' logo are Trademarks owned by Wiiards of rhe Coast and are used accordin g to the terms of the d2 0 System License version1.0. A copy of this License can be found at www.wiianls.com."Dungeons & Dragons® and Wi:arcis of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission."

    PRINTED IN C A N A D A

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    iR E L I C S &, R 1 T U X L S 2: L O S TiPrefaceBy MonteCookWhen weheard that W hite Wolf Publ ishing wasforming Sword and Sorcery Studio to pub l i sh d2 0mater ial , we knew that the d20 "experiment" was asuccess. If a publisher of such regard, with such asuccessful record of its own would begin to produced2 0 mate r i a l , it not only proved that the task wasworth doing, bu t that i t was worth doing w ell. Backin those early days, when I st ill worked fo r Wizards ofthe Coast, wewere thr i l led at the whole prospect ofqual i ty mate rial coming out for our game , bu t createdby someoneelse. I t barkened hack to the early days ofD&D and the Judge 's Guild. Often, t rue innovationdoesn't come from die market leader — the "bigboys" — but from a smalle r company. While a largerpubl isher m i gh t want to (might have to) remainconservative to hang onto a larger audience , smalle rcompanies could risk more dar ing moves, and thus

    more original creations.When Relics & Rituals was publ i shed , it didn' t se tthe bar f o r d Z O qua l i t y , it created it . It presented greatand wondrous creations — imagina t ive new spells,in terest ing and well -conceived prestige classes andexci t ing new magic i tems, art ifacts and rules. More

    than a year late r , it remains a hal lmark of the d20industry tha t ha s grown in its wake .

    This book, a sequel of sorts, you might say, s implyoffers more of the same. That, however , would be ashor t -sighted observation.

    If you're a music fan, y ou never stop trying ne wmusic. No movie fan ever says "I've seen all themovies I need to see." No fantasy RP G p laye r , then,should ever find himself or herself in the mindset ofnot b eing interested in new ideas fo r magic . Int roduc-in g ne w spells an d magic i t ems into your ga m e is l iket ry ing new foods, or trav eling to new places. M agic isone thing that you neve r want to have becomepredictable, mundane , or dull . Br ing ing in new spells,items, or classes keeps thing s fresh. W h e n the playersencounter some ne w magica l effect for the first t ime ,they rea l ly do have a sense of wonder and sometim eseven awe — exactly th e kind of reaction y ou wantmagic to provoke.

    Fantasy ro leplaying games ar e about ideas. Everygreat adventu re you 've ever been a par t of is groundedinsome wonder ful or in t r i gu ing idea (o r two , or t h r e e ,or a dozen). This book that y ou hold in your hands is

    s imply a book of ideas— wonder ful , innova t ive , an dcreative ideas.Relics & Rituals 2: Lost Lore introduces as tro logical

    effects, cabal ism, an d miracles into your gam e. You'llf ind tattooed witche s, serpentine assassins, and time -master ing sages in these pages, as wel l as new spells fo revery spellcasting class. Of course, the book offers aple thora of new mag ic i tems an d artifacts fo r your P Csto discover or for NFCvi l lains to wield ag ainst rhem.

    What's more, this tome covers not only magic , butpsionics, as the ancient legacy of a time-lost race. Ava r i an t secondary disciplines table created by PsionicsHandbook author Bruce Cordell offers a new take onacquir ing powers. Fans of psionics should be thrilledto see new psionic prestige classes, includin g the evi l ,shadow-dwel l ing cultists of the shade, and the insanewarped ones.

    In my campaign, when the player characte rs en-counter a new characte r , they never know what toexpect . What strange, obscure sorcery has this indi-v idua l come across? What ne w sorts of magic iremsdoes she wield? Is she a member of some arcanesociety that has taught her new, fantas t ic abilit ies?This feel ing of exci tement is part of why I th ink theplayers keep coming back from week to week. Notonly for the surprise of what comes next, but for thediscovery of what they themselves will find as theydelve deeper and deeper into th e fantasy world.

    Whi l e I comeup with most of these ne w features onmy own, the real secret I have is my collect ion of ideatroves like Reiics & Rituals 2: Lost Lore. Althoug hmuch of what you find here seems deeply rooted inth e Scarred Lands (a n i m a g i n a t i v e and i n n o v a t i v ese t t ing in its own r i gh t ) , you' l l find vi r tua l ly all of itis easily adapted into an y campaig n world. I know, fo rexample , that 1 will be using some of it in my owngame. It 's just toogood not to. And if y ou don't havea campaign se t t ing that you ' re us ing now, y ou willprobably find the references in this book in t r iguingenough so that y ou ' l l want to check out the ScarredLands.

    Thisbook is a pa tch of r ipe , magical frui t wai t ing tobe picked as immediate ly or as gradually as you wish,to add into yo ur own game as you please. You needonly use those pieces that are to your l iking , and youcan use them in any manner y ou wish.W ho could pass up an offer l ike that?

    Monte CookRenton, WAApril 2002

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    T A B L E O F C O N T E N T S

    TabIe ofContentsPreface 2Introducton 4Chapter One: Magic Rules 5

    Faith and the Arcane 6Houses of the Gods 8Scarred Lands Alche my 15New Feats 15

    Chapter Two: Prestige Classes 21High Astrologer 27Jordeh 31Lady of Serpents 34Sage of the Phylacteric Vault 37Son of Mirth 40Spirit Walker 43

    Chapter Three: Spells 47Bard Spells 48Cleric Spells 51Druid Spells 67Paladin Spells 71Range r Spells 72Sorcerer/W izard Spells 73

    Chapter Four: True Rituals 15 0Chapter Five: Magic I tems 156

    Magic Items in Your Campa ign 157Armor and Shields 15 8Weapons 161Potions 171

    Rings 172Rods 177Scrolls 178Staffs 181W an d s 183Wondrous Items 184Tattoo Magic 199Relics 20 3Minor Art ifacts 203Major Art ifacts 20 4

    Chapte r Six: Th e Slarecian Legacy 20 9Psionics in the Scarred Lands 21 2Order of Obsidian 214Cultist of the Shade 21 6Warped One 218Psionic Powers 220

    Chapter Seven:Lost Tomes of the Scarred Lands 22 1Bonerigger's Battlefield Compendium 222The Brass Tablets of Thulkas 22 3The Caltha Construct Cuide 225Th e Codex of Non 226The CoralTablets of Qur A IN ur Ran 227Damashar's Tomb 22 9Th e Dream Maps of the Lotus Eaters 231The Eighteen Blades of Vode Nulan 23 2Osseocabula 23 3The Tome of Midnigh t 23 5

    toiffl

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    R E L I C S S. R 1 T U X L S 2 : L O S T

    IntroductionWelcome back. Oh, yes, I have tales aplenty yet to tell, rest assured. Why, we''ve only just begun to look at this war-

    torn Ghelspad, you young pup. Termarui, Asherak, Fenrilik, the Dragon Lands — all these still have stories to tell!Fo r now, though, le t us take another look at magic, shall we? Oh , think yo u know these stories, do you? Then shallI skip the Wheel of the Heavens an d th e secrets fo r stealing power from th e Names of the Gods? Shall I demur aboutmiracles, virtues, and the taint of Titans, an d of angels in the blood of sorcerers? Would yo u learn about th e Ladiesof Serpents, orthejordeh, or perhaps th e Sonsof Mirth from far-off Termana? Then be silent, yo u young tusker, andle t me speak!

    — Yugman the Sage, to some adventurer or another.Allow us to echo the cantankerous old sage Yugman. Welcome back to the Scarred Lands,It would seem that there is yet magic to examine here — there are certainly stories aplenty. Magic in the

    Scarred Lands pervades al l things. It is as powerful an d elemental a force as the fire beneath th e earth and thestorms in the heavens. Perhaps that's why a titan wore the face of the Sire of Sorcery; those whowould tellyouthat magic is unnatural need only look to the titans,whosegreatest sin, it might be argued, was being to o natural.Nature is wild an d fierce, oft-times to o much so .

    So, too, is magic.Whether that magic dances an d crackles barely contained at the f inger t ips of some wildling sorcerer or iscarefully controlled, measured an d recorded somewhere in the Phylacter ic Vaul t is irrelevant — magic ispervasive in the Scarred Lands. It touches nearly everything.That is not to say that magic is common, however. It is a mighty weapon and is hoarded appropriately. Theaverage person of the Scarred Lands knows that magic exists and has probably even seen some small peacefulworkings of magic, even if just from some adventurer, priest, or scholar. But for the most part, magic is known

    as a fierce weapon. It was the pr imary offense an d defense dur ing th e D i v i n e War, and, in fact, of near ly al l warsbefore and since. Soldiers may f ight battles, bu t magic wins wars.So remember this — the average person in the Scarred Lands doesn't tend to believe that magic is an Evil

    Thing taught bydemons. Such superstitions have no place in a land as touched bysorcery and miracles as theScarred Lands. Rather, mag ic is a tool, a weapon, but one of great power, potentia lly devastating. The wizardwalk ingdown a thoroughfare tn th e Scarred Lands, rune-staff in hand, is no different from a f lak-jacketed soldierwalking through ou r mall , assault rifle at the ready. He may not be the kind of person to use the l e thal powerat his disposal.

    But do you want to take that chance? Joseph CarrikerSword & Sorcery StudiosThis tome, yetanother result of hard work, talent, and imaginationon the part ofbothour fans and our regularwriters, fur ther establishes th e Scarred Lands as a real an d l iving place, full of adventu re , dange r , an d ancientmagic. I speak fo r both myself and my fellow developer Joseph Carriker, as well as the other creators of theScarred Lands and the esteemed Monte Cook, when I thank th e entite roleplaying community fo r their help

    in making Scam one of the most popular and successful settings available today. Wi thout the support andenthusiasm of those who buy and use our roleplayingproducts, th e Scarred Lands would he but a shadow of itspresent self. Relics and Rituals 2: Lost Lore stands as tribute to them, and to the great products an d settings thatpreceded it . Thanks fo t checking us out, an d happy gaming! Anthony PryorSword & Sorcery Studios

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    Chapter One:

    This chapter presents a collection of optionalmagical rules that can be used to add flavor to anyScarred Lands campa ign — or any fantasy campaign,for that matter. From a look at the role of arcanemagicians within th e faithsof th e Scarred Lands to anexamina tion of the sett ing's astrology to new rules foralchemy, this chapter should have something foreveryone.

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    name of that god) that ma y he incorporated into thecasting of an arcane spell by one knowledgeable insuch hieratical s tudy. Each formula has a differenteffect depending on the nature of the dei ty, and isread aloud from a holy text of the fai th in question.Thus, usingsuch a formulagives th e spell both Ve rbaland Focus components (the holy text counts as thefocus) even if it does not normally have them, an dincreases the spell 's casting time to a m i n i m u m of 1f u l l round. Cabalistic spells may not be affected bymetamagic feats or other abilit ies that allow thecaster to ignore these components — in order toaugm ent a spell throug h the Cabalist feat, verbal andfocal components must be used, and the spell cannotbe quickened.

    Unl ike norma l invocatio n benefits, the bonusesgained from cabalistic casting arelimiredtospe llcasterswhose aiignmenrs do not oppose that of rhe deity inquestion, for the caster is tapping into th e vita lessence of the god in quest ion.Thus,whi le any smith ,no matter ho w wicked, may ask for Corean's blessingon her forge because Corean is the g od of smith ing ,only non-chaotic and non-e vil spellcasters may drawupon Corean's purifying flames.

    CoreanInvocation of th e P u r i f y ing Flames: The spellcasrerma y call upon Corean's puri fying flames when cast-ing spells wir h th e [firej descrip tor.This increases th espell save D C ag ainst such spells by +3 for evil targets.

    This benefit cannot be used by chaotic or evilspellcasters.

    C H A P T E R O N E :MAQIC RVUSLitany of th e Smith: Th e spellcaster ma y call upon

    Corean's name in his sm ith aspect to augment spellswhose target ts a weapon {such as magic weapon orf lame/frost weapon*). This increases the spellcasrer'seffective caster level fo r such spells by +1. Thisbenefir cannor be used by chaotic or evil spellcasters.Madriel

    Incantation of the Feather: The spellcaster ma ycall upon Madrid's essence to aid him in spells thatl i f t hi m of f of the ground, or rerurn hi m safely there.The caster casts Transm utation spells that allow hi mto defea t gravity {jump, feather fall, fly, or similarspells) at +1 effective caster l evel .

    Lightbringer's Invocation: Th e spellcaster ma y callupon Madr iel to aid him when casting spells wi th the[ l ight] descriptor, thereby increasing the spellcaster'seffecrive casrer level fo r such spells by +1. Thisbenefit cannot be used by evi l spellcasters.Tanil

    Archer's Invocation: The spellcaster may callupon Tanil to aid him when casting spells thatbenefit from aim , invoking the Huntress to steady hishand. Those who do so gain a +1 bonus to hit withspells that req uire a ranged touch attack. Thisbenefitcannot be used by lawful or evi l spellcasters.

    Beast Song: By invoking Tanil as the Lady ofAnimals, rhe spellcaster gains +1 effective casterlevel to spells that e ither summ on anim als (whe thernormal or o utsider versions) or that granr rhe casteranimal attribu tes {such as Yard's totemic transforma-

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    R E L I C S &. R I T U X L S 2 : L O S T

    tion*). Thisdoes not a pply to spells simply named foranimals, such as cat's grace. This benefit cannot heused hy lawful or evil spellcasters.Hedrada

    Armoro f Hedrada: Th e spellcaster ma y call uponHedrada to aid him when casting spells that protect,in accordance with Hedrada's divine role as defenderof cities. When casting spells from the Abjurationschool upon a non-chaotic target, invoking Hedradagrants +1 effective caster level. This benefi t may notbe used by chaotic spellcasters.

    Hammer of Law: Th e spellcaster ma y call uponthe power ofHe drada to aid him in smiting those whobring chaos to the world. W hen casting spells withthe [force] descriptor, the spell save DC is increasedby +3 against chaotic targets, where applicable. Thisbenefit may not be used by chaotic spellcasters.E n k i l i

    Name of the Storm: By using one of the secretnames of Enkil i , the one uttered by the sky with everystroke of lightning, the spellcaster may tap into thepower of the storm that Enkil i wields. When castingspells with either the [electr icity) or [sonic] descrip-tor, invoking Enkil i raises the spell save DC by +1(maximum + 1, even if the spell ha s both descriptors).This benefit may not be used by lawful spellcasters.

    Trickster Invocation: This invocation allows th espellcaster to cast spelts that alter his form wi th moreskill, grant ing + 1 effective caster level to Transmuta-tion spells that change the physical form of the caster.This benefit may not be used by lawful spellcasters.

    ChardunChains o f th e Dead: Th e spellcaster may call uponChardun's name to aid in binding the dead to his will,granting an increase of + 1 effective caster level toNecromancy spells that control or summon undead.

    This benefit cannot be used by chaotic or goodspellcasters.Litany of Power: Invoking the most sacred ofChardun's secret names may aid in controlling th ewill of others. When casting Enchantment spells ofth e (compulsion) subtype, invoking Chardun grantsan increase of +2 to the spell save D C. This benefitmay not be used by chaotic or good spellcasters.

    BelsamethName of the Dark Siren: The very utterance ofBelsameth's cabalistic name in her aspect as the DarkSiren aids one's powers of beguiling. When castingEnchantment spells of the (charm ) subtype, invok-ing Be lsameth grants an increase of +2 to the spellsave D C. This benefit may not be used by goodspellcasters.Vwitwre-Hag's Invocation: Using the cabalisticinvocation of Belsameth as the V ulture-Hag grants

    increased power with the essence of death. Whencasting spells of the Necromancy school that inflict

    damage (including a bility damage , but not negat ivelevels) or some il l effect , those who invoke Belsamethgain a +2 bonus to the spell save D C. This benefitma y not be used by good spellcasters.Vangal

    Apocalypse Invocation: Th e spellcaster ma y callupon Vangal's destructive essence to help fuel he rown destructive spells. Inv okin g Vang al when cast-ing any spell that inflictsa dice-based variable amou ntof damage allows the caster to reroil the die wi th thelowest result. This second roll must be taken, even ifit is lower than th e ini t ial roll. This benefit may notbe used by lawful or good spellcasters.

    Prayer of Contagion: Th e spellcaster may callupon Vanga l as the Father of Plague, ga ining in -creased effectiveness with spells that inflict disease ordeal ability damage (such as ray of enfeeblement).Those who invoke Vangal for this purpose ga in a + 2bonus to the save DC of such spells. This benefit maynot be used by lawful or good spellcasters.

    Housesof theGnrkThe Titanswar reached into the heavens them-selves at the peak of the f i g h t i n g , and e n t i r e

    constellations were dashed from the nigh t sky. Whenthe war finally ended, th e gods se t their servants th etask of rebuilding Scarn, but they put their ownefforts toward the heavens. It is ge nerally held thatHedrada was the one to oversee the ordering of thedays and nights, an d that he was theon e todictate th ene w calendar. And to oversee the calendar, he andhis fellow gods set the divine houses of the zodiac.Because of the recent upheaval of the Titanswar,

    astrology and astromancy are re lative ly new arts inth e Scarred Lands; al l works on these topics datedprevious to the Titansw ar were rendered obsolerebythechangeof the signs and the months.Nonetheless,the stars stilt hold power. The regular passage of themoon through the sixteen constellations of the zo-diac exerts a slight pull on the forces of magic , and thespellcasters of the Scarred Lands have discovered —or rediscovered — that the zodiac's influence offersgreater power over a part icular school of mag ic (seethe Zodiac Focus metamagic feat later in this chap-ter). Some who study this power go on to master thesecrets held in the very stars (see the high astrologerprestige class in Chapter 2) .Th e cycle of the zodiac is balanced, but is notprecisely ordered; it spins somewhere between chaosan d law, good an d evil . Th e houses ar e arranged no tby their influence over th e mortal world, bu t ratherfollow each other in an order that has yet to be fullyexplained. Each zodiacal house is the se at of a pow er-f u l ent i ty, th e spirir of the constellation it represents.These entit ies are not quite gods, yet are more rhansimple outsiders; they are not embodiments of goodor evil, but are of the celestial order.

    K t t K

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    C H A P T E R O N E : MACIC R \ y L £ S

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    R£UCI &. R I T U A L S 2: L O S T

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    Astrological lore holds that the birth sign of aperson ha s some influe nce over his or her p ersonality;this is not universally true, but some people, espe-cially sorcerers, dotend t osha reamys t ica lconnec t ionwi th the zodiac sign of their bi rth. Astrologers alsoassociate each house with the god that governs itsmonth; with a pa rt icular meta l or gemstone consid-ered especially conducive to the energies of thehouse; with one of the four elements; an d with apar t icular school of magic. These associations ar emostly esoteric, of lit tle m undane value, but a skilledastrologer can use these associations to make power-ful magic.Ursos, the Bear (Corot)

    Legend holds that Ursos was a massive bearcalled to the battlefield by Titanspawn druids duringthe course of the Titanswar. The druids gave Ursosinrelligence an d even a measure of their ow n powerin hopes of creating a perfect weapon, hu e th e newlyawakened bear turned on them, choosing rather touse its new powers to heal ra ther than destroy. Thedruids slew Ursos in anger, but the gods honored thebear's sacrifice by raising it to the first house of thezodiac, there to oversee th e month of strength.

    Those bo m under Ursos ar e said to be stubbornan d fai thful , trusting in their own abil i ty to make th er ight choices an d accomplish th e tasks give n to them.Those who exhibit th e Bear's best qualit ie s are val-iant and of strong v i r tue ; those who manifest it s flawsare slothful and apathetic, unwilling to stir them-selves unless theneed is dire . The Bear is an auspicioussign fo r healers, midwives, apothecaries, foresters,an d those seeking to atone fo r past wrongs.

    Th e house of Ursos is associated with the ele-ment of earth, the stone hemat i re , and the godCorean, The Bear strengthens conjuration magic,and is said to be a favorable house fo r healing spelts inparticular. Astrologers call the month of the Bear afortunate time for rebuilding or for heal ing old wounds.Lycaeus, the Wolf (Tanot)

    Legends of Lycaeus maintain that he was theonly wild animal to enter the Titanswar of his ownaccord. The great Wolf was neither controlled norbefriended by titan or god, but when his own forestwas t rampled under a t itan's foot (wh ich titan varieswi th th e legend's te l l ing), he chased after th e t i tanand bit at its heels in anger. Much impressed by hisbravery, th e gods lifted Lycaeus to the heavens at theclose of the war , and gave him the month of hun t ingfor his own.

    Those born under the sign of the Wolf ar e said tobe perceptive and persistent, unwi l l ing to admit anyobstacle to o great unt i l they have t r ied and failed atevery possible approach. At t he ir finest, they arekeen-wit ted and valiant; a t their worst, they areoverwhelmingly proud, overconfident, and obses-sive. Lycaeus is deemed an auspicious sign for hunters,constables, mercenaries, elves, guides, an d judges.

    Lycaeus1 correspondences are with silver, th egoddess Tanil, and the element of fire. W h e n themoon is in the W olf, divination magic is more pow-erful, and star-sorcerers choose this month as thet ime to scry ou t their targets.

    Rukha, the Roc ( E n k i l o t )According to astrological lore, the Ro c w as el-evated to its place in the zodiac not fo r its role in theTitanswar, but for being rh e greatest of the sky-creatures. Hedrada determined th at among th e housesof the zodiac, it was necessary to include a creature

    that epitomized the power and majesty of wind andsky — so he chose Ruk h a the Thunder-W inged, thegreatest an d swiftest of all rocs, to oversee the monthof storm

    Those born under the sign of Rukha are said toexhibit a stormy, passionate personality, freely mov-in g from place to place an d lover to lover. At theirbest, they are fe rvenr and enthusiastic friends andallies; at their worst, they are moody and i l l -tem-pered. The Roc is considered a lucky sign fo rmessengers, heralds, arhletes, wea ther wizards, andbarbarians ,

    Rukha's house is linked to bloodstone, the god-dess Enkili, and the element of air. The sign of theRoc streng thens evo cations, echoing the wild light-ning storms of Enki lot . Star-mages prefer to work onmagics involvin g f light, electricity, or wind when themoon is in Rukha .

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    C H A P T E R O N £ : M A C I C R V L 6 SSikklos, the Scythe (Beiot)

    The constellation governing th e month of deathwas, according to legend, never an earthly scythe atall. At the close of the war, th e gods' divine servantsattempted to gather together all the weapons thathad tasted the hlood of an avatar. Corean forged whatweapons they found into a single gigant ic scythe, andHedrada placed it into the heavens, so that no morta lcould wield them again.

    Those bom under Sikklos tend to demonsttateincisive personalities, carefully analyz ing th e prob-lems that face them. They are sometimes thoug htrather cold and unemotional, even dtaconian, but ondie other hand can be bril l iant thinkers and sages.The Scythe is considered a f ortuna te s ign for harve st -ers, strategists, butchers, logg ers, executione rs, andnecromancers.

    Sikklos is associated with jade, th e e lemen t ofwater , and the goddess Belsameth. The house of theScythe favors Necromancy, and is par t icular ly auspi-cious for death-m ag ic spells and ri tuals cast duringthis t ime .Destrios, the Warhorse (Chardot)According to lege nd, Destrios was a mortalwarhorse of great speed and inte l lec t who servedcourageously in theTi tanswar . Neither good n o re v i l ,Destrios simply served wi tho ut question, the epitomeof the pe rfect soldier. When one of the gods (mo st sayChardun, a l though ta les vary) needed to replace asteed lost in battle, he chose Destrios. At the close ofthe war, the spirit of the W arhorse was ele vate d toone of the emp ty houses of the zodiac, to preside overthe m onth of war.

    Those born under the Wathorse are prone tosolidity of both min d and body; they te nd to be loyalto their allies, families, or supe riors, but not particu-larly outgo ing or friendly to strangers. They tend to beunassuming an d stoic; some manifest the house'sstrengths of confidence and fearlessness, while othersshow the house's flaws of blin d obedience or a lack ofimagination. Destrios is considered a lucky sign fo rsoldiers, manua l laborers, warriors, teamsters, farri-ers, and those w ho wotk with horses or othe rdomesticated animals.

    Destrios is associated with turqu oise, the ele-me n t of fire, and the god Chatdun. The Warhorsegoverns the Evocation school, and war mages ofmany lands (particularly Calas tia) deem it favorableto begin ne w campaigns while the mocin is in Destrios.Khepira, the Scarab (Madrot)

    No text da t ing from before the Titanswar men-tions the peculiar insects called solar scarabs, whichleads most scholars to belie ve they we te cteated afterthe war. Astrologica l legend states that they were acreation of the goddess Madrie l , and that th e first on ecreated — rhe model for rhe species — she placed inthe zodiac as Khepira, governor of the month of theradiant sun.

    Those born under the Scarab ar e said to befor thr ight and truthful, not given to deception ordouble- talk.Thosewhodem onst ra teKhepica 's grea t-est virtuesare t rustworthy an d wise, wirh great insightand unwav ering honesty. Those who demo nstrate itsfaults are intoler ant and judg menta l , p rone to assumethe w orst of others. The Scarab is considered a luckysign fo r fa rmers, bodyguards, knights , l ibrarians,candle makers and glassblowers.Khepira's correspondences ar e topaz, the ele-men t of a i r , and the goddess Madriel. Th e Scarab'sassociation with l ight tends extra power to illusionspells, part icularly those that dra w on lighr and colorra the r than shadow mag ic. Astrologers call Khep ira alucky month fo r research and the gathering of infor-mation.Imperatus, the Emperor (Hedrot)In star-charts dating before th e Titanswar, th eEmperor w as a constellation tha t hun g in the north-ern s ky; it was not consideted patt of the zodiac at all.Legend holds that whe n the W ar shook th e heavensand sent many stars hurt l ing earthwar d, the spir it of

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    IV.

    Imperatus exhausted it s power a t tempt ing to l imitth e damage to the f i rmament . As a reward, th eEmperor was forged anew and set in the zodiacalcircle, presiding over the m onth of wealth .Those born under the Emperor ar e said to beforceful and dynamic , strongly commit ted to t he i row n goals and ideals. At thei r best, they a re charis-matic and jovial , sharing their wisdom and st rength

    wi th others. At their w orst, they are pompous, over-bear ing, an d e v e n tyrannical . Impera tus is deemedauspicious for merchants, t raders , fathers, priests, an dsorcerer

    Imperatus is associated with gold, the element ofearth , and the god Hedrada. It exerts a favorableinfluence on the school of Trans mutation, and inpar t icular those spells t ha t affect stone and metal.Star-mages advocate the E mpe ror's mo nth for tradeagreements and business enterprises.Drachys, theDragon (Vangalot)

    The constellation of Drachys, th e two-headedDragon, was allegedly once a mortal pair of twindragons. The two clutchmates fought on differentsides of theTitanswar, however , andstrugg led againston e another to the extent of ignoring al l other foes.Finally, the two were evenly matched, and agreedthat it was pointless to f ight each other an y longer, sothey agree d to join th e side of whomever next spokewith them. As fate would have it , the two quarre lingsiblings chose the side of the gods. They were raisedto the heavens at the end of the war as one compositebeing, there to oversee the month of disasters.

    Even today, Drachys is a sign of duality. Thoseborn un d e r th e Dragon have a tendency to be peopleof extremes, equally capable of great good or over-whelming evil . Twins bom under the Dragon are sa idto be destined to strive against each other. Drachys isconsidered a lucky sign for al l those who work onborders, thresholds, or during twil ight or dawn.

    The sign of Dra chys is associated with ruby, theelement of water, and the g od Vangal. The Dragon'spower to withstand m isfortune an d violence g ives itdominion over the Abjurat ion school. Star-magescite Drachys ' month as favorable fo t breaking {orplacing) curses an d other evil magic.Charys, theSiren (Charder)

    According to legend, Charys was a me rma id ofthe Blossoming Sea blessed with the m ost beaut i fu lvoice of all her people, who ate as a rule the g reatestsingers in the m orta l world. Her voice wa s soclear an dpowerful t ha t , una ided , it could calm a choppy sea orreduce a mig hty storm to a cloudless sky . Tales statetha t the gods appointed he r keeper of the month ofservi tude par t ly out of apprecia t ion for het exquisitevoice, but also because they knew she might haveundone nat ions with her song had she bothered totr y

    Those bom under the Siren are f requent ly gre-garious and charm ing individuals , happier among acrowd of strangers than they ever would be alone.They value good friends, although some prefer fawn-ing admire rs to a relationship of equals. At their best,they may be faultlessly d ip lomat ic an d capt ivat ing;attheir worst , they may be domineering, pet ty, andvain. Th e Siren is considered a lucky sign fo r bards,musicians, diplomats, young lover s, actors, and poli-t icians, although some consider it an unlucky sign fo rsailors and sea voyage s.

    Charys' correspondences are lapis lazuli, the el-emen t of water, and the god Chardun . The Sirennatural lys trengthensthepowerofenchantrnentspe l ls ,particularly those that rely on speech or conversa-tion.Astrologerscla im that th e Siren's month is idealfor forming political alliances and treaties.

    Astarra, theMother (Madrer)Asrarra is said to have been one of Dene v's mosttrusted and faithful druids, a woman who called onthe powers of the very earth and sky to defend thelands unde r her protection. Eventually , she was slainby those against whom she sought to defend herlands, bu t Denev insisted that Hedrada reward th emortal by le t t ing he r spiri t live on to govern themonth of the harvest.Those born under the Mother are said to benurt ur ing andca r i ng i nd iv id u a 1 s to friend a nd strangeralike. At their finest, Astarra 's children are loving

    and giving, able to lighten others' burdens and pains.A t their worst, they are controlling and manipula-t ive, unw ill ing to le t other people make their own

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    C H A P T E R O N E : MAGIC RVLtSdecisions. The Mother 's month is said to be fortunatefor parents, herders, teachers, newlyweds, brewers,druids, an d those who m inister to the ill or unfor tu-nate.

    Astarra is associated with jaci nth, the element ofear th, and the goddess Madriel, The Mother lendsextra power to transmutatio n magic,particularly thosespells that aftecr livi ng creatures. Star-mag es favorAstarra 's month as an auspicious time fo r weddingsaswell as for exper iments in life magic (such as thecreation of homuncul i ) .

    Kylos, the Wheel (Enker)Perhaps the most pecul iar of the houses, th e signof the Wheel is said to be the essence of the previouszodiac that was torn asunder by the Titanswar . Leg 'end states tha t, out of respect for its prev ious position,Hedrada took the tattered remnants of the old zodiacan d remade them into a new constellation — muchreduced, bu t whole once more. Ho wev er, it's also saidthat although Hedrada was the one to set Kylos overthe month of travel, Enkili was the one to set it

    spinning once again.

    People born under th e Wheel ar e often dreamersan d seekers, the i rgazes fixed on the far horizo n. Somear e wanderers who travel the lands; others indulgethe i r fancies in artisticpursuits. Th e greatest strengthsgranted by the W hee l ar e imaginat ion an d vision; th egreatest failings of the sign are a lack of practicality ordiscipline. Kylos is considered a favorable sign fo rartists, mag icians, gamblers, travele rs an d pilgrims.

    Kylos' corresponds with quicksilver, th e e lementof air, and the g od Enkili .The Wheel lends its powerto enchantment spells, and is a favorable sign for allmanner of beguilements. Many astrologers wait fo rth e moon to enter Kylos before embar king on any far-ranging quests.

    Maineus, the Hammer (Corer)The sign of the Hammer is the cause of somereligious controversy. The church of Corean claimsthat it was the same hammer Corean used ro forge hissword on the a nv i l of Golthagga, raised to the heav-ens as a r r ibure ro its grear work. However, the churchof Hedrada arg ues that ir is the sign of the Lawgiver,

    placed among the zodiacal houses in order to ensurethat the calendar runs smoothly. The truth of thismatter remains unclear, bur the general influencethat M aineus exerts over the mon th of crafting seemsto give the Coreanites the slighr edge in the argu-ment .1Those bom under Maineus ar e said to exhibit adegree of industry that makes them excel at theirchosen professions. At their best, those born underrhe Hammer are capable and efficient, attackingrhe i r chosen tasks wirh enviable intensity. Ar theirworst, they can be blun t and tactless, unable to relateto people outside thei r profession. Maine us is deemeda fortun ate sign fo r crafters, smiths, dwarves, alche-mists, an d cooks.

    Maineus is linked to iron, fire, and the godCorean. It extends its influence over the school ofConjuration, in particular the creative use of magicro make inan imate objects from thin air. Astrologersconsider rh e month of the Hammer especially favor-able for the creation of mag ic items.

    Delphos, theDolphin (Toner)Th e sign of the Dolphin is said to be the immor-tal form of a mortaldolp hin who, during theTitanswar,guided many merfolk an d sailors ro safe waters whileLethene battered the seas in her fury. Such nobleservice di d not go unnoticed, an d Delphos was raisedto the thirtee nth house of the zodia c to oversee the

    month of good forrune. fl8 ?

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    '•̂ ,

    Those born under the Dolphin are said to beoptimistic, easygoing folk possessed of an excel len tsense of humor. D elphos is said to grant deep under-standing of the natures of the various divin e races aswell as great powers of intuit ion; however, irrespon-sibility and hyp er-se nsitivity are also said to be themark of Delphos. The Dolphin is deemed a fortunatesign fo r oracles, sailors, fortune-tellers, an d children.

    Delphos is linked ro the stone commonly calledserpenrine, the element of water, and the goddessTaniL Th e Dolphin e nhances the school of Divina -tion, parr icu la rl y when used to glimpse visionsof thefuture. Srar-mages call the mo nth of Delphos an idealtime for beginning or concluding se a voyages.Vespis, the Bat (Belsamer)

    Lore holds that when the gods sought to killMormo, they almost didn't find her . However , he rpresence was betrayed by a flock of bats that tookwing from th e forest w her e sh e hid , and the ^ > < . l sdiscovered her there. As a reward, rhe entire flockwa s merged into a single constellation, and grantedthe honor of overseeing rhe month of darkness asVespis, the Bat.

    Those born u nde r Vespis are genera l ly energeticand percept ive, and are prone to be light sleepers. Attheir best, they are alert and q uick- witte d; at theirworst, short-sighted and flighty. The Bat is an auspi-cious sign fo r watchmen, tavern-keepers, prostitutes,and others who conduct their business by nig ht.

    Thehouse of theBat'scorrespondencesa re onyx,the e lement of air, and the goddess Belsamerh. Vespisstrengthens illusion magic, in par t icular that magicdealing with shadow. Star-mages consider th e monrhof the Bat best fo r enchanting objects with the powerof darkness, or for riruals that must be performed bynight .Turros, the Tower (Heder)

    Th e titans utter ly destroyed countless cities dur -ing their reign and larer during th e Titanswar, leavingscattered ruins al l across Scarn. Bur when Kadumtrampled the city of Tammengarn, one rower re-mained standing. This tower was rebui l r in rheheavens, standing as asymbol of hope over th e monthof protection. Turros symbolizes the fact that thetitans' destructive power was not absolute.Those bo m under the Tower are said to besocially capable an d well-organized, with a tendencyto value their friends and allies highly. At their best,they are excellent leaders and compassionate allies;

    at their worst, rhey ar e clannish an d insular. Turros isan auspicious sign fo r builders , archirects, militaryofficers, stonemasons, jailers , and innke epe rs.

    Turros is associated w ith sapphire, the e lementof earth, and the god Hedrada. Th e monrh of theTower st rengthens ahjurar ion mag ic, and astrologersconsider it an excellent time to creare defensiveenchantments .Nekheros, the Vulture (Vanger)

    Astrological lore states that Nekheros was thefirst of the carrion-birds to descend on the firstbattlefield where god and titan fought , and rhe firstcreature to eat of the flesh of a dead ti tan . The foodmade him st rong, and Nekheros became a commonsight dur ing the w ar. He managed to eat corpsefleshevery day of the entire Godswar, until, old and half-blind, he was placed in the house of rhe month ofpesrilence to commemorate hi s perseverance.Those born under the Vu l t u r e ar e said to beresourceful an d imaginar ive, abEe to seize even theslightest opp ortuniry when it comes to them . Atthe i rbest, Nekheros' children ar e survivors who can with-stand any setback and r ema in smiling; at their worst,

    they ar e miserly and gluttonous, unwil l ing to partwith any th ing that migh t benefit them . Nekheros issaid to be a lucky sign for miners, prospectors, no-mads, thieves, halflings, and the impover ished.Nekheros is l inked to the metal of lead, theelement of f ire, and the god Vang al. Necrom ancy ofal l sorts is more powerful when the moon is in theVul tu re , the last rnonrh of the year . Necromancerswho follow astrology often wait unti l Nekheros isp rominen t before beginning par t icular ly ambit iousprojects of animation.

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    Scarred Lnnds AlchemyThe drastic changes wroughr to the ScarredLands by the Div ine W ar seetn to have echoes evenin the most innocuous of places. Th e very art ofalchemy was radically changed by the exposure ofmany of the alchemist's basic componenrs to titanic

    essence. Where once simple sand or srone were oflittle use to the average alchemist, now m any of thesebaseelementscanbedist i l ledand purif ied intostrangean d powerful substances by a combinat ion of thealchemist's art and the linger ing taint of the titans.Argent Essence

    An oil made from alchemic ally-treated silver,argent essence is commonly rubbed onto weapons.The oil soaks into the metal or wood of the weaponwhen so applied and then held over a source of heat.Thereafter , for a t ime, the weapon is treated asthough it were a silver weapon for the purposes ofignoring the damag e res istance of creatures s truck byth e weapon.One vial of arge nt essencecontainsenough oil totreat one Large weapon, two Medium-she weapons,four Small weapons, or twenry pieces of amm unit ion.Argen t essence wears of f after on e strike from ammu-nition or Small weapons, two strikes from Medium-sizeweapons, and three strikes from Large weapons.

    FlakeironAn oil crafted from distilled Biood Sea waters,flakeiron is used to treat any weapon crafted of ferrousmetal (iron or steel). The weapon so Treated becomesslightly brittle, and r i f e with sharp, jagged sp linters of

    rusted iron. When a flake iron-treated weapon strikes atarget, metal shards sp linter off in the wound, causingexcruciating pain. The victim suffers a -2 moralepenalty to all actions f or 2d4 round s due to the pain ofthe splinters working their wa y out of the victim's body.Any t ime the wielder of a flake iron-treatedweapon rolls a critical hit, the weap on itself suffers 1point of damage. Weapons made ent irely of metalthat have been treated with flakeiron have a hardnessof 2 points lower than normal.HardshellHardshell lacquer can be painted on any hardsurface, mosr commonly cla y, wood, or metal. After an

    hour's drying time , the lacquer forms a sea mless silvery-gray coating thar effectively increases the coated object'shardness by 4 p oinrs. A p int of hardshell lacquer coversapproximately 100 square feet of material.PlagueMud

    A virulent concoctionder ived from a mixtu re ofmuck and sludge dredged up out of the M ournin gMarshes, plague mud swarms with al l manner ofdisease. Clay vessels of plague mud are generallythrown as missile weapons (see PHB, Chapter 8,"Combat," Grenadelike Weapons). Any creaturestruck directly by the mud is f u l l y exposed to swamp

    ro t (see Wilderness & W asteland, page 43), whilefor those merely with in the splash radius, the DC ofthe Fortitude save aga inst the rot is reduced by — 5 .Slipshod

    A grenade filled with a mixtu reof viscous greasesan d slippery oils, a single slipshod flask covers aroughly 20-square-foot area when hurled. Anyonemoving or fighring within this area must make aBalance skill check (DC 15) each round to avoidslipping and falling.ItemArgent essenceFlake ronHardshellPlague mu dSlipshod

    Alchemy DC2525202020

    Cost50 gp200 gp350 gp750 gp50 gp

    MpwFpnt.sThis section introduces a number of new feats.Further, it also in troduces several ne w feat categories.Each category is unique to a type of spellcaster,demanding knowledge in a type of spel least ing beforethe secrets of those feats ar e unlocked. These catego-ries ar e mirac le, scion, an d vir tue feats,Albadian Sorcery [General]Tavern tales of scantily clad Alba dia n sorceresseshave circulated throughout Ghelspad fo r centuries.Although downplayed hy the dour clerics of Hedrad,there is more tr uth to these tales than fiction. Havingbeen rrained in the north, the caster can channel theheat created throug h arcane spe llcastingin order tostaywarm fo r extended periods.Prerequisite: Co n 13+, trained in Albadia tocast arcane spells.Benefit: Th e caster's resistance to cold an d coldeffects gained from casting arcane spelis (see Relicsan d Rituals , page 26) lasts for 10 minutes pe r level ofan y spell cast, rather than only 1 round.

    Cabalist [Metamagic]Th e spellcaster is pr ivy to cabalistic formulae,

    those arcane secrets inherent in the signs and wordsof the gods themselves,Prerequisites: Knowledge (a rcana ) 6 ranks,Knowledge (rel ig ion) 6 ranksBenefit: The caster gains the use of the cabalisticbonuses detailed under "Cabalists" earlier in this chap-ter. Upon taking this feat, she learns a number ofcabalistic invocations equal to 1 + her Intelligencemodifier. Note that she must adhere at all times to thealignment restrictions of these c abalistic invocations.Casting a speli cabalistically adds both a verbaland a spell focus component to the casting (the focusbeing an appropriate sacred or profane tex t), regard-less o f w h e r h e r rhe s p e l l n o r m a l l y has suchcomponents. Furthe r, the casting tim e of the spell 15

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    increases to a full-round action. Those spells that ar ealready full-round actions ot longet do not have theircasting t ime increased.Special: This feat may be taken mult ip le t imes,granting new cabalistic invocations each time.

    Ritualist [Metamagic]The use of r i tua l mag ic has become a widespre ad

    avenue to greater power in the Scarred Lands. M anywho p ractice its secrets gain ap titude in the use ofr i tua l magic.Prerequisites: Ritual Casting 4 ranks.Benefit : A character w ith th is feat who performsr i tual magic (see Relics & Rituals, pages 127-130)reduces th e total t ime required by 25%, although thisbonus applies to combined r i tua l casting only if thechara cter is the one leading the ritual. Additional ly ,the XP cost fo r cast ing t rue ri tuals is reduced by 25%for a caster wi th this feat.

    SpecialistDispelling [Metamagic]Specialist wizards have dedicated their lives tounderstanding the strange arcane powe rs that fuel

    thespells of their specialty school.Somehave learnedto use this knowledge in disrupt ing the casting ofothers' spells.

    Abjurers banish enemies' arcane e nergies as theyar e created, while conjurers actually pul l a portionofthe energies away, disrupt ing the opposing spell as itis cast. Diviners an d enchanters fill the fo rmingpattern with excess divination or enchantment en-ergy, rendering it useless as it forms, Evokers chargeth e spells of enemies with disrupt ive power, whileillusionists render part of the forming spell in to harm-less shadow -stuff . Necr omanc ers corrode and decaythe forming spell, while t ransmuters reshape andreduce the very energies being woven.

    Prerequisites: Specialist wizard class levels.Benef it: The specialistwizard is able tocounterspell{see PHB, Chapter 10, "Magic," Counterspells) byexpendingapreparedspeHfromhis schoolof specializa-

    tion, rather than the exact spell being cast. In order tocounter spells of his opposed school, the counterspellermust use a spell of a level equal to ot higher than thatof the spell to be counrere d; all other spells require aspell at Least one level higher than the one beingcountered. Specialists may not use this feat to counterspells of their own school; they must use normalcounterspelling fo r those spells.

    Star-Lucky [General]The stats of the character's birth-signhave blessedhe r wi th luck and wi t h a part icular apt i tude for thatsign's favored attributes or skills.Benefit: The chara cter receives a +2 luck bonusto all saving throws while the moon is in the zodiachouse that presided ovet he r birth (see "Houses of the

    Gods" earlier in this chapter). Additionally, shealways gains a +1 luck bonus to certain checks relatedto that sign, aslisted on the following chart:

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    C H A P T E R O N C : MAC1CZodiacal SignUrsos. the Bear

    Lycaeus, theWolFRukha, the Roc

    Sikklos, the ScytheDestrios, the WarhorseKhepira, the Scarab

    Drachys, the DragonCharys, the SirenAstarra, th e MotherKylos, theWheel

    Malneus, the HammerDelphos. the Dolphin

    Vespis, the 6atTurros, the Tower

    +1 Luck Bonus to:Heal, Profession (herbalist); untrained WischecksIntuit Direction, WildernessLore; untrainedWis checksDiplomacy, Gather Information, WildernessLoreConcentration, Knowledge (anatomy); untrained Int checksHandle Animal; untrained S tr checksDiplomacy, Knowledge (any one); untrainedWis checks

    Imp erat us, the Em peror Oip lomacy,Know[edge(arcana, re l ig ion);untrained Cha checksIntimidate, SpotGather Information, Perform;untrainedChachecksHeal, Wilderness Lore; untrained ConchecksCraft (any artistic), Intuit Direction; un-trained Int checksCraft (any crafting) an d Profession (any)Profession (sailor). Sense Motive, Swim;untrained Wis checksListen, Search; untrained IntchecksAnyCraft or Knowledge pertaining to build-ing; untrained Chachecks

    Nekheros, the Vulture BlufF, Pick Pocket, Profession (miner)Special: This feat may only be taken at 1st level.

    Student of Ritual [Special]A rare few sorcerers have th e latent ability to use

    those rare an d unique true ritualsof the ScarredLands,Genera l ly, such ability is taught in service to one of theti tans by the cults associated with th e Defeated.Prerequisites: Sorcerer class levels.Benefit: Sorcerers wi th this feat gain th e abilityto unders tand, prepare, an d casr true r i tuals as wiz-ards. The sorcerer must p repa re the ritual, studying itsform from a text an d investing power into it when itis cast, using a sorcerer spell sfot of an appropriatelevel to do so. Sorcerers mayonly cast r i tuals of spelllevels they may no rmal ly cast.Normal: Sorcerers cannot normally use trueri tuals.

    Zodiac Focus[Metamagic]The true student of astrology is aware of theadded powereach zodiac sign offers to its correspond-ing school of magic, and isable to tap the stars' power

    for his own use.Prerequisite: Intelligence 13+, Knowledge (as-t rology) 4 ranksBenefit: During any given month, the caster'ssave DCs for spells from the school augmented bytha t month's zodiac sign is raised by 2, For insrance,in Chardot, under the sign ofDestrios, the DC tosaveagainst any of the caster's evocation spells is raised by2. When the month passes to Madrot, the sign ofKhepira, this bonus to evocation spellsends, but theDC for illusion spells is then increased by 2. Thisbonus stacks with that from the Spell Focus feat.

    MiracleFeatsThese feats are available only to the pr imaryservants of the gods, those who channel the veryessence of rhe divine: only clerics may choose thesefeats. Miracie feats grant a cleric other uses fo r chan-neling positive or negative divine energy, d i rec r ingthis energy into abilities appropriare to the ethos ofth e cleric's faith. Using a miracle feat always uses up

    one of the cleric's dai ly turn or rebuke undead at-tempts. These feats aren't merely about channelingpositive or negative energy, however — they ar eunique blessings that clerics ar e taught as part of theirvocation.Healer'sBenediction [Miracle]

    Clerics of any healing god may learn this feat,which teaches rhe cleric ro channel the positiveenergies of rhe i r god ro healing ends, augmenting theheal ing power of rhe cleric. In th e Scarred Lands, thisfeat is taught only by the church of Madriel , althoughit may be taught by Madriel i tes to allied clerics,especially those of Tanil and Corean.

    Prerequisites: Cleric levels, ability to channelpositive energy ( tu rn undead).Benefit: By expending a turn undead attemptwhile casting an y cure spell , th e cleric m ay maximize

    the result of a number of dice of healing potent ia lfrom that spell equal to her Charisma modifier (mini-mum of 1 die). Thus, a cure litfit wounds spell cast bya cleric with a 1 5 Charisma ( + 2 bonus) using this featwould do 8 + caster level points of healing {ratherthan Id8 + caster level), and a cure serious wounds socast by the same cleric would heal ins tead Id8+ 1 6 +caster level, rather than th e usual 3d8 + caster levelpoints of healing — two of the three dice for the spellare maximized due to the cleric's +2 Cha bonus.

    Reaver'sSacrament [Miracle]The powersof negativeenergy are not merely fo r

    control over the undead. Some clergyofdark powerslearn ro channel this power into their melee attacks,in f l ict ing wicked wounds that ar e diff icult to heal. Inthe Scarred Lands, this feat is taught among theclergy of Vangal, who thus bless their weapons rocarnage.

    Prerequisites:Cleric class levels, ability tochan-nel negative energy (rebuke undead).

    Bene f i t : By expending one rebuke undead at -tempt, the cleric maycharge a melee weapon that heholds with negative energy, enabling it to inflictdeadly wounds that resist magical healing. Weaponsso empowered remain charged for a number of roundsequa l to the cleric's Charisma bonus ( m i n i m u m 1round) ; a ll wounds inflicted by the weapon dur ingthat time cannot be healed by magic, but must healnormal ly.

    This negarive energy effect may be negated byany crearure capable of channelin g posirive energy ifrhecreature makesa turning check (see PHB, Chap-

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    te r 8, "Combat," Turning Checks) androlls high enough to effectively turn acreature wi th Hit Dice equal to the levelof the cteric who used Reaver 's Sacra-ment.Sacred Defender [Miracle feat]

    The power of gods who grant posi-t ive energy may be channeled to aid inth e defense of the fa i thful . W i t h a touchand a p raye r , the cleric may channelpower into herself or an ally, bolsteringthe targe t against damage. In the ScarredLands, this is normally taught by theclergy of Corean and Hedrada.

    Prerequisites: Cleric class levels,abi l i ty to channel positive energy( t u r n undead).Benefit: By expending one turnundead attempt, the cleric maychannel posit ive energyby touch, g r a n t i n g

    the rec ipient a sacredbonus to AC equa l to the cleric'sCharisma bonus {minimum +1 ) . Thisbonus lasts for 1 round per cleric level .Scion Feats

    These feats apply only to those whohave the very essence of magic runnin gthrough their blood: only sorcerers maychoosethese feats. Each scion feat includesa list of spells that,byvirtue of the sorcerer'sties of blood to a particular her i tage, mustbe chosen by her at the earliest opportU'n i t y , before all other spells, by l eveladvancement. The sorcerer scion alwayscasts these spells at +1 caster level (thisbonus does not apply to these spells castfrom magic items such as scrolls or wands).

    Scion feats also grant the sorcerersome other abi l i ty , usually a skill bonus orspecial ability appropriate to her back-g round. Scion feats need not be taken at1st level — many sorcerersdon't discoverand beg in explor ing the source of theirmagics until well into thei r careers asspellcasters. Others discover their heri-tage through exposure to the types ofbeings from whom they are descended.

    Although it is possible tochoosescionfeats more than once, it is rare to havemultiple heritages in this fashion. The GMshould always approv e such decisions.Special: Anyone who witnesses the

    character with this fea t casting one of herscion spells may make a Spellcraft check(D C 25 m i n u s spell level) to identify theenergy signature that indicates the pos-session of this feat .

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    R f U C I & R I T U A L S 2: LOST L01UA paladin capable of channeling positiveenergy {i.e., turning undead) can gain greaterbenefit from this feat. If she issubject to any effectwith th e [fear] descriptor, the paladin may chan-nel positive energy throug h the Courage feat as afree action, expending one of her daily turnundead attempts ; by doing so, the paladin gainsthe effects of a bless spell for as long as the fear

    durat ion would have lasted.A paladin may also aid an ally caught in thegrip of a fear effect by speaking to him of courageand brav ery while s imultaneously expending oneturning a t tempt , al l as a standard action. Doingsogrants the ally a second save against the feareffect with a sacred bonus equal to the paladin'sclass level -2.

    Finally, a paladin may s trengthen he r aura ofcourageabiliry through rhe use of positive energyas a standard action. By expending one tu rnundead attempt, th e paladin increases th e moralebonus against fear saves to + 6 for all allies within30 feet for a number of rounds equal to thepaladin's Charisma bonus.

    Special:AttheGM'soption,overtly cowardlybehavior may cause the p aladin to lose the abiliryto channel positive energy throu gh this feat untilsuch time as she atones for her cowardice.Mercy [Virtue]

    An important vi r tue fo r paladins is mercy.Paladins have g reat power , and they m ust dem-onstrate the ability to wield it with a conscience,slaying only when necessary. They must comfortthe wounded an d spare their enemies if there is tobe any hope of redemption for the wicked.Prerequisites: Paladin class levels.Benefit: This feat grants th e paladin aneffective +2 sacred bonus to Charisma, but onlyfo r the purposes of dete rminin g how many pointsof healing he may administer through the use ofhis lay on hands abi l i ty .A paladin of 3rd level or higher, however,with but a touch and a prayer {as well as theexpenditure of a tu rn undead a t t empt) , mayrelieve pain an d suffering for a number of hoursequal to his Charisma modifier (mi nim um 1hour ) . This effecrively heals half of any subdualdamage currently suffered by the recipient, andnegates an y penalties that creature currently suf-fers due to pain {such as those from a symbol ofpain).Alte rnate ly , th e paladin may channel posi-

    tive energy through his melee weapon, allowinghim to wield that weapon to inflict subdualdamage. By expending one turning at tempt, thepaladin may deal subdual damage without suffer-in g the usua! -4 penal ty to his attack rolls for anumber of minutes etjual to his Charisma modi-fier (min imum 1 minute ) .

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    Chapter Two:

    Something you must understand, my child. Youhave learned powerful spells. Yo u can wield th e verypowers of th e storm and the inferno. Yet what yo u knowis only a beginning—just as theability toread the writtenword is but the key to wielding magic, so too is the abilityto cast spells but the f irst step into greater Myster ies ,

    — Aloraea the Grey, Mistress of Novices,Phylacteric Vaul tThe powers and ways of magic ar e many — onlythe most foolish would think that simple spellcasting

    grants them access to al l the secrets of the universe.Fo r eve ry cul ture , eve ry god and t i tan , every theory ofmagic, every untapp ed se cret of the land, there is acollection of magical secrets. From rhe secrets of theBlood Bayou's priests of rot to the academic endeav-or s of the Phybcre r ic Vaul t to the myster ies of theWirchmount in frozen AEbadia, there ar e myriadmagical paths of knowledge .

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    R E L I C S S. RITUXU 2: L O S T

    1Prestige Classes in the Scarred Lands

    Though the place of those prestige classes pre-sented in Scarred Lands supple ments is obvious, whatmigh t not be readily apparent is where the basicprestige classes from the DMG fit in. W h a t follows isa description of how each of these classes is appr opri-ate f or use in the Scarred Lands; ul t imately, however,these ar e simply suggestions for the GM, who alwaysha s th e final word on such things in her campaign.Arcane Archer

    In the Scarred Lands, the traditions of this pres-tige class were first practiced by the high elves ofTermana. To these folk, the marr iage of powerfulbattlefield magics and the elegant elven bows was anatural conclusion. Indeed, the name "arcane ar-cher" is a t r ans la t ion of the t i t l e th e or ig ina lbrotherhood took fo r itself: Kyalhia Eriarma. But , aswith so much of th e high el v en cul ture , th e Tiranswardestroye d the last vestige s of the btotherhood ofarcane archers.To be sure, there ar e those still who knowits secrets, even the g reatest secre ts of the arrow

    o f death. But the brotherhood itself is no more.Rumor has it t ha t small lodges of arcane archersremain among the e lves of U ria and Vera - t re inGhelspad, however, carrying on the o r ig ina lin ten t of the high elven brotherhood.Assassin

    The Cult of Ancients is aname rarely spoken — andeven then only in whis-pers. P r a c t i r i o n e r s ofmurder and a unique formof hedge wizardry, these as -sassins practice their art forthe glory of Belsameth andto fur ther the g oals of theirorganization.

    an d taught them to wield both arms and the verypowers of hell in Chardun's name.In the modern Scarred Lands, blackguards ar enormally found in the service of Chardun's church;indeed, the t ra ining techniques of the Black Dra-goons produce more blackguards than do those of any

    other group. Still , the thorn genera ls of Chorach ar ealso blackguards. And Chardun isn't the only god toattract the kind of fervor required to make a wickedman into a champion of evil — it is said that manyhighly placed members of the chur ch of Belsam ethan d the Cult of Ancients count blackguar ds amongtheir personal defenders, and stories tell of theHellriders, blackg uards with fiendish warhorses whoride among the Horsemen of VangaLDwarven Defender

    It is said that the only reason the Dw arve nImper ium [asted as long as it did in spite of thepleasure the t i tans ga ined from sending their spawnto assault it was the Brotherhood of Shields.The el i te defenders of the Dwarven

    BlackguardIn a land so directlyinf luenced by the godsthemselves, it is little won-der that there a re as manyblackguards as there a re . It issaid that Chardun looked upon

    the favored champions of Corean andgrew jealous; the Slaver vowe d that,ra ther than crea te his own champ i-ons, he would sreal one of hisbrother's. In shorr order, C harduncorrupted a pa ladi n (whose namechanges wi th each te l ler of thetale) and created the first of theblackguards, who then found otherswith t he app rop r ia t e t emperam en t

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    C H A P T E R T W O r P R 6 J T I C £ C L A i S e iImper ium were often sent at the forefront of armies tohelp safeguard those set t lementsof humans an d othe rnon-dwarves who allied themselves with the Impe -r ium as client-states in r e t u r n fo r protection from thepredators created by the titans.

    Thousands of years have passed since that t ime .The Brotherhood of Shields is no mo re, thoug h thetechniques they t a ug h t fo r standing fast in the face ofassault ar e still remembered . It is said that th e defend-ers are among the reasons why BurokTornyet stands;it is also said that charduni defenders remained inDunahnae to defend th e W a l l of Bone when th eChardun i Empire sent its tnx)ps to conquer the heartofGhelspad .

    LoremasterIn th e libraries of Lokil the first loremastersdiscovered their deepsecrets, and tha t learned sett le-men t ha s been known for its sages an d loremastersever since. In the years since, however, sages havet rave led to learn among the loremasters of Lokil an d

    then depa rted for other places. Thus, loremasters canbe found in ma n y places,from Hollowfaust to Hedrad.

    It is rumored that sages with a bilit ies simitar tothose of the loremasters may be found among th ehigh elves of Termana; indeed, some Termananelves claim tha t it was one of the ir half-bloo dedoffspring who founded the loremaster tradition inLokil. According to some, Tored Fenex, Chief His-torian of Burok Torn, has sent a g roup of his mostpromising apprent ices to Lokil, asking fo r t ra ining asloremasters in exchange for dwarven lore unknownto the sages there.

    ShadowdancerThose who discover the very heights of Drendari'smysteries are ra re indeed. Gifted w ith th e abi l i ty tobecome on e with th e in-between places that areDrendari ' s own, thosewhowould learn to dance theshadows mus t first seek out one who serves Drendari .Th e shadowdancers ar e often caught up in aholy crusade against the p enum bral lords, who tookth e lore stolen from Drendari 's mind by the Slareciansand tur ned it to their own w hims , forcing shadows to

    bend to their wilt ra ther than becoming one withthem.

    ,'fl

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    R E L I C S &. R I T U X L S 2 : L O S T

    tielliann(Hel)The H e l l i a n n Sisterhood is an ancient ordet ofAlba dian witche s whose orig in is lost in the de pths of

    history. High in the Stormtooth M o un t a i n s of east-e rn A l b a d i a is the c loud -sh rouded peak of theW i t c h m o un t , Mt. Het l i a th . The path that leads tothe cloister of the Sisterhood, perched a top themoun tain , i s treacherous and protected by g uardiansin the service of the Sisterhood.

    Once the Hel l i ann Sisterhood wasdedicated tothe t i tanesses Mormo, Lethene, and Denev; dur ingthe Ti tanswar , the Sistethood fell to an in ternalstruggle that ended in spel lbat t le and bloodshed.W i t h the ascension of the gods, the Hell iann Sister -hood rededicated itself to the service of the goddessesDenev , Madr i e l , and Belsameth, a l though even tothis day it is whispered that some of the Sisterhoodma y yet tevere th e Lady of Storms and the H a g q ue e n .

    A council of thtee Elders, the Mother of Light ,who serves Madriel ; th e Mother of Darkness, whoserves Belsameth; and the Mother of the Land, whoserves Denev, rules the W i t c h m o un t . The Hel l i annElders' word is law in the Sistethood.

    More than even most Albadian sotceresses, theHell iann ar e known fo r thei r mastery of tattoo magic,bear ing fa r more enchanted tattoos than is seeminglypossible. They are also known for the i r immuni ty tothe extreme cold common throughout Albadia .

    Th o ug h th e i n f luence of the Witchmoun t ha swaned among city folk in recent years, the nomadictribes of Albadia sti l l give th e Hel l i ann th e samereverence they have fo r centur ies. Every t r ibe has oneor more wi tches who act as counselors, defenders, an dpriestesses for the tr ibe (ev en if they are not div inespelie asters). The nomadic t r ibesmen of Albadiawould never dream of t r e a t ing one of the Sisterhooddisrespectfully, much less raising a hand in violenceto her .

    Once it was customary for all Albadian chief -tains to be wedded to a ptiestess of the W i t c h m o un t ,bu t th is custom, l ike so many of the Old Ways ofAlbadia , ha s fallen out of favor w i t h those who dwel lin the cities of southern Albadia. Although High-King Thalos does al low a gather ing of Helliann sistersto dwel l at his court , he does not lend thei r word thectedence that the northern t r ibes feel he should,which only contr ibutes to thei r growing discontentwith his rule.

    Customari ly, druids and sorceresses most com-monly become Hel l iann, but in recent years theHel l i ann Elders have accepted clerics of Belsamethand Madr i e l into thei r ranks, p rovided they swear anoath to forego rhe normal bicker ing and r i va l ry inwhich th e clerics of thosegoddesses norm ally engage.Wizards are never accepted onto the Witchmount,by ancient custom.

    The special powers gained by the Hel l i ann ar eoften symbolized by tattoos. Many of these tattoos

    have no innate power in themselves; ra the r , theysymbolize those Myster ies of the W i t c h m o un t towhich th e H e l l i a n n has become p r ivy .

    Hit Die: d4.Requirements

    Toqual i f y to become a He l l iann (He l ) , a charac-te r m us t f u l f i l l a ll th e fol lowing cri te t ia :Feats: Albadian Sorcery, Craf t Magic Tattoo.Race: H um a n , half-elf, or ha l f -o r e of nar iveAlbad ian blood.Gender: Female.Skills: Craft (tattoo ) 5 ranks, Diplomacy 3 ranks,Spellcraf t 8 ranks.Spellcastmg: Abi l i t y to cast 2nd- leve l spells.Special: Must have an enchanted tattoo. Mustmake the pi lgr image to the W i t c h m o un t and be

    accepted as an initiate Hel l i ann .Class Skills

    The Helliann's class skills are Concentra t ion(Con), Craft ( I n t ) , Diplomacy (Cha), Escape Artist(De x ) , Gather Informarion (Cha), Heal (Wis), in-timidate ( C h a ) , K n o w le d g e ( a r c a n a ) ( I n t ) ,Knowledge (te l ig ion) (Int) , Profession (W is), Ri tualCasting (Con, exclusive ski l l ) , Scty ( In t , exclusiveski l l ) , Spel lcraf t (In t) ,

    Skill Points at Each Level: 2 + Int modif ier .Class Features

    All of the fol lowing ate class features of theHelliann prestige class.Weapon and Armor Proficiency: A Hel l i ann isproficient with all simple weapons. She gains noprof iciency w i th an y armor or shields.Spellsper Day: H el l iann cont inue toadvance inspellcasting abil i ty . When a new Hell iann level isgaine d, the charac ter ga ins new spells per day as if sh ehad also gained a level in a spellcasting class shebelonged to befote she added the prestige class. She

    does not, however, ga in anyorher benef i t a characterof that class would have gained (improved chanceofcontrolling or r ebuk ing undead , metamagic or i temcreation feats, and so on). Essentially, she adds thelevel of Heiliann to the levelof some othe r spellcastingclass she has, then determines spel ls per day andcaster level accordingly. If the cha rac te r ha d motethan one spellcasting class before she became aH e l l i a n n , she must decide to which class she addseach l evel of Hel l i ann fo r purposes of de te rmin ingspells per day when she gains the new l evel .

    Tattoo of the Witchmount: Placed on the r i gh thand of the initiate, this is a specia l ly enchantedtattoo depict ing the ancient sigi l of the Hell iannSistethood. The tattoo of the W itchmo un t does nottake up enchanted ta t too ranks as do normal rarroos(Relics & Rituals, page 197). The tattoo of theW itchmoun t g ran t s th e Hel l i ann a + 2 bonus to

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    C H A P T E R T W O : P R E S T I G E C L A S S E SConcentration checks. Further, it enhances certainspells that sh e commonly uses: th e Hel l iann chooseson e spell she is able to cast when the tattoo is placedon her hand, an d then on e more spell fo r every levelsh e gains in this prestige class {adding a small detailto her tattoo of the Wit c h mo un t wi t h each suchselection); she gains a +2 bonus to the save DC ofthese spells. Finally, due to the link forged betweenth e magic of the tattoo and her source of power, theHellia nn is able to subs titute her spellcasting abilityscore for her Const i tut ion when determining th emaximum n umb e r of ranks she may have in tattoos(druids, clerics, and adepts use W isdom; sorcerers useCha r i sma) .

    Witchskin: As the Helliann advances in herknowledge of the st range magical currents of frigidAlbadia , she learns to better resist extremes of cold.At 1st leve l , she gains cold resistance 5, increasing tocold resistance 20 at 5th level. Finally, at 7th level,she becomes w holly immune to cold damage.Tattoo Bonus: At 2nd level the Helliann'smaximum number of ranks in enchanted tattoosincreases by +2 . Thus, a 2nd-level Helliann of sorcer-ous background with a Charisma of 16 may have 8ranks worth of tattoos. This bonus increases to +4 at5 th level and +6 at 8th leve l.Blessingsof the Witchqueens: At 3rd l eve l th eHel l i ann isgramed oneof the strange tattoos referred

    to as the Blessings of the Witchqueens. She gainsanother at 6th level and the t h i rd (and last) at 9thlevel.

    There is one such tattoo fo r each of the patrongoddesses of the Helliann, and the tattoos may bechosen in any order, as each Hellian n wishes. How-ever, the first of these tattoos is always placed justbelow the hollow of the throat. The second is donejust below the breasts, and the th ird is scribed arou ndth e navel .

    Each of these tattoos grants a bonus to a singletype of saving throw an d allows the bearer to ignore4 ranks of tattoos associated with that tattoo's god-dess. Thus, a Helliann w itch w ith Mark of the Mornand 6 ranks ofMadriel lan tattoos istreatedas havingonly 2 ranks of tattoos for the purpose of determininghe r maximum ranks (see the "Tattoosof the Helliann"sidebar for details on which tattoos are associatedwith which goddess). The tattoos are as follows:Mark of the Morn: This tattoo, showing a stylizedsunburst, is the symbol of Madriel . It grants a +2bonus to all W ill saves, and permits the witch toignore up to 4 ranks worth of Madriellan tattoos.

    Mark of the Moon: This tattoo, showing as ty l ized crescent moon, is the symbol ofBelsameth. It g ran t s a +2 bonusto all Reflex saves, an d permi t sthe witch to ignore up to 4ranks worth of Belsamethantattoos.

    Mark of th e Mount: This tattoo, showing a styl-ized mountain, is the symbol of De nev, It grants a+2bonus to all Fortitude saves, an d permits th e witch toignore up to 4 ranks worth of Denev ian tattoos.Tattoo Mastery: At 4th level th e Hell iann isable tocraf t mag ical tattoos (per th e fea t ) at only 75 %of the XP and GP cost.Mark of the Mothers:At 10th level the Hellianngains this tattoo, given only to thosew ho achieve th egreates t heights of knowledge and experienceamong th e Hel l iann . Mark of the Mothersgrants its weare r SR 15 + the key abilitybonus of the witch's prefer red spellcastingclass (Wisdom fo r druids , clerics, and ad-epts; Charisma fo r sorcerers).

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    Tattoos of theHelliannIn the arcane lore of the Witchmount, manyenchanted tattoosare considered to be "ruled" by oneof the three patrons of the Helliann, The Witchmount assigns dif ferent names and patterns to somewel l -known tattoos as well (see Relics & Rituals, pages 198-200, and see also Chapter Six in thisbook) , as noted below,Bels a met hThe tattoos of Belsameth are usually associated with darkness, curses, death, withering,

    shapechanging, poison, spir its, and necromancy. Belsameth's servant and wraith hand, from Relics &Rituals, and eye of night, ghost-hand pat tern , mark of the belsamaug, and witch ey e from this book ar econsidered Belsamethan.DenevThe tattoos of Denev are usually associated with th e elements, nature, animals and the land.

    Coreansforge (calledbosom of th e Motheramong the Helliann),Denev's sending, elder rod, muskhom,andtitanspawn from Relics & Rituals, an d cloak of the wild, familiar mark, greater familiar mark, huror's paw,mark of the owl, mother of animals, mother's tongue, oaken shield, and stone sigif from this book ar econsidered Denevan.M a d r ie lThe tattoos of Madriel ar e usually associated with light, blessings, healing, growth, an d f l ight .

    Madriel's light an d observer's shawl {called morning's grace among the Helliann) from Relics &.Rituals,and blessing of Madriel, countenance of the sun, cloak of the sun, and three feathers from this book ar econsidered Mad rie l Ian.

    Table2-1: The HelliannClass Level1st

    2nd3rd4 th5t h6th7th8t h?th10th

    Base AttackBonus*0

    + 1+2+2+3

    *4*5

    Fort Save ReFSave Will Save Special+0

    +0+1+1+1+2+2+2

    +2 +2 Tattoo of the Witchmount,Witchskm 5

    *3 +3 Tattoo bonus +2+3 +3 Blessing of the Witchqueens+4 +4 Tattoo mastery*4 +4 Tattoo bonus+4, Witchskm 20*5 +5 Blessing of the Witchqueens+5 +5 Witchskin (immunity)+6 +6 Tattoo bonus *b*6 +b Blessingof theWitchqueens+7 +7 Mark of the Mothers

    Spells per Day

    + 1 level o f existing class

    + 1 level oF existing class+1 level oF existing class+ 1 level oF existing class+ 1 level oF existing class+ 1 level oF existing class+1 level of existing c l a s s+1 level of existing c l a s s+1 level oF existing class+1 level of existing class

    M M XFW

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    C H A P T E R TWO; P R £ I T I G € C L A J J 6 J

    Migh AstrologerThere are those whose study of secrets found inthe stars takes them heyond the simple astrology of afor tunetel ler , and even beyond that astromancy prac-ticed by those who know how to use the wheel of thezodiac to strengthen their spells. These ra re few ar e

    th e high astrologers,Equal parts academic and star-priest , th e highastrologer has not only discovered that th e spirits ofth e zodiac exist , but ha s contacted them. High as-trologers hav e discovere d the power wi th in the zodiac,flowing from on e sign to the other as the moon movesthrough each of the houses.The study of high astrology is perhaps best knownamong the forsaken elves of Termana. Afte r the end

    of the Divine W ar and the r estructuring of the f irma-ment , the Te rm anan elves were quick to explore thesecrets held in the new patterns in the sky. To theirsurprise, they discovered tha t the touch of the gods,who set the shattered wheel back in its place, hadwrought changes in the very power of the zodiac.Their discoveries have subsequently spread to

    other places, notably along the southern coast ofGhelspad. Indeed, there is a small guild of highastrologers recently form ed in Shelzar that calls itselfth e Convocation of the Wheel.Hit Die: d4 .Requirements

    To quality to become a high astrologer (Has), acharacter must f u l f i l l all the following criteria:Feats: Zodiac Focus.

    Skill:Knowledge (astrology) 8 ranks, Scry 5ranks, Spellcrafr 8 ranks.Spellcasting:Abili ty tocast 3rd-le vel spells.

    ClassSkillsThe high astrologer's class skills ar e Con-

    centration (Con), Craft ( Int) , Knowledge (any)( In t ) , Profession (Wis ) , Ritual Casting (Con,exclusive skill), Scry {Int, exclusive ski l l ) , SenseMotive ( Wi s ) , Spellcraft ( I n t ) .Skill Points at Each Level: 2 + Int modifier.

    Class FeaturesAl l of the following are class features of the highastrologer prestige class,Weapon an d Armor Proficiency: High as -trologers do not gain proficiency wi th any we aponsor armor.Spells pe r Day: High astrologers continue toadvance in spellcasting abi l i ty. When a new highastrologer leve l is gained, th e character gains ne wspells per day as if he had also gained a level in aspellcasting class she belonged to before she addedthe prestige class. He does not, however, ga in any

    orher benefir a character of that class would havegained ( improved chanceof controlling or rebukingundead, metamagic or item creation feats, and soon). Essentially, he adds th e level of high astrologerto the level of some other spellcasting class he has,then determines spells per day and caster levelaccordingly. If the character ha d more than on espellca sting class before he became a high astrologer,he mus t decide to w hich class he adds each level ofhig h astrologer fo r purposes of determining spells perday when he gains the new level.

    Star-lucky: The high astrologer gains a morecomplete understanding and unity with his zodiacsign, gaining the benefits of the Star-Lucky feat.Additional ly , he may choose on e skill that corre-sponds toh iss ign of the zodiac, making it aclass skill.

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    See the chart under th e Star-Lucky feat (in ChapterOne) for more inform at ion on appropria te skills.Stellar Pattern: The high astrologer gains theabili ty to cast additional spells each day, th e exactnatu re of which are dependent on the current lydom inant sign of the zodiac. At 1st level, he g ains a0-leve l spell; with every hig h a strolog er class lev elthereafter, he g ains access to one a dditio nal leve l of

    spell. However, the high astrologer mu st be able tocast spe lls of a give n level before he is able to benefitfrom the stellar patterns of that level. The spellsavailable change as the moon passes through thesigns of the zodiac. See the "Signs of the Zodiac"sidebar for more information.Starry-eyed: At 2nd level the high astrologer'seyes seem always to reflect the light of the stars thathe studies so obsessively. He gains the low-lightvision ability. If he already ha s this ability, it s rangeextends from double normal hum an range to triple.Astrological Correspondences:At 3rd level th ehigh astrologer learns to incorporate th e mate r ia l

    correspondence associated with asign of the zodiac toaugment hi s casting of spells associated with thatsign. By adding the appropria te m ateria l componenttoan y stellar pa t t emspel l{ th isco rnponent cannot benegated using special abilit ies or feats), the highastrologe r increases the spell save DCof tha t spell by+2. Note that this bonus does not stack with thatgranted by the Zodiac Focus feat. The value in goldpieces of the material re quir ed to gain this bonus isequal to the level of the sp ell x 10. Thus , using