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Authors: Credits Faisal Abdullah, Jose De La Puenre Alvarez, Rick Biheault, Jeffrey Developers: Binder, Terjc Erwin;; Bjelkolm, N.E, Bloom, Mario Boulanger, Ed Bourclle, Bret Boyd, Dave Bmhm an, Glenn David Brown, Step lien Joseph D. Camker, Jr. and Anthony Pryor Cheney, David S. Corcoran, Charles Corley, Michael D'Andrca, David Ayala Lie Garay, Steven Ehrhar, Adam Eiche [better, Editor: Roosevelt Eldridge, Guillerjo Sanche: Fernandez, James Fischer, Scott Holden-Jones and Michael Johnstone Jason Fult:, Michael Gill, Travis N. Gillespie. Jeff Harkness, Eric Harry, Marc Hnlman, Clifford Horowitz, Andrew Hurwirz, Ben Iglaur. Eric Jansing, J.S.Johnson, Spike Y. Jones, Lysle Kapp, Lysle Art Director: Kapp, Michael Koal, John Kubisz, Jean Michel Lavarenne, Patrick Richard Thomas Lawinger, Clyde Lekel, Lizard, Rhiannon Louve, Krister Michl, Adam Silva Mirainon, Clinton Clark Nappcr, Geoffrey T. Nelson, Layout and Typesetting: Matt Noble, Robert Olla, Pier Giorgio Pacifici. Dean Paolilo, Datrcll Ridley, Jeffrey A, Rohhins, Chris Ryan, Michael Schcll, Ron Thompson Gary Schottcr, Elias Scorsone, Jason Scott, Daniel Shaefer, James Sharkey, Jr., AndrewShockney, Richard Smith 11, Andrew Snow, interior Artists: Julian Soullard, John Henry Stam, James Sverapa IV, JcffTabrurn, Tom Biondolillo, Leanne Buckley, Richard Thomas, Eric Tarn, Laban Tatro, Jeff Taylor, John D- Tolin, Sean Treacy, Kieran Turley, [an Turner, Mart Tweedt, Bradford Walker, Bill Tim Truman, Melissa Uran and Jason Walker Webb, Jeff Wcskamp, Erik Lees White, James Wilbur, Brian Williams. Clifford Wolter, Jeffrey Yurkiw Cover Design: Matt Milberger Special Thanks , , and , for the contri- RCERY bution of their variant 'Psion Secondary Disciplines' and 'Variant Powers Discovered' rules, taken from the module I/Thoughts Couid KS1 and printed here in Chapter Six. Special recognition to Dave Check out upcoming Sword and Sorcery Studio Brohman and Ben Iglauer, past authors and contributors ro the products online at http://www.swordsorcery.com current volume, who got left off the credits for SLCS. Distributed for Sword and Sorcery Studio by , Inc. This printing of Kelics and Rirwifc 2: Last Lure is done under version 1,0 and/or draft versions of the , the D10 System Trademark License, Trademark Logo Guide and System Reference Document by permission ftom - Subsequent printings of this book will incorporate final versions of the license, guide and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section l(e) of the Open Game License, version 1.0; Any and all Sword and Sorcery Studio logos and identify ing marks and trade dress, including all Sword and Sorcery Studio Product and Product Line names including but not limited to Creature Collection, Creature Collection 2- DarkMenogrrie, ihe Divine and the Defeated, and Relia and Riuiats; the Scaned Lands and the Scarred Lands logo; all text under the "Description" header of any creature, spell, true ritual, magic item, art ifact, orNPC listing; any elements of the Scaned Lands setting, including but not limited to capitalized names, SWORDS 5 0 R c E R V names of artifacts, characrers. countries, creatures, geographic locations, gods, historic events, magic i terns, organizations, spells or titans; and STUDIOS any and all stories, storylines, plors. thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, logos, symbols, or graphic designs, excepr such elements that already appear in the d20 System Reference Document (e.g. Nystul or Bigby) and ate already OGC by virrue of appearing there. The above Product Identity is not Open Game Content. Designation of Open Game Content: Subject to the Product Identity designation above, the follow ing portions of Relics and Rituals 2- Lost Lore are designated as Open Game Content: all creature and NPC statistic templates, (i.e. ftom Size Type (e.g.. Small Undead) down to Advancement Range); all skills, feats, special attacks (SA land special qualities (SQ); prestige classes; all text under the "Powers" section of magic items or artifacts; all text undet the "Spell Effect" section of spells and true riruals; all text under the "Combat" section of a creature's listing; the Alchemy section on page 15; and anything else contained herein which is already Open Game Content by virtue 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 Document and are ©1999. 2000, 2001. 2002 Wizards of the Coast. Inc. The remainder of these OGC portions of this book are hereby added to Open Game Content and if so used, should hear the COPYRIGHT NOTICE "Relics and Rituals 2: Lost Lute Copyright 2002, White Wolf Publishing, Inc." All contents of this book, regardless of designation, are copyrighted year 2002 by White Wolf Publish ing, Inc. All rights reserved. Reproduction or use without the written permission of the publisher is expressly forbidden, except for the purpose of review or use of OGC consisrent with the OGL, Scaned Lands DM's Screen, Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and Sorcery Studio, the Sword and Sorcery logo, Creature Collection. Creature Collection 2: Dark Menagerie, Hollowfausl:Ciry of Necromancers, BurokTom: City Under Siege. Secrets and Societies. The Wise and the Wicked. The Divine and the Defeated, and Relics & Rituals are trademarks of White Wolf Publishing. Inc. All rights reserved. The mention of or reference to any company or product in rhese pages is not a challenge ro rhe trademark or copyright concerned. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wiiards of rhe Coast and are used according to the terms of the d20 System License version 1.0. 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 CANADA RELICS & , R1TUXL S 2 : LOS T Preface By Monte Cook When we heard that White Wolf Publishing was simply a book of ideas — wonderful, innovative, and i forming Sword and Sorcery Studio to publish d20 creative ideas. material, we knew that the d20 "experiment" was a Relics & Rituals 2: Lost Lore introduces astrological success. If a publisher of such regard, with such a effects, cabal ism, and miracles into your game. You'll successful record of its own would begin to produce find tattooed witches, serpentine assassins, and time- i d20 material, it not only proved that the task was mastering sages in these pages, as well as new spells for worth doing, but that it was worth doing well. Back every spellcasting class. Of course, the book offers a in those early days, when I still worked for Wizards of plethora of new magic items and artifacts for your PCs the Coast, we were thrilled at the whole prospect of to discover or for NFC villains to wield against rhem. quality material coming out for our game, but created What's more, this tome covers not only magic, but by someone else. It barkened hack to the early days of psionics, as the ancient legacy of a time-lost race. A D&D and the Judge's Guild. Often, true innovation variant secondary disciplines table created by Psionics idoesn't come from die market leader — the "big Handbook author Bruce Cordell offers a new take on boys" — but from a smaller company. While a larger acquiring powers. Fans of psionics should be thrilled publisher might want to (might have to) remain to see new psionic prestige classes, including the evil, conservative to hang onto a larger audience, smaller shadow-dwell ing cultists of the shade, and the insane companies could risk more daring moves, and thus warped ones. more original creations. In my campaign, when the player characters en- When Relics & Rituals was published, it didn't set counter a new character, they never know what to the bar fordZO quality, it created it. It presented great expect. What strange, obscure sorcery has this indi- and wondrous creations — imaginative new spells, vidual come across? What new sorts of magic irems interesting and well-conceived prestige classes and does she wield? Is she a member of some arcane exciting new magic items, artifacts and rules. More society that has taught her new, fantastic abilities? than a year later, it remains a hallmark of the d20 This feel ing of excitement is part of why I think the industry that has grown in its wake. players keep coming back from week to week. Not This book, a sequel of sorts, you might say, simply only for the surprise of what comes next, but for the offers more of the same. That, however, would be a discovery of what they themselves will find as they short-sighted observation. delve deeper and deeper into the world. If you're a music fan, you never stop trying new While I come up with most of these new features on music. No movie fan ever says "I've seen all the my own, the real secret I have is my collect ion of idea movies I need to see." No fantasy RPG player, then, troves like Reiics & Rituals 2: Lost Lore. Although should ever find himself or herself in the mindset of much of what you find here seems deeply rooted in not being interested in new ideas for magic. Introduc- the Scarred Lands (an imaginative and innovative ing new spells and magic items into your game is like setting in its own right), you'll find virtually all of it trying new foods, or traveling to new places. Magic is is easily adapted into any campaign world. I know, for one thing that you never want to have become example, that 1 will be using some of it in my own predictable, mundane, or dull. Bringing in new spells, game. It's just too good not to. And if you don't have items, or classes keeps things fresh. When the players a campaign setting that you're using now, you will encounter some new magical effect for the first time, probably find the references in this book intriguing they really do have a sense of wonder and sometimes enough so that you'll want to check out the Scarred even awe — exactly the kind of reaction you want Lands. magic to provoke. This book is a patch of ripe, magical fruit waiting to Fantasy roleplaying games are about ideas. Every be picked as immediately or as gradually as you wish, great adventure you've ever been a part of is grounded to add into your own game as you please. You need insome wonderful or intriguing idea (or two, or three, only use those pieces that are to your liking, and you or a dozen). This book that you hold in your hands is can use them in any manner you wish. Who could pass up an offer like that? Monte Cook Renton, WA April 2002 TABLE OF CONTENTS Tab I e of Contents Preface 2 Rings 172 Introducton 4 Rods 177 Chapter One: Magic Rules 5 Scrolls 178 Faith and the Arcane 6 Staffs 181 Houses of the Gods 8 Wands 183 Scarred Lands Alchemy 15 Wondrous Items 184 New Feats 15 Tattoo Magic 199 Chapter Two: Prestige Classes 21 Relics 203 High Astrologer 27 Minor Artifacts 203 Jordeh 31 Major Artifacts 204 Lady of Serpents 34 Chapter Six: The Slarecian Legacy 209 Sage of the Phylacteric Vault 37 Psionics in the Scarred Lands 212 Son of Mirth 40 Order of Obsidian 214 Spirit Walker 43 Cultist of the Shade 216 Chapter Three: Spells 47 Warped One 218 Bard Spells 48 Psionic Powers 220 Cleric Spells 51 Chapter Seven: Druid Spells 67 Lost Tomes of the Scarred Lands 221 Paladin Spells 71 Bonerigger's Battlefield Compendium 222 Ranger Spells 72 The Brass Tablets of Thulkas 223 Sorcerer/Wizard Spells 73 The Caltha Construct Cuide 225 Chapter Four: True Rituals 150 The Codex of Non 226 Chapter Five: Magic Items 156 The Coral Tablets of Qur AINur Ran 227 Magic Items in Your Campaign 157 Damashar's Tomb 229 Armor and Shields 158 The Dream Maps of the Lotus Eaters 231 Weapons 161 The Eighteen Blades of Vode Nulan 232 Potions 171 Osseocabula 233 The Tome of Midnight 235

toiffl RELICS S . R1TUXL S 2 : LOS T Introduction

Welcome 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! For now, though, let us take another look at magic, shall we? Oh, think you know these stories, do you? Then shall I skip the Wheel of the Heavens and the secrets for stealing power from the Names of the Gods? Shall I demur about miracles, virtues, and the taint of Titans, and of angels in the blood of sorcerers? Would you learn about the Ladies of Serpents, orthejordeh, or perhaps the Sonsof Mirth from far-off Termana? Then be silent, you young tusker, and let 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 all things. It is as powerful and elemental a force as the fire beneath the earth and the storms in the heavens. Perhaps that's why a titan wore the face of the Sire of Sorcery; those who would tell you that magic is unnatural need only look to the titans, whose greatest sin, it might be argued, was being too natural. Nature is wild and fierce, oft-times too much so. So, too, is magic. Whether that magic dances and crackles barely contained at the fingertips of some wildling sorcerer or is carefully controlled, measured and recorded somewhere in the Phylacteric Vault is irrelevant — magic is pervasive 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. The average person of the Scarred Lands knows that magic exists and has probably even seen some small peaceful workings 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 primary offense and defense during the Divine War, and, in fact, of nearly all wars before and since. Soldiers may fight battles, but 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 by demons. Such superstitions have no place in a land as touched by sorcery and miracles as the Scarred Lands. Rather, magic is a tool, a weapon, but one of great power, potentially devastating. The wizard walk ing down a thoroughfare tn the Scarred Lands, rune-staff in hand, is no different from a flak-jacketed soldier walking through our mall, assault rifle at the ready. He may not be the kind of person to use the lethal power at his disposal. But do you want to take that chance? Joseph Carriker Sword & Sorcery Studios

This tome, yet another result of hard work, talent, and imagination on the part of both our fans and our regular writers, further establishes the Scarred Lands as a real and living place, full of adventure, danger, and ancient magic. I speak for both myself and my fellow developer Joseph Carriker, as well as the other creators of the Scarred Lands and the esteemed Monte Cook, when I thank the entite roleplaying community for their help in making Scam one of the most popular and successful settings available today. Without the support and enthusiasm of those who buy and use our roleplaying products, the Scarred Lands would he but a shadow of its present self. Relics and Rituals 2: Lost Lore stands as tribute to them, and to the great products and settings that preceded it. Thanks fot checking us out, and happy gaming! Anthony Pryor Sword & Sorcery Studios Chapter One:

This chapter presents a collection of optional magical rules that can be used to add flavor to any Scarred Lands campaign — or any fantasy campaign, for that matter. From a look at the role of arcane magicians within the faithsof the Scarred Lands to an examination of the setting's astrology to new rules for alchemy, this chapter should have something for everyone. RCLICS & . RITUAL S 2 : LOS T

Fnith find the Armne With the demise of his daughter Miridum, righ- teous Hedrada adopted many of her wizardly Since the onset of the Divine War, arcane worshippers into his fold. As a result, there are many spellcasters have held a special place in the religions wizards in the faith of the Lawgiver who treasure his of the Scarred Lands. Before the Titanswar, wizards creed of civilization, memory, and lore. There are maintained a secretive, cult-like status, made up of a usually few sorcerers and bards among the faithful of network of secret societies each dedicated to preserv- Hedrada, whose dogma they often find far too inflex- ing their own techniques and secrets for stealing the ible and ordered. power that rightfully belonged (at least by prevailing Fey and madcap, Enkili is often invoked by thought) to Mesos and the sorcerers of the titans. spellcasters seeking toaccess powers of shapechanging While planning their uprising against rhe titans, and the storm. Enkili's faith has welcomed sorcerers the gods were forced to realize that they were at a and bards with open arms; indeed, some sailing disadvantage — the followers of the titans wielded vessels maintain that the best way to avoid being both sorcerous and druidic magics, capable of wreak- caught in a sudden squall is by having a bard aboard. ing absolute havoc on the battlefield. The armies of The Slaver's service includes many arcane the gods had no such advantages. Acting on the spellcasters who use their powers to enslave others. iadvice of Miridum, the goddess of lore and wizardry, Even necromancers in Chardun's service adhere to the gods and their agents approached various wiz- this philosophy — they don't revel in the black arts ardly societies and secret schools, asking for their for their own sake, but rather, for them, necromancy help. Many refused; but just as many agreed to aid is just a way of enslaving thedead as well as the living. them. Many of those who agreed to help assault the The Witch of the Moon, Belsamerh, wields titans already served the gods — the necromancers powers steeped in darkness and the cold realm of among the charduni and the wizards of Miridum death. Her witches, spellcasters of various non-cleri- foremost among them. cal classes, are made up of equal parts adepts, bards, The first assault on the titans — the magical sorcerers, and wizards, attack upon Mesos himself — is well documented. Vangal, Lord of the Apocalypse, attracts all Though entire magical traditions died that day, their manner of folk who revel in destruction and death. lore lost forever to the Scarred Lands, many others Wizards and sorcerers alike can be found in the faith survived, earning for themselves the status of heroes of Vangal, invariably demonstrating madness and amongdivineraces.Tothisday.ifanarcanespeHcaster sociopathic tendencies; relatively few bards are com- is going to be trusted, he is likely to be a wizard, for fortable in the presence of those dedicated to even a century and a half after the fall of the titans, destruction and misery, however, rather than cre- sorcerers' role as the priests of the titans is yet remem- ation and beauty. bered. Cabalists Arcanists among the Eight Victors Wizards have long known the power of words Wizards serving Corean the Champion are few and sigils — indeed, they used such tools to steal the and far between. Where they do exist, however, the very power of Mesos for rhemselves. Ir should come folk around them could scarcely ask for a better as no surprise, then, that at some point wizards defender. More than willing to use their arts to learned to use the holy runes and lirurgies of the gods protect those around them, arcane spellcasters in as a source of power, as well, tapping into the divine service to Corean are usually wizards, especially ad- nature of the gods in order to augment their magics. venturers, militants, and smith-mages. Most sorcerers Though these esoteric secrets were discovered by dislike being perpetually mistrusted and most bards wizards originally, any arcane spellcasrer may use find Corean's ideals too stringent for their taste. rhese techniques. Bards and sorcerers are often drawn to the ser- Those who would use these secrets must take the vice of Madriel, the Angel of Mercy, whose creed is Cahalist feat (see "New Feats" later in this chapter). goodness above all. Many of Madrid's largest temples The Eight Victors' cabalistic secrets have been dis- have a few bards that lead the choral worship of the seminated among the various secret societies (cabals) goddess, and many sorcerers frequent the temple. that teach this feat. Some such cabals are simply As the goddess of music and travel, Tanil argu- power-hungry gatherings of arcanists; others are so- ably boasts the most arcane spellcasters, most of cieties of titan-worshippers who see cabalism simply iwhom are bards, among her worshippers. Orhers as using rhe gods' own power against them. Still revere the Huntress as well, however, from those others, usually arcane casrers who have taken vows as mages who work closely with the Vigils to those lay clergy, work wirhin the auspices of the temples steeped in wilderness lore. It is also rumored that a themselves, tapping the power of the gods to further lodge of arcane archers in Vera-tre is dedicated to their goals. Tanil. Each of the Eight Victors has a cabalistic for- mula (said to incorporate a small part of the true §t 6 CHAPTER ONE: MAQIC RVU S

name of that god) that may he incorporated into the Litany of the Smith: The spellcaster may call upon casting of an arcane spell by one knowledgeable in Corean's name in his smith aspect to augment spells such hieratical study. Each formula has a different whose target ts a weapon {such as magic weapon or I effect depending on the nature of the deity, and is flame/frost weapon*). This increases the spellcasrer's read aloud from a holy text of the faith in question. effective caster level for such spells by +1. This Thus, usingsuch a formulagives the spell both Verbal benefir cannor be used by chaotic or evil spellcasters. and Focus components (the holy text counts as the Madriel focus) even if it does not normally have them, and increases the spell's casting time to a minimum of 1 Incantation of the Feather: The spellcaster may full round. Cabalistic spells may not be affected by call upon Madrid's essence to aid him in spells that metamagic feats or other abilities that allow the lift him off of the ground, or rerurn him safely there. caster to ignore these components — in order to The caster casts Transmutation spells that allow him augment a spell through the Cabalist feat, verbal and to defeat gravity {jump, feather fall, fly, or similar focal components must be used, and the spell cannot spells) at +1 effective caster level. be quickened. Lightbringer's Invocation: The spellcaster may call Unlike normal invocation benefits, the bonuses upon Madriel to aid him when casting spells with the gained from cabalistic casting arelimiredtospellcasters [light] descriptor, thereby increasing the spellcaster's whose aiignmenrs do not oppose that of rhe deity in effecrive casrer level for such spells by +1. This question, for the caster is tapping into the vital benefit cannot be used by evil spellcasters. essence of the god in question. Thus, while any smith, Tanil no matter how wicked, may ask for Corean's blessing Archer's Invocation: The spellcaster may call on her forge because Corean is the god of smithing, upon Tanil to aid him when casting spells that only non-chaotic and non-evil spellcasters may draw benefit from aim, invoking the Huntress to steady his upon Corean's purifying flames. hand. Those who do so gain a +1 bonus to hit with Corean spells that require a ranged touch attack. This benefit Invocation of the Purify ing Flames: The spellcasrer cannot be used by lawful or evil spellcasters. may call upon Corean's purifying flames when cast- Beast Song: By invoking Tanil as the Lady of ing spells wirh the [firej descriptor. This increases the Animals, rhe spellcaster gains +1 effective caster spell save DC against such spells by +3 for evil targets. level to spells that either summon animals (whether This benefit cannot be used by chaotic or evil normal or outsider versions) or that granr rhe caster spellcasters. animal attributes {such as Yard's totemic transforma-